An article header
-Some content
-diff --git a/.github/ISSUE_TEMPLATE/bug_report.md b/.github/ISSUE_TEMPLATE/bug_report.md
deleted file mode 100644
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--- a/.github/ISSUE_TEMPLATE/bug_report.md
+++ /dev/null
@@ -1,40 +0,0 @@
----
-name: Bug report
-about: Something about Quartz isn't working the way you expect
-title: ""
-labels: bug
-assignees: ""
----
-
-**Describe the bug**
-A clear and concise description of what the bug is.
-
-**To Reproduce**
-Steps to reproduce the behavior:
-
-1. Go to '...'
-2. Click on '....'
-3. Scroll down to '....'
-4. See error
-
-**Expected behavior**
-A clear and concise description of what you expected to happen.
-
-**Screenshots and Source**
-If applicable, add screenshots to help explain your problem.
-
-You can help speed up fixing the problem by either
-
-1. providing a simple reproduction
-2. linking to your Quartz repository where the problem can be observed
-
-**Desktop (please complete the following information):**
-
-- Quartz Version: [e.g. v4.1.2]
-- `node` Version: [e.g. v18.16]
-- `npm` version: [e.g. v10.1.0]
-- OS: [e.g. iOS]
-- Browser [e.g. chrome, safari]
-
-**Additional context**
-Add any other context about the problem here.
diff --git a/.github/ISSUE_TEMPLATE/feature_request.md b/.github/ISSUE_TEMPLATE/feature_request.md
deleted file mode 100644
index e766b49b8..000000000
--- a/.github/ISSUE_TEMPLATE/feature_request.md
+++ /dev/null
@@ -1,19 +0,0 @@
----
-name: Feature request
-about: Suggest an idea or improvement for Quartz
-title: ""
-labels: enhancement
-assignees: ""
----
-
-**Is your feature request related to a problem? Please describe.**
-A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
-
-**Describe the solution you'd like**
-A clear and concise description of what you want to happen.
-
-**Describe alternatives you've considered**
-A clear and concise description of any alternative solutions or features you've considered.
-
-**Additional context**
-Add any other context or screenshots about the feature request here.
diff --git a/.github/pull_request_template.md b/.github/pull_request_template.md
deleted file mode 100644
index a5bab096d..000000000
--- a/.github/pull_request_template.md
+++ /dev/null
@@ -1,31 +0,0 @@
-
diff --git a/content/Worlds/1. Red Eclipse/1. Karaktärer/Party/Grimm Wontan/Grimm.md b/content/Worlds/1. Red Eclipse/1. Karaktärer/Party/Grimm Wontan/Grimm.md
index 58f1a6ee6..fbfe9221f 100755
--- a/content/Worlds/1. Red Eclipse/1. Karaktärer/Party/Grimm Wontan/Grimm.md
+++ b/content/Worlds/1. Red Eclipse/1. Karaktärer/Party/Grimm Wontan/Grimm.md
@@ -20,6 +20,9 @@ Det finns flera effekter av detta
- Han blev alkoholist efter kriget, och levde i Absalom och söp och spelade kort under 4 år
- På grund av den förlust han kände efter deserteringen
+# Effekter
+Han har just nu [[Cayden Cailean - Minor Boon]], vilket inte är helt till en fördel när man är alkoholist.
+
# Tidslinje
37 år sedan - född. Desna dog, och en del av hennes ritning fäste sig vid Grimm.
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diff --git a/content/Worlds/1. Red Eclipse/4. Uppdrag/2. Pågående/I wanna be the star.md b/content/Worlds/1. Red Eclipse/4. Uppdrag/2. Pågående/I wanna be the Star.md
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@@ -20,5 +20,3 @@ Bör vara relaterade till hur vi vill påverka världen med våra nya krafter?
- Hur kan vi förinta [[Asmodeus]] så att han aldrig mer är ett hot för någon?
- Hur kan jag rädda [[Desna]] utan att själv dö?
- Vad hände med min mormor?
-
-
diff --git a/content/Worlds/1. Red Eclipse/6. Meta/House Rules/Ready a Spell.md b/content/Worlds/1. Red Eclipse/6. Meta/House Rules/Ready a Spell.md
index 0b3a14f96..74c406973 100755
--- a/content/Worlds/1. Red Eclipse/6. Meta/House Rules/Ready a Spell.md
+++ b/content/Worlds/1. Red Eclipse/6. Meta/House Rules/Ready a Spell.md
@@ -1 +1 @@
-Om man gör [[Mechanics/Rules/actions/Ready|Ready]] under två rundor i rad så kan man kasta en 2-action spell istället för bara en single action (*⬻{ .Pathfinder }*). Väldigt dödligt, och från och med nu så kommer ingen att vilja gå runt hörn.
\ No newline at end of file
+Om man gör [[Mechanics/Rules/actions/Ready|Ready]] under två rundor i rad så kan man kasta en 2-action spell istället för bara en single action (*⬻{ .Pathfinder }*). Väldigt dödligt, och från och med nu så kommer ingen att vilja gå runt hörn :)
\ No newline at end of file
diff --git a/content/mechanics/setting/domains.md b/content/mechanics/setting/domains.md
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----
-obsidianUIMode: preview
-cssclasses: pf2e,pf2e-note
-tags:
-- compendium/src/pf2e/aoa4
-- compendium/src/pf2e/aoe5
-- compendium/src/pf2e/av3
-- compendium/src/pf2e/bl6
-- compendium/src/pf2e/crb
-- compendium/src/pf2e/logm
-aliases: ["Domains"]
----
-# Domains
-
-
-## Abomination
-_Source: Abomination Vaults #3: Eyes of Empty Death p. 65_
-
-You seek to instill abhorrence and horror in those around you.
-
-**Spells** [Lift Nature's Caul](compendium/spells/lift-natures-caul-av3.md), [Fearful Feast](compendium/spells/fearful-feast-av3.md)
-
-## Air
-_Source: Core Rulebook p. 441_
-
-You can control winds and the weather.
-
-**Spells** [Pushing Gust](compendium/spells/pushing-gust.md), [Disperse Into Air](compendium/spells/disperse-into-air.md)
-
-## Ambition
-_Source: Core Rulebook p. 441_
-
-You strive to keep up with and outpace the competition.
-
-**Spells** [Blind Ambition](compendium/spells/blind-ambition.md), [Competitive Edge](compendium/spells/competitive-edge.md)
-
-## Change
-_Source: Lost Omens: Gods & Magic p. 112_
-
-You can restructure the physical and metaphysical.
-
-**Spells** [Adapt Self](compendium/spells/adapt-self-logm.md), [Adaptive Ablation](compendium/spells/adaptive-ablation-logm.md)
-
-## Cities
-_Source: Core Rulebook p. 441_
-
-You have powers over urban environments and denizens.
-
-**Spells** [Face In The Crowd](compendium/spells/face-in-the-crowd.md), [Pulse Of The City](compendium/spells/pulse-of-the-city.md)
-
-## Cold
-_Source: Lost Omens: Gods & Magic p. 112_
-
-You control ice, snow, and freezing temperatures.
-
-**Spells** [Winter Bolt](compendium/spells/winter-bolt-logm.md), [Diamond Dust](compendium/spells/diamond-dust-logm.md)
-
-## Confidence
-_Source: Core Rulebook p. 441_
-
-You overcome your fear and project pride.
-
-**Spells** [Veil Of Confidence](compendium/spells/veil-of-confidence.md), [Delusional Pride](compendium/spells/delusional-pride.md)
-
-## Creation
-_Source: Core Rulebook p. 441_
-
-You have divine abilities related to crafting and art.
-
-**Spells** [Splash Of Art](compendium/spells/splash-of-art.md), [Artistic Flourish](compendium/spells/artistic-flourish.md)
-
-## Darkness
-_Source: Core Rulebook p. 441_
-
-You operate in the darkness and take away the light.
-
-**Spells** [Cloak Of Shadow](compendium/spells/cloak-of-shadow.md), [Darkened Eyes](compendium/spells/darkened-eyes.md)
-
-## Death
-_Source: Core Rulebook p. 441_
-
-You have the power to end lives and destroy undead.
-
-**Spells** [Death's Call](compendium/spells/deaths-call.md), [Eradicate Undeath](compendium/spells/eradicate-undeath.md)
-
-## Decay
-_Source: Lost Omens: Gods & Magic p. 112_
-
-You have the power to spoil and deteriorate matter.
-
-**Spells** [Withering Grasp](compendium/spells/withering-grasp-logm.md), [Fallow Field](compendium/spells/fallow-field-logm.md)
-
-## Delirium
-_Source: Lost Omens: Gods & Magic p. 113_
-
-You can bring about hallucinations and restlessness.
-
-**Spells** [Hyperfocus](compendium/spells/hyperfocus-logm.md), [Ephemeral Hazards](compendium/spells/ephemeral-hazards-logm.md)
-
-## Destruction
-_Source: Core Rulebook p. 441_
-
-You are a conduit for divine devastation.
-
-**Spells** [Cry Of Destruction](compendium/spells/cry-of-destruction.md), [Destructive Aura](compendium/spells/destructive-aura.md)
-
-## Dreams
-_Source: Core Rulebook p. 441_
-
-You have the power to enter and manipulate dreams.
-
-**Spells** [Sweet Dream](compendium/spells/sweet-dream.md), [Dreamer's Call](compendium/spells/dreamers-call.md)
-
-## Dust
-_Source: Lost Omens: Gods & Magic p. 114_
-
-You have the power to dry and crumble what opposes you.
-
-**Spells** [Parch](compendium/spells/parch-logm.md), [Dust Storm](compendium/spells/dust-storm-logm.md)
-
-## Duty
-_Source: Lost Omens: Gods & Magic p. 114_
-
-You defend oaths and carry out your divine missions with great dedication.
-
-**Spells** [Oathkeeper's Insignia](compendium/spells/oathkeepers-insignia-logm.md), [Dutiful Challenge](compendium/spells/dutiful-challenge-logm.md)
-
-## Earth
-_Source: Core Rulebook p. 441_
-
-You control soil and stone.
-
-**Spells** [Hurtling Stone](compendium/spells/hurtling-stone.md), [Localized Quake](compendium/spells/localized-quake.md)
-
-## Family
-_Source: Core Rulebook p. 441_
-
-You aid and protect your family and community more effectively.
-
-**Spells** [Soothing Words](compendium/spells/soothing-words.md), [Unity](compendium/spells/unity.md)
-
-## Fate
-_Source: Core Rulebook p. 441_
-
-You see and understand hidden inevitabilities.
-
-**Spells** [Read Fate](compendium/spells/read-fate.md), [Tempt Fate](compendium/spells/tempt-fate.md)
-
-## Fire
-_Source: Core Rulebook p. 441_
-
-You control flame.
-
-**Spells** [Fire Ray](compendium/spells/fire-ray.md), [Flame Barrier](compendium/spells/flame-barrier.md)
-
-## Freedom
-_Source: Core Rulebook p. 441_
-
-You liberate yourself and others from shackles and constraints.
-
-**Spells** [Unimpeded Stride](compendium/spells/unimpeded-stride.md), [Word Of Freedom](compendium/spells/word-of-freedom.md)
-
-## Glyph
-_Source: Lost Omens: Gods & Magic p. 114_
-
-You wield power over written words and symbols.
-
-**Spells** [Redact](compendium/spells/redact-logm.md), [Ghostly Transcription](compendium/spells/ghostly-transcription-logm.md)
-
-## Healing
-_Source: Core Rulebook p. 441_
-
-Your healing magic is particularly potent.
-
-**Spells** [Healer's Blessing](compendium/spells/healers-blessing.md), [Rebuke Death](compendium/spells/rebuke-death.md)
-
-## Indulgence
-_Source: Core Rulebook p. 441_
-
-You feast mightily and can shake off the effects of overindulging.
-
-**Spells** [Overstuff](compendium/spells/overstuff.md), [Take Its Course](compendium/spells/take-its-course.md)
-
-## Introspection
-_Source: Blood Lords #6: Ghost King's Rage p. 73_
-
-You guide others in examining their lives, emotions, and motivations to ultimately become a truer version of themselves—a difficult and often painful process.
-
-## Knowledge
-_Source: Core Rulebook p. 441_
-
-You receive divine insights.
-
-**Spells** [Scholarly Recollection](compendium/spells/scholarly-recollection.md), [Know The Enemy](compendium/spells/know-the-enemy.md)
-
-## Lightning
-_Source: Lost Omens: Gods & Magic p. 115_
-
-You control electricity, thunder, and storms.
-
-**Spells** [Charged Javelin](compendium/spells/charged-javelin-logm.md), [Bottle The Storm](compendium/spells/bottle-the-storm-logm.md)
-
-## Luck
-_Source: Core Rulebook p. 441_
-
-You're unnaturally lucky and keep out of harm's way.
-
-**Spells** [Bit Of Luck](compendium/spells/bit-of-luck.md), [Lucky Break](compendium/spells/lucky-break.md)
-
-## Magic
-_Source: Core Rulebook p. 441_
-
-You perform the unexpected and inexplicable.
-
-**Spells** [Magic's Vessel](compendium/spells/magics-vessel.md), [Mystic Beacon](compendium/spells/mystic-beacon.md)
-
-## Might
-_Source: Core Rulebook p. 441_
-
-Your physical power is bolstered by divine strength.
-
-**Spells** [Athletic Rush](compendium/spells/athletic-rush.md), [Enduring Might](compendium/spells/enduring-might.md)
-
-## Moon
-_Source: Core Rulebook p. 441_
-
-You command powers associated with the moon.
-
-**Spells** [Moonbeam](compendium/spells/moonbeam.md), [Touch Of The Moon](compendium/spells/touch-of-the-moon.md)
-
-## Naga
-_Source: Agents of Edgewatch #5: Belly of the Black Whale p. 441_
-
-Like the serpentine nagas, you're in tune with cosmic forces that Ravithra once controlled.
-
-**Spells** [Split The Tongue](compendium/spells/split-the-tongue-aoe5.md), [Ordained Purpose](compendium/spells/ordained-purpose-aoe5.md)
-
-## Nature
-_Source: Core Rulebook p. 441_
-
-You hold power over animals and plants.
-
-**Spells** [Vibrant Thorns](compendium/spells/vibrant-thorns.md), [Nature's Bounty](compendium/spells/natures-bounty.md)
-
-## Nightmares
-_Source: Core Rulebook p. 441_
-
-You fill minds with horror and dread.
-
-**Spells** [Waking Nightmare](compendium/spells/waking-nightmare.md), [Shared Nightmare](compendium/spells/shared-nightmare.md)
-
-## Pain
-_Source: Core Rulebook p. 441_
-
-You punish those who displease you with the sharp sting of pain.
-
-**Spells** [Savor The Sting](compendium/spells/savor-the-sting.md), [Retributive Pain](compendium/spells/retributive-pain.md)
-
-## Passion
-_Source: Core Rulebook p. 441_
-
-You evoke passion, whether as love or lust.
-
-**Spells** [Charming Touch](compendium/spells/charming-touch.md), [Captivating Adoration](compendium/spells/captivating-adoration.md)
-
-## Perfection
-_Source: Core Rulebook p. 441_
-
-You strive to perfect your mind, body, and spirit.
-
-**Spells** [Perfected Mind](compendium/spells/perfected-mind.md), [Perfected Form](compendium/spells/perfected-form.md)
-
-## Plague
-_Source: Lost Omens: Gods & Magic p. 115_
-
-You wield disease and pestilence like a weapon.
-
-**Spells** [Divine Plagues](compendium/spells/divine-plagues-logm.md), [Foul Miasma](compendium/spells/foul-miasma-logm.md)
-
-## Protection
-_Source: Core Rulebook p. 441_
-
-You ward yourself and others.
-
-**Spells** [Protector's Sacrifice](compendium/spells/protectors-sacrifice.md), [Protector's Sphere](compendium/spells/protectors-sphere.md)
-
-## Repose
-_Source: Lost Omens: Gods & Magic p. 116_
-
-You ease mental burdens.
-
-**Spells** [Share Burden](compendium/spells/share-burden-logm.md), [Font Of Serenity](compendium/spells/font-of-serenity-logm.md)
-
-## Secrecy
-_Source: Core Rulebook p. 441_
-
-You protect secrets and keep them hidden.
-
-**Spells** [Forced Quiet](compendium/spells/forced-quiet.md), [Safeguard Secret](compendium/spells/safeguard-secret.md)
-
-## Sorrow
-_Source: Lost Omens: Gods & Magic p. 116_
-
-You have a painful connection to melancholy and sadness.
-
-**Spells** [Lament](compendium/spells/lament-logm.md), [Overflowing Sorrow](compendium/spells/overflowing-sorrow-logm.md)
-
-## Soul
-_Source: Lost Omens: Gods & Magic p. 117_
-
-You wield power over the spiritual.
-
-**Spells** [Eject Soul](compendium/spells/eject-soul-logm.md), [Ectoplasmic Interstice](compendium/spells/ectoplasmic-interstice-logm.md)
-
-## Star
-_Source: Lost Omens: Gods & Magic p. 117_
-
-You command the power of the stars.
-
-**Spells** [Zenith Star](compendium/spells/zenith-star-logm.md), [Asterism](compendium/spells/asterism-logm.md)
-
-## Sun
-_Source: Core Rulebook p. 441_
-
-You harness the power of the sun and other light sources, and punish undead.
-
-**Spells** [Dazzling Flash](compendium/spells/dazzling-flash.md), [Positive Luminance](compendium/spells/positive-luminance.md)
-
-## Swarm
-_Source: Lost Omens: Gods & Magic p. 117_
-
-You exert control over masses of creatures.
-
-**Spells** [Swarmsense](compendium/spells/swarmsense-logm.md), [Swarm Form](compendium/spells/swarm-form-logm.md)
-
-## Time
-_Source: Lost Omens: Gods & Magic p. 118_
-
-You reign over the flow of time.
-
-**Spells** [Delay Consequence](compendium/spells/delay-consequence-logm.md), [Stasis](compendium/spells/stasis-logm.md)
-
-## Toil
-_Source: Age of Ashes #4: Fires of the Haunted City p. 63_
-
-You work constantly and refuse to let anything stand in your way.
-
-**Spells** [Practice Makes Perfect](compendium/spells/practice-makes-perfect-aoa4.md), [Tireless Worker](compendium/spells/tireless-worker-aoa4.md)
-
-## Travel
-_Source: Core Rulebook p. 441_
-
-You have power over movement and journeys.
-
-**Spells** [Agile Feet](compendium/spells/agile-feet.md), [Traveler's Transit](compendium/spells/travelers-transit.md)
-
-## Trickery
-_Source: Core Rulebook p. 441_
-
-You deceive others and cause mischief.
-
-**Spells** [Sudden Shift](compendium/spells/sudden-shift.md), [Trickster's Twin](compendium/spells/tricksters-twin.md)
-
-## Truth
-_Source: Core Rulebook p. 441_
-
-You pierce lies and discover the truth.
-
-**Spells** [Word Of Truth](compendium/spells/word-of-truth.md), [Glimpse The Truth](compendium/spells/glimpse-the-truth.md)
-
-## Tyranny
-_Source: Core Rulebook p. 441_
-
-You wield power to rule and enslave others.
-
-**Spells** [Touch Of Obedience](compendium/spells/touch-of-obedience.md), [Commanding Lash](compendium/spells/commanding-lash.md)
-
-## Undeath
-_Source: Core Rulebook p. 441_
-
-Your magic carries close ties to the undead.
-
-**Spells** [Touch Of Undeath](compendium/spells/touch-of-undeath.md), [Malignant Sustenance](compendium/spells/malignant-sustenance.md)
-
-## Vigil
-_Source: Lost Omens: Gods & Magic p. 118_
-
-You watch over those long passed and guard their secrets.
-
-**Spells** [Object Memory](compendium/spells/object-memory-logm.md), [Remember The Lost](compendium/spells/remember-the-lost-logm.md)
-
-## Void
-_Source: Lost Omens: Gods & Magic p. 112_
-
-You draw power from emptiness.
-
-**Spells** [Empty Inside](compendium/spells/empty-inside-logm.md), [Door To Beyond](compendium/spells/door-to-beyond-logm.md)
-
-## Water
-_Source: Core Rulebook p. 441_
-
-You control water and bodies of water.
-
-**Spells** [Tidal Surge](compendium/spells/tidal-surge.md), [Downpour](compendium/spells/downpour.md)
-
-## Wealth
-_Source: Core Rulebook p. 441_
-
-You hold power over wealth, trade, and treasure.
-
-**Spells** [Appearance Of Wealth](compendium/spells/appearance-of-wealth.md), [Precious Metals](compendium/spells/precious-metals.md)
-
-## Wyrmkin
-_Source: Lost Omens: Gods & Magic p. 119_
-
-You draw on the power of dragons, linnorms, and other powerful reptilian creatures.
-
-**Spells** [Draconic Barrage](compendium/spells/draconic-barrage-logm.md), [Roar Of The Wyrm](compendium/spells/roar-of-the-wyrm-logm.md)
-
-## Zeal
-_Source: Core Rulebook p. 441_
-
-Your inner fire increases your combat prowess.
-
-**Spells** [Weapon Surge](compendium/spells/weapon-surge.md), [Zeal For Battle](compendium/spells/zeal-for-battle.md)
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Basic Actions/Aid.md b/content/mechanics/srd/Actions/Basic Actions/Aid.md
new file mode 100755
index 000000000..150e2e089
--- /dev/null
+++ b/content/mechanics/srd/Actions/Basic Actions/Aid.md
@@ -0,0 +1,42 @@
+---
+obsidianUIMode: preview
+title: "Aid"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/general
+ - trait/
+ - remaster
+aliases: "Item.7SRduzfXwMfBUSNa"
+license: ORC
+---
+# Aid `pf2:r`
+
+### [[general]]
+
+
+
+
+
+
+**Trigger** An ally is about to use an action that requires a skill check or attack roll.
+
+**Requirements** The ally is willing to accept your aid, and you have prepared to help (see below).
+
+* * *
+
+You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you're trying to help, and they determine whether you can Aid your ally.
+
+When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 15, but the GM might adjust this DC for particularly hard or easy tasks. The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls.
+
+* * *
+
+**Critical Success** You grant your ally a +2 circumstance bonus to the triggering check. If you're a master with the check you attempted, the bonus is +3, and if you're legendary, it's +4.
+
+**Success** You grant your ally a +1 circumstance bonus to the triggering check.
+
+**Critical Failure** Your ally takes a –1 circumstance penalty to the triggering check.
+
+[[Other Effects/Effect_ Aid|Effect: Aid]]
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Basic Actions/Arrest a Fall.md b/content/mechanics/srd/Actions/Basic Actions/Arrest a Fall.md
new file mode 100755
index 000000000..42434afb5
--- /dev/null
+++ b/content/mechanics/srd/Actions/Basic Actions/Arrest a Fall.md
@@ -0,0 +1,34 @@
+---
+obsidianUIMode: preview
+title: "Arrest a Fall"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/general
+ - trait/
+ - remaster
+aliases: "Item.8MW3wa6xrT8g1t2b"
+license: ORC
+---
+# Arrest a Fall `pf2:r`
+
+### [[general]]
+
+
+
+
+
+
+**Trigger** You fall.
+
+**Requirements** You have a fly Speed.
+
+* * *
+
+You attempt an Acrobatics check or Reflex save to slow your fall. The DC is typically 15, but it might be higher due to air turbulence or other circumstances.
+
+* * *
+
+**Success** You take no damage from the fall.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Basic Actions/Avert Gaze.md b/content/mechanics/srd/Actions/Basic Actions/Avert Gaze.md
new file mode 100755
index 000000000..af00cac3b
--- /dev/null
+++ b/content/mechanics/srd/Actions/Basic Actions/Avert Gaze.md
@@ -0,0 +1,24 @@
+---
+obsidianUIMode: preview
+title: "Avert Gaze"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/general
+ - trait/
+ - remaster
+aliases: "Item.lFpv1gHCvSA9k0Cx"
+license: ORC
+---
+# Avert Gaze `pf2:1`
+
+### [[general]]
+
+
+
+
+
+
+You avert your gaze from danger, such as a medusa's gaze. You gain a +2 circumstance bonus to saves against visual abilities that require you to look at a creature or object, such as a medusa's petrifying gaze. Your gaze remains averted until the start of your next turn.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Basic Actions/Burrow.md b/content/mechanics/srd/Actions/Basic Actions/Burrow.md
new file mode 100755
index 000000000..09eb0b758
--- /dev/null
+++ b/content/mechanics/srd/Actions/Basic Actions/Burrow.md
@@ -0,0 +1,29 @@
+---
+obsidianUIMode: preview
+title: "Burrow"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/general
+ - trait/move
+ - trait/
+ - remaster
+aliases: "Item.VCH9XGw2futPvm5U"
+license: ORC
+---
+# Burrow `pf2:1`
+
+### [[general]][[move]]
+
+
+
+
+
+
+**Requirements** You have a burrow Speed.
+
+* * *
+
+You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed. You can't burrow through rock or other substances denser than dirt unless you have an ability that allows you to do so.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Basic Actions/Crawl.md b/content/mechanics/srd/Actions/Basic Actions/Crawl.md
new file mode 100755
index 000000000..18c948446
--- /dev/null
+++ b/content/mechanics/srd/Actions/Basic Actions/Crawl.md
@@ -0,0 +1,29 @@
+---
+obsidianUIMode: preview
+title: "Crawl"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/move
+ - trait/
+ - category/defensive
+ - remaster
+aliases: "Item.XhlRXrcunpLm53xz"
+license: ORC
+---
+# Crawl `pf2:1`
+
+### [[move]]
+
+**Category** defensive;
+
+
+
+
+**Requirements** You are prone and your Speed is at least 10 feet.
+
+* * *
+
+You move 5 feet by crawling and continue to stay [[Conditions/Prone|Prone]].
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Basic Actions/Delay.md b/content/mechanics/srd/Actions/Basic Actions/Delay.md
new file mode 100755
index 000000000..a548cfd3e
--- /dev/null
+++ b/content/mechanics/srd/Actions/Basic Actions/Delay.md
@@ -0,0 +1,31 @@
+---
+obsidianUIMode: preview
+title: "Delay"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/general
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.rn8v8s41Y1GSz8Nt"
+license: ORC
+---
+# Delay `pf2:0`
+
+### [[general]]
+
+**Category** interaction;
+
+
+
+
+**Trigger** Your turn begins.
+
+* * *
+
+You wait for the right moment to act. The rest of your turn doesn't happen yet. Instead, you're removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature's turn. This permanently changes your initiative to the new position. You can't use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn't change, and your next turn occurs at your original position in the initiative order.
+
+When you Delay, any [[Conditions/Persistent Damage|Persistent Damage]] or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can't Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Basic Actions/Dismiss.md b/content/mechanics/srd/Actions/Basic Actions/Dismiss.md
new file mode 100755
index 000000000..c6b608987
--- /dev/null
+++ b/content/mechanics/srd/Actions/Basic Actions/Dismiss.md
@@ -0,0 +1,26 @@
+---
+obsidianUIMode: preview
+title: "Dismiss"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/concentrate
+ - trait/general
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.suU4KSN00eFyye4n"
+license: ORC
+---
+# Dismiss `pf2:1`
+
+### [[concentrate]][[general]]
+
+**Category** interaction;
+
+
+
+
+You end an effect that states you can Dismiss it. Dismissing ends the entire effect unless noted otherwise.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Basic Actions/Drop Prone.md b/content/mechanics/srd/Actions/Basic Actions/Drop Prone.md
new file mode 100755
index 000000000..fde9875f9
--- /dev/null
+++ b/content/mechanics/srd/Actions/Basic Actions/Drop Prone.md
@@ -0,0 +1,26 @@
+---
+obsidianUIMode: preview
+title: "Drop Prone"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/general
+ - trait/move
+ - trait/
+ - category/defensive
+ - remaster
+aliases: "Item.BJgNYfNJNgiFISDa"
+license: ORC
+---
+# Drop Prone `pf2:1`
+
+### [[general]][[move]]
+
+**Category** defensive;
+
+
+
+
+You fall [[Conditions/Prone|Prone]].
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Basic Actions/Escape.md b/content/mechanics/srd/Actions/Basic Actions/Escape.md
new file mode 100755
index 000000000..449eaea3e
--- /dev/null
+++ b/content/mechanics/srd/Actions/Basic Actions/Escape.md
@@ -0,0 +1,34 @@
+---
+obsidianUIMode: preview
+title: "Escape"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/attack
+ - trait/general
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.JoSLT6leJzOHudqf"
+license: ORC
+---
+# Escape `pf2:1`
+
+### [[attack]][[general]]
+
+**Category** interaction;
+
+
+
+
+You attempt to escape from being [[Conditions/Grabbed|Grabbed]], [[Conditions/Immobilized|Immobilized]], or [[Conditions/Restrained|Restrained]]. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your [[/act escape statistic=unarmed]]{unarmed attack modifier} against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an [[/act escape statistic=acrobatics]]{Acrobatics} or [[/act escape statistic=athletics]]{Athletics} check instead of using your attack modifier if you choose (but this action still has the attack trait).
+
+* * *
+
+**Critical Success** You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet.
+
+**Success** You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target.
+
+**Critical Failure** You don't get free, and you can't attempt to Escape again until your next turn.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Basic Actions/Fly.md b/content/mechanics/srd/Actions/Basic Actions/Fly.md
new file mode 100755
index 000000000..1164e325a
--- /dev/null
+++ b/content/mechanics/srd/Actions/Basic Actions/Fly.md
@@ -0,0 +1,30 @@
+---
+obsidianUIMode: preview
+title: "Fly"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/general
+ - trait/move
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.rvUHkn4wYB4PMr0R"
+license: ORC
+---
+# Fly `pf2:1`
+
+### [[general]][[move]]
+
+**Category** interaction;
+
+
+
+
+**Requirements** You have a fly Speed.
+
+* * *
+
+You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you Fly to the ground, you don't take falling damage. You can use an action to Fly 0 feet to hover in place. If you're airborne at the end of your turn and didn't use a Fly action this round, you fall.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Basic Actions/Grab an Edge.md b/content/mechanics/srd/Actions/Basic Actions/Grab an Edge.md
new file mode 100755
index 000000000..20ee6aedc
--- /dev/null
+++ b/content/mechanics/srd/Actions/Basic Actions/Grab an Edge.md
@@ -0,0 +1,40 @@
+---
+obsidianUIMode: preview
+title: "Grab an Edge"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/general
+ - trait/manipulate
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.KD5q9yIKIiuO7gRt"
+license: ORC
+---
+# Grab an Edge `pf2:r`
+
+### [[general]][[manipulate]]
+
+**Category** interaction;
+
+
+
+
+**Trigger** You fall from or past an edge or handhold.
+
+**Requirements** Your hands are not tied behind your back or otherwise [[Conditions/Restrained|Restrained]].
+
+* * *
+
+When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at your choice of an Acrobatics check or a Reflex save, usually at the Climb DC. If you grab the edge or handhold, you can then [[Actions/Climb|Climb]] up using Athletics.
+
+* * *
+
+**Critical Success** You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter.
+
+**Success** If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check.
+
+**Critical Failure** You continue to fall, and if you've fallen 20 feet or more before you use this reaction, you take 10 bludgeoning damage from the impact for every 20 feet fallen.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Basic Actions/Interact.md b/content/mechanics/srd/Actions/Basic Actions/Interact.md
new file mode 100755
index 000000000..a51ab945c
--- /dev/null
+++ b/content/mechanics/srd/Actions/Basic Actions/Interact.md
@@ -0,0 +1,26 @@
+---
+obsidianUIMode: preview
+title: "Interact"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/general
+ - trait/manipulate
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.TGDJsuXXl8MC6R59"
+license: ORC
+---
+# Interact `pf2:1`
+
+### [[general]][[manipulate]]
+
+**Category** interaction;
+
+
+
+
+You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, draw a weapon, swap a held item for another, open a door, or achieve a similar effect. On rare occasions, you might have to attempt a skill check to determine if your Interact action was successful.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Basic Actions/Leap.md b/content/mechanics/srd/Actions/Basic Actions/Leap.md
new file mode 100755
index 000000000..fc50ac542
--- /dev/null
+++ b/content/mechanics/srd/Actions/Basic Actions/Leap.md
@@ -0,0 +1,29 @@
+---
+obsidianUIMode: preview
+title: "Leap"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/general
+ - trait/move
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.GelltIom49VyTMWT"
+license: ORC
+---
+# Leap `pf2:1`
+
+### [[general]][[move]]
+
+**Category** interaction;
+
+
+
+
+You take a short horizontal or vertical jump. Jumping a greater distance requires using the Athletics skill for a [[Actions/High Jump|High Jump]] or [[Actions/Long Jump|Long Jump]].
+
+* **Horizontal** Jump up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more). You can't make a horizontal Leap if your Speed is less than 15 feet.
+* **Vertical** Jump up to 3 feet vertically and 5 feet horizontally onto an elevated surface.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Basic Actions/Mount.md b/content/mechanics/srd/Actions/Basic Actions/Mount.md
new file mode 100755
index 000000000..7da51e6b5
--- /dev/null
+++ b/content/mechanics/srd/Actions/Basic Actions/Mount.md
@@ -0,0 +1,30 @@
+---
+obsidianUIMode: preview
+title: "Mount"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/general
+ - trait/move
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.CUR5b8XDNDR5uBN5"
+license: ORC
+---
+# Mount `pf2:1`
+
+### [[general]][[move]]
+
+**Category** interaction;
+
+
+
+
+**Requirements** You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.
+
+* * *
+
+You move onto the creature and ride it. If you're already mounted, you can instead use this action to dismount, moving off the mount into a space adjacent to it.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Basic Actions/Point Out.md b/content/mechanics/srd/Actions/Basic Actions/Point Out.md
new file mode 100755
index 000000000..aa08d2d44
--- /dev/null
+++ b/content/mechanics/srd/Actions/Basic Actions/Point Out.md
@@ -0,0 +1,31 @@
+---
+obsidianUIMode: preview
+title: "Point Out"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/auditory
+ - trait/manipulate
+ - trait/visual
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.ThgFORfskEqAOfoV"
+license: ORC
+---
+# Point Out `pf2:1`
+
+### [[auditory]][[manipulate]][[visual]]
+
+**Category** interaction;
+
+
+
+
+**Requirements** A creature is undetected by one or more of your allies but isn't undetected by you.
+
+* * *
+
+You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is [[Conditions/Hidden|Hidden]] to your allies, rather than [[Conditions/Undetected|Undetected]]. This works only for allies who can see you and are in a position where they could potentially detect the target. If your allies can't hear or understand you, they must succeed at a Perception check against the creature's Stealth DC or they misunderstand and believe the target is in a different location.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Basic Actions/Raise a Shield.md b/content/mechanics/srd/Actions/Basic Actions/Raise a Shield.md
new file mode 100755
index 000000000..229b8f3a9
--- /dev/null
+++ b/content/mechanics/srd/Actions/Basic Actions/Raise a Shield.md
@@ -0,0 +1,29 @@
+---
+obsidianUIMode: preview
+title: "Raise a Shield"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/general
+ - trait/
+ - category/defensive
+ - remaster
+aliases: "Item.gbkT0kCdGIlmoF3t"
+license: ORC
+---
+# Raise a Shield `pf2:1`
+
+### [[general]]
+
+**Category** defensive;
+
+
+
+
+**Requirements** You are wielding a shield.
+
+* * *
+
+You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Basic Actions/Ready.md b/content/mechanics/srd/Actions/Basic Actions/Ready.md
new file mode 100755
index 000000000..5d2262e78
--- /dev/null
+++ b/content/mechanics/srd/Actions/Basic Actions/Ready.md
@@ -0,0 +1,28 @@
+---
+obsidianUIMode: preview
+title: "Ready"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/concentrate
+ - trait/general
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.LfBp92vfXkoR3mPn"
+license: ORC
+---
+# Ready `pf2:2`
+
+### [[concentrate]][[general]]
+
+**Category** interaction;
+
+
+
+
+You prepare to use an action that will occur outside your turn. Choose a single action or free action you can use, and designate a trigger. Your turn then ends. If the trigger you designated occurs before the start of your next turn, you can use the chosen action as a reaction (provided you still meet the requirements to use it). You can't Ready a free action that already has a trigger.
+
+If you have a multiple attack penalty and your readied action is an attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it's not your turn.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Basic Actions/Release.md b/content/mechanics/srd/Actions/Basic Actions/Release.md
new file mode 100755
index 000000000..3e133c37d
--- /dev/null
+++ b/content/mechanics/srd/Actions/Basic Actions/Release.md
@@ -0,0 +1,28 @@
+---
+obsidianUIMode: preview
+title: "Release"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/general
+ - trait/manipulate
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.FwTiFbZXx5Ilzda5"
+license: ORC
+---
+# Release `pf2:0`
+
+### [[general]][[manipulate]]
+
+**Category** interaction;
+
+
+
+
+You release something you're holding in your hand or hands. This might mean dropping an item, removing one hand from your weapon while continuing to hold it in another hand, releasing a rope suspending a chandelier, or performing a similar action. Unlike most manipulate actions, Release does not trigger reactions that can be triggered by actions with the manipulate trait (such as Reactive Strike).
+
+If you want to prepare to Release something outside of your turn, use the [[Actions/Ready|Ready]] activity.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Basic Actions/Seek.md b/content/mechanics/srd/Actions/Basic Actions/Seek.md
new file mode 100755
index 000000000..c9d33f8a3
--- /dev/null
+++ b/content/mechanics/srd/Actions/Basic Actions/Seek.md
@@ -0,0 +1,34 @@
+---
+obsidianUIMode: preview
+title: "Seek"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/concentrate
+ - trait/secret
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.3dmyns63LojVZ22I"
+license: ORC
+---
+# Seek `pf2:1`
+
+### [[concentrate]][[secret]]
+
+**Category** interaction;
+
+
+
+
+You scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area you can scan with one Seek action—almost always 30 feet or less in any dimension. The GM might impose a penalty if you search far away from you or adjust the number of actions it takes to Seek a particularly cluttered area.
+
+The GM attempts a single secret [[/act seek]]{Perception} check for you and compares the result to the Stealth DCs of any [[Conditions/Undetected|Undetected]] or [[Conditions/Hidden|Hidden]] creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone [[Actions/Conceal an Object|Concealing the Object]]). A creature you detect might remain hidden, rather than becoming [[Conditions/Observed|Observed]], if you're using an imprecise sense or if an effect (such as [[Spells/Invisibility|Invisibility]]) prevents the subject from being observed.
+
+* * *
+
+**Critical Success** Any undetected or hidden creature you critically succeeded against becomes observed by you. You learn the location of objects in the area you critically succeeded against.
+
+**Success** Any undetected creature you suceeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. You learn the location of any object or get a clue to its whereabouts, as determined by the GM.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Basic Actions/Sense Motive.md b/content/mechanics/srd/Actions/Basic Actions/Sense Motive.md
new file mode 100755
index 000000000..e5b01e43e
--- /dev/null
+++ b/content/mechanics/srd/Actions/Basic Actions/Sense Motive.md
@@ -0,0 +1,37 @@
+---
+obsidianUIMode: preview
+title: "Sense Motive"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/concentrate
+ - trait/general
+ - trait/secret
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.LMiY4CUbRmuEzLqd"
+license: ORC
+---
+# Sense Motive `pf2:1`
+
+### [[concentrate]][[general]][[secret]]
+
+**Category** interaction;
+
+
+
+
+You try to tell whether a creature's behavior is abnormal. Choose one creature and assess it for odd body language, signs of nervousness, and other indicators that it might be trying to deceive someone. The GM attempts a single secret [[/act sense-motive]]{Perception} check for you and compares the result to the Deception DC of the creature, the DC of a spell affecting the creature's mental state, or another appropriate DC determined by the GM. You typically can't try to Sense the Motive of the same creature again until the situation changes significantly.
+
+* * *
+
+**Critical Success** You determine the creature's true intentions and get a solid idea of any mental magic affecting it.
+
+**Success** You can tell whether the creature is behaving normally, but you don't know its exact intentions or what magic might be affecting it.
+
+**Failure** You detect what a deceptive creature wants you to believe. If they're not being deceptive, you believe they're behaving normally.
+
+**Critical Failure** You get a false sense of the creature's intentions.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Basic Actions/Stand.md b/content/mechanics/srd/Actions/Basic Actions/Stand.md
new file mode 100755
index 000000000..26bfaedb8
--- /dev/null
+++ b/content/mechanics/srd/Actions/Basic Actions/Stand.md
@@ -0,0 +1,26 @@
+---
+obsidianUIMode: preview
+title: "Stand"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/general
+ - trait/move
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.flYX1kKdyK53NoX6"
+license: ORC
+---
+# Stand `pf2:1`
+
+### [[general]][[move]]
+
+**Category** interaction;
+
+
+
+
+You stand up from [[Conditions/Prone|Prone]].
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Basic Actions/Step.md b/content/mechanics/srd/Actions/Basic Actions/Step.md
new file mode 100755
index 000000000..d0de580de
--- /dev/null
+++ b/content/mechanics/srd/Actions/Basic Actions/Step.md
@@ -0,0 +1,32 @@
+---
+obsidianUIMode: preview
+title: "Step"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/general
+ - trait/move
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.WPJdHzXwMy5yeodq"
+license: ORC
+---
+# Step `pf2:1`
+
+### [[general]][[move]]
+
+**Category** interaction;
+
+
+
+
+**Requirements** Your Speed is at least 10 feet.
+
+* * *
+
+You carefully move 5 feet. Unlike most types of movement, Stepping doesn't trigger reactions, such as [[Actions/Reactive Strike|Reactive Strike]], that can be triggered by move actions or upon leaving or entering a square.
+
+You can't Step into difficult terrain, and you can't Step using a Speed other than your land Speed.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Basic Actions/Stride.md b/content/mechanics/srd/Actions/Basic Actions/Stride.md
new file mode 100755
index 000000000..28e1cadc5
--- /dev/null
+++ b/content/mechanics/srd/Actions/Basic Actions/Stride.md
@@ -0,0 +1,26 @@
+---
+obsidianUIMode: preview
+title: "Stride"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/general
+ - trait/move
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.is4N3q8hEfiPFndl"
+license: ORC
+---
+# Stride `pf2:1`
+
+### [[general]][[move]]
+
+**Category** interaction;
+
+
+
+
+You move up to your Speed.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Basic Actions/Strike.md b/content/mechanics/srd/Actions/Basic Actions/Strike.md
new file mode 100755
index 000000000..531c7fb4a
--- /dev/null
+++ b/content/mechanics/srd/Actions/Basic Actions/Strike.md
@@ -0,0 +1,31 @@
+---
+obsidianUIMode: preview
+title: "Strike"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/attack
+ - trait/
+ - category/offensive
+ - remaster
+aliases: "Item.Vkn0qM9HYcKx5G3b"
+license: ORC
+---
+# Strike `pf2:1`
+
+### [[attack]]
+
+**Category** offensive;
+
+
+
+
+You attack with a weapon you're wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you're using, and compare the result to the target creature's AC to determine the effect.
+
+* * *
+
+**Critical Success** You make a damage roll according to the weapon or unarmed attack and deal double damage.
+
+**Success** You make a damage roll according to the weapon or unarmed attack and deal damage.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Basic Actions/Sustain.md b/content/mechanics/srd/Actions/Basic Actions/Sustain.md
new file mode 100755
index 000000000..7a729931d
--- /dev/null
+++ b/content/mechanics/srd/Actions/Basic Actions/Sustain.md
@@ -0,0 +1,29 @@
+---
+obsidianUIMode: preview
+title: "Sustain"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/concentrate
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.0ribPznRUFgUHd7l"
+license: ORC
+---
+# Sustain `pf2:1`
+
+### [[concentrate]]
+
+**Category** interaction;
+
+
+
+
+Choose one of your effects that has a sustained duration or lists a special benefit when you Sustain it. Most such effects come from spells or magic item activations. If the effect has a sustained duration, its duration extends until the end of your next turn. (Sustaining more than once in the same turn doesn't extend the duration to subsequent turns.) If an ability can be sustained but doesn't list how long, it can be sustained up to 10 minutes.
+
+An effect might list an additional benefit that occurs if you Sustain it, and this can even appear on effects that don't have a sustained duration. If the effect has both a special benefit and a sustained duration, your Sustain action extends the duration as well as having the special benefit.
+
+If your Sustain action is disrupted, the ability ends.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Basic Actions/Take Cover.md b/content/mechanics/srd/Actions/Basic Actions/Take Cover.md
new file mode 100755
index 000000000..7751d4894
--- /dev/null
+++ b/content/mechanics/srd/Actions/Basic Actions/Take Cover.md
@@ -0,0 +1,29 @@
+---
+obsidianUIMode: preview
+title: "Take Cover"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/general
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.04PToqnqu9vHXKt1"
+license: ORC
+---
+# Take Cover `pf2:1`
+
+### [[general]]
+
+**Category** interaction;
+
+
+
+
+**Requirements** You are benefiting from cover, are near a feature that allows you to take cover, or are [[Conditions/Prone|Prone]].
+
+* * *
+
+You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to [[Actions/Hide|Hide]], [[Actions/Sneak|Sneak]], or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead). This lasts until you move from your current space, use an attack action, become [[Conditions/Unconscious|Unconscious]], or end this effect as a free action.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Cast a Spell.md b/content/mechanics/srd/Actions/Cast a Spell.md
new file mode 100755
index 000000000..2b0dabc01
--- /dev/null
+++ b/content/mechanics/srd/Actions/Cast a Spell.md
@@ -0,0 +1,38 @@
+---
+obsidianUIMode: preview
+title: "Cast a Spell"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/general
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.Er6CFYXtBBvaVXsC"
+license: ORC
+---
+# Cast a Spell
+
+### [[general]]
+
+**Category** interaction;
+
+
+
+
+You cast a spell you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell's stat block. As soon as the spellcasting actions are complete, the spell effect occurs.
+
+Some spells are cast as a reaction or free action. In those cases, you Cast the Spell as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell's stat block-for example, "\[reaction\] verbal."
+
+**Long Casting** Times Some spells take minutes or hours to cast. The Cast a Spell activity for these spells includes a mix of the listed spell components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while casting such a spell, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the exploration trait, and you can't cast them in an encounter. If combat breaks out while you're casting one, your spell is disrupted.
+
+**Spell Components** Each spell lists the spell components required to cast it after the action icons or text, such as "\[three-actions\] material, somatic, verbal." The spell components, described in detail below, add traits and requirements to the Cast a Spell activity. If you can't provide the components, you fail to Cast the Spell.
+
+* Material (manipulate)
+* Somatic (manipulate)
+* Verbal (concentrate)
+* Focus (manipulate)
+
+**Disrupted and Lost Spells** Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you've already expended the spell slot, spent the spell's costs and actions, and used the Cast a Spell activity. If a spell is disrupted during a [[Actions/Sustain|Sustain a Spell]] action, the spell immediately ends.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Detect Magic.md b/content/mechanics/srd/Actions/Detect Magic.md
new file mode 100755
index 000000000..2cb3d545f
--- /dev/null
+++ b/content/mechanics/srd/Actions/Detect Magic.md
@@ -0,0 +1,26 @@
+---
+obsidianUIMode: preview
+title: "Detect Magic"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/concentrate
+ - trait/exploration
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.eAjLqWfbhAkYowmi"
+license: ORC
+---
+# Detect Magic
+
+### [[concentrate]][[exploration]]
+
+**Category** interaction;
+
+
+
+
+You cast [[Spells/Detect Magic|Detect Magic]] at regular intervals. You move at half your travel speed or slower. You have no chance of accidentally overlooking a magic aura at a travel speed up to 300 feet per minute, but must be traveling no more than 150 feet per minute to detect magic auras before the party moves into them.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Eldritch Shot.md b/content/mechanics/srd/Actions/Eldritch Shot.md
new file mode 100755
index 000000000..39fb26d1f
--- /dev/null
+++ b/content/mechanics/srd/Actions/Eldritch Shot.md
@@ -0,0 +1,28 @@
+---
+obsidianUIMode: preview
+title: "Eldritch Shot"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/
+ - category/offensive
+ - remaster
+aliases: "Item.66cL9jlTHP3Q6zXY"
+license: ORC
+---
+# Eldritch Shot `pf2:3`
+
+###
+
+**Category** offensive;
+
+
+
+
+**Requirements** You are wielding a bow or a loaded crossbow
+
+* * *
+
+**Effect** You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the bow you're wielding. Make a Strike with that bow. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Eldritch Shot.
+
+*Source: Pathfinder Player Core 2*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Flash of Grandeur.md b/content/mechanics/srd/Actions/Flash of Grandeur.md
new file mode 100755
index 000000000..2ac50b670
--- /dev/null
+++ b/content/mechanics/srd/Actions/Flash of Grandeur.md
@@ -0,0 +1,32 @@
+---
+obsidianUIMode: preview
+title: "Flash of Grandeur"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/champion
+ - trait/divine
+ - trait/
+ - category/defensive
+ - remaster
+aliases: "Item.VtpgIOzgOatDJV2G"
+license: ORC
+---
+# Flash of Grandeur `pf2:r`
+
+### [[champion]][[divine]]
+
+**Category** defensive;
+
+
+
+
+**Trigger** An enemy damages your ally, and both are in your champion's aura
+
+* * *
+
+**Effect** Imperious divine light flashes out from you to surround your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. For 1 round, the attacker is affected by [[Spells/Revealing Light|Revealing Light]].
+
+[[Feat_Feature Effects/Effect_ Champion's Resistance|Effect: Champion's Resistance]]
+
+*Source: Pathfinder Player Core 2*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Follow the Expert.md b/content/mechanics/srd/Actions/Follow the Expert.md
new file mode 100755
index 000000000..b611b3df9
--- /dev/null
+++ b/content/mechanics/srd/Actions/Follow the Expert.md
@@ -0,0 +1,32 @@
+---
+obsidianUIMode: preview
+title: "Follow the Expert"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/auditory
+ - trait/concentrate
+ - trait/exploration
+ - trait/visual
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.BhC2Ag2SgrkUVGlx"
+license: ORC
+---
+# Follow the Expert
+
+### [[auditory]][[concentrate]][[exploration]][[visual]]
+
+**Category** interaction;
+
+
+
+
+Choose an ally attempting a recurring skill check while exploring, such as climbing, or performing a different exploration tactic that requires a skill check (like [[Actions/Avoid Notice|Avoiding Notice]]). The ally must be at least an expert in that skill and must be willing to provide assistance. While Following the Expert, you match their tactic or attempt similar skill checks.
+
+Thanks to your ally's assistance, you can add your level as a proficiency bonus to the associated skill check, even if you're untrained. Additionally, you gain a circumstance bonus to your skill check based on your ally's proficiency (+2 for expert, +3 for master, and +4 for legendary).
+
+[[Other Effects/Effect_ Follow The Expert|Effect: Follow The Expert]]
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Glimpse of Redemption.md b/content/mechanics/srd/Actions/Glimpse of Redemption.md
new file mode 100755
index 000000000..b22e0a59e
--- /dev/null
+++ b/content/mechanics/srd/Actions/Glimpse of Redemption.md
@@ -0,0 +1,36 @@
+---
+obsidianUIMode: preview
+title: "Glimpse of Redemption"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/champion
+ - trait/divine
+ - trait/
+ - category/defensive
+ - remaster
+aliases: "Item.josDt3DAPucRQhVG"
+license: ORC
+---
+# Glimpse of Redemption `pf2:r`
+
+### [[champion]][[divine]]
+
+**Category** defensive;
+
+
+
+
+**Trigger** An enemy damages your ally, and both are in your champion's aura;
+
+* * *
+
+**Effect** Your enemy hesitates under the weight of sin as visions of redemption play in their mind's eye. The enemy must choose to repent or refuse, with the following effects. If the enemy is mindless or otherwise unable to repent, use the refuse result.
+
+* **Repent** The ally is unharmed by the triggering damage.
+* **Refuse** The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes [[Conditions/Enfeebled|Enfeebled 2]] until the end of its next turn
+
+
+[[Feat_Feature Effects/Effect_ Champion's Resistance|Effect: Champion's Resistance]]
+
+*Source: Pathfinder Player Core 2*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Invest an Item.md b/content/mechanics/srd/Actions/Invest an Item.md
new file mode 100755
index 000000000..8b969497e
--- /dev/null
+++ b/content/mechanics/srd/Actions/Invest an Item.md
@@ -0,0 +1,27 @@
+---
+obsidianUIMode: preview
+title: "Invest an Item"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/general
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.xnXqxSak6KH6IOu0"
+license: ORC
+---
+# Invest an Item
+
+### [[general]]
+
+**Category** interaction;
+
+
+
+
+You invest your energy in an item with the invested trait as you don it. This process requires 1 or more Interact actions, usually taking the same amount of time it takes to don the item. Once you've Invested the Item, you benefit from its constant magical abilities as long as you meet its other requirements (for most invested items, the only other requirement is that you must be wearing the item). This investiture lasts until you remove the item.
+
+You can invest no more than 10 items per day. If you remove an invested item, it loses its investiture. The item still counts against your daily limit after it loses its investiture. You reset the limit during your daily preparations, at which point you Invest your Items anew. If you're still wearing items you had invested the previous day, you can typically keep them invested on the new day, but they still count against your limit.
+
+*Source: Pathfinder GM Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Investigate.md b/content/mechanics/srd/Actions/Investigate.md
new file mode 100755
index 000000000..06f16c01a
--- /dev/null
+++ b/content/mechanics/srd/Actions/Investigate.md
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+---
+obsidianUIMode: preview
+title: "Investigate"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/concentrate
+ - trait/exploration
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.mXRoyzc1AgPH7R3o"
+license: ORC
+---
+# Investigate
+
+### [[concentrate]][[exploration]]
+
+**Category** interaction;
+
+
+
+
+You seek out information about your surroundings while traveling at half speed. You use Recall Knowledge as a secret check to discover clues among the various things you can see and engage with as you journey along. You can use any skill that has a Recall Knowledge action while Investigating, but the GM determines whether the skill is relevant to the clues you could find.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Quick Alchemy.md b/content/mechanics/srd/Actions/Quick Alchemy.md
new file mode 100755
index 000000000..60fddbc09
--- /dev/null
+++ b/content/mechanics/srd/Actions/Quick Alchemy.md
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+---
+obsidianUIMode: preview
+title: "Quick Alchemy"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/alchemist
+ - trait/manipulate
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.eOoCQciyuRPwxZ8S"
+license: ORC
+---
+# Quick Alchemy `pf2:1`
+
+### [[alchemist]][[manipulate]]
+
+**Category** interaction;
+
+
+
+
+**Requirements** You're either holding or wearing an [[Equipment/Alchemist's Toolkit|Alchemist's Toolkit]]. and you have a free hand.
+
+* * *
+
+You can either use up a versatile vial to make another alchemical consumable at a moment's notice or create an especially short-lived versatile vial. Any effect created by an item made with Quick Alchemy that would have a duration longer than 10 minutes lasts for 10 minutes instead.
+
+* **Create Consumable** You expend one of your versatile vials to create a single alchemical consumable item of your level or lower that's in your formula book. You don't have to spend the normal monetary cost in alchemical raw materials or need to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn. (As normal, you need only one formula for an item to create any level of that item.)
+* **Quick Vial** You create a versatile vial that can be used only as a bomb or for the versatile vial option from your research field (it can't be used to create a consumable, for example). This item has the infused trait, but it remains potent only until the end of your current turn.
+
+*Source: Pathfinder Player Core 2*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Quick Tincture.md b/content/mechanics/srd/Actions/Quick Tincture.md
new file mode 100755
index 000000000..a8b522fba
--- /dev/null
+++ b/content/mechanics/srd/Actions/Quick Tincture.md
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+---
+obsidianUIMode: preview
+title: "Quick Tincture"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/investigator
+ - trait/manipulate
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.wc0dnmu50PbpOn95"
+license: ORC
+---
+# Quick Tincture `pf2:1`
+
+### [[investigator]][[manipulate]]
+
+**Category** interaction;
+
+
+
+
+**Cost** 1 versatile vial
+
+**Requirements** You know the formula for the alchemical item you're creating, you are holding or wearing alchemist's toolkit, and you have a free hand.
+
+* * *
+
+You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the end of the current turn.
+
+*Source: Pathfinder Player Core 2*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Rage.md b/content/mechanics/srd/Actions/Rage.md
new file mode 100755
index 000000000..58023f7d4
--- /dev/null
+++ b/content/mechanics/srd/Actions/Rage.md
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+---
+obsidianUIMode: preview
+title: "Rage"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/barbarian
+ - trait/concentrate
+ - trait/emotion
+ - trait/mental
+ - trait/
+ - category/offensive
+ - remaster
+aliases: "Item.8qKHDN2rYA8lA0bn"
+license: ORC
+---
+# Rage `pf2:1`
+
+### [[barbarian]][[concentrate]][[emotion]][[mental]]
+
+**Category** offensive;
+
+
+
+
+**Requirements** You aren't [[Conditions/Fatigued|Fatigued]] or raging.
+
+* * *
+
+You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. While you are raging:
+
+* You deal 2 additional damage on melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
+* You can't use actions with the concentrate trait unless they also have the rage trait. You can [[Actions/Seek|Seek]] while raging.
+
+
+Rage lasts for 1 minute, until you fall [[Conditions/Unconscious|Unconscious]], or until the encounter ends, whichever comes first. You can't voluntarily stop raging. When you stop raging, you lose any remaining temporary Hit Points from Rage, and can't gain temporary Hit Points from using the Rage action again for 1 minute.
+
+[[Feat_Feature Effects/Effect_ Rage Temporary Hit Points Immunity|Effect: Rage Temporary Hit Points Immunity]]
+
+*Source: Pathfinder Player Core 2*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Refocus.md b/content/mechanics/srd/Actions/Refocus.md
new file mode 100755
index 000000000..6ef3abed7
--- /dev/null
+++ b/content/mechanics/srd/Actions/Refocus.md
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+---
+obsidianUIMode: preview
+title: "Refocus"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/concentrate
+ - trait/exploration
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.YkQAGNZo6GaEicpG"
+license: ORC
+---
+# Refocus
+
+### [[concentrate]][[exploration]]
+
+**Category** interaction;
+
+
+
+
+**Requirements** You have a focus pool.
+
+* * *
+
+You spend 10 minutes performing deeds to restore your magical connection. This restores 1 Focus Point to your focus pool. The deeds you need to perform are specified in the class or ability that gives you your focus spells. These deeds can usually overlap with other tasks that relate to the source of your focus spells. For instance, a cleric with focus spells from a holy deity can usually Refocus while tending the wounds of their allies.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Retraining.md b/content/mechanics/srd/Actions/Retraining.md
new file mode 100755
index 000000000..2dc33cd6d
--- /dev/null
+++ b/content/mechanics/srd/Actions/Retraining.md
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+---
+obsidianUIMode: preview
+title: "Retraining"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/downtime
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.jeyV4zrcJqRsZ5zp"
+license: ORC
+---
+# Retraining
+
+### [[downtime]]
+
+**Category** interaction;
+
+
+
+
+Retraining offers a way to alter your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. You can retrain feats, skills, and some selectable class features. You can't retrain your ancestry, heritage, background, class, or attribute modifiers. You can't perform other downtime activities while retraining.
+
+Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you'll have to pay your instructor. Some abilities can be difficult or impossible to retrain (for instance, witch can retrain their patron only in extraordinary circumstances).
+
+When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't replace a skill feat you chose at 2nd level for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can't use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.
+
+### Feats
+
+You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat.
+
+### Skills
+
+You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in Performance and Stealth, and an expert in Occultism, you could reduce the character's proficiency in Stealth to expert and become a master in Occultism, but you couldn't reassign that skill increase to become legendary in Performance. Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites.
+
+You can also spend a week to retrain an initial trained skill you selected during character creation.
+
+### Class Features
+
+You can change a class feature that required a choice, making a different choice instead. Some, like changing a spell in your spell repertoire, take a week. The GM will tell you how long it takes to retrain larger choices like a druid order or a wizard school—it is always at least a month.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Scout.md b/content/mechanics/srd/Actions/Scout.md
new file mode 100755
index 000000000..090c4d677
--- /dev/null
+++ b/content/mechanics/srd/Actions/Scout.md
@@ -0,0 +1,28 @@
+---
+obsidianUIMode: preview
+title: "Scout"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/concentrate
+ - trait/exploration
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.FkT9t1YhzL6rW2II"
+license: ORC
+---
+# Scout
+
+### [[concentrate]][[exploration]]
+
+**Category** interaction;
+
+
+
+
+You scout ahead and behind the group to watch danger, moving at half speed. At the start of the next encounter, every creature in your party gains a +1 circumstance bonus to their initiative rolls.
+
+[[Other Effects/Effect_ Scout|Effect: Scout]]
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Search.md b/content/mechanics/srd/Actions/Search.md
new file mode 100755
index 000000000..bb350d5b9
--- /dev/null
+++ b/content/mechanics/srd/Actions/Search.md
@@ -0,0 +1,26 @@
+---
+obsidianUIMode: preview
+title: "Search"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/concentrate
+ - trait/exploration
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.k24vWXZw3KrGKx1w"
+license: ORC
+---
+# Search
+
+### [[concentrate]][[exploration]]
+
+**Category** interaction;
+
+
+
+
+You [[Actions/Seek|Seek]] meticulously for hidden doors, concealed hazards, and so on. You can usually make an educated guess as to which locations are best to check and move at half speed, but if you want to be thorough and guarantee you checked everything, you need to travel at a Speed of no more than 300 feet per minute, or 150 feet per minute to ensure you check everything before you walk into it. You can always move more slowly while Searching to cover the area more thoroughly, and the [[Feats/Expeditious Search|Expeditious Search]] feat increases these maximum Speeds. If you come across a secret door, item, or hazard while Searching, the GM will attempt a free secret check to Seek to see if you notice the hidden object or hazard. In locations with many objects to search, you have to stop and spend significantly longer to search thoroughly.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Sustain an Effect.md b/content/mechanics/srd/Actions/Sustain an Effect.md
new file mode 100755
index 000000000..07ecc2b3d
--- /dev/null
+++ b/content/mechanics/srd/Actions/Sustain an Effect.md
@@ -0,0 +1,26 @@
+---
+obsidianUIMode: preview
+title: "Sustain an Effect"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/concentrate
+ - trait/exploration
+ - trait/
+ - category/interaction
+ - remaster
+aliases: "Item.shstgKljdaF0c8T3"
+license: ORC
+---
+# Sustain an Effect
+
+### [[concentrate]][[exploration]]
+
+**Category** interaction;
+
+
+
+
+You Sustain one effect with a sustained duration while moving at half speed. Most such effects can be sustained for 10 minutes, though some specify they can be sustained for a different duration. Sustaining an effect that requires making complex decisions, such as _spectral weapon_, can make you [[Conditions/Fatigued|Fatigued]], as determined by the GM.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Actions/Take Control.md b/content/mechanics/srd/Actions/Take Control.md
new file mode 100755
index 000000000..f32890f22
--- /dev/null
+++ b/content/mechanics/srd/Actions/Take Control.md
@@ -0,0 +1,26 @@
+---
+obsidianUIMode: preview
+title: "Take Control"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/manipulate
+ - trait/
+ - category/interaction
+aliases: "Item.xkiF1So8ougkUq6y"
+license: OGL
+---
+# Take Control `pf2:1`
+
+### [[manipulate]]
+
+**Category** interaction;
+
+
+
+
+**Requirements** You are aboard the vehicle and adjacent to its controls.
+
+You grab the reins, the wheel, or some other mechanism to control the vehicle. Attempt a piloting check; on a success, you become the vehicle's pilot, or regain control of the vehicle if it was uncontrolled. Some vehicles have complicated controls that cause this action to become a multi-action activity.
+
+*Source: Pathfinder Gamemastery Guide*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Anadi.md b/content/mechanics/srd/Ancestries/Anadi.md
new file mode 100755
index 000000000..82127dc36
--- /dev/null
+++ b/content/mechanics/srd/Ancestries/Anadi.md
@@ -0,0 +1,85 @@
+---
+title: "Anadi"
+noteType: ":sticky-note:"
+aliases: "Anadi"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.9dpHTBpL3j8ZpqTS
+tags:
+ - JournalEntryPage
+---
+
+# Anadi
+_Anadi people are reclusive, sapient spiders who hail from the jungles of southern Garund. Though they act in many ways like natural-born shapeshifters, their twin forms actually stem from carefully developed magic._
+
+* * *
+
+As a communal and peaceful people, anadi ancestors endeavored to establish trade with the neighbors of ttheir homeland. However, these anadi soon learned that most others found their appearance to be extremely objectionable. Wishing to avoid conflict, ancient anadi retreated into isolation until they could find a solution. The answer came when their greatest scholars innovated a fusion of transmutation and illusion magic that allowed them to assume a humanoid form. The technique was developed, perfected, and eventually taught to the overwhelming majority of anadi.
+
+Early efforts with their new approach to diplomacy have yielded much better results, though sporadic contact means that some outsiders whisper false legends about anadi, such as claims that they are humans who transform into monstrous spiders at moonrise. Even contemporary explorers have reported anadi as human-spider hybrids. The anadi people of the current day strive to slowly but surely create a world where they no longer need to hide their true nature.
+
+## You Might...
+
+* Only reveal your true form to people who have earned your trust.
+* Openly express sympathy for misrepresented and unfairly stigmatized cultures.
+* Provide for those you hold dear and defend them from danger without hesitation.
+
+## Others Probably...
+
+* Appreciate your willingness to seek nonviolent solutions to complicated problems.
+* Have a strong reaction to seeing your natural form.
+* Assume you have an affinity for druidic magic, given your ability to transform.
+
+## Physical Description
+
+Anadi in their true form resemble human-sized spiders with a variety of colorations. Some tones look simple or muted while other remain striking and vibrant, with most patterns inherited from an anadi's parentage. A typical anadi measures five feet in length from their front legs to their rear legs when standing comfortably.
+
+All anadi possesses the ability to transform into a human guise. This form can resemble any human ethnicity, but it's usually one that blends in with the region of an anadi's hatching. Anadi reach physical maturity after 13 years, going through multiple phases of molting along the way. A typical anadi lives to be about 80 years old.
+
+## Society
+
+Anadi live in a communal society, sharing peaceful lives farming mushrooms or weaving warm blankets. Their culture places great value on cooperation and mutual respect. Due to this cultural upbringing, anadi often have issues facing severe conflict and often come off to other ancestries as very shy. Their history of dealing with arachnophobia in other peoples-which anadi understand is often instinctual and very difficult to control-likewise means that anadi do their best to be accommodating and comforting, even in situations that aren't necessarily fair to them.
+
+## Alignment and Religion
+
+The cooperative nature of anadi society and their dislike of violence means many anadi lean toward good alignments. They're more often neutral than chaotic or lawful, though the latter aren't unheard of.
+
+Legends say Grandmother Spider rescued anadi people from servitude and brought them to Golarion, becoming their patron deity in the process. Her values of mutual care and playful trickery interweave into anadi culture, and even those who don't worship her tell tales of her adventures.
+
+## Names
+
+Anadi names are given by the members of the web marriage that raised them. Each parent contributes a single syllable, usually the first, from their own name. Older anadi who feel their identity has settled often take on or are given a phrase-title to honor them as well. Anadi who live among human populations rarely take a cover name, but some might adopt one if their given name strongly contrasts the norm in the local culture.
+
+### Sample Names
+
+Altava, Anavachti, Strings-On-The-River Inkeelah, Kerialnamu, Maracha, Leaves-Shelter-Her-Feet Naiala, Orvasa, Reloana, Rivuken, Velachamon
+
+## Anadi Mechanics
+
+**Hit Points** 8
+
+**Size** Medium
+
+**Speed** 25 feet
+
+**Ability Boosts** Dexterity, Wisdom, Free
+
+**Ability Flaw** Constitution
+
+**Languages** Anadi, Mwangi
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Gnoll, Iruxi, Orcish, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).
+
+**Fangs** You were born with a natural means for hunting and self-defense. You gain a fangs unarmed attack that deals 1d6 piercing damage. Your fangs are in the brawling group and have the finesse and unarmed traits.
+
+**Change Shape** (anadi, arcane, concentrate, polymorph, transmutation) You change into your human or spider shape. Each shape has a specific, persistent appearance. In your human shape, you can't use unarmed attacks granted by your ancestry. You aren't off-guard when climbing in your spider shape. However, in your spider shape you can't use weapons, shields, or other held items of any sort, and you are limited in what actions you can take that have the manipulate trait. The only manipulate actions you can take are to Cast a Spell with somatic components, weave silk or webbing, or simple Interact actions such as opening an unlocked door. Your spider legs can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish. The GM might determine other manipulate actions are appropriate for your spider legs.
+
+## Anadi Heritages
+
+[[Adaptive Anadi]]
+
+[[Polychromatic Anadi]]
+
+[[Snaring Anadi]]
+
+[[Spindly Anadi]]
+
+[[Venomous Anadi]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Ancestries.md b/content/mechanics/srd/Ancestries/Ancestries.md
new file mode 100755
index 000000000..9c585198e
--- /dev/null
+++ b/content/mechanics/srd/Ancestries/Ancestries.md
@@ -0,0 +1,50 @@
+---
+title: "Ancestries"
+noteType: ":book:"
+aliases: "Ancestries"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn
+tags:
+ - JournalEntry
+---
+
+# Ancestries
+
+## Table of Contents
+
+- [[Anadi]]
+- [[Android]]
+- [[Automaton]]
+- [[Azarketi]]
+- [[Catfolk]]
+- [[Conrasu]]
+- [[Dwarf]]
+- [[Elf]]
+- [[Fetchling]]
+- [[Fleshwarp]]
+- [[Ghoran]]
+- [[Gnoll]]
+- [[Gnome]]
+- [[Goblin]]
+- [[Goloma]]
+- [[Grippli]]
+- [[Halfling]]
+- [[Hobgoblin]]
+- [[Human]]
+- [[Kashrishi]]
+- [[Kitsune]]
+- [[Kobold]]
+- [[Leshy]]
+- [[Lizardfolk]]
+- [[Nagaji]]
+- [[Orc]]
+- [[Poppet]]
+- [[Ratfolk]]
+- [[Shisk]]
+- [[Shoony]]
+- [[Skeleton]]
+- [[Sprite]]
+- [[Strix]]
+- [[Tengu]]
+- [[Vanara]]
+- [[Vishkanya]]
+- [[Versatile Heritages]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Android.md b/content/mechanics/srd/Ancestries/Android.md
new file mode 100755
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+---
+title: "Android"
+noteType: ":sticky-note:"
+aliases: "Android"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.dyusFHHyaQOaQhZ0
+tags:
+ - JournalEntryPage
+---
+
+# Android
+_Technological wonders from another world, androids have synthetic bodies and living souls. Their dual nature makes them quick-thinking and calm under pressure, but comfortable in stillness and solitude._
+
+* * *
+
+Androids first arrived on Golarion during the Rain of Stars, when an interstellar vessel from the far-off planet of Androffa crash-landed, scattering debris across Numeria. While some android survivors of this crash still walk Golarion today, most were created from the technological pods, known as foundries, that operate sporadically amid the starship's wreckage. Androids birthed from these mechanical wombs possess mature bodies and newborn souls, both organic and synthetic; they emerge knowing only their creators' language and the motor skills necessary for survival. They have no understanding of their surroundings, origin, or purpose. Most learn how to behave through keen observation while wandering Numeria.
+
+Androids tend to be logical introverts, rational and contemplative. Insatiably curious, with an urge to understand themselves and the world around them, androids place great value on intellectual pursuits. They have difficulty interpreting and expressing emotions, both in themselves and in others, which makes them seem distant and uncaring. While androids can forge emotional bonds, they find it more difficult to connect with non-androids.
+
+If you want a character that's a synthetic foreigner in a fantastic world, forced to learn the nuances of reality and society through the powers of observation and logic alone, you should play an android.
+
+## You Might...
+
+* Keep your identity a secret, assuming others want to exploit or harm you.
+* Plan ahead, preparing multiple contingencies for even simple tasks.
+* Calculate the repercussions of your actions, inventions, and thoughts before sharing them.
+
+## Others Probably...
+
+* Assume you understand how to operate technology and that you can capably communicate with constructs and robots.
+* Believe you to be immortal and envy your eternal youth and vigor.
+* Think you have no feelings and that you can't form emotional connections with others.
+
+## Physical Description
+
+Androids were created in humanity's image; thus, foundries produce androids that represent all humankind. Androids display great diversity in coloration and ethnicity, height and body shape, and gender identity. Androids breathe, eat, and sleep like a human, although they're incapable of biological procreation. Their bodies contain microscopic nanites, transported by fluid too watery to be blood, that manage their organic processes. These nanites are controlled through biological circuitry that resembles tattoos and is typically located along an android's hands, forearms, face, or neck. Many androids can harness their nanites to increase their bodies' efficiency, causing the circuitry to glow.
+
+Androids don't grow old. Instead, their organic appearance becomes less convincing over time, causing them to look more artificial. After a century, most androids feel their time coming to an end and willingly release their souls to the Boneyard to face Pharasma's judgment. Their bodies then shut down, entering a lifeless hibernation as their nanites begin restoration protocol and reset their synthetic bodies to their original manufactured state. After a few weeks, a new soul enters the android's form, triggering reinitialization. This process, called Renewal, is an event to be celebrated, akin to bearing a child. Those that die by violence can't Renew, so androids go to great lengths to protect themselves and their brethren from harm.
+
+## Society
+
+Androids have a history of being exploited, enslaved, and destroyed by their Numerian neighbors, so they hide in order to survive. Most choose to keep their ancestry secret by integrating into human society or by adapting to a nomadic lifestyle. Some androids eschew humanity to live among their kind. Such groups often remain small by necessity; while a pair of androids can avoid danger through careful secrecy, large groups attract too much attention.
+
+Android communities are efficient and highly organized. Each citizen understands their role and takes pride in filling it effectively. Debates and lectures frequently occur, as androids seek to understand themselves and their world through education and inquiry. These insular and secretive enclaves relocate when discovered.
+
+## Alignment and Religion
+
+Most androids are neutral. They care for their own safety and that of their companions and their kind. Androids interested in religion usually worship Casandalee or Brigh, goddesses that unite invention and life. Other popular deities include Desna, Irori, and Gozreh.
+
+## Names
+
+Androids adopt the naming conventions of their surrounding societies, while those raised among their own kind instead select a single name that utilizes Androffan phonology. Occasionally, such androids add a numerical designation to their names, denoting how many generations their body has hosted life as a kind of homage to their bloodline.
+
+### Sample Names
+
+Anati, Daniv, Era-4, Feralia, Gelegor, Ilgos-5, Koresh, Oris, Prime, Urdun, Verity-3, Ymry
+
+## Android Mechanics
+
+**Hit Points** 8
+
+**Size** Medium
+
+**Speed** 25 feet
+
+**Ability Boosts** Dexterity, Intelligence, Free
+
+**Ability Flaw** Charisma
+
+**Languages** Common, Androffan
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Abyssal, Celestial, Draconic, Dwarven, Undercommon, Utopian, and any other languages to which you have access (such as the languages prevalent in your region).
+
+**Senses** Low-Light Vision
+
+**Constructed** Your synthetic body resists ailments better than those of purely biological organisms. You gain a +1 circumstance bonus to saving throws against diseases, poisons, and radiation.
+
+**Emotionally Unaware** You find it difficult to understand and express complex emotions. You take a -1 circumstance penalty to Diplomacy and Performance checks, and on Perception checks to Sense Motive.
+
+## Android Heritages
+
+[[Artisan Android]]
+
+[[Impersonator Android]]
+
+[[Laborer Android]]
+
+[[Polyglot Android]]
+
+[[Warrior Android]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Automaton.md b/content/mechanics/srd/Ancestries/Automaton.md
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+---
+title: "Automaton"
+noteType: ":sticky-note:"
+aliases: "Automaton"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.rsx8cRI20oEDgfQh
+tags:
+ - JournalEntryPage
+---
+
+# Automaton
+_These intelligent constructs house actual souls and represent what remains of a dying empire's last attempt at greatness. Automatons combine technological ingenuity with magical power, creating a blended being wholly unique to Golarion._
+
+* * *
+
+The Jistka Imperium was the first major human civilization to emerge after Earthfall, arising around the area that would later become Rahadoum and enduring for seven centuries thanks to great advancements in civics and the sciences. However, Jistka's leaders often favored aggressive uses of technology, and early advances paved the way for arrogance, petty infighting, and corruption. The Jistka Imperium's expansionist tendencies and lack of diplomacy earned the Imperium many enemies over the course of its existence. The most notable of these foes was the empire of Ancient Osirion. Osirion's enmity ultimately sealed the Imperium's fate, as they employed clever and depraved magic that proved more than a match for Jistka's legendary golem army, even when the Jistkans began to cut corners and bind fiends into their golems. In a desperate attempt to fight back against internal corruption and external pressures, a cabal of concerned Jistkans formed the Artificer Conclave to develop new technologies to stave off the Imperium's collapse and return Jistka to its former glory. The most successful of these developments were automatons, which the Conclave believed to be the pinnacle of Jistkan constructs-or at least, the last hope for Jistka's salvation. Conclave creators transplanted the mind, life force, and soul of Jistkan individuals into these constructs, creating magical and technological marvels powered by the life energy of the greatest warriors and scholars the organization could recruit. Unfortunately, despite the Conclave's best efforts, the automatons' arrival happened too late to save the already doomed Imperium. The empire collapsed, leaving automatons to fend for themselves.
+
+The exceptional and forward-thinking construction of automatons means that a fair number remain today, millennia later, scattered to the winds. However, the passage of time has revealed one of automatons' greatest weaknesses: their mortal psyches. Only the strongest willed have managed to retain their memories, sense of self, and lucidity after all this time. As each automaton remains as unique as any living person on Golarion; a given automaton has their own personality, shaped by countless experiences. Most automatons behave reclusively, preferring to avoid others due to fear of attachment or misunderstanding. Even automatons who are more willing to live in the open understand that their unique nature makes them a prime target for hunters, scholars, or worse. Rare is the automaton that lives without the regular occurrence of distrust or worry.
+
+## You Might...
+
+* Have lived for several centuries and through many significant events.
+* Be hesitant to trust others until they've earned it.
+* Remember little of your life before becoming an automaton.
+
+## Others Probably...
+
+* Mistake you for a mindless construct when they first see you.
+* Assume you have secret knowledge about magic and technology.
+* Look upon you with awe.
+
+## Physical Description
+
+Automatons share a common construction-a blend of magically treated metals and stone. This design allows automatons to withstand the rigors of direct combat and makes them particularly hardy. Their heavy bodies can move just as quickly as other combatants, making automatons intimidating foes. The design of an automaton varies depending on the needs of its role. Most automatons have a basic humanoid shape, though some instead have shapes that closely resemble animals. The majority of automatons have a single eye that glows with a dim, magical light. Each also contains a powerful artifact that both houses its individual soul and uses a combination of life and planar energy for power. These automaton cores are marvels of magical engineering whose method of creation has been lost to time.
+
+As constructs, automatons typically don't need to breathe, eat, or sleep; however, the body of an automaton needs to vent an imperceivable magical exhaust at a constant rate. This venting process requires breathable air to prevent a buildup of exhaust that can clog the automaton's systems, sometimes to fatal effect. Thus, automatons can still suffocate much like living creatures. Though they don't sleep, automatons require a period of magical recalibration and restoration which stabilizes the energies within their core. Without this process, an automaton core is incapable of fully powering the automaton and they enter an inefficient state (similar to a humanoid who doesn't get 8 hours of sleep).
+
+Automatons don't age and the design of their cores grants them a seemingly endless power source. Many automatons that exist today are thousands of years old, their bodies as efficient as the day of their creation, even if their minds might have deteriorated with the strain of the ages. Automatons lost over time typically met violent ends. An automaton's body is just as vulnerable to destruction as any other construct, though destroying an automaton core is more difficult. As such, an automaton's soul might remain trapped within its core for years after the destruction of its body. This was the intent of the original creators, who hoped to provide functional immortality. However, in reality, the destruction of the body more often leads to a malfunction, requiring magical intervention such as resurrection magic to restore the automaton completely. In the case of the core's destruction, or if it malfunctions catastrophically enough that it can no longer hold the soul, the core releases the spirit to the River of Souls.
+
+In some cases, an automaton can learn how to consciously or subconsciously influence its core. These automatons eventually learn how to release their souls from their cores, allowing their souls to move on when they feel they have achieved a satisfying life. This act leaves the automaton as a mindless construct, typically still active but no longer capable of anything but aimless wandering and occasional acts of self-defense.
+
+## Society
+
+Due to the disparate fates of automatons, many of them lead solitary lives. There are a few cases of automatons originally designed to work together, such as groups of warriors, who remain as a team and dwell together in hideouts or travel together as wanderers. These groups are few and far between, however, and automaton settlements are even rarer. The only pockets of automatons that begin to resemble settlements typically hide among the ruins of Jistka. These groups can hold dozens of automatons, but any attempts to contact or visit them tend to be fruitless. Such gatherings are especially secretive, and the resident automatons will protect their homes at any cost.
+
+Automatons are far more likely to encounter other ancestries. Depending on the automaton's personality, this encounter could go a number of ways, ranging from extreme secrecy to open visitation. An automaton's unique appearance makes them stand out regardless of where they're found, but most others look upon them with awe or curiosity rather than fear. Magical constructs aren't an alien concept across Golarion, but many of them are mindless. After making it past the initial shock of a thinking construct, it's often not difficult for most grasp how to engage with an automaton. However, automatons are more likely to find the semblance of an everyday life in large cities like Absalom, Azir, or Quantium. Regardless of where they go, an automaton must remain on the lookout for those who would attempt to take their body for study or to access their core.
+
+## Alignment and Religion
+
+The people of the Jistka Imperium saw the aeons of Axis as ideal beings whose behavior was worthy of emulation, so many Jistkans were lawful neutral. Since many automatons contain Jistkan souls, most automatons are lawful neutral, or at least lawful in some capacity. Over the centuries, however, a fair number of automatons have drifted toward neutral alignments as their outlooks change without a primary society or set of ideals upon which to cling. Automatons tend to worship gods of technology or magic like Brigh and Nethys, or various monitor demigods. Worship of Irori and Pharasma are somewhat common among automatons as well. Pharasmin automatons likely learn how to release their souls from their cores, and often choose to do so. Though they are ancient beings from long before the time of Casandalee, a small number of automatons have recognized the new artificial goddess as a kindred spirit.
+
+## Names
+
+An automaton typically keeps the name they had before their transformation into a construct, if they can remember it. Even when other memories fade, memory of their name often remains. As such, many automatons have names with Jistkan origins. Second most common are automatons who had to give themselves a new name, as they lost their memories of the old one at some point. Those automatons that particularly believed in the cause of the Artificer Conclave might instead take the name of one of the conclave's members in honor of the cause that they gave their body to support. Some automatons prefer to change their names over their lifetimes, either selecting a new name from a culture they encountered or adding a title to represent a significant moment in their lives. In some cases an automaton will use a particularly cherished title in place of any other name.
+
+### Sample Names
+
+Alnhaman, Busmin, The Doleful, Enoh, Himar, Kantral, The Kindred, Numinar, Scholar, Tehkis, Wayfarer, Yulmian
+
+## Automaton Mechanics
+
+**Hit Points** 8
+
+**Size** Medium or Small
+
+**Speed** 25 feet
+
+**Ability Boosts** Strength, Free
+
+**Languages** Common, Utopian
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Abyssal, Aquan, Auran, Celestial, Dwarven, Elven, Ignan, Infernal, Terran, and any other languages to which you have access (such as the languages prevalent in your region). At the GM's discretion, if you still have memories from your time in Jistka, you might speak Jistka instead of Common.
+
+**Senses** Low-Light Vision
+
+**Automaton Core** Your body contains an automaton core infused with planar quintessence that grants you power to perform various tasks and houses your soul and life energy. This life energy flows through you much like the blood of humanoids. As a result, you are a living creature. You don't have the typical construct immunities, can be affected by effects that target a living creature, and can recover Hit Points normally via vitality energy. Additionally, you are not destroyed when reduced to 0 Hit Points. Instead, your life energy attempts to keep you active even in dire straits; you are knocked out and begin dying when reduced to 0 Hit Points.
+
+**Constructed Body** Your physiological needs are different than those of living creatures. You don't need to eat or drink. You don't need to sleep, but you still need a daily period of rest. During this period of rest, you must enter a recuperating standby state for 2 hours, which is similar to sleeping except you are aware of your surroundings and don't take penalties for being unconscious. Much like with sleeping, if you go too long without entering your standby state, you become fatigued and can't recover until you enter standby for 2 hours.
+
+## Automaton Heritages
+
+[[Hunter Automaton]]
+
+[[Mage Automaton]]
+
+[[Sharpshooter Automaton]]
+
+[[Warrior Automaton]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Azarketi.md b/content/mechanics/srd/Ancestries/Azarketi.md
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+++ b/content/mechanics/srd/Ancestries/Azarketi.md
@@ -0,0 +1,93 @@
+---
+title: "Azarketi"
+noteType: ":sticky-note:"
+aliases: "Azarketi"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.SNhp04cirQnnBTbb
+tags:
+ - JournalEntryPage
+---
+
+# Azarketi
+Azarketis, inheritors of a shattered empire's legacy, hold their proud traditions close but still surface to interact with the rest of the world.
+
+The aquatic humanoids of the Inner Sea share a somber and burdened history. Most refer to these aquatic peoples as gillmen or sometimes Low Azlanti, though they typically refer to themselves as azarketi, an Azlanti word that translates roughly to “people of the seas.” After Earthfall, these proud humans were mutated into aquatic servants by their alghollthu foes. Feeling like they don't fully belong with their human brethren nor with the sea that binds them, many azarketis struggle for a sense of identity and purpose. Though they remain distrusted by the surface dwellers, azarketis celebrate their unique lineage and their descent from the venerated Azlanti culture.
+
+## You Might...
+
+* Ambitiously seek to defy negative perceptions and prejudice laid against you.
+* Be reclusive and skeptical of strangers.
+* Regard the water as your home, but be intrigued by societies along the shore.
+
+## Others probably...
+
+* Assume you are an ambassador to the sea and ask for your advice on nautical matters.
+* Misunderstand your gentle gestures and mild expressions.
+* Treat you with distrust or suspicion and anticipate betrayal from you.
+
+## Physical Description
+
+Azarketis appear as regal, athletic humans. Their soft, hydrophilic skin ranges in tones from pearlescent white to pinkish, greenish, or brown tones reminiscent of coral. Azarketis with hair are somewhat rare; many sport fins or scaled ridges on their heads instead. Like the Azlanti people from which they descend, they often have violet eyes. Their aquatic lineage is obvious thanks to the sets of three gills on either side of their necks, as well as their webbed hands and feet. Azarketis have been known to live longer than humans, although they mature at about the same rate.
+
+## Society
+
+Azarketis lack the center for combined culture that helps other groups maintain a cohesive identity. The vastness of the oceans and waterways spread these swift-swimming people across the Inner Sea and beyond. Many azarketis rely only on the small familial groups in their immediate community and prefer smaller populations with comrades they trust and know intimately.
+
+Some azarketis prefer to foster connections with their surface-dwelling brethren. Living in ports, river towns and along the shore allows azarketis a greater scope of opportunities not afforded to exclusively land or sea peoples. Although integrating with land society can be difficult, azarketis manage by forming bonded communities. Members will often have fond familial names for one another, regardless of actual relation.
+
+If they have the means, some azarketis dress in attire reflecting their Azlanti heritage. More commonly, azarketis do their best to remain inconspicuous when they emerge from the water. Many will wear shemaghs or other head wrappings, which both hide their gills and provide a few extra comfortable hours out of water if soaked before donning.
+
+## Alignment and Religion
+
+As they are typically outsiders to the domains of surface life, azarketis tend toward deities with an affinity for the ocean or other forms of water, the most popular being Gozreh. They are also likely to give reverence to other deities of nature or navigation, such as Desna.
+
+Some azarketis are tempted toward the call of the deep and serve their old alghollthu masters as gods. These individuals are enticed by eldritch entities such as the mysterious veiled masters—powerful beings of the deep ocean responsible for both uplifting and destroying the Azlanti people.
+
+Azarketis vary wildly in beliefs and values, as evidenced by their broad divergence in allegiance; thus, azarketis can be of any alignment.
+
+## Names
+
+Azarketis often take the names of nautical, weather, or geographical features important to the azarketi's family. Other azarketi groups will choose human names in order to encourage conformity with surface cultures. Some azarketi names have been passed down through so many generations that they still use ancient Azlanti roots or refer to bodies of water that no longer exist.
+
+### Sample Names
+
+Aft, Aliz, Cascade, Delta, Harbor, Ilani, Inkua, Jib, Lagoon, Lobay, Marine, Tidal, Windward, Zarket
+
+## Azarketi Mechanics
+
+**Hit Points** 8
+
+**Size** Medium
+
+**Speed** 20 feet, Swim 30 feet
+
+**Ability Boosts** Constitution, Charisma, Free
+
+**Ability Flaw** Wisdom
+
+**Languages** Common, Alghollthu
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Aklo, Aquan, Azlanti, Draconic, Elven, and Undercommon and any other languages to which you have access (such as the languages prevalent in your region).
+
+**Senses** Low-Light Vision
+
+**Hydration** While you are an amphibious being equally as capable on land as in the water, your body requires you to return to aquatic environments at least once in a 24-hour period. You must submerge in water in order to rehydrate your water-acclimated skin. If you fail to do this, your skin begins to crack and your gills become painful. After the first 24 hours outside of water, you take a -1 status penalty to Fortitude saves. After 48 hours, you struggle to breathe air and begin to suffocate until returned to water.
+
+## Azarketi Heritages
+
+[[Ancient Scale Azarketi]]
+
+[[Benthic Azarketi]]
+
+[[Inured Azarketi]]
+
+[[Mistbreath Azarketi]]
+
+[[Murkeyed Azarketi]]
+
+[[River Azarketi]]
+
+[[Spined Azarketi]]
+
+[[Tactile Azarketi]]
+
+[[Thalassic Azarketi]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Catfolk.md b/content/mechanics/srd/Ancestries/Catfolk.md
new file mode 100755
index 000000000..ceb9430b9
--- /dev/null
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@@ -0,0 +1,101 @@
+---
+title: "Catfolk"
+noteType: ":sticky-note:"
+aliases: "Catfolk"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.5S1Pq3GoEzLfBbH7
+tags:
+ - JournalEntryPage
+---
+
+# Catfolk
+_Curious and gregarious wanderers, catfolk combine features of felines and humanoids in both appearance and temperament. They enjoy learning new things, collecting new tales and trinkets, and ensuring their loved ones are safe and happy. Catfolk view themselves as chosen guardians of natural places in the world and are often recklessly brave, even in the face of overwhelming opposition._
+
+* * *
+
+Catfolk are outgoing, active humanoids who delight in discovery, whether of hidden ruins or a comfortable place to nap. They are exceptionally social, both within their tight-knit communities and with other creatures they meet. Remarkably brave, catfolk see themselves as guardians of the world against forces that would assail it, and they believe that strong communities, breadth of experience, and continual self-improvement aid them in this fight.
+
+Catfolk have fast reflexes and are even able to twist themselves in the air while falling to land on their feet. As quick as these reflexes are, catfolk have quicker tempers, shifting from effusive glee to aggrieved fury in an instant. Like mundane felines, catfolk involuntarily purr when pleased and growl when surprised or angry.
+
+If you want a character who is curious, brave, friendly, and nimble in body and mind, you should play a catfolk.
+
+## You Might...
+
+* Demonstrate genuine interest by asking a lot of enthusiastic questions.
+* Avoid interpersonal conflict by giving someone a cold shoulder or by simply leaving the area.
+* Carefully scout a target or problem before striking at it quickly.
+
+## Others Probably...
+
+* Think you monopolize conversations with your incessant queries or opinions.
+* Consider you haughty or prideful.
+* Ascribe more emotion than you feel to your involuntary purrs or growling.
+
+## Physical Description
+
+Although all catfolk walk upright and have soft fur, a long tail, large ears, and vertical pupils, they show at least as much variety as ordinary felines. Catfolk have nimble fingers with short claws that are usually retractable. Most catfolk take great pride in maintaining their appearance and rarely suffer the indignity of being wet or dirty if they can avoid it.
+
+Catfolk mature quickly and are able to walk at only a few months old, but they otherwise start their careers at roughly the same age as humans do and live to be 60 or 70 years of age. Catfolk are rarely taller than the average human and, because of their lean builds, almost never weigh as much as a human of similar height.
+
+## Society
+
+Catfolk call themselves amurruns, although many consider this name to be private. They raise their children in large extended families, where they are given what many other humanoids see as a distressing latitude to explore and get into trouble from a remarkably young age. Catfolk learn a trade in a loose apprenticeship, and the majority learn several trades over their lives.
+
+Catfolk societies are often led by an appointed leader who speaks on behalf of the community and mediates disputes. A catfolk leader is most often a spellcaster and usually female. Catfolk prefer to deal with grievances by making an elaborate showing of disinterest, or even leaving a community for a time so the problem can die away or work itself out.
+
+## Alignment and Religion
+
+Catfolk aren't a particularly religious people, but most do believe they were uplifted from great primeval cats to confront the evil abominations despoiling natural places and laboring to unmake reality. The gods blessed catfolk with language, the use of tools and weapons, and a strong sense of community.
+
+Most catfolk are good. They enjoy the freedom to travel and like to set their own paths in life, so more catfolk are chaotic than lawful. Religious catfolk most often practice a nebulous form of animism, appeasing the spirits of the land and the creatures they hunt to preserve the natural order.
+
+## Adventurers
+
+Catfolk delight in venturing into unexplored areas, whether untrammeled wildernesses or ancient dungeons. They like finding treasures and baubles, but for most catfolk, the experience of the journey itself is the true reward.
+
+Typical catfolk backgrounds include acrobat, artist, gambler, hunter, nomad, and scout, plus bandit, courier, insurgent, outrider, and root worker. Catfolk's inherent curiosity and agility mean they excel as swashbucklers, bards, fighters, and rogues. Their love of the natural world and drive to puzzle out secrets of all types leads many to become investigators, druids, or sorcerers.
+
+## Names
+
+Catfolk are given short names in their youth. Adolescent catfolk are free to choose a different name when they first leave home, though some simply keep the name they've gotten used to. Catfolk love to add titles and honorifics to their names. Some catfolk use their titles exclusively among non-catfolk, and so become known by epithets like Six Fates, Fiend Killer, or Mistcloak.
+
+### Sample Names
+
+Alyara, Crinto, Drewan, Espes, Ferrus, Gerran, Halhat, Hoya, Ruun, Sevastin, Tespa, Yonsol, Zakkar, Zathra
+
+## Catfolk Mechanics
+
+**Hit Points** 8
+
+**Size** Medium
+
+**Speed** 25 feet
+
+**Ability Boosts** Dexterity, Charisma, Free
+
+**Ability Flaw** Wisdom
+
+**Languages** Amurrun, Common
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Gnomish, Goblin, Halfling, Iruxi (the language of lizardfolk), Jotun, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).
+
+**Senses** Low-Light Vision
+
+**Land on your Feet** When you fall, you take only half the normal damage and don't land prone.
+
+## Catfolk Heritages
+
+[[Clawed Catfolk]]
+
+[[Flexible Catfolk]]
+
+[[Hunting Catfolk]]
+
+[[Jungle Catfolk]]
+
+[[Liminal Catfolk]]
+
+[[Nine Lives Catfolk]]
+
+[[Sharp-Eared Catfolk]]
+
+[[Winter Catfolk]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Conrasu.md b/content/mechanics/srd/Ancestries/Conrasu.md
new file mode 100755
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@@ -0,0 +1,83 @@
+---
+title: "Conrasu"
+noteType: ":sticky-note:"
+aliases: "Conrasu"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.ufWdokSN5W3Einus
+tags:
+ - JournalEntryPage
+---
+
+# Conrasu
+_Conrasus are shards of cosmic force given consciousness who construct intricate exoskeletons to interface with the mortal world. Both an integral part of the underlying processes of the universe and strangely set apart, conrasus look to aeons to understand their existence._
+
+* * *
+
+Conrasus aren't entirely clear on their own origins. Some historians think them a failed experiment of a wizardly cabal—possibly a splinter of artificers from the ancient Jitska Imperium—who desperately hoped to bind a pleroma to bolster their army but who accidentally conjured shattered scraps of the aeon instead. Others believe conrasus were built by their ancestors using an accelerated, iterative evolution process as natural as one designed by those who build portions of their own bodies could ever hope to achieve. Most likely, it is a mix of the two.
+
+## You Might...
+
+* Do your best to determine and act upon the will of your guiding aeon.
+* Use rituals and repetitive actions as a means to meditate and reflect on your purpose.
+* Have difficulty applying your cosmic instincts and senses to a physical existence.
+
+## Others Probably...
+
+* View you as part of a hivemind at best or lacking in free will at worst.
+* Have trouble understanding your perspective or attempts at communication.
+* Look to you as the expert on any matters involving aeons or related beings.
+
+## Physical Description
+
+The true form of a conrasu is an abstract chunk of spiritual essence. While their being exists beyond the truth of humanoid senses, to the mortal eye, their body usually resembles a globe of light, darkness, or space. Floating, internal pinpricks of illumination sit inside the ball, slightly obscured as if peeking through a gelatinous substance. These “cores” surround themselves with bodies made out of still-living wood, creating the form that most people recognize as a conrasu.
+
+Conrasus themselves are called to a path and, once they find it, shape frames to create a suitable form, leading to a wide variety of appearances. As a conrasu ages, the supple green wood of ttheir body hardens, causing their limbs to lose mobility. Conrasus must constantly grow new arms and roots for their living exoskeleton, leaving their frozen limbs as immobile effigies along their shell.
+
+Conrasus can't maintain their integrity without their wooden exoskeletons. A conrasu that loses its exoskeleton dissipates and dies, though they can be returned to life with magic like other beings.
+
+## Society
+
+There are three distinct types of conrasus. Maintainers tend and care for others, believing they must cultivate a proper balance between various forces. Shapers build and direct those around them, and feel that balance is maintained by those who strive to preserve the world's equilibrium. Lastly, correctors fix problems of all sorts, often acting as stalwart bastions of law who perceive the world in absolutes, with few to no shades of gray. True balance can be achieved only in cases where pressure and force have been applied to make necessary changes.
+
+On rare occasions, a conrasu may hear and heed the call of another form of extraplanar being. One might serve a psychopomp, another an archon, and yet another might become a witch and adopt an unknown figure as a patron.
+
+## Alignment and Religion
+
+Many conrasus consider themselves bound to a specific aeon, following them like a deity and doing what they believe to be the aeon's bidding. As a result, almost all conrasus are lawful neutral in alignment.
+
+## Names
+
+Conrasus have little in the way of consciousness as others understand it before they self-actualize and leave the nursery-towns where they sprouted. That includes a name, a concept of gender, and even the passage of time beyond their little bubbles-these are picked up in the wider world. As a result, a conrasu might have nearly any appellation.
+
+### Sample Names
+
+Automa, Azubu, Dumi, Emeka, Ganizadi, Locu, Incanes, Radi, Shell, Weave
+
+## Conrasu Mechanics
+
+**Hit Points** 10
+
+**Size** Medium
+
+**Speed** 25 feet
+
+**Ability Boosts** Constitution, Wisdom, Free
+
+**Ability Flaw** Charisma
+
+**Languages** Mwangi, Rasu
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Celestial, Elven, Iruxi, Sylvan, Terran, Utopian, and any other languages to which you have access (such as the languages prevalent to your region).
+
+**Sunlight Healing** A conrasu can enter a meditative, healing state as a 10-minute activity when exposed to direct sunlight, in which case they recover 1d8 Hit Points. At 3rd level, and every 2 levels thereafter, this healing increases by 1d8. Once a conrasu has recovered Hit Points in this way, they are temporarily immune to further uses of Sunlight Healing for 1 day.
+
+## Conrasu Heritages
+
+[[Rite of Invocation]]
+
+[[Rite of Knowing]]
+
+[[Rite of Light]]
+
+[[Rite of Passage]]
+
+[[Rite of Reinforcement]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Dwarf.md b/content/mechanics/srd/Ancestries/Dwarf.md
new file mode 100755
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+++ b/content/mechanics/srd/Ancestries/Dwarf.md
@@ -0,0 +1,91 @@
+---
+title: "Dwarf"
+noteType: ":sticky-note:"
+aliases: "Dwarf"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.XzRv30zY3UXRbBho
+tags:
+ - JournalEntryPage
+---
+
+# Dwarf
+Dwarves have a well-earned reputation as a stoic and stern people, but they also have an unbridled zeal and deeply value artisanship. To a stranger, they can seem untrusting and clannish, but to their friends and family, they are warm and caring. While trust from a dwarf is hard-won, once gained it is as strong as iron.
+
+If you want to play a character who is as hard as nails, a stubborn and unrelenting adventurer, with a mix of rugged toughness and deep wisdom, you should play a dwarf.
+
+## You Might...
+
+* Strive to uphold your personal honor and refuse to back down
+* Appreciate quality craftsmanship in all forms and insist upon it for all your gear.
+
+## Others Probably...
+
+* See you as stubborn, though whether this is an asset or a detriment changes from moment to moment.
+* Recognize the deep connection you have with your family, heritage, and friends.
+
+## Physical Description
+
+Dwarves are short and stocky, standing about a foot shorter than most humans. They have wide, compact bodies and burly frames. Dwarves of all genders pride themselves on the length of their hair and beards, which they often braid into intricate patterns, some of which represent specific clans. A long beard is a sign of maturity and honor among many dwarf clans.
+
+Dwarves typically reach physical adulthood around the age of 25, though their traditionalist culture places more value on completing coming-of-age ceremonies unique to each clan than reaching a certain age. A typical dwarf can live to around 350 years old.
+
+## Society
+
+Though the ancient dwarven empire fell long ago, overwhelmed by orc and goblinoid enemies, dwarves today retain many of the qualities that once propelled them to greatness: fierceness, gumption, and stubbornness in their endeavors. Dwarves live within mountain Sky Citadels dotted over the surface, which can create vast cultural divides between dwarf clans. Yet nearly all dwarven peoples share a passion for stonework, metalwork, and family.
+
+Few dwarves are seen without their clan dagger strapped to their belt. This dagger is forged just before a dwarf's birth and is distinctive to their clan. Dwarves honor their children with names of ancestors or dwarven heroes. When introducing themselves, dwarves tend to list their family and clan, plus any number of other familial connections and honorifics.
+
+### Sample Names
+
+Agna, Bodill, Edrukk, Grunyar, Ingra, Kotri, Morgrym, Rogar, Torra, Yangrit
+
+## Beliefs
+
+Dwarves tend to value honor and closely follow the traditions of their clans and kingdoms. They have a strong sense of friendship and justice, though they are often very particular about who they consider a friend. They work hard and play harder—especially when strong ale is involved. Torag, god of dwarvenkind, is dwarves’ primary deity, though worship of Torag’s family members is also common.
+
+#### **Popular Edicts**
+
+create art with utility, guard your community against those who would harm it, keep your clan dagger close
+
+#### **Popular Anathema**
+
+leave an activity or promise uncompleted, forsake your family
+
+## Dwarf Mechanics
+
+**Hit Points** 10
+
+**Size** Medium
+
+**Speed** 20 feet
+
+**Ability Boosts** Constitution, Wisdom, Free
+
+**Ability Flaw** Charisma
+
+**Languages** Common, Dwarven
+
+**Additional languages** equal to your Intelligence modifier (if it's positive). Choose from Gnomish, Goblin, Jotun, Orcish, Petran, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).
+
+**Senses** Darkvision
+
+**Clan Dagger** You get one clan dagger of your clan for free, as it was given to you at birth. Selling this dagger is a terrible taboo and earns you the disdain of other dwarves.
+
+## Dwarf Heritages
+
+[[Ancient-Blooded Dwarf]]
+
+[[Anvil Dwarf]]
+
+[[Death Warden Dwarf]]
+
+[[Elemental Heart Dwarf]]
+
+[[Forge Dwarf]]
+
+[[Forge-Blessed Dwarf]]
+
+[[Oathkeeper Dwarf]]
+
+[[Rock Dwarf]]
+
+[[Strong-Blooded Dwarf]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Elf.md b/content/mechanics/srd/Ancestries/Elf.md
new file mode 100755
index 000000000..698ed9017
--- /dev/null
+++ b/content/mechanics/srd/Ancestries/Elf.md
@@ -0,0 +1,85 @@
+---
+title: "Elf"
+noteType: ":sticky-note:"
+aliases: "Elf"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.3cfdiId1IoxLsF9V
+tags:
+ - JournalEntryPage
+---
+
+# Elf
+As an ancient people, elves have seen great change and have the perspective that can come only from watching the arc of history. After leaving Golarion in ancient times, they returned to a changed land, and they still struggle to reclaim their ancestral homes. Elves value kindness, intellect, and beauty, with many elves striving to improve their manners, appearance, and culture. Their studies delve into a level of detail that most shorter-lived peoples find excessive or inefficient. Elves are often rather private people, steeped in the secrets of their groves and kinship groups. They're slow to build friendships outside their kinsfolk, as elves who spend their lives among shorterlived peoples often become morose after watching generations of companions age and die. These elves are known as Forlorn among their fellow elves.
+
+If you want a character who is magical, mystical, and mysterious, you should play an elf.
+
+## You Might...
+
+* Carefully curate your relationships with people with shorter lifespans.
+* Adopt specialized or obscure interests simply for the sake of mastering them.
+
+## Others Probably...
+
+* Focus on your appearance, either admiring your grace or treating you as if you’re physically fragile.
+* Worry that you privately look down on them, or feel like you’re condescending and aloof.
+
+## Physical Description
+
+While generally taller than humans, elves possess a fragile grace, accentuated by long features and sharply pointed ears. Their eyes are wide and rounded, featuring large and often vibrantly colored pupils that make up the entire visible portion of the eye. These pupils give them an alien look and allow them to see sharply even in very little light.
+
+Elves gradually adapt to their environment and their companions, and they often take on physical traits reflecting their surroundings. An elf who has dwelled in primeval forests for centuries, for example, might exhibit verdant hair and gnarled fingers, while one who's lived in a desert might have golden pupils and skin. Elves reach physical adulthood around the age of 20, though they aren't considered to be fully emotionally mature by other elves until closer to the passing of their first century. A typical elf can live to around 600 years old.
+
+## Society
+
+The inborn patience and intellectual curiosity of elves make them excellent sages, philosophers, and wizards, and their societies are built upon their inherent sense of wonder and knowledge.
+
+Elves hold deeply seated ideals of individualism, allowing each elf to explore multiple occupations before alighting on a particular pursuit or passion that suits her best. Elves bear notorious grudges against rivals, which elves call ‘ilduliel,' but these antagonistic relationships can sometimes blossom into friendships over time. An elf keeps their personal name secret among their family, while giving a nickname when meeting other people. This nickname can change over time, due to events in the elf's life or even on a whim. A single elf might be known by many names by associates of different ages and regions. Elven names consist of multiple syllables and are meant to flow lyrically—at least in the Elven tongue.
+
+### Sample Names
+
+Aerel, Amrunelara, Caladrel, Dardlara, Faunra, Heldalel, Jathal, Lanliss, Oparal, Seldlon, Soumral, Talathel, Tessara, Variel, Yalandlara, Zordlon
+
+## Beliefs
+
+Elves are often emotional and capricious, yet they hold high ideals close to their hearts. They prefer deities who share their love of all things mystic and artistic. Desna and Shelyn are particular favorites, the former for her sense of wonder and the latter for her appreciation of artistry. Calistria is the most notorious of elven deities, as she represents many of the elven ideals taken to the extreme.
+
+#### **Popular Edicts**
+
+find beauty in nature and art, explore things others would keep hidden, demonstrate superiority to your rival
+
+#### **Popular Anathema**
+
+abandon your own path, force another creature to do something
+
+## Elf Mechanics
+
+**Hit Points** 6
+
+**Size** Medium
+
+**Speed** 30 feet
+
+**Ability Boosts** Dexterity, Intelligence, Free
+
+**Ability Flaw** Constitution
+
+**Languages** Common, Elven
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Empyrean, Fey, Gnomish, Kholo, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).
+
+**Senses** Low-Light Vision
+
+## Elf Heritages
+
+[[Ancient Elf]]
+
+[[Arctic Elf]]
+
+[[Cavern Elf]]
+
+[[Desert Elf]]
+
+[[Seer Elf]]
+
+[[Whisper Elf]]
+
+[[Woodland Elf]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Fetchling.md b/content/mechanics/srd/Ancestries/Fetchling.md
new file mode 100755
index 000000000..c99931927
--- /dev/null
+++ b/content/mechanics/srd/Ancestries/Fetchling.md
@@ -0,0 +1,81 @@
+---
+title: "Fetchling"
+noteType: ":sticky-note:"
+aliases: "Fetchling"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.RlMgeku1FNJjF7YR
+tags:
+ - JournalEntryPage
+---
+
+# Fetchling
+_Once human and now something apart, fetchlings display the Shadow Plane's ancient influence through monochrome complexions, glowing eyes, and the casting of supernatural shadows._
+
+* * *
+
+Fetchlings are a striking people whose skin appears entirely drained of color. These lithe and shadowy beings seem to sink and vanish into the gloom. They see in darkness, exercise control over shadows, and have strange occult powers. Some fetchlings develop their powers enough to pass between the Shadow and Material Planes, leaving other ancestries to whisper about figures that emerge from shaded corners and then vanish without a trace. Through magic and other means, they've spread across Golarion and the planes beyond, as adaptable as the humans they once were.
+
+The first fetchlings were refugees. Ages ago, when Earthfall destroyed ancient Azlant and cast the world into darkness, one small group of Azlanti pleaded for rescue. A mysterious hooded figure known as the Widow answered their call, slicing open a passage into the Shadow Plane. The Azlanti stepped through, trading the darkness of Earthfall for a deep shadow. As they navigated the plane's strange environs and dangerous inhabitants, its nature slowly worked monumental changes on the survivors.
+
+If you want a character more at home in a mirror world of shadow, infused with umbral gloom, and who embodies the dualities of light and darkness, you should play a fetchling.
+
+## You Might…
+
+* Live and work in gloomy areas of dim light with plenty of shadows, only providing bright light when expecting visitors.
+* Look to people's shadows as a way of identifying them, alongside features like stature or facial structure.
+* Maintain composure when faced with strange creatures and circumstances.
+
+## Others Probably…
+
+* Believe you have shadowy powers, such as the ability to consume light as food, melt into darkness, or travel between planes.
+* Expect you to be cautious, reserved, and a loner.
+* Express interest in your ancestral physiological connection to the Shadow Plane.
+
+## Physical Description
+
+Most of the Shadow Plane appears as an altered version of the Material Plane but leeched of color. These same forces in the Shadow Plane have touched fetchlings, whose skin tones fall on a monochromatic scale from stark white to deep black, and all the shades of gray between. Their bodies are just as diverse in shape and size as humans, though most display a certain fluidity of motion reminiscent of shifting shadows. Fetchlings' reflective, pupilless eyes can pierce darkness. A fetchling's most notable feature is their shadow, which almost never faithfully reflects their body. Instead, fetchling shadows might have incongruous shapes or sizes, while others flicker, move of their own accord, or imitate the shadow of another nearby creature.
+
+## Society
+
+Most fetchlings remain close to Golarion on either the Material or Shadow Planes, either forming majority-fetchling communities or forging solitary paths. Both planar groups tend to be insular; many fetchling cultures preserve memories of their early, perilous days confronting the Shadow Plane's hostile or beguiling denizens. Their predilection for forming tight communal bonds and adapting to local customs has spread to become part of broader fetchling culture, reinforced by two major fetchling groups—the Estlaris and Sharedars—who live in the shadow of more powerful entities.
+
+## Alignment and Religion
+
+A culture of survival passed down through generations means many fetchlings prefer to maintain a cautious worldview and adapt to prevailing circumstances. As a result, many trend toward a neutral outlook on life. Some choose to join with local powers for personal or communal advancement, or to tear systems down from the inside. Others attempt to shatter what they see as fetters that bind them and their communities.
+
+No small number of fetchlings are nonreligious, recognizing all gods' powers but revering none. Faithful fetchlings prefer gods that offer protection and stability, be it the pastoral embrace of Erastil or the binding chains of Zon-Kuthon. Those who travel alone or pass between planes seek the comfort of Alseta, Desna, and Gozreh. Calistria appeals to ambitious fetchlings, while Grandmother Spider and Sivanah help those who wish to move through the world unnoticed or unfettered. Some worship these three as a pantheon called the Laughing Veil; a few even include Norgorber as a fourth member.
+
+## Names
+
+Fetchlings adapted to a new world, and their names do the same. These names commonly include phonetic qualities from multiple languages or are simply local cultural names that fetchling families find compelling. Other dominant naming conventions include flowing sounds, harsh or hissing consonants, and surnames that refer to important relatives or community traits.
+
+### Sample Names
+
+Amelisce, Ashka, Drosil, Eitsanara, Eomva, Ikyamek, Inva, Jegan, Lirtae, Meotrai, Sorsul, Zokaratz
+
+## Fetchling Mechanics
+
+**Hit Points** 8
+
+**Size** Medium
+
+**Speed** 25 feet
+
+**Ability Boosts** Dexterity, Free
+
+**Languages** Common, Shadowtongue
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Aklo, Draconic, D'ziriak, Necril, Undercommon, and any other languages to which you have access (such as the languages prevalent in your region).
+
+**Senses** Darkvision
+
+## Fetchling Heritages
+
+[[Bright Fetchling]]
+
+[[Deep Fetchling]]
+
+[[Liminal Fetchling]]
+
+[[Resolute Fetchling]]
+
+[[Wisp Fetchling]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Fleshwarp.md b/content/mechanics/srd/Ancestries/Fleshwarp.md
new file mode 100755
index 000000000..3c352667b
--- /dev/null
+++ b/content/mechanics/srd/Ancestries/Fleshwarp.md
@@ -0,0 +1,91 @@
+---
+title: "Fleshwarp"
+noteType: ":sticky-note:"
+aliases: "Fleshwarp"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.vTB1bTYVE4onyyy1
+tags:
+ - JournalEntryPage
+---
+
+# Fleshwarp
+_Fleshwarps are people whose forms were created or radically transformed by magic, alchemy, or unnatural energies. Their unorthodox appearance can make it difficult for them to find a place for themselves in the world._
+
+* * *
+
+Magic and science that can warp bone and twist sinew are all too common on Golarion. Fleshwarps are those who have been permanently altered by such methods—sometimes a sapient being created whole cloth from inanimate flesh, but often a victim unwillingly transformed by strange energies or sadistic creators.
+
+The ancestry name "fleshwarp" is an umbrella term, since on Golarion the actual fleshwarping process is more infamously well-known than are alterations caused by uncontrolled magic, technology, or fringe science. Whether practiced by Thassilonian wizards, Nexian fleshcrafters, or the drow of the Darklands, fleshwarping is the craft of reshaping flesh and mind in vats of foul magical reagents. This has led some scholars of monsters to argue that only those beings created by traditional fleshwarping should be considered fleshwarps. Regardless of the source of their altered forms, fleshwarps bear their new shape forever, transformed beings living a wild and strange existence beyond what was possible for their original ancestry.
+
+Although fleshwarps are humanoid, no two look the same. One might possess limbs in unusual places and skin as smooth as glass, while another might have a thick matting of spiny fur. Some might have animalistic features, like a boar snout, scales, or cloven hooves. Others have entirely alien appearances, such as bulging eyes on the backs of their hands. Some may have only subtly uncanny features that differentiate them, such as glowing teeth, smoking eyes, or fingernails made of bone. The only commonality among fleshwarps is their mismatched nature. Let your imagination run wild when creating a fleshwarp character!
+
+If you want a character who is tough and hardy, can change their form as they grow, and can use their wholly unique appearance to inspire awe or fear in others, you should play a fleshwarp.
+
+## You Might...
+
+* Embrace your unusual appearance to inspire respect or fear.
+* Be used to relying on yourself.
+* Distrust large groups of people, particularly mobs, based on past experiences.
+
+## Others Probably...
+
+* Find your physiology fascinating or terrifying.
+* Assume you are an expert on strange creatures or occult phenomena.
+* Consider you an enigmatic and unpredictable—and perhaps even dangerous—outsider.
+
+## Physical Description
+
+Fleshwarps are humanoids, ranging from 5 to 7 feet tall and from just under 100 pounds to more than 300 pounds. The proportion and appearance of their limbs and features differ widely, but fleshwarps functionally have two legs, two arms, and a single head; a fleshwarp with more limbs than this should consider an appropriate ancestry feat to reflect this variance, or one of their limbs might be vestigial and mostly nonfunctional. Fleshwarps differ widely in their appearance due to the unique circumstances of their creation. Even fleshwarp siblings or two people transformed through the same procedure might look wildly different.
+
+## Society
+
+Fleshwarps are so few in number that congregations of them are rare. They most often live on their own, with a small family group, or at the outskirts of a community. Some thrive in cities, however, where they can remain anonymous among the crowds while pursuing careers that allow them to avoid contact with people who might fear or persecute them.
+
+Fleshwarps value endurance and are quick to learn from others, so those who come into contact with others of their kind usually share stories that help each other survive, hide, or thrive more effectively. How a fleshwarp formed can be a painful or horrifying subject, one they consider rude to discuss with anyone besides close friends or loved ones.
+
+## Alignment and Religion
+
+Fleshwarps have little to gain from the broader society, and therefore rarely work to support society in turn, beyond perhaps helping other fleshwarps. They need to be able to adapt quickly to survive on their own. As a consequence, few fleshwarps are lawful. Although bigoted or short-sighted people view fleshwarps as monsters, fleshwarps are no more or less prone to evil than any other people, and most seek only to live their lives without trouble. Most are neutral in alignment, for while alienation doesn't force a fleshwarp to feel contempt for others, neither does it encourage a fleshwarp to avoid it. This is especially true for fleshwarps living in the societies that gave birth to their traumatic transformation. Fleshwarps aren't often casually religious; most either have little to do with faith at all (viewing themselves as scorned by the gods or simply seeing faith as impractical for survival) or are exceptionally devout. Religious fleshwarps often revere Arazni, Calistria, Desna, or Gozreh; evil fleshwarps typically turn to Lamashtu, finding consolation in the Mother of Monsters.
+
+## Names
+
+Fleshwarps can come from-and thus have names from-any culture or ancestry, but some give themselves new names after being transformed, whether to celebrate the change, recognize a new phase of their lives, or conceal their past identity. Many fleshwarps also carry a descriptive nickname granted to them by others, such as "Triple Handed," "Barkfoot," or "Many-Mouth."
+
+Fleshwarps don't keep nicknames they find personally offensive, but they tend to keep ones that describe their distinctive appearances or that are given by people they care about.
+
+### Sample Names
+
+Borble, Dag, Feff, Hurn, Kemp, Omber, Ostro, Shurni, Surm, Wumpin
+
+## Fleshwarp Mechanics
+
+**Hit Points** 10
+
+**Size** Medium or Small
+
+**Speed** 25 feet
+
+**Ability Boosts** Constitution, Free
+
+**Languages** Common
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Aklo, Draconic, Dwarven, Elven, Goblin, Undercommon, and any other languages to which you have access (such as the languages prevalent in your region).
+
+**Senses** Low-Light Vision
+
+**Unusual Anatomy** Your unorthodox body resists physical afflictions meant for other creatures. You gain a +1 circumstance bonus to saves against diseases and poisons.
+
+## Fleshwarp Heritages
+
+[[Cataphract Fleshwarp]]
+
+[[Created Fleshwarp]]
+
+[[Discarded Fleshwarp]]
+
+[[Mutated Fleshwarp]]
+
+[[Shapewrought Fleshwarp]]
+
+[[Surgewise Fleshwarp]]
+
+[[Technological Fleshwarp]]
\ No newline at end of file
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+---
+title: "Ghoran"
+noteType: ":sticky-note:"
+aliases: "Ghoran"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.kRjkrWAqQNXj3LLP
+tags:
+ - JournalEntryPage
+---
+
+# Ghoran
+These intelligent plant people, created by a long-dead druid, possess a sort of immortality through their seeds—unless these are destroyed by external events other than merely the ravages of time.
+
+During the height of the wars between Geb and Nex long ago, the archmage Nex asked the renegade druid Ghorus to create a plant that would feed his people even in the most inhospitable land. Ghorus did so, developing a flower that would adapt to every environment and withstand every sort of magecraft and spellworking. He succeeded too well. In the strange soil of the Impossible Lands, the flower grew and soon began to think—and then to walk and speak. These were the first ghorans. Despite their new awareness, ghorans found that many other peoples were adept at ignoring inconvenient truths, especially those involving where their next meal might come from. Bit by bit, seed by seed, ghorans grew themselves into humanoid forms, hoping to engender sympathy by mirroring the appearance of humanoids. It eventually worked, and the ghorans won citizenship and protected status in the nation of Nex. Even so, time and predation has taken its toll; the population of ghorans is small and ever dwindling.
+
+Each ghoran is essentially an ancient spark of life that inhabits, successively, a series of plantlike bodies. Every twenty years or so, a ghoran produces a seed. Their old body withers away as their soul enters the seed, which then swiftly produces a new body. The process brings with it minor changes in personality and some loss of more distant memories, such that each new ghoran is related to their predecessor while still being a different individual. The art of creating more ghorans died with the druid Ghorus, so they're a tiny but stable minority in the Impossible Lands, dwindling bit by bit over the centuries as a few of them fall to violence and mischance.
+
+If you want a character who's an ancient and alien soul, trying to survive and thrive in a strange and hostile world, you should play a ghoran.
+
+## You Might...
+
+* Offhandedly mention events from thousands of years ago.
+* Find "animal" behaviors strange.
+* Constantly make small changes to your body.
+
+## Others Probably...
+
+* Have a hard time recognizing you after not seeing you for a while.
+* Are either intimidated or fascinated by how long you've lived and how much you know.
+* Have heard you're delicious.
+
+## Physical Description
+
+Roughly humanoid in size and shape, a ghoran's body is mostly made up of a fibrous plant material resembling a woody vine, with a face like an enormous, colorful flower. Ghorans have a great deal of control over the shape and structure of their bodies: with a few hours of effort, a ghoran might make themselves taller or shorter, long-limbed or barrel-chested. They have a reputation for tasting deliciously sweet and herbaceous. Most people merely find this quality a curiosity and don't attempt to take a bite, but animals in the wild will sometimes seek them out and attack them. Though they can learn to smile or laugh to fit in with other ancestries, they tend to use a different set of emotional signifiers, fluttering their face-petals to show happiness and making a rustling sound when agitated or upset. Every ghoran has a large cavity within their torso that contains a large seed. When a ghoran's body becomes too decrepit to function, they impart their memories into the seed and plant it into the ground. Within 1 to 2 months, a new ghoran body finishes growing from the seed, and the original ghoran collapses into a pile of inert organic matter. This curious method of propagation leaves a ghoran vulnerable, and many ghorans are defensive about the process among non-ghoran peoples.Being plants, ghorans have no innate understanding of gender in the human sense. Ghorans who find themselves in the company of other ancestries sometimes adopt a more masculine or feminine form, though just as many don't bother.
+
+## Society
+
+Ghorans originated in Nex, and most reside as a tiny minority population in that land. In its major cities, they have built little enclaves of their own in neighborhoods featuring sweeping parks and massive trees, with the largest of these enclaves being in Quantium. While they don't possess the magical ability to enter an extradimensional home within a tree like dryads, ghorans live among the trees, typically making their homes within the neighborhoods' big parks. They are extremely skilled at building their abodes so that they don't disrupt the lives of the local flora. Visitors to a ghoran enclave might not realize initially that they've entered a home, assuming instead that they're in a recreational public space. Ghorans don't typically mind the unexpected company so long as the visitors are respectful of the park, of their homes, and of any ghorans they meet. The ghorans who live in major cities are relatively social and accepting of other ancestries, and they tend to be eager to interact, learn about others, and engage in trade. Outside of these cities, ghorans inhabit small, remote communities in the foothills of the Shattered Range and dwell in secluded forests, and they tend to be much more isolationist. Remembering well that Ghorus originally created their ancestry as food for the "animals," they generally have no great desire to get to know other ancestries. However, as each new incarnation slightly shifts a ghoran's personality, they sometimes develop a wanderlust that spurs them to leave an isolated home and travel into the wider world. Often, such ghorans hold bits—or even troves—of ancient lore lost to the outside world for many years, so their journeys can sometimes lead to important new discoveries for others in the Impossible Lands and beyond.
+
+Among themselves, ghorans cooperate easily and instinctively, with no need for a formal government. Work is apportioned by a silent consensus derived from thousands of years of experience, as everyone does what they're best at to cover necessary tasks. This silent consensus is already practiced at determining how to adjust and adapt when one ghoran falls ill or changes in a new incarnation. The addition of new ghorans traveling from afar or of members of other ancestries can sometimes throw off this natural rhythm. The new addition is an unknown quantity, so the entire community keeps tabs on the newcomers, to a potentially unsettling extent, for a short period of analysis. This practice isn't out of any distrust or desire for harm, but rather out of curiosity and a need to understand what the newcomers do well and where they need assistance. Once the ghoran community has drawn a conclusion, they adjust their actions accordingly—everyone simply begins to perform tasks differently to allow newcomers to fit in and contribute, with no official meeting or declaration. In most cases, one of the members of the community realizes they should tell non-ghoran newcomers what the community expects of them, but sometimes no one realizes there's a need to communicate. When this happens, it can leave the ghoran community and the newcomers perplexed at the others' actions and choices, as the community expects the newcomers to simply pitch in and fill the need while the newcomers wait to be told what the community expects of them.
+
+Ghoran communities, operating on this ancient consensus, generally don't have anything resembling leaders. Nonetheless, a community will sometimes appoint a single ghoran as an envoy to outsiders and even give them a title to make the "animals" more comfortable when receiving a message from the whole community.
+
+## Alignment and religion
+
+Ghorans typically lack driving forces toward good or evil, though their plant-derived values can sometimes make them come across as amoral to people who are not likewise plant based. They have a slight tendency toward law, especially in their own communities. While most ghorans aren't particularly religious, spiritually oriented ones tend to worship nature by means of the Green Faith or, less commonly, Gozreh or one of the Eldest (such as the plantlike Green Mother). They rarely find interest in human-centric deities, as ghorans have distinctly different thought processes and priorities. Faith is a matter that usually doesn't change much from seed to seed and incarnation to incarnation, and that means that the newer deities, especially those ascended in the last few millennia ("recently," from the ghoran perspective) have almost no foothold in ghoran communities.
+
+## Names
+
+Most ghorans pick a new name with each incarnation, usually selecting a name or concept that they found pleasing in a past life. Occasionally, a ghoran might reuse a name for several incarnations in a row, especially if remaining in a community of other peoples, though each incarnation is still a distinct person.
+
+### Sample Names
+
+Amsalu, Ash, Emnet, Sieri, Ooniel, Arshmarish, Velt, Delphinium, Hach, Emerald, Sable
+
+## Ghoran Heritages
+
+Created with the express purpose of adapting to their environment, ghorans display several distinct physical morphs. Choose one ghoran heritage at 1st level.
+
+[[Ancient Ash]]
+
+[[Enchanting Lily]]
+
+[[Strong Oak]]
+
+[[Thorned Rose]]
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diff --git a/content/mechanics/srd/Ancestries/Gnoll.md b/content/mechanics/srd/Ancestries/Gnoll.md
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+---
+title: "Gnoll"
+noteType: ":sticky-note:"
+aliases: "Gnoll"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.xBV8oGvecw7abZxc
+tags:
+ - JournalEntryPage
+---
+
+# Gnoll
+_Powerfully-built humanoids that resemble hyenas, gnolls are cunning warriors and hunters. Their frightening visage and efficient tactics have given them an ill-starred reputation._
+
+* * *
+
+In lands to the east, such as Katapesh, gnolls have earned themselves well-deserved reputations as brutal slavers and demon-worshippers. Even in the Mwangi Expanse, many outsiders believe that gnolls are witches, cannibals, and worse. The truth is more complex.
+
+Mwangi gnolls, known to themselves as “kholo,” are eminently practical and pragmatic hunters and raiders. To gnolls, honor is just another word for pointless risk. Any loss of a gnoll affects not just the individual, but their packmates and kin as well. Wasting time on anything but victory, whether it's mercy or cruelty, is seen as little shy of immoral. Gnolls see effectiveness as a cardinal virtue and believe that the best fight is one that never gives the opponent a chance to strike back. Mwangi gnolls are masters of ambushes, tactical feints, and psychological warfare-none of which endears them to their neighbors.
+
+Equally misunderstood is the gnoll practice of ancestor worship and endocannibalism. Gnolls consume their dead as a sign of reverence, holding a grand feast and transforming the bones of the fallen into art or weapons. Gnolls extend this honor to respected foes, hoping to bring their enemy's cunning or strength into the clan. While it's a sign of admiration, not everyone sees it that way.
+
+## You Might...
+
+* Always try to work smarter, not harder.
+* Be very physically demonstrative—often hugging, punching, or licking your friends.
+* Keep a bone from a favorite relative to ask for advice.
+
+## Others Probably...
+
+* Are intimidated by your size, teeth, and eerie laugh.
+* Assume that you are dishonorable or worse.
+* Respect the brutal efficiency of your hunting style.
+
+## Physical Description
+
+Gnolls are large, hyena-like humanoids with short muzzles, sharp teeth, and large and expressive round ears. Their bodies are covered in shaggy fur, rougher on the back and softer and lighter on the stomach and throat, usually in an off-white, tan, or brown shade-spots and stripes are both common. Gnolls typically stand between six and seven feet tall. Women are usually about a head taller than men, and correspondingly stronger. Gnolls are considered adults at fifteen, and live about 60 years on average, though some can reach a hundred or more in good health.
+
+## Society
+
+Kholo generally live in clans of 10 to 20 interrelated family groups, containing between 100 to 200 gnolls. They are ruled by a council of female gnolls, typically selected from the oldest members of each family. This council of elders selects one of their number as a Chief Elder, who is essentially the first among equals and sets the agenda. The council is advised by the clan's bonekeeper and storyteller, as well as one or more younger gnolls who lead hunting and raiding packs.
+
+Bonekeepers focus on tending to the wishes of gnoll ancestors and gods-they take their name from the ancestral bones that festoon their clothing and homes. Storytellers serve as teachers and sages, and are expected to have an encyclopedic knowledge of clan history, regional lore, and anything else relevant to the clan. They usually speak several languages.
+
+Kholo women typically work as hunters, warriors, and leaders, while men become artisans, caretakers, and gatherers. However, adherence to gender roles varies from clan to clan. Members of either gender can become bonekeepers or storytellers, and these positions often routes to authority for male gnolls.
+
+## Alignment and Religion
+
+Mwangi gnolls have an unsentimental, matter-of-fact approach to life, and prioritize results over methods. They are usually loyal and generous to their people and ruthless toward outsiders-gnolls are typically chaotic neutral but can skew good or evil depending on who they view as “their people.”
+
+Gnolls appeal to their ancestors on a day-to-day basis, invoking their kin to bless cubs, ward off disease, or grant luck on hunts. Gnolls call upon the gods on special occasions or in times of great crisis. Most kholo give homage to Calistria and Shelyn as the Elder and Younger Sisters, twin goddesses of power and beauty. Nethys, the Brother, is the patron of bonekeepers, and Lamashtu, while a popular deity in other gnoll societies, is propitiated as the Old Mother, a goddess called upon only as a very last resort, and otherwise begged to stay away.
+
+## Names
+
+Newborn kholo are given a root name, typically that of a bone, plant, or animal (though never Hyena, as this is considered narcissistic and arrogant). As a gnoll reaches certain milestones in life, they add descriptors to their name. Root names are often passed down through families, while descriptors are chosen to fit the gnoll's personality, usually in raucous ceremonies.
+
+### Sample Names
+
+Baobab, Jackal, Onyx Elephant in Shadows, Red Thorn, Unbent Iron Reed, White Acacia, Wistful Tooth, Woodpecker
+
+## Gnoll Mechanics
+
+**Hit Points** 8
+
+**Size** Medium
+
+**Speed** 25 feet
+
+**Ability Boosts** Strength, Intelligence, Free
+
+**Ability Flaw** Wisdom
+
+**Languages** Common, Gnoll
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Iruxi, Necril, Orcish, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).
+
+**Senses** Low-Light Vision
+
+**Bite** Your sharp teeth and powerful jaws are fearsome weapons. You have a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group.
+
+## Gnoll Heritages
+
+[[Ant Gnoll]]
+
+[[Great Gnoll]]
+
+[[Sweetbreath Gnoll]]
+
+[[Witch Gnoll]]
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diff --git a/content/mechanics/srd/Ancestries/Gnome.md b/content/mechanics/srd/Ancestries/Gnome.md
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+---
+title: "Gnome"
+noteType: ":sticky-note:"
+aliases: "Gnome"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.qIu10HByKeRaPPvD
+tags:
+ - JournalEntryPage
+---
+
+# Gnome
+Long ago, early gnome ancestors emigrated from the First World, realm of the fey. While it's unclear why the first gnomes wandered to Golarion, this lineage manifests in modern gnomes as bizarre reasoning, eccentricity, obsessive tendencies, and what some see as naivete. Always hungry for new experiences, gnomes constantly wander both mentally and physically, attempting to stave off a terrible ailment that threatens all of their people. This affliction, known as the Bleaching, strikes gnomes who fail to dream, innovate, and take in new experiences. The Bleaching slowly drains the color—literally—from gnomes, and it plunges those affected into states of deep depression that eventually claim their lives. Very few gnomes survive this scourge, becoming deeply morose and wise survivors known as bleachlings.
+
+If you want a character with boundless enthusiasm and an alien, fey outlook on morality and life, you should play a gnome.
+
+## You Might...
+
+* Embrace learning and hop from one area of study to another without warning.
+* Speak, think, and move quickly, and lose patience with those who can’t keep up.
+
+## Others Probably...
+
+* Appreciate your enthusiasm and the energy with which you approach new situations.
+* Struggle to understand your motivations or adapt to your rapid changes of direction.
+
+## Physical Description
+
+Most gnomes stand just over 3 feet in height and weigh little more than a human child. They exhibit a wide range of natural skin, hair, and eye colors. For gnomes that haven't begun the Bleaching, nearly any hair and eye color other than white is possible, with vibrant colors most frequent, while skin tones span a slightly narrower spectrum and tend toward earthy tones and pinkish hues, though occasionally green, black, or pale blue.
+
+Gnomes typically reach physical maturity at the age of 18, though many gnomes maintain a childlike curiosity about the world even into adulthood. A gnome can theoretically live to any age if they can stave off the Bleaching indefinitely, but in practice gnomes rarely live longer than around 400 years.
+
+## Society
+
+While most gnomes adopt some of the cultural practices of the region in which they live, they tend to pick and choose, adjusting their communities to fit their own fey logic. This often leads to majority gnome communities eventually consisting almost entirely of gnomes, as other people, bewildered by gnomish political decisions, choose to move elsewhere. Gnomes have little culture that they would consider entirely their own. Exceptionally few gnome kingdoms or nations exist on the surface of Golarion, and most gnomes wouldn't know what to do with such a state if they had one.
+
+By necessity, few gnomes marry for life, instead allowing relationships to run their course before amicably moving on, the better to stave off the Bleaching with new experiences. Though gnome families tend to be small, many gnome communities raise children communally, with fluid family boundaries. Gnome names can get quite complex and polysyllabic. Gnomes rarely concern themselves with how easy their names are to pronounce, and they often go by shorter nicknames. Among gnomes, the shorter the name, the more feminine it's considered to be.
+
+### Sample Names
+
+Abroshtor, Bastargre, Besh, Fijit, Halungalom, Krolmnite, Neji, Majet, Pai, Poshment, Queck, Trig, Zarzuket, Zatqualmie
+
+## Beliefs
+
+Though gnomes are impulsive tricksters with inscrutable motives and confusing methods, many at least attempt to make the world a better place. They are prone to fits of powerful emotion and are rarely shy about helping those they believe deserve it. Gnomes most commonly worship deities that value individuality and nature, such as Cayden Cailean, Desna, Gozreh, and Shelyn.
+
+#### **Popular Edicts**
+
+seek new experiences, embrace your inspiration, move from obsession to obsession
+
+#### **Popular Anathema**
+
+slow down to explain yourself, deprive someone of all stimulation
+
+## Gnome Mechanics
+
+**Hit Points** 8
+
+**Size** Small
+
+**Speed** 25 feet
+
+**Ability Boosts** Constitution, Charisma, Free
+
+**Ability Flaw** Strength
+
+**Languages** Common, Gnomish, Sylvan
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Elven, Goblin, Jotun, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).
+
+**Senses** Low-Light Vision
+
+## Gnome Heritages
+
+[[Chameleon Gnome]]
+
+[[Fey-Touched Gnome]]
+
+[[Sensate Gnome]]
+
+[[Umbral Gnome]]
+
+[[Vivacious Gnome]]
+
+[[Wellspring Gnome]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Goblin.md b/content/mechanics/srd/Ancestries/Goblin.md
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+---
+title: "Goblin"
+noteType: ":sticky-note:"
+aliases: "Goblin"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.Gn0XGCWDb0N4zLE0
+tags:
+ - JournalEntryPage
+---
+
+# Goblin
+The convoluted histories other people cling to don't interest goblins. These small folk live in the moment, and they prefer tall tales over factual records. Goblin virtues are about being present, creative, and honest. They strive to lead fulfilled lives, rather than worrying about how their journeys will end. To tell stories, not nitpick the facts. To be small, but dream big. Many goblins enjoy simpler delights like songs, fire, and eating, and hate reading, dogs, and horses. Other goblins might have more complex pursuits, though, such as tinkering with scraps or concocting snacks and explosives from most anything.
+
+If you want a character who is eccentric, enthusiastic, and fun-loving, you should play a goblin.
+
+## You Might...
+
+* Strive to prove that you have a place among other civilized peoples, perhaps even to yourself.
+* Lighten the heavy emotional burdens others carry (and amuse yourself) with antics and pranks.
+
+## Others Probably...
+
+* Work to ensure you don’t accidentally (or intentionally) set too many things on fire.
+* Wonder how you survive given your ancestry’s typical gastronomic choices, reckless behavior, and love of fire.
+
+## Physical Description
+
+Goblins are stumpy humanoids with large bodies, scrawny limbs, and massively oversized heads with large ears and beady red eyes. Their skin ranges from green to gray to blue, and they often bear scars, boils, and rashes. Goblins average 3 feet tall. Most are bald, with little or no body hair. Their jagged teeth fall out and regrow constantly, and their fast metabolism means they eat constantly and nap frequently. Mutations are also more common among goblins than other peoples, and goblins usually view particularly salient mutations as a sign of power or fortune.
+
+Goblins reach adolescence by the age of 3 and adulthood 4 or 5 years later. Goblins can live 50 years or more, but without anyone to protect them from each other or themselves, few live past 20 years of age.
+
+## Society
+
+Goblins tend to flock to strong leaders, forming small tribes. These tribes rarely number more than a hundred, though the larger a tribe is, the more diligent the leader must be to keep order—a notoriously difficult task. Play and creativity matter more to goblins than productivity or study, and their encampments erupt with songs and laughter.
+
+Goblins bond closely with their allies, fiercely protecting those companions who have protected them or offered a sympathetic ear. Goblins tend to assume for their own protection that members of taller ancestries, which goblins often refer to colloquially as "longshanks," won't treat them kindly. Learning to trust longshanks is difficult for a goblin, and it's been only in recent years that such a partnership has even been an option. Goblins keep their names simple. A good name should be easy to pronounce, short enough to shout without getting winded, and taste good to say. The namer often picks a word that rhymes with something they like so that writing songs is easier.
+
+### Sample Names
+
+Ak, Bokker, Frum, Guzmuk, Krobby, Loohi, Mazmord, Neeka, Omgot, Ranzak, Rickle, Tup, Wakla, Yonk, Zibini
+
+## Beliefs
+
+Even the most well-intentioned goblins have trouble following the rules, meaning goblin adventurers are often unsure whether they're on the right side of the law. Organized worship likewise confounds goblins, and most of them would rather pick their own deities, choosing powerful monsters, natural wonders, or anything else they find fascinating—sometimes even attributing deific status to fellow goblins of note. Goblins who spend time around people of other ancestries might adopt some of their beliefs, though, and many goblin adventurers adopt the worship of Cayden Cailean.
+
+#### **Popular Edicts**
+
+invent songs for every occasion, turn trash into your treasures, solve problems with fire
+
+#### **Popular Anathema**
+
+trust a dog or horse, learn to read
+
+## Goblin Mechanics
+
+**Hit Points** 6
+
+**Size** Small
+
+**Speed** 25 feet
+
+**Ability Boosts** Dexterity, Charisma, Free
+
+**Ability Flaw** Wisdom
+
+**Languages** Common, Goblin
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Gnomish, Kholo, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).
+
+**Senses** Darkvision
+
+## Goblin Heritages
+
+[[Charhide Goblin]]
+
+[[Irongut Goblin]]
+
+[[Razortooth Goblin]]
+
+[[Snow Goblin]]
+
+[[Tailed Goblin]]
+
+[[Unbreakable Goblin]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Goloma.md b/content/mechanics/srd/Ancestries/Goloma.md
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+---
+title: "Goloma"
+noteType: ":sticky-note:"
+aliases: "Goloma"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.jKglnHBFvzI80tIe
+tags:
+ - JournalEntryPage
+---
+
+# Goloma
+_Golomas fear most other people and deliberately use their unusual biology to frighten off those they consider to be dangerous predators. Rarely seen and poorly understood, golomas' many-eyed and wooden faced visages instill terror in most they meet._
+
+* * *
+
+Though just as capable of being dangerous as any intelligent creature on Golarion, golomas have a deep-rooted psychological understanding that they are prey, and that all two-eyed people are predators. As a result, golomas rarely reveal themselves to others, and when they do, they often adopt threatening personas as a means to protect themselves. Even those few golomas who venture out into greater Mwangi society often have trouble relating to other ancestries, due to their strong differences in perception and mindset.
+
+## You Might...
+
+* Instinctively process large amounts of disparate information quickly and efficiently.
+* Project an air of intimidation to conceal your nervous disposition.
+* Have difficulty distinguishing individual objects or people from others that are similar.
+
+## Others Probably...
+
+* Are frightened by your strange physiology.
+* Mistake your difficulties with identifying distinct people from one another as indifference.
+* Are awed by your skill at noticing minute details at a glance and drawing rapid conclusions.
+
+## Physical Description
+
+Golomas are humanoids with rough skin that ranges in color from warm brown to ebony, although sickly gray or white individuals with albinism are not uncommon. Their fingers and feet are coated with a thin layer of chitin. A goloma's face is an oblong wedge made of smooth chitin, almost resembling a wooden mask. Protruding from this face are eight gelatinous, shining eyes. A goloma's mouth and jaw are located beneath their face-plate, and a bony crest juts from the top of their chitinous visage. The back of a goloma's head and neck is coated in black hair that is filled with thousands of tiny, peering eyes. These eyes tend to glow and squirm as they look around-an unsettling sight for most.
+
+## Society
+
+An ancient goloma story states that during a calamity unleashed long ago, gods and demons burst forth from the earth to steal the eyes from other creatures. Only the golomas and others who were in hiding were spared-yet golomas soon began to be hunted by the now two-eyed people, who were hungry to take goloma eyes to replace what they had lost. This accurately sums up most golomas' mentalities: to be exposed is to be vulnerable, and to trust a stranger is deadly. Golomas usually travel and live with groups of other golomas, as this is where they feel most comfortable.
+
+Golomas learn at a young age to be vigilant at all times, observing the environment for any irregularities and then reacting with quick, calculated instinct rather than deliberative action. Other ancestries often perceive golomas to be paranoid and hypervigilant. Golomas are also better at wide-scale observation than observation of specific things-they can easily notice commonalities across large fields but have difficulty remembering what a specific object or creature looked like. This only increases their paranoia, as they have trouble visually distinguishing known friends from potentially hostile foes.
+
+## Alignment and Religion
+
+Golomas tend to focus on their own survival and thus are typically neutral, though those who find more comfort in conformity than others trend toward lawful alignments. Golomas often pay homage to Kalekot, a deity of protective fear, as the guardian of their people, though not one to be trusted. Kalekot is called upon to curse those who victimize golomas, as most feel that justice can only be attained using supernatural means. Other popular gods include Mazludeh and Grandmother Spider, who encourage the strength of community, though a typical goloma's idea of community is often very insular.
+
+## Names
+
+A goloma's true name is kept among golomas, as there are hundreds of cautionary tales of what could happen if another creature learns a goloma's true name. Names tend to lack soft syllables, which golomas often struggle to pronounce, and typically consist of hard consonants and individually enunciated vowels instead. Among other people, golomas tend to use names that are intended to be intimidating, taking elements and sounds from Aklo, Necril, or words from local languages that seem to cause strong reactions.
+
+### Sample Names
+
+Biqkuul, Ehbouja, Haamaah, Kouzo, Quaerjii, Tebaazu, Uruueda, Zekuukeu
+
+## Goloma Mechanics
+
+**Hit Points** 8
+
+**Size** Medium
+
+**Speed** 30 feet
+
+**Ability Boosts** Wisdom, Free
+
+**Languages** Goloma, Mwangi
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Abyssal, Aklo, Draconic, Elven, Halfling, Necril, Orcish, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region)
+
+**Eyes in Back** You have eyes that point in several different directions and instinctively notice movement in the peripheries of your vision. When you use the Seek basic action, you can look for creatures in two areas instead of one. If precision is necessary, you can select two 30-foot cones or 15-foot bursts within line of sight instead of one.
+
+## Goloma Heritages
+
+[[Farsight Goloma]]
+
+[[Frightful Goloma]]
+
+[[Insightful Goloma]]
+
+[[Vicious Goloma]]
+
+[[Vigilant Goloma]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Grippli.md b/content/mechanics/srd/Ancestries/Grippli.md
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+---
+title: "Grippli"
+noteType: ":sticky-note:"
+aliases: "Grippli"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.FhIJtKcINEe7fipX
+tags:
+ - JournalEntryPage
+---
+
+# Grippli
+_Gripplis are a shy and cautious people who generally seek to avoid being drawn into the complicated and dangerous affairs of others. Despite their outlook and small stature, gripplis often take bold and noble action when the situation demands it._
+
+* * *
+
+Reclusive and canny, gripplis are treetop survivalists who harvest their homes' bounty and defend themselves against terrible threats. Their reliance on cunning and simple tools has led to gripplis being mischaracterized as primitive, yet this overlooks their shaping of the land with hidden orchards and camouflaged causeways that allow gripplis to live in prosperous peace. Gripplis are most likely to emerge from their forest homes to trade, explore, and combat threats that would despoil the world.
+
+## You Might...
+
+* Seek out clever ways to exploit your environment when overcoming challenges.
+* Make friends slowly, concerned by cautionary tales of exploitative strangers.
+* Be fiercely protective of your home or community.
+
+## Others Probably
+
+* Assume you dislike cities and people who live in them.
+* Trust in your impartial, measured approach to understanding situations and solving problems.
+* Give you space, fearing that touching you would prove toxic.
+
+## Physical Description
+
+Gripplis resemble humanoid tree frogs, with oversized eyes, wide mouths, and gangly physiques. Their slight frames and large toes afford excellent grip while climbing, while their colorful skin provides reliable camouflage that varies by their home environment-green and brown for jungle-dwelling groups, blue and orange for riparian communities, and many other colors between. A grippli grows quickly, reaching adult size of about 2 feet in height about 3 years after hatching, though they're only considered adults around age 12. Gripplis rarely live beyond 60 years, though exceptional individuals occasionally live as long as a century.
+
+## Society
+
+Gripplis lead a sophisticated hunter-gatherer lifestyle with which they reshape the landscape to suit their needs: building spillways to trap fish, seeding fruit-bearing trees, sowing cover-granting foliage for future hunts, and more techniques that often escape an agriculturist's eye. These strategies rely on community cooperation as well as dispersed populations, so gripplis commonly live in small villages, each part of a complex web of alliances and relationships. Reclusiveness has preserved grippli lives and lifestyles for millennia, yet they increasingly find themselves threatened by ancient evils and new explorers alike.
+
+## Alignment and Religion
+
+Taught to wait, observe, and respect natural processes of life and death, many gripplis adopt neutral alignments. Those who take a more active role suppressing evils that take refuge in the jungles are often neutral good, most notably those rare fiend-keepers who absorb an evil being into their soul to contain and eventually transform its villainy through virtuous acts. Nature deities such as Gozreh or Erastil often earn gripplis' respect, yet communities often prefer less prominent, more intimate divinities such as empyreal lords, psychopomp ushers, or the fey Eldest.
+
+## Names
+
+Grippli names often include resonant vowels and chirped consonants that remain difficult for non-gripplis to vocalize properly. Gripplis that travel widely often adopt one or more names more easily replicated by their associates.
+
+### Sample Names
+
+Aalpo'ol, Bogwynne, Ctaprak, Eegru, Gpoun, Gruoksh, Hrrauti, Iopo, Iykiki, Kyrsiik, Mhruugu, Oplugo, Quaasol, Yolkuu, Ztaal
+
+## Grippli Mechanics
+
+**Hit Points** 6
+
+**Size** Small
+
+**Speed** 25 feet
+
+**Ability Boosts** Dexterity, Wisdom, Free
+
+**Ability Flaw** Strength
+
+**Languages** Common, Grippli
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Abyssal, Aquan, Boggard, Draconic, Elven, Iruxi, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).
+
+**Senses** Low-Light Vision
+
+## Grippli Heritages
+
+[[Poisonhide Grippli]]
+
+[[Snaptongue Grippli]]
+
+[[Stickytoe Grippli]]
+
+[[Windweb Grippli]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Halfling.md b/content/mechanics/srd/Ancestries/Halfling.md
new file mode 100755
index 000000000..d26e27d89
--- /dev/null
+++ b/content/mechanics/srd/Ancestries/Halfling.md
@@ -0,0 +1,85 @@
+---
+title: "Halfling"
+noteType: ":sticky-note:"
+aliases: "Halfling"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.voI7uPS9vsG74JIn
+tags:
+ - JournalEntryPage
+---
+
+# Halfling
+Claiming no place as their own, halflings control few settlements larger than villages. Instead, they frequently live among humans within larger cities, carving out small communities alongside taller folk. Optimistic, cheerful, and driven by powerful wanderlust, halflings make up for their short stature with an abundance of bravado. At once excitable and easygoing, halflings are the best kind of opportunists, and their passions favor joy over violence. While their curiosity sometimes drives them toward adventure, halflings also carry strong ties to house and home.
+
+If you want to play a character who must contend with these opposing drives toward adventure and comfort, you should play a halfling.
+
+## You Might...
+
+* Get along well with a wide variety of people and enjoy meeting new friends.
+* Find it difficult to resist indulging your curiosity, even when you know it’s going to lead to trouble.
+
+## Others Probably...
+
+* Appreciate your ability to always find a silver lining or something to laugh about, no matter how dire the situation.
+* Think you bring good luck with you.
+
+## Physical Description
+
+Halflings are short humanoids who look vaguely like smaller humans. They rarely grow to be more than 3 feet in height. Halfling proportions vary, with some looking like shorter adult humans with slightly larger heads and others having proportions closer to those of a human child.
+
+Most halflings prefer to walk barefoot rather than wear shoes, and those who do so develop roughly calloused soles on their feet over time. Tufts of thick, often-curly hair warm the tops of their broad, tanned feet. Halfling skin tones tend toward rich, tawny shades like amber or oak, and their hair color ranges from a light golden blond to raven black.
+
+Halflings reach physical adulthood around the age of 20. A typical halfling can live to be around 150 years old.
+
+## Society
+
+Despite their jovial and friendly nature, halflings don't usually tend to congregate. They have few cultural centers in the Inner Sea region, and they instead tend to weave themselves throughout the societies of the world. Halflings eke out whatever living they can manage, many performing menial labor or holding simple service jobs. Some halflings reject city life, instead turning to the open road and traveling from place to place in search of fortune and fame. These nomadic halflings often travel in small groups, sharing hardships and simple pleasures among close friends and family. Halfling names are usually two to three syllables, with a gentle sound that avoids hard consonants. Preferring their names to sound humble, halflings see overly long or complex names as a sign of arrogance for their people. However, they understand that elves and humans might have longer names to suit their own aesthetics.
+
+### Sample Names
+
+Anafa, Antal, Bellis, Boram, Etune, Filiu, Jamir, Kaleb, Linna, Marra, Miro, Rillka, Sistra, Sumak, Yamyra
+
+## Beliefs
+
+Halflings are loyal to their friends and their family, but they aren't afraid to do what needs to be done in order to survive. Wherever halflings go, they seamlessly blend into the society they find themselves in, adapting to the culture and beliefs of the predominant ancestry around them and adding their uniquely halfling twists, creating a blend of cultural diffusion that enriches both cultures. Halflings favor gods that either grant luck, like Desna, or encourage guile, like Norgorber, and many appreciate Cayden Cailean's role as a liberator, as well as any religions common among other ancestries around them.
+
+#### **Popular Edicts**
+
+share good meals with friends and strangers alike, stand up to bullies and oppressors, stay beneath the taller folk's notice
+
+#### **Popular Anathema**
+
+take your luck for granted
+
+## Halfling Mechanics
+
+**Hit Points** 6
+
+**Size** Small
+
+**Speed** 25 feet
+
+**Ability Boosts** Dexterity, Wisdom, Free
+
+**Ability Flaw** Strength
+
+**Languages** Common, Halfling
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Dwarven, Elven, Gnomish, Goblin, and any other languages to which you have access (such as the languages prevalent in your region).
+
+**Keen Eyes** Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.
+
+## Halfling Heritages
+
+[[Gutsy Halfling]]
+
+[[Hillock Halfling]]
+
+[[Jinxed Halfling]]
+
+[[Nomadic Halfling]]
+
+[[Observant Halfling]]
+
+[[Twilight Halfling]]
+
+[[Wildwood Halfling]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Hobgoblin.md b/content/mechanics/srd/Ancestries/Hobgoblin.md
new file mode 100755
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--- /dev/null
+++ b/content/mechanics/srd/Ancestries/Hobgoblin.md
@@ -0,0 +1,89 @@
+---
+title: "Hobgoblin"
+noteType: ":sticky-note:"
+aliases: "Hobgoblin"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.DuWzeY4zugKFFthl
+tags:
+ - JournalEntryPage
+---
+
+# Hobgoblin
+_Taller and stronger than their goblin kin, hobgoblins are equals in strength and size to humans, with broad shoulders and long, powerful arms._
+
+* * *
+
+The reputation of hobgoblins in the Inner Sea region has been upended by Oprak, the hobgoblin nation established recently in the mountains between Nidal and Nirmathas. The Ironfang Legion that stormed through Molthune and Nirmathas only a few years ago made a calculated decision to cease fighting, claim Oprak as a new homeland, and seek peace with its neighbors. Now under strict orders to not start conflicts with other nations, the hobgoblins of Oprak have begun to cautiously investigate Avistan in the spirit of cooperation rather than conquest. Many people, especially those that suffered terrible cruelties under the Ironfang Legion, fear that this is simply a pause in aggression while Oprak gains enough strength to crush its rivals. Others hope these bold soldiers might prove to be allies against the endless hordes of the Whispering Tyrant.
+
+## You Might...
+
+* Seek out the most effective and practical solutions to any problem.
+* Encourage a clear chain of command among any group you travel with, following orders even if you disagree with them.
+* Look for opportune alliances with other creatures, even if you don't fully understand or trust them.
+
+## Others Probably...
+
+* Consider you dangerous, due to your reputation and intimidating appearance.
+* Assume you hate magic and other mystical arts.
+* Recognize your incredible endurance, dedication, and discipline.
+
+## Physical Description
+
+Hobgoblins stand nearly as tall as humans, though they tend to have shorter legs and longer arms and torsos. They have the bald, wide heads and beady eyes, and gray skin that becomes steely blue when tanned. Hobgoblins are remarkably hardy; they recover from illnesses quickly and are able to exert themselves for long periods of time with little difficulty.
+
+Hobgoblins mature quickly, and most can walk, talk, and hold a weapon by the time they are 1 year old, reaching adolescence by the age of 8 to 12 and adulthood around 14. Hobgoblins typically live up to 70 years of age.
+
+## Society
+
+Hobgoblins structure their society after military hierarchies. Even civilian groups such as farming collectives or trading houses organize into regiments, companies, and divisions. Most hobgoblins fixate on social status, and many constantly strive to advance their social position. Hobgoblin punishments are primarily social demotions, although execution or slavery are common for serious crimes, such as arson or desertion.
+
+Hobgoblin veterans hold a high place in their society, usually becoming leaders or advisors. Magic is rarely practiced and often derided, as most hobgoblins don't trust it over the strength of their own sword arms. Their arts tend to have a military bent; many hobgoblins consider stirring marches and weaponsmithing the only artistic endeavors worth pursuing, though Oprak's enforced era of peace is beginning to change this.
+
+## Alignment and Religion
+
+Though familiar with the chaos of war, most hobgoblins have orderly minds and prefer to live within established hierarchies. While many hobgoblins consider sentimentality weak, those with mild temperaments have recently found success in diplomacy and international outreach. As a result, hobgoblin adventurers are usually lawful neutral, with only those rejecting or raised outside of their militaristic society chaotic. Faith has little place in hobgoblin society, as many feel it is impractical, though religious hobgoblins can gain a begrudging modicum of acceptance due to their useful healing magic.
+
+## Adventurers
+
+Hobgoblin society's rigid militaristic hierarchy produces excellent adventurers, as hobgoblins reach adulthood trained for combat. Due to their upbringing, many hobgoblins have the warrior background. The laborer, martial disciple, miner, and scout backgrounds are also common. Hobgoblins raised away from their people often have the criminal, hermit, or nomad backgrounds instead. Hobgoblins are most often fighters, rangers, or rogues, although hobgoblin rogues approach their class with a disciplined mindset. Hobgoblins hold an ancestral grudge against elves and a distrust of arcane magic, which they call 'elf magic.' Hobgoblin practitioners of arcane magic are exceedingly rare and usually shunned by other hobgoblins. Particularly clever hobgoblins usually become alchemists.
+
+## Names
+
+Like goblins, hobgoblin names tend to be simple, though hobgoblin names usually sound more guttural and forceful. On rare occasions, hobgoblins will alter their names, keeping the core but adding aspects, usually in response to an extreme trauma or a life-altering event. Hobgoblins have no surnames, considering them both pointless and presumptuous; an individual's merits and demerits are to be earned by their actions, not by an association with a particular lineage.
+
+### Sample Names
+
+Aze, Druknar, Ghargam, Hathkren, Imakra, Kralaeng, Mazkol, Olzu, Rezal, Sivkrag, Volmak, Zornum
+
+## Hobgoblin Mechanics
+
+**Hit Points** 8
+
+**Size** Medium
+
+**Speed** 25 feet
+
+**Ability Boosts** Constitution, Intelligence, Free
+
+**Ability Flaw** Wisdom
+
+**Languages** Common, Goblin
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Gnoll, Jotun, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).
+
+**Senses** Darkvision
+
+## Hobgoblin Heritages
+
+[[Elfbane Hobgoblin]]
+
+[[Runtboss Hobgoblin]]
+
+[[Shortshanks Hobgoblin]]
+
+[[Smokeworker Hobgoblin]]
+
+[[Steelskin Hobgoblin]]
+
+[[Warmarch Hobgoblin]]
+
+[[Warrenbred Hobgoblin]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Human.md b/content/mechanics/srd/Ancestries/Human.md
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+---
+title: "Human"
+noteType: ":sticky-note:"
+aliases: "Human"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.7pU8yM7yPMw92SY3
+tags:
+ - JournalEntryPage
+---
+
+# Human
+As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.
+
+Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.
+
+If you want a character who can be just about anything, you should play a human.
+
+## You Might...
+
+* Strive to achieve greatness, either in your own right or on behalf of a cause.
+* Seek to understand your purpose in the world.
+* Cherish your relationships with family and friends.
+
+## Others Probably...
+
+* Respect your flexibility, your adaptability, and—in most cases— your open‑mindedness.
+* Distrust your intentions, fearing you seek only power or wealth.
+* Aren't sure what to expect from you and are hesitant to assume your intentions.
+
+## Physical Description
+
+Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.
+
+Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans have exceptionally mutable physical characteristics compared to other ancestries, with greater variance in height, weight, and other physical parameters.
+
+## Beliefs
+
+Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.
+
+#### **Popular Edicts**
+
+explore the world, strive for greatness, devote yourself to a moral outlook
+
+#### **Popular Anathema**
+
+waste what little time you have
+
+## Names
+
+Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.
+
+### Ethnicities
+
+A variety of human ethnic groups populates the continents within Golarion's Inner Sea region and in the lands beyond it. Human characters can be of any ethnicity, regardless of what lands they call home. Some examples of Golarion's ethnicities are presented below.
+
+Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon regional language.
+
+* Garundi span the nations along the southern shores of the Inner Sea.
+* Keleshites trace their origins to the Keleshite Empire in the eastern deserts.
+* Kellids live among the mountains and steppes of northern Avistan.
+* Mwangi are spread across the vast continent of Garund.
+* Shoanti make their homes in the harsh badlands of the Storval Plateau.
+* Taldans occupy much of Avistan thanks to a fallen empire.
+* Tians originally come from the far-off continent of Tian Xia.
+* Ulfens reside in coastal towns of western Avistan.
+* Varisians historically favored a nomadic life of roving caravans.
+* Human Mechanics
+* **Hit Points** 8
+
+ **Size** Medium
+
+ **Speed** 25 feet
+
+ **Ability Boosts** Two free ability boosts
+
+ **Languages** Common
+
+ **Additional Languages** equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).
+
+ ## Human Heritages
+
+ [[Skilled Heritage]]
+
+ [[Versatile Heritage]]
+
+ [[Wintertouched Human]]
+
+ ## Beginner Box Heritages
+
+ _These heritages are from the Beginner Box and grant non-standard heritage features._
+
+ [[Battle-Trained Human (BB)]]
+
+ [[Warden Human (BB)]]
+
+ ## Half-Human Heritages
+
+ [[Aiuvarin]]
+
+ [[Dromaar]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Kashrishi.md b/content/mechanics/srd/Ancestries/Kashrishi.md
new file mode 100755
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+---
+title: "Kashrishi"
+noteType: ":sticky-note:"
+aliases: "Kashrishi"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.IJOH7nk0w1IybAhp
+tags:
+ - JournalEntryPage
+---
+
+# Kashrishi
+Kashrishi make their homes in remote areas of the world. These quiet beings have stout, durable frames and distinctive crystalline horns. Their inherent psychic abilities make them natural empaths but also occasionally burden them with the unceasing thoughts of their neighbors.
+
+Kashrishi occupy a unique evolutionary branch native to the lands bordering the northern stretches of the Obari Ocean. Resembling halfling-sized bipedal rhinoceroses with the occasional odd insectile feature, kashrishi adapt to their environs with unusual efficiency, using a combination of rapid physical evolutions and inherent psychic powers. Kashrishi are often mistakenly referred to as having hive minds, though they're actually natural empaths, capable of discerning a creature's emotional state and impulses through proximity. This near-oracular behavior occasionally leads to misunderstandings with humanoids who think a kashrishi is reading their thoughts or otherwise magically influencing the conversation, though peoples more familiar with kashrishi come to value their unique insights and intuitive diplomacy.
+
+Kashrishi have an atypical level of control over their physical forms, thanks to their psychic powers, and can evolve new features over the course of a single generation. Typically, these features are intentionally cultivated to help deal with a particular environmental obstacle, such as a change in weather patterns, or if an invasive species affects available food supplies near their settlements.
+
+Kashrishi often tailor their evolutions to match the most successful creatures in their environment. Whether a testament to the resilience of insects or simply a quirk of their environment, many kashrishi evolutions are directly inspired by creatures like the rhinoceros beetle or giant water bug.
+
+If you want a character that's visually distinct, able to naturally access the occult powers of the mind, and great at quickly making friends wherever they go, you should play a kashrishi.
+
+## You Might...
+
+* Be easily taken aback by people who are particularly loud, expressive, or emotional.
+* Prefer the peaceful quiet of remote islands, treetops, and caverns.
+* Act as a parental figure for the more excitable among your companions.
+
+## Others Probably...
+
+* Underestimate your strength and resilience.
+* Mistake you for being unsociable when you're actually taking time to process mental and physical cues of which they're completely unaware.
+* Value you for your patience and insights.
+
+## Physical Description
+
+Kashrishi have short but wide frames with remarkable strength for their size. All have signature crystalline horns, though these can grow in a variety of configurations. The most common kashrishi, xyloshis, have a large primary horn and between one and three smaller horns, typically arranged linearly from the tip of their nose and spanning along their nose and brow.
+
+While most kashrishi have light sandy or gray skin tones, their coloration can also echo the tones of their crystalline horns; sapphire, ruby, or emerald patterns aren't so uncommon as to cause another kashrishi to take notice. Kashrishi with strong connections to specific creatures with whom they share their home environments might take on skin patterns or colorations that mirror those creatures. Some stories even talk about kashrishi with wings and butterfly patterns that cover their bodies, though no such kashrishi has been seen in the Impossible Lands for at least a century.
+
+## Society
+
+Despite their small stature, kashrishi tend to be terrible at hiding. Their crystalline horns are likely to flare with magical light when they exercise their innate magical powers, and they're raised in an environment where their parents or guardians can almost always find them by feeling for their emotions. As a result, kashrishi tend to be excessively honest and kind, avoiding harmful deceptions but also employing enough tact to ensure they don't evoke unpleasant emotional reactions from others.
+
+Kashrishi lack a clear concept of charity, not because they're cruel or inconsiderate, but rather because their worldview is inherently inclusive of the people around them. Rare indeed is the kashrishi who exercises casual cruelty or who leaves another member of the community in need. Such actions lead to emotional reactions that cause turmoil for all kashrishi in the vicinity.
+
+Kashrishi enjoy various team games, employing games of trivia as measures of both knowledge and psychic ability. They also appreciate games that involve bluffs and double-bluffs with blind cards, testing their abilities to keep their minds clear and their thoughts organized. Kashrishi don't generally condone the act of gambling with outsiders, as many find it challenging to deal with the implications of their psychic abilities, even if they strive to keep their powers secret.
+
+Kashrishi generally engage in monogamous relationships with no real preference toward any particular gender pairing. The height of intimacy for a kashrishi is opening their mind fully to the psychic link of another kashrishi, an act much more personal than anything physical. This act doesn't let kashrishi know whether someone is perfectly compatible with them or that the two mesh entirely—simply that from moment to moment, their inner feelings are more accessible and open, so communication becomes not a guessing game but an entirely wholesome, true experience. Some kashrishi believe that psychic communication should be held exclusively for these intimate moments.
+
+Kashrishi can be found in small groups on the island of Jalmeray and in larger communities occupying the many smaller islands surrounding it. Kashrishi in the Inner Sea region rarely venture beyond the Impossible Lands, though some of their oldest stories speak of a harrowing voyage across the Obari Ocean when their kind fled some long-past disaster.
+
+Kashrishi have no natural enemies. They host pirates and merchants with equal hospitality, so long as that hospitality is respected by their guests. While kashrishi are exceptionally tolerant of the quirks and foibles of other species, they draw a hard line at anyone bringing outside conflicts into their communities. More than one canny pirate captain docks their ship at a kashrishi island after a particularly heated conflict, knowing the pirate hunters and military vessels seeking them won't encroach on kashrishi lands. Escaped criminals hoping to find a new lease on life might also hide in a kashrishi community, doing whatever they can to assist their hosts until whoever is hunting them gives up the chase.
+
+## Alignment and religion
+
+Most kashrishi are good, and almost instinctively kind because of their empathic abilities and tight-knit communities. Kashrishi are rarely interested in religion, though a few deities are more likely to be worshipped by kashrishi than others. Desna is known to kashrishi as "The Crystal Butterfly," and when a kashrishi child goes missing, their parents might pray the Crystal Butterfly uses the light of her wings to guide the child home. Besmara is also unusually likely to be worshipped by kashrishi, though her dogma among them is essentially a splinter faith that focuses on her primacy over sea monsters and storms with little regard to the piratical teachings for which most other ancestries know the goddess.
+
+## Names
+
+The empathic sense of a kashrishi has its own "mental fingerprint" that's unique to each member of the species, and this mental fingerprint can be conveyed through psychic communications as a name. Kashrishi who adventure with non-kashrishi often adopt descriptive names that their companions can more easily speak and remember.
+
+### Sample Names
+
+Climber, Firehorn, Guardian, Healer, Lantern, Mother, Scout, Softhand, Tempest, Warrior
+
+## Kashrishi Heritages
+
+A kashrishi's heritage reflects the unique evolutionary qualities they've adapted for their chosen environments. Choose one kashrishi heritage at 1st level.
+
+[[Athamasi]]
+
+[[Lethoci]]
+
+[[Nascent]]
+
+[[Trogloshi]]
+
+[[Xyloshi]]
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diff --git a/content/mechanics/srd/Ancestries/Kitsune.md b/content/mechanics/srd/Ancestries/Kitsune.md
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+---
+title: "Kitsune"
+noteType: ":sticky-note:"
+aliases: "Kitsune"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.26YL1jOPQQS6k7A9
+tags:
+ - JournalEntryPage
+---
+
+# Kitsune
+_Kitsune are a charismatic and witty people with a connection to the spiritual that grants them many magical abilities, chiefly the power to shapechange into other forms. Whether they pass unseen among other peoples or hold their tails high, kitsune are clever observers of the societies around them._
+
+* * *
+
+Kitsune are shapechangers with two forms: one of a fox-headed humanoid and one largely depending on where they were raised. Those raised in populated areas typically have what's called a tailless form—a humanoid body without any fox features that resembles a more common ancestry, such as an elf or a human. In wooded or rural areas, their second form is more likely to be that of a fox.
+
+Though all-kitsune settlements exist, most live among people of other ancestries, granting them a degree of external insight into social rules or dynamics that others process only subconsciously. Kitsune enjoy subverting expectations as much as they do going along with them. Their fondness for jokes, stories, and wordplay, especially when the twist of a riddle hinges on the listener's assumptions, reinforces their reputation as tricksters.
+
+With dual forms and a connection to both the material and spiritual worlds, kitsune have diverse concepts of self and identity. Some even view their forms as separate individuals altogether, using them to explore different aspects of their personality.
+
+If you want to play a character with innate magical talents and countless hidden facets, each revealed with a glint of the eye and a twisting grin, you should play a kitsune.
+
+## You Might...
+
+* Studiously observe the habits of those around you, taking mental notes on how to imitate them better.
+* Delight in jokes, clever wordplay, pranks, or unnecessarily complex plots.
+* Present a different, but authentic, side of yourself in each new situation.
+
+## Others Probably...
+
+* Are taken in by your magnetic personality and enigmatic nature.
+* Marvel at your many supernatural abilities.
+* Wonder what you aren't telling them.
+
+## Physical Description
+
+Kitsune have alert vulpine ears, pointed snouts, and short, semi-retractable claws on their fingers and toes. Their fur is dense, countershaded, and most often red,tan, black, or white in color. Kitsune have bushy tails that grow in number as they hone their innate magical abilities, to as many as nine.
+
+## Society
+
+Kitsune are rarely the majority in whatever communities they inhabit, and many go their whole lives without meeting another kitsune beyond their family. Their society, as much as it exists, centers primarily around the commonalities that kitsune find as they pass among other peoples. The same social perspective that helps them imitate others also makes them quick to notice signs that someone may need help or a kind word. Due to this, kitsune often form strong interpersonal relationships and tend to anchor their social circles.
+
+When two kitsune do meet, they may find themselves exchanging light verbal repartee, enjoying the sport of trying to outwit each other. While it's considered a grave offense to outright give away another kitsune's shapechanging nature, kitsune relish surreptitiously forcing another to "break character," shocking the other into disrupting their transformation through a well-placed comment.
+
+## Alignment and Religion
+
+Kitsune often have neutrality in their alignment from balancing their dual natures, though their instinct for stirring up trouble leads many to lean slightly toward chaos. Some possess the ability to control or bend the will of others, but even among those that do, only the evilest use these arts flippantly or selfishly.
+
+The patron kitsune deity is Daikitsu, the goddess of crafting and agriculture. Though not all kitsune necessarily worship Daikitsu, most respect her as the purported source of their powers. Kitsune in Tian Xia often revere both Shizuru and Tsukiyo, seeing the duality of the sun and moon in their own multifaceted nature. A small sect of Avistani kitsune worship Sivanah, the goddess of illusion, respecting her position between perception and reality and believing the goddess's true form to be that of a kitsune-hidden behind not seven veils, but nine.
+
+## Names
+
+While kitsune have some traditional names, they're more likely to use names that are unremarkable in their local society, the better to pass unnoticed. Some have different names for each form: a kitsune name for their kitsune form, a regional name for a tailless form, and possibly no name at all for a fox form.
+
+### Sample Names
+
+Hamako, Haohiko, Kitsukou, Kon, Kwan-la, Talaro
+
+## Kitsune Mechanics
+
+**Hit Points** 8
+
+**Size** Medium
+
+**Speed** 25 feet
+
+**Ability Boosts** Charisma, Free
+
+**Languages** Common
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Elven, Gnomish, Goblin, Halfling, Dwarven, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).
+
+**Senses** Low-Light Vision
+
+**Change Shape**(concentrate, divine, kitsune, polymorph, transmutation) You transform into a specific alternate form determined by your heritage. If your heritage doesn't list a form, your alternate form is a tailless form, which is a common Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again.
+
+## Kitsune Heritages
+
+[[Celestial Envoy Kitsune]]
+
+[[Dark Fields Kitsune]]
+
+[[Earthly Wilds Kitsune]]
+
+[[Empty Sky Kitsune]]
+
+[[Frozen Wind Kitsune]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Kobold.md b/content/mechanics/srd/Ancestries/Kobold.md
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+---
+title: "Kobold"
+noteType: ":sticky-note:"
+aliases: "Kobold"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.naQrTTE7CXu5lnNt
+tags:
+ - JournalEntryPage
+---
+
+# Kobold
+_Every kobold knows that their slight frame belies true, mighty draconic power. They are ingenious crafters and devoted allies within their warrens, but those who trespass into their territory find them to be inspired skirmishers, especially when they have the backing of a draconic sorcerer or true dragon overlord. However, these reptilian opportunists prove happy to cooperate with other humanoids when it's to their benefit, combining caution and cunning to make their fortunes in the wider world._
+
+* * *
+
+Kobolds are resourceful survivors whose snare-guarded warrens and opportunistic scavenging have cast them as villains to most other humanoids, with their draconic reverence lending them a reputation as mere minions and nuisances. Yet some kobolds have emerged from their secluded warrens seeking the relative safety of surface settlements, the lucrative prospects of the adventuring life, or validating awe from followers of their own.
+
+If you want a character with oversized confidence, deadly cunning, and the ancient power of dragons flowing through their veins, you should play a kobold.
+
+## You Might...
+
+* Take pride in your draconic connections, whether you believe dragons are your ancestors or simply patrons.
+* Analyze your surroundings, always looking for ambushes, advantageous terrain, and escape routes.
+* Naturally observe, adopt, and respect group dynamics, whether as leader, subordinate, or equal.
+
+## Others Probably...
+
+* Assume that you are cowardly and won't stick around in the face of danger.
+* Appreciate your ingenuity and resourcefulness, especially when it comes to building defenses.
+* Consider your claims of draconic power to be overblown, delusional, or endearing.
+
+## Physical Description
+
+Kobolds are short (about 3 feet tall) reptilian humanoids with slender bodies and long tails. They often boast distant draconic ancestry, and every kobold displays one or more draconic features, such as stout horns, razor-sharp teeth, or—more rarely—vestigial wings or draconic breath. They mature quickly, reaching adulthood by about 12 years and living to about 60.
+
+The color of a kobold's scales can vary widely. Most often, they mimic the hues of chromatic or metallic dragons, with a mix of slightly darker or lighter scales that create a mottled appearance. The scales of newly hatched kobolds often reflect the community's draconic exemplar, whether that's the dragon they currently serve or the dragon type from which they're descended.
+
+## Society
+
+Kobolds have an ingrained cautiousness that keeps them alive. They're secretive or subservient around powerful creatures to avoid becoming victims. This meekness fades once kobolds secure either a formidable patron (like a dragon) or a potent source of supernatural power (like an artifact or sorcerous leader). They often achieve an unshakable fervor and loyalty to their new cause or leader. However, kobolds are infamous for sensing a proverbial sinking ship, and once their source of power fails or seems doomed, their morale breaks swiftly.
+
+Whether led by a dragon or not, kobolds almost always identify themselves with a type of dragon that serves as their spiritual exemplar. Their societies regularly adopt laws and cultural norms inspired by the exemplar's personality.
+
+## Alignment and Religion
+
+All but the most iconoclastic kobolds have a natural respect for hierarchies and rules, and so kobolds are rarely chaotic. Kobold adventurers tend to be lawful neutral or neutral, relying on their ancestral social strategies for survival.
+
+Organized religion feels natural for most kobolds, especially when a deity assumes a commanding or tyrannical disposition. Many gravitate toward Abadar's order or Shelyn's artistic flair. More sinister communities uphold Asmodeus and other archdevils as common patrons. The dragon deities Apsu and Dahak are also common subjects of worship. Kobolds also often find themselves drawn to cults, particularly those with dragons or devils as figureheads.
+
+## Adventurers
+
+Kobolds often adventure in pursuit of the power, lore, and treasure that they feel befit their disproportionately large egos. When adventurers, militias, or careless tyrants shatter a kobold community, the survivors often latch onto new families, seeking emotional solace—and sometimes revenge. Typical kobold backgrounds include artisan, artist, criminal, hunter, miner, scout, and tinker, plus bandit, cultist, scavenger, and servant. Kobolds excel as bards, rangers, rogues, and sorcerers, though they also often channel their ingenuity as alchemists or wizards.
+
+## Names
+
+A young kobold's given name is rarely more than a syllable or two. However, as they age, achieve status, and accomplish great deeds, kobolds add more syllables to their names, imitating a common draconic practice. Kobolds rarely have surnames except in an effort to better fit into a community, in which case they typically adopt the surname of an inspiring figure in that group.
+
+### Sample Names
+
+Azrnak, Draahzin, Enga, Fazgyn, Fazij, Jekkajak, Kib, Kirrok, Mirkol, Tarka, Urkak, Varshez, Vroklan, Zekstikah, Zgaz
+
+* * *
+
+**PFS Note** Due to years of successful Pathfinder Society activities, all characters have access to the kobold ancestry.
+
+## Kobold Mechanics
+
+**Hit Points** 6
+
+**Size** Small
+
+**Speed** 25 feet
+
+**Ability Boosts** Dexterity, Charisma, Free
+
+**Ability Flaw** Constitution
+
+**Languages** Common, Draconic
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Aklo, Dwarven, Gnomish, Infernal, Terran, Undercommon, and any other languages to which you have access (such as the languages prevalent in your region).
+
+**Senses** Darkvision
+
+**Draconic Exemplar** You draw minor powers from your draconic exemplar. Choose a type of chromatic or metallic dragon to be your exemplar. This determines your scale color and appearance, and dragons sometimes look more favorably upon those kobolds who resemble them, at the GM's discretion. Your exemplar may also determine details of other abilities you have, using the [[Draconic Exemplar|Draconic Exemplars table]].
+
+## Kobold Heritages
+
+[[Caveclimber Kobold]]
+
+[[Cavern Kobold]]
+
+[[Dragonscaled Kobold]]
+
+[[Spellscale Kobold]]
+
+[[Strongjaw Kobold]]
+
+[[Tunnelflood Kobold]]
+
+[[Venomtail Kobold]]
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diff --git a/content/mechanics/srd/Ancestries/Leshy.md b/content/mechanics/srd/Ancestries/Leshy.md
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+---
+title: "Leshy"
+noteType: ":sticky-note:"
+aliases: "Leshy"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.SWkwNivrfzWZqas9
+tags:
+ - JournalEntryPage
+---
+
+# Leshy
+Leshies are immortal spirits of nature temporarily granted physical forms. As guardians and emissaries of the environment, leshies are "born" when a skilled druid or other master of primal magic conducts a ritual to create a suitable vessel, and then a spirit chooses that vessel to be their temporary home. Leshies are self-sufficient from the moment the ritual ends, though it isn't uncommon for leshies to maintain lifelong bonds with their creators. Many leshies relish the opportunity to interact with the physical world. While most leshy spirits are ancient, they rarely recall past lifetimes and see their new life as a chance to experience the wonders of the world once more. If you want to play a character who is curious and connected to nature, you should play a leshy.
+
+## You Might...
+
+* Act as a traveling agent for natural guardians who are unable to leave their territories.
+* Encourage civilizations to cooperate with nature and build their cities in ecologically friendly ways.
+
+## Others Probably...
+
+* Think you are a curiosity due to your spiritual origins.
+* Assume you know only about nature and are unfamiliar with civilization and society.
+
+## Physical Description
+
+Leshies are as varied as the material used to create their vessels, usually appearing as a bizarre mishmash of various plants or fungi. Their bodies are vaguely humanoid in shape, with numerous characteristics of the plant or fungus from which they were made. A typical leshy is about 3 feet tall. Leshies begin their lives as adults and don't age.
+
+## Society
+
+To most leshies, the concept of family is not a matter of birth, but rather determined by bonds of loyalty and friendship. Leshies are dedicated allies, but they have little tolerance for those who would despoil nature. As much as they are happy to accept someone who earns their trust into their family, they expect family members to look out for them and their natural wards in return. Leshies are grouped into categories akin to ethnicities, but these are not connected to physical features; rather, they represent broad categories of characteristics of their spirits. Certain spirits are more likely to gravitate toward particular physical bodies, though this predisposition is far from absolute. Leshies' genders are determined by the spirits that inhabit their bodies. Some leshies are exclusively male or female, while many consider themselves both. Others, particularly fungus leshies, tend toward far more complex expressions of gender, or eschew the concept entirely. Leshies choose and change their names multiple times throughout their lives.
+
+### Sample Names
+
+Scarlet in Summer, Verdant Taleweaver, Lurking Hunter, Masterful Sun Drinker, Noon Sky Evening Song, Snowy Pine Branch, Cascading Rapids
+
+## Beliefs
+
+Leshies' beliefs generally focus on the natural world. Those with a philosophical bent lean toward the Green Faith, and Gozreh is the most popular deity among faithful leshies. Some leshies also venerate green men, powerful spirits of nature.
+
+#### **Popular Edicts**
+
+experience the physical world, form a family through loyalty and trust, protect parts of nature you embody
+
+#### **Popular Anathema**
+
+embrace unnatural magic or influences
+
+## Leshy Mechanics
+
+**Hit Points** 8
+
+**Size** Small
+
+**Speed** 25 feet
+
+**Attribute Boosts** Constitution, Wisdom, Free
+
+**Ability Flaw** Intelligence
+
+**Languages** Common, Sylvan
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Gnomish, Goblin, Halfling, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).
+
+**Senses** Low-Light Vision
+
+**Plant Nourishment** You gain nourishment in the same way that the plants or fungi that match your body type normally do, through some combination of photosynthesis, absorbing minerals with your roots, or scavenging decaying matter. You typically do not need to pay for food. If you normally rely on photosynthesis and go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (or 40 sp).
+
+## Leshy Heritages
+
+[[Cactus Leshy]]
+
+[[Fruit Leshy]]
+
+[[Fungus Leshy]]
+
+[[Gourd Leshy]]
+
+[[Leaf Leshy]]
+
+[[Lotus Leshy]]
+
+[[Pine Leshy]]
+
+[[Root Leshy]]
+
+[[Seaweed Leshy]]
+
+[[Vine Leshy]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Lizardfolk.md b/content/mechanics/srd/Ancestries/Lizardfolk.md
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+---
+title: "Lizardfolk"
+noteType: ":sticky-note:"
+aliases: "Lizardfolk"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.cbLJs37Nc8FveriK
+tags:
+ - JournalEntryPage
+---
+
+# Lizardfolk
+_Lizardfolk are consummate survivors, heirs to empires considered ancient even by the elves._
+
+* * *
+
+Lizardfolk move through the societies of other humanoids with the steely reserve of born predators. They have a well-deserved reputation as outstanding rangers and unsentimental fighters. Though lizardfolk have adapted to many different environments, many of them still prefer to remain near bodies of water, using their ability to hold their breath to their advantage. As a result, lizardfolk usually prefer equipment that is not easily damaged by moisture, eschewing leather and metal for gear made of stone, ivory, glass, and bone.
+
+## You Might...
+
+* Demonstrate extreme patience, even when pressured to act.
+* Hold your people's history in high regard and look to the past for solutions to present problems.
+* Strive to adapt perfectly to your environment while also keeping your culture and traditions intact.
+
+## Others Probably...
+
+* Assume you are beholden to tradition and have ancient knowledge.
+* See you as cold-blooded and callous due to your subdued physical reactions.
+* Respect your impressive strength and your knowledge of natural areas.
+
+## Physical Description
+
+Lizardfolk vary depending on their environment, but share toothy snouts and long and powerful tails. Those from temperate or desert regions tend toward gray, green, or brown scales that aid in camouflage, while those from tropical climes are brightly colored. Many sport dorsal spikes or garish neck frills that hint at their clan lineage. Lizardfolk reach physical adulthood at age 15 and live up to 120 years. The average lizardfolk stands 6 to 7 feet tall, but grows throughout their lifetime, gaining strength and size with age.
+
+## Society
+
+Known among themselves as iruxi, lizardfolk are raised communally from the moment they break from their shells. They have an oral tradition stretching back thousands of years, brought to life through epic poems, evocative carvings, and ancestral rites performed among fields of fossilized bone. Lizardfolk are passionate astrologers with one eye on the future. If they seem slow to act, it is because their long history has taught them the value of patience.
+
+The simple villages most outsiders associate with iruxi are the homes of migrants in outlying regions. True iruxi settlements are often overlooked, as they are partially or mostly submerged in water. These glass and stone complexes bear the mark of every generation of lizardfolk that lived within them, and lizardfolk bones often adorn the walls, as many lizardfolk believe these remains can be animated by ancestral spirits when the residents are in danger.
+
+## Alignment and Religion
+
+Most iruxi are unconcerned with heavy questions of morality and are therefore usually neutral in alignment. Adventuring iruxi who leave their people to travel might have any number of reasons for doing so and can be of any alignment. Iruxi religion plays a large role in their culture, but it is heavily practical, blending animism and ancestor worship with druidic rites. Of the gods, only Gozreh is commonly revered, but lizardfolk may call upon other powers devoted to ancient wyrms, astrology, nature, rivers, and might of arms, from kindly Desna to cruel Hanspur and certain demon lords.
+
+## Adventurers
+
+Some background options are particularly suitable for lizardfolk. Wilderness or martial backgrounds like the animal whisperer, hunter, scout, or warrior are ideal. Living at the margins of human civilization means an iruxi might have grown up as a hardy street urchin, traveled as a nomad or sailor, or found work as a laborer or gladiator. Lizardfolk's ties to the wilderness make them excellent rangers or druids. Their outstanding strength serves them well if they select the barbarian, fighter, or monk classes, though they can also strike from stealth as a rogue. Iruxi also have a strong oral tradition kept alive by lizardfolk bards and sorcerers.
+
+## Names
+
+Lizardfolk names come from their ancient language and tend to be traditional. Names are typically chosen by the clan's astrologer in accordance to omens and which star signs are ascendant when an iruxi egg hatches, though occasionally an iruxi's parents may name a hatchling for an ancestor or a beloved historical hero.
+
+### Sample Names
+
+Arasheg, Barashk, Essaru, Enshuk, Gishkim, Hazi, Inishish, Kutak, Nasha, Shulkuru, Tizkar, Utakish, Zelkekek
+
+## Lizardfolk Mechanics
+
+**Hit Points** 8
+
+**Size** Medium
+
+**Speed** 25 feet
+
+**Ability Boosts** Strength, Wisdom, Free
+
+**Ability Flaw** Intelligence
+
+**Languages** Common, Iruxi
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Amurrun, Aquan, Boggard, Draconic, Elven, Jotun, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).
+
+**Claws** Your sharp claws offer an alternative to the fists other humanoids bring to a fight. You have a claw unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits.
+
+**Aquatic Adaptation** Your reptilian biology allows you to hold your breath for a long time. You gain the Breath Control general feat as a bonus feat.
+
+## Lizardfolk Heritages
+
+[[Cliffscale Lizardfolk]]
+
+[[Cloudleaper Lizardfolk]]
+
+[[Frilled Lizardfolk]]
+
+[[Sandstrider Lizardfolk]]
+
+[[Unseen Lizardfolk]]
+
+[[Wetlander Lizardfolk]]
+
+[[Woodstalker Lizardfolk]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Nagaji.md b/content/mechanics/srd/Ancestries/Nagaji.md
new file mode 100755
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@@ -0,0 +1,67 @@
+---
+title: "Nagaji"
+noteType: ":sticky-note:"
+aliases: "Nagaji"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.TlTIwW61zK0dk95v
+tags:
+ - JournalEntryPage
+---
+
+# Nagaji
+With humanoid figures and serpentine heads, nagaji are heralds, companions, and servitors of powerful nagas. They hold a deep reverence for holy areas and spiritual truths, an aspect many others find as intimidating as a nagaji's appearance.
+
+Nagaji are creations of the goddess Nalinivati, who was inspired by both humans and nagas. This inspiration, alongside nagaji's devotion to nagas, has led many to claim nagaji were created to be servants. However, Nalinivati created nagaji simply for the sake of creating. She envisioned a world where nagas and nagaji worked together to succeed, with nagas serving as sacred guardians, and nagaji living as mortals upon Golarion, respecting nagas for their strength and wisdom. Nagaji live up to this expectation, forming nations, temples, and villages with as many varied governments, societies, and traditions as there are scales on a serpent's back. If nagaji can be said to share any trait, it's devotion, be it to a community, a temple, a concept, or a lifestyle. Most nagaji are also drawn to the spiritual in all its expressions, even the darker aspects of philosophies and religions.
+
+If you want a character who combines the crushing strength and the sinuous mystery of a serpent, you should play a nagaji.
+
+## You Might...
+
+* Enjoy the intersection of spirituality and everyday life.
+* Have deep reserves of patience for tasks others might find boring.
+* Adhere to strong beliefs and traditions about your place in the universe.
+
+## Others Probably...
+
+* Assume you have no goals or interests beyond serving nagas.
+* Find your unblinking eyes and serpentine features intimidating.
+* Are awed by your connection and dedication to holy natural places.
+
+## Physical Description
+
+Nagaji are prone to sharp differences in appearance. Some have tails alongside legs, some have sharp claws on their hands and feet, and some are so unique from their kin that they're mistaken for lamias rather than nagaji. The most common nagaji features are a serpentine head and a humanoid body. They usually have the unblinking eyes of a snake, though other peoples often claim a nagaji's gaze is far more intense. Scales cover nagaji bodies, with patterns that resemble those of snakes or nagas. Depending on their heritage, a nagaji's neck might be as long as a swan's or as short as a human's, and many have a frill of skin or scales down their back. Nagaji tend to possess crushing strength, but how it manifests can vary; some have bulky figures, while others have the slender yet powerful musculature of a snake.
+
+## Society
+
+Nagaji communities widely vary, from ancient empires to tiny fishing villages. They tend to be isolated from other peoples, more as a matter of convenience than choice; nagaji have different physical needs than most ancestries, so even when integrated into mixed communities, they tend to live with other nagaji. Everything from marriage traditions, religion, social roles, valued arts, and methods of governance differs in specific nagaji communities. Within these communities, however, nagaji often have very strict and traditional views on these topics. Multiple instances of wars between nagaji have come about due to one group of nagaji finding another's practices unacceptable. This perspective applies to relations with other peoples as well. For instance, most nagaji consider themselves rivals and enemies of garudas due to their historical legends, even if the nagaji involved have never even seen a garuda.
+
+Nagaji originated in the Tian Xia region of Nagajor. Though they have since spread across Golarion to regions such as Vudra and Jalmeray, many of them still carry traditions from their ancestral homeland. Tian and Vudrani concepts of elements, medicine, and spirituality are highly common among nagaji, especially given their tendency of seeing themselves as highly pious beings. Nagaji mostly eschew the human concept of castes, beyond the vague view of a "natural order" that sees nagas as holy guides to mortal nagaji, but they can see the appeal of the concept of karma and the righteousness of fulfilling their proper role in the universe. While they have little physical need for clothes, as they stick to hot and humid environments, nagaji wear them with pride and treat them as decorative elements in the same manner as jewelry.
+
+As nagas are usually matriarchal, nagaji have a strong respect for women in leadership positions. Not all nagaji follow suit with matriarchal societies, but they tend to trace lineage through the mother, and almost no nagaji societies are strictly patriarchal.
+
+## Alignment and religion
+
+Nagaji are most commonly neutral but otherwise don't have any strong pull toward specific alignments. The presence of a naga can sway nagaji toward that naga's ethos, but a nagaji's view on life tends to be determined by the culture to which they belong.
+
+Nagaji overwhelmingly worship Nalinivati, their creator, to the point that any nagaji who pay homage to a different god over Nalinivati provoke strong negative reactions from their kin. While nagaji believe reverence for Ravithra, the supposed mother of nagas, to be proper and accept it more readily than other faiths, most believe Ravithra shouldn't be troubled with the requests of mortal adherents. A very small minority of nagaji in Jalmeray are drawn to the worship of the war god Diomazul; these adherents are tolerated by other nagaji, but seen as just as terrifying and dangerous as their patron god and usually avoided.
+
+## Names
+
+Nagaji names vary depending on what region of the world they occupy, but they tend to possess short vowels when they have any at all. Nagaji usually name themselves or allow groups of siblings to name each other as children, a tradition that often sees nagaji eagerly shedding these names for new ones when they reach adulthood.
+
+### Sample Names
+
+Adesha, Garija, Kaya, Kuwana, Onok, Paravata, Sheni, Takasha, Tasi, Ulu, Vaski, Yulbin
+
+## Nagaji Heritages
+
+Nagaji physiology commonly varies between individuals. Choose one nagaji heritage at 1st level.
+
+[[Hooded Nagaji]]
+
+[[Sacred Nagaji]]
+
+[[Titan Nagaji]]
+
+[[Venomshield Nagaji]]
+
+[[Whipfang Nagaji]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Orc.md b/content/mechanics/srd/Ancestries/Orc.md
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+---
+title: "Orc"
+noteType: ":sticky-note:"
+aliases: "Orc"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.GCxhDyf1ZNlLiDKZ
+tags:
+ - JournalEntryPage
+---
+
+# Orc
+Orcs are forged in the fires of violence and conflict, often from the moment they are born. As they live lives that are frequently cut brutally short, orcs revel in testing their strength against worthy foes, often by challenging a higher-ranking member of their community for dominance. Orcs often struggle to gain acceptance among other communities, who frequently see them as brutes. Those who earn the loyalty of an orc friend, however, soon learn that an orc's fidelity and honesty are unparalleled. Orc culture teaches that they are shaped by the challenges they survive, and the most worthy survive the most hardships. Orcs who attain both a long life and great triumphs command immense respect.
+
+If you want a character who is hardy, fearsome, and excels at feats of physical prowess, you should play an orc.
+
+## You Might...
+
+* Eagerly meet any chance to prove your strength in a physical contest.
+* View dying in glorious combat as preferable to a mundane death from old age or illness.
+
+## Others Probably...
+
+* See you as violent or lacking in discipline.
+* Admire your forthrightness and blunt honesty.
+
+## Physical Description
+
+Orcs are tall and powerfully built, with long arms and stocky legs. Many orcs top 7 feet in height, though they tend to adopt broad, almost bow-legged stances and slouch forward at the shoulders. Orcs have rough skin, thick bones, and rock-hard muscles, making them suited to war and other physically demanding tasks. Orc skin color is typically some shade of green, though some orcs have other skin colors that reflect adaptations to their environments.
+
+Orcs consider powerful builds, heavily scarred skin, large tusks, and tattoos attractive, regardless of gender. Orcs reach physical adulthood around the age of 17, with many orcs living to be up to 60 years old.
+
+## Society
+
+Most orc communities—known as holds—define themselves through two things: pain and glory. Each earns respect in near equal measure, so long as the pain is borne with stoicism. An orc with many scars who walks uncomplaining with a broken leg draws as much admiration as one who wins a great victory on the battlefield. Additionally, power defines the dynamics among families and holds. Weaker orcs work at the behest of the strong, with power constantly shifting between orcs that prove their might. Orcs tend to share in familial duties, raising children as a community and sharing responsibilities among the entire hold.
+
+### Sample Names
+
+Arkus, Durra, Grask, Grillgiss, Krugga, Mahja, Murdut, Ollak, Onyat, Thurk, Uirch, Unach
+
+## Beliefs
+
+A common orc saying is "you are the scars that shape you." Violent, chaotic lives in violent, chaotic lands mean that most orcs tend to expect and accept violence. Lamashtu, and Rovagug are commonly worshiped among more war-minded orc communities, while less violent holds worship gods like Sarenrae, whose tenets of fire, redemption, and glory all hold some appeal to orc sensibilities.
+
+While there are orc deities, their worship is surprisingly uncommon among orcs. Orcs believe that if a creature has a face and a name, it can be killed, and so their own deities are often targets, rather than objects of reverence. Some orc holds teach that the greatest members of the hold can earn a chance to challenge the orc deities for a place amid the pantheon.
+
+#### **Popular Edicts**
+
+become even stronger, share knowledge you won through pain, destroy the undead
+
+#### **Popular Anathema**
+
+accept defeat without proof of strength, reshape or reanimate a creature into something lesser
+
+## Orc Mechanics
+
+**Hit Points** 10
+
+**Size** Medium
+
+**Speed** 25 feet
+
+**Attribute Boosts** Two free attribute boosts
+
+**Languages** Common, Orcish
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Goblin, Jotun, Petran, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).
+
+**Senses** Darkvision
+
+## Orc Heritages
+
+[[Badlands Orc]]
+
+[[Battle-Ready Orc]]
+
+[[Deep Orc]]
+
+[[Grave Orc]]
+
+[[Hold-Scarred Orc]]
+
+[[Rainfall Orc]]
+
+[[Winter Orc]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Poppet.md b/content/mechanics/srd/Ancestries/Poppet.md
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+---
+title: "Poppet"
+noteType: ":sticky-note:"
+aliases: "Poppet"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.Ck8L9livQph1GFal
+tags:
+ - JournalEntryPage
+---
+
+# Poppet
+_Poppets are small, basic constructs that typically help their owners with simple tasks. Occasionally, poppets gain sapience, independence, and a spark of life. Elevated beyond mere helpers or playthings, these poppets are free to chart their own destinies._
+
+* * *
+
+Most commonly made of cloth, wicker, and wood, poppets are among the simplest of constructs. They serve as helpers to fetch tools, clean dishes, tidy rooms, or perform other light tasks. Their size and appearance vary, but nearly all poppets appear humanoid in shape and between 1 to 3 feet tall. They're usually roughly made with button eyes sewn onto blank faces, strings of yarn in place of hair, and a simple dress or tunic made from coarse, cheap cloth. Wealthy families sometimes purchase poppets as toys, with their squishy bodies and stitched smiles, to keep their children company. Most poppets can't speak and lack the intellect to understand speech beyond preprogrammed orders. Poppets can become familiars.
+
+Very, very rarely, a common poppet spontaneously manifests a spark of life-a tiny bit of life essence- and becomes a thinking, independent creature. These events are exceedingly rare; fewer than one in a thousand gain this spark. A poppet might manifest this life essence through a magical fluke in its construction, a brush with ephemeral spirits, or even the fervent wish of a loving child. Whatever their origin, the poppets described here as an ancestry have their own life and free will. They might consider their creators or former owners to be friends, but they acknowledge no one as their master and often leave comfortable homes or workshops to seek their place in the world.
+
+Sapient living poppets usually refer to themselves as "awakened" to indicate the moment they gained clear and true self‑awareness. Poppets might talk about this event as the time they "popped up," "woke up," or "sparked alive." Most poppets celebrate two special anniversaries each year: the day of their initial creation (which, for most poppets, they must learn secondhand or by studying their creator's records) and the day they awoke to true consciousness.
+
+## You Might...
+
+* Like surprising others with your unexpected cleverness and eloquence.
+* Seek out other self-aware beings that most people might overlook.
+* Rely on your harmless appearance to trick others.
+
+## Others Probably...
+
+* Mistake you for a toy.
+* Doubt your ability to handle tasks that require any dexterity or complex thought.
+* Wonder whether your mundane form conceals other magical marvels.
+
+## Physical Description
+
+Living poppets are both humanoids and constructs, which gives them some of the benefits and drawbacks of each category. Their bodies are usually made of wood and wicker, but they can be made of cloth, leather, tin, stuffing, or delicate clockwork. Either way, poppets burn or melt quickly and must take care to avoid fire. They virtually never look alike, as each is created from unique and unusual circumstances.
+
+Poppets are fully alert and self‑aware when they awaken to sentience; although they might not know much at first, they instantly gain intelligence and consciousness. They must breathe and sleep, and they must consume food and water each day; through a sort of magical digestion they can restore rips, tears, or scuffs in their physical form. Poppets don't age the same way fleshy creatures do, but they slowly wear down in physical form as well as in mental acuity. A poppet that tends to their body and mind (and takes care to avoid fire) can live up to 30 years.
+
+## Society
+
+Free‑willed poppets are so rare that almost no such poppet has met another. Poppets normally live with larger creatures, though not always their creators, and tend to get along well in societies sized for larger creatures. Most live in cities because that's where toy makers, clockwork crafters, and other specialists have their shops, but poppets created by lonely hermits or reclusive inventors might prefer a life in the wilderness. Poppets often stay on the lookout for other creatures who, like them, have stumbled into self‑awareness. They might have regular conversations with animated objects, golems, houseplants, statues, or toys, in which they're deeply polite out of a desire to leave a good impression for the time when the object "wakes up."
+
+## Alignment and Religion
+
+Ordinary poppets are built as helpers and companions, and awakened poppets tend to retain this drive to aid others. They're therefore generally good, and more poppets are lawful than chaotic. Some spend their time trying to uncover secrets of their creation, find others like them, or keep out of trouble; these poppets are generally neutral in alignment. Poppets aren't typically religious unless a particular faith defined their creation, such as being made from scraps of Iomedaean altar cloth or woven from reeds around a sacred Gozren pool. These poppets tend to be vocally religious, even zealous, in their faith. Poppets who find religion later in their lives often revere Brigh, Casandalee, or Nethys.
+
+## Names
+
+Poppets generally choose their own names, usually descriptive nicknames based on their materials, patterns, size, or demeanor. They tend to pick up and shed nicknames throughout their lives, and they happily adopt nicknames given to them by people they like. A poppet fashioned to look like a particular person, such as a doll sewn to resemble a deceased child, might proudly take the name of that person.
+
+### Sample Names
+
+Burlap, Buttoneyes, Checker, Clockwhirr, Fivestitch, Nettle, Scramble, Stuffing, Taffeta, Tattercap
+
+## Poppets of the Inner Sea
+
+Awkward and endearing, poppets are well‑regarded in all but the most insular and superstitious communities of Golarion. They're known to be able, helpful, and loyal little creatures who support a master's work or make an aristocrat's life easier, which is particularly true in large trade cities such as Absalom, Almas, the city of Katapesh, and Katheer. The key difference between ordinary poppets and living poppets, in most people's experiences, is responsive speech. Ordinary poppets usually can't talk; if they can, they reproduce only a few preprogrammed phrases by rote. They normally communicate with strangers via notes pinned to their bodies, like walking note boards. Awakened poppets not only talk but carry on lengthy, expressive conversations, which likely strikes even the most jaded urbanite as a marvelous wonder.
+
+In regions where an entrenched nobility enjoys flaunting their wealth, poppets are even built specifically as toys. Taldor and Cheliax teem with aristocrats who pamper their children, grooming them for a life of leisure and devotion to family honor. These children have the best and most expensive toys, including poppets in fancy, frilly clothing. Such poppets are sometimes armed with subtle weaponry to fight against kidnappers or assassins who threaten their charges. Commoners in these nations treat poppets with deference and caution, as no one wants to risk the wrath of a spoiled scion. Awakened poppets from these lands sometimes believe themselves members of the aristocracy and can be snooty.
+
+In nations such as Nex, Osirion, and Katapesh, where magic flows freely, construct servitors are common. As many people expect to see familiars and homunculi in their daily routines, a busy poppet rarely draws much attention. Such poppets are assumed to be on tasks for powerful masters, but they don't command too much respect-after all, if the task were truly important, the master wouldn't have sent a simple poppet. Poppets in these regions can expect to have to wait in lines, pester trade workers to get their attention, or barter like anyone else. They also tend to have simple and functional appearances with few ornamentations and a tendency to look shabby from years of work. Thus, poppets from these lands have a deeper understanding of common folk from spending so much time shoulder to shoulder (or, more likely, shoulder to thigh) among them.
+
+Some poppets originate from crafted sophistication more so than magical skill. They might be cunning clockworks with interlocking piston‑powered gears or simply wood and wicker with ingenious hinges and well‑calibrated mechanisms inside. Others might look like toy soldiers or have visages of smooth, thin metal. Such poppets are most common in Alkenstar, Numeria, or around Absalom's Clockwork Cathedral. They often worry about rust, grit, or water spoiling their inner workings, to the point of being fussy.
+
+There are few areas where poppets are outright feared, but Ustalav is one of them. Whispered stories of ghosts or curses tell tales of common objects, or even toys, given dread animation to inflict misery on a household, making citizens highly suspicious of poppets. This belief is unfortunate because Ustalav has more than its share of the creatures; eccentric inventors, professors desperate to prove abstruse theories, and possessing spirits from beyond the grave might give a poppet the spark of life. These poppets learn caution quickly, lest they be thrown into a bonfire or lake.
+
+Because they're made from fragile materials, most poppets don't last very long before breaking down. A few rare exceptions survive from powerful ancient empires with well‑known mastery of constructs, such as the Azlanti Empire or the Jistka Imperium. These poppets might be incredibly old-older than they'll ever know, as such poppets awakened recently within an ancient ruin usually have no solid recollections of their creators or their original purpose. These poppets pose perhaps the deepest mysteries, as they might hold the keys to unlock secrets of lost civilizations.
+
+## Poppet Origins
+
+It's rare to find two poppets that look alike, but the most significant and defining characteristic of a poppet isn't what they're made of. Rather, it's how they were imbued with life and independent thought. Magic animates most poppets, and those awakened gain their spark of life and sentience when something goes slightly off‑kilter with their enchantment. For unknown reasons-perhaps an accident or a creator's errant tinkering-a spark of life explodes into being, and a formerly lifeless series of nested commands and calculations synthesize together as true thought. The poppet suddenly gains life and self‑awareness, the ability to speak and reason, and a desire for freedom.
+
+In some cases, a poppet's life essence originally belonged to another being. An errant fragment of a departed soul, psychic impression, or similar ephemeral sliver lodges within the little construct, and the poppet's magic fashions an entirely unique personality around it. A poppet awakened this way might have occasional glimpses into the being who donated this essence, but their life, mind, and soul are thereafter their own.
+
+The rarest, and perhaps most precious, poppets are brought to life with love. These are faithful assistants or beloved toys that someone earnestly, honestly wished would become "real." There's more magic in the world than found in formulas and litanies, and this wish magic awakens poppets in the best of circumstances: knowing they're cherished and able to respond with love of their own.
+
+## Poppet Mechanics
+
+**Hit Points** 6
+
+**Size** Small
+
+**Speed** 25 feet
+
+**Ability Boosts** Constitution, Charisma, Free
+
+**Ability Flaw** Dexterity
+
+**Languages** Common
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Elven, Gnomish, Goblin, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).
+
+**Senses** Darkvision
+
+**Constructed** The materials of your body resist ailments that assail the flesh. You gain a +1 circumstance bonus to saving throws against death effects, disease, and poison as well as to saving throws against effects that would give you the drained, paralyzed, or sickened conditions. Your spark of life means that you're a living creature, and you can be healed by vitality energy and harmed by void energy as normal.
+
+**Flammable** You have weakness to fire damage equal to one-third your level (minimum 1).
+
+## Poppet Heritages
+
+[[Ghost Poppet]]
+
+[[Stuffed Poppet]]
+
+[[Toy Poppet]]
+
+[[Windup Poppet]]
+
+[[Wishborn Poppet]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Ratfolk.md b/content/mechanics/srd/Ancestries/Ratfolk.md
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@@ -0,0 +1,101 @@
+---
+title: "Ratfolk"
+noteType: ":sticky-note:"
+aliases: "Ratfolk"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.zoSkNev57C8OEDYL
+tags:
+ - JournalEntryPage
+---
+
+# Ratfolk
+_Ysoki—as ratfolk call themselves—are a clever, adaptable, and fastidious ancestry who happily crowd their large families into the smallest of living spaces._
+
+* * *
+
+Most surface-dwelling humanoids call ysoki 'ratfolk' and know them as a communal people who prefer cramped conditions, with up to 100 individuals living in a given house. If they can't find homes in town, ysoki may instead live in caves and cavern complexes, as these provide great storage for the many and varied goods they bring back from trading expeditions.
+
+Ratfolk love to travel, and they can often be found on the road in merchant caravans. They're good with their hands and have a keen eye for spotting anything out of the ordinary, from threats to treasures. They're also inveterate hoarders; ysoki warrens are crammed full of unusual odds and ends gathered by previous generations and stowed away in preparation for some future emergency.
+
+If you want a character who is smart, fast, well-traveled, and adaptable, try playing a ysoki!
+
+## You Might...
+
+* Have pride in your large extended family, and stay in contact with everyone in it.
+* Like to travel near and far in search of new experiences, likely collecting trinkets along the way.
+* Work well with others.
+
+## Others Probably...
+
+* Mistake you for a wererat or another monster.
+* Are surprised by your careful grooming and other fastidious habits.
+* Think you're crowding them and invading their personal space.
+
+## Physical Description
+
+Ratfolk have whiskered snouts, large ears, and hairless tails, and typically have red eyes and short brown or black fur. A common ysoki is 4 feet tall and weighs around 80 pounds. Ratfolk vary considerably, however; even a single family group can exhibit substantial variation in hair color, eye color, or size.
+
+Instinct drives ysoki to maintain cleanliness, though this is also reinforced through their strong social structures. Other condescending humanoids often presume ratfolk are dirty or diseased, but in actuality, they are meticulous about personal hygiene. Because their appearance is often considered unnatural—and other people mistake them for wererats—ysoki often conceal their physical features with hoods, gloves, shoes, long-sleeved tunics, robes, and other layers of clothing when moving through spaces dominated by other ancestries.
+
+## Society
+
+Ysoki culture values cooperation and community. Every ysoki learns—through communal games, social occasions, and sports—to forge fast friendships and connections with ysoki outside their family. You may never know whose help you're going to need, but when you do, you're going to need it now.
+
+With a long tradition of working as traders and tinkers, ysoki travel frequently from one town to another. Their wagons are usually grouped into caravans of up to half a dozen vehicles. Ysoki wagons are pulled by exceptionally large giant rats; many ysoki can speak to such animals.
+
+Discrimination against ysoki has shaped their culture, prompting them to rely on each other and strengthening their family and communal bonds. Ysoki are very good at differentiating between bad actors and those who are simply acting out of ignorance, modeling good behavior and slowly working to reverse generations of discrimination for those willing to learn. They are always on the lookout for members of other ancestries who don't judge them for their appearance, embracing these individuals as true friends and welcoming them into their communities. But they also can quickly spot determined bigots prone to violence and steer clear of such individuals, minimizing any opportunity for tragedy.
+
+## Alignment and Religion
+
+Ysoki care more about their family than abstract concepts of good and evil. Their warrens might be chaotic dens filled with hoarded knickknacks, but they also obey strict social codes. Most ysoki are neutral.
+
+Though ysoki revere their ancestors and tend to acknowledge whatever deity is prevalent in their local area, Lao Shu Po has a special role in ysoki culture. Grandmother Rat, as she is sometimes known, embodies many things that are otherwise antithetical to ratfolk—she urges followers to put their own interests above others, and she encourages deceit and trickery. To most ysoki, Grandmother Rat accomplishes all those things ratfolk need done, but which no reasonable ratfolk would wish to do.
+
+## Adventurers
+
+Ratfolk might take up the adventuring life to explore and travel, to defend their family or community, or for any number of other reasons.
+
+Their natural wit and nimble fingers make ratfolk excellent alchemists and rogues, while some specialize in ranged weapons as fighters or rangers.
+
+Typical ratfolk backgrounds include animal whisperer, artisan, merchant, medic, nomad, scout, and tinker, plus bandit, barber, scavenger, and teacher.
+
+## Names
+
+Every ysoki family has perhaps two dozen names that have been passed down from generation to generation, sometimes with minor alterations or alternative nicknames. A grandfather might be Grivver, for example, while his daughter goes by Griva and her son is simply Griv. Ratfolk are often assigned nicknames and sobriquets by humanoids they interact with, but most ysoki find these names distasteful and endure them only when outside ysoki communities.
+
+### Sample Names
+
+Barnan, Chikis, Chonan, Deto, Jass, Jix, Knagi, Kubi, Lolo, Ninnec, Nos, Rak, Renzi, Skigim, Tali, Zess
+
+## Ratfolk Mechanics
+
+**Hit Points** 6
+
+**Size** Small
+
+**Speed** 25 feet
+
+**Ability Boosts** Dexterity, Intelligence, Free
+
+**Ability Flaw** Strength
+
+**Languages** Common, Ysoki
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Aklo, Draconic, Dwarven, Gnoll, Gnomish, Goblin, Halfling, Orcish, Undercommon, or any other languages to which you have access (such as the languages prevalent in your region).
+
+**Senses** Low-Light Vision
+
+## Ratfolk Heritages
+
+[[Deep Rat]]
+
+[[Desert Rat]]
+
+[[Longsnout Rat]]
+
+[[Sewer Rat]]
+
+[[Shadow Rat]]
+
+[[Snow Rat]]
+
+[[Tunnel Rat]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Shisk.md b/content/mechanics/srd/Ancestries/Shisk.md
new file mode 100755
index 000000000..a35b5eb37
--- /dev/null
+++ b/content/mechanics/srd/Ancestries/Shisk.md
@@ -0,0 +1,79 @@
+---
+title: "Shisk"
+noteType: ":sticky-note:"
+aliases: "Shisk"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.qsbc1ZLCWzfl1sfZ
+tags:
+ - JournalEntryPage
+---
+
+# Shisk
+_Shisks are secretive mountain-dwellers, bone-feathered humanoids who lurk underground in dark tunnels and caverns. Their fascination with collecting and protecting esoteric knowledge is one of the few things that can persuade them to explore the outside world._
+
+* * *
+
+Shisks rarely encounter other peoples, even in the Mwangi Expanse. Shisks subsist on low-calorie diets of vegetables and insects, causing them to rarely compete with others for resources or seek out people to trade. They have a tight-knit society, wary of outsiders, though they don't outright attack visitors. Their history is passed down verbally and musically, and they rarely maintain written records in order to keep their knowledge safe. Often the only proof that shisks exist comes from explorers finding signs of their architecture: organic and low-impact adobe buildings carved out of mountains rather than built atop them.
+
+## You Might...
+
+* See yourself as a part of nature and avoid taking anything you don't need.
+* Be wary of others getting one over on you by tricking you into revealing something.
+* Love warmth and enjoy sunbathing despite your subterranean nature.
+
+## Others Probably...
+
+* Are concerned by your diet and how little you eat.
+* Become confused or annoyed by your refusal to give information freely.
+* Appreciate your incredible memory and knowledge.
+
+## Physical Description
+
+Shisks have features and skin-tones similar to humans, usually ranging from deep tan to deep black. They are lighter than their body size might indicate, due to having hollow bones. Shisks have no body hair-instead, their backs are covered in vestigial plumage that now grow only as bony quills that resemble calcified pin feathers. Though shisks can't fly, these spines are longer around their arms, as if they once had wings. A shisk's eyes contract into slits in the sunlight and are typically warmly colored, from hazel and brown to more unique colors like red or amber. Shisks have two prominent narrow fangs as the front teeth on their upper jaw, causing some people to mistake them for asanbosams or vampires.
+
+## Society
+
+Though rarely encountered, shisks are willing to speak, host, and trade with outsiders. Their economy might be confusing to others: they greatly eschew materialism in favor of information and the arts. They freely give away material goods for knowledge or even performances, considering themselves on the “winning” side of a bargain if people are willing to take material things in exchange for valuable information. They never give away information for material goods, only for other knowledge, and they rarely ask for material goods in trades.
+
+Shisk are so paranoid that different communities of shisks have been known to clash with one another over secrets. Wars are fought not over territory or resources, but over coveted information. On a few occasions, when shisk sages or diplomats convinced different groups of shisks to put aside their differences and collaborate, great puzzles and mysteries of Golarion have been solved in a matter of hours.
+
+Shisk clothing is loose and breathable, and often minimal to avoid catching on their bony feathers. Due to their society's disregard for materialism, the shisk live in great harmony with nature around them, taking only what they need. Shisk often take up simple hobbies, such as sunbathing.
+
+## Alignment and Religion
+
+Seeing themselves as part of the natural world and typically focused on their own pursuits instead of society, most shisks adopt neutral alignments. Some shisks are patrons of gods that have been long forgotten. Many shisks worship the sun god Chohar, a fact which might seem odd for people who dwell underground. The Green Faith is highly common among shisks, but when seeking out personal gods to revere, most shisks prefer gods of knowledge and secrets such as Irez, Nethys, or Norgorber.
+
+## Names
+
+Shisk names are usually granted by their parents, though these names often have secret meanings known only to their families. They are often filled with sibilant syllables, occasionally punctuated by sharp vowels.
+
+### Sample Names
+
+Adomssha, Asjossa, Chishinsa, Dalissho, Lessia, Lishassha, Somissu, Quinshu
+
+## Shisk Mechanics
+
+**Hit Points** 8
+
+**Size** Medium
+
+**Speed** 25 feet
+
+**Ability Boosts** Intelligence, Free
+
+**Languages** Mwangi, Shisk
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from any Common language, and any other languages to which you have access (such as the languages prevalent in your region).
+
+**Senses** Darkvision
+
+## Shisk Heritages
+
+[[Lorekeeper Shisk]]
+
+[[Quillcoat Shisk]]
+
+[[Spellkeeper Shisk]]
+
+[[Stonestep Shisk]]
+
+[[Stronggut Shisk]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Shoony.md b/content/mechanics/srd/Ancestries/Shoony.md
new file mode 100755
index 000000000..51f0744ff
--- /dev/null
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@@ -0,0 +1,87 @@
+---
+title: "Shoony"
+noteType: ":sticky-note:"
+aliases: "Shoony"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.j2hOTtHcdu2SA8Ha
+tags:
+ - JournalEntryPage
+---
+
+# Shoony
+_Diminutive humanoids who resemble squat, bipedal dogs, shoonies are sometimes mistaken for weak and insular pacifists. However, their sheer perseverance, incredible work ethic, and resourceful use of diplomacy make shoonies far from helpless._
+
+* * *
+
+According to shoonies, Aroden created their kind to provide him with pleasant company soon after he created the Isle of Kortos. Shoony culture is rooted in this myth and its implications, which help to explain the ancestry's long reputation for hospitality, good will, and pacifism. War is antithetical to the shoony way of life; shoonies rely on cooperation and persistence to make their way through a world that can seem at times hellbent on destroying them. Shoonies are unflappable in their optimism and always see the best in others, even when faced with frequent subjugation and exploitation that might create bitterness or xenophobia among other societies. To shoonies, peace is a goal always worth striving for, and no villain is beyond redemption, so they aim to resolve problems with peaceful solutions.
+
+## You Might...
+
+* Fight to protect those you care about and strive to do the right thing.
+* Work hard for long hours in a focused pursuit of distant goals.
+* Provide comfort, necessities such as food, and a sense of kinship to those in distress.
+
+## Others Probably...
+
+* Involuntarily fawn over (or recoil from) your physical appearance.
+* Protect you from scary situations or terrifying phenomena, out of either friendship or overprotectiveness.
+* Appreciate your pragmatism and natural ability to care for others.
+
+## Physical Description
+
+Shoonies are squat, furry humanoids with flattened canid faces and wet, black eyes. Their fur can be a variety of hues and patterns, with the most common colors being fawn or black, and their loose skin gives even the fittest shoony a pudgy appearance. Shoonies have short, curly tails that sometimes wag involuntarily when the shoony is content or particularly excited or pleased. Like canines, shoonies cannot sweat; they pant to mitigate heat and exertion, and it is not uncommon to see a shoony with a perpetually lolling tongue.
+
+A shoony reaches maturity after just 8 to 10 years, and the elders of their villages rarely reach the age of 50. Little differentiates male and female shoonies except during the late stages of pregnancy, and as they age, both sexes develop graying facial fur, wrinkled skin, and frail joints. The average shoony is 3-1/2 feet tall and weighs 100 pounds.
+
+## Society
+
+Despite the shoony drive toward communal living, most shoony settlements are farming villages with populations of no more than a hundred. Shoonies work hard to make their lands bountiful and recognize that large, dense populations can negatively affect the ecosystem. Monster attacks, natural disasters, and exploitation from stronger cultures have all also limited the spread of shoonies across the Inner Sea region.
+
+Despite their short lifespans, shoonies are happy-go-lucky people with an irrepressible love for the land and their fellow shoonies, and remain optimistic even under the worst circumstances. The simple pleasures of living on this beautiful world, engaging in hard work, and surrounding themselves with loved ones motivate shoonies to push through the hardships that all too often befall their people.
+
+## Alignment and Religion
+
+Most shoony societies encourage empathy and loyalty, so they're rarely evil, but they're also practical, traditional, and timid. Most shoony adventurers are neutral good or lawful good. Religion is a cornerstone of shoony village life; shoonies primarily worshipped Aroden until his apparent death. In his absence, many shoonies have adopted Erastil as their patron deity because his emphasis on family, community, and living off the land naturally meshes with typical shoony values. Noble shoonies-especially warriors-sometimes look to Iomedae as an exemplar of integrity, hard work, and sacrifice.
+
+## Adventurers
+
+Few shoonies willingly choose to leave their homeland and friends in favor of facing the unknown, and the circumstances that lead a shoony to adventure are often dramatic and life-altering, if not tragic. That said, some shoonies do travel the world in search of riches to bring back to their village or to avenge their kinfolk, and shoony adventurers who show bravery or ingenuity are sure to earn a place in the legends of their people.
+
+Typical shoonies have the acolyte, farmhand, hunter, laborer, or warrior backgrounds, or the animal wrangler or rigger backgrounds. Many shoony adventurers are fighters who hone their skills to become stalwart defenders of their friends. Some shoonies pursue religious study and become clerics or champions, while others develop their foraging and hunting skills as talented druids and rangers.
+
+## Names
+
+With their strong family values and emphasis on found friends, it's no wonder that shoonies take particular pride in naming their children after other loved ones. Shoony names are short, guttural, and often sound like loose strings of unassociated vowels and soft consonants to people of other ancestries. Shoonies value names and take great care to learn and speak the correct pronunciations of their friends' names.
+
+### Sample Names
+
+Ahogo, Arnbin, Bighmor, Bondin, Domwurd, Ebmeur, Gopor, Gurna, Hiemgur, Mufurlo, Oriog, Pulumar, Raliamar, Ruggion, Uhulrig, Ungrin.
+
+## Shoony Mechanics
+
+**Hit Points** 6
+
+**Size** Small
+
+**Speed** 25 feet
+
+**Ability Boosts** Dexterity, Charisma, Free
+
+**Ability Flaw** Constitution
+
+**Languages** Common, Shoony
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Dwarven, Gnomish, Goblin, Halfling, Terran, and any other languages to which you have access (such as the languages prevalent in your region).
+
+**Senses** Low-Light Vision
+
+**Blunt Snout** Your small, blunt snout and labyrinthine sinus system make you resistant to phenomena that assail the nose. When you roll a saving throw against inhaled threats (such as inhaled poisons) and olfactory effects (such as xulgath stench), you get the outcome one degree of success better than the result of your roll.
+
+## Shoony Heritages
+
+[[Bloodhound Shoony]]
+
+[[Fishseeker Shoony]]
+
+[[Paddler Shoony]]
+
+[[Thickcoat Shoony]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Skeleton.md b/content/mechanics/srd/Ancestries/Skeleton.md
new file mode 100755
index 000000000..dd9929eec
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+---
+title: "Skeleton"
+noteType: ":sticky-note:"
+aliases: "Skeleton"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.EcNSrvwIj22Jxkjz
+tags:
+ - JournalEntryPage
+---
+
+# Skeleton
+_Skeletons are considered among the lowest types of undead. They're typically mindless creatures, lacking many of the abilities that make other undead a serious threat. However, the animated bones of dragons, giants, and other great beasts make for dangerous foes. Powerful living creatures can retain some of their might and intellect upon returning as a skeleton. Some necromancers turn their strongest enemies into skeletal undead servants, assuming they can keep control of them._
+
+* * *
+
+Skeleton adventurers were usually skilled and powerful in their former lives. Through unremitting force of will or extraordinary circumstances, their ego and ideals persist even in death. However, the very act of rising as a skeletal undead is traumatic. Memories of one's former life are usually fractured or hazy, if anything can be remembered at all. For some, these memories return with time; for others, they're gone forever. For the most part, this comes down to how the skeleton views themself: either as a continuation of the person they once were, or an entirely new being.
+
+Skeleton adventurers often set themselves apart from other skeletons by dressing as flamboyantly as their station allows. Large, feathered caps, ornate armor, embroidered silks, or glittering jewelry are likely staples of their wardrobe. Some carve intricate "tattoos" into their bones or paint their skulls to maintain a sense of self that simple skeletons lack, and to signal to the living they're not like other undead.
+
+Skeleton adventurers must come to terms with their new identity. They aren't bound by the limitations of the living and are often underestimated.
+
+## You Might...
+
+* Work harder than most to prove you're a capable and distinct individual.
+* Wade into danger with little regard for the safety of your undead body.
+* Desperately seek the acceptance of the society you once moved through with ease.
+
+## Others Probably...
+
+* Assume you're the servant of a necromancer, working to advance their agenda.
+* Have difficulty empathizing with you.
+* Regard your undeath with either pity or envy.
+
+## Physical Description
+
+Aside from their complete lack of flesh and organs, skeletons vary widely in appearance, reflecting the broad diversity of all living beings. They can be tall, short, or anywhere in between. Skeletons of creatures with horns, wings, or tails retain them, although they are usually useless in their skeletal state. Skeletons raised from fresh remains tend to have stark white bones, while older ones tend to be gray or yellowed. Skeletons who adventure for a while often possess faint lines crisscrossing their bones like scars, indicating where they were injured in previous battles.
+
+## Society
+
+Across Golarion, intelligent skeletons rarely gather in large enough numbers to constitute any kind of settlement. Even in Geb, where their numbers are highest, they typically mingle with other undead rather than band together. Many skeletons would rather keep company with those who remind them of their former life (although such reminders can just as easily lead to revulsion derived by the void energy infused within them). Gebbite skeletons are usually treated as members of the servant class and rarely have any upward social mobility.
+
+Outside Geb, skeletons are far more solitary. Some might hide on the outskirts of society or move about in disguise, but it's difficult for them to find acceptance among the living. While they may not be feared in places like Nidal or Sekamina, they're also not likely to be respected.
+
+## Alignment and religion
+
+While undead are almost always evil, some intelligent skeletons manage to stave off the corruption of the void energy that powers them. Other than the tendency to become twisted toward evil over time, skeletons typically lean toward the alignments of their creators or their former selves. Skeletons without any particular loyalty or allegiance trend toward neutral evil alignment, or neutral if they can stave off evil.
+
+Skeletons who embrace their undeath often worship gods of death, such as Urgathoa, while those who resent it typically look toward gods of life and redemption. Accepting deities without particularly zealous anti-undead dogma, such as Shelyn, are popular among those who wish to fight against their destructive influences and become something greater than the purpose for which they were created.
+
+## Names
+
+No widespread naming convention exists for skeletons. When necromancers bother to name skeletons they've raised, they typically choose names that suit their own tastes, the way one would name a pet. Others might be named for their role or job. Skeletons with their memories intact might choose to keep their name from when they were alive, but others might choose new names based on their undead experiences.
+
+### Sample Names
+
+Clatterjaw, Creaker, Doorstop, Final Sacrifice, Gochiyo, Lectern, Macefodder, Sixth Lancer, Skulldyr, Xelim
+
+## Skeleton Mechanics
+
+**Hit Points** 6
+
+**Size** Medium
+
+**Speed** 25 feet
+
+**Ability Boosts** Dexterity, Charisma, Free
+
+**Ability Flaw** Intelligence
+
+**Languages** Common, Necril
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Aklo, Dwarven, Elven, Infernal, Orcish, Undercommon, and any other languages to which you have access (such as languages prevalent in your region).
+
+**Undeath** You have [[Basic Undead Benefits]]. For your undead hunger, you don't eat flesh like ghouls or drink blood like vampires, but you do collect bones you can use to help yourself mend.
+
+## Skeleton Heritages
+
+[[Compact Skeleton]]
+
+[[Fodder Skeleton]]
+
+[[Monstrous Skeleton]]
+
+[[Sturdy Skeleton]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Sprite.md b/content/mechanics/srd/Ancestries/Sprite.md
new file mode 100755
index 000000000..8615e9b70
--- /dev/null
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@@ -0,0 +1,87 @@
+---
+title: "Sprite"
+noteType: ":sticky-note:"
+aliases: "Sprite"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.rvbMGyBr6y5K7HDP
+tags:
+ - JournalEntryPage
+---
+
+# Sprite
+_Sprites are diminutive, whimsical, and exuberant creatures from the fey realm known as the First World. They love playing pranks, exploring new things, and embracing everything to do with magic._
+
+* * *
+
+When most people picture a fey, chances are they're thinking of a sprite. The majority of sprites remain in the First World, where they are essentially immortal, reincarnating to a new form of fey when their life eventually comes to an end. Some even meld together with others to form a more substantial body or split apart into multiple smaller fey. However, sprites are incredibly curious about all forms of magic, leading a significant number to risk the mortal world to explore the new possibilities offered by the unusually static nature of mortal existence. These creatures mix in with other, smaller groups of Material Plane comrades, including exiles from the First World, those whose family swore pacts to mortals, and even contemplative individuals curious to enter the mortal cycle of souls.
+
+The first generation of Material Plane sprites were content to guard magical locations or objects, learn music, and play pranks on the unsuspecting. Panic struck when children born in the mortal world didn't form wings upon adulthood-some sprites transitioning to the mortal world likewise lost their wings after a time. Believing this to be a sign that the mortal world was too alien for them to live there, many of the initial sprite explorers returned to the safety of the First World.
+
+However, their wingless children exhibited a potential unmatched by any of their ancestors, as well as a particular magical affinity for the mortal world. They became the mightiest of sprite heroes, but also, on occasion, the most dangerous villains. As they came close to reaching their full strength, many of them did grow their wings at long last: larger, unique, and more vibrant than any from the First World had seen before, a sign of their limitless potential.
+
+If you want a character who is tiny, mercurial, and curious, you should play a sprite.
+
+## You Might...
+
+* Play good-natured pranks on those around you, intended to teach a lesson, aid in locating a lost item, or even help find love.
+* Become sidetracked by something new and eye-catching before you have fully followed through on your previous plan.
+* Find something magical that's so important to you, you can't help but protect it with every ounce of your strength.
+
+## Others Probably...
+
+* Expect you to know strange fey mysteries and perform fantastical primal magic well beyond your actual abilities.
+* Consider you the prime suspect whenever unexplained hijinks or serendipity comes their way.
+* Misconstrue the way your mind works, seeing your flitting attention as a sign of being scatterbrained.
+
+## Physical Description
+
+Sprites are tiny faeries whose features vary wildly based on their heritage. The Wingless-those with the potential to become powerful heroes and villains, including all PC sprites-slowly grow their wings over time as their magical potential manifests, though some never grow wings at all. Those sprites with humbler destinies typically grow wings when reaching full adulthood and mastering their innate magic. Sprites reach adulthood at around the same rate as humans do, but a typical fey who can manage to stay out of mischief and danger can live 1,000 years or more. Material Plane sprites who sense their time is coming to an end usually return to the First World to be reborn and start their adventure all over again.
+
+## Society
+
+Sprites habitually live in tiny, reclusive villages in areas with abundant magic, natural beauty, or other curiosities of interest. Other sprites live as loners or with small family or peer groups, traveling across the land in search of excitement.
+
+## Alignments and Religion
+
+Sprites run the gamut of alignments but are rarely lawful or evil. They are far more likely to worship the Eldest-the peculiar deities of the fey-than those of the mortal world. They have a particular affinity for Shyka, the many-formed Eldest of time, and the Lantern King, the trickster among their ranks. Among mortal deities, sprites appreciate Desna the most, and due to her iconic depiction as a butterfly-winged woman, some Desnan sprites claim her as one of their own. Sprites also readily comprehend the doctrines of Cayden Cailean and Shelyn, and the goddess of beauty and art is a particular favorite among grigs.
+
+## Names
+
+Sprite names are based entirely on their parents' whimsy. Sprites often adopt additional monikers later in life or change those assigned to them at birth; this is neither frowned upon nor considered abnormal.
+
+### Sample Names
+
+Bree, Plumgrass, Cowrie, Flit, Moth, Zephyr, Naatalu, Pinebrush, Zandivar
+
+## Sprite Mechanics
+
+**Hit Points** 6
+
+**Size** Tiny
+
+**Speed** 20 feet
+
+**Ability Boosts** Dexterity, Intelligence, Free
+
+**Ability Flaw** Strength
+
+**Languages** Common, Sylvan
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Celestial, Draconic, Elven, Gnomish, Goblin, Jotun, and any other languages to which you have access (such as the languages prevalent in your region).
+
+**Senses** Low-Light Vision
+
+**Magical Strikes** Your inherent magic pervades your entire being. All your Strikes are magical, whether with unarmed attacks or weapons.
+
+## Sprite Heritages
+
+[[Draxie]]
+
+[[Grig]]
+
+[[Luminous Sprite]]
+
+[[Melixie]]
+
+[[Nyktera]]
+
+[[Pixie]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Strix.md b/content/mechanics/srd/Ancestries/Strix.md
new file mode 100755
index 000000000..df06a6745
--- /dev/null
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@@ -0,0 +1,83 @@
+---
+title: "Strix"
+noteType: ":sticky-note:"
+aliases: "Strix"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.N8aShsDuf3ur0vZ2
+tags:
+ - JournalEntryPage
+---
+
+# Strix
+_Known as itarii in their own language, strix are reclusive avian humanoids devoted to their homelands and their tribes. They defend their precious communities with broad wingspans and razor talons._
+
+* * *
+
+Strix value ferocity, vengeance, and devotion above all else. Their dark, formidable wingspans and long history of taking revenge for their fallen family members have painted them as winged devils in the eyes of neighboring human populations. In contradiction to their misunderstood nature, strix boast a spiritual, artistic, and compassionate culture that is rarely seen outside of their roosts.
+
+As strix populations begin to resurge and spread beyond the mountainous region known as the Devil's Perch, their tribes now speckle the landscape of Cheliax and surrounding nations. Soaring over mountains, forests, and beaches, strix are always brought home by the deep connections they share with their kinfolk.
+
+If you want a character who is loyal yet enigmatic, fierce yet artistic, and who yearns to soar above the world, you should play a strix.
+
+## You Might...
+
+* Dedicate and endear yourself to your family, friends, or community.
+* Harbor an inherited distrust of humans.
+* Keep strangers at arm's length and perhaps exhibit naivete about the world beyond your homeland.
+
+## Others Probably...
+
+* Appreciate your dedicated friendship, even if they don't grasp the cultural history behind it.
+* Treat you on occasion like a carrier pigeon, asking you to deliver letters or other similar favors.
+* Find your appearance frightening due to complete inexperience with strix.
+
+## Physical Description
+
+Strix are avian-influenced humanoids with intimidating talons and feathered wings sprouting from their backs. With an average height of 6 feet, strix are taller than most humans but are very light for their size. Strix are considered mature at 14 years of age and have an average lifespan of 40 years. They have pointed ears and large eyes that are typically black from sclera to pupil, but occasionally appear as a piercing golden color. Strix lack the ability to move their eyes independently of their head, resulting in distinctive jerky movements as their gaze snaps between targets. Their bodies are usually taut with defined musculature-a result of the strength necessary to flex their wings.
+
+## Society
+
+Strix are rare and reclusive people who cling to their ancestral territories. They live in modest-sized tribes, but some reside in smaller bands of tight-knit individuals. The largest settlements of strix reside on Devil's Perch, but a small number of their ilk have traveled far across Golarion. Strix feel an intense empathy and attachment to their family and other community members. They prioritize the needs of their community over their individual desires, and their bands and tribes benefit from an easy yet expertly organized division of labor. Strix tribes are led by a rokoa, a female tribal leader.
+
+A long history of conflict with the nearby nation of Cheliax as bred into most strix a deep fear and suspicion of humans-who they call kotaara. Strix have struggled to keep hold of their territories and maintain their numbers in the face of constant conflict with these enemies who, in addition to trying to destroy what they believe to be winged devils, vastly outnumber them. Due to their strongly bonded groups, the loss of a single tribe member is devastating.
+
+## Alignment and Religion
+
+Due to their deep respect for the rules of a functioning society, strix are rarely chaotic, but some may be flexible on adopting the rules of outside societies. Strix are typically nonreligious and instead use stories from an epic known as the Korrsat Akra, or “The Scattered Nest,” to tell them of their origins and give them direction on their current place in the world. They have a deep investment in the lives of their fellows and experience intense grief at their passing. Pharasma is a common influence among religious strix due to the popularity of religious and spiritual practices honoring the lives and deaths in their beloved community. Gozreh is also an everyday influence for many strix, who beseech the Wind and the Waves to give them satisfying tailwinds for flight and protect their kin when the sky turns dark with fury. Erastil and even Torag represent two versions of social order and may be unifying deities across entire tribes.
+
+## Names
+
+Strix names consist of sounds that are reminiscent of chirping, screeches, or trilling by various birds, and their naming conventions are influenced primarily by tradition and spirituality. Strix in small communities might share a common syllable among all their names to express their unity. Due to their deep affection for their family members, naming children after other loved ones is very common, occasionally with an additional syllable or slight change to the pronunciation.
+
+### Sample Names
+
+Chiit-iir, Cicreeti, Ikatarii, Irkoata, Kaata, Kiilo, Kirii, Rahka, Roatatwiil, Turiilo, Turuk, Twilii
+
+## Strix Mechanics
+
+**Hit Points** 8
+
+**Size** Medium
+
+**Speed** 25 feet
+
+**Ability Boosts** Dexterity, Free
+
+**Languages** Common, Strix
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Gnome, Infernal, Jotun, and any other languages to which you have access (such as the languages prevalent in your region).
+
+**Senses** Low-Light Vision
+
+**Wings** All strix possess powerful wings. While not all strix focus on honing their flying skills, a strong flap of their wings allows strix to travel longer distances when jumping. When Leaping horizontally, you move an additional 5 feet. You don't automatically fail your checks to High Jump or Long Jump if you don't Stride at least 10 feet first. In addition, when you make a Long Jump, you can jump a distance up to 10 feet further than your Athletics check result, though still with the normal maximum of your Speed.
+
+## Strix Heritages
+
+[[Nightglider Strix]]
+
+[[Predator Strix]]
+
+[[Scavenger Strix]]
+
+[[Shoreline Strix]]
+
+[[Songbird Strix]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Tengu.md b/content/mechanics/srd/Ancestries/Tengu.md
new file mode 100755
index 000000000..b094ec694
--- /dev/null
+++ b/content/mechanics/srd/Ancestries/Tengu.md
@@ -0,0 +1,101 @@
+---
+title: "Tengu"
+noteType: ":sticky-note:"
+aliases: "Tengu"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.YGIwmuVOJI7uNhGM
+tags:
+ - JournalEntryPage
+---
+
+# Tengu
+_Tengus are a gregarious and resourceful people that have spread far and wide from their ancestral home in Tian Xia, collecting and combining whatever innovations and traditions they happen across with those from their own long history._
+
+* * *
+
+Tengus are survivalists and conversationalists, equally at home living off the wilderness and finding a niche in dense cities. They accumulate knowledge, tools, and companions, adding them to their collection as they travel.
+
+The tengu diaspora has spread across Golarion in search of a better life, bringing their skill with blade crafting to lands far from their home. In maritime regions, tengus notably work as fishers, blacksmiths, and 'jinx eaters'—members of ships' crews who are believed, accurately or otherwise, to absorb misfortune. Having lived in a variety of conditions and locations, tengus tend to be nonjudgmental, especially with regard to social station, though their willingness to associate with lawbreakers has often led some to look at them with suspicion.
+
+If you want to play a character hailing from a rich history of artisanship and tradition, but who happily picks up new practices, companions, words, and items as needed, you should play a tengu.
+
+## You Might...
+
+* Be gregarious and eager to find a flock of your own.
+* Voraciously absorb the practices of those around you, sometimes even forgetting where they came from.
+* Be willing to take on any task or job, no matter what others think.
+
+## Others Probably...
+
+* Look to you as a source of eclectic skills and knowledge, especially relating to languages.
+* Get confused by your simultaneous respect for and disregard of tradition.
+* Have trouble reading your expressions or regard you with suspicion and superstition.
+
+## Physical Description
+
+Tengus have many avian characteristics. Their faces are tipped with sharp beaks and their scaled forearms and lower legs end in talons. As closed footwear tends to fit poorly unless custom made, many tengus wear open sandals or simply go barefoot. Tengus are rarely more than 5 feet tall, and they are even lighter than their smaller frames would suggest, as they have hollow bones. A small number of tengus have vestigial wings incapable of true flight.
+
+Tengus hatch from eggs and are featherless for their first year of life, during which they rarely leave home. They soon grow a downy gray coat, which is replaced by a dark covering of adult feathers by the time they come of age at around 15 years. Tengus use their shed feathers in a variety of tools, from simple writing quills to magical fans to focus their ancestral magic. Many tengus modify their appearance by dyeing patterns into their feathers or talons, which amplifies their body language and has the added benefit of aiding other humanoids in understanding their expressions.
+
+## Society
+
+Tengus are extremely social, banding together in extended communities with many families living in adjacent houses and sharing the work of the household. In cities, a community may also contain members of other ancestries. Tengu children raised in the same unit consider each other siblings, usually forgetting which of them share a biological connection.
+
+The greatest divide in tengu society is between tengus remaining in their ancestral home and those who have dispersed across the world. Tengus refer to these two groups as those 'in the roost' and those 'migrating,' respectively. Roosted tengus tend to be more traditionalist and conservative and are especially concerned with preserving their culture in the face of years of erosion from oppression. Migrating tengus, on the other hand, voraciously absorb the culture of the various nations and settlements that they now call home.
+
+## Alignment and Religion
+
+Tengus often follow the faith of the region in which they were raised, though the tengu ancestral deity is the storm god Hei Feng. This god's notorious drunken carousing and emotional swings causes many tengus to instead focus their attention on gods of freedom and travel, such as Desna or Cayden Cailean, or deities of nature, such as Gozreh. Besmara is also a common subject of tengu worship, especially among tengus who live on the sea.
+
+Before their diaspora, tengus practiced a syncretic faith that blended a polytheistic worship of the deities responsible for creating the natural world. As tengu folklore posits that tengus long ago descended from the night sky on shooting stars to rest upon Golarion's highest peaks, animist rites were practiced on mountains and other great natural features. Even today, tengus rarely differentiate between divine and primal worship.
+
+Tengus are far more concerned with the balance between traditionalism and adaptability than they are with good and evil, with lawful tengus more common among the roosted and chaotic tengus more common among the migratory.
+
+## Adventurers
+
+A tengu that leaves the ancestral homeland feels an intense pull toward adventure, to cross vast distances, collect beautiful treasures, and brave the challenges of combat or the rolling sea.
+
+Tengu backgrounds might reflect their place in the homeland or the tengu diaspora. These could include acrobat, barkeep, charlatan, emissary, entertainer, fortune teller, gambler, merchant, nomad, or sailor, plus bandit, courier, insurgent, refugee, and scavenger.
+
+Tengus often become rogue, bard, oracles, rangers, or swashbucklers.
+
+## Names
+
+Though roosted tengus tend toward more traditional names with the hard consonants often seen in the Tengu language, migrating tengus' tendency to readily absorb and repurpose the culture of those around them has led to names that combine elements of whatever languages suited the namer's fancy.
+
+### Sample Names
+
+Arkkak, Chuko, Dolgra, Dorodara, Kakkariel, Kora, Marrak, Mossarah, Pularrka, Rarorel, Ruk, Tak-Tak, Tsukotarra
+
+## Tengu Mechanics
+
+**Hit Points** 6
+
+**Size** Medium
+
+**Speed** 25 feet
+
+**Ability Boosts** Dexterity, Free
+
+**Languages** Common, Tengu
+
+**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Dwarven, Elven, Halfling, Gnomish, Goblin, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).
+
+**Senses** Low-Light Vision
+
+**Sharp Beak** With your sharp beak, you are never without a weapon. You have a beak unarmed attack that deals 1d6 piercing damage. Your beak is in the brawling weapon group and has the finesse and unarmed traits.
+
+## Tengu Heritages
+
+[[Dogtooth Tengu]]
+
+[[Jinxed Tengu]]
+
+[[Mountainkeeper Tengu]]
+
+[[Skyborn Tengu]]
+
+[[Stormtossed Tengu]]
+
+[[Taloned Tengu]]
+
+[[Wavediver Tengu]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Vanara.md b/content/mechanics/srd/Ancestries/Vanara.md
new file mode 100755
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--- /dev/null
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@@ -0,0 +1,63 @@
+---
+title: "Vanara"
+noteType: ":sticky-note:"
+aliases: "Vanara"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.40koksC576nYV2Tf
+tags:
+ - JournalEntryPage
+---
+
+# Vanara
+Vanaras are inquisitive and mischievous monkey-like humanoids with short, soft fur, expressive eyes, and long, prehensile tails. Their handlike feet and agile builds serve them well in the jungle realms where most vanaras live.
+
+Vanaras were born of the monkey god Ragdya's ambitious folly ages ago, to spread and applaud his mischief and to serve as ba-sadhak, blessed seekers of fortune who would draw their creator's eye to the cruelly hoarded treasure of mortal lords and immortal fiends. They earned the enmity of ancient rakshasa maharajahs for their derring-do, the scorn of the naga empire for their valor, and the friendship of many rural Vudrani who viewed them as a wild folk of deep divine portent. Such is the history of vanaras and their long survival against their many foes, from within the mahajanapadas of the deep jungle lands, the mountain ghats of Vudra, and the Impossible Lands. If you want to play a character who embodies the struggle between self-betterment and self-expression, you should play a vanara.
+
+## You Might...
+
+* Find it difficult to avoid pursuing a mystery or exploring a hidden area.
+* Thoughtfully consider the consequences of your pranks or actions.
+* Enjoy sharing the knowledge of things you've discovered with your friends.
+
+## Others Probably...
+
+* Assume you have an animalistic demeanor and habits.
+* Take a dismissive or hostile view of your pranks.
+* Covet your easy grace and unquenchable curiosity.
+
+## Physical Description
+
+Vanaras are humanoids with simian features, including a long, prehensile tail and handlike feet. They're rarely much taller than 5 feet, but they usually look smaller because of their slight, nimble builds. Vanaras are covered with a thin layer of soft fur over their entire bodies. This fur can be tan, brown, or golden and rarely has spots or stripes. The hair on a vanara's head grows thicker and more luxurious; it's easy to arrange into elaborate hairstyles, and many vanaras like to do so. This hair is nearly always of the same color as the vanara's body fur, with the exception of rare "whitecape" vanaras with manes of fine, pale hair, who might be born into any vanara family. Vanaras have large, expressive eyes and mouths with blunt teeth and pointed incisors. Vanaras are adults at 13 years old and usually live about 60 years.
+
+## Society
+
+Vanaras are a varied folk who seek balance and comfort in their lives. Many are devout without being fanatics, tricksters without being malicious, daring without being foolish, and curious without being obsessive. Although aware of their deep ancestral connection to Ragdya, many vanaras feel a powerful desire to live beyond the grace of their god and his weight in their history, pursuing their own paths to enlightenment. Those vanaras who live in Vudra feel this need the most strongly, as they want to pursue virtue and self-knowledge to be fulfilled when their souls are next reborn into the world.
+
+Although created by Ragdya, vanaras feel themselves apart from him in a way some find uncomfortable. Ragdya is the eternal trickster with supreme recklessness yet unchanging in his immortal permanence. Though most vanaras cherish Ragdya's mischief and feats of folly on religious holidays, they also know he shall never fade from this world or find himself reincarnated into forms other than that from which the vanaras were shaped. Yet, vanaras aren't so immutable. A vanara must reflect on their own impermanent nature and consider its effect on their soul and their soul's quest for enlightenment. For all the mischief and daring Ragdya might enjoy without consequence, vanaras know recklessness and harmful tricks can impede their personal pursuit of enlightenment. The drive toward mischief and spontaneity instilled within them by their creator is hard for many vanaras to overcome and can create a lifetime of internal turmoil. This source of conflict has colored their development as a people who seek balance and virtue.
+
+Vanaras look to the legends of heroic vanaras of the past for lessons on how to live their lives. The most notable and lauded accomplishment of these legendary vanaras, that which has them known even in the most far-flung ashram in the snow-capped border mountains of Vudra, was their grand act of trickery against Ravana, the greatest of all the rakshasa immortals. Ravana had tyrannically forced many noble souls, vanara and human alike, to construct a resplendent bridge of azure stones that would cross the planes from Vudra to the rakshasa's realm. Ravana demanded that each stone be carved to display a mewling visage of the mortal who toiled to cut and shape it. Through mischief and artifice, vanaras altered the carvings so that, when assembled, they subtly displayed components of a prayer to all the Vudrani pantheon. When the bridge was finally finished and Ravana marched across it with his army of fiends in a profligate parade, the shuddering of the stones beneath their footsteps mimicked the movements of the communal prayer. Deities drawn by this display toppled the immortal maharajah, and he still blames mischief-making vanaras for this humiliation. Many vanaras thus see it as their legacy to bring shame to the wicked and powerful by means of clever tricks and communal effort.
+
+## Alignment and religion
+
+Vanaras are tricksters who love pranks, but they temper this tendency toward mischief with good intentions and a love of their community—however they personally define that community. They're rarely agitators or troublemakers simply for the sake of causing chaos; they do so to encourage humility among the inflexible or humorless. Most vanaras are mindful of the virtues necessary to elevate their immortal souls and try to act accordingly. Vanaras are thus most likely to be neutral good.
+
+Most vanaras live in Vudra, where they're exposed to the dizzyingly abundant array of Vudran deities. Nevertheless, devout vanaras nearly always venerate Ragdya above all others. Priests of Ragdya lead most vanara villages. Even vanaras who aren't religious might call upon Ragdya to help them make wise decisions in times of danger or for guidance when an unlucky prank has caused them trouble they're unsure how to escape. Vanaras interested in developing self-control might worship Irori instead, and regions with local vanara hero-gods or avatars might engender faithful sects of worshippers on a small scale. Some vanaras revere the evil simian hunter Lahkgya, but almost never openly, as this deity of ferocious and sudden violence is unwelcome in most vanara communities. Some communities instead make offerings to turn Lahkgya's attention from them.
+
+## Names
+
+Newborn vanaras aren't given names other than descriptors of their infant personalities or habits, like "Grip-Hand" or "Wailer." When they learn to speak, vanaras are given another name based on important historical or mythological figures, or they're given the name of a specific ancestor they resemble in appearance or attitude (or whom their community hopes they'll grow to resemble). The chosen name usually contains consonants or vowels the young vanara frequently uses, as vanaras don't see a lot of use in giving someone a name they can't easily pronounce.
+
+### Sample Names
+
+Ashpaka, Chichipi, Haangeno, Hasa, Huanu, Kana, Nammem, Roprutu, Thathona, Unulu, Vivatu
+
+## Vanara Heritages
+
+Both within and outside Vudra, vanaras have a variety of heritages. Choose one of the following vanara heritages at 1st level.
+
+[[Bandaagee Vanara]]
+
+[[Lahkgyan Vanara]]
+
+[[Ragdyan Vanara]]
+
+[[Wajaghand Vanara]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Versatile Heritages.md b/content/mechanics/srd/Ancestries/Versatile Heritages.md
new file mode 100755
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+++ b/content/mechanics/srd/Ancestries/Versatile Heritages.md
@@ -0,0 +1,73 @@
+---
+title: "Versatile Heritages"
+noteType: ":sticky-note:"
+aliases: "Versatile Heritages"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.u6IGUd8Gtarj6h7K
+tags:
+ - JournalEntryPage
+---
+
+# Versatile Heritages
+_The peoples of Golarion are many, and they have a long history of intermingling or dabbling with forces capable of altering the very fabric of a mortal body or soul. The children born to such parents might have traits from each of their parents or physiological manifestations of the forces their ancestors were influenced by, manifesting as a specific heritage._
+
+* * *
+
+The most common of these by far are the aiuvarin and dromaar versatile heritages, usually born to a human parent on one side and either an elf or orc parent on the other. Other individuals are born under far stranger circumstances, such as having a parent who was affected by monstrous, undead, or extraplanar energies. As these circumstances aren't unique to a single ancestry, these heritages—called versatile heritages—are likewise shared by many ancestries.
+
+The peoples of Golarion are many, and they have a long history of intermingling or dabbling with forces capable of altering the very fabric of a mortal body or soul. The children born to such parents might have traits from each of their parents or physiological manifestations of the forces their ancestors were influenced by, manifesting as a specific heritage.
+
+## Versatile Heritages
+
+Golarion is home to a variety of versatile heritages. Some are born to unusual creatures or arise through specific mundane or supernatural circumstances. Many, however, result from an infusion of extraplanar energy, whether through direct parentage, more distant ancestors, or simply direct exposure to the quintessence of that plane. These individuals are known as planar scions.
+
+Because the circumstances that give rise to versatile heritages aren't limited to a single ancestry, a versatile heritage can be chosen by a character of nearly any ancestry. Some versatile heritages are more common among some ancestries than others, and some might list additional restrictions specific to that heritage. Your GM may place other restrictions on which ancestries can use a given versatile heritage based on the story and setting. Unlimited Possibilities!
+
+Though a character can have only one heritage and one lineage feat, the possible permutations of a character's background and family tree are virtually unlimited. An aiuvarin character might still have a changeling parent whose nature is visible in the coloration of their eyes even if they don't have access to changeling ancestry feats, and a pitborn dwarf might very well have an ancestor with fey influences on their bloodline, reflected with a fey muse or patron gained through their class alongside their ancestral fiendishness.
+
+## Playing A Versatile Heritage
+
+To play a character with a versatile heritage, first select your ancestry, just like you would for any character. You gain Hit Points, size, Speed, attribute boosts and attribute flaws, languages, traits, and other abilities from that ancestry. Then, instead of choosing a heritage from those normally available to that ancestry, apply your chosen versatile heritage. You gain all the features from your versatile heritage, some of which might modify or replace statistics, abilities, or traits from your ancestry.
+
+Since a versatile heritage is a heritage, you can have only one, and you can't have any other heritage in addition to your versatile heritage. Sometimes a versatile heritage might give you an ability that conflicts with an ability from your ancestry. In these cases, you choose which of the conflicting abilities your character has.
+
+When selecting ancestry feats, you can choose from those available to your ancestry as well as those specific to your versatile heritage.
+
+## Lineage Feats
+
+Some ancestry feats within a versatile heritage have the lineage trait. These feats specify a physiological lineage your character has—such as the type of hag that birthed a changeling character, or the type of extraplanar entity that influenced a nephilim's birth. You can have only one lineage feat; you can select such a feat only at 1st level, and you can't retrain into or out of this feat.
+
+## Versatile Heritages
+
+[[Aphorite]]
+
+[[Ardande]]
+
+[[Beastkin]]
+
+[[Changeling]]
+
+[[Dhampir]]
+
+[[Duskwalker]]
+
+[[Ganzi]]
+
+[[Ifrit]]
+
+[[Nephilim]]
+
+[[Oread]]
+
+[[Reflection]]
+
+[[Suli]]
+
+[[Sylph]]
+
+[[Talos]]
+
+[[Undine]]
+
+## Other Halves
+
+By default, [[Aiuvarin]] and [[Dromaar]] descend from humans, but your GM might allow you to be the offspring of an elf, orc, or different ancestry. In these cases, the GM will let you select the aiuvarin or dromaar heritage as the heritage for this other ancestry. The most likely other parent of a aiuvarin are gnomes and halflings, and the most likely parents of a dromaar are goblins, halflings, and dwarves.
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestries/Vishkanya.md b/content/mechanics/srd/Ancestries/Vishkanya.md
new file mode 100755
index 000000000..64fecd612
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+++ b/content/mechanics/srd/Ancestries/Vishkanya.md
@@ -0,0 +1,71 @@
+---
+title: "Vishkanya"
+noteType: ":sticky-note:"
+aliases: "Vishkanya"
+foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.1lCAkGgIYYkczZ28
+tags:
+ - JournalEntryPage
+---
+
+# Vishkanya
+Vishkanyas are ophidian humanoids who carry potent venom within their blood and saliva. Largely misunderstood due to old tales of their toxicity and natural finesse, vishkanyas work to grow into more than just what stories paint them to be.
+
+The true nature of vishkanyas' origin is a matter of debate. Some vishkanyas believe they are rejected spawn of Ravithra, which explains the animosity between vishkanyas and nagas. Others believe themselves the stolen offspring of a forgotten progenitor whose name was excised from history. Regardless, one thing is quite clear: vishkanyas are survivors. Throughout history, fear of their deadly abilities forced vishkanyas to experience subjugation, exploitation, and ostracizing. Yet through it all, they endured. Now free of chains to bind them, vishkanyas live in close-knit groups, and use their love of storytelling and the arts to keep a detailed history of their people while they determine how best to proceed in a world ripe with opportunity.
+
+## You Might...
+
+* Have a powerful sense of community.
+* Find peace and fulfillment in having a creative pursuit.
+* Be adept at matching the environment around you to fit into any number of diverse situations.
+
+## Others Probably...
+
+* Initially mistake you for having a tiefling or draconic heritage.
+* Think you are an expert in poisons, toxins, and espionage.
+* Misunderstand the nature of your venom and fear physical contact.
+
+## Physical Description
+
+Vishkanyas are humanlike in appearance with ophidian features that become clear in close proximity. They are naturally tall and lithe with bright golden eyes, vertical pupils, and a forked tongue. Their small, smooth scales range from earthy tones of browns and greens to bright displays of colored patterns. Hair color is typically of darker shades, though there are occasional instances of brighter colors through parts of the hair. Vishkanyan women are usually taller than the men, though neither ever truly stops growing. As such, vishkanyas can reach heights of 7 feet or taller in old age.
+
+Mixed vishkanya families aren't unknown. Vishkanya offspring from this background sometimes strongly resemble their non-vishkanya parent, with only a few stray tells, such as sharp canine teeth, to indicate their heritage. Vishkanyas sometimes refer to these children as "scaleless" or "subtle" but otherwise welcome them as any other among their kin, though sadly their appearance can fuel paranoia among other ancestries toward a people who are already misunderstood.
+
+## Society
+
+Vishkanyas live in small, tight-knit communities between 50 and 100 individuals who assimilate discreetly into larger societies, with many such groups scattered within a larger area. At the head of these groups is a selection of women chosen for their wisdom and knowledge. Vishkanyas often have multiple partners, give birth in multiples, and adhere to maternal inheritances. Children are generally free to choose their occupation and the nature of their contribution to the larger community, with many vishkanyas pursuing some sort of craft or art. Some roles are burdened with the responsibility of cultural and historical record-keeping, however, and these important tasks continue across generations. Traditionally, these culturally minded vishkanyas regularly meet in secret congregations for the purpose of sharing stories, information, and resources, providing support for youth and creating advisory bodies to help make large-scale decisions for vishkanyas of a given area. The desire to preserve vishkanyan culture has kept this practice going for centuries, yet recently, some have called for more open interaction with the world in an attempt to proudly share vishkanyan culture.
+
+Vishkanyas are often mischaracterized as indiscriminately venomous or inherently malicious by other ancestries, which has led to them having very strong concepts of their own ethnicity and their separation from those they consider "outsiders." While most vishkanyas are gracious and hospitable to non-vishkanya visitors, a large stir often arises around the concept of allowing such people into their communities in a more involved capacity. Parents carefully watch any children who seem too attached to non-vishkanya friends, and talk of romance and marriage with another ancestry will inevitably provoke many a long family discussion—though not necessarily hostile ones.
+
+## Alignment and religion
+
+Concerned mainly with the preservation of their communities, vishkanyas tend to adopt neutral alignments. Vishkanyas who take to individualistic travel to teach others about their ancestry, or simply to experience the world, might be neutral or chaotic good. The topic of faith can be quite different among vishkanyan groups, with some sticking to old vishkanyan beliefs, and some to Vudrani deities like Likha or Ashukharma. Other groups outside Vudra might embrace local gods with tenets of freedom or the arts, such as Arazni, Cayden Cailean, or Shelyn, or divinities more specific to individual pursuits.
+
+## Names
+
+Vishkanyan names often include short vowel sounds in the middle of the name, with a large number of fricative consonants pronounced most accurately with a forked tongue. Names are often chosen from momentous events in vishkanyan history or from matters related to the maternal line of the child. When they go through significant life events, vishkanyas may choose new names for themselves, and many often do so multiple times. Each name represents an important part of the individual's story—who they were, and who they have become.
+
+### Sample Names
+
+Ashath, Casuthis of Guiding Hands, Enysi, Izith, Othasee, Riddle of Esaviz, Salthazar, Thasi the Ragebreaker
+
+## Vishkanya Venom
+
+All vishkanya carry toxins in their veins, which manifest as follows.
+
+### Innate Venom
+
+Your blood carries toxins deadly to all but yourself. You gain the Envenom action, which can deliver minor vishkanyan venom. The save DC for your venom is equal to the higher of your class DC or spell DC.
+
+## Vishkanya Heritages
+
+[[Elusive Vishkanya]]
+
+[[Keen-Venom Vishkanya]]
+
+[[Old-Blood Vishkanya]]
+
+[[Prismatic Vishkanya]]
+
+[[Scalekeeper Vishkanya]]
+
+[[Venom-Resistant Vishkanya]]
\ No newline at end of file
diff --git a/content/mechanics/setting/Domains/desktop.ini b/content/mechanics/srd/Ancestries/desktop.ini
old mode 100644
new mode 100755
similarity index 100%
rename from content/mechanics/setting/Domains/desktop.ini
rename to content/mechanics/srd/Ancestries/desktop.ini
diff --git a/content/mechanics/srd/Ancestry Features/Advanced Undead Benefits.md b/content/mechanics/srd/Ancestry Features/Advanced Undead Benefits.md
new file mode 100755
index 000000000..8a5c07417
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Advanced Undead Benefits.md
@@ -0,0 +1,27 @@
+---
+obsidianUIMode: preview
+title: "Advanced Undead Benefits"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.cxq1V6w2UYe3RHTN"
+license: OGL
+---
+# Advanced Undead Benefits
+
+###
+
+**Category** ancestryfeature;
+
+
+
+
+**Darkvision:** You gain darkvision if you don't already have it.
+
+**Greater Disease and Poison Protection:** Your bonus against disease and poison increases to +2. You gain poison resistance equal to half your level.
+
+**Paralysis and Sleep Protection:** You gain a +1 circumstance bonus to saving throws (or any other defense) against effects that would make you [[Conditions/Paralyzed|Paralyzed]] or have the sleep trait.
+
+*Source: Pathfinder Book of the Dead*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Animal Attack.md b/content/mechanics/srd/Ancestry Features/Animal Attack.md
new file mode 100755
index 000000000..d5cc9fa61
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Animal Attack.md
@@ -0,0 +1,40 @@
+---
+obsidianUIMode: preview
+title: "Animal Attack"
+cssclasses: pf2e,pf2e-spell
+tags:
+ - trait/common
+ - category/ancestryfeature
+ - remaster
+aliases: "Item.rgQKdpzO0Dd5DBWc"
+license: ORC
+---
+# Animal Attack
+## Feat 1
+###
+
+**Category** ancestryfeature;
+
+
+
+
+Your heritage gives you a special unarmed attack instead of the fist unarmed attack humanoids typically gain. This attack is in the brawling weapon group. Work with your GM to determine which one you have, using the type of animal you are and suggestions in your heritage for guidance. For example, you might choose a beak, talon, or wing for an eagle, a fist or tail for a monkey, or a tongue or jaws for a toad.
+
+
+
+| Unarmed Attack | Damage | Traits |
+| --- | --- | --- |
+| **Antler** | 1d6 P | Finesse, unarmed |
+| **Beak** | 1d6 P | Finesse, unarmed |
+| **Claw** | 1d4 S | Agile, finesse, unarmed |
+| **Fangs** | 1d6 P | Finesse, unarmed |
+| **Fist** | 1d4 B | Agile, finesse, nonlethal, unarmed |
+| **Horn** | 1d6 P | Finesse, unarmed |
+| **Jaws** | 1d6 P | Finesse, unarmed |
+| **Tail** | 1d6 B | Finesse, trip, unarmed |
+| **Talon** | 1d4 P | Agile, finesse, unarmed |
+| **Tongue** | 1d6 B | Finesse, unarmed |
+| **Wing** | 1d4 B | Agile, finesse, unarmed |
+
+*Source: Pathfinder Howl of the Wild*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Aquatic Adaptation.md b/content/mechanics/srd/Ancestry Features/Aquatic Adaptation.md
new file mode 100755
index 000000000..fe7d3cf38
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Aquatic Adaptation.md
@@ -0,0 +1,25 @@
+---
+obsidianUIMode: preview
+title: "Aquatic Adaptation"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/lizardfolk
+ - trait/common
+ - category/ancestryfeature
+ - remaster
+aliases: "Item.s9wa61GeXF9hx08O"
+license: ORC
+---
+# Aquatic Adaptation
+
+### [[lizardfolk]]
+
+**Category** ancestryfeature;
+
+
+
+
+Your reptilian biology allows you to hold your breath for a long time. You gain the [[Feats/Breath Control|Breath Control]] general feat as a bonus feat.
+
+*Source: Pathfinder Player Core 2*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Aquatic Grace.md b/content/mechanics/srd/Ancestry Features/Aquatic Grace.md
new file mode 100755
index 000000000..a6f9d8048
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Aquatic Grace.md
@@ -0,0 +1,24 @@
+---
+obsidianUIMode: preview
+title: "Aquatic Grace"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/common
+ - category/ancestryfeature
+ - remaster
+aliases: "Item.EpJPeXDByir877DM"
+license: ORC
+---
+# Aquatic Grace
+
+###
+
+**Category** ancestryfeature;
+
+
+
+
+When you roll a success on a saving throw against a water effect, you get a critical success instead.
+
+*Source: Pathfinder Howl of the Wild*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Automaton Core.md b/content/mechanics/srd/Ancestry Features/Automaton Core.md
new file mode 100755
index 000000000..9c31212bf
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Automaton Core.md
@@ -0,0 +1,24 @@
+---
+obsidianUIMode: preview
+title: "Automaton Core"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/automaton
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.bNweU5vYA9VOfWDY"
+license: OGL
+---
+# Automaton Core
+
+### [[automaton]]
+
+**Category** ancestryfeature;
+
+
+
+
+Your body contains an automaton core infused with planar quintessence that grants you power to perform various tasks and houses your soul and life energy. This life energy flows through you much like the blood of humanoids. As a result, you are a living creature. You don't have the typical construct immunities, can be affected by effects that target a living creature, and can recover Hit Points normally via vitality energy. Additionally, you are not destroyed when reduced to 0 Hit Points. Instead, your life energy attempts to keep you active even in dire straits; you are knocked out and begin dying when reduced to 0 Hit Points.
+
+*Source: Pathfinder Guns & Gears*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Awakened Form.md b/content/mechanics/srd/Ancestry Features/Awakened Form.md
new file mode 100755
index 000000000..b6b9790b5
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Awakened Form.md
@@ -0,0 +1,24 @@
+---
+obsidianUIMode: preview
+title: "Awakened Form"
+cssclasses: pf2e,pf2e-spell
+tags:
+ - trait/common
+ - category/ancestryfeature
+ - remaster
+aliases: "Item.dSix1xueqrfGXayR"
+license: ORC
+---
+# Awakened Form
+## Feat 1
+###
+
+**Category** ancestryfeature;
+
+
+
+
+Awakening altered your form, enabling you to speak verbally and stand on two legs. You can wear, hold, wield, and use items. Which limbs you use to manipulate items and how many are determined by you and your GM, but for the rules you function like a humanoid with two hands.
+
+*Source: Pathfinder Howl of the Wild*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Awakened Mind.md b/content/mechanics/srd/Ancestry Features/Awakened Mind.md
new file mode 100755
index 000000000..2390e68ca
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Awakened Mind.md
@@ -0,0 +1,24 @@
+---
+obsidianUIMode: preview
+title: "Awakened Mind"
+cssclasses: pf2e,pf2e-spell
+tags:
+ - trait/common
+ - category/ancestryfeature
+ - remaster
+aliases: "Item.jiqtzjxljE7U2eI2"
+license: ORC
+---
+# Awakened Mind
+## Feat 1
+###
+
+**Category** ancestryfeature;
+
+
+
+
+Awakening altered your mind. You are no longer an animal, but you can still ask questions of, receive answers from, and use the Diplomacy skill with animals of your kind. By remembering your instincts, you can allow yourself to be affected by spells and other effects as though you were an animal.
+
+*Source: Pathfinder Howl of the Wild*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Basic Undead Benefits.md b/content/mechanics/srd/Ancestry Features/Basic Undead Benefits.md
new file mode 100755
index 000000000..7832df85f
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Basic Undead Benefits.md
@@ -0,0 +1,35 @@
+---
+obsidianUIMode: preview
+title: "Basic Undead Benefits"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.uX1qCPuLZoh76dxx"
+license: OGL
+---
+# Basic Undead Benefits
+
+###
+
+**Category** ancestryfeature;
+
+
+
+
+**Necril:** You know the Necril language.
+
+**Undead Vision:** You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision.
+
+**Void Healing:** You are damaged by vitality damage and aren't healed by vitality healing effects. You don't take void damage and are healed by void effects that heal undead.
+
+**Negative Survival:** Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful void energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as stabilize, don't benefit you. When you would die, you're destroyed rather than dead, just like other undead.
+
+**Immunity to Death Effects:** You're immune to death effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become frightened by a phantasmal killer, you just don't instantly die from it.
+
+**Disease and Poison Protection:** You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison.
+
+**Undead Hunger:** While you don't eat or drink the same food as humanoids do, you usually have thirsts and hungers related to your undead state, such as a ghoul's hunger for humanoid flesh, a zombie's craving for brains, and a vampire's desire for blood. Additionally, while you don't sleep, you enter a state of quiescence for at least 4 hours a day to recuperate, which lets your undead flesh reknit and recover naturally. Many undead choose to rest when the sun is at its highest.
+
+*Source: Pathfinder Book of the Dead*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Bite.md b/content/mechanics/srd/Ancestry Features/Bite.md
new file mode 100755
index 000000000..277b217d1
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Bite.md
@@ -0,0 +1,25 @@
+---
+obsidianUIMode: preview
+title: "Bite"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/gnoll
+ - trait/common
+ - category/ancestryfeature
+ - remaster
+aliases: "Item.JiOhY7vL214AV9dz"
+license: ORC
+---
+# Bite
+
+### [[gnoll]]
+
+**Category** ancestryfeature;
+
+
+
+
+Your sharp teeth and powerful jaws are fearsome weapons. You have a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group.
+
+*Source: Pathfinder Player Core 2*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Blunt Snout.md b/content/mechanics/srd/Ancestry Features/Blunt Snout.md
new file mode 100755
index 000000000..5c4a6efb0
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Blunt Snout.md
@@ -0,0 +1,24 @@
+---
+obsidianUIMode: preview
+title: "Blunt Snout"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/shoony
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.qnpp6f0jxlZKQ4Qk"
+license: OGL
+---
+# Blunt Snout
+
+### [[shoony]]
+
+**Category** ancestryfeature;
+
+
+
+
+Your small, blunt snout and labyrinthine sinus system make you resistant to phenomena that assail the nose. When you roll a saving throw against inhaled threats (such as inhaled poisons) and olfactory effects (such as xulgath stench), you get the outcome one degree of success better than the result of your roll.
+
+*Source: Pathfinder #153: Life's Long Shadows*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Change Shape.md b/content/mechanics/srd/Ancestry Features/Change Shape.md
new file mode 100755
index 000000000..aaad322fc
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Change Shape.md
@@ -0,0 +1,23 @@
+---
+obsidianUIMode: preview
+title: "Change Shape"
+cssclasses: pf2e,pf2e-spell
+tags:
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.bZ4I6I6HKssYyeN5"
+license: OGL
+---
+# Change Shape
+## Feat 1
+###
+
+**Category** ancestryfeature;
+
+
+
+
+As a kitsune, you gain the [[Actions/Change Shape|Change Shape]] ability.
+
+*Source: Pathfinder Lost Omens: Ancestry Guide*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Clan Dagger.md b/content/mechanics/srd/Ancestry Features/Clan Dagger.md
new file mode 100755
index 000000000..acb56e1a7
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Clan Dagger.md
@@ -0,0 +1,24 @@
+---
+obsidianUIMode: preview
+title: "Clan Dagger"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/dwarf
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.PcjyNmeY0ZQjZgUV"
+license: OGL
+---
+# Clan Dagger
+
+### [[dwarf]]
+
+**Category** ancestryfeature;
+
+
+
+
+You get one [[Equipment/Clan Dagger|Clan Dagger]] of your clan for free, as it was given to you at birth. Selling this dagger is a terrible taboo and earns you the disdain of other dwarves.
+
+*Source: Pathfinder Core Rulebook*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Claws.md b/content/mechanics/srd/Ancestry Features/Claws.md
new file mode 100755
index 000000000..2e8bfd135
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Claws.md
@@ -0,0 +1,25 @@
+---
+obsidianUIMode: preview
+title: "Claws"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/lizardfolk
+ - trait/common
+ - category/ancestryfeature
+ - remaster
+aliases: "Item.bhQLcBxhobvFY8eg"
+license: ORC
+---
+# Claws
+
+### [[lizardfolk]]
+
+**Category** ancestryfeature;
+
+
+
+
+Your sharp claws offer an alternative to the fists other humanoids bring to a fight. You have a claw unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits.
+
+*Source: Pathfinder Player Core 2*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Constructed (Poppet).md b/content/mechanics/srd/Ancestry Features/Constructed (Poppet).md
new file mode 100755
index 000000000..60a4d5101
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Constructed (Poppet).md
@@ -0,0 +1,24 @@
+---
+obsidianUIMode: preview
+title: "Constructed (Poppet)"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/poppet
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.pl0BFUTVMkNrAsiZ"
+license: OGL
+---
+# Constructed (Poppet)
+
+### [[poppet]]
+
+**Category** ancestryfeature;
+
+
+
+
+The materials of your body resist ailments that assail the flesh. You gain a +1 circumstance bonus to saving throws against death effects, disease, and poison as well as to saving throws against effects that would give you the drained, paralyzed, or sickened conditions. Your spark of life means that you're a living creature, and you can be healed by vitality energy and harmed by void energy as normal.
+
+*Source: Pathfinder Lost Omens: The Grand Bazaar*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Constructed Body.md b/content/mechanics/srd/Ancestry Features/Constructed Body.md
new file mode 100755
index 000000000..1b214bbfd
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Constructed Body.md
@@ -0,0 +1,24 @@
+---
+obsidianUIMode: preview
+title: "Constructed Body"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/automaton
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.IxifeHI2SKQVH5PD"
+license: OGL
+---
+# Constructed Body
+
+### [[automaton]]
+
+**Category** ancestryfeature;
+
+
+
+
+Your physiological needs are different than those of living creatures. You don't need to eat or drink. You don't need to sleep, but you still need a daily period of rest. During this period of rest, you must enter a recuperating standby state for 2 hours, which is similar to sleeping except you are aware of your surroundings and don't take penalties for being [[Conditions/Unconscious|Unconscious]]. Much like with sleeping, if you go too long without entering your standby state, you become [[Conditions/Fatigued|Fatigued]] and can't recover until you enter standby for 2 hours.
+
+*Source: Pathfinder Guns & Gears*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Constructed.md b/content/mechanics/srd/Ancestry Features/Constructed.md
new file mode 100755
index 000000000..b591b202a
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Constructed.md
@@ -0,0 +1,24 @@
+---
+obsidianUIMode: preview
+title: "Constructed"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/android
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.74ftEzfkbHi8p9Rn"
+license: OGL
+---
+# Constructed
+
+### [[android]]
+
+**Category** ancestryfeature;
+
+
+
+
+Your synthetic body resists ailments better than those of purely biological organisms. You gain a +1 circumstance bonus to saving throws against diseases, poisons, and radiation.
+
+*Source: Pathfinder Lost Omens: Ancestry Guide*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Cryptomnesia.md b/content/mechanics/srd/Ancestry Features/Cryptomnesia.md
new file mode 100755
index 000000000..304ca2e12
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Cryptomnesia.md
@@ -0,0 +1,25 @@
+---
+obsidianUIMode: preview
+title: "Cryptomnesia"
+cssclasses: pf2e,pf2e-spell
+tags:
+ - trait/samsaran
+ - trait/common
+ - category/ancestryfeature
+ - remaster
+aliases: "Item.UpM9roufTRcZiOnx"
+license: ORC
+---
+# Cryptomnesia
+## Feat 1
+### [[samsaran]]
+
+**Category** ancestryfeature;
+
+
+
+
+You retain bits of knowledge from your former lives. You gain a +1 circumstance bonus to untrained skill checks.
+
+*Source: Pathfinder Lost Omens: Tian Xia Character Guide*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Draconic Exemplar.md b/content/mechanics/srd/Ancestry Features/Draconic Exemplar.md
new file mode 100755
index 000000000..a0d5e3dea
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Draconic Exemplar.md
@@ -0,0 +1,41 @@
+---
+obsidianUIMode: preview
+title: "Draconic Exemplar"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/kobold
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.riz9xWCNxohwM48J"
+license: OGL
+---
+# Draconic Exemplar
+
+### [[kobold]]
+
+**Category** ancestryfeature;
+
+
+
+
+You draw minor powers from your draconic exemplar. Choose a type of chromatic or metallic dragon to be your exemplar. This determines your scale color and appearance, and dragons sometimes look more favorably upon those kobolds who resemble them, at the GM's discretion. Your exemplar may also determine details of other abilities you have, using the Draconic Exemplars table.
+
+### **Table 1-1 Draconic Exemplars**
+
+
+
+| Dragon | Breath Weapon Shape | Damage Type | Saving Throw |
+| --- | --- | --- | --- |
+| Black | Line | Acid | Reflex |
+| Blue | Line | Electricity | Reflex |
+| Green | Cone | Poison | Fortitude |
+| Red | Cone | Fire | Reflex |
+| White | Cone | Cold | Reflex |
+| Brass | Line | Fire | Reflex |
+| Bronze | Line | Electricity | Reflex |
+| Copper | Line | Acid | Reflex |
+| Gold | Cone | Fire | Reflex |
+| Silver | Cone | Cold | Reflex |
+
+*Source: Pathfinder Advanced Player's Guide*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Emotionally Unaware.md b/content/mechanics/srd/Ancestry Features/Emotionally Unaware.md
new file mode 100755
index 000000000..b2e64143b
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Emotionally Unaware.md
@@ -0,0 +1,24 @@
+---
+obsidianUIMode: preview
+title: "Emotionally Unaware"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/android
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.KGJ7IiVVR3qRYKkn"
+license: OGL
+---
+# Emotionally Unaware
+
+### [[android]]
+
+**Category** ancestryfeature;
+
+
+
+
+You find it difficult to understand and express complex emotions. You take a -1 circumstance penalty to Diplomacy and Performance checks, and on Perception checks to Sense Motive.
+
+*Source: Pathfinder Lost Omens: Ancestry Guide*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Empathic Sense.md b/content/mechanics/srd/Ancestry Features/Empathic Sense.md
new file mode 100755
index 000000000..2681c09fa
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Empathic Sense.md
@@ -0,0 +1,23 @@
+---
+obsidianUIMode: preview
+title: "Empathic Sense"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.TtZHwSnTqaVkONoP"
+license: OGL
+---
+# Empathic Sense
+
+###
+
+**Category** ancestryfeature;
+
+
+
+
+Kashrishi are able to get a vague sense of the current emotional state of others within 15 feet of them. This manifests as a general feeling of happiness, anger, or fear, without any specific details. For those with whom kashrishi have an emotional connection, physical touch can heighten this sense to greater degrees of detail and understanding, increasing with the strength of their bond. This also functions as an imprecise sense alerting you to the presence, but not the precise location, of non-mindless creatures within the area. You gain a +2 circumstance bonus on Perception checks to [[Actions/Sense Motive|Sense Motive]] against non-mindless creatures within the area of your empathic sense.
+
+*Source: Pathfinder Lost Omens: Impossible Lands*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Eyes in Back.md b/content/mechanics/srd/Ancestry Features/Eyes in Back.md
new file mode 100755
index 000000000..7877b653e
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Eyes in Back.md
@@ -0,0 +1,24 @@
+---
+obsidianUIMode: preview
+title: "Eyes in Back"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/goloma
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.TJ5yzL8JLtmJWQvF"
+license: OGL
+---
+# Eyes in Back
+
+### [[goloma]]
+
+**Category** ancestryfeature;
+
+
+
+
+You have eyes that point in several different directions and instinctively notice movement in the peripheries of your vision. When you use the Seek basic action, you can look for creatures in two areas instead of one. If precision is necessary, you can select two 30-foot cones or 15-foot bursts within line of sight instead of one.
+
+*Source: Pathfinder Lost Omens: The Mwangi Expanse*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Fangs (Nagaji).md b/content/mechanics/srd/Ancestry Features/Fangs (Nagaji).md
new file mode 100755
index 000000000..87a5d45dc
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Fangs (Nagaji).md
@@ -0,0 +1,23 @@
+---
+obsidianUIMode: preview
+title: "Fangs (Nagaji)"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.DiVg72V30ZFTxT4s"
+license: OGL
+---
+# Fangs (Nagaji)
+
+###
+
+**Category** ancestryfeature;
+
+
+
+
+Your mouth contains either rows of hooked, needle-sharp teeth or a pair of vicious serpent fangs. You gain a fangs unarmed attack that deals 1d6 piercing damage. Your fangs are in the brawling group and have the finesse and unarmed traits.
+
+*Source: Pathfinder Lost Omens: Impossible Lands*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Fangs.md b/content/mechanics/srd/Ancestry Features/Fangs.md
new file mode 100755
index 000000000..75eb1e40e
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Fangs.md
@@ -0,0 +1,24 @@
+---
+obsidianUIMode: preview
+title: "Fangs"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/anadi
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.fTDzi8lrDUGe6QK0"
+license: OGL
+---
+# Fangs
+
+### [[anadi]]
+
+**Category** ancestryfeature;
+
+
+
+
+You were born with a natural means for hunting and self-defense. You gain a fangs unarmed attack that deals 1d6 piercing damage. Your fangs are in the brawling group and have the finesse and unarmed traits.
+
+*Source: Pathfinder Lost Omens: The Mwangi Expanse*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Flammable.md b/content/mechanics/srd/Ancestry Features/Flammable.md
new file mode 100755
index 000000000..535f886d5
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Flammable.md
@@ -0,0 +1,23 @@
+---
+obsidianUIMode: preview
+title: "Flammable"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.pZ2Isr5lhs5nriYi"
+license: OGL
+---
+# Flammable
+
+###
+
+**Category** ancestryfeature;
+
+
+
+
+You have weakness to fire damage equal to one-third your level (minimum 1).
+
+*Source: Pathfinder Lost Omens: The Grand Bazaar*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Glowing Horn.md b/content/mechanics/srd/Ancestry Features/Glowing Horn.md
new file mode 100755
index 000000000..76a32dd67
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Glowing Horn.md
@@ -0,0 +1,23 @@
+---
+obsidianUIMode: preview
+title: "Glowing Horn"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.Ppb6IvwERitzANm0"
+license: OGL
+---
+# Glowing Horn
+
+###
+
+**Category** ancestryfeature;
+
+
+
+
+Your horn reacts to psychic energy by softly glowing. The horn emanates dim light in a 10-foot emanation until the start of your next turn whenever you use an occult action you gained from an ancestry feat, cast an innate occult spell, or Cast a Spell that has the mental trait.
+
+*Source: Pathfinder Lost Omens: Impossible Lands*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Greater Darkvision.md b/content/mechanics/srd/Ancestry Features/Greater Darkvision.md
new file mode 100755
index 000000000..21df8d018
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Greater Darkvision.md
@@ -0,0 +1,23 @@
+---
+obsidianUIMode: preview
+title: "Greater Darkvision"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.Bq7r95zfRH9OyXTJ"
+license: OGL
+---
+# Greater Darkvision
+
+###
+
+**Category** ancestryfeature;
+
+
+
+
+You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. Some forms of magical darkness, such as a 4th-rank [[Spells/Darkness|Darkness]] spell, block normal darkvision. You, however, can see through even these forms of magical darkness.
+
+*Source: Pathfinder Advanced Player's Guide*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Head Gem.md b/content/mechanics/srd/Ancestry Features/Head Gem.md
new file mode 100755
index 000000000..e00b130c6
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Head Gem.md
@@ -0,0 +1,25 @@
+---
+obsidianUIMode: preview
+title: "Head Gem"
+cssclasses: pf2e,pf2e-spell
+tags:
+ - trait/sarangay
+ - trait/common
+ - category/ancestryfeature
+ - remaster
+aliases: "Item.UM2qpPUmyuu4n8nZ"
+license: ORC
+---
+# Head Gem
+## Feat 1
+### [[sarangay]]
+
+**Category** ancestryfeature;
+
+
+
+
+Upon your brow is a gem that houses your soul. When casting any spell or ritual to return you to life, your intact [[Equipment/Head Gem|Head Gem]] can be substituted for your body. While you can freely remove your head gem, it's typically impossible for another creature to forcibly remove or destroy your head gem unless you're killed or permanently incapacitated first; at the GM's discretion, powerful magic or abilities can circumvent this restriction. If your head gem is removed or destroyed, it can be regrown using a day-long ritual. When this occurs, any remains of the previous gem immediately crumble to dust.
+
+*Source: Pathfinder Lost Omens: Tian Xia Character Guide*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Horns (Minotaur).md b/content/mechanics/srd/Ancestry Features/Horns (Minotaur).md
new file mode 100755
index 000000000..4524fdfce
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Horns (Minotaur).md
@@ -0,0 +1,25 @@
+---
+obsidianUIMode: preview
+title: "Horns (Minotaur)"
+cssclasses: pf2e,pf2e-spell
+tags:
+ - trait/minotaur
+ - trait/common
+ - category/ancestryfeature
+ - remaster
+aliases: "Item.T97rZAIixgbnEEus"
+license: ORC
+---
+# Horns (Minotaur)
+## Feat 1
+### [[minotaur]]
+
+**Category** ancestryfeature;
+
+
+
+
+Your sharp horns are as deadly as spears. You have a horns unarmed attack that deals 1d8 piercing damage. Your horns are in the brawling group and have the unarmed trait.
+
+*Source: Pathfinder Howl of the Wild*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Horns (Sarangay).md b/content/mechanics/srd/Ancestry Features/Horns (Sarangay).md
new file mode 100755
index 000000000..fd63d35bb
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Horns (Sarangay).md
@@ -0,0 +1,25 @@
+---
+obsidianUIMode: preview
+title: "Horns (Sarangay)"
+cssclasses: pf2e,pf2e-spell
+tags:
+ - trait/sarangay
+ - trait/common
+ - category/ancestryfeature
+ - remaster
+aliases: "Item.RME51Q9hF1psTJ2Z"
+license: ORC
+---
+# Horns (Sarangay)
+## Feat 1
+### [[sarangay]]
+
+**Category** ancestryfeature;
+
+
+
+
+Your powerful horns are formidable weapons. You have a horns unarmed attack that deals 1d6 piercing damage and has the shove trait. Your horns are in the brawling group.
+
+*Source: Pathfinder Lost Omens: Tian Xia Character Guide*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Hydration (Merfolk).md b/content/mechanics/srd/Ancestry Features/Hydration (Merfolk).md
new file mode 100755
index 000000000..5c3ca812d
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Hydration (Merfolk).md
@@ -0,0 +1,24 @@
+---
+obsidianUIMode: preview
+title: "Hydration (Merfolk)"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/common
+ - category/ancestryfeature
+ - remaster
+aliases: "Item.7FaoUzvFVUYBmR0R"
+license: ORC
+---
+# Hydration (Merfolk)
+
+###
+
+**Category** ancestryfeature;
+
+
+
+
+Your body requires you to return to aquatic environments at least once in a 24-hour period. After the first 24 hours outside of water, you take a –1 status penalty to Fortitude saves. After 48 hours, you struggle to breathe air and begin to suffocate until returned to water.
+
+*Source: Pathfinder Howl of the Wild*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Hydration.md b/content/mechanics/srd/Ancestry Features/Hydration.md
new file mode 100755
index 000000000..c6c398268
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Hydration.md
@@ -0,0 +1,28 @@
+---
+obsidianUIMode: preview
+title: "Hydration"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/azarketi
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.9Mi4Elg9EgXza4Yc"
+license: OGL
+---
+# Hydration
+
+### [[azarketi]]
+
+**Category** ancestryfeature;
+
+
+
+
+While you are an amphibious being equally as capable on land as in the water, your body requires you to return to aquatic environments at least once in a 24-hour period. You must submerge in water in order to rehydrate your water-acclimated skin.
+
+If you fail to do this, your skin begins to crack and your gills become painful. After the first 24 hours outside of water, you take a -1 status penalty to Fortitude saves. After 48 hours, you struggle to breathe air and begin to suffocate until returned to water.
+
+[[Feat_Feature Effects/Effect_ Dehydrated|Effect: Hydration]]
+
+*Source: Pathfinder Lost Omens: Absalom, City of Lost Omens*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Innate Venom.md b/content/mechanics/srd/Ancestry Features/Innate Venom.md
new file mode 100755
index 000000000..ba6f3915f
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Innate Venom.md
@@ -0,0 +1,23 @@
+---
+obsidianUIMode: preview
+title: "Innate Venom"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.NJFTa7aFN17mrIKp"
+license: OGL
+---
+# Innate Venom
+
+###
+
+**Category** ancestryfeature;
+
+
+
+
+Your blood carries toxins deadly to all but yourself. You gain the [[Actions/Envenom|Envenom]] action, which can deliver minor vishkanyan venom. The save DC for your venom is equal to the higher of your class DC or spell DC.
+
+*Source: Pathfinder Lost Omens: Impossible Lands*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Keen Eyes.md b/content/mechanics/srd/Ancestry Features/Keen Eyes.md
new file mode 100755
index 000000000..2b3d847df
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Keen Eyes.md
@@ -0,0 +1,25 @@
+---
+obsidianUIMode: preview
+title: "Keen Eyes"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/halfling
+ - trait/common
+ - category/ancestryfeature
+ - remaster
+aliases: "Item.gqws3rU3QVsUUZnV"
+license: ORC
+---
+# Keen Eyes
+
+### [[halfling]]
+
+**Category** ancestryfeature;
+
+
+
+
+Your eyes are sharp, allowing you to make out small details about [[Conditions/Concealed|Concealed]] or even [[Conditions/Invisible|Invisible]] creatures that others might miss. You gain a +2 circumstance bonus when using the [[Actions/Seek|Seek]] action to find [[Conditions/Hidden|Hidden]] or [[Conditions/Undetected|Undetected]] creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Land on Your Feet.md b/content/mechanics/srd/Ancestry Features/Land on Your Feet.md
new file mode 100755
index 000000000..e89bd5a19
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Land on Your Feet.md
@@ -0,0 +1,25 @@
+---
+obsidianUIMode: preview
+title: "Land on Your Feet"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/catfolk
+ - trait/common
+ - category/ancestryfeature
+ - remaster
+aliases: "Item.LFkNJ6Udl6Yc0oUP"
+license: ORC
+---
+# Land on Your Feet
+
+### [[catfolk]]
+
+**Category** ancestryfeature;
+
+
+
+
+When you fall, you take only half the normal damage and don't land [[Conditions/Prone|Prone]].
+
+*Source: Pathfinder Player Core 2*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Magical Strikes.md b/content/mechanics/srd/Ancestry Features/Magical Strikes.md
new file mode 100755
index 000000000..c2d4306a3
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Magical Strikes.md
@@ -0,0 +1,24 @@
+---
+obsidianUIMode: preview
+title: "Magical Strikes"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/sprite
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.JA2WpXlIyc50za1J"
+license: OGL
+---
+# Magical Strikes
+
+### [[sprite]]
+
+**Category** ancestryfeature;
+
+
+
+
+Your inherent magic pervades your entire being. All your Strikes are magical, whether with unarmed attacks or weapons.
+
+*Source: Pathfinder Lost Omens: Ancestry Guide*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Magiphage.md b/content/mechanics/srd/Ancestry Features/Magiphage.md
new file mode 100755
index 000000000..30d75b291
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Magiphage.md
@@ -0,0 +1,24 @@
+---
+obsidianUIMode: preview
+title: "Magiphage"
+cssclasses: pf2e,pf2e-spell
+tags:
+ - trait/common
+ - category/ancestryfeature
+ - remaster
+aliases: "Item.vQzwdrCCHngaaek8"
+license: ORC
+---
+# Magiphage
+## Feat 1
+###
+
+**Category** ancestryfeature;
+
+
+
+
+The various nodes throughout your body draw in latent magic from the world around you. You don't need to eat or drink unless you're in an especially magic-poor environment (such as the Mana Wastes). Choose what tradition of magic you most consumed as a larva; this type of magic has become so ingrained in your body that it changes the tradition of all surki spells and magical actions to that tradition.
+
+*Source: Pathfinder Howl of the Wild*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Mount.md b/content/mechanics/srd/Ancestry Features/Mount.md
new file mode 100755
index 000000000..8875ddb84
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Mount.md
@@ -0,0 +1,25 @@
+---
+obsidianUIMode: preview
+title: "Mount"
+cssclasses: pf2e,pf2e-spell
+tags:
+ - trait/centaur
+ - trait/common
+ - category/ancestryfeature
+ - remaster
+aliases: "Item.izxGlOrk75syRKUZ"
+license: ORC
+---
+# Mount
+## Feat 1
+### [[centaur]]
+
+**Category** ancestryfeature;
+
+
+
+
+Your equine body is well suited for carrying trusted allies. A PC can ride you if they are one size category smaller than you (Medium size, for most centaurs), rather than needing to be two size categories smaller.
+
+*Source: Pathfinder Howl of the Wild*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Natural Climber.md b/content/mechanics/srd/Ancestry Features/Natural Climber.md
new file mode 100755
index 000000000..97e618c92
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Natural Climber.md
@@ -0,0 +1,24 @@
+---
+obsidianUIMode: preview
+title: "Natural Climber"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/common
+ - category/ancestryfeature
+ - remaster
+aliases: "Item.q0FrvmbU8LzU0LpY"
+license: ORC
+---
+# Natural Climber
+
+###
+
+**Category** ancestryfeature;
+
+
+
+
+You gain a +2 circumstance bonus to Athletics checks to Climb.
+
+*Source: Pathfinder Player Core 2*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Photosynthesis.md b/content/mechanics/srd/Ancestry Features/Photosynthesis.md
new file mode 100755
index 000000000..dfd2019da
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Photosynthesis.md
@@ -0,0 +1,23 @@
+---
+obsidianUIMode: preview
+title: "Photosynthesis"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.SF4HHiVi6Hh7fBQd"
+license: OGL
+---
+# Photosynthesis
+
+###
+
+**Category** ancestryfeature;
+
+
+
+
+You gain nourishment from photosynthesis. You typically don't need to pay for food. If you go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of alchemical sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (40 sp).
+
+*Source: Pathfinder Lost Omens: Impossible Lands*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Plant Nourishment.md b/content/mechanics/srd/Ancestry Features/Plant Nourishment.md
new file mode 100755
index 000000000..9808c3443
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Plant Nourishment.md
@@ -0,0 +1,25 @@
+---
+obsidianUIMode: preview
+title: "Plant Nourishment"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/leshy
+ - trait/common
+ - category/ancestryfeature
+ - remaster
+aliases: "Item.09cefI0TZMQB0fr2"
+license: ORC
+---
+# Plant Nourishment
+
+### [[leshy]]
+
+**Category** ancestryfeature;
+
+
+
+
+You gain nourishment in the same way that the plants or fungi that match your body type normally do, through some combination of photosynthesis, absorbing minerals with your roots, or scavenging decaying matter. You typically do not need to pay for food. If you normally rely on photosynthesis and go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (or 40 sp).
+
+*Source: Pathfinder Player Core*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Prehensile Tail.md b/content/mechanics/srd/Ancestry Features/Prehensile Tail.md
new file mode 100755
index 000000000..b257a2e89
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Prehensile Tail.md
@@ -0,0 +1,23 @@
+---
+obsidianUIMode: preview
+title: "Prehensile Tail"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.rqiKInhs5h1UEVMM"
+license: OGL
+---
+# Prehensile Tail
+
+###
+
+**Category** ancestryfeature;
+
+
+
+
+You can use your long, flexible tail to perform Interact actions requiring a free hand, even if both hands are otherwise occupied. Your tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items.
+
+*Source: Pathfinder Lost Omens: Impossible Lands*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Revulsion.md b/content/mechanics/srd/Ancestry Features/Revulsion.md
new file mode 100755
index 000000000..3f418207e
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Revulsion.md
@@ -0,0 +1,23 @@
+---
+obsidianUIMode: preview
+title: "Revulsion"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.FWSfLSJuGpuUXNmw"
+license: OGL
+---
+# Revulsion
+
+###
+
+**Category** ancestryfeature;
+
+
+
+
+You can't voluntarily come within 10 feet of brandished garlic or a religious symbol of a non-evil deity. A creature must Interact to brandish garlic or a religious symbol for 1 round (similar to Raising a Shield). If you involuntarily come within 10 feet of an object of your revulsion, you gain the [[Conditions/Fleeing|Fleeing]] condition, running from the subject of your revulsion until you end an action beyond 10 feet of it. After 1 round of being exposed to the subject of your revulsion, you can attempt a DC 25 Will check save as a single action, which has the concentrate trait. On a success, you overcome your revulsions for 1d6 rounds, or 1 hour on a critical success.
+
+*Source: Pathfinder Book of the Dead*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Robust.md b/content/mechanics/srd/Ancestry Features/Robust.md
new file mode 100755
index 000000000..403c145f9
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Robust.md
@@ -0,0 +1,25 @@
+---
+obsidianUIMode: preview
+title: "Robust"
+cssclasses: pf2e,pf2e-spell
+tags:
+ - trait/centaur
+ - trait/common
+ - category/ancestryfeature
+ - remaster
+aliases: "Item.YtILASZOpW0HuQAl"
+license: ORC
+---
+# Robust
+## Feat 1
+### [[centaur]]
+
+**Category** ancestryfeature;
+
+
+
+
+You increase your maximum and encumbered Bulk limits by 2.
+
+*Source: Pathfinder Howl of the Wild*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Sharp Beak.md b/content/mechanics/srd/Ancestry Features/Sharp Beak.md
new file mode 100755
index 000000000..c5702221b
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Sharp Beak.md
@@ -0,0 +1,24 @@
+---
+obsidianUIMode: preview
+title: "Sharp Beak"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/common
+ - category/ancestryfeature
+ - remaster
+aliases: "Item.OxAeNmTx18MPMcon"
+license: ORC
+---
+# Sharp Beak
+
+###
+
+**Category** ancestryfeature;
+
+
+
+
+With your sharp beak, you are never without a weapon. You have a beak unarmed attack that deals 1d6 piercing damage. Your beak is in the brawling weapon group and has the finesse and unarmed traits.
+
+*Source: Pathfinder Player Core 2*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Sharp Teeth.md b/content/mechanics/srd/Ancestry Features/Sharp Teeth.md
new file mode 100755
index 000000000..2342a3202
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Sharp Teeth.md
@@ -0,0 +1,25 @@
+---
+obsidianUIMode: preview
+title: "Sharp Teeth"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/ratfolk
+ - trait/common
+ - category/ancestryfeature
+ - remaster
+aliases: "Item.UibVPZ2Db2UVHLvN"
+license: ORC
+---
+# Sharp Teeth
+
+### [[ratfolk]]
+
+**Category** ancestryfeature;
+
+
+
+
+Your prominent incisors offer an alternative to the fists other humanoids bring to a fight. You have a jaws unarmed attack that deals 1d4 piercing damage, is in the brawling group, and has the agile and finesse traits.
+
+*Source: Pathfinder Player Core 2*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Sunlight Healing.md b/content/mechanics/srd/Ancestry Features/Sunlight Healing.md
new file mode 100755
index 000000000..d60ccefb1
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Sunlight Healing.md
@@ -0,0 +1,26 @@
+---
+obsidianUIMode: preview
+title: "Sunlight Healing"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/conrasu
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.UHpeLV0XlWvzNvDo"
+license: OGL
+---
+# Sunlight Healing
+
+### [[conrasu]]
+
+**Category** ancestryfeature;
+
+
+
+
+A conrasu can enter a meditative, healing state as a 10-minute activity when exposed to direct sunlight, in which case they recover 1d8 healing Hit Points. At 3rd level, and every 2 levels thereafter, this healing increases by 1d8.
+
+Once a conrasu has recovered Hit Points in this way, they are temporarily immune to further uses of Sunlight Healing for 1 day.
+
+*Source: Pathfinder Lost Omens: The Mwangi Expanse*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Sunlight.md b/content/mechanics/srd/Ancestry Features/Sunlight.md
new file mode 100755
index 000000000..3f3209088
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Sunlight.md
@@ -0,0 +1,23 @@
+---
+obsidianUIMode: preview
+title: "Sunlight"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.ZeKDp6xodP25DHAR"
+license: OGL
+---
+# Sunlight
+
+###
+
+**Category** ancestryfeature;
+
+
+
+
+If exposed to direct sunlight, you immediately become [[Conditions/Slowed|Slowed 1]]. The slowed value increases by 1 each time you end your turn in sunlight. If you lose all your actions in this way, you are destroyed. Due to your supernatural aversion to light, you don't cast shadows or show a reflection in mirrors.
+
+*Source: Pathfinder Book of the Dead*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Swim.md b/content/mechanics/srd/Ancestry Features/Swim.md
new file mode 100755
index 000000000..738ecb622
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Swim.md
@@ -0,0 +1,24 @@
+---
+obsidianUIMode: preview
+title: "Swim"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/azarketi
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.6z99hmjL6D31rOej"
+license: OGL
+---
+# Swim
+
+### [[azarketi]]
+
+**Category** ancestryfeature;
+
+
+
+
+Azarketi get a base Swim speed of 30.
+
+*Source: Pathfinder Lost Omens: Absalom, City of Lost Omens*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Unusual Anatomy.md b/content/mechanics/srd/Ancestry Features/Unusual Anatomy.md
new file mode 100755
index 000000000..4b8aa1d3d
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Unusual Anatomy.md
@@ -0,0 +1,24 @@
+---
+obsidianUIMode: preview
+title: "Unusual Anatomy"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/fleshwarp
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.mYVjjl1XZVKuyEoI"
+license: OGL
+---
+# Unusual Anatomy
+
+### [[fleshwarp]]
+
+**Category** ancestryfeature;
+
+
+
+
+Your unorthodox body resists physical afflictions meant for other creatures. You gain a +1 circumstance bonus to saves against diseases and poisons.
+
+*Source: Pathfinder Lost Omens: Ancestry Guide*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Wanderer's Soul.md b/content/mechanics/srd/Ancestry Features/Wanderer's Soul.md
new file mode 100755
index 000000000..10b3e13bc
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Wanderer's Soul.md
@@ -0,0 +1,25 @@
+---
+obsidianUIMode: preview
+title: "Wanderer's Soul"
+cssclasses: pf2e,pf2e-spell
+tags:
+ - trait/samsaran
+ - trait/common
+ - category/ancestryfeature
+ - remaster
+aliases: "Item.RiePNmdCdd6uUYH6"
+license: ORC
+---
+# Wanderer's Soul
+## Feat 1
+### [[samsaran]]
+
+**Category** ancestryfeature;
+
+
+
+
+Your soul is especially able to return to the cycle of reincarnation. When you're the subject of [[Spells/Raise Dead|Raise Dead]], [[Spells/Reincarnate|Reincarnate]], or a similar ritual that would return you to life, the primary caster uses the outcome one degree of success better than their roll. You always return to life as a samsaran, even if the ritual would reincarnate you into a body of a different ancestry.
+
+*Source: Pathfinder Lost Omens: Tian Xia Character Guide*
+*ORC*
\ No newline at end of file
diff --git a/content/mechanics/srd/Ancestry Features/Wings.md b/content/mechanics/srd/Ancestry Features/Wings.md
new file mode 100755
index 000000000..0cb3874ad
--- /dev/null
+++ b/content/mechanics/srd/Ancestry Features/Wings.md
@@ -0,0 +1,26 @@
+---
+obsidianUIMode: preview
+title: "Wings"
+cssclasses: pf2e,pf2e-action
+tags:
+ - trait/strix
+ - trait/common
+ - category/ancestryfeature
+aliases: "Item.kolx2OOL5q3ttMzH"
+license: OGL
+---
+# Wings
+
+### [[strix]]
+
+**Category** ancestryfeature;
+
+
+
+
+All strix possess powerful wings. While not all strix focus on honing their flying skills, a strong flap of their wings allows strix to travel longer distances when jumping.
+
+When [[Actions/Leap|Leaping]] horizontally, you move an additional 5 feet. You don't automatically fail your checks to [[Actions/High Jump|High Jump]] or [[Actions/Long Jump|Long Jump]] if you don't Stride at least 10 feet first. In addition, when you make a Long Jump, you can jump a distance up to 10 feet further than your Athletics check result, though still with the normal maximum of your Speed. Additionally, you take no damage from falling, no matter what distance you fall.
+
+*Source: Pathfinder Lost Omens: Ancestry Guide*
+*OGL*
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Acrobat.md b/content/mechanics/srd/Archetypes/Acrobat.md
new file mode 100755
index 000000000..7e7e7619c
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Acrobat.md
@@ -0,0 +1,119 @@
+---
+title: "Acrobat"
+noteType: ":sticky-note:"
+aliases: "Acrobat"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.rhDvoOHAhAlABiae
+tags:
+ - JournalEntryPage
+---
+
+# Acrobat
+You have trained your body to perform incredible, seemingly superhuman feats of grace. You move in ways that leave your opponents caught off guard and fumbling for a response, turning every fight into performance art.
+
+## [[Acrobat Dedication]] Feat 2
+
+**Prerequisites** trained in Acrobatics
+
+* * *
+
+You become an expert in Acrobatics. At 7th level, you become a master in Acrobatics, and at 15th level, you become legendary in Acrobatics. Whenever you critically succeed at an Acrobatics check to Tumble Through an enemy's space, you don't treat the enemy's space as difficult terrain.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the acrobat archetype.
+
+## [[Contortionist]] Feat 4
+
+**Prerequisites** Acrobat Dedication
+
+* * *
+
+You can squeeze out of tight situations surprisingly quickly, gaining an advantage against foes that try to pin you down. You gain the Quick Squeeze skill feat, and if you're a master in Acrobatics, you can Squeeze at full Speed. Whenever you successfully Escape using Acrobatics, the creature you Escaped from is off-guard against the next attack you make against it before the end of your next turn.
+
+## [[Dodge Away]] Feat 6
+
+**Prerequisites** Acrobat Dedication
+
+**Trigger** You are the target of a melee attack.
+
+**Requirements** You're aware of the attack and aren't off-guard.
+
+* * *
+
+You use your acrobatic prowess to evade an attack, using momentum to keep yourself moving, if you choose. You gain a +1 circumstance bonus to AC against the triggering attack. If the attack misses you, you can Step after the Strike. If you're a master in Acrobatics, you can move 10 feet on this Step instead of 5 feet.
+
+## [[Graceful Leaper]] Feat 7
+
+**Prerequisites** Acrobat Dedication, master in Acrobatics
+
+* * *
+
+Mass and muscle are meaningless when you leap; only grace and balance matter. You can roll an Acrobatics check instead of an Athletics check when making a High Jump or Long Jump.
+
+## [[Show-Off]] Feat 8
+
+**Frequency** once per minute
+
+**Prerequisites** Acrobat Dedicatio**n**
+
+**Access** Members of the Firebrands at the rank of second mark or higher have access to this feat.
+
+**Trigger** You succeed at an Acrobatics or Athletics check deemed suitably challenging and meaningful by the GM.
+
+* * *
+
+As is the tradition with many Firebrands, you call your shot and look to impress with an extra bit of panache or a greater stunt. Attempt the triggering check again, using the second result. On a success, you gain the normal results of the check, plus you feel invigorated by your stunt and gain temporary Hit Points equal to your level (double your level on a critical success). You lose any remaining temporary Hit Points after 1 minute. Typically, a challenging task is one with at least a standard DC for your level, though the difficulty may be higher depending on the situation. A meaningful context is one where the action's success or failure is relevant to the pursuit of your goals.
+
+## [[Tumbling Strike]] Feat 8
+
+**Prerequisites** Acrobat Dedication
+
+**Requirements** You are adjacent to an enemy.
+
+* * *
+
+Attempt an Acrobatics check against the Reflex DC of an enemy adjacent to you.
+
+* * *
+
+**Critical Success** You move through the enemy's space to an unoccupied space on the other side of the enemy from your starting position. This movement doesn't trigger reactions. You can't move farther than your Speed, and you must end your movement adjacent to the enemy whose space you moved through. After moving, you make a melee Strike against the enemy whose space you moved through, and the enemy is off-guard against that Strike.
+
+**Success** As critical success, but the enemy isn't off-guard against the Strike.
+
+**Failure** You remain in your original space but can still Strike.
+
+**Critical Failure** No effect.
+
+## [[Mockingbird's Disarm]] Feat 10
+
+**Frequency** once per minute
+
+**Prerequisites** Acrobat Dedication
+
+**Access** Members of the Firebrands at the rank of second mark or higher have access to this feat.
+
+**Trigger** You succeed at a check to Tumble Through or use Tumbling Strike, and you moved through an enemy's space.
+
+* * *
+
+The Mockingbird is a master at running into foes and coming away with their weapons. Mimicking their skill, you strike at a foe's wrist while tumbling past them, weakening their grip. You attempt to Disarm the enemy whose space you moved through. You can use Acrobatics instead of Athletics for this check.
+
+## [[Tumbling Opportunist]] Feat 10
+
+**Prerequisites** Acrobat Dedication
+
+**Frequency** once per minute
+
+**Requirements** Your most recent action was to Tumble Through or Tumbling Strike, and you successfully moved through an enemy's space.
+
+* * *
+
+You use a burst of stamina to perform a breathtaking feat of Acrobatics as you speed through a foe's space, leaving your foe lying flat on their back. You attempt to Trip the enemy whose space you moved through. You can use Acrobatics instead of Athletics for this check.
+
+## [[Quick Spring]] Feat 13
+
+**Prerequisites** Acrobat Dedication; master in Acrobatics
+
+**Access** Members of the Firebrands at the rank of second mark or higher have access to this feat.
+
+* * *
+
+Ishii Bunji is a skilled tumbler, and learning his technique allows you to propel yourself across the battlefield faster than your enemies can react. When you Tumble Through, you Stride up to twice your Speed.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Alchemist.md b/content/mechanics/srd/Archetypes/Alchemist.md
new file mode 100755
index 000000000..4a5baaaef
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Alchemist.md
@@ -0,0 +1,67 @@
+---
+title: "Alchemist"
+noteType: ":sticky-note:"
+aliases: "Alchemist"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.Ux0sa5SUBu616i5k
+tags:
+ - JournalEntryPage
+---
+
+# Alchemist
+You enjoy tinkering with alchemical formulas and substances in your spare time, and your studies have progressed beyond mere experimentation.
+
+## [[Alchemist Dedication]] Feat 2
+
+**Prerequisites** Intelligence 14
+
+* * *
+
+You put your alchemical interest into practice. You become trained in alchemical bombs and Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice. You become trained in alchemist class DC. You gain the alchemist's [[Infused Reagents]] class feature, gaining a number of reagents each day equal to your level. You also gain the [[Alchemical Crafting]] feat and four additional formulas for 1st-level alchemical items, as well as the ability to create free items during your daily preparations. Your advanced alchemy level is 1 and doesn't increase on its own.
+
+* * *
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the alchemist archetype.
+
+## [[Basic Concoction]] Feat 4
+
+**Prerequisites** Alchemist Dedication
+
+* * *
+
+You gain a 1st- or 2nd-level alchemist feat.
+
+## [[Quick Alchemy]] Feat 4
+
+**Prerequisites** Alchemist Dedication
+
+* * *
+
+You gain the [[Quick Alchemy]] action.
+
+## [[Advanced Concoction]] Feat 6
+
+**Prerequisites** Basic Concoction
+
+* * *
+
+You gain one alchemist feat. For the purpose of meeting its prerequisites, your alchemist level is equal to half your character level.
+
+* * *
+
+**Special** You can select this feat more than once. Each time you select it, you gain another alchemist feat.
+
+## [[Expert Alchemy]] Feat 6
+
+**Prerequisites** Alchemist Dedication; expert in Crafting
+
+* * *
+
+Your advanced alchemy level increases to 3. At 10th level, it increases to 5.
+
+## [[Master Alchemy]] Feat 12
+
+**Prerequisites** Alchemist Dedication; master in Crafting
+
+* * *
+
+Your advanced alchemy level increases to 7. For every level you gain beyond 12th, your advanced alchemy level increases by 1.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Aldori Duelist.md b/content/mechanics/srd/Archetypes/Aldori Duelist.md
new file mode 100755
index 000000000..653cc1509
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Aldori Duelist.md
@@ -0,0 +1,71 @@
+---
+title: "Aldori Duelist"
+noteType: ":sticky-note:"
+aliases: "Aldori Duelist"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.cBBwTnJrVmvaRMYq
+tags:
+ - JournalEntryPage
+---
+
+# Aldori Duelist
+You have sworn the Aldori swordpact and study the art of Aldori dueling, a famed school of bladecraft which has been passed down for over a millennium from the teachings of Baron Sirian Aldori. One day, you hope to demonstrate your skill at swordplay in order to become acknowledged as a true swordlord.
+
+## [[Aldori Duelist Dedication]] Feat 2
+
+**Prerequisites** trained in Aldori dueling swords
+
+**Access** You are from the Broken Lands region.
+
+* * *
+
+Your Aldori duelist training teaches you martial techniques and increases your dedication to the Aldori dueling sword. You become trained in your choice of Acrobatics or Athletics and in Dueling Lore; if you were already trained, you become an expert instead. Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with Aldori dueling swords. You gain access to Aldori dueling swords.
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the Aldori Duelist archetype.
+
+## [[Aldori Parry]] Feat 4
+
+**Prerequisites** Aldori Duelist Dedication
+
+**Requirements** You are wielding only an Aldori dueling sword and have your other hand or hands free.
+
+* * *
+
+You can parry attacks against you with your Aldori dueling sword. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirement.
+
+## [[Duelist's Edge]] Feat 4
+
+**Prerequisites** Aldori Duelist Dedication
+
+**Trigger** You roll initiative, and you can observe at least one opponent.
+
+* * *
+
+You hone your reaction time through duels and learn to draw your weapon seamlessly as you begin a fight. You gain a +2 circumstance bonus to the triggering initiative roll, and you can immediately Interact to draw your Aldori dueling sword.
+
+## [[Aldori Riposte]] Feat 6
+
+**Prerequisites** Aldori Parry
+
+**Requirements** You are benefiting from Aldori Parry.
+
+**Trigger** An opponent within your reach critically fails a Strike against you.
+
+* * *
+
+You riposte with your Aldori dueling sword when your enemy leaves an opening. Make a melee Strike or use a Disarm action against the triggering opponent using your Aldori dueling sword.
+
+## [[Unnerving Prowess]] Feat 6
+
+**Prerequisites** Aldori Duelist Dedication
+
+**Trigger** You critically succeed at a Strike or Disarm with your Aldori dueling sword.
+
+Your incredible skill with your blade unnerves your foes. You attempt to Demoralize the target of your Strike or Disarm. This Demoralize attempt does not have the auditory trait, nor do you take a penalty to the check if the target doesn't understand your language.
+
+## [[Saving Slash]] Feat 10
+
+**Prerequisites** Aldori Duelist Dedication
+
+**Trigger** An opponent critically hits you with a melee attack.
+
+You quickly whirl your blade, trying to deflect enough momentum to avoid the worst of the attack. Attempt a DC 16 flat check. If you succeed, the attack becomes a normal hit, instead of a critical hit.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Alkenstar Agent.md b/content/mechanics/srd/Archetypes/Alkenstar Agent.md
new file mode 100755
index 000000000..88f06666e
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Alkenstar Agent.md
@@ -0,0 +1,57 @@
+---
+title: "Alkenstar Agent"
+noteType: ":sticky-note:"
+aliases: "Alkenstar Agent"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.ttkG4geKXTao5pku
+tags:
+ - JournalEntryPage
+---
+
+# Alkenstar Agent
+Outwardly dashing outlaws or silent, deadly bravos, these masters of combat and culture must hone a variety of skills to serve as secret agents and informants for the leader of Alkenstar, Grand Duchess Trietta Ricia.
+
+**Additional Feats** 4th [[Plant Evidence]], [[Quick Draw]]; 6th [[Reactive Pursuit]], [[Running Reload]]; 10th [[Snap Shot]]; 18th [[Instant Opening]]
+
+## [[Alkenstar Agent Dedication]] Feat 2
+
+**Prerequisites** trained in Deception and at least one firearm
+
+**Access** You have been initiated by the grand duchess of Alkenstar or one of her agents.
+
+* * *
+
+You put on the persona of a rough and tumble outlaw, but your real goals are to report threats to Alkenstar back to the grand duchess. You become an expert in Deception and trained in your choice of Underworld Lore or Legal Lore; if you were already trained, you become an expert instead. You gain the [[Lie to Me|Lie To Me]] skill feat.
+
+* * *
+
+**Special** You can't select another dedication feat until you've gained two other feats from the Alkenstar Agent archetype.
+
+## [[Loose Cannon]] Feat 4
+
+**Prerequisites** Alkenstar Agent Dedication
+
+* * *
+
+Your unpredictable gunfire often catches enemies off guard or hits unprotected areas. Make a ranged Strike with a firearm against a creature that you haven't already attacked on this turn. You gain a circumstance bonus to damage on this Strike equal to the number of weapon damage dice. The Strike gains the following failure effect.
+
+* * *
+
+**Failure** The firearm misfires, but it doesn't cause the other critical failure effects listed below.
+
+**Critical Failure** The firearm misfires and also explodes. It becomes broken, and it deals its normal weapon damage to all creatures in a @Template\[type:burst|distance:20\] centered on the firearm, with a @Check\[type:reflex|dc:resolve(@actor.attributes.classDC.value)|basic:true\] against your class DC. This damage includes any from the weapon's fundamental and property runes.
+
+## [[Prepare Papers]] Feat 7
+
+**Prerequisites** Alkenstar Agent Dedication, master in Society
+
+* * *
+
+You're practiced at creating forgeries that establish your outlaw credentials or augment your legal authority. You can [[Create Forgery]] as an exploration activity. It takes you about 1 hour per page of the document that you're forging. This time is reduced to 10 minutes per page if you're legendary in Society.
+
+## [[Flash Your Badge]] Feat 10
+
+**Prerequisites** Alkenstar Agent Dedication, master in Intimidation
+
+* * *
+
+You make a fearsome show of your authority. Roll Intimidation checks to [[Demoralize]] each creature in a @Template\[type:cone|distance:30\]. When you do so, Demoralize gains the visual trait, and creatures are affected if they can see you. If a target creature hasn't broken a law in the past week (as determined by the GM), the result of your check against that creature is one degree of success worse than the result you rolled.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Alter Ego.md b/content/mechanics/srd/Archetypes/Alter Ego.md
new file mode 100755
index 000000000..1c7dfafc8
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Alter Ego.md
@@ -0,0 +1,147 @@
+---
+title: "Alter Ego"
+noteType: ":sticky-note:"
+aliases: "Alter Ego"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.HZHzpATOyhTjUDrR
+tags:
+ - JournalEntryPage
+---
+
+# Alter Ego
+A highly guarded castle in the middle of an extravagant ball, the headquarters of a city's infamous thieves' guild, the locked room in the back of a cultist hideout—all perfect targets for you to use your expertise at blending in. Rather than skulking through the shadows, you use your training and latent supernatural abilities to become a mirror, playing on the perceptions of others and taking on whatever role necessary to get in and out of your destination before anyone has a chance to think something is amiss.
+
+Performing an alter ego means going unregarded. Passing as just a face in the crowd is crucial, and accolades come as the gratitude from your leaders or coin from your clients, rather than the awed adoration from a crowd. This arrangement might suit you fine, as you thrive in a job well done and on the thrill of walking flagrantly past your duped adversaries. Or it might become pent up, until you can't resist a dramatic reveal or a signature calling card that shows you were there. One final word before speeding away from the castle, a gloating message left behind, or some other sign reveals your skill—usually too late for your victims to do anything about it.
+
+#### Alter Egos in Golarion
+
+While some alter egos work independently as freelancers, they're especially popular in all sorts of espionage and intelligence agencies throughout the Inner Sea and beyond. The Lion Blades of Taldor, Twilight Talons of Andoran, Silver Ravens of Ravounel, and various Chelaxian secret police use alter egos to keep abreast of situations throughout the Shining Kingdoms and Old Cheliax. Meanwhile, powerful mercantile groups, like the Golden League in Tian Xia or the Aspis Consortium, employ alter egos for corporate espionage, making sure they always stay one step ahead of the competition. In Mzali in the Mwangi Expanse, the rebels known as the Bright Lions often seek the aid of alter egos to escape the notice of the mummified child god Walkena.
+
+## [[Alter Ego Dedication]] Feat 2
+
+**Prerequisites** trained in Deception and Stealth
+
+* * *
+
+You make yourself into a living mirror, becoming a double of someone unremarkable, and you slip into exactly the role that can get you past security or into a sensitive facility. You become an expert in Deception. You gain the [[Assume a Role]] activity.
+
+* * *
+
+**Special** You can't select another dedication feat until you've gained two other feats from the alter ego archetype.
+
+## [[We're on the List]] Feat 3
+
+**Prerequisites** Alter Ego Dedication, or Archaeologist Dedication; trained in Society
+
+**Access** Members of the Firebrands at the rank of second mark or higher have access to this feat.
+
+**Trigger** An ally you can see and hear is about to attempt a Deception check to Impersonate someone or Lie.
+
+* * *
+
+Emulating Shensen whenever she arrives at a show, you share your knowledge of the region and drop a few important local names to make a good impression and help your allies do the same. Attempt a Society check to Aid your ally. If you succeed, you recall a few specific details about local culture and personalities to help support your ally's deception. In addition to the benefits of your Aid, the triggering ally rolls their Deception check twice and takes the better result. This is a fortune effect.
+
+## [[Change of Face]] Feat 4
+
+**Prerequisites** Alter Ego Dedication
+
+* * *
+
+You know that for the best disguise to work, one requires not only the right skills but also the right look-luckily you can copy both using special magical techniques. When you [[Impersonate]], you don't need a disguise kit; instead, simple illusions or temporary transmutations ripple over your body like mirror shards, providing the supplies that the kit ordinarily would. When you Impersonate in this way, your Impersonate activity gains the occult trait.
+
+## [[Fake It Till You Make It]] Feat 4
+
+**Prerequisites** Alter Ego Dedication
+
+* * *
+
+When you take on a role, you become more capable with all sorts of tasks involving that role. When you Assume a Role, choose two skills associated with the role in some way; if you're untrained, you can use your level as your proficiency bonus for those skills, and you gain a +1 circumstance bonus to skill checks with those skills as long as you remain in that role. You and the GM determine which skills you assume.
+
+## [[In Plain Sight]] Feat 4
+
+**Prerequisites** Alter Ego Dedication
+
+* * *
+
+People often only see what they want to see, a weakness you know how to take full advantage of. While you've Assumed a Role, you can use Deception in place of Stealth when using the [[Avoid Notice]] exploration activity in an area where someone with your role wouldn't be unusual, such as when impersonating a sailor or fisher when infiltrating the docks.
+
+## [[Sound Mirror]] Feat 6
+
+**Prerequisites** Alter Ego Dedication
+
+* * *
+
+You twist not just the visual, but the auditory as well, allowing you to pass without a sound and create minor noises as distractions-perfect for misdirection and infiltration. You can cast _[[Silence]]_ on yourself as a 2nd-level innate occult spell and _[[Ventriloquism]]_ as a 1st-level innate occult spell, both once per day. You also can cast _[[Ghost Sound]]_ as an innate occult cantrip. You become trained in occult spell attack rolls and spell DCs, and your key spellcasting ability is Charisma.
+
+## [[Muscle Mimicry]] Feat 7
+
+**Prerequisites** Alter Ego Dedication; master in Deception and trained in Athletics
+
+**Trigger** An enemy makes a successful [[Disarm]], [[Escape]], [[Grapple]], [[Shove]], or [[Trip]] attempt.
+
+* * *
+
+Your study of another allows you to mirror their movements subtly, even in the heat of combat. You study the successful maneuver of an enemy and instinctively learn to do it. The next time you take the same action they did, you gain a +1 circumstance bonus to your Athletics check, or a +2 circumstance bonus if the enemy critically succeeded on their triggering action. You lose this benefit if you don't use it before the end of your next turn.
+
+## [[Swap Reflections]] Feat 8
+
+**Prerequisites** Alter Ego Dedication
+
+**Frequency** once per 10 minutes
+
+* * *
+
+You've learned how to use even your reflection to your advantage. You send your own reflection to forcibly swap places with the reflection of an enemy, pulling each of you through opposite ends and switching places. The enemy must be within 120 feet, you must both be adjacent to reflective surfaces (such as glass, mirrors, or calm water), and you must be able to see the target's reflection and have line of effect to it. The target attempts a @Check\[type:will|dc:resolve(@actor.system.attributes.classOrSpellDC.value)\] save against your spell DC or class DC, whichever is higher.
+
+* * *
+
+**Critical Success** The spell has no effect.
+
+**Success** You swap positions with your target or arrive adjacent to your target, whichever your target prefers.
+
+**Failure** You swap positions with your target or arrive adjacent to your target, whichever you prefer.
+
+**Critical Failure** You instantaneously swap positions with your target, and the target becomes trapped in its own reflection for 1 minute. Once on each of its turns, the target can spend 1 action to attempt another Will save to escape. If the save succeeds, the effect ends early.
+
+## [[Illusory Identity]] Feat 12
+
+**Prerequisites** Alter Ego Dedication
+
+**Access** Members of the Firebrands at the rank of second mark or higher have access to this feat.
+
+* * *
+
+There are times when skills or looks are not enough to convince someone of your identity, and you instead require adequate documentation. Replicating the methods of the Sapphire Butterfly, you've learned to use magic to forge a new identity as you need it. During your daily preparations, you can choose a blank piece of paper, journal, badge, or similar item normally used to display authority, to magically invest. You can use an Interact action to mentally outline the basic information that is displayed when that item is presented to another creature, such as a name, a title, connection to an existing group or agency, and other basic details. A more complex outline requires more time, at the GM's discretion. That creature must attempt a Will save against your Deception DC. This item only works while you are holding it and appears blank if anyone else attempts to use it, though you can include others within the details of your outline.
+
+* * *
+
+**Critical Success** The target sees the item as being entirely blank, and becomes immune to this effect until your next daily preparations.
+
+**Success** The target sees only the basic information listed out in a simplistic manner, as described in the Interact action. Though not fully convinced, the target plays along, but this worsens the target's attitude toward you by one step.
+
+**Failure** The target sees the information presented by the item in the proper format relevant to your situation, with the appropriate language, names, dates, signatures, and other details.
+
+**Critical Failure** The target sees the information presented by the item as granting a higher level of authority than anticipated, and immediately treats you with the proper deference. As failure, and the target's attitude toward you immediately improves by one step.
+
+## [[Borrow Memories]] Feat 14
+
+**Prerequisites** Alter Ego Dedication
+
+* * *
+
+Knowing how someone thinks makes it much easier to know where they'll be, or even replace them altogether. You can cast _[[Mind Probe]]_ as an innate occult spell once per day, using your class DC or spell DC, whichever is higher.
+
+If you cast _mind probe_ on a target you're studying for the purpose of Assuming their Role, and the target fails their save, you can delay the spell from coming into effect until you Assume their Role. When you use the spell this way, you can Sustain it up to 10 times during its duration, asking a question each time. The spell lasts until you ask all 10 questions or are no longer Assuming the Role, whichever comes first. You don't need to Sustain the Spell to extend its duration-only when asking a question-nor do you need to be in range or have line of effect to Sustain it.
+
+## [[It Was Me All Along!]] Feat 14
+
+**Frequency** once per day
+
+**Prerequisites** Alter Ego Dedication, or Vigilante Dedication
+
+**Access** Members of the Firebrands at the rank of second mark or higher have access to this feat.
+
+**Requirements** Your identity is hidden, either by magic or a disguise.
+
+* * *
+
+You discard a disguise and dramatically reveal your true identity, catching your foes off guard. If you created your disguise using magic such as with humanoid form or illusory disguise, you immediately Dismiss the spell as a free action. Stride up to your speed and attempt a Deception check to Feint one target within 30 feet. If you succeed, you roll twice and take the better result on your first attack roll against that target this turn.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Animal Trainer.md b/content/mechanics/srd/Archetypes/Animal Trainer.md
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--- /dev/null
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+---
+title: "Animal Trainer"
+noteType: ":sticky-note:"
+aliases: "Animal Trainer"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.bL5cccuvnP5h7Bnn
+tags:
+ - JournalEntryPage
+---
+
+# Animal Trainer
+You have befriended an animal to serve as an able assistant and loyal guardian.
+
+## [[Animal Trainer Dedication|Animal Trainer Dedication ]] Feat 2
+
+**Prerequisites** Trained in Nature
+
+* * *
+
+You gain the services of a young animal companion that travels with you and obeys simple commands as best as it can. This trained animal is trained in Performance instead of the skill listed for its type.
+
+**Special** You can't select another dedication feat until you've gained two other feats from the animal trainer archetype.
+
+## [[Beast Speaker]] Feat 4
+
+**Prerequisites** Animal Trainer Dedication
+
+* * *
+
+You constantly have the effects of _[[Speak with Animals]]_ as a 2nd-level innate primal spell. You gain a +2 circumstance bonus to Diplomacy checks to Make a Request of animals while this spell is active.
+
+## [[Mature Trained Companion|Mature Trained Companion ]] Feat 6
+
+**Prerequisites** Animal Trainer Dedication
+
+Your animal companion grows up, becoming a mature animal companion. Increase its proficiency rank in Performance to expert instead of one of the three skill increases for mature. It gains the Mesmerizing Performance advanced maneuver, rather than the normal advanced maneuver for its type.
+
+### [[Mesmerizing Performance]]
+
+**Requirements** The companion's last action was a successful Performance check to Perform.
+
+* * *
+
+The companion maintains its performance to captivate a single target within 30 feet that witnessed its successful performance. The target must attempt a Will save.
+
+**Success** The target is unaffected and temporarily immune for 1 hour
+
+**Failure** The target is fascinated by the companion for its next action and then is temporarily immune for 1 hour.
+
+**Critical Failure** The target is fascinated by the companion for 1 round. While it remains fascinated, it can't use reactions.
+
+## [[Insistent Command]] Feat 8
+
+**Prerequisites** Master in Nature, Animal Trainer Dedication
+
+* * *
+
+When you roll a success to Command an Animal, you get a critical success; if you roll a critical failure, you get a failure.
+
+## [[Splendid Companion|Splendid Companion ]] Feat 12
+
+**Prerequisites** Mature Trained Companion
+
+* * *
+
+Your animal companion continues to develop. It becomes a nimble or savage animal companion (your choice), gaining abilities determined by its type. Increase its proficiency rank in Performance to master instead of Athletics or Acrobatics.
+
+## [[Specialized Companion (Animal Trainer)|Specialized Companion ]] Feat 18
+
+**Prerequisites** Splendid Companion
+
+* * *
+
+The animal companion you gain from the Animal Trainer Dedication feat gains one specialization of your choice. Increase its proficiency rank in Performance to legendary instead of one of the specialization's skill increases.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Archaeologist.md b/content/mechanics/srd/Archetypes/Archaeologist.md
new file mode 100755
index 000000000..f2c38afe0
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Archaeologist.md
@@ -0,0 +1,81 @@
+---
+title: "Archaeologist"
+noteType: ":sticky-note:"
+aliases: "Archaeologist"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.O79hOcsaQyj3aQC5
+tags:
+ - JournalEntryPage
+---
+
+# Archaeologist
+Adventurers raid tombs for material gain, but true archaeologists treasure the knowledge gained from such sites. You might accomplish your goals with scholarly learning, by training to overcome the tricks and traps set by ancient peoples and rivals, through magical training, or even with a bit of inexplicable luck.
+
+**Additional Feats** 4th [[Trap Finder]]; 10th [[Delay Trap]]
+
+## [[Archaeologist Dedication]] Feat 2
+
+**Prerequisites** trained in Perception, Society, and Thievery
+
+* * *
+
+You are a student of peoples and their histories, and are in constant pursuit of knowledge and artifacts from the past. You become an expert in Society and Thievery, and you gain a +1 circumstance bonus to Recall Knowledge about ancient history, peoples, and cultures.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the archaeologist archetype.
+
+## [[We're on the List]] Feat 3
+
+**Prerequisites** Alter Ego Dedication, or Archaeologist Dedication; trained in Society
+
+**Access** Members of the Firebrands at the rank of second mark or higher have access to this feat.
+
+**Trigger** An ally you can see and hear is about to attempt a Deception check to Impersonate someone or Lie.
+
+* * *
+
+Emulating Shensen whenever she arrives at a show, you share your knowledge of the region and drop a few important local names to make a good impression and help your allies do the same. Attempt a Society check to Aid your ally. If you succeed, you recall a few specific details about local culture and personalities to help support your ally's deception. In addition to the benefits of your Aid, the triggering ally rolls their Deception check twice and takes the better result. This is a fortune effect.
+
+## [[Magical Scholastics]] Feat 4
+
+**Prerequisites** Archaeologist Dedication
+
+* * *
+
+While study is key to your success, a bit of magic is a helpful tool in discovering the secrets of the past. You gain detect magic, guidance, and read aura as occult innate cantrips.
+
+## [[Settlement Scholastics]] Feat 4
+
+**Prerequisites** Archaeologist Dedication
+
+* * *
+
+Your studies open up new horizons. You become an expert in a Lore skill about a specific settlement; if you were already trained in that Lore skill, you also become trained in the Lore skill for a different settlement of your choice. Choose a single common or uncommon language prevalent in that settlement. You learn that language.
+
+**Special** You can take this feat multiple times. When you take this feat again, choose a different settlement.
+
+## [[Scholastic Identification]] Feat 7
+
+**Prerequisites** Archaeologist Dedication, master in Society
+
+* * *
+
+You have the knowledge needed to understand ancient texts and cultural artifacts. You can use Society when Deciphering Writing, no matter the type of writing you are examining. You can also use Society to Identify Magic when examining a magic item or location with cultural significance.
+
+## [[Archaeologist's Luck]] Feat 8
+
+**Prerequisites** Archaeologist Dedication
+
+**Frequency** once per hour
+
+**Trigger** You fail a check against a trap, such as a Thievery check to Disable the trap or a Reflex save to avoid its effects.
+
+* * *
+
+You are more than just skillful; your drive to find the secrets of the past manifests as a strange kind of luck. Reroll the failed check and use the new result.
+
+## [[Greater Magical Scholastics]] Feat 10
+
+**Prerequisites** Archaeologist Dedication, Magical Scholastics
+
+* * *
+
+You broaden your magical studies, allowing you to find the right path, detect objects, and conceal those objects from unscrupulous rivals. You can cast augury, locate, and nondetection as occult innate spells, each once per day. You can cast this nondetection spell only on an object, and it is automatically heightened to the same spell level as your cantrips from Magical Scholastics.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Archer.md b/content/mechanics/srd/Archetypes/Archer.md
new file mode 100755
index 000000000..8fe57d4e8
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Archer.md
@@ -0,0 +1,61 @@
+---
+title: "Archer"
+noteType: ":sticky-note:"
+aliases: "Archer"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.o71hqcfzhCKXcSml
+tags:
+ - JournalEntryPage
+---
+
+# Archer
+Bows of all types are powerful weapons. Generals and hunters alike recognize the power in dealing death from long distances, and from behind cover. Those dedicated to the bow-from mysterious cloaked strangers to heartless snipers-are often viewed with a mixture of respect and fear. Like any weapon adept, the archer's skill is forged through experience and constant practice. A true archer becomes one with the bow and is able to accomplish with that weapon things that most would consider impossible, or at least nearly magical.
+
+**Additional Feats** 4th [[Assisting Shot]], [[Point Blank Stance|Point-Blank Shot]]; 6th [[Double Shot]], Parting Shot, [[Running Reload]]; 8th [[Triple Shot]]; 10th [[Mobile Shot Stance]]; 18th [[Multishot Stance]]
+
+## [[Archer Dedication]] Feat 2
+
+You become trained in all simple and martial weapons in the bow weapon group. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all simple and martial weapons in the bow weapon group. If you are at least an expert in the bow you are using, you gain access to the critical specialization effect with that bow.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the archer archetype.
+
+## [[Quick Shot]] Feat 4
+
+**Prerequisites** Archer Dedication
+
+* * *
+
+You draw your bow and attack with the same action. You Interact to draw a weapon from the bow weapon group that is loaded or has reload 0, then Strike with that weapon.
+
+## [[Advanced Bow Training]] Feat 6
+
+**Prerequisites** Archer Dedication
+
+* * *
+
+Through constant practice and the crucible of experience, you increase your skill with advanced bows. You gain proficiency with all advanced bows as if they were martial weapons in the bow weapon group.
+
+## [[Crossbow Terror]] Feat 6
+
+**Prerequisites** Archer Dedication
+
+* * *
+
+You are a dynamo with the crossbow. You gain a +2 circumstance bonus to damage with crossbows. If the crossbow is a simple weapon, also increase the damage die size for your attacks made with that crossbow by one step. As normal, this damage die increase can't be combined with other abilities that alter the weapon damage die (such as the ranger feat Crossbow Ace).
+
+## [[Staggering Fire]] Feat 6
+
+**Prerequisites** Archer Dedication
+
+**Access** Knights of Lastwall have access to this feat.
+
+* * *
+
+You've learned how to fire at enemies to slow them down, allowing innocents and fellow knights alike time to escape. Make a ranged Strike with a weapon in the bow weapon group. On a hit, the target takes a –5-foot circumstance penalty to its Speed until the end of its turn, or a –10-foot circumstance penalty on a critical hit.
+
+## [[Archer's Aim]] Feat 8
+
+**Prerequisites** Archer Dedication
+
+* * *
+
+You slow down, focus, and take a careful shot. Make a ranged Strike with a weapon in the bow weapon group. You gain a +2 circumstance bonus to the attack roll and ignore the target's concealed condition. If the target is hidden, reduce the flat check from being hidden from 11 to 5.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Archetypes.md b/content/mechanics/srd/Archetypes/Archetypes.md
new file mode 100755
index 000000000..b93654ffe
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Archetypes.md
@@ -0,0 +1,177 @@
+---
+title: "Archetypes"
+noteType: ":book:"
+aliases: "Archetypes"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow
+tags:
+ - JournalEntry
+---
+
+# Archetypes
+
+## Table of Contents
+
+- [[Spellcasting Archetypes]]
+- [[Bounded Spellcasting Archetypes]]
+- [[Acrobat]]
+- [[Alchemist]]
+- [[Aldori Duelist]]
+- [[Alkenstar Agent]]
+- [[Alter Ego]]
+- [[Animal Trainer]]
+- [[Archaeologist]]
+- [[Archer]]
+- [[Artillerist]]
+- [[Assassin]]
+- [[Barbarian]]
+- [[Bard]]
+- [[Bastion]]
+- [[Beast Gunner]]
+- [[Beastmaster]]
+- [[Bellflower Tiller]]
+- [[Blessed One]]
+- [[Bounty Hunter]]
+- [[Bright Lion]]
+- [[Bullet Dancer]]
+- [[Butterfly Blade]]
+- [[Captivator]]
+- [[Cathartic Mage]]
+- [[Cavalier]]
+- [[Celebrity]]
+- [[Champion]]
+- [[Chronoskimmer]]
+- [[Cleric]]
+- [[Clockwork Reanimator]]
+- [[Corpse Tender]]
+- [[Crystal Keeper]]
+- [[Curse Maelstrom]]
+- [[Dandy]]
+- [[Demolitionist]]
+- [[Dragon Disciple]]
+- [[Drow Shootist]]
+- [[Druid]]
+- [[Dual-Weapon Warrior]]
+- [[Duelist]]
+- [[Edgewatch Detective]]
+- [[Eldritch Archer]]
+- [[Eldritch Researcher]]
+- [[Elementalist (Class Archetype)]]
+- [[Exorcist]]
+- [[Familiar Master]]
+- [[Fighter]]
+- [[Firebrand Braggart]]
+- [[Firework Technician]]
+- [[Flexible Spellcaster (Class Archetype)]]
+- [[Folklorist]]
+- [[Game Hunter]]
+- [[Geomancer]]
+- [[Ghost]]
+- [[Ghost Eater]]
+- [[Ghost Hunter]]
+- [[Ghoul]]
+- [[Gladiator]]
+- [[Golden League Xun]]
+- [[Golem Grafter]]
+- [[Gray Gardener]]
+- [[Gunslinger]]
+- [[Halcyon Speaker]]
+- [[Hallowed Necromancer]]
+- [[Harrower]]
+- [[Hellknight]]
+- [[Hellknight Armiger]]
+- [[Hellknight Signifer]]
+- [[Herbalist]]
+- [[Horizon Walker]]
+- [[Inventor]]
+- [[Investigator]]
+- [[Jalmeri Heavenseeker]]
+- [[Juggler]]
+- [[Kineticist]]
+- [[Knight Reclaimant]]
+- [[Knight Vigilant]]
+- [[Lastwall Sentry]]
+- [[Lich]]
+- [[Linguist]]
+- [[Lion Blade]]
+- [[Living Monolith]]
+- [[Living Vessel]]
+- [[Loremaster]]
+- [[Magaambyan Attendant]]
+- [[Magic Warrior]]
+- [[Magus]]
+- [[Mammoth Lord]]
+- [[Marshal]]
+- [[Martial Artist]]
+- [[Mauler]]
+- [[Medic]]
+- [[Mind Smith]]
+- [[Monk]]
+- [[Mummy]]
+- [[Nantambu Chime-Ringer]]
+- [[Oatia Skysage]]
+- [[Oozemorph]]
+- [[Oracle]]
+- [[Overwatch]]
+- [[Pactbinder]]
+- [[Pactbound Initiate]]
+- [[Pathfinder Agent]]
+- [[Pirate]]
+- [[Pistol Phenom]]
+- [[Poisoner]]
+- [[Provocator]]
+- [[Psychic]]
+- [[Psychic Duelist]]
+- [[Ranger]]
+- [[Reanimator]]
+- [[Red Mantis Assassin]]
+- [[Ritualist]]
+- [[Rogue]]
+- [[Runelord]]
+- [[Runescarred]]
+- [[Scions of Domora]]
+- [[Scout]]
+- [[Scroll Trickster]]
+- [[Scrollmaster]]
+- [[Scrounger]]
+- [[Sentinel]]
+- [[Shadowcaster]]
+- [[Shadowdancer]]
+- [[Sixth Pillar]]
+- [[Sleepwalker]]
+- [[Snarecrafter]]
+- [[Sniping Duo]]
+- [[Sorcerer]]
+- [[Soul Warden]]
+- [[Soulforger]]
+- [[Spell Trickster]]
+- [[Spellmaster]]
+- [[Spellshot (Class Archetype)]]
+- [[Staff Acrobat]]
+- [[Stalwart Defender]]
+- [[Sterling Dynamo]]
+- [[Student of Perfection]]
+- [[Summoner]]
+- [[Swashbuckler]]
+- [[Swordmaster]]
+- [[Talisman Dabbler]]
+- [[Thaumaturge]]
+- [[Time Mage]]
+- [[Trapsmith]]
+- [[Trick Driver]]
+- [[Turpin Rowe Lumberjack]]
+- [[Twilight Speaker]]
+- [[Undead Master]]
+- [[Undead Slayer]]
+- [[Unexpected Sharpshooter]]
+- [[Vampire]]
+- [[Vehicle Mechanic]]
+- [[Vigilante]]
+- [[Viking]]
+- [[Weapon Improviser]]
+- [[Wellspring Mage (Class Archetype)]]
+- [[Witch]]
+- [[Wizard]]
+- [[Worm Caller]]
+- [[Wrestler]]
+- [[Zephyr Guard]]
+- [[Zombie]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Artillerist.md b/content/mechanics/srd/Archetypes/Artillerist.md
new file mode 100755
index 000000000..5931b0412
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Artillerist.md
@@ -0,0 +1,75 @@
+---
+title: "Artillerist"
+noteType: ":sticky-note:"
+aliases: "Artillerist"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.bkTCYlTFNifrM3sh
+tags:
+ - JournalEntryPage
+---
+
+# Artillerist
+The artillerist's maxim holds that while fights might be won with swords, battles are won with cannons. Or in a pinch, with trebuchets, siege towers, catapults, hwachas, and all other lethal miscellanea of a combat engineers' corp. As a true artillerist, you leave the penny-ante pistols and knives to those who only need to operate on a small scale. You're a consummate professional in the art of big guns, a maestro at merging mathematics and manpower to transform whatever castle wall, infantry battalion, or rampaging dragon offends you into a smoking crater in the ground.
+
+You're not just some daredevil demolitionist, though. You're part of a team, accustomed to coordinating with your unit to maximize your time and effectiveness. Whether jumping in to help your crew load the next round, quickly calculating the trajectory of the engine's next shot, or taking the shot yourself, your presence on the team ensures their chances of success are maximized, creating a whole that is greater than the sum of its parts.
+
+#### Leading with a Cannon
+
+A proper artillerist is more than an engineer, though their skills in that field certainly shouldn't be underestimated. When a war becomes unavoidable, the presence of knights and pikemen might decide a skirmish or battle, but a well-trained artillerist with a reliable squad and a few good siege weapons can make the difference between prolonged months of battle with countless lives lost and a shorter, less bloody affair with fewer deaths and a more lasting victory.
+
+Castles and fortifications are critical tools for holding land in a world full of empires, kingdoms, and duchies all vying for power. Many wars are won or lost not based on the military might of either side, but on a castle's ability to withstand an extended siege. Without a team of engineers capable of penetrating a castle or keep's defenses, the occupants can wait out an invading force for as long as they have enough food and water to keep their citizens and defenders healthy and fed. Many wars have been “won” when the besieged force manages to last through a single winter. Besieging armies whose supply lines break down due to snow-clogged passes or insufficient cold weather gear are forced to retreat due to losses from poor hygiene or hypothermia long before attrition has had an opportunity to impact their opponents.
+
+An artillerist changes this dynamic, completely rewriting the rules of war. Rather than time being on the side of the besieged, it becomes the tool of the besieger. Each day that passes while a skilled artillerist hammers the castle walls with cannon fire and catapult stones brings the fortifications ever closer to crumbling down. Some wise nobles and warlords who realize their opponents have brought siege weapons, especially powerful black powder siege weapons like cannons, will choose to negotiate surrender before battle is even started, recognizing an inevitable defeat that can be staved off temporarily by sacrificing many soldiers but not thwarted without outside intervention.
+
+Ruthless or evil artillerists, or the warlords they follow, might take things a step further, specifically targeting granaries to starve enemies out or launching rotting food, corpses, or diseased livestock into parts of the town near water sources. As food and water supplies dwindle, so too does the morale of the castle's inhabitants and defenders. Even a stubborn noble or warlord will find it hard to continue resisting a siege when their own troops mutiny and their citizens begin seeking a way out.
+
+## [[Artillerist Dedication]] Feat 2
+
+**Prerequisites** trained in martial weapons
+
+* * *
+
+Artillery is a team sport, where every member of the crew has to rely on the other members. At best, a mistake might just waste time. At worst, a misaligned fuse or a badly set pin could cause the whole thing to explode. You've taken these lessons to heart, and so your presence on an artillery team assists the entire team at every aspect of the siege weapon's deployment and usage. If you're serving on a siege weapon crew, you and all other members gain a +2 circumstance bonus to any checks to Load, Aim, move, or Repair the weapon. When you Aim a siege weapon, you can move the weapon's aim twice as far as normal.
+
+**Special** You can't select another dedication feat until you've gained at least two other feats from the artillerist archetype.
+
+## [[Named Artillery]] Feat 4
+
+**Prerequisites** trained in Crafting
+
+* * *
+
+It is a tradition among artillerists to name the siege weapon most important to them and closest to their heart—much as a sailor on a ship, the weapon is their livelihood. You've gone a step further, and you always make sure that your named artillery has the best possible maintenance and upkeep. You can spend a full day adjusting and working on a single siege weapon to designate it as your named artillery. The siege weapon you designated as your named artillery gains a +2 circumstance bonus to AC, Fortitude saves, and Reflex saves as well as additional Hit Points equal to twice your level.
+
+During your daily preparations, you must spend at least one hour on maintenance to service your named artillery. If you fail to do so, or if you spend a full day designating a new piece of named artillery, the previous named artillery loses any benefits from this feat. Only one artillerist can designate a particular siege weapon as their named artillery, even if several artillerists are serving on the same siege weapon's crew (though it's typically more efficient for a group with several artillerists to divide them up, assigning one to each siege weapon).
+
+## [[Shorthanded]] Feat 4
+
+* * *
+
+Typically, a siege weapon is meant to be run by a crew with a very specific minimum number of members designed to ensure that your crew can account for every possible variable and necessity in loading, aiming, and firing the weapon. In a pinch, however, you can operate it with fewer people, provided you know what you're doing. You can operate a siege weapon with fewer than the minimum number of crew, at an increasing penalty. You and your crew take a -2 penalty to checks to Load, Aim, Launch, move, or Repair the weapon for each person below the minimum crew. The maximum number of missing minimum crew members you can handle with this feat is 5. For example, if a siege weapon had a minimum crew size of 8, you would still need a crew of 3, and you would take a -10 penalty when doing so.
+
+## [[Cannon Corner Shot]] Feat 6
+
+* * *
+
+By loading special ammunition in a particular way, you can make your siege weapons do all manner of tricks that other siege engineers can barely even imagine. If you personally contribute an additional Load action to the siege weapon's loading, above the minimum, you can change a burst into a line twice as long as the size of the burst, or vice versa (so a 10-foot burst turns into a 20-foot line, or a 20-foot line turns into a 10-foot burst).
+
+## [[Field Artillery]] Feat 6
+
+**Prerequisites** expert in Crafting
+
+* * *
+
+While castles are generally obliging enough to stay in one place, out in the field positioning is of paramount importance—a gun in the wrong place is worse than useless. You can Interact with an adjacent mounted siege weapon to increase its Speed by 10 feet for one round.
+
+## [[Live Ammunition]] Feat 8
+
+* * *
+
+There are generally few things as ill-advised as being shot out of a cannon or launched by a trebuchet, but people use the tactic every so often in a desperate situation. While it's more humane to use this strategy with mindless constructs or undead, occasionally an exceedingly foolhardy adventurer demands the opportunity to try it. Loading a creature requires two additional Load actions, which you must conduct personally. The creature must be willing, unconscious, or restrained throughout the process, and the siege weapon must be physically capable of firing the creature in question, based on their size and shape. Typically, that means ballistas don't qualify, for example—nor do auto-catapults which require specifically-sized balls—but normal catapults and onagers work just fine. When you Launch the weapon, if the weapon usually targets an area, you target a single 5-foot square instead. The siege weapon deals its normal damage to its target, or to the modified area, and to the creature fired.
+
+## [[Master Siege Engineer]] Feat 16
+
+* * *
+
+What you don't know about artillery isn't worth knowing and your mastery allows you to perform an impossible number of actions as part of a siege weapon's crew. You're permanently quickened. You can only use the extra action to Aim or Launch a siege weapon.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Assassin.md b/content/mechanics/srd/Archetypes/Assassin.md
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+---
+title: "Assassin"
+noteType: ":sticky-note:"
+aliases: "Assassin"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.0e2o62hyCxbIkVoC
+tags:
+ - JournalEntryPage
+---
+
+# Assassin
+Targeted killing through stealth and subterfuge is the expertise of an assassin. While assassins are skilled in ending lives and many are evil, some live by a moral code, preying on the wicked, the cruel, or those who revel in unchecked aggression or power.
+
+**Additional Feats** 4th [[Poison Resistance]]; 6th [[Poison Weapon]], [[Sneak Attacker]]; 10th [[Improved Poison Weapon]]
+
+## [[Assassin Dedication]] Feat 2
+
+**Prerequisites** Alchemical Crafting; trained in Crafting, Deception, and Stealth
+
+* * *
+
+You've trained to assassinate your foes, and you do so with tenacity and precision. You gain the [[Mark for Death]] activity.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the assassin archetype.
+
+## [[Angel of Vindication]] Feat 4
+
+**Prerequisites** Assassin Dedication
+
+**Access** Knights of Lastwall have access to this feat.
+
+**Requirements** Your mark is an undead creature.
+
+* * *
+
+To aid with your mission of destroying undead, you've specialized in techniques to destroy them, much as other assassins learn to kill the living. When you Strike an off-guard undead foe with a weapon that has the backstabber weapon trait, you deal 3 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 6 extra precision damage instead of 2. If you have the Angel of Death feat, your attacks also instantly destroy undead at 0 Hit Points, and attempts for the undead to rejuvenate—such as via a lich's soul cage or a ghost's rejuvenation ability—fail unless the effect's counteract level is higher than half your level when you killed the creature (rounded up), or originates from an artifact or deity. Finally, if you have the Assassinate feat and an undead mark critically fails its save against your Assassinate, it is destroyed.
+
+## [[Eclipsed Vitality]] Feat 4
+
+**Prerequisites** Assassin Dedication, or Scout Dedication; master in Stealth
+
+**Access** Knights of Lastwall have access to this feat.
+
+* * *
+
+You shroud yourself in ashes that hide the vital essence sought by life-sensing undead. You're always taking precautions when Avoiding Notice, Hiding, and Sneaking to foil lifesense, and you're concealed to any creature using only precise lifesense to observe you.
+
+## [[Expert Backstabber]] Feat 4
+
+**Prerequisites** Assassin Dedication
+
+* * *
+
+When you Strike an off-guard foe with a weapon that has the backstabber weapon trait, you deal 2 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 4 extra precision damage instead of 2.
+
+## [[Surprise Attack]] Feat 4
+
+**Prerequisites** Assassin Dedication
+
+* * *
+
+You act before foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are off-guard to you.
+
+## [[Public Execution]] Feat 8
+
+**Prerequisites** Assassin Dedication
+
+**Access** Members of the Firebrands at the rank of second mark or higher have access to this feat.
+
+**Requirements** You have designated a mark using Mark for Death.
+
+* * *
+
+Some rebel Firebrand cells make a practice of publicly declaring the main target of a given operation. You announce your intention to kill your mark for all to hear and reveal the reason they must die, perhaps listing their crimes or sharing a damning secret. Creatures within 30 feet who can see and hear you are shocked by your proclamation or otherwise reluctant to come to your mark's aid. They must attempt a Will save against your class DC or spell DC, whichever is higher. On a failure, the creature can't attack you or otherwise perform hostile actions against you until the end of your next turn. If you use a hostile action against a creature other than your mark, this effect ends. Your mark becomes temporarily immune to your Public Execution for 1 day.
+
+## [[Angel Of Death]] Feat 10
+
+**Prerequisites** Assassin Dedication
+
+* * *
+
+All your Strikes against a creature you have Marked for Death have the death trait, causing the mark to be instantly killed when reduced to 0 Hit Points. When killed in this way, attempts to communicate with it, return it to life, turn it into an undead, or otherwise disturb its afterlife fail unless the effect's counteract level is higher than half your level when you killed the creature (rounded up), or originates from an artifact or a deity.
+
+## [[Assassinate]] Feat 12
+
+**Prerequisites** Assassin Dedication
+
+**Requirements** You have designated a mark using Mark for Assassination and are completely unnoticed by your mark.
+
+* * *
+
+You strike with one swift movement, trying to instantly slay your mark. Make a Strike against your mark. If you hit, your mark takes 6d6 extra precision damage with a basic Fortitude save against your class DC or spell DC, whichever is higher. If the mark critically fails, they die. This is an incapacitation effect. The creature then becomes temporarily immune to your Assassinate for 1 day.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Barbarian.md b/content/mechanics/srd/Archetypes/Barbarian.md
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+---
+title: "Barbarian"
+noteType: ":sticky-note:"
+aliases: "Barbarian"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.uYCTmos3yZtbD9qs
+tags:
+ - JournalEntryPage
+---
+
+# Barbarian
+There's a rage deep inside you that sometimes breaks loose, granting you some of the might of a barbarian in addition to your other abilities.
+
+## [[Barbarian Dedication]] Feat 2
+
+**Prerequisites** Strength 14; Constitution 14
+
+* * *
+
+You become trained in Athletics; if you were already trained in Athletics, you instead become trained in a skill of your choice. You become trained in barbarian class DC. You can use the [[Rage]] action. Choose an [[Instinct]] as you would if you were a barbarian. You have that instinct for all purposes and become bound by its anathema, but you don't gain any of the other abilities it grants.
+
+* * *
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the barbarian archetype.
+
+## [[Barbarian Resiliency]] Feat 4
+
+**Prerequisites** Barbarian Dedication; class granting no more Hit Points per level than 10 + your Constitution modifier
+
+* * *
+
+You gain 3 additional Hit Points for each barbarian archetype class feat you have. As you continue selecting barbarian archetype class feats, you continue to gain additional Hit Points in this way.
+
+## [[Basic Fury]] Feat 4
+
+**Prerequisites** Barbarian Dedication
+
+* * *
+
+You gain a 1st- or 2nd-level barbarian feat.
+
+## [[Advanced Fury]] Feat 6
+
+**Prerequisites** Basic Fury
+
+* * *
+
+You gain one barbarian feat. For the purpose of meeting its prerequisites, your barbarian level is equal to half your character level.
+
+* * *
+
+**Special** You can select this feat more than once. Each time you select it, you gain another barbarian feat.
+
+## [[Instinct Ability]] Feat 6
+
+**Prerequisites** Barbarian Dedication
+
+* * *
+
+You gain the instinct ability for the instinct you chose for Barbarian Dedication.
+
+## [[Juggernaut's Fortitude]] Feat 12
+
+**Prerequisites** Barbarian Dedication; expert in Fortitude saves
+
+* * *
+
+Your proficiency rank in Fortitude saves increases to master.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Bard.md b/content/mechanics/srd/Archetypes/Bard.md
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+---
+title: "Bard"
+noteType: ":sticky-note:"
+aliases: "Bard"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.oBlKgVYRup5ORqx1
+tags:
+ - JournalEntryPage
+---
+
+# Bard
+A muse has called you to dabble in occult lore, allowing you to cast a few spells. The deeper you delve, the more powerful your performances become.
+
+## [[Bard Dedication]] Feat 2
+
+**Prerequisites** Charisma +2
+
+* * *
+
+You cast spells like a bard and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the occult spell list or any other occult cantrips you've learned or discovered. You're trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for bard archetype spells is Charisma, and they are occult bard spells. You become trained in Occultism and Performance; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. Choose a muse as you would if you were a bard. You can take that muse's feats, but you don't gain the starting feat, spell or any other abilities the choice of muse grants.
+
+* * *
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the bard archetype.
+
+## [[Basic Bard Spellcasting]] Feat 4
+
+**Prerequisites** Bard Dedication
+
+* * *
+
+You gain the [[Spellcasting Archetypes#Basic Spellcasting Feat|Basic Spellcasting Feat]] benefits. Each time you gain a spell slot of a new rank from the bard archetype, add a common occult spell of the appropriate rank, or another appropriate occult spell you learned or discovered, to your repertoire.
+
+## [[Basic Muse's Whispers]] Feat 4
+
+**Prerequisites** Bard Dedication
+
+* * *
+
+You gain a 1st- or 2nd-level bard feat.
+
+## [[Advanced Muse's Whispers]] Feat 6
+
+**Prerequisites** Basic Muse's Whispers
+
+* * *
+
+You gain one bard feat. For the purpose of meeting its prerequisites, your bard level is equal to half your character level.
+
+* * *
+
+**Special** You can select this feat more than once. Each time you select it, you gain another bard feat.
+
+## [[Counter Perform]] Feat 6
+
+**Prerequisites** Bard Dedication
+
+* * *
+
+You gain the _[[Counter Performance]]_ composition spell. This is a focus spell, granting you a focus pool or expanding that pool. You can Refocus by engaging your muse.
+
+## [[Anthemic Performance]] Feat 8
+
+**Prerequisites** Bard Dedication
+
+* * *
+
+Your music, speech, or other performance inspires your allies to dive into battle. You gain the [[Courageous Anthem]] composition cantrip.
+
+## [[Occult Breadth]] Feat 8
+
+**Prerequisites** Basic Bard Spellcasting
+
+* * *
+
+Your repertoire expands, and you can cast more occult spells each day. Increase the number of spells in your repertoire and the number of spell slots you gain from bard archetype feats by 1 for each spell level other than your two highest spell slots.
+
+## [[Expert Bard Spellcasting]] Feat 12
+
+**Prerequisites** Basic Bard Spellcasting; master in Occultism
+
+* * *
+
+You gain the [[Spellcasting Archetypes#Expert Spellcasting Feat|Expert Spellcasting Feat]] benefits.
+
+## [[Master Bard Spellcasting]] Feat 18
+
+**Prerequisites** Expert Bard Spellcasting; legendary in Occultism
+
+* * *
+
+You gain the [[Spellcasting Archetypes#Master Spellcasting Feat|Master Spellcasting Feat]] benefits.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Bastion.md b/content/mechanics/srd/Archetypes/Bastion.md
new file mode 100755
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+---
+title: "Bastion"
+noteType: ":sticky-note:"
+aliases: "Bastion"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.C3P0TycdFCN02p9u
+tags:
+ - JournalEntryPage
+---
+
+# Bastion
+Some say that a good offense is the best defense, but you find such boasting smacks of overconfidence. In your experience, the best defense is a good, solid shield between you and your enemies. You've focused your training on how best to use a shield to protect yourself and those around you.
+
+**Additional Feats** 4th [[Everstand Stance]]; 6th [[Everstand Strike]], [[Shielded Stride]]; 8th [[Reflexive Shield]], [[Shield Warden (Fighter)]]; 10th [[Quick Shield Block]]; 12th [[Mirror Shield]]
+
+## [[Bastion Dedication]] Feat 2
+
+**Prerequisites** Shield Block
+
+* * *
+
+You are particularly skilled at using a shield in combat. You gain the Reactive Shield fighter feat. This fulfills any prerequisites requiring Reactive Shield as normal.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the bastion archetype.
+
+## [[Disarming Block]] Feat 4
+
+**Prerequisites** Bastion Dedication, trained in Athletics
+
+**Trigger** You Shield Block a melee Strike made with a held weapon.
+
+* * *
+
+You attempt to Disarm the creature whose attack you blocked of the weapon they attacked you with. You can do so even if you don't have a hand free.
+
+## [[Nimble Shield Hand]] Feat 6
+
+**Prerequisites** Bastion Dedication
+
+* * *
+
+You are so used to wielding a shield that you can do so even while using the hand that's holding it for other purposes. The hand you use to wield a shield counts as a free hand for the purposes of the Interact action. You can also hold another object in this hand (but you still can't use it to wield a weapon). This benefit doesn't apply to tower shields, which are still too cumbersome.
+
+## [[Drive Back]] Feat 8
+
+**Prerequisites** Bastion Dedication
+
+**Access** Knights of Lastwall have access to this feat.
+
+**Trigger** An enemy within your reach Strikes an ally adjacent to you.
+
+**Requirements** You have your shield raised.
+
+* * *
+
+You push the enemy back and attempt to intercede between the foe and your ally. You attempt to Shove the triggering enemy with your shield just as it attacks, pushing it back just after the attempt. Your shield has the shove trait for this Shove attempt. If the shove succeeds, you throw off your enemy's timing, and the enemy takes a –1 circumstance penalty on its attack roll against your ally.
+
+## [[Destructive Block]] Feat 10
+
+**Prerequisites** Bastion Dedication
+
+* * *
+
+You can protect yourself more effectively, at the expense of your shield. When you Shield Block, you can reduce the damage to yourself by double the shield's Hardness, but if you do, the shield takes double the normal amount of damage it would have taken (before applying its Hardness). You can't use Destructive Block if your shield can't be broken or destroyed, such as if you're using an indestructible shield.
+
+## [[Shield Salvation]] Feat 12
+
+**Prerequisites** Bastion Dedication
+
+* * *
+
+You can save your shield from total destruction, even after a devastating attack. If a shield would be destroyed due to damage taken during your Shield Block, the shield remains intact at 1 Hit Point instead. Its construction is weakened until you take the time to repair it, preventing you from using Shield Salvation to save the same shield until your next preparations.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Beast Gunner.md b/content/mechanics/srd/Archetypes/Beast Gunner.md
new file mode 100755
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@@ -0,0 +1,97 @@
+---
+title: "Beast Gunner"
+noteType: ":sticky-note:"
+aliases: "Beast Gunner"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.jTiXRtNNvMOnsg98
+tags:
+ - JournalEntryPage
+---
+
+# Beast Gunner
+**Rarity** uncommon
+
+* * *
+
+The art of creating the weapons most commonly referred to as “beast guns” is truly ancient, with the first iterations of the weapons created on the continent of Arcadia well over 10,000 years ago. This means that beast guns predate all other forms of firearm crafting in Arcadia, even the legendary star guns, whose secrets have been lost to the ages. The tradition of designing beast guns has persisted throughout Arcadia well into the modern era, though it has become increasingly rare as the proliferation of classic firearms and the prestige associated with star guns has allowed more people access to equivalent destructive power without the intense requirements behind crafting a beast gun. However, beast gunners remain virtually unknown outside of Arcadia.
+
+The art of bonding to a beast gun and gaining the full magic of a beast gunner is an extended ritual with multiple steps, beginning with the hunt. A person seeking to bond to a beast gun typically does so with a brand new weapon made after they hunt down the creature themselves. This involves telling the story of the hunt, the beast, and the weapon created from the hunted creature. Finally, the weapon is carefully modified and tailored to ensure a proper bond between the beast gun and the prospective beast gunner. However, it's also possible to bond to an heirloom beast gun passed down through the generations by adding symbolic fresh components from the same kind of creature, after performing the same ritual hunt necessary to forge a new weapon with the intent of establishing a bond.
+
+To perform the ritual the prospective beast gunner must first plan a hunt to slay the creature corresponding to the beast gun, whether they wish to bond with a brand new beast gun or establish a link to an old beast gun. Typically, these ritualized hunts can include up to five assistants plus hunting beasts like canines or birds who help corner the beast and bring it down. If the assistants are significantly more powerful than the hunted creature, or if there are so many assistants the creature never stood a chance at survival, the magic simply fails during the bonding process and the hunt and organic materials are wasted, usually much to the shame and chagrin of the hunter. The same doesn't apply if the prospective beast gunner hunts the creature alone, even if they are significantly more powerful than the creature, such that the creature never stood a chance against them in a one on one fight.
+
+You're one of those who successfully completed the hunt and bonded with your prized weapon. Now, you seek to discover the hidden depths that others who think they know how to use beast guns can only imagine.
+
+#### Choosing Your Beast Gun
+
+A beast gunner's bond with their beast gun is deep and mystical, so if you hope to be a successful beast gunner, it's important to choose a beast gun that suits your temperament, magic, and combat style. For example, if you favor strength and intimidation, a screech shooter is the right choice for you, whereas a spider gun might be optimal if you prefer a more careful style of setting up the battlefield in advance. Similarly, a tentacle cannon is slow and methodical and can hold an enemy in place at close range, while a drake rifle is energetic and mobile and can be used to attack from a great distance. Each beast gun has a personality and magical abilities that attract people who value them. For this reason, some experienced beast gunners say the weapon chooses you.
+
+## [[Beast Gunner Dedication]] Feat 6
+
+**Prerequisites** expert with at least one type of firearm, you own a beast gun and have slain the type of creature associated with your beast gun in a fair hunt (see above); trained in Arcana and Crafting
+
+* * *
+
+You've bonded to your beast gun and unlocked the first hints of its hidden potential. You treat all beast guns as martial firearms when determining your proficiency with them, even beast guns that are normally advanced weapons. You can change your bonded beast gun to another beast gun you own each day during your daily preparations, as long as you've previously performed a ritual hunt associated with the new beast gun.
+
+The beast gun also acts as a conduit, drawing out and amplifying any latent or active magic power you have. You learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from either the arcane or primal spell list. You choose this cantrip from the common spells on your chosen spell list or from other spells you have access to on the list. This cantrip must require a spell attack roll. You're trained in spell attack rolls and spell DCs for arcane or primal spells, whichever of the two traditions you chose. Your key spellcasting ability for these spells is Charisma.
+
+If you already cast arcane or primal spells from spell slots, you learn one additional cantrip from that tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire.
+
+You also gain [[Spellsling]].
+
+## [[Basic Beast Gunner Spellcasting]] Feat 8
+
+**Prerequisites** [[Beast Gunner Dedication]]
+
+* * *
+
+You've unlocked the first secrets of beast guns, granting you the power of their synergistic magic.You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level to your repertoire, either a common spell of your chosen tradition or another spell of that tradition you've learned or discovered.
+
+## [[Call Gun]] Feat 8\*
+
+**Prerequisites** [[Spellshot Dedication]]
+
+\* This version of the Call Gun feat is intended for use with an Archetype and has a different level for access than the [[Call Gun|original feat]].
+
+* * *
+
+You build a powerful magical connection with a chosen gun or crossbow, gaining the ability to conjure it directly to your hand from any distant location. During your daily preparations, choose a single crossbow or firearm. Until your next daily preparations, you can use the [[Call Gun]] action to call the gun to your hand.
+
+## [[Drain Vitality]] Feat 10
+
+**Frequency** once per minute
+
+**Prerequisites** [[Beast Gunner Dedication]]
+
+**Requirements** You're wielding your bonded beast gun.
+
+* * *
+
+You draw out the bestial magic energy within your bonded beast gun to fortify yourself, purge ongoing harm, and bolster your life force with a sheath of swirling life essence. You gain temporary Hit Points equal to your level and attempt a flat check against any ongoing persistent damage, using the DC appropriate for particularly effective assistance. Using this ability depletes the magic within your bonded beast gun, preventing you from using any of its activated abilities until the end of your next turn.
+
+## [[Expert Beast Gunner Spellcasting]] Feat 12
+
+**Prerequisites** [[Basic Beast Gunner Spellcasting]]
+
+* * *
+
+You've learned the deeper secrets of beast guns, making you an expert in the magic they grant you. You gain the expert spellcasting benefits.
+
+## [[Controlled Bullet]] Feat 16
+
+**Frequency** once per day
+
+**Prerequisites** [[Beast Gunner Dedication]]
+
+* * *
+
+You create a direct magical connection with your beast gun, allowing you to guide the beast gun's next shot by taking control of the projectile directly, steering it through the air, and swerving and veering it to continue to hit target after target. Make a beast gun Strike against a creature within the first range increment. On a hit, the shot tears through the target and continues toward another target you can see. You make a Strike against this new target. The new target must be no farther from the previous target than a distance equal to the beast gun's range increment. For example, the new target must be within 150 feet of the previous target when attacking with a drake rifle. On a hit, you can direct the bullet toward a new target.
+
+You can continue to make Strikes against new targets in this same way until your attack misses, at which point your shot dissipates. You can't make a Strike against a target you already attacked during this use of Controlled Bullet, but you can otherwise continue to make attacks against valid targets until you miss. Each attack counts toward your multiple attack penalty, but don't increase your penalty until you've made all your attacks.
+
+## [[Master Beast Gunner Spellcasting]] Feat 18
+
+**Prerequisites** [[Expert Beast Gunner Spellcasting]]
+
+* * *
+
+You've learned the final truth of beast guns, making you a master in the magic they grant you. You gain the master spellcasting benefits.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Beastmaster.md b/content/mechanics/srd/Archetypes/Beastmaster.md
new file mode 100755
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+---
+title: "Beastmaster"
+noteType: ":sticky-note:"
+aliases: "Beastmaster"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.4VMzG36Pm1oivS6Y
+tags:
+ - JournalEntryPage
+---
+
+# Beastmaster
+You attract the loyalty of animals, and as your powers increase you can command more of them, briefly inhabit their body to perceive what they perceive, and even communicate with them over vast distances. Your animals may see you as a beloved parent, teacher, and mentor, or they may consider you a poor, defenseless cub that needs protection. Regardless, they will fight for you and alongside you, even sacrificing their lives for you if necessary.
+
+**Additional Feats** 4th [[Magic Hide]], [[Animal Empathy (Ranger)]]; 6th [[Companion's Cry]]; 10th [[Enlarge Companion]]; 14th [[Side by Side (Ranger)|Side by Side]]. Warden spells granted by these feats are beastmaster focus spells for you.
+
+* * *
+
+**BEASTMASTER ANIMAL COMPANIONS**
+
+If you're playing a beastmaster, you determine the statistics and abilities of your animal companions according to the basic rules for animal companions. As a beastmaster, it's possible for you to have more than one animal companion at one time-up to four companions-but only one of those companions, your "active companion," follows you during exploration and in encounters; the rest are nearby, usually foraging or hunting for food. As soon as you gain a second animal companion from the Beastmaster archetype, you also gain [[Call Companion]] to switch your active companion. These rules apply to all your companions, regardless of whether you got the animal companion from the beastmaster archetype or from another source.
+
+## [[Beastmaster Dedication]] Feat 2
+
+**Prerequisites** trained in Nature
+
+* * *
+
+You gain the service of a young animal companion that travels with you and obeys your commands. Contrary to the usual rules for animal companions, this feat can grant you a second animal companion. If you ever have more than one animal companion, you gain the Call Companion action. See the Beastmaster Animal Companions sidebar for details on this action.
+
+Certain beastmaster feats give you primal focus spells. When you gain your first beastmaster focus spell, you become trained in primal spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma. Feats that grant beastmaster focus spells tell you to increase the number of Focus Points in your pool, but if you don't already have a focus pool, you instead get a focus pool with 1 Focus Point. You can Refocus by grooming, feeding, playing with, or otherwise tending to an animal companion.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the beastmaster archetype.
+
+## [[Additional Companion]] Feat 4
+
+**Prerequisites** Beastmaster Dedication
+
+* * *
+
+Another animal joins you in your travels. It is a young animal companion that has the minion trait. See Beastmaster Animal Companions for rules on how having multiple animal companions works.
+
+**Special** You can select this feat more than once, gaining an additional animal companion each time, to a maximum of four total companions (including the one you gained from Beastmaster Dedication and possibly one you gained from sources other than the beastmaster archetype).
+
+## [[Heal Animal]] Feat 4
+
+**Prerequisites** Beastmaster Dedication
+
+* * *
+
+You can heal your animal companion's wounds. You can cast heal animal as a beastmaster focus spell. Increase the number of Focus Points in your focus pool by 1.
+
+## [[Mature Beastmaster Companion]] Feat 4
+
+**Prerequisites** Beastmaster Dedication
+
+* * *
+
+All of your animal companions grow up, becoming mature animal companions and gaining additional capabilities. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action on your turn to either Stride or Strike.
+
+## [[Beastmaster's Trance]] Feat 6
+
+**Prerequisites** Beastmaster Dedication
+
+* * *
+
+You can enter a trance that allows you to briefly inhabit the body of one of your animal companions and share its senses. You gain the focus spell beastmaster trance. Increase the number of Focus Points in your focus pool by 1.
+
+## [[Incredible Beastmaster Companion]] Feat 8
+
+**Prerequisites** Mature Beastmaster Companion
+
+* * *
+
+Your mature animal companions continue to grow and develop. They each become nimble or savage animal companions (your choice, choose for each companion, including those that become mature after you take this feat), gaining additional capabilities determined by the type of companion.
+
+## [[Beastmaster Bond]] Feat 10
+
+**Prerequisites** Beastmaster Dedication
+
+* * *
+
+You can communicate telepathically with your animal companions within 100 feet. If you're legendary in Nature, you can communicate telepathically with your animal companions anywhere on the planet.
+
+## [[Beastmaster's Call]] Feat 12
+
+**Prerequisites** Beastmaster Dedication, Call Companion
+
+**Frequency** once per turn
+
+* * *
+
+You quickly call in a primal projection of a non-active companion to provide the companion's support benefit. The projection arrives in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. The projection has the same AC and saving throw modifiers as the real companion, and if it would take any damage before your next turn, it disappears and the support benefit ends immediately.
+
+## [[Specialized Beastmaster Companion]] Feat 14
+
+**Prerequisites** Incredible Beastmaster Companion
+
+* * *
+
+Your nimble and savage animal companions become cunning enough to become specialized. Each companion gains one specialization of your choice (choose separately).
+
+**Special** You can select this feat more than once. Each time, add a different specialization to your nimble and savage companions. Your nimble and savage companions can have up to three specializations each.
+
+## [[Lead The Pack]] Feat 16
+
+**Prerequisites** Mature Beastmaster Companion, you chave multiple animal companions
+
+* * *
+
+You can have up to two animal companions active at once. However, when you do, it's slightly more difficult to Command them. If you don't Command either of your companions, one of the two (your choice) can still use 1 action on your turn to Stride or Strike, as per Mature Beastmaster Companion, but not both. When you Command an Animal, either choose one of the companions to take 2 actions, as normal, or else both companions can take 1 action to Stride or Strike. Either way, you can't Command an Animal to make either companion act again until your next turn.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Bellflower Tiller.md b/content/mechanics/srd/Archetypes/Bellflower Tiller.md
new file mode 100755
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+---
+title: "Bellflower Tiller"
+noteType: ":sticky-note:"
+aliases: "Bellflower Tiller"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.cdnkS3A8OpOnRjKu
+tags:
+ - JournalEntryPage
+---
+
+# Bellflower Tiller
+Bellflower tillers handle most of the ground-level efforts of freeing slaves and escorting them to safety. They use farming-related code words to hide their work: a tiller's freed slaves are her "crop," which she moves along secretive paths termed "rows," taking shelter in secret hideouts referred to as "barns."
+
+## [[Bellflower Dedication]] Feat 6
+
+**Prerequisites** Charisma 14, expert in Stealth and Survival, member of the Bellflower Network
+
+* * *
+
+You dedicate yourself to freeing slaves and escorting them to freedom. You gain a +5-foot status bonus to your Speed. Choose up to six other people to be your "crop." Members of your crop can use your Speed for overland travel if it's higher than their own. Members more than 60 feet from you lose all benefits (from this or other Bellflower tiller feats) of being part of your crop, but they regain those benefits immediately when they return. You can add or remove someone from your crop by spending 10 minutes in conversation with them.
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the Bellflower tiller archetype.
+
+## [[Garden Path]] Feat 8
+
+**Prerequisites** Bellflower Dedication
+
+* * *
+
+You can guide your crop to move without notice. When you and any of your crop are Avoiding Notice, you can choose one member of your crop to temporarily gain the benefits of the Quiet Allies skill feat until the group is no longer Avoiding Notice. The group rolls two checks instead of one, using the higher die roll. This is a fortune effect.
+
+## [[Practiced Guidance]] Feat 8
+
+**Prerequisites** Bellflower Dedication
+
+* * *
+
+Making one's way to safety can be harrowing, but you have extensive practice at helping others along that path. When you roll a success to Aid a member of your crop, you get a critical success instead.
+
+## [[Scarecrow]] Feat 8
+
+**Prerequisites** Bellflower Dedication
+
+* * *
+
+You fight fiercely to protect your crop. When you hit a creature that is adjacent to two or more members of your crop with a weapon or unarmed attack, you gain a circumstance bonus to your damage roll equal to the number of weapon damage dice. When you hit a creature who has a member of your crop grabbed, that member can attempt to Escape using a reaction.
+
+## [[Tiller's Aid]] Feat 10
+
+**Prerequisites** Bellflower Dedication
+
+* * *
+
+You can use the Aid reaction to help a member of your crop even if you haven't prepared to do so.
+
+## [[Tiller's Drive]] Feat 10
+
+**Prerequisites** Bellflower Dedication
+
+* * *
+
+Your Speed bonus from Bellflower Dedication increases to +10 feet. Members of your crop receive a +5-foot circumstance bonus to Speed.
+
+## [[Cut the Bonds]] Feat 12
+
+**Prerequisites** Bellflower Dedication, expert in a melee weapon
+
+* * *
+
+Select a magical effect that has made an adjacent member of your crop clumsy, grabbed, paralyzed, restrained, or slowed. Attempt a counteract check using your attack modifier (including your multiple attack penalty) with a melee weapon with which you have expert proficiency. Your counteract level is half your level rounded up. On a success, you free that member from the effect; on a failure, you can't attempt to use Cut the Bonds on that effect on that crop member until 24 hours have passed.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Blessed One.md b/content/mechanics/srd/Archetypes/Blessed One.md
new file mode 100755
index 000000000..c2d11bf02
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Blessed One.md
@@ -0,0 +1,47 @@
+---
+title: "Blessed One"
+noteType: ":sticky-note:"
+aliases: "Blessed One"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.SUDV5hFZ9WocxWqv
+tags:
+ - JournalEntryPage
+---
+
+# Blessed One
+Through luck or deed, heritage or heroics, you carry the blessing of a deity. This blessing manifests as the ability to heal wounds and remove harmful conditions, and exists independent of worship. You might offer thanks daily to the deity whose power you wield, or you might carry these blessings reluctantly, seeking to avoid responsibility or even acting to defy the deity's influence on you. You might wear the robes of the deity's order, or you might give little thought and even less reverence to the source of your powers. However you feel about these gifts, there can be no doubt that you wield a special power. Good-aligned deities are most likely to empower a blessed one. However, deities of any alignment can grant such a blessing, as long as they are capable of granting a vitality divine font to their clerics. This means such deities as Lamashtu might grant a foul version of the blessed one's powers.
+
+**Additional Feats** 6th [[Accelerating Touch]], [[Mercy]]; 8th [[Invigorating Mercy]]; 10th [[Greater Mercy]]; 12th [[Elucidating Mercy]], [[Resilient Touch]]; 14th [[Affliction Mercy]], [[Amplifying Touch]]; 20th [[Rejuvenating Touch]]
+
+## [[Blessed One Dedication]] Feat 2
+
+You are touched by a deity and gifted with the ability to alleviate the suffering of others. You gain the lay on hands devotion spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity. You can Refocus by meditating, whether you reflect on the deity granting the blessing or not, allowing your blessing to refill your focus pool. Your devotion spells from the blessed one archetype are divine spells.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the blessed one archetype.
+
+## [[Blessed Sacrifice]] Feat 4
+
+**Prerequisites** Blessed One Dedication
+
+* * *
+
+You gain the protector's sacrifice domain spell as a devotion spell. Increase the number of Focus Points in your focus pool by 1.
+
+## [[Blessed Spell]] Feat 8
+
+**Prerequisites** Blessed One Dedication, ability to cast spells from spell slots, Mercy
+
+**Frequency** once per 10 minutes
+
+* * *
+
+When you focus your magic on an ally, you can remove harmful conditions. If your next action is to Cast a Spell from a spell slot, and that spell targets only a single ally, you can also attempt to remove a harmful condition from that ally. The condition must be one that could be removed by your Mercy feat, including those granted by later feats such as Greater Mercy. Attempt a counteract check based on the spell's DC and level. This effect is in addition to the normal effects of your spell.
+
+## [[Blessed Denial]] Feat 12
+
+**Prerequisites** Blessed One Dedication
+
+**Trigger** An ally within 30 feet would become frightened, drained, enfeebled, sickened, or stupefied.
+
+* * *
+
+You exude peace and protection, lessening a harmful condition as it falls upon an ally. Reduce the value of the condition your ally would take by 1 (to a minimum of 0). If the ally takes more than one condition at the same time, choose one to reduce.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Bounded Spellcasting Archetypes.md b/content/mechanics/srd/Archetypes/Bounded Spellcasting Archetypes.md
new file mode 100755
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@@ -0,0 +1,25 @@
+---
+title: "Bounded Spellcasting Archetypes"
+noteType: ":sticky-note:"
+aliases: "Bounded Spellcasting Archetypes"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.TwSQ0VPXZL0mfPez
+tags:
+ - JournalEntryPage
+---
+
+# Bounded Spellcasting Archetypes
+Some archetypes, such as the magus and summoner multiclass archetypes, grant you spellcasting abilities based on the way magi and summoners cast spells, albeit delayed compared to a character from those classes. In this book, both archetypes are bounded spellcasting archetypes, but future books might introduce bounded spellcasting archetypes that aren't multiclass archetypes. A bounded spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can, and the basic bounded spellcasting feat counts as having a spellcasting class feature.
+
+Bounded spellcasting archetypes always have a basic bounded spellcasting feat, an expert bounded spellcasting feat, and a master bounded spellcasting feat. These feats share their name with the archetype. For instance, the magus's master spellcasting feat is called Master Magus Spellcasting. All spell slots you gain from bounded spellcasting archetypes have restrictions depending on the archetype. For example, the summoner archetype grants you spell slots you can use only to cast spells from your summoner repertoire, even if you are a sorcerer with spells of the same tradition in your sorcerer repertoire.
+
+## Basic Bounded Spellcasting Feat
+
+Usually gained at 6th level, these feats give you a 1st-level spell slot and a 2nd-level spell slot from that magical tradition. If you have a spell repertoire, you can select one spell from your repertoire as a signature spell. Archetypes refer to these benefits as the "basic bounded spellcasting benefits." At 10th level, you replace your 1st-level spell slot with a 3rd-level spell slot.
+
+## Expert Bounded Spellcasting Feat
+
+Usually taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition. You gain an additional 3rd-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, you replace your spell slots with two 4th-level spell slots and one 5th-level spell slot, and at 16th level, you replace your spell slots with two 5th-level spell slots and one 6th-level spell slot. Archetypes refer to these benefits as the "expert bounded spellcasting benefits."
+
+## Master Bounded Spellcasting Feat
+
+Usually taken at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you an additional 6th-level spell slot. At 20th level, they replace your two 5th-level spell slots with two 7th-level spell slots. Archetypes refer to these benefits as the "master bounded spellcasting benefits."
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Bounty Hunter.md b/content/mechanics/srd/Archetypes/Bounty Hunter.md
new file mode 100755
index 000000000..475b268cf
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+---
+title: "Bounty Hunter"
+noteType: ":sticky-note:"
+aliases: "Bounty Hunter"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.Fea8ZereQhNolDoP
+tags:
+ - JournalEntryPage
+---
+
+# Bounty Hunter
+Whether for coin, glory, or justice, you know how to track, defeat, and capture dangerous individuals. You're accustomed to perusing wanted posters, searching up on leads, and pursuing villains to hell and back.
+
+**Additional Feats** 14th [[Double Prey]]
+
+## [[Bounty Hunter Dedication]] Feat 2
+
+**Prerequisites** trained in Survival
+
+* * *
+
+When focused on finding your quarry, you're relentless. You gain the Hunt Prey action. You can use Hunt Prey to designate only a creature that you've seen, heard about, or learned about through some other means, such as a bounty board or wanted poster. In addition to the other benefits of Hunt Prey, you gain a +2 circumstance bonus to checks to Gather Information regarding your prey.
+
+If you already have Hunt Prey, you become an expert in Survival and gain the circumstance bonus to Gather Information about your prey; you can still designate a creature you're tracking during exploration, in addition to the conditions above.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the bounty hunter archetype.
+
+## [[Tools Of The Trade]] Feat 4
+
+**Prerequisites** Bounty Hunter Dedication
+
+You're well-versed in weapons that allow you to bring bounties in alive. You are trained with the following weapons: bola, sap, and whip. You gain access to bolas. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the weapons listed.
+
+In addition, you take no penalty when making a nonlethal attack with a weapon without the nonlethal trait.
+
+## [[Posse]] Feat 4
+
+**Prerequisites** Bounty Hunter Dedication
+
+**Requirements** You have designated prey with Hunt Prey.
+
+* * *
+
+By spending 1 minute giving guidance to help hunt down your prey, you instruct up to five willing creatures to assist you. They gain a +1 circumstance bonus to Seek your prey, to Track your prey, and to Gather Information about your prey. You and the creatures assisting you gain a +1 circumstance bonus to initiative rolls when entering combat with your prey.
+
+This benefit lasts until you designate a new prey or your prey dies, whichever comes first. An individual creature assisting you loses this benefit if they're out of your presence for too long to benefit from your instructions. This is usually 1 hour, but is determined by the GM.
+
+## [[Keep Pace (Bounty Hunter)|Keep Pace]] Feat 6
+
+**Prerequisites** Bounty Hunter Dedication
+
+**Prerequisites** Bounty Hunter Dedication
+
+**Trigger** Your prey is within reach and attempts to move away from you.
+
+* * *
+
+Your prey can't Escape. Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you've moved your full Speed. You can use Keep Pace to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
+
+## [[Opportunistic Grapple]] Feat 8
+
+**Prerequisites** Bounty Hunter Dedication
+
+**Requirements** Your prey is within your reach, you have at least one free hand, and your target is no more than one size larger than you.
+
+**Trigger** Your prey critically fails on a melee Strike's attack roll against you.
+
+* * *
+
+You attempt an Athletics check to Grapple your prey.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Bright Lion.md b/content/mechanics/srd/Archetypes/Bright Lion.md
new file mode 100755
index 000000000..e31947f6a
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+++ b/content/mechanics/srd/Archetypes/Bright Lion.md
@@ -0,0 +1,49 @@
+---
+title: "Bright Lion"
+noteType: ":sticky-note:"
+aliases: "Bright Lion"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.vS9iMDapZN9uW33Q
+tags:
+ - JournalEntryPage
+---
+
+# Bright Lion
+You are one of the Bright Lions, part revolutionary warrior, part undercover spy.
+
+## [[Bright Lion Dedication]] Feat 2
+
+**Prerequisites** member of the Bright Lions, not a worshipper of Walkena, trained in Stealth
+
+**Access** [[Bright Lion]] background
+
+* * *
+
+You become trained in your choice of Deception or Diplomacy and in Mzali Lore; if you were already trained, you become an expert instead. You incorporate enough worship of Walkena in your daily life to avoid suspicion. You typically don't need to Lie or Impersonate to pass yourself off as a worshipper of Walkena. Against careful inspection, you gain a +4 circumstance bonus to Deception checks specifically to pass yourself off as a version of yourself faithful to Walkena.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Bright Lion archetype.
+
+## [[Warding Light]] Feat 4
+
+**Prerequisites** Bright Lion Dedication
+
+* * *
+
+You gain a tattoo that serves as a special ward to defend you against Walkena's forces.
+
+The tattoo allows you to cast the light cantrip as a divine innate spell at will. The cantrip is heightened to a spell level equal to half your level rounded up. If you die, the tattoo immediately casts gentle repose on your corpse, heightened to the same spell level.
+
+## [[Sun's Fury]] Feat 6
+
+**Prerequisites** Bright Lion Dedication
+
+* * *
+
+The Old Sun Gods have granted you a gift in your fight against Walkena. You gain the sun's fury focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the Refocus activity to pray to the Old Sun Gods; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your Bright Lion focus spells are divine spells; when you gain this feat, if you aren't already, you become trained in divine spell attacks and spell DCs, using Charisma as your spellcasting ability score.
+
+## [[Elude the Divine]] Feat 8
+
+**Prerequisites** Bright Lion Dedication
+
+* * *
+
+You are able to escape inquisitions involving divine magic, allowing you to blend in well in Mzali but also to avoid unwanted attention in other oppressive theocracies. You gain the Slippery Secrets skill feat, and its benefits also apply against divination effects that attempt to discern your deity. When using Slippery Secrets against a divine divination, you gain a +2 circumstance bonus, and on a critical success, the divination reveals false information appropriate to your false persona, rather than nothing.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Bullet Dancer.md b/content/mechanics/srd/Archetypes/Bullet Dancer.md
new file mode 100755
index 000000000..4bd23fa8c
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@@ -0,0 +1,136 @@
+---
+title: "Bullet Dancer"
+noteType: ":sticky-note:"
+aliases: "Bullet Dancer"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.5nd8ON2kFGOsCdwQ
+tags:
+ - JournalEntryPage
+---
+
+# Bullet Dancer
+While most monastic orders and traditional fighting schools shun firearms as loud and unreliable technology for unskilled conscripts, you fuse flourishing feints and ricocheting gunplay into a whirling ballet of bullets. As a bullet dancer, you might become the target of brash duelists and gladiators looking to make a name for themselves. But you tend to welcome the attention and might have proven your reputation while dancing your deadly ballet in tournaments from Tymon to Goka. You've found your fluid motions and explosive attacks to be surefire crowd-pleasers, even as they serve to confound and shock your foes.
+
+## [[Bullet Dancer Dedication]] Feat 2
+
+**Prerequisites** expert in unarmored defense and trained in unarmed attack
+
+* * *
+
+You've learned how to synchronize traditional martial arts and guns. You gain the [[Bullet Dancer Stance]] action. Whenever your proficiency in any weapon increases to expert or beyond, you gain that new proficiency with bayonets, reinforced stocks, simple firearms and unarmed attacks.
+
+## [[Brawling Focus]] Feat 4\*
+
+\* This version of the Brawling Focus feat is intended for use with an Archetype and has a different level for access than the [[Brawling Focus|original feat]].
+
+* * *
+
+You know how to make the most of your attacks when fighting hand-to-hand. You gain access to the critical specialization effects of unarmed strikes in the brawling group and weapons in the brawling group. If you have [[Monastic Weaponry]], you also gain the critical specialization effects of all monk weapons in which you are trained.
+
+## [[Pistol Twirl]] Feat 4\*
+
+\* This version of the Pistol Twirl feat is intended for use with an Archetype and has a different level for access than the [[Pistol Twirl|original feat]].
+
+* * *
+
+Your quick gestures and flair for performance distract your opponent, leaving it vulnerable to your follow-up attacks. You Feint against an opponent within the required weapon's first range increment, rather than an opponent within melee reach. If you succeed, the foe is off-guard against your melee and ranged attacks, rather than only your melee attacks. On a critical failure, you're off-guard against the target's melee and ranged attacks, rather than only its melee attacks.
+
+## [[Black Powder Boost]] Feat 6\*
+
+**Requirements** You're wielding a loaded firearm.
+
+\* This version of the Black Powder Boost feat is intended for use with an Archetype and has a different level for access than the [[Black Powder Boost|original feat]].
+
+* * *
+
+You fire your weapon as you jump, using the kickback to go farther. You [[Leap]] and discharge your firearm to add a +10-foot status bonus to the distance traveled. If you spend 2 actions for Black Powder Boost, you [[High Jump]] or [[Long Jump]] instead.
+
+**Special** An ability that allows you to [[High Jump]] or [[Long Jump]] as a single action (like the [[Quick Jump]] skill feat) lets you use Black Powder Boost as a single action for those jumps as well.
+
+## [[Bullet Dancer Burn]] Feat 6
+
+**Prerequisites** [[Bullet Dancer Dedication]]
+
+* * *
+
+The fiery blaze of your weapons combined with your unorthodox technique leaves your opponents with little opportunity to capitalize on any gaps in your defenses, or properly defend themselves against your onslaught. While in [[Bullet Dancer Stance]], when you successfully Strike an opponent with a bayonet or reinforced stock attached to your firearm, the next ranged Strike you make against that opponent doesn't trigger reactions that would trigger on a ranged attack, such as Attack of Opportunity. While in Bullet Dancer Stance, when you make a successful ranged Strike against an opponent within your melee reach using a firearm, the next reinforced stock or bayonet attack attached to that firearm deals an additional 1 fire damage per weapon damage die.
+
+The benefit on your next Strike from either use of Bullet Dancer Burn is lost if not used by the end of your next turn.
+
+## [[Black Powder Blaze]] Feat 8
+
+**Prerequisites** [[Black Powder Boost]]
+
+**Requirements** You're wielding a loaded firearm.
+
+* * *
+
+You learn to take advantage of every shot, flying across the battlefield with the help of your weapon's recoil. Stride and use [[Black Powder Boost]]. Make a ranged Strike with the required weapon at any point during the Black Powder Boost.
+
+## [[Snap Shot]] Feat 8\*
+
+\* This version of the Snap Shot feat is intended for use with an Archetype and has a different level for access than the [[Snap Shot|original feat]].
+
+* * *
+
+You've learned to react with ranged weapons when a creature is in close quarters. You can use a reaction that normally allows you to make a melee weapon Strike to instead make a ranged weapon Strike. You must be Striking an adjacent target. If necessary for the reaction's trigger, you treat your ranged weapon as if it had a reach of 5 feet. If the reaction has other requirements, such as wielding a specific kind of weapon, Snap Shot doesn't allow you to ignore them; it allows you only to replace a melee weapon Strike with a ranged weapon Strike.
+
+## [[Bullet Dancer Reload]] Feat 12
+
+**Prerequisites** [[Bullet Dancer Burn]]
+
+**Requirements** You're in [[Bullet Dancer Stance]].
+
+* * *
+
+You've learned to reload your simple firearms with uncanny grace, the ammunition simply falling into place as though part of a well-practiced kata. You Strike with a simple firearm, and then Interact to reload that same firearm. You don't need a free hand to reload your simple firearm in this way.
+
+## [[Trick Shot]] Feat 12\*
+
+**Requirements** You're wielding a loaded crossbow or firearm.
+
+\* This version of the Trick Shot feat is intended for use with an Archetype and has a different level for access than the [[Trick Shot|original feat]].
+
+* * *
+
+You shoot not at your foe but at an object nearby. Make a Strike with your firearm against an AC equal to an easy DC for your level. On a success, instead of hitting your foe, your attack hits an object behind or to the side of your target, creating one of the following effects. The GM might determine that a different AC is appropriate or that a particular effect isn't a valid option, such as using the explosive barrel option when there's no such object on the battlefield. The GM should inform you if a Trick Shot is feasible before you spend your actions, since your trained eye can easily recognize loose or volatile objects.
+
+* **Dislodge Object** Your attack knocks an unattended object of no more than 2 Bulk out of position, moving it up to 10 feet in a direction of your choice. For example, the weapon could knock a wizard's crystal ball off a table.
+* **Explosive Barrel** Your attack strikes a barrel of expensive rum, a vial of volatile alchemical fluids, a demonic pustule erupting from the earth, or some other explosive object. The object explodes in a 20-foot burst, and creatures in the area take 6d6 damage with a basic Reflex save against your class DC. The damage type is chosen by the GM, based on the exploding object. Increase the damage by 1d6 for every 2 levels you have above 10th.
+
+## [[Ranged Disarm]] Feat 14
+
+**Prerequisites** [[Bullet Dancer Dedication]]; [[Trick Shot]]
+
+**Requirements** You're wielding a simple firearm.
+
+* * *
+
+When using a simple firearm, you can shoot objects right out of your enemy's hands. Attempt to Disarm the target using a ranged attack roll with your simple firearm, instead of attempting an @Check\[type:athletics|defense:reflex\] check against the target's Reflex DC.
+
+## [[Ricochet Shot]] Feat 14\*
+
+\* This version of the Ricochet Shot feat is intended for use with an Archetype and has a different level for access than the [[Ricochet Shot|original feat]].
+
+* * *
+
+You bounce your shot off a nearby surface to strike your opponent from an unexpected angle. When determining whether a target has cover from your ranged attack with a firearm or crossbow, you can choose one solid surface within your weapon's first range increment to ricochet your shot off of. If you do, you determine the target's cover from the point where you ricochet your shot instead of from you.
+
+## [[Showstopper]] Feat 16\*
+
+**Prerequisites** [[Pistol Twirl]]; master in Deception
+
+\* This version of the Showstopper feat is intended for use with an Archetype and has a different level for access than the [[Showstopper|original feat]].
+
+* * *
+
+Your twirling weapons create a grand distraction that's difficult to look away from. When using Pistol Twirl to Feint, you can target all enemies within your weapon's first range increment who you can perceive and who can see you. You roll one Deception check and compare it against each target's Perception DC.
+
+## [[Two-Weapon Fusillade]] Feat 16\*
+
+**Requirements** You're wielding two weapons, each in a different hand. At least one of these weapons must be a loaded firearm or loaded crossbow.
+
+\* This version of the Two-Weapon Fusillade feat is intended for use with an Archetype and has a different level for access than the [[Two-Weapon Fusillade|original feat]].
+
+* * *
+
+You attack with both your weapons in a furious barrage. Strike twice, once with each weapon.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Butterfly Blade.md b/content/mechanics/srd/Archetypes/Butterfly Blade.md
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+---
+title: "Butterfly Blade"
+noteType: ":sticky-note:"
+aliases: "Butterfly Blade"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.vKuJVojicBmNsL1C
+tags:
+ - JournalEntryPage
+---
+
+# Butterfly Blade
+You've trained in one of Goka's oldest traditions of espionage, intimidation, and combat mastery. You use your skills to learn about your enemies and cut them down with your mastery of the butterfly sword.
+
+**Additional Feats** 4th [[Clever Gambit]], [[Combat Assessment]], [[Quick Draw]]; 6th [[Dread Striker]]
+
+## [[Butterfly Blade Dedication]] Feat 4
+
+**Prerequisites** trained in [[Butterfly Sword|Butterfly Swords]]
+
+**Access** Defeat a member of the Butterfly Blades in a sanctioned bout.
+
+* * *
+
+You become trained in Deception and Stealth; if you were already trained, you become an expert instead. Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with butterfly swords. You gain access to butterfly swords.
+
+**Special** You can't select another dedication feat until you have gained two other feats from this archetype.
+
+## [[Butterfly's Kiss]] Feat 6
+
+**Prerequisites** Butterfly Blade Dedication
+
+* * *
+
+You can make nonlethal Strikes with a butterfly sword without taking a penalty.
+
+## [[Butterfly's Sting]] Feat 6
+
+**Prerequisites** Butterfly Blades Dedication
+
+* * *
+
+You gain the [[Sneak Attack]] class feature. You don't increase the number of dice as you gain levels.
+
+## [[Mastermind's Eye]] Feat 6
+
+**Prerequisites** Butterfly Blade Dedication
+
+* * *
+
+When you succeed at identifying a creature using Recall Knowledge, that creature is off-guard against your attacks until the start of your next turn; if you critically succeed, it's off-guard against your attacks for 1 minute. This feat serves as the rogue's [[Mastermind|Mastermind Racket]] for the purpose of meeting prerequisites.
+
+## [[Deadly Butterfly]] Feat 8
+
+**Prerequisites** Butterfly Blade Dedication
+
+* * *
+
+You gain access to the butterfly sword's critical specialization effect. If you already had access to the critical specialization effect or you gain the effect at a later time, you also gain the critical specialization effect for knives when you critically hit with a butterfly sword. You can benefit from only one critical specialization effect at a time.
+
+## [[Innocent Butterfly]] Feat 10
+
+**Prerequisites** Butterfly Blade Dedication
+
+* * *
+
+You know how to alter the perceptions of others. You can cast aura of the unremarkable once per day as an innate arcane spell. The spell uses your class DC or spell DC, whichever is higher.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Captivator.md b/content/mechanics/srd/Archetypes/Captivator.md
new file mode 100755
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+---
+title: "Captivator"
+noteType: ":sticky-note:"
+aliases: "Captivator"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.b7oePIMEMdFFS5TH
+tags:
+ - JournalEntryPage
+---
+
+# Captivator
+Others find you inherently fascinating. You have a facility with words that draws others in, and you've always found it easy to sway others to your point of view. This ability has grown to the point where you're capable of innate magic. You can bend others' wills to your own by weaving alluring enchantments and compelling illusions. Perhaps this comes from a touch of fey or draconic blood in your family's distant past, or perhaps it's the work of some special boon or curse placed upon you.
+
+Captivators come from all areas of the world and all walks of life. A farmhand with the right gifts, sent to the market every week to hawk their latest crop, could find themself on the path to becoming a captivator. An urchin who relies on the sympathy of others just to survive may become a captivator out of necessity, and a noble, immersed in a deadly game of luxury and influence, might have trained to be a captivator since birth. Regardless of background, most captivators use their abilities to advance their station in life, make things easier for themselves, or befriend those who can help them achieve their goals.
+
+Good captivators use their gifts and skills to bring people together. They might turn a would-be tavern brawl into a night of sharing drinks and telling stories. They might offer encouragement to those facing depression or doubt. They excel at ending conflict peacefully and efficiently, leaving everyone around them happier. When faced with violence, they use their magic to quickly subdue or enthrall enemies while minimizing harm to their companions.
+
+Evil captivators manipulate others to achieve status, wealth, and power. They have no qualms about deceiving someone or using their magic to cause harm. Evil captivators are dangerous tricksters whose enchantments and illusions make them seem harmless, unimportant, or friendly. The slick politician, the devious con artist, the cunning courtier—these are all roles that an evil captivator can easily assume.
+
+## [[Captivator Dedication]] Feat 4
+
+**Prerequisites** Charisma 14, trained in Deception or Diplomacy
+
+* * *
+
+Your ability to captivate others borders on the preternatural. You are seldom at a loss in social situations, and you can create minor enchantments or illusions. Choose Deception or Diplomacy. You become trained in that skill, or become an expert if you were already trained.
+
+Choose two cantrips from the occult list; each cantrip must be from either the enchantment or illusion school. You gain access to the Cast a Spell activity and can cast these spells as occult innate spells. You're trained in occult spell attack rolls and spell DCs. If you have a hand free, you can usually replace material components with somatic components, so you don't need to use a spell component pouch. Your key spellcasting ability for these spells is Charisma.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the captivator archetype.
+
+## [[Basic Captivator Spellcasting]] Feat 4
+
+**Prerequisites** [[Captivator Dedication]]
+
+* * *
+
+Your innate ability to fascinate others develops into full-fledged spellcasting. This spellcasting comes naturally and instinctively to you, rather than as a product of training. Choose a 1st-level occult spell from either the enchantment or illusion school. You can Cast this Spell as an occult innate spell. At 6th level, you gain a 2nd-level spell, and at 8th level, you gain a 3rd-level spell. Each of these spells must be from either the enchantment or illusion school.
+
+## [[Captivating Intensity]] Feat 6
+
+**Prerequisites** [[Basic Captivator Spellcasting]]
+
+* * *
+
+Your ability to captivate others has grown, and you can use your captivator abilities more often. You seem to never run out of the ability to fascinate or distract. You can cast each occult innate spell granted by captivator archetype feats one additional time per day. You can do this for spells of all levels granted, other than your two highest spell levels from non-cantrip captivator spells. If you have Heightened Captivation, you can Cast the chosen Spell a second time each day, though one of the two times you cast it, it's heightened two levels lower than your highest level of non-cantrip captivator spells, as long as the spell can be cast at that spell level.
+
+## [[Countercharm]] Feat 8
+
+**Prerequisites** [[Basic Captivator Spellcasting]]
+
+**Trigger** A creature Casts a Spell from the enchantment or illusion school.
+
+**Requirements** You have an innate non-cantrip captivator spell of the same school.
+
+* * *
+
+Your enchantments and illusions are so dominant that you can use them to counteract similar magic cast by others. When a foe casts an enchantment or illusion spell and you can see its manifestations, you can use your own innate magic to disrupt it. You lose an innate, non-cantrip spell of the same school as the triggering spell as if you had Cast the Spell. You then attempt to counteract the triggering spell with your spell.
+
+## [[Heightened Captivation]] Feat 8
+
+**Prerequisites** [[Captivator Dedication]]
+
+* * *
+
+You can infuse your enchantments and illusions with more power. Choose one of your spells granted by captivator archetype feats; this spell can't be from your highest level of non-cantrip captivator spells. The spell you choose is heightened to the highest level of captivator spell you can cast, not including cantrips. You can't later change the spell that is heightened by this feat.
+
+**Special** You can select this feat more than once. Each time you select it, you choose a different spell.
+
+## [[Expert Captivator Spellcasting]] Feat 10
+
+**Prerequisites** [[Basic Captivator Spellcasting]]
+
+* * *
+
+You learn more powerful spells to enchant and deceive. You learn a 4th-level occult spell. At 12th level, you learn a 5th-level spell, and at 14th level, you learn a 6th-level spell. Each of these spells must come from either the enchantment or illusion school. You Cast these Spells as occult innate spells. You become an expert with spell attack rolls and spell DCs for occult spells.
+
+## [[Reactive Charm]] Feat 10
+
+**Prerequisites** [[Captivator Dedication]]
+
+**Frequency** once per day
+
+**Requirements** You are the target of a spell or attack.
+
+* * *
+
+You're so charming and distracting that when pressed, you can cast a simple enchantment in time to foil an attacker. You cast any of your 1st-level enchantment spells that normally take two actions or fewer to cast. This takes effect before the triggering spell or attack, and if the attacker is affected by your spell, it can make different decisions based on the effects (for instance, if you charm the attacker and it becomes friendly to you, it can choose a different target than you for its attack or spell). The attacking creature must be in range of your chosen spell, and if your spell requires targets, the attacking creature must be a valid target. Your spell affects only the attacking creature, even if it would normally affect more targets or an area.
+
+## [[Effortless Captivation|Efortless Captivation]] Feat 14
+
+**Prerequisites** [[Captivator Dedication]]
+
+**Trigger** Your turn begins.
+
+* * *
+
+You maintain your innate enchantments and illusions with hardly a thought. You immediately gain the effects of the Sustain a Spell action, which you can use only to extend the duration of an enchantment or illusion spell.
+
+## [[Master Captivator Spellcasting]] Feat 16
+
+**Prerequisites** [[Expert Captivator Spellcasting]]
+
+* * *
+
+You master the most powerful spells that enchant and deceive. You learn a 7th-level occult spell. At 18th level, you learn an 8th-level spell, and at 20th level, you learn a 9th-level spell. Each of these spells must come from either the enchantment or illusion school. You cast these spells as occult innate spells. You become a master with spell attack rolls and spell DCs for occult spells.
+
+## [[Look Again]] Feat 18
+
+**Prerequisites** [[Captivator Dedication]]
+
+**Frequency** once per day
+
+* * *
+
+If your illusions or enchantments fail to ensnare the minds of others, you can cast them again. If your next action is to cast an innate enchantment or illusion spell and it fails to affect any targets, you do not lose the spell. You must use the same number of actions to recast the same spell on your following turn; if you can't, or choose not to, you waste that number of actions with no effect. After this second casting, you lose the spell whether it affected any targets or not. Look Again works only with spells that require targets and doesn't do anything if you cast a targeted spell but didn't select any targets.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Cathartic Mage.md b/content/mechanics/srd/Archetypes/Cathartic Mage.md
new file mode 100755
index 000000000..69459eab1
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@@ -0,0 +1,111 @@
+---
+title: "Cathartic Mage"
+noteType: ":sticky-note:"
+aliases: "Cathartic Mage"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.EWiUv3UiR3RHSGlA
+tags:
+ - JournalEntryPage
+---
+
+# Cathartic Mage
+**Rarity** Uncommon
+
+* * *
+
+Emotions are powerful, and you can tap into that power to enhance your magic for a time. You learn to harness a particular emotional state under the right conditions, but be warned: emotions are volatile and destructive if left unchecked. The experience often leaves you reeling from the unhindered emotion, requiring a rest or distraction before tapping into it again.
+
+#### Emotional Focus
+
+Some emotional states, such as love or hatred, require the caster to focus on a specific individual called their emotional focus. Your emotional focus can change over time with you choosing a new focus after an important part of your story is resolved. Work with your GM to determine when this change happens. An emotional focus doesn't get a say in the matter; the cathartic spellcaster's emotions determine the bond. However, making another PC your emotional focus could result in an uncomfortable social dynamic. You should check with that PC's player in advance to see if such a link is acceptable.
+
+## [[Cathartic Mage Dedication]] Feat 2
+
+**Prerequisites** Charisma 14 or ability to cast spells from spell slotes
+
+* * *
+
+You've learned to harness a particular emotion and mix it into your magic. Choose an emotion from the Emotional States section to be your catharsis emotion.
+
+If you don't already cast spells from spell slots, you learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from a spell list of your choice. You choose this cantrip from the common spells on your chosen spell list or from other spells to which you have access on that list. You're trained in spell attack rolls and spell DCs for that tradition. Your key spellcasting ability for these spells is Charisma.
+
+If you can already cast spells from spell slots, you learn one additional cantrip from your spellcasting tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire.
+
+You gain the [[Catharsis]] reaction and the [[Settle Emotions]] activity.
+
+**Emotional States:**
+
+[[Catharsis Emotion (Anger)]]
+
+[[Catharsis Emotion (Awe)]]
+
+[[Catharsis Emotion (Dedication)]]
+
+[[Catharsis Emotion (Fear)]]
+
+[[Catharsis Emotion (Hatred)]]
+
+[[Catharsis Emotion (Joy)]]
+
+[[Catharsis Emotion (Love)]]
+
+[[Catharsis Emotion (Misery)]]
+
+[[Catharsis Emotion (Pride)]]
+
+[[Catharsis Emotion (Remorse)]]
+
+* * *
+
+**Special** You can't select another dedication feat until you've gained two other feats from the cathartic mage archetype.
+
+## [[Basic Cathartic Spellcasting]] Feat 4
+
+**Prerequisites** [[Cathartic Mage Dedication]]
+
+* * *
+
+You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of that spell level from your chosen tradition to your repertoire-either a common spell or another spell you've learned or discovered.
+
+## [[Cathartic Focus Spell]] Feat 4
+
+**Prerequisites** [[Cathartic Mage Dedication]]
+
+* * *
+
+You learn the focus spell listed under your emotion's entry. You can cast it only while in emotional fervor. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus while you use [[Settle Emotions]].
+
+## [[Work Yourself Up]] Feat 8
+
+**Prerequisites** [[Cathartic Mage Dedication]]
+
+* * *
+
+**Requirements** You have a reaction available and aren't prevented from using [[Catharsis]].
+
+* * *
+
+You concentrate on your mental state, tapping into that raw emotional energy. Take your Catharsis reaction, causing the catharsis activation and entering your emotional fervor as normal. The fervor lasts only until the end of your turn. At the end of your emotional fervor, you experience the effects of your emotional fallout, as normal.
+
+## [[Expert Cathartic Spellcasting]] Feat 12
+
+**Prerequisites** [[Basic Cathartic Spellcasting]]
+
+* * *
+
+You gain the expert spellcasting benefits.
+
+## [[Infectious Emotions]] Feat 12
+
+**Prerequisites** [[Cathartic Mage Dedication]]
+
+* * *
+
+When you use [[Catharsis]], one ally within 30 feet gains the catharsis activation benefits in addition to you. If these benefits require an emotional focus, they use your emotional focus as they're experiencing an empathic imprint of your emotions. Depending on the activation benefit, it might be impossible to grant it to an ally; for instance, pride could only have an effect for an ally if both you and the ally critically failed the same saving throw against the same effect.
+
+## [[Master Cathartic Spellcasting]] Feat 18
+
+**Prerequisites** [[Expert Cathartic Spellcasting]]
+
+* * *
+
+You gain the master spellcasting benefits.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Cavalier.md b/content/mechanics/srd/Archetypes/Cavalier.md
new file mode 100755
index 000000000..2a1ca581e
--- /dev/null
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@@ -0,0 +1,127 @@
+---
+title: "Cavalier"
+noteType: ":sticky-note:"
+aliases: "Cavalier"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.nmcEiM2gjqjGWp2c
+tags:
+ - JournalEntryPage
+---
+
+# Cavalier
+You are a skilled and dedicated warrior of the battlefield who specializes in fighting astride a powerful animal companion that serves as your mount. You and your mount are an unparalleled team, moving with shared intent to become a powerful force on the battlefield. You might wield a banner in the name of a greater organization, a liege, or an ideal you uphold, or you might fight solely to further enrich your own prestige, reputation, and coffers.
+
+**CAVALIER PLEDGES**
+
+Many cavaliers pledge themselves in service to a specific organization or individual, such as a noble family or sovereign ruler, a knightly order or another organization, or a particular ideal. A cavalier pledged to an order or ideal must uphold its edicts and is beholden to any anathema it has; for example, a cavalier pledged to the druid's animal order would be tied to that anathema, while a cavalier pledged to the church of Abadar would be held to the same standards as a cleric of that god. If you pledge yourself to an entity or cause without a stated anathema, you should work with your GM to determine the edicts and anathema associated with your pledge. Cavaliers who have pledged themselves can gain access to certain abilities related to that pledge, such as Cavalier's Banner. If you violate the anathema of your pledge, you lose access to those feats until you benefit from an atone ritual. Changing the subject of your pledge is equivalent to retraining a class feature.
+
+[[Cavalier Dedication]] Feat 2
+
+**Prerequisites** trained in Nature or Society
+
+* * *
+
+You gain a young animal companion that serves as your mount. You can choose from animal companions with the mount special ability, as well as any additional options from your pledge, as determined by your GM. You must choose an animal companion that's at least one size larger than you, but if the animal usually starts as Small, you can begin with a Medium version of that animal (changing no statistics other than its size).
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the cavalier archetype. This restriction is waived if you have pledged to the organization associated with the other dedication feat. For example, if you are pledged to a Hellknight order, you could take Hellknight dedication feats without needing to gain other feats from the cavalier archetype first.
+
+## [[Cavalier's Banner]] Feat 4
+
+**Prerequisites** Cavalier Dedication
+
+**Requirements** You have pledged your service to a specific organization or ideal (see Cavalier Pledges sidebar).
+
+* * *
+
+You fly the banner of your pledge from your mount, raising your allies' spirits. You and all allies within 30 feet gain a +1 circumstance bonus to Will saves and DCs against fear effects. If your banner is destroyed or removed, allies within 30 feet become frightened 1.
+
+## [[Cavalier's Charge]] Feat 4
+
+**Prerequisites** Cavalier Dedication
+
+**Requirements** You are riding your mount.
+
+* * *
+
+You Command an Animal to order your mount to Stride twice. At any point during this movement, you can Strike one enemy within reach or within the first range increment of a ranged weapon. You gain a +1 circumstance bonus to your attack roll.
+
+## [[Impressive Mount]] Feat 4
+
+**Prerequisites** Cavalier Dedication
+
+* * *
+
+You've trained your mount to become a powerful force on the battlefield. The mount you gained through the Cavalier Dedication feat becomes a mature animal companion, granting it additional capabilities. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action on your turn to Stride or Strike.
+
+## [[Quick Mount]] Feat 4
+
+**Prerequisites** Cavalier Dedication, expert in Nature
+
+**Requirements** You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.
+
+* * *
+
+You and your mount can spring into action at a moment's notice. You Mount the creature and Command an Animal to issue it an order of your choice.
+
+## [[Defend Mount]] Feat 6
+
+**Prerequisites** Cavalier Dedication
+
+**Trigger** An enemy makes an attack roll against your mount while you're riding it.
+
+* * *
+
+You interpose yourself between an attacker and your mount, defending your mount from harm. Use your own AC against the triggering attack instead your mount's AC. If the triggering attack hits, you take the effects of the attack instead of your mount.
+
+## [[Mounted Shield]] Feat 6
+
+**Prerequisites** Cavalier Dedication
+
+* * *
+
+You've trained with your shield to defend both yourself and our mount. When you Raise a Shield while mounted, both you and your mount gain the shield's circumstance bonus to AC. If you have the Shield Block reaction, you can use it in response to your mount taking damage, as long as you're riding your mount. If you do, the shield prevents your mount from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.
+
+## [[Incredible Mount]] Feat 8
+
+**Prerequisites** Impresive Mount
+
+* * *
+
+Under your care and training, your mount has realized its innate potential. The mount you gained through the Cavalier Dedication feat becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion.
+
+## [[Trampling Charge]] Feat 10
+
+**Prerequisites** Cavalier Dedication
+
+**Requirements** You are riding a mount that has a melee Strike using its legs (claw, talons, hoof, etc.).
+
+* * *
+
+You urge your mount forward, trampling enemies in your path. You command your mount to Stride up to its Speed (or to Burrow, Climb, Fly, or Swim, if it has the corresponding movement type), moving through the spaces of any foes in your path up to one size smaller than your mount. Your mount deals damage equal to the melee Strike using its legs to each creature whose space you move through, subject to a basic Reflex save against your mount's Athletics DC. On a critical failure, the creature also becomes off-guard until the end of your next turn. You can damage a given creature only once during this movement.
+
+## [[Unseat]] Feat 10
+
+**Prerequisites** Cavalier Dedication
+
+**Requirements** You are riding a mount and wielding a jousting weapon.
+
+* * *
+
+You attempt to knock an opponent off their mount. Make a melee Strike against a mounted opponent. If your attack hits, attempt an Athletics check against the opponent's Fortitude DC. If you succeed, the foe is knocked off its mount into a space of its choice adjacent to its mount. If you critically succeed, it lands prone.
+
+## [[Specialized Mount]] Feat 14
+
+**Prerequisites** Incredible Mount
+
+* * *
+
+You've trained your mount to perform in unusual or even extreme circumstances, granting it abilities far beyond others of its kind. Your mount gains one specialization of your choice.
+
+**Special** You can select this feat up to three times. Each time, add a different specialization to your mount. You mount can't have more than three specializations.
+
+## [[Legendary Rider]] Feat 20
+
+**Prerequisites** Cavalier Dedication
+
+* * *
+
+You and your mount move like one being, effortlessly reading each other's signals. Whenever you are riding your mount, you are quickened; you can use the extra action only to command your mount using the Command an Animal skill action.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Celebrity.md b/content/mechanics/srd/Archetypes/Celebrity.md
new file mode 100755
index 000000000..44b42c39b
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Celebrity.md
@@ -0,0 +1,47 @@
+---
+title: "Celebrity"
+noteType: ":sticky-note:"
+aliases: "Celebrity"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.h1zdUIWX1k5PKTnc
+tags:
+ - JournalEntryPage
+---
+
+# Celebrity
+You're a special personality... and you know it. You're not merely comfortable in the spotlight, you crave it. While the traditional celebrity is a musician or another type of performer, you could be known for any occupation.
+
+## [[Celebrity Dedication]] Feat 2
+
+The more people you have looking at you, the more content you are, and you take every opportunity to show up others when their performances are less than perfect. You gain the Upstage reaction. In addition, when you Earn Income, if the level of the task is higher than your level, you gain a +1 circumstance bonus to your check to Earn Income.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the celebrity archetype.
+
+## [[Never Tire]] Feat 4
+
+**Prerequisites** Celebrity Dedication
+
+**Trigger** You would gain the fatigued condition.
+
+**Requirements** You are observed by at least three creatures who aren't foes.
+
+* * *
+
+As long as you have an audience, you can continue to perform. Indeed, you must-you have an obligation to your fans! You delay the effects of the fatigued condition for 1 minute or until you are no longer observed by the required creatures, whichever comes first. If the fatigued condition has a duration, the duration begins to elapse only after the delay. You can't further delay or prevent the fatigued condition after this ability ends.
+
+## [[Mesmerizing Gaze]] Feat 6
+
+**Prerequisites** Celebrity Dedication
+
+* * *
+
+When you meet someone's gaze, they are unable to look away. Choose one target creature. That creature must succeed at a Will save or be fascinated until the end of your next turn; the DC for this save is equal to your class DC or spell DC, whichever is higher. If the creature succeeds at its save or its fascination ends due to a hostile action, it becomes temporarily immune to your Mesmerizing Gaze for 1 day.
+
+When you select this feat, it gains either the arcane or occult trait; once you make this choice, you can't change it.
+
+## [[Command Attention]] Feat 10
+
+**Prerequisites** Celebrity Dedication
+
+* * *
+
+You command the attention of all around you with style, ensuring their gaze falls only upon you until the end of your next turn. When creatures within 30 feet of you attempt saving throws against other visual effects, they use the outcome for one degree of success better than the result they rolled. An enemy within the area attempting to use a visual effect that involves focusing its attention on a particular creature (such as a medusa's Focus Gaze) must succeed at a Will save against your class DC or spell DC, whichever is higher, in order to target any creature except you. Allies in the area can attempt to Hide even if they don't have cover, as you are continually providing a distraction.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Champion.md b/content/mechanics/srd/Archetypes/Champion.md
new file mode 100755
index 000000000..7656faa8e
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+---
+title: "Champion"
+noteType: ":sticky-note:"
+aliases: "Champion"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.DXtjeVaWNB8zSjpA
+tags:
+ - JournalEntryPage
+---
+
+# Champion
+You have sworn a solemn oath to your deity, who has granted you champion powers to aid you in your cause.
+
+## [[Champion Dedication]] Feat 2
+
+**Prerequisites** Strength 14; Charisma 14
+
+* * *
+
+Choose a deity and cause as you would if you were a champion. You become trained in light, medium, and heavy armor. You become trained in Religion and your deity's associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You become trained in champion class DC.
+
+You are bound by your deity's anathema and must follow the champion's code and alignment requirements for your cause. You don't gain any other abilities from your choice of deity or cause.
+
+* * *
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the champion archetype.
+
+## [[Basic Devotion]] Feat 4
+
+**Prerequisites** Champion Dedication
+
+* * *
+
+You gain a 1st- or 2nd-level champion feat.
+
+## [[Champion Resiliency]] Feat 4
+
+**Prerequisites** Champion Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier
+
+* * *
+
+You gain 3 additional Hit Points for each champion archetype class feat you have. As you continue selecting champion archetype class feats, you continue to gain additional Hit Points in this way.
+
+## [[Healing Touch]] Feat 4
+
+**Prerequisites** Champion Dedication
+
+* * *
+
+You gain the appropriate devotion spell for your cause ( lay on hands for the paladin, redeemer, and liberator). If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by praying or serving your deity.
+
+## [[Advanced Devotion]] Feat 6
+
+**Prerequisites** Basic Devotion
+
+* * *
+
+You gain one champion feat. For the purpose of meeting its prerequisites, your champion level is equal to half your character level.
+
+* * *
+
+**Special** You can select this feat more than once. Each time you select it, you gain another champion feat.
+
+## [[Champion's Reaction]] Feat 6
+
+**Prerequisites** Champion Dedication
+
+* * *
+
+You can use the champion's reaction associated with your cause.
+
+## [[Divine Ally]] Feat 6
+
+**Prerequisites** Champion Dedication
+
+* * *
+
+You gain a divine ally of your choice.
+
+## [[Diverse Armor Expert]] Feat 14
+
+**Prerequisites** Champion Dedication; expert in unarmored defense or one or more types of armor
+
+* * *
+
+Your proficiency ranks for light armor, medium armor, heavy armor, and unarmored defense increase to expert.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Chronoskimmer.md b/content/mechanics/srd/Archetypes/Chronoskimmer.md
new file mode 100755
index 000000000..618eb1be7
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Chronoskimmer.md
@@ -0,0 +1,129 @@
+---
+title: "Chronoskimmer"
+noteType: ":sticky-note:"
+aliases: "Chronoskimmer"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.xgk1Qc6nzGNJ7LSz
+tags:
+ - JournalEntryPage
+---
+
+# Chronoskimmer
+The flow of time is an unstoppable force. Most are carried downstream inexorably, like a leaf floating on a river. You, however, somehow fell out of the flow of time, if only for an instant, but in doing so gained a perspective that few others have.
+
+Now you stand on the banks of the river, watching the flow, choosing where to dive in, or even defying the current, at least for a short while, as you skim its surface and skip from moment to moment. As a chronoskimmer, time is yours to exploit.
+
+You have the means to see the timelines of all creatures, including your own. You can use this insight to manipulate the flow of time for creatures, much like you can pluck the leaf from the river and place it elsewhere. Manipulating timelines can be dangerous, however, and the Dimension of Time isn't wont to allow these transgressions against time to stand forever. The threat always looms of time dimensionals coming to correct your actions or of you becoming removed from time forever.
+
+## [[Chronoskimmer Dedication]] Feat 2
+
+You became partially unstuck from time and have learned how to manipulate your place in flow of time. When you roll initiative, you can choose one of three options: either do nothing and roll initiative normally, stabilize your timestream, or destabilize your timestream and send it into intense fluctuations. If you choose to stabilize your timestream, you don't roll initiative, and instead your initiative is equal to 10 + your initiative modifier. If you choose to destabilize your timestream, attempt a @Check\[type:flat|dc:11\]. On a success, your initiative is equal to 19 + your initiative modifier, and on a failure, your initiative is equal to 1 + your initiative modifier. Both stabilizing and destabilizing your timestream are fortune effects.
+
+Additionally, if your initiative roll result is tied with an opponent's initiative roll, you go first. Your manipulation of time grants you access to a number of abilities, some of which require a saving throw. The DC for these abilities is either your class DC or spell DC, whichever is higher, and is called your chronoskimmer DC.
+
+* * *
+
+**Special** You can't select another dedication feat until you've gained two other feats from the chronoskimmer archetype.
+
+## [[Turn Back the Clock]] Feat 4
+
+**Prerequisites** Chronoskimmer Dedication
+
+**Frequency** once per day
+
+**Trigger** You fail a skill check or saving throw.
+
+* * *
+
+After failing a test of skill, you hop back in your personal timeline so you can try again. You reroll the triggering check with a +1 circumstance bonus as you apply your experience from your last attempt. You must use the new result, even if it's worse than your first roll.
+
+## [[Guide the Timeline]] Feat 6
+
+**Prerequisites** Chronoskimmer Dedicaiton
+
+**Frequency** once per day
+
+* * *
+
+You know the result you want and subtly nudge the timeline to your intended destination. Choose an ally or a foe. If you choose an ally, the next time within the next round that ally makes an attack roll or skill check, they roll it twice and take the higher result; this is a fortune effect. If you choose a foe, the next time within the next round that foe makes an attack roll or skill check, they must roll twice and take the lower result unless they succeed at a Will save against your chronoskimmer DC; this is a misfortune effect. Regardless of your choice, the target becomes temporarily immune for 24 hours.
+
+## [[Reversing Charge]] Feat 8
+
+**Prerequisites** Chronoskimmer Dedication
+
+* * *
+
+You dive into the fray before rewinding yourself to safety. Stride up to your Speed. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You then teleport back to the square from which you began your Snapback Charge. You can use Reversing Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
+
+## [[Superimpose Time Duplicates]] Feat 8
+
+**Prerequisites** Chronoskimmer Dedication
+
+**Frequency** once per hour
+
+* * *
+
+You call alternate versions of yourself, either from a different timeline or perhaps yourself from a different point in your current timeline, to aid you in combat. Until the start of your next turn, these alternate selves flicker in and out in your vicinity, providing flanking for you against all enemies within your reach. Flanking with your time duplicates is the same as flanking with an ally and so is subject to effects like [[All-Around Vision]] or the [[Deny Advantage]] class feature.
+
+## [[Borrow Time]] Feat 10
+
+**Prerequisites** Chronoskimmer Dedication
+
+**Frequency** once per minute
+
+**Trigger** Your turn begins.
+
+* * *
+
+You reach ahead and make use of time that's yet to be. You become [[Quickened]] and can use the extra action to Step, Stride, or Strike. You gain this extra action immediately and can use it this turn. At the end of your turn, you become [[Stunned 1]].
+
+## [[Steal Time]] Feat 10
+
+**Prerequisites** Chronoskimmer Dedication
+
+**Frequency** once per hour
+
+* * *
+
+You reach into another creature's timeline and attempt to alter their flow of time. Select a creature within 30 feet. That creature attempts a @Check\[type:fortitude|dc:resolve(@actor.system.attributes.classOrSpellDC.value)\] saving throw against your chronoskimmer DC. The creature takes the effects of _[[Slow]]_ based on the result of its saving throw.
+
+## [[Combat Premonition]] Feat 12
+
+**Prerequisites** Chronoskimmer Dedication
+
+* * *
+
+By narrowing your sense of the future, you can improve that of your allies. When you roll initiative, instead of stabilizing or destabilizing your own timestream, you can grant your allies a flash of insight into their future. Choose two allies. Those allies roll their initiative roll twice and take the better result; this is a fortune effect. You roll your initiative roll twice and take the worse result; this is a misfortune effect. The two effects are tied together: if you would avoid the misfortune effect for any reason, or if any of your allies would negate their fortune effect, your Combat Premonition does nothing.
+
+## [[Escape Timeline]] Feat 12
+
+**Prerequisites** Chronoskimmer Dedication
+
+**Frequency** once per day
+
+**Trigger** Your turn begins.
+
+* * *
+
+You step outside of the flow of time momentarily, allowing you to avoid dangers. Your physical form stops existing momentarily, and you can't be targeted or affected until the start of your next turn-you simply don't exist at that moment in time. Your turn ends immediately, advancing 1 round for all timed durations and effects, such as conditions and afflictions. You still attempt saving throws, flat checks, or any other checks at the end of your turn as normal, but you don't take any damage due to these checks (though you take any non-damaging effects as normal). At the start of your next turn, you reenter the flow of time and reappear in the same space where you left time last round. If the space isn't clear, you arrive in the nearest open space.
+
+## [[Space-Time Shift]] Feat 12
+
+**Prerequisites** Chronoskimmer Dedication
+
+**Frequency** once per 10 minutes
+
+**Trigger** Your turn begins.
+
+* * *
+
+You travel just a few moments into the future to immediately arrive at your destination. Your Strides are augmented until the end of your turn, allowing you to instantly teleport to any point you could reach with your [[Stride]] instead of traversing normally to the location. Your augmented Strides have the teleport trait and don't trigger reactions that can be triggered by move actions or upon leaving or entering a square. You also augment your [[Burrow]], [[Climb]], [[Fly]], or [[Swim]] actions in this way if you have the corresponding movement type.
+
+## [[Reset the Past]] Feat 14
+
+**Prerequisites** Chronoskimmer Dedication
+
+**Frequency** once per day
+
+* * *
+
+You manipulate time to recharge one of your temporal techniques-by revising your past so you never used it in the first place. Select one of your chronoskimmer feats that has a frequency of once per day (or more frequent) that you've already used. You can use the feat again, as if you hadn't used it already.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Cleric.md b/content/mechanics/srd/Archetypes/Cleric.md
new file mode 100755
index 000000000..83c40f135
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@@ -0,0 +1,75 @@
+---
+title: "Cleric"
+noteType: ":sticky-note:"
+aliases: "Cleric"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.ZJHhPFjLnizAaUM1
+tags:
+ - JournalEntryPage
+---
+
+# Cleric
+You are an ordained priest of your deity and have even learned how to cast a few divine spells. Though your main training lies elsewhere, your religious calling provides you divine gifts.
+
+## [[Cleric Dedication]] Feat 2
+
+**Prerequisites** Wisdom +2
+
+* * *
+
+You cast spells like a cleric. You gain the Cast a Spell activity. You can prepare two common cantrips each day from the divine spell list or any other divine cantrips you have access to. You're trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for cleric archetype spells is Wisdom, and they are divine cleric spells. Choose a deity as you would if you were a cleric. You become bound by that deity's anathema and can receive that deity's divine sanctification. You become trained in Religion and your deity's associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You don't gain any other abilities from your choice of deity.
+
+* * *
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the cleric archetype.
+
+## [[Basic Cleric Spellcasting]] Feat 4
+
+**Prerequisites** Cleric Dedication
+
+* * *
+
+You gain the [[Spellcasting Archetypes#Basic Spellcasting Feat|Basic Spellcasting Feat]] benefits. You can prepare your deity's spells in your spell slots of the appropriate level from the cleric archetype.
+
+## [[Basic Dogma]] Feat 4
+
+**Prerequisites** Cleric Dedication
+
+* * *
+
+You gain a 1st- or 2nd-level cleric feat.
+
+## [[Advanced Dogma]] Feat 6
+
+**Prerequisites** Basic Dogma
+
+* * *
+
+You gain one cleric feat. For the purpose of meeting its prerequisites, your cleric level is equal to half your character level.
+
+* * *
+
+**Special** You can select this feat more than once. Each time you select it, you gain another cleric feat.
+
+## [[Divine Breadth]] Feat 8
+
+**Prerequisites** Basic Cleric Spellcasting
+
+* * *
+
+As your understanding increases, your god grants you more divine spells each day. Increase the spell slots you gain from cleric archetype feats by 1 for each spell rank other than your two highest cleric spell slots.
+
+## [[Expert Cleric Spellcasting]] Feat 12
+
+**Prerequisites** Basic Cleric Spellcasting, master in Religion
+
+* * *
+
+You gain the [[Spellcasting Archetypes#Expert Spellcasting Feat|Expert Spellcasting Feat]] benefits.
+
+## [[Master Cleric Spellcasting]] Feat 18
+
+**Prerequisites** Expert Cleric Spellcasting, legendary in Religion
+
+* * *
+
+You gain the [[Spellcasting Archetypes#Master Spellcasting Feat|Master Spellcasting Feat]] benefits.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Clockwork Reanimator.md b/content/mechanics/srd/Archetypes/Clockwork Reanimator.md
new file mode 100755
index 000000000..023271bdb
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Clockwork Reanimator.md
@@ -0,0 +1,117 @@
+---
+title: "Clockwork Reanimator"
+noteType: ":sticky-note:"
+aliases: "Clockwork Reanimator"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.6DgCLFEGEHvqmy7Y
+tags:
+ - JournalEntryPage
+---
+
+# Clockwork Reanimator
+You have unlocked the secret connections between necromancy and clockwork locomotion, giving you the unholy power to reanimate corpses. These minions shuffle forth with the mindless motions of the unliving and are little more than puppets under your control. Similarly, via careful tinkering and anatomical study, you learned how to make a powerful necromechanical ally. Finally, your technological prowess is such that you can use your innovations to force even powerful, free-willed undead to obey you.
+
+The secret to your success is a combination of alchemy and clockwork, machines and magic, science and spellcasting. Of course, crafting the shell of a wind-up zombie is one matter—your primary focus is on the craftwork necessary to make the whole thing work together. To you, the magic involved is only a means to an end, a way to make science more efficient through necromancy and potentially a little bit of evocation for some electric power.
+
+While some think your creations are vile, you see beauty in utility and believe animated corpses are tools that can be used for good or ill. For better or worse, when it comes to results, the science you've cobbled together fulfills the most important criterium for any new innovation: it works, plain and simple. Your reanimated clockwork corpses are stable, effective, and, more importantly, they don't rampage or crave the flesh of the living in the same way an undead would. Plus, they aren't vulnerable to vitality energy, making them easier to use around good clerics and their ilk without your minions taking friendly fire. (Except Pharasmins, always so inconveniently up in arms about the whole “desecrating the bodies of the dead” thing. They can't learn the difference between the stench of undeath and the smell of progress.)
+
+## [[Clockwork Reanimator Dedication]] Feat 2
+
+**Prerequisites** trained in Crafting
+
+* * *
+
+You can animate corpses through cunning engineering. You gain a prototype construct companion to serve as a minion. Unlike normal construct companions, yours is a corpse animated by clockwork gears and technological prowess.
+
+**Special** You can't select another dedication feat until you've gained two other feats from the clockwork reanimator archetype. If you retrain out of this feat, you lose the rituals learned from it.
+
+## [[Advanced Reanimated Companion]] Feat 4
+
+**Prerequisites** Clockwork Reanimator Dedication
+
+* * *
+
+Your corpselike construct companion becomes much more powerful and can act with limited autonomy to follow your greater directives. It becomes an advanced construct companion. During an encounter, even if you don't use the Command a Minion action, your construct companion can still use 1 action on your turn that round to Stride or Strike.
+
+## [[Hijack Undead]] Feat 4
+
+**Prerequisites** Clockwork Reanimator Dedication
+
+**Frequency** once per hour
+
+* * *
+
+Your clockwork devices can commandeer the bodies of [undead](https://2e.aonprd.com/Traits.aspx?ID=160), bending them to your will. Make a melee Strike against an adjacent undead creature. On a success, instead of taking damage, the target becomes [controlled](https://2e.aonprd.com/Conditions.aspx?ID=6) by you if its level is equal to or lower than your level – 3. It can attempt a Will saving throw against the higher of your class DC or spell DC to resist being controlled by you. If the target is already under someone else's command, the controlling creature also rolls a saving throw, and the undead uses the better result.
+
+* * *
+
+**Critical Success** The target is unaffected and temporarily immune for 24 hours.
+
+**Success** The target is unaffected.
+
+**Failure** The undead creature becomes a minion under your control for 1 minute. The control ends if you or an ally attacks the minion undead.
+
+**Critical Failure** As failure, but the duration is 1 hour.
+
+## [[It's Alive!]] Feat 6
+
+**Prerequisites** Clockwork Reanimator Dedication
+
+* * *
+
+You've mastered the use of electrical energy to power your clockwork creations. Whenever your construct companion takes electricity damage, it gains temporary Hit Points equal to either half the electricity damage it took or your level, whichever is lower. These temporary Hit Points last for up to 1 minute.
+
+## [[Incredible Reanimated Companion]] Feat 8
+
+**Prerequisites** Clockwork Reanimator Dedication
+
+* * *
+
+You imbue the necrotized flesh of your reanimated construct companion with strange chemicals and fine-tune the clockwork within, enhancing all its capabilities. It becomes an incredible construct companion.
+
+## [[Self Destruct]] Feat 12
+
+**Prerequisites** Clockwork Reanimator Dedication
+
+**Trigger** Your reanimated clockwork companion is reduced to 0 Hit Points.
+
+**Requirements** You're within 60 feet of your reanimated clockwork companion.
+
+* * *
+
+You've installed a self-destruct device within your construct companion, which you can trigger with a special device from up to 60 feet away. When you activate the device, your reanimated construct companion explodes, dealing 2d6 fire damage per level to all creatures in a 30-foot radius. Creatures caught in the blast can attempt a [basic](https://2e.aonprd.com/Rules.aspx?ID=329) Reflex save, with a DC equal to the higher of your class DC or spell DC.
+
+## [[Hijack Undead]] Feat 14
+
+**Prerequisites** Clockwork Reanimator Dedication, Hijack Undead
+
+* * *
+
+Undead creatures find it all but impossible to resist your commands. When you use Hijack Undead, if the undead fails its save, it becomes your minion for 10 minutes. If it critically fails, it becomes your minion for 24 hours.
+
+## [[Paragon Reanimated Companion]] Feat 14
+
+**Prerequisites** Incredible Reanimated Companion
+
+* * *
+
+You have reached the pinnacle of necromantic science, creating a mechanical zombie unlike any the world has seen before. Your reanimated construct companion becomes a paragon construct companion.
+
+## [[Unwind Death]] Feat 16
+
+**Prerequisites** Clockwork Reanimator Dedication
+
+**Requirements** The target's body must be mostly intact.
+
+* * *
+
+Combining necromancy with the mysterious temporal powers of clockwork, you wind a creature backward from the moment of its death. Attempt a dc:40 crafting check to revive a dead creature that has been dead for no more than 3 rounds. If you succeed, the target returns to life with the effects of _[[Raise Dead]]_, except it still has the wounded condition it had before dying, increased by 1 (or wounded 1 if it wasn't wounded before dying). Whether you succeed or fail, the target is then temporarily immune to Unwind Death for 1 day.
+
+## [[Zombie Horde]] Feat 20
+
+**Prerequisites** Clockwork Reanimator Dedication
+
+* * *
+
+You built your reanimated construct companion of modular components from various corpses. Its unique makeup enables your companion to split into dozens or even hundreds of much smaller corpse constructs. Acting as one, this shambling swarm can overwhelm your enemies.
+
+You Command your reanimated construct companion. Instead of its normal actions, the companion splits into a horde of Small and Tiny construct companions within a 30ft distance from its original space. The horde makes a Strike against each foe within the emanation with a +2 circumstance bonus to its attack rolls. The multiple attack penalty doesn't increase until after the companion makes all the attacks. The miniature companions recombine into a single companion of their original size at any location within the emanation.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Corpse Tender.md b/content/mechanics/srd/Archetypes/Corpse Tender.md
new file mode 100755
index 000000000..abb1ba936
--- /dev/null
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@@ -0,0 +1,65 @@
+---
+title: "Corpse Tender"
+noteType: ":sticky-note:"
+aliases: "Corpse Tender"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.jFhTp57zO3ej6HDt
+tags:
+ - JournalEntryPage
+---
+
+# Corpse Tender
+You tend to mindless undead, such as the zombie farmhands and farm animals throughout Geb.
+
+## [[Corpse Tender Dedication]] Feat 2
+
+**Prerequisites** evil alignment, trained in Religion
+
+* * *
+
+You have a connection to mindless undead that allows you to communicate your intentions to them on a rudimentary level. You can use Diplomacy to [[Make an Impression]] on mindless undead and to make very simple [[Request|Requests]] of them; their mindless trait doesn't grant immunity to these mental effects. Most mindless undead are likely hostile toward you by default and must be kept at a safe distance to give you time to Make an Impression.
+
+You become trained in Diplomacy; if already trained, you instead become trained in another skill of your choice.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the corpse tender archetype.
+
+## [[Command Corpse]] Feat 4
+
+**Prerequisites** Corpse Tender Dedication, ability to cast _[[Harm]]_
+
+* * *
+
+You gain the [[Command Undead]] feat, but you can use it only to transform the effects of _[[Harm]]_ spells you cast on mindless undead. These spells can control creatures with a level equal to or lower than your level -1 (instead of your level - 3).
+
+## [[Corpse Tender's Font]] Feat 4
+
+**Prerequisites** Corpse Tender Dedication
+
+* * *
+
+You easily tend to the wounds of the dead. You can cast _[[Harm]]_ as a divine innate spell once per day. This spell is heightened to half your level, rounded up. You can target only mindless undead with this spell.
+
+## [[Improved Command Corpse]] Feat 8
+
+**Prerequisites** Command Corpse
+
+* * *
+
+When you use [[Command Undead]] on a mindless undead, if the undead succeeds at its save but doesn't critically succeed, it becomes your minion for 1 round. If the undead fails its save, it becomes your minion for 1 hour. If it critically fails, it becomes your minion for 24 hours.
+
+## [[Imbue Mindlessness]] Feat 12
+
+**Prerequisites** Command Corpse
+
+* * *
+
+You grasp the mind of an undead creature and temporarily wipe it as empty as a zombie's brain. You can target any undead with your divine innate _[[Harm]]_ spell, not just mindless undead. When you target one non-mindless undead creature with this spell, you can transform its effects. Instead of harm's normal effects, the target must attempt a Will save.
+
+* * *
+
+**Critical Success** The target is unaffected.
+
+**Success** The target is [[Stupefied|Stupefied 1]] for 1 round.
+
+**Failure** The target is [[Stupefied|Stupefied 2]] for 1 minute. While it is stupefied, you can use your Corpse Tender feats on the target as though it were mindless.
+
+**Critical Failure** As failure, except the target is [[Stupefied|Stupefied 3]] for 10 minutes.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Crystal Keeper.md b/content/mechanics/srd/Archetypes/Crystal Keeper.md
new file mode 100755
index 000000000..1bc139494
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+++ b/content/mechanics/srd/Archetypes/Crystal Keeper.md
@@ -0,0 +1,57 @@
+---
+title: "Crystal Keeper"
+noteType: ":sticky-note:"
+aliases: "Crystal Keeper"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.rxyJUbQosVfgRjLr
+tags:
+ - JournalEntryPage
+---
+
+# Crystal Keeper
+In the era before Earthfall, the elven people of Golarion exhibited a wide range of mastery over magic. A sect of elves who venerated the goddess Yuelral first developed the techniques of the crystal keeper, but this tradition has since been long forgotten by most of the world. There are those who still remember, though-PCs can gain access to the crystal keeper archetype from the tragic figure that haunts Jewelgate waystation in "Fires of the Haunted City."
+
+## [[Crystal Keeper Dedication]] Feat 4
+
+**Prerequisites** trained in Elven Lore or Society
+
+* * *
+
+You can use Arcana, Occultism, Religion, or Society to Decipher Writing by meditating before a crystal, regardless of the type of writing. When you Decipher Writing and roll a critical failure, you get a failure instead, and when you Decipher Writing and roll a success, you get a critical success instead.
+
+Additionally, you gain resistance 10 to damage from hazards associated with crystals.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the crystal keeper archetype.
+
+## [[Crystal Ward Spells]] Feat 4
+
+Prerequisites Crystal Keeper Dedication
+
+* * *
+
+Your study of crystals and the energies held within a gem's facets grants you special arcane crystal ward spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool when you make your next daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to research and memorize the properties of gems.
+
+Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. You gain the _[[Electrified Crystal Ward]]_ focus spell, and you are trained in arcane spell attack rolls and spell DCs. Your spellcasting ability is Intelligence.
+
+## [[Simple Crystal Magic]] Feat 6
+
+**Prerequisites** Crystal Keeper Dedication
+
+* * *
+
+As long as you meditate before a gemstone worth at least 10 gp as part of your daily preparations, you are capable of seeing magic as flowing runes that reveal information about magic objects, and you can scribe a personal rune that represents you. You gain the read aura and sigil cantrips. You cast these cantrips as arcane innate spells at will. A cantrip is heightened to a spell level equal to half your level rounded up.
+
+## [[Armor Rune Shifter]] Feat 10
+
+**Prerequisites** Crystal Keeper Dedication
+
+* * *
+
+You learn the secrets of armor runes by viewing them through gems and can alter them at your discretion. Once per day when you make your daily preparations, you can focus on a rune's magical energies through a crystal's facets to alter a single property rune on one suit of armor in your possession to suppress its normal effects and make it function as a different property rune. You can temporarily alter the rune to function as one of the following runes: energy-resistant, fortification, glamered, invisibility, shadow, or slick. The property rune remains altered until you make your next daily preparations. The armor must meet the prerequisites for the temporary rune, and any other runes that required the suppressed rune are also suppressed while the rune is transformed. The rune is obviously altered, and thus the armor can't be sold as though it had the temporary rune.
+
+## [[Weapon-Rune Shifter]] Feat 10
+
+Prerequisites Crystal Keeper Dedication
+
+* * *
+
+You learn how to alter the magic of weapon runes by using a crystal as a focusing component. Once per day during your daily preparations, you can focus on a rune's magical energies through a crystal's facets to alter a single property rune on one weapon in your possession to suppress its normal effects and make it function as a different property rune. You can temporarily alter the rune to function as one of the following runes: corrosive, flaming, frost, ghost touch, grievous, returning, shock, thundering, or wounding. The property rune remains altered until you make your next daily preparations. The weapon must meet the prerequisites for the temporary rune, and any other runes that required the suppressed rune are also suppressed while the rune is transformed. The rune is obviously altered, and thus the weapon can't be sold as though it had the temporary rune.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Curse Maelstrom.md b/content/mechanics/srd/Archetypes/Curse Maelstrom.md
new file mode 100755
index 000000000..5441abdcb
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Curse Maelstrom.md
@@ -0,0 +1,97 @@
+---
+title: "Curse Maelstrom"
+noteType: ":sticky-note:"
+aliases: "Curse Maelstrom"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.KRUWPDzuwG0LC26d
+tags:
+ - JournalEntryPage
+---
+
+# Curse Maelstrom
+Some folks are ridden with bad luck: the rations they were counting on turn out to be spoiled, the ship they were hoping to catch sinks in the harbor, or the new home they bought is destroyed by a rampaging golem. Most know that they are cursed, feeling an emptiness in their soul that weighs upon them, gnawing at their confidence and shrouding their ambitions. Sometimes, these curse maelstroms learn to control and channel their curse; you are one such unfortunate soul.
+
+You have a powerful curse living deep within you. You might have been able to restrain your curse for the most part, but it flares up occasionally and tempts you with the power to curse your foes, should you allow it to exert itself. Why should you be the only one who has to endure a cursed life when others have so clearly earned such woe?
+
+Living with a curse every day, you become intimately familiar with the workings of curses, getting a sense of when bad luck is about to befall those around you. You might try to avoid further bad fortune—which rarely pans out as you'd like—or you could come to terms with your lot in life and regard your curse as something akin to an old friend. Either way, fate cares little.
+
+Misery loves company, so your curse can even be a beacon for more misfortune. You might have multiple curses all tied to you, all fighting to make your life as hellish as possible.
+
+#### Manifestations
+
+Those at the center of a storm of curses often have peculiar manifestations that mark them as one of the unfortunate. Over time, even the places that they inhabit will begin to show signs of their presence: plants with bizarre growths, dust clouds that form strange symbols in the light, and floors that creak and groan even when no one is walking across them.
+
+## [[Curse Maelstrom Dedication]] Feat 2
+
+**Prerequisites** You are cursed or have been previously cursed
+
+* * *
+
+A horrible curse has left a lingering stain on your soul, and its effects continue to plague you even if the curse's other effects have ended. You can choose to suppress it, but if you instead let it manifest, you can channel its power in your favor. During an encounter, when you succeed at a check, the GM can offer to have you roll again, taking the second result. This is a misfortune effect. If you do so, you enter a curse maelstrom state. If the misfortune effect is somehow canceled or negated (by a fortune effect, for example), you don't enter a curse maelstrom state.
+
+In addition, the curse is jealous of its place within your soul and gladly lashes out whenever others dare to usurp that position, granting you its power without the usual price. If a foe places a misfortune effect on your roll and the effect applies to your roll, you enter a curse maelstrom state, and if you fail a saving throw against a foe's curse effect and are affected by the curse, you also enter a curse maelstrom state. No matter the source, you can only enter a curse maelstrom state during an encounter, and if you don't end the state on your own, it ends at the end of the encounter. Once it ends, you can't enter a curse maelstrom state again for 1 minute.
+
+While in a curse maelstrom state, you can't benefit from fortune effects, and they also don't cancel misfortune effects on you; they simply have no effect. While in this state, all creatures other than you within a @Template\[type:emanation|distance:10\] take a -1 status penalty to all saving throws and skill checks due to the storm of bad luck swirling out of your body. You gain the Expel Maelstrom action, which you can use to focus the brunt of your curses onto an unlucky target.
+
+## [[Familiar Oddities]] Feat 2
+
+**Prerequisites** Curse Maelstrom Dedication; trained in Occultism or Curse Lore
+
+* * *
+
+Perhaps due to the curse within you, curses occasionally perceive you as an extension of themselves and readily reveal themselves to you. You gain a +2 circumstance bonus to checks to Identify Magic on a cursed item or a spell that has the curse trait.
+
+## [[Unnerving Expansion]] Feat 4
+
+**Prerequisites** Curse Maelstrom Dedication
+
+* * *
+
+You gather your curse around you and impel it to pour outward, expanding your maelstrom. The radius of the emanation of your curse maelstrom state increases by 5 feet until the end of your curse maelstrom state. The outpouring of the curse is unnerving. You attempt to [[Demoralize]] a creature within the emanation of your curse maelstrom; you don't take penalties for not sharing a language with that creature.
+
+## [[Share Burden]] Feat 6
+
+**Prerequisites** Curse Maelstrom Dedication
+
+**Trigger** An ally within 60 feet would be affected by a curse or misfortune effect, and you wouldn't be affected but you are an eligible target for the effect.
+
+* * *
+
+You draw the misfortune or curse into yourself, potentially enabling you to enter your curse maelstrom state. Instead of affecting your ally, the triggering curse or misfortune effect affects you.
+
+## [[Accursed Magic]] Feat 8
+
+**Prerequisites** Curse Maelstrom Dedication
+
+* * *
+
+When the curse within you spills out, you can lay curses on others and claim them for yourself with ease. You can cast _[[Claim Curse]]_. At 10th level, you can also cast _[[Seal Fate]]_, and at 12th level, you can also cast _[[Inevitable Disaster]]_. You can cast these spells once per day as occult innate spells, but only while within your curse maelstrom state. If you couldn't already cast occult spells, these spells use Wisdom as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells.
+
+## [[Counter Curse]] Feat 8
+
+**Prerequisites** Curse Maelstrom Dedication
+
+**Requirements** You are in a curse maelstrom state.
+
+**Trigger** You or an ally within 30 feet is targeted by or in the emanation of a curse or misfortune effect from an opponent or object of which you are aware.
+
+* * *
+
+You gather the energy of your maelstrom and fling its unleashed power into the enemy's curse, attempting to neutralize it. Attempt a counteract check against the triggering effect, using half your level rounded up as your counteract level and the higher of your class DC and spell DC as the counteract modifier. On a success, you neutralize the curse or misfortune effect. If the effect was constant, such as a misfortune aura, it returns automatically at the beginning of the creature or object's next turn. Whether you succeed or fail, your curse maelstrom state ends.
+
+## [[Torrential Backlash]] Feat 10
+
+**Prerequisites** Curse Maelstrom Dedication
+
+**Requirements** You are in a curse maelstrom state.
+
+* * *
+
+Calling upon forbidden practices, you release the curse from within yourself, allowing it free rein to destroy everything around you. All creatures within your curse maelstrom emanation except you take `dice: 1d6` void damage for each level you have, with a [basic](https://2e.aonprd.com/Rules.aspx?ID=329) Fortitude save. Your curse maelstrom state then ends.
+
+## [[Reverse Curse]] Feat 12
+
+**Prerequisites** Counter Curse
+
+* * *
+
+When you counter a curse or misfortune effect, you send it back to destroy its originator. Whenever you succeed at the counteract check to Counter Curse, the creature is affected by its own curse or misfortune effect, attempting a saving throw against its own DC if the effect allows a saving throw. In the case of a constant ability, such as a misfortune aura, the creature is affected only until the beginning of its next turn, when the ability reasserts itself.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Dandy.md b/content/mechanics/srd/Archetypes/Dandy.md
new file mode 100755
index 000000000..d0b00937c
--- /dev/null
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@@ -0,0 +1,69 @@
+---
+title: "Dandy"
+noteType: ":sticky-note:"
+aliases: "Dandy"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.s9kLzXOCl2GNT6TY
+tags:
+ - JournalEntryPage
+---
+
+# Dandy
+You are a genteel master of style, culture, and decorum, aware of even the subtlest rules of etiquette. Whether you were born into status, acquired it later in life, or merely pretend to possess it, you look and act your part to manicured perfection.
+
+## [[Dandy Dedication]] Feat 2
+
+**Prerequisites** trained in Diplomacy
+
+* * *
+
+You are a consummate student of dignity, etiquette, and fashion. You can use the Diplomacy skill to perform the special downtime activity Influence Rumor, spending at least one day of downtime to manipulate the course, tone, or content of a rumor to your benefit. The difficulty of Influencing a Rumor is determined by the GM based on the size of the community, the relative perceptiveness of the inhabitants, and the agency of other rumormongers, but it typically starts with at least DC 15 for a small village and increases to at least DC 20 for a town, at least DC 30 for a city, and at least DC 40 for a metropolis.
+
+You become trained in Deception and Society; if you were already trained, you become an expert instead.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the dandy archetype.
+
+## [[Distracting Flattery]] Feat 4
+
+**Prerequisites** Dandy Dedication, expert in Deception
+
+**Trigger** You observe a target's attitude toward yourself or your allies decrease as a result of an ally's behavior.
+
+* * *
+
+You know how to maintain a good impression and manage your image, even while keeping uncouth company. Make a @Check\[type:deception|defense:will\] check against the target's Will DC. Regardless of your result, the target is temporarily immune to your Distracting Flattery for 10 minutes.
+
+* * *
+
+**Success** The target's attitude doesn't decrease as a result of your ally's social blunder.
+
+**Failure** The target's attitude decreases, as normal.
+
+**Critical Failure** Your attempt makes matters worse, decreasing the target's attitude toward you by one step, in addition to any changes from the behavior that triggered this reaction.
+
+## [[Gossip Lore]] Feat 4
+
+**Prerequisites** Dandy Dedication
+
+* * *
+
+Your time gossiping in fashionable salons keeps you informed on every topic. You are trained in Gossip Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you fail a check to Recall Knowledge with Gossip Lore, you get the effects of the Dubious Knowledge skill feat.
+
+If you have legendary proficiency in Society, you gain expert proficiency in Gossip Lore, but you can't increase your proficiency rank in Gossip Lore by any other means.
+
+## [[Fabricated Connections]] Feat 7
+
+**Prerequisites** Dandy Dedication, master in Deception
+
+* * *
+
+You can lie about having taken an action so convincingly that you acquire all the tangible benefits of having successfully completed it. You can roll Deception in place of a different skill when attempting to Earn Income, Make an Impression, Request, or Subsist. You can use Fabricated Connections to Make an Impression or Request once per day, and you can also use it once per week to Earn Income or Subsist.
+
+## [[Party Crasher]] Feat 7
+
+**Prerequisites** Dandy Dedication, master in Society
+
+* * *
+
+You attend all the fashionable society parties, no matter how exclusive they might be. Any time you encounter a social event you would ordinarily be denied access to, such as a coronation, royal gala, or other society function, you can spend `dice: 1d4` hours to secure entry without the need for a skill check. You find invitations, invitees looking for fashionable dates, temporary jobs with the caterers, event staff willing to look the other way, or some other mode of access for yourself and your allies.
+
+This ability doesn't apply to secret events or other small private gatherings with no staff, dates, or outsiders involved.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Demolitionist.md b/content/mechanics/srd/Archetypes/Demolitionist.md
new file mode 100755
index 000000000..988b9f784
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Demolitionist.md
@@ -0,0 +1,61 @@
+---
+title: "Demolitionist"
+noteType: ":sticky-note:"
+aliases: "Demolitionist"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.Mk7ECwe1a971WyWl
+tags:
+ - JournalEntryPage
+---
+
+# Demolitionist
+**Rarity** Uncommon
+
+* * *
+
+As rippling explosions bring a castle's walls tumbling down, you grin and wipe the stone dust of your handiwork from your face. Brute force might work for others, but applying science to place the right explosives in just the right spot is essential to your craft.
+
+## [[Demolitionist Dedication]] Feat 2
+
+* * *
+
+You know how to set explosives to cause the maximum possible damage to buildings and other structures. You become trained in Engineering Lore or become an expert in it if you were already trained. You gain the [[Set Explosives]] action.
+
+**Special** You can't select another dedication feat until you've gained two other feats from the demolitionist archetype.
+
+## [[Safety Measures]] Feat 4
+
+**Prerequisites** [[Demolitionist Dedication]]
+
+* * *
+
+You're often careful to be sure you're not hoisted on your own petard, or anyone else's, for that matter. When you have cover from a bomb, you gain resistance to damage caused by that bomb equal to half your level, plus a value equal to the circumstance bonus to AC granted by the cover. You gain these benefits against your own bombs regardless of whether you have cover.
+
+## [[Explosive Entry]] Feat 7
+
+**Prerequisites** [[Demolitionist Dedication]], master in Engineering Lore
+
+* * *
+
+You know exactly how to make a memorable entrance... by detonating a bomb to produce a devastating explosion, of course! You Set Explosives on a door, window, container, or heavy gate. When the explosives detonate, you can attempt an Engineering Lore check to Force Open the target. If a bomb would add an item bonus to attack rolls, add that item bonus to your Engineering Lore check. Since you're blasting your way in, you can't avoid breaking the object or structure. If you roll a critical success, you get a success instead.
+
+## [[Controlled Blast]] Feat 8
+
+**Prerequisites** [[Demolitionist Dedication]]; [[Calculated Splash]], [[Directional Bombs]], or [[Expanded Splash]]
+
+* * *
+
+You maximize the effectiveness of your explosives by controlling every possible parameter of the blast meticulously. If you have the Directional Bombs feats, you can use it with Set Explosives or Demolition Charge, even though you didn't throw the bombs. If you have the Calculated Splash or Expanded Splash feats, you can apply the additional splash damage to one of the bombs when you Set Explosives or use Demolition Charge, and you can apply the increased splash area from Expanded Splash to all the bombs.
+
+## [[Collapse Wall]] Feat 12
+
+**Prerequisites** [[Demolitionist Dedication]]
+
+* * *
+
+**Trigger** A creature moves into the bombs' splash area.
+
+**Requirements** You're within 30 feet of an area where you rigged bombs on a wall, cliff face, or similar vertical surface with Set Explosives or Demolition Charge.
+
+* * *
+
+You detonate the required bombs in order to bring a wall down on a creature. If your bombs deal enough damage to reduce the wall's Hit Points below its Broken Threshold, the wall partially collapses on the creature. The creature takes bludgeoning damage equal to the damage dealt to the wall (basic Reflex save; the DC for this save is equal to your class DC or spell DC, whichever is higher). On a failure, they must spend an Interact action to dig themselves out of the collapse, and on a critical failure, they must spend 2 Interact actions to do so.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Dragon Disciple.md b/content/mechanics/srd/Archetypes/Dragon Disciple.md
new file mode 100755
index 000000000..0b4460896
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Dragon Disciple.md
@@ -0,0 +1,113 @@
+---
+title: "Dragon Disciple"
+noteType: ":sticky-note:"
+aliases: "Dragon Disciple"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.SO9d7RSf1zqmTlmW
+tags:
+ - JournalEntryPage
+---
+
+# Dragon Disciple
+The rippling waves of fear, the rustling of thick scales, and the beat of immense wings signal the arrival of a great dragon. The awe-inspiring presence of these creatures makes them worthy of reverence-or even outright worship. Dragon disciples dedicate themselves to becoming like these great beasts, with each disciple striving to typify one variety of dragon. Sorcerers of draconic blood, barbarians with the dragon instinct, and many kobolds with close ties to their draconic predecessors become dragon disciples, but anyone who has encountered one of these terrifying creatures might follow this path.
+
+As a dragon disciple, you study and learn from the example of dragons, but that doesn't necessarily mean that you admire the dragons you emulate. While most dragon disciples do indeed revere their chosen dragon, countless tales are told of dragon disciples born of great personal tragedy at the hands of boundless draconic fury. These disciples have transformed themselves into what they despise in order to gain the power to destroy their draconic tormentor and at long last earn their revenge.
+
+**INSTINCT OF THE WYRM**
+
+The acquisition of draconic might can change the dragon disciple's body and give them magical abilities, as reflected in the archetype's feats, but the mind often changes as well, potentially even overwhelming the disciple's normal personality. Any dragon disciple can find the attitudes of dragonkind intruding into their thoughts. The foremost emotion among all types of dragons is pride. Even the influence of a benevolent metallic dragon can overwhelm a dragon disciple with pride. When tempered, this feeling levels out to a steady confidence, but when uncontrolled, it can grow to an air of arrogance or superiority.
+
+Disciples of metallic dragons also feel the pangs of compassion and benevolence. They grow to be more focused on cooperation and might take on leadership roles. Disciples of the vile chromatic dragons are plagued by thoughts of cruelty and greed. They long to see fear in the eyes of foe and friend alike. Those who succumb to these thoughts become bullies or tyrants.
+
+Instinctual draconic feelings can be constant, yet they seem to intensify when the disciple uses their draconic powers. In the few seconds after using a breath weapon or attacking with claws, or when the disciple sprouts wings, they might have a moment of mental transformation. This can bring on the full mindset of a dragon, or even make the disciple temporarily believe they truly are a dragon, and is often accompanied by a draconic roar, cackle, or majestic display.
+
+[[Dragon Disciple Dedication]] Feat 2
+
+**Access** You are a kobold with the dragonscaled or spellscaled heritage, a dragon instinct barbarian, or a draconic bloodline sorcerer.
+
+* * *
+
+You choose to study or worship one type of dragon, and your focus grants you a measure of its power. Choose one color of dragon when you select this feat; if you are a sorcerer with the draconic bloodline, this must be the same type as your bloodline. You gain resistance equal to half your level against one type of damage determined by the chosen dragon type. The GM may allow you to choose a dragon type not listed below, and will determine the damage type appropriate for that dragon.
+
+* **Black or Copper** Acid
+* **Blue or Bronze** Electricity
+* **Brass, Gold, or Red** Fire
+* **Green** Poison
+* **Silver or White** Cold
+
+You also gain a +1 circumstance bonus to saving throws against sleep effects and effects that would make you paralyzed.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the dragon disciple archetype. If you later take the sorcerer archetype, you must choose the draconic bloodline.
+
+## [[Claws Of The Dragon]] Feat 4
+
+**Prerequisites** Dragon Disciple Dedication
+
+* * *
+
+Your fingernails grow into razor-sharp claws, and scales speckle your fingers, hands, and wrists. Your claws are agile, finesse unarmed attacks that deal 1d6 slashing damage and are in the brawling weapon group.
+
+If you're a draconic sorcerer, when you cast dragon claws, increase the spell's slashing damage die from d4 to d6 and increase the resistance to 10 at 1st level, 15 at 5th level, and 20 at 9th level.
+
+## [[Draconic Scent]] Feat 4
+
+**Prerequisites** Dragon Disciple Dedication
+
+* * *
+
+Your sense of smell is uncanny, much like a dragon's. You gain imprecise scent with a range of 30 feet. The GM might double the range if you're downwind from the creature or halve the range if you're upwind, at their discretion.
+
+## [[Dragon Arcana]] Feat 4
+
+**Prerequisites** ability to cast spells from spell slots, Dragon Disciple Dedication
+
+* * *
+
+You've discovered how to add the magic of dragons to your tradition. Add the draconic bloodline's granted spells to your spell list; you must still learn them or add them to your repertoire as normal. These spells are shield, true strike, resist energy, haste, spell immunity, chromatic wall, dragon form, mask of terror, prismatic wall, and overwhelming presence.
+
+## [[Scales Of The Dragon]] Feat 4
+
+**Prerequisites** Dragon Disciple Dedication
+
+* * *
+
+Scales grow across your body, protecting you against physical and magical threats. When you're unarmored, the scales give you a +2 status bonus to AC with a Dexterity cap of +2. Your resistance from Dragon Disciple Dedication increases to 3 + half your level.
+
+## [[Breath Of The Dragon]] Feat 8
+
+**Prerequisites** Dragon Disciple Dedication
+
+* * *
+
+You can use a powerful breath weapon, much like the dragon you emulate. You gain the dragon breath sorcerer bloodline spell and a focus pool of 1 Focus Point. If you already have a focus pool, increase your number of Focus Points by 1.
+
+## [[Wings Of The Dragon]] Feat 12
+
+**Prerequisites** Dragon Disciple Dedication
+
+* * *
+
+You can manifest draconic wings to soar through the air at great speed. You gain the dragon wings sorcerer bloodline spell and a focus pool of 1 Focus Point. If you already have a focus pool, increase your number of Focus Points by 1.
+
+## [[Shape Of The Dragon]] Feat 14
+
+**Prerequisites** Dragon Disciple Dedication
+
+* * *
+
+You've discovered how to transform yourself into a dragon. Once per day, you can cast 7th-level dragon form as an innate arcane spell, transforming into your chosen type of dragon. The spell automatically heightens to 8th level if you're 16th level and 9th level if you're 18th level. Any time you score a critical hit with an unarmed Strike gained from dragon form, you recharge the spell's breath weapon immediately.
+
+## [[Disciple's Breath]] Feat 16
+
+**Prerequisites** Dragon Disciple Dedication, Dragon Breath sorcerer bloodline spell
+
+* * *
+
+You unleash your breath weapon without spending focus. This has the effects of your dragon breath sorcerer bloodline spell, though it deals 9d6 damage instead of its usual damage, and you don't have to cast it or spend a Focus Point. You can't use Disciple's Breath again for `dice: 1d4` rounds.
+
+## [[Mighty Dragon Shape]] Feat 18
+
+**Prerequisites** Shape of the Dragon
+
+* * *
+
+You've practiced and increased your draconic might, allowing you to take your draconic form more often. You can use Shape of the Dragon once per hour instead of once per day.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Drow Shootist.md b/content/mechanics/srd/Archetypes/Drow Shootist.md
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+++ b/content/mechanics/srd/Archetypes/Drow Shootist.md
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+---
+title: "Drow Shootist"
+noteType: ":sticky-note:"
+aliases: "Drow Shootist"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.JzUDumJ3Dlyame4z
+tags:
+ - JournalEntryPage
+---
+
+# Drow Shootist
+Some drow take skill with the hand crossbow to new heights. You've learned the secrets of these fabled drow shootists. With fearlessness and swagger, you can accomplish amazing deeds with hand crossbows.
+
+**Additional Feats** 8th [[Poison Weapon]], [[Running Reload]]; 10th [[Skirmish Strike]]
+
+## [[Drow Shootist Dedication]] Feat 2
+
+**Prerequisites** trained in hand crossbow
+
+* * *
+
+Every chance you get, you practice with the hand crossbow to increase your draw speed and accuracy. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the [[Hand Crossbow]]. If you're at least an expert in a hand crossbow you're using, you gain access to its critical specialization effect. You also gain the [[Shootist's Draw]] action.
+
+**Special** You can't select another dedication feat until you've gained two other feats from the drow shootist archetype.
+
+## [[Repeating Hand Crossbow Training]] Feat 4
+
+**Prerequisites** Drow Shootist Dedication
+
+* * *
+
+You become trained in the [[Repeating Hand Crossbow]] and gain access to repeating hand crossbows and [[Shootist Bandolier]]. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the repeating hand crossbow. If you're at least an expert in a repeating hand crossbow you're using, you gain access to its critical specialization effect. You can perform the [[Shootist's Draw]] action with repeating hand crossbows.
+
+**Special** If you have the [[Running Reload]] feat, you can reload a [[Repeating Hand Crossbow Magazine]] on the move. You can use Running Reload as a 3-action activity to reload a magazine into a repeating hand crossbow after you Stride, Step, or Sneak, or as a 2-action activity if you use a magazine from a shootist bandolier.
+
+## [[Reloading Trick]] Feat 6
+
+**Prerequisites** Drow Shootist Dedication
+
+**Frequency** once per round
+
+**Requirements** You're holding an unloaded hand crossbow.
+
+* * *
+
+You can fire off a single shot even when unprepared. You Interact to reload your hand crossbow and Strike with it.
+
+**Special** If you have the Repeating Hand Crossbow Training feat, you can use this feat with a Repeating Hand Crossbow to load either a [[Bolts|Bolt]] or a magazine, but the speed means you can fire only one bolt, then the magazine jams. You must spend a 3-action Interact activity to remove the jammed magazine and clear it before it can be used again.
+
+## [[Lethargy Poisoner]] Feat 8
+
+**Prerequisites** Drow Shootist Dedication, trained in Crafting
+
+* * *
+
+You've learned more than the use of Hand Crossbow from drow lore. During your daily preparations, you can prepare a dose of [[Lethargy Poison]] from ordinary materials in a wilderness or urban area. If you're an expert in Crafting, you can instead craft a dose of [[Stupor Poison]]. You can prepare two doses (of either poison) if you're a master in Crafting and three doses if you're legendary in Crafting. The save DC for this poison is equal to your class DC. Only you can use these poisons, and they expire the next time you make your daily preparations. The GM might decide that the area you're in is too barren to provide the materials you need for this feat.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Druid.md b/content/mechanics/srd/Archetypes/Druid.md
new file mode 100755
index 000000000..8022407ba
--- /dev/null
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+---
+title: "Druid"
+noteType: ":sticky-note:"
+aliases: "Druid"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.gbBf6x89m4SEFpsL
+tags:
+ - JournalEntryPage
+---
+
+# Druid
+You have entered a druidic circle and learned a few of the order's secrets, granting you primal power.
+
+## [[Druid Dedication]] Feat 2
+
+**Prerequisites** Wisdom +2
+
+* * *
+
+You cast spells like a druid. You gain the Cast a Spell activity. You can prepare two common cantrips each day from the primal spell list or any other primal cantrips you learn or discover. You're trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for druid archetype spells is Wisdom, and they are primal druid spells. You learn the Wildsong language, and you are bound by the druid's anathema. Choose a druidic order. You become a member of that order and are also bound by its specific anathema, allowing you to take the order's feats. You become trained in Nature and your order's associated skill; for each of these skills in which you were already trained, you become trained in a skill of your choice. You don't gain any other abilities from your choice of order.
+
+* * *
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the druid archetype.
+
+## [[Basic Druid Spellcasting]] Feat 4
+
+**Prerequisites** Druid Dedication
+
+* * *
+
+You gain the [[Spellcasting Archetypes#Basic Spellcasting Feat|Basic Spellcasting Feat]] benefits.
+
+## [[Basic Wilding]] Feat 4
+
+**Prerequisites** Druid Dedication
+
+* * *
+
+You gain a 1st- or 2nd-level druid feat.
+
+## [[Order Spell]] Feat 4
+
+**Prerequisites** Druid Dedication
+
+* * *
+
+You gain the initial order spell from your order. This is a focus spell, granting you a focus pool or expanding that pool. You can Refocus by being one with nature.
+
+## [[Advanced Wilding]] Feat 6
+
+**Prerequisites** Basic Wilding
+
+* * *
+
+You gain one druid feat. For the purpose of meeting its prerequisites, your druid level is equal to half your character level.
+
+* * *
+
+**Special** You can select this feat more than once. Each time you select it, you gain another druid feat.
+
+## [[Primal Breadth]] Feat 8
+
+**Prerequisites** Basic Druid Casting
+
+* * *
+
+Increase the spell slots you gain from druid archetype feats by 1 for each spell rank other than your two highest druid spell slots.
+
+## [[Expert Druid Spellcasting]] Feat 12
+
+**Prerequisites** Basic Druid Casting; master in Nature
+
+* * *
+
+You gain the [[Spellcasting Archetypes#Expert Spellcasting Feat|Expert Spellcasting Feat]] benefits.
+
+## [[Master Druid Spellcasting]] Feat 18
+
+**Prerequisites** Expert Druid Casting; legendary in Nature
+
+* * *
+
+You gain the [[Spellcasting Archetypes#Master Spellcasting Feat|Master Spellcasting Feat]] benefits.
+
+## [[Cunning Trickster Mask]] Feat 20
+
+**Prerequisites** Druid Dedication or Wizard Dedication
+
+* * *
+
+Your mask carries the legacy of Verdant Spider, the Speaker of Needs, allowing you to deceive and outwit your foes. You can attempt to [[Feint]] a target from up to 30 feet away, and if you succeed or critically succeed in your Feint attempt, the target of your Feint takes a -2 circumstance penalty to saving throws against your spells until the start of your next turn. If you don't have the [[Conceal Spell]] feat, you gain it as a bonus feat, allowing you to disguise your spellcasting from others' eyes. If you already have the Conceal Spell feat, you can use Conceal Spell once per round as a free action instead of as a single action.
+
+## [[Emancipator's Mask]] Feat 20
+
+**Prerequisites** Druid Dedication or Wizard Dedication
+
+* * *
+
+Your mask grants you the abilities of Whistling Kite, the Vigilant Seer, who emancipated thousands. When you are attempting a check to free someone else from an effect that immobilizes, paralyzes, or controls them, roll twice and take the higher result; this is a fortune effect. The GM might decide that this fortune effect applies when attempting checks to remove other conditions or effects to free another. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to permit the target to make an attempt to [[Escape]].
+
+## [[Grand Medic's Mask]] Feat 20
+
+**Prerequisites** Druid Dedication or Wizard Dedication
+
+* * *
+
+Your mask is infused with restorative magic associated with Ibex, the Flourishing Field, so it constantly repairs itself. You gain fast healing 5. If you lose a limb or other body part, it regrows within 1 day. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to have the spell also give that creature temporary Hit Points equal to the spell's level until the start of your next turn.
+
+## [[Protective Spirit Mask]] Feat 20
+
+**Prerequisites** Druid Dedication or Wizard Dedication
+
+* * *
+
+Your mask carries the protective instincts of White Bull, the Horn Forger, and no one will hurt your allies while you have anything to say about it. Immediately after you Cast a non-cantrip Spell that targets only one ally, you can choose to have the spell also give that creature a +1 circumstance bonus to AC until the start of your next turn.
+
+You also gain the [[Protector's Interdiction]] reaction.
+
+## [[Sky Master Mask]] Feat 20
+
+**Prerequisites** Druid Dedication or Wizard Dedication
+
+* * *
+
+Your mask holds the legacy of Black Heron, the Wings of Knowledge, who united the aeromancers of the Shory Empire. You can harness residual magical power to fly. You gain a fly Speed equal to your Speed. Immediately after you Cast a non-cantrip Spell that targets only you, your fly Speed doubles until your next turn.
+
+## [[Stalking Feline Mask]] Feat 20
+
+**Prerequisites** Druid Dedication or Wizard Dedication
+
+* * *
+
+Like Azure Leopard, the Patient Warden, your mask makes you most at home in the night and teaches you how to use the darkness to hunt. You gain greater darkvision. Immediately after you Cast a non-cantrip Spell with the shadow or darkness trait, you can attempt to [[Hide]] or [[Sneak]] as a free action. You must still meet the usual requirements of the action you choose, such as having cover or concealment to Hide and being undetected or [[Hidden]] to Sneak.
+
+## [[Storyteller's Mask]] Feat 20
+
+**Prerequisites** Druid Dedication or Wizard Dedication
+
+* * *
+
+Your mask remembers the stories of Shifting Frog, Storyteller of the Past and Future. You can cast _[[Foresight]]_ once per day as an innate spell, either arcane if you have Wizard Dedication or primal if you have Druid Dedication, but the duration is 10 minutes instead of 1 hour. Immediately after you Cast a non-cantrip Spell that targets only a single foe, you can Recall Knowledge about that foe.
+
+## [[Thick Hide Mask]] Feat 20
+
+**Prerequisites** Druid Dedication or Wizard Dedication
+
+* * *
+
+Your mask grants you the toughness of Elephant, the Conjured Chronicle. Increase your maximum number of Hit Points by 20. Immediately after you Cast a non-cantrip Spell that targets only you, you gain resistance 10 to all physical damage until the start of your next turn.
+
+## [[Tireless Guide's Mask]] Feat 20
+
+**Prerequisites** Druid Dedication or Wizard Dedication
+
+* * *
+
+Your mask hosts the legacy of Golden Snake, the Tireless Guide, allowing you to guide others with ease. Your allies can use Follow the Expert to follow you for any of your trained skills, in addition to skills in which you are an expert or better. When they follow you when you use a trained skill, their circumstance bonus is +1. Immediately after you Cast a non-cantrip Spell that targets only one ally, that ally can Stride as a free action.
+
+## [[Vigilant Mask]] Feat 20
+
+**Prerequisites** Druid Dedication or Wizard Dedication
+
+* * *
+
+Your mask grants the extraordinary magical senses of Carmine Jaws, the Hyena who Looks Between. You gain scent as a precise sense to a range of 60 feet. If you already have scent as a precise sense, increase its range by 60 feet. You can sometimes catch a faint whiff of magic itself. Immediately after you Cast a non-cantrip Spell, your scent extends between worlds, like Carmine Jaws's own. This causes you to be able to smell ethereal creatures, those in an extradimensional space with an aperture that's within your scent range, incorporeal creatures and objects, and other creatures and objects that are insubstantial or not fully in phase with reality. Unlike your normal scent, this is an imprecise sense.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Dual-Weapon Warrior.md b/content/mechanics/srd/Archetypes/Dual-Weapon Warrior.md
new file mode 100755
index 000000000..85ca13beb
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+++ b/content/mechanics/srd/Archetypes/Dual-Weapon Warrior.md
@@ -0,0 +1,65 @@
+---
+title: "Dual-Weapon Warrior"
+noteType: ":sticky-note:"
+aliases: "Dual-Weapon Warrior"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.sAFWD8D0RKH4m25n
+tags:
+ - JournalEntryPage
+---
+
+# Dual-Weapon Warrior
+You're able to effortlessly fight with multiple weapons simultaneously, weaving your weapons together into a storm of quick attacks. To you, continual offense is the best form of defense, and you leave little room for your foes to avoid your whirlwind of weapons.
+
+**Additional Feats** 6th [[Twin Parry]]; 12th [[Twin Riposte]]; 16th [[Improved Twin Riposte (Fighter)|Improved Twin Riposte]], [[Two-Weapon Flurry]]; 18th [[Twinned Defense (Fighter)|Twinned Defense]]
+
+## [[Dual-Weapon Warrior Dedication]] Feat 2
+
+You're exceptional in your use of two weapons. You gain the Double Slice fighter feat. This serves as Double Slice for the purpose of meeting prerequisites.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Dual-Weapon Warrior archetype.
+
+## [[Dual Thrower]] Feat 4
+
+**Prerequisites** Dual-Weapon Warrior Dedication
+
+* * *
+
+You know how to throw two weapons as easily as strike with them. Whenever a dual-weapon warrior feat allows you to make a melee Strike, you can instead make a ranged Strike with a thrown weapon or a one-handed ranged weapon you are wielding. Any effects from these feats that apply to one-handed melee weapons or melee Strikes also apply to one-handed ranged weapons and ranged Strikes.
+
+## [[Dual-Weapon Reload]] Feat 4
+
+**Prerequisites** Dual-Weapon Warrior Dedication
+
+**Requirements** You are wielding two one-handed weapons, each in a different hand, one of which is a ranged weapon.
+
+* * *
+
+You carry your ammunition in a way that allows you to reload while holding two weapons. You Interact to reload a one-handed ranged weapon you're holding. Unlike most Interact actions, you don't need a free hand to reload your ranged weapon in this way.
+
+## [[Flensing Slice]] Feat 8
+
+**Prerequisites** Dual-Weapon Warrior Dedication
+
+**Requirements** Your last action was a Double Slice, and both attacks hit the target.
+
+* * *
+
+When you hit with both attacks with Double Slice, you flense the target, making it bleed and creating a weak spot. The target takes @Damage\[1d8\[bleed]] per weapon damage die of whichever of the weapons you used that has the most weapon damage dice (maximum 4d8 for a major striking weapon). The target becomes off-guard, and its resistances to any physical damage types are reduced by 5; these two effects last until the beginning of your next turn.
+
+## [[Dual-Weapon Blitz]] Feat 10
+
+**Prerequisites** Dual-Weapon Warrior Dedication
+
+**Requirements** You are wielding two one-handed melee weapons, each in a different hand.
+
+* * *
+
+You attack as you dash among foes. Stride up to your Speed. At any point during this movement, you can Strike once with each of the two required weapons. These Strikes can be against the same or different targets, as you see fit.
+
+## [[Dual Onslaught]] Feat 14
+
+**Prerequisites** Dual-Weapon Dedication
+
+* * *
+
+When you lash out with both weapons, you leave no room for the target to escape your attack. When you use Double Slice, if you miss with both Strikes, choose one of the two weapons and apply the effects of a hit with that weapon. You can't choose a weapon if your attack roll with that weapon was a critical failure, meaning you still miss entirely if both attack rolls were critical failures.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Duelist.md b/content/mechanics/srd/Archetypes/Duelist.md
new file mode 100755
index 000000000..9adee1262
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Duelist.md
@@ -0,0 +1,51 @@
+---
+title: "Duelist"
+noteType: ":sticky-note:"
+aliases: "Duelist"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.BwPUY2X7TSmlJj5c
+tags:
+ - JournalEntryPage
+---
+
+# Duelist
+Across the world, students in martial academies practice with their blades to master one-on-one combat. The libraries of such schools hold deep troves of information detailing hundreds of combat techniques, battle stances, and honorable rules of engagement. Those who gain admission to such schools might train in formalized duels-and that's certainly the more genteel route to take. However, others assert that there's no better place to try out dueling techniques than in the life-and-death struggles common to an adventurer's life.
+
+**Additional Feats** 4th [[Dueling Parry (Fighter)|Dueling Parry]]; 8th [[Disarming Stance]]; 10th [[Dueling Riposte]]; 12th [[Disarming Twist]]; 14th [[Dueling Dance (Fighter)|Dueling Dance]], [[Improved Dueling Riposte]]; 16th [[Guiding Riposte]]
+
+## [[Duelist Dedication]] Feat 2
+
+**Prerequisites** trained in light armor and simple weapons
+
+* * *
+
+You are always ready to draw your weapon and begin a duel, no matter the circumstances. You gain the Quick Draw ranger feat, enabling you to both draw and attack with a weapon as 1 action. This serves as Quick Draw for the purpose of meeting prerequisites.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the duelist archetype.
+
+## [[Duelist's Challenge]] Feat 4
+
+**Prerequisites** Duelist Dedication
+
+* * *
+
+Select one foe that you can see and proclaim a challenge. That foe is your dueling opponent until they are defeated, flee, or the encounter ends. Any time you hit that enemy using a single one-handed melee weapon while your other hand or hands are free, you gain a circumstance bonus to the Strike's damage equal to the number of damage dice your weapon deals.
+
+If you attack a creature other than your dueling opponent, you take a circumstance penalty to damage equal to the number of damage dice your weapon deals.
+
+## [[Selfless Parry]] Feat 8
+
+**Prerequisites** Dueling Parry, Duelist Dedication
+
+* * *
+
+You protect those near you with a flash of steel. When you're benefiting from Dueling Parry, allies adjacent to you gain a +1 circumstance bonus to AC. If you have Dueling Riposte, you can use it when an enemy within your reach critically fails a Strike against an ally adjacent to you, not just against yourself.
+
+## [[Student Of The Dueling Arts]] Feat 12
+
+**Prerequisites** Duelist Dedication
+
+* * *
+
+You have studied a great many combat techniques, which you can review each day. During your daily preparations, you can swap out any number of your duelist archetype feats for other duelist archetype feats of the appropriate level for which you are qualified. You can't swap out Duelist Dedication or Student of the Dueling Arts in this way.
+
+In addition, you can enter a stance from a duelist archetype feat you don't have (such as one listed under Additional Feats) by increasing the number of actions it takes to enter the stance by 1 (typically to 2 actions). You must still meet the feat's prerequisites.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Edgewatch Detective.md b/content/mechanics/srd/Archetypes/Edgewatch Detective.md
new file mode 100755
index 000000000..77bd6831c
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Edgewatch Detective.md
@@ -0,0 +1,57 @@
+---
+title: "Edgewatch Detective"
+noteType: ":sticky-note:"
+aliases: "Edgewatch Detective"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.5RH1CkZQHYpsOium
+tags:
+ - JournalEntryPage
+---
+
+# Edgewatch Detective
+You're a specially trained detective for the Edgewatch guard precinct in Absalom.
+
+## [[Edgewatch Detective Dedication]] Feat 2
+
+**Prerequisites** Intelligence 14 or Wisdom 14
+
+* * *
+
+You become trained in Society or Thievery; if you are already trained in both of these skills, you instead become trained in a skill of your choice. You can use Perception instead of Survival to Track, and you gain the Experienced Tracker skill feat.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Edgewatch Detective archetype.
+
+## [[Sense Alignment]] Feat 4
+
+**Prerequisites** Edgewatch Detective Dedication
+
+* * *
+
+You read the body language of an intelligent creature within 30 feet and pick up on subtle cues to detect its general propensity for good or evil and law or chaos. The GM rolls a secret Perception check, comparing the result against the target's Deception DC.
+
+* * *
+
+**Critical Success** You ascertain the target's alignment.
+
+**Success** You ascertain the target's alignment, but only along one axis (your choice of either the good-evil axis or the lawful-chaotic axis).
+
+**Failure** You do not learn the target's alignment.
+
+**Critical Failure** You incorrectly ascertain the target's alignment, misidentifying their alignment along either one axis or both (GM's choice).
+
+## [[Arcane Sensitivity]] Feat 6
+
+**Prerequisites** Edgewatch Detective Dedication
+
+* * *
+
+You can sense the presence of the supernatural, even if you don't have any magical ability yourself. You can spend a single action (this action has the concentrate trait) to determine if any magical auras are present in the area. This has the effects of a 1st-level _detect magic_ spell but isn't magical. By straining, you can also discover the source of the magic and its school (with the effect of a 4th-level _detect magic_ spell), but doing so prevents you from using this ability again until you've rested for 8 hours.
+
+## [[Bolera's Interrogation]] Feat 6
+
+**Prerequisites** Edgewatch Detective Dedication
+
+**Frequency** Three times per day
+
+* * *
+
+You focus your attention on a single creature within 30 feet. That creature must attempt a Will save against your Perception DC. On a failure, the creature finds itself unable to speak any deliberate and intentional lies and takes a -2 penalty to Deception checks. On a critical failure, the penalty to Deception checks is -4. This effect lasts for 10 minutes as long as you are within 30 feet of the target and the target is aware that you are using the ability against it. If you begin a new interrogation, this effect ends for any previous target. After your interrogation ends, the target is immune to this ability for 24 hours.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Eldritch Archer.md b/content/mechanics/srd/Archetypes/Eldritch Archer.md
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+---
+title: "Eldritch Archer"
+noteType: ":sticky-note:"
+aliases: "Eldritch Archer"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.6A9zBmTyt8cn6ioa
+tags:
+ - JournalEntryPage
+---
+
+# Eldritch Archer
+While many archers see their craft as an art form as much as a means of battle, a small number of archers seek to perfect their skills through magic, and you are among their number. Bolstering your athletic and martial abilities with mystical talents, you achieve rare heights with the bow or crossbow-transforming arrows or bolts into eldritch ammunition, sending arrows zig-zagging nearly unerringly to their target, and manifesting arrows that can deliver spells or even instant death.
+
+While having some spellcasting ability increases your potential flexibility and power as an eldritch archer, you might learn the secrets of these arts without being independently skilled in spellcasting, instead learning the magic of the bow for its own sake.
+
+**Additional Feats** 20th [[Impossible Volley (Eldritch Archer)]]
+
+**ELVEN ARROWS**
+
+The ability to infuse eldritch energy into bow shots is often seen as a kind of elven magic. While it may be true that elves first developed eldritch archery as a martial art, and many eldritch archers are elves and half-elves, other peoples have learned and developed their own forms of eldritch archery.
+
+Some whisper that remote regions to the south have their own dedications that rely on elemental archery, while the strange and shadowy hunters of the Uskwood use a form that relies on tenebrous shadow magic. Disturbing rumors circulate claiming that devils have developed a diabolical form of magical archery that can trap the soul and bind it to Hell, albeit for a short time. Like any form of magic, the discipline of eldritch archery will continue to develop among its practitioners across the multiverse.
+
+## [[Eldritch Archer Dedication]] Feat 6
+
+**Prerequisites** expert in at least one type of bow
+
+* * *
+
+You blend magic with your archery, leading to powerful results.
+
+If you don't already cast spells from spell slots, you learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from a spell list of your choice. You choose this cantrip from the common spells on your chosen spell list or from other spells to which you have access on that list. This cantrip must require a spell attack roll. You're trained in spell attack rolls and spell DCs for that tradition. Your key spellcasting ability for these spells is Charisma.
+
+If you already cast spells from spell slots, you learn one additional cantrip from that tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire. You also gain Eldritch Shot.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the eldritch archer archetype.
+
+## [[Basic Eldritch Archer Spellcasting]] Feat 8
+
+**Prerequisites** Eldritch Archer Dedication
+
+* * *
+
+You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level to your repertoire, either a common spell of your chosen tradition or another spell of that tradition you have learned or discovered.
+
+## [[Enchanting Arrow]] Feat 8
+
+**Prerequisites** Eldritch Archer Dedication
+
+* * *
+
+With a single whisper carried on the wind, you enchant your ammunition to make a foe more vulnerable to your attacks. Make a bow Strike. On a hit, the target takes an additional 2d6 mental damage. On a critical hit, the target also becomes stunned 1. The mental damage increases to 3d6 if your bow has a greater striking rune, or to 4d6 if your bow has a major striking rune.
+
+## [[Magic Arrow]] Feat 8
+
+**Prerequisites** Eldritch Archer Dedication
+
+**Frequency** once per round
+
+* * *
+
+You imbue your ammunition with eldritch power. When you select this feat, choose three types of common magical ammunition of 4th level or lower. Your GM might allow you to choose from other types of magical ammunition, such as uncommon ammunition, or ammunition from other books.
+
+When using Magic Arrow, you transform a non-magical arrow or bolt into a piece of ammunition of one type you chose. You must shoot the ammunition before the end of your turn or the magic dissipates. If the ammunition has an Activate entry, you still need to spend the required actions to activate the ammunition before shooting it. When you use Magic Arrow, you can choose a type of magical ammunition that is typically not available to the type of ammunition you're using-for example, you can use climbing bolt on an arrow, even though that magical ammunition is normally only found on bolts.
+
+**Special** You can select this feat multiple times. Each time you do, select three additional types of ammunition as described above.
+
+## [[Precious Arrow]] Feat 8
+
+**Prerequisites** Eldritch Archer Dedication
+
+* * *
+
+You enchant a piece of ammunition with the magical essence of a precious material, allowing you to leverage certain creatures' weaknesses. Choose cold iron or silver; if you shoot the arrow before the end of your turn, it counts as that material. At 14th level, add adamantine to the list of materials you can choose from.
+
+## [[Expert Eldritch Archer Spellcasting]] Feat 12
+
+**Prerequisites** Basic Eldritch Archer Spellcasting
+
+* * *
+
+You gain the expert spellcasting benefits.
+
+## [[Seeker Arrow]] Feat 14
+
+**Prerequisites** Eldritch Archer Dedication
+
+* * *
+
+Your shots zip around corners and fly at impossible angles to reach your target. Make a bow Strike against a foe you can see; the ammunition travels to your target, even around corners. You ignore the target's concealed condition and all cover.
+
+## [[Phase Arrow]] Feat 16
+
+**Prerequisites** Eldritch Archer Dedication
+
+**Frequency** Once per day
+
+* * *
+
+You can concentrate an immense amount of magic to create a piece of ammunition that phases through everything but your target. Make a bow Strike against a foe who is observed or hidden to you (but not undetected). The ammunition travels to your target in a straight line, passing through any non-magical barriers or walls in its way, though magical barriers stop the arrow. The shot ignores all cover, the concealed condition, the hidden condition, and circumstance bonuses to AC from shields. It has a +4 status bonus to hit creatures wearing any type of armor. The Strike's damage can't be reduced with a Shield Block reaction using a non-magical shield.
+
+## [[Arrow of Death]] Feat 18
+
+**Prerequisites** Eldritch Archer Dedication
+
+**Frequency** Once per day
+
+* * *
+
+You modify an arrow or bolt to bring death to your target in a single potent hit. Make a bow Strike. On a hit, you deal an additional 10d10 precision damage. On a critical hit, the target must also succeed at a Fortitude saving throw against your class DC or spell DC, whichever is higher, or be immediately slain; this save has the death and incapacitation traits.
+
+## [[Master Eldritch Archer Spellcasting]] Feat 18
+
+**Prerequisites** Expert Eldritch Archer Spellcasting
+
+* * *
+
+You gain the master spellcasting benefits.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Eldritch Researcher.md b/content/mechanics/srd/Archetypes/Eldritch Researcher.md
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+---
+title: "Eldritch Researcher"
+noteType: ":sticky-note:"
+aliases: "Eldritch Researcher"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.JBPXisA4IdXI9gVn
+tags:
+ - JournalEntryPage
+---
+
+# Eldritch Researcher
+An eager student of occult lore, you enjoy reading rare or forgotten tomes with ancient rituals and hidden secrets. You connect disparate facts to unlock deeper mysteries and uncover the truths of the universe, and you zealously hoard the knowledge your painstaking research produces. Aberrations fascinate you for many reasons, not the least of which is because their anatomy is wholly alien and yet, to the insightful, eminently sensible.
+
+You've been particularly enlightened by the accumulated lore in _Thresholds of Truth_, and you know Zarmavdian was a kindred soul in occult research. With this book in hand, you feel like you stand at the doorway to unprecedented occult discoveries. You scoff at those fools who claim you meddle in things mortals aren't meant to know-for isn't it the duty of the enlightened to gather the universe's deepest truths?
+
+## [[Eldritch Researcher Dedication]] Feat 2
+
+**Prerequisites** trained in Arcana and Occultism
+
+* * *
+
+You gain the ability to cast a single arcane or occult cantrip of your choice (which is heightened to a spell level equal to half your level rounded up). If you weren't already, you become trained in that traditions spell DCs and spell attack rolls with Intelligence as your spellcasting ability.
+
+Regardless of whether you choose an arcane or occult cantrip, you also become an expert in your choice of either Arcana or Occultism. You also gain a +1 circumstance bonus to checks you attempt with the chosen skill when Investigating or Identifying Magic.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the eldirtch researcher archetype.
+
+## [[Seeker of Truths]] Feat 4
+
+**Prerequisites** Eldritch Researcher Dedication
+
+* * *
+
+Your devotion to discovering and hoarding abstruse truths borders on the fanatical, and you can bring this devotion to bear. You gain the cleric's Domain Initiate feat but must select knowledge, secrecy, or truth as your domain. You cast that domain's domain spell as a focus spell of the same tradition as your cantrip from Eldritch Researcher Dedication, and you Refocus by contemplating abstruse mysteries rather than praying to a god. When an ability would manifest a divine symbol-such as the word of truth focus spell-it instead manifests as a strange shape unique to you that seems to defy geometry.
+
+**Special** You can take this feat up to three times, selecting a different domain each time.
+
+## [[Strange Script]] Feat 4
+
+**Prerequisites** Eldritch Researcher Dedication
+
+* * *
+
+You have such familiarity with obscure texts that you can compel them to reveal their secrets. Once per day, you can touch a single text (such as a tome, a wall of hieroglyphics, or something similar) and understand its meaning for 1 hour. If the text is in multiple languages, you gain the ability to understand them all for only the purposes of reading the text. If the text is in a code or cypher, you don't automatically understand the text, but you gain a +2 circumstance bonus to checks to decipher it.
+
+## [[Scholarly Defense]] Feat 6
+
+**Prerequisites** Eldritch Researcher Dedication
+
+* * *
+
+Your knowledge of strange creatures and their bizarre anatomy allows you to anticipate their physical attacks and reduce the damage you take from them. You gain resistance to physical damage from melee attacks made by aberrations and oozes. This resistance is equal to one-third your level.
+
+## [[Able Ritualist]] Feat 8
+
+**Prerequisites** Eldritch Researcher Dedication
+
+* * *
+
+Your readings on rituals make you a skilled participant. You gain a +2 circumstance bonus to primary and secondary checks you attempt as part of casting a ritual.
+
+## [[Lorefinder]] Feat 8
+
+**Prerequisites** Eldritch Researcher Dedication
+
+You know that fate sometimes conspires to keep dangerous knowledge or items from the eyes of those most able to understand them. You deny fate the ability to conceal truths from you. You can cast locate as an innate occult spell once per day. When you reach 14th level, this spell is heightened to 5th level.
+
+## [[Know It All (Eldritch Researcher)]] Feat 10
+
+**Prerequisites** Eldritch Researcher Dedication
+
+Your knowledge of abstruse topics is unparalleled. When you succeed at a check to Recall Knowledge, you gain additional information or context. When you critically succeed at a Knowledge check, at the GM's discretion you might gain even more additional information or context than normal.
+
+## [[Advanced Seeker of Truths]] Feat 12
+
+**Prerequisites** Eldritch Researcher Dedication, Seeker of Truths
+
+You have unlocked deeper secrets to uncovering and hoarding lore. You gain an advanced domain spell from one domain you selected with Seeker of Truths. Increase the number of Focus Points in your focus pool by 1.
+
+**Special** You can take this feat up to three times, each time selecting a different advanced domain spell from a domain you selected with Seeker of Truths.
+
+## [[Words of Unraveling]] Feat 12
+
+**Prerequisites** Eldritch Researcher Dedication
+
+You have unlocked abstruse methods to tangle with reality itself, altering the fate of a single individual. Once per day as an occult innate spell, you can cast daydreamer's curse, outcast's curse, or savant's curse. At the GM's discretion, you can substitute or add additional occult curse spells of 4th level or lower to this list. You can choose a different spell from the list each time you use this ability. If you couldn't already cast occult spells, these spells use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells; if you could already cast occult spells, your proficiency in spell attack rolls and spell DCs for occult spells increases to expert.
+
+## [[Entities From Afar]] Feat 14
+
+**Prerequisites** Eldritch Researcher Dedication
+
+You can call in aberrations to fight for you or to answer questions. You can cast summon entity as an innate occult spell once per day. If you couldn't already cast occult spells, these spells use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for occult spells; if you could already cast occult spells, your proficiency in spell attack rolls and spell DCs for occult spells increases to expert.
+
+As soon as the aberration arrives, instead of giving it any other commands, you can demand that it help you with a single question you pose to it. For the creature to effectively answer, you must Sustain the Spell for 1 minute, and you must understand and be understood by the aberration. If you do, the aberration gives you a cryptic clue as provided by the read omens spell, except that the clue is even more enigmatic than normal; the creature then immediately returns from whence it came without providing you any other benefit. At 16th level and every 2 levels thereafter, the summon entity spell is heightened by 1 level (to a maximum of 8th level when you reach 20th level).
+
+## [[Incredible Recollection]] 1 Feat 14
+
+**Prerequisites** Eldritch Researcher Dedication
+
+You can sift through knowledge locked within your mind at an incredible pace. You instantly use up to 5 Recall Knowledge actions. If you have any special abilities or free actions that would normally be triggered when you Recall Knowledge, you can't use them for these actions.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Elementalist (Class Archetype).md b/content/mechanics/srd/Archetypes/Elementalist (Class Archetype).md
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+---
+title: "Elementalist (Class Archetype)"
+noteType: ":sticky-note:"
+aliases: "Elementalist (Class Archetype)"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.oMIA3aFKvpuV9f2H
+tags:
+ - JournalEntryPage
+---
+
+# Elementalist (Class Archetype)
+You revere the four elements—air, earth, fire, and water—as the building blocks of creation and the source of all life. You believe that by balancing, mixing, and rearranging these four elements, magic is made. This belief has led you to eschew traditional magical theories and divisions, and you instead focus on harnessing, manipulating, and shaping the four elements. You cast spells drawn from multiple traditions and can use the four elements to alter and empower your spells, making them manifest and mixing them in unique ways. Most elementalists embrace the four elements equally as a mystical quaternity, and they strengthen their connection to one of these elements each day to protect themselves from harm. Others, notably sorcerer and wizard elementalists, feel a stronger connection to a singular element that they hone to great heights, utilizing the other three elements to support and augment their favored element.
+
+**Additional Feats** 4th [[Familiar]]; 6th [[Enhanced Familiar]]; 8th [[Current Spell]], [[Water Step]]
+
+## [[Elementalist Dedication]] Feat 2
+
+**Prerequisites** [[Elemental Magic]]
+
+* * *
+
+Each day when you make your daily preparations, you can attune yourself to one element of your choice: air, earth, fire, or water.
+
+You gain resistance equal to half your level (minimum 1 resistance) against damage dealt by effects with your attuned elemental trait.
+
+This attunement lasts until you next make your daily preparations.
+
+* * *
+
+**Special** You can't select another dedication feat until you've gained two other feats from the elementalist archetype.
+
+## [[Dousing Spell]] Feat 4
+
+**Prerequisites** [[Elementalist Dedication]]
+
+* * *
+
+You enhance your spell with elemental water, soaking the target.
+
+If the next action you use is to Cast a Spell targeting a single creature, you soak the target of the spell with water. If the target has [[Persistent Damage|Persistent Acid or Fire Damage]], the DC to end those conditions is reduced to 10, and the creature can attempt a flat check to end those types of persistent damage immediately.
+
+The spell gains the water trait (causing it to deal extra damage to creatures with weakness to water).
+
+## [[Elemental Familiar]] Feat 4
+
+**Prerequisites** [[Elementalist Dedication]], [[Familiar]]
+
+* * *
+
+Your familiar becomes an elemental spirit capable of taking on aspects of the four elements: air, earth, fire, or water. Other than taking the form of an elemental instead of an animal, this familiar continues to use all the same rules as other familiars.
+
+Your familiar gains one additional familiar ability each day, which must be one of the following elemental familiar abilities. While your familiar has an elemental familiar ability, your familiar is composed of the associated elemental matter and gains the matching elemental trait. You can't select more than one elemental familiar ability at a time.
+
+* **Air** If your familiar stays completely still for 1 round, it becomes [[Invisible]] until it next takes an action. Any motion, even being moved or carried by another creature, ends this effect.
+* **Earth** Your familiar gains resistance to physical damage (except adamantine) equal to half your level.
+* **Fire** Your familiar sheds bright light in a 20-foot radius (and dim light for the next 20 feet) and emits warmth. Creatures that remain within a @Template\[type:emanation|distance:15\] don't take damage from severe environmental cold.
+* **Water** Your familiar can move through a gap at least 2 inches wide without [[Squeeze|Squeezing]] and can Squeeze through a gap at least 1 inch wide.
+
+## [[Burning Spell]] Feat 6
+
+**Prerequisites** [[Elementalist Dedication]]
+
+* * *
+
+You enhance your spell with elemental fire, causing it to set the target on fire.
+
+If the next action you use is to Cast a non-cantrip Spell that deals damage at a single target, the spell deals additional [[Persistent Damage|Persistent Fire Damage]] equal to the spell level, in addition to its other effects. This has no effect if the spell already deals persistent fire damage.
+
+The spell gains the fire trait.
+
+## [[Metabolize Element]] Feat 8
+
+**Prerequisites** [[Elementalist Dedication]]
+
+* * *
+
+**Trigger** You take damage from a foe's spell or magical ability with the air, earth, fire, or water trait.
+
+* * *
+
+You rapidly metabolize the elemental particles in your opponent's spell to gain a boost of energy. You gain the [[Quickened]] condition until the end of your next turn. You can use the extra action only to Step or Stride.
+
+## [[Rockslide Spell]] Feat 10
+
+**Prerequisites** [[Elementalist Dedication]]
+
+* * *
+
+You enhance your spell with elemental earth, causing chunks of stone to litter the ground.
+
+If the next action you use is to Cast a non-cantrip Spell that affects an area, a number of 5-foot squares in the area equal to the spell level become difficult terrain for 1 round. These squares must be on the ground, and the entire area of difficult terrain must be contiguous.
+
+The spell gains the earth trait.
+
+## [[Redirect Elements]] Feat 12
+
+**Prerequisites** [[Elementalist Dedication]]
+
+* * *
+
+**Trigger** The spell attack roll for a foe's spell with an elemental trait targeting you fails or critically fails.
+
+* * *
+
+You seize the elemental essence of an incoming spell and redirect the spell to a creature of your choice within the spell's area. The attacker rerolls the spell's attack roll against the new target.
+
+## [[Wind-Tossed Spell]] Feat 14
+
+**Prerequisites** [[Elementalist Dedication]]
+
+* * *
+
+You enhance your spell with elemental air, using the wind to find your target and carry your magic around cover.
+
+If the next action you use is to Cast a Spell that requires a spell attack roll, you ignore the target's [[Concealed]] condition and any cover they have from you.
+
+The spell gains the air trait.
+
+* * *
+
+# Elementalist Spells
+
+## Elemental Cantrips
+
+_[[Light]]_: Create four floating lights you can move.
+
+_[[Detect Magic]]_: Sense whether magic is nearby.
+
+_[[Gale Blast]]_: Damage and push adjacent creatures with air.
+
+_[[Healing Plaster]]_: Transform mud into a healing plaster to treat wounds without healer's tools.
+
+_[[Light]]_: Make an object glow.
+
+_[[Telekinetic Hand]]_: Command a floating hand to move an object.
+
+_[[Message]]_: Speak a message to a distant creature, who can reply.
+
+_[[Prestidigitation]]_: Perform a minor magical trick.
+
+_[[Produce Flame]]_: Kindle small flames to attack close or at range.
+
+_[[Read Aura]]_: Detect if an object is magical, and determine the school of its magic.
+
+_[[Scatter Scree]]_: Evoke rocks to deal bludgeoning damage and make rocky difficult terrain.
+
+_[[Shield]]_: A shield of magical force blocks attacks and magic missiles.
+
+_[[Sigil]]_: Leave a magical mark.
+
+_[[Spout]]_: Water blast batters creatures and is larger if cast in a body of water.
+
+## Elemental 1st-level Spells
+
+_[[Air Bubble]]_: React to create air for a creature to breathe.
+
+_[[Breadcrumbs]]_: Make a trail behind a creature.
+
+_[[Breathe Fire]]_: A small cone of flame rushes from your hands.
+
+_[[Create Water]]_: Conjure 2 gallons of water.
+
+_[[Gentle Landing]]_: React to slow a creature's fall.
+
+_[[Gust of Wind]]_: Wind blows out fires and knocks back objects and creatures.
+
+_[[Hydraulic Push]]_: Damage and push a creature with a blast of water.
+
+_[[Mystic Armor]]_: Ward yourself with magical armor.
+
+_[[Magic Stone]]_: Make ordinary stones into magical sling bullets that are especially dangerous to undead.
+
+_[[Runic Weapon]]_: Make a weapon temporarily magical.
+
+_[[Mending]]_: Repair one non-magical item.
+
+_[[Mud Pit]]_: Conjure mud to slow movement.
+
+_[[Pet Cache]]_: Hide a familiar or animal companion in a pocket dimension.
+
+_[[Pummeling Rubble]]_: Hurl a cone of rocks to batter creatures.
+
+_[[Shattering Gem]]_: Make a protective gem orbit a target. The gem shatters against an attacker if destroyed.
+
+_[[Shockwave]]_: Knock creatures down with a shockwave through the earth.
+
+_[[Snowball]]_: Throw a snowball to chill and hinder a creature.
+
+_[[Ventriloquism]]_: Throw your voice.
+
+## Elemental 2nd-level Spells
+
+_[[Ash Cloud]]_: Summon a cloud of hot ash and smoke.
+
+_[[Blistering Invective]]_: Light a creature on fire with the sheer viciousness of your words.
+
+_[[Everlight]]_: A magical flame burns indefinitely.
+
+_[[Darkvision]]_: See in the dark.
+
+_[[Dispel Magic]]_: End a spell or suppress an item's magic.
+
+_[[Elemental Zone]]_: Make one element more damaging within a zone.
+
+_[[Environmental Endurance]]_: Protect a creature from severe cold or heat.
+
+_[[Expeditious Excavation]]_: Dig up loose soil, sand, and gravel.
+
+_[[Faerie Fire]]_: Colorful light prevents creatures from being concealed or invisible.
+
+_[[Final Sacrifice]]_: Channel energy to blow up your minion.
+
+_[[Flame Wisp]]_: Fire wisps damage those you strike, and more grow if you cast fire spells.
+
+_[[Floating Flame]]_: A ball of fire rolls about at your command.
+
+_[[Peaceful Rest]]_: A corpse doesn't decay and can't become undead.
+
+_[[Heat Metal]]_: Make metal red hot.
+
+_[[Ignite Fireworks]]_: Throw exploding fireworks.
+
+_[[Mist]]_: Conceal creatures in a cloud of mist.
+
+_[[Quench]]_: Put out fires and hurt fire creatures.
+
+_[[Resist Energy]]_: Protect a creature from one type of energy damage.
+
+_[[Blazing Bolt]]_: Fire one to three rays of heat and flame at different foes.
+
+_[[Summon Elemental]]_: Conjure an elemental to fight on your behalf.
+
+_[[Water Breathing]]_: Allow creatures to breathe underwater.
+
+_[[Water Walk]]_: Buoy a creature so it can walk on water.
+
+## Elemental 3rd-level Spells
+
+_[[Aqueous Orb]]_: Roll a ball of water to put out fires and engulf creatures.
+
+_[[Blazing Dive]]_: Fly up then dive in an explosion of superheated air.
+
+_[[Crashing Wave]]_: Smash a cone of water against foes.
+
+_[[Cup of Dust]]_: Curse a creature with unquenchable thirst.
+
+_[[Earthbind]]_: Bring a flying creature to the ground.
+
+_[[Elemental Absorption]]_: Resist elemental effects and then release the energy against a foe.
+
+_[[Elemental Annihilation Wave]]_: Draw in elemental energy to unleash a cone of burning destruction.
+
+_[[Feet to Fins]]_: Turn a creature's feet into fins, enabling it swim but slowing it on land.
+
+_[[Fireball]]_: An explosion of fire in an area burns creatures.
+
+_[[Rune Trap]]_: Store a spell in a symbol to make a trap.
+
+_[[Levitate]]_: Float an object or creature a few feet off the ground.
+
+_[[One with Stone]]_: Merge into a block of stone.
+
+_[[Safe Passage]]_: Make an area safe to move through.
+
+_[[Holy Light]]_: A ray of burning light deals extra damage to undead and counteracts darkness.
+
+_[[Shifting Sand]]_: Cause sand or earth to become unstable and possibly immobilize and move creatures atop it.
+
+_[[Wall of Water]]_: Create a wall of water, forcing foes to swim through.
+
+_[[Wall of Wind]]_: Create a wall of gusting winds that hinders movement and ranged attacks.
+
+## Elemental 4th-level Spells
+
+_[[Air Walk]]_: Walk on air as though it were solid ground.
+
+_[[Elemental Gift]]_: Infuse an ally with one of the four elements.
+
+_[[Fire Shield]]_: Flames protect you from cold and harm those that touch you.
+
+_[[Fly]]_: Cause the target creature to gain a fly Speed.
+
+_[[Vapor Form]]_: Turn a willing creature into a flying cloud.
+
+_[[Holy Cascade]]_: Turn a vial of holy water into an explosion of blessed water.
+
+_[[Hydraulic Torrent]]_: Force creatures back with a damaging line of water.
+
+_[[Petal Storm]]_: A storm of razor-sharp petals slash creatures in the area.
+
+_[[Shape Stone]]_: Reshape a cube of stone.
+
+_[[Solid Fog]]_: Conjure heavy fog that obscures sight and is hard to move through.
+
+_[[Soothing Spring]]_: Create a rejuvenating hot spring that heals the wounded and tired.
+
+_[[Spell Immunity]]_: Name a spell to negate its effects on you.
+
+_[[Spike Stones]]_: Grow sharp spikes out of the ground.
+
+_[[Mountain Resilience]]_: Harden a creature's skin into durable stone.
+
+_[[Wall of Fire]]_: Create a blazing wall that burns creatures that pass through.
+
+## Elemental 5th-level Spells
+
+_[[Banishment]]_: Send a creature back to its home plane.
+
+_[[Blazing Fissure]]_: Rip a crack of magma in the earth.
+
+_[[Control Water]]_: Raise or lower the water in a large area.
+
+_[[Elemental Form]]_: Turn into an elemental.
+
+_[[Flame Strike]]_: Call divine fire from the sky.
+
+_[[Flammable Fumes]]_: Conjure poisonous fumes that can explode in flame.
+
+_[[Flowing Strike]]_: Flow on a wave and attack on the way.
+
+_[[Geyser]]_: Blast foes upward with superheated water, causing them to fall and leaving concealing fog.
+
+_[[Mantle of the Frozen Heart]]_: Morph your body with ice, which you can change during the spell.
+
+_[[Mantle of the Magma Heart]]_: Morph yourself with fire, which you can change during the spell.
+
+_[[Mariner's Curse]]_: Infect a creature with the curse of the rolling sea.
+
+_[[Magic Passage]]_: Form an earthen tunnel through a wall.
+
+_[[Summon Giant]]_: Conjure a giant to fight on your behalf.
+
+_[[Temporary Glyph]]_: Quickly scribe a short-lived glyph to blast foes.
+
+_[[Transmute Rock And Mud]]_: Turn an area of rock into mud or vice versa.
+
+_[[Wall of Ice]]_: Sculpt a foot-thick wall of ice that blocks sight and can chill creatures.
+
+_[[Wall of Stone]]_: Shape a wall of stone.
+
+## Elemental 6th-level Spells
+
+_[[Elemental Confluence]]_: Summon a confluence of elementals of all four elements.
+
+_[[Fire Seeds]]_: Make four explosive acorns.
+
+_[[Flame Vortex]]_: Invoke a moving tornado of fire and wind.
+
+_[[Petrify]]_: Turn a living creature to a stone statue.
+
+_[[Scintillating Safeguard]]_: Reactively protect multiple creatures from harm with a magic barrier.
+
+_[[Speak with Stones]]_: Speak to spirits within natural stone.
+
+_[[Stone to Flesh]]_: Turn a creature turned to stone back to flesh.
+
+_[[Teleport]]_: Transport you and willing creatures a great distance.
+
+_[[Truesight]]_: See through illusions and transmutations.
+
+## Elemental 7th-level Spells
+
+_[[Planar Seal]]_: Prevent teleportation and planar travel.
+
+_[[Energy Aegis]]_: A creature gains resistance to acid, cold, electricity, fire, force, and sonic.
+
+_[[Fiery Body]]_: Turn your body into living flame.
+
+_[[Frigid Flurry]]_: Turn into slashing snowflakes and fly in a straight line.
+
+_[[Interplanar Teleport]]_: Transport creatures to another plane of existence.
+
+_[[Sunburst]]_: A globe of sunlight deals fire damage, hurts undead, and overcomes darkness.
+
+_[[Unfettered Pack]]_: Let creatures avoid environmental hindrances.
+
+_[[Volcanic Eruption]]_: Cause massive lava sprays that burn creatures and encase them in rock.
+
+## Elemental 8th-level Spells
+
+_[[Boil Blood]]_: Boil a foe's blood.
+
+_[[Burning Blossoms]]_: A tree fascinates enemies and burns people who stay under it.
+
+_[[Earthquake]]_: Shake the ground with a devastating earthquake.
+
+_[[Desiccate]]_: Pull moisture from creatures, damaging them.
+
+_[[Punishing Winds]]_: A cyclone inhibits flight and traps creatures.
+
+_[[Whirlwind]]_: Create a moving tornado to damage creatures and raise them into the air.
+
+_[[Migration]]_: Turn creatures into swift-moving clouds.
+
+## Elemental 9th-level Spells
+
+_[[Falling Stars]]_: Call down four blazing meteors that explode.
+
+_[[Storm of Vengeance]]_: Create a massive, dangerous storm.
+
+## Elemental 10th-level Spells
+
+_[[Cataclysm]]_: Call an instant, damaging cataclysm.
+
+_[[Element Embodied]]_: Turn into a massive elemental.
+
+_[[Gate]]_: Tear open a portal to another plane.
+
+_[[Indestructibility]]_: Become briefly immune to everything.
+
+_[[Nullify]]_: React to automatically counteract a spell and take backlash damage.
+
+_[[Remake]]_: Recreate a destroyed object.
+
+## Elementalist Focus Spells
+
+* _[[Combustion]]_,
+* _[[Crushing Ground]]_,
+* _[[Powerful Inhalation]]_,
+* _[[Pulverizing Cascade]]_,
+* _[[Rising Surf]]_,
+* _[[Stone Lance]]_,
+* _[[Updraft]]_,
+* _[[Wildfire]]_
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Exorcist.md b/content/mechanics/srd/Archetypes/Exorcist.md
new file mode 100755
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@@ -0,0 +1,83 @@
+---
+title: "Exorcist"
+noteType: ":sticky-note:"
+aliases: "Exorcist"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.WvleaXPfigawBvtN
+tags:
+ - JournalEntryPage
+---
+
+# Exorcist
+You pacify restless spirits, ghosts, and haunts, capturing fragments of them and using their vengeful energies to fuel your own powers while purifying the spirit. You store these ghosts within a magical vessel called a spirit dwelling. This spirit dwelling might be a treasured family heirloom, an item you crafted expressly to help with exorcisms, or even just an odd trinket you found that happens to do the job.
+
+While the motivations of exorcists run the gamut, most are compassionate individuals who believe that every ghost, haunt, and spirit is simply a lost soul in need of rest. They collect spirits expressly for the purposes of offering them comfort, guidance, and absolution. After an exorcist's ministrations, these spirits are freed of their burdens, emotion, and regrets and are reabsorbed into the River of Souls. Although exorcists rarely gather in one place, many different religions employ them to deal with spiritual threats.
+
+Exorcists are most commonly found among the faithful of [[Ashava]] the True Spark (the empyreal lord of dancers), but among the major deities of the Inner Sea region, [[Sarenrae]], [[Pharasma]], and even [[Shelyn]] count a fair number of exorcists among their faithful. Exorcists can come from any walk of life, but many are redeemer champions, clerics, or monks. Apart from the role of the spirit dwelling, exorcism practices can vary. For example, a bard or rogue might attract spirits with trickery, charm, or empty promises. In contrast, a cleric of Pharasma could take a more severe route, demanding the spirits return to the natural order of things.
+
+**Additional Feats** 8th [[Spiritual Sense]]; 10th [[Blind-Fight]]; 14th [[Sense Evil]]; 16th [[Sense The Unseen]]
+
+SPIRIT DWELLINGS AND REMNANTS
+
+A spirit dwelling can be any object, from an everyday item like a mirror, hand bell, or gemstone, to a custom clockwork device, so long as it can be held in one hand, is light Bulk, and doesn't serve another function (such as a weapon, shield, consumable, or magic item). Your spirit dwelling has the trait of the magical tradition used to take Exorcist Dedication and the necromancy trait. Your spirit dwelling is attuned to you, so only you can use it. If your spirit dwelling is lost or stolen, you can turn another object into a new spirit dwelling with a 1-hour ritual; this causes your previous spirit dwelling to revert to a mundane object and any spirits within to harmlessly disperse.
+
+Your spirit dwelling can house not just wisps but greater remnants of spiritual energy left behind by defeated ghosts and haunts. You can use the [[Collect Spirit Remnant]] activity.
+
+**Rejuvenating Spirits**: Though all spirit wisps and most remnants can pass on immediately when purified, if a spirit remnant came from a creature with the rejuvenation special ability (such as most ghosts), a recurring haunt, or another entity who ordinarily doesn't pass on when destroyed, its ties to this world are too strong for it to easily pass on. When a spirit remnant from such an entity is released as part of your daily preparations, instead of joining the River of Souls, it begins re-forming itself in the time and location noted in its rejuvenation ability. However, you learn a clue about the spirit's unfinished business, which may help you put it to rest permanently.
+
+EXORCISTS ACROSS GOLARION
+
+The well-known exorcists of Pharasma use methods of repeated prayer, holy water, and sacred rituals. Ashavic exorcists often dance under the moonlight to entice lost souls and guide them onward. In Osirion, exorcists practice execration, or proactive preventive exorcism techniques. In Northern Garund and some parts of Qadira, playing the stringed tanbura, rattling manjur, and specific drum patterns help cut the threads that tie the spirit to this world. Matanji orcs in the Mwangi Expanse perform exorcisms by drawing tattoo-like diagrams in iron ink. In Tian Xia, exorcists often use fulus (Secrets of Magic 158) to assist in their practice.
+
+## [[Exorcist Dedication]] Feat 4
+
+**Prerequisites** trained in Occultism or Religion
+
+* * *
+
+You've learned to attract, quell, and purify spirits, housing them in a special receptacle called a spirit dwelling until they're ready to move on. Through the power of prayers or ritual incantations, one mundane object in your possession becomes a spirit dwelling (page 23). Your spirit dwelling functions as a lure for lost spirits weakened by their time on the Material Plane. Each day during your daily preparations, your spirit dwelling attracts a spirit wisp who comes to dwell inside. If your spirit dwelling contains no wisps, you can spend 10 minutes in a minor ritual to cast your spirit dwelling around an area and attract another wisp. You can also capture stronger spirit remnants from vanquished undead spirits, as explained in the sidebar on page 23. As long as your spirit dwelling contains any spirits, it glows faintly, casting dim light in a 10-foot radius.
+
+As an exorcist, you do more than just collect spirits: you also help rid them of their burdens and lingering resentments, aiding their transition from the Material Plane. Every day, before your daily preparations, any spirit wisps and remnants remaining within your spirit dwelling from the previous day are purified and can join the River of Souls in their final journey to Pharasma's Boneyard.
+
+You can also learn abilities that let you purify a spirit in your spirit dwelling immediately in a cathartic surge, granting you a helpful effect as they depart for the afterlife. Any actions you gain from the exorcist archetype gain either the divine or occult trait, depending on whether you used Occultism or Religion to qualify for Exorcist Dedication. [[Spirit's Mercy]] is the simplest of the purifications.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the exorcist archetype.
+
+## [[Cast Out]] Feat 6
+
+**Prerequisites** Exorcist Dedication
+
+* * *
+
+You attempt to cast a malevolent entity out of the creature or object it's possessing. Roll a counteract check against the possession effect; you must be within 30 feet of the possessed creature or object to do so. Your counteract level is half your level rounded up, and your counteract modifier is your Occultism modifier, Religion modifier, or spell DC - 10, whichever is highest. If you succeed, the entity is driven out and can't attempt to possess that creature or object for 1 week. If you fail, the possessing creature is immune to your Cast Out for a year and a day.
+
+## [[Spirit's Absolution]] Feat 6
+
+**Prerequisites** Exorcist Dedication
+
+**Cost** 1 spirit wisp or spirit remnant from your spirit dwelling
+
+**Requirements** You are holding your spirit dwelling.
+
+* * *
+
+You purify a spirit by absolving it of its sins and regrets. This cathartic experience restores your Hit Points or those of an adjacent ally. If you expend a spirit wisp, the target recovers 1d4 Hit Points per level you have. If you expend a spirit remnant, the target recovers 1d6 Hit Points per level of the incorporeal undead or haunt from which you gained the remnant.
+
+## [[Spirit's Anguish]] Feat 8
+
+**Prerequisites** Exorcist Dedication
+
+**Cost** 1 spirit wisp or spirit remnant from your spirit dwelling
+
+**Requirements** You are holding your spirit dwelling.
+
+* * *
+
+You purify a spirit by coaxing it to release its anguish in a final cathartic howl. This deals sonic damage to all creatures in a @Template\[type:cone|distance:30\], with a basic Will save against your class DC or spell DC, whichever is higher. If you expend a spirit wisp, this deals @Damage\[1d4\[sonic]] damage per level you have. If you expend a spirit remnant, this deals @Damage\[1d6\[sonic]] damage per level of the incorporeal undead or haunt from which you gained the remnant.
+
+## [[Enticing Dwelling]] Feat 12
+
+**Prerequisites** Exorcist Dedication
+
+* * *
+
+Your spirit dwelling is particularly inviting to spirit wisps. During your daily preparations, and whenever you spend 10 minutes to find more wisps, you entice two wisps into your spirit dwelling instead of one.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Familiar Master.md b/content/mechanics/srd/Archetypes/Familiar Master.md
new file mode 100755
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+---
+title: "Familiar Master"
+noteType: ":sticky-note:"
+aliases: "Familiar Master"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.yaR8E2drX6pFUFCK
+tags:
+ - JournalEntryPage
+---
+
+# Familiar Master
+From the wise owl perched on the wizard's shoulder to the crafty gremlin that serves the witch for their own reasons, the ghastly homunculus in the alchemist's lab to the clever monkey that picks the lock of the thief's cell, familiars have always served. Whether through rigorous training or a preternatural connection, yours serves better than most.
+
+**Additional Feats** 4th [[Enhanced Familiar]]
+
+## [[Familiar Master Dedication]] Feat 2
+
+You have forged a mystical bond with a creature. This might have involved complex rituals and invocations, such as meditating under the moon until something crept out of the forest. Or maybe you just did each other a good turn, such as rescuing the beast from a trap or a foe, and then being rescued in turn. Whatever the details, you are now comrades until the end. You gain a familiar. If you already have a familiar, you gain the Enhanced Familiar feat.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Familiar Master archetype.
+
+## [[Familiar Mascot]] Feat 4
+
+**Prerequisites** Familiar Master Dedication
+
+* * *
+
+Your familiar is the heart and soul of your adventuring team. When selecting master abilities, you can choose an ally to benefit from any specific master ability. Each master ability can benefit only a single character, and you can select a specific master ability only once unless the ability says otherwise.
+
+## [[Familiar Conduit]] Feat 4
+
+**Prerequisites** Familiar Master Dedication, able to cast spells
+
+**Requirements** You have line of effect to your familiar.
+
+* * *
+
+Under your tutelage, your familiar has grown attuned to the hidden currents of the world and can serve as a conduit for your magic. If the next action you use is to Cast a Spell that has a range, the spell uses the familiar as its origin point.
+
+## [[Improved Familiar (Familiar Master)|Improved Familiar]] Feat 6
+
+**Prerequisites** Familiar Master Dedication
+
+You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a specific familiar is two lower than normal.
+
+## [[Mutable Familiar]] Feat 8
+
+**Prerequisites** Familiar Master Dedication
+
+* * *
+
+Your familiar's supernatural spirit has outgrown its corporeal body. You can conduct a special 10-minute activity to reselect certain familiar abilities, switching one or more of the following abilities for other abilities on this list: amphibious, burrower, climber, darkvision, fast movement, manual dexterity, resistance, and scent. You can reselect only familiar abilities you would normally be able to reselect each day, not required familiar abilities for your familiar. You can't remove an ability that is required for another ability your familiar has (for instance, you can't remove manual dexterity if the familiar has lab assistant).
+
+## [[Incredible Familiar (Familiar Master)|Incredible Familiar]] Feat 10
+
+**Prerequisites** Enhanced Familiar
+
+* * *
+
+Your familiar is infused with even more magic than other familiars. You can select six familiar or master abilities each day, instead of four.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Fighter.md b/content/mechanics/srd/Archetypes/Fighter.md
new file mode 100755
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@@ -0,0 +1,67 @@
+---
+title: "Fighter"
+noteType: ":sticky-note:"
+aliases: "Fighter"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.inxtk4rYj2UZaytg
+tags:
+ - JournalEntryPage
+---
+
+# Fighter
+You have spent time learning the art of warfare, increasing your skill with martial arms and at wearing armor. With further training, you can become a true combat specialist.
+
+## [[Fighter Dedication]] Feat 2
+
+**Prerequisites** Strength +2; Dexterity +2
+
+* * *
+
+You become trained in martial weapons. You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you instead become trained in a skill of your choice. You become trained in fighter class DC.
+
+* * *
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the fighter archetype.
+
+## [[Basic Maneuver]] Feat 4
+
+**Prerequisites** Fighter Dedication
+
+* * *
+
+You gain a 1st- or 2nd-level fighter feat.
+
+## [[Fighter Resiliency]] Feat 4
+
+**Prerequisites** Fighter Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier
+
+* * *
+
+You gain 3 additional Hit Points for each fighter archetype class feat you have. As you continue selecting fighter archetype class feats, you continue to gain additional Hit Points in this way.
+
+## [[Reactive Striker|Opportunist]] Feat 4
+
+**Prerequisites** Fighter Dedication
+
+* * *
+
+You gain the [[Reactive Strike]] reaction.
+
+## [[Advanced Maneuver]] Feat 6
+
+**Prerequisites** Basic Maneuver
+
+* * *
+
+You gain a fighter feat. For the purpose of meeting its prerequisites, your fighter level is equal to half your character level.
+
+* * *
+
+**Special** You can select this feat more than once. Each time you select it, you gain another fighter feat.
+
+## [[Diverse Weapon Expert]] Feat 12
+
+**Prerequisites** Fighter Dedication; expert in any kind of weapon or unarmed attack
+
+* * *
+
+Your proficiency ranks for simple weapons and martial weapons increase to expert, and your proficiency rank for advanced weapons increases to trained.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Firebrand Braggart.md b/content/mechanics/srd/Archetypes/Firebrand Braggart.md
new file mode 100755
index 000000000..dc3834f70
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Firebrand Braggart.md
@@ -0,0 +1,87 @@
+---
+title: "Firebrand Braggart"
+noteType: ":sticky-note:"
+aliases: "Firebrand Braggart"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.F7W15pGOeSeNJD0C
+tags:
+ - JournalEntryPage
+---
+
+# Firebrand Braggart
+Many Firebrands travel the Inner Sea region drawing attention to themselves, making great shows of their exploits, and proclaiming their great deeds.
+
+## [[Firebrand Braggart Dedication]] Feat 4
+
+**Prerequisites** Charisma 14, second mark member of the Firebrands
+
+* * *
+
+Your Firebrand training has taught you that achieving something is more satisfying if you boast about it first. You declare a boast about a particular skill action, such as Balance, Demoralize, or Recall Knowledge. The first time you attempt this action within the next minute in a context the GM deems both suitably challenging and meaningful, you must roll twice and use the lower result. If you succeed at this check, you gain a +1 circumstance bonus to checks to attempt the same action for 10 minutes. If you fail this check or don't attempt the action within 1 minute, you instead take a -1 circumstance penalty on checks to attempt the same action for 1 hour.
+
+If the chosen action can be used with multiple skills, such as Identify Magic or Recall Knowledge, you must specify which skill you are using for that particular action, such as using Arcana to Identify Magic, and your bonus or penalty after the boast applies only to checks using that skill for that action. Once you declare a boast about a particular action, you cannot declare a boast about the same action until the next time you make daily preparations, regardless of whether you succeed or fail at the check.
+
+Typically a challenging task is one with at least a standard DC for your level, though the difficulty may be higher depending on the situation. A meaningful context is one where the action's success or failure is relevant to the pursuit of your goals, rather than a boast you made simply to gain a bonus later.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Firebrand Braggart archetype.
+
+## [[Boaster's Challenge]] Feat 6
+
+**Prerequisites** expert in Deception, Diplomacy, or Intimidation; Firebrand Braggart Dedication
+
+* * *
+
+You call out a foe, causing them to become flustered and easier to defeat. Select one creature you can see and declare a challenge. For your challenge, attempt a Deception, Diplomacy, or Intimidation check against that creature's Will DC. Your challenge must include a linguistic, auditory, or visual component and gains the corresponding trait. If you succeed, you gain a +2 status bonus to damage rolls with your weapon or unarmed Strikes against that foe until the end of your next turn; if you have master proficiency in the skill you used, you gain a +4 status bonus instead, and if you're legendary, you gain a +6 status bonus. On a critical success, the status bonus lasts for 3 rounds instead. Whether you succeed or fail, creatures who witnessed your challenge gain a +4 circumstance bonus to their Will DCs against your attempts to challenge for 1 minute.
+
+## [[Daring Act]] Feat 6
+
+**Prerequisites** trained in Acrobatics or Athletics, Firebrand Braggart Dedication
+
+* * *
+
+You attempt a death-defying maneuver to distract your enemies. Select one foe within reach and attempt either an Acrobatics or Athletics check against your target's Reflex DC. If you succeed, you can Stride up to half your Speed (or up to your full Speed if you critically succeed) without triggering reactions from the target due to your movement, and the target is off-guard against the next melee attack you attempt against it before the end of your turn.
+
+## [[Bravo's Determination]] Feat 8
+
+**Prerequisites** expert in Deception, Firebrand Braggart Dedication
+
+**Trigger** A foe's Strike reduces you to 0 Hit Points; you were not at 1 Hit Point and you would not be killed.
+
+* * *
+
+Your confidence borders on self-delusion, but it keeps you going against overwhelming odds. Attempt a Deception check against the attack DC of the triggering Strike. You take a penalty to this check equal to twice your wounded value, if any. If the triggering attack was a critical hit, use the result one degree of success worse than what you rolled.
+
+**Critical Success** You avoid being knocked out and remain at 1 Hit Point.
+
+**Success** You avoid being knocked out and remain at 1 Hit Point, but you increase your wounded value by 1.
+
+## [[Great Boaster]] Feat 10
+
+**Prerequisites** Charisma 16, Firebrand Braggart Dedication
+
+* * *
+
+Your bragging is particularly effective. If you succeed at a boast, you can attempt a great boast about that same skill by using your Firebrand Braggart Dedication action about the same action during the duration of your original boast's circumstance bonus; this is an exception to the rule that you can't make another boast about the same action until your next daily preparations. A great boast uses the Firebrand Braggart Dedication action, except that if you succeed, your circumstance bonus increases to +2 and remains for 1 hour. If you fail the great boast, you take a -2 circumstance penalty to attempt the same action for 4 hours. Once you declare a great boast about a particular action, you can't declare a great boast about the same action until the next time you make daily preparations, regardless of whether you succeed or fail at the check. The minimum challenging task for a great boast is one with at least a hard DC for your level.
+
+## [[Daring Flourish]] Feat 10
+
+**Prerequisites** Daring Act
+
+* * *
+
+You make quick use of an opening from your daring stunts. At the end of a successful Daring Act, you can make a melee Strike against the target or attempt to Disarm the target. The target is off-guard against the Strike you make during Daring Act as well as the next melee attack you attempt against it before the end of your turn.
+
+## [[Demanding Challenge]] Feat 10
+
+**Prerequisites** Boaster's Challenge
+
+* * *
+
+If your skill check to challenge a foe is a success, the target of your challenge takes a -1 circumstance penalty to attack rolls (or -2 if you critically succeed) until the end of your next turn.
+
+## [[Daredevil's Gambit]] Feat 12
+
+**Prerequisites** Daring Act
+
+* * *
+
+If you critically succeed at your Daring Act, you can enter the target's space and remain there until the beginning of your next turn or until the target moves, whichever comes first. You gain a +2 circumstance bonus to AC, and your target is off-guard against your attacks while you are sharing its space in this way. If any creature other than your target hits you with an attack roll while you are sharing your target's space, attempt a DC 15 flat check. On a success, resolve the attack against the target instead of you, using the same attack roll result that hit you.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Firework Technician.md b/content/mechanics/srd/Archetypes/Firework Technician.md
new file mode 100755
index 000000000..60434956f
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Firework Technician.md
@@ -0,0 +1,77 @@
+---
+title: "Firework Technician"
+noteType: ":sticky-note:"
+aliases: "Firework Technician"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.S4BZW9c5n6CctDxl
+tags:
+ - JournalEntryPage
+---
+
+# Firework Technician
+**Rarity** Uncommon
+
+* * *
+
+The brilliant display of cascading lights and flickering aerial flowers, the thunderous boom, the sizzling crackle, and piercing screech—these are the stock and trade of your craft. You know how to perfectly pair light and sound to create fireworks displays that can amaze children and adults, comfort friends, and even confound your foes.
+
+As a fireworks technician, you might be an itinerant wanderer, roaming from town to town and developing your craft on your own. In that case, you make a living on the road, selling fireworks to the townsfolk, setting up public displays upon request and receipt of payment, and even tailoring individualized performances to those wealthy or interesting enough to be worthy of receiving their own private show.
+
+On the other hand, you might be part of an established fireworks house from Tian Xia or Vudra and rely on teamwork to perfect your various formulas and displays. Hoping to produce the next great innovation in fireworks technology, you often send back the notes from your studies and field demonstrations to esteemed colleagues from your fireworks house, seeking their opinions on your next big idea.
+
+#### Describing Your Fireworks Display
+
+As a firework technician, the exact visuals of your character's special abilities might matter significantly to you. No two firework technicians use exactly the same fireworks display, even if they come from the same fireworks house and both use the same feat to generate the display. In fact, it's likely that when you use a feat from the firework technician archetype, the resulting display remains a bit different each time as you tinker, perfect, and refine your technique. Even so, you probably have a few themes that you prefer for each of your firework technician feats. For instance, your Coughing Dragon Display might appear in the sinuous serpentine shape of a literal imperial dragon, coughing out glittering trails. It might also resemble a simple series of geometric shapes, an enigmatic spiraling aeon trailing off in a shape with radial symmetry, a pattern shaped like a tree blossoming with flowers in the sky, or anything else you can imagine. To help your fellow players visualize what your character is doing, you might come up with some go-to descriptions or draw art depicting some of your favorite displays.
+
+## [[Firework Technician Dedication]] Feat 2
+
+**Prerequisites** trained in Crafting
+
+* * *
+
+You've learned the secrets of making fire and sound bloom using black powder, metals, and paper. You most likely came by this knowledge through formal training with a fireworks house in Tian Xia or a fireworks company from Vudra, though perhaps you mastered fireworks completely by yourself after finding a secret stash in an old shipwreck.
+
+You become trained in Fireworks Lore or become an expert if you were already trained in it. You gain the [[Alchemical Crafting]] feat, a pool of [[Infused Reagents]] equal to your level, and [[Advanced Alchemy]] (allowing you to make alchemical items during your daily preparations without the normal cost or time expenditure). You can use your infused reagents only to make fireworks, [[Launch Fireworks Display]], and use other feats from this archetype. Your advanced alchemy level is 1. If you gain infused reagents from more than one source, you use the highest number of reagents to determine your pool rather than adding them together.
+
+You can also create special fireworks displays using your infused reagents, designed to create distinctive effects you can use to make onlookers marvel and even to gain an advantage in combat. You gain the Launch Fireworks Display action and learn some basic displays, and you can learn additional, more complex displays through other firework technician feats. The DC for any display is equal to your class DC or spell DC, whichever is higher.
+
+**Special** You can't select another dedication feat until you've gained two other feats from the fireworks technician archetype.
+
+## [[Coughing Dragon Display]] Feat 4
+
+**Prerequisites** [[Firework Technician Dedication]]
+
+* * *
+
+This display emits a cascade of loud bangs or glittering trails. While you initially designed the display to captivate your audience's attention, it turns out to have a surprisingly effective use in combat, suppressing auditory or visual effects behind your magnificent display. You gain the [[Coughing Dragon]] fireworks display.
+
+## [[Expert Fireworks Crafter]] Feat 6
+
+**Prerequisites** [[Firework Technician Dedication]], expert in Crafting
+
+* * *
+
+You're particularly adept at crafting fireworks, allowing you to create much more powerful fireworks than you otherwise could. Your advanced alchemy level for fireworks increases to your level - 3.
+
+## [[Jumping Jenny Display]] Feat 8
+
+**Prerequisites** [[Firework Technician Dedication]]
+
+* * *
+
+This multi-sequence rocket blasts confetti at a series of altitudes. While the design is intended to delight children of all ages, you've found it has an unexpected side effect of confounding enemy fliers. You gain the [[Jumping Jenny]] fireworks display.
+
+## [[Goblin Jubilee Display]] Feat 10
+
+**Prerequisites** [[Firework Technician Dedication]]
+
+* * *
+
+Flames and explosions sear the air in a riot of color and devastation that rivals that wrought by even the wildest goblin party. The display is both so beautiful and chaotic that, while mesmerizing, it poses a significant risk to the physical health, sight, and hearing of anyone who gets too close. You gain the [[Goblin Jubilee]] fireworks display.
+
+## [[Banshee Cry Display]] Feat 12
+
+**Prerequisites** [[Firework Technician Dedication]]
+
+* * *
+
+You've learned how to pull off a sudden noisemaker at just the right moment in your display, a technique that can disrupt precise wording. You gain the [[Banshee Cry]] fireworks display.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Flexible Spellcaster (Class Archetype).md b/content/mechanics/srd/Archetypes/Flexible Spellcaster (Class Archetype).md
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--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Flexible Spellcaster (Class Archetype).md
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+---
+title: "Flexible Spellcaster (Class Archetype)"
+noteType: ":sticky-note:"
+aliases: "Flexible Spellcaster (Class Archetype)"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.4YtHynO8i1a33zo9
+tags:
+ - JournalEntryPage
+---
+
+# Flexible Spellcaster (Class Archetype)
+You've learned how to cast spells flexibly, blending the best elements of spontaneous and prepared spellcasting at the cost of casting fewer spells each day.
+
+#### Restricted Spell Slots
+
+When applying this archetype to a class that grants additional spell slots with restrictions, such as the specialist wizard's specialist school spells or the cleric's divine font, you still gain those additional slots, but they work as normal for your class, and they don't add more spells to your spell collection. A healing font grants you additional spell slots to cast _heal_ spells of the highest level you can cast, but doesn't add _heal_ to your spell collection. A harming font does the same for the _harm_ spell. As a specialist wizard, you prepare one spell per level from your specialty school, which also aren't added to your spell collection.
+
+## [[Flexible Spellcaster Dedication]] Feat 2
+
+**Prerequisites** [[Flexible Spell Preparation]]
+
+* * *
+
+You now have four cantrips per day instead of three. At 4th level, you have five cantrips per day instead of four.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Folklorist.md b/content/mechanics/srd/Archetypes/Folklorist.md
new file mode 100755
index 000000000..0de882de8
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Folklorist.md
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+---
+title: "Folklorist"
+noteType: ":sticky-note:"
+aliases: "Folklorist"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.0pPtVXH6Duitakbp
+tags:
+ - JournalEntryPage
+---
+
+# Folklorist
+**Rarity** Uncommon
+
+* * *
+
+Folklorists are welcome across the Mwangi Expanse for the entertaining stories they tell and the counsel they impart. However, those who take the art of storytelling to the next level can produce magical effects based on their understanding of stories and their firm belief that life conforms to the contours of these tales. While many such folklorists are benevolent, terms like hero and villain are notoriously relative, changing to fit the perspective of the storyteller.
+
+## [[Folklorist Dedication]] Feat 2
+
+**Prerequisites** trained in Performance
+
+* * *
+
+You are a master archivist and entertainer, capable of pulling wisdom from the tales you tell and weaving your allies and enemies into a powerful narrative. You gain the [[Spin Tale]] action.
+
+* * *
+
+**Special** You can't select another dedication feat until you've gained two other feats from the folklorist archetype.
+
+## [[Folktales Lore]] Feat 4
+
+**Prerequisites** [[Folklorist Dedication]]
+
+* * *
+
+You can pull bits of wisdom from any tale. You become trained in Folktales Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you fail a check to Recall Knowledge with Folktales Lore, you get the effects of the [[Dubious Knowledge]] skill feat.
+
+If you are legendary in the Performance skill, you gain expert proficiency in Folktales Lore, but you can't increase your proficiency rank in Folktales Lore by any other means.
+
+## [[Narrative Conduit]] Feat 6
+
+**Prerequisites** [[Folklorist Dedication]]
+
+* * *
+
+You act as a conduit for your companions just as your stories are a conduit between teller and listener. When you [[Spin Tale|Spin a Tale]] and the hero of your tale Casts a Spell against the villain, you warp the world, allowing the hero to calculate range and cover to the villain from your space instead of their own if they prefer. The hero must choose to calculate both range and cover from the same space; they can't use one space for range and the other for cover.
+
+## [[Rule of Three]] Feat 8
+
+**Prerequisites** [[Folklorist Dedication]]
+
+* * *
+
+**Requirements** You have [[Spin Tale|Spun a Tale]].
+
+**Trigger** The villain of the tale you've spun makes an attack roll with a given weapon or unarmed attack, uses a particular special ability (such as a Breath Weapon), or Casts a Spell against the hero, and they used that same attack, special ability, or spell against the hero on the previous turn.
+
+* * *
+
+Heroes learn from their previous failures, often succeeding on the third attempt. You narrate a tale of the hero's success, granting them a +2 circumstance bonus to their AC or saving throw against the triggering effect. If the villain has used the same effect against the hero on both of their last two turns, and you used Rule of Three on that effect last turn as well, the bonus increases to +4.
+
+## [[Communal Tale]] Feat 10
+
+**Prerequisites** [[Folklorist Dedication]]
+
+* * *
+
+Stories are an experience meant to be shared as a group. When you [[Spin Tale|Spin a Tale]], you can designate up to six non-minion allies as the heroes of your story. Each hero, once during the tale, can continue the story in your stead by spending an action to Spin the Tale; if they do, the story continues for another round, as if you had Spun the Tale at the start of your turn. This could allow the story to continue for up to 6 additional rounds, if all possible allies Spin the Tale, though you can continue to Spin the Tale on your own as normal.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Game Hunter.md b/content/mechanics/srd/Archetypes/Game Hunter.md
new file mode 100755
index 000000000..283c00ca0
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Game Hunter.md
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+---
+title: "Game Hunter"
+noteType: ":sticky-note:"
+aliases: "Game Hunter"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.8RYKz1WDPMJBmMNt
+tags:
+ - JournalEntryPage
+---
+
+# Game Hunter
+Game hunters find, follow, and slay game animals, then honor their fallen rivals by securing and preserving a trophy of the kill. Many game hunters show a reverential respect for their prey bordering on the sacred. The finest game hunters engage only in a fair chase, strive for painless kills, and use every part of the animal's carcass.
+
+**Additional Feats** 6th [[Hunter's Aim]]; 8th [[Running Reload]]; 14th [[Double Prey]]
+
+## [[Game Hunter Dedication]] Feat 2
+
+**Prerequisites** trained in Survival
+
+* * *
+
+You are skilled at tracking big game animals and similar creatures. You gain the Hunt Prey action, but you can designate only animals, beasts, and dragons as prey. In addition to the other benefits of Hunt Prey, you gain a +2 circumstance bonus to Stealth checks against your hunted prey.
+
+When you succeed at a Strike against your hunted prey while it's off-guard, it must attempt a Fortitude save against your class DC. On a failure, the prey's Speeds are each reduced by 10 feet for 1 round; on a critical failure, the duration of this effect is 1 minute. The prey is then temporarily immune to this effect for 10 minutes.
+
+If you already have Hunt Prey, you become an expert in Survival. You apply the Stealth bonus and the Speed reduction only when your prey is an animal, beast, or dragon.
+
+* * *
+
+**Special** You can't select another dedication feat until you have gained two other feats from the game hunter archetype.
+
+## [[Big Game Trapper]] Feat 4
+
+**Prerequisites** Snare Crafting, Game Hunter Dedication
+
+* * *
+
+You can set snares specifically for big prey, leaving smaller creatures unscathed. Each time you set a snare, you can choose Small, Medium, Large, or Huge. That snare can be triggered only by creatures of that size or larger.
+
+## [[Keep Pace (Game Hunter)|Keep Pace]] Feat 6
+
+**Prerequisites** Game Hunter Dedication
+
+* * *
+
+When your hunted prey tries to bolt, you follow. You Stride up to your Speed, following your hunted prey and keeping it in reach throughout its movement until it stops moving or you've moved your full Speed. You can use Keep Pace to Burrow, Climb, Fly, or Swim instead of Stride if you have the appropriate movement type.
+
+## [[Quick Positioning]] Feat 8
+
+**Prerequisites** Game Hunter Dedication
+
+* * *
+
+**Requirements** You could see your hunted prey when you rolled initiative at the beginning of the encounter, and this is your first action on your first turn of the encounter.
+
+You're always ready to get the jump on your target. You Step up to twice.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Geomancer.md b/content/mechanics/srd/Archetypes/Geomancer.md
new file mode 100755
index 000000000..b8f9f1389
--- /dev/null
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@@ -0,0 +1,159 @@
+---
+title: "Geomancer"
+noteType: ":sticky-note:"
+aliases: "Geomancer"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.I6FbkKYncDuu7eWq
+tags:
+ - JournalEntryPage
+---
+
+# Geomancer
+You know how to draw power from the land around you, no matter the terrain, by attuning your magic to match its mystical properties.
+
+You might be a druid with an elemental focus (such as the flame, stone, or wave orders) or a naturalist with a touch of magic at your disposal. You could concentrate on a single type of terrain to wring every last drop of power from it or choose to wander the land to experience every type of terrain possible.
+
+## [[Geomancer Dedication]] Feat 2
+
+**Prerequisites** trained in Nature; ability to cast spells from spell slots; at least one spell with the air, cold, earth, fire, plant, or water trait
+
+* * *
+
+You feel a deep connection to the world no matter where you are, a phenomenon known as "terrain attunement." When you expend a spell slot to cast a spell with a trait that corresponds to the type of terrain you are currently in (as listed below), you gain the terrain attunement effect for that type of terrain. The GM might determine an attunement applies as long as it's prevalent enough around you. For instance, you might be in aquatic terrain on a riverbank or on a boat. Similarly, one place might count as multiple types of terrain, such as a mountain in the far north being both arctic and mountain. In this case, you choose only one terrain attunement effect, even if the spell has traits that would apply to each terrain type.
+
+Certain terrain attunements affect your enemies instead of you. If they do, when you cast the spell you apply the listed effect to all enemies who are either adjacent to you, in the area of the spell, or targeted by the spell. These enemies receive the listed saving throw against your spell DC to attempt to avoid the effect.
+
+* **Aquatic** (water) You ride the currents of water. If you're in the water, you gain a swim Speed equal to your land Speed. If you're on a surface, temporary waves of water follow your movements, allowing you to use your swim Speed-if you have one-as your land Speed.
+* **Arctic** (cold) Arctic rime covers your foes' bodies. Enemies must attempt a Fortitude save. They take a -5-foot status penalty to their Speeds for 2 rounds (-10-foot on a critical failure).
+* **Desert** (fire) The scorching heat of the desert dehydrates your foes. Enemies must attempt a Fortitude save. On a failure, they're [[Fatigued]] until they drink water or another potable liquid.
+* **Forest** (plant) Branches and vines reach out to get in your foes' way. Enemies must attempt a Reflex save. On a failure, they become [[Clumsy 1]] for 1 round ([[Clumsy 1|Clumsy 2]] on a critical failure).
+* **Mountain** (earth) The rugged endurance of the mountain protects you from harm. You gain resistance to physical damage (except adamantine) equal to the spell level for 1 round.
+* **Plains** (plant) The growing fields and pulsing vitality of the plains provide you vigor. You gain temporary Hit Points equal to the spell level for 1 round.
+* **Sky** (air) A gust of wind carries you aloft. You can Fly up to 10 feet. If you're in the air at the end of the turn and don't have a fly Speed, you fall.
+* **Swamp** (plant) Your magic draws in noxious swamp gas to fumigate your foes. Affected foes take [[Persistent Damage|Persistent Poison Damage]] equal to half the spell's level (minimum 1 damage) with a basic Fortitude save.
+* **Underground** (earth) The endless darkness of the cavern depths opens up its secrets to your senses. For 1 round, you gain darkvision as well as imprecise tremorsense out to 15 feet.
+
+**Special** You can't select another dedication feat until you've gained two other feats from the geomancer archetype.
+
+## [[Attunement Shift]] Feat 4
+
+**Prerequisites** [[Geomancer Dedication]]
+
+* * *
+
+**Frequency** once per 10 minutes
+
+**Requirements** Your previous action was to cast a spell with the air, cold, earth, fire, plant, or water trait.
+
+* * *
+
+The magic of your spell floods into you, overriding your connection to the land around you. You alter your terrain attunement to a terrain that matches a trait of the spell you just cast. You thereby gain your terrain attunement benefit when you cast further spells with the same descriptor, instead of using the terrain you're actually in. For instance, if you cast _[[Tangle Vine]]_, your terrain attunement switches to your choice of forest or swamp, and your terrain attunement applies when you cast another plant spell.
+
+Your terrain attunement reverts to that of the terrain you're in 1 minute after you use Attunement Shift.
+
+## [[Shared Attunement]] Feat 4
+
+**Prerequisites** [[Geomancer Dedication]]
+
+* * *
+
+When you would gain a benefit from your terrain attunement, you can grant it to one ally within 30 feet instead of yourself. This has no effect if the terrain attunement affects your foes instead of granting you a benefit.
+
+## [[Rough Terrain Stance]] Feat 6
+
+**Prerequisites** [[Geomancer Dedication]], expert in Nature
+
+* * *
+
+**Requirements** You gained a terrain attunement benefit this turn.
+
+* * *
+
+You enter a stance that makes it difficult to move around you. Each square adjacent to you becomes difficult terrain that matches the terrain attunement you gained (rime forms in an arctic terrain, momentary undergrowth shoots up in a forest terrain, and so on). You ignore this difficult terrain.
+
+This stance ends if you move into a different type of terrain.
+
+## [[Attuned Stride]] Feat 8
+
+**Prerequisites** [[Geomancer Dedication]], expert in Nature
+
+* * *
+
+You can move freely through terrain you're attuned to. When you gain a terrain attunement benefit, you ignore difficult terrain in the corresponding type of terrain until the end of your next turn.
+
+## [[Draw From the Land]] Feat 10
+
+**Prerequisites** [[Geomancer Dedication]], expert in Nature
+
+* * *
+
+**Requirements** You gained a terrain attunement benefit this turn, and it matched the terrain you're in.
+
+* * *
+
+You pull strength from the surrounding terrain. You gain temporary Hit Points equal to your level. They last for 1 round. If you previously gained the plains terrain attunement effect this turn, combine the temporary Hit Points together.
+
+## [[Read the Land]] Feat 12
+
+**Prerequisites** [[Geomancer Dedication]], master in Nature
+
+* * *
+
+You've learned how to commune with the land to learn information. You learn the _[[Commune]]_ ritual if you didn't know it already. You can perform this ritual with a casting time of 1 hour instead of 1 day and without a secondary caster.
+
+## [[Terrain Shield]] Feat 14
+
+**Prerequisites** [[Geomancer Dedication]], master in Nature
+
+* * *
+
+**Frequency** once per 10 minutes
+
+**Trigger** A Strike would damage you.
+
+**Requirements** You gained a terrain attunement benefit since the start of your most recent turn and that attunement matches the terrain you're in.
+
+* * *
+
+You're so attuned to the land that it rises up to protect you from a potentially fatal blow in a seeming coincidence. For instance, a branch suddenly falls from a nearby tree to take the brunt of a sword swing or a surprising change of current disrupts an enemy's attack. You gain resistance to physical damage equal to double your level against the triggering Strike.
+
+## [[Shifting Terrain]] Feat 14
+
+**Prerequisites** [[Rough Terrain Stance]], master in Nature
+
+* * *
+
+**Requirements** Your terrain attunement matches the terrain you're in and you're in Rough Terrain Stance.
+
+* * *
+
+You slam your fist into the ground or twirl your arms about to cause the terrain around you to shift and ripple, potentially throwing others off balance. Each creature within your area of difficult terrain from Rough Terrain Stance must attempt a Reflex saving throw against your spell DC with the following effects.
+
+After you use this action, you can't use it again for `dice:1d4` rounds.
+
+* * *
+
+**Critical Success** The creature is unaffected.
+
+**Success** The creature is [[Clumsy 1]] for 1 round.
+
+**Failure** The creature is [[Clumsy 1|Clumsy 2]] for 1 round.
+
+**Critical Failure** The creature is clumsy 2 for 1 round and falls [[Prone]].
+
+## [[Quickened Attunement]] Feat 16
+
+**Prerequisites** [[Geomancer Dedication]], legendary in Nature
+
+* * *
+
+**Frequency** once per day
+
+**Requirements** Your previous action was Attunement Shift.
+
+* * *
+
+If your next action is to cast a spell that would grant your terrain attunement bonus, reduce the number of actions to cast it by 1 (to a minimum of 1 action).
+
+* * *
+
+**Special** You can't use Quickened Attunement and [[Quickened Casting]] in the same round.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Ghost Eater.md b/content/mechanics/srd/Archetypes/Ghost Eater.md
new file mode 100755
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+++ b/content/mechanics/srd/Archetypes/Ghost Eater.md
@@ -0,0 +1,49 @@
+---
+title: "Ghost Eater"
+noteType: ":sticky-note:"
+aliases: "Ghost Eater"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.xMdIENo4w9bEzZuK
+tags:
+ - JournalEntryPage
+---
+
+# Ghost Eater
+The warriors of Minata frequently contend with lost spirits of the Taumatan people that haunt their shattered lands to this day. These Minatan warriors, known as ghost eaters around Bonmu, travel the countless islands of Minata and offer their skills to exorcists and priests. When working in such a partnership, ghost eater's main task is to destroy a spirit in order to give their holy comrade time to learn about the individual soul and finally put it to rest.
+
+Characters can gain access to this archetype from Ingdani after they retrieve the [[Phoenix Necklace]] from the temple of Irori.
+
+## [[Ghost Eater Dedication]] Feat 2
+
+**Prerequisites** trained in Occultism or Religion
+
+* * *
+
+You have trained as a ghost eater, a hunter specialized in the destruction of spirits. You know how to channel your own spiritual energy to harm spirits. Your weapon and unarmed attack Strikes become magical. Against incorporeal creatures, they also gain the effects of a ghost touch property rune.
+
+**Special** You can't select another dedication feat until you have gained two other feats from this archetype.
+
+## [[Reach Beyond]] Feat 4
+
+**Prerequisites** Ghost Eater Dedication
+
+* * *
+
+You've learned to move your spiritual energy past yourself to attack spirits where others can't. You can make melee Strikes against incorporeal creatures that are inside solid objects as long as the object is within your reach. An incorporeal creature inside of a solid object is hidden, requiring you to succeed at a DC 11 flat check when you target it. You can spend an action, which has the concentrate trait, to focus on a creature inside of a solid object. If you do, the next melee Strike you make this turn requires you to succeed at only a DC 6 flat check to affect the creature.
+
+## [[Disrupting Strikes]] Feat 6
+
+**Prerequisites** Ghost Eater Dedication
+
+* * *
+
+You call forth vitality energy from within to help you destroy undead. Your weapon and unarmed Strikes gain the effects of a disrupting property rune until the start of your next turn.
+
+If you're 14th level or higher, your Strikes instead gain the effects of a greater disrupting property rune. The DC for the rune's effect is equal to your class DC or spell DC, whichever is higher.
+
+## [[Cross the Threshold]] Feat 16
+
+**Prerequisites** Ghost Eater Dedication
+
+* * *
+
+You can cast ethereal jaunt as an occult innate spell once per day. You don't need to Sustain the Spell; instead, it lasts for 10 minutes or until you choose to return to your material form as a free action.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Ghost Hunter.md b/content/mechanics/srd/Archetypes/Ghost Hunter.md
new file mode 100755
index 000000000..60625152c
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+++ b/content/mechanics/srd/Archetypes/Ghost Hunter.md
@@ -0,0 +1,69 @@
+---
+title: "Ghost Hunter"
+noteType: ":sticky-note:"
+aliases: "Ghost Hunter"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.LL4YD16kPqcGibKG
+tags:
+ - JournalEntryPage
+---
+
+# Ghost Hunter
+Ghosts have a wide range of capabilities and features- no two ghosts are exactly alike, as the nature of their abilities depends as much upon who they were in life as on how they died. Haunts, the spectral phenomena remaining in a site of death or powerful emotions, are related to but distinct from ghosts.
+
+The ghost hunter knows that ghosts and haunts share many features. By focusing on these similarities, they can track down, confront, and defeat all manner of unquiet souls, helping them to find peace and move on to the afterlife.
+
+## [[Ghost Hunter Dedication]] Feat 2
+
+**Prerequisites** Trained in Occultism or Religion
+
+* * *
+
+You have focused your training on hunting and defeating ghosts, spirits, and all manner of haunts. Pick Spirit Lore or Haunt Lore; you become trained in this skill. If you were already trained in both skills, you become trained in a new Lore skill of your choice.
+
+Choose two cantrips from the occult spell list. Each cantrip must have the divination, enchantment, or necromancy trait. You can cast these spells as innate occult spells. You gain access to the Cast a Spell activity if you didn't have it already. You're trained in occult spell attack rolls and spell DCs. You can usually replace material components with somatic components, so you don't need a spell component pouch. Your key spellcasting ability for these spells is Charisma.
+
+* * *
+
+**Special** You can't select another dedication feat until you have gained two other feats from the ghost hunter archetype.
+
+## [[Grave's Voice]] Feat 4
+
+**Prerequisites** Ghost Hunter Dedication
+
+* * *
+
+You can use your choice of Spirit Lore or Haunt Lore to Make an Impression or Request things of incorporeal creatures. At the GM's discretion, an incorporeal spirit might be willing to hear you out.
+
+## [[Investigate Haunting]] Feat 4
+
+**Prerequisites** Ghost Hunter Dedication
+
+* * *
+
+You are skilled at noticing the telltale signs of ghosts and hauntings. Even when you aren't Investigating in exploration mode, you get a check to Recall Knowledge about incorporeal undead and haunts active in the area. You also gain a +2 circumstance bonus to skill checks to disable haunts.
+
+## [[Spirit Spells]] Feat 4
+
+**Prerequisites** Ghost Hunter Dedication
+
+* * *
+
+Your ability to confront incorporeal menaces develops into full-fledged spellcasting. Choose a 1st-level occult spell. You can Cast this Spell as an innate occult spell. At 6th level, you gain a 2nd-level occult spell, and at 8th level, you gain a 3rd-level occult spell. Each of these spells must have the divination, enchantment, or necromancy trait. You can cast each of these spells once per day.
+
+## [[Ghost Strike]] Feat 6
+
+**Prerequisites** Ghost Hunter Dedication
+
+* * *
+
+Once per day, you can infuse a weapon you are carrying with magical energies that allow it to strike true against incorporeal undead. The weapon gains the effects of the ghost touch property rune for 10 minutes. At 10th level, you can apply this effect to two weapons instead of one.
+
+## [[Peer Beyond]] Feat 8
+
+**Prerequisites** Ghost Hunter Dedication
+
+* * *
+
+You have uncanny insight into the way ghosts and haunts manifest, manipulate the mind, and rejuvenate. You gain a +2 circumstance bonus to saving throws against mental effects caused by incorporeal undead and haunts, and you can roll a Spirit Lore or Haunt Lore check for initiative if you know that an incorporeal undead or a haunt is present.
+
+If you are present when a spirit or haunt is defeated, you instantly gain a flash of insight into how it can be permanently put to rest. Typically, this flash manifests as a vision that presents a quick scene closely linked to the source of the spirit or haunt's creation. Attempt a Spirit Lore or Haunt Lore check, respectively, with a DC appropriate for the spirit or haunt's level. On a success, you gain a hint about how to put the spirit to rest or permanently disable the haunt; on a critical success, you learn the exact method of doing so.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Ghost.md b/content/mechanics/srd/Archetypes/Ghost.md
new file mode 100755
index 000000000..4b9592f81
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Ghost.md
@@ -0,0 +1,101 @@
+---
+title: "Ghost"
+noteType: ":sticky-note:"
+aliases: "Ghost"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.aIpIUbupTjw2863C
+tags:
+ - JournalEntryPage
+---
+
+# Ghost
+Your ties to the living world cling to you in death, your unfinished business reducing you to a spirit. Your soul carries on, but your body is gone. Your mind, too, may have changed: though death can impact thoughts and desires in all sorts of ways, most ghosts experience stronger, more volatile emotions and are frequently overcome by their past ties. A need to reconcile the past overwhelms other needs. Motivations can change over time but are always strong. Pragmatism, compassion, and foresight fall before a ghost's fundamental desires.
+
+## [[Ghost Dedication]] Feat 2
+
+**Prerequisites** You died and returned as a ghost.
+
+* * *
+
+You have risen as a shell of your former self, a spirit of mist and anguish. You gain the ghost, spirit, and undead traits, and the [[Basic Undead Benefits]]. Your undead craving is to settle your unfinished business. You also gain the incorporeal trait, as described on page 218, except you can't pass through solid objects unless you select the [[Pass Through]] feat. Being a ghost has the following major effects.
+
+**Floating** You can float but are still tethered to the ground. Replace your land Speed with an equal fly Speed. You can't rise more than a few inches above the ground when you Fly. This means you can move above many types of difficult or hazardous terrain without moving slowly or being damaged, even though you can't fly without limit. You can Leap, High Jump, Long Jump, and take similar actions, and use your fly Speed for any calculations that would normally require your land Speed.
+
+**Items** You can transmute physical items to make them part of your incorporeal form. This requires spending 10 minutes with the items within reach, during which you transform the items into part of your form; you can return items you already have incorporated to a corporeal state at the same time. The items retain all their runes and other abilities, need to be invested normally if they have the invested trait, and need to be worn, held, or stowed appropriately. Once you've incorporated the items, you and other incorporeal creatures can use them normally—you can Interact with them, Release them, and so on. Your incorporated weapons gain the benefits of the ghost touch property rune, allowing you to use them normally against both corporeal and incorporeal creatures. Incorporated items become corporeal again only if you transmute them back or are destroyed, in which case, they drop to the ground under you.
+
+**Attacks** Your unarmed attacks become magical and deal void damage instead of their normal type.
+
+**Strength** Unlike most incorporeal creatures, your Strength modifier is not -5; you keep the same Strength score you had before you became a ghost, though you can only attempt Strength-based skill checks—typically Athletics checks—against other incorporeal creatures, as normal for an incorporeal creature. Against incorporeal creatures, use your Strength normally to determine the results of Athletics checks, Strikes with melee weapons, and any other checks or damage rolls dependent on Strength.
+
+**Ties that Bind** When you become a ghost, work with your GM to choose a bound site and unfinished business, both of which matter for your character's story, as well as some ghost archetype feats. Your bound site tethers you to the physical world and is typically either a location important to you in life or the place where you died. Unfinished business keeps you from passing to the afterlife. If someone resolves your unfinished business, you decide whether to accept the change and pass on, or to fight it. If you pass on, you get a few minutes to say your goodbyes, and then move into the River of Souls and the afterlife. Your character ceases to be. If you fight the change, you remain, though you and the GM might determine a new unfinished business. If you are physically destroyed, you cease your existence as a ghost but still might not be able to pass on to the afterlife if your unfinished business is incomplete. In this liminal state, you might come across strange energies and become another sort of creature, or anchor to a summoner and become an eidolon.
+
+## [[Frightful Moan]] Feat 4
+
+**Prerequisites** Ghost Dedication
+
+**Frequency** Once per 10 minutes
+
+* * *
+
+You lament your fate, forcing each living creature in a 30-foot emanation to attempt a Will save against your class DC or spell DC, whichever is higher.
+
+**Success** The creature is unaffected and temporarily immune to Frightful Moans for 1 minute.
+
+**Failure** The creature is frightened 1.
+
+**Critical Failure** The creature is frightened 2.
+
+## [[Ghostly Resistance]] Feat 4
+
+**Prerequisites** Ghost Dedication
+
+* * *
+
+Your ghostly form becomes innately weaker but also gains resistance to many forms of damage. Your maximum HP is reduced by your level. You gain resistance 1 to all damage except for force, vitality, and any damage done by a weapon with the ghost touch rune (or any other source that acts like a ghost touch rune). This resistance increases to 2 if the source is non-magical. At 10th level, the resistance increases to 2, or 4 if the source is non-magical. At 16th level, the resistance increases to 3, or 5 if the source is non-magical.
+
+## [[Ghostly Grasp]] Feat 6
+
+**Prerequisites** Ghost Dedication
+
+* * *
+
+Your control over your ghostly form grows. You gain the [[Advanced Undead Benefits]] and can interact with physical objects, with limits. You can attempt Strength-based skill checks against physical creatures and objects. You can Interact with physical objects, but the action has no effect unless you succeed at a DC 20 Athletics or DC 20 Thievery check.
+
+## [[Ghost Flight]] Feat 8
+
+**Prerequisites** Ghost Dedication
+
+**Frequency** Once per day
+
+* * *
+
+You can suppress your tether to the ground, overcoming your resistance to fly free. For 10 minutes, your fly Speed doesn't restrict you to only a few inches off the ground, allowing you to travel to any height you choose.
+
+## [[Pass Through]] Feat 10
+
+**Prerequisites** master in Acrobatics, Ghost Dedication
+
+**Frequency** Once per 10 minutes
+
+* * *
+
+Filtering your form through the substance of an object, you can pass through walls, doors, and more. You Fly up to your Speed. During this movement, you can try to move through one object. Attempt an Acrobatics check as you try to enter its space. The DC is typically 30 to move through a wall of up to 5 feet, 15 for an ordinary door, and 10 for thinner structures like windows; the GM might set the DC higher for especially dense materials like adamantine or lead, or for barriers that are magically reinforced. You can't Pass Through an obstacle made of magical force, such as a wall of force.
+
+**Success** You move through the object, treating the square within it as difficult terrain. If you end your turn inside an object, you can move out of it only if you Pass Through again or use some other means of moving through a solid object. As normal for being incorporeal, starting your turn inside an object makes you slowed 1 for that turn.
+
+**Failure** Your movement ends, and you trigger reactions as if you moved out of the square you started in.
+
+## [[Rejuvenation]] Feat 12
+
+**Prerequisites** Ghost Dedication
+
+* * *
+
+The call of your unfinished business recreates you after destruction. When you're destroyed, you reform after 2d4 days within your bound site, fully healed. If your unfinished business is resolved while you're waiting, you pass on immediately unless you and the GM determine you have new unfinished business.
+
+## [[Unlimited Ghost Flight]] Feat 14
+
+**Prerequisites** Ghost Flight
+
+* * *
+
+You put your connection to the material world farther behind you. Your fly Speed no longer restricts the height you can fly. When you use Ghost Flight, instead of its normal effect, you gain a +10-foot status bonus to your fly Speed for 10 minutes.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Ghoul.md b/content/mechanics/srd/Archetypes/Ghoul.md
new file mode 100755
index 000000000..ac13234a2
--- /dev/null
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@@ -0,0 +1,103 @@
+---
+title: "Ghoul"
+noteType: ":sticky-note:"
+aliases: "Ghoul"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.bKoV037XO3qiakGw
+tags:
+ - JournalEntryPage
+---
+
+# Ghoul
+You died from the necrotic disease known as ghoul fever and rose anew as a ravenous ghoul, forever craving the flesh of sapient creatures. While you can temper your hunger with long-dead flesh stolen from ancient graves, you much prefer devouring those who are freshly dead, whether as a scavenger or because you killed the creature yourself to ensure a fresh meal.
+
+Whether they stalk through the graveyards and crypts of Golarion or work together with other ghouls to build empires in the Darklands, ghouls care most about the consumption of dead flesh. The moment you become a ghoul, your existence focuses upon satisfying this endless craving. Ghouls who go more than a few days without feeding on freshly dead humanoid flesh find themselves in constant pain; those who go for more than a week might be driven to the edge of delirium, becoming bestial in their craving.
+
+When you succumb to ghoul fever and become a ghoul, you don't lose your mind or memories. You keep your personality only to have it warped by the never-ending need to consume flesh. A brave warrior remains brave, but under the curse of the fever, that brave warrior's prime directive is to consume flesh. A rogue might go from finding clever ways to pick pockets to finding ways to waylay opponents and devour them.
+
+Since most societies don't allow cannibalism, ghouls who wish to continue their old lives must satisfy their cravings in secret, finding a way to balance society's rules while feeding the constant gnawing hunger inside them. Some take up professions that allow them to secretly eat dead flesh or create dead bodies to feed upon. There are tales told of ghoul mercenary troops who satisfy their cravings and profit, while ghoul spellcasters can use their magic to procure and preserve flesh.
+
+Ghouls who won't restrain themselves with rules of the living may join or establish ghoul societies. These caste systems base their hierarchy on how much flesh one has consumed and can provide for other ghouls. Hunger and ambition drive ghouls to rise through the ranks, which allows them to feed their hunger even more.
+
+**Additional Feats**: 6th [[Guarded Movement]], [[Reactive Pursuit]]; 10th [[Wall Run]]
+
+## [[Ghoul Dedication]] Feat 2
+
+**Prerequisites** You were killed by ghoul fever.
+
+* * *
+
+You have succumbed to ghoul fever, dying and returning as a ghoul, an undead cursed with a never-ending hunger for dead flesh that slowly overrides your reason and willpower until you would do anything for the meal you crave. In addition to the personality changes, your body changes as well. Your ears become pointed, and your skin grows blueish and pale. Your fingernails sharpen into claws; your teeth become razor sharp, ready to tear flesh off the bone; and your tongue grows long and pointed.
+
+You gain the ghoul and undead traits and the [[Basic Undead Benefits]]. Your undead craving is for the flesh of dead creatures; freshly dead corpses from sapient creatures fulfill your cravings much more than non-sapient or rotted corpses, but any dead creature can stave off the hunger for at least a little while. You gain two unarmed attacks in the brawling weapon group. The first unarmed attack is a claw that deals 1d4 slashing damage with the agile and finesse traits, and the second unarmed attack is a set of jaws that deal 1d6 piercing damage and have the finesse trait.
+
+You gain the [[Consume Flesh]]. Satisfying your craving is difficult. Consuming Flesh temporarily satiates you. Many ghoul feats have extra abilities or functions that can be used when you are satiated, though using those abilities also causes you to lose your satiated status. You can always Consume Flesh, but eating more than a normal amount has no further effect; a ghoul's hunger is satiated, or it is not.
+
+## [[Replenishing Consumption]] Feat 4
+
+**Prerequisites** Ghoul Dedication
+
+* * *
+
+When you devour corpses and satiate your hunger, you also recover from some of your wounds, your necrotized blue flesh knitting back together almost immediately as soon as you begin shoveling the chunks of dead flesh down your throat. Once every 10 minutes, when you Consume Flesh, you regain 1d6 Hit Points for every 2 levels you have, rounded up.
+
+## [[Swift Leap]] Feat 4
+
+**Prerequisites** GhoulDedication
+
+* * *
+
+Your undead physiology allows you to leap quickly toward or away from your opponent. You Leap. This movement doesn't trigger reactions.
+
+If you are satiated, you can choose to end your satiation to instead [[High Jump]] or [[Long Jump]] without triggering reactions, as you take a quick, enormous jump before any foe can react to your movement.
+
+## [[Feverish Enzymes]] Feat 6
+
+**Prerequisites** Ghoul Dedication
+
+* * *
+
+Your claws and fangs exude an infectious enzyme, related to the necrotic effects of ghoul fever, that causes a creature's wounds to heal slowly. Strike with your claw or jaws. This attack deals void damage instead of its normal type; on a hit, the target halves any healing it receives until the start of your next turn. The target or an adjacent ally can spend two Interact actions to squeeze the enzymes from the wound and remove the effect.
+
+If you are satiated, when you hit you can choose to end your satiation and boost your enzymes, increasing the duration to 1 minute.
+
+## [[Grave Strength]] Feat 6
+
+**Prerequisites** Ghoul Dedication
+
+* * *
+
+The flesh you've consumed over the course of your existence as a ghoul has made you stronger, gifting you with strange insights from the minds of the sapient creatures you've devoured and bringing you closer to a state of undead perfection. You gain the [[Advanced Undead Benefits]]. In addition, you gain a +5-foot status bonus to your Speed while you're satiated.
+
+## [[Paralyzing Slash]] Feat 8
+
+**Prerequisites** Feverish Enzymes
+
+* * *
+
+Your enzymes can paralyze your foes rather than merely making it harder for them to heal their wounds. Strike with your claw or jaws. If you hit a living non-elf creature, it becomes paralyzed unless it succeeds at a Fortitude save against your class DC or spell DC, whichever is higher. Regardless of the result of the save, the creature is temporarily immune to Paralyzing Slash for 24 hours. A creature that becomes paralyzed can attempt a new save to end the paralysis at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
+
+## [[Sickening Bite]] Feat 8
+
+**Prerequisites** Ghoul Dedication
+
+* * *
+
+Your saliva causes severe nausea and mild fever in the living, weakening them so that you can more easily finish them off. When you critically hit a creature with your jaws, the creature is sickened 1. This is a disease effect.
+
+If you are satiated, you can end your satiation to make the target sickened 1 on a regular hit instead.
+
+## [[Glutton For Flesh]] Feat 10
+
+**Prerequisites** Ghoul Dedication
+
+* * *
+
+You have developed a capacity to store more flesh within your gaunt body to leave yourself satiated longer. If you Consume Flesh while satiated, you become fully satiated. You stay fully satiated for 3 hours, after which you become satiated for 1 hour. If you're fully satiated when an ability would end your satiation, you cease being fully satiated but remain satiated. If you have Grave Strength, you gain a +10-foot status bonus to your Speed when fully satiated instead of a +5-foot status bonus for being satiated.
+
+## [[Corpse Stench]] Feat 12
+
+**Prerequisites** Ghoul Dedication
+
+* * *
+
+Your body exudes an overwhelming scent of decay in a 10-foot emanation, so putrid that it nauseates creates within that range. Any creature that starts its turn in the aura must succeed at a Fortitude save against your class DC or spell DC, whichever is higher, or be sickened (plus slowed 1 on a critical failure). While within the aura, the creature takes a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to Corpse Stench for 1 minute.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Gladiator.md b/content/mechanics/srd/Archetypes/Gladiator.md
new file mode 100755
index 000000000..55a82e0d4
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Gladiator.md
@@ -0,0 +1,69 @@
+---
+title: "Gladiator"
+noteType: ":sticky-note:"
+aliases: "Gladiator"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.gfhnRp2TEy9JCfHI
+tags:
+ - JournalEntryPage
+---
+
+# Gladiator
+The roar of the crowd and thrill of competitive combat drive you to become the best-and the fame isn't bad either. If there are sapient creatures observing a combat encounter, and these onlookers are neither engaged in the combat themselves nor allied or affiliated with either side, the combatants have spectators. The GM is the final arbiter.
+
+## [[Gladiator Dedication]] Feat 2
+
+**Prerequisites** Impressive Performance
+
+* * *
+
+You know how to turn combat into a form of entertainment. You become trained in Gladiatorial Lore; if already trained in Gladiatorial Lore, you instead become trained in another Lore skill of your choice. At the start of a combat encounter, if you have spectators, you gain a number of temporary HP equal to your character level for 1 minute and you can roll Performance for your initiative.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Gladiator archetype.
+
+## [[Fancy Moves]] Feat 4
+
+**Prerequisites** Gladiator Dedication, expert in Performance
+
+* * *
+
+You show off your fighting style to discourage your foes. You can use Performance to Demoralize.
+
+## [[Play To The Crowd]] Feat 4
+
+**Prerequisites** Gladiator Dedication
+
+**Trigger** You reduce an enemy to 0 Hit Points during a non-trivial combat encounter with spectators.
+
+* * *
+
+You show off for the crowd. Attempt a Performance check; the DC is determined by the GM but is typically the standard DC for your level or the DC to Make an Impression on the spectators, whichever is higher. On a success, choose one of the following benefits; on a critical success, choose two benefits:
+
+* A number of temporary Hit Points equal to your character level; these last for 1 minute.
+* A +1 circumstance bonus to AC until the end of your next turn.
+* A +1 circumstance bonus to your next attack roll before the end of your next turn.
+
+## [[Stage Fighting]] Feat 4
+
+**Prerequisites** Gladiator Dedication
+
+* * *
+
+You pull punches to give a better show. You don't take the usual -2 circumstance penalty when making a nonlethal attack with a weapon or unarmed attack that doesn't have the nonlethal trait.
+
+## [[Performative Weapons Training]] Feat 6
+
+**Prerequisites** Gladiator Dedication
+
+* * *
+
+You're skilled with flashy weapons. You are trained with the bo staff, dueling cape, spiked chain, sword cane, and whip. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the weapons listed.
+
+## [[Call Your Shot]] Feat 8
+
+**Prerequisites** Play to the Crowd
+
+* * *
+
+When you successfully Play to the Crowd, add the following to the list of benefits you can choose from:
+
+* Choose a creature within 30 feet that can see you to become frightened 1. This effect has the emotion, fear, mental, and visual traits.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Golden League Xun.md b/content/mechanics/srd/Archetypes/Golden League Xun.md
new file mode 100755
index 000000000..6099f8148
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+++ b/content/mechanics/srd/Archetypes/Golden League Xun.md
@@ -0,0 +1,57 @@
+---
+title: "Golden League Xun"
+noteType: ":sticky-note:"
+aliases: "Golden League Xun"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.4ZPZqbe0Ai8ZIfcp
+tags:
+ - JournalEntryPage
+---
+
+# Golden League Xun
+You've become a xun, a powerful gang enforcer.
+
+## [[Golden League Xun Dedication]] Feat 8
+
+**Prerequisites** master in Underworld Lore
+
+* * *
+
+You are a xun for the Golden League, aiding the organization. You gain expert proficiency in two of the following skills (or in two other skills of your choice in which you're trained, if you were already an expert in the listed skills): Athletics, Deception, Intimidation, or Stealth. In addition, if you use Underworld Lore to Earn Income or Recall Knowledge, when you get a success, you get a critical success instead.
+
+**Special** You can't select another dedication feat until you have gained two other feats from this archetype.
+
+## [[Beneath Notice]] Feat 10
+
+**Prerequisites** Golden League Xun Dedication, expert in Deception
+
+* * *
+
+You are skilled at hiding from your foes and targets among the common populace. You gain the Quick Disguise and Slippery Secrets skill feats. In addition, while in a crowd, you can Impersonate a nondescript member of the crowd as a three action activity (one action if you are legendary in Deception).
+
+## [[Menacing Prowess]] Feat 10
+
+**Prerequisites** Golden League Xun Dedication, expert in Intimidation
+
+* * *
+
+Scaring off multiple people at once is your specialty. When you Demoralize, you can target up to 2 creatures within 30 feet of you at once. If you are a master of Intimidation, you can Demoralize up to 4 creatures at once; if you're legendary, you can Demoralize up to 8 creatures at once.
+
+## [[Rope Mastery]] Feat 10
+
+**Prerequisites** Golden League Xun Dedication, expert in Athletics
+
+* * *
+
+Ropes are your tool of choice, and you deploy them in versatile ways. When Climbing a rope, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed. This additional movement stacks with the effects of Quick Climb.
+
+In addition, you can use a rope to hamper your foes. When holding a rope, you can attempt an Athletics check to Disarm, Grapple, or Trip a creature up to 10 feet away instead of only adjacent creatures. If you critically fail such a check while holding a rope, you can drop the rope to take the effects of a failure instead of a critical failure.
+
+## [[Silent Sting]] Feat 10
+
+**Prerequisites** Golden League Xun Dedication, expert in Stealth
+
+**Trigger** You make a strike with a weapon of light bulk.
+
+* * *
+
+You quickly hide your weapon to make it difficult to pin the attack on you. You attempt to Conceal an Object to hide the triggering weapon. Your Stealth check is compared to the Perception DC of all creatures within 30 feet that can see you. You automatically succeed against creatures farther than 30 feet. The target of your Strike gains a +4 circumstance bonus to their Perception DC for this check. If your Stealth check is a success, you hide your weapon so well that the creature can't clearly determine where the attack originated.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Golem Grafter.md b/content/mechanics/srd/Archetypes/Golem Grafter.md
new file mode 100755
index 000000000..393db0788
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Golem Grafter.md
@@ -0,0 +1,67 @@
+---
+title: "Golem Grafter"
+noteType: ":sticky-note:"
+aliases: "Golem Grafter"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.qlQSYjCwnoCzfto2
+tags:
+ - JournalEntryPage
+---
+
+# Golem Grafter
+You have replaced a portion of your body with artifice of the kind used to create golems, fortifying your flesh with the unyielding might of magical constructs.
+
+## [[Golem Grafter Dedication]] Feat 8
+
+**Prerequisites** expert in Arcana and Crafting, or an ally with expert proficiency in those skills willing to augment you
+
+* * *
+
+Your flesh has been specially treated with the same arcane and alchemical processes used to toughen the skin of flesh golems. Increase your maximum Hit Points by an amount equal to your level. You gain resistance to physical damage (except adamantine) equal to your number of class feats from the golem grafter archetype.
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the golem grafter archetype.
+
+## [[Accursed Clay Fist]] Feat 10
+
+**Prerequisites** Golem Grafter Dedication, expert in unarmed attacks
+
+* * *
+
+You have replaced one of your forearms with one made of clay and infused with cursed arcane magic. When you make an unarmed Strike with your clay fist and hit, your target takes a -2 status penalty to saving throws against curse effects for 1 hour.
+
+**Special** The damage die for your clay fist is 1d8, and it loses the agile and finesse traits of a typical fist.
+
+## [[Quicken Heartbeat]] Feat 10
+
+**Frequency** once per turn
+
+**Prerequisites** Golem Grafter Dedication
+
+* * *
+
+You've replaced your heart with one made of animated quicksilver and living adamantine. You reduce your slowed condition by 1. Alternatively, if you are not slowed, you are quickened 1 during your next turn, and can use your extra action to Stride or Strike.
+
+## [[Legs of Stone]] Feat 12
+
+**Prerequisites** Golem Grafter Dedication
+
+* * *
+
+You gain a +2 status bonus to your Fortitude and Reflex DCs against attempts to Shove or Trip you. You can Shove creatures even if you don't have a hand free. When you successfully Shove a foe, you can Stride away from your opponent (instead of toward it), but you must move the same distance in the opposite direction from where you Shoved it.
+
+## [[Iron Lung]] Feat 14
+
+**Prerequisites** Golem Grafter Dedication
+
+* * *
+
+Your lungs are infused with the resilience of iron. Treat the result of your save against an inhaled poison as one degree of success better than you rolled. Additionally, you gain the following ability.
+
+### [[Exhale Poison]]
+
+**Frequency** once per hour
+
+**Requirements** You were within the area of an inhaled poison within the last minute
+
+* * *
+
+You sharply exhale the poison that previously surrounded you in a 15-foot cone. Creatures in the area are affected by the poison; the poison's DC and effects are unchanged.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Gray Gardener.md b/content/mechanics/srd/Archetypes/Gray Gardener.md
new file mode 100755
index 000000000..b0fb0895a
--- /dev/null
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@@ -0,0 +1,119 @@
+---
+title: "Gray Gardener"
+noteType: ":sticky-note:"
+aliases: "Gray Gardener"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.DAVBjDSysgXgtVQu
+tags:
+ - JournalEntryPage
+---
+
+# Gray Gardener
+The Gray Gardeners are the remorseless executioners of Galt. Prior to the events of the adventure, the Gray Gardeners are at best sinister (when not actively pursuing evil) as a malevolent monster controls their organization. After the events of _Night of the Gray Death_, the organization is broken—leadership is in disarray while the rank-and-file members labor to enforce laws and recapture escaped criminals. The Gray Gardeners still command the respect of Galt's people, however, as their brutal reputation is indelibly etched in the public consciousness over the last fifty years.
+
+The following is suitable for heroes to take after the events of _Night of the Gray Death_. You might be a member of the old organization who tried to uphold order despite vindictive directives from above, or you might be someone who recently donned a mask to enforce the law in Galt's new age. Either way, as a Gray Gardener you draw power and authority from being masked and have a reputation for dispassionate justice.
+
+Your vigilante identity is that of a Gray Gardener, and you must be wearing a mask to use any of your vigilante feats or you risk exposing your social identity, as described in the vigilante archetype
+
+### Vigilante Archetype
+
+The Gray Gardener is accessed using the [[Vigilante Dedication]] feat, along with membership in the Gray Gardeners.
+
+## [[Executioner Weapon Training]] Feat 4
+
+**Prerequisites** Vigilante Dedication; member of the Gray Gardeners
+
+* * *
+
+Your Gray Gardener training has made you deeply skilled with the weapons that execute with a swift chop to the neck. You become trained with the following weapons: [[Battle Axe]], [[Falchion]], [[Greataxe]], and [[Scimitar]].
+
+Whenever you gain a class feature that grants you expert or greater proficiency with a given weapon or weapons, you also gain that proficiency for these weapons.
+
+## [[Harsh Judgement]] Feat 4
+
+**Prerequisites** Vigilante Dedication; member of the Gray Gardeners
+
+* * *
+
+Choose one creature you can see, and loudly declare the creature's life forfeit by your judgment. That creature becomes your condemned foe until they are defeated, you use Harsh Judgment on a different creature, or the encounter ends. You gain a +2 circumstance bonus to Perception checks to Seek your condemned foe and on Intimidation checks to Demoralize them. You have a -1 circumstance penalty to Perception checks to Seek creatures other than your condemned foe and on Intimidation checks to Demoralize anyone other than your condemned foe.
+
+You typically can use Harsh Judgment only during an encounter, and if you try to use it to declare someone's life forfeit during exploration or downtime, you are likely to start an encounter.
+
+## [[Voice of Authority]] Feat 4
+
+**Prerequisites** expert in Intimidation; Vigilante Dedication; member of the Gray Gardeners
+
+* * *
+
+You easily command the attention of others, and when the time comes to turn threats into action, your authoritative voice causes foes to falter.
+
+Your voice be heard easily by any creatures within 300 feet if you wish, regardless of the level of ambient noise, although your voice can't penetrate _[[Silence]]_ or similar effect. If you roll Intimidation for initiative, on the first round of combat, creatures that haven't acted yet are [[Off-Guard]] to you.
+
+## [[Discerning Gaze]] Feat 6
+
+**Prerequisites** Vigilante Dedication; member of the Gray Gardeners
+
+* * *
+
+You have a sense for when people are lying. You gain a +1 circumstance bonus on your secret Perception checks to Sense Motive.
+
+If you use Sense Motive on a creature you have currently condemned with Harsh Judgment, your GM rolls the Perception check twice and takes the higher result (this is a fortune effect).
+
+## [[Frightful Condemnation]] Feat 6
+
+**Prerequisites** Harsh Judgement; Vigilante Dedication; member of the Gray Gardeners
+
+**Trigger** You hit your condemned foe with a melee Strike in the same turn during which you condemned it with Harsh Judgment.
+
+**Requirements** You have condemned a foe to death with Harsh Judgment.
+
+* * *
+
+Your willingness to follow through on your pitiless judgment is frightful to the person you have condemned, and they begin to dread what you will do to them next. Your condemned foe is [[Frightened|Frightened 1]], or [[Frightened|Frightened 2]] if the triggering Strike was a critical hit.
+
+## [[Accurate Swing]] Feat 8
+
+**Prerequisites** Harsh Judgement; Vigilante Dedication; member of the Gray Gardeners
+
+* * *
+
+You strike cleanly with wide, sweeping attacks to inflict maximum damage, taking advantage of your judged foe's fear to land a felling blow. If you Strike a creature you condemned with Harsh Judgment that has the frightened condition with a sweep melee weapon or a sweep unarmed attack, you gain a circumstance bonus to the Strike's damage equal to the number of weapon damage dice your weapon deals.
+
+## [[Gardener's Resolve]] Feat 8
+
+**Prerequisites** Vigilante Dedication; member of the Gray Gardeners
+
+**Frequency** once per day
+
+**Trigger** You roll a failure (but not a critical failure) on a Will save against a fear effect.
+
+* * *
+
+The Gray Gardeners are known for having nerves of steel and an unbreakable resolve. When you would be overwhelmed by terror, you can draw upon this resolve to keep your composure and remain undaunted. You take mental damage equal to twice your level, and the saving throw is a success.
+
+## [[Strident Command]] Feat 10
+
+**Prerequisites** master in Intimidation; Vigilante Dedication; Voice of Authority; member of the Gray Gardeners
+
+* * *
+
+The common folk heed your demands, and though your true foes rarely bend to your commands, when they do the hesitation can cost them the battle. You can cast _[[Command]]_ once every 10 minutes as a 1st-level occult innate spell.
+
+If you're in your vigilante identity, you can command the target only to approach you, drop prone, or stand in place. If you're in your social identity, you can command the target only to run away or release what the target is holding.
+
+## [[Execution]] Feat 14
+
+**Prerequisites** Harsh Judgment; Vigilante Dedication; member of the Gray Gardeners
+
+**Requirements** You have condemned a foe with Harsh Judgment.
+
+* * *
+
+You swing wide, attempting to behead your condemned foe. Make a melee Strike against your condemned foe. If you hit, your condemned foe takes 8d6 extra precision damage with a basic Fortitude save against your class DC or spell DC, whichever is higher. If the condemned foe is reduced to 0 Hit Points by the execution and requires a head to live, they die. For creatures with multiple heads, this usually kills the creature only if you sever its last head. The creature then becomes temporarily immune to your Execution for 1 day.
+
+## [[Terrifying Countenance]] Feat 18
+
+**Prerequisites** Vigilante Dedication; member of the Gray Gardeners
+
+* * *
+
+You can erect a magical cowl that terrorizes your enemies. Once per day, you can cast _[[Mask of Terror]]_ as an innate occult spell, targeting yourself. If you critically hit a creature that's temporarily immune to the spell, the creature's temporary immunity ends.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Gunslinger.md b/content/mechanics/srd/Archetypes/Gunslinger.md
new file mode 100755
index 000000000..bf6b270bd
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+++ b/content/mechanics/srd/Archetypes/Gunslinger.md
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+---
+title: "Gunslinger"
+noteType: ":sticky-note:"
+aliases: "Gunslinger"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.CSVoyUvynmM5LzPW
+tags:
+ - JournalEntryPage
+---
+
+# Gunslinger
+You like a weapon that makes an impression almost as much as you like making an impression.
+
+## [[Gunslinger Dedication]] Feat 2
+
+**Prerequisites** Dexterity 14
+
+* * *
+
+You become trained in simple and martial crossbows and simple and martial firearms. You become trained in gunslinger class DC. Choose a [[Gunslinger's Way|Gunslinger Way]]. You become trained in your way's associated skill; if you were already trained in this skill, you become trained in a skill of your choice. You don't gain any other abilities from your choice of way.
+
+* * *
+
+**Special** You can't select another dedication feat until you've gained two other feats from the gunslinger archetype.
+
+## [[Basic Shooting]] Feat 4
+
+**Prerequisites** Gunslinger Dedication
+
+* * *
+
+You gain a 1st- or 2nd-level gunslinger feat of your choice.
+
+## [[Advanced Shooting]] Feat 6
+
+**Prerequisites** Basic Shooting
+
+* * *
+
+You gain one gunslinger feat. For the purpose of meeting its prerequisites, your gunslinger level is equal to half your level.
+
+* * *
+
+**Special** You can select this feat more than once. Each time you select it, you gain another gunslinger feat.
+
+## [[Slinger's Readiness]] Feat 6
+
+**Prerequisites** Gunslinger Dedication
+
+* * *
+
+You've learned a gunslinger's tricks for staking out your territory in a fight. You gain the initial deed for the way you selected with Gunslinger's Dedication.
+
+## [[Practiced Reloads]] Feat 10
+
+**Prerequisites** Gunslinger Dedication
+
+* * *
+
+You've mastered the reloading techniques and methods usually practiced by only the most dedicated firearm professionals. You gain the slinger's reload for the way you selected with Gunslinger's Dedication.
+
+## [[Eagle Eye]] Feat 12
+
+**Prerequisites** Gunslinger Dedication; expert in Perception
+
+* * *
+
+Your practice with crossbows and firearms has sharpened your attention to detail. You become a master in Perception.
+
+## [[Firearm Expert]] Feat 12
+
+**Prerequisites** Gunslinger Dedication; expert in any kind of weapon or unarmed attack
+
+* * *
+
+You've become an expert with your chosen weapons. Your proficiency ranks for simple and martial crossbows and simple and martial firearms increase to expert.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Halcyon Speaker.md b/content/mechanics/srd/Archetypes/Halcyon Speaker.md
new file mode 100755
index 000000000..96854da69
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Halcyon Speaker.md
@@ -0,0 +1,107 @@
+---
+title: "Halcyon Speaker"
+noteType: ":sticky-note:"
+aliases: "Halcyon Speaker"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.pDmUITVao0FDMnVf
+tags:
+ - JournalEntryPage
+---
+
+# Halcyon Speaker
+One of Old-Mage Jatembe's central lessons was that magic was magic, no matter what the source. Though the Magaambya seeks to hold true to Jatembe's teachings by aiming to understand magic of all kinds, the mages of the Magaambya have found the most success with magic rooted in the material world. Halcyon speakers are powerful conversants who epitomize the Magaambyan practice of blending arcane and primal magic, seeing both traditions as flowing from the same wellspring.
+
+## Halcyon Spells
+
+Through hard study, Magaambyans can meld arcane and primal spellcasting. Halcyon spells are spells from the arcane or primal spell list. You don't gain new halcyon spells via the normal means you typically use to gain spells; instead, you gain new halcyon spells and new spell levels of halcyon spells only through feats. Halcyon spells are prepared or cast just like other spells granted by your class; for example, a wizard who gained halcyon spells would add them to their spell list and their spellbook, while a sorcerer would add them to their spell list and their spell repertoire. If you have more than one arcane or primal spellcasting class, you add halcyon spells to all such classes.
+
+Each time you cast a halcyon spell, decide whether it is an arcane or primal spell. You can't heighten a halcyon spell beyond your maximum spell level of halcyon spell, even if you have higher-level spell slots, and you can't select a halcyon spell as a signature spell.
+
+Each time you gain a level and learn new spells, and each time you gain a halcyon feat, you can swap out one of your old halcyon spells for a different halcyon spell of the same level; this is in addition to any swapping from your class, such as via a sorcerer's spell repertoire class feature. You can also swap out halcyon spells by retraining during downtime. If you have a spellbook, when you swap out a halcyon spell, you lose the spell from your spellbook entirely.
+
+## [[Halcyon Speaker Dedication]] Feat 6
+
+**Prerequisites** Magaambyan Attendant Dedication, member of the Magaambya of conversant rank
+
+* * *
+
+You devote much of your study to halcyon magic. You gain access to two common Halcyon cantrips and two common 1st-level halcyon spells. In addition to being able to cast your halcyon spells via your arcane or primal spell slots, you also gain a 1st-level halcyon spell slot. You can use your halcyon spell slots to spontaneously cast your halcyon spells.
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the halcyon speaker archetype.
+
+## [[Dualistic Synergy]] Feat 8
+
+**Prerequisites** Halcyon Speaker Dedication
+
+* * *
+
+If your next action is to Cast a Spell from your spell slots, you gain a benefit. If the spell is arcane, you can attempt a skill check to Recall Knowledge with a +1 status bonus to the check after casting the spell, or a +2 status bonus if the spell is 7th level or higher. If the spell is primal, you gain a number of temporary Hit Points equal to the spell's level for 1 round. If the spell is a halcyon spell, you gain both benefits.
+
+## [[Persistent Creation]] Feat 8
+
+**Prerequisite** s Halcyon Speaker Dedication
+
+* * *
+
+You can cast _[[Creation]]_ as an innate spell at will, choosing whether it is arcane or primal each time. The created object lasts until you spend 1 hour not within its immediate vicinity or until it is destroyed. Such objects are called persistent creations. If you cast creation again, any persistent creation you previously created with the spell immediately disintegrates.
+
+## [[Halcyon Spellcasting Initiate]] Feat 10
+
+**Prerequisites** Halcyon Speaker Dedication
+
+* * *
+
+Your knowledge of halcyon magic increases. You gain two common 2nd-level halcyon spells and two 3rd-level halcyon spells. You also gain a 2nd-level halcyon spell slot and a 3rd-level halcyon spell slot. These and all future halcyon spell slots work like the 1st-level halcyon spell slot you gained from Halcyon Speaker Dedication.
+
+## [[Shared Synergy]] Feat 10
+
+**Prerequisites** Dualistic Synergy
+
+* * *
+
+You can grant the benefit from Dualistic Synergy to an ally within 30 feet instead of yourself, either allowing that ally to Recall Knowledge, granting that ally temporary Hit Points, or both, depending on the spell's tradition.
+
+## [[Charged Creation]] Feat 12
+
+**Prerequisites** Persistent Creation
+
+* * *
+
+Your magic is drawn to your persistent creations. While you are within 30 feet of and have line of effect to your persistent creation, you can use it as the origin point for your line or cone spells. For instance, a _[[Lightning Bolt]]_ could originate from the persistent creation rather than from you.
+
+## [[Flexible Halcyon Spellcasting]] Feat 12
+
+**Prerequisites** Halcyon Spellcasting Initiate
+
+* * *
+
+You broaden your ability to channel your power into halcyon magic. You gain one more common halcyon spell of each level of halcyon spell you can cast other than your highest (you do not gain an additional cantrip). You also gain one additional halcyon spell slot for each level of halcyon spell you can cast, other than the highest.
+
+## [[Halcyon Spellcasting Adept]] Feat 14
+
+**Prerequisites** Halcyon Spellcasting Initiate; master in either Arcana or Nature, expert in the other
+
+* * *
+
+You refine your halcyon magic. You gain two common 4th-level halcyon spells and two 5th-level halcyon spells. You also gain a 4th-level halcyon spell slot and a 5th-level halcyon spell slot. Your proficiency rank in either arcane or primal spell DCs and spell attack rolls advances from trained to expert.
+
+## [[Fulminating Synergy]] Feat 16
+
+**Prerequisites** Dualistic Synergy
+
+* * *
+
+When you draw upon your spells' synergy, you create a physical manifestation of their magical resonance and invoke it to harm a foe. When you use Dualistic Synergy, choose a damage type: acid, cold, electricity, or fire. In addition to Dualistic Synergy's normal effect, a foe within 30 feet of you takes an amount of damage of the chosen type equal to the spell's level. If the spell already deals damage of the chosen type, combine the damage before applying weaknesses and resistances.
+
+## [[Halcyon Spellcasting Sage]] Feat 18
+
+Prerequisites Halcyon Spellcasting Adept; legendary in either Arcana or Nature, master in the other
+
+Your command over halcyon magic is nearly unmatched. You gain two common 6th-level and 7th-level halcyon spells. You also gain a 6th-level halcyon spell slot and a 7th-level halcyon spell slot. Your proficiency rank in either arcane or primal spell DCs and spell attack rolls advances from expert to master.
+
+## [[Synergistic Spell]] Feat 20
+
+**Prerequisites** Halcyon Spellcasting Initiate, Fulminating Synergy, legendary in Arcana and Nature
+
+* * *
+
+You combine your synergy and spells into a fantastic web of magic, allowing you to cast two spells at once. If the next action you use is to Cast a Spell from one of your halcyon spell slots, after that spell resolves, you can Cast another Spell as a free action. This spell must be cast from one of your halcyon spell slots and be a spell that would normally take two actions to cast.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Hallowed Necromancer.md b/content/mechanics/srd/Archetypes/Hallowed Necromancer.md
new file mode 100755
index 000000000..6f13f5696
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@@ -0,0 +1,90 @@
+---
+title: "Hallowed Necromancer"
+noteType: ":sticky-note:"
+aliases: "Hallowed Necromancer"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.3B1PqqSZYQj9YXac
+tags:
+ - JournalEntryPage
+---
+
+# Hallowed Necromancer
+It's quite common for mages of all sorts to study necromancy-the surprisingly diverse school holds the secrets of vitality and void energy, as well as life and death. Many tap into these powers with no consideration of the morality of their use. For these unscrupulous magic users, it's simply another avenue in their never-ending pursuit of power, and the abilities learned are turned to the caster's personal ends, whatever they may be.
+
+Others choose a different path. Through spiritual study and introspection, they have come to recognize the evil intrinsic in the existence of undead, the fundamental wrongness of using the universal energy of death to create an appearance of life. To combat this evil, these casters learn to conduct vitality energy and direct it to great effect against the undead they encounter. They may also engage in ongoing study to learn of the nature of life, death, and undeath, and the precise relationship between each state. These scholars and mages are commonly known as hallowed necromancers-a slightly misrepresentative name, as many of them don't use religious methods, but a frequently used shorthand regardless.
+
+The exact origin of hallowed necromancers' abilities may vary from one to the next. Some are granted their gifts directly by a sympathetic deity such as Sarenrae or Pharasma, while others might use their knowledge of religion and the planes to learn such abilities on their own. Though rarer, it's even possible these practitioners might discover they possess an intuitive understanding and control over abilities that manifest spontaneously as their capabilities grow. Despite this variance, all share a fundamental understanding that undeath is an aberration to be quickly remedied.
+
+Though the majority of hallowed necromancers have similar goals and are willing to work together, they tend not to form their own organizations. More often, these necromancers attach themselves to existing groups-such as the Knights of Lastwall or Voices of the Spire-and use their powers in support of those groups' causes. Otherwise, they plan and carry out their own personal vendettas against the forces of undeath, often enlisting the help of trusted friends and allies.
+
+HALLOWED NECROMANCY IN GEB
+
+As hallowed necromancy lacks any unified credo, its practitioners are found throughout Golarion. It's rare they make their presence known within the borders of Geb, however. Those who hide their profession usually move on to other lands and those who openly crusade against Geb's many undead quickly find themselves utterly overwhelmed.
+
+Hallowed necromancers captured in Geb might be executed only to be risen by their foes with their spellcasting ability intact but moral code absent or twisted.
+
+## [[Hallowed Necromancer Dedication]] Feat 2
+
+**Prerequisites** good alignment, able to cast spells using spell slots, able to cast at least one necromancy spell, expert in Religion
+
+* * *
+
+You've studied techniques allowing you to blend so-called hallowed necromancy into your own spellcasting to bolster the living and destroy the undead. You gain the _[[Hallowed Ground]]_ focus spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the [[Refocus]] activity. You can Refocus by meditating or praying to connect yourself to conduits of vitality energy. Focus spells from the hallowed necromancer archetype have the same tradition as your spell slots. Casting spells that create, heal, or otherwise aid or promote undead is anathema to you, as is cooperation with undead. Using void energy isn't anathema, as it serves a natural purpose, but twisting that void energy for creation is blasphemous to you. If you perform acts that are anathema to your principles, you lose access to all feats from this archetype. These abilities can be regained only with an _[[Atone]]_ ritual.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the hallowed necromancer archetype.
+
+## [[Hallowed Initiate]] Feat 4
+
+**Prerequisites** Hallowed Necromancer Dedication
+
+* * *
+
+You've expanded your focus spellcasting to techniques used by clerics and wizards. You gain an additional focus spell, either the necromancer school spell _[[Call of the Grave]]_ or the initial domain spell of the death domain, _[[Death's Call]]_. Increase the number of Focus Points in your focus pool by 1.
+
+**Special** You can select this feat a second time, choosing the other initial focus spell.
+
+## [[Sacred Spells]] Feat 4
+
+**Prerequisites** Hallowed Necromancer Dedication
+
+* * *
+
+Add _[[Void Warp]]_, _[[Death Ward]]_, _[[Vitality Lash]]_, _[[Infuse Vitality]]_, _[[Holy Cascade]]_, _[[Magic Stone]]_, and _[[Sunburst]]_ to your spell list. These are all necromancy spells for you, even if they normally have a different spell school. You can either prepare these spells or add them to your repertoire just like the spells normally on your tradition's spell list. When you gain this feat, you can retrain existing spells to replace them with ones on this list. In addition, your knowledge of the conduits to the Forge of Creation allows you more flexibility with these spells. Choose one of these two benefits.
+
+* If you're a prepared spellcaster, you can spend 10 minutes to replace one of the spells you've prepared with a spell of the same level from the list of sacred spells. You can do this while Refocusing.
+* If you're a spontaneous spellcaster with the signature spells class feature, add two of the spells from the list of sacred spells to your repertoire. They are signature spells for you, in addition to your normal signature spells. When you gain the ability to cast a new level of spells, you can choose to switch the spells from this feat to any other spells from the list.
+
+## [[Death Warden]] Feat 6
+
+**Prerequisites** Hallowed Necromancer Dedication
+
+* * *
+
+With your intimate familiarity with the duality of vitality and void energy, you're able to stand as a bulwark against death and undeath alike. You gain resistance to void damage equal to half your level and a +1 status bonus to saving throws against effects with the void trait.
+
+## [[Advanced Hallowed Spell]] Feat 8
+
+**Prerequisites** Hallowed Necromancer Dedication, necromancer initial school spell or death initial domain spell
+
+* * *
+
+You dig deeper into the magical tools found in wizard schools and divine domains. You gain an advanced focus spell, either the necromancer advanced school spell _[[Life Siphon]]_ or the advanced domain spell of the death domain, _[[Eradicate Undeath]]_. Increase the number of Focus Points in your focus pool by 1. If you choose life siphon, it triggers when you expend spell slots from your class even if they aren't wizard spell slots.
+
+**Special** You can select this feat a second time, choosing the other advanced focus spell.
+
+## [[Positive Luminance]] Feat 8
+
+**Prerequisites** Hallowed Necromancer Dedication
+
+* * *
+
+You learn how to create a luminous reservoir of vitality energy that you can use to punish undead who dare attack you. You gain the domain spell _[[Vital Luminance]]_. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity.
+
+## [[Consecrated Aura]] Feat 14
+
+**Prerequisites** Hallowed Necromancer Dedication
+
+* * *
+
+Your body radiates vitality energy, making your very presence disorienting to undead and encouraging them to move away from you. The effect plays upon the instincts flowing through their bodies from void energy and can thus affect even mindless creatures. You gain an aura of vitality energy in a @Template\[type:emanation|distance:20\]. Each undead creature that ends its turn in your aura must succeed at a Will save against your spell DC or become [[Frightened|Frightened 1]] ([[Frightened|Frightened 2]] on a critical failure). A creature that succeeds at its save is temporarily immune for 1 minute.
+
+**Special** Your aura gains the trait of the magical tradition for the spells you used to qualify for Hallowed Necromancer Dedication.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Harrower.md b/content/mechanics/srd/Archetypes/Harrower.md
new file mode 100755
index 000000000..34c953d08
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Harrower.md
@@ -0,0 +1,103 @@
+---
+title: "Harrower"
+noteType: ":sticky-note:"
+aliases: "Harrower"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.OtBPlgtudM4PlTWD
+tags:
+ - JournalEntryPage
+---
+
+# Harrower
+Whether or not the revelations and divinations of a typical harrow card reading are trustworthy, none can deny that the strange powers wielded by the harrower are real. The harrower uses the ancient art of fortune-telling to harness destiny and augment their spellcasting abilities, infusing them with power by drawing cards from their harrow deck and letting fate decide what elements of their magic need augmentation. For many years, the traditions of the harrower were limited to regions like Varisia and Ustalav, where the Varisian people had more deeply established traditions. But recently, particularly as Varisia's importance in Avistan has grown, harrowers have begun to spread across the world of Golarion.
+
+## [[Harrower Dedication]] Feat 2
+
+You become trained in Occultism; if you are already trained in this skill, you become trained in a different skill of your choice instead. You also become trained in Fortune-Telling Lore, and you learn the _[[Harrowing]]_ ritual.
+
+In addition, once a day when you perform your daily preparations, you can perform a harrow reading for yourself if you have access to a harrow deck. Draw a card from your harrow deck—that card's suit becomes your active harrow omen for the next 24 hours and modifies several other harrower feats as detailed on the following pages. You gain the [[Avoid Dire Fate]] reaction.
+
+**Special** You can't select another dedication feat until you've gained two other feats from the harrower archetype. If you retrain out of this feat, you lose the harrowing ritual you learned from it
+
+## [[Experienced Harrower]] Feat 4
+
+When you perform the _[[Harrowing]]_ ritual, the DC for the Primary Check is never more than the standard DC by level, and the cost for the ritual is halved. If you use a fine harrow deck, the cost for the ritual is removed entirely.
+
+## [[Harrow Casting]] Feat 4
+
+**Requirements** You have an active harrow omen.
+
+* * *
+
+You draw a card from your harrow deck just before you cast a spell to infuse your magic with its destined potential. If your next action is to Cast a Spell, the suit of the card you draw enhances the spell in one of the following ways. If the card you draw matches the suit of your active harrow omen, the effect is enhanced further as detailed below. When you Harrow Cast, attempt a @Check\[type:flat|dc:11\]. If you fail this check, you lose your active harrow omen at the end of your turn.
+
+**Hammer** The force of the spell is enhanced. This effect only enhances single-target offensive spells that require you to make a successful spell attack or require a saving throw from the target to resist. If you hit the target, or if they fail their saving throw, the spell inflicts additional force damage equal to the spell's level. This additional damage doubles if your harrow omen is Hammers.
+
+**Key** Some of the magic remains behind, infusing your defenses. Until the start of your next turn, you gain a +1 status bonus to your AC and all saving throws. If your harrow omen is Keys, this increases to a +2 status bonus.
+
+**Shield** As the spell's magic takes effect, it heals you as well, restoring Hit Points equal to 2d6 + the spell's level. If your harrow omen is Shields, the Hit Points restored increases to 4d6 + twice the spell's level.
+
+**Book** The spell's magic infuses your mind with sudden insights about the target. You can attempt to Recall Knowledge about the target as a free action, using your spell attack roll to make the check. You gain a +2 status bonus to this roll if Books is your harrow omen.
+
+**Star** The spell's magic bolsters those it aids. This effect only enhances single-target spells cast on willing subjects. The magic restores Hit Points to the affected target equal to 2d6 + the spell's level. If your harrow omen is Stars, the magic also grants the target a +2 status bonus to all saving throws until the start of your next turn.
+
+**Crown** The spell's magic is [[Hidden]] and subtle, and observers may not realize you're doing anything more than manipulating cards in your harrow deck. Attempt a Fortune-Telling Lore check against all observer's Perception DCs. If your check is successful against an observer's Perception DC, that observer doesn't notice you are Casting a Spell, even though normally spells have sensory manifestations. This hides only the spell's spellcasting actions and manifestations, not its effects. If your harrow omen is Crowns, you gain a +2 status bonus to your Fortune-Telling Lore check.
+
+## [[Restore Omen]] Feat 4
+
+**Requirements** You do not have an active harrow omen.
+
+* * *
+
+You spend 10 minutes meditating with your harrow deck, then draw a card. The suit of the card grants you a new harrow omen.
+
+## [[Benevolent Spirit Deck]] Feat 6
+
+**Requirements** You have an active harrow omen.
+
+* * *
+
+You manifest a ghostly deck of harrow cards that seek to protect you or an ally. Select one willing target within 30 feet; the cards move through the air to surround that target, protecting them from harm and granting a +1 status bonus to AC and resistance 5 to a type of damage associated with your active harrow omen. This resistance increases to 10 if you're at least 10th level and 15 if you're 15th level. This effect lasts as long as you sustain it, up to 1 minute, or until you no longer have an active harrow omen. Once the effect ends, you lose your active harrow omen.
+
+**Hammers:** cold damage
+
+**Keys:** fire damage
+
+**Shields:** poison damage
+
+**Books:** electricity damage
+
+**Stars:** mental damage
+
+**Crowns:** acid damage
+
+## [[Harrow Ritualist]] Feat 6
+
+You immediately learn two of the following rituals: _[[Astral Projection]]_, _[[Call Spirit]]_, _[[Commune]]_, _[[Commune]]_, _[[Collective Memories]]_, or _[[Binding Circle]]_. When you perform any ritual, you can incorporate harrow cards into the ritual to gain a +2 status bonus to all skill checks made to resolve the effects of the ritual. You can take this feat more than once; each time you do, you learn two new rituals.
+
+## [[Vengeful Spirit Deck]] Feat 6
+
+**Requirements** You have an active harrow omen.
+
+* * *
+
+You manifest a ghostly deck of harrow cards. Draw a card from a harrow deck, then select a target within 60 feet. The card flies through the air to strike at that target, inflicting 4d6 damage, with a @Check\[type:reflex|dc:resolve(@actor.attributes.classDC.value)|basic:true\] saving throw against your class DC. The type of damage inflicted is determined by your active harrow omen; if the card drawn is in the same suit as your active harrow omen, the target takes a –2 status penalty to its saving throw. The damage increases to 6d6 if you're 10th level and 8d6 if you're 15th level. You can continue to throw cards at targets on your turn as long as you Sustain the Vengeful Spirit Deck—throwing a card takes two actions. This effect lasts as long as you Sustain it, up to 1 minute, or until you no longer have an active harrow omen. Once the effect ends, you lose your active harrow omen.
+
+**Hammers:** @Damage\[4d6\[cold]] damage, @Damage\[6d6\[cold]], @Damage\[8d6\[cold]]
+
+**Keys:** @Damage\[4d6\[fire]] damage, @Damage\[6d6\[fire]], @Damage\[8d6\[fire]]
+
+**Shields:** @Damage\[4d6\[poison]] damage, @Damage\[6d6\[poison]], @Damage\[8d6\[poison]]
+
+**Books:** @Damage\[4d6\[electricity]] damage, @Damage\[6d6\[electricity]], @Damage\[8d6\[electricity]]
+
+**Stars:** @Damage\[4d6\[mental]] damage, @Damage\[6d6\[mental]], @Damage\[8d6\[mental]]
+
+**Crowns:** @Damage\[4d6\[acid]] damage, @Damage\[6d6\[acid]], @Damage\[8d6\[acid]]
+
+* * *
+
+_Note: The original text provided by Paizo does not state which type of saving throw to use._
+
+## [[Reading the Signs]] Feat 8
+
+You have a knack for drawing the right card, be it from a harrow deck, in a game of cards, or even when drawing from a [[Deck of Many Things]]. When you're attempting a skill check involving the drawing of cards or resolving the effects of a divination effect (including attempting a saving throw against a hostile divination effect against you), you gain a +2 status bonus to the check. When you draw a card to determine your harrow omen, perform Harrow Casting, cast _[[Harrowing]]_, or if you activate a magical deck of cards, draw 2 cards, and choose the one you prefer as your actual card drawn. You can even use this ability when drawing from a Deck of Many Things, but only once per deck. The unused card is shuffled back into the stack.
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diff --git a/content/mechanics/srd/Archetypes/Hellknight Armiger.md b/content/mechanics/srd/Archetypes/Hellknight Armiger.md
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+---
+title: "Hellknight Armiger"
+noteType: ":sticky-note:"
+aliases: "Hellknight Armiger"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.ARYrFIOsT3JxpjDY
+tags:
+ - JournalEntryPage
+---
+
+# Hellknight Armiger
+You have presented yourself to a Hellknight citadel as a candidate to become a fearsome Hellknight. You believe that all who live must be forced to obey law, and you adventure as a test of your loyalty, discipline, and courage. Someday you will take the Hellknight test and battle a devil in single combat to prove your strength and join the Hellknight ranks.
+
+## [[Hellknight Armiger Dedication]] Feat 2
+
+**Prerequisites** member of a Hellknight order, trained in heavy armor as well as your order's favored weapon
+
+**Access** You are from Old Cheliax.
+
+* * *
+
+Your Hellknight training teaches you to terrorize others into compliance, but you also study the structure and hierarchy of Hell. You must survive painful tests of your body and mind called reckonings, which steady your mind against all sorts of trauma. You gain resistance to mental damage equal to 1 + your number of class feats from the Hellknight Armiger archetype and other Hellknight archetypes. You become trained in Intimidation and Hell Lore; if you were already trained, you become an expert instead.
+
+**Special** You can't select another dedication feat except dedication feats for higher positions within the Hellknights until you have gained two other feats from the Hellknight armiger archetype.
+
+## [[Ardent Armiger]] Feat 4
+
+**Prerequisites** Hellknight Armiger Dedication
+
+* * *
+
+You have been trained to resist the manipulations of fiends, and your Hellknight discipline makes you difficult to influence. You gain a +1 circumstance bonus to saves against mental effects that specifically improve your attitude and to your Will DC against someone Coercing you, Demoralizing you, Making an Impression on you, or Making a Request of you.
+
+If a mental effect would compel you to act in a way that violates your Hellknight order's tenets (as determined by the GM), you can attempt to break free from the effect as a reaction triggered by receiving the violating order, and you gain a new Will save against the effect. You can attempt this new save only once for a given effect, even if you are compelled to violate your order's tenets multiple times.
+
+## [[Diabolic Certitude]] Feat 4
+
+**Prerequisites** Hellknight Armiger Dedication
+
+**Trigger** Your turn begins and you can observe a devil.
+
+* * *
+
+Your Hellknight training drilled details of Hell's denizens deep into your mind. Make an attempt to Recall Knowledge about a devil you're observing. If you roll a critical failure on this check, you get a failure instead.
+
+## [[Mortification]] Feat 4
+
+**Prerequisites** Hellknight Armiger Dedication
+
+* * *
+
+Your reckonings have prepared your body for physical punishment. Choose bludgeoning, piercing, or slashing damage, based on the nature of your physical reckonings. You gain resistance to the chosen damage type equal to your number of class feats from the Hellknight Armiger archetype and other Hellknight archetypes.
+
+## [[Armiger's Mobility]] Feat 8
+
+**Prerequisites** expert in heavy armor, Hellknight Armiger Dedication
+
+* * *
+
+You've learned how best to move in heavy armor. When wearing heavy armor, if you meet the Strength requirement, instead of reducing the movement penalty by 5 feet, you reduce the penalty by 10 feet (typically reducing the penalty to 0). If you are a dwarf with the Unburdened Iron feat, increase your Speed by 5 feet.
+
+## [[Order Training]] Feat 8
+
+**Prerequisites** Hellknight Armiger Dedication
+
+* * *
+
+You gain the lesser order benefit for the Hellknight order to which you belong.
+
+## [[Advanced Order Training]] Feat 12
+
+**Prerequisites** Hellknight Armiger Dedication; Hellknight Dedication or Hellknight Signifer Dedication
+
+* * *
+
+You gain the greater order benefit for the Hellknight order to which you belong.
+
+## [[Hellknight Order Cross-Training]] Feat 12
+
+**Prerequisites** Hellknight Armiger Dedication; Hellknight Dedication or Hellknight Signifer Dedication
+
+* * *
+
+You gain the lesser order benefit of a Hellknight order other than the one to which you belong. This represents your time spent training with members of that order to learn their techniques and teachings. If you aren't in good standing with a given order, you can't receive their training.
+
+**Special** You can select this feat multiple times, gaining the lesser order benefit from a different order each time by training with members of that order.
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diff --git a/content/mechanics/srd/Archetypes/Hellknight Signifer.md b/content/mechanics/srd/Archetypes/Hellknight Signifer.md
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+---
+title: "Hellknight Signifer"
+noteType: ":sticky-note:"
+aliases: "Hellknight Signifer"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.RxDsPgPCCxEdjcVQ
+tags:
+ - JournalEntryPage
+---
+
+# Hellknight Signifer
+Signifers are the powerful and enigmatic Hellknight spellcasters who support and sometimes lead other Hellknights on their missions to enforce unwavering law. Formidable in their own right, signifers are trained to be unstoppable forces of order and authority when they stand alongside their martial counterparts.
+
+## Hellknight Archetypes
+
+The following archetypes represent fully inducted members of a Hellknight order. You can select the dedication feats for these archetypes even if you haven't yet gained three feats from the Hellknight Armiger archetype. A character can't have both the Hellknight and Hellknight signifer archetypes.
+
+## [[Hellknight Signifer Dedication]] Feat 6
+
+**Prerequisites** spellcasting class feature, Hellknight Armiger Dedication, lawful alignment, member of a Hellknight order, passed the Hellknight Test
+
+* * *
+
+You have bolstered your force of will with the power of the Measure and the Chain. Upon initiation, you receive a signifer mask, often devoid of eyeholes or other decorative features. The mask doesn't obscure your vision, though it makes it impossible for others to see your eyes. While wearing your signifer's mask, you gain +1 circumstance bonus to Deception checks to Lie, Intimidation checks, and Deception DCs against Sense Motive. You gain expert proficiency in Intimidation (or in another skill in which you're trained of your choice, if you were already an expert in Intimidation) as well as in your choice of Arcana, Nature, Occultism, or Religion.
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the Hellknight Signifer or Hellknight Armiger archetypes.
+
+## [[Masked Casting]] Feat 8
+
+**Requirements** You are wearing your signifer's mask.
+
+**Trigger** You begin Casting a Spell.
+
+* * *
+
+You harness the magical energy flowing through your eyeless mask to effortlessly protect you from visual effects. You Avert your Gaze.
+
+## [[Gaze of Veracity]] Feat 10
+
+**Prerequisites** Hellknight Signifer Dedication, ability to cast focus spells
+
+* * *
+
+You can channel your mask's power to pierce through lies and see the truth in any situation. Increase the number of Focus Points in your focus pool by 1. While wearing your mask, you can cast the glimpse the truth cleric domain spell as a divine focus spell.
+
+## [[Signifer's Sight]] Feat 10
+
+**Prerequisites** Hellknight Signifer Dedication
+
+* * *
+
+The magic flowing through your signifer's mask allows you to see in the dark, and the mask dampens the distraction caused by sudden flashes of bright light. While wearing your signifer's mask, you gain darkvision. Additionally, if you are dazzled while wearing your signifer's mask and the target is concealed only because you are dazzled, you reduce the flat check DC to target that creature from 5 to 3.
+
+## [[Signifer Armor Expertise]] Feat 12
+
+**Prerequisites** Hellknight Signifer Dedication
+
+* * *
+
+You've spent enough time helping your comrades equip medium and heavy armor that you spread your own expertise to those armors as well. If you have expert proficiency in any armor or unarmored defense, you also gain expert proficiency in medium and heavy armor.
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diff --git a/content/mechanics/srd/Archetypes/Hellknight.md b/content/mechanics/srd/Archetypes/Hellknight.md
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+---
+title: "Hellknight"
+noteType: ":sticky-note:"
+aliases: "Hellknight"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.yWtwNUkGyj79Q04W
+tags:
+ - JournalEntryPage
+---
+
+# Hellknight
+Hellknights are among the fiercest warriors in the Inner Sea region, as they have emerged from hell-forged trials ready to serve as faceless bastions of law wherever chaos might threaten to rear.
+
+## Hellknight Archetypes
+
+The following archetypes represent fully inducted members of a Hellknight order. You can select the dedication feats for these archetypes even if you haven't yet gained three feats from the [[.ARYrFIOsT3JxpjDY]] archetype. A character can't have both the Hellknight and [[.RxDsPgPCCxEdjcVQ]] archetypes.
+
+## [[Hellknight Dedication]] Feat 6
+
+**Prerequisites** Hellknight Armiger Dedication, lawful alignment, member of a Hellknight order, passed the Hellknight Test
+
+* * *
+
+You have forged your body to comply with the commands of your mind-orders steeped in the Measure and the Chain. You gain expert proficiency in Intimidation (or in another skill in which you're trained of your choice, if you were already an expert in Intimidation). You gain the armor specialization effects of Hellknight plate, and your resistance from that armor specialization is 1 higher than normal. In addition, you gain a +1 circumstance bonus to Intimidation checks while wearing your Hellknight plate.
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the Hellknight or Hellknight armiger archetypes.
+
+## [[Sense Chaos]] Feat 8
+
+**Prerequisites** Hellknight Dedication
+
+* * *
+
+You sense chaos as an unsettling feeling of nervous energy. When in the presence of an aura of chaos that is powerful or overwhelming, you eventually detect the aura, though you might not do so instantly and you can't pinpoint the location. This is a vague sense, similar to humans' sense of smell. A chaotic creature using a disguise or otherwise trying to hide its presence attempts a Deception check against your Perception DC to hide its aura from you. If the creature succeeds at its Deception check, it is temporarily immune to your Sense Chaos for 1 day.
+
+## [[Blade of Law]] Feat 12
+
+**Prerequisites** Hellknight Dedication
+
+* * *
+
+You call upon the power of law and make a weapon or unarmed Strike against a foe you have witnessed breaking or disrespecting the law or otherwise acting disorderly. The Strike deals two extra weapon damage dice if the target of your Strike is chaotic. Whether or not the target is chaotic, you can convert the physical damage from the attack into lawful damage.
+
+## [[Hell's Armaments]] Feat 12
+
+**Prerequisites** Hellknight Dedication
+
+* * *
+
+You've trained with your order's weapon and your Hellknight plate long enough to apply your expertise from other weapons and armor. If you have expert proficiency in any weapon or unarmed attack, you gain expert proficiency in your order's weapon as well. If you have expert proficiency in any armor or unarmored defense, you gain expert proficiency in Hellknight plate as well.
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diff --git a/content/mechanics/srd/Archetypes/Herbalist.md b/content/mechanics/srd/Archetypes/Herbalist.md
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+---
+title: "Herbalist"
+noteType: ":sticky-note:"
+aliases: "Herbalist"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.Rrjz5tMJtyVEQnh8
+tags:
+ - JournalEntryPage
+---
+
+# Herbalist
+The plants around you can provide more remedies than the finest hospital or temple, and you are skilled in their use.
+
+## [[Herbalist Dedication]] Feat 2
+
+**Prerequisites** trained in Nature, Natural Medicine
+
+* * *
+
+You can create remedies and other herbal products. You gain the basic alchemy benefits, though they apply only for herbal items: alchemical items with the healing trait, plus antidote and antiplague. You gain batches of infused reagents per day equal to your level or half your level if you didn't make your daily preparations in the wilderness. Your advanced alchemy level for creating these is 1 and doesn't increase on its own.
+
+You become an expert in Nature and can use Nature instead of Crafting to Craft herbal items. You don't need to be trained in Crafting or have the Alchemical Crafting feat to do so, and you can use healer's tools instead of alchemist's tools.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Herbalist archetype.
+
+## [[Fresh Ingredients]] Feat 4
+
+**Prerequisites** Herbalist Dedication, expert in Nature
+
+* * *
+
+When using Natural Medicine to Treat Wounds, you can spend a batch of herbs to gain the +2 circumstance bonus from having fresh ingredients, even if not in wilderness. If you spend a batch of herbs in wilderness, you gain a +4 circumstance bonus instead.
+
+## [[Poultice Preparation]] Feat 4
+
+**Prerequisites** Herbalist Dedication
+
+* * *
+
+When you create an herbal elixir, you can prepare it as a poultice instead. A poultice gains the oil trait (but remains alchemical, not magical) and loses the elixir and ingested traits. You can apply a poultice by Interacting with one hand. When you apply a poultice, in addition to the item's normal effects, the recipient can attempt an immediate flat check to recover from a single source of persistent acid, bleed, or fire damage, with the DC reduction from appropriate assistance.
+
+## [[Endemic Herbs]] Feat 6
+
+**Prerequisites** Herbalist Dedication, trained in Survival
+
+* * *
+
+During your daily preparations, you find medicinal plants endemic to your location. Until your next preparations, you can spend an additional batch of herbs to add a benefit to an item you create with your herbalism. The benefit of the special herbs affects the creature that the item is applied to; if the benefit is not immediate, it lasts for 1 minute unless otherwise stated. This adjustment counts as an additive, so you can't include another additive without spoiling the item.
+
+* Aquatic Gain a +1 circumstance bonus to Fortitude saves.
+* Arctic For 1 hour, treat environmental cold effects as if they were one step less severe.
+* Desert For 1 hour, treat environmental heat effects as if they were one step less severe.
+* Forest Gain a +2 circumstance bonus to saves against disease and poison effects.
+* Mountain Gain a +1 circumstance bonus to Reflex saves.
+* Plains Gain a +1 circumstance bonus to Will saves.
+* Swamp Remove one source of persistent bleed damage.
+* Underground Gain a +1 circumstance bonus to Perception.
+
+## [[Expert Herbalism]] Feat 6
+
+**Prerequisites** Herbalist Dedication, expert in Nature
+
+* * *
+
+Your advanced alchemy level for herbalism increases to your level - 3. You gain the formulas for elixirs of life as soon as your advanced alchemy level is high enough to create them: lesser at 8th level, moderate at 12th level, greater at 16th level, and major at 18th level.
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diff --git a/content/mechanics/srd/Archetypes/Horizon Walker.md b/content/mechanics/srd/Archetypes/Horizon Walker.md
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+---
+title: "Horizon Walker"
+noteType: ":sticky-note:"
+aliases: "Horizon Walker"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.M5QOocGyP4zkMo9m
+tags:
+ - JournalEntryPage
+---
+
+# Horizon Walker
+Many long for the open road, but you prefer the trackless wild. You can find safe passage through the most inhospitable terrain in the world-icecaps, deserts, and similar environs are where you're comfortable. Your talents open untrod paths for you and help guide others through the wilderness.
+
+**Additional Feats** 10th [[Blind-Fight]], [[Terrain Master]]; 12th [[Warden's Step]]
+
+## [[Horizon Walker Dedication]] Feat 2
+
+**Prerequisites** trained in Survival
+
+* * *
+
+You've mastered travel within a specific type of terrain. You gain the Favored Terrain feat. When in your favored terrain, you gain a +10-foot circumstance bonus to your travel Speed. When other creatures Follow the Expert with you as a guide in your favored terrain, they gain both the ability to ignore non-magical difficult terrain for the purpose of their travel Speed and the bonus to travel Speed.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Horizon Walker archetype.
+
+## [[Acclimatization]] Feat 4
+
+**Prerequisites** Horizon Walker Dedication
+
+* * *
+
+Your time spent in the hostile parts of the world has inured you to extreme climates. In your favored terrain, you gain resistance equal to half your level to all environmental damage and are affected by temperature effects as though they were one step less severe (incredible heat or cold becomes extreme, extreme heat or cold becomes severe, and so on).
+
+When other creatures Follow the Expert with you as a guide in your favored terrain, they too treat temperature effects as one step less severe.
+
+## [[Sure Foot]] Feat 4
+
+**Prerequisites** Horizon Walker Dedication, expert in Acrobatics and Athletics
+
+* * *
+
+You know the secrets of moving in your favored terrain. You gain a +2 circumstance bonus to skill checks to move within your favored terrain, such as Acrobatics checks to Balance on ice, Athletics checks to Swim in rough water, Acrobatics checks to Fly in windy conditions, and so forth.
+
+## [[Perpetual Scout]] Feat 6
+
+**Prerequisites** Horizon Walker Dedication
+
+* * *
+
+You spot anything out of place in the areas you know best. While in your favored terrain, you always gain the benefits of the Scout exploration activity, even if you are performing another exploration activity. If you're legendary in Survival, you gain these benefits in any terrain.
+
+## [[Magical Adaptation]] Feat 10
+
+**Prerequisites** Horizon Walker Dedication
+
+* * *
+
+When an obstacle bars your path, you pull a trick from your sleeve to overcome it. You can cast darkvision, spider climb, and 4th-level water breathing as innate primal spells, each once per day.
+
+## [[Wild Strider]] Feat 12
+
+**Prerequisites** Horizon Walker Dedication
+
+* * *
+
+Natural obstacles pose no obstacle to you. You gain the ranger's wild stride class feature. This allows you to ignore the effects of all non-magical difficult terrain, treat greater difficult terrain as merely difficult terrain, and gives you an additional benefit from Favored Terrain based on the terrain.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Inventor.md b/content/mechanics/srd/Archetypes/Inventor.md
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+---
+title: "Inventor"
+noteType: ":sticky-note:"
+aliases: "Inventor"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.aAm6jY2k5qBuWETd
+tags:
+ - JournalEntryPage
+---
+
+# Inventor
+You revel in the creation of clever inventions, deploying your brilliance to defeat your foes. Explosives, gadgets, and innovative technologies? You have ideas for all of them, and you're eager to test your theories.
+
+## [[Inventor Dedication]] Feat 2
+
+**Prerequisites** Intelligence 14
+
+* * *
+
+You become trained in Crafting and inventor class DC. You gain the [[Inventor]] skill feat, even if you don't meet the skill feat's requirements. Choose an innovation. You gain that [[Innovation]], though you don't gain any other abilities that modify or use that innovation, such as modifications or Explode.
+
+* * *
+
+**Special** You cannot select another dedication feat until you have first gained two other feats from the inventor archetype.
+
+## [[Basic Breakthrough]] Feat 4
+
+**Prerequisites** Inventor Dedication
+
+* * *
+
+You gain a 1st- or 2nd-level inventor feat of your choice.
+
+## [[Brilliant Crafter]] Feat 4
+
+**Prerequisites** Inventor Dedication
+
+* * *
+
+Your skill at crafting is unparalleled. You become an expert in Crafting. At 7th level you become a master in Crafting, and at 15th level, you become legendary in Crafting and you become an expert in your inventor class DC.
+
+## [[Advanced Breakthrough]] Feat 6
+
+**Prerequisites** Basic Breakthrough
+
+* * *
+
+You gain one inventor feat. For the purpose of meeting its prerequisites, your inventor level is equal to half your character level.
+
+* * *
+
+**Special** You can select this feat more than once. Each time you select it, you gain another inventor feat.
+
+## [[Explosion]] Feat 6
+
+**Prerequisites** Inventor Dedication
+
+* * *
+
+Your innovation can explode on command. You gain the [[Explode]] action.
+
+## [[Basic Modification]] Feat 8
+
+**Prerequisites** Inventor Dedication
+
+* * *
+
+You've learned to modify your innovation in order to enhance its capabilities beyond what an ordinary piece of equipment can accomplish. You gain a basic modification of your choice for your innovation. Your innovation must meet any requirements for the modification you choose, as normal.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Investigator.md b/content/mechanics/srd/Archetypes/Investigator.md
new file mode 100755
index 000000000..457e81259
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Investigator.md
@@ -0,0 +1,73 @@
+---
+title: "Investigator"
+noteType: ":sticky-note:"
+aliases: "Investigator"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.mmB3EkkdCpLke7Lk
+tags:
+ - JournalEntryPage
+---
+
+# Investigator
+You've developed a keen eye for investigating mysteries.
+
+## [[Investigator Dedication]] Feat 2
+
+**Prerequisites** Intelligence 14
+
+* * *
+
+You gain the on the case class feature, which grants you both the [[Pursue a Lead]] activity and [[Clue In]] reaction. You become trained in Society and another skill of your choice. If you were already trained in Society, you instead become trained in an additional skill of your choice. You also become trained in investigator class DC.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the investigator archetype.
+
+## [[Basic Deduction]] Feat 4
+
+**Prerequisites** Investigator Dedication
+
+* * *
+
+You gain a 1st- or 2nd-level investigator feat of your choice.
+
+## [[Investigator's Stratagem]] Feat 4
+
+**Prerequisites** Investigator Dedication
+
+* * *
+
+You play out battles in your head, allowing you to strike when the time is right. You gain the Devise a Stratagem action; however, when you substitute its result for your attack roll, you can't use your Intelligence modifier in place of your Strength or Dexterity modifier. You also can't use your Intelligence modifier on other rolls from abilities that expand Devise a Stratagem, such as the Athletic Strategist feat.
+
+## [[Advanced Deduction]] Feat 6
+
+**Prerequisites** Basic Deduction
+
+* * *
+
+You gain one investigator feat. For the purpose of meeting its prerequisites, your investigator level is equal to half your character level.
+
+**Special** You can select this feat more than once. Each time you select it, you gain another investigator feat.
+
+## [[Keen Recollection]] Feat 6
+
+**Prerequisites** Investigator Dedication
+
+* * *
+
+You can recall all sorts of information. You gain the keen recollection class feature.
+
+## [[Skill Mastery (Investigator)|Skill Mastery]] Feat 8
+
+**Prerequisites** Investigator Dedication, trained in at least one skill and expert in at least one skill
+
+* * *
+
+Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose.
+
+**Special** You can select this feat up to five times.
+
+## [[Master Spotter (Investigator)]] Feat 12
+
+**Prerequisites** Investigator Dedication, expert in Perception
+
+* * *
+
+Your proficiency rank in Perception increases to master.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Jalmeri Heavenseeker.md b/content/mechanics/srd/Archetypes/Jalmeri Heavenseeker.md
new file mode 100755
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--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Jalmeri Heavenseeker.md
@@ -0,0 +1,79 @@
+---
+title: "Jalmeri Heavenseeker"
+noteType: ":sticky-note:"
+aliases: "Jalmeri Heavenseeker"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.NaG4fy33coUdSFtH
+tags:
+ - JournalEntryPage
+---
+
+# Jalmeri Heavenseeker
+Certain martial artists dedicate themselves to fighting in Jalmeray's Challenge of Sky and Heaven. These individuals devote themselves to the esoteric mysteries of the sky.
+
+You can select the dedication feat for the Jalmeri Heavenseeker archetype even if you haven't yet gained three feats from the [[Student of Perfection]] archetype.
+
+## [[Jalmeri Heavenseeker Dedication]] Feat 4
+
+**Prerequisites** Student of Perfection Dedication, or you've trained with a champion of the Challenge of Sky and Heaven
+
+* * *
+
+You become trained in either Acrobatics or Occultism; if you were already trained in both these skills, you become an expert in one of them instead. You gain either the [[Ki Rush]] or [[Ki Strike]] monk feat, which grants you a ki spell and a focus pool of 1 Focus Point that you can recover using the Refocus activity as a monk does. If you already have both feats, you can instead choose a single 1st‐level monk feat.
+
+**Special** You can't select another dedication feat until you gain two other feats from the Jalmeri Heavenseeker or Student of Perfection archetypes.
+
+## [[Heaven's Thunder]] Feat 6
+
+**Prerequisites** Jalmeri Heavenseeker Dedication
+
+* * *
+
+Until the end of your next turn, your unarmed attacks and any monk weapons you wield deal additional electricity and sonic damage; the amount of each damage type is equal to the number of damage dice for the weapon or unarmed attack. Any creature who successfully Grapples you or is successfully Grappled by you takes this damage immediately after the Grapple check is resolved (using the number of damage dice of your unarmed attack to determine the damage dealt).
+
+If you also know the _ki blast_ ki spell, you can choose to deal either electricity or sonic damage with the spell instead of force while this effect is active (_ki blast_ loses the force trait and gains the electricity or sonic trait instead).
+
+## [[Sky and Heaven Stance]] Feat 6
+
+**Prerequisites** Jalmeri Heavenseeker Dedication
+
+**Requirements** You're unarmored.
+
+* * *
+
+Your jagged blows are like lightning. The only Strikes you can make are skyward slash unarmed attacks. These unarmed attacks deal 1d10 slashing damage; are in the brawling group; and have the nonlethal, unarmed, and versatile P traits. While in Sky and Heaven Stance, you gain resistance 2 to electricity and resistance 2 to sonic damage. These resistances increase to 5 at 12th level and to 8 at 18th level.
+
+## [[Skyseeker]] Feat 8
+
+**Prerequisites** Sky and Heaven Stance
+
+**Requirements** You're in Sky and Heaven Stance.
+
+* * *
+
+You Leap toward an opponent. At any point in the Leap, you can make a single Strike against a creature within your reach. At 12th level, if you hit with this Strike, instead of finishing your Leap, you can immediately attempt a second Leap from the space where you struck the target of your Strike. You can make a single Strike against a target within your reach during this second Leap as well. At 16th level, you can attempt a third Leap if your second Strike hits, and you can attack a target at any point during this third Leap. All Leaps made during this activity gain a +10‐foot status bonus to the total height or distance of your leap, and no two Strikes can target the same creature.
+
+## [[Steal the Sky]] Feat 10
+
+**Prerequisites** Jalmeri Heavenseeker Dedication
+
+* * *
+
+You can take away the air that keeps a flying foe aloft. You gain the _[[Steal the Sky]]_ ki spell. Increase the number of Focus Points in your focus pool by 1.
+
+## [[Speaking Sky]] Feat 12
+
+**Prerequisites** Jalmeri Heavenseeker Dedication
+
+* * *
+
+You gain the _[[Speaking Sky]]_ ki spell. Increase the number of Focus Points in your focus pool by 1.
+
+## [[Cross the Final Horizon]] Feat 20
+
+**Prerequisites** Sky and Heaven Stance
+
+**Requirements** You're in Sky and Heaven Stance.
+
+* * *
+
+You Stride up to your Speed, and your ki enshrouds your limbs in terrifying stormy energy, increasing the reach of your Sky and Heaven Stance unarmed attacks by 5 feet. At the end of your movement, make up to three Strikes against a target you can reach, each at a –2 penalty. Each attack counts toward your multiple attack penalty, but the multiple attack penalty doesn't increase until after you've made all your attacks. Instead of the usual slashing or piercing damage, the damage for these Strikes is either electricity or sonic, as you choose with each Strike. If you successfully hit with all three Strikes, the target is Drained 3.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Juggler.md b/content/mechanics/srd/Archetypes/Juggler.md
new file mode 100755
index 000000000..375285370
--- /dev/null
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@@ -0,0 +1,73 @@
+---
+title: "Juggler"
+noteType: ":sticky-note:"
+aliases: "Juggler"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.bQeLZt29NnHEn6fh
+tags:
+ - JournalEntryPage
+---
+
+# Juggler
+You're a skilled performer, with impressive balance and coordination that help you greatly in battle.
+
+## [[Juggler Dedication]] Feat 2
+
+**Prerequisites** Dexterity 14
+
+* * *
+
+You become trained in Performance; if you were already trained in Performance, you instead become trained in a skill of your choice. You also gain the [[Juggle]] skill feat, even if you don't meet its prerequisites.
+
+**Special** You cannot select another dedication feat until you have gained one other feat from the juggler archetype.
+
+## [[Focused Juggler]] Feat 4
+
+**Prerequisites** Juggler Dedication
+
+**Trigger** Your turn begins.
+
+* * *
+
+You continue Juggling until the end of your next turn. Increase the maximum number of items you can Juggle by one.
+
+## [[Quick Juggler]] Feat 4
+
+**Prerequisites** expert in Performance, Juggler Dedication
+
+* * *
+
+When you start to Juggle or add another item to those you are Juggling, you add two items instead of one. Increase the maximum number of items you can Juggle by one.
+
+## [[Reflexive Catch]] Feat 4
+
+**Prerequisites** expert in Acrobatics, Juggler Dedication
+
+**Requirements** The item or thrown weapon is of a Bulk you can Juggle. If the trigger was a thrown weapon attack targeting you, you can't be off-guard to the attack. If you were already Juggling, you can't be Juggling your maximum number of items.
+
+**Trigger** An item falls within your reach or an attacker fails an attack roll to hit you or a creature within your reach with a thrown weapon.
+
+* * *
+
+You grab the triggering item. If you are Juggling, you can immediately add the item to the objects you're Juggling as a free action, which has the concentrate and manipulate traits.
+
+## [[Lobbed Attack]] Feat 8
+
+**Prerequisites** master in Performance, Juggler Dedication
+
+**Requirements** You are Juggling a thrown weapon.
+
+* * *
+
+You make a thrown ranged Strike with the required weapon, using the weapon's normal range increment. This attack doesn't trigger reactions, and if the target has never seen you use this feat before, the target is off-guard against this attack.
+
+## [[Opportune Throw]] Feat 16
+
+**Prerequisites** legendary in Performance, Juggler Dedication
+
+**Requirements** You are Juggling a thrown weapon.
+
+**Trigger** A creature within 10 feet of you uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
+
+* * *
+
+You make a thrown ranged Strike with the required weapon against the triggering creature. If you critically succeed and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count against your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Kineticist.md b/content/mechanics/srd/Archetypes/Kineticist.md
new file mode 100755
index 000000000..49bb156dd
--- /dev/null
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@@ -0,0 +1,81 @@
+---
+title: "Kineticist"
+noteType: ":sticky-note:"
+aliases: "Kineticist"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.1kRGIb5LPPKypQpN
+tags:
+ - JournalEntryPage
+---
+
+# Kineticist
+You have, intentionally or accidentally, awoken a gateway to elemental power inside yourself and can now channel that power to devastating effect, adding an elemental arsenal to your abilities
+
+### Multiclass Kineticist Characters
+
+Kineticist is a great fit for characters with high Constitution who want to add some magical blasting to their repertoire without managing the complexity of spell slots. Kineticist impulses can also provide damage types that are useful against certain creatures and special utility abilities such as better movement or battlefield control.
+
+Champions looking to diversify their capabilities, barbarians with the Moment of Clarity feat, and particularly stout druids might all find suitable options.
+
+## [[Kineticist Dedication]] Feat 2
+
+**Prerequisites** Constitution +2
+
+* * *
+
+You become trained in kineticist class DC and impulse attack rolls. Choose one element to be your kinetic element (air, earth, fire, metal, water, or wood). You gain a kinetic aura and the [[Channel Elements]] action, though you don't get to use an [[Elemental Blast]] or stance impulse when you take that action. You gain the Elemental Blast action. Your Elemental Blast does not automatically gain additional damage dice every four levels, instead requiring you to take the [[Improved Elemental Blast]] feat.
+
+## [[Base Kinesis]] Feat 4
+
+**Prerequisites** Kineticist Dedication
+
+* * *
+
+You gain the Base Kinesis impulse. For the purposes of determining when the range and Bulk improvements of the action occur, your kineticist level is equal to half your level (for example, Base Kinesis for a 10th-level character with this feat would have a range of 45 feet and could affect 1 Bulk of their chosen element).
+
+## [[Through the Gate]] Feat 4
+
+**Prerequisites** Kineticist Dedication
+
+* * *
+
+You gain a 1st- or 2nd-level kineticist feat of your choice. Your options include impulse feats for your kinetic element, as normal for a kineticist.
+
+## [[Advanced Element Control]] Feat 6
+
+**Prerequisites** Through the Gate
+
+* * *
+
+You gain one kineticist feat. For the purpose of meeting its prerequisites, your kineticist level is equal to half your level. Your options include impulse feats for your kinetic element, as normal for a kineticist.
+
+* * *
+
+**Special** You can select this feat more than once. Each time you select it, you gain another kineticist feat.
+
+## [[Improved Elemental Blast]] Feat 8
+
+**Prerequisites** Kineticist Dedication
+
+* * *
+
+The power of your elemental blast improves. The damage of your elemental blast increases by one die.
+
+* * *
+
+**Special** You can take Improved Elemental Blast a second time at 14th level to increase your Elemental Blast to three damage die, and a third time at 18th level to increase your Elemental Blast to four damage die.
+
+## [[Add Element]] Feat 10
+
+**Prerequisites** Advanced Element Control
+
+* * *
+
+Choose a second kinetic element to add to the one you already have. You gain an impulse feat for that element. For the purpose of meeting its prerequisites, your kineticist level is equal to half your level. If you gain more kineticist feats, you can select hybrid impulses that have both your elements, as normal for a kineticist.
+
+## [[Expert Kinetic Control]] Feat 12
+
+**Prerequisites** Kineticist Dedication
+
+* * *
+
+You become an expert in kineticist class DC and impulse attack rolls.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Knight Reclaimant.md b/content/mechanics/srd/Archetypes/Knight Reclaimant.md
new file mode 100755
index 000000000..b0aa53a9a
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Knight Reclaimant.md
@@ -0,0 +1,57 @@
+---
+title: "Knight Reclaimant"
+noteType: ":sticky-note:"
+aliases: "Knight Reclaimant"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.OcioDiLTdgzvT8VX
+tags:
+ - JournalEntryPage
+---
+
+# Knight Reclaimant
+Knights reclaimant spend much of their time amid the horrors of the Gravelands, rescuing civilians that remain and striking back against the Whispering Tyrant's agents. Accomplishing these goals requires the adoption of subtle tactics, with a focus on stealth and survival.
+
+## Knights of Lastwall Archetypes
+
+The following archetypes are uncommon but are available to members of the Knights of Lastwall. Qualifying characters with the Lastwall sentry archetype can select one of these dedications even without gaining three feats from the Lastwall sentry archetype, and each of these archetypes' feats fulfills the [[Lastwall Sentry Dedication]]'s special requirement despite not being from the Lastwall sentry archetype.
+
+## [[Knight Reclaimant Dedication]] Feat 6
+
+**Prerequisites** trained in Survival and Stealth, any non-evil alignment, member of the Knights of Lastwall of knight rank
+
+* * *
+
+You have sworn the Crimson Oath and become a full member of the Crimson Reclaimers. You gain expert proficiency in Stealth and Survival. Whenever you roll a success on a saving throw against an undead's special ability, you get a critical success instead. This applies to any abilities that come from being undead, including an undead's innate spells (but not its prepared or spontaneous spells).
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the Knight Reclaimant archetype.
+
+## [[Invoke the Crimson Oath]] Feat 8
+
+**Prerequisites** Knight Reclaimant Dedication
+
+* * *
+
+You can invoke the Crimson Oath to unleash blasts of ruby energy from your weapon. You gain the _[[Invoke the Crimson Oath]]_ focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can regain using the Refocus activity to recite the Crimson Oath and meditate on its teachings; if you already have a focus pool, increase the number of Focus Points in your focus pool by 1. Your knight reclaimant focus spells are divine spells; when you gain this feat, you become trained in divine spell attacks and spell DCs.
+
+## [[Survivor of Desolation]] Feat 8
+
+**Prerequisites** Knight Reclaimant Dedication
+
+* * *
+
+You gain a +2 circumstance bonus to saving throws against unnatural weather events or environmental hazards occurring in blighted or otherwise unnaturally marred regions. If you roll a success on a saving throw against such an effect, you get a critical success instead; if you roll a critical failure, you get a failure instead. This does not apply to unnatural events created or directed by active effects, such as spells that create anomalous weather or hazardous areas.
+
+## [[Blade of the Crimson Oath]] Feat 12
+
+**Prerequisites** Knight Reclaimant Dedication
+
+* * *
+
+You call upon the Crimson Oath to smite undead and then make a weapon or unarmed Strike against an undead foe. The Strike deals two extra weapon damage dice, and you can convert all the physical damage from the attack into vitality damage.
+
+## [[Reaper of Repose]] Feat 12
+
+**Prerequisites** Knight Reclaimant Dedication, master proficiency in a weapon
+
+* * *
+
+Your skill and fervor allow you to pierce undead defenses and exploit their weaknesses. When you make an attack using a weapon with which you have master proficiency and hit an undead creature, you ignore 5 points of the creature's resistances, and the undead's weaknesses are 2 higher against your attack.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Knight Vigilant.md b/content/mechanics/srd/Archetypes/Knight Vigilant.md
new file mode 100755
index 000000000..c92aecedb
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+++ b/content/mechanics/srd/Archetypes/Knight Vigilant.md
@@ -0,0 +1,71 @@
+---
+title: "Knight Vigilant"
+noteType: ":sticky-note:"
+aliases: "Knight Vigilant"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.57rElfZ9sWKFQ8Ep
+tags:
+ - JournalEntryPage
+---
+
+# Knight Vigilant
+Taking their lead from heroic stories of the Shining Crusade, the knights vigilant stand as a courageous example of morality and honor.
+
+## Knights of Lastwall Archetypes
+
+The following archetypes are uncommon but are available to members of the Knights of Lastwall. Qualifying characters with the Lastwall sentry archetype can select one of these dedications even without gaining three feats from the Lastwall sentry archetype, and each of these archetypes' feats fulfills the [[Lastwall Sentry Dedication]]'s special requirement despite not being from the Lastwall sentry archetype.
+
+## [[Knight Vigilant Dedication|Knight Vigilant]] Feat 6
+
+**Prerequisites** trained in Religion, any good alignment, member of the Knights of Lastwall of knight rank
+
+* * *
+
+You are dedicated to the cause of the Shining Sentinels. You gain expert proficiency in Religion. When you are between an ally and a foe and would provide lesser cover to your ally against the foe's attacks, you twist to become even more obtrusive, providing standard cover instead.
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the Knight Vigilant archetype.
+
+## [[Unshakable Idealism]] Feat 8
+
+**Prerequisites** Knight Vigilant, expert in Will saves
+
+* * *
+
+Your faith and hope can't be shaken, and you won't flee when lives are at stake. You gain a +1 circumstance bonus on saves against fear effects and emotion effects that inflict despair. When you would gain the fleeing condition, you can choose to stand your ground and be stunned for the effect's duration as well, preventing you from running and allowing you to re-enter the fight more quickly when the effect ends.
+
+## [[Endure Death's Touch]] Feat 10
+
+**Prerequisites** Knight Vigilant, expert in medium or heavy armor
+
+**Requirements** You are wearing medium or heavy armor in which you have expert proficiency.
+
+**Trigger** An undead hits you with an unarmed attack.
+
+* * *
+
+Your conviction redirects the undead's attack through your armor and then harmlessly away. You gain resistance 5 to physical damage and resistance 10 to void damage against the triggering attack. You gain a +2 circumstance bonus on any saving throws against effects from the undead's natural attack; if you succeed at the saving throw, you get a critical success instead.
+
+## [[Aegis of Arnisant]] Feat 12
+
+**Prerequisites** Knight Vigilant, Shield Block, master in Religion
+
+**Requirements** You are wielding a shield.
+
+* * *
+
+Inspired by the tale of Arnisant, you transform your shield into a magic ward. Until the beginning of your next turn, you gain the following reaction:
+
+### [[Absorb into the Aegis]]
+
+**Trigger** An enemy casts a spell that targets you or an ally within 15 feet of you
+
+* * *
+
+You interpose your shield's ward against the spell. Attempt a counteract check, using your Religion modifier as your counteract modifier. On a success, the spell is counteracted and your shield takes damage equal to four times the spell level as it absorbs and disperses the magical energy. On a failure, the shield takes damage equal to twice the spell's level.
+
+## [[Knight in Shining Armor]] Feat 12
+
+**Prerequisites** Knight Vigilant; expert in light armor, medium armor, or unarmored defense; trained in heavy armor
+
+* * *
+
+As a knight in shining armor, you train daily in the heaviest armor, expanding your expertise to heavy armor. You gain expert proficiency in heavy armor.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Lastwall Sentry.md b/content/mechanics/srd/Archetypes/Lastwall Sentry.md
new file mode 100755
index 000000000..0092ef33c
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Lastwall Sentry.md
@@ -0,0 +1,73 @@
+---
+title: "Lastwall Sentry"
+noteType: ":sticky-note:"
+aliases: "Lastwall Sentry"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.pg9fG1ikcgJZRWlk
+tags:
+ - JournalEntryPage
+---
+
+# Lastwall Sentry
+While the nation of Lastwall is gone, leaving only the horror of the Gravelands behind, you refuse to give up and renounce your oaths. You've renewed your vows, swearing to combat the influence of the Whispering Tyrant wherever it might strike across Golarion.
+
+## [[Lastwall Sentry Dedication]] Feat 2
+
+**Prerequisites** member of the Knights of Lastwall, Shield Block
+
+**Access** You are from the Eye of Dread region.
+
+* * *
+
+You've sworn yourself as a sentry for the Knights of Lastwall, the first line of defense against incursions by the Whispering Tyrant throughout Golarion. You become trained in Athletics and in Undead Lore; if you were already trained, you become an expert instead. Finally, you gain the Reactive Shield fighter feat.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Lastwall sentry archetype.
+
+## [[Eye of Ozem]] Feat 4
+
+**Prerequisites** Lastwall Sentry Dedication, expert in Perception
+
+* * *
+
+You've learned how to spot danger at a distance, allowing you to serve as a sentry with ease. You gain a +2 circumstance bonus to initiative rolls when using Perception, and when you're Scouting, you grant your allies a +2 circumstance bonus instead of +1.
+
+## [[Necromantic Resistance]] Feat 4
+
+**Prerequisites** Lastwall Sentry Dedication
+
+* * *
+
+As part of your training, you've inured yourself against necromancy through repeated exposure. You gain a +1 circumstance bonus to saves against necromancy effects and gain resistance to void damage equal to half your level.
+
+## [[Rescuer's Press]] Feat 4
+
+**Prerequisites** Lastwall Sentry Dedication
+
+* * *
+
+Any shield you wield gains the shove trait. When you [[Shove]] using a shield and Stride as part of that action, you can move an additional 5 feet to either side of the creature you Shoved. In addition, if you are in the [[Everstand Stance]] and successfully Shove a creature using a shield that you wield two-handed, you can increase the distance of your Shove to 10 feet.
+
+## [[Grave Sense]] Feat 6
+
+**Prerequisites** Lastwall Sentry Dedication
+
+* * *
+
+Your time spent hunting the undead allows you to sense them. You sense undead as a vague sense similar to a human's sense of smell, an uncomfortable sensation akin to smelling something cloying and rotting. When in proximity to the undead, you eventually sense their presence, though you might not do so instantly, and you can't pinpoint their location. An undead using a disguise or otherwise trying to hide its presence must attempt a Deception check against your Perception DC to hide its presence from you. If the creature succeeds at its Deception check, it is then temporarily immune to your Grave Sense for 1 day.
+
+## [[Necromantic Tenacity]] Feat 8
+
+**Prerequisites** Necromantic Resistance
+
+* * *
+
+Your training against necromantic effects allows you to escape the worst of their touch. If you roll a success on a saving throw against a necromancy effect, you get a critical success instead; if you roll a critical failure on such a save, you get a failure instead.
+
+## [[Lastwall Warden]] Feat 10
+
+**Prerequisites** Lastwall Sentry Dedication
+
+* * *
+
+You use your shield to protect your allies, not just yourself, especially against the undead. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you, in addition to its usual trigger. If you do, the shield prevents that ally from taking damage instead of you, following the normal rules for a Shield Block.
+
+If an undead makes an attack against an ally within 10 feet, you can Step to become adjacent to your ally and then use Shield Block as part of the same reaction.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Lich.md b/content/mechanics/srd/Archetypes/Lich.md
new file mode 100755
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--- /dev/null
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+---
+title: "Lich"
+noteType: ":sticky-note:"
+aliases: "Lich"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.r43lPEEL7WHOZjHL
+tags:
+ - JournalEntryPage
+---
+
+# Lich
+The path to lichdom is long and winding, with many pitfalls that overcome all but the most accomplished and precise spellcasters. Despite the trials you underwent and decades spent sequestered away with magical tomes, you know with every fiber of your being that it's all been worth it. You devised a unique and incredibly evil ritual to tear your soul from your body, and you painstakingly crafted a receptacle to house your freed soul. Immortality now lies within your grasp.
+
+Becoming a lich requires much more than just magical knowledge. It demands fierce intelligence, bold ingenuity, incredible determination, unending patience, and a strict adherence to perfection, along with incredible skill as an artisan, for each lich must create their own soul cage. A mispronounced word or flaw in the construction of your soul cage would end not in immortality but ignominious death. You have all these skills in abundance and now, with your ascension, you've proven your superiority beyond a shadow of a doubt.
+
+As a lich, you understand better than any the power and potential of magic. Many liches strive to increase their magical skills and foil the magic of any who dare oppose them. Others delve so deeply into necromantic arts and foul rituals that their flesh can burn the living, causing biological processes to falter and filling those who behold them with uncontrollable fear.
+
+Regardless of what paths they pursue, nearly all liches are obsessed with their soul cage, spending untold hours and a veritable fortune to protect it, surrounding it with magical and mundane hazards, and guarding it with powerful, loyal defenders. Some liches prefer to secure their soul cage through obscurity rather than force, enshrouding it in magical abjurations or illusions to hide it from prying eyes. The most gifted crafters among liches tinker and improve their soul cage over time, rendering it nigh indestructible. This is a dangerous proposition, undertaken by only the most confident and arrogant magical engineers, as physically altering one's soul cage could have unintended consequences on its function. Many wizard liches instead learn to tap into the soul cage's magical energy from afar to fuel their own spellcasting.
+
+**Additional Feats**: 14th [[Magic Sense]]
+
+## [[Lich Dedication]] Feat 12
+
+**Prerequisites** living creature, ability to cast 6th-level or higher spells from spell slots, expert in Crafting, completed ritual to become a lich and crafted a soul cage
+
+* * *
+
+After years of study and careful planning, you finally completed a soul cage to house your soul and successfully performed a ritual to transform yourself into a lich. Now, neither death nor time can prevent you from pursuing your studies and achieving your grand ambitions. You gain the undead trait and the [[Basic Undead Benefits]]. Your undead craving is for knowledge. You gain a unique soul cage—a magic item that houses your soul. Whenever you would die, your soul flees to the soul cage to allow you to be rebuilt. As long as your soul cage exists, you can't truly be destroyed.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the lich archetype.
+
+## [[Drain Soul Cage]] Feat 14
+
+**Prerequisites** Lich Dedication, Drain Bonded Item, spellbook
+
+* * *
+
+You make your soul cage into your bonded item, allowing you to harness its abundant magical energy. Once per day, when you use Drain Bonded Item, you can choose any spell in your spellbook that you can cast, even if you haven't prepared or cast it that day. Your soul cage doesn't need to be on your person for you to use Drain Bonded Item. If your soul cage is broken or destroyed, you can't use Drain Soul Cage. Even if you can Drain Bonded Item more than once per day, for instance if you are a universalist wizard, you can still only choose a spell you haven't prepared and cast once per day.
+
+## [[Enshroud Soul Cage]] Feat 14
+
+**Prerequisites** Lich Dedication
+
+* * *
+
+You wreathe your soul cage in an ever-growing collection of obfuscating illusions and protective abjurations to hide it from your enemies. You disguise the soul cage as any non-magical object of the same Bulk, and it gains the effects of the magic aura and nondetection spells. The effects have unlimited durations, are heightened to half your level rounded up, and use your spell DC against any attempt to counteract them. The magic aura makes your soul cage appear non-magical. You can ignore the effects of any of these spells when dealing with your own soul cage. You are mentally alerted whenever your soul cage is damaged.
+
+## [[Hand of the Lich]] Feat 14
+
+**Prerequisites** Lich Dedication
+
+* * *
+
+Void energy intensifies your undead form and makes your very touch the antithesis of life. You gain the [[Advanced Undead Benefits]]. The damage die for your fist increases to 1d6 instead of 1d4, it deals void damage instead of bludgeoning damage, and it loses the nonlethal trait. Your fist becomes magical. When you critically hit a living creature with your fist Strike, the creature is slowed 1 until the end of your next turn unless it succeeds at a Fortitude save against your spell DC. This is a critical specialization effect.
+
+## [[Bolster Soul Cage]] Feat 16
+
+**Prerequisites** Lich Dedication, legendary in Crafting
+
+* * *
+
+Your constant efforts to augment and perfect your soul cage have bolstered its efficiency. Your soul cage has Hardness equal to your level and HP equal to four times your level. The time it takes your soul cage to rebuild your body is reduced to 1d6 days rather than 1d10 days. At 20th level, the time it takes your soul cage to rebuild your body is reduced to 2d12+12 hours.
+
+## [[Spell Gem]] Feat 16
+
+**Prerequisites** Lich Dedication, legendary in Crafting
+
+* * *
+
+Inspired by the degenerate demiliches your kind sometimes devolves into, you've embedded a gem into your brow, fusing it to your necrotic flesh. This gem has been specially calibrated to hold one of the following spells: _[[Repulsion]]_, _[[Scrying]]_, or _[[Truesight]]_. You must decide which spell your gem contains when you take this feat; changing the spell requires retraining the feat. Once per day, you can drain the gem's magical energy to Cast the Spell without spending a spell slot. At 18th level, you can heighten whichever spell you chose to 7th level. At 20th level, you can heighten whichever spell you chose to 8th level; regardless of which spell you chose, you can instead drain the gem's magical energy to cast an 8th-level spell turning without spending a spell slot.
+
+## [[Frightful Aura]] Feat 18
+
+**Prerequisites** Lich Dedication, master in Intimidation
+
+* * *
+
+You're surrounded by a palpable sense of menace and power that's terrifying to behold. The aura is a 15-foot emanation. An enemy that enters or ends its turn in the aura must attempt a Will save against the higher of your spell DC or class DC.
+
+* * *
+
+**Success** The creature is unaffected and temporarily immune to your Frightful Aura for 1 minute.
+
+**Failure** The creature is frightened 1.
+
+**Critical Failure** The creature is frightened 2.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Linguist.md b/content/mechanics/srd/Archetypes/Linguist.md
new file mode 100755
index 000000000..156d87acb
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+---
+title: "Linguist"
+noteType: ":sticky-note:"
+aliases: "Linguist"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.mtc5frNxUHORGscz
+tags:
+ - JournalEntryPage
+---
+
+# Linguist
+Whether you study to further your own ambitions or simply out of fascination with the intricacies of language, your way with words is unparalleled.
+
+## [[Linguist Dedication]] Feat 2
+
+**Prerequisites** You speak at least three languages.
+
+* * *
+
+You have studied languages and their development. You become trained in Society; if you were already trained in Society, you instead become an expert in Society. You gain the Multilingual skill feat twice.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Linguist archetype.
+
+## [[Multilingual Cipher]] Feat 4
+
+**Prerequisites** Linguist Dedication, expert in Society
+
+* * *
+
+You use multiple languages to create and break codes. You gain a +1 circumstance bonus to Decipher Writing. If another creature attempts to Decipher Writing you encoded, they take a -2 circumstance penalty unless they speak all the languages you used when you created the writing.
+
+## [[Phonetic Training]] Feat 4
+
+**Prerequisites** Linguist Dedication, expert in Society
+
+* * *
+
+You can pronounce and repeat words with near-perfect accuracy even if you don't understand their meaning, and you can write them down in a phonetic script that allows you or another creature with Phonetic Training to read it later. Even if the words are in a language with sound you can't pronounce, you can faithfully transcribe them. Memorizing long sequences of words remains just as difficult as it is normally.
+
+## [[Spot Translate]] Feat 4
+
+**Prerequisites** Linguist Dedication
+
+**Trigger** Another creature within 60 feet uses a linguistic effect in a language you understand.
+
+* * *
+
+You interpret a creature's words, repeating their message in a different language that you know. If the triggering effect's targets speak either the original language or the one you translated into, they are affected.
+
+## [[Analyze Idiolect]] Feat 6
+
+**Prerequisites** Linguist Dedication, expert in Deception and Society
+
+* * *
+
+You break down a specific individual's idiolect, memorizing their speech mannerisms and habits. If you interact with someone for at least 10 minutes, when you later attempt to Impersonate that individual, you gain a +4 circumstance bonus to your Deception checks and DCs. Due to the intense character study required, you can't remember more than one idiolect at a time.
+
+## [[Read Shibboleths]] Feat 7
+
+**Prerequisites** Linguist Dedication, master in Society
+
+* * *
+
+All communication is filled with slight tells and signals. If you interact with someone for at least 10 minutes, their regional words, pronunciation changes, and nonverbal cues provide you with a minor fact about their social environment, such as their hometown or certain groups they might belong to. If a target of this ability is being deceptive about their social environment, such as a commoner pretending to be a noble, they must attempt a Deception, Society, or appropriate Lore check against your Society DC, providing you a false minor fact consistent with their assumed identity on a success.
+
+Once you've gleaned one or more true minor facts about a person, you can then incorporate these mannerisms into your speech to present yourself in a way that they find familiar. This grants you a +1 circumstance bonus to your Diplomacy and Deception checks with them.
+
+## [[Crude Communication]] Feat 8
+
+**Prerequisites** Linguist Dedication
+
+* * *
+
+Even if you don't speak a creature's language, you can rely on inflection, root words, and body language to infer rudimentary meaning. If you interact with a creature for at least 10 minutes and that creature can speak a language, the GM rolls a secret Society check with a DC appropriate for the language's rarity. On a success, you understand the gist of the meaning and can communicate basic concepts back to the creature; on a failure, you are mistaken or communicate incorrect concepts. If you're legendary in Society, you can communicate instantly without needing to attempt a Society check; even if you didn't know the medium of communication the creature uses (speech, sign language, and so on), you intuit this information as soon as they try to communicate.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Lion Blade.md b/content/mechanics/srd/Archetypes/Lion Blade.md
new file mode 100755
index 000000000..3e1cfa7c5
--- /dev/null
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+---
+title: "Lion Blade"
+noteType: ":sticky-note:"
+aliases: "Lion Blade"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.COTDddn4psjIoWry
+tags:
+ - JournalEntryPage
+---
+
+# Lion Blade
+You've trained as a spy in service of Taldor, learning secrets of disguise, manipulating crowds, and deceiving various sorts of magic users with ease. You likely dropped out of the Kitharodian Academy, Taldor's premier bardic college, in order to train at one of the Lion Blade's elite Shadow Schools.
+
+## [[Lion Blade Dedication]] Feat 2
+
+**Prerequisites** member of the Lion Blades, trained in Performance
+
+**Access** You are from Taldor.
+
+* * *
+
+Your lion blade spy training helps you conceal yourself and your identity. You become trained in your choice of Deception or Stealth and in Espionage Lore; if you were already trained, you become an expert instead. You never take circumstance penalties for attempting to take a disguise of a different ancestry, age, and so on, as long as the disguised form is appropriate for your size.
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the Lion Blade archetype.
+
+## [[Lost in the Crowd]] Feat 4
+
+**Prerequisites** Lion Blade Dedication
+
+* * *
+
+You've learned how to move as one with crowds and hide among them, vanishing into a busy street in the blink of an eye. You move at full Speed in crowds and can use cover from crowds to Hide and Sneak, gaining a +2 circumstance bonus on your Stealth checks when in a crowd of at least 10 creatures and a +4 circumstance bonus on your Stealth checks when in a crowd of at least 100 creatures.
+
+## [[Crowd Mastery]] Feat 6
+
+**Prerequisites** Lost in the Crowd
+
+* * *
+
+You use the crowd to your advantage, diverting your foes' attention to potential hidden dangers in the crowd. When determining if your foe is flanked, treat all squares occupied by a crowd as if they were occupied by an ally with a melee reach of 5 feet.
+
+## [[Expeditious Advance]] Feat 6
+
+**Prerequisites** Lion Blade Dedication
+
+**Requirements** You are unarmored or wearing light armor.
+
+* * *
+
+You advance and retreat quickly. You gain a +10-foot status bonus to your speed.
+
+## [[Spy's Countermeasures]] Feat 10
+
+**Prerequisites** Lion Blade Dedication
+
+* * *
+
+You've learned how to analyze and fake your responses to the most common magic used against spies. Whenever you succeed at your save against a divination or mental effect, you can Identify Magic to identify the spell as a free action triggered when you succeed, even if you didn't notice the spell being cast. If you successfully identify a divination effect targeting you and the spell would normally fail or have no effect, you can create a substitute result, causing the spell's caster to think the spell succeeded, with a result of your choice. If you successfully identify a mental effect targeting you and the spell would normally fail or have no effect, you can make it appear as if you were affected and attempt to play along with the spell; if the spell normally establishes a mental link, it functions normally but you can disregard any commands you receive through the link.
+
+## [[Flicker]] Feat 12
+
+**Prerequisites** Lion Blade Dedication
+
+* * *
+
+You use your movements and disguises to make yourself a flickering blur. You gain concealment until your next turn. As usual for concealment involving an obvious visual manifestation, you can't use this concealment to Hide.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Living Monolith.md b/content/mechanics/srd/Archetypes/Living Monolith.md
new file mode 100755
index 000000000..5831f0ab8
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+---
+title: "Living Monolith"
+noteType: ":sticky-note:"
+aliases: "Living Monolith"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.PpoPRKuwanrnhd0Y
+tags:
+ - JournalEntryPage
+---
+
+# Living Monolith
+You have delved into ancient sphinx magic to imbue your body and soul with the patience and strength of stone, as you work to create a special magical ka stone to finalize your oaths.
+
+## [[Living Monolith Dedication]] Feat 2
+
+**Prerequisites** Ancient Osiriani and Sphinx languages, trained in Crafting
+
+**Access** You are from the Golden Road region.
+
+* * *
+
+You've begun to inscribe a magical stone called a ka stone that you will some day tie to your soul. You gain knowledge of Ancient Osirion and a connection to your nascent ka stone. If you fail a recovery check while dying, your dying condition does not increase; if you critically fail, your dying condition increases by only 1. You become trained in Ancient Osirion Lore, or expert if you were already trained.
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the living monolith archetype.
+
+## [[Ka Stone Ritual]] Feat 4
+
+**Prerequisites** Living Monolith Dedication, a sphinx or living monolith with this feat performs a ritual with you
+
+* * *
+
+You inscribe your true name on your ka stone, as well as oaths to gods and pharaohs, and embed it in your forehead in a special ritual with a sphinx or with a living monolith who already has this feat. The ka stone is an invested magic item that you automatically invest each day. It can't be removed without your permission, nor can it be dispelled, and you can never lose investiture in the ka stone. Its Bulk is negligible.
+
+The ka stone grants you a +1 item bonus to saves against death effects and void effects, which increases to +2 at 8th level, +3 at 14th level, and +4 at 20th level.
+
+**Activate** D (envision), or a different activation if otherwise specified
+
+**Frequency** a number of times each day equal to the number of class feats you have from the Living Monolith archetype
+
+* * *
+
+**Effect** You cast enlarge on yourself or use one of the other activated abilities granted by a later Living Monolith feat.
+
+## [[Stone Blood]] Feat 6
+
+**Prerequisites** Ka Stone Ritual
+
+* * *
+
+You can selectively stop your bleeding with ease. Reduce the DC of flat checks to stop [[Persistent Damage|Persistent Bleed Damage]] you have from 15 to 10, and you can use a single action that has the concentrate trait to gain an early flat check without physically binding the wounds. You recover naturally from the drained condition twice as quickly as normal.
+
+## [[Fortified Flesh]] Feat 8
+
+**Prerequisites** Ka Stone Ritual
+
+* * *
+
+Your flesh takes on the hardness of stone. You gain resistance to physical damage (except adamantine) equal to your number of class feats from the Living Monolith archetype.
+
+## [[Attunement to Stone]] Feat 10
+
+**Prerequisites** Ka Stone Ritual
+
+* * *
+
+You become attuned to the stone around you. When in contact with a stone surface, you gain tremorsense (imprecise) 5 feet along that surface, and you can activate your ka stone to cast _one with stone_.
+
+## [[Judgement of the Monolith]] Feat 12
+
+**Prerequisites** Ka Stone Ritual
+
+* * *
+
+You can use the oaths bound in your ka stone to compel the truth from the living and the dead. You can activate your ka stone to target a single living creature, causing that creature to experience the effects of being in a zone of truth. You can also activate it with a 10-minute activation (envision) to cast talking corpse.
+
+## [[Stone Communion]] Feat 14
+
+**Prerequisites** Ka Stone Ritual
+
+* * *
+
+You gain a unique communion with the earth and stones. You learn the Terran language and you can Activate your ka stone with a 10-minute activation (envision) to cast stone tell.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Living Vessel.md b/content/mechanics/srd/Archetypes/Living Vessel.md
new file mode 100755
index 000000000..25fe52844
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+++ b/content/mechanics/srd/Archetypes/Living Vessel.md
@@ -0,0 +1,101 @@
+---
+title: "Living Vessel"
+noteType: ":sticky-note:"
+aliases: "Living Vessel"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.LgkfmZnFP3TWtkuy
+tags:
+ - JournalEntryPage
+---
+
+# Living Vessel
+With the dawning of a new era comes the need for a new seat of power, and what better way to show your coming master your devotion than by sacrificing your entire being for their use? You presented yourself before their altar and they answered your call, flooding your body with their power and granting you the gift of their original form. Or maybe you were abducted in the dark, on a night that the moon refused to shine, when you were taken to a profane location where a mysterious cult bound you to their master against your will. Now you have powers you didn't before and you have new features that scare (and maybe, in a small dark part of your heart, thrill) you.
+
+You might have even become a living vessel through a strange bargain. For instance, perhaps at the brink of death, you received an offer from an entity to spare your life in exchange for inhabiting you. Or you might have offered yourself to the entity in exchange for saving a loved one, for riches, or to fulfill a lifelong dream.
+
+Beings of any alignment can inhabit a living vessel. Evil-aligned beings, especially demons, are most likely to be interested in such an arrangement, especially if it involves forcefully taking over and changing the body and mind of a sapient being. Part of being a living vessel is learning more about your entity and finding what assuages them best and what their ultimate plans might be for your body and the world. Few vessels can fully dictate the terms of the arrangement, but the fact that you give the entity a corporeal form does give you some amount of leverage. Use it wisely.
+
+**Additional Feats** Your GM might determine that you can take a pact feat from the pactbinder archetype as an additional feat, as long as the pact is made to the entity within you. For instance, if you're hosting a fey, you could make a pact involving fey. These pact feats are at the same level as for a pactbinder.
+
+## [[Living Vessel Dedication]] Feat 2
+
+Whether willingly or not, you've become a vessel for a being of unimaginable power. You and your GM should work together to determine the being's nature and decide how much you know and how much remains a mystery to you for now. Some decisions might influence your options later. You might need to decide whether the entity is a demon, for instance, to know if you qualify for later feats.
+
+You need to spend at least an hour each day assuaging the entity within you or you take a -1 penalty to Will saves for 24 hours. The process of assuaging the entity is determined together between you and the GM. It might be as simple as meditating with the entity to learn more about them, but it might be as extreme as committing gruesome, unspeakable sacrifices to keep their unknowable blessings. After a full week of failing to assuage your entity, you become [[Doomed|Doomed 1]], and you can't remove or ameliorate the condition until you allow your entity to take full possession of your body for 24 hours, during which time it pursues its own agenda.
+
+You also gain the [[Entity's Resurgence]] reaction, allowing you to unleash your entity in lieu of falling [[Unconscious]], though at the risk of letting it enact its will.
+
+* * *
+
+**Special** You can't select another dedication feat until you've gained two other feats from the living vessel archetype.
+
+## [[Entity's Strike]] Feat 4
+
+**Prerequisites** Living Vessel Dedication
+
+* * *
+
+The more you try to force your body to stay yours, the more it warps to channel the energy flowing through you. Whether you grow horns to match the wild hunt fey within you, develop a claw like that of the treachery demon sharing your soul, or feel a tentacle rip out of you from the outer being that imprinted itself on your psyche, the entity within you refuses to be contained. You gain an unarmed attack of your choice with its type determined by your entity. It deals 1d6 damage of a damage type appropriate for the unarmed attack (such as bludgeoning for the tentacle). This unarmed attack is in the brawling weapon group and has the agile, finesse, and magical traits.
+
+## [[Tap Vitality]] Feat 6
+
+**Prerequisites** Living Vessel Dedication
+
+**Frequency** once per hour
+
+* * *
+
+You tap into the entity's life force to heal your wounds, though at the cost of the entity's personality bleeding into your own. You recover a number of Hit Points equal to four times your level. Each time you use Tap Vitality, you begin to bleed more and more of the entity's personality and instincts into your own until the next time you spend an hour or more assuaging the entity, bringing your mind back under your own control.
+
+* * *
+
+**Special** This action has the tradition trait appropriate to your entity, typically divine for a demon, occult for an aberration or outer entity, or primal for a fey.
+
+## [[Exude Abyssal Corruption]] Feat 8
+
+**Prerequisites** Living Vessel Dedication; your entity is a demon
+
+* * *
+
+Most of the changes from the demon within you have harmed you so far, but you've found a way to expel some of the corruption within you to poison others. Until the beginning of your next turn, you and your weapons are covered in toxic sludge or another similar manifestation of the demonic corruption; your melee Strikes deal an additional `dice: 1d6` poison damage, and each time a creature hits you with a melee unarmed attack or otherwise touches you, it takes `dice: 1d6` poison damage.
+
+At 14th level, the poison damage increases to 2d6, and at 20th level, the poison damage increases to 3d6
+
+## [[Fey's Trickery]] Feat 8
+
+**Prerequisites** Living Vessel Dedication; your entity is a fey
+
+**Frequency** once per hour
+
+* * *
+
+You connect with the fey trickster within yourself to create whimsical illusory duplicates that distract your foes. This has the effects of _[[Mirror Image]]_.
+
+## [[Warped Constriction]] Feat 8
+
+**Prerequisites** Living Vessel Dedication; your entity is an aberration or outer entity
+
+**Requirements** You have a foe [[Grabbed]] or [[Restrained]].
+
+* * *
+
+The entity inhabiting your body is an aberrant being with unfathomable motivations, and when you hold a foe close, tendrils and tentacles unfurl from your body to crush your foe and pollute it with alien wrongness. Your grabbed or restrained foe takes bludgeoning damage equal to your level and mental damage equal to your highest mental ability modifier. The creature attempts a DC 0 Basic Will save that applies to both types of damage and uses the higher of your class DC or spell DC.
+
+## [[Vessel's Form]] Feat 16
+
+**Prerequisites** Living Vessel Dedication
+
+**Frequency** once per day
+
+* * *
+
+You symbiotically combine your form with that of the entity within you, taking a powerful hybrid form to temporarily boost your abilities in combat while maintaining control. For 1 minute, you gain the following effects.
+
+* If you were Medium or smaller, you become Large, and your reach increases to 10 feet.
+* You gain a +2 status bonus to attack and damage rolls and a +1 status bonus on saving throws against spells. If you use Entity's Resurgence, the status bonuses to attack and damage rolls increase to +3 during the time that the two effects overlap.
+* If you have the Entity's Strike feat, the unarmed attack you gained from that feat increases its damage die from 1d6 to 1d8.
+* You gain 40 temporary Hit Points.
+* You gain a fly Speed equal to your Speed.
+
+* * *
+
+**Special** This action has the tradition trait appropriate to your entity, typically divine for a demon, occult for an aberration or outer entity, or primal for a fey.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Loremaster.md b/content/mechanics/srd/Archetypes/Loremaster.md
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+---
+title: "Loremaster"
+noteType: ":sticky-note:"
+aliases: "Loremaster"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.ackdHdIAmSb0AiVL
+tags:
+ - JournalEntryPage
+---
+
+# Loremaster
+Knowledge is power, and you labor in pursuit of that power. No matter the situation, you can usually procure some tidbit of knowledge to inform your actions. You specialize in secrets, both uncovering them and hiding them away, and your command of the written word borders on the supernatural. As you discover deeper secrets of lore, you might develop a power over knowledge that becomes outright magical, allowing you to understand and disguise information even more effectively.
+
+**Additional Feats** 4th [[Loremaster's Etude]]; 8th [[Assured Knowledge]]; 14th [[Enigma's Knowledge]]; 16th [[True Hypercognition]]
+
+## [[Loremaster Dedication]] Feat 2
+
+**Prerequisites** trained in at least one skill to Decipher Writing
+
+* * *
+
+You've compiled a vast repository of information that touches on nearly every subject. You are trained in Loremaster Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in a skill used to Decipher Writing, you gain expert proficiency in Loremaster Lore, but you can't increase your proficiency rank in Loremaster Lore by any other means. You can take feats in the loremaster's additional feats entry even if you don't meet the enigma muse prerequisite.
+
+If you have the Bardic Lore class feat, you gain a +1 circumstance bonus to skill checks with Bardic Lore.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Loremaster archetype.
+
+## [[Magical Edification]] Feat 4
+
+**Prerequisites** Loremaster Dedication
+
+* * *
+
+You've learned those tidbits of magic that are most conducive to furthering your acquisition and transmission of knowledge. You gain guidance, message, and sigil as innate occult cantrips.
+
+## [[Orthographic Mastery]] Feat 4
+
+**Prerequisites** Loremaster Dedication
+
+* * *
+
+You understand the principles that underlie all written words, allowing you to read nearly any text. You can attempt to Decipher Writing using Loremaster Lore in place of the required skill.
+
+## [[Quick Study]] Feat 4
+
+**Prerequisites** Loremaster Dedication
+
+* * *
+
+During your daily preparations, you can study a particular subject to gain the trained proficiency rank in one Lore skill of your choice. You must have interacted with that subject in some way on the previous day, whether by reading about it, talking to someone knowledgeable on the topic, or experiencing it yourself. Alternatively, you can reference your notes to instead choose a Lore skill you've prepared before with Quick Study. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat.
+
+## [[Greater Magical Edification]] Feat 10
+
+**Prerequisites** Magical Edification
+
+* * *
+
+You've continued to expand your compendium of tools to compile knowledge. You can cast comprehend language, mindlink, and secret page as innate occult spells, each once per day. When you cast secret page, it is automatically heightened to the same spell level as your cantrips from Magical Edification.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Magaambyan Attendant.md b/content/mechanics/srd/Archetypes/Magaambyan Attendant.md
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+---
+title: "Magaambyan Attendant"
+noteType: ":sticky-note:"
+aliases: "Magaambyan Attendant"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.eLc6TSgWykjtSeuF
+tags:
+ - JournalEntryPage
+---
+
+# Magaambyan Attendant
+Magaambyans attendants have become full members of the Magaambya and begun to learn the secrets of the university. Not all Magaambyan attendants necessarily have this archetype, and this archetype doesn't represent the abilities of all attendants; rather, the archetype represents many of those who have affiliated with a branch and are pursuing conversant rank.
+
+## Halcyon Spells
+
+Through hard study, Magaambyans can meld arcane and primal spellcasting. Halcyon spells are spells from the arcane or primal spell list. You don't gain new halcyon spells via the normal means you typically use to gain spells; instead, you gain new halcyon spells and new spell levels of halcyon spells only through feats. Halcyon spells are prepared or cast just like other spells granted by your class; for example, a wizard who gained halcyon spells would add them to their spell list and their spellbook, while a sorcerer would add them to their spell list and their spell repertoire. If you have more than one arcane or primal spellcasting class, you add halcyon spells to all such classes.
+
+Each time you cast a halcyon spell, decide whether it is an arcane or primal spell. You can't heighten a halcyon spell beyond your maximum spell level of halcyon spell, even if you have higher-level spell slots, and you can't select a halcyon spell as a signature spell.
+
+Each time you gain a level and learn new spells, and each time you gain a halcyon feat, you can swap out one of your old halcyon spells for a different halcyon spell of the same level; this is in addition to any swapping from your class, such as via a sorcerer's spell repertoire class feature. You can also swap out halcyon spells by retraining during downtime. If you have a spellbook, when you swap out a halcyon spell, you lose the spell from your spellbook entirely.
+
+## [[Magaambyan Attendant Dedication]] Feat 2
+
+**Prerequisites** trained in Arcana or Nature, member of the Magaambya of attendant rank
+
+* * *
+
+You devote much of your study to halcyon magic. You gain the ability to cast a single arcane or primal cantrip of your choice, (as is normal for cantrips, it is heightened to a spell level equal to half your level, rounded up). If you weren't already, you become trained in that tradition's spell DCs and spell attack rolls, with Intelligence as your spellcasting ability if you choose arcane or Wisdom as your spellcasting ability if you choose primal.
+
+Regardless of whether you choose an arcane or primal cantrip, you also either become trained in Arcana or Nature, or an expert in one of those skills in which you were already trained.
+
+When you gain this feat, choose to affiliate with the Cascade Bearers, Emerald Boughs, Rain-Scribes, Tempest-Sun Mages, or Uzunjati. This grants you additional feats available to only that branch.
+
+**Special** You cannot select another dedication feat other than [[Halcyon Speaker Dedication]] until you have gained two other feats from the [[Magaambyan Attendant]] or [[Halcyon Speaker]] archetype.
+
+## [[Mask Familiar]] Feat 4
+
+**Prerequisites** Magaambyan Attendant Dedication
+
+* * *
+
+Your mask takes on a personality of its own, allowing it to serve as your familiar. Though you can still wear it as a mask, you can detach it from your face to grant it a bodily form of colored light that allows it to move around; usually, this is a miniature form of the animal the mask represents. Detaching or reattaching the familiar to transform it is a two-action activity. Even in mask form, the familiar can move around on its master's face and speaks in a distinct voice (if it can talk). It is easily recognized as more than a simple mask unless the familiar succeeds at a Deception check to Impersonate a mask. Other than its appearance and the fact that it can be worn, it functions as other familiars. Your mask familiar has access to the mask freeze familiar ability
+
+**Mask Freeze** When in mask form, your familiar can hide its obvious supernatural qualities to pass as a simple, unassuming mask. It doesn't need to Impersonate to fool a passing glance, and it gains a +4 circumstance bonus to its Deception DC against an active observer Seeking or otherwise studying it.
+
+## [[Adaptive Mask Familiar]] Feat 6
+
+**Prerequisites** Mask Familiar
+
+* * *
+
+Your mask familiar adapts quickly to material form, allowing it to gain more familiar and master abilities. You select four master and familiar abilities each day instead of two.
+
+## [[Cascade Bearer's Flexibility]] Feat 6
+
+**Frequency** once per day
+
+**Prerequisites** Magaambyan Attendant Dedication, Cascade Bearers affiliation
+
+**Requirements** You haven't yet acted on your turn.
+
+* * *
+
+You call upon your Cascade Bearer training to help you adjust a spell for the current situation. Until the end of your turn, you gain a single metamagic feat from the druid class or the wizard class that has a level requirement of no more than half your level.
+
+## [[Emerald Boughs Accustomation]] Feat 6
+
+**Prerequisites** Magaambyan Attendant Dedication, Emerald Boughs affiliation, expert in Society
+
+* * *
+
+You are comfortable and socially capable in almost any cultural context. When you use the Society skill to Subsist, if you roll a critical failure, you get a failure instead; if you roll a success, you get a critical success instead; and if you roll a critical success, you can provide for another additional creature. Furthermore, when you attempt a Society check to Recall Knowledge about cultural practices and roll a critical failure, you get a failure instead.
+
+## [[Rain-Scribe Sustenance]] Feat 6
+
+**Prerequisites** Magaambyan Attendant Dedication, Rain-Scribes affiliation
+
+* * *
+
+You use the power of your Rain-Scribe magic to draw on a stream of primal power for sustenance. You don't need to eat or drink and need only 6 hours of rest to feel well rested. You must still rest at least 8 hours and spend 1 hour of preparation to regain resources usable only a limited number of times per day, such as spell slots.
+
+You can draw on primal power to stay awake and alert while otherwise resting your body and mind, gaining the full benefits of an 8-hour rest without falling asleep. When you do, you lose the other benefits of Rain- Scribe Sustenance for 1 week while your primal energies recharge.
+
+## [[Tempest-Sun Redirection]] Feat 6
+
+**Prerequisites** Magaambyan Attendant Dedication, Tempest-Sun Mages affiliation
+
+* * *
+
+If the next action you use is to Cast a Spell from your spell slots that damages other creatures, you can bend some of that spell's offensive energy, protecting allies in the area and boosting your own defenses against certain foes. Select any number of targets of the spell and reduce the spell's damage to those targets by an amount equal to the spell's level. Until your next turn, when one of those targets damages you, that damage is reduced by twice the spell's level.
+
+## [[Uzunjati Storytelling]] Feat 6
+
+**Prerequisites** Magaambyan Attendant Dedication, Uzunjati affiliation, master in a Recall Knowledge skill
+
+* * *
+
+You tell a quick story or begin telling a longer tale. This is most useful when you want to prove your scholarly credibility or impress someone quickly. Roll a check with a skill that can be used to Recall Knowledge in which you have expert proficiency, using the result entry for the Perform action. Like Performing, Storytelling rarely has an effect on its own, but it might influence the DCs of subsequent Diplomacy checks against the observers-or even change their attitudes-if the GM sees fit. This action is not a Performance and cannot be used in place of anything that requires you to Perform.
+
+## [[Cascade Bearer's Spellcasting]] Feat 10
+
+**Prerequisites** Magaambyan Attendant Dedication, Cascade Bearers affiliation
+
+* * *
+
+Your Cascade Bearer training allows you to broaden the horizons of your halcyon spells further than most Magaambyans, weaving in spiritual magic. You can select halcyon spells from the divine or occult spell lists in additional to the arcane or primal spell lists, though they are still halcyon spells (so you choose when casting if they are arcane or primal spells). You gain a halcyon cantrip and a halcyon 1st-level spell.
+
+## [[Emerald Boughs Hideaway]] Feat 10
+
+**Prerequisites** Magaambyan Attendant Dedication, Emerald Boughs affiliation
+
+* * *
+
+You use Emerald Bough techniques to create a small extradimensional space called a hideaway that lasts as long as you are conscious. The hideaway functions as a [[Spacious Pouch (Type I)|Bag of Holding (Type I)]], but has no Bulk and takes no hands; it holds one object with a maximum Bulk equal to your highest mental ability score modifier; as you open the hideaway with pure thought, activating it to retrieve an item is a free action with the envision component instead of a single action with the Interact component. The hideaway's access point appears as an obviously magical gap within 1 foot of your body. Only you can access the hideaway; you can you use an Interact action each round to physically hold it open for another person. A successful dispel magic spell or similar effect against your spell DC and the hideaway's counteract level of 2 expels the object; the object is also expelled if you become unconscious. After a successful dispel magic spell or when you become conscious again, the hideaway immediately reforms with no additional action from you. You can also dismiss the hideaway (if it is empty) or re-form it using a single action with the envision component.
+
+## [[Rain-Scribe Mobility]] Feat 10
+
+**Prerequisites** Magaambyan Attendant Dedication, Rain- Scribes affiliation
+
+* * *
+
+You surround yourself in a mantle of Rain-Scribe magic and Stride twice; difficult terrain does not reduce your Speed, even if the difficult terrain has been manipulated by magic. Your magic clears the difficult terrain in each square you entered; until your next turn, those squares aren't difficult terrain for any creature walking through them (or are normal difficult terrain if they were previously greater difficult terrain).
+
+## [[Tempest-Sun Shielding]] Feat 10
+
+**Prerequisites** Tempest-Sun Redirection
+
+**Trigger** You or an ally within 30 feet takes damage.
+
+* * *
+
+You transform unrealized spell energy into a protective shield. If you're a spontaneous spellcaster, expend a spell slot; if you're a prepared spellcaster, expend a spell prepared in a spell slot. Reduce the triggering damage by an amount equal to four times the level of the expended slot or spell.
+
+## [[Uzunjati Recollection]] Feat 10
+
+**Prerequisites** Uzunjati Storytelling, master in a Recall Knowledge skill
+
+* * *
+
+You tell a story spontaneously from nearly forgotten facts, delving into your memory and entertaining your audience in the process. Recall Knowledge with a skill in which you have master proficiency, then use Uzunjati Storytelling with the same skill. You gain a +1 circumstance bonus to your skill check for Uzunjati Storytelling from the added details.
+
+## [[Janatimo's Lessons]] Feat 12
+
+**Prerequisites** Uzunjati Recollection
+
+* * *
+
+Thanks to Janatimo's secret techniques, you can weave your knowledge and words into powerful tools to assist your allies in life-threatening situations. When you use Uzunjati Recollection to tell a story and [[Recall Knowledge]] about a creature during a combat encounter, if you succeed at both checks, your story carries deeper meaning. This grants your allies a +1 circumstance bonus to their next attack roll and saving throw against the creature during that encounter, as well as to their AC against that creature's next attack roll during that encounter. If you critically succeed at both checks, the bonuses also apply to all attack rolls, saves, and AC against that creature for 2 rounds.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Magic Warrior.md b/content/mechanics/srd/Archetypes/Magic Warrior.md
new file mode 100755
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+---
+title: "Magic Warrior"
+noteType: ":sticky-note:"
+aliases: "Magic Warrior"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.zxY04QNfB90gjLoh
+tags:
+ - JournalEntryPage
+---
+
+# Magic Warrior
+You mix magic and martial prowess, following in the tradition of the Ten Magic Warriors of Old-Mage Jatembe.
+
+## [[Magic Warrior Dedication]] Feat 2
+
+**Prerequisites** ability to cast focus spells
+
+**Access** You are from the Mwangi Expanse.
+
+* * *
+
+You have taken up a nameless mask and sworn the oath of the magic warriors. You become trained in your choice of Arcana or Nature and in Magic Warrior Lore; if you were already trained in the skill, you become an expert instead.
+
+You hide your identity behind a mask representing an animal of your choice, corresponding to one of the general animal types in the animal form spell. You gain a +1 circumstance bonus to saves against divination effects, though sometimes refusing to remove your mask can cause issues in areas that don't respect or understand the magic warrior tradition.
+
+Once you take this feat, if another creature ever learns your true face or name, you lose your abilities from this archetype. Close allies who knew of your decision to take the mask before your dedication don't break this taboo unless they tell someone else. To regain your abilities, you must discard your mask and obtain a new one of a different animal, then retrain Magic Warrior Dedication into a new Magic Warrior Dedication with your new mask. Your focus spells from the magic warrior archetype are the same tradition as your other spells (choose one if you have spells from multiple traditions).
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the magic warrior archetype.
+
+## [[Magic Warrior Aspect]] Feat 4
+
+**Prerequisites** Magic Warrior Dedication
+
+* * *
+
+You can alter your form to gain an aspect of the animal your mask represents. You gain the magic warrior aspect focus spell.
+
+## [[Magic Warrior Transformation]] Feat 4
+
+**Prerequisites** Magic Warrior Dedication
+
+* * *
+
+You can transform fully into the animal your mask represents. You gain the _[[Magic Warrior Transformation]]_ focus spell.
+
+## [[Nameless Anonymity]] Feat 6
+
+**Prerequisites** Magic Warrior Dedication
+
+* * *
+
+Your mask protects you further from divination. Once per day, you can cast _[[Veil of Privacy]]_ on yourself, heightened to the highest level of spell you can cast; the spell ends immediately if your mask is removed for even a moment.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Magus.md b/content/mechanics/srd/Archetypes/Magus.md
new file mode 100755
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@@ -0,0 +1,83 @@
+---
+title: "Magus"
+noteType: ":sticky-note:"
+aliases: "Magus"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.r79jab1XgOdcgvKJ
+tags:
+ - JournalEntryPage
+---
+
+# Magus
+You've mixed physical combat with spellcasting.
+
+## [[Magus Dedication]] Feat 2
+
+**Prerequisites** Strength or Dexterity 14; Intelligence 14
+
+* * *
+
+You cast spells like a magus, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. Each time you gain a spell slot of a new level from the magus archetype, add a spell of that level or lower to your spellbook. You're trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for magus archetype spells is Intelligence, and they are arcane magus spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. You become trained in simple weapons.
+
+* * *
+
+**Special** You can't select another dedication feat until you have gained two other feats from the magus archetype.
+
+## [[Basic Martial Magic]] Feat 4
+
+**Prerequisites** Magus Dedication
+
+* * *
+
+You gain a 1st- or 2nd-level magus feat of your choice.
+
+## [[Hybrid Study Spell]] Feat 4
+
+**Prerequisites** Magus Dedication
+
+* * *
+
+Gain the conflux spell from a hybrid study of your choice. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by studying your spellbook and performing a physical regimen. You don't gain any of the hybrid study's other benefits.
+
+## [[Spellstriker]] Feat 4
+
+**Prerequisites** Magus Dedication
+
+* * *
+
+You gain the magus's [[Spellstrike]] activity. You can recharge it only as an activity that takes 1 minute. This restriction applies even if you gain another ability that recharges Spellstrike.
+
+## [[Advanced Martial Magic]] Feat 6
+
+**Prerequisites** Basic Martial Magic
+
+* * *
+
+You gain one magus feat. For the purpose of meeting its prerequisites, your magus level is equal to half your character level.
+
+* * *
+
+**Special** You can select this feat more than once. Each time you select it, you gain another magus feat.
+
+## [[Basic Magus Spellcasting]] Feat 6
+
+**Prerequisites** Magus Dedication
+
+* * *
+
+You gain the basic bounded spellcasting benefits.
+
+## [[Expert Magus Spellcasting]] Feat 12
+
+**Prerequisites** Basic Magus Spellcasting; master in Arcana
+
+* * *
+
+You gain the expert bounded spellcasting benefits.
+
+## [[Master Magus Spellcasting]] Feat 18
+
+**Prerequisites** Expert Magus Spellcasting; legendary in Arcana
+
+* * *
+
+You gain the master bounded spellcasting benefits.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Mammoth Lord.md b/content/mechanics/srd/Archetypes/Mammoth Lord.md
new file mode 100755
index 000000000..d334fc4c9
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@@ -0,0 +1,131 @@
+---
+title: "Mammoth Lord"
+noteType: ":sticky-note:"
+aliases: "Mammoth Lord"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.iH3Vrt35DyUbhxZj
+tags:
+ - JournalEntryPage
+---
+
+# Mammoth Lord
+The Kellid people of the far north are collectively known as the Mammoth Lords, but this name is something of a generalization. True Mammoth Lords are rare champions, heroes among their people who have tamed a mammoth, cave bear, triceratops, or other megafauna. They often ride these enormous creatures into battle. Astride their mighty steeds, Mammoth Lords lead their followings along migratory routes they've used for generations, and they defend their people from frost giants, white dragons, and many other perils of the far north.
+
+You're one of these legendary heroes, a true Mammoth Lord. You've captured or befriended one of the megafauna of the far north and tamed it. This heroic deed is best done as part of an adventure, but if that isn't possible, work with your GM to determine the details of how you managed to make one of these tremendous creatures your companion. You now ride this fantastic beast into battle, fighting from atop its back.
+
+**Additional Feats** 4th [[Animal Empathy (Ranger)]], [[Quick Mount]]; 6th [[Companion's Cry]]; 12th [[Trampling Charge]]; 20th [[Legendary Rider]]
+
+#### What Counts as Megafauna?
+
+The megafauna of the Realm of the Mammoth Lords are enormous beasts of intimidating appearance, but they can be hard to otherwise classify. While the most well-known megafauna are mammals—like the mammoth or the woolly rhinoceros—not all are. Large dinosaurs like the stegosaurus and triceratops qualify as megafauna, for example, but smaller dinosaurs like raptors don't. A list of well-established megafauna can be found below, but it isn't an exclusive list; other, more unusual, species might be permitted with GM approval. One rule is certain, however: an adult megafauna is always Large or bigger.
+
+Cave Bear: Use a bear's statistics for a cave bear animal companion.
+
+Daeodon: Use a boar's statistics for a daeodon, or giant boar, companion.
+
+Dire Wolf: Use a wolf's statistics for a dire wolf companion.
+
+Mammoth: Use a elephant's statistics for the statistics for an elephant or woolly mammoth animal companion.
+
+Roc: Use bird statistics for a young roc.
+
+Smilodon: Use cat statistics for a smilodon animal companion.
+
+Triceratops: Use triceratops statistics for a triceratops or other armored dinosaur, such as a stegosaurus or ankylosaurus.
+
+Tyrannosaurus: Use tyrannosaurus statistics for for a tyrannosaurus, allosaurus, or similar dinosaur.
+
+Woolly Rhinoceros: Use rhinoceros statistics for a rhinoceros or woolly rhinoceros animal companion.
+
+**MAMMOTH LORD ANIMAL COMPANIONS**
+
+If you're playing a mammoth lord, you determine the statistics and abilities of your animal companions according to the basic rules for animal companions. As a mammoth lord, it's possible for you to have more than one animal companion at one time—up to four companions—but only one of those companions, your “active companion,” follows you during exploration and in encounters; the rest are nearby, usually foraging or hunting for food. As soon as you gain a second animal companion from the mammoth lord archetype, you also gain [[Call Companion]] to switch your active companion. These rules apply to all your companions, regardless of whether you got the animal companion from the mammoth lord archetype or from another source.
+
+## [[Mammoth Lord Dedication]] Feat 2
+
+**Prerequisites** Ride
+
+* * *
+
+You've undertaken the ultimate challenge of the Mammoth Lords and tamed a megafauna. You gain a megafauna you tamed as a young animal companion. Your megafauna animal companion must be a megafauna appropriate to the Realm of the Mammoth Lords;. While an animal companion usually starts as Small, you can begin with a Medium version of that animal (changing no statistics other than its size).
+
+Contrary to the usual rules for animal companions, this feat can give you a second animal companion. If you have more than one animal companion, you can adventure with only one of them at a time. You can switch between them like a beastmaster does. You gain the [[Call Companion]] action, as the beastmaster archetype, and you follow all the other rules found in the Call Companion sidebar; see [[Beastmaster Dedication]] for details on this action and the rules for multiple companions.
+
+**Special** You can't select another dedication feat until you've gained two other feats from this archetype.
+
+## [[Mammoth Charge]] Feat 6
+
+**Prerequisites** Mammoth Lord Dedication
+
+**Requirements** You are riding your megafauna companion.
+
+* * *
+
+You [[Command an Animal]] to order your megafauna companion to Stride twice. At any point during this movement, you can make a melee Strike against one enemy within reach.
+
+## [[Mature Megafauna Companion]] Feat 6
+
+**Prerequisites** Mammoth Lord Dedication
+
+* * *
+
+You've raised your megafauna companion to be a more powerful force on the battlefield than most of its kind. The companion you gained through the Mammoth Lord Dedication feat becomes a mature animal companion, granting it additional capabilities. During an encounter, even if you don't use the [[Command an Animal]] action, your megafauna animal companion can still use 1 action on your turn to Stride or Strike.
+
+## [[Megafauna Veterinarian]] Feat 6
+
+**Prerequisites** Mammoth Lord Dedication; expert in Nature
+
+* * *
+
+By heeding the wise advice of elders in your following- and aided by your own experience-you've learned how to provide medical care to the megafauna of the Mammoth Lord followings. You can attempt a Nature check instead of a Medicine check for any of Medicine's trained and untrained uses, provided the subject of your medical care is a megafauna. If you're attempting an action that requires a particular proficiency rank in Medicine (such as [[Treat Wounds]]), use your proficiency rank in Nature instead. If the subject of your care is your megafauna and you roll a success on your check, you get a critical success instead.
+
+## [[Speech of the Mammoth Lords]] Feat 7
+
+**Prerequisites** Mammoth Lord Dedication; master in Diplomacy or Intimidation
+
+* * *
+
+You've learned the ancient tongue spoken by the creatures of the far north. You can ask questions of, receive answers from, use the Diplomacy skill with, and [[Coerce]] megafauna. In most cases, megafauna of the Realm of the Mammoth Lords will hear you out.
+
+## [[Incredible Megafauna Companion]] Feat 8
+
+**Prerequisites** Mature Megafauna Companion
+
+* * *
+
+Under your care and training, your megafauna companion has realized its innate potential. Your companion becomes an indomitable or savage animal companion (your choice), gaining additional abilities determined by the type of companion.
+
+## [[Staggering Blow]] Feat 10
+
+**Prerequisites** Mammoth Lord Dedication
+
+**Requirements** You're riding a megafauna companion that has a melee Strike.
+
+* * *
+
+You've trained your megafauna companion to stagger its enemies, impeding their ability to fight back. You [[Command an Animal]] to order your megafauna companion to spend both its actions making a single, powerful Strike. The attack deals an extra die of weapon damage, and if the attack hits and deals damage, the target is [[Slowed]] until the end of its next turn.
+
+## [[Unbreakable Bond]] Feat 10
+
+**Prerequisites** Mammoth Lord Dedication
+
+* * *
+
+You and your megafauna companion are bound together; as long as you live, it's much harder for your companion to die. If your megafauna companion gains the dying condition, it automatically succeeds at the recovery check to stabilize at 0 Hit Points on its turn. Additionally, your megafauna companion only dies at dying 5 rather than dying 4. Finally, the first time each day your megafauna companion would reach dying 5 and die, as long as you're still alive, your companion's dying value decreases to 0 instead.
+
+## [[Gigantic Megafauna Companion]] Feat 12
+
+**Prerequisites** Mammoth Lord Dedication
+
+* * *
+
+The mammoths and other megafauna ridden by your people are larger than any ordinary beast. Your megafauna companion increases in size to Huge but doesn't otherwise change its statistics.
+
+## [[Specialized Megafauna Companion]] Feat 14
+
+**Prerequisites** Mammoth Lord Dedication
+
+* * *
+
+You've trained your mammoth or other megafauna companion to perform in unusual or extreme situations, granting it abilities far beyond others of its kind. Your megafauna gains your choice of the bully, racer, tracker, or wrecker specialization.
+
+**Special** You can select this feat up to three times. Each time, add a different specialization of the ones listed above to your megafauna companion. Your megafauna can't have more than three specializations.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Marshal.md b/content/mechanics/srd/Archetypes/Marshal.md
new file mode 100755
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--- /dev/null
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+---
+title: "Marshal"
+noteType: ":sticky-note:"
+aliases: "Marshal"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.1F84oh5hoG86mZIw
+tags:
+ - JournalEntryPage
+---
+
+# Marshal
+Marshals are leaders, first and foremost. Marshals can come from any class or background, though they all share a willingness to sacrifice their own glory for the greater good of the team. Some marshals lead from the front, sword and shield raised, while others may call instructions and encouragements from the rear while providing allied spellcasters with skilled support. Regardless of their preferred method of combat, marshals' ability to bring the best out in every ally is a valuable addition to any group.
+
+**Additional Feats** 8th [[Attack of Opportunity]]
+
+## [[Marshal Dedication]] Feat 2
+
+**Prerequisites** trained in martial weapons and either Diplomacy or Intimidation
+
+* * *
+
+You've combined your social skills and combat training to become a talented combat leader. Choose Diplomacy or Intimidation. You become trained in that skill or become an expert if you were already trained in it. In addition, you're surrounded by a marshal's aura in a 10-foot emanation. Your aura has the emotion, mental, and visual traits and grants you and allies within the aura a +1 status bonus to saving throws against fear.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Marshal archetype.
+
+## [[Dread Marshal Stance]] Feat 4
+
+**Prerequisites** Marshal Dedication, trained in Intimidation
+
+* * *
+
+Putting on a grim face for the battle ahead, you encourage your allies to strike fear into their foes with vicious attacks. When you use this action, attempt an Intimidation check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.
+
+* * *
+
+**Critical Success** Your marshal's aura increases to a 20-foot emanation, and it grants you and allies a status bonus to damage rolls equal to the number of weapon damage dice of the unarmed attack or weapon you are wielding that has the most weapon damage dice. When you or an ally in the aura critically hits an enemy with a Strike, that enemy is frightened 1.
+
+**Success** As critical success, but your aura's size doesn't increase.
+
+**Failure** You fail to enter the stance.
+
+**Critical Failure** You fail to enter the stance and can't take this action again for 1 minute.
+
+## [[Inspiring Marshal Stance]] Feat 4
+
+**Prerequisites** Marshal Dedication, trained in Diplomacy
+
+* * *
+
+You become a brilliant example of dedication and poise in battle, encouraging your allies to follow suit. When you spend this action, attempt a Diplomacy check. The DC is usually a standard-difficulty DC of your level, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.
+
+* * *
+
+**Critical Success** Your marshal's aura increases to a 20-foot emanation and grants you and allies a +1 status bonus to attack rolls and saves against mental effects.
+
+**Success** As critical success, but your aura's size doesn't increase.
+
+**Failure** You fail to enter the stance.
+
+**Critical Failure** You fail to enter the stance and can't take this action again for 1 minute.
+
+## [[Snap Out Of It! (Marshal)|Snap Out Of It!]] Feat 4
+
+**Prerequisites** Marshal Dedication
+
+* * *
+
+You give a quick shout, hoping to shake the fog clouding your ally's thoughts. Choose one target ally within your marshal's aura who is affected by a mental effect that allowed a Will save and has a duration of no longer than 1 minute. That ally can immediately attempt a Will save with a +1 circumstance bonus against the effect's DC, ending the effect on a success. This can't end the effect for any creatures other than your target ally. Regardless of the result of the save, your ally is temporarily immune to Snap Out of It! for 10 minutes.
+
+## [[Steel Yourself!]] Feat 4
+
+**Prerequisites** Marshal Dedication
+
+* * *
+
+You encourage an ally to toughen up, giving them a fighting chance. Choose one ally within your marshal's aura. The ally gains temporary Hit Points equal to your Charisma modifier and a +2 circumstance bonus to Fortitude saves. Both benefits last until the start of your next turn.
+
+## [[Cadence Call]] Feat 6
+
+**Prerequisites** Marshal Dedication
+
+**Frequency** once per minute
+
+* * *
+
+You call out a quick cadence, guiding your allies into a more efficient rhythm. Each willing ally within your marshal's aura is quickened until the end of their next turn, and they can use the extra action only to Stride. At the end of each ally's turn, if they used the extra action, they then become slowed 1 until the end of their following turn.
+
+## [[Rallying Charge]] Feat 6
+
+**Prerequisites** Marshal Dedication
+
+* * *
+
+Your fearless charge into battle reinvigorates your allies to carry on the fight. You Stride up to your Speed and make a melee Strike. If your Strike hits and damages an enemy, each ally within 60 feet who saw you hit gains temporary Hit Points equal to your Charisma modifier. These temporary Hit Points last until the start of your next turn.
+
+## [[Back To Back]] Feat 8
+
+**Prerequisites** Marshal Dedication
+
+* * *
+
+You excel at watching your allies' backs and helping them watch yours. As long as you and an ally are adjacent to each other, neither of you can become off-guard due to flanking unless both of you are flanked. If you're adjacent to more than one ally, all eligible allies can benefit at a given time. The benefit is negated for everyone if at least you and any one eligible ally are flanked, but not if your allies are flanked and you aren't.
+
+## [[To Battle!]] Feat 8
+
+**Prerequisites** Marshal Dedication
+
+* * *
+
+With a resounding cry, you rally your ally to the offensive. Choose one ally within your marshal's aura who has a reaction available. If you spend 1 action, that ally can use their reaction to immediately Stride. If you spend 2 actions, that ally can use their reaction to immediately Strike.
+
+## [[Topple Foe]] Feat 10
+
+**Prerequisites** Marshal Dedication, trained in Athletics
+
+**Trigger** An ally succeeds at a melee Strike against an opponent you are both adjacent to.
+
+* * *
+
+You take advantage of the opening created by your ally to tip your foe off their feet. Attempt an Athletics check to Trip the target of the triggering attack.
+
+## [[Coordinated Charge]] Feat 12
+
+**Prerequisites** Marshal Dedication
+
+* * *
+
+You heroically dash into the fray, inspiring your allies to follow. You Stride up to your Speed and make a melee Strike. If your Strike hits and damages an enemy, each ally within 60 feet who saw you hit can use a reaction to Stride, but they each must end their Stride closer to the creature you hit than where they started.
+
+## [[Tactical Cadence]] Feat 14
+
+**Prerequisites** Cadence Call
+
+* * *
+
+Your remarkable breath control and concise instructions allow you to coordinate your allies more effectively. When you grant allies the quickened condition using Cadence Call, they can use the extra action to either Stride or Strike, and they aren't slowed 1 on their following turn if they use the extra action.
+
+## [[Target Of Opportunity]] Feat 14
+
+**Prerequisites** Marshal Dedication
+
+**Trigger** An ally succeeds at a ranged Strike against an opponent within your weapon's first range increment.
+
+**Requirements** You have a ranged or thrown weapon in hand.
+
+* * *
+
+You capitalize on your ally's attack to create a coordinated barrage. Make a ranged Strike with a -2 penalty against the opponent targeted by the triggering attack. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. If this Strike is successful, combine the damage from the attack with the damage from your ally's attack for the purpose of resistances and weaknesses.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Martial Artist.md b/content/mechanics/srd/Archetypes/Martial Artist.md
new file mode 100755
index 000000000..b15e71f50
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Martial Artist.md
@@ -0,0 +1,47 @@
+---
+title: "Martial Artist"
+noteType: ":sticky-note:"
+aliases: "Martial Artist"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.N01RLMQPaSeoHEuL
+tags:
+ - JournalEntryPage
+---
+
+# Martial Artist
+You have trained in the martial arts, making your unarmed strikes lethal. You seek neither mysticism nor enlightenment, and you don't view this training as some greater path to wisdom. Yours is the way of the fist striking flesh, the hand turning aside the blade, and the devastating kick taking your enemy down. Your training is focused and practical, and since you have turned every part of your body into a weapon, you never find yourself without one. While you might have learned your techniques in a dojo or school focused on training the body, you might just as easily have learned them in street brawls and bar fights, combining instincts with intense athleticism for a deadly combination.
+
+**Additional Feats** 4th [[Brawling Focus]], [[Crane Stance]], [[Dragon Stance]], [[Gorilla Stance]], [[Mountain Stance]], [[Stumbling Stance]], [[Tiger Stance]], [[Wolf Stance]]; 8th [[Crane Flutter]], [[Dragon Roar]], [[Gorilla Pound]], [[Mountain Stronghold]], [[Stumbling Feint]], [[Tiger Slash]], [[Wolf Drag]]; 16th [[Mountain Quake]]
+
+## [[Martial Artist Dedication]] Feat 2
+
+You have trained to use your fists as deadly weapons. The damage die for your fist unarmed attacks becomes 1d6 instead of 1d4. You don't take the -2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all unarmed attacks.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Martial Artist archetype.
+
+## [[Follow-up Strike]] Feat 6
+
+**Prerequisites** Martial Artist Dedication
+
+**Requirements** Your last action was a missed Strike with a melee unarmed attack.
+
+* * *
+
+You have trained to use all parts of your body as a weapon, and when you miss with an attack, you can usually continue the attack with a different body part and still deal damage. Make another Strike with a melee unarmed attack, using the same multiple attack penalty as for the missed Strike, if any.
+
+## [[Grievous Blow]] Feat 8
+
+**Prerequisites** Martial Artist Dedication
+
+* * *
+
+You know how to deliver focused, powerful blows that bypass your enemies' resistances. Make an unarmed melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal two extra weapon damage dice. If you are at least 18th level, increase this to three extra weapon damage dice. This attack also ignores an amount of resistance to physical damage, or to a specific physical damage type, equal to your level.
+
+## [[Path Of Iron]] Feat 14
+
+**Prerequisites** Martial Artist Dedication
+
+**Frequency** once per minute
+
+* * *
+
+With a burst of effort, you weave a path through your enemies, striking each in turn as you move past them. You Stride; this movement doesn't trigger reactions. You can Strike up to three times at any point during your movement, each against a different enemy. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you have made all your attacks.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Mauler.md b/content/mechanics/srd/Archetypes/Mauler.md
new file mode 100755
index 000000000..7bb63c259
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Mauler.md
@@ -0,0 +1,65 @@
+---
+title: "Mauler"
+noteType: ":sticky-note:"
+aliases: "Mauler"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.RoF5NOFBefXAPftS
+tags:
+ - JournalEntryPage
+---
+
+# Mauler
+You shove your way through legions of foes, knock enemies on all sides to the ground, and deal massive blows to anyone or anything that comes near.
+
+**Additional Feats** 4th [[Slam Down|Knockdown]], [[Vicious Swing|Power Attack]]; 12th [[Crashing Slam|Improved Knockdown]]; 14th [[Brutal Finish]], [[Unbalancing Sweep]]
+
+## [[Mauler Dedication]] Feat 2
+
+**Prerequisites** Strength 14
+
+* * *
+
+You specialize in weapons that require two hands. You become trained in all simple and martial melee weapons that require two hands to wield or have the two-hand trait. Whenever you gain a class feature that grants you expert or greater proficiency in weapons, you also gain that proficiency rank in these weapons. If you are at least an expert in such a weapon, you gain access to the critical specialization effect with that weapon.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Mauler archetype.
+
+## [[Clear The Way]] Feat 6
+
+**Prerequisites** Mauler Dedication
+
+**Requirements** You're wielding a melee weapon in two hands.
+
+* * *
+
+You put your body behind your massive weapon and swing, shoving enemies to clear a wide path. You attempt to Shove up to five creatures adjacent to you, rolling a separate Athletics check for each target. Then Stride up to half your Speed. This movement doesn't trigger reactions from any of the creatures you successfully Shoved.
+
+## [[Shoving Sweep]] Feat 8
+
+**Prerequisites** Mauler Dedication, expert in Athletics
+
+**Trigger** A creature within your reach leaves a square during a move action it's using.
+
+**Requirements** You are wielding a melee weapon in two hands.
+
+* * *
+
+You swing your weapon at your foe, rebuffing them back. You attempt to Shove the triggering creature, ignoring the requirement that you have a hand free. The creature continues its movement after the Shove.
+
+## [[Hammer Quake]] Feat 14
+
+**Prerequisites** Mauler Dedication
+
+**Requirements** You're wielding a non-finesse melee weapon in two hands.
+
+* * *
+
+You smash the ground with your weapon, knocking nearby creatures to the ground. Choose a square within your reach, including your own space. If there's a foe in the chosen square, Strike that foe with the required weapon. Then attempt to Trip every foe in the chosen square plus each square adjacent to that square, ignoring Trip's requirement that you have a hand free. This counts as three attacks toward your multiple attack penalty, but the penalty doesn't increase until after you've made the Strike, if any, and all the Trip attempts.
+
+## [[Avalanche Strike]] Feat 14
+
+**Prerequisites** Mauler Dedication
+
+**Requirements** You are wielding a melee weapon in two hands.
+
+* * *
+
+You attack all nearby adversaries. Make a melee Strike with the required weapon against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but don't increase your penalty until you have made all your attacks.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Medic.md b/content/mechanics/srd/Archetypes/Medic.md
new file mode 100755
index 000000000..f0119b279
--- /dev/null
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@@ -0,0 +1,65 @@
+---
+title: "Medic"
+noteType: ":sticky-note:"
+aliases: "Medic"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.XWkyCVISmVtJ0ZY3
+tags:
+ - JournalEntryPage
+---
+
+# Medic
+You've studied countless techniques for providing medical aid, making you a peerless doctor and healer.
+
+## [[Medic Dedication]] Feat 2
+
+**Prerequisites** trained in Medicine, Battle Medicine
+
+* * *
+
+You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine, you can do so once per hour.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Medic archetype.
+
+## [[Doctor's Visitation]] Feat 4
+
+**Prerequisites** Medic Dedication
+
+* * *
+
+You move to provide immediate care to those who need it. Stride, then use one of the following: Battle Medicine or Treat Poison. You can spend a second action to instead Stride and then Administer First Aid or Treat a Condition (if you have it; see below).
+
+## [[Treat Condition]] Feat 4
+
+**Prerequisites** Medic Dedication
+
+**Requirements** You are holding healer's tools, or you are wearing them and have a hand free.
+
+* * *
+
+You treat an adjacent creature in an attempt to reduce the clumsy, enfeebled, or sickened condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition, using your Medicine modifier as your counteract modifier and the condition's source to determine the DC. You can't treat a condition that came from an artifact or effect above 20th level unless you have Legendary Medic; even if you do, the counteract DC increases by 10. Treating a Condition that is continually applied under certain circumstances (for instance, the enfeebled condition a good character gains from carrying an unholy weapon) has no effect as long as the circumstances continue.
+
+* * *
+
+**Critical Success** Reduce the condition value by 2.
+
+**Success** Reduce the condition value by 1.
+
+**Critical Failure** Increase the condition value by 1.
+
+## [[Holistic Care]] Feat 6
+
+**Prerequisites** trained in Diplomacy, Treat Condition
+
+* * *
+
+You provide emotional and spiritual care. Add frightened, stupefied, and stunned to the list of conditions you can reduce with Treat Condition. If the stunned condition has a duration instead of a value, you can't use Treat Condition to reduce it.
+
+## [[Resuscitate]] Feat 16
+
+**Prerequisites** Medic Dedication, legendary in Medicine
+
+**Requirements** You are holding healer's tools or are wearing them and have a hand free. Also, the target's body is mostly intact.
+
+* * *
+
+You can use Medicine to resuscitate the dead. Attempt a DC 40 Medicine check to revive a dead creature that has been dead for no more than 3 rounds. If you succeed, the target returns to life with the effects of raise dead, except it still has the wounded condition it had before dying, increased by 1 (or wounded 1 if it wasn't wounded before dying). Whether you succeed or fail, the target is temporarily immune to Resuscitate for 1 day.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Mind Smith.md b/content/mechanics/srd/Archetypes/Mind Smith.md
new file mode 100755
index 000000000..ece5b36d5
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Mind Smith.md
@@ -0,0 +1,116 @@
+---
+title: "Mind Smith"
+noteType: ":sticky-note:"
+aliases: "Mind Smith"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.mXywYJJCM9IVItZz
+tags:
+ - JournalEntryPage
+---
+
+# Mind Smith
+“The mind makes it real.” Though uttered in many parts of Golarion, nowhere is this more literal than perhaps among mind smiths—those with a mysterious mental talent that allows them to manifest their mind into a physical object. Some gain this power through magical training from an ancestor or mentor, while others earn it as a gift or reward from some greater being, or by inexplicable chance. Whatever the source, you have mastered the ability to form a mental image into a corporeal figment solid enough to affect the physical world. You trained the power to aid you in battle by shaping itself into a potent weapon, bound by only the reaches of your own imagination.
+
+## [[Mind Smith Dedication]] Feat 2
+
+You've learned to imagine a shape in your mind, to envision it so strongly it takes form in the material world. You gain a single melee weapon of your choosing, called a mind weapon. Your mind weapon is a martial melee weapon. The overall shape and design of your mind weapon can be of your choosing but it has one of the following four basic statistics:
+
+* A one-handed weapon that deals 1d4 damage and has the agile and finesse traits
+* A one-handed weapon that deals 1d6 damage and has the finesse trait
+* A one-handed weapon that deals d8 damage
+* A two-handed weapon that deals 1d10 damage and has the reach trait
+
+Each day during your daily preparations, you can decide if you want your weapon to deal bludgeoning damage and be in the club weapon group, deal piercing damage and be in the spear weapon group, or deal slashing damage and be in the sword weapon group. Your mind weapon is an extension of your mind-it has no Hardness, and any ability that would damage your mind weapon instead damages you directly, pushing back against the weapon's corporeal form and becoming mental damage of the same amount the weapon would have taken.
+
+You can project your mind weapon using an Interact action, just as you would draw any other weapon. Only you can hold, carry, or wield your mind weapon; if held by another person, it quickly disappears from their hand, reforming in your mind for you to project again. If you're disarmed of your mind weapon, it dematerializes, but you can draw it again with an Interact action starting at the beginning of your next turn.
+
+Upon creating your mind weapon, you also learn to use a mind smith's keepsake: an object of light Bulk, such as a bracelet or figurine, that you wear or keep on your person and inscribe with weapon runes. Your keepsake can't be a magic item, nor can it have any significant monetary value beyond the value of any runes you inscribe on it. You can buy and inscribe fundamental runes and weapon property runes onto your keepsake in the same way you would for a regular weapon, and you can move runes to and from your keepsake to other weapons or runestones for the usual cost. Any runes inscribed on the keepsake apply to your mind weapon when you create it. If your keepsake is ever lost or destroyed, you can spend 1 week of downtime imprinting a new object with your weapon's mental properties, though this new keepsake won't have any of the runes that were inscribed on the prior keepsake.
+
+* * *
+
+**Special** You can't select another dedication feat until you have gained two other feats from the mind smith archetype.
+
+## [[Malleable Movement]] Feat 2
+
+**Prerequisites** Mind Smith Dedication; expert in Athletics
+
+**Trigger** You Leap.
+
+* * *
+
+You shift the shape of your weapon to help you Leap farther and faster. You shift your weapon into a long flexible pole, climbing hook, or similar aid, adding an extra 5 feet to the distance you're able to Leap. As normal, this can't increase the distance of your Leap beyond your Speed.
+
+## [[Ghost Blade]] Feat 4
+
+**Prerequisites** Mind Smith Dedication
+
+**Frequency** once per hour
+
+* * *
+
+You alter your weapon's phase so it can more easily strike incorporeal creatures. Your mind weapon gains the effects of a _[[Ghost Touch]]_ property rune for 1 minute
+
+## [[Just the Tool]] Feat 4
+
+**Prerequisites** Mind Smith Dedication
+
+* * *
+
+You temporarily change your weapon's shape to assist you in the field. You morph your weapon into a single simple tool, such as a shovel or crowbar, to help with a mundane task. You can't replicate entire tool kits with this ability. You can use this action again to change your mind weapon back to a weapon.
+
+## [[Mental Forge]] Feat 4
+
+**Prerequisites** Mind Smith Dedication
+
+* * *
+
+Your experiences in combat shape your mind's capability to strengthen and shape your weapon to match the way you move in combat. Choose two of the following weapon traits to give your mind weapon: grapple, modular (B, P, S), nonlethal, shove, or trip. Once chosen, these weapon traits can't be changed unless you spend 1 week retraining your fighting style to swap one property for another from the list.
+
+## [[Mind Shards]] Feat 6
+
+**Prerequisites** Mind Smith Dedication
+
+* * *
+
+With a swing and a thought, you detonate your mind weapon into a burst of psychic shards that shred the mind. You concentrate and unleash a 15-Foot Cone that deals 3d6 mental damage to all creatures in the area, with a DC 0 Basic Will save against the higher of your class DC or spell DC. After the attack, your mind weapon automatically re-forms, and you can't use this ability again for 1 minute. Mind Shards' damage increases by 1d6 at level 7 and every two levels thereafter.
+
+## [[Malleable Mental Forge]] Feat 8
+
+**Prerequisites** Mental Forge
+
+* * *
+
+You open your mind to further weapon customization. During your daily preparations, you can choose any two weapon traits from the Mental Forge feat to place on your weapon for 24 hours or until your next daily preparations (whichever comes first), replacing the traits you chose from the Mental Forge feat. Each day you can swap the choices with any other options on the list.
+
+## [[Mind Projectiles]] Feat 8
+
+**Prerequisites** Mind Smith [[Metallic Envisionment|Dedication]]
+
+* * *
+
+You have learned to stretch your mind's influence further, releasing projectiles with a swing of your mind weapon. You can make ranged mind weapon Strikes; these are ranged Strikes with a maximum range of 30 feet that deal `dice: 1d6` damage of the same type as your mind weapon. Your ranged mind weapon Strike gains all the benefits of your mind weapon's runes as long as they still apply to a ranged weapon. For example, if your weapon had _+1_, _striking_, and _spell storing_ runes, you would get a +1 item bonus to hit with your ranged mind weapon Strike, and it would deal the additional damage from the _striking_ rune, but it wouldn't be able to unleash a spell from the _spell storing_ rune, as that rune can be etched onto only melee weapons.
+
+## [[Runic Mind Smithing]] Feat 10
+
+**Prerequisites** Mind Smith Dedication
+
+* * *
+
+You focus your mind on thoughtforms of fundamental magical forces, shaping them into a property rune that you mentally etch onto your mind weapon. During your daily preparations, choose one rune from the following list of weapon property runes: _corrosive_, _disrupting_, _flaming_, _frost_, _shock_, and _thundering_. You enhance your weapon with the chosen rune until your next daily preparations. This rune counts toward your maximum limit of runes as normal.
+
+## [[Metallic Envisionment]] Feat 12
+
+**Prerequisites** Mind Smith Dedication
+
+* * *
+
+You always account for every weakness, allowing your mind to imagine just the right physical form to take advantage of your opponents. Choose between cold iron or silver; all your mind weapon Strikes are treated as the chosen type of metal.
+
+## [[Advanced Runic Mind Smithing]] Feat 16
+
+**Prerequisites** Runic Mind Smithing
+
+* * *
+
+Your mind can hold onto more complicated patterns than ever before. You can etch the greater forms of any runes on the list from the Runic Mind Smithing feat and add them to the list of options you can choose during your daily preparations, as well as the _anarchic_, _axiomatic_, _holy_, or _unholy_ runes.
+
+In addition, once per day, you can spend 10 minutes of uninterrupted focus to swap your daily prepared rune from Runic Mind Smithing to another rune from the same list. Once this swap is made, that second rune remains on the weapon until your next daily preparations.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Monk.md b/content/mechanics/srd/Archetypes/Monk.md
new file mode 100755
index 000000000..5621be2a6
--- /dev/null
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+---
+title: "Monk"
+noteType: ":sticky-note:"
+aliases: "Monk"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.5v7k1XWQxaP0DoGX
+tags:
+ - JournalEntryPage
+---
+
+# Monk
+Monastic training has taught you martial arts and allowed you to hone your mind, body, and spirit to new heights.
+
+## [[Monk Dedication]] Feat 2
+
+**Prerequisites** Strength 14; Dexterity 14
+
+* * *
+
+You become trained in unarmed attacks and gain the [[Powerful Fist]] class feature. You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you become trained in a skill of your choice. You become trained in monk class DC.
+
+* * *
+
+**Special** You can't select another dedication feat until you have gained two other feats from the monk archetype.
+
+## [[Basic Kata]] Feat 4
+
+**Prerequisites** Monk Dedication
+
+* * *
+
+You gain a 1st- or 2nd-level monk feat.
+
+## [[Monk Resiliency]] Feat 4
+
+**Prerequisites** Monk Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier
+
+* * *
+
+You gain 3 additional Hit Points for each monk archetype class feat you have. As you continue selecting monk archetype class feats, you continue to gain additional Hit Points in this way.
+
+## [[Advanced Kata]] Feat 6
+
+**Prerequisites** Basic Kata
+
+* * *
+
+You gain one monk feat. For the purpose of meeting its prerequisites, your monk level is equal to half your character level.
+
+* * *
+
+**Special** You can select this feat more than once. Each time you select it, you gain another monk feat.
+
+## [[Monk Moves]] Feat 8
+
+**Prerequisites** Monk Dedication
+
+* * *
+
+You gain a +10-foot status bonus to your Speed when you're not wearing armor.
+
+## [[Monk's Flurry]] Feat 10
+
+**Prerequisites** Monk Dedication
+
+* * *
+
+You gain the [[Flurry of Blows]] action.
+
+## [[Perfection's Path (Fortitude)]]/[[Perfection's Path (Reflex)]]/[[Perfection's Path (Will)]] Feat 12
+
+**Prerequisites** Monk Dedication; expert in at least one saving throw
+
+* * *
+
+Choose one saving throw (Fortitude, Reflex, or Will) in which you are an expert. Your proficiency rank in the chosen saving throw increases to master.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Mummy.md b/content/mechanics/srd/Archetypes/Mummy.md
new file mode 100755
index 000000000..3da5faf57
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Mummy.md
@@ -0,0 +1,149 @@
+---
+title: "Mummy"
+noteType: ":sticky-note:"
+aliases: "Mummy"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.ZewC2i5YdZPsWO8X
+tags:
+ - JournalEntryPage
+---
+# Mummy
+
+Mummification is a common funereal rite across the breadth of Golarion throughout the ages. Becoming a living mummy - one capable of both motion and thought - is another thing altogether.
+
+Most of those forced into undeath as mummies are bound to tombs, temples, and vaults as guardians. Some willingly undergo the process, embracing death to live beyond it. These willing mummies become the most powerful of their kind, rising above their brethren like an emperor above their subjects.
+
+The horrifically painful living mummification process must be performed by others - usually a team of well-trained necromancers, priests, or ritualists - upon a still-living subject. Death by mummification is gruesome, but to be kept alive for as long as possible throughout the process is a thousandfold worse. The process usually takes weeks, beginning with forced starvation, followed by the consumption of spices and tonics that desiccate the subject's internal organs.
+
+Very rarely, mummies are created by natural processes occurring in locations that are cursed or inundated by void energy. These mummies most often rise in deserts, bogs, swamps, at high altitudes, or in frigid locales. Although the process through which they are created is less painful and far shorter in duration, the spiritual shift from living to undead is no less traumatizing.
+
+Mummies are most commonly found in Geb and Osirion, as well as the surrounding nations of Thuvia, Katapesh, and Qadira. They have a foothold in the Gravelands, the Realm of the Mammoth Lords, and the Mwangi Expanse, particularly around Mzali. Outside the Inner Sea, mummies are found in Vudra and Arcadia, particularly in places once ruled by the Razatlani empire.
+
+## [[Mummy Dedication]] Feat 2
+
+**Prerequisites** you are dead and were mummified (by natural or ritualistic means)
+
+* * *
+
+Whether through natural processes or foul rituals, your body was mummified, and you've risen as an undead mummy. You gain the mummy and undead traits, as well as [[Basic Undead Benefits]].
+
+Many effects that harm the living are far less effective against your desiccated form. Unfortunately, your dried-out body is also highly flammable. You gain the [[Toughness]] feat, but also fire weakness equal to half your level.
+
+Your fist draws moisture from the living by touch, making it more damaging and deadly. The damage die for your fist increases to 1d6 instead of 1d4, and your fist loses the nonlethal trait.
+
+Finally, you become supernaturally bound to the dominant terrain in which you were created, either because you formed naturally from the weather of that terrain or because of the local ingredients and methods used in an intentional mummification process. Choose arctic, desert, mountain, or swamp. This choice can't be changed and may alter the effects of some of your feats.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the mummy archetype.
+
+## [[One with the Land]] Feat 4
+
+**Prerequisites** Mummy Dedication
+
+* * *
+
+Your connection to your bound terrain strengthens, making you unhindered by local weather. When in your bound terrain, you ignore the effects of non-magical difficult terrain. In addition, your experience from your bound terrain lets you ignore circumstance penalties to visual Perception checks and ignore concealment caused by certain environmental effects. The types you ignore depend on your bound terrain.
+
+* **Arctic** Ice or snow
+* **Desert** Dust or sand
+* **Mountain** Clouds or mist
+* **Swamp** Rain or murky water
+
+## [[Semblance of Life]] Feat 4
+
+**Prerequisites** Mummy Dedication
+
+**Trigger** You deal damage to a living creature with your fist Strike or with [[Desiccating Inhalation]].
+
+* * *
+
+You draw the moisture you've drained from others into your own flesh, temporarily taking on the appearance of life. This has the effects of _[[Illusory Disguise]]_, except you can appear only as yourself while you were a living humanoid.
+
+## [[Grave Mummification]] Feat 6
+
+**Prerequisites** Mummy Dedication
+
+* * *
+
+Exposure to the elements, magic, alchemy, and other phenomena intensified the changes from your mummification. You gain the [[Advanced Undead Benefits]].
+
+In addition, you gain resistance equal to half your level against any damage you'd take from your bound terrain, including its dangerous temperatures, weather, hazardous terrain, and environmental hazards.
+
+## [[Mummy's Despair]] Feat 6
+
+**Prerequisites** Mummy Dedication
+
+**Frequency** once per hour
+
+* * *
+
+You force your mental anguish outward, projecting it upon those around you. You gain an aura of despair in a @Template\[type:emanation|distance:30\] lasting 5 rounds. A creature that enters or begins its turn in the aura must succeed at a Will save against the higher of your class DC or spell DC or be [[Frightened|Frightened 1]] ([[Frightened|Frightened 2]] on a critical failure). A creature that succeeds at the save is temporarily immune to Mummy's Despair for 10 minutes.
+
+## [[Accursed Touch]] Feat 8
+
+**Prerequisites** Mummy Dedication
+
+* * *
+
+**Trigger** You've learned to harness the supernatural curse that animates you, imbuing your most powerful attacks with a terrible curse. When you critically hit with a fist Strike, void energy binds to it; this is a curse and a disease. The creature takes 2d6 persistent void damage. While the creature has this persistent damage, it's also [[Stupefied|Stupefied 1]]. The persistent damage increases to 3d6 at 14th level and 4d6 at 20th level. This is a critical specialization effect.
+
+## [[Storm Shroud]] Feat 8
+
+**Prerequisites** Mummy Dedication
+
+**Frequency** once per hour
+
+* * *
+
+You become surrounded by a swirling storm of rain, sand, snow, or clouds, whichever of those suits your bound terrain. This activity has traits appropriate to the storm you create - typically earth for sand and water for rain, snow, or clouds. You become [[Concealed]] for 1 minute. You can't use this concealment to Hide or Sneak, as normal for concealment that makes your position obvious.
+
+## [[Channel Rot]] Feat 10
+
+**Prerequisites** Accursed Touch
+
+* * *
+
+You've learned to channel your curse through weapons you wield instead of solely through your flesh. The benefits of Accursed Touch apply to any melee weapon you wield instead of only your fist Strikes.
+
+## [[Ensnaring Wrappings]] Feat 10
+
+**Prerequisites** Mummy Dedication; expert in Athletics
+
+**Trigger** Your Strike deals physical damage to a creature that is within reach of your arms and isn't more than one size larger than you.
+
+* * *
+
+Some of your wrappings come loose to ensnare a creature you recently damaged. You attempt to [[Grapple]] the creature you damaged.
+
+## [[Terrain Form]] Feat 10
+
+**Prerequisites** Mummy Dedication
+
+**Frequency** once per day
+
+* * *
+
+You crumble to pieces, becoming composed of the very terrain to which you're bound, with the effects of the _[[Vapor Form]]_ spell, or you reconstitute into your normal form. The substance you're formed of depends upon your bound terrain, and the action gains the corresponding trait or traits.
+
+* **Arctic** Snow (water)
+* **Desert** Sand (earth)
+* **Mountain** Cloud (water)
+* **Swamp** Mud (earth, water)
+
+## [[Desiccating Inhalation]] Feat 12
+
+**Prerequisites** Mummy Dedication
+
+**Frequency** once per hour
+
+* * *
+
+You draw in the moisture from nearby creatures, draining them dry to heal your wounds. Creatures in a @Template\[type:cone|distance:30\] take 6d8 void damage, with a basic Reflex save against your class DC. A creature that critically fails this saving throw is also [[Drained 1]]. As long as at least one creature was damaged by your Desiccating Inhalation, you regain HP equal to your level.
+
+At 14th level and every 2 levels thereafter, the damage increases by 1d8.
+
+## [[Greater Despair]] Feat 12
+
+**Prerequisites** Mummy's Despair
+
+* * *
+
+You increase the frequency of Mummy's Despair to once per 10 minutes instead of once per hour. A creature that critically fails its Will saving throw is [[Paralyzed]] for 1 round instead of frightened 2. Mummy's Despair gains the incapacitation trait.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Nantambu Chime-Ringer.md b/content/mechanics/srd/Archetypes/Nantambu Chime-Ringer.md
new file mode 100755
index 000000000..508a3353e
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Nantambu Chime-Ringer.md
@@ -0,0 +1,61 @@
+---
+title: "Nantambu Chime-Ringer"
+noteType: ":sticky-note:"
+aliases: "Nantambu Chime-Ringer"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.sY25SoDaHBPIG5Jw
+tags:
+ - JournalEntryPage
+---
+
+# Nantambu Chime-Ringer
+**Rarity** Uncommon
+
+* * *
+
+The Chime-Ringers serve as Nantambu's elite town guard, keeping the peace while carrying on ancient traditions of crafting chimes in metal, bamboo, or glass.
+
+## [[Nantambu Chime-Ringer Dedication]] Feat 2
+
+**Prerequisites** trained in Performance and trained in Society
+
+* * *
+
+You've studied the basics of harmony and resonance in magic, exemplified by the ringing of chimes. You gain a single arcane or occult cantrip of your choice, heightened to a spell level equal to half your level, rounded up. If you weren't already, you become trained in that tradition's spell DCs and spell attack rolls, with Intelligence as your spellcasting ability if you choose arcane or Charisma as your spellcasting ability if you choose occult. Regardless of your choice, you also either become trained in Arcana or Occultism, or an expert in one of these skills if you are already trained in both.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Nantambu Chime-Ringer archetype.
+
+## [[Fleet Tempo]] Feat 4
+
+**Prerequisites** [[Nantambu Chime-Ringer Dedication]]
+
+* * *
+
+**Frequency** once per hour
+
+* * *
+
+To rush after a criminal or reach someone in need, you ring a sprightly tone. You and all allies within 30 feet gain a +10-foot status bonus to all Speeds for 1 minute.
+
+## [[Deny the Songs of War]] Feat 10
+
+**Prerequisites** [[Nantambu Chime-Ringer Dedication]]
+
+* * *
+
+To keep the peace, you disrupt those who seek to break it. You can cast _[[Deafness]]_ and 4th-level _[[Silence]]_ once per day each as innate spells. The tradition of these spells is the one you chose for the Nantambu Chime-Ringer Dedication feat.
+
+## [[Sing to the Steel]] Feat 12
+
+**Prerequisites** [[Nantambu Chime-Ringer Dedication]]
+
+* * *
+
+You strike magical tones that can turn the tide of combat. You and your allies within 30 feet gain the effects of one of the following runes until the end of your next turn: [[Corrosive]], [[Vitalizing|Disrupting]], [[Flaming]], [[Frost]], [[Ghost Touch]], [[Shock]], or [[Thundering]]. The effects apply to a single weapon the creature is holding or one of the creature's unarmed attacks. You choose the rune and the effect applies to all creatures. You can use an action, which has the concentrate trait, to extend the duration of the rune for 1 additional round up to a maximum of 1 minute. If this would give a weapon or unarmed attack more property runes than its normal maximum, an existing property rune (as the creature chooses) is suppressed until the spell ends.
+
+## [[Song of Grace and Speed]] Feat 16
+
+**Prerequisites** [[Nantambu Chime-Ringer Dedication]]
+
+* * *
+
+You instill great swiftness into your allies. You and all allies within 30 feet become [[Quickened]] for 1 minute and can use the additional action to Strike, Stride, or Step.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Oatia Skysage.md b/content/mechanics/srd/Archetypes/Oatia Skysage.md
new file mode 100755
index 000000000..0e3b90830
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Oatia Skysage.md
@@ -0,0 +1,101 @@
+---
+title: "Oatia Skysage"
+noteType: ":sticky-note:"
+aliases: "Oatia Skysage"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.PVwU1LMWcSgD7Q0m
+tags:
+ - JournalEntryPage
+---
+
+# Oatia Skysage
+The tradition of Oatia skysages stems from a small sect of dedicated stargazers on Castrovel. To better study the celestial mantle, these eccentric astronomers broke away from their Sovyrian kin and migrated to the wild continent of Ukulam, where the night skies were clear of light pollution. Though reclusive, Oatia skysages have been known to pass on their esoteric knowledge and unique worldview to similar-minded adventurers. Such adventuring skysages search for secrets and omens in the stars and can even call down stars' light to aid them in battle.
+
+## [[Oatia Skysage Dedication]] Feat 2
+
+Your study of the stars unlocks supernatural insights and magic. You either become trained in Astronomy Lore or an expert in Occultism.
+
+You learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips of your choice; these cantrips can be from any spell tradition, but they must be divination spells. You cast these spells as occult spells as you draw on the stars and night sky. You're trained in occult spell attack rolls and spell DCs. If you have a hand free and you've gazed at the night sky in the last 24 hours, you can usually replace material components with somatic components, so you don't need to use a spell component pouch. Your key spellcasting ability for these spells is Intelligence.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Oatia skysage archetype.
+
+## [[Basic Skysage Divination]] Feat 4
+
+The stars move, granting you a sliver of their magic. Choose a 1st-level spell from any spell list to add to your spell repertoire. You can Cast this Spell as an occult Oatia skysage spell.
+
+At 6th level, you gain a 2nd-level spell, and at 8th level, you gain a 3rd-level spell. Each of these spells must be from the divination school.
+
+## [[Stargazer's Eyes]] Feat 4
+
+Long hours in darkened observatories have sharpened your senses. If you don't have low-light vision or darkvision, you gain low-light vision, or if you already have low-light vision, you gain darkvision.
+
+**Special** You can take this feat a second time, upgrading your low-light vision to darkvision.
+
+## [[Night's Glow]] Feat 6
+
+The stars and moon lend you their light. You gain your choice of the _[[Moonbeam]]_ or _[[Zenith Star]]_ domain spell. Like your Oatia skysage spells, you cast this focus spell as an occult spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover by using the Refocus to reflect upon or gaze at the stars.
+
+**Special** You can take this feat a second time, gaining the focus spell that you didn't gain the first time. Increase the number of Focus Points in your pool by 1.
+
+## [[Minor Omen]] Feat 8
+
+**Frequency** once per day
+
+**Trigger** You fail a Reflex save.
+
+**Requirements** You can see the night sky.
+
+* * *
+
+The stars warn you of danger in the nick of time. Reroll the failed save and use the new result.
+
+## [[Scholar's Hunch]] Feat 8
+
+**Frequency** once per hour
+
+**Trigger** You fail a Lore or Occultism skill check.
+
+* * *
+
+Scholarly debates have taught you to think on your feet. Reroll the failed check and use the new result.
+
+## [[Starlit Spells]] Feat 10
+
+The stars reveal and punish your enemies. You can cast _[[Faerie Fire]]_ and 3rd-level _[[Holy Light]]_ as occult innate spells, each once per day.
+
+## [[Expert Skysage Divination]] Feat 10
+
+Your studies of the stars have taught you about the mysteries of the cosmos. You learn a 4th-level spell from any spell list. At 12th level, you learn a 5th-level spell, and at 14th level, you learn a 6th-level spell. Each of these spells must come from the divination school. You become an expert with spell attack rolls and spell DCs for occult spells.
+
+## [[Night's Shine]] Feat 12
+
+Your power from the moon and stars becomes strong enough to illuminate the night sky. You gain your choice of the _[[Asterism]]_ or _[[Touch of the Moon]]_ domain spell. Increase the number of Focus Points in your pool by 1.
+
+**Special** You can take this feat a second time, gaining the focus spell that you didn't gain the first time. Increase the number of Focus Points in your pool by 1.
+
+## [[Night's Warning]] Feat 14
+
+**Trigger** A creature targets you with an attack and you can see the attacker.
+
+**Frequency** once per hour
+
+**Requirements** You can see the night sky.
+
+* * *
+
+Portents written in the night sky show you how to avoid an attack. The triggering attack roll targets your Occultism DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn't remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to you for being off-guard, even though you wouldn't take the –2 circumstance penalty when defending against the attack.
+
+## [[Starlight Armor]] Feat 14
+
+**Frequency** once per day
+
+* * *
+
+You armor yourself in the light of distant suns, shielding yourself from harm. The armor grants you resistance 7 to piercing, bludgeoning, and slashing damage. The armor also sheds bright light for 20 feet (and dim light for the next 20 feet).
+
+Whenever an adjacent creature attacks you, the attacker must attempt a @Check\[type:will|dc:resolve(@actor.attributes.spellDC.value)\] save against your spell DC at the end of its action. On a failure, it becomes [[Dazzled]] until the end of its next turn. Regardless of the result of the save, the attacker is temporarily immune until the end of its next turn. The dazzling effect has the light and visual traits.
+
+When you reach 17th level, the resistance increases to 10.
+
+## [[Master Skysage Divination]] Feat 16
+
+You unlock the most powerful secrets hidden in the stars above. You learn a 7th-level spell from any spell list. At 18th level, you learn an 8th-level spell, and at 20th level, you learn a 9th-level spell. Each of these spells must come from the divination school. You gain master proficiency with spell attack rolls and spell DCs for occult spells.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Oozemorph.md b/content/mechanics/srd/Archetypes/Oozemorph.md
new file mode 100755
index 000000000..73fa4d926
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Oozemorph.md
@@ -0,0 +1,79 @@
+---
+title: "Oozemorph"
+noteType: ":sticky-note:"
+aliases: "Oozemorph"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.tJQ5f8C8m5gpZsF1
+tags:
+ - JournalEntryPage
+---
+
+# Oozemorph
+You have suffered from the deadly touch of an ooze or other amorphous creature, like a gibbering mouther or a shoggoth, and have come away changed. Alternatively, you might have been exposed to some alchemical accident involving experiments with oozes, such as those performed in the city of Oenopion in Nex. Parts of your body occasionally liquefy and threaten to slough off, and only through force of will can you keep your natural form intact. Your affliction is plainly supernatural in origin and distressingly permanent.
+
+## [[Oozemorph Dedication]] Feat 2
+
+You are plagued by sporadic anatomical rearrangements, which grant you insights into other creatures with unusual anatomies. You become trained in Occultism and Ooze Lore; if you were already trained, you become an expert instead. You gain a +2 circumstance bonus to Reflex saves to avoid being Engulfed by creatures, and to checks to Escape after being Engulfed.
+
+As you develop more abilities based on your amorphous affliction, you become increasingly off-putting to mundane creatures. You take a penalty to Diplomacy checks against animals and humanoids. This penalty is equal to your number of class feats from the oozemorph archetype, to a maximum of -4 for four or more feats.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the oozemorph archetype.
+
+## [[Disturbing Defense]] Feat 4
+
+**Prerequisites** Oozemorph Dedication
+
+* * *
+
+Your internal organs and blood vessels have shifted and changed, and even you don't know precisely where in your body they are. You gain resistance to precision damage equal to 2 + your number of class feats from the oozemorph archetype. The DC of your flat checks to recover from persistent bleed damage is 13, rather than 15.
+
+## [[Hideous Ululation]] Feat 4
+
+**Prerequisites** Oozemorph Dedication, trained in Performance
+
+* * *
+
+Your throat has multiple separate chambers that can give your voice an eerie echo. You can be clearly heard at distances of up to 300 feet regardless of ambient sound, although your voice doesn't penetrate a magical silence effect.
+
+## [[Vacate Vision]] Feat 6
+
+**Prerequisites** Oozemorph Dedication
+
+**Trigger** You fail (but don't critically fail) a saving throw against an effect with the visual trait.
+
+* * *
+
+You cause your eyes to liquefy and run out of your eye sockets, leaving them empty. You get a success on the save against the triggering effect, but you are blinded for the duration the effect would have had on a failure. At that time, your eyes regrow and your normal vision returns.
+
+## [[Ooze Empathy]] Feat 8
+
+**Prerequisites** Oozemorph Dedication, at least two other class feats from the oozemorph archetype
+
+* * *
+
+You can connect with oozes (and other amorphous aberrations, at the GM's discretion) on a rudimentary level. You can use Diplomacy to Make an Impression on oozes and to make very simple Requests of them. In most instances, oozes will give you time to make your case.
+
+## [[Rubbery Skin]] Feat 10
+
+**Prerequisites** Disturbing Defense
+
+* * *
+
+Your skin develops a malleable, rubbery quality. You gain resistance to bludgeoning damage equal to 2 + your number of class feats from the oozemorph archetype. You also gain resistance equal to twice that amount to extra damage from critical hits; if the resistance is greater than the extra damage, it reduces the extra damage to 0 but doesn't reduce the attack's normal damage.
+
+## [[Uncanny Suction]] Feat 12
+
+**Prerequisites** Oozemorph Dedication
+
+* * *
+
+Your limbs produce strange, sucker-like growths that allow you to adhere to walls, objects, and most other surfaces. You gain a climb Speed equal to your half your land Speed (minimum 5 feet). If you have the Quick Climb feat, your climb Speed is equal to your land Speed. In addition, you gain a +2 circumstance bonus to your Reflex DC to avoid being Disarmed.
+
+## [[Peculiar Anatomy]] Feat 14
+
+**Prerequisites** Disturbing Defense
+
+* * *
+
+Your circulatory system contains viscous protoplasmic fluid instead of ordinary blood. You gain a +2 circumstance bonus to saving throws against disease and poison, and resistance to poison damage equal to half your level.
+
+In addition, your resistance to precision damage from Disturbing Defense increases to an amount equal to 7 + your number of class feats from the oozemorph archetype, and the DC of your flat checks to recover from persistent bleed damage is 8 rather than 13.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Oracle.md b/content/mechanics/srd/Archetypes/Oracle.md
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+---
+title: "Oracle"
+noteType: ":sticky-note:"
+aliases: "Oracle"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.ngVnNmi1Qke3lTy0
+tags:
+ - JournalEntryPage
+---
+
+# Oracle
+A mysterious force granted you divine magic and a curse.
+
+## [[Oracle Dedication]] Feat 2
+
+**Prerequisites** Charisma 14
+
+* * *
+
+Choose a mystery. You become trained in Religion and the mystery's skill; if you were already trained, you become trained in a skill of your choice. You gain the mild, constant effects of the mystery's curse described in its first paragraph, but not other effects the mystery usually grants. You cast spells like an oracle and gain the Cast a Spell activity. You gain a spell repertoire with two cantrips, either common divine cantrips or other divine cantrips you learn or discover. You're trained in divine spell attack rolls and divine spell DCs. Your key spellcasting ability for oracle archetype spells is Charisma, and they are divine oracle spells.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the oracle archetype.
+
+## [[Basic Mysteries]] Feat 4
+
+**Prerequisites** Oracle Dedication
+
+* * *
+
+You gain a 1st- or 2nd-level oracle feat of your choice.
+
+## [[Basic Oracle Spellcasting]] Feat 4
+
+**Prerequisites** Oracle Dedication
+
+* * *
+
+You gain the basic spellcasting benefits. When you gain a spell slot of a new level from the oracle archetype, add a common divine spell or another divine spell you have learned or discovered to your repertoire, of that spell level.
+
+## [[First Revelation]] Feat 4
+
+**Prerequisites** Oracle Dedication
+
+* * *
+
+You gain your mystery's initial revelation spell. Casting this spell progresses your curse. Use the minor curse from your mystery, but when you progress it again, instead of your mystery's moderate curse effect, you become off-guard in addition to the effects of the minor curse.
+
+If you don't have one, you gain a focus pool of 1 Focus Point. You can Refocus by reconciling the conflicting nature of your mystery, which also reduces your curse to minor.
+
+## [[Advanced Mysteries]] Feat 6
+
+**Prerequisites** Basic Mysteries
+
+* * *
+
+You gain one oracle feat. For meeting its prerequisites, your oracle level is equal to half your level.
+
+**Special** You can select this feat more than once. Each time you select it, you gain another oracle feat.
+
+## [[Mysterious Breadth]] Feat 8
+
+**Prerequisites** Basic Oracle Spellcasting
+
+* * *
+
+Increase the spell slots you gain from oracle archetype feats by 1 for each spell level other than your two highest spell levels.
+
+## [[Expert Oracle Spellcasting]] Feat 12
+
+**Prerequisites** Basic Oracle Spellcasting, master in Religion
+
+* * *
+
+You gain the expert spellcasting benefits.
+
+## [[Master Oracle Spellcasting]] Feat 18
+
+**Prerequisites** Expert Oracle Spellcasting, legendary in Religion
+
+* * *
+
+You gain the master spellcasting benefits.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Overwatch.md b/content/mechanics/srd/Archetypes/Overwatch.md
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+---
+title: "Overwatch"
+noteType: ":sticky-note:"
+aliases: "Overwatch"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.yOEiNjHLQ6XuOruq
+tags:
+ - JournalEntryPage
+---
+
+# Overwatch
+**Rarity** Uncommon
+
+* * *
+
+With a stalwart mind and sharp eyes, you observe the battlefield as though you and your allies are pieces on a chessboard. By predicting dangers and hazards and offering your insights to your comrades, you win battles through keen observation and teamwork. Whenever there's a threat or opening, you're the first to point it out, and you're ready to help your allies directly when necessary.
+
+.As a group's overwatch, you might let the position go to your head. In such cases, you might think of yourself as the mastermind behind the chessboard and feel detached from your allies, thinking of them as little more than pawns on the field.
+
+But more likely your role allows you to feel a deeper connection to your allies, and your coordination and heroics stand out most when you subsume your individual ego to serve the group's needs. In that case, you might think of yourself as a part of a functional whole—if your party was a single living body, you serve as the eyes, but that doesn't mean you're the brain, the heart, or other vital organs. Everyone has a crucial role to play.
+
+#### Overwatch Training
+
+Not just anyone can train to become their party's overwatch. A keen and incisive perception is necessary, of course, but that alone won't be sufficient. While many a ranger or rogue must sharpen their senses or face a short career, a true overwatch must be able to apply information received from all five senses (and any additional special senses they might have) to make split-second decisions that work toward achieving a tactical goal. Such a response can partially be trained through hours of daily drills designed to help a potential overwatch separate true threats and situations requiring their skills from false positives, and even situations where they would cause a problem if they didn't hold back. However, while training helps ingrain good practice into one's reflexes and muscle memory, ultimately, an overwatch candidate who lacks an innate degree of good tactical instinct will find such training slow to produce results, or in the worst case, even impossible.
+
+Beyond senses and instinct, the role of overwatch requires the ability to innovate your enhanced visual gear to assist in removing blind spots and seeing what others miss. This is essential, since you must keep track of your team and nearby foes. While it isn't explicitly necessary for you to be the one with enough skill in Crafting to maintain and upgrade your enhanced visual gear, many successful overwatches choose to do so in order to better understand how every piece works together to create the whole.
+
+## [[Overwatch Dedication]] Feat 2
+
+**Prerequisites** expert in Perception
+
+* * *
+
+You have an innate knack for tactical observation, and you've innovated to apply that knack in a variety of ways that allow you to assist your allies. With the help of enhanced visual gear (such as a specially modified telescope, goggled visor, or binoculars), you're keenly aware of the movement of combatants on the battlefield. You quickly and efficiently disperse that information to your nearby allies so they can use it to direct their own observations and reactions to danger.
+
+You're surrounded by an overwatch field aura in a @Template\[type:emanation|distance:30\]. Your overwatch field aura grants you increased perception and allows you to call out warnings to your allies within the aura to point out threats. This aura has the auditory and visual traits. You and allies within your overwatch field receive a +2 circumstance bonus when using Perception for Initiative checks.
+
+**Special** You can't select another dedication feat until after you have gained at least two other feats from the overwatch archetype.
+
+## [[Spyglass Modification]] Feat 4
+
+**Prerequisites** [[Overwatch Dedication]]
+
+* * *
+
+Your enhanced visual gear includes a regulating scope and reflectors, combined in an ingenuous setup that allows you to see around corners within the area of your overwatch field. This permits your overwatch field to extend around a single corner or turn and allows you to see around that corner as well. This ability doesn't let you see through walls or other barriers. You can't use it to see around a second or further corner, and it doesn't allow you to make ranged attacks or perform other actions that require line of effect with your target.
+
+## [[Swift Intervention]] Feat 6
+
+**Prerequisites** [[Overwatch Dedication]]
+
+* * *
+
+**Trigger** An ally within your overwatch field fails in their attempt to Arrest a Fall, Balance, Grab a Ledge, or Maneuver in Flight
+
+**Requirements** You are wielding a ranged weapon.
+
+* * *
+
+You're burdened with noticing potential threats at all times. Because of this, you've learned that a well-placed shot can prevent disaster. You make a shot to either pin an ally's clothing to stop a fall or secure them against a ledge, or you bounce an attack off their armor to correct their course as they stumble while attempting to balance or fly.
+
+Make a single ranged attack roll against the DC of the triggering check; your ally uses the result of your ranged attack roll in place of their original roll. You must have line of effect to your ally, and your attack roll includes any normal bonuses or penalties for a ranged attack with that weapon (such as the penalty for making a ranged attack beyond your first range increment).
+
+## [[Topple Giants]] Feat 8
+
+**Prerequisites** [[Overwatch Dedication]]
+
+* * *
+
+When you observe an ally try and fail to execute a strategic maneuver against your enemies, you coordinate with your other allies to finish the job, using the opening from the first attempt to keep your foe off-balance and ensure your eventual success.
+
+When an ally within your overwatch field attempts to [[Disarm]], [[Shove]], or [[Trip]] an opponent within your overwatch field and fails, you coordinate efforts to provide a +2 circumstance bonus to the next Athletics check rolled by a different ally to attempt the same action on the same target before that target's next turn.
+
+## [[Wide Overwatch]] Feat 10
+
+**Prerequisites** [[Overwatch Dedication]], master in Perception
+
+* * *
+
+Through a variety of perceptive techniques, careful routines, and upgrades to your enhanced visual gear, you have become able to observe and maintain your overwatch at a much greater distance. Increase the size of your overwatch field from 30 feet to 60 feet.
+
+## [[Forewarn]] Feat 12
+
+**Prerequisites** [[Overwatch Dedication]], master in Perception
+
+* * *
+
+**Frequency** once per minute
+
+**Trigger** An enemy within your overwatch field attempts an attack against an ally who is also within your overwatch field.
+
+* * *
+
+Your foresight and planning are more valuable than armor as you direct your ally away from danger, but there's a limit to how often you can guide your allies away from a foe's relentless assaults. The triggering attack roll targets your Perception DC instead of your ally's AC. Though this allows your ally to avoid taking penalties to their AC, it doesn't remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to your ally if they are off-guard, even though they wouldn't take the -2 circumstance penalty when defending against the attack.
+
+## [[Master Spotter]] Feat 12
+
+**Prerequisites** [[Overwatch Dedication]], expert in Perception
+
+* * *
+
+Your incredible perception and trusty enhanced visual gear allow you to see things others miss. Your proficiency rank in Perception increases to master.
+
+## [[Control Tower]] Feat 14
+
+**Prerequisites** [[Overwatch Dedication]], master in Perception
+
+* * *
+
+Your keen senses and ability to process battlefield information have dramatically improved, allowing you to drastically reduce the advantage of unseen foes. You and allies in your overwatch field gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within the overwatch field. You and your allies don't have to succeed at a flat check to target a concealed creature within your overwatch field. When you or an ally targets a hidden creature in your overwatch field, reduce the DC of the flat check to 5.
+
+## [[Converge]] Feat 16
+
+**Prerequisites** [[Overwatch Dedication]], master in Perception
+
+* * *
+
+**Trigger** You make a successful ranged attack against an opponent who is within your overwatch field, and who is within reach of one or more of your allies who is also within your overwatch field.
+
+* * *
+
+Informing your ally of an opening created by your shot, you coordinate to set them up to hit the target at the same time. Your ally can make a melee Strike against the triggering foe as a reaction. This Strike doesn't count toward that ally's multiple attack penalty, and their multiple attack penalty doesn't apply to this Strike. If your ally's Strike is successful, combine the damage from your successful ranged attack with the damage from your ally's melee attack for the purpose of determining resistances and weaknesses.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Pactbinder.md b/content/mechanics/srd/Archetypes/Pactbinder.md
new file mode 100755
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+---
+title: "Pactbinder"
+noteType: ":sticky-note:"
+aliases: "Pactbinder"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.0UrqPv7XLDDRwZ13
+tags:
+ - JournalEntryPage
+---
+
+# Pactbinder
+Some people feel that the universe is a constant struggle. Good against evil, law against chaos, civilization against nature, life against death against undeath. But why fight what you can't change? You prefer to bargain.
+
+As a pactbinder, you make deals with strange entities, otherworldly beings, and all sorts of multiversal denizens, amiable and unapproachable alike. Over the course of your many negotiations, you've learned something important: while such beings always seek a bargain tilted in their own favor, sometimes your definition of value differs enough from theirs that you can still come out ahead. In fact, sometimes, those who don't understand pacts like you do might mistake the payment for the benefit, or vice versa. Perhaps an ancient being of nightmare demanded to consume something you sought to be rid of, like a painful memory or a negative personality trait, priding itself on how it was taking something personal from you. Little did it know, you let it win on haggling your end of the deal. Of course, this practice isn't without its own risks, as who knows what you might become without that part of you.
+
+All these things, you can and must consider in every pact. In addition to pacts, you might also pursue magical contracts. While less of a metaphysical commitment than a pact, contracts offer similar benefits you just can't resist— and you can employ your skill set as a pactbinder to manipulate the precise wording of the bargain.
+
+## [[Pactbinder Dedication]] Feat 2
+
+**Prerequisites** trained in Diplomacy as well as either Arcana, Nature, Occultism, or Religion
+
+* * *
+
+The first step toward forming a successful pact is an understanding of the magic behind it, along with skill at negotiation. It doesn't hurt that you also learned how to magically bind yourself to keep your word, enabling you to bargain more easily. You increase your proficiency from trained to expert in Diplomacy and in one of the following: Arcana, Nature, Occultism, or Religion.
+
+[[Binding Vow]]
+
+* * *
+
+**Special** You can't select another dedication feat until you've gained two other feats from the pactbinder archetype.
+
+## [[Pact of Fey Glamour]] Feat 4
+
+**Prerequisites** Pactbinder Dedication
+
+* * *
+
+You've sworn a pact with fey powers, granting you the otherworldly appearance of your dreams in exchange for oaths of hospitality. As long as you keep your end of the bargain, your base appearance changes indefinitely to any one appearance you wish that's within the bounds of possibility for your ancestry; this effect can't be counteracted or removed except by violating the pact. Additionally, you can cast _[[Illusory Disguise]]_ as a primal innate spell once per hour, using the higher of your class DC and your spell DC to determine the DC.
+
+In exchange, you promise to accept any fey's request for hospitality, granting them food, drink, and lodging for up to 3 days and 3 nights. You also promise not to harm any creature to whom you've offered hospitality or who has shown hospitality to you, whether or not that creature is fey, unless that creature does harm first. If you refuse hospitality to a fey or violate hospitality, you lose the benefits of this feat until you atone for your transgressions, instantly reverting your appearance to the one you had before the pact.
+
+## [[Sociable Vow]] Feat 4
+
+**Prerequisites** Pactbinder Dedication; expert in Diplomacy
+
+* * *
+
+You can leverage your vow in more social interactions. The circumstance bonus from your Binding Vow also applies to attempts to Gather Information, [[Make an Impression]], or [[Demoralize]] you make directly in service of fulfilling the vow.
+
+## [[Pact of Draconic Fury]] Feat 6
+
+**Prerequisites** Pactbinder Dedication
+
+* * *
+
+You've sworn a pact with a dragon, giving you the ability to tap into the dragon's immeasurable power in exchange for adding to their hoard. You gain the [[Dragon Breath]] activity. In exchange, you promise to search for objects the dragon wants for its hoard upon request. These requests might be extremely specific unique objects, or they might be a broad category of objects. While the dragon agrees to pay you a fair price for the item you retrieve, the pact requires you to give your time and service.
+
+## [[Pact of Infernal Prowess]] Feat 8
+
+**Prerequisites** Pactbinder Dedication
+
+* * *
+
+You've sworn a pact with devils, granting you success in life in exchange for your soul in the afterlife. Once per hour, when you critically fail a check, you can reroll the check as a free action; this is a fortune effect. Additionally, you can choose to automatically succeed at checks to [[Earn Income]] for tasks below your level, without rolling. However, when you die, your soul is consigned to Hell. You can't be returned to life except by powerful magic such as _[[Miracle]]_, and even then, the devils responsible for the contract can track your every move for 1 year. The devils gain the effects of a _[[Pinpoint]]_ spell. They can also use 10th-level _[[Scrying]]_ on you at will, and you automatically critically fail your saving throw.
+
+* * *
+
+**Special** You can't retrain out of a Pact of Infernal Prowess without journeying to Hell and destroying the devil's written contract spelling out the terms of your pact.
+
+## [[Pact of the Final Breath]] Feat 12
+
+**Prerequisites** Pactbinder Dedication
+
+* * *
+
+You've sworn a pact with a powerful psychopomp-typically an olethros advocate or yamaraj judge-granting you a reprieve before your soul will be collected in exchange for respect for the dead and assistance against the undead. As long as you keep your end of the bargain, you live twice as long as you normally would before dying of natural causes. Additionally, the first time each day that you would be reduced to 0 Hit Points and gain the dying condition, you instead regain a number of Hit Points equal to twice your level (starting from 0 HP), remain conscious, and gain fast healing equal to your level for 3 rounds.
+
+In exchange, you swear to treat the dead you come across with respect, performing last rites and final dispositions to ensure their spirits rest in peace and are less likely to rise as undead. Furthermore, you swear to destroy undead you come across, so long as it's within your power to do so without inordinate risk to yourself. Violating your part of the pact causes its protections to immediately end. If at that point you had already lived beyond your natural lifespan, the psychopomps typically give you a few moments to make any last farewells, and then you simply breathe your final breath and pass on.
+
+## [[Pact of Eldritch Eyes]] Feat 14
+
+**Prerequisites** Pactbinder Dedication
+
+* * *
+
+You've sworn a pact with an entity beyond mortal comprehension, granting you distant visions and insights. You can cast _[[Scouting Eye]]_ as an occult innate spell once per hour, using the higher of your class DC and your spell DC to determine the DC.
+
+In exchange, you allow the entity to peer through you at your world. The entity's touch creates strange dreams, typically nightmares. Every morning, you awaken trained in an unexpected Lore skill determined by the GM, which you retain until the next time you rest for the night. While the entity contacts you most often while you sleep, it occasionally peers at you during the day, leading to disorientation and visions. You can generally determine what's going on during these visions, so normally this occurrence imparts no mechanical penalty. However, in the unlikely event that an encounter begins while you're experiencing visions from the entity, you might take a circumstance penalty to your initiative roll.
+
+* * *
+
+**Special** The entity isn't particularly attached to its pact with you. If you want it gone, you can retrain out of Pact of Eldritch Eyes, after which the entity withdraws its eyes to the void.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Pactbound Initiate.md b/content/mechanics/srd/Archetypes/Pactbound Initiate.md
new file mode 100755
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@@ -0,0 +1,77 @@
+---
+title: "Pactbound Initiate"
+noteType: ":sticky-note:"
+aliases: "Pactbound Initiate"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.YODf1eNWi9jnR93y
+tags:
+ - JournalEntryPage
+---
+
+# Pactbound Initiate
+**Rarity** Rare
+
+* * *
+
+Saumen kar can initiate a member of another ancestry into their pact, imbuing the creature with their power and their curse. Over time, this pact slowly changes the initiate internally and, sometimes, externally as well. The initiate's mind slowly fills with ancient pieces of lore and techniques that are as much part of the saumen kar as their hands and feet. As the initiate's mind adapts to this knowledge and power, their body sometimes evolves in kind—sprouting sweeping horns, gaining heightened olfactory senses, and growing additional height and muscle—becoming a hybrid between their old ancestry and saumen kar, wrapped in runic tattoos.
+
+An unwilling creature can never be forced to become a pactbound initiate, and only those with deep bonds of mutual friendship with a saumen kar can even attempt the process. Befriending a saumen kar can be enough to begin one's initiation into the pact, though they must choose to accept the burden and can change their minds about undertaking the pact at any point until their final transition (represented by the Bound in Ice feat). Once a creature has completed the pact by accepting the full burden of a saumen kar and taking the Bound in Ice feat, all transformations are permanent. At that point, they can't retrain the Pactbound Dedication, Frostbite Runes, or Bound in Ice feats and must live out the rest of their lives as something between their old ancestry and a saumen kar. If their normal lifespan was less than 400 years, it's increased to at least 400 years. If their natural lifespan was greater than 400 years, it's instead reduced to approximately that amount of time.
+
+## [[Pactbound Dedication]] Feat 2
+
+**Prerequisites** Erutaki or Jotun language, trained in Nature, must have earned the trust of a saumen kar who initiates you into the archetype
+
+* * *
+
+You befriended one of the last saumen kar and were infused with a fraction of their power, granting you the potential to become a guardian of their ancient pact. You gain cold resistance equal to half your level. You can [[Hide]] and [[Sneak]] while it's snowing even lightly, even if it wouldn't be thick enough to normally grant concealment. Finally, all saumen kar can sense the mark of their pact upon you, and their attitude toward you is typically one step better than it would be otherwise (hostile to unfriendly, unfriendly to indifferent, etc.) Most saumen kar are unfriendly to outsiders; this would make them indifferent to you.
+
+**Special** You can't select another dedication feat until you've gained two other feats from the pactbound initiate archetype.
+
+## [[Ice Crafter]] Feat 4
+
+**Prerequisites** [[Pactbound Dedication]]
+
+* * *
+
+The ancient ice-crafting techniques of the saumen kar awaken within you. You become trained in Crafting, or become an expert if you were already trained. You gain the [[Magical Crafting]] skill feat. You can craft permanent items out of ice instead of metal or wood; these items are a translucent crystal-blue in color, resemble icicles and glacier ice, and have the same statistics and properties as cold iron, including the price and the ability to deal additional damage to certain kinds of creatures. Any creature who wields or wears a piece of ice-crafted equipment takes 1 cold damage each round from contact with the primal cold of the crafted ice.
+
+## [[Crown of the Saumen Kar]] Feat 6
+
+**Prerequisites** [[Pactbound Dedication]]
+
+* * *
+
+Your body begins to evolve and adapt, taking the first steps towards blending your very self with the ancient curse of the saumen kar. You become larger and bulkier, pushing the very edge of height and weight for your size. You gain scent as an imprecise sense with a range of 30 feet and gain a +1 circumstance bonus to Stealth checks made to [[Sneak]] or [[Hide]] in areas of forest and snow. You sprout a pair of horns from your forehead, gaining a horns unarmed attack that deals 1d8 bludgeoning damage. Your horns are in the brawling group and have the shove and trip traits.
+
+## [[Frostbite Runes]] Feat 12
+
+**Prerequisites** [[Pactbound Dedication]]
+
+* * *
+
+Thick tattoos, each one a rune fragment from the saumen kar's long-lost language spelling out their pact with their equally lost deity, cover your body and stretch across your limbs, torso, and face. You gain a +1 status bonus to saving throws against evil and necromancy spells and effects. You can sense the presence of evil undead as a pervasive taste of oily corruption in the air; this is a vague sense that allows you to know when such a creature is within 60 feet of you, though you can't precisely pinpoint their location with this sense. As normal for a vague sense, it can be fooled, but undead might not realize they need to take precautions against it. This sense also extends to living creatures who have the void healing ability, like dhampir.
+
+You deal an additional 1 cold damage with all Strikes made with an ice-crafted weapon. If you have the Crown of the Saumen Kar feat, you deal an additional 1 cold damage with your unarmed horns Strikes.
+
+## [[Curse of the Saumen Kar]] Feat 14
+
+**Prerequisites** [[Frostbite Runes]]
+
+* * *
+
+**Frequency** once per day
+
+* * *
+
+You activate the runes on your body to create an icy prison around a Huge or smaller creature you can see within 60 feet. The prison is a sphere made of unmelting ice, just large enough to fit your target. The target, and any creatures sharing its space, must attempt a Reflex save, with a DC using the higher of your class DC and spell DC. A creature that fails becomes trapped inside the prison. If it succeeds, the creature is pushed outside the prison into a space of its choice. If the target shares its space with a gargantuan creature, the effect fails.
+
+The dome has AC 10, Hardness 20, and 40 Hit Points; it's immune to cold, critical hits, and precision damage. The prison lasts until destroyed, until you use this ability to create a new prison, or until you die.
+
+## [[Bound in Ice]] Feat 16
+
+**Prerequisites** [[Frostbite Runes]]
+
+* * *
+
+You become a hybrid of your ancestry and a saumen kar. Your size increases to Large, and your reach becomes 10 feet. Your cold resistance increases to be equal to your level, and you gain fire resistance equal to half your level.
+
+You also gain the [[Blizzard Evasion]] reaction.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Pathfinder Agent.md b/content/mechanics/srd/Archetypes/Pathfinder Agent.md
new file mode 100755
index 000000000..2551cd85e
--- /dev/null
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+---
+title: "Pathfinder Agent"
+noteType: ":sticky-note:"
+aliases: "Pathfinder Agent"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.fTxZjmNLckRwZ4Po
+tags:
+ - JournalEntryPage
+---
+
+# Pathfinder Agent
+You're a field agent of the globe-trotting Pathfinder Society, sworn to report, explore, and cooperate. You explore the world, gathering artifacts and antiquities, and record your adventures for posterity.
+
+## [[Pathfinder Agent Dedication]] Feat 2
+
+**Prerequisites** member of the Pathfinder Society
+
+**Access** You are from Absalom.
+
+* * *
+
+Your Pathfinder training has broadened your horizons and made you more flexible at various skills, since you never know when you might need an obscure skill to complete your mission. You become trained in one skill of your choice, or expert in a skill of your choice in which you were trained. You also become trained in Pathfinder Lore, or an expert if you were already trained. When using a skill untrained, your proficiency bonus is equal to your level instead of 0. You gain access to wayfinders.
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the Pathfinder Agent archetype.
+
+## [[Careful Explorer]] Feat 4
+
+**Prerequisites** Pathfinder Agent Dedication
+
+* * *
+
+You've explored enough dusty tombs and hidden vaults to gain a sixth sense about traps, and you sometimes notice them even when you're not trying to. Even if you aren't Searching in exploration mode, you get a check to find traps that normally require you to Search for them. You still need to meet any other requirements to find the trap.
+
+## [[Dead Reckoning]] Feat 4
+
+**Prerequisites** Pathfinder Agent Dedication, trained in Survival
+
+* * *
+
+You've trained yourself to maintain a strong sense of direction at all times, even when you can't use a compass or see the sky above. You immediately intuit which direction is north (assuming the concept of north exists at your current location).
+
+## [[Deft Cooperation]] Feat 4
+
+**Prerequisites** Pathfinder Agent Dedication
+
+* * *
+
+When you set things up to help your allies, you also gain some of the fruits of your labors. When you successfully Aid an attack roll or AC, you gain a +1 circumstance bonus to attack rolls or AC against that enemy until the end of your next turn, whichever you granted to your ally. When you successfully Aid a skill check, if you attempt the exact same skill check (not just using the same skill, but using it for the same purpose, for instance a check to Climb the same wall) on your next turn, you gain a +1 circumstance bonus to your skill check.
+
+## [[Environmental Explorer]] Feat 4
+
+**Prerequisites** Pathfinder Agent Dedication
+
+* * *
+
+You've traversed enough untamed wilderness to gain an intuitive understanding of the dangers that exist in such places. Your extensive familiarity means you sometimes notice perils even when you're not trying to. Even if you aren't Searching in exploration mode, you can attempt a check to find environmental hazards that normally require you to Search for them. You still need to meet any other requirements to find a particular hazard.
+
+## [[Observant Explorer]] Feat 4
+
+**Prerequisites** Pathfinder Agent Dedication
+
+* * *
+
+Thanks to the time you've spent wandering through wild and untamed environments, you've gained an intuitive sense about creatures. You sometimes notice them before they attack, or spot them nearby even if they weren't planning on attacking. You can attempt a check to notice hidden creatures attempting to Avoid Notice nearby even if you aren't actively Searching for them. You still need to meet any other requirements to notice a particular creature.
+
+## [[Remember Your Training]] Feat 4
+
+**Prerequisites** Pathfinder Agent Dedication
+
+**Frequency** once per day
+
+* * *
+
+During your training to become a Pathfinder Agent you were schooled on a wide variety of creatures you might encounter, and you can think back to that training to gain crucial insight in times of need. Attempt a check to Recall Knowledge about a creature you can see, adding your level as a proficiency bonus if you are untrained (rather than 0). If you roll a failure (but not a critical failure) on this check, you get a success instead.
+
+## [[Spiritual Explorer]] Feat 4
+
+**Prerequisites** Pathfinder Agent Dedication
+
+* * *
+
+You're familiar with the danger that lingering spirits can pose to an unwary adventurer, and you're particularly attuned to their presence. Even if you aren't Searching in exploration mode, you can attempt a check to find haunts that normally require you to Search for them. You still need to meet any other requirements to find a particular haunt.
+
+## [[Thorough Reports]] Feat 4
+
+**Prerequisites** Pathfinder Agent Dedication
+
+* * *
+
+Your reports are thorough and informative, and putting your thoughts to paper helps you retain the information. Keep track of each type of creature you successfully identify with Recall Knowledge. When attempting Recall Knowledge checks against creatures on your list in later encounters, you gain a +2 circumstance bonus, and you learn an additional fact about such creatures on a success.
+
+## [[Watch and Learn]] Feat 4
+
+**Prerequisites** Pathfinder Agent Dedication
+
+**Trigger** An ally you can see succeeds or critically succeeds at a Strength- or Dexterity-based skill check, using a skill in which you are untrained.
+
+* * *
+
+Pathfinder agents serve as members of diverse teams with complementary skill sets. You are practiced at following the example of a more skilled ally to accomplish a wide variety of tasks. For the next minute you can add your level as a proficiency bonus to the observed skill check, even though you are untrained. This does not allow you to attempt trained actions using that skill unless you would otherwise be able to do so.
+
+## [[Wayfinder Resonance Tinkerer]] Feat 4
+
+**Prerequisites** Pathfinder Agent Dedication
+
+* * *
+
+You can use the unusual resonance of your wayfinder to grant it additional effects. Choose one cantrip from the arcane, divine, occult, or primal list. You can activate your wayfinder to cast that cantrip at will. Additionally, you can Activate your wayfinder with a Single Action (envision) activation to transform it into a nondescript pin or brooch to hide your affiliation with the Pathfinder Society. This transformation lasts for 1 hour.
+
+## [[Archaeologist's Warning]] Feat 6
+
+**Prerequisites** Pathfinder Agent Dedication
+
+**Trigger** You are about to roll a Perception, Society, or Thievery check for initiative.
+
+* * *
+
+You visually or audibly warn your companions of danger, granting them a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this free action gains either the visual or auditory trait.
+
+## [[Craft Facsimile]] Feat 6
+
+**Prerequisites** expert in Crafting, Pathfinder Agent Dedication
+
+* * *
+
+You're renowned for your ability to recover important items, whether they're from a long-abandoned temple or a thieves' den, and sometimes that requires creating a stand-in. You can spend 1 minute to assemble a facsimile of an object of no more than 1 Bulk that you can see from available materials. The facsimile has the same shape and Bulk as the replaced object and can pass as the object if not examined. A creature familiar with the original who examines the object automatically realizes that it is a fake. A creature not familiar with the original can still tell it was a hastily jury-rigged stand-in of some kind, but they might not know the object was supposed to be something else.
+
+## [[Discerning Strike]] Feat 6
+
+**Prerequisites** Pathfinder Agent Dedication, Thorough Reports
+
+**Requirements** You have successfully identified the target with Recall Knowledge during this combat.
+
+* * *
+
+Identifying a creature is the first step in finding its weaknesses. Attempt a Strike against the target; if successful, you deal an additional 1d6 precision damage. If you have succeeded on a Recall Knowledge check against the target during this combat and their creature type was previously recorded using Thorough Reports, you also deal @Damage\[1\[bleed]] damage. The creature is then temporarily immune to Discerning Strike for 1 day.
+
+## [[Forced Entry]] Feat 6
+
+**Prerequisites** expert in Athletics, Pathfinder Agent Dedication
+
+* * *
+
+You are trained to preserve the archaeological value of your location when entering. You don't take a penalty to Force Open doors, windows, or containers without a crowbar. If you roll a success on a check to Force Open, you get a critical success instead.
+
+## [[Westyr's Wayfinder Repository]] Feat 6
+
+**Prerequisites** Pathfinder Agent Dedication, Wayfinder Resonance Tinkerer
+
+**Requirements** You have at least one 1st-level spell slot and a wayfinder.
+
+* * *
+
+You can use your wayfinder to store a little extra magic for when you need it most. When making your daily preparations, you can choose one 1st-level spell from your spellbook or spell repertoire and store it in your wayfinder. You can cast this spell from the wayfinder using the normal actions required. Once the spell has been cast, it is expended, and you must make your next daily preparations to store another spell in your wayfinder.
+
+## [[Diverse Recognition]] Feat 8
+
+**Prerequisites** Pathfinder Agent Dedication, master in a skill used to Recall Knowledge
+
+**Frequency** once per round
+
+**Trigger** You successfully Recall Knowledge about a creature you can see, using a skill in which you are a master.
+
+* * *
+
+Your Pathfinder training allows you to quickly size up numerous threats. Attempt to Recall Knowledge against a different kind of creature you can see using the same skill. You must still meet the requirements to attempt this check.
+
+## [[Recognize Threat]] Feat 8
+
+**Prerequisites** master in a Recall Knowledge skill, Pathfinder Agent Dedication
+
+**Requirements** You have master proficiency in a skill to identify the triggering creature.
+
+**Trigger** Your first turn of an encounter begins, and you can see a creature.
+
+* * *
+
+You quickly assess the threat so you can relay the information to your team. Attempt a Recall Knowledge check against the triggering creature.
+
+## [[Snap Out Of It! (Pathfinder Agent)|Snap Out Of It!]] Feat 8
+
+**Prerequisites** Pathfinder Agent Dedication, master in Medicine
+
+* * *
+
+Pathfinders are trained to help each other be safe and successful, and you know how to jolt your allies back to their senses. Attempt a Medicine check on an adjacent ally who is fascinated, frightened, stunned, or stupefied and choose one of those conditions. The DC is the DC for the effect that caused the condition.
+
+* * *
+
+**Critical Success** Reduce the value of the chosen condition by 2. If you chose fascinated, that condition ends.
+
+**Success** Reduce the value of the chosen condition by 1. If you chose fascinated, that condition ends.
+
+**Failure** The target is unaffected.
+
+**Critical Failure** You increase the value of the chosen condition by 1. If you chose fascinated, increase the duration by 1 round instead.
+
+## [[Wayfinder Resonance Infiltrator]] Feat 8
+
+**Prerequisites** Pathfinder Agent Dedication, Wayfinder Resonance Tinkerer
+
+* * *
+
+You are adept at using the unusual resonance of your wayfinder to aid in any deceptions you might employ. Once per day you can activate your wayfinder to cast illusory disguise, heightened to 2nd level, as an arcane spell. Additionally, once per day, you can Activate your wayfinder with a single-action envision activation to transform it into a perfect replica of another similarly sized badge of membership or office, such as an Aspis Consortium badge. This transformation lasts for 1 hour.
+
+## [[Eidetic Memorization]] Feat 10
+
+**Prerequisites** Pathfinder Agent Dedication
+
+* * *
+
+Pathfinders are often asked to study the intricacies of ancient history under less than ideal conditions, and you've trained your brain to make the most of your limited time. You quickly memorize an inscription, scroll, or other piece of writing you can clearly see whose length is equivalent to no more than one page. You can then accurately recreate this writing using a writing kit, wax tablet, or other writing medium, once you have reached safety. You don't need to understand the writing or identify the language to reproduce it. Your memory lasts until the next time you make your daily preparations; if you have not written down or otherwise recreated what you saw by this point, your memory fades and any attempt to recreate what you saw is garbled and unintelligible. You can have only one piece of writing memorized at a time; any previous memorization fades the next time you use this ability.
+
+## [[Everyone Duck!]] Feat 10
+
+**Prerequisites** Pathfinder Agent Dedication
+
+**Trigger** You fail, but don't critically fail, an attempt to Disable a Device on a trap.
+
+* * *
+
+You intentionally set off the trap, but you take special precautions to protect yourself and your allies from the trap's effects. For the next 2 rounds, if the trap rolls a critical success on an attack roll, it gets a normal success instead, and if anyone rolls a critical failure on their saving throw against the trap, they get a normal failure instead.
+
+## [[Educated Assessment]] Feat 12
+
+**Prerequisites** Pathfinder Agent Dedication
+
+* * *
+
+You attempt to Recall Knowledge about a creature, and the GM uses the same secret roll result against the creature's Deception or Stealth DC, giving you the information from a Battle Assessment. You might get a different degree of success on the Recall Knowledge check than what you get for the Battle Assessment. If you have the Battle Assessment feat, you gain the effects of Educated Assessment whenever you Recall Knowledge (such as with the Automatic Knowledge feat).
+
+## [[Swap Investment]] Feat 12
+
+**Prerequisites** Pathfinder Agent Dedication
+
+**Frequency** once per day
+
+* * *
+
+Your time as a Pathfinder has taught you how to improvise, and you've learned to make use of the resources you find in the field. You Invest a magic item and remove a previously invested item. The previous item no longer counts against your limit of 10 invested items.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Pirate.md b/content/mechanics/srd/Archetypes/Pirate.md
new file mode 100755
index 000000000..fdc4a73d2
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Pirate.md
@@ -0,0 +1,47 @@
+---
+title: "Pirate"
+noteType: ":sticky-note:"
+aliases: "Pirate"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.O9P1YgtiCgHlPNp5
+tags:
+ - JournalEntryPage
+---
+
+# Pirate
+You live a life of freedom, taking by force and intimidation all that you desire. You may be a privateer, raiding and plundering on behalf of a particular nation or another authority, or you may answer to no one but your own capricious whims. Either way, you rely on intimidation, wits, and combat prowess to take what you want from those you deem less deserving.
+
+Pirates have much in common with swashbucklers, and many pirates have the swashbuckler class or archetype. Much like a swashbuckler's daring deeds, classic pirate maneuvers are often showy feats intended to impress, intimidate, and gain panache. For example, if you have the panache class feature and your Acrobatics check for a Boarding Assault exceeds the very hard DC for your level, you would gain panache.
+
+## [[Pirate Dedication]] Feat 2
+
+**Prerequisites** trained in Intimidation
+
+* * *
+
+As a pirate, you sail the seas in search of enemy ships to plunder. You become trained in Sailing Lore, or become an expert in it if you were already trained. You ignore the effects of difficult terrain or uneven ground caused by a ship's movement. Additionally, you gain the Boarding Assault action.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Pirate archetype.
+
+## [[Pirate Weapon Training]] Feat 4
+
+**Prerequisites** Pirate Dedication
+
+* * *
+
+You're particularly skilled at wielding traditional pirate weapons. You become trained with the following weapons: hatchet, rapier, scimitar, and whip. Whenever you gain a class feature that grants you expert or greater proficiency with a given weapon or weapons, you also gain that proficiency rank for these weapons.
+
+## [[Rope Runner]] Feat 4
+
+**Prerequisites** trained in Acrobatics and Athletics, Pirate Dedication
+
+* * *
+
+You run and climb across ropes and rigging almost as easily as on the ground. You gain a climb Speed of 15 feet, but only on ship's rigging or similar ropes. Whenever you succeed at an Athletics check to Climb a rope or an Acrobatics check to Balance on a rope, you get a critical success instead. You aren't off-guard while Climbing or Balancing on a rope.
+
+## [[Walk The Plank]] Feat 8
+
+**Prerequisites** Pirate Dedication
+
+* * *
+
+You frighten a foe into moving where you want them, traditionally demanding they walk the plank. Attempt to Demoralize an opponent; this check gains the incapacitation trait. On a success, in addition to the normal effects, you can also force the target to Stride up to its Speed. You choose the path the target takes, and it does so as part of your Walk the Plank action. You can't force the target to move into a harmful space (one where it will take damage, fall, provoke reactions, or similar) unless the result of your check to Demoralize was a critical success. The target then becomes temporarily immune to Walk the Plank for 24 hours.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Pistol Phenom.md b/content/mechanics/srd/Archetypes/Pistol Phenom.md
new file mode 100755
index 000000000..c87fca637
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Pistol Phenom.md
@@ -0,0 +1,122 @@
+---
+title: "Pistol Phenom"
+noteType: ":sticky-note:"
+aliases: "Pistol Phenom"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.wMUAm1PJ1HjJ8fFU
+tags:
+ - JournalEntryPage
+---
+
+# Pistol Phenom
+**Rarity** Uncommon
+
+* * *
+
+"You saw what I can do, so you know I'm telling the truth when I say that I don't miss. That was just a warning shot. Now if you'd kindly empty out that coffer into my bag of holding, I don't see any need for this to get unpleasant... do you?"
+\-Unidentified pistol-twirling half-elf desperado, just before absconding with the funds a corrupt Alkenstar shield marshal planned to use to bribe a judge.
+
+You treat combat as an art and your pistol as an extension of your performance. You might wield a single pistol, a pair of pistols, or a pistol paired with a melee weapon to pull off showy maneuvers. However you slice it, though, the use of pistols or other one-handed firearms is crucial to your technique and style.
+
+To you, everything is a show, and you use your gun as a prop and instrument, not just to kill opponents but to trick, mislead, hinder, and even bully them into doing what you want them to do. While others tend to focus on delivering as much devastation downrange as possible, your style is all about control. By controlling a foe's attention and actions, you can bolster your own attacks and mitigate the foe's potential for mayhem. You control the tempo of the battle much as you would a staged performance, carefully ensuring your foe's actions don't fall outside of your intended script. You're both the director and the star of this show, and your enemies dance to the tune you play with your pistol... sometimes quite literally!
+
+#### What Makes a Phenom?
+
+Many gunslingers can learn how to twirl a pistol or intimidate a foe, but it's not just your skills that make you a phenom, it's your style and attitude. As a pistol phenom, you understand how to grab everyone's attention with everything you do, especially the way you talk, the way you walk, and the way you use your gun. But what's more, you're well aware of that fact and the power you have over others, and you aren't afraid to flaunt it.
+
+Despite this attitude, or perhaps because of it, as a pistol phenom you likely tend to get along well with groups of allies, understanding both how to take the spotlight to protect your allies and how to share it to make sure they get their time in the sun. The one exception to this can be other pistol phenoms. When two or more pistol phenoms gather in the same group, it's almost inevitable for a duel or other contest to arise. However, such a contest need not end in enmity. Depending on your temperament, and that of the other pistol phenom, the result of the exhilarating rivalry expressed during competition could be a lifelong friendship, albeit one in which you both keep score of your greatest achievements to compare exploits.
+
+## [[Pistol Phenom Dedication]] Feat 2
+
+**Prerequisites** trained in at least one type of one-handed firearm, trained in Deception, trained in Performance
+
+* * *
+
+You catch an opponent off-guard by spinning your weapon. You gain the [[Pistol Twirl]] gunslinger feat, enabling you to Feint against creatures within your weapon's first range increment. This otherwise serves as Pistol Twirl for the purpose of meeting prerequisites, although as normal, it doesn't count as another pistol phenom feat for the purpose of meeting Pistol Phenom Dedication's special entry and taking another archetype. Whenever you Feint with a one-handed firearm, you can choose to attempt a Performance check instead of a Deception check.
+
+**Special** You can't select another dedication feat until you've gained at least two other feats from the pistol phenom archetype.
+
+## [[Gunpowder Gauntlet]] Feat 4
+
+**Prerequisites** [[Pistol Phenom Dedication]]
+
+* * *
+
+**Requirements** You're wielding a loaded one-handed firearm.
+
+* * *
+
+Your flair keeps foes' attention, as your motions with your gun draw your foes into a deadly game. As you toy with them and performatively brandish your weapon, you build their tunnel vision, leaving them trapped in a perceptual gauntlet of your own making. Attempt a Performance check against the Will DC of a single target within your one-handed firearm's first range increment.
+
+* * *
+
+**Critical Success** The target takes a -2 status penalty to attack rolls against creatures other than you until the beginning of your next turn.
+
+**Success** The target takes a -1 status penalty to attack rolls against creatures other than you until the beginning of your next turn.
+
+## [[Dazzling Bullet]] Feat 6
+
+**Prerequisites** [[Pistol Phenom Dedication]]
+
+* * *
+
+Your tricks discombobulate your opponent, leaving spots in their vision from the bright flash of your gunshot reflected straight into their eyes (or other visual organs). Attempt a Performance check against the target creature's Will DC and make a ranged firearm Strike against that target. If the Strike deals damage to the target creature and you succeed at the Performance check, the creature is [[Dazzled]] for 1 round.
+
+## [[Hot Foot]] Feat 8
+
+**Prerequisites** [[Pistol Phenom Dedication]]
+
+* * *
+
+**Requirements** You're wielding a loaded firearm.
+
+* * *
+
+Using a carefully aimed shot, you make a creature "dance." You shoot at the ground near a target's feet, causing them to react involuntarily; even mindless creatures have unconscious responses to dodge an attack, and you can capitalize off those uncontrollable reflexes to achieve your aim. As they dance to the sweet tune of your pistol's retort, you ensure your foe can't use whatever nasty surprise they had planned in store for you and your allies. Make an attack roll against the Reflex DC of a target creature within your firearm's first range increment.
+
+* * *
+
+**Critical Success** The creature can't use reactions, is [[Off-Guard]], and takes a -2 circumstance penalty to Reflex saves. These effects last until the start of its next turn.
+
+**Success** The creature can't use reactions until the start of its next turn.
+
+## [[Phenom's Verve]] Feat 10
+
+**Prerequisites** [[Pistol Phenom Dedication]]
+
+* * *
+
+You're possessed with an incredibly vivacious spark that separates you not only from ordinary gun users and gunslingers, but even from other phenoms. Using that distinctive verve, when you perform impeccably and control the scene with your abilities, you also manage to set up your foes for disaster and ensure they remain in your sights for any follow-up attacks you want to make against them. If you critically succeed at a Performance check for Pistol Twirl or a pistol phenom archetype feat, you gain a +1 status bonus to your attack rolls with one-handed firearms and one-handed melee weapons until the end of your turn.
+
+## [[Reach for the Sky]] Feat 12
+
+**Prerequisites** [[Pistol Phenom Dedication]]
+
+* * *
+
+**Requirements** You're wielding a loaded firearm.
+
+* * *
+
+You command the room, firing a gun into the air and ordering everyone to surrender and put their hands in the air. You fire your firearm and then attempt a single Intimidation check to Demoralize each enemy within 30 feet. Creatures who become frightened instinctively put their hands in the air. If they had Raised a Shield, they lose the benefits, as they raise the shield above their head where it's of little use to block attacks. With their hands in the air, each of these frightened creatures can't use reactions or free actions that require their hands, or items held in their hands, until the beginning of their next turn. Regardless of the result, each creature is then temporarily immune to Reach for the Sky for 1 minute.
+
+## [[Whirling Knockdown]] Feat 14
+
+**Prerequisites** [[Pistol Phenom Dedication]]
+
+* * *
+
+**Requirements** You're wielding a loaded one-handed firearm and a one-handed melee weapon.
+
+* * *
+
+You fire your gun while throwing off a target's balance with your melee weapon. Then, you topple your foe to the ground with the quick orchestrated combination. You don't need to use brute force to do so, or even necessarily to hit with your gunshot; the effect is all about performing perfectly and eliminating your target's movements and options, leaving them no choice but to fall.
+
+Make a ranged firearm Strike against a creature within the reach of your melee weapon and then attempt a Performance check against the creature's Reflex DC. If the Strike critically succeeds, the target takes a -2 circumstance penalty to its Reflex DC against this check. The Performance check has the following effects.
+
+* * *
+
+**Critical Success** The target falls and lands [[Prone]]. It takes @Damage\[2d6\[bludgeoning]] damage from the fall.
+
+**Success** The target falls and lands prone.
+
+**Critical Failure** Your plans backfired on you, and you're forced to drop your melee weapon in your space.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Poisoner.md b/content/mechanics/srd/Archetypes/Poisoner.md
new file mode 100755
index 000000000..1e81f2a23
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Poisoner.md
@@ -0,0 +1,65 @@
+---
+title: "Poisoner"
+noteType: ":sticky-note:"
+aliases: "Poisoner"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.HvbDEgCsLbzuMRiR
+tags:
+ - JournalEntryPage
+---
+
+# Poisoner
+People are so delightfully fragile when exposed to the glories of nature. The bite of a certain serpent makes the blood congeal to jelly. A particular stone, suitably powdered, causes hallucinations and delirium. The sap of a tree inflicts such pain that death seems preferable. You are a student of such dark wonders, making you a dangerous foe indeed.
+
+**Additional Feats** 4th [[Poison Resistance]], [[Subtle Delivery]]; 6th [[Poison Weapon]], [[Tenacious Toxins]]; 8th [[Sticky Poison]]; 10th [[Improved Poison Weapon]], [[Pinpoint Poisoner]]; 12th [[Deadly Poison Weapon]]; 18th [[Chemical Contagion]]
+
+## [[Poisoner Dedication]] Feat 2
+
+**Prerequisites** trained in Crafting
+
+* * *
+
+You make a point of always having a few toxins near at hand-you never know when some arsenic or the like might prove useful. You gain the basic alchemy benefits, though they can be used only for alchemical poisons. You gain batches of infused reagents per day equal to your level. Your advanced alchemy level for creating these is 1 and doesn't increase on its own.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Poisoner archetype.
+
+## [[Poisoner's Twist]] Feat 4
+
+**Prerequisites** Poisoner Dedication, trained in Medicine
+
+**Requirements** Your last action was a successful melee Strike that dealt damage against a target that is afflicted by a poison, and you know which poison.
+
+* * *
+
+Poisons attack specific parts of the body-one venom might target the lungs, another the circulatory system, while another deteriorates the nerves. You know how to take advantage of such weaknesses. You deal 1d6 damage of the required Strike's damage type and 1d6 poison damage to the target. If you're at least 18th level, you deal 2d6 damage of each type.
+
+## [[Expert Poisoner]] Feat 6
+
+**Prerequisites** Poisoner Dedication, expert in Crafting
+
+* * *
+
+Your advanced alchemy level for poison increases to your level - 3.
+
+## [[Poison Coat]] Feat 6
+
+**Prerequisites** Poisoner Dedication
+
+**Trigger** A creature adjacent to you hits you with a melee unarmed Strike.
+
+**Requirements** You have prepared your clothing to poison attackers (see below).
+
+* * *
+
+In nature, certain animals are covered in venomous spines, such that even touching them is deadly. To use this reaction, you must have brushed poison onto your clothing or woven sharp poisoned needles into the garment's fabric. This takes 10 minutes and uses one dose of contact or injury poison. You can have only one such poison suffused into your clothing at a time.
+
+When you use this reaction, the triggering creature is exposed to the suffused poison.
+
+## [[Acquired Tolerance]] Feat 8
+
+**Prerequisites** Poisoner Dedication
+
+**Trigger** You fail a save against a poison.
+
+* * *
+
+A small amount of poison, taken at nonlethal doses, can help the body build up a resistance against a more deadly dosage. Reroll the triggering check and use the second result. Once you use Acquired Tolerance, you can continue to use it against the same type of poison that day, but you can't use it against a different type of poison until after you make your next daily preparations. For instance, if you used the reaction on a save against giant scorpion venom, you could use it again against giant scorpion venom even if it came from a different source, but you couldn't use it against nettleweed residue, lich dust, oranother poison.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Provocator.md b/content/mechanics/srd/Archetypes/Provocator.md
new file mode 100755
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+++ b/content/mechanics/srd/Archetypes/Provocator.md
@@ -0,0 +1,75 @@
+---
+title: "Provocator"
+noteType: ":sticky-note:"
+aliases: "Provocator"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.XLug8rxIe1KPX6Nf
+tags:
+ - JournalEntryPage
+---
+
+# Provocator
+The provocator is a gladiator who mixes brilliant performance with mastery of weapons.
+
+## [[Provocator Dedication]] Feat 10
+
+**Prerequisites** Strength 14, Charisma 14
+
+**Access** Successfully defeat the eberarks in the Irorium.
+
+* * *
+
+For you, fighting is as much about style as skill. You become trained in simple weapons, martial weapons, and one advanced weapon of your choice. When you critically succeed at an attack roll using your chosen advanced weapon, you also apply the critical specialization of that weapon. You become an expert in Performance and your choice of either Acrobatics or Athletics. If you were an expert in all three of these skills, you instead become an expert in a skill of your choice.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the provocator archetype.
+
+## [[Cartwheel Dodge]] Feat 12
+
+**Prerequisites** Provocator Dedication
+
+**Requirements** You aren't encumbered or overburdened.
+
+**Trigger** You succeed or critically succeed at a Reflex saving throw.
+
+* * *
+
+You Step up to 10 feet.
+
+## [[Flourishing Finish]] Feat 12
+
+**Prerequisites** Provocator Dedication
+
+**Requirements** Your last action was a Strike that dropped an opponent to 0 Hit Points.
+
+* * *
+
+Attempt a Performance check, comparing the result to the Will DC of each foe within 30 feet who can see you. Regardless of the result, each target is immune to your Flourishing Finish for 10 minutes.
+
+* * *
+
+**Critical Success** The target is Frightened 2.
+
+**Success** The target is frightened 1.
+
+## [[Murderer's Circle]] Feat 14
+
+**Provocator Dedication**
+
+* * *
+
+You Strike a target within reach and then Step to any other open space adjacent to that target. Your target is then off-guard against your next Strike this turn.
+
+## [[Pin to the Spot]] Feat 14
+
+**Prerequisites** Provocator Dedication
+
+* * *
+
+You Strike a target within reach. If you hit and deal damage, the target is also Restrained as if you had critically succeeded at an Athletics check to Grapple.
+
+## [[Performance Weapon Expert]] Feat 16
+
+**Prerequisites** Provocator Dedication, expert in any kind of weapon or unarmed attack
+
+* * *
+
+Your experience has made you better with a wide variety of weapons. Your proficiency ranks for simple weapons and martial weapons increase to expert, as does your proficiency rank for your chosen advanced weapon.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Psychic Duelist.md b/content/mechanics/srd/Archetypes/Psychic Duelist.md
new file mode 100755
index 000000000..70c207fab
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Psychic Duelist.md
@@ -0,0 +1,73 @@
+---
+title: "Psychic Duelist"
+noteType: ":sticky-note:"
+aliases: "Psychic Duelist"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.uA6XIArPfGSwBvZi
+tags:
+ - JournalEntryPage
+---
+
+# Psychic Duelist
+The mental landscape of the psychic duel rises to meet your steps and reshapes at your touch. You understand the binary mindscape links two minds, making its foundation only as strong as the wills of those involved. Two psychic castles in a siege—patch every loose brick in your walls and single out every flaw in your foe's defenses.
+
+## [[Psychic Duelist Dedication]] Feat 4
+
+**Prerequisites** trained in Occultism; you have been in a psychic duel
+
+* * *
+
+Through experience and in-depth visualizations of mental battles, you've grown adept at psychic duels. You gain a +2 circumstance bonus to your initiative rolls for psychic duels. Each time you enter a psychic duel, choose one of the following benefits for the duration of that duel.
+
+* **Mind Mace** You gain a status bonus to mental damage with spells you cast equal to the spell's level.
+* **Psychic Fist** You can use your standard ability modifier for Strike damage instead of your highest mental modifier, and you can use your full AC instead of using your Will DC in place of your AC.
+
+* * *
+
+**Special** You can't select another dedication feat until you have gained two other feats from the psychic duelist archetype.
+
+## [[Duel Spell Advantage]] Feat 4
+
+**Prerequisites** Psychic Duelist Dedication
+
+* * *
+
+When you start a psychic duel, you gain a third natural psychic spell. You can't choose the same spell twice.
+
+If you're 9th level or higher, add the following spells to the list of natural psychic spells you can choose:
+
+* _[[Confusion]]_
+* _[[Wave of Despair]]_
+* _[[Hallucination]]_
+* _[[Suggestion]]_
+* _[[Synaptic Pulse]]_
+* _[[Synesthesia]]_
+
+## [[Supreme Psychic Center]] Feat 8
+
+**Prerequisites** Psychic Duelist Dedication
+
+**Trigger** Your turn in a psychic duel begins.
+
+* * *
+
+With the merest thought, you realign your mental defenses to your duel's circumstances. You [[Recenter]].
+
+## [[Instigate Psychic Duel]] Feat 12
+
+**Prerequisites** Psychic Duelist Dedication
+
+**Frequency** once per day
+
+* * *
+
+You attempt to enter a psychic duel with a creature within 100 feet. The target can attempt a @Check\[type:will|dc:resolve(@actor.attributes.classOrSpellDC.value)\] save against the higher of your spell DC or class DC. If it enters the duel willingly, use the result for a critical failure.
+
+* * *
+
+**Critical Success** The target is unaffected.
+
+**Success** The two of you enter a psychic duel, but it ends automatically at the end of your next turn. As normal for a psychic duel, the duel ends if one participant is knocked out, as well as under any other conditions to which both participants agree. If you're in initiative when you Instigate the Psychic Duel, you keep the same initiative positions. You can each choose a psychic center for any skill in which you're trained, as you would if you were using that skill to roll initiative for the duel.
+
+**Failure** As a success, except instead of ending at the end of your next turn, the target can attempt a new save to end the duel at the end of each of your turns, starting with your next turn.
+
+**Critical Failure** As a success, except the duel doesn't end until it reaches one of the normal end conditions for a psychic duel.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Psychic.md b/content/mechanics/srd/Archetypes/Psychic.md
new file mode 100755
index 000000000..ee1fe9abb
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Psychic.md
@@ -0,0 +1,75 @@
+---
+title: "Psychic"
+noteType: ":sticky-note:"
+aliases: "Psychic"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.ygzv72IJNmjh0SPB
+tags:
+ - JournalEntryPage
+---
+
+# Psychic
+You've awoken the latent abilities of your mind, taking your first steps into wielding psychic magic.
+
+## [[Psychic Dedication]] Feat 2
+
+**Prerequisites** Intelligence 14 or Charisma 14
+
+* * *
+
+You feel something awaken within your mind. You become trained in Occultism; if you were already trained in Occultism, you become trained in a skill of your choice. You cast spells like a psychic and gain the [[Cast a Spell]] activity; as you don't have a subconscious mind, your thought components are simple intentions. Choose a conscious mind. You gain a spell repertoire with one standard psi cantrip of your choice from your conscious mind, which you cast as a psi cantrip. You gain the normal benefits and the amp for this psi cantrip, but not any other benefits from the conscious mind. If you don't have one, you gain a focus pool of 1 Focus Point, which you can use to amp your psi cantrips, and you can Refocus by meditating on your new powers. If you already have a focus pool, increase the number of points in your pool by 1. You're trained in occult spell attack rolls and occult spell DCs. Your key spellcasting ability for psychic archetype spells is the ability you used to qualify for the archetype, and they are occult psychic spells.
+
+* * *
+
+**Special** You can't select another dedication feat until you have gained two other feats from the psychic archetype.
+
+## [[Basic Psychic Spellcasting]] Feat 4
+
+**Prerequisites** Psychic Dedication
+
+* * *
+
+You gain the basic spellcasting benefits. When you gain a spell slot of a new level from the psychic archetype, add a spell of the appropriate spell level to your repertoire: a common occult spell, one of the granted spells from your conscious mind, or another spell you've learned or discovered.
+
+## [[Basic Thoughtform]] Feat 4
+
+**Prerequisites** Psychic Dedication
+
+* * *
+
+You gain a 1st- or 2nd-level psychic feat of your choice.
+
+## [[Advanced Thoughtform]] Feat 6
+
+**Prerequisites** Basic Thoughtform
+
+* * *
+
+You gain one psychic feat. For the purpose of meeting its prerequisites, your psychic level is equal to half your character level.
+
+* * *
+
+**Special** You can select this feat more than once. Each time you select it, you gain another psychic feat.
+
+## [[Psi Development]] Feat 6
+
+**Prerequisites** Psychic Dedication
+
+* * *
+
+You've found a new mental form. You gain another psi cantrip from your conscious mind: either the standard cantrip you didn't take with Psychic Dedication, or the unique surface psi cantrip. You gain the benefits and the amp for this second psi cantrip. Increase the number of Focus Points in your focus pool by 1.
+
+## [[Expert Psychic Spellcasting]] Feat 12
+
+**Prerequisites** Basic Psychic Spellcasting; master in Occultism
+
+* * *
+
+You gain the expert spellcasting benefits.
+
+## [[Master Psychic Spellcasting]] Feat 18
+
+**Prerequisites** Expert Psychic Spellcasting; legendary in Occultism
+
+* * *
+
+You gain the master spellcasting benefits.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Ranger.md b/content/mechanics/srd/Archetypes/Ranger.md
new file mode 100755
index 000000000..d24782a90
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Ranger.md
@@ -0,0 +1,105 @@
+---
+title: "Ranger"
+noteType: ":sticky-note:"
+aliases: "Ranger"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.CMgYob7Cy4meoQKg
+tags:
+ - JournalEntryPage
+---
+
+# Ranger
+You have studied hunting, tracking, and wilderness survival, adding a ranger's tools to your skill set. Your keen eyes while hunting prey help gather more information.
+
+## [[Ranger Dedication]] Feat 2
+
+**Prerequisites** Dexterity +2
+
+* * *
+
+You become trained in Survival; if you were already trained in Survival, you instead become trained in another skill of your choice. You become trained in ranger class DC. If you gain a warden spell through this archetype, you become trained in spell attacks and spell DCs. Your spellcasting attribute is Wisdom. You can use the [[Hunt Prey]] action.
+
+* * *
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the ranger archetype.
+
+## [[Basic Hunter's Trick]] Feat 4
+
+**Prerequisites** Ranger Dedication
+
+* * *
+
+You gain a 1st- or 2nd-level ranger feat.
+
+## [[Ranger Resiliency]] Feat 4
+
+**Prerequisites** Ranger Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier
+
+* * *
+
+You gain 3 additional Hit Points for each ranger archetype class feat you have. As you continue selecting ranger archetype class feats, you continue to gain additional Hit Points in this way.
+
+## [[Advanced Hunter's Trick]] Feat 6
+
+**Prerequisites** Basic Hunter's Trick
+
+* * *
+
+You gain one ranger feat. For the purpose of meeting its prerequisites, your ranger level is equal to half your character level.
+
+* * *
+
+**Special** You can select this feat more than once. Each time you select it, you gain another ranger feat.
+
+## [[Master Spotter (Ranger)]] Feat 12
+
+**Prerequisites** Ranger Dedication; expert in Perception
+
+* * *
+
+Your proficiency rank in Perception increases to master.
+
+**Prerequisites** Dexterity 14
+
+* * *
+
+You become trained in Survival; if you were already trained in Survival, you instead become trained in another skill of your choice. You become trained in ranger class DC. You can use the [[Hunt Prey]] action.
+
+* * *
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the ranger archetype.
+
+## [[Basic Hunter's Trick]] Feat 4
+
+**Prerequisites** Ranger Dedication
+
+* * *
+
+You gain a 1st- or 2nd-level ranger feat.
+
+## [[Ranger Resiliency]] Feat 4
+
+**Prerequisites** Ranger Dedication; class granting no more Hit Points per level than 8 + your Constitution modifier
+
+* * *
+
+You gain 3 additional Hit Points for each ranger archetype class feat you have. As you continue selecting ranger archetype class feats, you continue to gain additional Hit Points in this way.
+
+## [[Advanced Hunter's Trick]] Feat 6
+
+**Prerequisites** Basic Hunter's Trick
+
+* * *
+
+You gain one ranger feat. For the purpose of meeting its prerequisites, your ranger level is equal to half your character level.
+
+* * *
+
+**Special** You can select this feat more than once. Each time you select it, you gain another ranger feat.
+
+## [[Master Spotter (Ranger)]] Feat 12
+
+**Prerequisites** Ranger Dedication; expert in Perception
+
+* * *
+
+Your proficiency rank in Perception increases to master.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Reanimator.md b/content/mechanics/srd/Archetypes/Reanimator.md
new file mode 100755
index 000000000..20296713a
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Reanimator.md
@@ -0,0 +1,75 @@
+---
+title: "Reanimator"
+noteType: ":sticky-note:"
+aliases: "Reanimator"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.ePfibeHcnRcjO6lC
+tags:
+ - JournalEntryPage
+---
+
+# Reanimator
+Most cultures revere the bodies of the deceased, laying to rest the mortal remains of their companions according to tradition formed generations before. Such customs assume a common conclusion: once the spirit that inhabited it has gone on to the Boneyard, the empty shell of a corpse has no purpose beyond its eventual return to the elements that formed it. You know differently. As the vessels that once housed immortal souls, corpses hold great power and potential, perfect construction materials for creations of unsurpassed wonder. As a reanimator, you have chosen to focus your study of the necromantic arts on the transformation of dead flesh into innumerable varieties of undead, from the lowliest shuffling corpses and brittle skeletons to abominations of ghastly splendor barely conceived of by only the most fanatical-or brilliant- mortal minds.
+
+**Additional Feats** 4th [[Undying Conviction]]; 12th [[Necromancer's Visage]]; 14th [[Sepulchral Sublimation]]
+
+## [[Reanimator Dedication]] Feat 2
+
+**Prerequisites** able to cast animate dead with a spell slot
+
+* * *
+
+You have dedicated your studies to the art of raising and commanding undead. If you're a spontaneous spellcaster with _[[Summon Undead]]_ in your repertoire, it becomes a signature spell in addition to your usual signature spells. If you're a prepared spellcaster with animate dead in your spells known, spellbook, or the like, you can spend 10 minutes contemplating undeath to replace one of the spells you've prepared in your spell slots with an animate dead spell of the same level. In addition, if you're able to target the mostly intact remains of an appropriate type of dead creature when casting animate dead, the undead you animate gains a +1 status bonus to attack rolls, AC, saving throws, and skill checks for the duration of animate dead.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the reanimator archetype.
+
+## [[Deathly Secrets]] Feat 6
+
+**Prerequisites** Reanimator Dedication
+
+* * *
+
+No means of creating or ruling the undead is beyond your grasp, even those of magical traditions not your own. You learn either the _[[Eyes of the Dead]]_ or _[[Subjugate Undead]]_ focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by meditating over the earthly remains of a dead sentient creature. The rules for focus spells appear on page 300 of the Core Rulebook. Focus spells granted by the reanimator archetype are from the same tradition as those used to meet the archetype's prerequisite.
+
+**Special** You can select this feat more than once. Each time, you learn a different spell and your focus pool increases by 1 Focus Point.
+
+## [[Macabre Virtuoso]] Feat 6
+
+**Prerequisites** Reanimator Dedication; expert in Arcana, Occultism, or Religion
+
+* * *
+
+Any necromancer can create zombies and skeletons, but you know the secrets behind the creation of far more advanced undead monstrosities. You learn the _[[Create Undead]]_ rituals to create two types of common undead for which you meet the prerequisites. (Your GM might give you access to additional types of undead.) You can't teach these rituals to anyone else and you can't participate in either ritual while allowing someone else to serve as the primary caster unless they also know the ritual. When you reach a new level, you can change either or both of these rituals to a different type of undead for which you now meet the prerequisites.
+
+When acting as primary caster, you can perform all create undead rituals in 4 hours instead of 1 day and you gain a +2 circumstance bonus to your primary check. You can also perform the ritual without the aid of a secondary caster, in which case you attempt the secondary check.
+
+**Special** You can select this feat more than once. Each time, you learn the rituals to create two more types of undead creatures.
+
+## [[Bonds of Death]] Feat 8
+
+**Prerequisites** Reanimator Dedication
+
+**Frequency** once per day
+
+**Requirements** You have cast animate dead this turn.
+
+* * *
+
+You sway with the motions of your spells that animate the dead, channeling your power to sustain two at the same time. You Sustain your previous casting of animate dead, binding the necromantic energy of the two spells together with metaphysical twine. On subsequent rounds, you can Sustain both animate dead spells with a single action to Sustain the Spell. This benefit lasts until either of the spells ends.
+
+## [[Greater Deathly Secrets]] Feat 10
+
+**Prerequisites** Deathly Secrets
+
+* * *
+
+Your undead secrets grow stronger still. You learn either the _[[Malignant Sustenance]]_ or _[[Grasping Grave]]_ focus spell. Your focus pool increases by 1 point.
+
+**Special** You can select this feat more than once. Each time, you learn a different spell and your focus pool increases by 1 Focus Point.
+
+## [[Master of the Dead]] Feat 12
+
+**Prerequisites** Deathly Secrets
+
+* * *
+
+You have reached the pinnacle of the reanimator's craft: the ability to raise nearly any corpse or skeleton as a gruesome mockery of the creature it once was. You learn the _[[Shambling Horror]]_ focus spell. Your focus pool increases by 1 Focus Point.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Red Mantis Assassin.md b/content/mechanics/srd/Archetypes/Red Mantis Assassin.md
new file mode 100755
index 000000000..bc0da35e1
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Red Mantis Assassin.md
@@ -0,0 +1,63 @@
+---
+title: "Red Mantis Assassin"
+noteType: ":sticky-note:"
+aliases: "Red Mantis Assassin"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.CB9YE4P7A2Wty1IX
+tags:
+ - JournalEntryPage
+---
+
+# Red Mantis Assassin
+You are a Red Mantis assassin, inducted by the mantis god and sworn to chase your prey to the end of the world and beyond.
+
+## [[Red Mantis Assassin Dedication]] Feat 2
+
+**Prerequisites** trained in sawtooth sabers, deity is Achaekek, lawful evil alignment, member of the Red Mantis assassins
+
+**Access** You are from Mediogalti Island.
+
+* * *
+
+You have learned how to stalk your foes and slay them with a sawtooth sabre. You become trained in Stealth and Assassin Lore; if you were already trained, you become an expert instead. Whenever your proficiency in any weapon increases to expert or beyond, you also gain that new proficiency with [[Sawtooth Saber]].
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the Red Mantis assassin archetype.
+
+## [[Basic Red Mantis Magic]] Feat 4
+
+**Prerequisites** trained in Religion, Red Mantis Assassin Dedication
+
+* * *
+
+You have learned limited divine magic from your Red Mantis training. You gain the Cast a Spell activity. You're a prepared spellcaster, able to prepare two cantrips and one 1st-level spell each day. You prepare these spells from a Red Mantis assassin spellbook, similar to a wizard's, containing three cantrips and two 1st-level spells. All the spells in your Red Mantis assassin spellbook, from this and later feats, must be either transmutation or illusion spells from the arcane spell list or a spell from the following list: _[[Clairaudience]]_, _[[Clairvoyance]]_, _[[Darkness]]_, _[[Translocate]]_, _[[Rewrite Memory]]_, _[[Mist]]_, _[[Paralyze]]_, _[[See the Unseen]]_, _[[Sure Strike]]_. Regardless of their usual magical tradition, your Red Mantis assassin spells are divine spells, as are any Red Mantis focus spells you gain.
+
+You can prepare two cantrips and one 1st-level spell each day from those found in your Red Mantis assassin spellbook. You're trained in spell attack rolls and spell DCs for casting divine spells. Your key spellcasting ability for these spells is Charisma.
+
+## [[Advanced Red Mantis Magic]] Feat 6
+
+**Prerequisites** Basic Red Mantis Magic
+
+* * *
+
+Your Red Mantis magical training has improved. Add two 2nd-level spells to your Red Mantis assassin spellbook. You gain a 2nd-level spell slot that you can use to prepare a spell from your Red Mantis assassin spellbook.
+
+At 8th level, add two 3rd-level spells to your Red Mantis assassin spellbook. You gain a 3rd-level spell slot that you can use to prepare a spell from your Red Mantis assassin spellbook.
+
+At 10th level, add two 4th-level spells to your Red Mantis assassin spellbook. You gain a 4th-level spell slot that you can use to prepare a spell from your Red Mantis assassin spellbook.
+
+## [[Crimson Shroud]] Feat 6
+
+**Frequency** A number of times per day equal to your number of class feats from the Red Mantis assassin archetype
+
+**Prerequisites** Red Mantis Assassin Dedication
+
+* * *
+
+You swathe yourself in a veil of red mist for 1 minute. While the shroud is active, you gain fast healing equal to half your level. You can Interact with your shroud, swirling it around you, to gain a +1 circumstance bonus to AC until the beginning of your next turn. Finally, if you die while the shroud is active, you can choose to have your entire body vanish into red mist, leaving behind only your gear; you make this choice when you activate Crimson Shroud.
+
+## [[Mantis Form]] Feat 8
+
+**Prerequisites** Basic Red Mantis Magic
+
+* * *
+
+You gain the _[[Mantis Form]]_ focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by praying to Achaekek or researching your assigned kill.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Ritualist.md b/content/mechanics/srd/Archetypes/Ritualist.md
new file mode 100755
index 000000000..3dac1cb1d
--- /dev/null
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+---
+title: "Ritualist"
+noteType: ":sticky-note:"
+aliases: "Ritualist"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.Ph7yWRR376aYh12T
+tags:
+ - JournalEntryPage
+---
+
+# Ritualist
+While some learn the art of ritual casting through rigorous study, other gifted individuals may find that a combination of natural talent and luck gives them surprising skill at performing rituals, whether they want that power or not.
+
+## [[Ritualist Dedication]] Feat 2
+
+**Prerequisites** expert in Arcana, Nature, Occultism, or Religion
+
+* * *
+
+You have begun to master the difficult art of casting rituals. You gain a +2 circumstance bonus to all primary checks to perform a ritual. You learn two uncommon rituals with a level no higher than half your level; you must meet all prerequisites for casting the ritual to choose it. At 8th level and every 4 levels thereafter, you learn another uncommon ritual with a level no higher than half your level and for which you meet the prerequisites. You can cast these as the primary caster, but you can't teach them to anyone else or allow someone else to serve as primary caster unless they know the ritual as well.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Ritualist archetype. If you retrain out of this feat, you lose the rituals learned from it.
+
+## [[Flexible Ritualist]] Feat 6
+
+**Prerequisites** Ritualist Dedication
+
+* * *
+
+You can perform two aspects of a ritual yourself. When you cast a ritual, you can reduce the number of secondary casters by 1. When you do, you must fulfill any requirements for the secondary caster, and you attempt the secondary check normally performed by that secondary caster. You can't replace a secondary caster who is the target of the spell (as in the atone ritual).
+
+## [[Resourceful Ritualist]] Feat 6
+
+**Prerequisites** Ritualist Dedication
+
+* * *
+
+You can cast difficult rituals that might otherwise be just beyond your skill. You can attempt checks to cast a ritual that requires expert proficiency if you are trained, master proficiency if you are an expert, or legendary proficiency if you are a master.
+
+## [[Efficient Rituals]] Feat 8
+
+**Prerequisites** Ritualist Dedication
+
+* * *
+
+You can perform some rituals in less time. If the ritual normally requires 1 day to cast, you can cast it in 4 hours. If it takes longer than 1 day, you cast it in half the number of days, rounded up.
+
+## [[Assured Ritualist]] Feat 10
+
+**Prerequisites** Flexible Ritualist
+
+* * *
+
+You can cover for a secondary caster's error. If you are the primary caster, after rolling all the secondary checks, choose one check on which the secondary caster rolled a failure or critical failure, and treat the result as one degree of success better.
+
+## [[Speedy Rituals]] Feat 14
+
+**Prerequisites** Efficient Rituals
+
+* * *
+
+You can perform rituals in only a fraction of the usual time. If a ritual has a casting time measured in days, you can cast it in an equal number of hours. If this results in a ritual longer than 8 hours, you split the ritual between multiple days, as normal for a ritual.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Rogue.md b/content/mechanics/srd/Archetypes/Rogue.md
new file mode 100755
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--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Rogue.md
@@ -0,0 +1,79 @@
+---
+title: "Rogue"
+noteType: ":sticky-note:"
+aliases: "Rogue"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.kVC4kgYKbhqPsaDt
+tags:
+ - JournalEntryPage
+---
+
+# Rogue
+You've learned to sneak, steal, and disable traps. With time and luck, you'll become capable of moving through the shadows, striking unseen, and escaping without notice.
+
+## [[Rogue Dedication]] Feat 2
+
+**Prerequisites** Dexterity +2
+
+* * *
+
+You gain a skill feat and the rogue's [[Surprise Attack]] class feature. You become trained in light armor. In addition, you become trained in Stealth or Thievery plus one skill of your choice; if you are already trained in both Stealth and Thievery, you become trained in an additional skill of your choice. You become trained in rogue class DC.
+
+* * *
+
+**Special** You cannot gain another dedication feat until you have gained two other feats from the rogue archetype.
+
+## [[Basic Trickery]] Feat 4
+
+**Prerequisites** Rogue Dedication
+
+* * *
+
+You gain a 1st- or 2nd-level rogue feat.
+
+## [[Sneak Attacker]] Feat 4
+
+**Prerequisites** Rogue Dedication
+
+* * *
+
+You gain the [[Sneak Attack]] class feature, except it deals 1d4 damage, increasing to 1d6 at 6th level. You don't increase the number of dice as you gain levels.
+
+## [[Advanced Trickery]] Feat 6
+
+**Prerequisites** Basic Trickery
+
+* * *
+
+You gain one rogue feat. For the purpose of meeting its prerequisites, your rogue level is equal to half your character level.
+
+* * *
+
+**Special** You can select this feat more than once. Each time you select it, you gain another rogue feat.
+
+## [[Skill Mastery (Rogue)]] Feat 8
+
+**Prerequisites** Rogue Dedication; trained in at least one skill and expert in at least one skill
+
+* * *
+
+Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose; you must meet all its prerequisites.
+
+* * *
+
+**Special** You can select this feat up to five times.
+
+## [[Uncanny Dodge]] Feat 10
+
+**Prerequisites** Rogue Dedication
+
+* * *
+
+You gain the [[Deny Advantage]] class feature.
+
+## [[Evasiveness (Rogue)]] Feat 12
+
+**Prerequisites** Rogue Dedication; expert in Reflex saves
+
+* * *
+
+Your proficiency rank for Reflex saves increases to master.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Runelord.md b/content/mechanics/srd/Archetypes/Runelord.md
new file mode 100755
index 000000000..649b3df23
--- /dev/null
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+---
+title: "Runelord"
+noteType: ":sticky-note:"
+aliases: "Runelord"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.09VwtSsYldMkVzU1
+tags:
+ - JournalEntryPage
+---
+
+# Runelord
+**Rarity** Rare
+
+* * *
+
+You've learned arcane magic following the path of the runelords. You unlock secrets of a chosen school of magic while forsaking lesser schools. You learn the secrets of runic magic, the building blocks of magic. But be warned: you might succumb to sin in your pursuit of power.
+
+You also learn to use polearms, the signature weapons of the runelords, and can acquire the secrets of the mighty, ancient magic items called aeon stones, embedding them into your skin.
+
+**Additional Feats** 2nd [[Tattoo Artist]]
+
+## [[Runelord Dedication]] Feat 2
+
+**Prerequisites** [[Runelord Specialization]]
+
+* * *
+
+Your rune magic increases, and you practice with your school's associated weapon. You gain an additional cantrip of your chosen arcane school, and each time you gain a level (including this level), you add an additional spell from your chosen arcane school to your spellbook, with the same restrictions as the two spells you normally add.
+
+* * *
+
+**Special** You can't select another dedication feat until you have gained two other feats from the runelord archetype.
+
+## [[Embed Aeon Stone]] Feat 2
+
+**Prerequisites** [[Runelord Dedication]], trained in Crafting
+
+* * *
+
+You discover the secrets to embedding _aeon stones_ into your flesh. You spend 1 day attuning to an _aeon stone_ and physically embedding it in your skin. While the stone is embedded this way, you gain the benefits of the aeon stone as if it were orbiting above your head, but it protects the stone from being noticed or stolen as easily. _Aeon stones_ in your flesh must be invested to function, as usual.
+
+You can also use this activity to safely remove an embedded _aeon stone_ in 1 day. Someone without this feat can attempt to surgically remove it safely by spending 1 day and succeeding at a DC 30 Medicine check, or hastily by simply ripping it from a corpse.
+
+## [[Aeon Resonance]] Feat 4
+
+**Prerequisites** [[Embed Aeon Stone]]
+
+* * *
+
+You gain the resonant power of one embedded _aeon stone_ as if it were placed in a wayfinder. While you can embed multiple _aeon stones_ in your flesh, you can gain the resonance power from only one embedded stone at a time, selected each day when you make your daily preparations.
+
+* * *
+
+**Special** At 8th level, you can take this feat again. If you do, you gain the resonance powers of up to four invested _aeon stones_ instead of only one.
+
+## [[Polearm Tricks]] Feat 6
+
+**Prerequisites** [[Runelord Dedication]]
+
+* * *
+
+Your connection to rune magic has revealed tricks to make polearms deadlier in your hands. You gain the critical specialization effects of polearms.
+
+## [[Sin Reservoir]] Feat 8
+
+**Prerequisites** [[Runelord Dedication]]
+
+* * *
+
+During daily preparations, you can indulge in your associated sin. When you do, you gain one additional spell slot of any spell level up to two levels below the highest-level wizard spell you can cast. You can prepare only a spell of your specialized school in this slot. As with any other act, indulging in your sin might change your alignment if your behavior harms someone else.
+
+## [[Fused Polearm]] Feat 10
+
+**Prerequisites** [[Runelord Dedication]]
+
+* * *
+
+**Requirements** Your arcane bonded item is a polearm.
+
+* * *
+
+During your daily preparations, you can magically fuse your arcane bonded weapon and a magical staff together into one item, with the staff making up the haft of the weapon. You prepare the staff at the same time you do this, and you can do this only with a staff you're able to prepare. This fusion lasts until the next time you make your daily preparations.
+
+While the two are fused, the weapon's haft takes on aesthetic aspects of the staff.
+
+## [[School Counterspell]] Feat 12
+
+**Prerequisites** Counterspell, [[Runelord Dedication]]
+
+* * *
+
+Your intricate knowledge of your school lets you easily negate spells from that school. Instead of being able to counter a foe's spell with Counterspell only if you have the same spell prepared, if the foe casts a spell from the school matching your specialization, you can Counterspell it with any other spell of the same school.
+
+## [[School Spell Redirection]] Feat 18
+
+**Prerequisites** Counterspell, [[Runelord Dedication]]
+
+* * *
+
+When you Counterspell a spell with a school matching your specialization, if you critically succeed at your counteract check, or if you succeed while using a spell of a higher level than the spell you countered, you can redirect the spell you countered. You choose the target, area, and other aspects of the spell and use your own spell DC, spell attack roll, or other statistics as appropriate to determine the effects.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Runescarred.md b/content/mechanics/srd/Archetypes/Runescarred.md
new file mode 100755
index 000000000..3f6e7d31d
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@@ -0,0 +1,59 @@
+---
+title: "Runescarred"
+noteType: ":sticky-note:"
+aliases: "Runescarred"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.j5uZbCwoHOOEO1bC
+tags:
+ - JournalEntryPage
+---
+
+# Runescarred
+The rune magic of Thassilon and its descendant nations has left its mark on your very flesh. As a runescarred, you have an unusually close connection to this ancient magic, which has become a newly emerging field of study for small pockets of interested scholars in both Varisia and New Thassilon.
+
+## [[Runescarred Dedication]] Feat 2
+
+**Prerequisites** trained in Arcana
+
+**Access** You are from the Saga Lands.
+
+* * *
+
+Whether through blood (if you're Varisian, Shoanti, or New Thassilonian) or by exposure to rune magic, you have become runescarred, with visible, glowing runes on your body in the form of tattoos or scars. You might have possessed these marks before gaining the archetype, but you only truly became runescarred when you chose to study and tap into the runes' power. You become an expert in Arcana and you also become trained in Thassilon Lore, or an expert in Thassilon Lore if you were already trained in it.
+
+Choose one cantrip from the arcane list. One of the runes on your body corresponds to the chosen cantrip, and you can cast the chosen cantrip as an innate arcane spell.
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the runescarred archetype.
+
+## [[Spell Runes]] Feat 4
+
+**Prerequisites** Runescarred Dedication
+
+* * *
+
+The magical runes on your body grant you several magical abilities. Choose a 1st-level arcane spell. You gain a spell rune on your body corresponding to the chosen spell, which you can cast once per day as an innate spell. At 6th level, you gain a spell rune corresponding to a 2nd-level arcane spell, and at 8th level, you gain a spell rune corresponding to a 3rd-level arcane spell.
+
+## [[Living Rune]] Feat 6
+
+**Prerequisites** Runescarred Dedication
+
+* * *
+
+You've bridged a connection between the runes on your body and the magic of runestones, allowing you to place an armor rune on your living flesh. Your body can hold a single property rune; you can't etch a property rune on your body if it has requirements on the type or category of armor or if the property would affect the armor instead of its wearer. If you wear armor, you gain the property rune's effects in addition to any effects of that armor.
+
+## Warding Rune Feat 6
+
+_**Note** This feat has been removed from the system due to incompatibility with the remaster rules. See the [[Remaster Changes]] journal for more information. A copy of this feat is available in the PF2e Legacy Content module._
+
+**Prerequisites** Runescarred Dedication
+
+* * *
+
+Your runes provide a warding effect that protects you against a specific school of magic. Choose a school of magic other than divination. You gain a rune on your body corresponding to that school, and you gain a +2 circumstance bonus to all saving throws against effects of that school.
+
+## [[Greater Spell Runes]] Feat 10
+
+**Prerequisites** Spell Runes
+
+* * *
+
+You gain more powerful spell runes. You gain a spell rune corresponding to a 4th-level arcane spell. At 12th level, you gain a spell rune corresponding to a 5th-level arcane spell, and at 14th level, you gain a spell rune corresponding to a 6th-level arcane spell.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Scions of Domora.md b/content/mechanics/srd/Archetypes/Scions of Domora.md
new file mode 100755
index 000000000..1aa1b150e
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Scions of Domora.md
@@ -0,0 +1,100 @@
+---
+title: "Scions of Domora"
+noteType: ":sticky-note:"
+aliases: "Scions of Domora"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.J0AfK0jJgS5WxhCE
+tags:
+ - JournalEntryPage
+---
+
+# Scions of Domora
+Centuries ago, Domora Hume founded a lakeside city that would become one of the largest in western Sarkoris. When the city was attacked by raiders, Hume conjured a guardian from the lake to drive back the attackers. In the process, he also become the region's first god caller in generations.
+
+Hume's summoned savior was an ancient spirit guide from the Plane of Water named Dyzad. With Dyzad's guidance, Domorans summoned more such spirit guides, all of which the citizens worshipped as gods long after his passing. This tradition of god calling—and the worship of Sarkorian gods—came to define the city of Domora.
+
+In the ensuing years, countless pilgrims, Sarkorian or otherwise, came to Domora to learn of god calling. Many hoped to summon a god to bring back to their own people, while others petitioned the deities as a means of spiritual growth. Today, the Domoran god calling tradition is all but extinguished—wiped out during the Worldwound incursion. Nonetheless, worthy individuals who brave Domora's ruins might unbury a small fragment of this tradition. Although they aren't true god callers—they lack the ability to bond with greater spirit guides or unlock the highest levels of their power—such "scions" still forge unique relationships with lesser spirit guides. Scions of Domora provide physical and spiritual anchors for their spirit guide companions, while the spirit guide returns the favor by sharing a portion of its supernatural powers.
+
+## [[Scion of Domora Dedication]] Feat 4
+
+**Prerequisites** Familiar Master Dedication, you have befriended a spirit guide and it bonded with you using its Bond with Mortal ability.
+
+* * *
+
+You gain a spirit guide ally. Your familiar takes on the form of a spirit guide specific familiar.
+
+**Special** You can take Scion of Domora Dedication even if you have the [[Familiar Master Dedication]] and have not taken two other [[Familiar Master]] feats. You can't select another dedication feat until you have gained at least two other feats from the scion of Domora or familiar master archetypes.
+
+## [[Spiritual Strike]] Feat 6
+
+**Prerequisites** Scion of Domora Dedication
+
+**Requirements** You are wielding a weapon with at least one fundamental rune and your familiar is adjacent to you or in your space.
+
+* * *
+
+Your spirit guide enhances your attacks with occult power. Make a Strike with a weapon that has at least one fundamental rune. This counts as two attacks when calculating your multiple attack penalty. The Strike has the effects of the ghost touch property rune and deals an additional 2d6 force damage. If your weapon has a major striking rune, this Strike instead deals 3d6 force damage.
+
+## [[Guided Skill]] Feat 6
+
+**Prerequisites** Scion of Domora Dedication
+
+**Frequency** once per day
+
+* * *
+
+You ask your spirit guide for aid. For the next 10 minutes, you gain a +2 status bonus to checks made using Acrobatics, Occultism, Stealth, or Survival.
+
+## [[Guardian's Embrace]] Feat 8
+
+**Prerequisites** Scion of Domora Dedication
+
+**Requirements** You are adjacent to your spirit guide or it is sharing your space.
+
+* * *
+
+Your spirit guide discorporates to surround you in an invisible protective shroud. You gain a +2 status bonus to AC against physical attacks until the beginning of your next turn. If you are hit by a physical attack during this time, you can use a reaction to gain resistance 10 to physical damage dealt by that attack; doing so ends the AC bonus, and you can't use Guardian's Embrace again for 10 minutes. Your spirit guide cannot be targeted by effects, cannot be affected by area effects, and cannot take any actions while this ability is active. Your spirit guide appears in a space adjacent to you when the effect ends.
+
+## [[Invigorating Breath]] Feat 10
+
+**Prerequisites** Scion of Domora Dedication
+
+**Frequency** once per hour
+
+**Requirements** You are adjacent to your spirit guide or it is sharing your space.
+
+* * *
+
+Your spirit guide exhales its sweet-smelling breath on you, granting you the strength to push through your pain. You gain 20 temporary Hit Points for 10 minutes. At 15th level, you instead gain 30 temporary Hit Points for 10 minutes.
+
+## [[Spiritual Flurry]] Feat 10
+
+**Prerequisites** Scion of Domora Dedication, Spiritual Strike
+
+* * *
+
+When you use Spiritual Strike, hit targets become [[Off-Guard]] until the end of your current turn. In addition, the additional force damage dealt by the Strike increases by 2d6.
+
+## [[Spiritual Aid]] Feat 12
+
+**Prerequisites** Scion of Domora Dedication
+
+* * *
+
+When you call your spirit guide for aid, its presence bolsters your will and agility. You gain the [[Spiritual Aid]] reaction.
+
+## [[Spirit Guide Form]] Feat 14
+
+**Prerequisites** Scion of Domora Dedication
+
+**Frequency** once per day
+
+* * *
+
+You fuse with your spirit guide, becoming a hybrid being with enhanced physical and spiritual power. This effect lasts 1 minute; you can end it early as a free action. During this time, you can't use any other actions granted by this archetype. You gain the following statistics and abilities, regardless of your type of spirit guide.
+
+* You become incorporeal.
+* You gain resistance 10 to all damage (except force, ghost touch, or vitality; double resistance vs. non-magical).
+* Darkvision.
+* An unarmed melee attack of the same type as your spirit guide (either claws or jaws), which is the only attack you can Strike with. You're trained with this attack. Your attack modifier is +29 or your normal unarmed attack modifier, whichever is higher. You use the listed statistics for the unarmed attack type:
+* **Claws** (agile, backstabber, finesse) 1, Damage 3d6+5 slashing plus 1d6 force;
+* **Jaws** (forceful) 1 Damage 3d10+5 piercing plus 1d6 force.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Scout.md b/content/mechanics/srd/Archetypes/Scout.md
new file mode 100755
index 000000000..c33c09f56
--- /dev/null
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@@ -0,0 +1,65 @@
+---
+title: "Scout"
+noteType: ":sticky-note:"
+aliases: "Scout"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.bApp2BZEMuYQCTDM
+tags:
+ - JournalEntryPage
+---
+
+# Scout
+You're an expert in espionage and reconnaissance, able to skulk silently through the wilderness to gather intelligence, sneak through enemy lines to report to your comrades, or suddenly and decisively strike your foes. Your skills ease the difficulty of travel for you and your companions and keep you all on guard when you're approaching danger.
+
+**Additional Feats** 12th [[Camouflage]]
+
+## [[Scout Dedication]] Feat 2
+
+**Prerequisites** trained in Stealth and Survival
+
+* * *
+
+You are a highly skilled scout, capable of providing your allies a timely warning of any danger. You gain the Scout's Warning ranger feat. When you're using the Scout exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +1 circumstance bonus.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Scout archetype.
+
+## [[Scout's Charge]] Feat 4
+
+**Prerequisites** Scout Dedication
+
+* * *
+
+You meander around unpredictably, and then ambush your opponents without warning. Choose one enemy. Stride, Feint against that opponent, and then make a Strike against that foe. For your Feint, you can attempt a Stealth check instead of the Deception check that's usually required, because you use the terrain around you to catch your foe off-guard.
+
+## [[Terrain Scout]] Feat 4
+
+**Prerequisites** Scout Dedication
+
+* * *
+
+You gain the Terrain Stalker skill feat twice, choosing a different terrain each time. If you Avoid Notice while exploring and any allies use Follow the Expert to follow you as you do so, you can choose one of those allies to gain the benefit of any one Terrain Stalker feat you have.
+
+## [[Fleeting Shadow]] Feat 6
+
+**Prerequisites** Scout Dedication
+
+* * *
+
+You're able to quickly disappear and then move about stealthily. You Hide, then Sneak twice.
+
+## [[Scout's Speed]] Feat 6
+
+**Prerequisites** Scout Dedication
+
+* * *
+
+You move faster, especially when traveling, allowing you to scout ahead and report back without slowing your allies. You gain a +10-foot status bonus to your Speed. When calculating your travel speed, this increases to a +20-foot status bonus.
+
+## [[Scout's Pounce]] Feat 10
+
+**Prerequisites** Scout Dedication
+
+**Requirements** You are hidden from or undetected by all of your opponents, and you aren't within 10 feet of any enemy.
+
+* * *
+
+You leap from the shadows to strike your foes. Stride up to your Speed, then Strike twice. If you were hidden or unnoticed by the target of these Strikes, your foe is off-guard against both attacks. Your multiple attack penalty applies normally for both attacks.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Scroll Trickster.md b/content/mechanics/srd/Archetypes/Scroll Trickster.md
new file mode 100755
index 000000000..8d13ad98f
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Scroll Trickster.md
@@ -0,0 +1,55 @@
+---
+title: "Scroll Trickster"
+noteType: ":sticky-note:"
+aliases: "Scroll Trickster"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.4gKrDFB1GlILn9la
+tags:
+ - JournalEntryPage
+---
+
+# Scroll Trickster
+Magic has long been written down, and in myriad forms. From the classic rolled parchment to strings tied with a hundred intricate knots, from baked clay tablets covered with incisions to bound collections of bamboo slips, magic is everywhere. You just need to know how to read it.
+
+## [[Scroll Trickster Dedication]] Feat 2
+
+**Prerequisites** trained in Arcana, Nature, Occultism, or Religion
+
+* * *
+
+You've studied scrolls in depth. This might have been a comprehensive education in formal setting, or the sort of education where you somehow obtain a number of scrolls and try not to explode anything you didn't mean to explode. You gain the Trick Magic Item feat, and you gain a +2 circumstance bonus to skill checks to Trick scrolls. If you roll a critical failure to Trick a Magic Item that's a scroll, you get a failure instead.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Scroll Trickster archetype.
+
+## [[Basic Scroll Cache]] Feat 6
+
+**Prerequisites** Scroll Trickster Dedication
+
+* * *
+
+You have a vast and overflowing collection of scroll scraps, riddled with errors and misspellings and leaking energy like a sieve. With enough care, you can coax these scroll scraps into functioning-briefly. Each day during your daily preparations, you can create a single temporary scroll containing a 1st-level spell. The spell must be a common spell from the Core Rulebook, or another spell you learned via Learn a Spell, and it must come from a tradition in which you have the corresponding skill trained. This scroll is an unstable, temporary item and loses its magic the next time you make your daily preparations if you haven't already used it. It can't be used to Learn the Spell.
+
+At 8th level, add a second temporary scroll containing a 2nd-level spell.
+
+## [[Skim Scroll]] Feat 8
+
+**Prerequisites** Scroll Trickster Dedication
+
+* * *
+
+You can activate the magic of a scroll with a cursory read as you draw it from your belt. You Interact to draw forth a scroll, then use Trick Magic Item on the scroll.
+
+## [[Expert Scroll Cache]] Feat 12
+
+**Prerequisites** Basic Scroll Cache
+
+* * *
+
+Your scroll collection is more powerful. In addition to your daily scrolls from Basic Scroll Cache, add a scroll with a 3rd-level spell. At 14th level, add a scroll with a 4th-level spell. At 16th level, add a scroll with a 5th-level spell.
+
+## [[Master Scroll Cache]] Feat 18
+
+**Prerequisites** Expert Scroll Cache
+
+* * *
+
+Your scroll collection is incredible, brimming with eldritch power, and you can prepare far more of them than an ordinary scroll trickster. In addition to your daily scrolls from the Basic and Expert Scroll Caches, add a single scroll with a 6th-level spell. At 20th level, add a scroll with a 7th-level spell.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Scrollmaster.md b/content/mechanics/srd/Archetypes/Scrollmaster.md
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+---
+title: "Scrollmaster"
+noteType: ":sticky-note:"
+aliases: "Scrollmaster"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.0ZXiLwvBG20MzkO6
+tags:
+ - JournalEntryPage
+---
+
+# Scrollmaster
+Members who align themselves with the Scrolls branch of the Pathfinder Society are fervent seekers of lore, experts in esoterica, and masters of the wealth of knowledge at the Society's disposal. In addition to maintaining and researching the Society's massive collection of tomes and artifacts, these scholars are also eager to adventure in order to add to the Pathfinder's archives. They take tremendous pride in their ability to thoroughly observe, research, and catalog creatures and events. Members of the Scrolls value knowledge and preparation above strength and cunning, and they work to hone their intellectual skills. As a Scrollmaster, you are an elite member of this arm of the Society.
+
+## Pathfinder Society Archetypes
+
+The following archetypes are uncommon, but are available to members of the Pathfinder Society. Qualifying characters with the Pathfinder Agent archetype can select one of these dedication feats even if they have not gained three feats from the Pathfinder agent archetype, and each of these archetypes' feats fulfills the Pathfinder Agent Dedication's special requirement despite not being from the Pathfinder agent archetype.
+
+## [[Scrollmaster Dedication]] Feat 6
+
+**Archetype** Scrollmaster
+
+**Prerequisites** expert in any Lore skill, member of the Pathfinder Society affiliated with the School of Scrolls
+
+* * *
+
+Your experience chronicling adventures and discoveries grants you heightened discernment and memory. For 24 hours after learning a prominent fact-such as the name of an NPC you have met, the details of your mission briefing, and similar information-you can recall it without attempting a check, though this doesn't allow you to automatically memorize long strings of numbers or text. You also gain a +2 circumstance bonus to checks to remember a detail that has come up before in the current adventure, even if it was more than 24 hours ago.
+
+If you have the [[Thorough Reports]] feat and have expert proficiency in the skill you're using to Recall Knowledge, your circumstance bonus to Recall Knowledge about creatures from that feat increases to +4.
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the Scrollmaster archetype.
+
+## [[Foolproof Instructions]] Feat 8
+
+**Prerequisites** Scrollmaster Dedication
+
+* * *
+
+You feel confident that you can explain your scrolls so well that even your allies can use them... hopefully. During your daily preparations, you can select a single scroll and instruct a single ally in its use. Until your next daily preparations, the ally can attempt to use the scroll with a single action that has the manipulate trait. The ally rolls the skill corresponding to the spellcasting tradition. The GM determines the DC based on the scroll's level, possibly adjusted for the situation. If the spell has a spell attack bonus or a spell DC, use your level as the proficiency bonus and the highest of your ally's Intelligence, Wisdom, or Charisma modifiers.
+
+* * *
+
+**Success** For the rest of the ally's turn, they can spend actions to Cast the Spell.
+
+**Failure** The ally misremembers your instructions and can't use the scroll this turn.
+
+**Critical Failure** The ally misunderstood your instructions and can't use the scroll.
+
+## [[Innate Magical Intuition]] Feat 8
+
+**Prerequisites** Scrollmaster Dedication
+
+* * *
+
+You've spent countless hours learning to recognize and predict a creature's innate magical abilities. The first time you successfully Recall Knowledge to identify a creature, in addition to any information you learn from your successful check, you learn the names of three of the highest-level innate spells it can cast, and you gain a +2 circumstance bonus on your next save against an innate spell cast by that creature.
+
+## [[Lore Seeker]] Feat 8
+
+**Prerequisites** Scrollmaster Dedication
+
+* * *
+
+You see what others don't, and you've developed magical tricks to find hidden truth. You can cast _[[Translate]]_, _[[Sound Body]]_, and _[[See the Unseen]]_ as innate spells, each once per day. If you could already cast spells, these spells are of the same tradition. Otherwise, they are arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells.
+
+## [[Magic Finder]] Feat 8
+
+**Prerequisites** Scrollmaster Dedication
+
+* * *
+
+You've learned a few tricks to ensure you find every last magic item and interesting magical effect during your missions. You can cast detect magic and read aura as innate spells at will. You can also cast locate as an innate spell once per day, but only to locate magic items, not specific mundane objects or types of objects. If you could already cast spells, these spells are of the same tradition. Otherwise, they're arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells.
+
+When you cast detect magic or read aura from this feat on an item or creature under the effect of a magic aura spell or interact with an item under the effect of an item facade spell, you gain a +2 circumstance bonus on your check to disbelieve the illusion.
+
+## [[Transcribe Moment]] Feat 8
+
+**Prerequisites** Scrollmaster Dedication
+
+* * *
+
+You gain the _[[Transcribe Moment]]_ focus spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by spending 10 minutes to study a text or record notes on your recent experiences.
+
+## [[Unravel Mysteries]] Feat 8
+
+**Prerequisites** master in a Decipher Writing skill, Scrollmaster Dedication
+
+* * *
+
+You can understand the true meaning of texts quickly, and even when you get lost or hit a dead end, you aren't discouraged from making further attempts to get to the bottom of things. When you Decipher Writing, you need only half as long as usual (reducing the time from about 1 minute to about half a minute per page), and if you fail, you don't take the usual -2 circumstance penalty to further checks to decipher that text.
+
+## [[Bestiary Scholar]] Feat 10
+
+**Prerequisites** master in Arcana, Crafting, Nature, Occultism, or Religion; Scrollmaster Dedication
+
+* * *
+
+You learn how to apply your extensive knowledge of certain creatures using the lore you know. When you gain this feat, choose one of the following skills in which you have attained master proficiency: Arcana, Crafting, Nature, Occultism, or Religion. You can use the chosen skill to Recall Knowledge to identify any creature normally identifiable by any of the above skills. In addition, when you critically succeed at identifying a creature, you gain a +1 circumstance bonus to your next attack roll or saving throw against that creature.
+
+## [[Cautious Delver]] Feat 10
+
+**Prerequisites** Scrollmaster Dedication
+
+* * *
+
+You've studied the many ways that ancient architects and spellcasters protected their possessions, such as by implementing deadly traps and curses, and learned some magic to counteract them. You can cast dispel magic, knock, and resist energy as innate spells, each once per day. If you can already cast spells, these spells are of the same tradition.
+
+Otherwise, they're arcane spells, you use Intelligence as your spellcasting ability, and you become trained in spell attack rolls and spell DCs for arcane spells.
+
+## [[Font of Knowledge]] Feat 10
+
+**Prerequisites** Scrollmaster Dedication
+
+* * *
+
+Experience or focused study have granted you mastery of a number of topics. When you know about something, you know about it in great detail. When you succeed at a check to Recall Knowledge, you gain additional information or context. When you critically succeed at a check to Recall Knowledge, at the GM's discretion, you might gain even more additional information or context than normal.
+
+## [[Masterful Obfuscation]] Feat 10
+
+**Prerequisites** master in a skill with the Recall Knowledge action, Scrollmaster Dedication
+
+* * *
+
+You've mastered the art of deceiving others about your area of study. When you gain this feat, choose one skill with the Recall Knowledge action in which you have attained master proficiency. You can attempt to deceive others about the truth of facts and knowledge related to that skill-such as by pretending to know something that you don't, planting false information, or the like-using the Lie action of the Deception skill. When you Lie in this way, attempt your skill check using the skill you selected when you gained this feat instead of Deception, applying all bonuses or penalties related from the selected skill to the check. While it's easier to convince someone who knows nothing about your chosen false information, on a critical success, you can even convince someone who has heard something contradictory, unless they have reason to be certain from direct experience. For instance, you might say, "I know you may have heard to use silver weapons against vampires, but that's a misconception based on conflating them with werewolves. According to all credible scholars, cold iron will do the trick." Once a creature realizes you've used masterful obfuscation to Lie to them, either from a failed check or due to later discovering the falsehood, you can't use this feat against them again, as it relies on blind trust in your superior knowledge. However, you can still Lie to them normally.
+
+## [[Determined Lore Seeker]] Feat 12
+
+**Prerequisites** [[Lore Seeker]]
+
+* * *
+
+You've mastered useful spells that let you find hidden truths others might miss, and a preferred spell comes naturally to you. When you gain this feat, choose one of the innate spells granted by the Lore Seeker feat: comprehend language, restore senses, or see invisibility. You can cast this spell three times per day instead of once per day. When you cast any of the spells granted by Lore Seeker as innate spells, they gain additional effects. When you cast comprehend language, the spell is heightened to 4th level. When you cast restore senses,the spell is heightened to half your level, rounded up. When you cast see invisibility, for the duration of the spell you can use an action, which has the concentrate trait, to see invisible creatures normally (instead of seeing them as translucent shapes that are concealed to you) until the end of your next turn.
+
+## [[Ward Mind]] Feat 16
+
+**Prerequisites** Scrollmaster Dedication
+
+**Requirements** You're currently affected by a mental effect that you gained by failing, but not critically failing, a saving throw.
+
+**Trigger** Your turn ends.
+
+* * *
+
+To protect the knowledge within your mind from intrusion or erasure, you ward yourself against a mental attack, temporarily delaying its effects. Until the end of your next turn, you ignore a single mental effect that meets the requirement. You can suppress a particular effect using Ward Mind or Cognitive Loophole only once, even if you have both feats.
+
+* * *
+
+**Special** You can use this reaction even if the mental effect prevents you from using reactions.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Scrounger.md b/content/mechanics/srd/Archetypes/Scrounger.md
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+---
+title: "Scrounger"
+noteType: ":sticky-note:"
+aliases: "Scrounger"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.rlKxNuq1obXe3m5J
+tags:
+ - JournalEntryPage
+---
+
+# Scrounger
+You have spent countless hours disassembling and rebuilding complex items to learn how they work, giving you the skill to create just about anything from the most unlikely materials. While your improvised items don't last long, they tend to be just what you need in a pinch, and your enemies find that while they might be able to disarm you, the real challenge is keeping you that way. Locked rooms, diabolical traps, and desperate situations are each their own sort of puzzle to you, and the mundane objects around you are the pieces you use to improvise your own solution.
+
+## [[Scrounger Dedication]] Feat 2
+
+**Prerequisites** trained in Crafting
+
+* * *
+
+You can Craft items even without appropriate tools or a workshop, though you take a -2 item penalty to your Crafting check. Additionally, you don't need a physical formula book to remember all of your formulas; you pay the same cost as normal to learn them, but you memorize them all.
+
+You can Craft temporary items out of anything, anywhere, with whatever materials happen to be on hand, spending only 10 minutes to perform the initial Crafting check. The temporary item must be common, non-magical, 1st level or lower, and must be a weapon, armor, or a nonconsumable piece of adventuring gear (nonconsumable adventuring gear appears on Table 6-9). Instead of a single item, you can create 10 pieces of a single type of ammunition. This is a shoddy item, but you don't take the normal penalty when using shoddy items you made using this feat. Your temporary item lasts for `dice: 1d4` hours before falling apart into its raw components; the GM rolls the number of hours secretly. You can create only the physical item, not any information or magic, so for example, while you could create a blank journal or one of random pages, you couldn't use it as a scholarly journal or a religious text.
+
+You can incorporate any materials or items that you have on hand, even if they're not the type of materials that would ordinarily be used to Craft a given item, though you must have enough volume of material to make the item you want. Unless all the materials you used were an appropriate type to make the item, you take a -5 penalty to the Crafting check (or a -10 penalty if the materials you used were particularly unsuitable, as determined by the GM).
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Scrounger archetype.
+
+## [[Reverse Engineering]] Feat 4
+
+**Prerequisites** expert in Crafting, Scrounger Dedication
+
+* * *
+
+You are able to reverse engineer items into formulas more effectively than most. You gain a +2 circumstance bonus to Crafting checks to reverse engineer a formula from an item. Additionally, if you get a critical success on your Crafting check, you can opt to not only create the formula but also reassemble the original item at the same time, leaving you with the formula and the item instead of the formula and raw materials equal to half the item's value.
+
+## [[High-quality Scrounger]] Feat 8
+
+**Prerequisites** Scrounger Dedication
+
+* * *
+
+When you Craft a temporary item using Scrounger Dedication, it can be an item of up to 3rd level (though the item must still be a weapon, armor, or a nonconsumable piece of adventuring gear). You can instead Craft it for someone else's use, allowing them to avoid taking the penalty for using a shoddy item when using it, but causing you to take the penalty if you use it.
+
+## [[Expert Disassembler|Expert Disassembly]] Feat 7
+
+**Prerequisites** master in Crafting, Scrounger Dedication
+
+* * *
+
+You can apply the same techniques you use to reverse engineer objects to disable them. You can use Crafting instead of Thievery to Disable a Device or Pick a Lock.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Sentinel.md b/content/mechanics/srd/Archetypes/Sentinel.md
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+---
+title: "Sentinel"
+noteType: ":sticky-note:"
+aliases: "Sentinel"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.TnD2hTWTyjGKlw9b
+tags:
+ - JournalEntryPage
+---
+
+# Sentinel
+Armor offers solid, reassuring protection in combat, and as someone who faces danger on a regular basis, you have made it your business to get the most out of your defenses. You stand solid on any battlefield, encased in the sturdiest armor you can find. When danger threatens, your solid defenses will safely get you, and possibly your companions, home again. As a sentinel, you might be a member of an order of knights or bodyguards that trained you how best to take advantage of heavy armor. On the other hand, you might just be an adventurer who took one too many scrapes and decided that enough was enough, so you trained yourself to wear the heaviest plate you could get your hands on. Some witches or sorcerers have chosen to follow the path of the sentinel to increase their survivability.
+
+**Additional Feats** 10th [[Sacrifice Armor]]; 16th [[Greater Interpose]]
+
+## [[Sentinel Dedication]] Feat 2
+
+You have trained carefully to maximize the protective qualities of your armor. You become trained in light armor and medium armor. If you already were trained in light armor and medium armor, you gain training in heavy armor as well. Whenever you gain a class feature that grants you expert or greater proficiency in any type of armor (but not unarmored defense), you also gain that proficiency in the armor types granted to you by this feat. If you are at least 13th level and you have a class feature that grants you expert proficiency in unarmored defense, you also become an expert in the armor types granted to you by this feat.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Sentinel archetype.
+
+## [[Steel Skin]] Feat 4
+
+**Prerequisites** trained in Survival, Sentinel Dedication
+
+* * *
+
+You wear your armor like a second skin. You can rest normally while wearing medium armor. If you are a master in heavy armor, you can also rest normally while wearing heavy armor.
+
+## [[Armor Specialist]] Feat 6
+
+**Prerequisites** Sentinel Dedication
+
+* * *
+
+You have trained hard to optimize your armor's protective qualities. You gain the armor specialization effects of medium and heavy armor.
+
+## [[Armored Rebuff]] Feat 8
+
+**Prerequisites** Sentinel Dedication
+
+**Trigger** An adjacent foe critically fails an attack roll to Strike you with a melee weapon or unarmed attack.
+
+**Requirements** You are wearing medium armor or heavier.
+
+* * *
+
+You rebuff puny attacks with your armor, knocking back your foe. Attempt an Athletics check to Shove the triggering foe, even if you don't have a hand free. If you succeed, you can't Stride to follow the foe, as you're knocking the foe back with the rebounded attack, not by physically moving towards them.
+
+## [[Mighty Bulwark]] Feat 10
+
+**Prerequisites** Sentinel Dedication
+
+* * *
+
+Thanks to your incredible connection to your armor, you can use it to shrug off an incredible array of dangers. Your bonus from the bulwark armor trait increases from +3 to +4, and it applies on all Reflex saves, not just damaging Reflex saves.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Shadowcaster.md b/content/mechanics/srd/Archetypes/Shadowcaster.md
new file mode 100755
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+---
+title: "Shadowcaster"
+noteType: ":sticky-note:"
+aliases: "Shadowcaster"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.wHs6IGCMaXsgFNop
+tags:
+ - JournalEntryPage
+---
+
+# Shadowcaster
+**Rarity** Uncommon
+
+* * *
+
+The world is full of shadows, but each living creature possesses a form of inner light to ward against that ever-present darkness… all except shadowcasters. By trading away that piece of their spirit, shadowcasters have removed a limiter, allowing them to gain magical power rooted in the darkness; however, this trade also exposes them to otherworldly whispers from the realms of shadow.
+
+**Additional Feats** 4th [[Familiar]]; 6th [[Enhanced Familiar]]; 12th [[Shadow Magic]]; 14th [[Additional Shadow Magic]], [[Shadow Illusion]]; 16th [[Shadow Power]]
+
+## [[Shadowcaster Dedication]] Feat 2
+
+**Prerequisites** ability to cast spells
+
+* * *
+
+You've sacrificed a piece of your spirit, allowing the powers of shadow into your being and changing the nature of your magic. You can no longer cast spells that have the light trait; if an ability, such as a class feature or ancestry feat, would automatically grant you a light spell, such as the [[Domain Initiate]] feat granting you the _[[Dazzling Flash]]_ spell, you don't gain that spell.
+
+You gain the _[[Cloak of Shadow]]_ domain spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the [[Refocus]] activity. You can Refocus by meditating to siphon power from the Shadow Plane and refill your focus pool. Your domain spells from the shadowcaster archetype are of the same tradition as the spells you used to meet the shadowcaster archetype's prerequisites.
+
+* * *
+
+**Special** You can't select another dedication feat until you've gained two other feats from the shadowcaster archetype.
+
+## [[Shadow Spells]] Feat 4
+
+**Prerequisites** [[Shadowcaster Dedication]]
+
+* * *
+
+Hidden darkness whispers to you, teaching you secrets of shadow beyond other spellcasters of your tradition. Add _[[Shadow Blast]]_, _[[Shadow Siphon]]_, and _[[Umbral Journey]]_, _[[Replicate]]_, _[[Shadow Army]]_, _[[Shadow Projectile]]_, and _[[Shadow Raid]]_ to your spell list. You can thus potentially learn these spells even if they aren't normally on your tradition's spell list.
+
+## [[Disciple of Shade]] Feat 6
+
+**Prerequisites** [[Shadowcaster Dedication]]
+
+* * *
+
+You've delved deeper into the mysteries of shadow and become blessed with magical power that increases your skills in the arts of deception and persuasion. You gain the _[[Inscrutable Mask]]_ domain spell. Increase the number of Focus Points in your focus pool by 1.
+
+## [[Shadow Spell]] Feat 8
+
+**Prerequisites** [[Shadowcaster Dedication]]
+
+* * *
+
+You attach a piece of your shadow to a spell to cloud the senses and cause mischief. If the next action you take is to Cast a Spell that has the shadow trait, choose one creature affected by the spell. This creature either gains a +2 status bonus to Stealth or takes a -2 status penalty to Perception (your choice). This lasts for 1 round. This choice and the effect occur after resolving any checks for the spell's initial effects. If the chosen creature is your enemy, it's affected only if your spell attack roll succeeded or if it failed its saving throw.
+
+The effects of _Shadow Spell_ end if you use _Shadow Spell_ again.
+
+## [[Shadow Reservoir]] Feat 10
+
+**Prerequisites** ability to cast spells from spell slots, [[Shadowcaster Dedication]]
+
+* * *
+
+Your own shadow speaks to you, providing knowledge of spells and a reservoir of magical power. Your shadow reservoir contains a single spell of each spell level at least 2 levels lower than the highest-level spell you can cast from your spell slots. This spell must come from your spell list, you must have access to it, and it must require a spell attack roll or a saving throw. These spells don't need to be prepared and aren't in your repertoire.
+
+Regardless of the way in which you cast spells, you can spontaneously cast a spell from your shadow reservoir by using one of your spell slots of the same level. If you're a prepared spellcaster, you lose the spell you prepared in that slot.
+
+Spells cast from your shadow reservoir gain the shadow trait, and affected creatures might be able to disbelieve them. If the spell requires an attack roll, use the higher of the target's AC or their Will DC. If the spell requires a saving throw, the target uses their Will saving throw or the spell's normal saving throw, whichever is higher. Each time a creature fails its saving throw against a spell cast from your reservoir, you gain a small tattoo inked on your flesh out of pure shadowstuff.
+
+If you have more than one source of spells you can cast with spell slots, such as if you're a spellcaster with a multiclass archetype, choose one source of spells for your shadow reservoir.
+
+## [[Secrets of Shadow]] Feat 12
+
+**Prerequisites** [[Shadow Reservoir]]
+
+* * *
+
+Your shadow's voice grows ever clearer; it whispers secrets of true power to you and shields your flesh from harm. Your shadow reservoir gains an additional spell 1 level below the highest level spell you can cast, in addition to the spells it already contains for all the levels below that.
+
+In addition, the tattoos generated by casting shadow spells protect your body against harmful energies. You gain void resistance equal to the highest level of spell you can cast from spell slots; if you have void healing (or are otherwise harmed by vitality damage and not void damage), you instead gain vitality resistance in the same amount.
+
+## [[Unending Emptiness]] Feat 14
+
+**Prerequisites** focus point, [[Shadowcaster Dedication]]
+
+* * *
+
+You pool the power of shadow within your eyes, gaining the ability to gather darkness into a turbulent orb of crushing emptiness within your line of sight. You gain the _[[Darklight]]_ domain spell. Increase the number of Focus Points in your focus pool by 1.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Shadowdancer.md b/content/mechanics/srd/Archetypes/Shadowdancer.md
new file mode 100755
index 000000000..91cd82731
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+---
+title: "Shadowdancer"
+noteType: ":sticky-note:"
+aliases: "Shadowdancer"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.MKU4d2hIpLuXGN2J
+tags:
+ - JournalEntryPage
+---
+
+# Shadowdancer
+Shadow has always been the cousin of fear. Within the darkness, monsters dwell, plans are hatched, and enemies strike with fang and dagger and dark magic. But some embrace the shadow, gain power from it, and dance within its shifting dark.
+
+A true shadowdancer is a creature who flits on the edge of light and darkness. Moving amid the inky blackness, shadowdancers are spies, assassins, infiltrators, and emissaries. Some shadowdancers use their relationship with the dark for good, while others embrace the primordial night, its terror, and its betrayal.
+
+Regardless of the reason why someone embraces the shadows, the shadows embrace that person in turn, gradually transforming them into something inky, nebulous, and mysterious.
+
+**Additional Feats** 10th [[Uncanny Dodge]]; 14th [[Spring from the Shadows]]; 16th [[Sense The Unseen]]; 18th [[Cognitive Loophole]]
+
+**CALL OF SHADOWS**
+
+The shadows call out to a potential shadowdancer in a myriad of ways. Often it starts with fear-fear of the dark, fear of enemies, or an underlying uncontrolled anxiety and the desire to gain power over the darkness. Many potential shadowdancers hear the shadows whisper in their heads. First dismissed as some perverse trick of the mind, the whispers can seem to ebb and wane, but a true calling becomes more lucid and more compelling.
+
+In some shadow-infused lands in the Pathfinder setting, particularly Nidal, Ustalav, and even Cheliax, organizations search for and recruit those called by the shadows, eager to transform them into spies and assassins. But the call can come to any creature anywhere. It's just a question of whether the creature heeds the call and forms a pact with the shadows.
+
+Though it is hard to convince many folks otherwise, given the fearsome reputations of shadowdancers working for dark powers and cabals, there is nothing intrinsically evil about embracing the shadows. Darkness is amoral but not without its champions for good and even law, though it is true that such shadowdancers are few and far between.
+
+**SHADOWDANCER FOCUS SPELLS**
+
+5th _[[Dance of Darkness]]_; _[[Shadow Jump]]_; 6th _[[Shadow Illusion]]_
+
+## [[Shadowdancer Dedication]] Feat 8
+
+**Prerequisites** master in Stealth, expert in Performance
+
+* * *
+
+You dedicate yourself to the shadows. Your coloring becomes gray and gloomy, your senses adjust to the darkness, and you can sneak through darkness with ease. You gain greater darkvision. You also gain a +2 circumstance bonus to Stealth checks when you are within dim light or darkness.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Shadowdancer archetype.
+
+## [[Shadow Sneak Attack]] Feat 10
+
+**Prerequisites** Shadowdancer Dedication
+
+* * *
+
+You gain the sneak attack class feature, except you deal 1d6 precision damage regardless of your level. Sneak attack from multiple sources isn't cumulative. If you have sneak attack from more than one source, use only the highest number of dice when you sneak attack rather than adding the amounts together.
+
+## [[Shadow Magic]] Feat 10
+
+**Prerequisites** Shadowdancer Dedication
+
+* * *
+
+You gain the ability to fuse and play with shadows by using focus spells specific to shadowdancers. You learn a shadowdancer focus spell of your choice: dance of darkness or shadow jump. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by meditating within an area of dim light or darkness.
+
+Shadowdancer focus spells are occult spells. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma.
+
+## [[Additional Shadow Magic]] Feat 12
+
+**Prerequisites** Shadow Magic
+
+* * *
+
+Choose an additional shadowdancer focus spell you haven't already selected from Shadow Magic. Increase the number of Focus Points in your pool by 1.
+
+## [[Shadow Illusion]] Feat 12
+
+**Prerequisites** Shadow Magic
+
+* * *
+
+With an artful eye, you shape shadows into illusory forms. You gain the shadow illusion focus spell. Increase the number of Focus Points in your pool by 1. You become an expert in occult spell attack rolls and DCs.
+
+## [[Shadow Power]] Feat 14
+
+**Prerequisites** Shadow Magic
+
+* * *
+
+You can focus the shadows into a powerful blast. You can cast shadow blast as an innate occult spell once per day. Its level is always 1 level lower than the level of your shadowdancer focus spells. You become an expert in occult spell attack rolls and DCs.
+
+## [[Shadow Master]] Feat 18
+
+**Prerequisites** Shadow Magic
+
+* * *
+
+The shadows protect you better than any armor can, and they give you power to plunge others into darkness. Whenever you are in an area of dim light or darkness, you gain resistance 5 to all damage except force and damage from Strikes with the ghost touch property rune. When you attempt a Reflex saving throw in an area of dim light or darkness, you can roll twice and take the higher result; this is a fortune effect.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Sixth Pillar.md b/content/mechanics/srd/Archetypes/Sixth Pillar.md
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+---
+title: "Sixth Pillar"
+noteType: ":sticky-note:"
+aliases: "Sixth Pillar"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.F5gBiVGbS8YSgPSI
+tags:
+ - JournalEntryPage
+---
+
+# Sixth Pillar
+The Sixth Pillar follows a tradition that blends martial arts with magic. Traditionally, this is a way to better focus and harness innate or bloodline magic, but it can be used by anyone who can cast spells.
+
+## [[Sixth Pillar Dedication]] Feat 10
+
+**Prerequisites** Dexterity 14, expert in Acrobatics, ability to cast spells
+
+* * *
+
+You use your physical discipline to channel your magic. If your proficiency rank in unarmed attacks is at least expert, your proficiency rank in spell attacks increases to expert. Likewise, if your proficiency rank in spell attacks is at least expert, your proficiency rank in unarmed attacks improves to expert. You become an expert in Athletics, or in another trained skill if you were already expert in Athletics.
+
+**Special** You can't select another dedication feat until you have gained two other feats from this archetype.
+
+## [[Maneuvering Spell]] Feat 12
+
+**Prerequisites** Sixth Pillar Dedication
+
+**Trigger** You begin to Cast a Spell that requires at least 2 actions to cast.
+
+* * *
+
+You instantly tap into the magical power of a spell you're casting to quickly pounce around the battlefield. You [[Step]], [[Leap]], or [[Stand]]. This action can be before or after you Cast the Spell.
+
+## [[Six Pillars Stance]] Feat 12
+
+**Prerequisites** Sixth Pillar Dedication
+
+**Requirements** You are unarmored.
+
+* * *
+
+You stand firm, steeling your mind and body, allowing you to use your magic unperturbed. While in this stance, you gain a +4 circumstance bonus to AC against reactions triggered by using actions with the concentrate or manipulate traits. In addition, when you cast a spell that requires one or more actions while in this stance, your unarmed Strikes gain a +1 circumstance bonus to damage.
+
+## [[Sixth Pillar Mastery]] Feat 14
+
+**Prerequisites** Sixth Pillar Dedication
+
+* * *
+
+You align your magical and physical potential. Whenever you succeed at an unarmed Strike against an opponent, they have a -1 status penalty to saves against your spells until the start of your next turn. Whenever you cast a spell using spell slots, you gain a +1 status bonus to attack rolls with your unarmed Strikes until the start of your next turn.
+
+## [[Touch Focus]] Feat 16
+
+**Prerequisites** Sixth Pillar Dedication
+
+**Trigger** You begin to Cast a Spell that requires a spell attack roll.
+
+* * *
+
+You can redirect a spell's power through you to deliver it within striking distance. If your next action is to Cast a Spell with 1 or more targets and a range farther than touch, you change the range to touch. You gain a +2 circumstance bonus to the attack. This only allows you to touch a single target with the spell, even if the spell originally affected more than 1 target. As long as your spell attack is successful, the target is knocked [[Prone]] in addition to the spell's normal effects.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Sleepwalker.md b/content/mechanics/srd/Archetypes/Sleepwalker.md
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+---
+title: "Sleepwalker"
+noteType: ":sticky-note:"
+aliases: "Sleepwalker"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.OBTmo8rD2x8kFzeH
+tags:
+ - JournalEntryPage
+---
+
+# Sleepwalker
+Many think of mental realms and mindscapes as rare and elaborate constructions, forgetting that everyone creates their own mental realm when they sleep, one where even the strangest occurrences seem perfectly normal. Anything is possible inside these dreamscapes, but few sapient creatures have the will and insight to take control and truly explore their unconscious mind.
+
+Sleepwalkers dedicate themselves to unlocking the secrets of the sleeping mind, taking control of their dreams and walking through the slumbering vistas of others. Some are nefarious manipulators, whispering to the slumbering for personal gain. Others use their powers for good, seeking evildoers and those who corrupt dreams to nightmares. As their power grows, a sleepwalker's appearance gradually becomes slightly indistinct, as though they were blurred around the edges, and those who encounter them find it difficult to recall exact details about their appearance.
+
+## [[Sleepwalker Dedication]] Feat 4
+
+**Prerequisites** expert in Occultism
+
+* * *
+
+You've learned to manipulate states of consciousness, beginning with your own. You can send yourself into a half-awake, daydreaming state and gain the [[Daydream Trance]] action.
+
+* * *
+
+**Special** You can't select another dedication feat until you have gained two other feats from the sleepwalker archetype.
+
+## [[Infiltrate Dream]] Feat 6
+
+**Prerequisites** Sleepwalker Dedication
+
+* * *
+
+Entering a dream is as natural to you as stepping through a doorway. If you're adjacent to a sleeping creature, you can enter a lucid dreamlike state, a process taking 10 minutes, to mentally walk into their dreamscape. While in the target's dream, you witness its contents, plots, and emotional experiences as an observer, though nothing within the dream can perceive or interact with you. Your target becomes temporarily immune to Infiltrate Dream for 1 week. You can't enter the dreams of a creature that doesn't have a conscious mind or doesn't dream.
+
+While within the dream, you can attempt an @Check\[type:occultism|defense:will\] check against the target's Will DC to interpret symbolism and learn information about a single topic. If the target has no knowledge of the topic, you learn they don't know about the topic unless your result is a critical failure.
+
+* * *
+
+**Critical Success** You learn a piece of information directly relevant to the topic unless the target would want to hide it. If so, you learn something related to the topic but not a direct answer.
+
+**Success** You receive a hint or clue about the topic. This clue will not be inaccurate, but it's cryptic, vague, or may be understandable only with additional information.
+
+**Critical Failure** The dreams mislead you, and you learn an erroneous piece of information.
+
+## [[Vision of Foresight]] Feat 6
+
+**Prerequisites** Sleepwalker Dedication
+
+**Requirements** You're in a Daydream Trance
+
+* * *
+
+You use your daydreams to predict the success of actions, rapidly envisioning the possibilities. Once before the end of your next turn, you can call upon these predictions before you roll a saving throw or skill check. You can roll the saving throw or skill check twice and take the better result.
+
+## [[Dream Magic]] Feat 8
+
+**Prerequisites** Sleepwalker Dedication
+
+* * *
+
+You learn dream-related magic to aid your studies. Choose _[[Dream Message]]_ or _[[Sleep]]_ upon taking this feat; you learn this spell as a 4th-level innate occult spell. If you choose sleep, you can cast the spell only while in a Daydream Trance. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Wisdom.
+
+* * *
+
+**Special** You can take this feat twice, gaining the spell you didn't select initially the second time.
+
+## [[Waking Dream]] Feat 8
+
+**Prerequisites** Sleepwalker Dedication
+
+* * *
+
+While in your trance, you can blur the line between dreams and reality for others. You gain the _[[Waking Dream]]_ focus spell, which you can use only while you're in a Daydream Trance. You gain a pool of Focus Points with 1 Focus Point and you can Refocus by taking a nap for 10 minutes. You become trained in occult spell attack rolls and spell DCs, and your spellcasting ability for these spells is Wisdom.
+
+## [[Oneiric Influence]] Feat 12
+
+**Prerequisites** Infiltrate Dream
+
+* * *
+
+While Infiltrating a Dream, you can also implant a suggestion in the target's mind. The target must attempt a @Check\[type:will|dc:resolve(@actor.system.attributes.classOrSpellDC.value)\] save against your class DC or spell DC, whichever is higher, to resist your modification, which has the effects of a _[[Subconscious Suggestion]]_ spell, but even on a critical success, the target doesn't realize you were trying to control them and may not recognize your presence in the dream. The suggestion remains in the target's subconscious for 1 week or until triggered. Their memories of carrying out the suggestion are hazy and dreamlike and they may not remember doing it unless later reminded.
+
+## [[Ward Slumber]] Feat 12
+
+**Prerequisites** Sleepwalker Dedication
+
+* * *
+
+Just before going to sleep, you can perform a 10-minute ward to protect the slumber of up to eight creatures within 30 feet of you. All creatures affected by the ritual gain a +4 status bonus on saving throws against _[[Nightmare]]_, a night hag's dream haunting, or other effects influencing dreams (such as those provided by this archetype) until your next daily preparations. They heal double the usual amount of Hit Points from resting.
+
+## [[Dream Logic]] Feat 14
+
+**Prerequisites** Sleepwalker Dedication
+
+* * *
+
+You can transmit a sense of dreamy nonchalance. If you do something especially strange or dangerous while you're in your Daydream Trance, such as entering a restricted area or fighting someone in the street, any creature that isn't one of your allies must attempt a @Check\[type:perception|dc:resolve(@actor.system.attributes.classOrSpellDC.value)\] check against your class or spell DC (whichever is higher). On a success, it realizes something is amiss, and on a failure, it believes nothing is out of the ordinary. The creature can attempt a new check if you start doing something else strange, but not if you continue on the same course of action it already failed to notice was peculiar.
+
+Any hostile action by you or your allies against an affected creature automatically ends the effect for that creature. The GM might allow the creature a new check if someone else brings your actions to its attention, such as if someone you're attacking calls out for help. When your trance ends, affected creatures retain their memories of events but likely still view them as unremarkable; unless they are prompted to relate the events, they might not report them.
+
+## [[Shared Dream]] Feat 16
+
+**Prerequisites** Sleepwalker Dedication
+
+* * *
+
+You've learned to create a shared dreamscape to communicate with others. You can cast _[[Dream Council]]_ as an innate occult spell.
+
+## [[Ever Dreaming]] Feat 18
+
+**Prerequisites** Sleepwalker Dedication
+
+* * *
+
+You draw no distinction between the sleeping and waking worlds. Your Daydream Trance has an unlimited duration, and you no longer need to take an action to enter it. If you're [[Unconscious]] due to sleep, you don't take the -4 penalty to AC, Perception, and Reflex saves, and don't have the [[Off-Guard]] condition. You're still [[Blinded]] while asleep. You can act on your turn while asleep, though you're [[Slowed|Slowed 2]] until you fully awaken.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Snarecrafter.md b/content/mechanics/srd/Archetypes/Snarecrafter.md
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+---
+title: "Snarecrafter"
+noteType: ":sticky-note:"
+aliases: "Snarecrafter"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.G9Fzy5ZK4KtAmcFb
+tags:
+ - JournalEntryPage
+---
+
+# Snarecrafter
+You're able to take ordinary materials and use them to create deadly snares, special traps that you can rig up quickly when the situation demands. While traps might grant you less brute force to apply in a fair fight than weapons would, you rarely allow your fights to be fair. Instead, when a battle takes place at a location of your choice, you have a major advantage thanks to your well-placed snares. Once your foes come to realize that you may have trapped any location on the battlefield, their fear of walking into another trap can help you corral them toward the waiting blades of your allies, or even make them too paranoid to move at all, locking them in place.
+
+**Additional Feats** 8th [[Quick Snares]]; 10th [[Powerful Snares]]; 14th [[Lightning Snares]]
+
+## [[Snarecrafter Dedication]] Feat 2
+
+**Prerequisites** trained in Crafting, Snare Crafting
+
+* * *
+
+You've learned to create a limited number of snares at no cost. Each day during your daily preparations, you can prepare four snares from your formula book for quick deployment; if they normally take 1 minute to Craft, you can Craft them with 3 Interact actions. The number of snares increases to six if you're a master in Crafting and eight if you're legendary. Snares prepared in this way don't cost you any resources to Craft.
+
+**Special** The feat counts as [[Snare Specialist]] for the purpose of feat prerequisites. If you also have the Snare Specialist ranger feat, the **quick snares** from both feats are cumulative. You can't select another dedication feat until you have gained two other feats from the Snarecrafter archetype.
+
+## [[Surprise Snare]] Feat 4
+
+**Prerequisites** Snarecrafter Dedication
+
+* * *
+
+You install one of your snares prepared for quick deployment in a space that's occupied by an opponent. It must be a snare that normally takes 1 minute or less to Craft. The snare automatically triggers, but it takes a -2 circumstance penalty to any applicable save DC, as well as any attack rolls or other checks the snare attempts.
+
+## [[Remote Trigger]] Feat 6
+
+**Prerequisites** Snarecrafter Dedication
+
+* * *
+
+You've learned how to trigger snares from afar, creating ranged hazards to assail your opponents and allowing you to disarm enemies' snares harmlessly. You can Strike a snare to trigger it prematurely. If you crafted the snare, you automatically hit. If someone else crafted it, attempt a ranged Strike against the Crafting DC, triggering the snare only if you hit.
+
+## [[Giant Snare]] Feat 10
+
+**Prerequisites** Snarecrafter Dedication
+
+* * *
+
+You can create bigger snares for quick deployment, making it more likely for a creature to walk into your snares. When you prepare snares for quick deployment, you can prepare some of them as giant snares. A giant snare takes up a 10-foot-by-10-foot area but costs two of your quick deployment snares. A giant snare can trigger from a creature entering any portion of its area, and all its effects apply over the full area.
+
+## [[Plentiful Snares]] Feat 12
+
+**Prerequisites** Snarecrafter Dedication
+
+* * *
+
+You can prepare incredible numbers of snares each day out of simple ingredients. Double the number of prepared snares granted by Snarecrafter Dedication.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Sniping Duo.md b/content/mechanics/srd/Archetypes/Sniping Duo.md
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+---
+title: "Sniping Duo"
+noteType: ":sticky-note:"
+aliases: "Sniping Duo"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.A5HwvubNii1d2UND
+tags:
+ - JournalEntryPage
+---
+
+# Sniping Duo
+Skilled shooters who don't let their egos get in the way of their efficacy are likely to say that sniping is a two-person job. Taking down a target without giving away your position or giving the opponent a window for reprisal is difficult work that requires teamwork and coordination, as well as a tight-knit bond and shared perspective. Sniping duos live and die by the credo "two heads are better than one," focusing their skills and strategies toward deadly efficiency. Whether your spotter and partner is a fellow ranged combatant or a melee enthusiast, you've learned how to use the openings they provide to devastating effect.
+
+#### Choosing a Spotter
+
+The most important aspect when choosing a spotter for the sniping duo archetype is the out of character component; make sure you team up with another player who is excited about the idea of roleplaying out teamwork and coordination in combat, and with granting you benefits and gaining benefits from you. The mechanics of the archetype are not very demanding of your spotter's actions, but that still doesn't mean every player is interested in the narrative component.
+
+Mechanically, a good spotter is likely either another ranged attacker or a melee attacker, and depending on the type of spotter you choose, certain feats might become more or less enticing. For instance, Targeted Redirection is more useful with a melee spotter.
+
+## [[Sniping Duo Dedication]] Feat 2
+
+**Prerequisites** trained in at least one type of weapon in the bow or firearm groups, trained in Stealth
+
+* * *
+
+When you take this dedication, choose one willing, non-minion ally to act as your spotter. As part of your training in this archetype, you train your spotter in the necessary habits and techniques to use your abilities automatically; your spotter doesn't need to spend any feats of their own to grant the effects. You only gain the benefits of your Sniping Duo archetype feats if both you and your spotter are alive and conscious. You and your spotter don't grant your foes lesser cover against one another's Strikes. Whenever you or your spotter successfully Strikes a target, the other member of your duo gains a +1 circumstance bonus per weapon damage die on the damage roll of their next Strike made against that target before the end of their next turn. You can change your designated spotter by spending 3 days of downtime training with another ally.
+
+**Special** You can't select another dedication feat until you've gained two other feats from the sniping duo archetype.
+
+## [[Triangulate]] Feat 4
+
+**Prerequisites** [[Sniping Duo Dedication]]
+
+* * *
+
+Your spotter's quick signals help you make even difficult shots seem simple. As long as both you and your spotter can see the target of your attacks, you don't take a penalty for attacking within your weapon's second range increment. The penalty you take for firing into further range increments is -3 for the third range increment, with an additional -2 penalty for each additional increment beyond the third (-5 for the fourth range increment, -7 for the fifth, and -9 for the sixth).
+
+## [[Exploit Opening]] Feat 6
+
+**Prerequisites** [[Sniping Duo Dedication]]
+
+* * *
+
+**Trigger** Your spotter critically succeeds at a Strike against a creature, and that creature is within your ranged weapon's first range increment.
+
+* * *
+
+You take advantage of your spotter's devastating attack to unleash your own follow-up attack. Make a ranged Strike with a -2 penalty against the target of the triggering attack. This Strike doesn't count toward your multiple attack penalty and your multiple attack penalty doesn't apply to the Strike.
+
+## [[Targeted Redirection]] Feat 6
+
+**Prerequisites** [[Sniping Duo Dedication]]
+
+* * *
+
+You aim a shot at your spotter, intending for your spotter to redirect that shot off their own weapon or shield to hit your foe from a better angle, and avoid your foe's cover. If your next action is to make a ranged Strike, you treat your spotter's position as your own for the purposes of determining cover and range. Your spotter must be within your weapon's first range increment and they must use a reaction to redirect your shot.
+
+## [[Duo's Aim]] Feat 8
+
+**Prerequisites** [[Sniping Duo Dedication]]
+
+* * *
+
+With assistance from your spotter, you aim for an especially accurate attack. Make a ranged weapon Strike against a foe either within your spotter's melee reach or the first range increment of a ranged weapon your spotter is wielding. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore the target's concealment. If you're using a firearm with the kickback trait, you don't take the normal circumstance penalty to this Strike for not having the required Strength score or firing without using a tripod.
+
+## [[Vantage Shot]] Feat 8
+
+**Prerequisites** [[Sniping Duo Dedication]]
+
+* * *
+
+You and your spotter take advantage of each other's attacks to momentarily hide and throw your foes off-balance against your follow-up attack. When you successfully make a ranged Strike against a foe, your spotter can use a reaction to attempt a Stealth check against the foe's Perception DC. On a success, the foe is [[Off-Guard]] against the spotter's next attack before the end of your spotter's next turn. Similarly, when your spotter successfully makes a ranged Strike against a foe, you can use a reaction to attempt a Stealth check against the foe's Perception DC. On a success, the foe is off-guard against your next attack against them before the end of your next turn.
+
+## [[Tag Team]] Feat 10
+
+**Prerequisites** [[Sniping Duo Dedication]]
+
+* * *
+
+**Trigger** You or your spotter misses with a Strike against a creature, and the creature is within the other's melee reach or first range increment.
+
+* * *
+
+Your skilled teamwork with your spotter enables you both to assist one another when you falter, using either other's failures as opportunities to strike. If you used Tag Team after your spotter missed the triggering Strike, make a ranged Strike against the same target with a -2 penalty. If you used this reaction after you missed the triggering Strike, your spotter can use their reaction to make a melee or ranged Strike against the same target. Strikes granted by this feat don't count toward your or your spotter's multiple attack penalty and your or your spotter's multiple attack penalty doesn't apply to the granted Strike.
+
+## [[Eagle Eyes]] Feat 12
+
+**Prerequisites** [[Sniping Duo Dedication]]
+
+* * *
+
+You and your spotter are adept at watching out for one another. As long as you can see or hear each other, neither of you is [[Off-Guard]] to [[Hidden]], undetected, or flanking creatures of your level or lower, or to creatures of your level or lower using a surprise attack. However, they can still help their allies flank.
+
+## [[Concentrated Assault]] Feat 14
+
+**Prerequisites** [[Sniping Duo Dedication]]
+
+* * *
+
+You and your spotter combine your efforts to bring down your target. If you and your spotter both use the Ready activity to make a Strike against the same opponent and choose the same trigger for the readied action, resolve your attacks at the same time. Each of you can use the higher of the two attack rolls for your Strikes, each using your own modifier; this is a fortune effect. If both attacks are successful, total the damage for both attacks for the purpose of resistances and weaknesses.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Sorcerer.md b/content/mechanics/srd/Archetypes/Sorcerer.md
new file mode 100755
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+---
+title: "Sorcerer"
+noteType: ":sticky-note:"
+aliases: "Sorcerer"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.DJiYP5tFBrBMD0We
+tags:
+ - JournalEntryPage
+---
+
+# Sorcerer
+You coax the magic power in your blood to manifest, accessing magic others don't expect you to have.
+
+## [[Sorcerer Dedication]] Feat 2
+
+**Prerequisites** Charisma 14
+
+* * *
+
+Choose a [[Bloodline]]. You become trained in the bloodline's two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice. You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You're trained in spell attack rolls and spell DCs for your tradition's spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline's tradition. You don't gain any other abilities from your choice of bloodline.
+
+* * *
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the sorcerer archetype.
+
+## [[Basic Blood Potency]] Feat 4
+
+**Prerequisites** Sorcerer Dedication
+
+* * *
+
+You gain a 1st- or 2nd-level sorcerer feat.
+
+## [[Basic Bloodline Spell]] Feat 4
+
+**Prerequisites** Sorcerer Dedication
+
+* * *
+
+You gain your bloodline's initial bloodline spell. If you don't already have one, you also gain a focus pool of 1 Focus Point, which you can Refocus without any special effort.
+
+## [[Basic Sorcerer Spellcasting]] Feat 4
+
+**Prerequisites** Sorcerer Dedication
+
+* * *
+
+You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the sorcerer archetype, add a spell of the appropriate spell level to your repertoire: a common spell of your bloodline's tradition, one of your bloodline's granted spells, or another spell you have learned or discovered.
+
+## [[Advanced Blood Potency]] Feat 6
+
+**Prerequisites** Basic Blood Potency
+
+* * *
+
+You gain one sorcerer feat. For the purpose of prerequisites, your sorcerer level is half your character level.
+
+* * *
+
+**Special** You can select this feat more than once. Each time you do, you gain another sorcerer feat.
+
+## [[Bloodline Breadth]] Feat 8
+
+**Prerequisites** Basic Sorcerer Spellcasting
+
+* * *
+
+Your repertoire expands, and you can cast more spells of your bloodline's tradition each day. Increase the number of spells in your repertoire and number of spell slots you gain from sorcerer archetype feats by 1 for each spell level other than your two highest spell slots.
+
+## [[Expert Sorcerer Spellcasting]] Feat 12
+
+**Prerequisites** Basic Sorcerer Spellcasting; master in Arcana, Nature, Occultism, or Religion, depending on bloodline
+
+* * *
+
+You gain the expert spellcasting benefits.
+
+## [[Master Sorcerer Spellcasting]] Feat 18
+
+**Prerequisites** Expert Sorcerer Spellcasting; legendary in Arcana, Nature, Occultism, or Religion, depending on bloodline
+
+* * *
+
+You gain the master spellcasting benefits.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Soul Warden.md b/content/mechanics/srd/Archetypes/Soul Warden.md
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+---
+title: "Soul Warden"
+noteType: ":sticky-note:"
+aliases: "Soul Warden"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.9g14DjBZNj27goTt
+tags:
+ - JournalEntryPage
+---
+
+# Soul Warden
+You consider yourself an honorary psychopomp—a shepherd of spirits who ensures the cycle of souls progresses unimpeded. Although you're unable to safeguard the cycle of souls in its entirety, you strive to ensure each soul's time on the Material Plane proceeds without incident. You work to free souls from imprisonment, prevent necromancers from animating the dead, and destroy undead so their souls rejoin the cycle.
+
+While most who hunt undead do so out of fear, vengeance, or a desire to protect the lives of others, you take a more measured and far less emotional approach; you destroy undead so their souls can continue their journey along the River of Souls, thus ensuring the continuation of existence. You understand that without the cycle of souls, the life cycle of the planes is disrupted, and all of existence could be consumed by the Maelstrom.
+
+Nearly all soul wardens worship [[Pharasma]] or one of the psychopomp ushers, especially [[Barzahk]] the Passage, a psychopomp usher who routinely shirks their duties and needs help from mortal soul wardens. Soul wardens also often join organizations that regularly combat undead, including the Voices of the Spire and Ustalav's Ivory Reapers (page 14).
+
+**Additional Feats**: 4th [[Domain Initiate]], Familiar; 8th [[Expanded Domain Initiate]]; 16th [[Advanced Domain]]
+
+THE SOUL CYCLE
+
+A soul's journey begins on the Forge of Creation, where blank, empty souls attach themselves alongside the vitality essence of the plane to mortals on the Material Plane, forming a single living being. At the end of a mortal's life, these souls enter the Ethereal Plane, progressing through the River of Souls to Pharasma's Boneyard, where they're judged and sorted into the appropriate afterlife. Judged souls proceed to their assigned planes, becoming petitioners. These, too, die in time, becoming absorbed by and expanding their associated plane, as their own spiritual essence joins with the plane's as a substance known as quintessence. But the ever-churning Maelstrom breaks these planes down, scattering this planar quintessence throughout the Maelstrom and adjoining planes. Those pieces that land on the Forge of Creation eventually form new blank souls and the cycle begins anew.
+
+## [[Soul Warden Dedication]] Feat 2
+
+**Prerequisites** trained in Occultism or Religion, worships Pharasma or a psychopomp usher
+
+* * *
+
+You can take 10 minutes to emblazon Pharasma's holy sigil-a spiraling comet that represents the winding path a soul takes through its existence-upon a shield, tabard, banner, or other prominent object that your wear or wield. The symbol doesn't fade until 1 year has passed, but if you emblazon the symbol again, any symbol you previously emblazoned and any symbol already emblazoned on that item instantly disappears. The item becomes a religious symbol of Pharasma and can be used as a divine focus while emblazoned.
+
+Whenever an undead creature or captive soul is within 100 feet of this object, the spiral glows, shedding dim blue light in a 10-foot radius. If the creature is hiding or the soul is [[Hidden]], it must succeed at a Stealth check against your Perception DC to fool the sigil and prevent the spiral from glowing.
+
+In addition, you can cast _[[Vitality Lash]]_ as a divine innate cantrip at will. As normal, a cantrip is automatically heightened to half your level rounded up. You gain access to the [[Cast a Spell]] activity if you didn't have it already. You're trained in divine spell attack rolls and spell DCs. Your key spellcasting ability for these spells is Wisdom.
+
+When you have at least two other feats from this archetype, the spiral glows with bright light in a 10-foot radius (and dim light for the next 10 feet). Feats that require a creature or object to be in the light of your spiral function whether it's in the bright or dim light.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the soul warden archetype.
+
+## [[Cycle Spell]] Feat 4
+
+**Prerequisites** Soul Warden Dedication
+
+* * *
+
+Your devotion to the cycle of souls grants you an additional divine spell. Choose from _[[Bless]]_, _[[Infuse Vitality]]_, or _[[Heal]]_. You must make this selection when you take this feat and it can't be changed. Once per day, while your spiral is glowing, you can cast the selected spell as a divine innate spell.
+
+## [[Psychopomp Familiar]] Feat 4
+
+**Prerequisites** Soul Warden Dedication, familiar
+
+* * *
+
+Your familiar becomes a masked psychopomp-an extraplanar guardian of the cycle of souls. This familiar continues to use all the same rules as other familiars, but one of its abilities must always be speech and it has the monitor and psychopomp traits. As normal when a familiar must always have a certain ability, the speech ability counts against your familiar's abilities each day.
+
+You can select three familiar or master abilities each day, instead of two, but one must be one of the following psychopomp familiar abilities.
+
+* **Soul Sight** Your familiar gains lifesense with a range of 30 feet.
+* **Spirit Touch** Your familiar can touch incorporeal creatures. If you have the spell delivery master ability from your familiar, any spell the familiar delivers with it gains the benefits of the [[Ghost Touch]] property rune.
+
+## [[Liberate Soul]] Feat 6
+
+**Prerequisites** Soul Warden Dedication
+
+* * *
+
+The light flows from your sigil of Pharasma to shatter the bonds imprisoning a soul. You attempt to counteract a possession effect, or an effect, object, or spell that is imprisoning a soul (such as _[[Seize Soul]]_, a soul gem, or a devourer's devoured souls). You must be within 60 feet of the possessed creature or object, or of the receptacle imprisoning the soul. Your counteract level is half your level rounded up, and your counteract modifier is your divine spell DC - 10. If the attempt fails, you can't use Liberate Soul against that particular effect again unless circumstances have changed drastically, as determined by the GM.
+
+## [[Spiral Sworn]] Feat 6
+
+**Prerequisites** Soul Warden Dedication
+
+* * *
+
+You trace a spiral in the air while intoning prayers to Pharasma, gaining her blessing for a time. For 3 rounds, your Strikes and spells deal additional damage against undead, creatures in possession of an imprisoned soul, or creatures you have witnessed create or command undead. You gain a status bonus to damage with your Strikes against these creatures equal to the number of weapon damage dice. Spells you cast from spell slots gain a status bonus to damage against these creatures equal to the level of the spell; this bonus applies only to spells that deal damage and don't have a duration.
+
+If your spiral is glowing, you can target a willing creature in its light. If you do, that creature gains the bonuses instead of you.
+
+## [[Enhanced Psychopomp Familiar]] Feat 8
+
+**Prerequisites** Psychopomp Familiar
+
+* * *
+
+Your psychopomp's continued service in Pharasma's name brings it favor from the goddess. It might change appearance to look like a different, more powerful kind of psychopomp. You can select four familiar or master abilities each day, instead of two, but two must be from the Psychopomp Familiar feat or the following ability.
+
+* **Augury** Your familiar can glimpse the strands of fate to give you a cryptic clue regarding your future. Your familiar can cast _[[Augury]]_ once per day using your magical tradition and spell DC. You must be at least 8th level to select this ability.
+
+## [[Safeguard Soul]] Feat 8
+
+**Prerequisites** Soul Warden Dedication
+
+* * *
+
+You've girded your soul against outside interference. You gain a +2 status bonus to saving throws against death effects, possession effects, and effects that attempt to manipulate or steal your soul. You can't be transformed into an undead by any means. While your spiral is glowing, your allies in the light of the spiral gain this benefit as well.
+
+## [[Expand Spiral]] Feat 10
+
+**Prerequisites** Spiral Sworn
+
+* * *
+
+Your prayers encompass your companions, granting you the ability to share Pharasma's blessings. When you use Spiral Sworn, you can spend 2 actions instead of 1 to grant the benefits to all allies who are in the light of your spiral when you take the action.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Soulforger.md b/content/mechanics/srd/Archetypes/Soulforger.md
new file mode 100755
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+---
+title: "Soulforger"
+noteType: ":sticky-note:"
+aliases: "Soulforger"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.LWgcWM8B85HHVCtZ
+tags:
+ - JournalEntryPage
+---
+
+# Soulforger
+**Rarity** Uncommon
+
+* * *
+
+Your devotion to a cause unifies your soul with an armament tethered to the very essence of your spirit.
+
+## [[Soulforger Dedication]] Feat 2
+
+**Prerequisites** Wis 14 or ability to cast divine spells
+
+* * *
+
+You can manifest the power of your spirit in combat to realize your motivations. You manifest an armor, shield, or weapon as a soulforged armament. Choose one essence power for the armament. Changing an essence power requires 1 week of retraining, and you can't retrain it while you have _soulforged corruption_.
+
+You can [[Manifest Soulforged Armament]] to summon your armaments in combat.
+
+* * *
+
+**Special** You can't select another dedication feat before gaining two other feats from this archetype.
+
+* * *
+
+### ESSENCE POWERS
+
+Your soulforged armament has an essence power you choose when you first bind it. It gains the power temporarily when you manifest its essence form. Each power has a corruption flaw that affects you if you have _soulforged corruption_. Essence powers that only apply to some types of armament indicate which.
+
+**Adaptable Persona** (transmutation) Armor only. When you manifest the essence form, gain your choice of a climb Speed or swim Speed equal to your land Speed. If you're 8th level or higher, you can choose a fly Speed instead. _Corruption Flaw_ You take a -10-foot penalty to all your Speeds.
+
+**Bounding Spirit** Melee weapon only. The weapon gains the thrown 30 feet trait and has the returning rune (even if it already has its maximum number of property runes). _Corruption Flaw_ When you make a Strike with a thrown or ranged weapon and miss, reroll the Strike, targeting your ally nearest to the target. This Strike uses the same multiple attack penalty as the missed Strike and doesn't count toward your multiple attack penalty.
+
+**Deep-Seeded Fear** You gain a +2 status bonus to your Intimidation checks and don't take any penalties for not sharing a language when Demoralizing foes who can perceive your armament's essence form. When you manifest the essence form, you can attempt to Demoralize an enemy who can perceive the manifestation. _Corruption Flaw_ If you attempt to Demoralize an enemy, your Demoralize also targets the ally closest to you.
+
+**Determined Toughness** Any status penalties you take from the following conditions are 1 less than their condition's value: [[Clumsy 1|Clumsy]], [[Drained 1|Drained]], [[Enfeebled 1|Enfeebled]], [[Frightened]], [[Sickened 1|Sickened]], [[Stupefied]]. This doesn't change the actual condition value, or any other effects of the condition (such as stupefied's disruption and its DC). _Corruption Flaw_ Whenever you take a status penalty from the listed conditions, you also take a -1 penalty to the same statistics.
+
+**Harmful Malice** (void) Your Strikes deal an additional 1d4 void damage. Once while the armament is manifested, you can cast harm as an innate spell, with a level equal to half your level rounded up. _Corruption Flaw_ Reduce any damage you would deal by half your level.
+
+**Heroic Heart** (enchantment, mental) You gain a +1 status bonus to attack rolls, Perception checks, skill checks, and saves. _Corruption Flaw_ You take a -1 penalty to attack rolls.
+
+**Healing Grace** (healing, vitality) You gain fast healing equal to half your level. You can cast _[[Heal]]_ once as an innate spell with a level equal to half your level rounded up. _Corruption Flaw_ Reduce all healing you would receive or grant with a spell by half your level.
+
+**Magical Resilience** (abjuration) Armor or shield only. You gain a +2 status bonus to saving throws and AC against spells. If you're 5th level or higher, you can cast _[[Dispel Magic]]_ once as an innate spell. The spell level is equal to 1 lower than half your level rounded up (2nd level if you're 5th or 6th level, and so on). _Corruption Flaw_ You take a -1 penalty to saving throws and AC against spells.
+
+**Planar Bond** (abjuration) Armor or shield only. When you manifest the essence form, choose one damage type: acid, cold, electricity, fire, sonic, spirit, vitality, or void. You gain resistance equal to your level + 2 to damage of the selected type. _Corruption Flaw_ You gain weakness 1 to all damage.
+
+**Planar Pain** (evocation) Weapon only. When you manifest the essence form, choose one damage type: acid, cold, electricity, fire, sonic, spirit, vitality, or void. Attacks with the weapon deal this type of damage instead of their physical damage with a +2 status bonus to the damage. _Corruption Flaw_ When you deal damage with a weapon or unarmed attack, you take 2 damage of the last type you chose for planar pain, even if the damage type normally wouldn't harm you, such as good damage if you aren't evil.
+
+**Pull of Stasis** (transmutation) Weapon only. Any time you hit with the soulforged weapon, the target takes a -10-foot penalty to its Speeds for 1 round. On a critical hit, the creature is [[Immobilized]] for 1 round instead. _Corruption Flaw_ You take a -10-foot penalty to all your Speeds.
+
+**Reflecting Spirit** Armor or shield only. You gain a +2 status bonus to AC against physical ranged attacks. If an enemy's physical ranged attack misses you, you can use your reaction to immediately attempt a ranged Strike against the attacker using the projectile that missed. _Corruption Flaw_ You have weakness 5 to physical ranged attacks.
+
+**Resolute Defiance** Shield only. The shield gains a +2 status bonus to its Hardness and gains temporary Hit Points equal to your level + 2 that last until the essence effect ends. If you don't have the [[Shield Block]] reaction, you gain it while your shield is manifested. _Corruption Flaw_ When you take damage while Raising a Shield or use Shield Block, attempt a DC 5 flat check. If you fail, the shield is Dismissed if it's your soulforged armament or Dropped if it's a different shield.
+
+## [[Soul Flare]] Feat 4
+
+**Prerequisites** [[Soulforger Dedication]]
+
+* * *
+
+**Trigger** An attack you made with a soulforged weapon or shield misses a creature, or a creature hits you with an attack while you're either wearing manifested soulforged armor or have your soulforged shield raised.
+
+**Requirements** Your soulforged armament is manifested.
+
+* * *
+
+You strive to change the outcome with sheer zeal. You gain a +1 status bonus to your attack roll if making an attack or to your AC if you were hit. This can change the outcome of the roll. If this bonus turns your missed attack into a hit or the hit against you into a miss, attempt a DC 5 flat check. If you fail, your soulforged armament is Dismissed-your weapon if you attacked or your armor or shield if you were defending.
+
+## [[Rapid Manifestation]] Feat 6
+
+**Prerequisites** [[Soulforger Dedication]]
+
+* * *
+
+**Trigger** You roll initiative or a hazard attacks you.
+
+* * *
+
+Your unwavering soul brings up your defenses as soon as you're in danger. You Manifest your Soulforged Armament.
+
+## [[Soul Arsenal]] Feat 6
+
+**Prerequisites** [[Soulforger Dedication]]
+
+* * *
+
+Choose an additional soulforged armament of a different type than the type you already chose, and choose one essence power for it. Upgrade and change armaments individually.
+
+When you Manifest Soulforged Armament, you can summon any number of your armaments (you must meet the Requirements for each), and when you Dismiss the effect, you can choose to Dismiss some and not others. You can choose to manifest the essence form of any number of your armaments when you take the action. Each armament can manifest its essence form only once per day.
+
+When you gain soulforged corruption, choose one armament's corruption flaw to affect you for stage 1. At stage 2, you take the flaws of all your soulforged armaments. While you have the curse, each armament gets a separate flat check to manifest its essence form, and failing prevents you from manifesting only that armament's essence form.
+
+* * *
+
+**Special** You can select this feat a second time at 12th level or higher, choosing the final item type.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Spell Trickster.md b/content/mechanics/srd/Archetypes/Spell Trickster.md
new file mode 100755
index 000000000..0e7ae420d
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@@ -0,0 +1,259 @@
+---
+title: "Spell Trickster"
+noteType: ":sticky-note:"
+aliases: "Spell Trickster"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.DztQF2FexWvnzcaE
+tags:
+ - JournalEntryPage
+---
+
+# Spell Trickster
+Just as Golarion's merchants scour busy marketplaces for newfound goods, scholars of magic congregate in teahouses, debate at symposia, and haunt the back rooms of esoteric shops to swap secrets of their trade. In such meetings, a different kind of magic may strike: the spark of innovation! The mixing of magical techniques produces fascinating and unpredictable results. As one of these innovators, sometimes called a spell trickster, you have a knack for pioneering magical techniques and discovering new effects from spells most novice spellcasters take for granted. Whether your unique abilities are the result of weeks of experimentation or a secret passed to you by a traveling practitioner, you delight in surprising others with your tricks.
+
+#### The Fruits of Research
+
+While magic can spring from many sources, from wizard tutors to self-taught savants, the art of the spell trickster often springs from sophisticated magical research. The magical academies in Golarion have no claim to magic as a whole but can often teach lesser-known variants of a spell to their students. At the Magaambya academy in the Mwangi Expanse, for instance, initiates study multiple traditions of magic, adapting the techniques of harnessing magical essence from one tradition to create new methods of casting spells in another. The Arclords of Nex have spent thousands of years honing spells in both wartime and peace, demonstrating a fine control over the arcane by effortlessly changing their magic to suit their whims. The return of New Thassilon brought thousands of magical dabblers and scholars, each with their own unique tricks and each eager to see what new spell variants have developed in their long absence.
+
+This isn't to say that spell tricksters come solely from high academia. A sorcerer might demonstrate aberrant powers in her bloodline magic, hinting at a background more complex than a single eldritch influence acting upon her. An oracle might grope at a divine power that they poorly understand and cast a spell in a unique manner simply because they were never taught otherwise. A witch's patron or a whimsical deity might grant a favored servant a special power for whatever strange motives such beings might possess. Magic in Golarion isn't entirely predictable, no matter how many practitioners wish that it was so. While most spellcasters follow predictable patterns in their art, there are always exceptions.
+
+The rules in this section are presented as part of an archetype, meant for a character dedicated to the art of innovating magic—but you don't have to limit yourself to this premise. At the GM's discretion, a spell trickster feat could be made available to a character as a class feat without the character taking the archetype. In most cases, this option should only be offered as a reward or story element that the character, GM, or group has dedicated a significant amount of time to developing—a character who wishes to partake in these options without GM permission or involvement should simply take the spell trickster archetype. These feats could be used to represent the payoff from extended magical research; finding forgotten or forbidden lore in a lost corner of Golarion; pleasing a god, patron, or other notable power; a magical plane or artifact exerting its influence; or any other number of situations that an adventurer might encounter while exploring. Keep in mind, however, that these feats were created and balanced to be part of an archetype. If allowing spell trickster feats as general class feats begins to negatively impact the game, the players should be willing to walk the decision back and rebuild characters as necessary.
+
+## [[Spell Trickster Dedication]] Feat 2
+
+**Prerequisites** Able to cast spells; trained in Arcana, Nature, Occultism, or Religion
+
+* * *
+
+Your experience with magic and its traditions lets you specialize in the casting of certain spells, customizing familiar spells to create novel effects. Whenever you gain a feat from this archetype, you either learn to modify the effects of a single spell, or you change one of the modifications from a previous feat. Each time you Cast the Spell corresponding to the feat you chose, you decide whether to cast its normal or modified version. You can only apply one modification to a spell at a time, even if you know more than one modification for that spell. Besides modifications mentioned in the feat, the spell functions as normal.
+
+Choose up to two 4th-level spell trickster archetype feats for which you meet the spell-casting prerequisite. You gain those feats, ignoring their level prerequisite.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the spell trickster archetype. The two feats you gain from taking the dedication don't count toward this total.
+
+## [[Agile Hand]] Feat 4
+
+**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Telekinetic Hand]]_
+
+* * *
+
+When you cast mage hand, you can modify its target to be a set of thieves' tools. When you Cast the Spell in this way, the tools move up to 20 feet towards a device or lock. After you Sustain the Spell on future turns, you can use the tools to attempt Thievery checks to Disable a Device or Pick a Lock within the spell's range, but you take a -2 penalty to your Thievery check. If you critically fail, the spell ends and you can't use this modification again for 24 hours.
+
+## [[Barrier Shield]] Feat 4
+
+**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Shield]]_
+
+* * *
+
+When you cast shield, you can modify the spell to create a solid barrier you can use for cover, but not for blocking. You can't use the Shield Block reaction when the spell is modified in this way, but you (and only you) can spend an action to Take Cover to gain standard cover from it.
+
+## [[Forceful Push]] Feat 4
+
+**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Telekinetic Hand]]_
+
+* * *
+
+When you cast mage hand, you can modify its target to be 1 creature. If you do, replace its standard effects with the following: You push your foe telekinetically. Make a spell attack roll against the target's Fortitude DC. On a success, you push the target 5 feet away from you. On a critical success, you push the target 10 feet away from you.
+
+## [[Shining Arms]] Feat 4
+
+**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Light]]_
+
+* * *
+
+When you cast light, you can modify its target to be 1 melee weapon, either unattended or possessed by you or a willing ally, and modify its duration to be 1 minute. If you do, add the following to its effects: When a creature wielding the weapon critically hits a foe, you can Dismiss the Spell as a reaction, causing the foe to be [[Dazzled]] for 1 round. After you use this reaction, you can't use this modification again for 10 minutes.
+
+## [[Summon Ensemble]] Feat 4
+
+**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Summon Instrument]]_
+
+* * *
+
+When you cast summon instrument, you can modify its duration to be sustained, up to 1 minute. When you do, you summon a number of instruments equal to your spellcasting ability modifier that hover around you and play of their own accord. Once per turn when you Sustain the Spell, choose an opponent within 30 feet who can hear your performance. The target must attempt a Will save against the spell's DC; on a failure, it becomes distracted by your performance and becomes [[Off-Guard]] for 1 round. The target is then temporarily immune for 24 hours.
+
+## [[Tracing Sigil]] Feat 4
+
+**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Sigil]]_
+
+* * *
+
+When you cast sigil, you can modify the spell to add the following to its standard effects: The target leaves a magical trail that you and others can try to follow. You and other creatures can attempt to Track the target, substituting an Arcana, Nature, Occultism, or Religion check (whichever matches the magical tradition of your sigil spell) for the Survival check. Much like Tracking with Survival, this must take place somewhere the target has been and follow the trail; it doesn't allow anyone to find the target from a distance. You can only have a single target marked with a modified sigil in this way. If you use this ability again on a second target, the sigil spell on the first target ends, and your mark fades.
+
+## [[Wild Lights]] Feat 4
+
+**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Light]]_
+
+* * *
+
+When you cast dancing lights, you can modify its duration to be 1 minute and modify its standard effects to create a single floating light in the shape of a Tiny creature, instead of up to four floating lights. The creature hovers over your head unless you spend a single action that has the concentrate trait to direct the light to move up to 30 feet, in which case it remains there until you direct it again. If you direct it back to your head, it hovers there and follows you again until you direct it elsewhere. If the light ever moves beyond 120 feet of you, it winks out immediately.
+
+## [[Animate Net]] Feat 6
+
+**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Animate Rope]]_
+
+* * *
+
+When you cast animate rope, you can modify its target to be 1 net. If you do, replace the spell's standard effects with the following: You cause a net to animate and throw itself at a Medium or smaller creature within 20 feet of the net. Attempt a spell attack roll against the target's Reflex DC. On a success, the target is [[Off-Guard]] and takes a -10-foot circumstance penalty to its Speeds until it Escapes; on a critical success, it's also [[Immobilized]] until it Escapes. The Escape DC is equal to your spell DC as long as the spell lasts. Once the spell ends, the Escape DC returns to the normal DC for a net (usually 16), and a creature adjacent to the target can Interact to remove the net.
+
+## [[Confounding Image]] Feat 6
+
+**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Mirror Image]]_
+
+* * *
+
+When you cast mirror image, you can modify its duration to be sustained up to 1 minute and modify its range to 30 feet. If you do, replace the spell's standard effects with the following: You create an illusory duplicate of yourself that appears in an unoccupied square within range. The image takes up space and has a reach of 5 feet, and your allies can flank with the image. It doesn't have any other attributes a creature would normally have other than an AC equal to your spell DC and saving throw modifiers equal to your spell DC - 10. If the image is hit by an attack or fails a save, or if you ever move more than 30 feet from it, the spell ends. Creatures can move through its space without hindrance. When you Sustain the Spell, you can move the image to an unoccupied square within range.
+
+## [[Disk Rider]] Feat 6
+
+**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Floating Disk]]_
+
+* * *
+
+When you cast floating disk, you can modify its duration to be sustained, up to 10 minutes. If you do, add the following heightened entry to its effects.
+
+* * *
+
+**Heightened (3rd)** The disk can hold up to 10 Bulk. The spell no longer ends if you ride atop the disk (though it does if any other creature rides atop it, including if the creature is riding on you). If you are riding the disk, it changes its capacity to hold you, plus additional Bulk equal to the maximum you could carry without being encumbered. If you ride atop the disk, you can direct it to move along the ground up to 30 feet or your Speed, whichever is slower, each time you Sustain the Spell. While you ride atop it, the disk can move over liquids as long as it ends its movement on solid ground. If it ends its movement on a surface that can't support it, the spell ends.
+
+## [[Drenching Mist]] Feat 6
+
+**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Mist]]_
+
+* * *
+
+When you cast obscuring mist, you can modify it to add the following heightened entry to its effects.
+
+* * *
+
+**Heightened (3rd)** Your mist is particularly laden with moisture. Non-magical fires within the area are automatically extinguished. Choose one magical fire or fire spell in the area and attempt to counteract it.
+
+## [[Obscured Terrain]] Feat 6
+
+**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Mist]]_
+
+* * *
+
+When you cast obscuring mist, you can modify the spell to replace its standard effects with the following: You cause a cloud of thick fog to blanket the area, making it difficult to see the ground. The area within the fog is difficult terrain for creatures that can't see through fog or mist. You can Dismiss the cloud.
+
+## [[Uneasy Rest]] Feat 6
+
+**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Sleep]]_
+
+* * *
+
+When you cast sleep, you can modify the spell to add the following to its standard effects: Subjects of your spell experience troubled dreams. When a target that failed or critically failed its saving throw wakes up, it is [[Frightened|Frightened 1]].
+
+## [[Volatile Grease]] Feat 6
+
+**Prerequisites**[[Spell Trickster Dedication]], ability to cast _[[Grease]]_
+
+* * *
+
+When you cast grease, you can modify its target to be 1 creature. If you do, replace the spell's standard effects with the following: You splash the target with combustible grease. The target must attempt a Reflex save.
+
+* * *
+
+**Critical Success** The target is unaffected.
+
+**Success** The target is splattered with grease and gains weakness 2 to fire until the end of your next turn. The target or an adjacent creature can rub off the combustible grease with an Interact action, ending the effect.
+
+**Failure** As success, except the weakness to fire lasts for 1 minute.
+
+* * *
+
+**Heightened (+2)** The weakness increases by 1.
+
+## [[Beacon Mark]] Feat 8
+
+**Prerequisites [[Tracing Sigil]]**
+
+* * *
+
+When you cast sigil, you can modify the spell to add the following heightened entry.
+
+* * *
+
+**Heightened (4th)** You attune yourself to the marked target. While the spell lasts, you can spend a single action, which has the concentrate, detection, and divination traits, to attempt to locate the target, learning the direction to the target as long as you are within 1 mile of it. If the target is a creature or a creature is in possession of the target object, the creature can attempt a Will saving throw against your spell DC. If it succeeds, your attempt to locate the target fails and you can't attempt this again for 1 day. You can only have a single target marked with a sigil modified in this way. If you Cast this Spell again on a second target, the sigil spell on the first target ends, and your mark fades.
+
+## [[Larcenous Hand]] Feat 8
+
+**Prerequisites** [[Agile Hand]], [[Pickpocket]] skill feat
+
+* * *
+
+When you cast mage hand, you can remove its duration, modify its range to 20 feet, and modify its target to be an attended object within the spell's Bulk limit that wouldn't be time-consuming to remove. Add the following to the spell's standard effects: If the creature attending the object is willing to have you take the item, mage hand carries the item to you. If the creature is unwilling, you must attempt to Steal the target object with a Thievery check. The usual restrictions on attempts to Steal an object apply, including the restrictions that you can't steal objects that would be extremely noticeable or time-consuming to remove (like worn shoes or armor or actively wielded objects) and you can't Steal from a creature in combat or otherwise on guard. On a successful Steal check, the mage hand carries the item to you, and on a critical failure, you can't use this modification again for 1 hour. If you're a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard, though if you do so, the spell's casting time increases by 1 action.
+
+## [[Lingering Flames]] Feat 8
+
+**Prerequisites** [[Spell Trickster Dedication]] ability to cast _[[Fireball]]_
+
+* * *
+
+When you cast fireball, you can modify its effects, decreasing the base damage to 5d6 and causing it to deal 2 persistent fire damage to creatures that fail their save, doubled as normal on a critical failure. If you do, replace its heightened entry with the following.
+
+* * *
+
+**Heightened (+1)** The damage is increased by 1d6 and the persistent fire damage is increased by 2.
+
+## [[Scattered Fire]] Feat 8
+
+**Prerequisites** [[Spell Trickster Dedication]] ability to cast _[[Fireball]]_
+
+* * *
+
+When you cast fireball, you can modify its area to be two non-overlapping @Template\[type:burst|distance:10\]{10-foot bursts}.
+
+## [[Siphoning Touch]] Feat 8
+
+**Prerequisites** [[Spell Trickster Dedication]] ability to cast _[[Vampiric Feast]]_
+
+* * *
+
+When you cast vampiric touch, you can modify its standard effects as follows: Instead of gaining the temporary Hit Points yourself, you can grant the temporary Hit Points to an ally within 30 feet. After 1 minute, the ally loses any of these temporary Hit Points that remain.
+
+## [[Smoldering Explosion]] Feat 8
+
+**Prerequisites** [[Spell Trickster Dedication]] ability to cast _[[Fireball]]_
+
+* * *
+
+When you cast fireball heightened to at least 4th level, you can modify the spell to add the following to its standard effects: Your fireball leaves behind a brief cloud of smoke in its area. While it's smoke instead of mist, this cloud otherwise has the effects of obscuring mist, except that it lasts only 1 round.
+
+## [[Steal Vitality]] Feat 8
+
+**Prerequisites** [[Spell Trickster Dedication]] ability to cast _[[Vampiric Feast]]_
+
+* * *
+
+When you cast vampiric touch, you can modify its standard effects as follows: Instead of gaining temporary Hit Points, if your target fails or critically fails its saving throw, you can attempt a counteract check to remove the clumsy or enfeebled conditions on yourself, using the source of that condition to determine the counteract level and DC. If the condition was caused by an ongoing effect and you don't remove that effect, the condition returns at the end of your next turn.
+
+## [[Surrounding Flames]] Feat 10
+
+**Prerequisites** [[Spell Trickster Dedication]] ability to cast _[[Wall of Fire]]_
+
+* * *
+
+When you cast wall of fire, you can modify its standard effects as follows: Instead of a 5-foot-thick, 10-foot-radius ring of flame, you can form the wall into a 10-foot-radius hemisphere of fire.
+
+## [[Toppling Tentacles]] Feat 10
+
+**Prerequisites** [[Spell Trickster Dedication]] ability to cast _[[Black Tentacles]]_
+
+* * *
+
+When you cast black tentacles, replace the spell's standard effects with the following: Tentacles slither along the ground in the area, attempting to hinder anyone within. Sticky black tentacles attempt to Trip each creature in the area. Attempt spell attack rolls against the Reflex DCs of each affected creature. Any creature you succeed against is knocked [[Prone]] and takes @Damage\[3d6\[bludgeoning]] damage. Whenever a creature ends its turn in the area, the tentacles attempt to Trip that creature if it isn't already prone, and they deal @Damage\[1d6\[bludgeoning]] damage to any creature already prone. Creatures treat the spell's area as difficult terrain.
+
+## [[Choking Smoke]] Feat 12
+
+**Prerequisites** [[Smoldering Explosion]]
+
+* * *
+
+When you cast fireball heightened to at least 6th level, you can modify the spell's standard effects as follows: Reduce the spell's damage by 6d6. Your fireball leaves behind a lingering cloud of toxic smoke in its area. While it's smoke instead of mist, this cloud otherwise has the effects of stinking cloud.
+
+## [[Directed Poison]] Feat 12
+
+**Prerequisites** [[Spell Trickster Dedication]], ability to cast _[[Toxic Cloud]]_
+
+* * *
+
+When you cast _[[Toxic Cloud]]_, modify its duration to be sustained up to 1 minute, and modify its standard effect to include the following: The cloud doesn't move away from you each round. Once per round when you Sustain the Spell, you can move the cloud 10 feet in the direction of your choice.
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diff --git a/content/mechanics/srd/Archetypes/Spellcasting Archetypes.md b/content/mechanics/srd/Archetypes/Spellcasting Archetypes.md
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+---
+title: "Spellcasting Archetypes"
+noteType: ":sticky-note:"
+aliases: "Spellcasting Archetypes"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.DOc3Pf8wmVxanTIv
+tags:
+ - JournalEntryPage
+---
+
+# Spellcasting Archetypes
+Some archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. A spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can.
+
+Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the druid's master spellcasting feat is called Master Druid Spellcasting. All spell slots you gain from spellcasting archetypes are subject to the restrictions within the archetype. For instance, the witch archetype allows you to pick a patron when you take its dedication feat. If you pick patron granting occult spells, the archetype then grants you spell slots you can use only to cast occult spells you prepare as a witch, even if you are a bard with occult spells in your repertoire.
+
+## Basic Spellcasting Feat
+
+Usually available at 4th level, these feats grant a 1st-rank spell slot. At 6th level, they grant you a 2nd-rank spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-rank spell slot. Archetypes refer to these benefits as the "basic spellcasting benefits."
+
+## Expert Spellcasting Feat
+
+Typically taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4thrank spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-rank spell slot, and at 16th level, they grant you a 6th-rank spell slot. Archetypes refer to these benefits as the "expert spellcasting benefits."
+
+## Master Spellcasting Feat
+
+Usually found at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you a 7thrank spell slot. If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. At 20th level, they grant you an 8th-rank spell slot. Archetypes refer to these benefits as the "master spellcasting benefits."
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diff --git a/content/mechanics/srd/Archetypes/Spellmaster.md b/content/mechanics/srd/Archetypes/Spellmaster.md
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+---
+title: "Spellmaster"
+noteType: ":sticky-note:"
+aliases: "Spellmaster"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.O7fKfFxCx3e1YasX
+tags:
+ - JournalEntryPage
+---
+
+# Spellmaster
+Those who train under the Master of Spells concern themselves with all matters related to magic. Though not all members of the School of Spells are spellcasters, those who would become Spellmasters of the highest rank and influence have at least some spellcasting capabilities.
+
+## Pathfinder Society Archetypes
+
+The following archetypes are uncommon, but are available to members of the Pathfinder Society. Qualifying characters with the [[.fTxZjmNLckRwZ4Po]] archetype can select one of these dedication feats even if they have not gained three feats from the Pathfinder agent archetype, and each of these archetypes' feats fulfills the [[Pathfinder Agent Dedication|Pathfinder Agent Dedication's]] special requirement despite not being from the Pathfinder agent archetype.
+
+## [[Spellmaster Dedication]] Feat 6
+
+**Prerequisites** Intelligence, Wisdom, or Charisma 14; ability to cast focus spells; member of the Pathfinder Society affiliated with the School of Spells
+
+* * *
+
+As a Spellmaster, you are adept at identifying magic. You gain a +2 circumstance bonus when you Identify Magic with a skill in which you are trained or better. If you have the Wayfinder Resonance Tinkerer feat, you can change the cantrip you chose for that feat each day during your daily preparations.
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the Spellmaster archetype.
+
+## [[Familiar Form]] Feat 8
+
+**Prerequisites** Spellmaster Dedication
+
+* * *
+
+You can use your magic to transform into a small creature of a type that commonly serves as a spellcaster's familiar, potentially allowing you to safely scout for your party while retaining a degree of spellcasting ability. You gain the _[[Familiar Form]]_ focus spell. Increase the number of Focus Points in your focus pool by 1.
+
+## [[Glyph Expert]] Feat 8
+
+**Prerequisites** Spellmaster Dedication
+
+* * *
+
+You've learned to recognize the telltale writings and other signs that indicate the presence of magical traps. You gain a +2 circumstance bonus to Perception checks to find magical traps, to AC against attacks made by magical traps, to saves against magical traps, and to checks to Disable magical traps. Even if you aren't Searching, you get a check to find magical traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You're also adept at avoiding the effects of traps that feature magical writing, such as runes, glyphs, ancient script, or other forms. When you attempt a saving throw against the effects of these traps, if you roll a success, you get a critical success instead. If you roll a critical failure, you get a failure instead.
+
+## [[Surreptitious Spellcaster]] Feat 8
+
+**Prerequisites** Spellmaster Dedication
+
+* * *
+
+You've learned that it pays for a Pathfinder to be able to cast spells without being noticed. You gain the [[Conceal Spell]] wizard class feat, though it's not a wizard feat for you. You also gain a +2 circumstance bonus to Stealth checks to Conceal a Spell and to Deception checks to conceal verbal components.
+
+## [[Recover Spell]] Feat 10
+
+**Prerequisites** Spellmaster Dedication
+
+**Requirements** An enemy's action disrupted your attempts to Cast a Spell since the beginning of your last turn.
+
+* * *
+
+You recover the energy of a recently disrupted spell, allowing you to cast it again as long as you do so immediately before the energy dissipates. You regain the use of a spell that was disrupted since the beginning of your last turn, but you must immediately Cast the Spell again with your next action or else you lose the spell; as normal for metamagic, this must be on the same turn that you use Recover Spell. You can change the area, targets, and other variables, including the number of actions used to Cast the Spell if the spell allows, such as when casting _Heal_ or _Magic Missile_.
+
+## [[Spellmaster's Ward]] Feat 10
+
+**Prerequisites** Spellmaster Dedication
+
+* * *
+
+You can create a number of powerful shielding runes that bolster your defenses against damaging spells by absorbing the worst of the energy to keep you safe. You gain the _[[Spellmaster's Ward]]_ focus spell. Increase the number of Focus Points in your focus pool by 1.
+
+## [[Ward Casting]] Feat 10
+
+**Prerequisites** Spellmaster Dedication, Steady Spellcasting
+
+**Trigger** You attempt a flat check for Steady Spellcasting, but you haven't rolled yet.
+
+* * *
+
+You carefully ward your spell by drawing from a mantle of magical energy you prepared to protect your casting, increasing your chance of retaining the spell. You reduce the DC of the flat check for Steady Spellcasting from 15 to 10.
+
+## [[Communal Sustain]] Feat 12
+
+**Prerequisites** Spellmaster Dedication
+
+**Frequency** once per round
+
+* * *
+
+Choose one spell with a sustained duration that one of your allies has in effect. You must be within 30 feet of the chosen ally. The ally can Sustain the Spell once as a free action, triggered at the start of their next turn.
+
+## [[Spellmaster's Resilience]] Feat 12
+
+**Prerequisites** Spellmaster Dedication
+
+* * *
+
+Your experience with a specific type of harmful magic makes you more resistant to it. Choose a magical tradition (arcane, divine, occult, or primal). You gain a +1 circumstance bonus to saving throws against spells and effects with that tradition's trait and resistance 5 to all damage from spells and effects with that tradition's trait. The effect must have actually been cast or created with that tradition, rather than simply being on that tradition's spell list.
+
+## [[Absorb Spell]] Feat 14
+
+**Frequency** once per 10 minutes
+
+**Prerequisites** Spellmaster Dedication, spell repertoire or ability to prepare spells
+
+**Trigger** You critically succeed at a saving throw against a foe's spell, and that spell is of a level you can normally cast.
+
+* * *
+
+You absorb a spell and store it in your body. If you are a spontaneous spellcaster, you can cast the triggering spell once during the next 10 minutes, even if it's not on your spell list as if it were in your repertoire. If you are a prepared spellcaster, you can replace one of your prepared spells of the same level with the absorbed spell, but you must cast the absorbed spell within 10 minutes or you lose that spell slot for the day. You cast the spell at the same spell level as the spell you absorbed, but the spell is of your magical tradition and uses your spell DC, spell attack roll, and other statistics to determine its effects.
+
+## [[Spellmaster's Tenacity]] Feat 14
+
+**Prerequisites** Spellmaster Dedication
+
+**Frequency** once per day
+
+**Trigger** You critically fail at a saving throw against a foe's spell, and that spell was cast or created with the tradition of magic you selected with the [[Spellmaster's Resilience]] feat.
+
+* * *
+
+You call upon the power of your spells to protect you from the worst of the magic headed your way. You fail your saving throw instead of critically failing. For 1 minute, increase the circumstance bonus to saving throws from the Spellmaster's Resilience feat to +2, and increase the resistance to damage it grants to 10.
+
+## [[Master's Counterspell]] Feat 16
+
+**Prerequisites** Spellmaster Dedication, master in spell attack rolls and spell DCs
+
+**Trigger** A creature Casts a Spell that you have prepared, and that spell was cast or created with a tradition of magic in which you have master proficiency in spell attack rolls and spell DCs.
+
+* * *
+
+When a foe Casts a Spell and you can see its manifestations, you can use your magic to disrupt it. If you're a prepared caster, you can expend a prepared spell to counter the triggering creature's casting of a spell. If you're a spontaneous caster, you can expend a spell slot. The level of the prepared spell or spell slot must be at least as high as the triggering spell's level. You lose your prepared spell or spell slot as if you had Cast the Spell. You then attempt to counteract the triggering spell, and you take a -2 penalty to your counteract check; for prepared casters, the GM might waive the penalty if the spell you're expending to counterspell is especially appropriate-such as countering with the same spell, or using a Cone of Cold to counteract a Fireball.
+
+## [[Mobile Magical Combat]] Feat 16
+
+**Prerequisites** Spellmaster Dedication
+
+**Requirements** You're wielding a melee weapon and have Cast a Spell requiring at least 1 action this turn.
+
+* * *
+
+You dart around the battlefield, casting spells while you carefully make melee attacks with your weapon. Stride once. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Mobile Magical Combat while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
+
+## [[Retain Absorbed Spell]] Feat 18
+
+**Prerequisites** [[Absorb Spell]]
+
+* * *
+
+When you absorb a spell using the Absorb Spell reaction, you utilize secret, techniques that allow you to retain the power and knowledge necessary to cast the spell repeatedly-potentially for a greater period of time. If you're a spontaneous caster, you can cast the triggering spell up to three times instead of once. If you're a prepared spellcaster, you can replace up to three of your prepared spells of the same level with the absorbed spell instead of one. Either way, you can choose to retain the absorbed spell for the next hour instead of the next 10 minutes; if you choose to extend the absorption to an hour, you can't use Absorb Spell again until one hour after the spell is absorbed.
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diff --git a/content/mechanics/srd/Archetypes/Spellshot (Class Archetype).md b/content/mechanics/srd/Archetypes/Spellshot (Class Archetype).md
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+---
+title: "Spellshot (Class Archetype)"
+noteType: ":sticky-note:"
+aliases: "Spellshot (Class Archetype)"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.FJGPBhYmD7xTFsrW
+tags:
+ - JournalEntryPage
+---
+
+# Spellshot (Class Archetype)
+**Rarity** Uncommon
+
+* * *
+
+Spellshots aren't ordinary gunslingers. They come from a tradition of ancient secrets and principles, which they temper with modern innovation and perspective. Spellshots combine magical power into the art of gunplay to create a distinct and mystical way known only to spellshots, enigmatic and unavailable to other gunslingers in the world at large. The first to identify themselves as spellshots tied their magical traditions to the history of the Star Code and the Crowned Regents in Arcadia. Ancient, reclusive crafters known as the Crowned Regents created star guns, the legendary magical firearms that shot white-hot blasts of energy. Wielders of star guns became bound together by the Star Code—a set of cultural expectations that defined how one should behave while using these powerful weapons. You can find more information about star guns, the Crowned Regents, and the Star Code in Guns & Gears.
+
+Most spellshots continue to come from Arcadia, as the stories describing the relevant skills and training to become one have been passed down over the generations. Many gunslingers who grow up in this region hear of these tales early in their lives, and they develop the techniques to channel magical energy through their firearms in imitation of the Regents' arcane methods. While Arcadia is home to the vast majority of the world's spellshots, the techniques have slowly spread to other regions. However, spellshots remain particularly rare in the Inner Sea region due to the unique history of guns there and their connection to the Grand Duchy of Alkenstar, which exists in a magic-dead region of the Mana Wastes.
+
+## [[Spellshot Dedication]] Feat 2
+
+**Prerequisites** [[Way of the Spellshot]]
+
+* * *
+
+You've steeped yourself in magic and gunplay to the extent that you can conjure bullets from thin air, using a rudimentary knowledge of arcane theory to create a temporary piece of ammunition. You gain the [[Conjure Bullet]] action.
+
+**Special** You can't select another dedication feat other than Beast Gunner Dedication until you've gained two other feats from the spellshot or beast gunner archetypes.
+
+## [[Fulminating Shot]] Feat 6
+
+**Prerequisites** [[Spellshot Dedication]]
+
+* * *
+
+**Frequency** once per round.
+
+* * *
+
+You channel potent magic into your next shot, empowering it with a blast of crackling energy. Choose acid, cold, electricity, or fire. If you hit with your next attack roll using a firearm or crossbow before the end of your turn, you deal 1d6 additional damage of this type. At 12th level, this increases to 2d6 additional damage, and at 18th level, it increases to 3d6 additional damage.
+
+## [[Call Gun]] Feat 8
+
+**Prerequisites** [[Spellshot Dedication]]
+
+* * *
+
+You build a powerful magical connection with a chosen gun or crossbow, gaining the ability to conjure it directly to your hand from any distant location. During your daily preparations, choose a single crossbow or firearm. Until your next daily preparations, you can use the [[Call Gun]] action to call the gun to your hand.
+
+## [[Phase Bullet]] Feat 14
+
+**Prerequisites** [[Spellshot Dedication]]
+
+* * *
+
+**Frequency** once per day
+
+* * *
+
+You can aim your bullets not just in three normal dimensions, but in additional dimensions as well, allowing you to fire a magical shot that phases through everything but your target. Make a crossbow or firearm Strike against a foe who's observed or [[Hidden]] to you (but not undetected). The ammunition travels to your target in a straight line, passing through any non-magical barriers or walls in its way, though magical barriers and force effects stop the bullet. The shot ignores all cover, the [[Concealed]] condition, the hidden condition, and circumstance bonuses to AC from shields. It has a +4 status bonus to hit creatures wearing any type of armor. The Strike's damage can't be reduced with a Shield Block reaction using a non-magical shield.
+
+## [[Black Powder Embodiment]] 18
+
+**Prerequisites** [[Spellshot Dedication]], master in Arcana
+
+* * *
+
+**Requirements** You're wielding a loaded magical firearm or crossbow.
+
+* * *
+
+You infuse your entire being into a single shot, merging your body into the blast and enabling you to travel the same path as your bolt or bullet. Strike a creature with the required weapon. On a success, if the target was within 120 feet, you and all your gear are teleported to an open space of your choice within 10 feet of the target.
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diff --git a/content/mechanics/srd/Archetypes/Staff Acrobat.md b/content/mechanics/srd/Archetypes/Staff Acrobat.md
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@@ -0,0 +1,71 @@
+---
+title: "Staff Acrobat"
+noteType: ":sticky-note:"
+aliases: "Staff Acrobat"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.BRxlFHXu8tN14TDI
+tags:
+ - JournalEntryPage
+---
+
+# Staff Acrobat
+You can perform amazing acts in and out of combat when you have a spear, staff, or polearm.
+
+## [[Staff Acrobat Dedication]] Feat 2
+
+**Prerequisites** Dexterity 16; trained in Acrobatics; trained in Athletics; trained with at least one of the following weapons: staff, bo staff, halfling sling staff, or any weapon in the spear or polearm group (referred to in this archetype as 'your staff')
+
+* * *
+
+When you High Jump, Leap, or Long Jump while wielding your staff, you gain a +2 circumstance bonus to any Athletics check required and add 5 feet to the distance you can Leap vertically and horizontally. You can Shove and Trip even if you don't have a free hand, provided you are wielding your staff. Finally, when you roll a success on a check to Balance while wielding your staff, you get a critical success instead.
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the staff acrobat archetype.
+
+## [[Bullying Staff]] Feat 4
+
+**Prerequisites** Staff Acrobat Dedication
+
+**Requirements** You are wielding your staff.
+
+* * *
+
+You can attempt to Shove or Trip creatures up to two sizes larger than you. If you have master proficiency with your staff, you can attempt to Shove or Trip creatures up to three sizes larger than you.
+
+## [[Staff Sweep]] Feat 6
+
+**Prerequisites** Staff Acrobat Dedication
+
+**Requirements** You are wielding your staff.
+
+* * *
+
+You sweep your foes away with your staff. Roll an Athletics check to Shove or Trip, and compare the result to the appropriate DCs of up to two foes, each of whom must be within your reach and no more than 5 feet apart.
+
+## [[Levering Strike]] Feat 8
+
+**Prerequisites** Staff Acrobat Dedication
+
+**Requirements** You are wielding your staff.
+
+* * *
+
+Make a Strike with your staff. As long as you don't critically fail, the target becomes off-guard and takes a -2 circumstance penalty to its DC against Shove, Trip, and Tumble Through attempts until the start of your next turn.
+
+## [[Whirlwind Stance]] Feat 10
+
+**Prerequisites** Staff Acrobat Dedication, expert proficiency in your staff
+
+**Requirements** You are wielding your staff, which must have the parry trait.
+
+* * *
+
+You use your staff as a defensive implement as well as an offensive one. You gain a +2 circumstance bonus to AC as long as you remain in this stance.
+
+## [[Pivot Strike]] Feat 14
+
+**Prerequisites** Staff Acrobat Dedication
+
+**Requirements** You are wielding your staff.
+
+* * *
+
+You Leap and then Strike using your staff. You gain a circumstance bonus to damage for the Strike equal to twice the number of weapon damage dice. Regardless of whether your Strike hit, you can then attempt to Shove or Trip the target.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Stalwart Defender.md b/content/mechanics/srd/Archetypes/Stalwart Defender.md
new file mode 100755
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--- /dev/null
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+---
+title: "Stalwart Defender"
+noteType: ":sticky-note:"
+aliases: "Stalwart Defender"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.ukLpSqTkmRLvZj0z
+tags:
+ - JournalEntryPage
+---
+
+# Stalwart Defender
+The military history of the dwarves is a story of largely defensive combat and tactics, whether it be as simple as guarding a camp during the Quest for Sky or a protracted siege, such as at the Sky Citadel of Kraggodan. The martial discipline of the stalwart defender arose over the course of centuries to become an iconic dwarven warrior, capable of holding their ground against overwhelming odds and not ceding an inch of stone.
+
+To be a stalwart defender is to stand with the resilience of a mountain. When danger arrives you face it unflinchingly, allowing your enemy's blows to glance off you like wind whistling past granite. This mindset comes naturally to dwarves, while other ancestries typically need specialized training to attain the determination needed for such a style.
+
+## [[Stalwart Defender Dedication]] Feat 2
+
+**Prerequisites** trained in light armor
+
+**Access** You are a dwarf or have undergone defender training in a dwarven settlement such as Highhelm.
+
+* * *
+
+You have completed your initial training in the ways of a stalwart defender. You gain the [[Tenacious Stance]] action.
+
+* * *
+
+**Special** You cannot select another dedication feat until you take two other feats from the stalwart defender archetype.
+
+## [[Mountain Skin]] Feat 4
+
+**Prerequisites** Stalwart Defender Dedication
+
+* * *
+
+You become trained in medium and heavy armor. Whenever you gain a class feature that grants you expert or greater proficiency in any armor (but not unarmored defense), you also gain that proficiency rank in the armor types granted to you by this feat.
+
+## [[Tunnel Wall]] Feat 4
+
+**Prerequisites** Shield Block, Stalwart Defender Dedication
+
+**Requirements** You are in Tenacious Stance.
+
+* * *
+
+Using your shield, you guard against the movement of foes as surely as if you were a wall of stone. You Raise a Shield and become anchored for 1 round. While anchored, you gain a +4 circumstance bonus to the DC to [[Tumble Through]] your space.
+
+## [[Crushing Step]] Feat 6
+
+**Prerequisites** Stalwart Defender Dedication
+
+* * *
+
+The weight of your armored feet casts aside natural impediments. When wearing medium or heavy armor, you ignore difficult terrain from non-magical sources. If you are a master in the armor you are wearing, you also ignore greater difficult terrain from non-magical sources.
+
+## [[Gravel Guts]] Feat 6
+
+**Prerequisites** Stalwart Defender Dedication
+
+* * *
+
+Stone never becomes queasy, so why should you? You gain a +1 circumstance bonus to saving throws against the sickened condition. When you succeed at a Fortitude save to reduce your sickened value, you reduce it by 2 (or by 3 on a critical success).
+
+## [[Upset Balance]] Feat 6
+
+**Prerequisites** Stalwart Defender Dedication, expert in Athletics
+
+**Trigger** You are damaged by a melee Strike.
+
+**Requirements** You are in Tenacious Stance.
+
+* * *
+
+You lean into your foe's attack, using the weight of your body and armor to send them reeling. Attempt an Athletics check against the creature's Reflex DC. On a success, the target becomes [[Clumsy 1]] until the end of its next turn ([[Clumsy 1|Clumsy 2]] on a critical success). If you are anchored, you gain a +2 circumstance bonus to this check.
+
+## [[Rupture Stomp]] Feat 8
+
+**Prerequisites** Stalwart Defender Dedication
+
+**Frequency** once per day
+
+**Requirements** You are in Tenacious Stance.
+
+* * *
+
+Every dwarf knows that the rock they walk upon can be either a best friend or a treacherous path. With a heavy impact of your armored heel, you crack the ground underneath you. The ground within a @Template\[type:emanation|distance:10\] becomes difficult terrain. If you are a master or better in the armor you are wearing, this becomes greater difficult terrain. The cracked ground settles and reverts to normal terrain after 1 minute.
+
+* * *
+
+**Special** At 16th level, you can take this feat again. If you do, you can use it once per hour instead of once per day.
+
+## [[Unshaken in Iron]] Feat 8
+
+**Prerequisites** Stalwart Defender Dedication
+
+* * *
+
+You know the precise limits of your armor, and trust it to save you from harm. You gain the armor specialization effect of light armor. If you are trained in medium or heavy armor, you gain the respective armor specialization effect for those armors as well. While in Tenacious Stance, you increase the value of your armor specialization effects by an amount equal to the value of your armor check penalty (adding +3 to the resistance while wearing plate armors, for example).
+
+## [[Gathering Moss]] Feat 10
+
+**Prerequisites** Stalwart Defender Dedication
+
+**Frequency** once per day
+
+**Trigger** You enter Tenacious Stance.
+
+* * *
+
+By rooting yourself in place, you are able to focus your body's natural healing to work faster. You gain fast healing equal to your level. This fast healing remains for 1 minute or until you end your Tenacious Stance, whichever comes first.
+
+## [[Cracked Mountain]] Feat 12
+
+**Prerequisites** Stalwart Defender Dedication
+
+**Frequency** once per hour
+
+**Trigger** You would be reduced to 0 Hit Points but not immediately killed.
+
+**Requirements** You are in Tenacious Stance.
+
+* * *
+
+You fight on, staying on your feet and lashing out at a foe. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1. Make a melee Strike at an enemy within reach. You immediately end your Tenacious Stance.
+
+## [[Stone Body]] Feat 16
+
+**Prerequisites** Stalwart Defender Dedication
+
+**Frequency** once per hour
+
+**Requirements** You are in Tenacious Stance.
+
+* * *
+
+Emulating the great defenders throughout dwarven history, you close your mind to the sensation of pain, becoming as resolute as stone itself. You gain resistance 10 to all damage. This effect lasts until the end of your next turn or immediately upon being critically hit.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Sterling Dynamo.md b/content/mechanics/srd/Archetypes/Sterling Dynamo.md
new file mode 100755
index 000000000..b38dc8a9a
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Sterling Dynamo.md
@@ -0,0 +1,97 @@
+---
+title: "Sterling Dynamo"
+noteType: ":sticky-note:"
+aliases: "Sterling Dynamo"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.6KciIDJV6ZdJcAVa
+tags:
+ - JournalEntryPage
+---
+
+# Sterling Dynamo
+**Rarity** Uncommon
+
+* * *
+
+While many people across Golarion use prosthetic devices, you've acquired and outfitted yourself with a particularly advanced combat model of clockwork prosthesis: a piece of cutting edge technology called a sterling dynamo. You know how to maintain your dynamo and how to customize it to suit your needs and style, incorporating any promising new technologies you encounter into its design.
+
+There's a significant distinction, however, between someone who merely has a sterling dynamo prosthesis and someone like you who is a true sterling dynamo. With their recent invention, people in Absalom and Dongun Hold with access to the technology have begun to adopt sterling dynamos as their prostheses of choice, among the wide variety of amazing options already available in both markets. However, not everyone who chooses to use sterling dynamo technology is a member of the sterling dynamo archetype.
+
+With the sterling dynamo archetype, you both use a sterling dynamo prosthesis and truly understand its advantages, limitations, and limitless potential. You don't have to literally be your own mechanic, as there's no requirement for a sterling dynamo to be particularly skilled at crafting, but even if you aren't, you can still "feel" what's right when it comes to adjusting and optimizing your dynamo. Whether you implement these improvements yourself or present your mechanic with ideas and insights that allow them to achieve something special on your behalf, your strength and ingenuity are what make you a sterling dynamo.
+
+As you train to use your dynamo in all sorts of adventures, you may become capable of feats its original inventors never dreamed possible. In fact, as you progress in the archetype and explore the possibilities, you might find that these inventors want to interview you in order to apply your insights and help them create a new generation of the technology with even greater capabilities. The sterling dynamo's adaptability grants it vast potential, so the sky's the limit!
+
+#### Prosthetics in Golarion
+
+Prosthetics in Golarion don't require membership in an archetype or special organization to obtain. A character can purchase a simple prosthetic foot, eye, hand, or virtually any other body part for as little as 5 silver pieces, with more expensive prosthetics that are decorated with unique customizations or designs available for a corresponding mark-up. For more information on prosthetics, see page 69 of Pathfinder Lost Omens Grand Bazaar. The sterling dynamo prosthetic technology presented here was created through collaboration between a Dongun Hold prosthesis inventor, who created the flexible silvery clockwork joint system, and a researcher from the Clockwork Cathedral in Absalom, who created a prototype variant that increased how customizable the model was and sent it back to the dwarven inventor to iterate further. That iteration became the sterling dynamo that entered the market in late 4721 AR. It has been widely applauded for its adaptability in both combat and everyday use.
+
+## [[Sterling Dynamo Dedication]] Feat 2
+
+* * *
+
+You obtain a sterling dynamo prosthetic, which allows you to replace or augment a limb, or even add a simple new non-prehensile limb, such as a tail. While your sterling dynamo prosthetic can replace a missing prehensile limb, such as an arm, choosing to add a new limb can never increases your character's number of hands or prehensile limbs beyond two, even in combination with other abilities or effects.
+
+Your sterling dynamo prosthesis is especially optimized for combat, granting you a dynamo melee unarmed attack that is in the brawling weapon group and is made of silver (which makes it more effective against certain types of creatures, such as devils and werewolves).
+
+You have several options to customize your sterling dynamo. First, choose whether you have a power driver dynamo, which deals `dice: 1d6` bludgeoning damage and has the shove trait, or a percussive striker dynamo, which deals `dice: 1d4` bludgeoning damage and has the agile and finesse traits. Most dynamos are automated, so they don't require a free hand to use, like other unarmed attacks. However, you can instead choose to make your dynamo be manually controlled via a handheld switch, lever, or other device; to make an attack with a manually controlled dynamo, you must have a hand free to operate it, but the benefit is great control and a more devastating strike. This increases the damage die by one size, to a 1d8 for a power drive dynamo or 1d6 for a percussive striker dynamo. Arm dynamos are always manual, but they use the hand on that arm to operate the dynamo when making strikes. Manual control is required only in the heat of combat, not for less strenuous adventuring or everyday activities.
+
+You need to keep your sterling dynamo wound, but the process isn't particularly onerous, so in most situations, it won't be an issue. If you spend 1 minute winding up your dynamo, it can remain active for 24 hours before needing additional winding. However, enemies can attempt to Disable the dynamo, which has a level equal to your own, to reduce the remaining operational time by 1 hour, or 2 hours on a critical success. Certain other abilities that adversely affect technology might also reduce the dynamo's remaining operational time. When your dynamo is out of operational time, you can still use it as a normal prosthetic, but you cannot use your dynamo unarmed attack or any other abilities from this archetype until you wind the dynamo again. You can wind the dynamo for 1 minute at any time to return it to the maximum 24 hours of operational time.
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the sterling dynamo archetype.
+
+## [[Modular Dynamo]] Feat 4
+
+**Prerequisites** [[Sterling Dynamo Dedication]]
+
+* * *
+
+Your dynamo has modular configurations, allowing you to swap between various different possibilities with ease in order to adapt to various situations in combat. Your dynamo attack gains the modular trait, as well as one of the following configurations of your choice: power driver `dice: 1d6` bludgeoning damage; shove), percussive striker `dice: 1d4` bludgeoning damage; agile, finesse), rotating sickle `dice: 1d6` slashing damage; trip), or entangling barbs `dice: 1d6` piercing damage; grapple). If you have a manually controlled dynamo, these damage dice increase by 1 size, as usual, and you can also choose the extendable baton `dice: 1d4` bludgeoning damage; finesse, reach), which has the damage increase already factored in.
+
+When you use an Interact action to switch configurations using the modular trait, you switch between the initial configuration of dynamo you chose with the Sterling Dynamo Dedication and the new configuration you chose with Modular Dynamo.
+
+**Special** You can select this feat multiple times. Each time, you choose another configuration and add it to the list of options you can choose when you use an Interact action with the modular trait.
+
+## [[Piston Punch]] Feat 6
+
+**Prerequisites** [[Sterling Dynamo Dedication]]
+
+* * *
+
+You lash out with a powerful punch, extending your dynamo to a greater length in order to attack two creatures in a row. Make a single bludgeoning or piercing dynamo Strike and compare the attack roll result to the ACs of up to two foes. The first foe must be within your melee reach and the second foe must be adjacent to the first foe in a straight line away from you. Roll damage only once and apply it to each creature you hit. A Piston Punch counts as two attacks for your multiple attack penalty. Reduce the operational time of your sterling dynamo by 1 hour.
+
+## [[Stasian Smash]] Feat 8
+
+**Prerequisites** [[Sterling Dynamo Dedication]]
+
+**Access** You are from Ustalav.
+
+* * *
+
+You've modified your dynamo with Stasian coils, allowing you to make a powerful attack that crackles with electricity. Make a dynamo Strike. On a success, the Strike deals an additional `dice: 1d12` electricity damage to the target, as well as `dice: 1d4` electricity damage to up to two other foes within 10 feet as sparks leap across the gaps. If you critically fail your dynamo Strike, you take `dice: 1d12` electricity damage. This counts as two attacks when calculating your multiple attack penalty. At 18th level, the additional electricity damage to the target increases to 2d12, and the additional electricity damage to the other foes increases to `dice: 2d4`. Reduce the operational time of your sterling dynamo by 1 hour.
+
+## [[Beast Dynamo Howl]] Feat 10
+
+**Prerequisites** [[Sterling Dynamo Dedication]]
+
+**Access** You are from Arcadia.
+
+* * *
+
+You've incorporated beast tech from Arcadia into your dynamo, adding in components from various terrifying creatures to enhance your prosthesis's capabilities. The beast parts can unleash a disturbing howl as you make a powerful attack with your dynamo. Attempt a single Intimidation check to Demoralize each enemy within 30 feet; you don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language. Then, make a dynamo Strike. Reduce the operational time of your sterling dynamo by 1 hour.
+
+## [[Golem Dynamo]] Feat 12
+
+**Prerequisites** [[Sterling Dynamo Dedication]]
+
+**Access** You are an automaton or are otherwise from the ancient Jistka Imperium.
+
+* * *
+
+You've learned the secrets of Jistkan golem prostheses, allowing you to incorporate golem components into your dynamo and gain a portion of their magic. You gain a +1 status bonus to saving throws against magic, and your dynamo Strikes become magical.
+
+## [[Soaring Dynamo]] Feat 18
+
+**Prerequisites** [[Sterling Dynamo Dedication]]
+
+* * *
+
+You've built clockwork wings or jets into your dynamo, allowing you to use your prosthesis to fly. You gain a fly Speed equal to your Speed. Each minute of flight reduces the operational time of your sterling dynamo by 1 hour, measured from the first time you use the Fly action in a given minute.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Student of Perfection.md b/content/mechanics/srd/Archetypes/Student of Perfection.md
new file mode 100755
index 000000000..65b20879a
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+++ b/content/mechanics/srd/Archetypes/Student of Perfection.md
@@ -0,0 +1,79 @@
+---
+title: "Student of Perfection"
+noteType: ":sticky-note:"
+aliases: "Student of Perfection"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.EwlYs1OzaMj9BB5I
+tags:
+ - JournalEntryPage
+---
+
+# Student of Perfection
+You studied martial arts at Jalmeray's Houses of Perfection.
+
+## [[Student of Perfection Dedication]] Feat 2
+
+**Prerequisites** powerful fist or expert in unarmed attacks; member of a House of Perfection
+
+**Access** You are from Jalmeray.
+
+* * *
+
+You have learned the martial arts techniques of your House of Perfection. You become trained in your choice of Acrobatics or Athletics and Warfare Lore; if you were already trained, you become an expert instead. You gain the [[Ki Strike]] monk class feat, which grants you the ki strike ki spell and a focus pool of 1 Focus Point that you can recover using the Refocus activity as a monk does. Your ki spells from Student of Perfection are occult spells.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the student of perfection archetype.
+
+## [[Perfect Strike]] Feat 4
+
+**Prerequisites** Student of Perfection Dedication
+
+* * *
+
+You gain the _[[Perfect Strike]]_ ki spell. Increase the number of Focus Points in your focus pool by 1.
+
+## [[Perfect Weaponry]] Feat 4
+
+**Prerequisites** Student of Perfection Dedication
+
+* * *
+
+You gain the [[Monastic Weaponry]] monk class feat. You can use melee monk weapons with any Student of Perfection feats or Student of Perfection focus spells that normally require unarmed attacks.
+
+## [[Perfect Ki Adept]] Feat 6
+
+**Prerequisites** Student of Perfection Dedication
+
+* * *
+
+You gain the appropriate ki spell for your School of Perfection: _[[Unblinking Flame Revelation]]_ for Unblinking Flame, _[[Unbreaking Wave Advance]]_ for Unbreaking Waves, _[[Unfolding Wind Rush]]_ for Unfolding Wind, or _[[Untwisting Iron Buffer]]_ for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1.
+
+## [[Perfect Resistance]] Feat 8
+
+**Prerequisites** Student of Perfection Dedication
+
+* * *
+
+You gain resistance equal to half your level to all damage from effects with the appropriate trait for your School of Perfection: fire for Unblinking Flame, water for Unbreaking Waves, air for Unfolding Wind, and earth for Untwisting Iron. After using a Student of Perfection ki spell, the resistance increases to be equal to your level for 1 round.
+
+## [[Perfect Ki Expert]] Feat 10
+
+**Prerequisites** Student of Perfection Dedication
+
+* * *
+
+You gain an appropriate ki spell for your School of Perfection: _[[Unblinking Flame Aura]]_ for Unblinking Flame, _[[Unbreaking Wave Vapor]]_ for Unbreaking Waves, _[[Unfolding Wind Buffet]]_ for Unfolding Wind, or _[[Untwisting Iron Roots]]_ for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1. You become an expert in occult spell DCs and occult spell attack rolls.
+
+## [[Perfect Ki Exemplar]] Feat 14
+
+**Prerequisites** Student of Perfection Dedication
+
+* * *
+
+You gain an appropriate ki spell for your School of Perfection: _[[Unblinking Flame Emblem]]_ for Unblinking Flame, _[[Unbreaking Wave Barrier]]_ for Unbreaking Waves, _[[Unfolding Wind Blitz]]_ for Unfolding Wind, or _[[Untwisting Iron Augmentation]]_ for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1. You become an expert in occult spell DCs and occult spell attack rolls.
+
+## [[Perfect Ki Grandmaster]] Feat 18
+
+**Prerequisites** Perfect Ki Expert or Perfect Ki Exemplar
+
+* * *
+
+You gain an appropriate ki spell for your School of Perfection: _[[Unblinking Flame Ignition]]_ for Unblinking Flame, _[[Unbreaking Wave Containment]]_ for Unbreaking Waves, _[[Unfolding Wind Crash]]_ for Unfolding Wind, or _[[Untwisting Iron Pillar]]_ for Untwisting Iron. Increase the number of Focus Points in your focus pool by 1. You become a master in occult spell DCs and occult spell attack rolls.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Summoner.md b/content/mechanics/srd/Archetypes/Summoner.md
new file mode 100755
index 000000000..be0b89bab
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@@ -0,0 +1,96 @@
+---
+title: "Summoner"
+noteType: ":sticky-note:"
+aliases: "Summoner"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.b5VoSJNzoNuqbtvD
+tags:
+ - JournalEntryPage
+---
+
+# Summoner
+You have a tenuous connection to an eidolon, a bodiless being that shares your life force, and with effort you can manifest the eidolon into the world.
+
+## [[Summoner Dedication]] Feat 2
+
+**Prerequisites** Charisma 14
+
+* * *
+
+Choose a [[Bloodline]]. You become trained in the bloodline's two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice. You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You're trained in spell attack rolls and spell DCs for your tradition's spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline's tradition. You don't gain any other abilities from your choice of bloodline.
+
+* * *
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the sorcerer archetype.
+
+## [[Basic Synergy]] Feat 4
+
+**Prerequisites** Summoner Dedication
+
+* * *
+
+You gain a 1st- or 2nd-level summoner feat of your choice.
+
+## [[Initial Eidolon Ability]] Feat 4
+
+**Prerequisites** Summoner Dedication
+
+* * *
+
+Your link to your eidolon becomes stronger, granting it a new ability. Your eidolon gains the initial ability for an eidolon of its type.
+
+## [[Advanced Synergy]] Feat 6
+
+**Prerequisites** Basic Synergy
+
+* * *
+
+You gain one summoner feat. For the purpose of meeting its prerequisites, your summoner level is equal to half your character level.
+
+**Special** You can select this feat more than once. Each time you select it, you gain another summoner feat.
+
+## [[Basic Summoner Spellcasting]] Feat 6
+
+**Prerequisites** Summoner Dedication
+
+* * *
+
+You gain the basic bounded spellcasting benefits. You gain the Cast a Spell activity. Your key spellcasting ability for summoner archetype spells is Charisma, and they are summoner spells of your eidolon's tradition. You become trained in spell attack rolls and spell DCs of that tradition. You gain a spell repertoire and two cantrips. Each time you gain a spell slot of a new level from the summoner archetype, add a spell of that level or lower to your repertoire. Each time you lose spell slots of a particular level, remove those spells from your repertoire.
+
+## [[Expert Combat Eidolon]] Feat 12
+
+**Prerequisites** Summoner Dedication
+
+* * *
+
+Your eidolon advances its capabilities in combat. Your eidolon becomes an expert in unarmed attacks. If you are an expert in unarmored defense, your eidolon also becomes an expert in unarmored defense. If you have weapon specialization, your eidolon also gains weapon specialization.
+
+## [[Expert Summoner Spellcasting]] Feat 12
+
+**Prerequisites** Basic Summoner Spellcasting; master in the skill associated with your eidolon's tradition
+
+* * *
+
+You gain the expert bounded spellcasting benefits.
+
+## [[Signature Synergy]] Feat 14
+
+**Prerequisites** Advanced Synergy
+
+* * *
+
+Your eidolon gains an evolution integral to its form, and it comes more easily than your other synergies. You gain one evolution feat from the following list:
+
+* [[Airborne Form]]
+* [[Burrowing Form]]
+* [[Ever-Vigilant Senses]]
+* [[Hulking Size]]
+
+For the purpose of meeting its prerequisites, your summoner level is equal to your character level - 4.
+
+## [[Master Summoning Spellcasting|Master Summoner Spellcasting]] Feat 18
+
+**Prerequisites** Expert Summoner Spellcasting; legendary in the skill associated with your eidolon's tradition
+
+* * *
+
+You gain the master bounded spellcasting benefits.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Swashbuckler.md b/content/mechanics/srd/Archetypes/Swashbuckler.md
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+---
+title: "Swashbuckler"
+noteType: ":sticky-note:"
+aliases: "Swashbuckler"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.k9Ebp52kt0ZLHtMl
+tags:
+ - JournalEntryPage
+---
+
+# Swashbuckler
+You fight with flair and style, adding swashbuckling tricks to your combat repertoire.
+
+## [[Swashbuckler Dedication]] Feat 2
+
+**Prerequisites** Charisma 14, Dexterity 14
+
+* * *
+
+Choose a swashbuckler style. You gain the panache class feature, and you can gain panache in all the ways a swashbuckler of your style can. You become trained in Acrobatics or the skill associated with your style. If you were already trained in both skills, you instead become trained in a skill of your choice. You also become trained in swashbuckler class DC. You don't gain any other effects of your chosen style.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the swashbuckler archetype.
+
+## [[Basic Flair]] Feat 4
+
+**Prerequisites** Swashbuckler Dedication
+
+* * *
+
+You gain a 1st- or 2nd-level swashbuckler feat of your choice.
+
+## [[Finishing Precision]] Feat 4
+
+**Prerequisites** Swashbuckler Dedication
+
+* * *
+
+You've learned how to land daring blows when you have panache. You gain the precise strike class feature but you deal 1 addition damage on a hit and 1d6 damage on a finisher. This damage doesn't increase as you gain levels. In addition, you gain the Basic Finisher action.
+
+## [[Advanced Flair]] Feat 6
+
+**Prerequisites** Basic Flair
+
+* * *
+
+You gain one swashbuckler feat. For the purpose of meeting its prerequisites, your swashbuckler level is equal to half your character level.
+
+## [[Swashbuckler's Riposte]] Feat 6
+
+**Prerequisites** Swashbuckler Dedication
+
+* * *
+
+You've learned to riposte against ill-conceived attacks. You gain the Opportune Riposte reaction.
+
+## [[Swashbuckler's Speed]] Feat 8
+
+**Prerequisites** Swashbuckler Dedication
+
+* * *
+
+You move faster, with or without panache. Increase the status bonus to your Speeds when you have panache to a +10-foot status bonus; you also gain a +5-foot status bonus to your Speeds when you don't have panache.
+
+## [[Evasiveness (Swashbuckler)|Evasiveness]] Feat 12
+
+**Prerequisites** Swashbuckler Dedication, expert in Reflex saves
+
+* * *
+
+Your proficiency rank for Reflex saves increases to master.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Swordmaster.md b/content/mechanics/srd/Archetypes/Swordmaster.md
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+---
+title: "Swordmaster"
+noteType: ":sticky-note:"
+aliases: "Swordmaster"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.Y4DiXz5I8krCh1fC
+tags:
+ - JournalEntryPage
+---
+
+# Swordmaster
+Though the ultimate goal of the Pathfinder society is to learn, knowledge cannot be spread if those who discover it fail to come back alive. The Master of Swords teaches recruits to survive, to defend other Pathfinders, and to defeat the Society's enemies. The swordmaster embodies these skills, focusing on practicality and ignoring ideals or methods that interfere with their ability to overcome any challenge.
+
+## Pathfinder Society Archetypes
+
+The following archetypes are uncommon, but are available to members of the Pathfinder Society. Qualifying characters with the archetype can select one of these dedication feats even if they have not gained three feats from the [[Pathfinder Agent]] archetype, and each of these archetypes' feats fulfills the [[Pathfinder Agent Dedication|Pathfinder Agent Dedication's]] special requirement despite not being from the Pathfinder agent archetype.
+
+## [[Swordmaster Dedication]] Feat 6
+
+**Prerequisites** Strength, Dexterity, or Constitution 14; member of the Pathfinder Society affiliated with the School of Swords
+
+* * *
+
+Your Swords training taught you to never lose hold of your weapon. You gain a +2 circumstance bonus to your Reflex DC when foes attempt to Disarm you. If you have the Deft Cooperation feat and critically succeed on a check to Aid an ally's attack roll or skill check, you gain a +2 circumstance bonus from Deft Cooperation (instead of a +1 bonus) the first time you attempt an attack roll or attempt a skill check where the bonus would apply.
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the Swordmaster archetype.
+
+## [[Improvised Crafting]] Feat 8
+
+**Prerequisites** Swordmaster Dedication, expert in Crafting
+
+* * *
+
+You've learned to repair your equipment even in challenging circumstances, making use of what you have available. You can attempt to Repair an item without a repair kit, instead improvising tools out of your gear or found items. This adds 5 minutes to the time it takes to Repair the item. You can also Repair an item while on the move without needing a stable surface. This adds 10 minutes to the times it takes to Repair the item.
+
+## [[Physical Training]] Feat 8
+
+**Prerequisites** Swordmaster Dedication, expert in Athletics and Acrobatics
+
+* * *
+
+You spend a lot of time focusing on your physical fitness. You increase your proficiency rank in Acrobatics and Athletics from expert to master.
+
+## [[Protect Ally]] Feat 8
+
+**Prerequisites** Swordmaster Dedication
+
+* * *
+
+You place your body between your friends and your enemies, protecting your allies against oncoming attacks. You choose one adjacent ally. That ally gains a +1 circumstance bonus to AC until the start of your next turn or until that ally is no longer adjacent to you, whichever comes first. You can only protect a single ally in this way. If you choose to Protect a different Ally, the previous ally loses the bonus to AC.
+
+## [[Quick Stow (Swordmaster)|Quick Stow]] Feat 8
+
+**Prerequisites** Swordmaster Dedication
+
+* * *
+
+You know that situations can change rapidly and might leave you needing to change equipment in the middle of combat. Your training has taught you how to swap your equipment on the fly. You Interact to stow a weapon and then Interact again to draw a readied item or weapon.
+
+## [[Reflexive Grip]] Feat 8
+
+**Prerequisites** Swordmaster Dedication
+
+* * *
+
+You keep hold of your weapons even when knocked out. You gain a +2 circumstance bonus to your Reflex DC when defending against checks to Disarm you. In addition, when you fall unconscious, you don't drop any weapons that you're currently wielding, though somebody else can remove them from you.
+
+## [[Armored Rest]] Feat 10
+
+**Prerequisites** Swordmaster Dedication; trained in light, medium, or heavy armor
+
+* * *
+
+You've slept many nights in your armor and gotten used to it. You can sleep in armor overnight without being fatigued the next day. If you were already fatigued before sleeping, the armor doesn't prevent you from recovering from being fatigued.
+
+## [[Harrying Strike]] Feat 10
+
+**Prerequisites** Swordmaster Dedication
+
+* * *
+
+Your attack prevents a foe from pursuing your allies. Make a melee Strike, adding the following effects in addition to the normal effects of the Strike.
+
+* * *
+
+**Critical Success** The target takes a -15-foot status penalty to its Speeds until the start of your next turn.
+
+**Success** The target takes a -10-foot status penalty to its Speeds until the start of your next turn.
+
+**Failure** The target takes a -5-foot status penalty to its Speeds until the start of your next turn.
+
+## [[Martial Exercise]] Feat 10
+
+**Prerequisites** Swordmaster Dedication
+
+* * *
+
+You've become comfortable in using weapons that you might not have picked up before training with the Swords. Choose one weapon group, such as hammer or sword. Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with both simple and martial weapons of your chosen weapon group.
+
+## [[Practiced Defender]] Feat 10
+
+**Prerequisites** Swordmaster Dedication
+
+* * *
+
+After extensive practice with the Swords, you're comfortable enough with your shield to move at a normal pace with it raised. You may use the Defend exploration activity while traveling at your full travel speed instead of half your travel speed.
+
+## [[Emergency Medical Assistance]] Feat 12
+
+**Prerequisites** Swordmaster Dedication
+
+* * *
+
+After extensive practice with the Swords, you're comfortable enough with your shield to move at a normal pace with it raised. You may use the Defend exploration activity while traveling at your full travel speed instead of half your travel speed.
+
+## [[Recollect Studies]] Feat 12
+
+**Prerequisites** Swordmaster Dedication, expert in a skill used to Recall Knowledge
+
+**Requirements** You're fighting a creature of your level or lower that could be identified by Recall Knowledge with a skill in which you're an expert.
+
+* * *
+
+You paid attention during your studies and remember the right way to attack various creatures. Choose a creature that meets the requirements. You learn the resistances, immunities, or weaknesses of the creature (your choice) without needing to successfully Recall Knowledge.
+
+## [[Rugged Survivalist]] Feat 12
+
+**Prerequisites** Swordmaster Dedication, master in Survival
+
+* * *
+
+You've studied survival skills with the School of Swords experts and are comfortable spending long periods of time in the wilderness. You don't get fatigued more quickly due to precipitation during overland travel, though you can otherwise be fatigued as normal. You can go 3 days + your Constitution modifier without water before you take damage from thirst and you can go 5 days + your Constitution modifier without food before you take damage from starvation.
+
+## [[Shoulder Catastrophe]] Feat 12
+
+**Prerequisites** Swordmaster Dedication
+
+**Trigger** An enemy critically succeeds at a Strike against an adjacent ally.
+
+* * *
+
+You've trained to protect your allies by diverting the worst attacks to yourself. The enemy doesn't double the damage from the triggering Strike but instead applies the normal damage to both you and your ally. Both of you take any effects that would happen on a hit that dealt damage, such as poison, but neither of you are subject to any effects that would happen only on a critical success.
+
+## [[Tense Negotiator]] Feat 12
+
+**Prerequisites** Swordmaster Dedication, master in Diplomacy
+
+* * *
+
+You often find that the best way to win a conflict means avoiding a fight in the first place. You're good at talking to potential opponents without making things worse. If you would critically fail at a check to Make an Impression, you instead fail. You can attempt checks to make Requests of creatures who're indifferent or unfriendly toward you.
+
+## [[Armored Exercise]] Feat 14
+
+**Prerequisites** Swordmaster Dedication; trained in light, medium, or heavy armor
+
+* * *
+
+You've spent time training in your armor alongside other agents from the Swords. Your proficiency rank for light, medium, and heavy armor increases to expert for whichever of those you already had the trained proficiency rank in.
+
+## [[Death's Door]] Feat 14
+
+**Frequency** once per 10 minutes
+
+**Prerequisites** Swordmaster Dedication
+
+**Trigger** You take damage that would reduce you to 0 Hit Points.
+
+* * *
+
+You continue to fight when others would fall. Just before taking the triggering damage, you gain temporary Hit Points equal to twice your level. If you have Hit Points remaining after gaining these temporary Hit Points, you aren't knocked unconscious, nor do you suffer the other effects of being reduced to 0 Hit Points. Any temporary Hit Points that remain after applying the damage last for up to 4 rounds.
+
+## [[Forceful Shot]] Feat 14
+
+**Prerequisites** Swordmaster Dedication
+
+* * *
+
+Your ranged attacks push your foes away from your allies. Make a ranged Strike, adding the following effects in addition to the normal effects of the Strike.
+
+* * *
+
+**Critical Success** The target is pushed 10 feet away from you.
+
+**Success** The target is pushed 5 feet away from you.
+
+**Failure** The target is off-guard for 1 round.
+
+## [[Focus Ally]] Feat 16
+
+**Prerequisites** Swordmaster Dedication
+
+**Trigger** An adjacent ally fails, but doesn't critically fail, a saving throw against an effect with the incapacitation trait.
+
+* * *
+
+You're so focused on your allies that you can help them to recenter when something would take them out of the fight. Your ally rerolls the failed saving throw. That ally must take the second result.
+
+## [[Stave off Catastrophe]] Feat 18
+
+**Prerequisites** [[Shoulder Catastrophe]]
+
+* * *
+
+You fully protect your allies from the worst blows. When you use the Shoulder Catastrophe reaction, you can choose to take the full critical damage and effects from the attack, including effects that apply on a critical hit, and have your ally take no damage and avoid the attack's effects.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Talisman Dabbler.md b/content/mechanics/srd/Archetypes/Talisman Dabbler.md
new file mode 100755
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+---
+title: "Talisman Dabbler"
+noteType: ":sticky-note:"
+aliases: "Talisman Dabbler"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.fPqSekmEm5byReOk
+tags:
+ - JournalEntryPage
+---
+
+# Talisman Dabbler
+The classic idea of magic is that of a hoary wizard, poring over a crumbling book of spells. But magic is so much more than that-it is thought, will, and action, and with the right talismans, you can make even the cut of a sword a deeply magical act. This all hinges on the small magical talismans you affix to your gear. You know how to make and use the perfect talismans for any job.
+
+## [[Talisman Dabbler Dedication]] Feat 2
+
+You are trained in the use of talismans and similar magical paraphernalia. This training might have occurred in a formal classroom or been an agglomeration of folk magic picked up over time. You can craft talismans and know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember talisman formulas and don't need a formula book for them.
+
+Additionally, you carry a collection of magical baubles you can turn into temporary talismans. Each day during your daily preparations, you can make two talismans with an item level no higher than half your level. You must know each talisman's formula. A talisman created this way is a temporary item and loses its magic the next time you make your daily preparations if you haven't already used it.
+
+Finally, when you Affix a Talisman, you can (in any combination) affix or remove up to four talismans in the 10-minute span.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Talisman Dabbler archetype.
+
+## [[Quick Fix]] Feat 4
+
+**Prerequisites** Talisman Dabbler Dedication
+
+* * *
+
+You can attach a talisman using only a bit of glue and some string. You gain the Rapid Affixture skill feat, even if you don't meet the prerequisites. When you use it, you can affix or remove up to four talismans in 1 minute instead of just one. You gain the ability to Affix a Talisman as a 3-action activity from that feat at 12th level, regardless of your Crafting proficiency.
+
+## [[Deeper Dabbler]] Feat 8
+
+**Prerequisites** Talisman Dabbler Dedication
+
+* * *
+
+With some streamlining to your process and a deeper collection of talisman materials, you make a greater number of talismans every day. You can create two additional talismans during your daily preparations.
+
+**Special** You can select this feat a second time if you are 14th level or higher.
+
+## [[Talismanic Sage]] Feat 14
+
+**Prerequisites** Talisman Dabbler Dedication
+
+* * *
+
+You have forgotten more about talismans than lesser warriors have ever known. Normally, affixing more than one talisman to an item causes the talismans to be suppressed, but when you Affix a Talisman, you can specially treat one item you're working on, allowing it to have two active talismans at once. This special treatment ends if you use Affix a Talisman to treat a new item for this ability.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Thaumaturge.md b/content/mechanics/srd/Archetypes/Thaumaturge.md
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@@ -0,0 +1,67 @@
+---
+title: "Thaumaturge"
+noteType: ":sticky-note:"
+aliases: "Thaumaturge"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.K9Krytj8OtUvQxoc
+tags:
+ - JournalEntryPage
+---
+
+# Thaumaturge
+Scraps of knowledge have taught you how to exploit the vulnerabilities of creatures and the powers of mystical objects.
+
+## [[Thaumaturge Dedication]] Feat 2
+
+**Prerequisites** Charisma 14
+
+* * *
+
+You've uncovered basic thaumaturgy. You become trained in thaumaturge class DC. Choose an implement; you can use it to Glimpse Vulnerability, but don't gain its benefits. You also gain a few esoterica, allowing you to use esoterica actions. You become trained in your choice of Arcana, Nature, Occultism, or Religion; if you were already trained in these, you become trained in a skill of your choice. You gain the [[Glimpse Vulnerability]] action.
+
+* * *
+
+**Special** You can't select another dedication feat until you have gained two other feats from the thaumaturge archetype.
+
+## [[Basic Thaumaturgy]] Feat 4
+
+**Prerequisites** Thaumaturge Dedication
+
+* * *
+
+You gain a 1st- or 2nd-level thaumaturge feat of your choice.
+
+## [[Advanced Thaumaturgy]] Feat 6
+
+**Prerequisites** Basic Thaumaturgy
+
+* * *
+
+You gain one thaumaturge feat. For the purpose of meeting its prerequisites, your thaumaturge level is equal to half your character level.
+
+* * *
+
+**Special** You can select this feat more than once. Each time you select it, you gain another thaumaturge feat.
+
+## [[Implement Initiate]] Feat 6
+
+**Prerequisites** Thaumaturge Dedication
+
+* * *
+
+You gain your implement's initiate benefit. If the benefit affects the target of Exploit Vulnerability, for you it affects the target of Glimpse Vulnerability instead.
+
+## [[Magical Knowledge]] Feat 8
+
+**Prerequisites** Thaumaturge Dedication; trained in one of Arcana, Nature, Occultism, or Religion; expert in another
+
+* * *
+
+Increase your proficiency rank in one of Arcana, Nature, Occultism, or Religion from expert to master and in another from trained to expert. You gain a skill feat associated with the skill you chose.
+
+## [[Resolute]] Feat 10
+
+**Prerequisites** Thaumaturge Dedication; expert in Will
+
+* * *
+
+You've tempered your mind and become resolute against effects that strain your willpower. Your proficiency rank for Will saves increases to master.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Time Mage.md b/content/mechanics/srd/Archetypes/Time Mage.md
new file mode 100755
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+---
+title: "Time Mage"
+noteType: ":sticky-note:"
+aliases: "Time Mage"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.ydELQFQq0lGLTvrA
+tags:
+ - JournalEntryPage
+---
+
+# Time Mage
+Magic leaves its brand on those who practice it. The veteran pyromancer bears the scorch marks of lessons learned. The archdruid grows to resemble plants or animals in their domain or grove. The professional reanimator can never quite cover up the stench of their grim work.
+
+The mark left by the practice of time magic is less obvious but no less indelible. With other disciplines, the marks of experience accumulate as magic is learned, creating an equilibrium of sorts between the exercise of power and the necessary consequences. Time magic suffers no such limitations of cause and effect. Distortions and anachronistic thoughts echo back throughout a time mage's entire life, providing a nonlinear perspective that others can find distracting or even alien. The threat of creating a paradox is ever looming. Many a reckless time mage has inadvertently erased themselves from existence, glimpsed a future they now have no choice but to enact, or attracted the attentions of temporal creatures, such as iriis or siktemporas.
+
+For these reasons, most mages merely dabble in time magic, learning a spell or two here and there. Despite the dangers, a brave few embrace the discipline, for it offers the allure of changing what was and controlling what will be.
+
+**Additional Feats** 10th [[Read Disaster]]; 12th [[Quickened Casting]]; 16th [[Plot The Future]]; 20th [[Echoing Spell]]
+
+## [[Time Mage Dedication]] Feat 6
+
+**Prerequisites** You have a spellcasting class feature
+
+You might be a novice in the temporal arts now, but in the future, you'll hold time in the palm of your hand. As some of your future knowledge leaks back to your present self, you gain the _[[Delay Consequence]]_ domain spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover by using the Refocus activity to revisit moments from your past and contemplate futures yet to come. If you already knew _delay consequence_ from a feat or ability that allows you to gain your choice of domain spell, such as Domain Initiate, then when you take this feat, you can retrain that option to gain a different domain spell instead as your personal timeline rearranges itself. You also gain _[[Time Sense]]_ as an innate cantrip usable at will. This innate spell and your focus spells from the time mage archetype are of the same tradition as the spells you used to meet the archetype's prerequisites.
+
+* * *
+
+**Special** You can't select another dedication feat until you have gained two other feats from the time mage archetype.
+
+## [[Chronocognizance]] Feat 7
+
+**Prerequisites** Time Mage Dedication; master in Perception
+
+* * *
+
+The flows and ebbs of time are obvious to you, as are the tangles that form when it's distorted. You're automatically aware if any creature that you observe is under the effects of the [[Slowed|Slowed]] or [[Quickened]] conditions. You have a general idea when you're in the vicinity of time-manipulating phenomena, though this grants you no particular insight into the specific effects of the anomaly. Particularly subtle temporal anomalies might still escape your notice, requiring a Perception check, as determined by the GM. If you're legendary in Arcana, Nature, or Occultism, or Religion, whenever a creature that you can observe gains the benefits of _[[Freeze Time]]_ or similar effects, you can observe what happens during the stopped time, though you still can't act yourself for the duration.
+
+##
+[[Chronomancer's Secrets]] Feat 8
+
+**Prerequisites** Time Mage Dedication
+
+* * *
+
+The secrets of time peel back, revealing deeper truths. You gain either the _[[Stasis]]_ domain spell or the _[[Path of Least Resistance]]_ focus spell. Increase the number of Focus Points in your pool by 1.
+
+* * *
+
+**Special** You can take this feat a second time, gaining the focus spell that you didn't gain the first time. Increase the number of Focus Points in your pool by 1.
+
+## [[Future Spell Learning]] Feat 8
+
+**Prerequisites** Time Mage Dedication
+
+* * *
+
+More future memories of time magic percolate back to the present, teaching you spells you've yet to learn. Add _[[Behold the Weave]]_, _[[Cast into Time]]_, _[[Haste]]_, _[[Loose Time's Arrow]]_, _[[Quicken Time]]_, _[[Slow]]_, and _[[Stagnate Time]]_ to your spell list. You can thus potentially learn these spells even if they aren't normally on your tradition's spell list.
+
+## [[What Could Have Been]] Feat 8
+
+**Prerequisites** Time Mage Dedication
+
+* * *
+
+Rather than conjuring creatures from elsewhere in the world or the planes, you can temporarily pull a much different version of yourself from an alternate timeline-for instance, instead of summoning a generic or random troll with _[[Summon Giant]]_, you summon a troll version of yourself from a timeline where you're a troll. If your next action is to [[Cast a Spell]] that summons a creature, that creature is another version of you. This creature remains the type of creature you summoned and has largely the same abilities (plus the following adjustments), but it clearly resembles you, likely sharing some distinguishing features, such as mannerisms, speech patterns, tattoos, or clothing. The summoned creature gains a +1 status bonus to any skill check in which you're trained, a +2 status bonus if you're an expert, a +3 status bonus if you're a master, or a +4 status bonus if you're legendary. The creature also takes a -2 penalty to all skills in which you're untrained.
+
+## [[Into the Future]] Feat 10
+
+**Prerequisites** Time Mage Dedication
+
+* * *
+
+You know your spell will be needed not now but in a few moments, so you cast your magic into the future. If your next action is to [[Cast a Spell]] that takes 1 or 2 actions to cast, the spell's effects occur 1 round later, at the beginning of your next turn, rather than immediately. Targets and choices about the spell must be determined when the spell is cast, and requirements, such as line of sight and line of effect, must be valid both when the spell is cast and when its effects occur. Consequences for the action of Casting the Spell itself, such as an Attack of Opportunity reaction or ending a foe's [[Fascinated]] condition by taking a hostile action, aren't delayed.
+
+## [[Purge of Moments]] Feat 16
+
+**Prerequisites** Time Mage Dedication
+
+**Frequency** once per hour
+
+* * *
+
+All things eventually end, a truth that you can put into practice by accelerating your passage through time to shake off harmful effects. Five rounds of apparent time occur for you. No one, including you, can act during this time, but effects on you run their course, including beneficial effects, void effects, afflictions, conditions, and persistent damage. Roll saving throws, flat checks, damage, and any other rolls for those effects normally as if the time had passed. Excessive use of this technique is responsible for more than a few premature gray hairs among time mages.
+
+## [[Timeline-Splitting Spell]] Feat 18
+
+**Prerequisites** Time Mage Dedication
+
+**Frequency** once per day
+
+* * *
+
+You invest in two futures, then choose the one to make a reality. You Cast two Spells that each take 1 or 2 actions to cast. These can't be the same spell heightened to two different levels. You expend the resources for both spells, such as spell slots, Focus Points, and material components. Determine the immediate results for both spells, including attack rolls, saving throws, damage, and any other dice rolls. Then, choose which of the two spells takes effect, using the previously made rolls. The other spell's resources are still expended, but the spell has no effect as the magic disappears the other timeline.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Trapsmith.md b/content/mechanics/srd/Archetypes/Trapsmith.md
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+---
+title: "Trapsmith"
+noteType: ":sticky-note:"
+aliases: "Trapsmith"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.lc3iBCamQ8jvr9dp
+tags:
+ - JournalEntryPage
+---
+
+# Trapsmith
+**Rarity** Uncommon
+
+* * *
+
+Wielding a wrench or blowtorch, you manufacture snares that whir and tick with delicate precision. Your best work requires the right materials—a glorious set of brass fittings and cogwheels—with which you create snares that are as elegantly lethal as they are subtle. As a trapsmith, you're always improving your snares: adjusting timing, tweaking triggers, and finding new ways to hide them from foes.
+
+You can select the dedication feat for the trapsmith archetype even if you haven't yet gained three feats from the snarecrafter archetype.
+
+## [[Trapsmith Dedication]] Feat 4
+
+**Prerequisites** [[Snarecrafter Dedication]] or [[Snare Specialist]] ranger class feat.
+
+* * *
+
+You use glimmering gears and gnashing mechanisms to manufacture snares using specialized parts. Your snares include clockwork and steam-powered cogwheels and gears, and their gush of steam can hinder those you ensnare. If you choose to construct a snare using gears and a creature fails their saving throw against the snare, all creatures are concealed to that creature for 1 round, as a burst of steam obscures its vision.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the snarecrafter or trapsmith archetypes.
+
+## [[Gear Gnash]] Feat 4
+
+**Prerequisites** [[Trapsmith Dedication]], expert in Crafting
+
+* * *
+
+Snares you create have complicated inner workings that are quite difficult to disable. Creatures attempting to Disable your snares that use gears must succeed at an additional Thievery check in order to disable the snare. On a failed check, while the snare doesn't fully trigger, the grinding mechanisms deal bludgeoning damage to the creature equal to half your level. The snare still triggers on a critical failure, as normal.
+
+## [[Propeller Attachment]] Feat 7
+
+**Prerequisites** [[Trapsmith Dedication]], master in Crafting
+
+* * *
+
+You've mastered attaching clockwork propellers to your daily quick-deploy snares that use gears. This allows you to place your snares in the air or underwater, where they remain in place for up to 10 minutes, after which the propeller runs out of power and they fall or sink. Unless you use additional precautions to hide it, a propeller snare's location is usually obvious.
+
+## [[Recycled Cogwheels]] Feat 8
+
+**Prerequisites** [[Trapsmith Dedication]]
+
+* * *
+
+You're able to scavenge the cogwheels from your daily quick-deploy snares that use gears. This allows you to deconstruct a snare that didn't trigger in order to set the snare up somewhere else. Doing so takes the same number of actions as setting the snare did. When you do, you recover the snare and can deploy it in another location.
+
+## [[Repurposed Parts]] Feat 10
+
+**Prerequisites** [[Trapsmith Dedication]]
+
+* * *
+
+You are familiar with the fittings and cogwheels of your snares and can repurpose parts from prepared quick-deploy snares to assemble a new creation on the fly. Using two of the snares you prepared for quick deployment during daily preparations, you can quickly deploy a different snare that you know how to Craft, even if you didn't prepare that snare during your daily preparations.
+
+## [[Finessed Features]] Feat 12
+
+**Prerequisites** [[Trapsmith Dedication]]
+
+* * *
+
+You've learned how to build snares that trigger based on visual stimuli. When you construct a snare using gears, you can cause it to trigger based on the visual features of a creature. For example, you could lay a snare that can only be triggered by a Large or Larger creatures, or one that only activates when a creature wearing red clothing would trigger it. You can use this ability to specify your snares to trigger on creatures that typically do not trigger snares, such as creatures smaller than Small, though the creature must still otherwise satisfy the snare's trigger as normal.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Trick Driver.md b/content/mechanics/srd/Archetypes/Trick Driver.md
new file mode 100755
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--- /dev/null
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@@ -0,0 +1,91 @@
+---
+title: "Trick Driver"
+noteType: ":sticky-note:"
+aliases: "Trick Driver"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.nPcma8UOqWo7xw0P
+tags:
+ - JournalEntryPage
+---
+
+# Trick Driver
+**Rarity** Uncommon
+
+* * *
+
+While cavaliers follow an old and tired tradition of mounted combat, you take a more modern road. Through aggressive use of vehicles, you roll across the battlefield, taking down your opponents. You go beyond simply operating a vehicle, pushing it to perform stunts that its builders never intended, transforming the vehicle into something much greater than a mere conveyance.
+
+#### Using Vehicles
+
+While many of the options in this book are uncommon to allow you to insert the thematic elements into your game as you see fit, there are some options you should consider very carefully before including. This archetype is one of them. Vehicles are relatively complicated and can move very fast, which can make mapping encounters quite difficult. They can also move characters too far from the fight for other participants to respond. Think carefully before deciding whether to include the trick driver archetype, and make sure that vehicle use is right for your campaign's style and encounter area size.
+
+## [[Trick Driver Dedication]] Feat 2
+
+* * *
+
+You are equally at home piloting any vehicle, adapting yourself instantly to varied controls, movements, and handling. Whenever piloting a vehicle requires a Piloting Lore or Sailing Lore check, you can use your Driving Lore proficiency instead. You can use Dexterity in place of Intelligence when attempting piloting checks with Driving Lore. You become an expert in Driving Lore. At 7th level, you become a master in Driving Lore, and at 15th level, you become legendary in Driving Lore.
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the trick driver archetype.
+
+## [[Express Driver]] Feat 2
+
+**Prerequisites** [[Trick Driver Dedication]]
+
+* * *
+
+You can optimize your vehicle's performance, coaxing extra speed and choosing paths to avoid slowdowns. When calculating your travel speed for the day while piloting a vehicle, you can attempt a Driving Lore check to increase your vehicle's travel speed. The DC is determined by the GM but is typically based on the vehicle's piloting DC or a difficulty based on the environment, whichever is harder. On a success, increase your vehicle's travel speed by half. This has no effect on your vehicle's movement in encounters.
+
+## [[Take the Wheel]] Feat 4
+
+**Prerequisites** [[Trick Driver Dedication]]
+
+* * *
+
+**Requirements** You are adjacent to a vehicle's point of entry.
+
+* * *
+
+Diving into a moving vehicle and seizing the controls is nothing new for you. You [[Board]] and [[Take Control]] of the adjacent vehicle.
+
+## [[Power Slide]] Feat 4
+
+**Prerequisites** [[Trick Driver Dedication]]
+
+* * *
+
+**Requirements** You are piloting a vehicle.
+
+* * *
+
+You throw the vehicle into a barely controlled skid, turning sharply to evade pursuit or bring your weapons to bear. You [[Drive]] with a -2 penalty to your piloting check, gaining the effects of the Drive action for the same number of actions you spent to Power Slide. At the end of the movement, if you succeed, you can turn the vehicle up to 90 degrees. If you critically succeed at your piloting check, you can instead turn the vehicle up to 180 degrees.
+
+## [[Push It]] Feat 7
+
+**Prerequisites** [[Trick Driver Dedication]], master in Driving Lore
+
+* * *
+
+You can push your vehicle's performance beyond the limits envisioned by its makers. Whenever you succeed at a piloting check, the vehicle you are piloting gains a +5-foot circumstance bonus to all its Speeds until the end of your turn. If you critically succeed, this bonus increases to +10 feet.
+
+## [[Roadkill]] Feat 10
+
+**Prerequisites** [[Trick Driver Dedication]]
+
+* * *
+
+**Requirements** You are piloting a vehicle.
+
+* * *
+
+In your hands, any vehicle is a weapon. When you use [[Run Over]], you can use your class DC in place of the vehicle's collision DC. Your vehicle can Run Over any number of creatures up to one Size smaller than the vehicle or ram any one target creature or object in your path up to the size of your vehicle.
+
+## [[Drive-By Attack]] Feat 12
+
+**Prerequisites** [[Trick Driver Dedication]]
+
+* * *
+
+**Requirements** You are piloting a vehicle.
+
+* * *
+
+You can smoothly line up an attack without disrupting your control. You [[Drive]], gaining the effects of the Drive action for the same number of actions you spent to Drive-By Attack. At any point during your vehicle's movement, you Strike.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Turpin Rowe Lumberjack.md b/content/mechanics/srd/Archetypes/Turpin Rowe Lumberjack.md
new file mode 100755
index 000000000..2aaeb426d
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Turpin Rowe Lumberjack.md
@@ -0,0 +1,53 @@
+---
+title: "Turpin Rowe Lumberjack"
+noteType: ":sticky-note:"
+aliases: "Turpin Rowe Lumberjack"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.uGsGn5sgR7wn0TQD
+tags:
+ - JournalEntryPage
+---
+
+# Turpin Rowe Lumberjack
+You are a feller of trees and a skilled axe wielder, trained in the art of forestry by the hard-working loggers of Turpin Rowe.
+
+## [[Turpin Rowe Lumberjack Dedication]] Feat 2
+
+**Prerequisites** trained in Survival
+
+**Access** You must befriend at least one Turpin Rowe logger.
+
+* * *
+
+Your logging training has made you intimately familiar with all aspects of forestry, and you have trained extensively to reach around trees and utilize their bulk to your advantage. You become trained in Milling Lore and Forest Lore, or an expert if you were already trained. You can always Take Cover when you are within forest terrain to gain cover, even if you're not next to an obstacle you can Take Cover behind. In addition, any enemy who gains standard cover from a tree gains only lesser cover against your attacks (or only standard cover, if the enemy otherwise gains greater cover).
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the Turpin Rowe lumberjack archetype.
+
+## [[Axe Climber]] Feat 4
+
+**Prerequisites** Turpin Rowe Lumberjack Dedication
+
+* * *
+
+When you are climbing a wooden surface and have a [[Hatchet]] or [[Battle Axe]] in each hand, you have a climb Speed equal to half your normal Speed. You must still have both legs available to climb and can't use either of the axes in combat while climbing. This feat can also be used to climb a surface of ice if you have a [[Light Pick]] in each hand.
+
+## [[Log Roll]] Feat 4
+
+**Prerequisites** Turpin Rowe Lumberjack Dedication
+
+**Requirements** You and an adjacent creature are both on a narrow surface or uneven ground and the other creature is off-guard.
+
+* * *
+
+You shuffle your feet to dislodge the surface beneath you or otherwise cause your opponent to become unsteady. Attempt an Acrobatics check against the adjacent creature's Reflex saving throw DC. On a success, the creature falls. On a critical failure, you fall.
+
+## [[Axe Thrower]] Feat 6
+
+**Prerequisites** Turpin Rowe Lumberjack Dedication
+
+* * *
+
+You have mastered the weight and balance of a variety of axes and can lob them with ease. Any one-handed axe weapon you wield has the thrown trait with a range of 10 feet. For axes that already have the thrown trait, the range increases by 10 feet. When you critically succeed at an attack roll with a thrown axe weapon, you apply the axe's critical specialization effect.
+
+## [[Widen the Gap]] Feat 10
+
+Once you have penetrated a foe's defenses, you can home in on the same spot to exploit your opponent's wound and deal some serious damage. The second time you hit and deal damage with a melee axe Strike to the same opponent or object during your turn, you ignore half of the opponent's or object's Hardness, if any. If you hit and deal damage with a melee axe Strike to the same opponent or object a third or fourth time during your turn, you ignore all of its Hardness, if any.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Twilight Speaker.md b/content/mechanics/srd/Archetypes/Twilight Speaker.md
new file mode 100755
index 000000000..8a37cae95
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Twilight Speaker.md
@@ -0,0 +1,65 @@
+---
+title: "Twilight Speaker"
+noteType: ":sticky-note:"
+aliases: "Twilight Speaker"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.YQXGtBHVoiSYUjtl
+tags:
+ - JournalEntryPage
+---
+
+# Twilight Speaker
+As a religious and diplomatic representative of Findeladlara—and all Ilverani of the north—you see it as your duty to befriend shorter-lived peoples you encounter on your travels. Unlike other Ilverani, also called "snowcaster elves" by outsiders, you find outsiders interesting and believe there is much to learn from having conversations and relationships with others. Whether to watch them, teach them, or to keep would-be enemies close, you believe a broad smile, ageless learning, and a watchful eye are key. Some see this watchful and outwardly friendly nature as condescending, but they don't understand the reason why worshipers of Findeladlara feel a duty to uphold this tradition. When Earthfall struck and most of the other elves on Golarion fled to Sovyrian or delved deep into the earth, the elves that would one day come to be known as Ilverani remained and sought to shelter others from catastrophe. They built refuges to protect others and helped guide people to safety during the Age of Darkness. While Twilight Seekers today don't build safe structures, they do work to build bonds among people so that society can be protected against other catastrophic events should they come to pass.
+
+This calling brings you in contact with many different cultures, yet you seek to preserve the ways of your people. To this end, you are ever on your guard against the lure of "modern fads." Unfortunately, some twilight speakers have succumbed to the allure of other ways of life and, for them, there is only one outcome: exile.
+
+## [[Twilight Speaker Dedication]] Feat 2
+
+You have carefully studied the histories, customs, and etiquette of many of the younger peoples of Golarion. You become an expert in Society. At 7th level, you become a master in Society, and at 15th level, you become legendary in Society. You can use the Society skill instead of the Diplomacy skill when you attempt to [[Make an Impression]] on a non-elven intelligent humanoid creature.
+
+**Special** You can't select another dedication feat until you've gained two other feats from the Twilight Speaker archetype.
+
+## [[Empathic Envoy]] Feat 4
+
+You believe that treating others with respect is the fastest way into their hearts, and in turn others are more likely to believe in your good intentions and write off bad first impressions as flukes. If a creature's attitude towards you becomes lower over the course of a social interaction (for example, from friendly to indifferent, or from indifferent to unfriendly), their impression of you returns to its starting level an hour after the social interaction ends. This ability has no effect if the creature you are interacting with becomes hostile.
+
+## [[Disarming Smile]] Feat 6
+
+**Trigger** You are the target of a melee attack and the attacker has not rolled yet.
+
+**Requirements** You are aware of the attacker, the attacker is an intelligent humanoid creature, and you have not attempted to harm the attacker.
+
+* * *
+
+With a wide, sincere smile, you give your attacker pause. You attempt a Diplomacy check against the triggering attacker's Will DC. After you use Disarming Smile, all creatures who witnessed you use it are temporarily immune to your Disarming Smile for the next 24 hours.
+
+* * *
+
+**Critical Success** Your enemy ceases their attack. The attack fails and the triggering target can't attempt hostile actions against you until the beginning of its next turn or until you (or your allies) take hostile actions against the enemy (or its allies). You can begin talking to the creature on your next turn to attempt another Diplomacy check; on a success, you sustain the effect until the beginning of your next turn, to a maximum of 1 minute. Talking on subsequent rounds requires that you be able to communicate with the target creature and imparts the auditory and linguistic traits to the action.
+
+**Success** Your foe pauses momentarily. Their attack fails, but they can attempt further attacks against you.
+
+**Failure** The target's attack is unaffected.
+
+## [[Betraying Shank]] Feat 6
+
+**Requirements** You are within melee reach of a target, but it is not in combat with you.
+
+* * *
+
+While your usual diplomacy is well intentioned, you know that sometimes those same skills will need to be turned to deception. In a flash, you draw a sheathed or concealed agile or finesse weapon and make a melee Strike. The target is [[Off-Guard]] against your Strike. You then roll Deception for initiative.
+
+## [[Ilverani Purist]] Feat 8
+
+All twilight speakers are trained to resist the alluring customs of younger peoples, but you have made it your mandate to keep the Ilverani way unchanged. Such dedication has given you a trained eye for subtlety and deception. When you attempt to [[Sense Motive|Sense the Motive]] of a non-elf humanoid creature and you roll a critical failure, you fail instead.
+
+## [[World-Wise Vigilance]] Feat 8
+
+Your keen study of other cultures gives you insights into the ways those cultures fight. When you use Perception to roll initiative and none of your enemies have the elf trait, you can choose to roll Society instead.
+
+## [[Emphatic Emissary]] Feat 10
+
+**Trigger** You roll initiative.
+
+* * *
+
+You can tell when diplomacy has failed and a meeting is close to unraveling or falling to blows. You gain a +2 circumstance bonus on your initiative roll. During your first turn in combat, you can use your Disarming Smile, targeting every hostile intelligent humanoid creature that can see you but has yet to act. If you choose to sustain your Disarming Smile, you sustain the effect for only one creature, as normal.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Undead Master.md b/content/mechanics/srd/Archetypes/Undead Master.md
new file mode 100755
index 000000000..1edbfa3a3
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@@ -0,0 +1,39 @@
+---
+title: "Undead Master"
+noteType: ":sticky-note:"
+aliases: "Undead Master"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.f7tFLR7aFonXTLQa
+tags:
+ - JournalEntryPage
+---
+
+# Undead Master
+Not everyone with an interest in the undead raises a vast army of faceless, disposable minions. You prefer to cultivate a more personal relationship with a small number of undead companions, personalized to your needs and expectations. Those companions with minds trust you implicitly; those without are extensions of your will. Perhaps they see you as a teacher or caretaker, shepherding them on the path to peace and passing on, or perhaps they are your protectors, bound to aid you by negotiation and magical spells. Whatever the case, they will fight for and alongside you without question, throwing themselves into danger without hesitation if it will provide a means to your desired end. This archetype works well for a necromancer capable of raising undead but isn't exclusive to them. You could be a warrior who befriended an undead, an evil champion granted an undead companion by your deity, or an undead bloodline sorcerer undead are drawn to. The additional feats below are found in the beastmaster archetype on pages 160-161 of the Advanced Player's Guide. Whenever one of these additional feats refers to an animal companion, as an undead master, you apply it to your undead companion instead.
+
+**Additional Feats** 4th [[Additional Companion]], [[Mature Beastmaster Companion]]; 6th [[Companion's Cry]]; 8th [[Incredible Beastmaster Companion]]; 14th [[Specialized Beastmaster Companion]]; 16th [[Lead The Pack]]
+
+## [[Undead Master Dedication]] Feat 2
+
+Prerequisites evil alignment You gain the services of an undead companion that travels with you and obeys your commands. The rules for undead companions appear on page 37 and utilize those for animal companions from the Core Rulebook on page 214. Contrary to the usual rules for companions, as an undead master it's possible for you to have more than one undead companion at a time. However, only one of those companions, your "active companion," follows you during exploration and encounters; the rest are reduced to an "inactive" state that can be easily tucked into an inventory or stored in a nearby crypt. If you ever have more than one undead companion, you gain the [[Call Companion]] action, with your undead companions taking the place of animal companions.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the undead master archetype.
+
+## [[Guardian Ghosts]] Feat 8
+
+**Prerequisites** Undead Master Dedication
+
+**Frequency** once per 10 minutes
+
+**Trigger** You would take damage from a Strike while one of your undead companions is adjacent to you.
+
+* * *
+
+You magically divert some of the harm from an incoming attack away from yourself, forcing your undead companion to take it in your stead. Reduce the damage you take from the triggering Strike by 2 + your level. Your adjacent undead companion loses a number of Hit Points equal to the amount of damage reduced. If you have more than one adjacent undead companion, you choose which one loses Hit Points. You can't divert the damage to a temporary fragment from Their Master's Call.
+
+## [[Their Master's Call]] Feat 12
+
+**Prerequisites** Undead Master Dedication, Call Companion, at least one inactive undead companion whose remains or anchor are currently in your possession.
+
+* * *
+
+In a pinch, you pull one of your inactive companions from their rest to provide a companion's support benefit. A fragment of your companion materializes or assembles itself in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. If it takes any damage before your next turn, it disappears or collapses (as applicable) and the support benefit ends immediately.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Undead Slayer.md b/content/mechanics/srd/Archetypes/Undead Slayer.md
new file mode 100755
index 000000000..b5a767703
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Undead Slayer.md
@@ -0,0 +1,95 @@
+---
+title: "Undead Slayer"
+noteType: ":sticky-note:"
+aliases: "Undead Slayer"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.mV0K9sxD3TWnZDcy
+tags:
+ - JournalEntryPage
+---
+
+# Undead Slayer
+Anywhere undead prey upon the living, some brave souls make it their mission to destroy the monsters. Many adventurers are skilled at dispatching undead, but you go a step further. You study them, learn their weaknesses, and master the tools to end them quickly and cleanly. An undead slayer doesn't simply kill monsters; they become what even monsters fear. Leave it to others to be a shield-you become the blade that strikes evil at its heart. You can identify the common types of undead by sight. You drill and practice with the special gear necessary to destroy some of the more complicated undead, like vampires; train in their strengths and weaknesses; and learn how to create safe houses to stash your arsenal and hide from undead.
+
+Some undead slayers work at the behest of an organization to exterminate the undead of a particular region, but many act independently, or in a group of like‑minded adventurers. Were you called by a higher power? Are you on a personal quest for vengeance? Whatever the reason, you now walk a path that will take you to the vilest dens of rot and decay.
+
+## [[Undead Slayer Dedication]] Feat 2
+
+**Prerequisites** trained in Religion
+
+* * *
+
+Your training has prepared you to recognize most undead on sight. You become trained in two Lore skills, each about a specific type of undead, or become an expert if you were already trained. You gain the Slayer's Identification free action.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the undead slayer archetype.
+
+## [[Blessed Medicine]] Feat 4
+
+**Prerequisites** Undead Slayer Dedication
+
+**Trigger** You fail a check to Treat a Disease that was inflicted by an undead (such as ghoul fever or mummy rot).
+
+* * *
+
+Your experience battling undead has uniquely prepared you to fight the diseases they inflict on the survivors, and you know that leaving these maladies untreated for long will eventually lead to more undead. Reroll the failed check and use the new result.
+
+## [[Hunter's Sanctum]] Feat 4
+
+**Prerequisites** Undead Slayer Dedication
+
+* * *
+
+You establish a safe house where you can prepare for your hunt. The sanctum is roughly the size of a 20-foot cube. This sanctum is in a location you have access to and can be part of a larger structure, such as the basement of a temple or hidden room of a library. Setting up or moving your sanctum takes a week of downtime. Your sanctum protects objects and people inside it from magical detection and the prying eyes of undead. This has the effects of _[[Veil of Privacy]]_, using your Religion modifier for the counteract DC and half your level rounded up for the counteract level. Additionally, undead attempting to locate the entrance to your sanctum via mundane Perception must succeed against either your Religion DC or the normal DC to find the sanctum, whichever is higher.
+
+## [[Necromantic Resistance]] Feat 4
+
+**Prerequisites** Undead Slayer Dedication
+
+* * *
+
+As part of your training, you've inured yourself against necromancy through grueling, repeated exposure. You gain a +1 circumstance bonus to saves against necromancy effects and gain resistance to void damage equal to half your level.
+
+## [[Slayer's Strike]] Feat 4
+
+**Prerequisites** Undead Slayer Dedication
+
+* * *
+
+You've dedicated yourself to studying ancient techniques and memorized minor prayers against undead to swiftly dispatch them. Make a Strike against a creature you know is undead. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal one extra die of vitality damage, with the same die size as the weapon or unarmed attack you used. Any further Strikes you make against the same creature before the start of your next turn using the same weapon or unarmed attack deal extra vitality damage equal to the number of weapon dice. As normal, the vitality damage harms only undead and creatures with void healing.
+
+If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice.
+
+## [[Frighten Undead]] Feat 6
+
+**Prerequisites** Undead Slayer Dedication, trained in Intimidation
+
+* * *
+
+Your very presence chills creatures of the night down to their core and you can use the spiritual power and faithful life force of religious verses to frighten even mindless undead. Attempt to [[Demoralize]] an undead target using your Religion modifier instead of your Intimidation modifier if it's higher. If you use your Religion modifier, the Demoralize action loses the emotion and mental traits, as your faith connects to the undead on an instinctual level.
+
+## [[Gear Up]] Feat 6
+
+**Prerequisites** Undead Slayer Dedication
+
+* * *
+
+Whether it's wooden stakes, [[Holy Water]], or more unusual tools, you always have just the right thing to handle an undead's unusual weaknesses and vulnerabilities. You gain the [[Prescient Planner]] and [[Prescient Consumable]] feats. When using Prescient Planner specifically to pull out an item you need to deal with an undead's weakness or vulnerability, you can pull out the item as a 2-action activity to remove your backpack (or similar container) and draw the item, rather than taking 1 minute.
+
+If you have the [[Hunter's Sanctum]] feat, you keep your sanctum well stocked with the basics and can spend 1 hour in your sanctum refreshing your supplies in order to meet the requirements for Prescient Planner, even if you haven't been able to purchase goods.
+
+## [[Slayer's Blessing]] Feat 8
+
+**Prerequisites** Slayer's Strike
+
+* * *
+
+You carry scraps of materials dangerous to undead and can apply them to your weapon. When you use Slayer's Strike, before making the Strike, you can choose either the [[Ghost Touch]] property rune or a precious material: cold iron, darkwood, or silver. Any Strike that gets extra vitality damage from this use of Slayer's Strike also gets the benefits of the rune or counts as that material.
+
+At 14th level, add adamantine and mithral to the list of materials you can choose from.
+
+## [[Slayer's Presence]] Feat 10
+
+**Prerequisites** Frighten Undead
+
+* * *
+
+Your very presence strikes fear into the undead. When you use Slayer's Identification and succeed at your check, you can Frighten Undead as a free action, targeting the creature you identified. Any time you get a critical success to Frighten Undead, if the target's level is lower than yours, the target is [[Fleeing]] for 1 round.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Unexpected Sharpshooter.md b/content/mechanics/srd/Archetypes/Unexpected Sharpshooter.md
new file mode 100755
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--- /dev/null
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@@ -0,0 +1,122 @@
+---
+title: "Unexpected Sharpshooter"
+noteType: ":sticky-note:"
+aliases: "Unexpected Sharpshooter"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.nVfhX1aisz6jY8qf
+tags:
+ - JournalEntryPage
+---
+
+# Unexpected Sharpshooter
+**Rarity** Uncommon
+
+* * *
+
+"Oh would you look at that, there's a bunch of bullet holes around here... so that's what all the ruckus was about! Six... seven... eight of you, huh? Oh, but did you notice the northern finch over there in that tree a minute ago? Its nest is up there, but I think all those gunshots startled it. You think you could quiet down so maybe it'll come back"
+\-Viri, gnome ornithologist, just before a series of strange accidents mysteriously took down a hardened bandit squad of eight former Alkenstar veterans.
+
+Some people say you must be the luckiest soul in all of Golarion to still be alive and kicking after all the dangers you've seen. Others say that, given the circumstances and the number of foes who you've defeated seemingly by accident, that there's no way you can really be as incompetent as you seem. These critics claim there has to be some kind of angle, some racket you're running. Either way, you sure don't look or act dangerous, except possibly to yourself.
+
+Somehow, despite your apparent clumsiness, professed confusion, and known propensity to incite calamity, you find yourself standing after every battle. The same can't often be said for your enemies. Funny how that works out, isn't it?
+
+#### Skilled or Lucky
+
+Part of the fun of roleplaying an unexpected sharpshooter is the ambiguity and mystery of how your character achieves their surprising success. Your character at first seems like they bumble into their successes through sheer circumstance. However, when the circumstances pile up, others might start to suspect another possibility: perhaps your character is secretly so incredible that they not only achieve impressive results but do so in a way that hides their skill behind a veneer of lucky breaks. Ultimately, either could be true about your character, or some combination of both. You might decide the truth together with the GM as soon as you take this archetype or hold off until later to make that call. Because this archetype hints at hidden talent intentionally obfuscated, it offers a good choice for a character who's secretly more powerful or skilled than they seem or who must hide their abilities for some reason-perhaps associated with the plot of the campaign.
+
+If your inclination is to play a character who hides their abilities, consider training in the Deception skill and taking skill feats like Charming Liar and Confabulator that emphasize your character's crafty nature and skill at concealing their true intent.
+
+If you instead prefer to play a character who's legitimately a bit uncoordinated but abnormally lucky, you might choose to pursue actions that have a high chance of earning you a Hero Point. You could also consider taking abilities with the fortune or misfortune traits, such as Halfling Luck or Harbinger's Caw.
+
+## [[Unexpected Sharpshooter Dedication]] Feat 2
+
+* * *
+
+**Frequency** once per day
+
+* * *
+
+Who needs skill when you've got dumb luck? Sometimes your shots hit miraculously, regardless of the fact that you seemed to slip when you pulled the trigger or that you weren't aiming at your foe when you fired. You gain the [[Accidental Shot]] activity.
+
+**Special** You can't select another dedication feat until you've gained two other feats from the unexpected sharpshooter archetype.
+
+## [[Lucky Escape]] Feat 4
+
+**Prerequisites** [[Unexpected Sharpshooter Dedication]]
+
+* * *
+
+**Frequency** once per day
+
+**Trigger** A creature targets you with an attack, even if you aren't aware of it.
+
+* * *
+
+Your enemy lies in wait, lines up the perfect shot, and pulls the trigger... then at just the right moment you duck down to notice something scrawled on the cobblestone in chalk, a shiny coin, or some other coincidental distraction, creating an opportunity for the attack to miss. The attacker must roll the attack twice and use the worse result.
+
+## [[No Hard Feelings]] Feat 6
+
+**Prerequisites** [[Unexpected Sharpshooter Dedication]]
+
+* * *
+
+Despite the devastation your weapons tend to inflict upon their targets or the destruction you might unleash upon an area, your foes still manage to walk away at the end of a fight-at least sometimes. You can choose to add the nonlethal trait to your ranged weapons, making the choice of whether to add the trait or not just before each Strike.
+
+## [[That Was a Close One, Huh\_|That Was a Close One, Huh?]] Feat 7
+
+**Prerequisites** [[Unexpected Sharpshooter Dedication]]
+
+* * *
+
+**Frequency** once per round
+
+**Requirements** Either you used Accidental Shot and hit your opponent with the Strike this turn, or you used Lucky Escape since your last turn and the triggering attack missed you.
+
+* * *
+
+You laugh innocently about the inexplicable luck of your last shot hitting its mark or how close the attack that just missed you came to taking your head off, causing your foes to second guess whether it's a good idea to oppose you in battle. Attempt to [[Demoralize]] either the foe you hit with Accidental Shot or the foe that missed you due to Lucky Escape. You use Deception instead of Intimidation to attempt the check to Demoralize.
+
+## [[Unbelievable Luck]] Feat 8
+
+**Prerequisites** [[Unexpected Sharpshooter Dedication]]
+
+* * *
+
+While no one, not even you, might appear to understand why, you demonstrate a greater ability to hit your targets regardless of the obstacles in your way. You can use the Accidental Shot activity granted to you by the Unexpected Sharpshooter Dedication once per hour instead of once per day.
+
+## [[Unbelievable Escape]] Feat 10
+
+**Prerequisites** [[Unexpected Sharpshooter Dedication]]
+
+* * *
+
+Your ability to narrowly evade danger defies all logic. You can use Lucky Escape once per hour instead of once per day.
+
+## [[I Meant to do That]] Feat 10
+
+**Prerequisites** [[Unexpected Sharpshooter Dedication]], trained in Deception
+
+* * *
+
+**Frequency** once per hour
+
+**Requirements** Your previous action was a ranged weapon Strike that missed a foe within 60 feet.
+
+* * *
+
+Somehow your stray bullet causes an unintended reaction that creates a problem for your enemy: perhaps a ricochet knocks your foe's weapon away or they stumble over stray debris in an attempt to dodge your bullets. Roll a Deception check to attempt to [[Shove]], [[Trip]], or [[Disarm]] the foe you missed.
+
+## [[Chain Reaction]] Feat 12
+
+**Prerequisites** [[Unexpected Sharpshooter Dedication]]
+
+* * *
+
+**Frequency** once per 10 minutes
+
+* * *
+
+You fire your gun once, creating a devastating and unpredictable chain of events; perhaps your bullet strikes exactly the right spot on a water tower, causing it to flood and incite a stampede of horses which knock over a lantern that sets a city on fire. Whatever the exact chain reaction, and no matter how improbable, the indiscriminate catastrophe creates significant challenges for your enemies across a wide area while leaving everyone else alone.
+
+Make a Strike with a ranged weapon, and if you hit, you can make another Strike at a target within 30 feet of the first target. If you hit the second target, attempt to Strike a third target within 30 feet of the second target, and so on, continuing until you miss a target. You can cease the chain at any point; otherwise, it ends when you first miss an attack. However, you can't target the same creature more than once; each time you move to a new target, it must be a target you haven't made a Strike against yet during this particular use of Chain Reaction.
+
+This damage is caused by some improbable set of events that injures one target after another, rather than from actually making several shots. Perhaps you shot at a tree branch that then fell on the targets, or one target's scream caused another to accidentally set off their gun and shoot themselves in the foot. This means that only the first target suffers any special effects tied to the bullet (if it was magical ammunition, for example), but each target you hit still takes the same damage dealt by your Strike. Normally, all damage is of the same damage type as the initial bullet. However, the GM might choose to change the damage type based on their description of the chain reaction. For example, if one target was burned by fire, that target might take fire damage instead of physical damage.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Vampire.md b/content/mechanics/srd/Archetypes/Vampire.md
new file mode 100755
index 000000000..ba7bc758a
--- /dev/null
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@@ -0,0 +1,133 @@
+---
+title: "Vampire"
+noteType: ":sticky-note:"
+aliases: "Vampire"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.G3AtnAkIKNHrahmd
+tags:
+ - JournalEntryPage
+---
+
+# Vampire
+After being exsanguinated by a vampire, you've risen again, pulling yourself from the earth as an immortal undead. You're a creature of the night, harmed by the light of day and thirsting for blood.
+
+#### Vampire Vulnerabilities
+
+**Revulsion**: You can't voluntarily come within 10 feet of brandished garlic or a religious symbol of a non-evil deity. A creature must Interact to brandish garlic or a religious symbol for 1 round (similar to [[Raise a Shield]] ) . If you involuntarily come within 10 feet of an object of your revulsion, you gain the [[Fleeing]] condition, running from the subject of your revulsion until you end an action beyond 10 feet of it. After 1 round of being exposed to the subject of your revulsion, you can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, you overcome your revulsions for `dice: 1d6` rounds, or 1 hour on a critical success.
+
+**Sunlight**: If exposed to direct sunlight, you immediately become [[Slowed]] . The slowed value increases by 1 each time you end your turn in sunlight. If you lose all your actions in this way, you are destroyed. Due to your supernatural aversion to light, you don't cast shadows or show a reflection in mirrors.
+
+## [[Vampire Dedication]] Feat 2
+
+**Prerequisites** You were killed by a vampire drinking your blood
+
+* * *
+
+You're a newly risen vampire. You gain the undead and vampire traits and the basic undead benefits, and your undead hunger is for the blood of the living. Your incisors elongate; you gain a fangs unarmed attack that deals 1d6 piercing damage. They're in the brawling group and have the grapple and unarmed traits. You gain [[Revulsion]] and [[Sunlight]] vulnerabilities detailed on and the [[Drink Blood]] ability.
+
+* * *
+
+**Special** You can't select another dedication feat until you have gained two other feats from the vampire archetype.
+
+## [[Clinging Climber]] Feat 4
+
+**Prerequisites** Vampire Dedication; trained in Athletics
+
+* * *
+
+You climb like a spider. You gain a climb Speed of 15 feet.
+
+## [[Manipulative Charm]] Feat 4
+
+**Prerequisites** Vampire Dedication; trained in Deception or Diplomacy
+
+* * *
+
+Against humanoids, you gain a +1 circumstance bonus to Deception checks to [[Lie]], and to Diplomacy checks to [[Gather Information]] and [[Make an Impression]].
+
+Once per day, you can cast _[[Charm]]_ as a divine innate spell using your class DC or spell DC, whichever is higher. Casting it requires staring into the target's eyes, giving the spell the visual trait. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level charm when you are 19th level.
+
+## [[Nocturnal Kindred]] Feat 4
+
+**Prerequisites** Vampire Dedication; trained in Nature
+
+* * *
+
+You have an innate connection with other creatures of the night and understand some of them. You can ask questions of, receive answers from, and use Diplomacy with bats, rats, and wolves. You also gain a +1 circumstance bonus to [[Make an Impression]] on such animals.
+
+Once per day, you can cast _[[Animal Allies]]_ as a divine innate spell, using your class DC or spell DC, whichever is higher. The creatures it summons are bats, rats, and wolves. At 5th level and every 2 levels thereafter, the spell is heightened by an additional level, to a maximum of a 9th-level animal allies when you are 19th level.
+
+## [[Daywalker (Vampire)]] Feat 6
+
+**Prerequisites** Vampire Dedication
+
+* * *
+
+Through a profane pledge or a bloodline quirk, you can tolerate the sun's light. You gain the advanced undead benefits and can't be destroyed by sunlight. This doesn't prevent you from becoming [[Slowed|Slowed]] by exposure to the sun.
+
+## [[Predatory Claws]] Feat 6
+
+**Prerequisites** Vampire Dedication
+
+* * *
+
+Your nails grow into sharp claws, perfect for seizing and tearing your prey. You gain a claw unarmed attack that deals 1d4 slashing damage. Your claws are in the brawling group and have the agile, finesse, and unarmed traits.
+
+If you hit the same enemy with two consecutive claw Strikes in the same round, you can attempt to [[Grapple]] that same target as a free action, provided you take that action immediately after the second Strike.
+
+## [[Vicious Fangs]] Feat 8
+
+**Prerequisites** Vampire Dedication
+
+* * *
+
+You aim for your victim's prominent arteries. Your fangs Strike deals an additional `dice: 1d6` on a critical hit. At 14th level, the persistent bleed damage increases to `dice: 2d6`, and at 20th level, the persistent bleed damage increases to `dice: 3d6`.
+
+## [[Bat Form]] Feat 10
+
+**Prerequisites** Vampire Dedication
+
+**Frequency** once per hour
+
+* * *
+
+You can transform into a bat. You gain the effects of a 4th-level _[[Pest Form]]_ spell. At 14th level, you can choose to spend two actions instead of one to gain the effects of a 4th- or 5th-level _[[Aerial Form]]_ spell instead (bat form only).
+
+## [[Turn to Mist]] Feat 10
+
+**Prerequisites** Vampire Dedication
+
+**Frequency** once per hour
+
+* * *
+
+You turn into vapor, gaining the effects of _[[Vapor Form]]_.
+
+## [[Coffin Bound]] Feat 12
+
+**Prerequisites** Vampire Dedication
+
+* * *
+
+You bind your spirit to a coffin filled with soil of your homeland, making it a place of recovery. If you rest inside your coffin for 10 minutes, you regain Hit Points equal to your Constitution modifier x half your level. You can still be healed in other ways during that time, though you're [[Unconscious]] and therefore unable to heal yourself. The GM might allow you to Refocus while resting, depending on whether it's a type of Refocusing you can achieve while you slumber.
+
+If you would be destroyed, you instead remain near death. This doesn't change your dying or wounded value, and you remain unconscious. After 1 hour, you're destroyed. If returned to your coffin before that hour is up, you avoid destruction; if you spend 1 hour resting in your coffin, you regain 1 HP and lose the dying and wounded conditions. You can't be healed in any other way when near death.
+
+Your coffin can't heal you if you're staked through the chest. You can be staked only if unconscious, and it takes three actions. You lose all benefits of this feat if your coffin is destroyed or the soil is lost. You must procure a new coffin and fill it with soil of your homeland to restore the feat's function.
+
+## [[Mist Escape]] Feat 14
+
+**Prerequisites** Coffin Bound; Turn to Mist
+
+**Trigger** You are reduced to 0 HP.
+
+* * *
+
+As you fall, your body reacts to defend itself. You Turn to Mist. This doesn't expend a use of Turn to Mist, and you can use Mist Escape even if you've already Turned to Mist in the same day. You take move actions to move directly toward your coffin even though you are at 0 HP, though you aren't conscious and don't have control over how you do so. While at 0 HP in this form, you are unaffected by further damage. You automatically return to your corporeal form, [[Unconscious]], if you reach your coffin or after 1 hour when you are destroyed, whichever one comes first.
+
+## [[Dominating Gaze]] Feat 16
+
+**Prerequisites** Manipulative Charm
+
+* * *
+
+You stare into your target's eyes and enthrall them, shattering their free will. Once per day, you can cast 7th-level _[[Dominate]]_ as a divine innate spell, using your class DC or spell DC, whichever is higher. It gains the visual trait. At 18th level, the dominate is heightened to 8th level; at 20th level, it's heightened to 9th level. A creature that succeeds at its save is temporarily immune to your domination for 24 hours, though in most cases, you can't Cast the Spell again within 24 hours. If you are destroyed, all your dominate spells from Dominating Gaze immediately end.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Vehicle Mechanic.md b/content/mechanics/srd/Archetypes/Vehicle Mechanic.md
new file mode 100755
index 000000000..a3b0494a3
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Vehicle Mechanic.md
@@ -0,0 +1,97 @@
+---
+title: "Vehicle Mechanic"
+noteType: ":sticky-note:"
+aliases: "Vehicle Mechanic"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.Q72YDLPh0urLfWPm
+tags:
+ - JournalEntryPage
+---
+
+# Vehicle Mechanic
+**Rarity** Uncommon
+
+* * *
+
+You have always felt that vehicles are as much works of art as they are means of transportation. It doesn't matter if it's as common as a chariot or as complex as an airship, there's always some aspect of the vehicle you can improve upon. Pilots, drivers, and sailors alike value your expertise, and many seek you out to work on their vehicles. While you can make a great profit working on custom vehicles for wealthy clients, you still keep a vehicle of your own to tinker with as your personal passion project.
+
+You might be part of a vehicle mechanic union, working with other mechanics and engineers to find fair jobs and support each other's labor. While some vehicle mechanic unions are secular, many realize the benefits of organizing alongside a sympathetic religion, and so they typically adopt the ideals of economically-focused gods like Abadar or deities interested in crafting such as the goddess Brigh—the Whisper in Bronze—the goddess of invention. Whether religious or secular, vehicle mechanic unions take the bonds between fellow union members seriously. While this might mean your character becomes obligated to help a fellow union member who needs your help, it also means you have steadfast allies you can fall back on in your own time of need. In dire straits, such a connection can be worth its weight in gold.
+
+#### Unions
+
+Vehicle mechanics typically ply their trade to those who need to keep their vehicles finely tuned. As in most other such trades, some vehicle mechanics form unions to keep business practices fair and to protect each other from predatory employers. The Absalom Shipwright's Union is the largest union for vehicle mechanics in Absalom, with over a thousand builders, carpenters, and engineers among its membership. Almenia Oarstone (LG female dwarf shipwright) is the current leader of the union, having been a member for more than 60 years. It is said that you can count on one hand the number of ships that have docked in Absalom on which she has never worked. The Shipwright's Union manages shipbuilding and repairs in both the Devil's Own and the Sea King Shipyard, and sometimes dispatches members to handle jobs that need doing at the Docks.
+
+#### Using Vehicles
+
+The vehicle mechanic plays best in a campaign where the PCs adventure together in one shared vehicle that the mechanic can enhance, such as in a pirate campaign on a single vessel. In this way, the vehicle mechanic archetype pairs excellently with a PC who has chosen the trick driver archetype. Vehicles are an element you should consider carefully before deciding to include, even in a guns and gears campaign. Vehicles are relatively complicated and can move very fast, which may make mapping encounters quite difficult. They can also move characters too far from the fight for other participants to respond. Think carefully before deciding whether to include the vehicle mechanic archetype, and make sure that vehicle use is right for your campaign's style and encounter area size.
+
+## [[Vehicle Mechanic Dedication]] Feat 2
+
+**Prerequisites** Intelligence 14, trained in Crafting
+
+* * *
+
+You are adept at designing and maintaining mechanical vehicles, and you lavish your attention and ingenuity on one vehicle in particular. You become an expert in Crafting, and you choose one vehicle you own-or your party owns collectively-to be your signature vehicle: the vehicle you spend time customizing to grant it various advantages. You can spend 1 week of downtime with a new vehicle to designate it as your signature vehicle instead. Due to your amazing customizations and adjustments, pilots gain a +1 circumstance bonus to any piloting checks they make to control your signature vehicle. If you are a master in Crafting, this bonus increases to +2.
+
+**Special** You cannot select another dedication feat until you have gained two other feats from the mechanic archetype.
+
+## Engine Bay Feat 4
+
+**Prerequisites** [[Vehicle Mechanic Dedication]], expert in Crafting
+
+* * *
+
+You are practiced at working in vast garages of vehicles and can work on many machines at a time. When Repairing and spending the full 10 minutes, you can fix up to two objects. If you are a master in Crafting, you can fix up to four targets. If you're legendary in Crafting, you can fix up to eight targets. This feat has no effect when using Quick Repair or another ability to reduce the time spent Repairing.
+
+## [[Patch Job]] Feat 4
+
+**Prerequisites** [[Vehicle Mechanic Dedication]]
+
+* * *
+
+You can patch up damage to an object with a quick fix. You gain the [[Improvised Repair]] general feat. When you use Improvised Repair, you can attempt a Crafting check with the same DC as Repair. If you succeed, you can use the object as a normal object of its type until it takes damage rather than as a shoddy object of its type.
+
+## [[Superior Propulsion]] Feat 6
+
+**Prerequisites** [[Vehicle Mechanic Dedication]]
+
+* * *
+
+By experimenting with the effects of momentum gained from your signature vehicle's movement, you have learned to get more from propulsion than just speed when the pilot pushes the vehicle to its limit. Each time the pilot Drives your signature vehicle as a 2- or 3-action activity and succeeds at the Piloting check, the vehicle produces an additional effect, depending on its method of propulsion. If your signature vehicle has more than one propulsion method, the pilot can select which benefit to gain each time they succeed at the Piloting check to Drive the vehicle as a 2- or 3-action activity.
+
+**Alchemical** The caustic runoff from the alchemical engines is now weaponized. Creatures adjacent to your signature vehicle when it begins its movement take acid damage equal to your level.
+
+**Clockwork** More resilient gears allow the vehicle to remain functional, even when damaged. If your signature vehicle is broken, it does not need to make the flat check to avoid losing operating time.
+
+**Magical** The residual magic from your signature vehicle interferes with hostile spells. Pilots, crew, and passengers of the vehicle gain a +1 circumstance bonus to saving throws against spells until the start of the pilot's next turn.
+
+**Pulled** You have eased the amount of effort needed for those pulling your signature vehicle to move it. The vehicle gains a +10 circumstance bonus to its Speed.
+
+**Rowed** Reinforced ports protect the rowers below decks from harm. Rowers of your signature vehicle who are below decks have greater cover from attacks from outside the vehicle and are not damaged when the vehicle takes collision damage.
+
+**Steam** The outlet of steam forms a cloud around the vehicle as it moves. For the duration of its movement, your signature vehicle is concealed.
+
+**Wind** The draft of the wind helps the vehicle turn. During this movement, your signature vehicle can turn normally, rather than needing to move in a straight line as normal for a 2- or 3-action Drive.
+
+## [[Efficient Controls]] Feat 7
+
+**Prerequisites** [[Vehicle Mechanic Dedication]], master in Crafting
+
+* * *
+
+By reducing redundant systems and streamlining essential functions, you have made it easier for the vehicle to operate with fewer crew. Reduce the number of crew required to operate your signature vehicle by 25%. For example, you would reduce a sailing ship from needing 1 pilot and 8 crew to 1 pilot and 6 crew. This adjustment only affects the number of crew needed to operate the vehicle; it doesn't reduce the vehicle's need for a pilot.
+
+## [[Impervious Vehicle]] Feat 8
+
+**Prerequisites** [[Vehicle Mechanic Dedication]]
+
+* * *
+
+From armor plating and flexible components, to reinforced materials and backup redundant functionality, you have built safeguards to protect your vehicle from the rigors of combat. Your signature vehicle gains a +1 circumstance bonus to AC and Fortitude saves, and increases its Hit Points by an amount equal to twice your level.
+
+## [[Miraculous Flight]] Feat 18
+
+**Prerequisites** [[Vehicle Mechanic Dedication]]
+
+* * *
+
+With superior engineering and magical application, you have freed your signature vehicle from the bonds of gravity, allowing it to soar through the sky like a dragon. The vehicle gains magical propulsion and a fly Speed equal to its fastest current Speed. If your signature vehicle already had a fly Speed, reduce the distance the vehicle needs to make a 90-degree turn to half the usual length (typically half the length of the vehicle).
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Vigilante.md b/content/mechanics/srd/Archetypes/Vigilante.md
new file mode 100755
index 000000000..6e7e2c5e0
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Vigilante.md
@@ -0,0 +1,111 @@
+---
+title: "Vigilante"
+noteType: ":sticky-note:"
+aliases: "Vigilante"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.rtAFOZOjWHC2zRNO
+tags:
+ - JournalEntryPage
+---
+
+# Vigilante
+As a vigilante, you have two faces: a public persona, and a secret identity that lets you hide your extralegal actions from polite society. Your secret identity lets you adventure and carry out clandestine missions while keeping the civilians you care about safe. Whatever your purpose- fighting crime, inciting rebellion, sowing chaos-your vigilante identity makes you both hard to pin down and a mysterious, intriguing subject of gossip.
+
+**Additional Feats** 4th [[Quick Draw]]
+
+## [[Vigilante Dedication]] Feat 2
+
+**Prerequisites** trained in Deception
+
+* * *
+
+You have two identities, each with its own name, alignment, and abilities. Your social identity is an upstanding member of society, while your vigilante identity is a skilled and cunning warrior. Neither of these identities is a false front; you really are both of these people, and as such, your two identities can be at most one alignment step from each other (for instance, you could be neutral in one identity and neutral evil in the other, but not chaotic evil in the other). If someone attempts to discern your other identity, they must use a Seek action to attempt a Perception check against your Deception DC, as if you were using the Impersonate action. Your Deception DC against such attempts is 20 + your proficiency modifier instead of the normal DC. Unlike with Impersonate, you don't have to attempt a Deception check to interact with someone to conceal your other identity-a check happens only if someone else specifically tries to uncover your other identity.
+
+Changing from one identity to the other takes 1 minute and must be done out of sight from other creatures. As this process involves both physical changes such as clothing and makeup along with an altered state of mind, other effects that change your appearance don't reduce the time required to change identities.
+
+Your two identities are completely distinct. You have your current identity's alignment for effects that rely on alignment, though you are eligible for abilities that require a certain alignment (such as a cleric's deity) only if both of your identities qualify. Checks to Recall Knowledge about one of your identities don't reveal information about the other unless the person attempting the check knows both identities are the same person. Effects that detect you based on your identity, such as the detect alignment spell, work only if you are currently in the identity the effect is trying to detect; otherwise, the effect fails as if the target didn't exist.
+
+To maintain the separation between your identities, some of your abilities have one of two traits: social or vigilante. You can use social feats only while in your social identity. Your class feats and vigilante feats are associated with your vigilante identity, and using them while in your social identity risks exposing you as a vigilante. This means that if you were particularly meek or inconspicuous before you took this feat, your identity could be at greater risk of exposure. If your identity is exposed to the public, you lose the benefits of Vigilante Dedication to disguising yourself, but you can otherwise use both social and vigilante abilities in either identity unless they rely on your identity being a secret. You can use feats that don't have either trait regardless of your current identity.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Vigilante archetype.
+
+## [[Hidden Magic]] Feat 4
+
+**Prerequisites** expert in Arcana, Nature, Occultism, or Religion; Vigilante Dedication
+
+* * *
+
+You've learned to hide the magical auras of your gear. During your daily preparations, you carefully tweak any or all of your magic items to appear non-magical. Objects adjusted in this way remain so until your next preparations. A spellcaster using detect magic or read aura must succeed at a Perception check against your Deception DC to see through your obfuscations.
+
+## [[Minion Guise]] Feat 4
+
+**Prerequisites** animal companion or familiar, expert in Deception, Vigilante Dedication
+
+* * *
+
+When you are in your social identity, you can also grant a social identity to an animal companion, familiar, or other minion you gained from a class feature. When changing to your social identity, you also change your minion's appearance to that of a socially acceptable creature of its type, such as grooming a wolf to appear as a large dog or disguising a familiar to appear as an exotic pet. Commanding your minion to use unusual magical or combat abilities it gained from your class features or feats while in this social identity risks exposing your vigilante identity.
+
+## [[Safe House]] Feat 4
+
+**Prerequisites** Vigilante Dedication
+
+* * *
+
+You establish a safe house-a secure space in which to hide your secrets from the outside world. This safe house is roughly the size of a 10-foot cube. It's in a location you have access to, and it can be part of a larger building or structure, like a hidden room or an underground cave. The safe house protects objects and people inside it from magical detection. This has the effects of nondetection, using your Deception modifier for the counteract DC and half your level rounded up for the counteract level. Setting up or moving your safe house takes a week of downtime. The size of the safe house expands to four 10-foot cubes if you're an expert in Deception, eight cubes if you're a master, and 16 cubes if you're legendary.
+
+## [[Social Purview]] Feat 4
+
+**Prerequisites** Vigilante Dedication
+
+* * *
+
+You have built a reputation for yourself in your social identity. Choose one archetype that you meet the prerequisites for. You gain that archetype's dedication feat and can select feats from that archetype, even if you haven't yet gained enough feats in the vigilante archetype to take another dedication feat. These feats become part of your social identity and gain the social trait-for instance, a fighter vigilante could take the wizard dedication feat and have a wizard social identity. Using these feats in your social identity doesn't risk exposing your vigilante identity, but using them in your vigilante identity could put you at risk for exposure.
+
+## [[Startling Appearance (Vigilante)|Startling Appearance]] Feat 6
+
+**Prerequisites** Vigilante Dedication
+
+**Requirements** You are completely unnoticed by the target creature.
+
+* * *
+
+You can startle foes who are unaware of your presence. Make a Strike against your target. That creature is off-guard against this Strike, as normal. If your Strike hits, the target remains off-guard for the rest of your turn and is frightened 1 (frightened 2 on a critical hit).
+
+## [[Quick Change]] Feat 7
+
+**Prerequisites** master in Deception, Vigilante Dedication
+
+* * *
+
+You can shift between your identities with ease. Instead of spending 1 minute to change your identity, you can now do so as a 3-action activity. If you are legendary in Deception, you can perform this change as a 1-action activity.
+
+## [[Subjective Truth]] Feat 7
+
+**Prerequisites** master in Deception, Vigilante Dedication
+
+* * *
+
+Your disparate identities allow you to defeat magic that detects lies. As long as what you say is true from the point of view of your current identity, you can say it even under effects like zone of truth that force you to speak the truth.
+
+## [[Many Guises]] Feat 8
+
+**Prerequisites** master in Deception, Vigilante Dedication
+
+* * *
+
+You can take on any number of mundane guises. Whenever you change your identity, instead of taking on your social or vigilante identity, you can become someone completely ordinary. This identity isn't a specific individual-rather, you become a nondescript member of your ancestry, of any gender, with a neutral alignment and a mundane occupation such as common laborer, farmer, or peasant. Spells and abilities detect you as if you were this ordinary identity, rather than either of your two real identities, unless they succeed at a counteract check against your Deception DC. You can't use either social abilities or vigilante abilities while in this identity.
+
+## [[Frightening Appearance]] Feat 12
+
+**Prerequisites** expert in Intimidation, Startling Appearance
+
+* * *
+
+Your dramatic appearances can frighten bystanders. When you make a Startling Appearance, you can also attempt to Demoralize each opponent within 10 feet to whom you were unnoticed before your Strike.
+
+## [[Stunning Appearance]] Feat 16
+
+**Prerequisites** Startling Appearance
+
+* * *
+
+Your sudden appearance leaves your foe unable to respond. When you use Startling Appearance, if your foe's level is equal to or lower than yours, they are also stunned 1 on a hit, or stunned 2 on a critical hit.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Viking.md b/content/mechanics/srd/Archetypes/Viking.md
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+---
+title: "Viking"
+noteType: ":sticky-note:"
+aliases: "Viking"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.2CbiV0VtDKZfQNte
+tags:
+ - JournalEntryPage
+---
+
+# Viking
+To go 'viking' is to raid by sea, and thus vikings have spread far and wide. Some have even settled in the very communities they once raided. Vikings traditionally travel in longboats; a score of these warriors might live aboard their ship for days at a time, sailing the seas (or, as they call it, the 'whale-road') to ambush coastal communities. Once they arrive at a settlement, they charge ashore, plundering all they can find and slaying anyone foolish enough to get in their way. The ferocity of viking raids is legendary.
+
+**Additional Feats** 4th [[Reactive Shield]]; 6th [[Shielded Stride]]; 10th [[Quick Shield Block]]
+
+## [[Viking Dedication]] Feat 2
+
+**Prerequisites** trained in Athletics
+
+* * *
+
+Vikings spend long periods of time at sea, only to leap from their boats at a moment's notice, charge through the surf, and take their enemies by storm. You're trained in Sailing Lore. When moving through water using your land Speed, you ignore difficult terrain resulting from shallow water, such as in bogs or on beaches. In addition, if you roll a success for your Athletics check to Swim, you get a critical success instead.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Viking archetype.
+
+## [[Hurling Charge]] Feat 4
+
+**Prerequisites** Viking Dedication
+
+* * *
+
+You make a ranged Strike with a thrown weapon you already have in your hand, Stride, and then Interact to draw another weapon. If you are raging, you can add the additional damage with melee weapons you receive from raging to your damage with the thrown weapon.
+
+## [[Viking Weapon Familiarity]] Feat 4
+
+**Prerequisites** Viking Dedication
+
+* * *
+
+From childhood, you have been exposed to traditional viking weapons, and you soon learned to handle them in battle. Now, you can raid proudly alongside your fellows. You are trained with the battle axe, hatchet, longsword, and shortsword. In addition, you gain the Shield Block reaction.
+
+## [[Viking Weapon Specialist]] Feat 6
+
+**Prerequisites** Viking Weapon Familiarity
+
+* * *
+
+You are even more skilled in the weapons of your people. You gain the critical specialization effects of the battle axe, hatchet, longsword, and shortsword. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in the above four weapons.
+
+## [[Second Shield]] Feat 6
+
+**Prerequisites** Viking Dedication
+
+**Trigger** Your Shield Block causes your shield to break or be destroyed.
+
+* * *
+
+You're used to your shield breaking in the middle of battle, and you're prepared to use a backup or any convenient nearby object to defend yourself. You can Interact to draw a shield on your person or an unattended shield within your reach. If there is an object within your reach that could serve as an improvised shield-for example, a table or chair- you can Interact to draw it with this feat. The GM determines if something can be used as an improvised shield. Your new shield isn't raised until you use the Raise a Shield action, as normal.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Weapon Improviser.md b/content/mechanics/srd/Archetypes/Weapon Improviser.md
new file mode 100755
index 000000000..2fd31fdc1
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Weapon Improviser.md
@@ -0,0 +1,83 @@
+---
+title: "Weapon Improviser"
+noteType: ":sticky-note:"
+aliases: "Weapon Improviser"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.HDTW0vr8QL20M5ND
+tags:
+ - JournalEntryPage
+---
+
+# Weapon Improviser
+As far as you're concerned, the best weapon to wield is the one that your opponents never see coming. By knowing how to fight effectively with whatever's at hand, you ensure that you're never caught unarmed, and you often get the drop on opponents who mistakenly think they've caught you off guard.
+
+Whether you're smashing someone over the head with a bar stool, tossing a mug of ale in their face to blind them, or stabbing your foes with a broken bottle, you can find weapons anywhere and employ them creatively whenever a fight breaks out. Because you fight with disposable weapons, you don't need to be as careful with your weapons as other warriors do, and you can break them when needed to win a fight without feeling any regrets later.
+
+**IMPROVISED WEAPON IDEAS**
+
+Cavern: broken stalagmites, large mushrooms, old bones
+
+Docks: barrel, crate, hook
+
+Forest: branch, needles or thorns
+
+Market: box, fruit, scale, sign
+
+Noble Court: gavel, goblet, quill, lectern
+
+Tavern: bottle, mug, serving tray, stool
+
+## [[Weapon Improviser Dedication]] Feat 2
+
+**Prerequisites** trained in all martial weapons
+
+* * *
+
+You don't take the normal -2 penalty to attack rolls with improvised weapons. Additionally, whenever you gain a class feature that grants you expert or greater proficiency with any weapon, you also gain that proficiency with improvised weapons.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Weapon Improviser archetype.
+
+## [[Improvised Pummel]] Feat 4
+
+**Prerequisites** Weapon Improviser Dedication
+
+**Requirements** You are wielding an improvised weapon.
+
+* * *
+
+You make a Strike with your wielded improvised weapon. You gain a +1 item bonus to the attack roll, and the Strike deals two weapon damage dice if it would have dealt fewer. If the attack is a critical hit, in addition to the effect of the critical hit, the improvised weapon breaks. If the item has a Hardness greater than your level, or if it's an artifact, cursed item, or other item that's difficult to break or destroy, the item doesn't break and the attack is a hit instead of a critical hit.
+
+At 12th level, your item bonus to the attack roll increases to +2 instead of +1, and at 16th level, the Strike deals three weapon damage dice if it would have dealt fewer, instead of two.
+
+## [[Surprise Strike]] Feat 4
+
+**Prerequisites** Weapon Improviser Dedication
+
+* * *
+
+Whenever you make a Strike with an improvised weapon against a creature that hasn't seen you make a Strike using an improvised weapon or that is otherwise ignorant of your skill with improvised weapons, the creature is off-guard against you for that Strike.
+
+## [[Improvised Critical]] Feat 8
+
+**Prerequisites** Weapon Improviser Dedication
+
+* * *
+
+You can apply critical specialization effects to improvised weapons you wield. For any given improvised weapon, the GM determines which critical specialization effect is most applicable, based on the type of object it is.
+
+## [[Makeshift Strike]] Feat 8
+
+**Prerequisites** Weapon Improviser Dedication
+
+* * *
+
+You quickly snatch up whatever's nearby and then attack with it as an improvised weapon. You Interact to pick up a nearby object you could use as an improvised weapon. It must be located at around your chest level, such as a mug on a table, rather than an object on the floor. You then either Strike or make an Improvised Pummel with the improvised weapon.
+
+## [[Shattering Strike (Weapon Improviser)]] Feat 10
+
+**Prerequisites** Improvised Pummel
+
+**Trigger** An improvised weapon that you are wielding becomes broken as a result of a critical success on an Improvised Pummel.
+
+* * *
+
+The improvised weapon shatters, destroying it completely but dealing an additional 3d6 piercing damage to the creature you hit with the Improvised Pummel. This extra damage you apply on the critical hit doesn't double from the critical hit, as normal.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Wellspring Mage (Class Archetype).md b/content/mechanics/srd/Archetypes/Wellspring Mage (Class Archetype).md
new file mode 100755
index 000000000..c51a909e3
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+++ b/content/mechanics/srd/Archetypes/Wellspring Mage (Class Archetype).md
@@ -0,0 +1,67 @@
+---
+title: "Wellspring Mage (Class Archetype)"
+noteType: ":sticky-note:"
+aliases: "Wellspring Mage (Class Archetype)"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.zj9z2BwVX6TLHdx3
+tags:
+ - JournalEntryPage
+---
+
+# Wellspring Mage (Class Archetype)
+**Rarity** Rare
+
+* * *
+
+The source of your magic buckles against your control, always pressing to be released.
+
+**Additional Feats** 8th [[Energetic Resonance]], [[Spell Relay]]; 10th [[Surging Might]]; 16th [[Scintillating Spell]]; 18th [[Echoing Spell]]
+
+## [[Wellspring Mage Dedication]] Feat 2
+
+**Prerequisites** [[Wellspring Magic]]
+
+* * *
+
+There's no longer a limit on how many temporary spell slots you can gain per day from wellspring magic.
+
+**Special** You can't select another dedication feat until you gain two other feats from the wellspring mage archetype.
+
+## [[Wellspring Control]] Feat 4
+
+**Prerequisites** [[Wellspring Mage Dedication]]
+
+* * *
+
+When you generate a wellspring surge, roll twice on the Wellspring Surges table and take the result of your choice. This doesn't apply when you cause another creature to generate a wellspring surge.
+
+## [[Urgent Upwelling]] Feat 6
+
+**Prerequisites** [[Wellspring Mage Dedication]]
+
+* * *
+
+**Frequency** once per 10 minutes
+
+**Trigger** An enemy reduces you to 0 HP, an enemy critically hits you, or you critically fail a saving throw against an enemy's effect.
+
+* * *
+
+Defeat lets you to tap into your wellspring. Attempt the flat check for wellspring magic. If you critically succeed, you can choose to forgo gaining a temporary spell slot to instead have the triggering enemy undergo a wellspring surge. This surge functions just as it would for you, the only difference being that it emits from the enemy.
+
+## [[Interfering Surge]] Feat 12
+
+**Prerequisites** [[Wellspring Mage Dedication]]
+
+* * *
+
+**Trigger** A creature you can see Casts a Spell.
+
+**Requirements** You have an unexpended spell slot and can see the triggering spell's manifestations.
+
+* * *
+
+You overcharge the triggering spell with magic. You expend a spell slot and attempt to counteract the triggering spell using the energy of the expended slot. If the triggering spell is in your repertoire and the spell slot you expended was a high enough level to cast it, you take no penalty. Otherwise, you take a -2 penalty to the counteract check if the triggering spell was cast using the same magical tradition you cast, or a -5 penalty if it was cast using a different tradition.
+
+If the triggering spell is successfully counteracted, it creates a wellspring surge from its caster in addition to the normal effects of being counteracted. If it isn't counteracted, your expended spell slot creates a wellspring surge from you.
+
+**Special** This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, primal, or occult).
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Witch.md b/content/mechanics/srd/Archetypes/Witch.md
new file mode 100755
index 000000000..d724df1dd
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Witch.md
@@ -0,0 +1,75 @@
+---
+title: "Witch"
+noteType: ":sticky-note:"
+aliases: "Witch"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.eNTStXeuABNPSLjw
+tags:
+ - JournalEntryPage
+---
+
+# Witch
+You have heard the whispers of a distant patron, who sent an emissary to teach you powerful magic.
+
+## [[Witch Dedication]] Feat 2
+
+**Prerequisites** Intelligence +2
+
+* * *
+
+You cast spells like a witch. Choose a [[Patron]]; you gain a familiar with two common cantrips of your choice from your chosen patron's tradition, but aside from the tradition, you don't gain any other effects the patron would usually grant. Your familiar gains the normal number of abilities for a familiar instead of those a witch familiar normally gets.
+
+You gain the [[Cast a Spell]] activity. You can prepare one cantrip each day from your familiar. You're trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for witch archetype spells is Intelligence, and they are witch spells of your patron's tradition.
+
+You become trained in the skill associated with the patron's tradition; if you were already trained in it, you instead become trained in a skill of your choice
+
+**Special** You can't select another dedication feat until you have gained two other feats from the [[Witch]] archetype.
+
+## [[Basic Witch Spellcasting]] Feat 4
+
+**Prerequisites** Witch Dedication
+
+* * *
+
+You gain the [[Spellcasting Archetypes#Basic Spellcasting Feat|Basic Spellcasting Feat]] benefits. Each time you gain a spell slot of a new rank from the witch archetype, add two common spells of that rank to your familiar.
+
+## [[Basic Witchcraft]] Feat 4
+
+**Prerequisites** Witch Dedication
+
+* * *
+
+You gain a 1st- or 2nd-level witch feat of your choice. You can select three familiar abilities for your familiar each day, instead of two.
+
+## [[Advanced Witchcraft]] Feat 6
+
+**Prerequisites** Basic Witchcraft
+
+* * *
+
+You gain one witch feat. For the purpose of meeting its prerequisites, your witch level is equal to half your character level.
+
+**Special** You can select this feat more than once. Each time you select it, you gain another witch feat.
+
+## [[Patron's Breadth]] Feat 8
+
+**Prerequisites** Basic Witch Spellcasting
+
+* * *
+
+You can cast more spells each day. Increase the spell slots you gain from witch archetype feats by 1 for each spell rank other than your two highest spell ranks.
+
+## [[Expert Witch Spellcasting]] Feat 12
+
+**Prerequisites** Basic Witch Spellcasting, master in the skill associated with your patron's tradition
+
+* * *
+
+You gain the [[Spellcasting Archetypes#Expert Spellcasting Feat|Expert Spellcasting Feat]] benefits.
+
+## [[Master Witch Spellcasting]] Feat 18
+
+**Prerequisites** Expert Witch Spellcasting, legendary in the skill associated with your patron's tradition
+
+* * *
+
+You gain the [[Spellcasting Archetypes#Master Spellcasting Feat|Master Spellcasting Feat]] benefits.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Wizard.md b/content/mechanics/srd/Archetypes/Wizard.md
new file mode 100755
index 000000000..50a2815a6
--- /dev/null
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@@ -0,0 +1,165 @@
+---
+title: "Wizard"
+noteType: ":sticky-note:"
+aliases: "Wizard"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.XszmLWy174esRrlg
+tags:
+ - JournalEntryPage
+---
+
+# Wizard
+You have dabbled in the arcane arts and, through discipline and academic study, learned how to cast a few spells.
+
+## [[Wizard Dedication]] Feat 2
+
+**Prerequisites** Intelligence +2
+
+* * *
+
+You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the [[Cast a Spell]] activity. You can prepare two cantrips each day from your spellbook. You're trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for wizard archetype spells is Intelligence, and they are arcane wizard spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. Select a school; you don't gain any abilities from your choice of school, but qualify for feats as a member.
+
+* * *
+
+**Special** You can't select another dedication feat until you have gained two other feats from the wizard archetype.
+
+## [[Arcane School Spell]] Feat 4
+
+**Prerequisites** Wizard Dedication
+
+* * *
+
+You gain your school's initial school spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can [[Refocus]] by studying.
+
+## [[Basic Arcana]] Feat 4
+
+**Prerequisites** Wizard Dedication
+
+* * *
+
+You gain a 1st- or 2nd-level wizard feat of your choice.
+
+## [[Basic Wizard Spellcasting]] Feat 4
+
+**Prerequisites** Wizard Dedication
+
+* * *
+
+You gain the [[Spellcasting Archetypes#Basic Spellcasting Feat|Basic Spellcasting Feat]] benefits. Each time you gain a spell slot of a new rank from the wizard archetype, add two common spells of that rank to your spellbook.
+
+## [[Advanced Arcana]] Feat 6
+
+**Prerequisites** Basic Arcana
+
+* * *
+
+You gain one wizard feat. For the purpose of meeting its prerequisites, your wizard level is equal to half your character level.
+
+* * *
+
+**Special** You can select this feat more than once. Each time you select it, you gain another wizard feat.
+
+## [[Arcane Breadth]] Feat 8
+
+**Prerequisites** Basic Wizard Spellcasting
+
+* * *
+
+Your thorough studies allow you to cast more arcane spells each day. Increase the spell slots you gain from wizard archetype feats by 1 for each spell rank other than your two highest wizard spell slots.
+
+## [[Expert Wizard Spellcasting]] Feat 12
+
+**Prerequisites** Basic Wizard Spellcasting; master in Arcana
+
+* * *
+
+You gain the expert spellcasting benefits.
+
+## [[Master Wizard Spellcasting]] Feat 18
+
+**Prerequisites** Expert Wizard Spellcasting; legendary in Arcana
+
+* * *
+
+You gain the [[Spellcasting Archetypes#Master Spellcasting Feat|Master Spellcasting Feat]] benefits.
+
+## [[Cunning Trickster Mask]] Feat 20
+
+**Prerequisites** Druid Dedication or Wizard Dedication
+
+* * *
+
+Your mask carries the legacy of Verdant Spider, the Speaker of Needs, allowing you to deceive and outwit your foes. You can attempt to [[Feint]] a target from up to 30 feet away, and if you succeed or critically succeed in your Feint attempt, the target of your Feint takes a -2 circumstance penalty to saving throws against your spells until the start of your next turn. If you don't have the [[Conceal Spell]] feat, you gain it as a bonus feat, allowing you to disguise your spellcasting from others' eyes. If you already have the Conceal Spell feat, you can use Conceal Spell once per round as a free action instead of as a single action.
+
+## [[Emancipator's Mask]] Feat 20
+
+**Prerequisites** Druid Dedication or Wizard Dedication
+
+* * *
+
+Your mask grants you the abilities of Whistling Kite, the Vigilant Seer, who emancipated thousands. When you are attempting a check to free someone else from an effect that immobilizes, paralyzes, or controls them, roll twice and take the higher result; this is a fortune effect. The GM might decide that this fortune effect applies when attempting checks to remove other conditions or effects to free another. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to permit the target to make an attempt to [[Escape]].
+
+## [[Grand Medic's Mask]] Feat 20
+
+**Prerequisites** Druid Dedication or Wizard Dedication
+
+* * *
+
+Your mask is infused with restorative magic associated with Ibex, the Flourishing Field, so it constantly repairs itself. You gain fast healing 5. If you lose a limb or other body part, it regrows within 1 day. Immediately after you Cast a non-cantrip Spell that targets only one creature, you can choose to have the spell also give that creature temporary Hit Points equal to the spell's level until the start of your next turn.
+
+## [[Protective Spirit Mask]] Feat 20
+
+**Prerequisites** Druid Dedication or Wizard Dedication
+
+* * *
+
+Your mask carries the protective instincts of White Bull, the Horn Forger, and no one will hurt your allies while you have anything to say about it. Immediately after you Cast a non-cantrip Spell that targets only one ally, you can choose to have the spell also give that creature a +1 circumstance bonus to AC until the start of your next turn.
+
+You also gain the [[Protector's Interdiction]] reaction.
+
+## [[Sky Master Mask]] Feat 20
+
+**Prerequisites** Druid Dedication or Wizard Dedication
+
+* * *
+
+Your mask holds the legacy of Black Heron, the Wings of Knowledge, who united the aeromancers of the Shory Empire. You can harness residual magical power to fly. You gain a fly Speed equal to your Speed. Immediately after you Cast a non-cantrip Spell that targets only you, your fly Speed doubles until your next turn.
+
+## [[Stalking Feline Mask]] Feat 20
+
+**Prerequisites** Druid Dedication or Wizard Dedication
+
+* * *
+
+Like Azure Leopard, the Patient Warden, your mask makes you most at home in the night and teaches you how to use the darkness to hunt. You gain greater darkvision. Immediately after you Cast a non-cantrip Spell with the shadow or darkness trait, you can attempt to [[Hide]] or [[Sneak]] as a free action. You must still meet the usual requirements of the action you choose, such as having cover or concealment to Hide and being undetected or [[Hidden]] to Sneak.
+
+## [[Storyteller's Mask]] Feat 20
+
+**Prerequisites** Druid Dedication or Wizard Dedication
+
+* * *
+
+Your mask remembers the stories of Shifting Frog, Storyteller of the Past and Future. You can cast _[[Foresight]]_ once per day as an innate spell, either arcane if you have Wizard Dedication or primal if you have Druid Dedication, but the duration is 10 minutes instead of 1 hour. Immediately after you Cast a non-cantrip Spell that targets only a single foe, you can Recall Knowledge about that foe.
+
+## [[Thick Hide Mask]] Feat 20
+
+**Prerequisites** Druid Dedication or Wizard Dedication
+
+* * *
+
+Your mask grants you the toughness of Elephant, the Conjured Chronicle. Increase your maximum number of Hit Points by 20. Immediately after you Cast a non-cantrip Spell that targets only you, you gain resistance 10 to all physical damage until the start of your next turn.
+
+## [[Tireless Guide's Mask]] Feat 20
+
+**Prerequisites** Druid Dedication or Wizard Dedication
+
+* * *
+
+Your mask hosts the legacy of Golden Snake, the Tireless Guide, allowing you to guide others with ease. Your allies can use Follow the Expert to follow you for any of your trained skills, in addition to skills in which you are an expert or better. When they follow you when you use a trained skill, their circumstance bonus is +1. Immediately after you Cast a non-cantrip Spell that targets only one ally, that ally can Stride as a free action.
+
+## [[Vigilant Mask]] Feat 20
+
+**Prerequisites** Druid Dedication or Wizard Dedication
+
+* * *
+
+Your mask grants the extraordinary magical senses of Carmine Jaws, the Hyena who Looks Between. You gain scent as a precise sense to a range of 60 feet. If you already have scent as a precise sense, increase its range by 60 feet. You can sometimes catch a faint whiff of magic itself. Immediately after you Cast a non-cantrip Spell, your scent extends between worlds, like Carmine Jaws's own. This causes you to be able to smell ethereal creatures, those in an extradimensional space with an aperture that's within your scent range, incorporeal creatures and objects, and other creatures and objects that are insubstantial or not fully in phase with reality. Unlike your normal scent, this is an imprecise sense.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Worm Caller.md b/content/mechanics/srd/Archetypes/Worm Caller.md
new file mode 100755
index 000000000..0f1c2d461
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Worm Caller.md
@@ -0,0 +1,181 @@
+---
+title: "Worm Caller"
+noteType: ":sticky-note:"
+aliases: "Worm Caller"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.l76UxUsfrsPnP9U9
+tags:
+ - JournalEntryPage
+---
+
+# Worm Caller
+You follow the ancient hryngar tradition of the worm caller—mystics who can call upon the strength and destructive force of the mighty cave worms that inhabit the Darklands. You can manifest worms to attack your enemies, draw upon their senses and resistances, summon one to do your bidding and, eventually, become a worm yourself
+
+## [[Worm Caller Dedication]] Feat 2
+
+**Prerequisites** Trained in Nature or Cave Worm Lore
+
+* * *
+
+You pledge yourself to understanding and emulating one of the most powerful creatures of the Darklands: the mighty cave worm. You gain the [[Shake It Off]] reaction.
+
+## [[Worm Sense]] Feat 4
+
+**Prerequisites** Worm Caller Dedication
+
+* * *
+
+You emulate the senses of the cave worm. You gain darkvision and tremorsense as an imprecise sense within 5 feet.
+
+The range of the tremorsense increases to 10 feet at 8th level and to 15 feet at 12th level.
+
+## [[Wormskin]] Feat 4
+
+**Prerequisites** Worm Caller Dedication
+
+* * *
+
+Your flesh grows thick and bloated, protecting you against harm. You gain resistance equal to half your level versus one of the following types of damage, chosen when you take the feat: fire, cold, or bludgeoning. This choice cannot be changed.
+
+When you're unarmored, your flesh gives you a +2 item bonus to AC with a Dexterity cap of +3. You can apply with armor potency runes and property runes directly to your flesh, though excruciatingly painful.
+
+**Special** You can take this feat up to three times, each time selecting a new damage type from the list.
+
+## [[Inexorable]] Feat 6
+
+**Prerequisites** Worm Caller Dedication
+
+* * *
+
+You imbue yourself with the resilience of the cave worm. When you gain the [[Paralyzed]], [[Slowed|Slowed]], or [[Stunned 1|Stunned]] condition, roll a @Check\[type:flat|dc:15\]. On a success you ignore the condition.
+
+When using Worm Form you are immune to penalties to your Speed and the [[Immobilized]] condition, you gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to [[Shove]] or [[Trip]] you, and you ignore difficult terrain and greater difficult terrain.
+
+## [[Worm's Feast]] Feat 6
+
+**Prerequisites** Worm Caller Dedication
+
+* * *
+
+**Frequency** once per day
+
+* * *
+
+You call forth a brood of infantile cave worms to feast on your enemy's flesh. Choose a creature within 30 feet; the creature must attempt a fortitude save. At 8th level and every 2 levels above that, the persistent piercing damage taken on a failure increases by 1d6.
+
+* * *
+
+**Critical Success** The worms writhe away harmlessly.
+
+**Success** The target takes `dice: 2d6` piercing damage and `dice: 2d6` persistent,piercing damage.
+
+**Failure** The target takes `dice: 6d6` piercing damage and `dice: 2d6` persistent,piercing damage.
+
+**Critical Failure** As failure, plus the target is [[Off-Guard]] as long as it takes persistent piercing damage.
+
+## [[Worm Empathy]] Feat 8
+
+**Prerequisites** Worm Caller Dedication
+
+* * *
+
+You can connect with cave worms (and other worm-related creatures, at the GM's discretion) on a rudimentary level. You can use Diplomacy to [[Make an Impression]] on cave worms and to make simple Requests of them. In most cases, the cave worm's starting attitude is indifferent and they will give you time to establish contact.
+
+## [[Azure Fins]] Feat 10
+
+**Prerequisites** Worm Caller Dedication
+
+* * *
+
+When submerged in water or another liquid, you form small fin-like arms along your body, granting you far greater maneuverability while swimming. You gain a swim Speed equal to your land Speed. Furthermore, while swimming on the surface of a liquid, you can [[Leap]] out of the liquid and do not fall until the end of your turn, allowing you to spend the rest of the turn above the surface.
+
+## [[Call Worm Spirit]] Feat 10
+
+**Prerequisites** Worm Caller Dedication
+
+* * *
+
+**Frequency** once per day
+
+* * *
+
+You call forth a ghostly manifestation of the worm spirit. Choose an intersection on the ground within 60 feet; the ghostly maw of a worm emerges from the ground, attacking all creatures in a 10 foot burst. Each creature in the area must attempt a reflex save.
+
+* * *
+
+**Critical Success** The target is unaffected.
+
+**Success** The target takes `dice: 1d10+13` bludgeoning damage as it is battered by the worm's body.
+
+**Failure** The target takes `dice: 3d10+15` piercing damage as it is bitten by the worm. The target is [[Immobilized]] until the end of its next turn.
+
+**Critical Failure** As failure, but the damage increases to `dice: 6d10+30` bludgeoning and the target is knocked [[Prone]].
+
+## [[Tunnel]] Feat 2
+
+**Prerequisites** Worm Caller Dedication
+
+* * *
+
+You gain a burrow speed of 10 feet.
+
+## [[Crimson Breath]] Feat 12
+
+**Prerequisites** Worm Caller Dedication
+
+* * *
+
+**Frequency** once per day
+
+* * *
+
+You gain a fire breath weapon similar to that of a crimson worm. You breathe a blast of flame in a @Template\[type:cone|distance:30\] that deals 12d6 fire damage to all creatures in the area (basic Reflex save). This damage increases by 2d6 at 14th level and every 2 levels thereafter.
+
+## [[Venomous Touch]] Feat 12
+
+**Prerequisites** Worm Caller Dedication
+
+* * *
+
+You've learned to channel the sting of the worm. You gain _[[Purple Worm Sting]]_ as an innate primal spell that you can cast once per day.
+
+## [[Worm Form]] Feat 14
+
+**Prerequisites** Worm Caller Dedication
+
+* * *
+
+You take on the form of a purple worm or transform into a humanoid-worm hybrid, retaining your own head but with a worm's body, transforming into a Huge battle form. You must have enough space to expand into or the ability is lost. While in this form, you gain the animal trait. You can Dismiss the form.
+
+You gain the following statistics and abilities regardless of which battle form you choose:
+
+* AC = 20 + your level. Ignore your armor's check penalty and Speed reduction.
+* 40 temporary Hit Points.
+* Darkvision.
+* One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +25, and you use the listed damage. Melee attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.
+* Athletics modifier of +30, unless your own modifier is higher.
+
+You also gain specific abilities based on the type of monster you choose:
+
+**Purple Worm** Speed 40 feet, burrow 30 feet, swim 20 feet
+
+**Melee** 1 jaws (deadly 2d10, reach 15 feet), **Damage** 3d10+15 piercing
+
+**Melee**1 stinger (agile, poison, reach 15 feet), **Damage** 2d12+15 piercing plus 2d6 persistent poison
+
+**Melee**1 body (reach 15 feet) **Damage** 1d10+13 bludgeoning
+
+**Hybrid** Speed 40 feet
+
+**Melee**1 stinger (agile, poison, reach 10 feet), **Damage** 2d12+15 piercing plus 1d6 persistent poison
+
+**Melee**1 body (reach 10 feet), **Damage** 1d10+13 bludgeoning
+
+**Hybrid Caster** You retain the ability to speak, and can cast spells as long as they don't have somatic or material components.
+
+## [[Call The Worm]] Feat 18
+
+**Prerequisites** Call Worm Spirit
+
+* * *
+
+You gain _[[Summon Animal]]_, heightened to 9th level, as an innate primal spell that you can cast once per day, but can only summon a [[Purple-Worm]]. At 20th level, you can summon an elite purple worm instead.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Wrestler.md b/content/mechanics/srd/Archetypes/Wrestler.md
new file mode 100755
index 000000000..bec33b889
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Wrestler.md
@@ -0,0 +1,157 @@
+---
+title: "Wrestler"
+noteType: ":sticky-note:"
+aliases: "Wrestler"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.drgCQcXZbIJU0Zhw
+tags:
+ - JournalEntryPage
+---
+
+# Wrestler
+Wrestlers are athletes who pit their strength and skill against powerful foes. Specializing in a variety of grabs, holds, and strikes, wrestlers are dangerous opponents whose techniques can leave a foe broken and defeated without taking their life.
+
+The wrestling tradition is common all over Golarion. Gladiators and other warriors who fight for entertainment use wrestling techniques in combat. The discipline's focus on grappling is also useful in non-gladiatorial matches, as many foes are unable to contend with an opponent's hold. Grappling is particularly effective against spellcasters, who have a difficult time completing the somatic components of their spells while grabbed.
+
+Wrestlers have storied traditions in the Hold of Belkzen, where orcs use specialized grappling techniques to subdue the large animals they ride as mounts. Orcs prefer wrestling these creatures partially to minimize harm to them, but also because they believe that the process of subduing the creature creates a stronger bond between mount and rider.
+
+Outside of the Inner Sea, wrestlers are common in Iblydos and Arcadia. Iblydan wrestlers focus on grappling techniques to make sure they're never left without a means to fight on the battlefield, even if their weapons are destroyed. Arcadian wrestlers engage in matches designed to retell stories of ancient gods. These matches feature impressive acrobatic feats as well as highly technical grappling maneuvers.
+
+**Additional Feats** 4th [[Combat Grab]], [[Crushing Grab]], [[Snagging Strike]]; 8th [[Whirling Throw]]
+
+## [[Wrestler Dedication]] Feat 2
+
+**Prerequisites** trained in Athletics, unarmed attacks, and unarmored defense
+
+* * *
+
+Your training in the wrestling arts has made you particularly adept at moving, striking, and grappling while unencumbered. You become an expert in Athletics and gain the Titan Wrestler skill feat. You don't take the -2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks. In addition, you gain a +2 circumstance bonus to your Fortitude DC when resisting an opponent's attempts to Grapple you or Swallow you Whole.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the wrestler archetype.
+
+## [[Disengaging Twist]] Feat 4
+
+**Prerequisites** [[Wrestler Dedication]]
+
+**Trigger** A creature gives you the [[Grabbed]] or [[Restrained]] condition.
+
+* * *
+
+Your ability to twist your opponents' bodies into painful locks and holds makes you particularly adept at escaping such predicaments. Attempt an Athletics check to Escape the triggering condition. You gain a +2 circumstance bonus to this check.
+
+## [[Elbow Breaker]] Feat 4
+
+**Prerequisites** [[Wrestler Dedication]]
+
+**Requirements** You have a creature [[Grabbed]] or [[Restrained]].
+
+* * *
+
+You bend your opponent's body or limbs into agonizing positions that make it difficult for them to maintain their grip. Make an unarmed melee Strike against the creature you have grabbed or restrained. This Strike has the following effects in addition to its usual effects.
+
+* * *
+
+**Critical Success** You knock one held item out of the creature's grasp. It falls to the ground in the creature's space.
+
+**Success** You weaken your opponent's grasp on one held item. Until the start of that creature's turn, attempts to Disarm the opponent of that item gain a +2 circumstance bonus, and the target takes a -2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item.
+
+## [[Suplex]] Feat 4
+
+**Prerequisites** [[Wrestler Dedication]]
+
+**Requirements** You have a creature [[Grabbed]] or [[Restrained]].
+
+* * *
+
+Flexing your entire body, you heave your opponent over your head and slam them into the ground. Make an unarmed melee Strike against the creature you have grabbed or restrained; on a success, the target lands [[Prone]], and on a critical success, the target lands prone and takes an additional @Damage\[2d6\[bludgeoning]] damage. Regardless of whether the Strike is successful, you immediately release your hold on the target.
+
+## [[Clinch Strike]] Feat 6
+
+**Prerequisites** [[Wrestler Dedication]]
+
+**Trigger** A creature you had [[Grabbed]] or [[Restrained]] successfully Escapes.
+
+* * *
+
+Your opponents can't slip your grasp without receiving further punishment. Make an unarmed melee Strike against the triggering creature.
+
+## [[Running Tackle]] Feat 8
+
+**Prerequisites** [[Wrestler Dedication]]
+
+You charge toward your opponent, throwing your body at them in a vicious tackle. Stride up to your Speed and then make an unarmed melee Strike. If you hit, you can attempt to Shove the target.
+
+## [[Strangle]] Feat 8
+
+**Prerequisites** [[Wrestler Dedication]]
+
+**Requirements** You have a creature [[Grabbed]] or [[Restrained]].
+
+* * *
+
+You twist and squeeze the breath out of your foe. Make an unarmed melee Strike against the creature you have grabbed or restrained. On a success, you gain a circumstance bonus to damage equal to the number of weapon damage dice and the target can barely speak until the start of your next turn or until it Escapes, whichever comes first. While it can barely speak, the target can't vocalize above a hoarse whisper, and it must succeed at a @Check\[type:flat|dc:10|showDC:owner\] check or lose any action that requires speech, For an action requiring speech that is also a manipulate action, like Casting a Spell with somatic and verbal components, the target just rolls a single @Check\[type:flat|dc:10|showDC:owner\] check, rather than an additional @Check\[type:flat|dc:5|showDC:owner\] check for being grabbed.
+
+## [[Submission Hold]] Feat 8
+
+**Prerequisites** [[Wrestler Dedication]]
+
+**Requirements** You have a creature [[Grabbed]] or [[Restrained]].
+
+* * *
+
+Your iron grip slowly saps your opponent's strength. Attempt an Athletics check to Grapple the creature you have grabbed or restrained, with the following effects instead of the usual effects.
+
+* * *
+
+**Critical Success** The target is [[Enfeebled 1|Enfeebled 2]] until the end of its next turn and [[Enfeebled 1]] for 1 minute.
+
+**Success** The target is enfeebled 1 until the end of its next turn.
+
+## [[Aerial Piledriver]] Feat 10
+
+**Prerequisites** [[Wrestler Dedication]]
+
+**Requirements** You have a creature [[Grabbed]] or [[Restrained]].
+
+* * *
+
+Heaving both yourself and your opponent into the air, you bring them crashing to the ground. Make an unarmed melee Strike against the creature you have grabbed or restrained. This Strike deals 1d6 additional damage per weapon damage die, and it has the following additional effects on a success, failure, and critical failure.
+
+**Success** The target lands [[Prone]].
+
+**Failure** You lose your grip on the target, and it is no longer grabbed or restrained by you.
+
+**Critical Failure** You lose both your grip on the target and your balance. You fall prone, and the target is no longer grabbed or restrained by you.
+
+## [[Spinebreaker]] Feat 10
+
+**Prerequisites** [[Wrestler Dedication]]
+
+**Requirements** You have a creature [[Grabbed]] or [[Restrained]].
+
+* * *
+
+You squeeze your opponent in a vicious bear hug, putting intense pressure on their nerves, joints, or other pain points. Attempt an Athletics check to Grapple the creature you have grabbed or restrained, with the following effects instead of the usual effects.
+
+* * *
+
+**Critical Success** The target is [[Clumsy 1|Clumsy 2]] until the end of its next turn and [[Clumsy 1]] for 1 minute.
+
+**Success** The target is clumsy 1 until the end of its next turn.
+
+## [[Inescapable Grasp]] Feat 12
+
+**Prerequisites** [[Wrestler Dedication]]
+
+* * *
+
+Your grasp has a supernatural quality to it, preventing your foes from easily escaping-with or without magical assistance. If a creature you have [[Grabbed]] attempts to use a teleportation spell or effect, it must succeed at a @Check\[type:flat|dc:15|showDC:owner\] check or the spell fails. If a creature you have grabbed attempts to Escape while under the effect of freedom of movement, it must succeed at a @Check\[type:flat|dc:15|showDC:owner\] check or be forced to roll the Escape attempt normally, rather than automatically succeeding.
+
+## [[Form Lock]] Feat 14
+
+**Prerequisites** [[Wrestler Dedication]]
+
+**Requirements** You have a creature [[Grabbed]] or [[Restrained]].
+
+* * *
+
+Your ability to manipulate your enemy's body is potent enough that you can tear and break apart alternate forms. Attempt an Athletics check to counteract a polymorph effect currently affecting the creature you have grabbed or restrained. If the target is somehow under the effect of multiple polymorph effects, you can choose which one to attempt to counteract; the GM chooses randomly if the separate effects aren't obvious. The target is then temporarily immune for 1 day.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Zephyr Guard.md b/content/mechanics/srd/Archetypes/Zephyr Guard.md
new file mode 100755
index 000000000..a3ccf84c3
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Zephyr Guard.md
@@ -0,0 +1,55 @@
+---
+title: "Zephyr Guard"
+noteType: ":sticky-note:"
+aliases: "Zephyr Guard"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.KORSADviZaSccs2W
+tags:
+ - JournalEntryPage
+---
+
+# Zephyr Guard
+You are one of the Zephyr Guard, professional soldiers who protect Katapesh from military threats, economic sabotage, and elite thieves.
+
+## [[Zephyr Guard Dedication]] Feat 2
+
+As a Zephyr Guard, you're always vigilant against crime and threats to the city's safety. You gain a +1 circumstance bonus to Perception checks against attempts to Palm an Object, Steal, or Conceal an Object (including you're Seeking concealed objects). You become trained in Society and Katapesh Lore; if you were already trained, you become an expert instead.
+
+**Special** You can't select another dedication feat until you have gained two other feats from the Zephyr Guard archetype.
+
+## [[Know the Beat]] Feat 3
+
+**Prerequisites** [[Zephyr Guard Dedication]]
+
+* * *
+
+You become trained in your choice of Guild Lore, Legal Lore, Mercantile Lore, or Underworld Lore. You gain a +1 circumstance bonus to Diplomacy checks to Gather Information and to checks made to investigate crimes.
+
+## [[Decry Thief]] Feat 4
+
+**Prerequisites** [[Zephyr Guard Dedication]], trained in Intimidation
+
+* * *
+
+When you attempt to Demoralize, you can make it harder for the target to flee, in place of the action's normal effects.
+
+**Critical Success** For 1 round, the target takes a -10-foot status penalty to Speed and a -4 status penalty to Stealth.
+
+**Success** For 1 round, the target takes a -5-foot status penalty to Speed and a -2 status penalty to Stealth.
+
+## [[Relentless Disarm]] Feat 6
+
+**Prerequisites** [[Zephyr Guard Dedication]], trained in Athletics
+
+* * *
+
+When you succeed, but don't critically succeed, at a check to Disarm a creature, your circumstance bonus to further checks to Disarm that creature is +4 instead of +2. Other creatures gain only the normal bonus.
+
+When you critically succeed at a Disarm check, you can immediately Demoralize your target as a reaction.
+
+## [[Unfazed Assessment]] Feat 8
+
+**Prerequisites** [[Zephyr Guard Dedication]], expert in Perception
+
+* * *
+
+You have witnessed hundreds of fighting styles and quickly adapt to defend against complicated maneuvers. Choose a creature within 30 feet who you're aware of, and attempt a Perception check against that target's Will DC. If you succeed, you size up their fighting style, gaining a +1 circumstance bonus to AC and saving throws against that creature's attacks (or a +2 circumstance bonus for a critical success). These benefits last until the end of your next turn.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/Zombie.md b/content/mechanics/srd/Archetypes/Zombie.md
new file mode 100755
index 000000000..377f42fef
--- /dev/null
+++ b/content/mechanics/srd/Archetypes/Zombie.md
@@ -0,0 +1,135 @@
+---
+title: "Zombie"
+noteType: ":sticky-note:"
+aliases: "Zombie"
+foundryId: Compendium.pf2e.journals.JournalEntry.vx5FGEG34AxI2dow.JournalEntryPage.G38usCLuTDmFYw7V
+tags:
+ - JournalEntryPage
+---
+
+# Zombie
+You are a zombie, a rotting corpse animated by necromantic magic. Although most zombies are mindless brutes, you're a husk zombie, preserved through necromantic rites and alchemical reagents. The process worked especially well on you, and you retained your intelligence and identity to a far greater degree than other husk zombies.
+
+It's not easy being a corpse. Your body continues to rot and putrefy, and the stench is ever present. Your old self keeps slipping away, more and more as the weeks pass by. Your reflexes have slowed, you're beginning to lose your sense of touch, and your emotions are dulling. As your body continues to decay, so too, does your mind. Your memory's not perfect, and although you haven't noticed any huge gaps or flaws yet, you have a feeling they're there somewhere.
+
+Unlike your other senses, your hunger has intensified. You ceaselessly crave the raw flesh and brains of the living—the smarter the better—and satisfying this hunger is the only thing that makes you feel alive. When you eat, you're reinvigorated; feeling returns and the constant mental torpor you live under vanishes. You feel like yourself again... for a time.
+
+One day you might be nothing more than a walking corpse, but for now, you retain your personality and your free will. Feeding your hunger might allow you to remain that way.
+
+**Additional Feats** 4th [[Bashing Charge]], [[Combat Grab]], [[Crushing Grab]]; 14th [[Corpse Stench]]
+
+## [[Zombie Dedication]] Feat 2
+
+**Prerequisites** You died and were animated as a husk zombie
+
+* * *
+
+Despite your death and subsequent reanimation as a rotting corpse, you retain most of your mind and identity. Yet, it's always there: the hunger for the flesh and organs of the living. You gain the undead and zombie traits, and the basic undead benefits. Unlike a typical zombie, you're not mindless. Reduce all your Speeds by 5 feet. Your fist loses the nonlethal trait.
+
+Because of its progressing state of decay, your body requires continual maintenance to remain at its best. Each day after your rest period, your body is deteriorated due to natural decay. Additionally, some zombie abilities allow you to push for a greater effect in exchange for a chance of deteriorating your body.
+
+While your body is deteriorated, you're [[Slowed]]. You can spend 10 minutes checking and repairing your joints and other weak parts of your body to recover from deterioration. You can perform these repairs as part of your daily preparations. Because it's a natural result of your body's functions, you can't remove the slowed condition from deterioration through any other means.
+
+You crave the flesh of the living. You gain a jaws unarmed attack that deals 1d8 piercing damage. Your jaws are in the brawling group and have the unarmed trait. You can use your jaws Strike only against a creature that's [[Grabbed]] or [[Restrained]] by you.
+
+* * *
+
+**Special** You can't select another dedication feat until you have gained two other feats from the zombie archetype.
+
+## [[Ankle Biter]] Feat 4
+
+**Prerequisites** Zombie Dedication
+
+* * *
+
+You fight just as well on the ground as you do standing up. While you are [[Prone]], you are always [[Take Cover|Taking Cover]] against ranged attacks, you ignore the status penalty on your attack rolls from being prone, and you gain a +1 circumstance bonus to Athletics checks to [[Trip]].
+
+You can choose to move up to half your Speed when you [[Crawl]]. You can instead move up to your full Speed when you Crawl, but if you do, you must succeed at a @Check\[type:flat|dc:6\] or your body deteriorates.
+
+## [[Feast]] Feat 4
+
+**Prerequisites** Zombie Dedication
+
+**Requirements** You are adjacent to a [[Restrained]] or [[Unconscious]] creature, or a deceased creature that died in the past hour.
+
+* * *
+
+You feast upon an adjacent restrained or unconscious creature, or a deceased creature that died in the past hour. If the creature is alive, you deal damage equal to your jaws damage. Whether it's alive or not, you gain a number of temporary Hit Points equal to half your level that last for 1 minute.
+
+You can instead choose to gain temporary Hit Points equal to double your level, but if you do, you must succeed at a @Check\[type:flat|dc:6\] or your body deteriorates.
+
+## [[Ravenous Charge]] Feat 4
+
+**Prerequisites** Zombie Dedication
+
+* * *
+
+Hungry for the flesh of the living, you hurl yourself into the fray, teeth gnashing. You Stride. If you end your movement within melee reach of a living creature, you can make an Athletics check to [[Grapple]] that creature. If you succeed, you then make a jaws Strike against that creature.
+
+## [[Brains!]] Feat 6
+
+**Prerequisites** Feast
+
+**Trigger** You Feast upon a humanoid's brain. The humanoid can't be mindless (or, if you're Feasting on a corpse, can't have been mindless while alive).
+
+* * *
+
+You consume the brains of your foe, causing synapses long rotten to fire and enabling you to shake off your mental torpor. You gain a +1 status bonus on skill checks to Recall Knowledge for 1 hour. If the humanoid had a higher modifier to the skill check you're using to Recall Knowledge than you do, the status bonus increases to +2.
+
+## [[Numb]] Feat 6
+
+**Prerequisites** Zombie Dedication
+
+* * *
+
+As your body continues to rot and putrefy, your senses deaden and your undead powers grow. You gain the [[Advanced Undead Benefits]] as well as a +1 circumstance bonus on saving throws against emotion and pain effects. While your body is deteriorated, your numbness amplifies in two ways: the circumstance bonus from this feat increases to +2, and if you roll a success on a saving throw against an emotion or pain effect, you get a critical success instead.
+
+## [[Out of Hand]] Feat 8
+
+**Prerequisites** Zombie Dedication
+
+* * *
+
+Even when your limbs are severed, they remain a part of you. When an arm is severed from your body, it gains the minion trait. While severed, your limb has the statistics of a familiar without any familiar or master abilities, except its Speed is 5 feet, it can't move further than 100 feet from you, it can Interact with things, and it can still make any unarmed Strikes it could have made while attached to you (usually a fist Strike). Any Strikes it makes share your multiple attack penalty and use your attack bonus and damage. If your arm is reduced to 0 HP or is ever more than 100 feet from you, it becomes inert until reattached. The GM might allow you to detach other limbs that have unarmed attacks using the below action (for example, if you're a tiefling with Form of the Fiend, giving you a tail unarmed attack).
+
+You gain the [[Lay Down Arms]] action.
+
+## [[Shamble]] Feat 8
+
+**Prerequisites** Zombie Dedication
+
+* * *
+
+You may be slower than you were in life, but your pace is unfaltering. Stride twice, or three times if you spent 3 actions to Shamble. During this movement, you ignore difficult terrain and greater difficult terrain.
+
+You can choose to ignore all circumstance and status penalties to your Speed when you Shamble. If you do, you must succeed at a @Check\[type:flat|dc:6\] when you finish Shambling or your body deteriorates.
+
+## [[Unkillable]] Feat 8
+
+**Prerequisites** Zombie Dedication
+
+**Frequency** once per hour
+
+**Trigger** You would be reduced to 0 HP.
+
+* * *
+
+You're relentless and nigh unkillable, shrugging off blows that should destroy you, though they might make your body start to fall apart. You are reduced to 1 HP instead of 0 HP. You must succeed at a @Check\[type:flat|dc:6\] or your body deteriorates.
+
+## [[Festering Wounds]] Feat 12
+
+**Prerequisites** Zombie Dedication
+
+* * *
+
+Wounds you inflict with your unarmed attacks fester and rot, becoming infected and difficult to heal. The DC to Treat these Wounds using Medicine increases by 5, and magically or alchemically healing these wounds requires a counteract check against your class DC or spell DC, whichever is higher. Succeeding at any of these removes the disease. The effect also ends if the creature is healed to full Hit Points by any means.
+
+## [[Seize]] Feat 14
+
+**Prerequisites** Zombie Dedication
+
+**Requirements** Your last action was a successful fist Strike against a creature no more than one size larger than you.
+
+* * *
+
+You seize your foe and pull it close. The foe you hit is [[Grabbed]] as if you succeeded at an Athletics check to [[Grapple]] the foe.
\ No newline at end of file
diff --git a/content/mechanics/srd/Archetypes/desktop.ini b/content/mechanics/srd/Archetypes/desktop.ini
new file mode 100755
index 000000000..e7b6d9235
Binary files /dev/null and b/content/mechanics/srd/Archetypes/desktop.ini differ
diff --git a/content/mechanics/srd/Backgrounds/Abadar's Avenger.md b/content/mechanics/srd/Backgrounds/Abadar's Avenger.md
new file mode 100755
index 000000000..c2758bb3a
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Abadar's Avenger.md
@@ -0,0 +1,19 @@
+---
+title: "Abadar's Avenger"
+noteType: ":luggage:"
+aliases: "Abadar's Avenger"
+foundryId: Item.QeG30T5ID2CY4YT3
+tags:
+ - Item
+---
+
+# Abadar's Avenger
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Hao Jin really has some nerve for a supposed disciple of Abadar. First, she dares to start a collection of trinkets in hopes of emulating the great Abadar's unsurpassable First Vault. As if that weren't enough, she also sets up a contest to give away her most powerful treasures to anyone who can throw a punch! Abadar hasn't directly told you as much, per se, but surely this kind of hubris can't sit well with your beloved deity, regardless of Hao Jin's own supposed ties to the Master of the First Vault. At the very least, someone's got to check out this shoddy imitation of the First Vault and write a report for the church of Abadar - and you've decided that someone is you.
+
+With or without the blessing of an actual priest of Abadar, you've taken it upon yourself to investigate Hao Jin's "wondrous" vault by winning her Ruby Phoenix Tournament. You read a few flyers about the tournament's home city and joined the first team that could handle your righteous zealotry, but any more preparation would be a waste of time. You clearly have the divine will of Abadar on your side (but again, no actual proof of this), which is all you'll need to win this tournament and dispel any notions of Hao Jin's ties to your patron deity.
+
+Choose two ability boosts. One must be to **Charisma** or **Wisdom**, and one is a free ability boost.
+
+You're trained in Religion and the Goka Lore skill. You gain the [[Assurance]] skill feat with Religion.
diff --git a/content/mechanics/srd/Backgrounds/Able Carter.md b/content/mechanics/srd/Backgrounds/Able Carter.md
new file mode 100755
index 000000000..caf163755
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Able Carter.md
@@ -0,0 +1,21 @@
+---
+title: "Able Carter"
+noteType: ":luggage:"
+aliases: "Able Carter"
+foundryId: Item.cZXIOf2WmYYfyJI3
+tags:
+ - Item
+---
+
+# Able Carter
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You worked for many years as a hauler within Geb, either on your own or with a larger operation that shipped goods across Geb's ancient roads. In either case, you were loosely affiliated with the Carters Consortium, and you might have even been part of that faction when allegations of Pharasma worship among its leaders caused the faction's sharp drop in significance.
+
+Yet the goods still need to be moved from ports to warehouses or from town to town, and that was your business. You've seen a lot of Geb in your time, and you're good at interacting with the quick and the dead alike, but you've given up the shipping business for more lucrative opportunities.
+
+The Carters Consortium values your past work, especially because so few people are sticking by them today. Your party gains 1 Reputation Point with the Carters Consortium at the start of the campaign.
+
+Choose two ability boosts. One must be to **Strength** or **Charisma**, and one is a free ability boost.
+
+You're trained in your choice of the Deception or Diplomacy skill. You gain a skill feat: [[Charming Liar]] if you chose Deception or [[Hobnobber]] if you chose Diplomacy. You're also trained in a Lore skill with one of Geb's cities: Graydirge, Mechitar, or Yled.
diff --git a/content/mechanics/srd/Backgrounds/Academy Dropout.md b/content/mechanics/srd/Backgrounds/Academy Dropout.md
new file mode 100755
index 000000000..308eb211c
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Academy Dropout.md
@@ -0,0 +1,17 @@
+---
+title: "Academy Dropout"
+noteType: ":luggage:"
+aliases: "Academy Dropout"
+foundryId: Item.3KkvBVoNJ9wkptW7
+tags:
+ - Item
+---
+
+# Academy Dropout
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You were enrolled at a prestigious magical academy, but you've since dropped out. Maybe there was a momentous incident, maybe you had to return to other responsibilities, or perhaps it was just too much for you. Whatever the case, your exit from the academy has shaped your life as much as your entrance and led you to a life of adventure.
+
+Choose two ability boosts. One must be to **Intelligence** or **Charisma**, and one is a free ability boost.
+
+You're trained in Arcana and Academia Lore. You gain the [[Dubious Knowledge]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Acolyte.md b/content/mechanics/srd/Backgrounds/Acolyte.md
new file mode 100755
index 000000000..93e8ab000
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Acolyte.md
@@ -0,0 +1,17 @@
+---
+title: "Acolyte"
+noteType: ":luggage:"
+aliases: "Acolyte"
+foundryId: Item.XVQptPwfpjaEVSvs
+tags:
+ - Item
+---
+
+# Acolyte
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You spent your early days in a religious monastery or cloister. You may have traveled out into the world to spread the message of your religion or because you cast away the teachings of your faith, but deep down, you'll always carry within you the lessons you learned.
+
+Choose two attribute boosts. One must be to **Intelligence** or **Wisdom**, and one is a free attribute boost.
+
+You're trained in the Religion skill and the Scribing Lore skill. You gain the [[Student of the Canon]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Acrobat.md b/content/mechanics/srd/Backgrounds/Acrobat.md
new file mode 100755
index 000000000..845c49c97
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Acrobat.md
@@ -0,0 +1,17 @@
+---
+title: "Acrobat"
+noteType: ":luggage:"
+aliases: "Acrobat"
+foundryId: Item.VnCq8Minpz7isH5m
+tags:
+ - Item
+---
+
+# Acrobat
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+In a circus or on the streets, you earned your pay by performing as an acrobat. You might have turned to adventuring when the money dried up, or simply decided to put your skills to better use.
+
+Choose two attribute boosts. One must be to **Strength** or **Dexterity**, and one is a free attribute boost.
+
+You're trained in the Acrobatics skill and the Circus Lore skill. You gain the [[Steady Balance]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Aerialist.md b/content/mechanics/srd/Backgrounds/Aerialist.md
new file mode 100755
index 000000000..8ba7b6c44
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Aerialist.md
@@ -0,0 +1,17 @@
+---
+title: "Aerialist"
+noteType: ":luggage:"
+aliases: "Aerialist"
+foundryId: Item.vvNCjdr2bHUXimnz
+tags:
+ - Item
+---
+
+# Aerialist
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Experienced with trapezes, aerial silks, and hoops, your skill is in performing death-defying stunts high above the ground. The Celestial Menagerie skimped on safety devices such as nets and quality ropes, so you also learned to take a fall better than most. After a harrowing near-death experience involving a cracked trapeze bar, you decided to take your expertise elsewhere.
+
+Choose two ability boosts. One must be to **Dexterity** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Acrobatics skill and the Rope Lore skill. You gain the [[Cat Fall]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Aiudara Seeker.md b/content/mechanics/srd/Backgrounds/Aiudara Seeker.md
new file mode 100755
index 000000000..0a4ed59be
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Aiudara Seeker.md
@@ -0,0 +1,19 @@
+---
+title: "Aiudara Seeker"
+noteType: ":luggage:"
+aliases: "Aiudara Seeker"
+foundryId: Item.xKzPaSF765D9qBW5
+tags:
+ - Item
+---
+
+# Aiudara Seeker
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**\[Legacy - Age of Ashes\]**
+
+The aiudara of Alseta's Ring have become more well known, and you are interested in learning more about them.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Arcana skill and the Portal Lore skill. You gain the [[Quick Identification]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Alkenstar Outlaw.md b/content/mechanics/srd/Backgrounds/Alkenstar Outlaw.md
new file mode 100755
index 000000000..0a78c7968
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Alkenstar Outlaw.md
@@ -0,0 +1,17 @@
+---
+title: "Alkenstar Outlaw"
+noteType: ":luggage:"
+aliases: "Alkenstar Outlaw"
+foundryId: Item.vWFQYx8OwtStgIrF
+tags:
+ - Item
+---
+
+# Alkenstar Outlaw
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You're an outlaw whose first crime was stealing the guns from Alkenstar's Gunworks which allowed you to commence a crime spree of epic proportions. You don't know where your road ends, but it's probably going to be a bloody affair. The life of an adventurer might even be a relief compared to a life forever on the run from Alkenstar authorities and their allies.
+
+Choose two ability boosts. One boost must be to **Dexterity** or **Constitution**, and one is a free ability boost.
+
+You're trained in Thievery and Underworld Lore. You gain the [[Subtle Theft]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Alkenstar Sojourner.md b/content/mechanics/srd/Backgrounds/Alkenstar Sojourner.md
new file mode 100755
index 000000000..f355ab66c
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Alkenstar Sojourner.md
@@ -0,0 +1,17 @@
+---
+title: "Alkenstar Sojourner"
+noteType: ":luggage:"
+aliases: "Alkenstar Sojourner"
+foundryId: Item.M5o0SvxPpKxcJ8sa
+tags:
+ - Item
+---
+
+# Alkenstar Sojourner
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You came to Alkenstar because you heard they had guns, but you stayed because of the atmosphere. Or the guns. Either way, journalism and scientific curiosity opened the door to a life of adventure. Now you continue to adventure in the Alkenstar area, using your skills to deal with whatever situations present themselves.
+
+Choose two ability boosts. One must be to **Intelligence** or **Charisma**, and one is a free ability boost.
+
+You're trained in Society and Engineering Lore. You gain the [[Streetwise]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Alkenstar Tinker.md b/content/mechanics/srd/Backgrounds/Alkenstar Tinker.md
new file mode 100755
index 000000000..c18dc7af2
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Alkenstar Tinker.md
@@ -0,0 +1,21 @@
+---
+title: "Alkenstar Tinker"
+noteType: ":luggage:"
+aliases: "Alkenstar Tinker"
+foundryId: Item.EeoFKJKKToJFan8D
+tags:
+ - Item
+---
+
+# Alkenstar Tinker
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Impossible Lands
+
+* * *
+
+Your dedication to the scientific inquiry of your native Alkenstar provides great insight into mechanical and chemical innovation.
+
+Choose two ability boosts. One must be to **Dexterity** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Crafting skill and the Engineering Lore skill. You gain the [[Alchemical Crafting]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Alloysmith.md b/content/mechanics/srd/Backgrounds/Alloysmith.md
new file mode 100755
index 000000000..4ccfc7310
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Alloysmith.md
@@ -0,0 +1,17 @@
+---
+title: "Alloysmith"
+noteType: ":luggage:"
+aliases: "Alloysmith"
+foundryId: Item.vBfJun2Jsd13ToOH
+tags:
+ - Item
+---
+
+# Alloysmith
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Blacksmithing might be an ancient profession, but you are its cutting edge. You've studied the properties of different metals, experimented with them by combining them, exposing them to different elements and processes, and have even delved into the metaphysical nature of metal in your quest to master it. You might have taken up adventuring to acquire more funding and materials or to test your designs.
+
+Choose two attribute boosts. One must be to **Strength** or **Intelligence**, and one is a free attribute boost.
+
+You're trained in the Crafting skill and the Plane of Metal Lore skill. You gain the [[Specialty Crafting]] skill feat with the blacksmithing specialty.
diff --git a/content/mechanics/srd/Backgrounds/Almas Clerk.md b/content/mechanics/srd/Backgrounds/Almas Clerk.md
new file mode 100755
index 000000000..06ea45939
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Almas Clerk.md
@@ -0,0 +1,19 @@
+---
+title: "Almas Clerk"
+noteType: ":luggage:"
+aliases: "Almas Clerk"
+foundryId: Item.Kpu6eUqLQUKOVEhd
+tags:
+ - Item
+---
+
+# Almas Clerk
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You worked as a clerk at the Golden Cathedral of Almas in Andoran. The Pathfinder Society's activities in the city, and its passionate defense of its mission, inspired you to join the organization. You help the Society pursue its goals and navigate the laws of Golarion's many locales.
+
+Choose two ability boosts. One must be to **Intelligence** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Society skill and the Legal Lore skill. You gain the [[Glean Contents]] skill feat.
+
+Additionally, when you receive a mission briefing in the city of Almas, you know just how to find the information you need. You gain a +2 circumstance bonus to your checks to Gather Information or Recall Knowledge during the Getting Started segment of such adventures. Be sure to remind your GM that you have a relevant background.
diff --git a/content/mechanics/srd/Backgrounds/Amnesiac.md b/content/mechanics/srd/Backgrounds/Amnesiac.md
new file mode 100755
index 000000000..cc2a922f9
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Amnesiac.md
@@ -0,0 +1,15 @@
+---
+title: "Amnesiac"
+noteType: ":luggage:"
+aliases: "Amnesiac"
+foundryId: Item.pSzF7OlKmUiqa4kc
+tags:
+ - Item
+---
+
+# Amnesiac
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Your background is… well… honestly, you can't remember! You might have inklings deep within your mind, undercurrents of unusual emotions or unexpected responses to certain people or situations, but ultimately you don't know who you once were. You might be adventuring specifically to help discover yourself. It's up to you and the GM how to handle the truth of your character's backstory. You could leave it to the GM so it's a secret, work together with the GM, or even choose to leave it undecided until later. In any case, you and your GM should determine a few noteworthy details about your character or their belongings to get the first clues to your past.
+
+You gain three free ability boosts. You choose two, and the GM chooses the third based on their first inklings of your character's possible history.
diff --git a/content/mechanics/srd/Backgrounds/Animal Whisperer.md b/content/mechanics/srd/Backgrounds/Animal Whisperer.md
new file mode 100755
index 000000000..261730653
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Animal Whisperer.md
@@ -0,0 +1,17 @@
+---
+title: "Animal Whisperer"
+noteType: ":luggage:"
+aliases: "Animal Whisperer"
+foundryId: Item.RObYT5txXbuoYiqq
+tags:
+ - Item
+---
+
+# Animal Whisperer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You have always felt a connection to animals, and it was only a small leap to learn to train them. As you travel, you continuously encounter different creatures, befriending them along the way.
+
+Choose two attribute boosts. One must be to **Wisdom** or **Charisma**, and one is a free attribute boost.
+
+You're trained in the Nature skill and a Lore skill related to one terrain inhabited by animals you like (such as Plains Lore or Swamp Lore). You gain the [[Train Animal]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Animal Wrangler.md b/content/mechanics/srd/Backgrounds/Animal Wrangler.md
new file mode 100755
index 000000000..99f4dcf8e
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Animal Wrangler.md
@@ -0,0 +1,17 @@
+---
+title: "Animal Wrangler"
+noteType: ":luggage:"
+aliases: "Animal Wrangler"
+foundryId: Item.6DzW0dHNDc6mrWrb
+tags:
+ - Item
+---
+
+# Animal Wrangler
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You have a long history of working with large circus animals for the Celestial Menagerie, such as performing in an animal act, jostling animals back into their cages, or even sweeping dung out of squalid pens. Mistress Dusklight's ongoing mistreatment of her animals compelled you to quit, and you now strive to ensure animals aren't abused.
+
+Choose two ability boosts. One must be to **Strength** or **Wisdom**, and one is a free ability boost.
+
+You're trained in your choice of the Athletics or Nature skills. You gain a skill feat: [[Titan Wrestler]] if you chose Athletics, or [[Train Animal]] if you chose Nature. You are also trained in a Lore skill related to a particular kind of common animal (such as Equine Lore, Feline Lore, or Pachyderm Lore).
diff --git a/content/mechanics/srd/Backgrounds/Anti-Magical.md b/content/mechanics/srd/Backgrounds/Anti-Magical.md
new file mode 100755
index 000000000..200abcaed
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Anti-Magical.md
@@ -0,0 +1,19 @@
+---
+title: "Anti-Magical"
+noteType: ":luggage:"
+aliases: "Anti-Magical"
+foundryId: Item.AWyonKDrkFgN7rM6
+tags:
+ - Item
+---
+
+# Anti-Magical
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Magic has never worked quite right around you. Perhaps you have become a magic-user in spite of that, or perhaps you use your unique ability to fight magic-users.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in a Lore skill of your choice, though it can't be about a magical subject (as determined by the GM if it's unclear). Whenever you would be affected by magic, even your own magic or that of an ally, the originator of the effect must attempt a DC 3 flat.
+
+On a failure, the magic doesn't affect you (though it still has its normal effects on anyone else). On a success, the magic affects you and there is no need to attempt further flat checks for the same magical effect, even if it affects you again later.
diff --git a/content/mechanics/srd/Backgrounds/Anti-Tech Activist.md b/content/mechanics/srd/Backgrounds/Anti-Tech Activist.md
new file mode 100755
index 000000000..d4d7f8257
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Anti-Tech Activist.md
@@ -0,0 +1,17 @@
+---
+title: "Anti-Tech Activist"
+noteType: ":luggage:"
+aliases: "Anti-Tech Activist"
+foundryId: Item.Dp0hG8fsF63RZRh2
+tags:
+ - Item
+---
+
+# Anti-Tech Activist
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You've seen the sorts of things that technology brings- polluted environments, workers put out of their jobs or horribly injured, and the slow erosion of society-and you've vowed to inform the larger world of these ills. You do so with long, impassioned speeches on street corners and village squares and by talking personally with the heads of various guilds. Adventuring into the wider world could help spread your message even farther.
+
+Choose two ability boosts. One must be to **Constitution** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Intimidation skill and the Guild Lore skill. You gain the [[Group Coercion]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Archaeologist.md b/content/mechanics/srd/Backgrounds/Archaeologist.md
new file mode 100755
index 000000000..e43406898
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Archaeologist.md
@@ -0,0 +1,17 @@
+---
+title: "Archaeologist"
+noteType: ":luggage:"
+aliases: "Archaeologist"
+foundryId: Item.11s107KLYxW2yOG9
+tags:
+ - Item
+---
+
+# Archaeologist
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You've excavated enough sites to know that ancient civilizations aren't lost; they're merely buried and waiting for the right scholar to unearth them and tell their story. You might have worked as a laborer or local guide before learning formal archaeological techniques.
+
+Choose two ability boosts. One must be to **Constitution** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Society skill and the Architecture Lore skill. You gain the [[Additional Lore]] skill feat related to an ancient culture or the history of a culture you've studied (such as Azlanti Lore or Osirian History Lore).
diff --git a/content/mechanics/srd/Backgrounds/Artisan.md b/content/mechanics/srd/Backgrounds/Artisan.md
new file mode 100755
index 000000000..040e65e63
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Artisan.md
@@ -0,0 +1,17 @@
+---
+title: "Artisan"
+noteType: ":luggage:"
+aliases: "Artisan"
+foundryId: Item.9qaJIqlHpRlLtHll
+tags:
+ - Item
+---
+
+# Artisan
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+As an apprentice, you practiced a particular form of building or crafting, developing a specialized skill. You might have been a blacksmith's apprentice toiling over the forge for countless hours, a young tailor sewing garments of all kinds, or a shipwright shaping the hulls of ships.
+
+Choose two attribute boosts. One must be to **Strength** or **Intelligence**, and one is a free attribute boost.
+
+You're trained in the Crafting skill and the Guild Lore skill. You gain the [[Specialty Crafting]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Artist.md b/content/mechanics/srd/Backgrounds/Artist.md
new file mode 100755
index 000000000..4ca0bf187
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Artist.md
@@ -0,0 +1,17 @@
+---
+title: "Artist"
+noteType: ":luggage:"
+aliases: "Artist"
+foundryId: Item.mdHdA1UyXdMperxf
+tags:
+ - Item
+---
+
+# Artist
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Your art is your greatest passion, whatever form it takes. Adventuring might help you find inspiration, or simply be a way to survive until you become a world-famous artist.
+
+Choose two attribute boosts. One must be to **Dexterity** or **Charisma**, and one is a free attribute boost.
+
+You're trained in the Crafting skill and the Art Lore skill. You gain the [[Specialty Crafting]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Aspiring Free-Captain.md b/content/mechanics/srd/Backgrounds/Aspiring Free-Captain.md
new file mode 100755
index 000000000..7a4c3429f
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Aspiring Free-Captain.md
@@ -0,0 +1,21 @@
+---
+title: "Aspiring Free-Captain"
+noteType: ":luggage:"
+aliases: "Aspiring Free-Captain"
+foundryId: Item.fhn2cstipMKp96XG
+tags:
+ - Item
+---
+
+# Aspiring Free-Captain
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - High Seas
+
+* * *
+
+You seek to join the Free Captains of the Shackles and have learned everything you need to know about sailing and bossing people around. Now you just need a crew and a ship.
+
+Choose two ability boosts. One must be to **Wisdom** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Intimidation skill and the Sailing Lore skill. You gain the [[Group Coercion]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Aspiring River Monarch.md b/content/mechanics/srd/Backgrounds/Aspiring River Monarch.md
new file mode 100755
index 000000000..a356ef233
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Aspiring River Monarch.md
@@ -0,0 +1,21 @@
+---
+title: "Aspiring River Monarch"
+noteType: ":luggage:"
+aliases: "Aspiring River Monarch"
+foundryId: Item.E9DjYzdWZcQmLskA
+tags:
+ - Item
+---
+
+# Aspiring River Monarch
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Broken Lands
+
+* * *
+
+New realms rise constantly in the River Kingdoms, and you intend to lead one of them. Making your reign last, however, will require both strength and grace.
+
+Choose two ability boosts. One must be to **Wisdom** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Society skill and the Politics Lore skill. You gain the [[Courtly Graces]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Astrologer.md b/content/mechanics/srd/Backgrounds/Astrologer.md
new file mode 100755
index 000000000..e12ff32dd
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Astrologer.md
@@ -0,0 +1,17 @@
+---
+title: "Astrologer"
+noteType: ":luggage:"
+aliases: "Astrologer"
+foundryId: Item.lXcvqBZtz669tcm4
+tags:
+ - Item
+---
+
+# Astrologer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Astrologers look to the stars for signs and portents, using their positions to chart courses for those living beneath them. As the celestial spheres move, so does fate itself. You studied the stars and learned to divine your path based on their guidance. Whether the stars directly called you to a life of adventure or you use the stars to guide your wanderlust, you're living out the stars' guidance in a life of adventure.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in Occultism and Astrology Lore. You gain the [[Oddity Identification]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Astrological Augur.md b/content/mechanics/srd/Backgrounds/Astrological Augur.md
new file mode 100755
index 000000000..04504c72d
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Astrological Augur.md
@@ -0,0 +1,17 @@
+---
+title: "Astrological Augur"
+noteType: ":luggage:"
+aliases: "Astrological Augur"
+foundryId: Item.OOAY8eftpTKcCXWp
+tags:
+ - Item
+---
+
+# Astrological Augur
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+During your formative years, you learned the stars are a gateway to mystical power or glimpses into the future. Perhaps you grew up surrounded by Iruxi culture or were raised in one of the remaining Lirgeni sanctuaries. You've studied the constellations, using their alignment to predict fortune (or misfortune) and gaining magical powers unlike any of the other astrologers you know. Your readings might primarily focus on the Cosmic Caravan, or perhaps you use other stars to guide you, like the zodiac of Tian Xia.
+
+Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.
+
+You're trained in Astrology Lore. You can cast _[[Augury]]_ as a divine innate spell once per week, and the spell's effects can see up to 1 hour in the future rather than 30 minutes.
diff --git a/content/mechanics/srd/Backgrounds/Attention Addict.md b/content/mechanics/srd/Backgrounds/Attention Addict.md
new file mode 100755
index 000000000..1a4237847
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Attention Addict.md
@@ -0,0 +1,17 @@
+---
+title: "Attention Addict"
+noteType: ":luggage:"
+aliases: "Attention Addict"
+foundryId: Item.4MtC2BZqJEQVTDJp
+tags:
+ - Item
+---
+
+# Attention Addict
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+A roaring crowd chanting your name. Your face plastered all over the city. Fawning fans begging for your autograph. Jealous rivals. Endless fame. The promise of all this and more is what drove you to enter this year's Ruby Phoenix Tournament, and with your prodigious star power it's no wonder why they selected you for the prequalifier on Danger Island. You've got champion stamped all over you. Obviously, the organizers knew a winner when they saw one. It's already clear that you'll be named Ruby Phoenix Champion - the challenges leading up to your prize ceremony are mere formalities, but you're happy to indulge the impassioned masses. After all, the people want a show, and what kind of celebrity would you be if you denied them? You might even deign to compete in some fights, too, as long as your hair doesn't get mussed.
+
+Choose two ability boosts. One must be to **Strength** or **Charisma**, and one is a free ability boost.
+
+You're trained in Performance and the Gladiatorial Lore skill. You gain the [[Impressive Performance]] skill feat
diff --git a/content/mechanics/srd/Backgrounds/Atteran Rancher.md b/content/mechanics/srd/Backgrounds/Atteran Rancher.md
new file mode 100755
index 000000000..32393a741
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Atteran Rancher.md
@@ -0,0 +1,21 @@
+---
+title: "Atteran Rancher"
+noteType: ":luggage:"
+aliases: "Atteran Rancher"
+foundryId: Item.pOxaNsXWxV93enGM
+tags:
+ - Item
+---
+
+# Atteran Rancher
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Old Cheliax
+
+* * *
+
+You grew up breeding and training the famous horses of the Atteran Ranches in northern Nidal. You may even be sympathetic to the Desnan dissidents who hide there from the Umbral Court.
+
+Choose two ability boosts. One must be to **Strength** or **Dexterity**, and one is a free ability boost.
+
+You're trained in the Nature skill and the Animal Lore skill. You gain the [[Train Animal]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Awful Scab.md b/content/mechanics/srd/Backgrounds/Awful Scab.md
new file mode 100755
index 000000000..8d8ff43cd
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Awful Scab.md
@@ -0,0 +1,17 @@
+---
+title: "Awful Scab"
+noteType: ":luggage:"
+aliases: "Awful Scab"
+foundryId: Item.DMp2oJEdE5BLvNMu
+tags:
+ - Item
+---
+
+# Awful Scab
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Prior to the Evisceration of 4707, the district of V'drysha was a lovely borough on the southern edge of Ecanus. Now, it's the Awful, a vast morass of spell-resistant flesh and sinew, ever threatening to engulf the city. You were once a Scab working to push back its influence. It's a nasty, dangerous job, and poorly paid as well, but at least you learned enough to mimic a viscerasuit, the enchanted, airtight suit that protected you from the poisons and plagues of the Awful.
+
+Choose two ability boosts. One must be to **Dexterity** or **Constitution**, and one is a free ability boost.
+
+You're trained in Medicine and Fleshforged Lore. You also know how to seal your clothing or armor like a viscerasuit. During your daily preparations, you can seal your outfit. The first time each day you are introduced to poison or disease without taking physical damage, the sealed outfit attempts to counteract it using your Medicine modifier as the counteract modifier.
diff --git a/content/mechanics/srd/Backgrounds/Back-Alley Doctor.md b/content/mechanics/srd/Backgrounds/Back-Alley Doctor.md
new file mode 100755
index 000000000..7568f544c
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Back-Alley Doctor.md
@@ -0,0 +1,17 @@
+---
+title: "Back-Alley Doctor"
+noteType: ":luggage:"
+aliases: "Back-Alley Doctor"
+foundryId: Item.jMxAjyuTpiXDx6bL
+tags:
+ - Item
+---
+
+# Back-Alley Doctor
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You're the medic many turn to when a more official clinic or healer might not be available. You may specialize in stitching up bullet wounds or have a standing, confidential deal with a criminal syndicate to provide your services any time of day or night. In either case, you've perhaps turned to the adventuring life because a former client is unhappy with your work or members of the local constabulary have been asking too many questions.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Medicine skill and the Underworld Lore skill. You gain the [[Risky Surgery]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Bandit.md b/content/mechanics/srd/Backgrounds/Bandit.md
new file mode 100755
index 000000000..e65fa6c4e
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Bandit.md
@@ -0,0 +1,17 @@
+---
+title: "Bandit"
+noteType: ":luggage:"
+aliases: "Bandit"
+foundryId: Item.XDlvagupuYmg4dYj
+tags:
+ - Item
+---
+
+# Bandit
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Your past includes no small amount of rural banditry, robbing travelers on the road and scraping by. Whether your robbery was sanctioned by a local noble or you did so of your own accord, you eventually got caught up in the adventuring life.
+
+Choose two attribute boosts. One must be to **Dexterity** or **Charisma**, and one is a free attribute boost.
+
+You're trained in the Intimidation skill and a Lore skill related to the terrain you worked in (such as Desert Lore or Plains Lore). You gain the [[Group Coercion]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Banished Brighite.md b/content/mechanics/srd/Backgrounds/Banished Brighite.md
new file mode 100755
index 000000000..3071f9592
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Banished Brighite.md
@@ -0,0 +1,21 @@
+---
+title: "Banished Brighite"
+noteType: ":luggage:"
+aliases: "Banished Brighite"
+foundryId: Item.XfVqV1KYUTjdVrQl
+tags:
+ - Item
+---
+
+# Banished Brighite
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Once, you were a dedicated and important priest of Brigh, goddess of clockwork and invention, based out of the largest church to your deity, the Temple of Brigh in Alkenstar. Here, you made important discoveries in the annals of your religion's canon and furthered the Bronze Lady's agendas of innovation and creation. Your future seemed bright, and you predicted that it was only a matter of time until you ascended to the rank of primary cog or, someday, grand cog.
+
+Then, your years of devout service were undone in an instant. A man named Ambrost Mugland came to the Temple and demanded not only access to the religious formulas you'd been uncovering, but exclusive rights to the precious knowledge. When you refused, Mugland sent word to the church's leaders that you'd been meddling in heretical doctrine. He also implicated you in the theft of church funds that had mysteriously gone missing as of late. Sure enough, you found yourself being asked to hand in your robes. Your church colleagues didn't turn you in, but they told you in no uncertain terms that you wouldn't be able to find sanctuary for your alleged crimes in the halls of the Temple of Brigh.
+
+On the run and with nowhere to turn, your faith has been thoroughly tested, though so far you've remained true to your religion and maintained your sacred skills and divine powers. It's unclear what the Bronze Lady has in store for you, but at least one thing's for certain: Ambrost Mugland will pay for what he did.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Religion skill and the Brigh Lore skill. You gain the [[Quick Identification]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Barber.md b/content/mechanics/srd/Backgrounds/Barber.md
new file mode 100755
index 000000000..76e9717dd
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Barber.md
@@ -0,0 +1,17 @@
+---
+title: "Barber"
+noteType: ":luggage:"
+aliases: "Barber"
+foundryId: Item.OHyvTPoSPRaYNKnH
+tags:
+ - Item
+---
+
+# Barber
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Haircuts, dentistry, bloodletting, and surgery-if it takes a steady hand and a razor, you do it. You may have taken to the road to expand your skills, or to test yourself against a world that leaves your patients so battered and bruised.
+
+Choose two ability boosts. One must be to **Dexterity** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Medicine skill and the Surgery Lore skill. You gain the [[Risky Surgery]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Barkeep.md b/content/mechanics/srd/Backgrounds/Barkeep.md
new file mode 100755
index 000000000..1a677e947
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Barkeep.md
@@ -0,0 +1,17 @@
+---
+title: "Barkeep"
+noteType: ":luggage:"
+aliases: "Barkeep"
+foundryId: Item.a4zo1znfYiyh1Hpf
+tags:
+ - Item
+---
+
+# Barkeep
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You have five specialties: hefting barrels, drinking, polishing steins, drinking, and drinking. You worked in a bar, where you learned how to hold your liquor and rowdily socialize.
+
+Choose two attribute boosts. One must be to **Constitution** or **Charisma**, and one is a free attribute boost.
+
+You're trained in the Diplomacy skill and the Alcohol Lore skill. You gain the [[Hobnobber]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Barker.md b/content/mechanics/srd/Backgrounds/Barker.md
new file mode 100755
index 000000000..fbea5751b
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Barker.md
@@ -0,0 +1,17 @@
+---
+title: "Barker"
+noteType: ":luggage:"
+aliases: "Barker"
+foundryId: Item.nmvA833ZiXEPuEWr
+tags:
+ - Item
+---
+
+# Barker
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You're skilled at shouting to catch and keep the attention of passersby. A few well-timed and forcefully spoken words not only get people to notice you but also engage them to respond to you. You may have previously worked as a crier or in a more formal barker capacity with Mistress Dusklight's Celestial Menagerie. Either way, your ability to bully a crowd is impressive.
+
+Choose two ability boosts. One must be to **Constitution** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Intimidation skill, and the Crowd Lore skill. You gain the [[Group Coercion]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Barrister.md b/content/mechanics/srd/Backgrounds/Barrister.md
new file mode 100755
index 000000000..4b1a9e2ef
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Barrister.md
@@ -0,0 +1,17 @@
+---
+title: "Barrister"
+noteType: ":luggage:"
+aliases: "Barrister"
+foundryId: Item.Exkz8iKsAA9U0VCL
+tags:
+ - Item
+---
+
+# Barrister
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Piles of legal manuals, stern teachers, and experience in the courtroom have instructed you in legal matters. You're capable of mounting a prosecution or defense in court, and you tend to keep abreast of local laws, as you never can tell when you might need to know them on short notice.
+
+Choose two attribute boosts. One must be to **Intelligence** or **Charisma**, and one is a free attribute boost.
+
+You're trained in the Diplomacy skill and the Legal Lore skill. You gain the [[Group Impression]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Beast Blessed.md b/content/mechanics/srd/Backgrounds/Beast Blessed.md
new file mode 100755
index 000000000..b5ed304fd
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Beast Blessed.md
@@ -0,0 +1,17 @@
+---
+title: "Beast Blessed"
+noteType: ":luggage:"
+aliases: "Beast Blessed"
+foundryId: Item.SUkxb1P0k1XtL7IQ
+tags:
+ - Item
+---
+
+# Beast Blessed
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You once freed a magical beast from captivity and, whether it was intentional or a byproduct of another action, the grateful creature bestowed a blessing of freedom upon you. Your blessing manifests physically, perhaps as elongated canines, fingernails that grow to a sharp point, excess body hair, or some other feature. This physical manifestation is cosmetic and provides no benefit.
+
+Choose two ability boosts. One must be to **Dexterity** or **Wisdom**, and one is a free ability boost.
+
+You are trained in the Survival skill. You gain the [[Bestial Clarity]] reaction.
diff --git a/content/mechanics/srd/Backgrounds/Bekyar Restorer.md b/content/mechanics/srd/Backgrounds/Bekyar Restorer.md
new file mode 100755
index 000000000..6b2ae82ba
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Bekyar Restorer.md
@@ -0,0 +1,21 @@
+---
+title: "Bekyar Restorer"
+noteType: ":luggage:"
+aliases: "Bekyar Restorer"
+foundryId: Item.xDi4PGxk8lNFRKwL
+tags:
+ - Item
+---
+
+# Bekyar Restorer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Mwangi Expanse
+
+* * *
+
+Though many Bekyars worship demons, you seek to pave a different path for yourself and your kindred, while also attempting to change other Mwangi's treatment of your culture.
+
+Choose two ability boosts. One must be to **Wisdom** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Diplomacy skill and the Abyss Lore skill. You gain the [[Group Impression]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Belkzen Slayer.md b/content/mechanics/srd/Backgrounds/Belkzen Slayer.md
new file mode 100755
index 000000000..62d44f138
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Belkzen Slayer.md
@@ -0,0 +1,21 @@
+---
+title: "Belkzen Slayer"
+noteType: ":luggage:"
+aliases: "Belkzen Slayer"
+foundryId: Item.kDmYawSosndOxgxQ
+tags:
+ - Item
+---
+
+# Belkzen Slayer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Eye of Dread
+
+* * *
+
+You are a fearsome warrior from the Hold of Belkzen, and your clan counts on you for support, counsel, and defense. With the rising threat of the Whispering Tyrant threatening the safety of your home, you must not let your people down.
+
+Choose two ability boosts. One must be to **Strength** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Intimidation skill and the Orc Lore skill. You gain the [[Intimidating Glare]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Bellflower Agent.md b/content/mechanics/srd/Backgrounds/Bellflower Agent.md
new file mode 100755
index 000000000..03f48ffa6
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Bellflower Agent.md
@@ -0,0 +1,21 @@
+---
+title: "Bellflower Agent"
+noteType: ":luggage:"
+aliases: "Bellflower Agent"
+foundryId: Item.aimzPA317Jpp9WnR
+tags:
+ - Item
+---
+
+# Bellflower Agent
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Old Cheliax
+
+* * *
+
+You joined a secret society dedicated to freeing halfling slaves, most likely from the cruelty of Chelish reign. You know how to smuggle people in and out of countries.
+
+Choose two ability boosts. One must be to **Dexterity** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Stealth skill and the Underworld Lore skill. You gain the [[Experienced Smuggler]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Bibliophile.md b/content/mechanics/srd/Backgrounds/Bibliophile.md
new file mode 100755
index 000000000..f723fa3ae
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Bibliophile.md
@@ -0,0 +1,17 @@
+---
+title: "Bibliophile"
+noteType: ":luggage:"
+aliases: "Bibliophile"
+foundryId: Item.lO4qYxlsynAQGiH6
+tags:
+ - Item
+---
+
+# Bibliophile
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You love few things more than a good book, and as a result, Odd Stories is your favorite shop in Otari. The bookseller Morlibint supplies you with fiction, anthologies, and other delightful reads, and he's always eager to discuss his latest finds with you. You know that imagination is the greatest magic, but a working knowledge of actual magic helps, too.
+
+Choose two ability boosts. One must be to **Intelligence** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Arcana skill and the Library Lore skill. You gain the [[Arcane Sense]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Black Market Smuggler.md b/content/mechanics/srd/Backgrounds/Black Market Smuggler.md
new file mode 100755
index 000000000..ea5b199d9
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Black Market Smuggler.md
@@ -0,0 +1,21 @@
+---
+title: "Black Market Smuggler"
+noteType: ":luggage:"
+aliases: "Black Market Smuggler"
+foundryId: Item.SSJOuSm4AO02yDfu
+tags:
+ - Item
+---
+
+# Black Market Smuggler
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Golden Road
+
+* * *
+
+You know how to work the less-than-legal side of the region's markets and know how to slip contraband past the authorities.
+
+Choose two ability boosts. One must be to **Wisdom** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Stealth skill and the Underworld Lore skill. You gain the [[Experienced Smuggler]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Blessed.md b/content/mechanics/srd/Backgrounds/Blessed.md
new file mode 100755
index 000000000..af78a02e8
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Blessed.md
@@ -0,0 +1,17 @@
+---
+title: "Blessed"
+noteType: ":luggage:"
+aliases: "Blessed"
+foundryId: Item.yOoPN1kk9ms85P8B
+tags:
+ - Item
+---
+
+# Blessed
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You have been blessed by a divinity. For an unknown reason, and irrespective of your actual beliefs, a deity has granted you a boon to use for good or ill. Your blessing grants wisdom and insight to aid you in your struggles. You may or may not even know the identity of the being who blessed you, and the blessing might come with a cost you discover later on.
+
+Choose two ability boosts. One must be to **Wisdom** or **Charisma**, and one is a free ability boost.
+
+You are trained in a Lore skill associated with the deity who blessed you (such as Shelyn Lore) if you know their identity, or else in a Lore skill of the GM's choice if you don't. Either you can cast _[[Guidance]]_ as a divine innate spell at will, or you gain a similar blessing determined by the GM.
diff --git a/content/mechanics/srd/Backgrounds/Blow-In.md b/content/mechanics/srd/Backgrounds/Blow-In.md
new file mode 100755
index 000000000..887d08fb6
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Blow-In.md
@@ -0,0 +1,17 @@
+---
+title: "Blow-In"
+noteType: ":luggage:"
+aliases: "Blow-In"
+foundryId: Item.I4EOetwMofIJT9n7
+tags:
+ - Item
+---
+
+# Blow-In
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You never expected to join a circus, but you were looking for a good place to lie low for reasons of your own. The Circus of Wayward Wonders came together with several different workers and performers a few months ago. Many came from a circus in Escadar called the Celestial Menagerie, but not all of them. It was easy to slip in among the roustabouts. Although you'd planned to move on quickly, the circus folk have adopted you as one of their own, and they don't ask questions about your past.
+
+Choose two ability boosts. One must be to **Dexterity** or **Charisma**, and one is a free ability boost.
+
+You're trained in your choice of the Deception or Thievery skills. You gain a skill feat: [[Lengthy Diversion]] if you chose Deception, or [[Subtle Theft]] if you chose Thievery. You are also trained in the Underworld Lore skill.
diff --git a/content/mechanics/srd/Backgrounds/Bonuwat Wavetouched.md b/content/mechanics/srd/Backgrounds/Bonuwat Wavetouched.md
new file mode 100755
index 000000000..f4465d910
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Bonuwat Wavetouched.md
@@ -0,0 +1,21 @@
+---
+title: "Bonuwat Wavetouched"
+noteType: ":luggage:"
+aliases: "Bonuwat Wavetouched"
+foundryId: Item.ACkVytBpBGDIzwXc
+tags:
+ - Item
+---
+
+# Bonuwat Wavetouched
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Mwangi Expanse
+
+* * *
+
+You are a child of the Bonuwat people, and the sea's salt flows through your veins. You've taken to sailing and swimming gracefully and with ease, earning you the honorific "wavetouched."
+
+Choose two ability boosts. One must be to **Strength** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Athletics skill and the Ocean Lore skill. You gain the [[Underwater Marauder]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Bookish Providence.md b/content/mechanics/srd/Backgrounds/Bookish Providence.md
new file mode 100755
index 000000000..7bb1bab0f
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Bookish Providence.md
@@ -0,0 +1,19 @@
+---
+title: "Bookish Providence"
+noteType: ":luggage:"
+aliases: "Bookish Providence"
+foundryId: Item.zqlJtH6sIolbU8Of
+tags:
+ - Item
+---
+
+# Bookish Providence
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You have always been interested in knowledge and learned to read from a very young age. Perhaps one or both of your parents were librarians or scholars, or maybe the local bookshop or university was a place you felt safe at. Or, you could simply have been an avid reader of stories. Whatever the case, books have always brought you peace and comfort, and you try to never travel without a few packed away in your belongings. Since not every book is written in the same language, you've also picked up a few extra languages along the way. Your interest in the written word hasn't always been a positive, though. You might have been bullied or tormented by your peers for being more interested in reading than other pursuits. Or maybe you had some unsettling experiences with misinformation or knowledge that sent you in pursuit of something dangerous. Try to come up with one event from your past where your pursuit of books or the testing of knowledge learned from them placed you in danger, but also keep in mind that you managed to escape this danger because of what you've learned from your voracious reading habits!
+
+This background is associated with the suit of Books.
+
+Choose two ability boosts. One must be to **Intelligence**, and one is a free ability boost.
+
+You gain the [[Multilingual]] skill feat, are trained in the Academia Lore skill, and gain the [[Recall Under Pressure]] free action.
diff --git a/content/mechanics/srd/Backgrounds/Bookkeeper.md b/content/mechanics/srd/Backgrounds/Bookkeeper.md
new file mode 100755
index 000000000..c406d677d
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Bookkeeper.md
@@ -0,0 +1,17 @@
+---
+title: "Bookkeeper"
+noteType: ":luggage:"
+aliases: "Bookkeeper"
+foundryId: Item.iCWGGLXiBIBNhgXE
+tags:
+ - Item
+---
+
+# Bookkeeper
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You ran the numbers on a large farm, for a merchant's endeavors, or with a major guild in the city. You kept track of expenses, payroll, profits, and anything else that had to do with money, for better or worse. If better, you might be adventuring to learn how others ply this trade. If worse, you may be fleeing from impending consequences, in the hope that no one finds you.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Society skill and the Accounting Lore skill. You gain the [[Eye For Numbers]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Borderlands Pioneer.md b/content/mechanics/srd/Backgrounds/Borderlands Pioneer.md
new file mode 100755
index 000000000..e4c6db376
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Borderlands Pioneer.md
@@ -0,0 +1,17 @@
+---
+title: "Borderlands Pioneer"
+noteType: ":luggage:"
+aliases: "Borderlands Pioneer"
+foundryId: Item.9TCSpChhEpTbGkum
+tags:
+ - Item
+---
+
+# Borderlands Pioneer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You have long lived along the southern border of Brevoy, in the shadow of the wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the ground, you've learned how to survive on the rugged frontier. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family's land, you've joined the expedition into the Stolen Lands.
+
+Choose two ability boosts. One must be to **Strength** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Nature skill and a Lore skill associated with a particular type of wilderness (choose from forest, hills, mountains, plains, rivers, or swamp). You gain the [[Train Animal]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Bounty Hunter.md b/content/mechanics/srd/Backgrounds/Bounty Hunter.md
new file mode 100755
index 000000000..ccef26d69
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Bounty Hunter.md
@@ -0,0 +1,17 @@
+---
+title: "Bounty Hunter"
+noteType: ":luggage:"
+aliases: "Bounty Hunter"
+foundryId: Item.4KeoCgmwT8eJh9wK
+tags:
+ - Item
+---
+
+# Bounty Hunter
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Bringing in lawbreakers lined your pockets. Maybe you had an altruistic motive and sought to bring in criminals to make the streets safer, or maybe the coin was motivation enough. Your techniques for hunting down criminals transfer easily to the life of an adventurer.
+
+Choose two attribute boosts. One must be to **Strength** or **Wisdom**, and one is a free attribute boost.
+
+You're trained in the Survival skill and the Legal Lore skill. You gain the [[Experienced Tracker]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Brevic Noble.md b/content/mechanics/srd/Backgrounds/Brevic Noble.md
new file mode 100755
index 000000000..dd2e81afb
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Brevic Noble.md
@@ -0,0 +1,27 @@
+---
+title: "Brevic Noble"
+noteType: ":luggage:"
+aliases: "Brevic Noble"
+foundryId: Item.LOc8J6h2OFWdaMDw
+tags:
+ - Item
+---
+
+# Brevic Noble
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You claim a tangential but legitimate connection to one of Brevoy's noble families. If you aren't human, you were adopted by one of Brevoy's nobles or were perhaps a favored servant or even a childhood friend of a noble scion. Whatever the case, you've had a comfortable life, though still a far cry from the one your distant cousins or close associates know. An expedition into the storied Stolen Lands seems like just the test to see if you really are worthy of the "noble" title.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost. Choose one of the Brevic lineages below.
+
+**Garess**: Family ties to the Golushkin Mountain dwarves left its mark. Your family motto is "Strong as the Mountains." You're trained in the Crafting skill and the Architecture Lore skill. You gain the [[Specialty Crafting]] skill feat.
+
+**Lebeda**: Your family's history of trading along the shores of Lake Reykal pervades your blood. Your family motto is "Success through Grace." You're trained in the Society skill and the Mercantile Lore skill. You gain the [[Multilingual]] skill feat.
+
+**Lodovka**: Your family has made a living off the coasts of the Lake of Mists and Veils since before Brevoy existed. Your family motto is "The Waters, Our Fields." You're trained in the Athletics skill and the Fishing Lore skill. You gain the [[Underwater Marauder]] skill feat.
+
+**Medvyed**: Your family has a deep respect for the wilderness and is skilled at hunting and surviving off the and. Your family motto is "Endurance Overcomes All." You're trained in the Survival skill and the Hunting Lore skill. You gain the [[Terrain Expertise]] skill feat.(choose your terrain from aquatic, forest, mountain, plains, or swamp).
+
+**Orlovsky**: Your family has a reputation for avoiding conflicts. Your family motto is "High Above." You're trained in the Diplomacy skill and the Brevoy Lore skill. You gain the [[Group Impression]] skill feat.
+
+**Surtova**: Your family is well known for their political agility and scheming nature. Your family motto is Ours Is the Right." You're trained in the Deception skill and the Politics Lore skill. You gain the [[Charming Liar]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Brevic Outcast.md b/content/mechanics/srd/Backgrounds/Brevic Outcast.md
new file mode 100755
index 000000000..de81a117a
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Brevic Outcast.md
@@ -0,0 +1,17 @@
+---
+title: "Brevic Outcast"
+noteType: ":luggage:"
+aliases: "Brevic Outcast"
+foundryId: Item.wRAGltrUWXsm0zR4
+tags:
+ - Item
+---
+
+# Brevic Outcast
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you've learned that claiming such without evidence is a fool's game. Whether a recent attempt to prove your heritage brought down the wrath of a noble family or you seek to prove the worth of the blood in your veins, you've joined an expedition into the Stolen Lands, hoping to make a name all your own.
+
+Choose two ability boosts. One must be to **Charisma** or **Constitution**, and one is a free ability boost.
+
+You're trained in the Politics Lore skill. You take a -1 penalty on all Charisma-based skill checks attempted when dealing with members of the nobility, but gain the [[Haughty Obstinacy]] human ancestry feat, even if you aren't a human. If you manage to establish yourself as a true noble or secure a leadership role in a kingdom, you no longer take the penalty to Charisma-based checks.
diff --git a/content/mechanics/srd/Backgrounds/Bright Lion.md b/content/mechanics/srd/Backgrounds/Bright Lion.md
new file mode 100755
index 000000000..25ca66214
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Bright Lion.md
@@ -0,0 +1,21 @@
+---
+title: "Bright Lion"
+noteType: ":luggage:"
+aliases: "Bright Lion"
+foundryId: Item.B36XCNfSlmR71DYw
+tags:
+ - Item
+---
+
+# Bright Lion
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Mwangi Expanse
+
+* * *
+
+You are a member of the Bright Lions and seek to overthrow the tyrannical reign of Walkena and free Mzali from his cruel whims. You're experienced operating undercover and have had to be cautious of what you say and who you trust, lest you fall afoul of the god-king's terrible punishments.
+
+Choose two ability boosts. One must be to **Strength** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Deception skill and the Mzali Lore skill. You gain the [[Lie to Me|Lie To Me]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Broken Tusk Recruiter.md b/content/mechanics/srd/Backgrounds/Broken Tusk Recruiter.md
new file mode 100755
index 000000000..f7d7d5843
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Broken Tusk Recruiter.md
@@ -0,0 +1,17 @@
+---
+title: "Broken Tusk Recruiter"
+noteType: ":luggage:"
+aliases: "Broken Tusk Recruiter"
+foundryId: Item.N3JUF7TB1IGnRbI3
+tags:
+ - Item
+---
+
+# Broken Tusk Recruiter
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Your gifted tongue, friendly demeanor, and deep knowledge of Broken Tusk culture and traditions make you an ideal recruiter for new followers. Whenever Broken Tusks come upon weak, weary, or wandering souls, you're often the first sent to meet these folks and determine if they would be a good fit for the following.
+
+Choose two ability boosts. One must be to **Constitution** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Diplomacy skill and the Hillcross Lore skill. You gain the [[Group Impression]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Butcher.md b/content/mechanics/srd/Backgrounds/Butcher.md
new file mode 100755
index 000000000..875a1edd7
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Butcher.md
@@ -0,0 +1,17 @@
+---
+title: "Butcher"
+noteType: ":luggage:"
+aliases: "Butcher"
+foundryId: Item.YlKZlvW6FyRZAZf8
+tags:
+ - Item
+---
+
+# Butcher
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You've spent uncounted hours walking up and down crowded and noisy circus stands, inventing innovative means to sell refreshments, food, and novelties at inflated prices. (You might know very little about slaughtering animals; "butcher" is a circus slang term for a vendor.) The Celestial Menagerie constantly pushed you to figure out how to sell increasingly shoddy toys to children and how to conceal the taste of spoiled treats that should have been discarded days earlier. You peddled disappointment and hated it, so you left to seek a new line of work-although you're not yet willing to leave the circus life altogether.
+
+Choose two ability boosts. One must be to **Constitution** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Society skill and the Mercantile Lore skill. You gain the [[Read Lips]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Cannoneer.md b/content/mechanics/srd/Backgrounds/Cannoneer.md
new file mode 100755
index 000000000..f0662f2b0
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Cannoneer.md
@@ -0,0 +1,17 @@
+---
+title: "Cannoneer"
+noteType: ":luggage:"
+aliases: "Cannoneer"
+foundryId: Item.pb3ewfLxQ0oBcadc
+tags:
+ - Item
+---
+
+# Cannoneer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You served as a crewmate aboard a military vessel or pirate ship and were responsible for the use and maintenance of the ship's cannons. A strong back and quick reflexes were equally important to you in your duties, and you know your way around explosives and the dangers that lie therein. These skills serve you well in your new life as an adventurer, as compared to the weight of a cannon, a gear load that makes your allies blanche just makes you laugh instead.
+
+Choose two ability boosts. One boost must be to **Dexterity** or **Strength**, and one is a free ability boost.
+
+You're trained in the Athletics skill and the Warfare Lore skill. You gain the [[Hefty Hauler]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Charlatan.md b/content/mechanics/srd/Backgrounds/Charlatan.md
new file mode 100755
index 000000000..d93cbec75
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Charlatan.md
@@ -0,0 +1,17 @@
+---
+title: "Charlatan"
+noteType: ":luggage:"
+aliases: "Charlatan"
+foundryId: Item.HYJMVu6xaJpVAe60
+tags:
+ - Item
+---
+
+# Charlatan
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You traveled from place to place, peddling false fortunes and snake oil in one town, pretending to be royalty in exile to seduce a wealthy heir in the next. Becoming an adventurer might be your next big scam or an attempt to put your talents to use for a greater cause. Perhaps it's a bit of both, as you realize that after pretending to be a hero, you've become the mask.
+
+Choose two attribute boosts. One must be to **Intelligence** or **Charisma**, and one is a free attribute boost.
+
+You're trained in the Deception skill and the Underworld Lore skill. You gain the [[Charming Liar]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Chelish Rebel.md b/content/mechanics/srd/Backgrounds/Chelish Rebel.md
new file mode 100755
index 000000000..288675c03
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Chelish Rebel.md
@@ -0,0 +1,21 @@
+---
+title: "Chelish Rebel"
+noteType: ":luggage:"
+aliases: "Chelish Rebel"
+foundryId: Item.RLD7ZmKO4IUPgOdX
+tags:
+ - Item
+---
+
+# Chelish Rebel
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Old Cheliax
+
+* * *
+
+You joined the fight against House Thrune. You may have helped liberate the nation of Ravounel, or you might be involved in another rebellion, such as Pezzack's, that studied Ravounel's successes.
+
+Choose two ability boosts. One must be to **Dexterity** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Society skill and the Kintargo Lore skill. You gain the [[Streetwise]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Child Of Notoriety.md b/content/mechanics/srd/Backgrounds/Child Of Notoriety.md
new file mode 100755
index 000000000..fa0f19c0c
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Child Of Notoriety.md
@@ -0,0 +1,23 @@
+---
+title: "Child Of Notoriety"
+noteType: ":luggage:"
+aliases: "Child Of Notoriety"
+foundryId: Item.TWgdaSSRWIjmClnl
+tags:
+ - Item
+---
+
+# Child Of Notoriety
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+One or more of your ancestors committed a grave atrocity, and even though you've tried to live your own life, your family's grim past looms over you like a relentless shadow. You might have traveled a thousand miles to escape the legends, learned how to ingratiate yourself to others, just tried to ignore the everyday accusing glances, or even accepted the notoriety just to be left alone. You didn't commit the crime, yet it haunts you. Whether you're proving the world wrong, proving to yourself that you're no monster, earning wealth to pay reparations, or just driven to do some good with your life, it's time to break free of the past. That journey begins with understanding.
+
+Clan Tolorr preserves the deeds and misdeeds of dwarven legend. With their help, you might not only understand dwarven crimes and reparations, but also learn how to accept your past and leave the world a little better than when you found it. You've corresponded with Clan Tolorr, but your most recent message came instead from one of the clan's guests: a lizardfolk mystic named Valahask who studies the dead and is eager to meet you. He has lobbied on your behalf, earning you an invitation to Clan Tolorr's upcoming Family Festival.
+
+Choose two ability boosts. One must be to **Constitution** or **Charisma**, and one is a free ability boost.
+
+Choose whether you've navigated your past through kindness or notoriety thus far. For the former, you're trained in the Diplomacy skill and the Genealogy Lore skill, and you gain the [[Group Impression]] skill feat. For the latter, you're trained in the Intimidation skill and the Underworld Lore skill, and you gain the [[Intimidating Glare]] skill feat.
+
+**Connection:** Valahask, an iruxi mystic
+
+**Reputation Points:** –1
diff --git a/content/mechanics/srd/Backgrounds/Child of Westcrown.md b/content/mechanics/srd/Backgrounds/Child of Westcrown.md
new file mode 100755
index 000000000..0f73ae292
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Child of Westcrown.md
@@ -0,0 +1,21 @@
+---
+title: "Child of Westcrown"
+noteType: ":luggage:"
+aliases: "Child of Westcrown"
+foundryId: Item.bJ23fZmABIc4AFAO
+tags:
+ - Item
+---
+
+# Child of Westcrown
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Old Cheliax
+
+* * *
+
+Whether you come from Westcrown or elsewhere, you hold the values of pre-Thrune Cheliax dear. You disdain the infernal government, but you are proud of your country and do not consider yourself a rebel.
+
+Choose two ability boosts. One must be to **Strength** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Diplomacy skill and the Westcrown Lore skill. You gain the [[Group Impression]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Child of the Puddles.md b/content/mechanics/srd/Backgrounds/Child of the Puddles.md
new file mode 100755
index 000000000..7c9d5d319
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Child of the Puddles.md
@@ -0,0 +1,21 @@
+---
+title: "Child of the Puddles"
+noteType: ":luggage:"
+aliases: "Child of the Puddles"
+foundryId: Item.RxqXiqIcrfGxU9vD
+tags:
+ - Item
+---
+
+# Child of the Puddles
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Absalom and Starstone Isle
+
+* * *
+
+You grew up in the soggy, squalid quarter of Absalom known as the Puddles. You're at home in tightly packed urban environments.
+
+Choose two ability boosts. One must be to **Dexterity** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Acrobatics skill, and the Absalom Lore skill. You gain the [[Steady Balance]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Child of the Twin Village.md b/content/mechanics/srd/Backgrounds/Child of the Twin Village.md
new file mode 100755
index 000000000..79b9f9021
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Child of the Twin Village.md
@@ -0,0 +1,17 @@
+---
+title: "Child of the Twin Village"
+noteType: ":luggage:"
+aliases: "Child of the Twin Village"
+foundryId: Item.W2gIn6TjaPz1xucc
+tags:
+ - Item
+---
+
+# Child of the Twin Village
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You were born in a village where everyone has a twin with a special link. You have moved to the wider world for reasons of your own, but you still have an unbreakable connection to your twin through your dreams.
+
+Choose two ability boosts. One must be to **Constitution** or **Charisma**, and one is a free ability boost.
+
+You're trained in Diplomacy and Dreamlands Lore. You gain the ability to communicate with your twin in your dreams. You and your twin gain the effects of dream message every night, only between the two of you; this isn't a spell, but a natural effect. Unless your twin is another PC, your GM roleplays your twin or summarizes your interaction during these dreams.
diff --git a/content/mechanics/srd/Backgrounds/Chosen One.md b/content/mechanics/srd/Backgrounds/Chosen One.md
new file mode 100755
index 000000000..8e39b629b
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Chosen One.md
@@ -0,0 +1,21 @@
+---
+title: "Chosen One"
+noteType: ":luggage:"
+aliases: "Chosen One"
+foundryId: Item.XZJg6gtSaXdfPPtG
+tags:
+ - Item
+---
+
+# Chosen One
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Your birth has fulfilled a prediction, and people close to you are counting on you to do great things. There's intense pressure on you to be up to the task, and the fickle nature of prophecy complicates your path.
+
+Choose two ability boosts. One must be to **Strength** or **Charisma**, and one is a free ability boost.
+
+Decide with your GM the basics of the prophecy in which you're meant to play a major part. You're trained in one skill related to the prophecy, and the Fortune-Telling Lore skill. You gain the Prophecy's Pawn free action.
+
+* * *
+
+_Note: You must select the skill manually and add the Prophecy's Pawn action_
diff --git a/content/mechanics/srd/Backgrounds/Circuit Judge.md b/content/mechanics/srd/Backgrounds/Circuit Judge.md
new file mode 100755
index 000000000..5e8053937
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Circuit Judge.md
@@ -0,0 +1,17 @@
+---
+title: "Circuit Judge"
+noteType: ":luggage:"
+aliases: "Circuit Judge"
+foundryId: Item.TQ5tqYvfSMOauUeM
+tags:
+ - Item
+---
+
+# Circuit Judge
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You're a circuit judge, a courtroom on horseback who serves a group of communities out in the Mana Wastes or a similar backwoods region. You show up every couple of months, hear the cases that have piled up since your last visit, give verdicts, and then it's on to the next town in your itinerary. It's not the easiest life in the world, but it's an interesting one, and you hear some mighty strange cases. Chances are, it was one of those cases that set you on the road to adventure.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in Deception and Legal Lore. You gain the [[Lie to Me|Lie To Me]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Circus Born.md b/content/mechanics/srd/Backgrounds/Circus Born.md
new file mode 100755
index 000000000..1ad4e9cba
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Circus Born.md
@@ -0,0 +1,17 @@
+---
+title: "Circus Born"
+noteType: ":luggage:"
+aliases: "Circus Born"
+foundryId: Item.asuvg0rQdqBsGReT
+tags:
+ - Item
+---
+
+# Circus Born
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+The itinerant life of a traveling circus performer is nothing new to you; you were born and raised in the circus. You've seen more acts than you can count and grew up hearing the tall tales of circus performers while gathered around their campfires. You've experienced the thrill of captivating crowd ever since you were young. You may have tried a few times to settle down, but the lure of the open road and the glamor of the big top always called you back.
+
+Choose two ability boosts. One must be to **Intelligence** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Performance skill and the Circus Lore skill. You gain the [[Experienced Professional]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Clan Associate.md b/content/mechanics/srd/Backgrounds/Clan Associate.md
new file mode 100755
index 000000000..b073cafde
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Clan Associate.md
@@ -0,0 +1,21 @@
+---
+title: "Clan Associate"
+noteType: ":luggage:"
+aliases: "Clan Associate"
+foundryId: Item.gJ92YOIw1XLqgWyA
+tags:
+ - Item
+---
+
+# Clan Associate
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You already have a close connection to Clan Tolorr, such as having been born into the clan, worked as an esteemed contractor for them, or married into the clan (even if you chose to retain your prior clan affiliation). Whether through dedicated study or just overhearing your fellows' academic debates, you've absorbed boundless trivia about history—especially local lore. Beyond Tolorr halls, your affiliation earns you respect in Highhelm. Your clan expects you to behave well, as your actions reflect on them.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Society skill and the Highhelm Lore skill. You gain the [[Multilingual]] skill feat.
+
+**Connection:** You have no special connection or sponsor in Clan Tolorr.
+
+**Reputation Points:** +2
diff --git a/content/mechanics/srd/Backgrounds/Clockfighter.md b/content/mechanics/srd/Backgrounds/Clockfighter.md
new file mode 100755
index 000000000..b3e93c69d
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Clockfighter.md
@@ -0,0 +1,17 @@
+---
+title: "Clockfighter"
+noteType: ":luggage:"
+aliases: "Clockfighter"
+foundryId: Item.RU55qTpAgVHP84EV
+tags:
+ - Item
+---
+
+# Clockfighter
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+While others choose to use their engineering ability to heal the injured or make brilliant innovations, you've used your skill to repair and modify clockwork constructs that battle in gladiatorial combat. You know how to get a crowd electrified for your clockwork gladiator, win or lose, and you know how to repair it when it gets damaged. These skills serve you well as an adventurer.
+
+Choose two ability boosts. One must be to **Intelligence** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Crafting skill and the Gladiatorial Lore skill. You gain the [[Experienced Professional]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Clockwork Researcher.md b/content/mechanics/srd/Backgrounds/Clockwork Researcher.md
new file mode 100755
index 000000000..dbae7e14b
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Clockwork Researcher.md
@@ -0,0 +1,17 @@
+---
+title: "Clockwork Researcher"
+noteType: ":luggage:"
+aliases: "Clockwork Researcher"
+foundryId: Item.CrG06F6E9x4eQvQT
+tags:
+ - Item
+---
+
+# Clockwork Researcher
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+New forms of clockwork technology are incredibly interesting to you, and you've been studying examples of them to see where else they might be best put to use. You might eventually develop a new prototype machine or find a way to make related technologies practical enough for everyone to benefit. Though before you do, you must continue your research!
+
+Choose two ability boosts. One must be to **Dexterity** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Society skill and the Engineering Lore skill. You gain the [[Eye For Numbers]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Close Ties.md b/content/mechanics/srd/Backgrounds/Close Ties.md
new file mode 100755
index 000000000..f47f1db8c
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Close Ties.md
@@ -0,0 +1,39 @@
+---
+title: "Close Ties"
+noteType: ":luggage:"
+aliases: "Close Ties"
+foundryId: Item.eudUowYNeD8ALDty
+tags:
+ - Item
+---
+
+# Close Ties
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You've forged a close friendship with one of Willowshore's notable citizens, and you have a long tradition of sharing tea with each other while chatting about shared interests, plans for the future, town gossip, or other matters of note.
+
+Work with your GM to choose one of the NPCs mentioned in the Willowshore Gazetteer (other than Granny Hu or Old Matsuki)—your GM might have suggestions for which NPC makes the most sense for your character or might know something about an NPC's eventual role in the campaign that would give your character a compelling story beat. You could be an employee or apprentice of this NPC, a close relation or friend, or even a friendly competitor in some way.
+
+Your home is likely relatively close to the place of business or home of your NPC ally.
+
+During the Reenactment Festival, you likely spent time with your NPC ally and might have made plans to get together the next day on the first day of summer, perhaps have tea together. You were chosen to be an abductee during the Reenactment Festival because your NPC friend or ally suggested the experience would be fun or good for you, or because they'd done it the previous year at your urging and now "it's your turn."
+
+Choose two ability boosts. One must be to **Charisma** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Diplomacy skill and the Tea Lore skill. You gain the [[Specialty Crafting]] skill feat (choose a specialty associated with your allied NPC), and your allied NPC begins with an attitude of friendly toward the party (rather than indifferent, which is the initial norm for all Willowshore NPCs).
+
+* * *
+
+You can add one of the following two adjustments to any background to further modify your choice to match your vision for your PC.
+
+**Family:** You and one (or more) other PCs are close family members (siblings, parent/child, married, etc.) If you take this adjustment, the other PC(s) who are your family must also take this adjustment. Choose one of the following to replace the skill feat you otherwise would've gained from your background. (You and your sibling need not share the same choice—a sibling who wants to keep their background's skill feat can pick "Typical" from the list.)
+
+* **Bickering:** You have a long-standing feud with your sibling(s). Whenever your sibling(s) critically fail a significant skill check or attack roll and you witness their failure, you gain a +1 status bonus to your saving throws until the end of your next turn as you secretly (or perhaps not so secretly) delight in their failure.
+* **Close-Knit:** You and your sibling(s) work well together, and you go all-out to help them when they're badly hurt. When you provide [[Aid]] or [[Administer First Aid]] to your sibling(s), the DC is 5 lower than normal.
+* **Typical:** You have a standard relationship with your sibling(s); don't change your background's skill feat.
+
+**Foundling:** You aren't a native to Willowshore, but you did grow up in the town. You might have adoptive parents, or you could've grown up on the streets. Choose one of the following to replace the bonus feat you otherwise would've gained from your background.
+
+* **Bitter:** You appreciate the town of Willowshore but still resent the conditions that resulted in you being abandoned or left in the town. You gain the [[Intimidating Glare]] skill feat.
+* **Mysterious:** You keep secrets, and very few in Willowshore (if anyone) know your history before you settled in the town, in part because you've taken to learning about Willowshore by watching rather than engaging in conversation. You gain the [[Streetwise]] skill feat.
+* **Outgoing:** You're grateful for the sense of belonging the townsfolk of Willowshore have extended to you and always do your best to repay that kindness. Once per week when you attempt a skill check to resolve a downtime activity that could benefit Willowshore (several of these activities are detailed in the adventures, and your GM can always make the call if another activity would qualify) and you fail that check, you instead succeed at the check, or if you critically fail at that check, you instead simply fail that check.
diff --git a/content/mechanics/srd/Backgrounds/Clown.md b/content/mechanics/srd/Backgrounds/Clown.md
new file mode 100755
index 000000000..f16519d74
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Clown.md
@@ -0,0 +1,17 @@
+---
+title: "Clown"
+noteType: ":luggage:"
+aliases: "Clown"
+foundryId: Item.vp9DdOdbaHSfOgqX
+tags:
+ - Item
+---
+
+# Clown
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Although you've spent time in greasepaint and colorful clothing to amuse crowds, your skills with buffoonery and physical comedy are exceptional whether or not you're in costume. In the employ of Mistress Dusklight's Celestial Menagerie, you spent too many routines distracting an audience from an ill-timed accident or evidence of abused animals or performers. You've had enough of that, and the Celestial Menagerie isn't your home any longer.
+
+Choose two ability boosts. One must be to **Dexterity** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Performance skill and the Clown Lore skill. You gain the [[Virtuosic Performer|Virtuosic Performer (Comedy)]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Codebreaker.md b/content/mechanics/srd/Backgrounds/Codebreaker.md
new file mode 100755
index 000000000..aab9f8d73
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Codebreaker.md
@@ -0,0 +1,17 @@
+---
+title: "Codebreaker"
+noteType: ":luggage:"
+aliases: "Codebreaker"
+foundryId: Item.94EPqPGaqs12DtLS
+tags:
+ - Item
+---
+
+# Codebreaker
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Whether you're employed by a military organization to decipher coded messages sent by enemy factions or work independently to crack an enigma created by a past civilization, you have a head for patterns and linguistics. You might even use new clockwork devices to aid you in your efforts.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Society skill and the Cryptography Lore skill. You gain the [[Glean Contents]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Concordance Researcher.md b/content/mechanics/srd/Backgrounds/Concordance Researcher.md
new file mode 100755
index 000000000..f6c9a8022
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Concordance Researcher.md
@@ -0,0 +1,17 @@
+---
+title: "Concordance Researcher"
+noteType: ":luggage:"
+aliases: "Concordance Researcher"
+foundryId: Item.9NaJPzMGkp3blK8O
+tags:
+ - Item
+---
+
+# Concordance Researcher
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Tasked by the Concordance of Elements to research a variety of enigmatic planar phenomena, you've acquired very specific knowledge about the planes and the interactions between them. While being a researcher is usually a peaceful profession, the Concordance might require you to go out into the field and research unstable planar situations.
+
+Choose two attribute boosts. One must be to **Intelligence** or **Wisdom**, and one is a free attribute boost.
+
+You're trained in four of the following: Plane of Air Lore, Plane of Earth Lore, Plane of Fire Lore, Plane of Metal Lore, Plane of Water Lore, or Plane of Wood Lore.
diff --git a/content/mechanics/srd/Backgrounds/Concordance Scout.md b/content/mechanics/srd/Backgrounds/Concordance Scout.md
new file mode 100755
index 000000000..a0ad6ea9b
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Concordance Scout.md
@@ -0,0 +1,17 @@
+---
+title: "Concordance Scout"
+noteType: ":luggage:"
+aliases: "Concordance Scout"
+foundryId: Item.eMAH5IPXTiIJqF7y
+tags:
+ - Item
+---
+
+# Concordance Scout
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You were hired by the Concordance of Elements to seek out rumors of planar breaches or other evidence of planar imbalances. After reporting back to the Concordance, they'd send agents more well equipped to deal with the situation. Still, this job has led you into more trouble than your employers suspect, and you've learned how to get your information quickly and get out relatively unscathed.
+
+Choose two attribute boosts. One must be to **Constitution** or **Charisma**, and one is a free attribute boost.
+
+You're trained in the Diplomacy skill and one of the following lore skills: Plane of Air Lore, Plane of Earth Lore, Plane of Fire Lore, Plane of Metal Lore, Plane of Water Lore, or Plane of Wood Lore. You gain the [[Hobnobber]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Conservator.md b/content/mechanics/srd/Backgrounds/Conservator.md
new file mode 100755
index 000000000..298359ef1
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Conservator.md
@@ -0,0 +1,21 @@
+---
+title: "Conservator"
+noteType: ":luggage:"
+aliases: "Conservator"
+foundryId: Item.Wog1ELVdSbylELjo
+tags:
+ - Item
+---
+
+# Conservator
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Some history survives only so long as its physical remains do. You've developed robust museum skills to identify relics, preserve artifacts, recreate ancient technologies, and even rebuild shattered treasures—often with painstaking patience, a steady hand, and even a little magic. Your contributions don't end there, as whether you've mastered diligent recordkeeping or helped uncover smuggling rings that are looting archaeological sites, you've made an impression. Hearing of your promising abilities, representatives from Clan Tolorr contacted you, inviting you to study with their museum masters and share your own techniques, all while helping preserve over 10,000 years of history!
+
+Choose two ability boosts. One must be to **Dexterity** or **Intelligence**, and one is a free ability boost.
+
+You're trained in either the Crafting skill or the Thievery skill, and you're trained in either the Accounting Lore or the Underworld Lore skill. If you selected Crafting, you gain the [[Quick Repair]] skill feat. If you chose Thievery, you gain the [[Assurance|Assurance (Thievery)]] skill feat.
+
+**Connection:** Ria, an oread gnome curator who studies rivethun traditions
+
+**Reputation Points:** +1
diff --git a/content/mechanics/srd/Backgrounds/Construction Occultist.md b/content/mechanics/srd/Backgrounds/Construction Occultist.md
new file mode 100755
index 000000000..2fb85bb86
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Construction Occultist.md
@@ -0,0 +1,19 @@
+---
+title: "Construction Occultist"
+noteType: ":luggage:"
+aliases: "Construction Occultist"
+foundryId: Item.p28le7yYF9U8j6r5
+tags:
+ - Item
+---
+
+# Construction Occultist
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You helped to build and design buildings and public works on behalf of Geb's architectural faction, the Builders League. You've been taught that creating bridges, gatehouses, roads, walls, and more is as much about planning as it is about brute labor. You learned that the Builders League has plans of occult significance for many of its construction projects and might have even aided them in the way you laid stones or designed walls (although you never learned the great design behind those secret plans). Although you've left construction behind, the skills in long-term planning and leveraging effort remain with you.
+
+You are still well-regarded by the Builders League. Your party gains 1 Reputation Point with the Builders League at the start of the campaign.
+
+Choose two ability boosts. One must be to **Intelligence** or **Strength**, and one is a free ability boost.
+
+You're trained in your choice of the Athletics or Occultism skill. You gain a skill feat: [[Hefty Hauler]] if you chose Athletics or [[Oddity Identification]] if you chose Occultism. You're also trained in Architecture Lore.
diff --git a/content/mechanics/srd/Backgrounds/Cook.md b/content/mechanics/srd/Backgrounds/Cook.md
new file mode 100755
index 000000000..7fb0d395b
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Cook.md
@@ -0,0 +1,17 @@
+---
+title: "Cook"
+noteType: ":luggage:"
+aliases: "Cook"
+foundryId: Item.PilOngPp4LKDi22W
+tags:
+ - Item
+---
+
+# Cook
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You grew up in the kitchens of a tavern or other dining establishment and excelled there, becoming an exceptional cook. Baking, cooking, a little brewing on the side--you've spent lots of time out of sight. It's about time you went out into the world to catch some sights for yourself.
+
+Choose two attribute boosts. One must be to **Constitution** or **Intelligence**, and one is a free attribute boost.
+
+You're trained in the Survival skill and the Cooking Lore skill. You gain the [[Seasoned]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Corpse Stitcher.md b/content/mechanics/srd/Backgrounds/Corpse Stitcher.md
new file mode 100755
index 000000000..83cb2764c
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Corpse Stitcher.md
@@ -0,0 +1,19 @@
+---
+title: "Corpse Stitcher"
+noteType: ":luggage:"
+aliases: "Corpse Stitcher"
+foundryId: Item.ZyANOHfYWixoobsg
+tags:
+ - Item
+---
+
+# Corpse Stitcher
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+The number of zombies working across Geb as farmhands, laborers, or shambling soldiers seems nearly uncountable. None of these zombies can do their work if they fall to pieces, so the Reanimators maintain legions of surgeons and tailors to keep zombies stitched together and suitable for service. You were one of these corpse stitchers, working long hours to ensure that Geb's mindless workforce could perform at its best. On the day you saw some of your friends come under your needle, you realized how expendable Geb's fleshy population truly is, and you decided that you should seek out a different line of work.
+
+The Reanimators appreciate your past service. Your party gains 1 Reputation Point with the Reanimators at the start of the campaign.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Medicine skill. You gain your choice of either the [[Risky Surgery]] or [[Stitch Flesh]] skill feats. You're also trained in Zombie Lore.
diff --git a/content/mechanics/srd/Backgrounds/Courier.md b/content/mechanics/srd/Backgrounds/Courier.md
new file mode 100755
index 000000000..51ac20dd3
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Courier.md
@@ -0,0 +1,17 @@
+---
+title: "Courier"
+noteType: ":luggage:"
+aliases: "Courier"
+foundryId: Item.xWIcrOeZWAUF5WAf
+tags:
+ - Item
+---
+
+# Courier
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+In your youth, you earned coin running messages for persons of wealth and influence, darting through crowded cobblestone streets. Your dogged commitment to deliver your message was good training for the life of an adventurer.
+
+Choose two ability boosts. One must be to **Dexterity** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Society skill and the Lore skill for the city in which you were raised. You gain the [[Glean Contents]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Criminal.md b/content/mechanics/srd/Backgrounds/Criminal.md
new file mode 100755
index 000000000..6ba3cbc18
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Criminal.md
@@ -0,0 +1,17 @@
+---
+title: "Criminal"
+noteType: ":luggage:"
+aliases: "Criminal"
+foundryId: Item.bNtA7VQAr9vTOMyP
+tags:
+ - Item
+---
+
+# Criminal
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+As an unscrupulous independent or as a member of an underworld organization, you lived a life of crime. You might have become an adventurer to seek redemption, to escape the law, or simply to get access to bigger and better loot.
+
+Choose two attribute boosts. One must be to **Dexterity** or **Intelligence**, and one is a free attribute boost.
+
+You're trained in the Stealth skill and the Underworld Lore skill. You gain the [[Experienced Smuggler]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Crown of Chaos.md b/content/mechanics/srd/Backgrounds/Crown of Chaos.md
new file mode 100755
index 000000000..d84d6f16b
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Crown of Chaos.md
@@ -0,0 +1,17 @@
+---
+title: "Crown of Chaos"
+noteType: ":luggage:"
+aliases: "Crown of Chaos"
+foundryId: Item.r4pXa704n2lomVRH
+tags:
+ - Item
+---
+
+# Crown of Chaos
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Your life was one of tumult and mayhem, but you don't see this as a bad thing. Perhaps you lived life on the road as part of an ever-changing group, such as being a member of a traveling circus or part of a years-long pilgrimage with a group of explorers. Maybe you were a member of a large family and found the best way to get attention was to be unpredictable. Or you could have grown up in a region where society had collapsed, such as a war zone or ruined city after a disaster, where you were forced to constantly think on your feet to handle unexpected situations. One thing you've certainly excelled at is developing the skill of lying to strangers in order to put them at ease. Is it really a bad thing to lie, after all, if the end result is good for both sides? Or at the very least, good for you?
+
+This background is associated with the suit of Crowns.
+
+Choose two ability boosts. One must be to **Charisma**, and one is a free ability boost. You gain the [[Charming Liar]] skill feat and are trained in a Lore about a specific terrain, as befits where you spent most of your childhood growing up. You also gain the [[Chaotic Destiny]] free action.
diff --git a/content/mechanics/srd/Backgrounds/Crystal Healer.md b/content/mechanics/srd/Backgrounds/Crystal Healer.md
new file mode 100755
index 000000000..dbce34e83
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Crystal Healer.md
@@ -0,0 +1,17 @@
+---
+title: "Crystal Healer"
+noteType: ":luggage:"
+aliases: "Crystal Healer"
+foundryId: Item.AAKPpXBAVbviBM35
+tags:
+ - Item
+---
+
+# Crystal Healer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Mineral formations can be beautiful things, sparkling and arrayed in geometric configurations. To you, they are also potent natural healing aids. You may have taken up adventuring to prove yourself by healing the ailing or to find new crystals with unique properties to add to your growing collection.
+
+Choose two attribute boosts. One must be to **Wisdom** or **Charisma** and one is a free attribute boost.
+
+You're trained in the Nature skill and the Plane of Earth Lore skill. You gain the [[Natural Medicine]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Cultist.md b/content/mechanics/srd/Backgrounds/Cultist.md
new file mode 100755
index 000000000..943dc6174
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Cultist.md
@@ -0,0 +1,17 @@
+---
+title: "Cultist"
+noteType: ":luggage:"
+aliases: "Cultist"
+foundryId: Item.61lt5DdIDUjeh6pM
+tags:
+ - Item
+---
+
+# Cultist
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You were (or still are) a member of a cult whose rites may involve sacred dances to ensure a strong harvest or dire rituals that call upon dark powers. You might have taken up adventuring to further your cult's aims, to initiate yourself into the world's grander mysteries, or to flee unsavory practices or strictures.
+
+Choose two attribute boosts. One must be to **Intelligence** or **Charisma**, and one is a free attribute boost.
+
+You're trained in the Occultism skill and a Lore skill related to your deity or cult. You gain the [[Schooled In Secrets]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Curandero.md b/content/mechanics/srd/Backgrounds/Curandero.md
new file mode 100755
index 000000000..2dd0e216c
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Curandero.md
@@ -0,0 +1,17 @@
+---
+title: "Curandero"
+noteType: ":luggage:"
+aliases: "Curandero"
+foundryId: Item.udRq4dQbFrfNPhqe
+tags:
+ - Item
+---
+
+# Curandero
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You learned the healing arts of your community wielding your ceremonial chonta, a tool you carved yourself and imbued with sacred oils and herbs. This process opened your eyes to ailments of a more mystical nature: malefic spirits, haunts, possession, and more. You likely took up adventuring to combat these horrors, or you may have fled an evil beyond your power to vanquish.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Medicine skill and the Herbalism Lore skill. You gain the [[Inoculation]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Cursed Family.md b/content/mechanics/srd/Backgrounds/Cursed Family.md
new file mode 100755
index 000000000..eb176054a
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Cursed Family.md
@@ -0,0 +1,21 @@
+---
+title: "Cursed Family"
+noteType: ":luggage:"
+aliases: "Cursed Family"
+foundryId: Item.dqx5hHaYV3Y0MTOw
+tags:
+ - Item
+---
+
+# Cursed Family
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Eye of Dread
+
+* * *
+
+Rumors abound that your family is cursed. While that would explain several unfortunate events in your family history, you may or may not believe it. Regardless, odd coincidences plague your lineage, and perhaps even appear in your own life, and you have become used to spotting strangeness around you.
+
+Choose two ability boosts. One must be to **Intelligence** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Occultism skill and the Curse Lore skill. You gain the [[Oddity Identification]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Cursed.md b/content/mechanics/srd/Backgrounds/Cursed.md
new file mode 100755
index 000000000..089f8334d
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Cursed.md
@@ -0,0 +1,17 @@
+---
+title: "Cursed"
+noteType: ":luggage:"
+aliases: "Cursed"
+foundryId: Item.y748SfLkCVWDTdDK
+tags:
+ - Item
+---
+
+# Cursed
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You are the victim of a personal or hereditary curse. Through great effort and occult study, you have learned to fend off the curse's worst effects and, by extension, you can protect yourself against other harmful magic. However, the curse still hangs over you and sometimes manifests in dangerous ways.
+
+Choose two ability boosts. One must be to **Intelligence** or **Charisma**, and one is a free ability boost.
+
+You are trained in Occultism and Curse Lore. You gain the [[Warding Sign]] reaction. You and the GM should determine the full effects of the curse, though you've staved most of them off for now. The GM determines the curse's lingering manifestations on you, which usually include at least a constant or very frequent thematic effect and occasional more dangerous effects.
diff --git a/content/mechanics/srd/Backgrounds/Dauntless.md b/content/mechanics/srd/Backgrounds/Dauntless.md
new file mode 100755
index 000000000..327cb3942
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Dauntless.md
@@ -0,0 +1,17 @@
+---
+title: "Dauntless"
+noteType: ":luggage:"
+aliases: "Dauntless"
+foundryId: Item.AG42lOdBVM0XySJJ
+tags:
+ - Item
+---
+
+# Dauntless
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+As a child, you chose to face each of your deepest fears and, time and again, emerged victorious. You have learned to conquer fear itself, and by sheer force of will and determination, you're able to brush off frightening experiences more easily than most. Others find it difficult to intimidate you into backing down from whatever you've set your mind to.
+
+Choose two ability boosts. One must be to **Wisdom** or **Charisma**, and one is a free ability boost.
+
+You are trained in the Diplomacy skill. You gain the [[Indomitable Act]] reaction.
diff --git a/content/mechanics/srd/Backgrounds/Deckhand.md b/content/mechanics/srd/Backgrounds/Deckhand.md
new file mode 100755
index 000000000..038d939b3
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Deckhand.md
@@ -0,0 +1,17 @@
+---
+title: "Deckhand"
+noteType: ":luggage:"
+aliases: "Deckhand"
+foundryId: Item.1BfBiBsxSZK3CE1h
+tags:
+ - Item
+---
+
+# Deckhand
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+The rolling waves of the high seas, the constant sway of the deck underfoot, and the creaking heights of a ship's rigging are as familiar to you as solid ground. You might have worked on a simple fishing boat, a wealthy merchant's galley, a mighty warship - or even a pirate's caravel. Whether your crew retired, your ship sank, or you've turned to adventuring so you can keep all the treasure for yourself, you still retain an excellent sense of balance and quick reflexes.
+
+Choose two ability boosts. One must be to **Dexterity** or **Strength** and one is a free ability boost.
+
+You're trained in the Acrobatics skill, and the Sailing Lore skill. You gain the [[Cat Fall]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Dedicated Delver.md b/content/mechanics/srd/Backgrounds/Dedicated Delver.md
new file mode 100755
index 000000000..9f0642a2e
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Dedicated Delver.md
@@ -0,0 +1,23 @@
+---
+title: "Dedicated Delver"
+noteType: ":luggage:"
+aliases: "Dedicated Delver"
+foundryId: Item.tCHNirMS4pMxMny0
+tags:
+ - Item
+---
+
+# Dedicated Delver
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Filled with predators, pitfalls, and other perils, the Darklands rightfully scares off most travelers. Not you! Whether you're a veteran Darklands caravanner, a cartographer seeking safer paths through dangerous territory, or just a spelunker who loves to escape the surface and hear the caverns sing, you're adept at navigating underground obstacles and finding your way back to civilization.
+
+Clan Tolorr specializes more in studying the past than extracting it from dangerous areas. Its leader, Arghan Tolorr, was an avid explorer in his youth, and he's begun an initiative to befriend, recruit, and train subterranean daredevils who can extract relics responsibly. You're one of his candidates for this pilot program. Helping administrate recruits is Ria, a gnome curator and close Tolorr confidante who helped arrange your travel to Highhelm.
+
+Choose two ability boosts. One must be to **Strength** or **Dexterity**, and one is a free ability boost.
+
+You're trained in either the Athletics skill or the Survival skill, and you're trained in the Cave Lore skill. If you selected Athletics, you gain the [[Combat Climber]] skill feat. If you chose Survival, you gain the [[Terrain Expertise|Terrain Expertise (Underground)]] skill feat.
+
+**Connection:** Ria, an oread gnome curator who studies rivethun traditions
+
+**Reputation Points:** +0
diff --git a/content/mechanics/srd/Backgrounds/Deep-Sea Diver.md b/content/mechanics/srd/Backgrounds/Deep-Sea Diver.md
new file mode 100755
index 000000000..1f4d7eda5
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Deep-Sea Diver.md
@@ -0,0 +1,17 @@
+---
+title: "Deep-Sea Diver"
+noteType: ":luggage:"
+aliases: "Deep-Sea Diver"
+foundryId: Item.AJkBo7Cl3sqHrkwP
+tags:
+ - Item
+---
+
+# Deep-Sea Diver
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+The sapphire depths of the seas and the mysteries they hold beneath their surface have always piqued your interest. Your obsession with the ocean depths cannot be contained to one world alone, and you've read tomes and journals about the source of all water, everywhere, hoping to one day understand the watery secrets of the great unknown.
+
+Choose two attribute boosts. One must be to **Strength** or **Wisdom**, and one is a free attribute boost.
+
+You're trained in the Athletics skill and the Plane of Water Lore skill. You gain the [[Underwater Marauder]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Demon Slayer.md b/content/mechanics/srd/Backgrounds/Demon Slayer.md
new file mode 100755
index 000000000..b962d54eb
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Demon Slayer.md
@@ -0,0 +1,21 @@
+---
+title: "Demon Slayer"
+noteType: ":luggage:"
+aliases: "Demon Slayer"
+foundryId: Item.mm7w4qtDVJBaEdmF
+tags:
+ - Item
+---
+
+# Demon Slayer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+For over a century, Mendev led a multinational coalition against ever-growing abyssal invaders in the Worldwound, and the Pathfinder Society aided in the so-called Fifth Crusade that ultimately sealed the planar rift and defeated its demon armies. You might be a hardened recruit who clashed with the demons, or perhaps you were a survivor who lost everything to the fiendish armies and narrowly escaped-or was rescued by Pathfinders. Your exposure to the Worldwound has taught you vital lessons in identifying fiends and their magic.
+
+Choose two ability boosts. One must be to **Strength** or **Constitution**, and one is a free ability boost.
+
+You're trained in the Religion skill and the Demon Lore skill. You gain the [[Recognize Spell]] skill feat. Add **Abyssal** to the list of additional languages you can learn for having a high Intelligence modifier.
+
+* * *
+
+**Special** You can select this background only if you have earned credit for at least 5 First Edition scenarios from Season 5 of the Pathfinder Society organized play campaign.
diff --git a/content/mechanics/srd/Backgrounds/Dendrologist.md b/content/mechanics/srd/Backgrounds/Dendrologist.md
new file mode 100755
index 000000000..a4552602e
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Dendrologist.md
@@ -0,0 +1,17 @@
+---
+title: "Dendrologist"
+noteType: ":luggage:"
+aliases: "Dendrologist"
+foundryId: Item.glNzjO6fwUc9IqQm
+tags:
+ - Item
+---
+
+# Dendrologist
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Trees grow in every biome, and your awe at their ability to conquer terrain has inspired deeper study into their workings. There are trees everywhere, and your study of them will inevitably take you ever further afield in search of new varieties, perhaps even to the Plane of Wood itself.
+
+Choose two attribute boosts. One must be to **Intelligence** or **Wisdom**, and one is a free attribute boost.
+
+You're trained in the Survival skill and the Plane of Wood Lore skill. You gain the [[Terrain Expertise]] skill feat for forests.
diff --git a/content/mechanics/srd/Backgrounds/Deputy.md b/content/mechanics/srd/Backgrounds/Deputy.md
new file mode 100755
index 000000000..3d8e58dc4
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Deputy.md
@@ -0,0 +1,17 @@
+---
+title: "Deputy"
+noteType: ":luggage:"
+aliases: "Deputy"
+foundryId: Item.kLvWvtYgwwtcGmsS
+tags:
+ - Item
+---
+
+# Deputy
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+While your life may have taken some twists and turns in the intervening years, you were once deputized as the lawful protector of a community. While the role was temporary and you've since turned in your badge, that responsibility shaped you. Whenever a community is in trouble, and the sheriff is nowhere to be found, residents call on you to capture a criminal, rescue the mayor's offspring from bandits, or go toe to toe with outlaws.
+
+Choose two ability boosts. One must be to **Dexterity** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Survival skill and the Hunting Lore skill. You gain the [[Experienced Tracker]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Desert Tracker.md b/content/mechanics/srd/Backgrounds/Desert Tracker.md
new file mode 100755
index 000000000..8884278e7
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Desert Tracker.md
@@ -0,0 +1,21 @@
+---
+title: "Desert Tracker"
+noteType: ":luggage:"
+aliases: "Desert Tracker"
+foundryId: Item.ANSxlRewAT7f7pug
+tags:
+ - Item
+---
+
+# Desert Tracker
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Golden Road
+
+* * *
+
+You're at home blazing trails in the burning sands, and you made a living guiding or following creatures in the desert. You might be a native nomad, an experienced desert guide, a naturalist, a bandit driven into the dunes by the law-or all of the above.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Survival skill and the Desert Lore skill. You gain the [[Experienced Tracker]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Detective.md b/content/mechanics/srd/Backgrounds/Detective.md
new file mode 100755
index 000000000..0e3b0eada
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Detective.md
@@ -0,0 +1,17 @@
+---
+title: "Detective"
+noteType: ":luggage:"
+aliases: "Detective"
+foundryId: Item.YH83laSIkGXdLwcp
+tags:
+ - Item
+---
+
+# Detective
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You solved crimes as a police inspector or took jobs for wealthy clients as a private investigator. You might have become an adventurer as part of your next big mystery, but likely it was due to the consequences or aftermath of a prior case.
+
+Choose two attribute boosts. One must be to **Intelligence** or **Wisdom**, and one is a free attribute boost.
+
+You're trained in the Society skill and the Underworld Lore skill. You gain the [[Streetwise]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Diobel Pearl Diver.md b/content/mechanics/srd/Backgrounds/Diobel Pearl Diver.md
new file mode 100755
index 000000000..6908115b2
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Diobel Pearl Diver.md
@@ -0,0 +1,21 @@
+---
+title: "Diobel Pearl Diver"
+noteType: ":luggage:"
+aliases: "Diobel Pearl Diver"
+foundryId: Item.bvPrKam0ReSVEBDn
+tags:
+ - Item
+---
+
+# Diobel Pearl Diver
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Absalom and Starstone Isle
+
+* * *
+
+You spent a portion of your youth diving and gathering precious pearls under the attentive eyes of Kortos Consortium merchants.
+
+Choose two ability boosts. One must be to **Constitution** or **Dexterity**, and one is a free ability boost.
+
+You're trained in the Athletics skill and the Ocean Lore skill. You gain the [[Underwater Marauder]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Discarded Duplicate.md b/content/mechanics/srd/Backgrounds/Discarded Duplicate.md
new file mode 100755
index 000000000..539d30e5c
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Discarded Duplicate.md
@@ -0,0 +1,17 @@
+---
+title: "Discarded Duplicate"
+noteType: ":luggage:"
+aliases: "Discarded Duplicate"
+foundryId: Item.fbO3mD2nt9EzRApz
+tags:
+ - Item
+---
+
+# Discarded Duplicate
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Someone created you for a specific purpose. Some important person, be they a storied royal, a contentious politician, or a stark military leader, needed a body double for their most dangerous appearances. Using a mixture of fringe science and magic, you were commissioned and trained to emulate this person in every way, and have stood in for them in countless deadly circumstances. You may or may not know the reason behind your decommissioning, but whoever discarded you didn't finish you off. Now, the world is yours to explore-but "you" may have a bold or brutish reputation, or the individual you were duplicating may be long dead. Regardless of the fate of this individual, your way of life has changed drastically.
+
+You and the GM can work out how to incorporate your previous life into your story. The GM can keep this knowledge hidden even from you, or you or another character know what happened. You and the GM can also leave the information unspecified and fill it in later.
+
+You gain three free ability boosts. You choose two, and the GM chooses one based on the attributes of the character you were built to duplicate.
diff --git a/content/mechanics/srd/Backgrounds/Disciple of the Gear.md b/content/mechanics/srd/Backgrounds/Disciple of the Gear.md
new file mode 100755
index 000000000..a80f55f97
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Disciple of the Gear.md
@@ -0,0 +1,17 @@
+---
+title: "Disciple of the Gear"
+noteType: ":luggage:"
+aliases: "Disciple of the Gear"
+foundryId: Item.kLQubW5kgV9vSV9Z
+tags:
+ - Item
+---
+
+# Disciple of the Gear
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+While many regard science and faith as incompatible, you believe scientific advancement is your deity's will. Perhaps you're a follower of Brigh, Casandalee, or some other god of technology, or perhaps you see the furnaces and sparks of modernity as the latest manifestation of Sarenrae's flame or Gozreh's lightning-whatever the case, you're always willing to spread the word of your deity, and you've learned some basic tinkering to show how your deity's focus can increase the common standard of living.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Crafting skill and the Lore skill for the deity you worship. You gain the [[Quick Repair]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Doomcaller.md b/content/mechanics/srd/Backgrounds/Doomcaller.md
new file mode 100755
index 000000000..7ff59b9fc
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Doomcaller.md
@@ -0,0 +1,17 @@
+---
+title: "Doomcaller"
+noteType: ":luggage:"
+aliases: "Doomcaller"
+foundryId: Item.HZmde4e7kri6ocFv
+tags:
+ - Item
+---
+
+# Doomcaller
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+In the stars you see not guidance or wisdom but a twinkling door to the impending end of all things. You might have been raised in this ideology, gleaned it from superstition, or received a prophetic vision. Regardless, you've come to view the stars and whatever power they evoke as a path to doom, a curse to warn the masses. Others might spurn your warnings, while some might join you in enlightening the ignorant. To you, there's no greater truth than the coming end, and you know that whatever the cause for it will come from the stars-or perhaps the stars are just a gate to a more terrifying beyond.
+
+Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
+
+You're trained in Occultism and Star Lore. You also gain the [[Stellar Misfortune]] action.
diff --git a/content/mechanics/srd/Backgrounds/Dragon Scholar.md b/content/mechanics/srd/Backgrounds/Dragon Scholar.md
new file mode 100755
index 000000000..679dbb5b1
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Dragon Scholar.md
@@ -0,0 +1,19 @@
+---
+title: "Dragon Scholar"
+noteType: ":luggage:"
+aliases: "Dragon Scholar"
+foundryId: Item.jImEsQ6c8ZlRDl46
+tags:
+ - Item
+---
+
+# Dragon Scholar
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Dragons have fascinated you for as long as you can remember. The potent power they possess, the long lives they lead, the ancient traditions they inspire-whatever the source of your interest, you've spent much of your life to this point immersed in all things draconic. These studies have bolstered your self-confidence and given you a wide range of methods and tactics you can use to impose your will on others.
+
+You've likely chosen to attend the Call for Heroes as a way to seek funds as an adventurer to afford more texts about dragons or perhaps out of a desire to encounter one in real life.
+
+Choose two ability boosts. One must be to **Strength** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Intimidation skill, and the Dragon Lore skill. You gain the [[Intimidating Glare]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Dreamer of the Verdant Moon.md b/content/mechanics/srd/Backgrounds/Dreamer of the Verdant Moon.md
new file mode 100755
index 000000000..896eadbe7
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Dreamer of the Verdant Moon.md
@@ -0,0 +1,17 @@
+---
+title: "Dreamer of the Verdant Moon"
+noteType: ":luggage:"
+aliases: "Dreamer of the Verdant Moon"
+foundryId: Item.vr8wdTL6Z1zu3m6X
+tags:
+ - Item
+---
+
+# Dreamer of the Verdant Moon
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You spent your early days in the aftermath of one of the great ravenings. You survived thanks to your resourcefulness and perhaps your patron's favor and were blessed with skills and drive thereafter, but you must always hold to his standards, lest the hunger from the depths seek you out once again.
+
+Choose two ability boosts. One must be to **Strength** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Survival skill and the Zevgavizeb Lore skill. You gain the [[Ravening's Desperation]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Dreams of Vengeance.md b/content/mechanics/srd/Backgrounds/Dreams of Vengeance.md
new file mode 100755
index 000000000..4deffcc6e
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Dreams of Vengeance.md
@@ -0,0 +1,19 @@
+---
+title: "Dreams of Vengeance"
+noteType: ":luggage:"
+aliases: "Dreams of Vengeance"
+foundryId: Item.EJuICRT6U5UJ5Rhg
+tags:
+ - Item
+---
+
+# Dreams of Vengeance
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You've known strife your whole life, whether on the battlefield, in the arena, or simply living your day-to-day life. When you're not thinking about your next brawl, you're turning over memories of traitorous rivals and troublesome betrayers who've wronged you in the past. The sight of your enemies broken and maimed, then, greatly appealed to you when you glimpsed through a mysterious glowing archway during the Missing Moment. But when you stepped through the gate, you found yourself back where you started, with no indications of your exacted revenge anywhere in sight. You nearly burned down the countryside in frustrated rage, only realizing afterward the magnitude of the fiery new power you wielded. Fiery rays of energy you could shoot from your eyes—these, no doubt, would come in handy.
+
+Your deviant abilities are of the dragon classification. You gain the [[Blasting Beams]] deviant feat with the fire type. As a quirk, your pupils are shaped like curved arches. When you use a deviant ability, the centers of your pupils shine with light, like the glowing gateways of the Missing Moment.
+
+Choose two ability boosts. One must be to **Constitution** or **Strength**, and one is a free ability boost.
+
+You're trained in the Athletics skill and the Gladiator Lore skill. You gain the [[Titan Wrestler]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Driver.md b/content/mechanics/srd/Backgrounds/Driver.md
new file mode 100755
index 000000000..4d748f20a
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Driver.md
@@ -0,0 +1,17 @@
+---
+title: "Driver"
+noteType: ":luggage:"
+aliases: "Driver"
+foundryId: Item.S19p2Eou177Iz1b3
+tags:
+ - Item
+---
+
+# Driver
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You practically live behind the controls of a vehicle, and can handle just about anything the road, waves, and sky can throw at you. You likely adventure to test your skills in unusual environments and new and interesting vehicles.
+
+Choose two ability boosts. One must be to **Strength** or **Dexterity**, and one is a free ability boost.
+
+You're trained in the Acrobatics skill and the Piloting Lore skill. You gain the [[Assurance]] skill feat with Piloting Lore.
diff --git a/content/mechanics/srd/Backgrounds/Droskari Disciple.md b/content/mechanics/srd/Backgrounds/Droskari Disciple.md
new file mode 100755
index 000000000..a2e85af32
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Droskari Disciple.md
@@ -0,0 +1,17 @@
+---
+title: "Droskari Disciple"
+noteType: ":luggage:"
+aliases: "Droskari Disciple"
+foundryId: Item.ybP39QA3r7GlkoTU
+tags:
+ - Item
+---
+
+# Droskari Disciple
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You grew up in the church of the Dark Smith, where you learned the value of hard work and achieving vocational mastery.
+
+Choose two ability boosts. One must be to **Constitution** or **Intelligence**, and one is a free ability boost.
+
+You gain the [[Skill Training]] skill feat, and you're trained in the Droskar Lore skill.
diff --git a/content/mechanics/srd/Backgrounds/Early Explorer.md b/content/mechanics/srd/Backgrounds/Early Explorer.md
new file mode 100755
index 000000000..d5ba5d74f
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Early Explorer.md
@@ -0,0 +1,21 @@
+---
+title: "Early Explorer"
+noteType: ":luggage:"
+aliases: "Early Explorer"
+foundryId: Item.FcWHgLRAIAlbA10F
+tags:
+ - Item
+---
+
+# Early Explorer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+In the past decade, the Pathfinder Society has clashed with demonic armies, meddled in politics, and more, but you joined the organization before everything seemed so complicated. Whether you're a dedicated scholar of ruins or an explorer who just longs for months-long expeditions into the wilderness, you're a Pathfinder to explore, report, and cooperate.
+
+Choose two ability boosts. One must be to **Strength** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Survival skill and the Pathfinder Society Lore skill. You gain the [[Forager]] skill feat.
+
+* * *
+
+**Special** You can select this background only if you have earned credit for at least 5 First Edition scenarios from Seasons 0 of the Pathfinder Society organized play campaign.
diff --git a/content/mechanics/srd/Backgrounds/Eclectic Scholar.md b/content/mechanics/srd/Backgrounds/Eclectic Scholar.md
new file mode 100755
index 000000000..63396c20f
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Eclectic Scholar.md
@@ -0,0 +1,23 @@
+---
+title: "Eclectic Scholar"
+noteType: ":luggage:"
+aliases: "Eclectic Scholar"
+foundryId: Item.1pbb7ArdsB4J2bIL
+tags:
+ - Item
+---
+
+# Eclectic Scholar
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Understanding history isn't just about translating old laws and reading about who invaded whom; it's also packed with magical outbursts, extraplanar interventions, and unexplained oddities not yet understood by modern science. You have a knack for absorbing esoteric trivia and unraveling past supernatural events. Your studies recently drew you to the dwarven city of Tar-Kazmukh, whose Blue Warders maintain an eclectically magical library. Perusing its shelves didn't answer your most burning questions, but it did earn you some friends, expose you to a dizzying array of dwarven religious lore, and introduce you to some intriguing mysteries buried in Highhelm's history.
+
+Believing that Highhelm might provide you with greater opportunities, a Blue Warder named Rosha Coppervein facilitated introductions between you and their adoptive clan, Clan Tolorr. It seems your credentials and whatever Rosha wrote on your behalf made an impression; within a week, you received an invitation to Highhelm and travel funds to study with Tolorr sages! The shy Rosha has stayed in Tar-Kazmukh for now, enjoying its relative quiet, but you know that they'll join you in a few weeks for Tolorr's Family Festival.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Occultism skill and the Dwarven Pantheon Lore skill, an uncommonly broad Lore skill that pertains to Torag's faith and those faiths of his divine family. You gain the [[Quick Identification]] skill feat.
+
+**Connection:** Rosha Coppervein, a Blue Warder who married into Clan Tolorr
+
+**Reputation Points:** +0
diff --git a/content/mechanics/srd/Backgrounds/Eclipseborn.md b/content/mechanics/srd/Backgrounds/Eclipseborn.md
new file mode 100755
index 000000000..43ed5a8a4
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Eclipseborn.md
@@ -0,0 +1,17 @@
+---
+title: "Eclipseborn"
+noteType: ":luggage:"
+aliases: "Eclipseborn"
+foundryId: Item.sjtGf4nvDbMZEI8W
+tags:
+ - Item
+---
+
+# Eclipseborn
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You were born at the exact moment of a solar or lunar eclipse. At the eclipse's junction, or not long after, a catastrophe fell upon the area of your birth-perhaps it affected only the people around you, a city, or even spanned the entire region. Whatever the scope, those present at your arrival came to believe the eclipse was the omen of ill fortune, and you were its harbinger. You grew up distinctly aware others viewed you as a child of misfortune and, to a certain extent, they were right.
+
+Choose two ability boosts. One must be to Charisma or Constitution, and one is a free ability boost.
+
+Decide with the GM what catastrophic event coincided with your birth; you're trained in a Lore skill related to that event. You can cast _[[Ill Omen]]_ as an occult innate spell once per day. After you Cast this Spell, but before you regain the ability to cast it the following day, the GM can force you to reroll a successful saving throw, attack roll, or skill check as misfortune finds its way back to you. This is a misfortune effect. If this effect causes you to fail the associated saving throw, attack roll, or skill check, you can cast _ill omen_ again a second time that day.
diff --git a/content/mechanics/srd/Backgrounds/Eidolon Contact.md b/content/mechanics/srd/Backgrounds/Eidolon Contact.md
new file mode 100755
index 000000000..9c4af75cb
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Eidolon Contact.md
@@ -0,0 +1,17 @@
+---
+title: "Eidolon Contact"
+noteType: ":luggage:"
+aliases: "Eidolon Contact"
+foundryId: Item.vFopejHKcvJtNejL
+tags:
+ - Item
+---
+
+# Eidolon Contact
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You've come into contact with a disembodied being of magical essence known as an eidolon. You might have forged a powerful conduit with that eidolon, allowing you to manifest it as a summoner, but it's much more likely that you lost contact over time, though not before learning a few half-remembered secrets. If you lost contact, you might have become an adventurer to try to reach the eidolon again, or to be sure that you're rid of it forever.
+
+Choose two ability boosts. One must be to **Constitution** or **Charisma**, and one is a free ability boost.
+
+You're trained in your choice of Arcana, Nature, Occultism, or Religion, and a Lore skill for the creature associated with your contacted eidolon (such as Angel Lore or Dragon Lore). You gain the [[Dubious Knowledge]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Eldritch Anatomist.md b/content/mechanics/srd/Backgrounds/Eldritch Anatomist.md
new file mode 100755
index 000000000..fb4a3ff2c
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Eldritch Anatomist.md
@@ -0,0 +1,17 @@
+---
+title: "Eldritch Anatomist"
+noteType: ":luggage:"
+aliases: "Eldritch Anatomist"
+foundryId: Item.CHzyi3jFthZGF76j
+tags:
+ - Item
+---
+
+# Eldritch Anatomist
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You're a trained physician who can ably tend wounds of many kinds. But more than a practitioner, you're a scholar. Some cultures shape flesh to extreme degrees, creating aberrations from humanoid forms. The fleshforges of distant Nex practice this fleshwarping, as do certain subterranean societies you hope to one day study—preferably from a safe and clinical distance.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Medicine skill and the Fleshwarp Lore skill. You gain the [[Assurance]] skill feat with Medicine.
diff --git a/content/mechanics/srd/Backgrounds/Elementally Infused.md b/content/mechanics/srd/Backgrounds/Elementally Infused.md
new file mode 100755
index 000000000..1d3bd03c8
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Elementally Infused.md
@@ -0,0 +1,31 @@
+---
+title: "Elementally Infused"
+noteType: ":luggage:"
+aliases: "Elementally Infused"
+foundryId: Item.pGJm5Qm2vOiOMLpY
+tags:
+ - Item
+---
+
+# Elementally Infused
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You were exposed to a strong burst of elemental essence originating directly from an elemental plane, most likely caused by a planar breach. Your body absorbed the elemental essence with no ill effects, and now it coalesces within you. With time, you've learned to project elemental power in a manner safe to you but still deadly to others.
+
+Choose two attribute boosts. One must be to **Constitution** or **Charisma**, and one is a free attribute boost.
+
+Choose one elemental plane: Air, Earth, Fire, Metal, Water, or Wood. You are trained in the corresponding Lore skill: Plane of Air Lore, Plane of Earth Lore, Plane of Fire Lore, Plane of Metal Lore, Plane of Water Lore, or Plane of Wood Lore. You also gain a cantrip according to your chosen plane:
+
+**Air:** _[[Gale Blast]]_
+
+**Earth:** _[[Scatter Scree]]_
+
+**Fire:** _[[Ignition]]_
+
+**Metal:** _[[Needle Darts]]_
+
+**Water:**_[[Spout]]_
+
+**Wood:** _[[Root Reading]]_
+
+You can cast this spell as a primal innate spell at will.
diff --git a/content/mechanics/srd/Backgrounds/Emancipated.md b/content/mechanics/srd/Backgrounds/Emancipated.md
new file mode 100755
index 000000000..ef43204eb
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Emancipated.md
@@ -0,0 +1,19 @@
+---
+title: "Emancipated"
+noteType: ":luggage:"
+aliases: "Emancipated"
+foundryId: Item.ccdLB3hr1ZUl1nit
+tags:
+ - Item
+---
+
+# Emancipated
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Until recently, the nation of Ravounel was part of the larger nation of Cheliax, where the church of Asmodeus is the law and slaves are traded freely in the open market. You had the poor fortune to be born into slavery, but the good luck to have grown up in the city of Kintargo. When Ravounel seceded from Cheliax, the leaders of this new nation freed all slaves, and you've wasted no time in exploring and establishing your new life. How and why you've come to Breachill is left to you to decide-but the fact that you feel empowered to determine your own destiny continues to drive you!
+
+The chance to become an adventurer has excited you for some time, as you hope to build a new life for yourself as a hero rewarded with fame and fortune. Joining the Call for Heroes is a great opportunity to find a group to adventure with.
+
+Choose two ability boosts. One must be to **Dexterity** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Stealth skill and the Kintargo Lore skill. You gain the [[Terrain Stalker]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Emissary.md b/content/mechanics/srd/Backgrounds/Emissary.md
new file mode 100755
index 000000000..07a3eaa1e
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Emissary.md
@@ -0,0 +1,17 @@
+---
+title: "Emissary"
+noteType: ":luggage:"
+aliases: "Emissary"
+foundryId: Item.UsOvZ4lSWOpbp8tE
+tags:
+ - Item
+---
+
+# Emissary
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+As a diplomat or messenger, you traveled to lands far and wide. Communicating with new people and forming alliances were your stock and trade.
+
+Choose two attribute boosts. One must be to **Intelligence** or **Charisma**, and one is a free attribute boost.
+
+You're trained in the Society skill and a Lore skill related to one city you've visited often. You gain the [[Multilingual]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Empty Whispers.md b/content/mechanics/srd/Backgrounds/Empty Whispers.md
new file mode 100755
index 000000000..c70dfbb15
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Empty Whispers.md
@@ -0,0 +1,17 @@
+---
+title: "Empty Whispers"
+noteType: ":luggage:"
+aliases: "Empty Whispers"
+foundryId: Item.UQPAHIAhgKY5su6d
+tags:
+ - Item
+---
+
+# Empty Whispers
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You knew someone once, and now you know only a life stitched together and healed over, nary even a scar remaining. You hear voices of souls that have fallen through the cracks of reality, creatures who have been removed from memory, banished planar entities, and similar. Their whispers guide you.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Occultism skill and the Planar Rift Lore skill. You get a Planar Rift Lore check to sense planar rifts, even if you aren't specifically Investigating or Searching for them, as well as locations where magic has been used to remove the memory of an object or creature from existence.
diff --git a/content/mechanics/srd/Backgrounds/Energy Scarred.md b/content/mechanics/srd/Backgrounds/Energy Scarred.md
new file mode 100755
index 000000000..681698023
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Energy Scarred.md
@@ -0,0 +1,17 @@
+---
+title: "Energy Scarred"
+noteType: ":luggage:"
+aliases: "Energy Scarred"
+foundryId: Item.xtuuYERax5q5xHUt
+tags:
+ - Item
+---
+
+# Energy Scarred
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Exposure to a significant magical event overloaded you with magical energy. Perhaps you were exposed to dangerous levels of magical energy that left you near death, or it built up over long-term exposure to a powerful source of magic.
+
+Choose two ability boosts. One must be **Constitution** and one is a free ability boost.
+
+Your innate magical trait is primal. Choose acid, cold, electricity, fire, force, sonic, vitality, or void. You are trained in a Lore skill associated with the chosen energy (such as Fire Lore) and you gain resistance to that energy type equal to half your level (minimum 1).
diff --git a/content/mechanics/srd/Backgrounds/Entertainer.md b/content/mechanics/srd/Backgrounds/Entertainer.md
new file mode 100755
index 000000000..e5df5d928
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Entertainer.md
@@ -0,0 +1,17 @@
+---
+title: "Entertainer"
+noteType: ":luggage:"
+aliases: "Entertainer"
+foundryId: Item.A7c6jAkAcKeuX2iL
+tags:
+ - Item
+---
+
+# Entertainer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Through an education in the arts or sheer dogged practice, you learned to entertain crowds. You might have been an actor, a dancer, a musician, a street magician, or any other sort of performer.
+
+Choose two attribute boosts. One must be to **Dexterity** or **Charisma**, and one is a free attribute boost.
+
+You're trained in the Performance skill and the Theater Lore skill. You gain the [[Fascinating Performance]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Ex-Con Token Guard.md b/content/mechanics/srd/Backgrounds/Ex-Con Token Guard.md
new file mode 100755
index 000000000..8c9d26329
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Ex-Con Token Guard.md
@@ -0,0 +1,19 @@
+---
+title: "Ex-Con Token Guard"
+noteType: ":luggage:"
+aliases: "Ex-Con Token Guard"
+foundryId: Item.IcAJRP4QwPF8OL27
+tags:
+ - Item
+---
+
+# Ex-Con Token Guard
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Not everyone starts life on easy street-your own experience is testament to that. You took a wrong turn at some point early on and became a career criminal. Perhaps you were a petty pickpocket, or maybe you've even murdered someone. Either way, your crimes landed you with a transformative prison sentence in the Brine prison. Only then did you realize that something needed to change. After your release, you dedicated yourself to helping other downtrodden individuals and those forced to resort to crime to survive. You joined the Coins District Guard, but soon learned that this precinct was a haven for the very corruption you sought to undo. Your efforts at reform never took root and you feared that your decision to become an officer of the law was a huge mistake.
+
+You transferred to the Edgewatch, the Precipice Quarter's new precinct, in the hope that you might meet others who sought to help-not exploit-Absalom's misguided.
+
+Choose two ability boosts. One must be to **Dexterity** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Thievery skill and your choice of Legal Lore or Underworld Lore. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks to [[Interact]] with Token Guards and convicted criminals such as prison inmates. You gain the [[Pickpocket]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Ex-Mendevian Crusader.md b/content/mechanics/srd/Backgrounds/Ex-Mendevian Crusader.md
new file mode 100755
index 000000000..b11b010d3
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Ex-Mendevian Crusader.md
@@ -0,0 +1,17 @@
+---
+title: "Ex-Mendevian Crusader"
+noteType: ":luggage:"
+aliases: "Ex-Mendevian Crusader"
+foundryId: Item.NZ5tGLNIIdYd3lGS
+tags:
+ - Item
+---
+
+# Ex-Mendevian Crusader
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+When the Great Quake rumbled across the eastern lands and opened the rift that southerners called "the Worldwound," you answered the call to arms to fight back the demonic hordes. What you saw during the war changed you forever-so much so that you became a wanderer, hermit, or other voluntary outcast. When you came upon the Broken Tusk following, you determined you'd finally found a people whose values and traditions made you feel whole again. The Broken Tusk was supposedly once a much bigger following, and so you've joined them in the hopes of helping them heal old wounds and rebuild in the shadow of loss. In the process, perhaps this new family will help you do the same.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Religion skill and the Demon Lore skill. You gain the [[Pilgrim's Token]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Faction Opportunist.md b/content/mechanics/srd/Backgrounds/Faction Opportunist.md
new file mode 100755
index 000000000..e541a41cc
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Faction Opportunist.md
@@ -0,0 +1,21 @@
+---
+title: "Faction Opportunist"
+noteType: ":luggage:"
+aliases: "Faction Opportunist"
+foundryId: Item.8dGnQuYEKX1RqX0P
+tags:
+ - Item
+---
+
+# Faction Opportunist
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+As the Pathfinder Society's influence has grown, so too did many of its factions become wealthier and more powerful. These factions relied on a host of Pathfinders and independent operatives alike to establish trade networks, shape national politics, and more, and you were among the specialists who helped one of these factions realize its goal. These events provided you countless opportunities to develop your own contacts and negotiating skills.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Diplomacy skill, plus either Guild Lore, Heraldry Lore, or Mercantile Lore. You gain the [[Hobnobber]] skill feat.
+
+* * *
+
+**Special** You can select this background only if you have earned credit for at least 5 First Edition scenarios from Season 9 of the Pathfinder Society organized play campaign.
diff --git a/content/mechanics/srd/Backgrounds/False Medium.md b/content/mechanics/srd/Backgrounds/False Medium.md
new file mode 100755
index 000000000..b959aff11
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/False Medium.md
@@ -0,0 +1,19 @@
+---
+title: "False Medium"
+noteType: ":luggage:"
+aliases: "False Medium"
+foundryId: Item.NvR1PKMX341NA6yp
+tags:
+ - Item
+---
+
+# False Medium
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+There are people in this world who possess the ability to pierce the veil between the world of the living and the world of the dead, allowing them to communicate with spirits. You... are not one of them. But you know enough about the occult, as well as cold reading tricks and various practices from local religions, to scam your way into people's coinpurses. Unlike a through-and-through charlatan, there's some real occult methodology behind your flimflam, but that's likely cold comfort to the people you swindle. Whether you decided to take a more righteous path, were caught and pledged to make it right, or still slip in a few "séances" between adventures, you've taken to an adventuring lifestyle as you move from place to place.
+
+Choose two ability boosts. One must be to **Intelligence** or **Charisma**, and one is a free ability boost.
+
+You're trained in Occultism and Fortune-Telling Lore.
+
+You gain the [[Deceptive Worship]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Farmhand.md b/content/mechanics/srd/Backgrounds/Farmhand.md
new file mode 100755
index 000000000..bcc6959e6
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Farmhand.md
@@ -0,0 +1,17 @@
+---
+title: "Farmhand"
+noteType: ":luggage:"
+aliases: "Farmhand"
+foundryId: Item.dmbel2z62IgoKVLE
+tags:
+ - Item
+---
+
+# Farmhand
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+With a strong back and an understanding of seasonal cycles, you tilled the land and tended crops. Your farm could have been razed by invaders, you could have lost the family tying you to the land, or you might have simply tired of the drudgery, but at some point, you became an adventurer.
+
+Choose two attribute boosts. One must be to **Constitution** or **Wisdom**, and one is a free attribute boost.
+
+You're trained in the Athletics skill and the Farming Lore skill. You gain the [[Assurance]] skill feat with Athletics.
diff --git a/content/mechanics/srd/Backgrounds/Farmsteader.md b/content/mechanics/srd/Backgrounds/Farmsteader.md
new file mode 100755
index 000000000..1dda32481
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Farmsteader.md
@@ -0,0 +1,17 @@
+---
+title: "Farmsteader"
+noteType: ":luggage:"
+aliases: "Farmsteader"
+foundryId: Item.QDidnQQw3gerGHXB
+tags:
+ - Item
+---
+
+# Farmsteader
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You built your house using wood from the trees surrounding it. Raised it up from the dirt and called it home. You thought that it would be where you would grow old and die. But despite your best efforts, you were wrong. The land that once gave you food fell fallow, and dust took to the air and choked the livestock. Now you wander the world as an adventurer. Are you in search of a new place to settle down and try again, or have you become disillusioned by your old dreams, leading you to seek out a new purpose?
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Survival skill and the Farming Lore skill. You gain the [[Forager]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Feral Child.md b/content/mechanics/srd/Backgrounds/Feral Child.md
new file mode 100755
index 000000000..6e63c2e3c
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Feral Child.md
@@ -0,0 +1,17 @@
+---
+title: "Feral Child"
+noteType: ":luggage:"
+aliases: "Feral Child"
+foundryId: Item.74tEPWOM0UpyD1Hx
+tags:
+ - Item
+---
+
+# Feral Child
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You spent your youth in the wilderness, living close to or perhaps raised by animals. You have a close, mystical connection with these animals and gained certain abilities from them, though this limited your well-roundedness in mental pursuits.
+
+Choose one ability boost. It must be **Strength**, **Dexterity**, or **Constitution**.
+
+You are trained in Nature and Survival. You gain [[Low-Light Vision]] (or [[Darkvision]] if you already had Low-Light Vision), imprecise scent with a range of 30 feet, and the [[Forager]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Feybound.md b/content/mechanics/srd/Backgrounds/Feybound.md
new file mode 100755
index 000000000..92afeec14
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Feybound.md
@@ -0,0 +1,17 @@
+---
+title: "Feybound"
+noteType: ":luggage:"
+aliases: "Feybound"
+foundryId: Item.KyQ2FIhkTt2qIZv9
+tags:
+ - Item
+---
+
+# Feybound
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You have spent time in the First World or another realm of the fey and aren't entirely the same person you were before. Perhaps you made a purchase at the legendary Witchmarket or partook deeply of fey food and wine. Whatever the case, willingly or inadvertently, you made a bargain with the fey, the benefits of which come at a price.
+
+Choose two ability boosts. One must be to **Dexterity** or **Charisma**, and one is a free ability boost.
+
+You are trained in Fey Lore and gain the [[Fey's Fortune]] free action. You must follow some rule or limitation as part of your pact with the fey. If you violate the rule, you lose Fey's Fortune until you receive the effects of a successful _[[Atone]]_ ritual using the Nature skill. The exact limitation is up to you and the GM, but the most common requirement is that you must fulfill a single request from any fey who knows your name.
diff --git a/content/mechanics/srd/Backgrounds/Field Medic.md b/content/mechanics/srd/Backgrounds/Field Medic.md
new file mode 100755
index 000000000..6d4d3f235
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Field Medic.md
@@ -0,0 +1,17 @@
+---
+title: "Field Medic"
+noteType: ":luggage:"
+aliases: "Field Medic"
+foundryId: Item.NoPTZevlCEW659go
+tags:
+ - Item
+---
+
+# Field Medic
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+In the chaotic rush of battle, you learned to adapt to rapidly changing conditions as you administered to battle casualties. You patched up soldiers, guards, or other combatants, and learned a fair amount about the logistics of war.
+
+Choose two attribute boosts. One must be to **Constitution** or **Wisdom**, and one is a free attribute boost.
+
+You're trained in the Medicine skill and the Warfare Lore skill. You gain the [[Battle Medicine]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Fightbreaker.md b/content/mechanics/srd/Backgrounds/Fightbreaker.md
new file mode 100755
index 000000000..a79267ad7
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Fightbreaker.md
@@ -0,0 +1,17 @@
+---
+title: "Fightbreaker"
+noteType: ":luggage:"
+aliases: "Fightbreaker"
+foundryId: Item.eItANuuRY36aWQb1
+tags:
+ - Item
+---
+
+# Fightbreaker
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You have a knack for picking up on simmering tensions and calming frayed nerves. You rely on your intuition to discern how and when violence is imminent, and on your skills—diplomatic and otherwise—to deescalate tense situations. You might choose the adventuring life to tackle new and unfamiliar conflicts, or be trying to escape retaliation from those who thrive on violence and resent your ability to keep the peace.
+
+Choose two ability boosts. One must be to **Wisdom** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Diplomacy skill and the Lore skill for the city or settlement you lived in when you became a Fightbreaker. You gain the [[Group Impression]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Finadar Leshy.md b/content/mechanics/srd/Backgrounds/Finadar Leshy.md
new file mode 100755
index 000000000..e02909a63
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Finadar Leshy.md
@@ -0,0 +1,21 @@
+---
+title: "Finadar Leshy"
+noteType: ":luggage:"
+aliases: "Finadar Leshy"
+foundryId: Item.ov2uOgSGYc566SDa
+tags:
+ - Item
+---
+
+# Finadar Leshy
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisites** Leshy ancestry
+
+* * *
+
+You are a leshy from Finadar Forest, originally created under the corruption of a cyclopean monolith. Though the Pathfinder Society managed to sever the monolith's connection, freeing the forest and your people from its influence, you retain a trace, unnerving connection to the Abyss.
+
+Choose two ability boosts. One must be to **Constitution** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Intimidation skill and the Abyssal Lore skill. You gain the [[Intimidating Glare]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Final Blade Survivor.md b/content/mechanics/srd/Backgrounds/Final Blade Survivor.md
new file mode 100755
index 000000000..1ed003e8d
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Final Blade Survivor.md
@@ -0,0 +1,21 @@
+---
+title: "Final Blade Survivor"
+noteType: ":luggage:"
+aliases: "Final Blade Survivor"
+foundryId: Item.xfPp3gbGmFhNetDS
+tags:
+ - Item
+---
+
+# Final Blade Survivor
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Shining Kingdoms
+
+* * *
+
+You fell prey to the whims of the Galtan mob and were scheduled for execution by _[[Final Blade]]_, but through skill-or sheer luck-you managed to talk your way out of it.
+
+Choose two ability boosts. One must be to **Charisma** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Deception skill and the Revolution Lore skill. You gain the [[Charming Liar]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Fire Warden.md b/content/mechanics/srd/Backgrounds/Fire Warden.md
new file mode 100755
index 000000000..c8aff103c
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Fire Warden.md
@@ -0,0 +1,17 @@
+---
+title: "Fire Warden"
+noteType: ":luggage:"
+aliases: "Fire Warden"
+foundryId: Item.KvMgnqWkOhZpLTNK
+tags:
+ - Item
+---
+
+# Fire Warden
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Whether you fought against fires in the wilderness or in crowded city streets, you've had your fair share of dealing with uncontrolled flames. Battling thick smoke and toxic fumes, you've broken down obstacles to save trapped people from a fiery grave, and you've studied the nature and source of fire itself to try and better learn how to fight it.
+
+Choose two attribute boosts. One must be to **Strength** or **Constitution**, and one is a free attribute boost.
+
+You're trained in the Athletics skill and the Plane of Fire Lore skill. You gain the [[Breath Control]] feat.
diff --git a/content/mechanics/srd/Backgrounds/Firebrand Follower.md b/content/mechanics/srd/Backgrounds/Firebrand Follower.md
new file mode 100755
index 000000000..cb77fe540
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Firebrand Follower.md
@@ -0,0 +1,17 @@
+---
+title: "Firebrand Follower"
+noteType: ":luggage:"
+aliases: "Firebrand Follower"
+foundryId: Item.Ic29UvAlYkLrvjvX
+tags:
+ - Item
+---
+
+# Firebrand Follower
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You were once rescued or liberated from a hopeless situation by a group of Firebrands, and you have since aspired to become a Firebrand to continue their legacy. You still follow news of their adventures, and you hope to one day meet your heroes as comrades.
+
+Choose two ability boosts. One must be to **Strength** or **Charisma**, and one is a free ability boost.
+
+You are trained in your choice of the Athletics or Performance skill as well as the Firebrand Lore skill. You gain the Assurance skill feat in your chosen skill.
diff --git a/content/mechanics/srd/Backgrounds/Fireworks Performer.md b/content/mechanics/srd/Backgrounds/Fireworks Performer.md
new file mode 100755
index 000000000..de0ab3ad4
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Fireworks Performer.md
@@ -0,0 +1,17 @@
+---
+title: "Fireworks Performer"
+noteType: ":luggage:"
+aliases: "Fireworks Performer"
+foundryId: Item.M054qDsoSsXpJA7V
+tags:
+ - Item
+---
+
+# Fireworks Performer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Few celebrations in Tian-Xia are complete without a show of fireworks, and your job is to make sure they go off without a hitch. You load the fireworks, set the fuses, and choreograph the performance, bringing the show together in a finale of lights and explosions. Then it's time to pack up your gear and move on to the next civic holiday or religious festival. Of course, someone who travels the roads with a pack full of high explosives is bound to run into an adventure or two along the way, and so over time, your fireworks have been spent in support of that life.
+
+Choose two ability boosts. One must be to **Intelligence** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Performance skill and the Engineering Lore skill. You gain the [[Fascinating Performance]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Fogfen Tale-Teller.md b/content/mechanics/srd/Backgrounds/Fogfen Tale-Teller.md
new file mode 100755
index 000000000..3d00df8d9
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Fogfen Tale-Teller.md
@@ -0,0 +1,17 @@
+---
+title: "Fogfen Tale-Teller"
+noteType: ":luggage:"
+aliases: "Fogfen Tale-Teller"
+foundryId: Item.4Tf21VWSEj3R6NMQ
+tags:
+ - Item
+---
+
+# Fogfen Tale-Teller
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You know there are monstrous things out in the swamp known as Fogfen; you've seen these things through the mist, gliding through the murky water and heaving themselves over sodden bits of land. No one in Otari believes your tales of swamp monsters from the depths, even when you embellish the creatures of your stories with fangs, wings, or tentacles. You'll just have to prove to them that there are truly monsters out there, and that they were wrong to doubt you.
+
+Choose two ability boosts. One must be to **Strength** or **Charisma**, and one is a free ability boost.
+
+You're trained in Athletics and the Swamp Lore skill. You gain the [[Titan Wrestler]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Folklore Enthusiast.md b/content/mechanics/srd/Backgrounds/Folklore Enthusiast.md
new file mode 100755
index 000000000..a315b867a
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Folklore Enthusiast.md
@@ -0,0 +1,39 @@
+---
+title: "Folklore Enthusiast"
+noteType: ":luggage:"
+aliases: "Folklore Enthusiast"
+foundryId: Item.wCWYDwM8ToNN0oP7
+tags:
+ - Item
+---
+
+# Folklore Enthusiast
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Willowshore is a small town in a rural part of Shenmen, but that doesn't exempt it from the world of the strange and unexplained. There are plenty of mysterious events and haunting legends about Willowshore or its hinterlands, and as a result of your upbringing, you've become particularly interested in learning more about them. While much of the regional folklore comes from one of Willowshore's many religions and local faiths (of which you might be a practicing member or perhaps instead have a secular interest in the lore), you've noticed that these beliefs also influence artisans and crafters in ways they might not even realize. You're convinced that many of these local beliefs have roots in a deeper, historical event of great significance and hope one day to learn more about Willowshore's true history.
+
+If you're religious, your home is likely near a shrine associated with your faith—if your faith isn't represented among Willowshore's shrines, speak with your GM about potentially having a shrine to your faith in or near to your home.
+
+During the Reenactment Festival, you likely spent time chatting with others about ghost stories and sharing spooky legends and tales. You weren't chosen to be an abductee during the Reenactment Festival so much as you volunteered, eagerly, for the chance—you might have even participated in previous years as an abductee!
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Religion skill and the Art Lore skill. You gain the [[Oddity Identification]] skill feat.
+
+
+
+* * *
+
+You can add one of the following two adjustments to any background to further modify your choice to match your vision for your PC.
+
+**Family:** You and one (or more) other PCs are close family members (siblings, parent/child, married, etc.) If you take this adjustment, the other PC(s) who are your family must also take this adjustment. Choose one of the following to replace the skill feat you otherwise would've gained from your background. (You and your sibling need not share the same choice—a sibling who wants to keep their background's skill feat can pick "Typical" from the list.)
+
+* **Bickering:** You have a long-standing feud with your sibling(s). Whenever your sibling(s) critically fail a significant skill check or attack roll and you witness their failure, you gain a +1 status bonus to your saving throws until the end of your next turn as you secretly (or perhaps not so secretly) delight in their failure.
+* **Close-Knit:** You and your sibling(s) work well together, and you go all-out to help them when they're badly hurt. When you provide [[Aid]] or [[Administer First Aid]] to your sibling(s), the DC is 5 lower than normal.
+* **Typical:** You have a standard relationship with your sibling(s); don't change your background's skill feat.
+
+**Foundling:** You aren't a native to Willowshore, but you did grow up in the town. You might have adoptive parents, or you could've grown up on the streets. Choose one of the following to replace the bonus feat you otherwise would've gained from your background.
+
+* **Bitter:** You appreciate the town of Willowshore but still resent the conditions that resulted in you being abandoned or left in the town. You gain the [[Intimidating Glare]] skill feat.
+* **Mysterious:** You keep secrets, and very few in Willowshore (if anyone) know your history before you settled in the town, in part because you've taken to learning about Willowshore by watching rather than engaging in conversation. You gain the [[Streetwise]] skill feat.
+* **Outgoing:** You're grateful for the sense of belonging the townsfolk of Willowshore have extended to you and always do your best to repay that kindness. Once per week when you attempt a skill check to resolve a downtime activity that could benefit Willowshore (several of these activities are detailed in the adventures, and your GM can always make the call if another activity would qualify) and you fail that check, you instead succeed at the check, or if you critically fail at that check, you instead simply fail that check.
diff --git a/content/mechanics/srd/Backgrounds/Food Trader.md b/content/mechanics/srd/Backgrounds/Food Trader.md
new file mode 100755
index 000000000..cf552cd1f
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Food Trader.md
@@ -0,0 +1,19 @@
+---
+title: "Food Trader"
+noteType: ":luggage:"
+aliases: "Food Trader"
+foundryId: Item.hue7bElZX13almOW
+tags:
+ - Item
+---
+
+# Food Trader
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+In your past, you accompanied caravans, ships, or both hauling foodstuffs out of Geb for export. You might be a Gebbite or a foreigner who has decided to work in Geb because of the undeniable opportunities. In any case, you've traveled between Geb and other nations of the Inner Sea and seen firsthand that many nations view Geb with a combination of barely disguised revulsion and eagerness for its bountiful food exports. Even though you aren't in that line of business any longer, you understand how vital this international trade is to Geb's prosperity and appreciate the hardworking people who work in it.
+
+You are still highly regarded by the Export Guild for your past journeys on the nation's behalf. Your party gains 1 Reputation Point with the Export Guild at the start of the campaign.
+
+Choose two ability boosts. One must be to **Constitution** or **Intelligence**, and one is a free ability boost.
+
+You're trained in your choice of the Crafting or Society skill. You gain a skill feat: [[Seasoned]] if you chose Crafting or [[Streetwise]] if you chose Society. You're also trained in Mercantile Lore.
diff --git a/content/mechanics/srd/Backgrounds/Former Aspis Agent.md b/content/mechanics/srd/Backgrounds/Former Aspis Agent.md
new file mode 100755
index 000000000..e7a6ce6d8
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Former Aspis Agent.md
@@ -0,0 +1,21 @@
+---
+title: "Former Aspis Agent"
+noteType: ":luggage:"
+aliases: "Former Aspis Agent"
+foundryId: Item.bNcUBo0Hlj71NHcR
+tags:
+ - Item
+---
+
+# Former Aspis Agent
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+For more than a century, the Pathfinder Society has clashed with the avaricious and underhanded Aspis Consortium, and several years ago the Society dealt its rival a decisive blow. You may be one of the few survivors of a doomed Aspis expedition, or perhaps you chafed at the Consortium's villainous practices and defected to the Pathfinders. No matter your reasons, you know how to be efficient and ruthless when the circumstances demand.
+
+Choose two ability boosts. One must be to **Intelligence** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Intimidation skill and the Aspis Consortium Lore skill. You gain the [[Group Coercion]] skill feat. You gain access to any uncommon options as though you were a member of the Aspis Consortium.
+
+* * *
+
+**Special** You can select this background only if you have earned credit for at least 5 First Edition scenarios from Season 7 of the Pathfinder Society organized play campaign.
diff --git a/content/mechanics/srd/Backgrounds/Fortune Teller.md b/content/mechanics/srd/Backgrounds/Fortune Teller.md
new file mode 100755
index 000000000..91675f973
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Fortune Teller.md
@@ -0,0 +1,17 @@
+---
+title: "Fortune Teller"
+noteType: ":luggage:"
+aliases: "Fortune Teller"
+foundryId: Item.ELqeoTfNOpgZ3v37
+tags:
+ - Item
+---
+
+# Fortune Teller
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+The strands of fate are clear to you, as you have learned many traditional forms by which laypeople can divine the future. You might have used these skills to guide your community, or simply to make money. But even the slightest peek into these practices connects you to the occult mysteries of the universe.
+
+Choose two attribute boosts. One must be to **Intelligence** or **Charisma**, and one is a free attribute boost.
+
+You're trained in the Occultism skill and the Fortune-Telling Lore skill. You gain the [[Oddity Identification]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Framed in Ferrous Quarter.md b/content/mechanics/srd/Backgrounds/Framed in Ferrous Quarter.md
new file mode 100755
index 000000000..3a2789637
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Framed in Ferrous Quarter.md
@@ -0,0 +1,21 @@
+---
+title: "Framed in Ferrous Quarter"
+noteType: ":luggage:"
+aliases: "Framed in Ferrous Quarter"
+foundryId: Item.SvVjbgp9d8t8FbqH
+tags:
+ - Item
+---
+
+# Framed in Ferrous Quarter
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Everyone knows that Ferrous Quarter isn't exactly the nicest part of Alkenstar. Hard-working laborers, gunsmiths suffering from black lung, and red-eyed tinkerers alike can toil their entire lives on these grimy streets and still wind up dead in an alley with nothing to show for it. You were once one of these humble artisans, until one day, out of nowhere, things broke bad.
+
+Maybe you hung out with the wrong crowd. Maybe it was just bad luck. Whatever the case, you were framed for a crime you didn't commit-larceny, smuggling, possibly even murder. You didn't stick around long enough to find out what, exactly, the shieldmarshals banging on your door were charging you with. Now, you're on the lam, uncertain where you'll be able to get a good night's sleep, let alone your next meal.
+
+At least one thing's for sure, though: before you turned heel and ran into the streets, you saw a telltale signature on the arrest warrant. It was the scrawl of a corrupt shieldmarshal who's framed countless other hardworking folks in your neighborhood on the basis of cooked-up evidence. Yes, you're sure of it-the crooked guard who took you down is none other than Deputy Anjelique Loveless, and you're determined to return the favor.
+
+Choose two ability boosts. One must be to **Dexterity** or **Constitution**, and one is a free ability boost.
+
+You're trained in the Crafting skill and the Engineering Lore skill. You gain the [[Specialty Crafting]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Free Spirit.md b/content/mechanics/srd/Backgrounds/Free Spirit.md
new file mode 100755
index 000000000..223f41bd3
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Free Spirit.md
@@ -0,0 +1,17 @@
+---
+title: "Free Spirit"
+noteType: ":luggage:"
+aliases: "Free Spirit"
+foundryId: Item.Xw915rJqOLXvUsvV
+tags:
+ - Item
+---
+
+# Free Spirit
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You've always lived your life straying from the path laid before you. Like a leaf blowing in the wind, your journey takes you where it will, providing you with a lifestyle free from the bonds of expectation. While you might have friends and family in specific towns or cities, you've chosen not to put down roots in favor of going wherever—and doing whatever—you want.
+
+Choose two ability boosts. One must be to **Wisdom** or **Charisma**, and one is a free ability boost.
+
+You are trained in the Survival skill and a Lore skill about a specific settlement or terrain you have traveled through. You gain the Forager skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Freed Slave of Absalom.md b/content/mechanics/srd/Backgrounds/Freed Slave of Absalom.md
new file mode 100755
index 000000000..a720d68b3
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Freed Slave of Absalom.md
@@ -0,0 +1,21 @@
+---
+title: "Freed Slave of Absalom"
+noteType: ":luggage:"
+aliases: "Freed Slave of Absalom"
+foundryId: Item.wWsoiYWvEPX0w7FV
+tags:
+ - Item
+---
+
+# Freed Slave of Absalom
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Absalom and Starstone Isle
+
+* * *
+
+As a recently freed slave in Absalom, you belong to a new, close-knit social class at the heart of the city's most important trades.
+
+Choose two ability boosts. One must be to **Constitution** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Society skill and the Absalom Lore skill. You gain the [[Streetwise]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Friend of Greensteeples.md b/content/mechanics/srd/Backgrounds/Friend of Greensteeples.md
new file mode 100755
index 000000000..a87967b34
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Friend of Greensteeples.md
@@ -0,0 +1,19 @@
+---
+title: "Friend of Greensteeples"
+noteType: ":luggage:"
+aliases: "Friend of Greensteeples"
+foundryId: Item.eiUIwJZbhrtuRagM
+tags:
+ - Item
+---
+
+# Friend of Greensteeples
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You're a good friend of Benedet, the majordomo of Greensteeples Manor in Egorian, Cheliax. You've learned a thing or two about surviving against all odds thanks to your close association with House Jeggare and the clandestine Pathfinder Society operations based out of Greensteeples.
+
+Choose two ability boosts. One must be to **Dexterity** or **Charisma**, and one is a free ability boost.
+
+You're trained in your choice of the Deception or Society skills, and gain the [[Assurance]] skill feat with your chosen skill. You're also trained in a Lore skill about a narrow category of creatures.
+
+Additionally, when you receive a mission briefing at Greensteeples Manor (or a briefing from Benedet or Varian Jeggare at another location), you receive a warm welcome. You gain a +2 circumstance bonus to your checks to Gather Information or Recall Knowledge during the Getting Started segment of such adventures. Be sure to remind your GM that you have a relevant background.
diff --git a/content/mechanics/srd/Backgrounds/Friendly Darkmoon Kobold.md b/content/mechanics/srd/Backgrounds/Friendly Darkmoon Kobold.md
new file mode 100755
index 000000000..fed23cf67
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Friendly Darkmoon Kobold.md
@@ -0,0 +1,17 @@
+---
+title: "Friendly Darkmoon Kobold"
+noteType: ":luggage:"
+aliases: "Friendly Darkmoon Kobold"
+foundryId: Item.VFh2Wbmrvdo4kcrU
+tags:
+ - Item
+---
+
+# Friendly Darkmoon Kobold
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+It has taken time, but over the years, you've managed to find a place among the citizens of Falcon's Hollow. While many still distrust kobolds, they at least see you as a fellow villager, if not a friend, and you've got quite the talent for quickly convincing larger groups of people that you mean them no harm.
+
+Choose any two ability boosts. One must be to **Wisdom** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Diplomacy skill and Kobold Lore skill. You gain the [[Group Impression]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Gambler.md b/content/mechanics/srd/Backgrounds/Gambler.md
new file mode 100755
index 000000000..5c635ffd9
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Gambler.md
@@ -0,0 +1,17 @@
+---
+title: "Gambler"
+noteType: ":luggage:"
+aliases: "Gambler"
+foundryId: Item.8AUsL13ghdB6P5wO
+tags:
+ - Item
+---
+
+# Gambler
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+The thrill of the win drew you into games of chance. This might have been a lucrative sideline that paled in comparison to the real risks of adventuring, or you might have fallen on hard times due to your gambling and pursued adventuring as a way out of a spiral.
+
+Choose two attribute boosts. One must be to **Dexterity** or **Charisma**, and one is a free attribute boost.
+
+You're trained in the Deception skill and the Games Lore skill. You gain the [[Lie to Me|Lie To Me]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Geb Crusader.md b/content/mechanics/srd/Backgrounds/Geb Crusader.md
new file mode 100755
index 000000000..e7e6c41cf
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Geb Crusader.md
@@ -0,0 +1,21 @@
+---
+title: "Geb Crusader"
+noteType: ":luggage:"
+aliases: "Geb Crusader"
+foundryId: Item.VDGxhlDF9OnAZfKk
+tags:
+ - Item
+---
+
+# Geb Crusader
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Impossible Lands
+
+* * *
+
+You grew up considering the existence of the undead nation of Geb an atrocity and trained to one day take part in destroying it and putting its vile inhabitants to their final rest. Key to your preparations is a thorough study of Pharasma, Urgathoa, and other undead-related deities and their philosophies.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Religion skill and the Undead Lore skill. You gain the [[Student of the Canon]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Genie-Blessed.md b/content/mechanics/srd/Backgrounds/Genie-Blessed.md
new file mode 100755
index 000000000..4b3d5614b
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Genie-Blessed.md
@@ -0,0 +1,21 @@
+---
+title: "Genie-Blessed"
+noteType: ":luggage:"
+aliases: "Genie-Blessed"
+foundryId: Item.pBcdCGUnDeupPTx8
+tags:
+ - Item
+---
+
+# Genie-Blessed
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You've sought out a powerful genie and requested their blessing, hoping to increase your fortune. Your wish was vague, but fortune and the genie favored you with a more powerful effect than an ordinary wish, granting you bits of wish-twisted luck throughout the rest of your life. Meanwhile, other genies of the same kind recognize you as one blessed by one of their most powerful nobles, and might treat you with greater respect or envy.
+
+Choose two ability boosts. One must be to **Charisma**, and one is a free ability boost.
+
+You're trained in the Diplomacy skill and the Genie Lore skill. You gain the Wish for Luck free action.
+
+* * *
+
+_Note: You must add the Wish for Luck free action_
diff --git a/content/mechanics/srd/Backgrounds/Gladiator.md b/content/mechanics/srd/Backgrounds/Gladiator.md
new file mode 100755
index 000000000..c0abdbe8c
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Gladiator.md
@@ -0,0 +1,17 @@
+---
+title: "Gladiator"
+noteType: ":luggage:"
+aliases: "Gladiator"
+foundryId: Item.SYtMi1cHN92dSeAN
+tags:
+ - Item
+---
+
+# Gladiator
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+The bloody games of the arena taught you the art of combat. Before you attained true fame, you departed--or escaped--the arena to explore the world. Your skill at drawing both blood and a crowd's attention pay off in a new adventuring life.
+
+Choose two attribute boosts. One must be to **Strength** or **Charisma**, and one is a free attribute boost.
+
+You're trained in the Performance skill and the Gladiatorial Lore skill. You gain the [[Impressive Performance]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Gloriana's Fixer.md b/content/mechanics/srd/Backgrounds/Gloriana's Fixer.md
new file mode 100755
index 000000000..d33c7662c
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Gloriana's Fixer.md
@@ -0,0 +1,19 @@
+---
+title: "Gloriana's Fixer"
+noteType: ":luggage:"
+aliases: "Gloriana's Fixer"
+foundryId: Item.mAK5uyLIYm4qP3dq
+tags:
+ - Item
+---
+
+# Gloriana's Fixer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You used to run certain "errands" for Gloriana Morilla, a close confidante of Grand Princess Eutropia Stavian, the ruler of Taldor. Gloriana took note of your skills and suggested you join the Pathfinder Society, a group she's heavily involved in herself.
+
+Choose two ability boosts. One must be to **Dexterity** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Thievery skill and the Underworld Lore skill. You gain the [[Subtle Theft]] skill feat.
+
+Additionally, when Gloriana Morilla is present during your mission briefings, she discreetly checks in with you and provides some pointers. You gain a +2 circumstance bonus to your checks to Gather Information or Recall Knowledge during the Getting Started segment of such adventures. Be sure to remind your GM that you have a relevant background.
diff --git a/content/mechanics/srd/Backgrounds/Goblinblood Orphan.md b/content/mechanics/srd/Backgrounds/Goblinblood Orphan.md
new file mode 100755
index 000000000..0efd5de0c
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Goblinblood Orphan.md
@@ -0,0 +1,21 @@
+---
+title: "Goblinblood Orphan"
+noteType: ":luggage:"
+aliases: "Goblinblood Orphan"
+foundryId: Item.l96kWXV11dgK5Jrq
+tags:
+ - Item
+---
+
+# Goblinblood Orphan
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Old Cheliax
+
+* * *
+
+Your family, whether goblin, hobgoblin, or human, died in the Goblinblood Wars. Though you were marked by these losses, you managed to survive through your own resilience and resourcefulness.
+
+Choose two ability boosts. One must be to **Dexterity** or **Constitution**, and one is a free ability boost.
+
+You're trained in the Survival skill and the Goblin Lore skill. You gain the [[Assurance]] skill feat with Survival.
diff --git a/content/mechanics/srd/Backgrounds/Godless Graycloak.md b/content/mechanics/srd/Backgrounds/Godless Graycloak.md
new file mode 100755
index 000000000..80842e9cd
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Godless Graycloak.md
@@ -0,0 +1,21 @@
+---
+title: "Godless Graycloak"
+noteType: ":luggage:"
+aliases: "Godless Graycloak"
+foundryId: Item.HhDjGRDGVpTNxwMV
+tags:
+ - Item
+---
+
+# Godless Graycloak
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You were a member of a church once, and you saw some things among Absalom's religious elite that put you off piety for good. Maybe it was one too many beggars turned away at the temple's front door, or maybe it was a high-ranking priests consistent abuses of power. What got to you most, though, was that according to just about every belief system out there, sinners and saints, priests and paupers were all alike in one key way: they never saw retribution or accolades until buried 6 feet under. You wanted more from Absalom. You wanted more from the world. You wanted justice now, on this plane, not in some indeterminate afterlife. So you left the church and wandered the city, a ghost of your former self.
+
+You finally found a like mind in Captain Runewulf, "the Unbeliever," whose reputation and similar distaste for religion inspired you to join the Graycloaks. As a sworn protector of the Ascendant Court, you didn't differentiate between Sarenites or Pharasmins, Iomedaeans or Norgorberites; if you saw someone in danger, you put your life on the line to save them, whatever their place within or outside a church.
+
+Your good record has earned you a transfer-temporary or not, the choice is yours-to the newly formed Edgewatch, where you'll use your authority to guard the lives of not just Absalomians, but all who have come to your grand city to experience its wonders. Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Religion skill and your choice of a specific religion Lore skill (such as Iomedae Lore or Norgorber Lore).
+
+You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks to [[Interact]] with Graycloaks, priests, and clerics. You gain the [[Quick Identification]] feat.
diff --git a/content/mechanics/srd/Backgrounds/Gold Falls Regular.md b/content/mechanics/srd/Backgrounds/Gold Falls Regular.md
new file mode 100755
index 000000000..02e8aa39c
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Gold Falls Regular.md
@@ -0,0 +1,19 @@
+---
+title: "Gold Falls Regular"
+noteType: ":luggage:"
+aliases: "Gold Falls Regular"
+foundryId: Item.mulv6JI9qVLpLNwc
+tags:
+ - Item
+---
+
+# Gold Falls Regular
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You've long been a regular of Gold Falls Inn, a tavern located near Droskar's Crag in the Darkmoon Vale region of Andoran. The establishment is a frequent gathering place for adventurers, storytellers, and folk heroes. You took note of the Pathfinder Society's growing reputation in the area and decided to join up and seek adventure and fame of your own.
+
+Choose two ability boosts. One must be to **Constitution** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Performance skill, as well as your choice of the Cooking Lore skill or Volcano Lore skill. You gain the [[Impressive Performance]] skill feat.
+
+Additionally, when you receive a mission briefing at Gold Falls Inn or a settlement in Darkmoon Vale, you can draw on your knowledge of the region and its many stories. You gain a +2 circumstance bonus to your checks to Gather Information or Recall Knowledge during the Getting Started segment of such adventures. Be sure to remind your GM that you have a relevant background.
diff --git a/content/mechanics/srd/Backgrounds/Goldhand Arms Dealer.md b/content/mechanics/srd/Backgrounds/Goldhand Arms Dealer.md
new file mode 100755
index 000000000..8232559d2
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Goldhand Arms Dealer.md
@@ -0,0 +1,17 @@
+---
+title: "Goldhand Arms Dealer"
+noteType: ":luggage:"
+aliases: "Goldhand Arms Dealer"
+foundryId: Item.VbRcFblkub6DzHit
+tags:
+ - Item
+---
+
+# Goldhand Arms Dealer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You're a dwarven agent of the Goldhand Lodge, a collection of dwarven merchants based out of Dongun Hold who seeks to sell guns far and wide. High King Anong Arunak hasn't expressed approval for such a method of distribution yet, but in the meantime you're still out and about, talking up your wares and occasionally providing visceral demonstrations of the overwhelming stopping power of your firearms. These demonstrations and sales have given you a taste for adventure, and the constant threat of piracy has convinced you of the importance of adventuring with a group.
+
+Choose two ability boosts. One must be to **Dexterity** or **Charisma**, and one is a free ability boost.
+
+You're trained in Diplomacy and Mercantile Lore. You gain the [[Group Impression]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Grand Council Bureaucrat.md b/content/mechanics/srd/Backgrounds/Grand Council Bureaucrat.md
new file mode 100755
index 000000000..10a1f4989
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Grand Council Bureaucrat.md
@@ -0,0 +1,21 @@
+---
+title: "Grand Council Bureaucrat"
+noteType: ":luggage:"
+aliases: "Grand Council Bureaucrat"
+foundryId: Item.h0ivKey7xm4QqxJ7
+tags:
+ - Item
+---
+
+# Grand Council Bureaucrat
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Absalom and Starstone Isle
+
+* * *
+
+You spent years working as a clerk to a functionary in Absalom's government. Your service taught you a thing or two about rousing speeches and manipulating the city's bureaucracy.
+
+Choose two ability boosts. One must be to **Charisma** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Diplomacy skill and the Government Lore skill. You gain the [[Group Impression]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Grave Robber.md b/content/mechanics/srd/Backgrounds/Grave Robber.md
new file mode 100755
index 000000000..08b575975
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Grave Robber.md
@@ -0,0 +1,17 @@
+---
+title: "Grave Robber"
+noteType: ":luggage:"
+aliases: "Grave Robber"
+foundryId: Item.piACCLp9YSAgNpWT
+tags:
+ - Item
+---
+
+# Grave Robber
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Resurrectionist. Body snatcher. No matter what you're called, you know where the bodies are buried, and how many coins they'll fetch when dug up. Adventuring comes naturally to you-in your mind dungeons are just oversized tombs-as does returning home with your loot undetected.
+
+Choose two ability boosts. One must be to **Strength** or **Dexterity**, and one is a free ability boost.
+
+You're trained in the Stealth skill and the Underworld Lore skill. You gain the [[Experienced Smuggler]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Grizzled Muckrucker.md b/content/mechanics/srd/Backgrounds/Grizzled Muckrucker.md
new file mode 100755
index 000000000..dac8bb395
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Grizzled Muckrucker.md
@@ -0,0 +1,19 @@
+---
+title: "Grizzled Muckrucker"
+noteType: ":luggage:"
+aliases: "Grizzled Muckrucker"
+foundryId: Item.0Dbly5pKQg8f1sQn
+tags:
+ - Item
+---
+
+# Grizzled Muckrucker
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You've served on the Muckruckers, the unofficial guards of the flooded Puddles district. The pay's no good, the conditions are squalid, and you've seen things during your time on the force that've made you question your career entirely. Perhaps you joined the group out of a sense of duty to your fellow Absalomians, or maybe you felt an obligation to help restore your apocalyptic home district to some semblance of normalcy. Either way, the traumas you've endured, the double-crossers who've betrayed you, the wretched monsters that have crawled out of the muck to assail you-it's enough to turn an officer to weary cynicism or self-destruction through merciful drink.
+
+Thankfully, you found an out: an invitation to transfer to the newly formed Edgewatch. You accepted the offer in the hope that some fresh experience in a new district, surrounded by new people, might reignite the hope and passion you felt for the job so long ago.
+
+Choose two ability boosts. One must be to **Constitution** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Survival skill, as well as either Labor Lore or Underworld Lore. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks to [[Interact]] with Muckruckers, mercenaries, and adventurers. You gain the [[Experienced Tracker]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Guard.md b/content/mechanics/srd/Backgrounds/Guard.md
new file mode 100755
index 000000000..83a0bbc9d
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Guard.md
@@ -0,0 +1,17 @@
+---
+title: "Guard"
+noteType: ":luggage:"
+aliases: "Guard"
+foundryId: Item.iLhY8PzKVyExm1E2
+tags:
+ - Item
+---
+
+# Guard
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You served in the guard, out of either patriotism or the need for coin. Either way, you know how to get a difficult suspect to talk. However you left the guard, you might think of adventuring as a way to use your skills on a wider stage.
+
+Choose two attribute boosts. One must be to **Strength** or **Charisma**, and one is a free attribute boost.
+
+You're trained in the Intimidation skill and the Legal Lore or Warfare Lore skill. You gain the [[Quick Coercion]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Guest of Sedeq Lodge.md b/content/mechanics/srd/Backgrounds/Guest of Sedeq Lodge.md
new file mode 100755
index 000000000..bede104bd
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Guest of Sedeq Lodge.md
@@ -0,0 +1,19 @@
+---
+title: "Guest of Sedeq Lodge"
+noteType: ":luggage:"
+aliases: "Guest of Sedeq Lodge"
+foundryId: Item.nPBNGs2mbhQpfjoC
+tags:
+ - Item
+---
+
+# Guest of Sedeq Lodge
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Either as a guest, event staff, or part of the construction crew, you spent a significant stretch of time at the Pathfinder Society's new lodge in Sedeq. The lodge serves as a new home for those fleeing from oppression or otherwise seeking a fresh start in Qadira. The magic and marvels you witnessed at the lodge inspired you to find more excitement as a member of the Pathfinder Society.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in your choice of the Arcana or Religion skills, as well as your choice of the Genie Lore or Sarenrae Lore skills. You gain the [[Recognize Spell]] skill feat.
+
+Additionally, when you receive a mission briefing at Sedeq Lodge, your familiarity with the site and the nearby area comes in handy. You gain a +2 circumstance bonus to your checks to Gather Information or Recall Knowledge during the Getting Started segment of such adventures. Be sure to remind your GM that you have a relevant background.
diff --git a/content/mechanics/srd/Backgrounds/Gunsmith.md b/content/mechanics/srd/Backgrounds/Gunsmith.md
new file mode 100755
index 000000000..48e23404c
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Gunsmith.md
@@ -0,0 +1,17 @@
+---
+title: "Gunsmith"
+noteType: ":luggage:"
+aliases: "Gunsmith"
+foundryId: Item.e93llirhCLpPnisf
+tags:
+ - Item
+---
+
+# Gunsmith
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+From a young age, you apprenticed to an experienced gunsmith and over time your skill and knowledge rose to match that of your master. Today, you can easily repair, modify, or improve nearly any firearm you've seen before, and even if you haven't seen it, you'll break it down to learn about what makes it tick in no time. You've taken those skills on the road, using them to assist yourself and your allies as an adventurer when it comes to maintaining their weapons, shields, armor, and more.
+
+Choose two ability boosts. One of these boosts must be to **Intelligence** or **Dexterity**, and one is a free ability boost.
+
+You're trained in the Crafting skill and the Engineering Lore skill. You gain the [[Quick Repair]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Hammered by Fate.md b/content/mechanics/srd/Backgrounds/Hammered by Fate.md
new file mode 100755
index 000000000..cd5a3f2a8
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Hammered by Fate.md
@@ -0,0 +1,17 @@
+---
+title: "Hammered by Fate"
+noteType: ":luggage:"
+aliases: "Hammered by Fate"
+foundryId: Item.2Nyo4QYSeQdfS9Jg
+tags:
+ - Item
+---
+
+# Hammered by Fate
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Your life has been difficult, in no small part due to the influence of all things fiendish in your past. You might be a tiefling whose heritage has resulted in you being shunned or ostracized by society, or you could be any ancestry who grew up in a land where fiendish influence lingers—such as devil-haunted Cheliax or the realm of Sarkoris Scar, where the influence of the Worldwound and its demonic invaders yet linger. Perhaps you carry an old scar or wound from a frightening encounter with a demon, have a fiend-related element as part of your class (such as a sorcerer bloodline or a fiendish patron whom you worship), or endured a long-term affliction from a fiendish source that only recently has been alleviated. Whatever the case, fate has thrown horror and terror at you at every turn, and that's taught you to always be ready for whatever those fiends might have in store for you next.
+
+This background is associated with the suit of Hammers.
+
+Choose two ability boosts. One must be to **Strength**, and one is a free ability boost. You gain the [[Hefty Hauler]] skill feat and are trained in one of the following Lore skills, as fits your history: Daemon Lore, Demon Lore, or Devil Lore. You also gain the [[Harrow the Fiend]] free action.
diff --git a/content/mechanics/srd/Backgrounds/Harbor Guard Moonlighter.md b/content/mechanics/srd/Backgrounds/Harbor Guard Moonlighter.md
new file mode 100755
index 000000000..d7dbe226f
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Harbor Guard Moonlighter.md
@@ -0,0 +1,19 @@
+---
+title: "Harbor Guard Moonlighter"
+noteType: ":luggage:"
+aliases: "Harbor Guard Moonlighter"
+foundryId: Item.DTQgHA9M1n9xVf80
+tags:
+ - Item
+---
+
+# Harbor Guard Moonlighter
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+The Harbor Guard isn't known for being the most honorable precinct in town. A few years after you joined the force, you became disillusioned by the rampant corruption within the precinct and the district at large. One night, you stumbled on an ad for a local monster hunter's guild. You joined on a whim, but fell in love with the swashbuckling lifestyle of an independent bounty hunter. You've since earned quite a reputation for your nocturnal adventures; everyone still knows that you're a Harbor Guard, but stories of your dungeon-delving adventures have long overshadowed that facet of your life. Unfortunately, long nights of monster-hunting have negatively impacted your performance at your day job, so maybe it wasn't a surprise when your supervising officer put in a transfer request for you, spelling the end of your plucky nighttime antics with that particular guild.
+
+Despite the decline in your performance, Lieutenant Lavarsus of Edgewatch sees potential (and even, maybe, a bit of himself) in you. You're eager to be on a new unit and for the chance to bring your monster-hunting skills to a district that has been plagued by such supernatural beasts for far too long.
+
+Choose two ability boosts. One must be to **Strength** or **Constitution**, and one is a free ability boost.
+
+You're trained in the Athletics skill and your choice of Sailing Lore or Hunting Lore. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks to [[Interact]] with Harbor Guards, ship captains, and freelance adventurers. You gain the [[Quick Jump]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Harrow-Chosen.md b/content/mechanics/srd/Backgrounds/Harrow-Chosen.md
new file mode 100755
index 000000000..e40d59df1
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Harrow-Chosen.md
@@ -0,0 +1,27 @@
+---
+title: "Harrow-Chosen"
+noteType: ":luggage:"
+aliases: "Harrow-Chosen"
+foundryId: Item.BXndm4QMFRBwN51W
+tags:
+ - Item
+---
+
+# Harrow-Chosen
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Unbeknownst to you, a powerful divination has confirmed that you're destined for greatness. This divination hints at a great potential you're only just beginning to understand.
+
+Select one card from the harrow deck and note its suit and alignment. The suit is connected to a specific ability score (hammers \[Strength\], keys \[Dexterity\], shields \[Constitution\], books \[Intelligence\], stars \[Wisdom\], crowns \[Charisma\]).
+
+Choose two ability boosts. One must be to the ability score tied to your card's suit and one is a free ability boost.
+
+You gain the ability to cast a common occult innate cantrip of your choice and can cast the cantrip at will. A cantrip is heightened to a spell level equal to half your level rounded up. When casting the cantrip, you can empower it as a free action, tapping into the power of the harrow to grant you additional benefits while drawing a card from a harrow deck as part of the actions taken to Cast the Spell. This benefit is determined by alignment of the card you draw from the deck. The card can match both alignment components with yours (true match), match a single alignment component with yours (partial match), have no matching alignment components (unmatched), or have a diametrically opposed alignment to yours (misaligned). If you empower your cantrip in this way, you can't cast that cantrip again until your next daily preparations.
+
+**True match**: You gain a +1 circumstance bonus to a saving throw of your choice (Fortitude, Reflex, or Will) for 1 minute.
+
+**Partial match**: You gain resistance to one energy type (acid, cold, electricity, fire, or sonic) equal to your level for 1 minute.
+
+**Unmatched**: You gain temporary Hit Points equal to twice your level. The temporary Hit Points remain for 1 minute.
+
+**Misaligned**: You gain a +5-foot circumstance bonus to your Speeds for 1 minute.
diff --git a/content/mechanics/srd/Backgrounds/Harrow-Led.md b/content/mechanics/srd/Backgrounds/Harrow-Led.md
new file mode 100755
index 000000000..fe4e54df0
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Harrow-Led.md
@@ -0,0 +1,30 @@
+---
+title: "Harrow-Led"
+noteType: ":luggage:"
+aliases: "Harrow-Led"
+foundryId: Item.FxqYTPW3rdLh9YfY
+tags:
+ - Item
+---
+
+# Harrow-Led
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You were the subject of a harrow reading at a pivotal point in your life, such as on an important birthday, or upon reaching adulthood. The reading was eerily accurate and has been relevant, for good or ill, at more points in your life than you could call mere coincidence.
+
+Randomly determine two harrow suits tied to your character, each reflecting a specific ability score. You can do so by drawing cards from a harrow deck or by rolling a d6:
+
+| d6 | Result | Ability |
+| --- | --- | --- |
+| 1 | Hammers | Strength |
+| 2 | Keys | Dexterity |
+| 3 | Shields | Constitution |
+| 4 | Books | Intelligence |
+| 5 | Stars | Wisdom |
+| 6 | Crowns | Charisma |
+
+The first suit is your aligned score, and the second suit is your misaligned score.
+
+Choose two ability boosts. One must be to your **aligned or misaligned** score, and one is a free ability boost.
+
+You're trained in your choice of the Occultism, Performance, or Society skill and the Harrow Lore skill. You gain the [[Dubious Knowledge]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Haunted Citizen.md b/content/mechanics/srd/Backgrounds/Haunted Citizen.md
new file mode 100755
index 000000000..9df1127a3
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Haunted Citizen.md
@@ -0,0 +1,17 @@
+---
+title: "Haunted Citizen"
+noteType: ":luggage:"
+aliases: "Haunted Citizen"
+foundryId: Item.0dX8nohBvqSNWf4q
+tags:
+ - Item
+---
+
+# Haunted Citizen
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You grew up in a region where undead lurk everywhere. This could be a domain as small as a vampire's fief or as vast as the nation of Ustalav. As an ever-present concern, the undead greatly shaped your life. Living with fear became an everyday skill... as did pleading for your life.
+
+Choose two ability boosts. One must be to **Wisdom** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Diplomacy skill and the Lore skill for your home settlement. You gain the [[No Cause For Alarm|No Cause for Alarm]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Haunted.md b/content/mechanics/srd/Backgrounds/Haunted.md
new file mode 100755
index 000000000..c1a54b419
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Haunted.md
@@ -0,0 +1,17 @@
+---
+title: "Haunted"
+noteType: ":luggage:"
+aliases: "Haunted"
+foundryId: Item.H7W7CJjJ5x2QQnkD
+tags:
+ - Item
+---
+
+# Haunted
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You are followed by a spirit or entity, either from childhood or since a traumatic or momentous event. You may have seen this entity. Others may have seen it as well. You have studied esoteric subjects trying to understand your situation, but this presence in your life remains a mystery. Whatever this entity is or wants, it influences your life in subtle ways, not always good. Sometimes the entity helps you, but at other times, its influence is malevolent or harmful. The entity is most likely to surface in stressful situations.
+
+Choose two ability boosts. One must be to **Wisdom** or **Charisma**, and one is a free ability boost.
+
+You are trained in Occultism and an additional skill in which the haunting entity is well-versed, determined by the GM. Any time you attempt a skill check for the entity's skill, the GM can offer you a +1 circumstance bonus to the check, as though the entity were [[Aid|Aiding]] you. If you accept but fail the check, you are [[Frightened|Frightened 2]] ([[Frightened|Frightened 4]] on a critical failure). The initial Frightened value can't be reduced by effects that would reduce or prevent the condition (such as a fighter's bravery).
diff --git a/content/mechanics/srd/Backgrounds/Haunting Vision.md b/content/mechanics/srd/Backgrounds/Haunting Vision.md
new file mode 100755
index 000000000..de9164fc3
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Haunting Vision.md
@@ -0,0 +1,19 @@
+---
+title: "Haunting Vision"
+noteType: ":luggage:"
+aliases: "Haunting Vision"
+foundryId: Item.Nyr3RujIJ31yoFgh
+tags:
+ - Item
+---
+
+# Haunting Vision
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You've been haunted by frightening dreams of fires your whole life. This could be the result of a past, near-death experience with fire or it might have no obvious source that you know of. Recently, you stumbled upon an image, story, or other omen featuring the dragon god of destruction, Dahak, and you were struck with an unnerving sense of deja vu-you've come to think that the draconic deity might have something to do with your dreams, and as such have been studying all you can about the god. Your visions have bolstered your faith as well; even if you don't worship a specific deity, you have a deep passion for matters of faith.
+
+Your latest dream, for the first time, had enough details to identify its setting-in this last dream, you saw the town of Breachill burning. You've decided to join the Call for Heroes hoping to save the town you fear might burn to the ground soon.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Religion skill and the Dahak Lore skill. You gain the [[Student of the Canon]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Hellknight Historian.md b/content/mechanics/srd/Backgrounds/Hellknight Historian.md
new file mode 100755
index 000000000..748ebc3a4
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Hellknight Historian.md
@@ -0,0 +1,19 @@
+---
+title: "Hellknight Historian"
+noteType: ":luggage:"
+aliases: "Hellknight Historian"
+foundryId: Item.NbsWUsTMWLeSFYtA
+tags:
+ - Item
+---
+
+# Hellknight Historian
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+The various Hellknight Orders intrigue you, whether you seek to become one of their number yourself, wish to oppose their goals at every turn, or are merely inspired by or curious to learn more about them. You've heard that when the Order of the Nail abandoned Citadel Altaerein, they left behind the deed to the castle so anyone brave enough to explore the ruins and the defenses no doubt left behind would be rewarded with ownership of the abandoned fortress.
+
+You decided to join the Call for Heroes to hoping to gain an opportunity to explore Citadel Altaerein.
+
+Choose two ability boosts. One must be to **Strength** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Society skill and the Architecture Lore skill. You gain the [[Courtly Graces]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Herbalist.md b/content/mechanics/srd/Backgrounds/Herbalist.md
new file mode 100755
index 000000000..b3c17d7fe
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Herbalist.md
@@ -0,0 +1,17 @@
+---
+title: "Herbalist"
+noteType: ":luggage:"
+aliases: "Herbalist"
+foundryId: Item.DVyRCve5qb4a8iBS
+tags:
+ - Item
+---
+
+# Herbalist
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+As a formally trained apothecary or a rural practitioner of folk medicine, you learned the healing properties of various herbs. You're adept at collecting the right natural cures in all sorts of environments and preparing them properly.
+
+Choose two attribute boosts. One must be to **Constitution** or **Wisdom**, and one is a free attribute boost.
+
+You're trained in the Nature skill and the Herbalism Lore skill. You gain the [[Natural Medicine]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Hermean Expatriate.md b/content/mechanics/srd/Backgrounds/Hermean Expatriate.md
new file mode 100755
index 000000000..10b4ca3d2
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Hermean Expatriate.md
@@ -0,0 +1,21 @@
+---
+title: "Hermean Expatriate"
+noteType: ":luggage:"
+aliases: "Hermean Expatriate"
+foundryId: Item.brsovIdRHJBtoGef
+tags:
+ - Item
+---
+
+# Hermean Expatriate
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - High Seas
+
+* * *
+
+You have been exiled from Hermea, perhaps of your own accord or perhaps because you didn't measure up. However, you take with you some of the benefits of the excellent education afforded to its citizenry.
+
+Choose two ability boosts. One must be to **Intelligence** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Society skill and the Dragon Lore skill. You gain the [[Skill Training]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Hermean Heritor.md b/content/mechanics/srd/Backgrounds/Hermean Heritor.md
new file mode 100755
index 000000000..8348fd907
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Hermean Heritor.md
@@ -0,0 +1,19 @@
+---
+title: "Hermean Heritor"
+noteType: ":luggage:"
+aliases: "Hermean Heritor"
+foundryId: Item.SewRzrzzQL49OyW1
+tags:
+ - Item
+---
+
+# Hermean Heritor
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**\[Legacy - Age of Ashes\]**
+
+With the restrictions on Hermean citizenship lifted, you may have fled the city of Promise or have spent some of your childhood in the company of someone who did.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Society skill and the Legal Lore skill. You gain the [[Multilingual]] skill feat or the [[Assurance]] skill feat for Society.
diff --git a/content/mechanics/srd/Backgrounds/Hermit.md b/content/mechanics/srd/Backgrounds/Hermit.md
new file mode 100755
index 000000000..cb0c2301a
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Hermit.md
@@ -0,0 +1,17 @@
+---
+title: "Hermit"
+noteType: ":luggage:"
+aliases: "Hermit"
+foundryId: Item.1RoWji1N42747v1C
+tags:
+ - Item
+---
+
+# Hermit
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+In an isolated place--like a cave, remote oasis, or secluded mansion--you lived a life of solitude. Adventuring might be a welcome reprieve from solitude or an unwanted change, but in either case, you're likely still rough around the edges.
+
+Choose two attribute boosts. One must be to **Constitution** or **Intelligence**, and one is a free attribute boost.
+
+You're trained in the Nature or Occultism skill, plus a Lore skill related to the terrain you lived in as a hermit (such as Cave Lore or Desert Lore). You gain the [[Dubious Knowledge]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Highborn Snoop.md b/content/mechanics/srd/Backgrounds/Highborn Snoop.md
new file mode 100755
index 000000000..6ddbf1d13
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Highborn Snoop.md
@@ -0,0 +1,17 @@
+---
+title: "Highborn Snoop"
+noteType: ":luggage:"
+aliases: "Highborn Snoop"
+foundryId: Item.GN47I0dE8Zthi4Yd
+tags:
+ - Item
+---
+
+# Highborn Snoop
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+The machinations and scheming of King's Crown have trained you to be on the lookout for those who seem out of place. You've learned to spot when the person pouring your tea has sword calluses—or when the person wearing a guard's uniform doesn't.
+
+Choose two ability boosts. One must be **Dexterity** or **Intelligence**, and the other is a free boost.
+
+You're trained in the Society skill, and the Guild Lore skill. You gain the [[Courtly Graces]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Hired Killer.md b/content/mechanics/srd/Backgrounds/Hired Killer.md
new file mode 100755
index 000000000..5465031b3
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Hired Killer.md
@@ -0,0 +1,17 @@
+---
+title: "Hired Killer"
+noteType: ":luggage:"
+aliases: "Hired Killer"
+foundryId: Item.Q57gE6JzOFw5YXWP
+tags:
+ - Item
+---
+
+# Hired Killer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Your life truly began after your first kill. Maybe you killed in self-defense, maybe it was a crime of passion, or maybe it was just an accident and you were a kid in the wrong place at the wrong time. In the end, the why doesn't matter. You got away with it. And then you found that maybe it didn't bother you as much as it should have. And maybe, just maybe, you had a talent you could use to forge a life for yourself. A blood-soaked talent and a blood-soaked life, sure. But it's yours.
+
+Choose two ability boosts. One boost must be to **Strength** or **Dexterity**, and one is a free ability boost.
+
+You're trained in the Stealth skill and the Underworld Lore skill. You gain the [[Terrain Stalker]] skill feat, choosing a terrain appropriate for where you make your kills.
diff --git a/content/mechanics/srd/Backgrounds/Historical Reenactor.md b/content/mechanics/srd/Backgrounds/Historical Reenactor.md
new file mode 100755
index 000000000..1726504e3
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Historical Reenactor.md
@@ -0,0 +1,21 @@
+---
+title: "Historical Reenactor"
+noteType: ":luggage:"
+aliases: "Historical Reenactor"
+foundryId: Item.fo6nnoGdoNoDCN0V
+tags:
+ - Item
+---
+
+# Historical Reenactor
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+To Clan Tolorr, history shouldn't be dry and boring; it deserves to be engaging and made relevant to the living. You couldn't agree more! Whether it's your hobby or career, you've developed a reputation for translating the past into the present through demonstrations, period performances, acting out famous events, donning replica armor, and other feats of living history—filling in a few historical blanks if it makes a better show. Having learned of your passion, Clan Tolorr has sponsored your visit to Highhelm so that you can learn from each other. It's a wonderful opportunity, and Tolorr puppetry arts, storytelling, props, and historical rigor are the stuff of legends. Already, you've begun researching dwarven history so that you're prepared for whatever lies ahead.
+
+Choose two ability boosts. One must be to **Strength** or **Charisma**, and one is a free ability boost.
+
+You're trained in either the Performance skill or the Society skill, and you're trained in the Dwarf Lore skill. If you selected Performance, you gain the [[Impressive Performance]] skill feat. If you chose Society, you gain the [[Dubious Knowledge]] skill feat.
+
+**Connection:** Bulgra Veldollow, a matriarch in Clan Tolorr and accomplished puppeteer
+
+**Reputation Points:** +0
diff --git a/content/mechanics/srd/Backgrounds/Hookclaw Digger.md b/content/mechanics/srd/Backgrounds/Hookclaw Digger.md
new file mode 100755
index 000000000..ae21241c6
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Hookclaw Digger.md
@@ -0,0 +1,19 @@
+---
+title: "Hookclaw Digger"
+noteType: ":luggage:"
+aliases: "Hookclaw Digger"
+foundryId: Item.mnjMsHdKQfSw0VFi
+tags:
+ - Item
+---
+
+# Hookclaw Digger
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisites** Kobold ancestry
+
+You are a digger from the Hookclaw kobold tribe, born beneath the streets of Absalom, with muscles and mind hardened by years spent tunneling through rock and earth and a confidence built upon your pride in your draconic heritage.
+
+Choose two ability boosts. One must be to **Strength** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Crafting skill, the Mining Lore skill, and the Engineering Lore skill. You gain the [[Improvise Tool]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Hounded Thief.md b/content/mechanics/srd/Backgrounds/Hounded Thief.md
new file mode 100755
index 000000000..088c0f800
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Hounded Thief.md
@@ -0,0 +1,17 @@
+---
+title: "Hounded Thief"
+noteType: ":luggage:"
+aliases: "Hounded Thief"
+foundryId: Item.jM4FRUJDPgxay579
+tags:
+ - Item
+---
+
+# Hounded Thief
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Some time ago, you stole a unique item from a strange individual. It might have been a piece of clockwork from a far-off land or some other bit of strange technology. You might still have it or you might have sold it, but either way, you can't shake the feeling that you're being followed and watched, likely by forces who want to retrieve what you took. Luckily, a life of adventure keeps you on the move.
+
+Choose two ability boosts. One must be to **Dexterity** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Thievery skill and the Underworld Lore skill. You gain the [[Pickpocket]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Hunter.md b/content/mechanics/srd/Backgrounds/Hunter.md
new file mode 100755
index 000000000..2b2b23be5
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Hunter.md
@@ -0,0 +1,17 @@
+---
+title: "Hunter"
+noteType: ":luggage:"
+aliases: "Hunter"
+foundryId: Item.3cKpI0AIICMTDJPM
+tags:
+ - Item
+---
+
+# Hunter
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You stalked and took down animals and other creatures of the wild. Skinning animals, harvesting their flesh, and cooking them were also part of your training, all of which can give you useful resources while you adventure.
+
+Choose two attribute boosts. One must be to **Dexterity** or **Wisdom**, and one is a free attribute boost.
+
+You're trained in the Survival skill and the Tanning Lore skill. You gain the [[Survey Wildlife]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Inexplicably Expelled.md b/content/mechanics/srd/Backgrounds/Inexplicably Expelled.md
new file mode 100755
index 000000000..ac6ea651a
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Inexplicably Expelled.md
@@ -0,0 +1,21 @@
+---
+title: "Inexplicably Expelled"
+noteType: ":luggage:"
+aliases: "Inexplicably Expelled"
+foundryId: Item.GqYOobgx0K04go14
+tags:
+ - Item
+---
+
+# Inexplicably Expelled
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Gaining admission to Blythir College is a difficult task, even for Alkenstar's most well-to-do families. In the magic-warped Mana Wastes, it's next to impossible to fake arcane talents or alchemical aptitude. So when you were accepted to the school, it was one of the most triumphant moments of your life.
+
+Unfortunately, your victory was short-lived. Just as you were you making significant headway on a promising series of explosive experiments, you found a letter on your desk informing you that, effective immediately, you were permanently expelled from Blythir College. As bogus as the punishment was, the charges leveled against you were even more puzzling: theft of property, both intellectual and physical. And just like that, you found your prestigious honors replaced with a ruined reputation, and your colleagues and mentors became bitter rivals and accusers. In an instant, you'd gone from promising scholar to wanted criminal.
+
+You followed the money for answers and learned that a shady financier named Ambrost Mugland didn't want you to finish your research at Blythir. He'd learned that you were on the brink of a great discovery-one that even you weren't fully aware of-and he decided that your imminent breakthrough would be bad for business. Unfortunately for Mugland, he chose the wrong student to destroy. Now, you'll do whatever's necessary to get your revenge on the villain who stole the future you had worked so hard to build for yourself.
+
+Choose two ability boosts. One must be to **Intelligence** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Crafting skill and the Academia Lore skill. You gain the [[Alchemical Crafting]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Inlander.md b/content/mechanics/srd/Backgrounds/Inlander.md
new file mode 100755
index 000000000..7596e799e
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Inlander.md
@@ -0,0 +1,21 @@
+---
+title: "Inlander"
+noteType: ":luggage:"
+aliases: "Inlander"
+foundryId: Item.UnwGIWcEO3aCmt2p
+tags:
+ - Item
+---
+
+# Inlander
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Absalom and Starstone Isle
+
+* * *
+
+You grew up in an untamed region of the Isle of Kortos, and you know how to survive in the wild.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Survival skill and a Lore skill related to the terrain type associated with your home region (such as Hills Lore or Mountains Lore). You gain the [[Survey Wildlife]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Insurgent.md b/content/mechanics/srd/Backgrounds/Insurgent.md
new file mode 100755
index 000000000..9225f4988
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Insurgent.md
@@ -0,0 +1,17 @@
+---
+title: "Insurgent"
+noteType: ":luggage:"
+aliases: "Insurgent"
+foundryId: Item.wIYtcQ40XhElouO6
+tags:
+ - Item
+---
+
+# Insurgent
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You were more than a rebel; you were a revolutionary, fighting for the promise of a new or better country. You may or may not still believe in the cause, or perhaps victory or exile has led you on this new journey to trumpet your glory... or to escape the consequences of your defeat.
+
+Choose two ability boosts. One must be to **Strength** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Deception skill and the Warfare Lore skill. You gain the [[Lengthy Diversion]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Iolite Trainee Hobgoblin.md b/content/mechanics/srd/Backgrounds/Iolite Trainee Hobgoblin.md
new file mode 100755
index 000000000..4963f5f09
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Iolite Trainee Hobgoblin.md
@@ -0,0 +1,21 @@
+---
+title: "Iolite Trainee Hobgoblin"
+noteType: ":luggage:"
+aliases: "Iolite Trainee Hobgoblin"
+foundryId: Item.e8R61UheLhqk202H
+tags:
+ - Item
+---
+
+# Iolite Trainee Hobgoblin
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisites** Hobgoblin Ancestry
+
+* * *
+
+The Iolite Squad was Oprak's first foray into training hobgoblins for Pathfinder membership. You've added the archival and archaeological skills they sent back to Oprak into your military training.
+
+Choose two ability boosts. One must be to **Constitution** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Society skill and the Warfare Lore skill. You gain the [[Sign Language]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Issian Partisan.md b/content/mechanics/srd/Backgrounds/Issian Partisan.md
new file mode 100755
index 000000000..d8eae5848
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Issian Partisan.md
@@ -0,0 +1,21 @@
+---
+title: "Issian Partisan"
+noteType: ":luggage:"
+aliases: "Issian Partisan"
+foundryId: Item.O3glQ74Y0J158QuO
+tags:
+ - Item
+---
+
+# Issian Partisan
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Broken Lands
+
+* * *
+
+You grew up among the northern houses of Brevoy in old Issia. Steeped in the cultural legacy of pirates and smugglers, you rely on your cleverness and charm as you make your way throughout the world.
+
+Choose two ability boosts. One must be to **Intelligence** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Deception skill and the Underworld Lore skill. You gain the [[Charming Liar]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Issian Patriot.md b/content/mechanics/srd/Backgrounds/Issian Patriot.md
new file mode 100755
index 000000000..bc26326ac
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Issian Patriot.md
@@ -0,0 +1,17 @@
+---
+title: "Issian Patriot"
+noteType: ":luggage:"
+aliases: "Issian Patriot"
+foundryId: Item.c0Id5FNKjqLIjmHS
+tags:
+ - Item
+---
+
+# Issian Patriot
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You grew up in northern Brevoy, but the call for heroes willing to help take back your country's rightful holdings in the Stolen Lands has inflamed your dreams of profit and possibilities, and you have joined an expedition journeying south.
+
+Choose two ability boosts. One must be to **Dexterity** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Society skill and the Legal Lore skill. You gain the [[Streetwise]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Junk Collector.md b/content/mechanics/srd/Backgrounds/Junk Collector.md
new file mode 100755
index 000000000..73b9da840
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Junk Collector.md
@@ -0,0 +1,17 @@
+---
+title: "Junk Collector"
+noteType: ":luggage:"
+aliases: "Junk Collector"
+foundryId: Item.ei2mPgdrdI6psRqV
+tags:
+ - Item
+---
+
+# Junk Collector
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You live by the adage that one person's trash is another's treasure. Whether by sifting through scrap heaps or digging up old battlefields, you remain on the lookout for lost or discarded objects that you might be able to turn into something useful. More often than not, what you find is just junk... but you're convinced that one of these days, you're going to hit the jackpot. You've even taken up adventuring as a means to supercharge your access to all sorts of junk, gear, and loot.
+
+Choose two ability boosts. One must be to **Dexterity** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Crafting skill and your choice of either the Engineering Lore or Mining Lore skill. You gain the [[Crafter's Appraisal]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Junker.md b/content/mechanics/srd/Backgrounds/Junker.md
new file mode 100755
index 000000000..f4ba50a98
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Junker.md
@@ -0,0 +1,17 @@
+---
+title: "Junker"
+noteType: ":luggage:"
+aliases: "Junker"
+foundryId: Item.gKPHGApVKZKjUsv3
+tags:
+ - Item
+---
+
+# Junker
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You live on the outskirts of civilization, combing through the detritus left behind for interesting trinkets to sell or use in your own crafting. Though you have a preferred terrain to search, you know that the greatest treasures occur where people make greater use of technology.
+
+Choose two ability boosts. One must be to **Strength** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Athletics skill and the Lore skill of the terrain in which you scavenge. You gain the [[Hefty Hauler]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Kalistrade Follower.md b/content/mechanics/srd/Backgrounds/Kalistrade Follower.md
new file mode 100755
index 000000000..7924c51a3
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Kalistrade Follower.md
@@ -0,0 +1,21 @@
+---
+title: "Kalistrade Follower"
+noteType: ":luggage:"
+aliases: "Kalistrade Follower"
+foundryId: Item.FXN88btD4JFoMDWj
+tags:
+ - Item
+---
+
+# Kalistrade Follower
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Shining Kingdoms
+
+* * *
+
+You follow the philosophy of the Prophecies of Kalistrade, seeking to build up your wealth in this life so that you might meet the next world on your own terms.
+
+Choose two ability boosts. One must be to **Constitution** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Diplomacy skill and the Kalistrade Lore skill. You gain the [[Bargain Hunter]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Keys to Destiny.md b/content/mechanics/srd/Backgrounds/Keys to Destiny.md
new file mode 100755
index 000000000..b7f04cda5
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Keys to Destiny.md
@@ -0,0 +1,17 @@
+---
+title: "Keys to Destiny"
+noteType: ":luggage:"
+aliases: "Keys to Destiny"
+foundryId: Item.mPuxJfGD2n4YWoGo
+tags:
+ - Item
+---
+
+# Keys to Destiny
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+From as far back as you can remember, it seems you were always meant to enter a specific industry or profession, be it artistry, engineering, farming, herbalism, labor, merchantry, scribing, theater, or warfare. Perhaps your parents belonged to this profession and encouraged you to follow in their footsteps, or maybe a personal hero of yours inspired you to take up their calling in honor of their accomplishments. Whatever the reason, the skills associated with that profession came naturally to you, but as time wore on and you grew older, you began to realize that this profession, while interesting to you, isn't what you want to do with your life. The lure of glory and adventure beckons. You can always go back to the studio, farm, or stage once you retire, after all!
+
+This background is associated with the suit of Keys.
+
+Choose two ability boosts. One must be to **Dexterity**, and one is a free ability boost. You gain the [[Assurance]] skill feat and are trained in one of the following Lore skills associated with a profession, as befits your history: Art Lore, Engineering Lore, Farming Lore, Herbalism Lore, Labor Lore, Mercantile Lore, Scribing Lore, Theater Lore, or Warfare Lore. You also gain the [[Lucky Break]] free action.
diff --git a/content/mechanics/srd/Backgrounds/Kyonin Emissary.md b/content/mechanics/srd/Backgrounds/Kyonin Emissary.md
new file mode 100755
index 000000000..e64e523ad
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Kyonin Emissary.md
@@ -0,0 +1,21 @@
+---
+title: "Kyonin Emissary"
+noteType: ":luggage:"
+aliases: "Kyonin Emissary"
+foundryId: Item.qgC6ROi0xNpcTVKz
+tags:
+ - Item
+---
+
+# Kyonin Emissary
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Shining Kingdoms
+
+* * *
+
+You were trained to be an ambassador of the elven land of Kyonin, and you have now been sent out into the wider world to build alliances between Kyonin and the neighboring kingdoms.
+
+Choose two ability boosts. One must be to **Charisma** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Society skill and the Politics Lore skill. You gain the [[Multilingual]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Laborer.md b/content/mechanics/srd/Backgrounds/Laborer.md
new file mode 100755
index 000000000..b9cf7ce52
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Laborer.md
@@ -0,0 +1,17 @@
+---
+title: "Laborer"
+noteType: ":luggage:"
+aliases: "Laborer"
+foundryId: Item.PfyWYNTcZzEQm1Zd
+tags:
+ - Item
+---
+
+# Laborer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You've spent years performing arduous physical labor. It was a difficult life, but you somehow survived. You may have embraced adventuring as an easier method to make your way in the world, or you might adventure under someone else's command.
+
+Choose two attribute boosts. One must be to **Strength** or **Constitution**, and one is a free attribute boost.
+
+You're trained in the Athletics skill and the Labor Lore skill. You gain the [[Hefty Hauler]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Lastwall Survivor.md b/content/mechanics/srd/Backgrounds/Lastwall Survivor.md
new file mode 100755
index 000000000..8b2365ad2
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Lastwall Survivor.md
@@ -0,0 +1,21 @@
+---
+title: "Lastwall Survivor"
+noteType: ":luggage:"
+aliases: "Lastwall Survivor"
+foundryId: Item.XwntUfqfxr58wavo
+tags:
+ - Item
+---
+
+# Lastwall Survivor
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Eye of Dread
+
+* * *
+
+You managed to escape the devastation that the Whispering Tyrant brought to your nation, but you lost everything to the lich-king's minions, including your home and many friends and family.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Medicine skill and the Undead Lore skill. You gain the [[Battle Medicine]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Learned Guard Prodigy.md b/content/mechanics/srd/Backgrounds/Learned Guard Prodigy.md
new file mode 100755
index 000000000..da3771bd3
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Learned Guard Prodigy.md
@@ -0,0 +1,19 @@
+---
+title: "Learned Guard Prodigy"
+noteType: ":luggage:"
+aliases: "Learned Guard Prodigy"
+foundryId: Item.vlEIVdn7GGX8dqwN
+tags:
+ - Item
+---
+
+# Learned Guard Prodigy
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+For some, the nuts and bolts of keeping the peace are practically second nature. Such is the case for you, a member of the Learned Guard with an incredible mind for investigation as well as a gift for understanding magic. You probably aren't a hit with your peers, who find your intellect and natural gift of deduction perhaps a bit off-putting, but when left to your own devices you excel, and you get along well with professors and mages such as those who work in Forae Logos or the Arcanamirium.
+
+After no shortage of debating the pros and cons, you decided to transfer to the Edgewatch precinct. Sure, you have a keen understanding of the theories and principles behind law enforcement, but you've reasoned that in order to be a truly effective guard you'll need some first-hand experience in a high-risk area nabbing suspects and protecting innocents- all the while taking fastidious notes and writing your grand thesis on the merits and shortcomings of Absalom's laws.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in your choice of the Arcana or Occultism skill, as well as Legal Lore. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks to interact with Learned Guards and with academics such as librarians and scholars. You gain the [[Recognize Spell]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Legacy of the Hammer.md b/content/mechanics/srd/Backgrounds/Legacy of the Hammer.md
new file mode 100755
index 000000000..810d28175
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Legacy of the Hammer.md
@@ -0,0 +1,17 @@
+---
+title: "Legacy of the Hammer"
+noteType: ":luggage:"
+aliases: "Legacy of the Hammer"
+foundryId: Item.TNYD19hohZN5XoZb
+tags:
+ - Item
+---
+
+# Legacy of the Hammer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Your introduction to the criminal life was spurred forward by a seemingly innocuous hammer that provided you with all kinds of innovative criminal ideas. It has since left your possession, but every now and then you hear a faint whisper urging you toward crime.
+
+Choose two ability boosts. One must be to **Dexterity** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Thievery skill and Engineering Lore. You gain the [[Concealing Legerdemain]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Legendary Parents.md b/content/mechanics/srd/Backgrounds/Legendary Parents.md
new file mode 100755
index 000000000..ffc13d415
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Legendary Parents.md
@@ -0,0 +1,19 @@
+---
+title: "Legendary Parents"
+noteType: ":luggage:"
+aliases: "Legendary Parents"
+foundryId: Item.RFCHcjbvWdskZ0eI
+tags:
+ - Item
+---
+
+# Legendary Parents
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**\[Legacy - Age of Ashes\]**
+
+One or more of your parents (either biological or adoptive) were heroes of the Age of Ashes Adventure Path. Others tend to treat you with a bit more respect, or perhaps fear your connections to people of great power.
+
+Choose two ability boosts. One must be to **Dexterity** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Intimidation skill, and the Genealogy Lore skill. You gain the [[Group Coercion]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Lesser Scion.md b/content/mechanics/srd/Backgrounds/Lesser Scion.md
new file mode 100755
index 000000000..86a70ce97
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Lesser Scion.md
@@ -0,0 +1,17 @@
+---
+title: "Lesser Scion"
+noteType: ":luggage:"
+aliases: "Lesser Scion"
+foundryId: Item.DtyXZT0VMAz6gGmP
+tags:
+ - Item
+---
+
+# Lesser Scion
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You are the youngest child in a noble house (in Cheliax, Isger, or Andoran) and stand to inherit nothing from your family. Although you have a minor title, it affords you no lands or wealth, but it has garnered you a small amount of respect and deference in your travels. When play begins, you are riding in a caravan bound for Almas, where a cousin has promised to allow you to stay with them for a month.
+
+Choose two ability boosts. One must be to **Dexterity** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Diplomacy skill and the Heraldry Lore skill. You gain the [[Hobnobber]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Local Brigand.md b/content/mechanics/srd/Backgrounds/Local Brigand.md
new file mode 100755
index 000000000..c3960a168
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Local Brigand.md
@@ -0,0 +1,17 @@
+---
+title: "Local Brigand"
+noteType: ":luggage:"
+aliases: "Local Brigand"
+foundryId: Item.UnQlZN3tjsb32VUD
+tags:
+ - Item
+---
+
+# Local Brigand
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You hail from the River Kingdoms or the more lawless reaches of Brevoy. Your life has been hard. You know how to ambush travelers, bully traders, avoid the law, and camp where no one can find you. Recently, you've run into some trouble, either with the law or with other bandits, and you're looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over.
+
+Choose two ability boosts. One must be to **Strength** or **Constitution**, and one is a free ability boost.
+
+You're trained in the Intimidation skill and the Banditry Lore skill. You gain the [[Group Coercion]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Local Scion.md b/content/mechanics/srd/Backgrounds/Local Scion.md
new file mode 100755
index 000000000..f9f89ea91
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Local Scion.md
@@ -0,0 +1,19 @@
+---
+title: "Local Scion"
+noteType: ":luggage:"
+aliases: "Local Scion"
+foundryId: Item.bByv96HGpqfP4iQi
+tags:
+ - Item
+---
+
+# Local Scion
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You're from Breachill and have lived there most, if not all, of your life. You might be the son or daughter of a well-known local adventuring family, or a family with a storied tradition of military or other martial service. You likely also have some sort of skill with your hands, as the people of Breachill are very self-sufficient.
+
+The Call for Heroes is one of your hometown's most iconic traditions, and you want to attend so you can prove your own merits to the council-beyond simply those of your family's name.
+
+Choose two ability boosts. One must be to **Constitution** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Crafting skill and the Breachill Lore skill. You gain the [[Specialty Crafting]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Lost Loved One.md b/content/mechanics/srd/Backgrounds/Lost Loved One.md
new file mode 100755
index 000000000..b8742ff96
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Lost Loved One.md
@@ -0,0 +1,19 @@
+---
+title: "Lost Loved One"
+noteType: ":luggage:"
+aliases: "Lost Loved One"
+foundryId: Item.byqRbU8uTfcQgyje
+tags:
+ - Item
+---
+
+# Lost Loved One
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You see your life as naturally divided into two chapters: in one, the love-limned, halcyon days of yesteryear, in the other, the day you lost the person most important to you, plus every aching moment thereafter. When you saw a vision of your lost loved one in a glowing portal on the night of the Missing Moment, you knew it was too good to be true. But you couldn't help yourself, either, so you walked through the door, one grasping hand outstretched in anticipation. You don't know what happened on the other side of the arch, but your hand seems to. Like a ghostly fragment of your missing loved one, you can summon an ethereal hand to reach out from your body. Though it's a pale imitation of the warmth you once felt in your dearly departed's presence, you do find this new hand somehow comforting, in a way.
+
+Your deviant abilities are of the wraith classification. You gain the [[Ghostly Grasp (Deviant)|Ghostly Grasp]] deviant feat. As a quirk, whenever you use a deviant ability, a low, rattling moan emanates from some unseen maw in your vicinity.
+
+Choose two ability boosts. One must be to **Wisdom** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Society skill and the Genealogy Lore skill. You gain the [[Multilingual]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Lost and Alone.md b/content/mechanics/srd/Backgrounds/Lost and Alone.md
new file mode 100755
index 000000000..e357512de
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Lost and Alone.md
@@ -0,0 +1,17 @@
+---
+title: "Lost and Alone"
+noteType: ":luggage:"
+aliases: "Lost and Alone"
+foundryId: Item.c2lkKzrUED5B3fG5
+tags:
+ - Item
+---
+
+# Lost and Alone
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You were training to become a knight in Lastwall when the Whispering Tyrant escaped his imprisonment and destroyed the nation. It was only by dumb luck that you are alive at all, but the memories of that fateful day haunt your dreams. When play begins, you have boarded a caravan heading toward a new town, having worn out your welcome at the taverns and inns of Elidir.
+
+Choose two ability boosts. One must be to **Strength** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Intimidation skill, and the Warfare Lore skill. You gain the [[Intimidating Glare]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Lumber Consortium Laborer.md b/content/mechanics/srd/Backgrounds/Lumber Consortium Laborer.md
new file mode 100755
index 000000000..279d54e22
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Lumber Consortium Laborer.md
@@ -0,0 +1,21 @@
+---
+title: "Lumber Consortium Laborer"
+noteType: ":luggage:"
+aliases: "Lumber Consortium Laborer"
+foundryId: Item.ZGR38igMI5GKhJ8b
+tags:
+ - Item
+---
+
+# Lumber Consortium Laborer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Shining Kingdoms
+
+* * *
+
+You have suffered as a worker for the unscrupulous Lumber Consortium, laboring under harsh conditions in dangerous wooded regions of Andoran.
+
+Choose two ability boosts. One must be to **Strength** or **Dexterity**, and one is a free ability boost.
+
+You're trained in the Athletics skill and the Forest Lore skill. You gain the [[Assurance]] skill feat with Athletics.
diff --git a/content/mechanics/srd/Backgrounds/Magaambya Academic.md b/content/mechanics/srd/Backgrounds/Magaambya Academic.md
new file mode 100755
index 000000000..f2999231f
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Magaambya Academic.md
@@ -0,0 +1,21 @@
+---
+title: "Magaambya Academic"
+noteType: ":luggage:"
+aliases: "Magaambya Academic"
+foundryId: Item.3okVhrxBqZ0BTbMD
+tags:
+ - Item
+---
+
+# Magaambya Academic
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Mwangi Expanse
+
+* * *
+
+You studied magic at the prestigious Magaambya academy in Nantambu, learning magical traditions dating back to Old- Mage Jatembe and earning a pedigree respected by magical scholars almost everywhere.
+
+Choose two ability boosts. One must be to **Intelligence** or **Charisma**, and one is a free ability boost.
+
+You're trained in your choice of either the Arcana or Nature skill, as well as the Academia Lore skill. You gain the [[Recognize Spell]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Magical Experiment.md b/content/mechanics/srd/Backgrounds/Magical Experiment.md
new file mode 100755
index 000000000..bb89d0e4b
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Magical Experiment.md
@@ -0,0 +1,23 @@
+---
+title: "Magical Experiment"
+noteType: ":luggage:"
+aliases: "Magical Experiment"
+foundryId: Item.j4X5hIgfqxHN5SGI
+tags:
+ - Item
+---
+
+# Magical Experiment
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+At some point in your life, powerful people performed magical experiments on you that changed you permanently. You may have signed up for this voluntarily, but it may have been against your will. You still bear the marks, as well as the abilities.
+
+You gain one ability boost. It must be to **Constitution**.
+
+You're trained in Occultism and the Academia Lore skill. You gain one special ability as a result of the magical experimentation. Work with the GM to select an appropriate ability from the following list or to come up with another special ability.
+
+* * *
+
+* **Enhanced Senses** You gain low-light vision (or darkvision if you already had low-light vision) and an imprecise sense with a range of 30 feet, such as scent, thoughtsense, tremorsense, or wavesense.
+* **Resistant Skin** The experiments rendered your skin tougher and resilient to a particular type of damage. You gain resistance equal to half your level (minimum resistance 1) against two of the following types of energy damage, one chosen by you and the other chosen by the GM: acid, cold, electricity, fire, or sonic.
+* **Touch Telepathy** The experiments to your body allowed you to link minds via touch. You gain telepathy with creatures as long as you are in physical contact. This allows you to communicate mentally with any creatures you're in physical contact with, as long as you both share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
diff --git a/content/mechanics/srd/Backgrounds/Magical Merchant.md b/content/mechanics/srd/Backgrounds/Magical Merchant.md
new file mode 100755
index 000000000..f00a85d6e
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Magical Merchant.md
@@ -0,0 +1,17 @@
+---
+title: "Magical Merchant"
+noteType: ":luggage:"
+aliases: "Magical Merchant"
+foundryId: Item.f7nep8xBjGU6Gr4r
+tags:
+ - Item
+---
+
+# Magical Merchant
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Selling magic items isn't like being an ordinary merchant. The wares you buy and sell are expensive, making each sale rare and lucrative. You've developed knowledge of expert handiwork to ensure you don't fall for a scam, since buying a single counterfeit item can lead to bankruptcy. Whether you went out of business and had to find alternative employment, or took up adventuring to acquire new merchandise, you've taken to adventuring yourself.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in Crafting and Mercantile Lore. You gain the [[Crafter's Appraisal]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Magical Misfit.md b/content/mechanics/srd/Backgrounds/Magical Misfit.md
new file mode 100755
index 000000000..3845d979d
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Magical Misfit.md
@@ -0,0 +1,17 @@
+---
+title: "Magical Misfit"
+noteType: ":luggage:"
+aliases: "Magical Misfit"
+foundryId: Item.LTnBywSsmtja3SBl
+tags:
+ - Item
+---
+
+# Magical Misfit
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You don't understand folks who claim that magical talent is some sort of burden or great responsibility; you've always used your magic to cause trouble and to escape the consequences. Whether becoming an adventurer is your attempt to make amends or just a new way to make some mischief, you're excited to see where it takes you, and you still delight in using your skills to get out of trouble.
+
+Choose two ability boosts. One must be to **Intelligence** or **Dexterity**, and one is a free ability boost.
+
+You're trained in Arcana and Underworld Lore. You gain the [[Trick Magic Item]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Mammoth Herder.md b/content/mechanics/srd/Backgrounds/Mammoth Herder.md
new file mode 100755
index 000000000..c1d279288
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Mammoth Herder.md
@@ -0,0 +1,17 @@
+---
+title: "Mammoth Herder"
+noteType: ":luggage:"
+aliases: "Mammoth Herder"
+foundryId: Item.eqv5Jk0LvNxqCLlI
+tags:
+ - Item
+---
+
+# Mammoth Herder
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You're adept at calming, wrangling, and living beside woolly mammoths and other megafauna commonly found in the Realm of the Mammoth Lords. Perhaps you've even formed a particularly strong bond with one or two of your following's animals, and you tend to get along with other herders in the following, such as young Imek or old Chultei. When the Broken Tusk following must move, you and the other herders know how to convey this message to the animals in your herd.
+
+Choose two ability boosts. One must be to **Wisdom** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Nature skill and the Herding Lore skill. You gain the [[Train Animal]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Mammoth Speaker.md b/content/mechanics/srd/Backgrounds/Mammoth Speaker.md
new file mode 100755
index 000000000..a3b7242ce
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Mammoth Speaker.md
@@ -0,0 +1,21 @@
+---
+title: "Mammoth Speaker"
+noteType: ":luggage:"
+aliases: "Mammoth Speaker"
+foundryId: Item.qXSAmktKICuMx1LC
+tags:
+ - Item
+---
+
+# Mammoth Speaker
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Saga Lands
+
+* * *
+
+You have learned the secrets of taming the mighty mammoths and other megafauna of the far north. Perhaps these talents are a part of your people's traditional customs, or perhaps you sought out these massive animals of your own accord.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Nature skill and the Animal Lore skill. You gain the [[Train Animal]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Mana Wastes Refugee.md b/content/mechanics/srd/Backgrounds/Mana Wastes Refugee.md
new file mode 100755
index 000000000..f3d8a842d
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Mana Wastes Refugee.md
@@ -0,0 +1,21 @@
+---
+title: "Mana Wastes Refugee"
+noteType: ":luggage:"
+aliases: "Mana Wastes Refugee"
+foundryId: Item.epzYZvV6LfOssZGK
+tags:
+ - Item
+---
+
+# Mana Wastes Refugee
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Impossible Lands
+
+* * *
+
+Exposure to the corrupting influence of the Mana Wastes' strange energies has warped your inner essence, resulting in unpredictable interactions with magic items and more than a little know-how about surviving under bizarre and adverse natural conditions.
+
+Choose two ability boosts. One must be to **Constitution** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Arcana skill and the Wilderness Lore skill. You gain the [[Trick Magic Item]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Mantis Scion.md b/content/mechanics/srd/Backgrounds/Mantis Scion.md
new file mode 100755
index 000000000..23edfbddc
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Mantis Scion.md
@@ -0,0 +1,21 @@
+---
+title: "Mantis Scion"
+noteType: ":luggage:"
+aliases: "Mantis Scion"
+foundryId: Item.GF3nvoqmffCS5uVQ
+tags:
+ - Item
+---
+
+# Mantis Scion
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - High Seas
+
+* * *
+
+At least one of your parents is a member of the notorious Red Mantis assassins, merciless killers for hire who rarely fail to claim their marks. Whether on purpose or by simple exposure, you were trained from a young age in the art of stalking and killing people.
+
+Choose two ability boosts. One must be to **Dexterity** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Stealth skill and the Assassin Lore skill. You gain the [[Assurance]] skill feat with Stealth.
diff --git a/content/mechanics/srd/Backgrounds/Market Runner.md b/content/mechanics/srd/Backgrounds/Market Runner.md
new file mode 100755
index 000000000..363775f73
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Market Runner.md
@@ -0,0 +1,19 @@
+---
+title: "Market Runner"
+noteType: ":luggage:"
+aliases: "Market Runner"
+foundryId: Item.PX9opazRczpFGZzY
+tags:
+ - Item
+---
+
+# Market Runner
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Keeleno Lathenar, the proprietor of Otari Market, is a grim and bitter man. A werewolf named Jaul Mezmin mauled his wife, Ayla, to death 30 years ago. Keeleno has never forgotten nor forgiven this attack, and he believes against all odds that Jaul has evaded justice and is alive and well. Running errands for Keeleno around town, you've gotten to know him almost as well as you know Otari. Keeleno's suspicions have rubbed off
+
+on you a bit, so you keep a wary eye on other people—particularly around the full moon.
+
+Choose two ability boosts. One must be to **Constitution** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Diplomacy skill and the Otari Lore skill. You gain the [[Hobnobber]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Martial Disciple.md b/content/mechanics/srd/Backgrounds/Martial Disciple.md
new file mode 100755
index 000000000..1e8754318
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Martial Disciple.md
@@ -0,0 +1,17 @@
+---
+title: "Martial Disciple"
+noteType: ":luggage:"
+aliases: "Martial Disciple"
+foundryId: Item.b0r3UN0eu7z1J0lL
+tags:
+ - Item
+---
+
+# Martial Disciple
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You dedicated yourself to intense training and rigorous study to become a great warrior. The school you attended might have been a traditionalist monastery, an elite military academy, or the local branch of a prestigious mercenary organization.
+
+Choose two attribute boosts. One must be to **Strength** or **Dexterity**, and one is a free attribute boost.
+
+You're trained in your choice of the Acrobatics or Athletics skill. You gain a skill feat: [[Cat Fall]] if you chose Acrobatics or [[Quick Jump]] if you chose Athletics. You're also trained in the Warfare Lore skill.
diff --git a/content/mechanics/srd/Backgrounds/Mechanic.md b/content/mechanics/srd/Backgrounds/Mechanic.md
new file mode 100755
index 000000000..f39bed471
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Mechanic.md
@@ -0,0 +1,17 @@
+---
+title: "Mechanic"
+noteType: ":luggage:"
+aliases: "Mechanic"
+foundryId: Item.H1IakUsDDkXQiEP0
+tags:
+ - Item
+---
+
+# Mechanic
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+The intricate inner workings of machines are no stranger to you. Whether they are mundane devices or complex clockworks, you know what makes them tick and how to maintain them. An adventuring group might keep you around to repair their equipment, or you might travel around to offer your rare services to those in need-for a price, of course!
+
+Choose two ability boosts. One must be to **Strength** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Crafting skill and the Engineering Lore skill. You gain the [[Quick Repair]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Mechanical Symbiosis.md b/content/mechanics/srd/Backgrounds/Mechanical Symbiosis.md
new file mode 100755
index 000000000..d0b7c1d15
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Mechanical Symbiosis.md
@@ -0,0 +1,19 @@
+---
+title: "Mechanical Symbiosis"
+noteType: ":luggage:"
+aliases: "Mechanical Symbiosis"
+foundryId: Item.S6o8r8kO5QtaWjAA
+tags:
+ - Item
+---
+
+# Mechanical Symbiosis
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Whether you purposefully took it on or had it thrust upon you, a bronze, clockwork object latched onto some part of your body. It may have sunk its needles into you or locked its spidery legs around your neck, torso, or upper arm. Some entity or spirit lives in this collection of gears and wires-whether or not other people hear its whispers is up to you. The entity may be an ancient, terrible being that has razed villages with its hosts, or it may be a brilliant, starry-eyed child who barely understands you're not part of its own body.
+
+You have studied and searched for information on these rare, crab-like machines, leaving you an expert in the binding of elemental spirits or mortal souls to mechanical objects. Though you have several theories on what the symbiotic entity might be, you have no definitive answers-this may be why you're adventuring in the first place, or perhaps you've made a deal with someone to get it removed. The entity might talk to you periodically, or it might only speak when it wants you to do something in particular or finds the two of you in danger. You and the GM should decide on the entity's motivations, or if the motivations should be a secret known only to the GM.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Arcana skill and an additional skill in which the clockwork entity is well-versed, determined by the GM. Any time you attempt a skill check for the entity's skill, the GM can offer you a +1 circumstance bonus to the check, as though the entity were Aiding you. If you accept but fail the check, the entity clenches up and you are [[Stunned 1]] ([[Stunned 1|Stunned 2]] on a critical failure).
diff --git a/content/mechanics/srd/Backgrounds/Medicinal Clocksmith.md b/content/mechanics/srd/Backgrounds/Medicinal Clocksmith.md
new file mode 100755
index 000000000..d232d561e
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Medicinal Clocksmith.md
@@ -0,0 +1,17 @@
+---
+title: "Medicinal Clocksmith"
+noteType: ":luggage:"
+aliases: "Medicinal Clocksmith"
+foundryId: Item.rayFB2rrZtON44ud
+tags:
+ - Item
+---
+
+# Medicinal Clocksmith
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+While others might have looked to clockwork as a mechanical innovation, you see the potential in the technology to improve the health of patients. You might be an experienced field medic who reached for a scrapped construct to help a wounded soldier, or a vanguard surgeon who's found replacing organs with clockwork more effective than repairing them. Perhaps you've also worked to "optimize" organic bodies with fine machinery, with or without the permission of your patients.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Medicine skill and the Engineering Lore skill. You gain the [[Risky Surgery]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Megafauna Hunter.md b/content/mechanics/srd/Backgrounds/Megafauna Hunter.md
new file mode 100755
index 000000000..caa1d59c8
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Megafauna Hunter.md
@@ -0,0 +1,17 @@
+---
+title: "Megafauna Hunter"
+noteType: ":luggage:"
+aliases: "Megafauna Hunter"
+foundryId: Item.HZ6KYVwPVHBKPJNl
+tags:
+ - Item
+---
+
+# Megafauna Hunter
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Life is only as meaningful as its risks, and the risks you're willing to take are big indeed. Like Wipa's half-sister Panuaku, Mammoth Lord Merthig, and Eiwa's great-grandnephew Pakano, you revel in the thrill of the hunt, especially when it involves mortal combat with megafauna, dinosaurs, and other oversized beasts. Though you're still early in your hunting career, your talent shows great promise, and you have a natural knack for tracking and taking down big game such as moose, saber-toothed tigers, and even wild mammoths.
+
+Choose two ability boosts. One must be to **Strength** or **Dexterity**, and one is a free ability boost.
+
+You're trained in the Athletics skill and the Hunting Lore skill. You gain the [[Titan Wrestler]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Menagerie Dung Sweeper.md b/content/mechanics/srd/Backgrounds/Menagerie Dung Sweeper.md
new file mode 100755
index 000000000..1fe51993c
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Menagerie Dung Sweeper.md
@@ -0,0 +1,21 @@
+---
+title: "Menagerie Dung Sweeper"
+noteType: ":luggage:"
+aliases: "Menagerie Dung Sweeper"
+foundryId: Item.oKuc68IyjrkQkW0U
+tags:
+ - Item
+---
+
+# Menagerie Dung Sweeper
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Absalom and Starstone Isle
+
+* * *
+
+Whether you washed warrior beasts below the Irorium's arena floor or tended to the mutated animals of a Puddle sideshow, you are experienced with all manner of weird wildlife.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Nature skill and the Animal Lore skill. You gain the [[Train Animal]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Merabite Prodigy.md b/content/mechanics/srd/Backgrounds/Merabite Prodigy.md
new file mode 100755
index 000000000..bf18eaa40
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Merabite Prodigy.md
@@ -0,0 +1,21 @@
+---
+title: "Merabite Prodigy"
+noteType: ":luggage:"
+aliases: "Merabite Prodigy"
+foundryId: Item.Obevbi0iMnRrMDKF
+tags:
+ - Item
+---
+
+# Merabite Prodigy
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Golden Road
+
+* * *
+
+Even in a city renowned for its alchemy, you were able to rise above the competition.
+
+Choose two ability boosts. One must be to **Dexterity** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Crafting skill and the Alchemical Lore skill. You gain the [[Specialty Crafting]] skill feat with alchemy
diff --git a/content/mechanics/srd/Backgrounds/Merchant.md b/content/mechanics/srd/Backgrounds/Merchant.md
new file mode 100755
index 000000000..24a625523
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Merchant.md
@@ -0,0 +1,17 @@
+---
+title: "Merchant"
+noteType: ":luggage:"
+aliases: "Merchant"
+foundryId: Item.PEqChy1KmtjfDjIc
+tags:
+ - Item
+---
+
+# Merchant
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+In a dusty shop, market stall, or merchant caravan, you bartered wares for coin and trade goods. The skills you picked up still apply in the adventuring life, in which a good deal on a suit of armor could prevent your death.
+
+Choose two attribute boosts. One must be to **Intelligence** or **Charisma**, and one is a free attribute boost.
+
+You're trained in the Diplomacy skill and the Mercantile Lore skill. You gain the [[Bargain Hunter]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Miner.md b/content/mechanics/srd/Backgrounds/Miner.md
new file mode 100755
index 000000000..f488ad763
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Miner.md
@@ -0,0 +1,17 @@
+---
+title: "Miner"
+noteType: ":luggage:"
+aliases: "Miner"
+foundryId: Item.hiv0LQhddT3AcdQB
+tags:
+ - Item
+---
+
+# Miner
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You earned a living wrenching precious minerals from the lightless depths of the earth. Adventuring might have seemed lucrative or glamorous compared to this backbreaking labor--and if you have to head back underground, this time you plan to do so armed with a real weapon instead of a miner's pick.
+
+Choose two attribute boosts. One must be to **Strength** or **Wisdom**, and one is a free attribute boost.
+
+You're trained in the Survival skill and the Mining Lore skill. You gain the [[Terrain Expertise]] skill feat with underground terrain.
diff --git a/content/mechanics/srd/Backgrounds/Missionary.md b/content/mechanics/srd/Backgrounds/Missionary.md
new file mode 100755
index 000000000..1fe0c6265
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Missionary.md
@@ -0,0 +1,17 @@
+---
+title: "Missionary"
+noteType: ":luggage:"
+aliases: "Missionary"
+foundryId: Item.p8lXwR70Q8V3y0SC
+tags:
+ - Item
+---
+
+# Missionary
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You received training from clergy in a faraway temple, who sent you out into the world to spread the faith. Although you are relatively new at this, you are always on the lookout for new places in need of your deity's teachings and guidance. When play begins, you are riding along in a caravan making your way through sparsely populated regions of Isger, spreading the news of your faith to those who will listen.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Diplomacy skill and the Scribing Lore skill. You gain the [[Group Impression]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Molthuni Mercenary.md b/content/mechanics/srd/Backgrounds/Molthuni Mercenary.md
new file mode 100755
index 000000000..d7e33ad83
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Molthuni Mercenary.md
@@ -0,0 +1,21 @@
+---
+title: "Molthuni Mercenary"
+noteType: ":luggage:"
+aliases: "Molthuni Mercenary"
+foundryId: Item.H3UYB0B6yESK9R4O
+tags:
+ - Item
+---
+
+# Molthuni Mercenary
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Eye of Dread
+
+* * *
+
+Whether you sought citizenship or simply needed a steady paycheck, you spent some of your time as a paid mercenary in the armed forces of Molthune, where you fought against Molthune's enemies such as Nirmathas or the Ironfang Legion. Alternatively, you might have worked at sea, protecting Molthune's military and trading ships against pirates on Lake Encarthan.
+
+Choose two ability boosts. One must be to **Strength** or **Constitution**, and one is a free ability boost.
+
+You're trained in the Athletics skill and the Mercenary Lore skill. You gain the [[Experienced Professional]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Money Counter.md b/content/mechanics/srd/Backgrounds/Money Counter.md
new file mode 100755
index 000000000..9cf424abf
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Money Counter.md
@@ -0,0 +1,19 @@
+---
+title: "Money Counter"
+noteType: ":luggage:"
+aliases: "Money Counter"
+foundryId: Item.Spq7WICJcS7H9ZFm
+tags:
+ - Item
+---
+
+# Money Counter
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+The wealthiest of all the factions in Geb is the Tax Collectors Union, but it's the money counters in its banks and vaults that keep the numbers tallied. You used to work as one of these drudges who counted other people's money all day, until you decided to slip some unaccounted coins into your own pocket. You weren't caught, but you knew it would only be a matter of time before you felt the Union's wrath if you remained employed. You took the next opportunity to leave with both your official and unofficial final payments.
+
+The Tax Collectors Union is unaware of your petty theft, and you remain in good standing with them. Your party gains 1 Reputation Point with the Tax Collectors Union at the start of the campaign.
+
+Choose two ability boosts. One must be to **Dexterity** or **Intelligence**, and one is a free ability boost.
+
+You're trained in your choice of the Society or Thievery skill. You gain a skill feat: [[Eye For Numbers]] if you chose Society or [[Subtle Theft]] if you chose Thievery. You're also trained in Accounting Lore.
diff --git a/content/mechanics/srd/Backgrounds/Musical Prodigy.md b/content/mechanics/srd/Backgrounds/Musical Prodigy.md
new file mode 100755
index 000000000..924146e24
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Musical Prodigy.md
@@ -0,0 +1,21 @@
+---
+title: "Musical Prodigy"
+noteType: ":luggage:"
+aliases: "Musical Prodigy"
+foundryId: Item.SuLFJXUrtnQpaq6r
+tags:
+ - Item
+---
+
+# Musical Prodigy
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Ever since you were young, you've been almost supernaturally skilled in a particular type of music. The people around you were sure you'd grow up to perform at royal courts or to become a world-famous composer, but you've chosen a life of adventure instead. You might have given up on those dreams to find your own meaning, or you might find that adventuring allows you to experience unfiltered emotions and exploits that you can translate into a wondrous symphony some day.
+
+Choose two ability boosts. One must be to **Dexterity** or **Charisma**, and one is a free ability boost.
+
+You're trained in Performance and Music Lore. You gain the [[Virtuosic Performer]] skill feat.
+
+* * *
+
+_Note: You will have to select the correct virtuosic performer feat for your style._
diff --git a/content/mechanics/srd/Backgrounds/Mystic Seer.md b/content/mechanics/srd/Backgrounds/Mystic Seer.md
new file mode 100755
index 000000000..9258a4702
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Mystic Seer.md
@@ -0,0 +1,17 @@
+---
+title: "Mystic Seer"
+noteType: ":luggage:"
+aliases: "Mystic Seer"
+foundryId: Item.3reeMZKIz5LWsBhy
+tags:
+ - Item
+---
+
+# Mystic Seer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You delight crowds by reading minds, telling futures, and contacting spirits. Although much of your work is misdirection and showmanship, your cons have inadvertently awakened a genuine awareness of magic in your mind. This new sense is both thrilling and frightening, and you hope that you can hone it further in the Circus of Wayward Wonders.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Arcana skill and the Scam Lore skill. You gain the [[Arcane Sense]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Mystic Tutor.md b/content/mechanics/srd/Backgrounds/Mystic Tutor.md
new file mode 100755
index 000000000..cada12f8a
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Mystic Tutor.md
@@ -0,0 +1,17 @@
+---
+title: "Mystic Tutor"
+noteType: ":luggage:"
+aliases: "Mystic Tutor"
+foundryId: Item.bYq2h5QTk0R2zFuT
+tags:
+ - Item
+---
+
+# Mystic Tutor
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You spent years predicting, identifying, and harnessing the innate magical talents of those around you. A magic-rich world has taught you that you can never have too much training when everyone around you is capable of magic.
+
+Choose two ability boosts. One must be **Intelligence** or **Wisdom** and one is a free ability boost. Your innate magical trait is arcane or occult.
+
+You're trained in either Arcana or Occultism, depending on your innate magical trait, and the Academia Lore skill. You gain the [[Recognize Spell]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Necromancer's Apprentice.md b/content/mechanics/srd/Backgrounds/Necromancer's Apprentice.md
new file mode 100755
index 000000000..20faaf8da
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Necromancer's Apprentice.md
@@ -0,0 +1,17 @@
+---
+title: "Necromancer's Apprentice"
+noteType: ":luggage:"
+aliases: "Necromancer's Apprentice"
+foundryId: Item.dthHlZKNarxCDz8V
+tags:
+ - Item
+---
+
+# Necromancer's Apprentice
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You apprenticed under a necromancer-a hard education in a field where a cadaver you were dissecting could suddenly animate and every magical artifact seemed deadly. Now on your own, you're grateful you learned to identify magical threats quickly and thoroughly.
+
+Choose two ability boosts. One must be to **Constitution** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Arcana skill and the Necromancy Lore skill. You gain the [[Quick Identification]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Newcomer In Need.md b/content/mechanics/srd/Backgrounds/Newcomer In Need.md
new file mode 100755
index 000000000..87223f769
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Newcomer In Need.md
@@ -0,0 +1,17 @@
+---
+title: "Newcomer In Need"
+noteType: ":luggage:"
+aliases: "Newcomer In Need"
+foundryId: Item.U59C7VYzE81ds7Q5
+tags:
+ - Item
+---
+
+# Newcomer In Need
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You're a Gokan native in a bad spot, and you're going to need a miracle to get you out of your current fix. Miracles are in short supply, but the title of Ruby Phoenix Champion might just do the trick. Maybe you need the prize money to pay for a relative's expensive operation or to free your family from debt to Golden League gangsters. Or maybe there's a particular prize in Hao Jin's vault that could literally save your life - an amulet you can use to flee to the farthest corners of the multiverse or even an artifact that could resurrect you if you die, just like the Ruby Phoenix. The tough circumstances of your upbringing in one of Goka's more downtrodden neighborhoods - such as industrial Oldtown, the slums of the Scales district, or even the crime-ridden undercity taught you lessons of self-reliance and how to quickly make friends in unlikely circumstances. You've scraped together an entry into the Ruby Phoenix Tournament's prequalifier with a team you can trust. Now all that's left is to pull off the impossible and win this thing once and for all.
+
+Choose two ability boosts. One must be to **Constitution** or **Dexterity**, and one is a free ability boost.
+
+You're trained in Society and the Goka Lore skill. You gain the [[Streetwise]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Nexian Mystic.md b/content/mechanics/srd/Backgrounds/Nexian Mystic.md
new file mode 100755
index 000000000..0a5ddd68e
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Nexian Mystic.md
@@ -0,0 +1,21 @@
+---
+title: "Nexian Mystic"
+noteType: ":luggage:"
+aliases: "Nexian Mystic"
+foundryId: Item.S47ksENQMgKYhyNJ
+tags:
+ - Item
+---
+
+# Nexian Mystic
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Impossible Lands
+
+* * *
+
+Your initiations into the Nexian mysteries and the philosophies of the Arclords of Nex grant you a preternatural comprehension of the arcane underpinnings of existence.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Arcana skill and a Lore skill related to one plane of your choice (other than the Material Plane). You gain the [[Arcane Sense]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Night Watch.md b/content/mechanics/srd/Backgrounds/Night Watch.md
new file mode 100755
index 000000000..3bb37b036
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Night Watch.md
@@ -0,0 +1,17 @@
+---
+title: "Night Watch"
+noteType: ":luggage:"
+aliases: "Night Watch"
+foundryId: Item.jpuLQjv4La28ZPX5
+tags:
+ - Item
+---
+
+# Night Watch
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+When everyone else slumbers, you're on guard. You might have been a watch member in a teeming metropolis, the guard in an unquiet cemetery, or a lonely shepherd. Many a night you've shouted out warnings into the dark, unsure of what lurked just beyond the range of your lantern's light. More than once you've seen things shambling in the dark that never should have been up and about.
+
+Choose two ability boosts. One must be to **Strength** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Intimidation skill and either Legal Lore or the Lore skill for your home settlement. You gain the [[Quick Coercion]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Nirmathi Guerrilla.md b/content/mechanics/srd/Backgrounds/Nirmathi Guerrilla.md
new file mode 100755
index 000000000..66b0b1d8a
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Nirmathi Guerrilla.md
@@ -0,0 +1,21 @@
+---
+title: "Nirmathi Guerrilla"
+noteType: ":luggage:"
+aliases: "Nirmathi Guerrilla"
+foundryId: Item.M3vnTaMZ6MlKOARf
+tags:
+ - Item
+---
+
+# Nirmathi Guerrilla
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Eye of Dread
+
+* * *
+
+Woodcraft comes naturally to you, and you have learned how to use the forest to your tactical advantage against superior forces in skirmishes against the Molthuni army or the Ironfang Legion.
+
+Choose two ability boosts. One must be to **Dexterity** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Stealth skill and the Forest Lore skill. You gain the [[Terrain Stalker]] (underbrush) skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Noble.md b/content/mechanics/srd/Backgrounds/Noble.md
new file mode 100755
index 000000000..cd1b8eba6
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Noble.md
@@ -0,0 +1,17 @@
+---
+title: "Noble"
+noteType: ":luggage:"
+aliases: "Noble"
+foundryId: Item.87fzvBVfnaU0m1gD
+tags:
+ - Item
+---
+
+# Noble
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+To the common folk, the life of a noble seems one of idyllic luxury, but growing up as a noble or member of the aspiring gentry, you know the reality: a noble's lot is obligation and intrigue. Whether you seek to escape your duties by adventuring or to better your station, you have traded silks and pageantry for an adventurer's life.
+
+Choose two attribute boosts. One must be to **Intelligence** or **Charisma**, and one is a free attribute boost.
+
+You're trained in the Society skill and the Genealogy Lore or Heraldry Lore skill. You gain the [[Courtly Graces]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Nocturnal Navigator.md b/content/mechanics/srd/Backgrounds/Nocturnal Navigator.md
new file mode 100755
index 000000000..e3513635e
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Nocturnal Navigator.md
@@ -0,0 +1,17 @@
+---
+title: "Nocturnal Navigator"
+noteType: ":luggage:"
+aliases: "Nocturnal Navigator"
+foundryId: Item.RX8iGLKN8j2IKfxF
+tags:
+ - Item
+---
+
+# Nocturnal Navigator
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You have a great affinity for the night skies. You watch the stars, and you feel they speak secret messages specifically to you, which help you navigate your surroundings or perhaps determine your next course of action. Often, the stars have led you to places of great adventure, where you find new experiences and challenges. You might have come to make use of your talents as a guide for traveling groups, or maybe you preferred using your talents in pursuing a star-driven journey for personal enlightenment.
+
+Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.
+
+You're trained in Survival. Whenever you can clearly identify the stars, if you roll a success on a check to [[Sense Direction]] or otherwise orienteer, you get a critical success instead; if you roll a critical failure at such a check, you get a failure instead.
diff --git a/content/mechanics/srd/Backgrounds/Nomad.md b/content/mechanics/srd/Backgrounds/Nomad.md
new file mode 100755
index 000000000..79b46f6c9
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Nomad.md
@@ -0,0 +1,17 @@
+---
+title: "Nomad"
+noteType: ":luggage:"
+aliases: "Nomad"
+foundryId: Item.Jjo8OiEmjVA2z29B
+tags:
+ - Item
+---
+
+# Nomad
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Traveling far and wide, you picked up basic tactics for surviving on the road and in unknown lands, getting by with few supplies and even fewer comforts. As an adventurer, you travel still, often into even more dangerous places.
+
+Choose two attribute boosts. One must be to **Constitution** or **Wisdom**, and one is a free attribute boost.
+
+You're trained in the Survival skill and a Lore skill related to one terrain you traveled in (such as Desert Lore or Swamp Lore). You gain the [[Assurance]] skill feat with Survival.
diff --git a/content/mechanics/srd/Backgrounds/Northland Forager.md b/content/mechanics/srd/Backgrounds/Northland Forager.md
new file mode 100755
index 000000000..d57f8e5aa
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Northland Forager.md
@@ -0,0 +1,17 @@
+---
+title: "Northland Forager"
+noteType: ":luggage:"
+aliases: "Northland Forager"
+foundryId: Item.1wirsA9i6jkcTxUX
+tags:
+ - Item
+---
+
+# Northland Forager
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+The vast tundra and looming mountains of the Realm of the Mammoth Lords may seem featureless and barren to the untrained eye, but you know better. You see what others don't: nutritious roots buried beneath muddy reeds, succulent bird eggs cradled in craggy rocks, restorative berries nestled among thorny thickets, and more. In the south, farmers toil in dusty fields to eat the same vegetables every day, but your diet is varied and you're rarely hungry-the entire Realm is your garden.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Survival skill and the Herbalism Lore skill. You gain the [[Forager]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Northridge Scholar.md b/content/mechanics/srd/Backgrounds/Northridge Scholar.md
new file mode 100755
index 000000000..b5e14468a
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Northridge Scholar.md
@@ -0,0 +1,39 @@
+---
+title: "Northridge Scholar"
+noteType: ":luggage:"
+aliases: "Northridge Scholar"
+foundryId: Item.l6o9y2lmF9UYGc1N
+tags:
+ - Item
+---
+
+# Northridge Scholar
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+The political faction of Northridge is focused on modern pragmatism and urban growth. While there are certainly those in this faction who regard those of Southshore as rubes, bumbling yokels, or stubborn traditionalists who would prefer Willowshore never grow, most of those following this local faction instead put their energy into developing Willowshore, envisioning a time when the town might grow into an important hub for trade. Your interests lie more along the concept of Willowshore as a place for learning—a school, library, or even small university could do so much for your town! Of course, as invigorating as it is to study and learn, you also understand that expanding Willowshore in such a way will require lots of hard work, and your childhood helping to lay foundations or raise buildings has given you a physique that eludes the typical scholar.
+
+Your home is likely somewhere along the northern banks of the Ceiba River to the east of downtown Willowshore.
+
+During the Reenactment Festival, you likely helped to run some of the festivities or spent time simply sitting back to people-watch. You volunteered to be an abductee during the Reenactment Festival because the experience of taking part in one of the town's longest-running traditions is an honor you've always wanted to experience.
+
+Choose two ability boosts. One must be to **Constitution** or **Strength**, and one is a free ability boost.
+
+You're trained in the Society skill and the Academia Lore skill. You gain the [[Additional Lore]] feat.
+
+
+
+* * *
+
+You can add one of the following two adjustments to any background to further modify your choice to match your vision for your PC.
+
+**Family:** You and one (or more) other PCs are close family members (siblings, parent/child, married, etc.) If you take this adjustment, the other PC(s) who are your family must also take this adjustment. Choose one of the following to replace the skill feat you otherwise would've gained from your background. (You and your sibling need not share the same choice—a sibling who wants to keep their background's skill feat can pick "Typical" from the list.)
+
+* **Bickering:** You have a long-standing feud with your sibling(s). Whenever your sibling(s) critically fail a significant skill check or attack roll and you witness their failure, you gain a +1 status bonus to your saving throws until the end of your next turn as you secretly (or perhaps not so secretly) delight in their failure.
+* **Close-Knit:** You and your sibling(s) work well together, and you go all-out to help them when they're badly hurt. When you provide [[Aid]] or [[Administer First Aid]] to your sibling(s), the DC is 5 lower than normal.
+* **Typical:** You have a standard relationship with your sibling(s); don't change your background's skill feat.
+
+**Foundling:** You aren't a native to Willowshore, but you did grow up in the town. You might have adoptive parents, or you could've grown up on the streets. Choose one of the following to replace the bonus feat you otherwise would've gained from your background.
+
+* **Bitter:** You appreciate the town of Willowshore but still resent the conditions that resulted in you being abandoned or left in the town. You gain the [[Intimidating Glare]] skill feat.
+* **Mysterious:** You keep secrets, and very few in Willowshore (if anyone) know your history before you settled in the town, in part because you've taken to learning about Willowshore by watching rather than engaging in conversation. You gain the [[Streetwise]] skill feat.
+* **Outgoing:** You're grateful for the sense of belonging the townsfolk of Willowshore have extended to you and always do your best to repay that kindness. Once per week when you attempt a skill check to resolve a downtime activity that could benefit Willowshore (several of these activities are detailed in the adventures, and your GM can always make the call if another activity would qualify) and you fail that check, you instead succeed at the check, or if you critically fail at that check, you instead simply fail that check.
diff --git a/content/mechanics/srd/Backgrounds/Occult Librarian.md b/content/mechanics/srd/Backgrounds/Occult Librarian.md
new file mode 100755
index 000000000..342444676
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Occult Librarian.md
@@ -0,0 +1,17 @@
+---
+title: "Occult Librarian"
+noteType: ":luggage:"
+aliases: "Occult Librarian"
+foundryId: Item.i3D95lzuL1dAyqVV
+tags:
+ - Item
+---
+
+# Occult Librarian
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Hours spent reading numerous compendiums dedicated to various occult topics honed your knowledge of these more obscure magical arts. You might have taken to adventuring to finance your acquisition of rare tomes, to explore occult mysteries that can't be found in the pages of a book, or perhaps to put your skills to the test.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Occultism skill and the Academia Lore skill. You gain the [[Schooled In Secrets]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Oenopion-Ooze Tender.md b/content/mechanics/srd/Backgrounds/Oenopion-Ooze Tender.md
new file mode 100755
index 000000000..ddcc30f69
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Oenopion-Ooze Tender.md
@@ -0,0 +1,21 @@
+---
+title: "Oenopion-Ooze Tender"
+noteType: ":luggage:"
+aliases: "Oenopion-Ooze Tender"
+foundryId: Item.1XHE2rFuC8Ud320G
+tags:
+ - Item
+---
+
+# Oenopion-Ooze Tender
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Impossible Lands
+
+* * *
+
+Your apprenticeship in one of Oenopion's unorthodox arcane and alchemical academies instilled in you a deep reservoir of mostly reliable esoteric knowledge, not to mention a deep resentment born of countless hours spent mucking ooze pens and feeding helpless creatures to ravenous, belching jellies and gelatinous puddings.
+
+Choose two ability boosts. One must be to **Constitution** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Crafting skill and the Ooze Lore skill. You gain the [[Dubious Knowledge]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Once Bitten.md b/content/mechanics/srd/Backgrounds/Once Bitten.md
new file mode 100755
index 000000000..7d619db39
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Once Bitten.md
@@ -0,0 +1,17 @@
+---
+title: "Once Bitten"
+noteType: ":luggage:"
+aliases: "Once Bitten"
+foundryId: Item.Vrk47hCPLsgNW1kH
+tags:
+ - Item
+---
+
+# Once Bitten
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+After an altercation with an undead creature, you feared you might be infected. Either through medical intervention, luck, or misunderstanding how undeath spreads, your fears abated. However, your brush with living death taught you the value of life. You do whatever you can to avoid the end you thought you'd been fated.
+
+Choose two ability boosts. One must be to **Dexterity** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Medicine skill and the Undead Lore skill. You gain the [[Battle Medicine]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Onyx Trader.md b/content/mechanics/srd/Backgrounds/Onyx Trader.md
new file mode 100755
index 000000000..40f6217ce
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Onyx Trader.md
@@ -0,0 +1,21 @@
+---
+title: "Onyx Trader"
+noteType: ":luggage:"
+aliases: "Onyx Trader"
+foundryId: Item.VSbDGTeO7u58WkYo
+tags:
+ - Item
+---
+
+# Onyx Trader
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Eye of Dread
+
+* * *
+
+Oprak doesn't share the secrets of the Onyx Vault with many, but you are one of the lucky few to be permitted into the heart of the nation. You have traveled the extradimensional paths of the Stone Roads and traded goods across a wide variety of lands. You've learned to step lively in foreign markets of all types.
+
+Choose two ability boosts. One must be to **Dexterity** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Society skill and the Mercantile Lore skill. You gain the [[Multilingual]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Osirionologist.md b/content/mechanics/srd/Backgrounds/Osirionologist.md
new file mode 100755
index 000000000..068b2262a
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Osirionologist.md
@@ -0,0 +1,21 @@
+---
+title: "Osirionologist"
+noteType: ":luggage:"
+aliases: "Osirionologist"
+foundryId: Item.rElGU6dt0d3fZWKw
+tags:
+ - Item
+---
+
+# Osirionologist
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Golden Road
+
+* * *
+
+Whether you're a fascinated outsider or a local proud of your nation's storied past, you're a devoted student of Osirion's history. You might be a traveling professor, a member of a society like the Pathfinders or the Esoteric Order of the Palatine Eye, or even a simple tomb robber cashing in on the glories of the past.
+
+Choose two ability boosts. One must be to **Constitution** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Occultism skill and the Ancient Osirion Lore skill. You gain the [[Oddity Identification]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Osprey Barnraiser.md b/content/mechanics/srd/Backgrounds/Osprey Barnraiser.md
new file mode 100755
index 000000000..89eb4e28e
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Osprey Barnraiser.md
@@ -0,0 +1,17 @@
+---
+title: "Osprey Barnraiser"
+noteType: ":luggage:"
+aliases: "Osprey Barnraiser"
+foundryId: Item.7M7BNQ0ljQE7UTHE
+tags:
+ - Item
+---
+
+# Osprey Barnraiser
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+A person cannot live on fish alone, which is why you work with Elder Bo'Mel on her farm. Elder Ordwi asked you to accompany her to Iron Harbor because she values your input in evaluating how the village might be making use of their natural resources.
+
+Choose two ability boosts. One must be to **Strength** or **Constitution**, and one is a free ability boost.
+
+You're trained in the Nature skill and the Architecture Lore skill. You gain the [[Natural Medicine]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Osprey Fisher.md b/content/mechanics/srd/Backgrounds/Osprey Fisher.md
new file mode 100755
index 000000000..247bf5d51
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Osprey Fisher.md
@@ -0,0 +1,17 @@
+---
+title: "Osprey Fisher"
+noteType: ":luggage:"
+aliases: "Osprey Fisher"
+foundryId: Item.si3f0k5p4X8Ekx9u
+tags:
+ - Item
+---
+
+# Osprey Fisher
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Fishing is Osprey Cove's number one profession, and you've apprenticed under the best of them: Elder Anlorgog. You're also a keen study of boats and ships, so Elder Ordwi wants you along on her trip to Iron Harbor to help her evaluate the strength and purpose of the village's fleet—particularly if they're building ships meant for war.
+
+Choose two ability boosts. One must be to **Strength** or **Dexterity**, and one is a free ability boost.
+
+You're trained in the Crafting skill and the Sailing Lore skill. You gain the [[Quick Repair]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Osprey Scion.md b/content/mechanics/srd/Backgrounds/Osprey Scion.md
new file mode 100755
index 000000000..29dd459ed
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Osprey Scion.md
@@ -0,0 +1,17 @@
+---
+title: "Osprey Scion"
+noteType: ":luggage:"
+aliases: "Osprey Scion"
+foundryId: Item.VKJQCXTvR25gB1Se
+tags:
+ - Item
+---
+
+# Osprey Scion
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You are the birth or adopted child of one of the five elders of Osprey Cove, and your parent or guardian volunteers you to accompany Elder Ordwi on her trip to Iron Harbor, hoping to get an unbiased account of events. If your parent or guardian is Ordwi, then she values your companionship and insight and wants you along on this important mission.
+
+Choose two ability boosts. One must be to **Constitution** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Diplomacy skill and the Xin-Edasseril Lore skill. You gain the [[Hobnobber]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Osprey Scout.md b/content/mechanics/srd/Backgrounds/Osprey Scout.md
new file mode 100755
index 000000000..bc2459392
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Osprey Scout.md
@@ -0,0 +1,17 @@
+---
+title: "Osprey Scout"
+noteType: ":luggage:"
+aliases: "Osprey Scout"
+foundryId: Item.5UCpG9MXEDSa8hV5
+tags:
+ - Item
+---
+
+# Osprey Scout
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Though Osprey Cove is a quiet village, you've scouted the wilderness inland, watching for any dangerous wildlife or creatures in order to keep it that way. Elder Ordwi wants you along on this trip because she knows your knowledge about the Kindred Coast will help ensure the safety of the group on the day-long trip.
+
+Choose two ability boosts. One must be to **Dexterity** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Survival skill and the Scouting Lore skill. You gain the [[Experienced Tracker]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Osprey Scribe.md b/content/mechanics/srd/Backgrounds/Osprey Scribe.md
new file mode 100755
index 000000000..000cea373
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Osprey Scribe.md
@@ -0,0 +1,17 @@
+---
+title: "Osprey Scribe"
+noteType: ":luggage:"
+aliases: "Osprey Scribe"
+foundryId: Item.NambsrQDw2XuBsDJ
+tags:
+ - Item
+---
+
+# Osprey Scribe
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Either as a punishment or because of political ambition, you work for Elder Vandous. On her trip to Iron Harbor, Elder Ordwi needs someone at her side who is a skilled observer and adept at keeping journals; she hopes to provide the other elders with accurate information about their sibling village upon her return.
+
+Choose two ability boosts. One must be to **Intelligence** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Society skill and the Demon Lore skill. You gain the [[Streetwise]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Osprey Spellcaster.md b/content/mechanics/srd/Backgrounds/Osprey Spellcaster.md
new file mode 100755
index 000000000..5beb10018
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Osprey Spellcaster.md
@@ -0,0 +1,17 @@
+---
+title: "Osprey Spellcaster"
+noteType: ":luggage:"
+aliases: "Osprey Spellcaster"
+foundryId: Item.mdx22FXAqm6aUq6w
+tags:
+ - Item
+---
+
+# Osprey Spellcaster
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Whether by instinct or study, magic is one of your most notable talents. Your understanding of the traditions of ancient Thassilon has helped you learn languages associated with that nation. Elder Ordwi fears there may be some form of magical affliction spreading in Iron Harbor, and she needs your knowledge to help her determine the threat.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in your choice of the Arcana, Nature, Occultism, or Religion skill, and gain Thassilonian as a bonus language. You also gain the [[Quick Identification]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Osprey Warrior.md b/content/mechanics/srd/Backgrounds/Osprey Warrior.md
new file mode 100755
index 000000000..22952f980
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Osprey Warrior.md
@@ -0,0 +1,17 @@
+---
+title: "Osprey Warrior"
+noteType: ":luggage:"
+aliases: "Osprey Warrior"
+foundryId: Item.4j2lwQnZJqi8h8GM
+tags:
+ - Item
+---
+
+# Osprey Warrior
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You'd always been the most athletic child of your play group, leading the other children in games of skill and strategy. As an adult, there are few opportunities for you to employ these skills in the village. Osprey Cove is a quiet community, with hardly any dangers or foes to fight. You occasionally break up pub brawls, or perhaps start them out of boredom. Elder Ordwi asks you to come with her simply because of your endurance and athleticism—the Old Coast Road is poorly maintained, and the physical aid you'll bring on the trip will likely be invaluable.
+
+Choose two ability boosts. One must be to **Strength** or **Constitution**, and one is a free ability boost.
+
+You're trained in the Athletics skill and the Gorum Lore skill. You gain the [[Hefty Hauler]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Otherworldly Mission.md b/content/mechanics/srd/Backgrounds/Otherworldly Mission.md
new file mode 100755
index 000000000..c42e15c47
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Otherworldly Mission.md
@@ -0,0 +1,17 @@
+---
+title: "Otherworldly Mission"
+noteType: ":luggage:"
+aliases: "Otherworldly Mission"
+foundryId: Item.aM8v2eE8wWVsru0a
+tags:
+ - Item
+---
+
+# Otherworldly Mission
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You're called to serve a specific purpose-your deity told you so, and so it must be true. Maybe you grew up knowing all along, or maybe it came to you one day in a vision, clear as a bell and twice as loud. You have some task that only you can accomplish. You mission might be as dangerous as killing a deadly tyrant or as simple as opening a particular door on a particular day. You should work with your GM on how to handle the truth of your character's backstory or leave it to the GM to decide in secret. Is this call to action a message from the character's own mind, are they being manipulated by some manner of supernatural entity, or are they actually getting marching orders from one of the deities of the setting?
+
+Choose two ability boosts. One must be to **Wisdom** or **Charisma**, and one is a free ability boost.
+
+You're trained in Religion. Once per adventure, you can ask the voice you believe to be a deity for orders and get some kind of instruction-you never get any kind of explanation, simply a command to go somewhere or do something. Following those commands isn't always safe, but it's usually interesting.
diff --git a/content/mechanics/srd/Backgrounds/Out-Of-Towner.md b/content/mechanics/srd/Backgrounds/Out-Of-Towner.md
new file mode 100755
index 000000000..f92f50a8f
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Out-Of-Towner.md
@@ -0,0 +1,19 @@
+---
+title: "Out-Of-Towner"
+noteType: ":luggage:"
+aliases: "Out-Of-Towner"
+foundryId: Item.4SnboU3EffcgbiYA
+tags:
+ - Item
+---
+
+# Out-Of-Towner
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You've never been to Breachill, nor do you have roots in the town, but as chance has it you find yourself visiting. You might be here traveling with a friend, visiting an old acquaintance, or merely here to see a new part of the world. Before coming to town, though, you spent many years living with an ancestry other than your own, and your diverse childhood has left you with an open mind and a curious nature.
+
+You're excited to meet new people and cultures, and answering the Call for Heroes seems to be an interesting way to do so.
+
+Choose two ability boosts. One must be to **Constitution** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Diplomacy skill and a Lore skill thematically associated with the members of the ancestry you grew up with: Dwarf, Elf, Gnome, Goblin, or Halfling. You gain the [[Hobnobber]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Outrider.md b/content/mechanics/srd/Backgrounds/Outrider.md
new file mode 100755
index 000000000..5c29ea1be
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Outrider.md
@@ -0,0 +1,17 @@
+---
+title: "Outrider"
+noteType: ":luggage:"
+aliases: "Outrider"
+foundryId: Item.ns0B4v7Qjiokpu38
+tags:
+ - Item
+---
+
+# Outrider
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+In your youth, you galloped on horseback over vast prairies, serving as a vanguard for your settlement, an army, or another group. Seeing so many different lands built a thirst in you to adventure and explore the world instead of just racing past it.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Nature skill and the Plains Lore skill. You gain the [[Express Rider]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Outskirt Dweller.md b/content/mechanics/srd/Backgrounds/Outskirt Dweller.md
new file mode 100755
index 000000000..e827396ca
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Outskirt Dweller.md
@@ -0,0 +1,37 @@
+---
+title: "Outskirt Dweller"
+noteType: ":luggage:"
+aliases: "Outskirt Dweller"
+foundryId: Item.4lYaCIs55WxeqBHJ
+tags:
+ - Item
+---
+
+# Outskirt Dweller
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+While Willowshore is a lovely small town, even a population of 200 is a bit much for you. Whether you grew up in the town's outskirts, or you grew frustrated and overwhelmed with town life and decided to move to the fringes, you're only really at home when you're surrounded by nature. You don't look down on those who live in town, and you might be among the hunters, trappers, fishers, or herbalists who provide important support to those who lack such forestry skills. Your home is on the outskirts of Willowshore and might not even be represented by an actual building on the map. With the GM's permission, you might even dwell in a small building further out in the Willowshore hinterlands, but no further than a couple of miles from town.
+
+During the Reenactment Festival, you likely showed up late and weren't intending to stay for long, but your friends and allies (the other PCs) convinced you to stick around.
+
+You were chosen to be an abductee during the Reenactment Festival at the last minute when someone else had to back out (perhaps as a result of overindulging during the feast), and your friends (the other PCs) convinced you to join them on what would be a fun, shared experience. And since it involves sleeping out under the stars in the woods, well, that's a pretty lovely way to end an evening!
+
+Choose two ability boosts. One must be to **Dexterity** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Nature skill and the Hunting Lore skill. You gain the [[Terrain Expertise|Terrain Expertise (forest)]] skill feat.
+
+* * *
+
+You can add one of the following two adjustments to any background to further modify your choice to match your vision for your PC.
+
+**Family:** You and one (or more) other PCs are close family members (siblings, parent/child, married, etc.) If you take this adjustment, the other PC(s) who are your family must also take this adjustment. Choose one of the following to replace the skill feat you otherwise would've gained from your background. (You and your sibling need not share the same choice—a sibling who wants to keep their background's skill feat can pick "Typical" from the list.)
+
+* **Bickering:** You have a long-standing feud with your sibling(s). Whenever your sibling(s) critically fail a significant skill check or attack roll and you witness their failure, you gain a +1 status bonus to your saving throws until the end of your next turn as you secretly (or perhaps not so secretly) delight in their failure.
+* **Close-Knit:** You and your sibling(s) work well together, and you go all-out to help them when they're badly hurt. When you provide [[Aid]] or [[Administer First Aid]] to your sibling(s), the DC is 5 lower than normal.
+* **Typical:** You have a standard relationship with your sibling(s); don't change your background's skill feat.
+
+**Foundling:** You aren't a native to Willowshore, but you did grow up in the town. You might have adoptive parents, or you could've grown up on the streets. Choose one of the following to replace the bonus feat you otherwise would've gained from your background.
+
+* **Bitter:** You appreciate the town of Willowshore but still resent the conditions that resulted in you being abandoned or left in the town. You gain the [[Intimidating Glare]] skill feat.
+* **Mysterious:** You keep secrets, and very few in Willowshore (if anyone) know your history before you settled in the town, in part because you've taken to learning about Willowshore by watching rather than engaging in conversation. You gain the [[Streetwise]] skill feat.
+* **Outgoing:** You're grateful for the sense of belonging the townsfolk of Willowshore have extended to you and always do your best to repay that kindness. Once per week when you attempt a skill check to resolve a downtime activity that could benefit Willowshore (several of these activities are detailed in the adventures, and your GM can always make the call if another activity would qualify) and you fail that check, you instead succeed at the check, or if you critically fail at that check, you instead simply fail that check.
diff --git a/content/mechanics/srd/Backgrounds/Ozem Experience.md b/content/mechanics/srd/Backgrounds/Ozem Experience.md
new file mode 100755
index 000000000..570dc4ca7
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Ozem Experience.md
@@ -0,0 +1,17 @@
+---
+title: "Ozem Experience"
+noteType: ":luggage:"
+aliases: "Ozem Experience"
+foundryId: Item.pgxlwLC8awGxmrev
+tags:
+ - Item
+---
+
+# Ozem Experience
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You or someone close to you worked with the Knights of Ozem before Lastwall fell. In addition to knowledge of the organization's tenets and goals, you have germane understanding of the order's history. You believe there are valuable lessons in the Knights of Ozem's exploits.
+
+Choose two ability boosts. One must be to **Strength** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Society skill and the Warfare Lore skill. You gain the [[Courtly Graces]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Pathfinder Hopeful.md b/content/mechanics/srd/Backgrounds/Pathfinder Hopeful.md
new file mode 100755
index 000000000..f6dc91791
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Pathfinder Hopeful.md
@@ -0,0 +1,21 @@
+---
+title: "Pathfinder Hopeful"
+noteType: ":luggage:"
+aliases: "Pathfinder Hopeful"
+foundryId: Item.f67B4fb5SGI72w78
+tags:
+ - Item
+---
+
+# Pathfinder Hopeful
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Absalom and Starstone Isle
+
+* * *
+
+You've long wanted to join the adventurous Pathfinder Society. You have taken up the dangerous life of an adventurer in hopes of earning a spot among the Pathfinders.
+
+Choose two ability boosts. One must be to **Constitution** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Society skill and the Pathfinder Society Lore skill. You gain the [[Additional Lore]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Pathfinder Recruiter.md b/content/mechanics/srd/Backgrounds/Pathfinder Recruiter.md
new file mode 100755
index 000000000..3bf388a91
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Pathfinder Recruiter.md
@@ -0,0 +1,17 @@
+---
+title: "Pathfinder Recruiter"
+noteType: ":luggage:"
+aliases: "Pathfinder Recruiter"
+foundryId: Item.4r2k3DUSZ34rGR16
+tags:
+ - Item
+---
+
+# Pathfinder Recruiter
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+The Pathfinder Society's always on the lookout for talent, but that talent rarely just stumbles into the Grand Lodge. Whether you're professionally trained to encourage new recruits or the Society's own scouts identified your potential and raised you from childhood, you're committed to expanding the Society's roster.
+
+Choose two ability boosts. One must be to **Wisdom** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Diplomacy skill and a Lore skill related to one city you've visited often. You gain the Group Impression skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Perfection Seeker.md b/content/mechanics/srd/Backgrounds/Perfection Seeker.md
new file mode 100755
index 000000000..576d736e8
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Perfection Seeker.md
@@ -0,0 +1,21 @@
+---
+title: "Perfection Seeker"
+noteType: ":luggage:"
+aliases: "Perfection Seeker"
+foundryId: Item.IH3PQ8xx7c6gP9BY
+tags:
+ - Item
+---
+
+# Perfection Seeker
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Impossible Lands
+
+* * *
+
+You aspire to perfect your body and mind in the tradition of Jalmeray's Houses of Perfection, honing your acrobatic skills and mental faculties in preparation for a lifetime pushing the edge of what most consider possible.
+
+Choose two ability boosts. One must be to **Dexterity** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Acrobatics skill as well as the Warfare Lore skill. You gain the [[Cat Fall]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Pilgrim.md b/content/mechanics/srd/Backgrounds/Pilgrim.md
new file mode 100755
index 000000000..0259ff05c
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Pilgrim.md
@@ -0,0 +1,17 @@
+---
+title: "Pilgrim"
+noteType: ":luggage:"
+aliases: "Pilgrim"
+foundryId: Item.nAvPHUI686fFOkuj
+tags:
+ - Item
+---
+
+# Pilgrim
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+In your youth, you made several pilgrimages to important shrines and holy sites. You might have been a mendicant friar, a seller of holy relics (real or fraudulent), or just a simple farmer following the dictates of your faith. Whatever the aims of your wanderings now, your faith still protects you on the road.
+
+Choose two ability boosts. One must be to **Wisdom** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Religion skill and the Lore skill for your patron deity. You gain the [[Pilgrim's Token]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Pillar.md b/content/mechanics/srd/Backgrounds/Pillar.md
new file mode 100755
index 000000000..d0b1ea611
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Pillar.md
@@ -0,0 +1,17 @@
+---
+title: "Pillar"
+noteType: ":luggage:"
+aliases: "Pillar"
+foundryId: Item.FqRr9TDyCSRTrCA3
+tags:
+ - Item
+---
+
+# Pillar
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Not every Knight of Lastwall contributes to the crusade through combat. Pillars provide essential upkeep and service at camps, enjoying the same rank of knight as the crusaders and strategists for which the knights are known. You spent time as an assistant among the pillars, learning how noncombatants provide for the physical and mental wellbeing of an army.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in one of your choice of the Medicine, Society, or Survival skills, as well as the Labor Lore skill. You gain the [[Additional Lore]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Planar Migrant.md b/content/mechanics/srd/Backgrounds/Planar Migrant.md
new file mode 100755
index 000000000..7596f3784
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Planar Migrant.md
@@ -0,0 +1,17 @@
+---
+title: "Planar Migrant"
+noteType: ":luggage:"
+aliases: "Planar Migrant"
+foundryId: Item.HBWVEChTf0tKlFV3
+tags:
+ - Item
+---
+
+# Planar Migrant
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Your birthplace was on one of the elemental planes, but you traveled to the Universe for some reason. Maybe you left on good terms, or maybe you were driven out and hope to one day return. Maybe you were even exiled, and any mention of it brings pain and resentment. In any case, nowhere has quite felt like home since, and you've roamed the land, carrying your life's possessions on your back wherever you go. You adventure possibly in search of a place to belong or a way to return to your plane of origin and settle unfinished business.
+
+Choose two attribute boosts. One must be **Dexterity** or **Constitution**, and one is a free attribute boost.
+
+You're trained in the Athletics skill and one of the following lore skills: Plane of Air Lore, Plane of Earth Lore, Plane of Fire Lore, Plane of Metal Lore, Plane of Water Lore, or Plane of Wood Lore. You gain the [[Hefty Hauler]] and [[Prescient Planner]] skill feats.
diff --git a/content/mechanics/srd/Backgrounds/Plant Whisperer.md b/content/mechanics/srd/Backgrounds/Plant Whisperer.md
new file mode 100755
index 000000000..307b23f4c
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Plant Whisperer.md
@@ -0,0 +1,17 @@
+---
+title: "Plant Whisperer"
+noteType: ":luggage:"
+aliases: "Plant Whisperer"
+foundryId: Item.sheFIE3mfDs2Ze5a
+tags:
+ - Item
+---
+
+# Plant Whisperer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You've always had a green thumb, allowing you to care for plants that others found too difficult to grow and tend with a skill that borders on the magical. As you travel, you encounter all sorts of new plants and plant creatures, allowing you to expand your horizons and deepen your understanding of flora.
+
+Choose two ability boosts. One must be to **Wisdom** or **Charisma**, and one is a free ability boost.
+
+You're trained in Nature and Plant Lore. You gain the [[Natural Medicine]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Political Scion.md b/content/mechanics/srd/Backgrounds/Political Scion.md
new file mode 100755
index 000000000..fb5b5ef61
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Political Scion.md
@@ -0,0 +1,19 @@
+---
+title: "Political Scion"
+noteType: ":luggage:"
+aliases: "Political Scion"
+foundryId: Item.8ghjLtHxwBzyGsno
+tags:
+ - Item
+---
+
+# Political Scion
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Like your parents and your parents before them, you initially followed the long path toward politics from an early age. Your close association with Absalom's upper echelons put you in touch with the city's various military or special operations units-the First Guard, the Wave Riders, the Varlokkur-though you avoided any actual duty with these groups. Thanks to your strict upbringing and the connections of your family, you soon became a lauded and highly respected member of Absalom's political elite. But you couldn't stifle a certain feeling that you were destined for more than simply filling the pointed shoes of your forebears. Despite your easily earned accolades and a relatively cushy life as a young lawyer or councilmember, you sought to do more with your diplomatic training and not live out the exact same life as your ancestors.
+
+Your decision to transfer to the Edgewatch has rubbed your traditionalist family the wrong way, and they've cut off the financial aid they've provided you your whole life. But you don't care-you know you're doing the right thing by taking on the rough jobs of a low-ranking guard, and you're ready to shine based on your own merits, not those of your lofty kin.
+
+Choose two ability boosts. One must be to **Constitution** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Diplomacy skill and Legal Lore. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks to Interact with members of Absalom's political establishment. You gain the [[Hobnobber]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Post Guard of All Trades.md b/content/mechanics/srd/Backgrounds/Post Guard of All Trades.md
new file mode 100755
index 000000000..1c1099bcf
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Post Guard of All Trades.md
@@ -0,0 +1,19 @@
+---
+title: "Post Guard of All Trades"
+noteType: ":luggage:"
+aliases: "Post Guard of All Trades"
+foundryId: Item.wSjbSOsqVQwpwOm1
+tags:
+ - Item
+---
+
+# Post Guard of All Trades
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Not all cops are passionate about their jobs. For some, the pursuit of justice is just another way to pay the bills. Honestly, it was probably the Post Guard's generous time-off policy that drew you to their service, and during your yearly sabbaticals you've dabbled in hobbies as diverse as fishing, baking, or even stand-up comedy. Even while on duty, you're probably idly fiddling with a lucky coin or practicing magic tricks with a deck of cards. You probably irritate your fellow guards a bit with your non sequiturs, casual attitude, and tendency to daydream, but results don't lie, and more often than not you prove your worth when the chips are down.
+
+For all the excitement of guarding Absalom's Postern Gate, the Post Guard wasn't really the right fit for someone as distractible as yourself, so your boss put in a "promotion" for you to transfer to the newly formed Edgewatch. You're all for the reassignment, since it will put you smack in the middle of the most entertaining and diverse gathering of the century, the Radiant Festival.
+
+Choose two ability boosts. One must be to **Dexterity** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Performance skill, a Lore skill of your choice, and you gain a **bonus language**. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks to [[Interact]] with Post Guards. You gain the [[Dubious Knowledge]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Press-Ganged (G&G).md b/content/mechanics/srd/Backgrounds/Press-Ganged (G&G).md
new file mode 100755
index 000000000..dfc1b19f5
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Press-Ganged (G&G).md
@@ -0,0 +1,17 @@
+---
+title: "Press-Ganged (G&G)"
+noteType: ":luggage:"
+aliases: "Press-Ganged (G&G)"
+foundryId: Item.ZWAPQeAM75JOwpZP
+tags:
+ - Item
+---
+
+# Press-Ganged (G&G)
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Was it five shots or six? It doesn't really matter in the end, because after those nice folks bought all your drinks, you woke up on the lowest rung of the ladder. Whether a crewmate on a ship, a conscript in an army, or something worse, you've nowhere to go but up. This background generally requires buy-in with the entire group to tell a story allowing you to play a character starting their adventuring due to circumstances outside their own control. However, you can also play a character who was once press-ganged and has since escaped that life. If you do, press-ganged doesn't have the uncommon trait, and it has the same mechanical effects either way.
+
+Choose two ability boosts. One must be to **Strength** or **Constitution**, and one is a free ability boost.
+
+You're trained in the Athletics skill and the Labor Lore skill. You gain the [[Armor Assist]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Press-Ganged (LOWG).md b/content/mechanics/srd/Backgrounds/Press-Ganged (LOWG).md
new file mode 100755
index 000000000..ba7907891
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Press-Ganged (LOWG).md
@@ -0,0 +1,21 @@
+---
+title: "Press-Ganged (LOWG)"
+noteType: ":luggage:"
+aliases: "Press-Ganged (LOWG)"
+foundryId: Item.eElzL0aU15VoR2jP
+tags:
+ - Item
+---
+
+# Press-Ganged (LOWG)
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - High Seas
+
+* * *
+
+You were forced into service as a sailor against your will. Perhaps you were punished for a crime, were drafted into military service, are repaying a debt, or simply were abducted. Though you were initially trained as a simple deckhand, you may have subsequently studied a trade under one of the vessel's specialists.
+
+Choose two ability boosts. One must be to **Strength** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Society skill and the Sailing Lore skill. You gain the [[Experienced Professional]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Printer.md b/content/mechanics/srd/Backgrounds/Printer.md
new file mode 100755
index 000000000..4a020c0f0
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Printer.md
@@ -0,0 +1,17 @@
+---
+title: "Printer"
+noteType: ":luggage:"
+aliases: "Printer"
+foundryId: Item.31FqIFQOz6OeFecd
+tags:
+ - Item
+---
+
+# Printer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Keeping your finger on the pulse of the city, you write a small news broadsheet to sell on street corners. You rent the use of a printing press to achieve this goal, so you're familiar with such machines. However, people and their stories are your main focus, and you adventure to chase the latest scoop.
+
+Choose two ability boosts. One must be to **Intelligence** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Society skill and the Scribing Lore skill. You gain the [[Multilingual]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Prisoner.md b/content/mechanics/srd/Backgrounds/Prisoner.md
new file mode 100755
index 000000000..a6272a0ad
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Prisoner.md
@@ -0,0 +1,17 @@
+---
+title: "Prisoner"
+noteType: ":luggage:"
+aliases: "Prisoner"
+foundryId: Item.i1qSwXzWF4mrJPLd
+tags:
+ - Item
+---
+
+# Prisoner
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You have been imprisoned or punished for crimes (whether you were guilty or not). Now that your sentence has ended or you've escaped, you take full advantage of the newfound freedom of your adventuring life.
+
+Choose two attribute boosts. One must be to **Strength** or **Constitution**, and one is a free attribute boost.
+
+You're trained in the Stealth skill and the Underworld Lore skill. You gain the [[Experienced Smuggler]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Propaganda Promoter.md b/content/mechanics/srd/Backgrounds/Propaganda Promoter.md
new file mode 100755
index 000000000..cd1eb6852
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Propaganda Promoter.md
@@ -0,0 +1,19 @@
+---
+title: "Propaganda Promoter"
+noteType: ":luggage:"
+aliases: "Propaganda Promoter"
+foundryId: Item.C7O6NCfoU0vvOWvu
+tags:
+ - Item
+---
+
+# Propaganda Promoter
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+The ghost king Geb has returned to a more active role in leading his nation after thousands of years, and it's shocking that some people in the nation haven't heard that. You helped the Celebrants plan parades, exciting displays like circuses, news missives, and more to help push messages of loyalty to the nation. Even though most Celebrants are followers of Urgathoa, deity of gluttony and undeath, you might follow a different faith (or no faith at all); more important is helping Celebrants spread their message. You started to see that propaganda was often timed to help the Celebrants, in addition to the nation as a whole, and you saw just how powerful the right message at the right time can be.
+
+You are still well-regarded by the Celebrants. Your party gains 1 Reputation Point with the Celebrants at the start of the campaign.
+
+Choose two ability boosts. One must be to **Charisma** or **Dexterity**, and one is a free ability boost.
+
+You're trained in your choice of the Acrobatics or Performance skill. You gain a skill feat: [[Steady Balance]] if you chose Acrobatics or [[Impressive Performance]] if you chose Performance. You're also trained in Urgathoa Lore.
diff --git a/content/mechanics/srd/Backgrounds/Purveyor of the Bizarre.md b/content/mechanics/srd/Backgrounds/Purveyor of the Bizarre.md
new file mode 100755
index 000000000..2acf57211
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Purveyor of the Bizarre.md
@@ -0,0 +1,21 @@
+---
+title: "Purveyor of the Bizarre"
+noteType: ":luggage:"
+aliases: "Purveyor of the Bizarre"
+foundryId: Item.cQmNLuUFY15oUf7H
+tags:
+ - Item
+---
+
+# Purveyor of the Bizarre
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Golden Road
+
+* * *
+
+Whether in Katapesh or one of the bustling markets along the Path of Salt, you've spent enough time buying and selling ancient or unusual items to give you an instinctive ability to quickly sort valuable trinkets from worthless baubles.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Arcana skill and the Mercantile Lore skill. You gain the [[Quick Identification]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Pyre Tender.md b/content/mechanics/srd/Backgrounds/Pyre Tender.md
new file mode 100755
index 000000000..fc2d14e60
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Pyre Tender.md
@@ -0,0 +1,17 @@
+---
+title: "Pyre Tender"
+noteType: ":luggage:"
+aliases: "Pyre Tender"
+foundryId: Item.HuE05DiR12zj67k6
+tags:
+ - Item
+---
+
+# Pyre Tender
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You're experienced at building funeral pyres. You might have lit flaming biers in the Land of the Linnorm Kings, tended the cremation pits of Cheliax or Vudra, or been a backwoods charcoal burner, using the right mixture of alchemy to act as an accelerant. However you worship, you know nothing sends off the departed like flame.
+
+Choose two ability boosts. One must be to **Dexterity** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Crafting skill and the Funeral Lore skill. You gain the [[Alchemical Crafting]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Quick Refugee.md b/content/mechanics/srd/Backgrounds/Quick Refugee.md
new file mode 100755
index 000000000..8c24a6f22
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Quick Refugee.md
@@ -0,0 +1,17 @@
+---
+title: "Quick Refugee"
+noteType: ":luggage:"
+aliases: "Quick Refugee"
+foundryId: Item.Jw2kxWwFgFQflg1o
+tags:
+ - Item
+---
+
+# Quick Refugee
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+The living residents of Geb are known as the quick, and it is not, overall, a very pleasant thing to be. While some of the quick choose to make the best of their lot, or even thrive in Geb's undead-dominated society, you decided that whatever terrors the outside world holds, they pale in comparison to those that make up the Gebbite upper class. And considering that escape means braving the Mana Wastes, you must have been very, very certain indeed.
+
+Choose two ability boosts. One must be to **Dexterity** or **Wisdom**, and one is a free ability boost.
+
+You're trained in Stealth and Undead Lore. When you Hide or [[Sneak]] successfully, you are also [[Hidden]] or [[Concealed]] from undeads' lifesense and other special precise senses the undead possess.
diff --git a/content/mechanics/srd/Backgrounds/Quick.md b/content/mechanics/srd/Backgrounds/Quick.md
new file mode 100755
index 000000000..bf53c367e
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Quick.md
@@ -0,0 +1,21 @@
+---
+title: "Quick"
+noteType: ":luggage:"
+aliases: "Quick"
+foundryId: Item.nyWZVjk4sdxrSwKk
+tags:
+ - Item
+---
+
+# Quick
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Impossible Lands
+
+* * *
+
+Staying alive among the scheming, ravenous undead of Geb required a deep knowledge of their motivations, capabilities, and weaknesses. More often than not, it also required the ability to weave alibis and life-preserving half-truths capable of swaying a stilled heart.
+
+Choose two ability boosts. One must be to **Charisma** or **Constitution**, and one is a free ability boost.
+
+You're trained in the Deception skill and the Undead Lore skill. You gain the [[Charming Liar]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Raised by Belief.md b/content/mechanics/srd/Backgrounds/Raised by Belief.md
new file mode 100755
index 000000000..fde88b2e4
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Raised by Belief.md
@@ -0,0 +1,17 @@
+---
+title: "Raised by Belief"
+noteType: ":luggage:"
+aliases: "Raised by Belief"
+foundryId: Item.HVhdmvCXVSh9LcUf
+tags:
+ - Item
+---
+
+# Raised by Belief
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Whether in a monastery, a religious household, or just as part of your everyday life, your upbringing was steeped in the traditions of a particular deity. You might remain committed or you may have turned from your childhood creed, but your skills are still founded in your devotion.
+
+Choose two attribute boosts. One must be to an attribute specified in your deity's **Divine Attribute**, and the other is a free attribute boost.
+
+You're trained in the deity's listed Divine Skill and gain the [[Assurance]] feat with that skill. You gain a Lore skill related to your deity (Abadar Lore, for example).
diff --git a/content/mechanics/srd/Backgrounds/Ratted-Out Gun Runner.md b/content/mechanics/srd/Backgrounds/Ratted-Out Gun Runner.md
new file mode 100755
index 000000000..1dc8e98a2
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Ratted-Out Gun Runner.md
@@ -0,0 +1,19 @@
+---
+title: "Ratted-Out Gun Runner"
+noteType: ":luggage:"
+aliases: "Ratted-Out Gun Runner"
+foundryId: Item.uiAKQwiXvUGNBcHf
+tags:
+ - Item
+---
+
+# Ratted-Out Gun Runner
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Sure, you've got a checkered past. Who doesn't? It's hard to make a living in the City of Smog, so you did what you could to put silvers in your pocket and food on the table. You made a good deal of money selling firearms from the Gunworks to people who perhaps shouldn't have had them. You even worked with wasteland marauders a few times, sticking up Ustradi barges plying the river between the Gunworks and Alkenstar. Of course, you never hurt any innocents or did anything truly heinous; your criminal career was always just a matter of money.
+
+One day, a corrupt financier named Ambrost Mugland-a true crook if there ever was one-approached you, demanding a cut of your business. When you refused, he put in a word with the shieldmarshals that you'd be a certain somewhere at a certain time with a certain large quantity of illegally obtained firearms. Even though you escaped arrest, your identity was compromised, and your old accomplices have all turned their backs on you. Your gun-running days are clearly over. Now, you're just running.
+
+Choose two ability boosts. One must be to **Dexterity** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Stealth skill and the Firearm Lore skill. You gain the [[Experienced Smuggler]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Razmiran Faithful.md b/content/mechanics/srd/Backgrounds/Razmiran Faithful.md
new file mode 100755
index 000000000..d4c72b24c
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Razmiran Faithful.md
@@ -0,0 +1,21 @@
+---
+title: "Razmiran Faithful"
+noteType: ":luggage:"
+aliases: "Razmiran Faithful"
+foundryId: Item.SdBD7EhabVcFVFuP
+tags:
+ - Item
+---
+
+# Razmiran Faithful
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Broken Lands
+
+* * *
+
+You serve a living god who rules upon the face of Golarion, and this gives your actions a divine mandate not to be trifled with.
+
+Choose two ability boosts. One must be to **Strength** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Intimidation skill and the Razmir Lore skill. You gain the [[Group Coercion]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Reborn Soul.md b/content/mechanics/srd/Backgrounds/Reborn Soul.md
new file mode 100755
index 000000000..f05d9a442
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Reborn Soul.md
@@ -0,0 +1,17 @@
+---
+title: "Reborn Soul"
+noteType: ":luggage:"
+aliases: "Reborn Soul"
+foundryId: Item.qZGDQaU8eAHxVTvI
+tags:
+ - Item
+---
+
+# Reborn Soul
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You were given a second opportunity at life by mysterious forces in the Lands of Second Souls. You remember your life before your death and now live with an extra lifetime of knowledge.
+
+Choose two ability boosts. One must be to **Constitution** or **Intelligence**, and one is a free ability boost.
+
+You become trained in two Lore skills, which you and your GM choose from Lore skills associated with your past life. At 3rd level, 7th level, and 15th level, you receive skill increases, which you can apply only to these Lore skills. In certain situations analogous to your past life, fragments of memories resurface, potentially helping or distracting you. The GM can offer you a +1 circumstance bonus on skill checks with either of these Lore skills or on other skill checks that echo your past life. If you accept but fail the check, you're [[Stupefied|Stupefied 1]] for 1 minute by the mental distraction of your past-life memories, or [[Stupefied|Stupefied 2]] for 1 minute on a critical failure.
diff --git a/content/mechanics/srd/Backgrounds/Reclaimed.md b/content/mechanics/srd/Backgrounds/Reclaimed.md
new file mode 100755
index 000000000..350be60c0
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Reclaimed.md
@@ -0,0 +1,17 @@
+---
+title: "Reclaimed"
+noteType: ":luggage:"
+aliases: "Reclaimed"
+foundryId: Item.XgWh68eo4dYo1zRr
+tags:
+ - Item
+---
+
+# Reclaimed
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+A unit of Crimson Reclaimers saved you from certain death in the Gravelands. You spent time with one or more Crimson Reclaimers as they escorted you to safety, and you've learned the ways of this faction of the Knights of Lastwall. You consider yourself forever in their debt and defend their reputation unquestioningly against any accusations of duplicity.
+
+Choose two ability boosts. One must be to **Constitution** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Intimidation skill and the Crimson Reclaimers Lore skill. You gain the [[Group Coercion]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Reclaimer Investigator.md b/content/mechanics/srd/Backgrounds/Reclaimer Investigator.md
new file mode 100755
index 000000000..f85dee1ce
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Reclaimer Investigator.md
@@ -0,0 +1,17 @@
+---
+title: "Reclaimer Investigator"
+noteType: ":luggage:"
+aliases: "Reclaimer Investigator"
+foundryId: Item.NHDXHx04EMTD4tYp
+tags:
+ - Item
+---
+
+# Reclaimer Investigator
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You believe the mysterious patron of the Crimson Reclaimers has an ulterior motive that bedevils the Knights of Lastwall. Whatever the organization gains from the pact, some mysterious force with its own agenda and a need for anonymity benefits as well. You've made it your mission to determine what that agenda is before the patron decides it has manipulated from the shadows long enough.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Occultism skill and the Crimson Reclaimers Lore skill. You gain the [[Oddity Identification]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Refugee (APG).md b/content/mechanics/srd/Backgrounds/Refugee (APG).md
new file mode 100755
index 000000000..6885517cc
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Refugee (APG).md
@@ -0,0 +1,17 @@
+---
+title: "Refugee (APG)"
+noteType: ":luggage:"
+aliases: "Refugee (APG)"
+foundryId: Item.jCiqr6kCGUoZYCru
+tags:
+ - Item
+---
+
+# Refugee (APG)
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You come from a land very distant from the one you now find yourself in, driven by war, plague, or simply in the pursuit of opportunity. Regardless of your origin or the reason you left your home, you find yourself an outsider in this new land. Adventuring is a way to support yourself while offering hope to those who need it most.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Society skill and a Lore skill related to the settlement you came from. You gain the [[Streetwise]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Refugee (Fall of Plaguestone).md b/content/mechanics/srd/Backgrounds/Refugee (Fall of Plaguestone).md
new file mode 100755
index 000000000..ab1f847ed
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Refugee (Fall of Plaguestone).md
@@ -0,0 +1,17 @@
+---
+title: "Refugee (Fall of Plaguestone)"
+noteType: ":luggage:"
+aliases: "Refugee (Fall of Plaguestone)"
+foundryId: Item.cvGPQRW48vT1iykm
+tags:
+ - Item
+---
+
+# Refugee (Fall of Plaguestone)
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+The fighting around the Lake Encarthan region has forced many of the people residing there to flee from the violence. Although your home is gone, you have managed to survive and are making your way south in search of a better life. When play begins, you are riding along in a caravan taking you to what might be either a new home in Andoran or simply another waypoint in your journey.
+
+Choose two ability boosts. One must be to **Constitution** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Survival skill and the Hunting Lore skill. You gain the [[Forager]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Relentless Dedication.md b/content/mechanics/srd/Backgrounds/Relentless Dedication.md
new file mode 100755
index 000000000..7c4740ce9
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Relentless Dedication.md
@@ -0,0 +1,17 @@
+---
+title: "Relentless Dedication"
+noteType: ":luggage:"
+aliases: "Relentless Dedication"
+foundryId: Item.YHjYfAPLvfTf8d9Z
+tags:
+ - Item
+---
+
+# Relentless Dedication
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Recruiters invite many candidates like you to train to be Knights of Lastwall, but only a select few make the cut. Whereas others lose heart, your perseverance paid off. Your commitment to the cause is so clear, it overcame whatever disqualified your previous attempts to join the new Shining Crusade.
+
+Choose two ability boosts. One must be to **Strength** or **Constitution**, and one is a free ability boost.
+
+You're trained in the Warfare Lore skill, and you gain the [[Canny Acumen]] feat.
diff --git a/content/mechanics/srd/Backgrounds/Reputation Seeker.md b/content/mechanics/srd/Backgrounds/Reputation Seeker.md
new file mode 100755
index 000000000..51fb5d201
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Reputation Seeker.md
@@ -0,0 +1,19 @@
+---
+title: "Reputation Seeker"
+noteType: ":luggage:"
+aliases: "Reputation Seeker"
+foundryId: Item.jUKyESknHjaI28BT
+tags:
+ - Item
+---
+
+# Reputation Seeker
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You're likely from Breachill, but unlike the Local Scion, your family has no notable legacy in the area. You might not even have much of a family at all to call your own, and could be an orphan. You've seen so many people make names for themselves that you set out on your own and spent some time abroad in the jungles or deserts of Garund or in the upper reaches of the Darklands-regions that proved too dangerous to remain in for long on your own. You returned home with more caution and knowledge of the world beyond Breachill's borders, but still determined to win fame.
+
+You've decided that joining an adventuring group would be the best way to secure aid in your quest to build your own reputation, and are attending the Call for Heroes to find such allies.
+
+Choose two ability boosts. One must be to **Dexterity** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Survival skill and the Darklands, Desert, or Jungle Lore skill. You gain the [[Terrain Expertise]] skill feat (underground if you have Darklands Lore, desert if you have Desert Lore, or forest if you have Jungle Lore).
diff --git a/content/mechanics/srd/Backgrounds/Returned.md b/content/mechanics/srd/Backgrounds/Returned.md
new file mode 100755
index 000000000..a0e4a10cc
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Returned.md
@@ -0,0 +1,17 @@
+---
+title: "Returned"
+noteType: ":luggage:"
+aliases: "Returned"
+foundryId: Item.mN6x3nndB46N7Hx3
+tags:
+ - Item
+---
+
+# Returned
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You died and miraculously returned with knowledge of the realms beyond death and a stronger link to life. Some dead and undead souls might feel a strange, instinctual kinship with you.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You gain the [[Diehard]] feat and the [[Additional Lore]] feat for Boneyard Lore.
diff --git a/content/mechanics/srd/Backgrounds/Returning Descendant.md b/content/mechanics/srd/Backgrounds/Returning Descendant.md
new file mode 100755
index 000000000..234f9a84c
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Returning Descendant.md
@@ -0,0 +1,19 @@
+---
+title: "Returning Descendant"
+noteType: ":luggage:"
+aliases: "Returning Descendant"
+foundryId: Item.nladGunI4za4EZMV
+tags:
+ - Item
+---
+
+# Returning Descendant
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You aren't from Breachill yourself-you might not even be from Isger or Avistan at all. You've lived a hard life, in any event. You have often had to make tough decisions, and have developed a knack for understanding how things work (and the best way to take them apart) that has helped you support yourself. Recently you discovered that an ancestor was from the town of Breachill and had a modest career as an adventurer. You can't help but wonder if you would have had an easier life if you'd grown up there instead, and have decided to seek out this small town to learn more about it.
+
+You've decided to respond to the Call for Heroes to follow in your ancestor's footsteps, either to honor their memory or accomplish the great deeds they did not.
+
+Choose two ability boosts. One must be to **Dexterity** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Thievery skill and the Engineering Lore skill. You gain the [[Pickpocket]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Revenant.md b/content/mechanics/srd/Backgrounds/Revenant.md
new file mode 100755
index 000000000..3a3e11992
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Revenant.md
@@ -0,0 +1,17 @@
+---
+title: "Revenant"
+noteType: ":luggage:"
+aliases: "Revenant"
+foundryId: Item.MHANHzfYzj2fsjiL
+tags:
+ - Item
+---
+
+# Revenant
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You died. No real doubt about that. Bullet to the brain or knife to the throat, you were dead as dead can be. Then you got back up again. Maybe you had some unfinished business, or maybe you were just so tough and so mean that Hell itself spat you out. Either way, you came back for a reason.
+
+Choose two ability boosts. One must be to **Constitution** or **Charisma**, and one is a free ability boost.
+
+You're trained in Religion and Boneyard Lore. You're still alive, not undead, but you have the void healing ability, which means you're harmed by vitality damage and healed by void effects as if you were undead.
diff --git a/content/mechanics/srd/Backgrounds/Rigger.md b/content/mechanics/srd/Backgrounds/Rigger.md
new file mode 100755
index 000000000..ad3053868
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Rigger.md
@@ -0,0 +1,17 @@
+---
+title: "Rigger"
+noteType: ":luggage:"
+aliases: "Rigger"
+foundryId: Item.q4jyZ65Hy8AT8GpU
+tags:
+ - Item
+---
+
+# Rigger
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You've worked as a roustabout to erect tents and set up rigging for acrobatic performances; you've sometimes even aided aerialists and acrobats in their death-defying training. Even though your work is often done before the crowds arrive, you know your skills contribute to the success and safety of the circus. Mistress Dusklight treats her roustabouts as little more than slaves, and you've resolved to join a company where your expertise is appreciated.
+
+Choose two ability boosts. One must be to **Strength** or **Dexterity**, and one is a free ability boost.
+
+You're trained in the Athletics skill and the Circus Lore skill. You gain the [[Combat Climber]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Rivethun Adherent.md b/content/mechanics/srd/Backgrounds/Rivethun Adherent.md
new file mode 100755
index 000000000..735a57c88
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Rivethun Adherent.md
@@ -0,0 +1,21 @@
+---
+title: "Rivethun Adherent"
+noteType: ":luggage:"
+aliases: "Rivethun Adherent"
+foundryId: Item.ItimdIAAK7vAewH2
+tags:
+ - Item
+---
+
+# Rivethun Adherent
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Shining Kingdoms
+
+* * *
+
+You have spent time learning the practices and traditions of the ancient Rivethun dwarven shamans and can recognize all sorts of magic. You may have chosen your own road since then, or you may remain an adherent of the philosophy.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Occultism skill and the Spirit Lore skill. You gain the [[Recognize Spell]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Root Worker.md b/content/mechanics/srd/Backgrounds/Root Worker.md
new file mode 100755
index 000000000..87087f160
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Root Worker.md
@@ -0,0 +1,17 @@
+---
+title: "Root Worker"
+noteType: ":luggage:"
+aliases: "Root Worker"
+foundryId: Item.FvzMnHt6ifto3N5x
+tags:
+ - Item
+---
+
+# Root Worker
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Some ailments can't be cured by herbs alone. You learned ritual remedies as well, calling on nature spirits to soothe aches and ward off the evil eye. Taking up with adventurers has given you company on the road, as well as protection from those who would brand you a fake-or worse.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Occultism skill and the Herbalism Lore skill. You gain the [[Root Magic]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Rostland Partisan.md b/content/mechanics/srd/Backgrounds/Rostland Partisan.md
new file mode 100755
index 000000000..3ef3250dc
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Rostland Partisan.md
@@ -0,0 +1,21 @@
+---
+title: "Rostland Partisan"
+noteType: ":luggage:"
+aliases: "Rostland Partisan"
+foundryId: Item.4bZdadigTKpO6iG7
+tags:
+ - Item
+---
+
+# Rostland Partisan
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Broken Lands
+
+* * *
+
+You grew up among the southern houses of Brevoy in old Rostland. You're accustomed to arguing from a position of underappreciated worth.
+
+Choose two ability boosts. One must be to **Constitution** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Diplomacy skill and the Politics Lore skill. You gain the [[Group Impression]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Rostlander.md b/content/mechanics/srd/Backgrounds/Rostlander.md
new file mode 100755
index 000000000..6a85c9561
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Rostlander.md
@@ -0,0 +1,17 @@
+---
+title: "Rostlander"
+noteType: ":luggage:"
+aliases: "Rostlander"
+foundryId: Item.mE32gpqX1EYh3GbB
+tags:
+ - Item
+---
+
+# Rostlander
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hardy stock and were raised with simple sensibilities-that hard work earns well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. You are thoroughly Brevic, and the call for champions willing to expand your land's influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to journey southward and build a kingdom.
+
+Choose two ability boosts. One must be to **Strength** or **Constitution**, and one is a free ability boost.
+
+You're trained in the Athletics skill and the Farming Lore skill. You gain the [[Hefty Hauler]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Royalty.md b/content/mechanics/srd/Backgrounds/Royalty.md
new file mode 100755
index 000000000..fb26a4016
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Royalty.md
@@ -0,0 +1,17 @@
+---
+title: "Royalty"
+noteType: ":luggage:"
+aliases: "Royalty"
+foundryId: Item.zXkWwHweJbZseAv4
+tags:
+ - Item
+---
+
+# Royalty
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You are a prominent member of a royal family. You have taken up the life of an adventurer-perhaps you're a deposed queen hoping to regain her throne, a prince seeking a more exciting life, or a princess on a secret mission.
+
+Choose two ability boosts. One must be to **Intelligence** or **Charisma**, and one is a free ability boost.
+
+You are trained in Society. You gain the [[Courtly Graces]] skill feat and can influence commoners in your family's territory, as well as nobility anywhere. If you later gain the [[Connections]] skill feat, you automatically have common and noble connections within any community in your royal family's territory and have noble connections in large communities outside your territory.
diff --git a/content/mechanics/srd/Backgrounds/Ruby Phoenix Enthusiast.md b/content/mechanics/srd/Backgrounds/Ruby Phoenix Enthusiast.md
new file mode 100755
index 000000000..e6e6dd845
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Ruby Phoenix Enthusiast.md
@@ -0,0 +1,27 @@
+---
+title: "Ruby Phoenix Enthusiast"
+noteType: ":luggage:"
+aliases: "Ruby Phoenix Enthusiast"
+foundryId: Item.yHvfM7alKrXxXXrs
+tags:
+ - Item
+---
+
+# Ruby Phoenix Enthusiast
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Named for the legendary sorcerer Hao Jin, the Ruby Phoenix Tournament occurs once every 10 years in Goka and attracts extraordinary talent from across the world. You might have begun training for the tournament but never participated, or perhaps you entered the tournament only to be defeated by (and inspired to join) the Pathfinder Society. Either way, your dedicated training prepares you for the rigors of the adventuring lifestyle.
+
+Choose two ability boosts. One must be to **Strength** or **Dexterity**, and one is a free ability boost.
+
+You're trained in the Athletics skill and the Gladiatorial Lore skill. You gain the [[Combat Climber]] skill feat. In addition, you gain access to one of the following uncommon monk weapons:
+
+* [[Kama]],
+* [[Nunchaku]],
+* [[Sai]],
+* [[Shuriken]], or
+* [[Temple Sword]].
+
+* * *
+
+**Special** You can select this background only if you have earned credit for at least 5 First Edition scenarios from Season 3 of the Pathfinder Society organized play campaign.
diff --git a/content/mechanics/srd/Backgrounds/Ruby Phoenix Fanatic.md b/content/mechanics/srd/Backgrounds/Ruby Phoenix Fanatic.md
new file mode 100755
index 000000000..9df6510d4
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Ruby Phoenix Fanatic.md
@@ -0,0 +1,17 @@
+---
+title: "Ruby Phoenix Fanatic"
+noteType: ":luggage:"
+aliases: "Ruby Phoenix Fanatic"
+foundryId: Item.ta2dXrEjnMYGi3Ao
+tags:
+ - Item
+---
+
+# Ruby Phoenix Fanatic
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Have you heard of the peerless sorcerer Hao Jin, also known as the Ruby Phoenix? Of course you have! You're her biggest fan! She's got amazing powers of self-resurrection, her hair is as red and fiery as a phoenix, and she has a huge vault full of the most incredible treasures in the multiverse. Now she's finally back from a mysterious 300-year quest on the plane of Axis so she can host this year's Ruby Phoenix Tournament—and you can't wait to meet her! In order to get as close to Hao Jin as possible, you've researched everything there is to know about the Ruby Phoenix's home, her planar escapades, and her competition. You've also trained your body to prove yourself a worthy champion. When Hao Jin's committee invited you and some friends to take part in the tournament's prequalifier, you just about fainted from excitement. Is your dream of meeting the Ruby Phoenix about to come true? As long as you win enough matches to get into the actual tournament, it just might! Just try not to act too star-struck when you finally get a chance to talk to her, okay?
+
+Choose two ability boosts. One must be to **Constitution** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Axis Lore, Gladiatorial Lore, and Goka Lore skills. You gain the [[Dubious Knowledge]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Ruin Delver.md b/content/mechanics/srd/Backgrounds/Ruin Delver.md
new file mode 100755
index 000000000..d4811d703
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Ruin Delver.md
@@ -0,0 +1,17 @@
+---
+title: "Ruin Delver"
+noteType: ":luggage:"
+aliases: "Ruin Delver"
+foundryId: Item.NmoK244KpS5T5X8b
+tags:
+ - Item
+---
+
+# Ruin Delver
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You've looked through some of the smaller ruins in the Otari hinterlands but have never quite built up the courage to check out the creepy lighthouse called Gauntlight. You've heard that these ruins are pretty well picked over, and mostly collapsed, but you always planned to some day explore them and perhaps find some bauble left behind from the centuries-old battle where the Roseguard slew an evil sorcerer. You know that the crumbled stone of old ruins has a tendency to shift, so you'd better step lightly if you get the chance to explore Gauntlight.
+
+Choose two ability boosts. One must be to **Dexterity** or **Intelligence**, and one is a free ability boost.
+
+You're trained in Acrobatics and the Roseguard Lore skill. You gain the [[Cat Fall]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Runner.md b/content/mechanics/srd/Backgrounds/Runner.md
new file mode 100755
index 000000000..dfb72f30b
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Runner.md
@@ -0,0 +1,17 @@
+---
+title: "Runner"
+noteType: ":luggage:"
+aliases: "Runner"
+foundryId: Item.b1VWkzKaMP5cnujS
+tags:
+ - Item
+---
+
+# Runner
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You served as a messenger for a specific faction, guild, house, or individual, often running those messages on a short timeline. Finding the quickest path from point A to point B is your specialty and you've learned to make the most of your athleticism and navigational skill.
+
+Choose two ability boosts. One must be to **Strength** or **Intelligence**, and one is a free ability boost.
+
+You are trained in the Athletics skill and a Lore skill for the city in which you were a messenger. You gain the Quick Jump skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Saboteur.md b/content/mechanics/srd/Backgrounds/Saboteur.md
new file mode 100755
index 000000000..72008b027
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Saboteur.md
@@ -0,0 +1,17 @@
+---
+title: "Saboteur"
+noteType: ":luggage:"
+aliases: "Saboteur"
+foundryId: Item.7oOIvqzthDutGc9s
+tags:
+ - Item
+---
+
+# Saboteur
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Whether you do it for personal enjoyment or at the behest of a mercenary company or military organization, you have a knack for destroying things. You have a sense for an object or structure's weak spots and know where to deliver a hammer strike or alchemical bomb. You adventure to hone your skills or complete a particular mission.
+
+Choose two ability boosts. One must be to **Strength** or **Dexterity**, and one is a free ability boost.
+
+You're trained in the Thievery skill and the Engineering Lore skill. You gain the [[Concealing Legerdemain]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Sailor.md b/content/mechanics/srd/Backgrounds/Sailor.md
new file mode 100755
index 000000000..4332f4e6f
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Sailor.md
@@ -0,0 +1,17 @@
+---
+title: "Sailor"
+noteType: ":luggage:"
+aliases: "Sailor"
+foundryId: Item.VJ2xP8eRqgIybRcx
+tags:
+ - Item
+---
+
+# Sailor
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You heard the call of the sea from a young age. Perhaps you signed onto a merchant's vessel, joined the navy, or even fell in with a crew of pirates and scalawags.
+
+Choose two attribute boosts. One must be to **Strength** or **Dexterity**, and one is a free attribute boost.
+
+You're trained in the Athletics skill and the Sailing Lore skill. You gain the [[Underwater Marauder]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Sally Guard Neophyte.md b/content/mechanics/srd/Backgrounds/Sally Guard Neophyte.md
new file mode 100755
index 000000000..425a4b2ef
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Sally Guard Neophyte.md
@@ -0,0 +1,19 @@
+---
+title: "Sally Guard Neophyte"
+noteType: ":luggage:"
+aliases: "Sally Guard Neophyte"
+foundryId: Item.8yEPVJqfMx5V5rGL
+tags:
+ - Item
+---
+
+# Sally Guard Neophyte
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You joined the Sally Guard, Westgate's guard precinct, at an early age, bringing with you the requisite steel armor, sword, and lance, though your gear is of dubious make. The other guards may have suspected that you were a novice with less combat experience than them; if so, you proved their suspicions on your first day of training when your mount immediately threw you in the mud. A supervisor took mercy on you and offered to transfer you to another guard unit in the city, promising that you'd have a place on the Sally Guard when you decided you were ready for the challenge.
+
+Biting your lip in shame, you took the Edgewatch reassignment in order to gain the experience necessary to go back to your home district with your head held high. You'll prove them wrong, one way or another, and show everyone that you can protect the ones you hold most dear.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Nature skill and your choice of Hunting Lore or Stabling Lore. You start out with a [[riding-horse|Riding Horse]], as well as a suit of shoddy [[Half Plate]] armor, a shoddy [[Longsword]], and a shoddy [[Lance]].
diff --git a/content/mechanics/srd/Backgrounds/Saloon Entertainer.md b/content/mechanics/srd/Backgrounds/Saloon Entertainer.md
new file mode 100755
index 000000000..719371576
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Saloon Entertainer.md
@@ -0,0 +1,17 @@
+---
+title: "Saloon Entertainer"
+noteType: ":luggage:"
+aliases: "Saloon Entertainer"
+foundryId: Item.QoVABwiukHD0vIWK
+tags:
+ - Item
+---
+
+# Saloon Entertainer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+All you want to do is entertain the people, but sure enough, bad news seems to follow you. Gunfights, brawls, robberies, and more befall establishments you play at, and word is quick to spread. Keep one town ahead of the gossip, and you just might be able to play a gig, command a stage, or run a table again.
+
+Choose two ability boosts. One must be to **Charisma** or **Dexterity**, and one is a free ability boost.
+
+You're trained in the Performance skill and a lore skill of your choice. You gain the [[Virtuosic Performer]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Sandswept Survivor.md b/content/mechanics/srd/Backgrounds/Sandswept Survivor.md
new file mode 100755
index 000000000..3b807ec7a
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Sandswept Survivor.md
@@ -0,0 +1,19 @@
+---
+title: "Sandswept Survivor"
+noteType: ":luggage:"
+aliases: "Sandswept Survivor"
+foundryId: Item.Zrc2Xe0JQIvIRXQX
+tags:
+ - Item
+---
+
+# Sandswept Survivor
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You were in the Sandswept Hall, the Pathfinder Society's lodge in Sothis, Osirion, when it came under attack from an unrelenting horde of undead. You endured the siege and forged new bonds with your fellow survivors, then joined the Society as a field agent.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Survival skill and a Lore skill related to a specific type of undead, such as Mummy Lore or Zombie Lore. You gain the [[Terrain Expertise]] skill feat with underground terrain.
+
+Additionally, when you receive a mission briefing at the Sandswept Hall, your familiarity with its history and staff grants further insight. You gain a +2 circumstance bonus to your checks to Gather Information or Recall Knowledge during the Getting Started segment of such adventures. Be sure to remind your GM that you have a relevant background.
diff --git a/content/mechanics/srd/Backgrounds/Sarkorian Reclaimer.md b/content/mechanics/srd/Backgrounds/Sarkorian Reclaimer.md
new file mode 100755
index 000000000..8a4898054
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Sarkorian Reclaimer.md
@@ -0,0 +1,21 @@
+---
+title: "Sarkorian Reclaimer"
+noteType: ":luggage:"
+aliases: "Sarkorian Reclaimer"
+foundryId: Item.3uCRe3daoctrNghM
+tags:
+ - Item
+---
+
+# Sarkorian Reclaimer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Broken Lands
+
+* * *
+
+Whether you trace your heritage to lost Sarkoris or are a crusader trying to atone for past fanatics' wrongs, you seek to liberate the Sarkorian homeland from the demons who have defiled it.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free boost.
+
+You're trained in the Medicine skill and the Abyssal Lore skill. You gain the [[Battle Medicine]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Sarkorian Survivor.md b/content/mechanics/srd/Backgrounds/Sarkorian Survivor.md
new file mode 100755
index 000000000..a7f0e684c
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Sarkorian Survivor.md
@@ -0,0 +1,21 @@
+---
+title: "Sarkorian Survivor"
+noteType: ":luggage:"
+aliases: "Sarkorian Survivor"
+foundryId: Item.yayJhhhjlCgMZ8SP
+tags:
+ - Item
+---
+
+# Sarkorian Survivor
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Broken Lands
+
+* * *
+
+The devastation and carnage of the Worldwound were nearly complete, but you somehow managed to survive it.
+
+Choose two ability boosts. One must be to **Strength** or **Constitution**, and one is a free boost.
+
+You're trained in the Survival skill and the Sarkorian History Lore skill. You gain the [[Forager]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Saved by Clockwork.md b/content/mechanics/srd/Backgrounds/Saved by Clockwork.md
new file mode 100755
index 000000000..426524a43
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Saved by Clockwork.md
@@ -0,0 +1,17 @@
+---
+title: "Saved by Clockwork"
+noteType: ":luggage:"
+aliases: "Saved by Clockwork"
+foundryId: Item.A7e32MhpoGcaJfHy
+tags:
+ - Item
+---
+
+# Saved by Clockwork
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Through bloody combat, a terrible accident, or purposeful sacrifice, you've lost some piece of your body that has been replaced with a clockwork mechanism. Whether your arm is now a whirring series of pumps, steel coils, and iron gears; your heart a intricate crystal clock that requires winding every day; or your lower leg a sculpted metal tube powered by adamantine springs and steam, part of you needs regular maintenance and repair. You might have received instructions from the brilliant inventor who saved you, or you might have woken up on a battlefield with no memory of the procedure or the individuals involved. Regardless, you possess the knowledge to take care of yourself-even if it's how to wind a key in your own heart or reconstruct a mechanical foot.
+
+Choose two ability boosts. One must be to **Strength** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Crafting skill. Every day you must perform 10 minutes of maintenance and wind up your clockwork parts, or you risk failure of the components, with consequences depending on what you replaced (determined by you and the GM). Your clockwork components allow you to react to danger with alacrity. You gain a +2 circumstance bonus to initiative rolls.
diff --git a/content/mechanics/srd/Backgrounds/Savior of Air.md b/content/mechanics/srd/Backgrounds/Savior of Air.md
new file mode 100755
index 000000000..72a22c5fd
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Savior of Air.md
@@ -0,0 +1,21 @@
+---
+title: "Savior of Air"
+noteType: ":luggage:"
+aliases: "Savior of Air"
+foundryId: Item.BWjVPU1IWsCoMIvu
+tags:
+ - Item
+---
+
+# Savior of Air
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Upon securing the _Untouchable Opal_, an artifact of extraordinary power, the Pathfinder Society endeavored to free the benevolent demigod Ranginori, who was trapped within the virtually unbreakable prison. You might have joined the Pathfinder Society in its expeditions to the Elemental Planes, or you might have lived on one of those planes before learning of the Society from these Pathfinder agents. You are no stranger to navigating precarious terrain as a result.
+
+Choose two ability boosts. One must be to **Dexterity** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Acrobatics skill, plus either Elemental Lords Lore or a Lore skill related either to one of the Elemental Planes (such as Plane of Air Lore). You gain the [[Cat Fall]] skill feat. Add **Auran** to the list of additional languages you can learn for having a high Intelligence modifier.
+
+* * *
+
+**Special** You can select this background only if you have earned credit for at least 5 First Edition scenarios from Season 8 of the Pathfinder Society organized play campaign.
diff --git a/content/mechanics/srd/Backgrounds/Scavenger.md b/content/mechanics/srd/Backgrounds/Scavenger.md
new file mode 100755
index 000000000..5721cac84
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Scavenger.md
@@ -0,0 +1,17 @@
+---
+title: "Scavenger"
+noteType: ":luggage:"
+aliases: "Scavenger"
+foundryId: Item.sqteSbqHHl0p2kjW
+tags:
+ - Item
+---
+
+# Scavenger
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You've made a living sorting through the things society throws away. You might have scavenged simply to survive, or plied a trade as a ragpicker, dung carter, or the like. While you've left that life behind, you still keep one eye on the ground out of habit.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Survival skill and the Lore skill for the settlement you grew up scavenging in. You gain the [[Forager]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Scholar of the Ancients.md b/content/mechanics/srd/Backgrounds/Scholar of the Ancients.md
new file mode 100755
index 000000000..e9d5a3d66
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Scholar of the Ancients.md
@@ -0,0 +1,21 @@
+---
+title: "Scholar of the Ancients"
+noteType: ":luggage:"
+aliases: "Scholar of the Ancients"
+foundryId: Item.NxMdVdeOxIQEjGxu
+tags:
+ - Item
+---
+
+# Scholar of the Ancients
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - High Seas
+
+* * *
+
+You're fascinated by the lost Azlanti Empire and have dedicated yourself to seeking out and studying every broken artifact or scrap of knowledge that remains, whether as an academic pursuit or simply for the joy of treasure hunting.
+
+Choose two ability boosts. One must be to **Intelligence** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Arcana skill and the Azlant Lore skills. You gain the [[Quick Identification]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Scholar of the Sky Key.md b/content/mechanics/srd/Backgrounds/Scholar of the Sky Key.md
new file mode 100755
index 000000000..2d08c8677
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Scholar of the Sky Key.md
@@ -0,0 +1,21 @@
+---
+title: "Scholar of the Sky Key"
+noteType: ":luggage:"
+aliases: "Scholar of the Sky Key"
+foundryId: Item.KSHEHexnITfgWwJA
+tags:
+ - Item
+---
+
+# Scholar of the Sky Key
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+The unfamiliar technology of Numeria's Silver Mount still baffles Society scholars, yet you are one of the innovators who discovered how to operate a handful of these futuristic tools-possibly after surviving more than a few explosions. The Society might have recruited you for your esoteric abilities, or you might have sought out the Society's protection in escaping the covetously vile Technic League. Even if your understanding of advanced technology is imperfect, your hard-learned lessons are invaluable in deciphering and repairing gear.
+
+Choose two ability boosts. One must be to **Constitution** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Crafting skill and the Engineering Lore skill. You gain the [[Quick Repair]] skill feat.
+
+* * *
+
+**Special** You can select this background only if you have earned credit for at least 5 First Edition scenarios from Season 6 of the Pathfinder Society organized play campaign.
diff --git a/content/mechanics/srd/Backgrounds/Scholar.md b/content/mechanics/srd/Backgrounds/Scholar.md
new file mode 100755
index 000000000..7d89c31fc
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Scholar.md
@@ -0,0 +1,17 @@
+---
+title: "Scholar"
+noteType: ":luggage:"
+aliases: "Scholar"
+foundryId: Item.d7jibKN9Pb8wNIhu
+tags:
+ - Item
+---
+
+# Scholar
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You have a knack for learning and sequestered yourself from the outside world to learn all you could. You read about so many wondrous places and things in your books, always dreaming about one day seeing the real things. Eventually, that curiosity led you to leave your studies and become an adventurer.
+
+Choose two attribute boosts. One must be to **Intelligence** or **Wisdom**, and one is a free attribute boost.
+
+You're trained in your choice of the Arcana, Nature, Occultism, or Religion skill, and gain the [[Assurance]] skill feat in your chosen skill. You're also trained in the Academia Lore skill.
diff --git a/content/mechanics/srd/Backgrounds/Scion of Slayers.md b/content/mechanics/srd/Backgrounds/Scion of Slayers.md
new file mode 100755
index 000000000..512f969c2
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Scion of Slayers.md
@@ -0,0 +1,17 @@
+---
+title: "Scion of Slayers"
+noteType: ":luggage:"
+aliases: "Scion of Slayers"
+foundryId: Item.2qx4Ii6GX0k6SxtH
+tags:
+ - Item
+---
+
+# Scion of Slayers
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You were born into a lineage of undead slayers. No mere occupation, in your family slaying is a mantle of almost mystic responsibility passed from parent to child. Over the generations, this single-minded focus has begun to manifest in uncanny ways during combat.
+
+Choose two ability boosts. One must be to **Strength** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Athletics skill and the Undead Lore skill. You can cast _[[Vitality Lash]]_ as an innate divine cantrip. You can use Intelligence as your spellcasting ability for this innate spell.
diff --git a/content/mechanics/srd/Backgrounds/Scout.md b/content/mechanics/srd/Backgrounds/Scout.md
new file mode 100755
index 000000000..3c4cdc61a
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Scout.md
@@ -0,0 +1,17 @@
+---
+title: "Scout"
+noteType: ":luggage:"
+aliases: "Scout"
+foundryId: Item.6XwXOq0yxvBDNJYC
+tags:
+ - Item
+---
+
+# Scout
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You called the wilderness home as you found trails and guided travelers. Your wanderlust could have called you to the adventuring life, or perhaps you served as a scout for soldiers and found you liked battle.
+
+Choose two attribute boosts. One must be to **Dexterity** or **Wisdom**, and one is a free attribute boost.
+
+You're trained in the Survival skill and a Lore skill related to one terrain you scouted in (such as Forest Lore or Cavern Lore). You gain the [[Forager]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Second Chance Champion.md b/content/mechanics/srd/Backgrounds/Second Chance Champion.md
new file mode 100755
index 000000000..fdfbfb922
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Second Chance Champion.md
@@ -0,0 +1,17 @@
+---
+title: "Second Chance Champion"
+noteType: ":luggage:"
+aliases: "Second Chance Champion"
+foundryId: Item.6fvyHkyYWxiHMq2M
+tags:
+ - Item
+---
+
+# Second Chance Champion
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You competed in the last Ruby Phoenix Tournament 10 years ago, though you didn't make it to the end. One wrong step, one mistimed punch, one blocked spell—whatever it was, that was all it took for your opponent to get the upper hand and knock you out of the tournament. Well, maybe it was a simple mistake or maybe you just weren't up to snuff, and you're too headstrong to admit it. Now, after training for a decade to ensure you don't repeat any of your prior mistakes, you've joined forces with a team of fellow fighters in order to maximize your odds of making it all the way to the finals. Whatever happened before, you've vowed to return to the ring in Goka for an epic rematch, and this time you're not walking out until you've been named Ruby Phoenix Champion.
+
+Choose two ability boosts. One must be to **Dexterity** or **Strength**, and one is a free ability boost.
+
+You're trained in Acrobatics and the Gladiatorial Lore skill. You gain the [[Cat Fall]] skill feat
diff --git a/content/mechanics/srd/Backgrounds/Secular Medic.md b/content/mechanics/srd/Backgrounds/Secular Medic.md
new file mode 100755
index 000000000..4faee9135
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Secular Medic.md
@@ -0,0 +1,21 @@
+---
+title: "Secular Medic"
+noteType: ":luggage:"
+aliases: "Secular Medic"
+foundryId: Item.AVGshHyPGGWIF9Ew
+tags:
+ - Item
+---
+
+# Secular Medic
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Golden Road
+
+* * *
+
+You're from Rahadoum, where the Laws of Mortality taught you to reject the gods, yet you've seen firsthand how dangerous it can be to go without healing magic. As a result, you've thrown yourself into the study of medicine, so you can save lives without saving souls.
+
+Choose two ability boosts. One must be to **Wisdom** or **Dexterity**, and one is a free ability boost.
+
+You're trained in the Medicine skill and the Anatomy Lore skill. You gain the [[Battle Medicine]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Seer of the Dead.md b/content/mechanics/srd/Backgrounds/Seer of the Dead.md
new file mode 100755
index 000000000..6e159046f
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Seer of the Dead.md
@@ -0,0 +1,17 @@
+---
+title: "Seer of the Dead"
+noteType: ":luggage:"
+aliases: "Seer of the Dead"
+foundryId: Item.XNDpvJanzqGY5ndC
+tags:
+ - Item
+---
+
+# Seer of the Dead
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You have long been gifted with the ability to see and speak with the departed. This could have manifested at your birth or when a chance encounter linked you inextricably to the spirits of the dead. Their constant presence might feel like a curse, or it might provide you with welcome companionship.
+
+You gain one ability boost. It must be to **Constitution** or **Wisdom**.
+
+You're trained in Religion and Undead Lore. You gain the effects of the _[[Spirit Sense]]_ spell at all times.
diff --git a/content/mechanics/srd/Backgrounds/Senghor Sailor.md b/content/mechanics/srd/Backgrounds/Senghor Sailor.md
new file mode 100755
index 000000000..4adccf7bc
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Senghor Sailor.md
@@ -0,0 +1,21 @@
+---
+title: "Senghor Sailor"
+noteType: ":luggage:"
+aliases: "Senghor Sailor"
+foundryId: Item.O7u9LkjJCEzgggg9
+tags:
+ - Item
+---
+
+# Senghor Sailor
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Mwangi Expanse
+
+* * *
+
+As an experienced sailor from Senghor, you know that the only thing saving you from disaster on the high seas is a properly maintained ship. You know boat-building inside and out and you can quickly cobble together a solution in the event that something breaks.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Crafting skill and the Sailing Lore skill. You gain the [[Quick Repair]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Sense of Belonging.md b/content/mechanics/srd/Backgrounds/Sense of Belonging.md
new file mode 100755
index 000000000..7b4e2d028
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Sense of Belonging.md
@@ -0,0 +1,19 @@
+---
+title: "Sense of Belonging"
+noteType: ":luggage:"
+aliases: "Sense of Belonging"
+foundryId: Item.WiFCefpyantQxIB5
+tags:
+ - Item
+---
+
+# Sense of Belonging
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Home is all you've ever wanted. But home, whatever that means to you, has always been a step out of reach. On the night of the Missing Moment, you saw loving figures with outstretched arms, beckoning you toward a warm hearth just inside a glowing archway. On the other side of the portal, though, you found only missing memories and lost time, your feet back at the very spot where you started. Perhaps your heart was broken that night, or perhaps you met your mission to find a suitable community with renewed zeal. Either way, you haven't felt quite "whole" since your gatewalker experience. Your new ability to momentarily disappear onto another plane of existence only reinforces this feeling of emptiness.
+
+Your deviant abilities are of the wraith classification. You gain the [[Eerie Flicker]] deviant feat. As a quirk, whenever you use a deviant ability, plants around you spontaneously bloom and then wilt, as if rapidly aging.
+
+Choose two ability boosts. One must be to **Constitution** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Survival skill and the Scouting Lore skill. You gain the [[Forager]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Sentinel Reflectance.md b/content/mechanics/srd/Backgrounds/Sentinel Reflectance.md
new file mode 100755
index 000000000..e5ef33efe
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Sentinel Reflectance.md
@@ -0,0 +1,17 @@
+---
+title: "Sentinel Reflectance"
+noteType: ":luggage:"
+aliases: "Sentinel Reflectance"
+foundryId: Item.KWdEVHmqzJf9Ghkv
+tags:
+ - Item
+---
+
+# Sentinel Reflectance
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Either through witnessing their deeds and devout heroics firsthand, or through reading chronicles of their exploits, the Shining Sentinels of the Knights of Lastwall inspire you. You may idealize their philosophy or one day hope to join their ranks; the Shining Sentinels are your guiding star.
+
+Choose two ability boosts. One must be to **Strength** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Diplomacy skill and the Shining Sentinels Lore skill. You gain the [[No Cause For Alarm|No Cause for Alarm]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Servant.md b/content/mechanics/srd/Backgrounds/Servant.md
new file mode 100755
index 000000000..d12147207
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Servant.md
@@ -0,0 +1,17 @@
+---
+title: "Servant"
+noteType: ":luggage:"
+aliases: "Servant"
+foundryId: Item.qe8lRhJoOAgTLw9V
+tags:
+ - Item
+---
+
+# Servant
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You held a role of servitude, waiting on nobles and engendering their trust as one of the confidantes of the household. You might have walked away on good terms, or perhaps you know dangerous secrets about your former masters. Regardless, you're adventuring for a change and finding that in this new role, the skills you've learned now serve you.
+
+Choose two ability boosts. One must be to **Dexterity** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Society skill and the Labor Lore skill. You gain the [[Read Lips]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Sewer Dragon.md b/content/mechanics/srd/Backgrounds/Sewer Dragon.md
new file mode 100755
index 000000000..95b8f627b
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Sewer Dragon.md
@@ -0,0 +1,19 @@
+---
+title: "Sewer Dragon"
+noteType: ":luggage:"
+aliases: "Sewer Dragon"
+foundryId: Item.fsSyUWgAbYGqdA0F
+tags:
+ - Item
+---
+
+# Sewer Dragon
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisites** Kobold Ancestry
+
+* * *
+
+You are one of the Sewer Dragons, born in Absalom's sewers, strengthened by a life defending your territory.
+
+Choose two ability boosts. One must be to **Dexterity** or **Intelligence**, and one is a free ability boost. You're trained in the Crafting skill and the Kobold Lore skill. You gain the [[Snare Crafting]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Shadow Haunted.md b/content/mechanics/srd/Backgrounds/Shadow Haunted.md
new file mode 100755
index 000000000..c4a5ba6c0
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Shadow Haunted.md
@@ -0,0 +1,21 @@
+---
+title: "Shadow Haunted"
+noteType: ":luggage:"
+aliases: "Shadow Haunted"
+foundryId: Item.xjv19GXGTgGSNnHB
+tags:
+ - Item
+---
+
+# Shadow Haunted
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Old Cheliax
+
+* * *
+
+You are from Nidal, and regardless of your personal values, Zon-Kuthon has a claim on your soul due to an ancient pact. The Midnight Lord's unsettling influence is bred deep into your bones.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Intimidation skill and the Shadow Plane Lore skill. You gain the [[Quick Coercion]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Shadow Lodge Defector.md b/content/mechanics/srd/Backgrounds/Shadow Lodge Defector.md
new file mode 100755
index 000000000..f109e3b0e
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Shadow Lodge Defector.md
@@ -0,0 +1,21 @@
+---
+title: "Shadow Lodge Defector"
+noteType: ":luggage:"
+aliases: "Shadow Lodge Defector"
+foundryId: Item.VsI328rsFkvBgMLp
+tags:
+ - Item
+---
+
+# Shadow Lodge Defector
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You were among the Pathfinders recruited by the devious Shadow Lodge, lured in by promises of wealth, reform, justice, or revenge. You might have fought against the Society's loyal agents, helped sabotage the Pathfinders' reputation in distant countries, or even infiltrated the far-flung lodges as a spy. You've since made peace with and rejoined the Pathfinder Society, yet the underhanded reflexes and skills you learned are hard to forget.
+
+Choose two ability boosts. One must be to **Dexterity** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Deception skill and the Underworld Lore skill. You gain the [[Lie to Me|Lie To Me]] skill feat.
+
+* * *
+
+**Special** You can select this background only if you have earned credit for at least 5 First Edition scenarios from Season 2 of the Pathfinder Society organized play campaign.
diff --git a/content/mechanics/srd/Backgrounds/Shadow War Survivor.md b/content/mechanics/srd/Backgrounds/Shadow War Survivor.md
new file mode 100755
index 000000000..b66417885
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Shadow War Survivor.md
@@ -0,0 +1,21 @@
+---
+title: "Shadow War Survivor"
+noteType: ":luggage:"
+aliases: "Shadow War Survivor"
+foundryId: Item.LeCOuwp9gzT5dwus
+tags:
+ - Item
+---
+
+# Shadow War Survivor
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Countless factions have fought for influence in Absalom for millennia, and for decades these groups worked through the Pathfinder Society to better control the City at the Center of the World. Perhaps you were ones of these agents who clashed with other operatives during the so-called Shadow War. Or you might have been an unintended victim of these clandestine clashes, inspiring you to join the Society and stop the conflict from within. Whatever the reason, navigating the Shadow War has left you politically savvy and informed.
+
+Choose two ability boosts. One must be to **Wisdom** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Society skill and the Absalom Lore skill. You gain the [[Streetwise]] skill feat.
+
+* * *
+
+**Special** You can select this background only if you have earned credit for at least 5 First Edition scenarios from Season 1 of the Pathfinder Society organized play campaign.
diff --git a/content/mechanics/srd/Backgrounds/Sheriff.md b/content/mechanics/srd/Backgrounds/Sheriff.md
new file mode 100755
index 000000000..bac1906d4
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Sheriff.md
@@ -0,0 +1,17 @@
+---
+title: "Sheriff"
+noteType: ":luggage:"
+aliases: "Sheriff"
+foundryId: Item.sW3jaSEJFKVSPuBy
+tags:
+ - Item
+---
+
+# Sheriff
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You hold an official title of sheriff or deputy in a small community. Those that would do harm to others flee your gaze, for they know it brings the promise of castigation. You protect your town, watch over those who have placed their trust in you, and make sure those that would do others harm are brought to justice.
+
+Choose two ability boosts. One must be to **Dexterity** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Intimidation skill and the Hunting Lore skill. You gain the [[Group Coercion]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Shielded Fortune.md b/content/mechanics/srd/Backgrounds/Shielded Fortune.md
new file mode 100755
index 000000000..f87b6d609
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Shielded Fortune.md
@@ -0,0 +1,17 @@
+---
+title: "Shielded Fortune"
+noteType: ":luggage:"
+aliases: "Shielded Fortune"
+foundryId: Item.Nz6AUobAxQNA6ojB
+tags:
+ - Item
+---
+
+# Shielded Fortune
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You've always been tougher than your peers. As a child, you may have been able to endure the rough-and-tumble horseplay with friends more easily. You regularly emerged relatively unscathed from accidents could have been quite dangerous. At some point in your past, you had a particularly close call with death—be it from a near-fatal accident, a fight gone horribly wrong, a close call with illness, or something similar, yet you quickly recovered. You may or may not believe you're more fated to face unexpected hardship in your life, but regardless, you know you can take what destiny has to dish out.
+
+This background is associated with the suit of Shields.
+
+Choose two ability boosts. One must be to **Constitution**, and one is a free ability boost. You gain the [[Toughness]] general feat and also gain the [[Fated Not to Die]] free action.
diff --git a/content/mechanics/srd/Backgrounds/Shoanti Name-Bearer.md b/content/mechanics/srd/Backgrounds/Shoanti Name-Bearer.md
new file mode 100755
index 000000000..d0f5f6a56
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Shoanti Name-Bearer.md
@@ -0,0 +1,21 @@
+---
+title: "Shoanti Name-Bearer"
+noteType: ":luggage:"
+aliases: "Shoanti Name-Bearer"
+foundryId: Item.dUpYf2rqfKUFlxyO
+tags:
+ - Item
+---
+
+# Shoanti Name-Bearer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Saga Lands
+
+* * *
+
+You are a member of a Shoanti quah and have gone through its coming of age ceremony, gaining the traditional tattoo of your quah and earning your adult name.
+
+Choose two ability boosts. One must be to **Strength** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Athletics skill and the Quah Lore skill. You gain the [[Combat Climber]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Shory Seeker.md b/content/mechanics/srd/Backgrounds/Shory Seeker.md
new file mode 100755
index 000000000..997fbaa8f
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Shory Seeker.md
@@ -0,0 +1,17 @@
+---
+title: "Shory Seeker"
+noteType: ":luggage:"
+aliases: "Shory Seeker"
+foundryId: Item.xIG7vsDazQUjcL8G
+tags:
+ - Item
+---
+
+# Shory Seeker
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You've dedicated your life to unraveling the secrets of the ancient Shory Empire, either through meticulous research or by traveling into dangerous and distant ruins to track down long-lost artifacts.
+
+Choose two ability boosts. One must be to **Dexterity** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Crafting skill and the Shory Lore skill. You gain the [[Specialty Crafting]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Sign Bound.md b/content/mechanics/srd/Backgrounds/Sign Bound.md
new file mode 100755
index 000000000..1d27a340c
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Sign Bound.md
@@ -0,0 +1,35 @@
+---
+title: "Sign Bound"
+noteType: ":luggage:"
+aliases: "Sign Bound"
+foundryId: Item.OrBFftuXVuOVzZ0c
+tags:
+ - Item
+---
+
+# Sign Bound
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You were born under a powerful manifestation of a specific constellation, and its connection to you is obvious. You tend to feel most at ease while your constellation is prominent and can draw upon your sign's influence from time to time. When you gain this background, choose a specific constellation, such as the Thrush or the Wagon. Your associated constellation determines one of the ability boosts you gain and an innate spell. The list includes benefits for the constellations of the Cosmic Caravan, but you might have been born under a different constellation and gain different benefits as determined by the GM.
+
+Choose two ability boosts. One must be to the ability tied to your sign, and one is a free ability boost.
+
+You're trained in Astrology Lore. You also gain the ability to cast an occult innate spell, as determined by your sign. The frequency with which you can cast this spell is listed below; cantrips can be used as often as you wish. As normal, you cast non-cantrip innate spells at the lowest level available to that spell, such as 2nd level for speak with animals, and cantrips are heightened to half your level.
+
+Additionally, once during the prominent time for your sign (such as 12 Pharast-18 Gozran for the Bridge), you can cast your sign's spell without expending its normal use.
+
+* * *
+
+**The Thrush** (Dexterity): _[[Ghost Sound]]_; at will
+**The Lantern Bearer** (Wisdom): _[[Light]]_; at will
+**The Newlyweds** (Charisma): _[[Charm]]_; once per day
+**The Bridge** (Constitution): _[[Environmental Endurance]]_; once per week
+**The Daughter** (Charisma): _[[Guidance]]_; at will
+**The Rider** (Strength): _[[Marvelous Mount]]_; once per week
+**The Patriarch** (Strength): _[[Know the Way]]_; at will
+**The Wagon** (Constitution): _[[Tailwind]]_; once per week
+**The Pack** (Dexterity): _[[Speak with Animals]]_; once per week
+**The Mother** (Wisdom): _[[Clear Mind]]_; once per week
+**The Star Gazer** (Intelligence): _[[Sure Strike]]_; once per week
+**The Stranger** (Charisma): _[[Message]]_; at will
+**The Follower** (Intelligence): _[[Stabilize]]_; at will
diff --git a/content/mechanics/srd/Backgrounds/Sky Rider.md b/content/mechanics/srd/Backgrounds/Sky Rider.md
new file mode 100755
index 000000000..3a584ff81
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Sky Rider.md
@@ -0,0 +1,17 @@
+---
+title: "Sky Rider"
+noteType: ":luggage:"
+aliases: "Sky Rider"
+foundryId: Item.9wmvazPOUZR956hW
+tags:
+ - Item
+---
+
+# Sky Rider
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+The freedom of a bird in flight is something to envy, and envy it you did, but not for long. You've borrowed mechanical gliders or sought out the benefits of magically aided gliding and flight, doing anything for an opportunity to look down on the world with only the wind to keep you aloft. The expense of these experiences may have been a notable factor in why you undertook the adventuring lifestyle or perhaps you are seeking new methods of flight to master.
+
+Choose two attribute boosts. One must be to **Dexterity** or **Wisdom**, and one is a free attribute boost.
+
+You're trained in the Acrobatics skill and the Plane of Air Lore skill. You gain the [[Cat Fall]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Sleepless Suns Star.md b/content/mechanics/srd/Backgrounds/Sleepless Suns Star.md
new file mode 100755
index 000000000..d5c9106e9
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Sleepless Suns Star.md
@@ -0,0 +1,19 @@
+---
+title: "Sleepless Suns Star"
+noteType: ":luggage:"
+aliases: "Sleepless Suns Star"
+foundryId: Item.k6xM2JZFDBlLJ8Vn
+tags:
+ - Item
+---
+
+# Sleepless Suns Star
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Among your fellow guards who patrol the Foreign Quarter, you're something of a big deal. Your good work and big personality have made a big enough splash that word has gotten out about your status as a rising star among the watchdogs of Absalom. Your popularity has also earned you the trust of many citizens of the Foreign Quarter.
+
+Your laudable performance has earned you a transfer to the newly formed Edgewatch in the Precipice Quarter, where you'll put your formidable reputation to good use by patrolling the Radiant Festival and ensuring the safety of Absalom's most vulnerable visitors.
+
+Choose two ability boosts. One must be to **Wisdom** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Society, plus either Gladiatorial Lore or Genealogy Lore. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks to [[Interact]] with members of the Sleepless Suns and residents of the Foreign Quarter. You gain the [[Multilingual]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Snubbed Out Stoolie.md b/content/mechanics/srd/Backgrounds/Snubbed Out Stoolie.md
new file mode 100755
index 000000000..f2d4505d3
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Snubbed Out Stoolie.md
@@ -0,0 +1,19 @@
+---
+title: "Snubbed Out Stoolie"
+noteType: ":luggage:"
+aliases: "Snubbed Out Stoolie"
+foundryId: Item.KI6HIiB6FKQHKr7N
+tags:
+ - Item
+---
+
+# Snubbed Out Stoolie
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You were once a distinguished informant for the shieldmarshals, working deep undercover to infiltrate gangs of bootleggers and assassins. Then, one day, you discovered that the records of your service had all been completely destroyed. In an instant, you were no longer an elite spy impersonating a criminal-you were just a plain criminal.
+
+Now, not a trace remains of your work for the city. Not only is it as though you were never a shieldmarshal at all, but you've got a rap sheet implicating you as a key member in the criminal organizations you spent your career infiltrating. Luckily, no one could take away the skills you learned from your deep-cover missions, and your new notoriety has earned you quite a reputation among Alkenstar's criminal elite. Through your underworld connections, you've identified Deputy Shieldmarshal Anjelique Loveless as the one responsible for your fall from grace. It seems you were onto something that she didn't want you to know about, but there's only one way to figure out exactly why Loveless ruined your reputation and gave you your outlaw status-find her.
+
+Choose two ability boosts. One must be to **Strength** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Deception skill and the Underworld Lore skill. You gain the [[Lie to Me]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Sodden Scavenger.md b/content/mechanics/srd/Backgrounds/Sodden Scavenger.md
new file mode 100755
index 000000000..31b4d63b7
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Sodden Scavenger.md
@@ -0,0 +1,21 @@
+---
+title: "Sodden Scavenger"
+noteType: ":luggage:"
+aliases: "Sodden Scavenger"
+foundryId: Item.J1BZ1vTTbOWTtyM8
+tags:
+ - Item
+---
+
+# Sodden Scavenger
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Mwangi Expanse
+
+* * *
+
+You've managed to eke out an existence in the storm-wracked Sodden Lands and have become an expert at scavenging food and tools.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Survival skill and the Swamp Lore skill. You gain the [[Forager]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Song of the Deep.md b/content/mechanics/srd/Backgrounds/Song of the Deep.md
new file mode 100755
index 000000000..39cbd1f7b
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Song of the Deep.md
@@ -0,0 +1,21 @@
+---
+title: "Song of the Deep"
+noteType: ":luggage:"
+aliases: "Song of the Deep"
+foundryId: Item.hspRppZ7scV68pjN
+tags:
+ - Item
+---
+
+# Song of the Deep
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+During a sea voyage, you washed overboard, ingested sea water, and drowned. Merfolk, kelpies, sea serpents, or another magical denizen of the sea pulled your unconscious body from the briny depths. Having spent so much time underwater, your lungs were filled with salt water. To restore your ability to breathe, they exhaled into your lungs and shared the ability to breathe underwater in the process. You came back with the ability to breathe water, as well as a newfound knowledge of your time beneath the waves.
+
+You gain one ability boost. It must be to **Strength**, **Constitution**, or **Charisma**.
+
+You're trained in the Athletics skill and the Ocean Lore skill. You have the ability to breathe underwater.
+
+* * *
+
+**Special** You can choose to lose the ability to breathe air when you take this background, making you only able to breathe underwater. If you do, you gain a second ability boost, which is a free ability boost.
diff --git a/content/mechanics/srd/Backgrounds/Songsinger in Training.md b/content/mechanics/srd/Backgrounds/Songsinger in Training.md
new file mode 100755
index 000000000..2c8d0e9c7
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Songsinger in Training.md
@@ -0,0 +1,17 @@
+---
+title: "Songsinger in Training"
+noteType: ":luggage:"
+aliases: "Songsinger in Training"
+foundryId: Item.sQDBW66EUhkA84xI
+tags:
+ - Item
+---
+
+# Songsinger in Training
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You are a pupil of Argakoa the Songsinger, Otter House leader and Mammoth Lord. Argakoa has been the Broken Tusk's foremost songsinger for many winters, and she sees in you a promising disciple who can carry the torch when it's time for her to pass it. The role of songsinger is a great distinction. These chanters, musicians, and poets are responsible for recording, preserving, and sharing the Broken Tusk's oral history. As one of these songsingers, it's up to you to decide which stories are worthy of passing on and which should be left along the migration trail.
+
+Choose two ability boosts. One must be to **Intelligence** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Performance skill and the Genealogy Lore skill. You gain the [[Impressive Performance]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Southbank Traditionalist.md b/content/mechanics/srd/Backgrounds/Southbank Traditionalist.md
new file mode 100755
index 000000000..60efec733
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Southbank Traditionalist.md
@@ -0,0 +1,37 @@
+---
+title: "Southbank Traditionalist"
+noteType: ":luggage:"
+aliases: "Southbank Traditionalist"
+foundryId: Item.1Vkd05ISlroKY9kF
+tags:
+ - Item
+---
+
+# Southbank Traditionalist
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+The political faction of Southbank represents the original founders of Willowshore, a hearty band of settlers whose skills and focus tend toward the earthly and humble. While there are certainly those in this faction who regard Northridge as vapid urbanites, merchants, and power-hungry politicians, most in Southbank devote their energy to helping Willowshore stay fed, honoring its long-standing traditions, and remaining relatively self-sufficient. Your interests in Willowshore's history are closely tied to the traditions of farming and building what you need with your own two hands, as well as taking part in the shared oral history of the region. Whether it's enjoying discussions with local elders about the past or helping newcomers learn Willowshore's ways, you're always eager to help uphold the town's traditions.
+
+Your home is likely located south of the Ceiba River, on the southernmost outskirts of town.
+
+During the Reenactment Festival, you likely spent time helping to set up the feasts, assisted in running some of the events, and otherwise worked behind the scenes. You were chosen to be an abductee during the Reenactment Festival because you lost a bet, owed a favor, or otherwise got pressured or tricked into the role by a family member, friend, or coworker. Perhaps someone who was going to be one of the abductees but had to back out at the last moment, and so you ended up taking their place.
+
+Choose two ability boosts. One must be to **Charisma** or **Constitution**, and one is a free ability boost.
+
+You're trained in the Crafting skill and the Farming Lore skill. You gain the [[Hobnobber]] feat.
+
+* * *
+
+You can add one of the following two adjustments to any background to further modify your choice to match your vision for your PC.
+
+**Family:** You and one (or more) other PCs are close family members (siblings, parent/child, married, etc.) If you take this adjustment, the other PC(s) who are your family must also take this adjustment. Choose one of the following to replace the skill feat you otherwise would've gained from your background. (You and your sibling need not share the same choice—a sibling who wants to keep their background's skill feat can pick "Typical" from the list.)
+
+* **Bickering:** You have a long-standing feud with your sibling(s). Whenever your sibling(s) critically fail a significant skill check or attack roll and you witness their failure, you gain a +1 status bonus to your saving throws until the end of your next turn as you secretly (or perhaps not so secretly) delight in their failure.
+* **Close-Knit:** You and your sibling(s) work well together, and you go all-out to help them when they're badly hurt. When you provide [[Aid]] or [[Administer First Aid]] to your sibling(s), the DC is 5 lower than normal.
+* **Typical:** You have a standard relationship with your sibling(s); don't change your background's skill feat.
+
+**Foundling:** You aren't a native to Willowshore, but you did grow up in the town. You might have adoptive parents, or you could've grown up on the streets. Choose one of the following to replace the bonus feat you otherwise would've gained from your background.
+
+* **Bitter:** You appreciate the town of Willowshore but still resent the conditions that resulted in you being abandoned or left in the town. You gain the [[Intimidating Glare]] skill feat.
+* **Mysterious:** You keep secrets, and very few in Willowshore (if anyone) know your history before you settled in the town, in part because you've taken to learning about Willowshore by watching rather than engaging in conversation. You gain the [[Streetwise]] skill feat.
+* **Outgoing:** You're grateful for the sense of belonging the townsfolk of Willowshore have extended to you and always do your best to repay that kindness. Once per week when you attempt a skill check to resolve a downtime activity that could benefit Willowshore (several of these activities are detailed in the adventures, and your GM can always make the call if another activity would qualify) and you fail that check, you instead succeed at the check, or if you critically fail at that check, you instead simply fail that check.
diff --git a/content/mechanics/srd/Backgrounds/Spell Seeker.md b/content/mechanics/srd/Backgrounds/Spell Seeker.md
new file mode 100755
index 000000000..2d328f268
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Spell Seeker.md
@@ -0,0 +1,17 @@
+---
+title: "Spell Seeker"
+noteType: ":luggage:"
+aliases: "Spell Seeker"
+foundryId: Item.wnV9QPMBtVel1SbA
+tags:
+ - Item
+---
+
+# Spell Seeker
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Conventional magic can only hold your attention for so long. Instead, you've devoted yourself to understanding truly esoteric spells, which invariably draws you to explore the world and all its eldritch traditions.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in either the Arcana skill or Occult skill, as well as the Library Lore skill. You gain the [[Recognize Spell]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Sponsored by Family.md b/content/mechanics/srd/Backgrounds/Sponsored by Family.md
new file mode 100755
index 000000000..42fc94cde
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Sponsored by Family.md
@@ -0,0 +1,19 @@
+---
+title: "Sponsored by Family"
+noteType: ":luggage:"
+aliases: "Sponsored by Family"
+foundryId: Item.jfVxy0TWirfZxbv7
+tags:
+ - Item
+---
+
+# Sponsored by Family
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Several members of your family have studied at the Magaambya, although not all of them have graduated as lore-speakers (or even advanced past initiates to become attendants). Your family has decided that you're an excellent candidate to join their ranks. Although lore-speakers of the Magaambya know they are supported by the strength of thousands of graduates who have come before them, you can take the smaller, more personal comfort in the support of your family.
+
+Choose two ability boosts. One must be to **Intelligence** or **Charisma**, and one is a free ability boost.
+
+You're trained in your choice of the Diplomacy or Society skill. You gain a skill feat: [[Hobnobber]] if you chose Diplomacy or [[Eye For Numbers]] if you chose Society. You're also trained in Magaambya Lore.
+
+Your recommended primary branch is the Uzunjati.
diff --git a/content/mechanics/srd/Backgrounds/Sponsored by Teacher Ot.md b/content/mechanics/srd/Backgrounds/Sponsored by Teacher Ot.md
new file mode 100755
index 000000000..933ef2a1a
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Sponsored by Teacher Ot.md
@@ -0,0 +1,19 @@
+---
+title: "Sponsored by Teacher Ot"
+noteType: ":luggage:"
+aliases: "Sponsored by Teacher Ot"
+foundryId: Item.cAAddnHeOnlRy7ce
+tags:
+ - Item
+---
+
+# Sponsored by Teacher Ot
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You have known the Magaambyan teacher Takulu Ot and his wife Niana for many years. Both are amateur bird-watchers and musicians, and you share one of these hobbies. They are pleasant people and well-regarded in Nantambu, although their unshakable generosity and friendliness strike cynics as too earnest to be genuine. You know otherwise; Takulu and Niana are just as sincere as they appear. Takulu always seemed to watch you with a discerning eye, and one day he idly observed that you'd do well at the Magaambya. Talking about it further with him, Takulu agreed that he would sponsor you personally and be the one to give your intake interview. With a twinkle in his eye, he asked that you call him Teacher Ot from now on, just as all of his students do.
+
+Choose two ability boosts. One must be to **Wisdom** or **Charisma**, and one is a free ability boost.
+
+You're trained in your choice of the Survival or Performance skill. You gain a skill feat: [[Survey Wildlife]] if you chose Survival or [[Impressive Performance]] if you chose Performance. You're also trained in Nantambu Lore.
+
+Your recommended primary branch is the Emerald Boughs.
diff --git a/content/mechanics/srd/Backgrounds/Sponsored by a Stranger.md b/content/mechanics/srd/Backgrounds/Sponsored by a Stranger.md
new file mode 100755
index 000000000..736cd2c5a
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Sponsored by a Stranger.md
@@ -0,0 +1,17 @@
+---
+title: "Sponsored by a Stranger"
+noteType: ":luggage:"
+aliases: "Sponsored by a Stranger"
+foundryId: Item.WgGz4Qx7QVJbhVln
+tags:
+ - Item
+---
+
+# Sponsored by a Stranger
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You remember the day the stranger approached you to make several peculiar inquiries. You don't remember much about them, other than a large head and a frail body. At first, the stranger's questions seemed odd: how might forgotten history nevertheless shape the present, whether an insect hive mind could be manipulated at a distance, and so on. You don't remember all of the questions, and you don't know why you could refuse to answer some but felt compelled to answer others. The stranger nevertheless seemed pleased with your responses and insisted you would find study at the Magaambya enlightening. You never saw them again, but you're now here at the Magaambya, with more questions than answers about your future.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in your choice of the Occultism or Nature skill. You gain your choice of the [[Dubious Knowledge]] or [[Quick Identification]] skill feat. You're also trained in Insect Lore. Your recommended primary branch is the Rain-Scribes.
diff --git a/content/mechanics/srd/Backgrounds/Sponsored by a Village.md b/content/mechanics/srd/Backgrounds/Sponsored by a Village.md
new file mode 100755
index 000000000..44371d255
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Sponsored by a Village.md
@@ -0,0 +1,19 @@
+---
+title: "Sponsored by a Village"
+noteType: ":luggage:"
+aliases: "Sponsored by a Village"
+foundryId: Item.f1ajl1XJf1LFKd6E
+tags:
+ - Item
+---
+
+# Sponsored by a Village
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You come from a small community far from any large cities, but the Magaambya is known even in your isolated corner of the world. You have shown more scholarly talent than anyone from your village in many years, perhaps even generations, and the village elders have insisted you explore your potential at the Magaambya. Whether you were eager to leave or not seemed irrelevant to the elders; you had the talent, so you must go. You don't know how the elders had the connections or influence to sponsor your education there, but you've left your tight- knit community behind for the city of Nantambu and the Magaambya at its heart.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in your choice of the Crafting or Survival skill. You gain a skill feat: [[Crafter's Appraisal]] if you chose Crafting or [[Forager]] if you chose Survival. You're also trained in the Lore skill appropriate for the terrain around your community (such as Forest Lore or Jungle Lore).
+
+Your recommended primary branch is the Cascade Bearers.
diff --git a/content/mechanics/srd/Backgrounds/Spotter.md b/content/mechanics/srd/Backgrounds/Spotter.md
new file mode 100755
index 000000000..df09af5ea
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Spotter.md
@@ -0,0 +1,17 @@
+---
+title: "Spotter"
+noteType: ":luggage:"
+aliases: "Spotter"
+foundryId: Item.K8GdaFsFUkGHwRmE
+tags:
+ - Item
+---
+
+# Spotter
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+An eye for detail, a sense for the wind, and a strong trust in your gut feelings. These qualities have set you apart from others when it comes to assisting a sharpshooter with setting up the perfect shot against their target. Elevation, velocity, and concealment-these are all vital factors that need to be considered to pull off a feat of true marksmanship, and no sniper would be able to function without an experienced spotter. Since your younger days, you've put your skills as a spotter to work as an adventurer. Whether you're taking your own shots now or spotting for others, your talents grant you an edge in an adventuring career.
+
+Choose two ability boosts. One must be to **Dexterity** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Stealth skill and the Scouting Lore skill. You gain the [[Terrain Stalker]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Squire.md b/content/mechanics/srd/Backgrounds/Squire.md
new file mode 100755
index 000000000..653ebe055
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Squire.md
@@ -0,0 +1,17 @@
+---
+title: "Squire"
+noteType: ":luggage:"
+aliases: "Squire"
+foundryId: Item.UNpeli4ln6l01Y9h
+tags:
+ - Item
+---
+
+# Squire
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You trained at the feet of a knight, maintaining their gear and supporting them at tourneys and in battle. Now you search for a challenge that will prove you worthy of full knighthood, or you've spurned pomp and ceremony to test yourself in honest, albeit less formal, combat.
+
+Choose two ability boosts. One must be to **Strength** or **Constitution**, and one is a free ability boost.
+
+You're trained in the Athletics skill and your choice of the Heraldry Lore or Warfare Lore skill. You gain the [[Armor Assist]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Starless One.md b/content/mechanics/srd/Backgrounds/Starless One.md
new file mode 100755
index 000000000..bdfb22d6e
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Starless One.md
@@ -0,0 +1,17 @@
+---
+title: "Starless One"
+noteType: ":luggage:"
+aliases: "Starless One"
+foundryId: Item.h4ImW9CUeE830e6q
+tags:
+ - Item
+---
+
+# Starless One
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You were born on a night when not a single star was in the night sky. While this is likely due to a haze, cloud cover, or other natural phenomena, there is always a chance that the stars hid from you on purpose. You have never been able to rely on the stars to guide you and you choose to exert your own will on your fortune rather than rely on the heavens. You've learned to reject outside influence on your fate, maintaining control of your own destiny.
+
+Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.
+
+You're trained in Occultism and Astrology Lore. You also gain the [[Reclaim Destiny]] action.
diff --git a/content/mechanics/srd/Backgrounds/Starwatcher.md b/content/mechanics/srd/Backgrounds/Starwatcher.md
new file mode 100755
index 000000000..c658db52e
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Starwatcher.md
@@ -0,0 +1,17 @@
+---
+title: "Starwatcher"
+noteType: ":luggage:"
+aliases: "Starwatcher"
+foundryId: Item.XwOnqIWaADtgzJGu
+tags:
+ - Item
+---
+
+# Starwatcher
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You're one of Wrin Sivinxi's closest confidantes. You've spent many long nights with her under the stars, learning the tales associated with the Cosmic Caravan and how the heavens can predict the future. You know that Wrin has paralyzing claustrophobia; she sees menace in angles and danger in confined spaces, which is why her shop is an all domed canvas that opens to the sky. If Wrin thinks there's trouble, you'll be the first to offer to help.
+
+Choose two ability boosts. One must be to **Constitution** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Occultism skill and the Astrology Lore skill. You gain the [[Dubious Knowledge]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Storm Survivor.md b/content/mechanics/srd/Backgrounds/Storm Survivor.md
new file mode 100755
index 000000000..8c5c8576d
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Storm Survivor.md
@@ -0,0 +1,21 @@
+---
+title: "Storm Survivor"
+noteType: ":luggage:"
+aliases: "Storm Survivor"
+foundryId: Item.zP0p7MJwe6mgjmk9
+tags:
+ - Item
+---
+
+# Storm Survivor
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - High Seas
+
+* * *
+
+Through luck or through skill, you managed to survive a catastrophic maritime disaster, such as a shipwreck or being thrown overboard. You have a keen sense for weather or situations that are similar to the one you escaped.
+
+Choose two ability boosts. One must be to **Strength** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Survival skill and the Weather Lore skill. You gain the [[Forager]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Street Preacher.md b/content/mechanics/srd/Backgrounds/Street Preacher.md
new file mode 100755
index 000000000..760c47614
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Street Preacher.md
@@ -0,0 +1,17 @@
+---
+title: "Street Preacher"
+noteType: ":luggage:"
+aliases: "Street Preacher"
+foundryId: Item.Wcc9HfiIjueXl66I
+tags:
+ - Item
+---
+
+# Street Preacher
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Forget the church orthodoxy and the stuffy cloisters-spreading the word of your god to the people is your calling. You've preached on the street corners and in public houses, to wanderers on the road and to captives in the stocks. Adventuring can take you across the world. What vocation could better serve to take your holy words to fresh ears?
+
+Choose two ability boosts. One must be to **Wisdom** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Religion skill and the Lore skill for your patron deity. You gain the [[Dubious Knowledge]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Street Urchin.md b/content/mechanics/srd/Backgrounds/Street Urchin.md
new file mode 100755
index 000000000..8220a3d14
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Street Urchin.md
@@ -0,0 +1,17 @@
+---
+title: "Street Urchin"
+noteType: ":luggage:"
+aliases: "Street Urchin"
+foundryId: Item.ZkyX4ZGuLISjSfYM
+tags:
+ - Item
+---
+
+# Street Urchin
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You eked out a living by picking pockets on the streets of a major city, never knowing where you'd find your next meal. While some adventure for the glory, you do so to survive.
+
+Choose two attribute boosts. One must be to **Dexterity** or **Constitution**, and one is a free attribute boost.
+
+You're trained in the Thievery skill and a Lore skill for the city you lived in as a street urchin (such as Absalom Lore or Magnimar Lore). You gain the [[Pickpocket]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Student of Magic.md b/content/mechanics/srd/Backgrounds/Student of Magic.md
new file mode 100755
index 000000000..9e0e325b9
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Student of Magic.md
@@ -0,0 +1,17 @@
+---
+title: "Student of Magic"
+noteType: ":luggage:"
+aliases: "Student of Magic"
+foundryId: Item.qaylZCJfzadFz7Zi
+tags:
+ - Item
+---
+
+# Student of Magic
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You are currently enrolled at a school of magic, where you're learning the fundamentals of your magical tradition. Whether your adventuring occurs during breaks between semesters, as part of a work study program, or even within the halls of the academy itself, you'll have to learn to juggle your dual life.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in your choice of Arcana, Nature, Occultism, or Religion, as well as Academia Lore. You gain the [[Recognize Spell]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Sun Dancer.md b/content/mechanics/srd/Backgrounds/Sun Dancer.md
new file mode 100755
index 000000000..afded7043
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Sun Dancer.md
@@ -0,0 +1,17 @@
+---
+title: "Sun Dancer"
+noteType: ":luggage:"
+aliases: "Sun Dancer"
+foundryId: Item.Ao7HKpRnUgabnK1B
+tags:
+ - Item
+---
+
+# Sun Dancer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You've been taught the Burning Mother's blessings could be invited through dances done under its presence, such as in welcoming the first rays of warmth in the spring. You could have been the apprentice of some primal caster who wished to harness the sun's power for their incantations or lived in a community who reveres the Daughter of the Cosmic Caravan through displays of veneration for the sun. Whatever the case, you developed a supernatural connection to the sun.
+
+Choose two ability boosts. One must be to Charisma or Dexterity, and one is a free ability boost.
+
+You're trained in Performance. You gain the Fascinating Performance skill feat. If you use this feat outdoors in direct sunlight, you gain a +1 circumstance bonus to the skill check.
diff --git a/content/mechanics/srd/Backgrounds/Surge Investigator.md b/content/mechanics/srd/Backgrounds/Surge Investigator.md
new file mode 100755
index 000000000..1f2f22754
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Surge Investigator.md
@@ -0,0 +1,17 @@
+---
+title: "Surge Investigator"
+noteType: ":luggage:"
+aliases: "Surge Investigator"
+foundryId: Item.zcV8kPbaOJsMgi2p
+tags:
+ - Item
+---
+
+# Surge Investigator
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+From rivers that charm all who come near to forests that speak through dream messages, you have seen and studied many kinds of magical terrain. The world is so rich in magic that it can affect the land itself, and you have traveled extensively to learn the ways of identifying the oddities of magical terrain wherever it arises.
+
+Choose two ability boosts. One must be **Constitution** or **Wisdom** and one is a free ability boost.
+
+You're trained in your choice of Nature or Occultism and the Magical Terrain Lore skill. You gain the [[Terrain Expertise]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Sword Scion.md b/content/mechanics/srd/Backgrounds/Sword Scion.md
new file mode 100755
index 000000000..4bf5a8658
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Sword Scion.md
@@ -0,0 +1,17 @@
+---
+title: "Sword Scion"
+noteType: ":luggage:"
+aliases: "Sword Scion"
+foundryId: Item.xjGlRjmIHd08tTKD
+tags:
+ - Item
+---
+
+# Sword Scion
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You have lived all your life in and around the city of Restov, growing up on tales of Baron Sirian Aldori and the exploits of your home's heroic and legendary swordlords. Joining an expedition into the Stolen Lands seems like a perfect way to improve your skills and begin crafting a legend worthy of Baron Aldori.
+
+Choose two ability boosts. One must be to **Dexterity** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Warfare Lore skill. You gain access to Aldori dueling swords and can purchase one as part of your starting equipment. You treat Aldori dueling swords as martial weapons rather than advanced weapons for the purpose of proficiency.
diff --git a/content/mechanics/srd/Backgrounds/Taldan Schemer.md b/content/mechanics/srd/Backgrounds/Taldan Schemer.md
new file mode 100755
index 000000000..46a9e78a8
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Taldan Schemer.md
@@ -0,0 +1,21 @@
+---
+title: "Taldan Schemer"
+noteType: ":luggage:"
+aliases: "Taldan Schemer"
+foundryId: Item.3rwKHcaKRObYfrv8
+tags:
+ - Item
+---
+
+# Taldan Schemer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Shining Kingdoms
+
+* * *
+
+Whether willing or unwilling, you have been involved in the many cutthroat political intrigues within Taldor. You might have been born into it as a member of the aristocracy, or you might have taken an active role in the recent events of the War for the Crown.
+
+Choose two ability boosts. One must be to **Charisma** or **Constitution**, and one is a free ability boost.
+
+You're trained in the Diplomacy skill and the Politics Lore skill. You gain the [[Hobnobber]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Tall Tale.md b/content/mechanics/srd/Backgrounds/Tall Tale.md
new file mode 100755
index 000000000..33e7e8614
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Tall Tale.md
@@ -0,0 +1,17 @@
+---
+title: "Tall Tale"
+noteType: ":luggage:"
+aliases: "Tall Tale"
+foundryId: Item.8mJXWdIqvpv01PXj
+tags:
+ - Item
+---
+
+# Tall Tale
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You've ridden a tornado, lassoed a river, mooned a dragon under a full moon, and shot six zombies with one bullet. That's what the stories say, anyway, and even if people don't strictly believe them, they are curious about you. Certainly, the stories keep spreading, and it would appear that you either have a unique destiny or are trying to convince the world that you do.
+
+Choose two ability boosts. One must be to **Constitution** or **Charisma**, and one is a free ability boost.
+
+You're trained in Performance. You gain the [[Impressive Performance]] skill feat. You can gain the [[Connections]] skill feat later without being expert in Society or having Courtly Graces-this represents less traditional social connections and more the way that your legend has spread, and you've learned to leverage your legend, with people wanting to meet you and see you for themselves.
diff --git a/content/mechanics/srd/Backgrounds/Tapestry Refugee.md b/content/mechanics/srd/Backgrounds/Tapestry Refugee.md
new file mode 100755
index 000000000..a1cd308a7
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Tapestry Refugee.md
@@ -0,0 +1,21 @@
+---
+title: "Tapestry Refugee"
+noteType: ":luggage:"
+aliases: "Tapestry Refugee"
+foundryId: Item.WbEpjYJlUfIsGtTT
+tags:
+ - Item
+---
+
+# Tapestry Refugee
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Within her magnificent museum demiplane, the sorcerer Hao Jin extracted and preserved countless sites and cultures. The demiplane's unraveling magic forced the Pathfinder Society to evacuate the many inhabitants recently, and you were among the refugees who returned to the Material Plane after centuries of isolation. Whether you joined the Society out of gratitude, curiosity, or desperation, you are hardened by your harrowing flight from your doomed home.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Medicine or Stealth skill, plus a Lore skill related to the terrain you lived in while on the demiplane (such as Cave Lore or Desert Lore). You gain the [[Assurance]] skill feat with the skill you chose to become trained in (Medicine or Stealth).
+
+* * *
+
+**Special** You can select this background only if you have earned credit for at least 5 First Edition scenarios from Season 10 of the Pathfinder Society organized play campaign.
diff --git a/content/mechanics/srd/Backgrounds/Tax Collector.md b/content/mechanics/srd/Backgrounds/Tax Collector.md
new file mode 100755
index 000000000..7b03767bd
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Tax Collector.md
@@ -0,0 +1,17 @@
+---
+title: "Tax Collector"
+noteType: ":luggage:"
+aliases: "Tax Collector"
+foundryId: Item.usMCyAWtu5ut1h9t
+tags:
+ - Item
+---
+
+# Tax Collector
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Reviled but required, you were sent when taxes were due. Performing your job might have required travel and persuasion, or perhaps you were responsible for collecting taxes on trade. Either way, it sometimes meant dirty hands, and adventuring seemed the next logical step to you.
+
+Choose two ability boosts. One must be to **Strength** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Intimidation skill and the Lore skill for the settlement that employed you. You gain the [[Quick Coercion]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Teacher.md b/content/mechanics/srd/Backgrounds/Teacher.md
new file mode 100755
index 000000000..f4ad99cf3
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Teacher.md
@@ -0,0 +1,17 @@
+---
+title: "Teacher"
+noteType: ":luggage:"
+aliases: "Teacher"
+foundryId: Item.KasbILnwFqGhJaZM
+tags:
+ - Item
+---
+
+# Teacher
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You are incredibly knowledgeable, skilled, and perhaps even trained to teach children and adults about the world and its wonders. From books to classes, you're committed to imparting knowledge to all. Not everything can be taught or learned from a book, though, so you've become an adventurer to learn subjects more directly and bring that wisdom back to your students.
+
+Choose two attribute boosts. One must be to **Intelligence** or **Wisdom**, and one is a free attribute boost.
+
+You're trained in your choice of either the Performance or Society skill, as well as the Academia Lore skill. You gain the [[Experienced Professional]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Teamster.md b/content/mechanics/srd/Backgrounds/Teamster.md
new file mode 100755
index 000000000..4bb435949
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Teamster.md
@@ -0,0 +1,17 @@
+---
+title: "Teamster"
+noteType: ":luggage:"
+aliases: "Teamster"
+foundryId: Item.YMEw4WiIndK8cSLk
+tags:
+ - Item
+---
+
+# Teamster
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You left your home a few months back for a life on the road, working for one caravan company and then another, always on the lookout for a new job and a better life. Last week, you were hired by the Bort Bargith's company in Elidir. You don't know anyone from the company just yet, but most of its members seem to be honest merchants and traders.
+
+Choose two ability boosts. One must be to **Strength** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Nature skill and the Mercantile Lore skill. You gain the [[Train Animal]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Tech Reliant.md b/content/mechanics/srd/Backgrounds/Tech Reliant.md
new file mode 100755
index 000000000..304cd8bdc
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Tech Reliant.md
@@ -0,0 +1,17 @@
+---
+title: "Tech Reliant"
+noteType: ":luggage:"
+aliases: "Tech Reliant"
+foundryId: Item.OhfWVucciXjC46bk
+tags:
+ - Item
+---
+
+# Tech Reliant
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Some event, be it an accident, attack, or disaster, has left you horribly scarred by magic. Your body no longer tolerates magical healing, and you can't use magic, forcing you to rely on gadgets and ingenuity where others trust in spells and magical items. You might have been well-versed in magic before, or barely familiar with its use. This event may have injured your body in visible ways, but no matter the extent of your injuries, your body no longer interacts with healing magic in any capacity.
+
+Choose two ability boosts. One must be to **Constitution** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Crafting skill and the Medicine skill. You gain the [[Battle Medicine]] skill feat, and a +1 circumstance bonus to saving throws against spells. Healing spells, healing magic items, and magical effects with the healing trait have no effect on you.
diff --git a/content/mechanics/srd/Backgrounds/Thassilonian Delver.md b/content/mechanics/srd/Backgrounds/Thassilonian Delver.md
new file mode 100755
index 000000000..b0ab45290
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Thassilonian Delver.md
@@ -0,0 +1,21 @@
+---
+title: "Thassilonian Delver"
+noteType: ":luggage:"
+aliases: "Thassilonian Delver"
+foundryId: Item.9xeGN1agMvoJeepI
+tags:
+ - Item
+---
+
+# Thassilonian Delver
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+As archaeologists uncovered and explored ever-larger numbers of Thassilonian ruins, you were among the eager explorers who sought out the Runelords' ancient secrets. You may have been the apprentice to another Pathfinder who perished on an expedition, leaving you their discoveries and notes. Or perhaps you explored several of these sites yourself, quickly learning to parse the arcane secrets before lest the eldritch magic extinguish your life.
+
+Choose two ability boosts. One must be to **Constitution** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Arcana skill and the Thassilonian History Lore skill. You gain the [[Arcane Sense]] skill feat. Add **Thassilonian** to the list of additional languages you can learn for having a high Intelligence modifier.
+
+* * *
+
+**Special** You can select this background only if you have earned credit for at least 5 First Edition scenarios from Season 4 of the Pathfinder Society organized play campaign.
diff --git a/content/mechanics/srd/Backgrounds/Thassilonian Traveler.md b/content/mechanics/srd/Backgrounds/Thassilonian Traveler.md
new file mode 100755
index 000000000..3f1a8133d
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Thassilonian Traveler.md
@@ -0,0 +1,21 @@
+---
+title: "Thassilonian Traveler"
+noteType: ":luggage:"
+aliases: "Thassilonian Traveler"
+foundryId: Item.ypqnnoSf7NnuQE6U
+tags:
+ - Item
+---
+
+# Thassilonian Traveler
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Saga Lands
+
+* * *
+
+You come from ancient Thassilon, one of the citizens that appeared out of time alongside the city of Xin-Edasseril. You know many things that have been long forgotten... along with many things that are no longer correct.
+
+Choose two ability boosts. One must be to **Constitution** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Arcana skill and the Thassilon Lore skill. You gain the [[Dubious Knowledge]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Thrill-Seeker.md b/content/mechanics/srd/Backgrounds/Thrill-Seeker.md
new file mode 100755
index 000000000..efacc5576
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Thrill-Seeker.md
@@ -0,0 +1,17 @@
+---
+title: "Thrill-Seeker"
+noteType: ":luggage:"
+aliases: "Thrill-Seeker"
+foundryId: Item.sr2XZ4FoUfqhtWYa
+tags:
+ - Item
+---
+
+# Thrill-Seeker
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You once survived a life-or-death situation and found it surprisingly exhilarating, so now you chase that feeling of invincibility you only get when dancing with death. Your desire for exhilaration has you scaling buildings, leaping off rooftops, jumping chasms, and performing other deathdefying stunts.
+
+Choose two ability boosts. One must be to **Strength** or **Constitution**, and one is a free ability boost.
+
+You are trained in the Athletics skill and the Engineering Lore skill. You gain the Combat Climber skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Thrune Loyalist.md b/content/mechanics/srd/Backgrounds/Thrune Loyalist.md
new file mode 100755
index 000000000..4210e44bc
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Thrune Loyalist.md
@@ -0,0 +1,21 @@
+---
+title: "Thrune Loyalist"
+noteType: ":luggage:"
+aliases: "Thrune Loyalist"
+foundryId: Item.FB6oCS7UEeBpaGqH
+tags:
+ - Item
+---
+
+# Thrune Loyalist
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Old Cheliax
+
+* * *
+
+Despite the setbacks Cheliax has suffered recently, your loyalties lie with the devil-backed House Thrune. You consider the current queen to be the rightful ruler of your homeland, and you are willing to act against her enemies.
+
+Choose two ability boosts. One must be to **Intelligence** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Religion skill and the Hell Lore skill You gain the [[Student of the Canon]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Thuvian Unifier.md b/content/mechanics/srd/Backgrounds/Thuvian Unifier.md
new file mode 100755
index 000000000..92d81023c
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Thuvian Unifier.md
@@ -0,0 +1,21 @@
+---
+title: "Thuvian Unifier"
+noteType: ":luggage:"
+aliases: "Thuvian Unifier"
+foundryId: Item.6Kv5FCHNvQaRtn6S
+tags:
+ - Item
+---
+
+# Thuvian Unifier
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Golden Road
+
+* * *
+
+You believe the city-states of Thuvia should be united into one nation under the rule of your home city (most commonly Aspenthar), and you're willing to do whatever it takes to make it happen.
+
+Choose two ability boosts. One must be to **Strength** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Intimidation skill and the Politics Lore skill. You gain the [[Quick Coercion]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Tide Watcher.md b/content/mechanics/srd/Backgrounds/Tide Watcher.md
new file mode 100755
index 000000000..715195f32
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Tide Watcher.md
@@ -0,0 +1,17 @@
+---
+title: "Tide Watcher"
+noteType: ":luggage:"
+aliases: "Tide Watcher"
+foundryId: Item.SCQvWXZ09EfMhpZ8
+tags:
+ - Item
+---
+
+# Tide Watcher
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Where you hail from, the ocean is the lifeblood of your community; knowing how it changes according to the moon was integral to everyday life. You've studied the moon's phases to predict the rise and fall of the ocean waters. Eventually, you gained a supernatural ability to foretell to some degree of accuracy the coming of more severe changes, such as tidal waves or encroaching storms. At times, it fell on you to warn settlements of such oncoming natural disasters.
+
+Choose two ability boosts. One must be to Charisma or Intelligence, and one is a free ability boost.
+
+You're trained in Nature and Ocean Lore. During the night when you can see the moon, you gain a +1 circumstance bonus to Survival checks to discern weather patterns and predict upcoming weather conditions-this bonus increases to +2 if you're in the vicinity of the ocean.
diff --git a/content/mechanics/srd/Backgrounds/Time Traveler.md b/content/mechanics/srd/Backgrounds/Time Traveler.md
new file mode 100755
index 000000000..fef948992
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Time Traveler.md
@@ -0,0 +1,17 @@
+---
+title: "Time Traveler"
+noteType: ":luggage:"
+aliases: "Time Traveler"
+foundryId: Item.rpDzxwkD04T8dxCM
+tags:
+ - Item
+---
+
+# Time Traveler
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You come from a different time. Whether by your own doing or a terrible accident, powerful magic has resulted in you coming to this time from the future or from the past, but you are unable to return. You might be from New Thassilon, an entire nation of time travelers.
+
+Choose two ability boosts. One must be to **Dexterity** or **Intelligence**, and one is a free ability boost.
+
+You are trained in three Lore skills of your choice that represent your knowledge from your old time. You gain the [[Bend Time]] reaction.
diff --git a/content/mechanics/srd/Backgrounds/Tinker.md b/content/mechanics/srd/Backgrounds/Tinker.md
new file mode 100755
index 000000000..eca8869b3
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Tinker.md
@@ -0,0 +1,17 @@
+---
+title: "Tinker"
+noteType: ":luggage:"
+aliases: "Tinker"
+foundryId: Item.xg64WMQNPaQdWnKM
+tags:
+ - Item
+---
+
+# Tinker
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Creating all sorts of minor inventions scratches your itch for problem-solving. Your engineering skills take a particularly creative bent, and no one know what you'll come up with next. It might be a genius device with tremendous potential or it might explode.
+
+Choose two attribute boosts. One must be to **Dexterity** or **Intelligence**, and one is a free attribute boost.
+
+You're trained in the Crafting skill and the Engineering Lore skill. You gain the [[Specialty Crafting]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Tomb Born.md b/content/mechanics/srd/Backgrounds/Tomb Born.md
new file mode 100755
index 000000000..b967b8fc2
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Tomb Born.md
@@ -0,0 +1,17 @@
+---
+title: "Tomb Born"
+noteType: ":luggage:"
+aliases: "Tomb Born"
+foundryId: Item.RiphPbjasutt5ZfI
+tags:
+ - Item
+---
+
+# Tomb Born
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Your parents conceived you for a fell purpose at a site tainted by death, like a wight's barrow, mass grave, or ossuary. Their reasons could be a mystery, or you might know of their grand design and seek to escape-or fulfill-their plans. Either way, you're at your most dangerous when near death.
+
+Choose two ability boosts. One must be to **Dexterity** or **Constitution**, and one is a free ability boost.
+
+You're trained in the Undead Lore skill. You gain the [[Final Spite]] reaction.
diff --git a/content/mechanics/srd/Backgrounds/Total Power.md b/content/mechanics/srd/Backgrounds/Total Power.md
new file mode 100755
index 000000000..67aec4e8d
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Total Power.md
@@ -0,0 +1,19 @@
+---
+title: "Total Power"
+noteType: ":luggage:"
+aliases: "Total Power"
+foundryId: Item.FERDywClfHxMAY8q
+tags:
+ - Item
+---
+
+# Total Power
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Whether you desire simple security after a life of uncertainty or you're actually just a control freak, power over your own fate is the thing you've always wanted. On the night of the Missing Moment, you glimpsed such power amid the light of a glowing archway, and you stepped through, eager to claim control over your destiny. What happened next, you don't remember—you came to at the same place you'd started, though clearly a lot of time had passed. Ever since that night, your body has felt heavier than before. You soon discovered that you could will your very bones into extending from your flesh like thorns from a rose's stem. Though you didn't choose the title gatewalker for yourself, you're sure you can use your strange new power to exercise control over your life.
+
+Your deviant abilities are of the troll classification. You gain the [[Bone Spikes]] deviant feat. As a quirk, whenever you use a deviant ability, the very fibers of your muscles flex and expand to impossible proportions. Your actual strength remains the same during these times, but few can deny your fearsome appearance.
+
+Choose two ability boosts. One must be to **Strength** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Intimidation skill and the Legal Lore skill. You gain the [[Intimidating Glare]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Touched by Dahak.md b/content/mechanics/srd/Backgrounds/Touched by Dahak.md
new file mode 100755
index 000000000..ca2774f61
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Touched by Dahak.md
@@ -0,0 +1,19 @@
+---
+title: "Touched by Dahak"
+noteType: ":luggage:"
+aliases: "Touched by Dahak"
+foundryId: Item.FiWEoyXbnOrcZmaQ
+tags:
+ - Item
+---
+
+# Touched by Dahak
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**\[Legacy - Age of Ashes\]**
+
+As the manifestation of Dahak was destroyed, a shard of the dragon god's wrathful nature infused you, resulting in a violent temper, strange apocalyptic dreams, an obsession with dragon hunting, or some other touch of his influence.
+
+Choose two ability boosts. One must be to **Strength** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Athletics skill and the Dragon Lore skill. You gain the [[Titan Wrestler]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Toymaker.md b/content/mechanics/srd/Backgrounds/Toymaker.md
new file mode 100755
index 000000000..6f29d2b89
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Toymaker.md
@@ -0,0 +1,17 @@
+---
+title: "Toymaker"
+noteType: ":luggage:"
+aliases: "Toymaker"
+foundryId: Item.0tOswsc6GvJkW6Qt
+tags:
+ - Item
+---
+
+# Toymaker
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You delight in making little trinkets for children of all ages, and seeing their faces light up thanks to one of your creations brings joy to your heart. Perhaps you sell your wares from a particular shop or from the back of a wagon as you travel from town to town.
+
+Choose two ability boosts. One must be to **Intelligence** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Crafting skill and the Mercantile Lore skill. You gain the [[Specialty Crafting]] skill feat, choosing Artistry, Blacksmithing, Glassmaking, Leatherworking, Tailoring, or Woodworking as your specialty.
diff --git a/content/mechanics/srd/Backgrounds/Trade Consortium Underling.md b/content/mechanics/srd/Backgrounds/Trade Consortium Underling.md
new file mode 100755
index 000000000..94e242146
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Trade Consortium Underling.md
@@ -0,0 +1,21 @@
+---
+title: "Trade Consortium Underling"
+noteType: ":luggage:"
+aliases: "Trade Consortium Underling"
+foundryId: Item.2aTEwnNj3n2gqVMz
+tags:
+ - Item
+---
+
+# Trade Consortium Underling
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Absalom and Starstone Isle
+
+* * *
+
+Your experience as a ledger-keeper for one of Absalom's trade guilds has made you a canny investor and shrewd entrepreneur.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Society skill and the Business Lore skill. You gain the [[Experienced Professional]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Trailblazer.md b/content/mechanics/srd/Backgrounds/Trailblazer.md
new file mode 100755
index 000000000..c694676bd
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Trailblazer.md
@@ -0,0 +1,17 @@
+---
+title: "Trailblazer"
+noteType: ":luggage:"
+aliases: "Trailblazer"
+foundryId: Item.m1RuPIBtkPW1e5Ec
+tags:
+ - Item
+---
+
+# Trailblazer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Uncharted realms have always intrigued you, and you've explored and mapped large territories in service to merchants, governments, or your own curiosity. Where some see a blank spot on a map, you see the potential for something new and undiscovered.
+
+Choose two ability boosts. One must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Survival skill and the Cartography Lore skill. You gain the [[Terrain Expertise]] skill feat with one terrain you've explored (such as forest or underground).
diff --git a/content/mechanics/srd/Backgrounds/Translator.md b/content/mechanics/srd/Backgrounds/Translator.md
new file mode 100755
index 000000000..694d3d318
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Translator.md
@@ -0,0 +1,17 @@
+---
+title: "Translator"
+noteType: ":luggage:"
+aliases: "Translator"
+foundryId: Item.Wml2MqvmGIqQJOel
+tags:
+ - Item
+---
+
+# Translator
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+In your youth, you learned to transcribe books and translate scrolls to preserve knowledge or perhaps to aid wealthy merchants and politicians. Whether you set out to make your own fortune or are drawn to decipher the strangest codes, your linguistic training will guide your discoveries.
+
+Choose two ability boosts. One must be to **Intelligence** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Society skill and the Scribing Lore skill. You gain the [[Multilingual]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Truth Seeker.md b/content/mechanics/srd/Backgrounds/Truth Seeker.md
new file mode 100755
index 000000000..ae6b3bc63
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Truth Seeker.md
@@ -0,0 +1,19 @@
+---
+title: "Truth Seeker"
+noteType: ":luggage:"
+aliases: "Truth Seeker"
+foundryId: Item.WhZldmEzJS1O9WPj
+tags:
+ - Item
+---
+
+# Truth Seeker
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Whether you are a local or from out of town, you've heard rumors that Breachill's past contains a hidden secret. Perhaps you've heard strange rumors that the town's founder, Lamond Breachton, was not the hero everyone touts, or maybe your grandmother heard stories from her own grandmother that contradict the town's accepted narrative of its establishment. In the pursuit of the truth, you've learned to navigate the tangles of politics, and to never take anyone's word at face value.
+
+You plan to join the Call for Heroes so that you can make yourself known to the council, or perhaps even ingratiating yourself to them, so you can seek the truth and eventually uncover Breachill's secrets!
+
+Choose two ability boosts. One must be to **Strength** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Deception skill and the Politics Lore skill. You gain the [[Lie to Me|Lie To Me]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Tyrant Witness.md b/content/mechanics/srd/Backgrounds/Tyrant Witness.md
new file mode 100755
index 000000000..79e6e03a0
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Tyrant Witness.md
@@ -0,0 +1,17 @@
+---
+title: "Tyrant Witness"
+noteType: ":luggage:"
+aliases: "Tyrant Witness"
+foundryId: Item.RvqLklmfAeeVXWmJ
+tags:
+ - Item
+---
+
+# Tyrant Witness
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+When Tar-Baphon broke free of Gallowspire, you saw him emerge. When the god-slaying lich obliterated Vigil and Roslar's Coffer, you scrambled to safety. And when necrotic rainfall swept through the lands and the Gallowgarden grew, you weathered the storms. Others talk of what the Whispering Tyrant's return did to Lastwall, but you were there. And it changed you.
+
+Choose two ability boosts. One must be to **Dexterity** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Undead Lore skill. You can cast _[[Vitality Lash]]_ as a divine innate cantrip. As normal, the cantrip heightens to half your level rounded up.
diff --git a/content/mechanics/srd/Backgrounds/Ulfen Raider.md b/content/mechanics/srd/Backgrounds/Ulfen Raider.md
new file mode 100755
index 000000000..cf3a1bea7
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Ulfen Raider.md
@@ -0,0 +1,21 @@
+---
+title: "Ulfen Raider"
+noteType: ":luggage:"
+aliases: "Ulfen Raider"
+foundryId: Item.BdhhzNwwUw9WkDrj
+tags:
+ - Item
+---
+
+# Ulfen Raider
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Saga Lands
+
+* * *
+
+You are an Ulfen warrior, feared among Avistan for the merciless and devastating raids your people once conducted along the shores. Though the days of these Ulfen raids are largely past, you have been trained to strike terror into the hearts of those who face you.
+
+Choose two ability boosts. One must be to **Strength** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Intimidation skill and the Sailing Lore skill. You gain the [[Intimidating Glare]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Undercover Contender.md b/content/mechanics/srd/Backgrounds/Undercover Contender.md
new file mode 100755
index 000000000..ae45960dd
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Undercover Contender.md
@@ -0,0 +1,17 @@
+---
+title: "Undercover Contender"
+noteType: ":luggage:"
+aliases: "Undercover Contender"
+foundryId: Item.tpwCFt37pdFFx9eu
+tags:
+ - Item
+---
+
+# Undercover Contender
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Gangsters and cheats seem as drawn to the Ruby Phoenix Tournament as piranhas to a bloody hippo, and you're dead set on making sure this tournament is as scandal-free as possible. Your reasons are your own - maybe a high-ranking official in Goka has tasked you with the case, or maybe foul play led to losing someone dear to you in the last tournament. Maybe you just hate to see fair fighters get knocked out by crooked contenders. Whatever your motives, you've promised to be in the ring in case anyone tries to derail the contest. The Golden League crime syndicate is the most obvious suspect, what with their meddling in the Ruby Phoenix Tournament a decade ago, but maybe there will be others - unscrupulous contenders trying to pull one over on Hao Jin, perhaps, or an entirely new devious conspiracy hoping to hijack the event for their own evil purposes. In any case, you'll be around to deliver the hammer of justice. You've told a small squad of your closest confidants about your mission, and you've managed to secure a spot in the tournament's prequalifier along with them. You and your team have to win fights to stay in the competition long enough to make sure things go smoothly. If that means you end up being the Ruby Phoenix Champions, all the better.
+
+Choose two ability boosts. One must be to **Charisma** or **Dexterity**, and one is a free ability boost.
+
+You're trained in Deception and the Underworld Lore skill. You gain the [[Lengthy Diversion]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Undercover Lotus Guard.md b/content/mechanics/srd/Backgrounds/Undercover Lotus Guard.md
new file mode 100755
index 000000000..de9fa4752
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Undercover Lotus Guard.md
@@ -0,0 +1,19 @@
+---
+title: "Undercover Lotus Guard"
+noteType: ":luggage:"
+aliases: "Undercover Lotus Guard"
+foundryId: Item.egyqYk4l8KUJuvBu
+tags:
+ - Item
+---
+
+# Undercover Lotus Guard
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+It's a well-known secret that for every playhouse in the Ivy District, there's an underground criminal element lurking somewhere in the shadows. To get intel on the occultists, assassins, and thieves' guilds that pull the strings of power in the Ivy District, the Lotus Guard trains some of the best undercover agents and operatives in all of Absalom. You're one such agent, and you've put your life on the line more times than you can count by getting close to the Ivy's most dangerous criminals. Your risky missions and thrill-seeking derring-do have earned you many accolades-but also no shortage of enemies.
+
+You transferred to the Edgewatch after your cover was unexpectedly blown and you needed a safe place to lie low away from the Ivy District. With your mastery of disguise and your ability to confidently converse with criminal masterminds, it won't be long before you've made yourself an indispensable undercover operator in this precinct as well.
+
+Choose two ability boosts. One must be to **Intelligence** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Deception skill, Art Lore, **and** Underworld Lore. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks to Interact with Lotus Guards and high-ranking criminals like guild masters, gang leaders, and mob bosses. You gain the [[Charming Liar]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Undersea Enthusiast.md b/content/mechanics/srd/Backgrounds/Undersea Enthusiast.md
new file mode 100755
index 000000000..cd9d20169
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Undersea Enthusiast.md
@@ -0,0 +1,21 @@
+---
+title: "Undersea Enthusiast"
+noteType: ":luggage:"
+aliases: "Undersea Enthusiast"
+foundryId: Item.TE5RpJAT62d948NQ
+tags:
+ - Item
+---
+
+# Undersea Enthusiast
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - High Seas
+
+* * *
+
+You love diving and exploring the world beneath the waves, and long periods of swimming have trained you to move easily through the water. You're also fascinated by undersea creatures and cultures-and may even have a trace of one of them in your own lineage.
+
+Choose two ability boosts. One must be to **Strength** or **Constitution**, and one is a free ability boost.
+
+You're trained in the Athletics skill and the Ocean Lore skill. You gain the [[Underwater Marauder]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Undertaker.md b/content/mechanics/srd/Backgrounds/Undertaker.md
new file mode 100755
index 000000000..d875acc2b
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Undertaker.md
@@ -0,0 +1,17 @@
+---
+title: "Undertaker"
+noteType: ":luggage:"
+aliases: "Undertaker"
+foundryId: Item.RGI6HWagjozrCEeh
+tags:
+ - Item
+---
+
+# Undertaker
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+People die. This is the unfortunate fact of life on which you've founded your business, because wherever people die, there is a demand for mortuary services. You might be a Pharasmin priest or a secular professional, but your job is seeing to the body, comforting the bereaved, and making sure that the deceased goes to their ultimate reward with all due dignity. Of course, someone in your position sees a lot of strange deaths, and chances are one of them set you on the road to adventure.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Medicine skill and a Lore skill specializing in one local type of undead. You gain the [[Forensic Acumen]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Union Representative.md b/content/mechanics/srd/Backgrounds/Union Representative.md
new file mode 100755
index 000000000..ed7917f57
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Union Representative.md
@@ -0,0 +1,17 @@
+---
+title: "Union Representative"
+noteType: ":luggage:"
+aliases: "Union Representative"
+foundryId: Item.YSNIwP7I7ZPi2Jnk
+tags:
+ - Item
+---
+
+# Union Representative
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You might have fought for fairer ore distribution for the Metalmaker's Union, higher chef's pay in the Provisioners' Union, or better mercenary contracts for the Union of Axe and Coin. Whatever the case, you have experience in the high-stakes world of the negotiating table, experience that translates surprisingly well to adventuring.
+
+Choose two ability boosts. One must be to **Intelligence** or **Charisma**, the other is a free boost.
+
+You're trained in the Diplomacy skill and the Legal Lore skill. You gain the [[Contract Negotiator]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Unremarkable.md b/content/mechanics/srd/Backgrounds/Unremarkable.md
new file mode 100755
index 000000000..b6da5d7e7
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Unremarkable.md
@@ -0,0 +1,17 @@
+---
+title: "Unremarkable"
+noteType: ":luggage:"
+aliases: "Unremarkable"
+foundryId: Item.KGITzl7vlGe8lDmr
+tags:
+ - Item
+---
+
+# Unremarkable
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Your face is particularly unremarkable, even if your presence or actions may not be. You know how to use this to your advantage, making it difficult for people to identify and collect information about you.
+
+Choose two ability boosts. One must be to **Wisdom** or **Charisma**, and one is a free ability boost.
+
+You are trained in the Deception skill and the Acting Lore skill. You gain the Lengthy Diversion skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Unsponsored.md b/content/mechanics/srd/Backgrounds/Unsponsored.md
new file mode 100755
index 000000000..1eb552598
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Unsponsored.md
@@ -0,0 +1,19 @@
+---
+title: "Unsponsored"
+noteType: ":luggage:"
+aliases: "Unsponsored"
+foundryId: Item.dVZgvWCEd5Hiwq41
+tags:
+ - Item
+---
+
+# Unsponsored
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You have aspirations of attending the Magaambya academy of magic, but fate seemed to thwart you at every turn. You were unable to obtain a sponsorship and lost a collection of helpful textbooks to unexpected insect damage. You nevertheless made the long trip to Nantambu through terrible weather, uncharacteristically bad roads, and indifferent fellow travelers. Yet you have persevered. Now that you are here, alone but determined, you won't let anything stand in your way.
+
+Choose two ability boosts. One must be to **Constitution** or **Charisma**, and one is a free ability boost.
+
+You're trained in your choice of the Diplomacy or Intimidation skill. You gain a skill feat: [[Group Impression]] if you chose Diplomacy or [[Intimidating Glare]] if you chose Intimidation. You're also trained in Academia Lore.
+
+Your recommended primary branch is the Tempest-Sun Mages.
diff --git a/content/mechanics/srd/Backgrounds/Ustalavic Academic.md b/content/mechanics/srd/Backgrounds/Ustalavic Academic.md
new file mode 100755
index 000000000..3e278d1b5
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Ustalavic Academic.md
@@ -0,0 +1,21 @@
+---
+title: "Ustalavic Academic"
+noteType: ":luggage:"
+aliases: "Ustalavic Academic"
+foundryId: Item.hTLE3Iwsaxm27BJ4
+tags:
+ - Item
+---
+
+# Ustalavic Academic
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Eye of Dread
+
+* * *
+
+You were educated at a famed Ustalavic academy, such as the University of Lepidstadt or the Sincomakti School of Sciences, and received quality instruction in advanced concepts of mathematics, science, and engineering.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Crafting skill and the Academia Lore skill. You gain the [[Skill Training]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Varisian Wanderer.md b/content/mechanics/srd/Backgrounds/Varisian Wanderer.md
new file mode 100755
index 000000000..be387ddf3
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Varisian Wanderer.md
@@ -0,0 +1,21 @@
+---
+title: "Varisian Wanderer"
+noteType: ":luggage:"
+aliases: "Varisian Wanderer"
+foundryId: Item.3wPfQCLiKIrXM607
+tags:
+ - Item
+---
+
+# Varisian Wanderer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Saga Lands
+
+* * *
+
+You have spent your youth wandering the lands of Varisia and beyond among the brightly painted wagons of a Varisian caravan. You have heard endless tales of your people's history and lore, and have learned many songs and stories from the disparate people you have met.
+
+Choose two ability boosts. One must be to **Dexterity** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Performance skill and the Circus Lore skill. You gain the [[Fascinating Performance]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Vidrian Reformer.md b/content/mechanics/srd/Backgrounds/Vidrian Reformer.md
new file mode 100755
index 000000000..bad362204
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Vidrian Reformer.md
@@ -0,0 +1,21 @@
+---
+title: "Vidrian Reformer"
+noteType: ":luggage:"
+aliases: "Vidrian Reformer"
+foundryId: Item.mUfJlcT62wod5UGx
+tags:
+ - Item
+---
+
+# Vidrian Reformer
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Mwangi Expanse
+
+* * *
+
+You know that the only way your homeland of Vidrian can remain free from outside conquerors is by forging a strong and unified government. As such, you seek to bind your fellow citizens together through careful diplomacy and force of personality-or, if necessary, subterfuge and intrigue.
+
+Choose two ability boosts. One must be to **Dexterity** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Diplomacy skill and the Politics Lore skill. You gain the [[Hobnobber]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Wandering Preacher.md b/content/mechanics/srd/Backgrounds/Wandering Preacher.md
new file mode 100755
index 000000000..1463f8f9f
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Wandering Preacher.md
@@ -0,0 +1,17 @@
+---
+title: "Wandering Preacher"
+noteType: ":luggage:"
+aliases: "Wandering Preacher"
+foundryId: Item.519FZoloMplepyT0
+tags:
+ - Item
+---
+
+# Wandering Preacher
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+While you once spoke to a small congregation in a ramshackle church, those days are behind you now. Your church was destroyed, your congregants scattered, and now you meander the lands holding a worn copy of your religious text in one hand, and a fiery conviction in the other.
+
+Choose two ability boosts. One boost must be to **Constitution** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Religion skill and a Lore skill associated with the deity you preach for (such as Pharasmin Lore). You gain the [[Pilgrim's Token]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Wanderlust.md b/content/mechanics/srd/Backgrounds/Wanderlust.md
new file mode 100755
index 000000000..16df50a3c
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Wanderlust.md
@@ -0,0 +1,19 @@
+---
+title: "Wanderlust"
+noteType: ":luggage:"
+aliases: "Wanderlust"
+foundryId: Item.VBUFw0HHbKPSHrH0
+tags:
+ - Item
+---
+
+# Wanderlust
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You've traveled the world for years in search of excitement and adventure. On the night of the Missing Moment, all the many exciting occasions you've experienced paled in comparison to the vision of fantastic lands and incredible people you saw on the other side of the glowing gate. You stepped through in the hopes of finally reaching the thrilling highs you so desperately seek, but as soon as you'd gone there you were again, standing in front of a lightless gateway with a months-long gap in your memories. Frustrated at having come so close to achieving your dreams, you swung at a nearby tree, smashing it to splinters with surprising strength you never knew you had. This strange new brawn wasn't what you asked for—but it might help you pursue the excitement you crave.
+
+Your deviant abilities are of the troll classification. You gain the [[Titan Swing]] deviant feat. As a quirk, whenever you use a deviant ability, your feet elongate and your leg bones crack as your lower limbs transform into those of a rabbit, wolf, or other spry, long-heeled animal.
+
+Choose two ability boosts. One must be to **Dexterity** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Nature skill and the Stabling Lore skill. You gain the [[Express Rider]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Wanted Witness.md b/content/mechanics/srd/Backgrounds/Wanted Witness.md
new file mode 100755
index 000000000..8f1ebff66
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Wanted Witness.md
@@ -0,0 +1,21 @@
+---
+title: "Wanted Witness"
+noteType: ":luggage:"
+aliases: "Wanted Witness"
+foundryId: Item.5sHobf6P5p4mvARK
+tags:
+ - Item
+---
+
+# Wanted Witness
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You saw something you shouldn't have, plain and simple. The shame is that you don't even know what it is, exactly, that you saw.
+
+After moving to Alkenstar, you swiftly fell in love with the City of Smog, but you found it difficult to get a foothold in the fast-paced metropolis. Luckily, a chance invitation promised good work for someone with your unique social talents. You went to an inconspicuous chamber in a humble tower somewhere in the Capital District. There, you met some clearly powerful, clearly corrupt members of the Alkenstar elite. Among the faces you recognized were the notorious mogul Ambrost Mugland and the steely-eyed shieldmarshal Anjelique Loveless. Before you were asked to leave, you made quite an impression-but not a good one.
+
+Not only did you not make the cut for whatever kinds of jobs were on offer that day, but you soon discovered that you couldn't get a room at any inn in the city, and there were wanted posters with your name on them plastered all over town. Friends and families turned their backs on you, afraid to get involved. Clearly, someone at that meeting-Mugland, maybe, or perhaps Loveless- believed you were a liability, and they had you excised from Alkenstar society. All you want is to be able to walk the streets without fearing for your life, and there's only one way to make that happen: find the villains responsible for your predicament and get them to undo the curse now attached to your name.
+
+Choose two ability boosts. One must be to **Constitution** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Society skill and the Alkenstar Lore skill. You gain the [[Read Lips]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Ward.md b/content/mechanics/srd/Backgrounds/Ward.md
new file mode 100755
index 000000000..20099cbb4
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Ward.md
@@ -0,0 +1,17 @@
+---
+title: "Ward"
+noteType: ":luggage:"
+aliases: "Ward"
+foundryId: Item.JY3tk2DaflQ9llpI
+tags:
+ - Item
+---
+
+# Ward
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+When you were young, you became the ward of another house-boarded, fed, and educated, but never quite a part of the family. Perhaps you had to tend to their needs in return for feeding and raising you, or perhaps you were provided for but disregarded. Now, adventuring is your chance to grow and roam free.
+
+Choose two ability boosts. One must be to **Constitution** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Performance skill and the Genealogy Lore skill. You gain the [[Fascinating Performance]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Warrior.md b/content/mechanics/srd/Backgrounds/Warrior.md
new file mode 100755
index 000000000..10139f95d
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Warrior.md
@@ -0,0 +1,17 @@
+---
+title: "Warrior"
+noteType: ":luggage:"
+aliases: "Warrior"
+foundryId: Item.5Irt2HCspLKQqwS4
+tags:
+ - Item
+---
+
+# Warrior
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+In your younger days, you waded into battle as a mercenary, a warrior defending a nomadic people, or a member of a militia or army. You might have wanted to break away from the regimented structure of these forces, or you could have always been as independent a warrior as you are now.
+
+Choose two attribute boosts. One must be to **Strength** or **Constitution**, and one is a free attribute boost.
+
+You're trained in the Intimidation skill and the Warfare Lore skill. You gain the [[Intimidating Glare]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Waste Walker.md b/content/mechanics/srd/Backgrounds/Waste Walker.md
new file mode 100755
index 000000000..bb60f7478
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Waste Walker.md
@@ -0,0 +1,17 @@
+---
+title: "Waste Walker"
+noteType: ":luggage:"
+aliases: "Waste Walker"
+foundryId: Item.qqX5WS7AmRaaOTIU
+tags:
+ - Item
+---
+
+# Waste Walker
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Whether you grew up in the Mana Wastes or another similarly desolate place, you quickly learned that only the strong survive. You and your family were forced to evade monsters, mutants, wild magic, and worse, as each new day heralded the possibility of a danger or threat you'd never seen before. You learned to adapt to the worst possible conditions and how to forage and survive in a place few others would dare to live.
+
+Choose two ability boosts. One boost must be to **Strength** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Survival skill, and Mana Wastes Lore (or another similar Lore skill associated with the wastes where you grew up). You gain the [[Forager]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Whispering Way Scion.md b/content/mechanics/srd/Backgrounds/Whispering Way Scion.md
new file mode 100755
index 000000000..e81a7d2a4
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Whispering Way Scion.md
@@ -0,0 +1,21 @@
+---
+title: "Whispering Way Scion"
+noteType: ":luggage:"
+aliases: "Whispering Way Scion"
+foundryId: Item.glhdGfSfDKasjP25
+tags:
+ - Item
+---
+
+# Whispering Way Scion
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Eye of Dread
+
+* * *
+
+Your family has long been associated with the enigmatic death cult known as the Whispering Way, which was recently responsible for the terrible devastation in the nation of Lastwall. Whether or not you have followed in their footsteps, you know many of the philosophy's secrets.
+
+Choose two ability boosts. One must be to **Intelligence** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Religion skill and the Undead Lore skill. You gain the [[Student of the Canon]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Wildwood Local.md b/content/mechanics/srd/Backgrounds/Wildwood Local.md
new file mode 100755
index 000000000..a9f2131c4
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Wildwood Local.md
@@ -0,0 +1,21 @@
+---
+title: "Wildwood Local"
+noteType: ":luggage:"
+aliases: "Wildwood Local"
+foundryId: Item.Ru2fa6bEyvE36Epj
+tags:
+ - Item
+---
+
+# Wildwood Local
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Shining Kingdoms
+
+* * *
+
+You might have been born and raised among the druids of the Verduran Forest, or you may have spent time among them as an adult and come to know their ways.
+
+Choose two ability boosts. One must be to **Dexterity** or **Wisdom**, and one is a free ability boost.
+
+You're trained in the Nature skill as well as the Forest Lore skill. You gain the [[Natural Medicine]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Willing Host.md b/content/mechanics/srd/Backgrounds/Willing Host.md
new file mode 100755
index 000000000..a28b0a129
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Willing Host.md
@@ -0,0 +1,17 @@
+---
+title: "Willing Host"
+noteType: ":luggage:"
+aliases: "Willing Host"
+foundryId: Item.rFiLOaRZOxeR36Ad
+tags:
+ - Item
+---
+
+# Willing Host
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+You speak to spirits only you can perceive: wispy shreds of lost souls, household guardians, ancestral spirits, and other entities. You can negotiate with these beings, allowing them into your body to impart knowledge or aid in a task for the price of a favor.
+
+Choose two ability boosts. One must be to **Wisdom** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Spirit Lore skill. You gain the [[Host Spirit]] action.
diff --git a/content/mechanics/srd/Backgrounds/Willowshore Urchin.md b/content/mechanics/srd/Backgrounds/Willowshore Urchin.md
new file mode 100755
index 000000000..29b97a30a
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Willowshore Urchin.md
@@ -0,0 +1,39 @@
+---
+title: "Willowshore Urchin"
+noteType: ":luggage:"
+aliases: "Willowshore Urchin"
+foundryId: Item.jbS1Ww4a8ucwsUtL
+tags:
+ - Item
+---
+
+# Willowshore Urchin
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+As with any settlement, not all of Willowshore's citizens are born into easy lives. You grew up on the town streets, either as an orphan or hardscrabble youth who was forced at a young age to help provide for your family. You might technically have had a home of your own, but for various reasons, you had, or preferred, to live most of your childhood outside of those walls. You might have run with a gang of kids (some of whom might even be fellow PCs), or you could've been a loner who managed to survive against all odds. Regardless, your childhood was one of forced ingenuity, desperation, and physicality. Hardly a week would've passed without you having to jury-rig a solution to some problem or to simply use your reflexes or brawn to solve a situation quickly before things escalated. While you might have left your old life behind you now that you're all grown up, the time you spent on Willowshore's streets have made you the person you are today.
+
+You might still be technically homeless, subsisting on the street and never sleeping in the same place twice in a row. You might keep a small shanty or hideout somewhere in town as well. It's also possible that, despite your childhood, you've been fortunate enough to find a family or home, in which case your home could be anywhere in Willowshore.
+
+During the Reenactment Festival, you likely enjoyed the revelry... perhaps a bit too much! Festivals were always times of excitement in your childhood, and this one is no exception. You were chosen to be an abductee during the Reenactment Festival simply by chance—maybe your name was selected by a blind draw, or perhaps someone dared you to take part, or you could simply have craved the attention.
+
+Choose two ability boosts. One must be to **Dexterity** or **Strength**, and one is a free ability boost.
+
+You're trained in the Athletics skill and the Engineering Lore skill. You gain the [[Charming Liar]] feat.
+
+
+
+* * *
+
+You can add one of the following two adjustments to any background to further modify your choice to match your vision for your PC.
+
+**Family:** You and one (or more) other PCs are close family members (siblings, parent/child, married, etc.) If you take this adjustment, the other PC(s) who are your family must also take this adjustment. Choose one of the following to replace the skill feat you otherwise would've gained from your background. (You and your sibling need not share the same choice—a sibling who wants to keep their background's skill feat can pick "Typical" from the list.)
+
+* **Bickering:** You have a long-standing feud with your sibling(s). Whenever your sibling(s) critically fail a significant skill check or attack roll and you witness their failure, you gain a +1 status bonus to your saving throws until the end of your next turn as you secretly (or perhaps not so secretly) delight in their failure.
+* **Close-Knit:** You and your sibling(s) work well together, and you go all-out to help them when they're badly hurt. When you provide [[Aid]] or [[Administer First Aid]] to your sibling(s), the DC is 5 lower than normal.
+* **Typical:** You have a standard relationship with your sibling(s); don't change your background's skill feat.
+
+**Foundling:** You aren't a native to Willowshore, but you did grow up in the town. You might have adoptive parents, or you could've grown up on the streets. Choose one of the following to replace the bonus feat you otherwise would've gained from your background.
+
+* **Bitter:** You appreciate the town of Willowshore but still resent the conditions that resulted in you being abandoned or left in the town. You gain the [[Intimidating Glare]] skill feat.
+* **Mysterious:** You keep secrets, and very few in Willowshore (if anyone) know your history before you settled in the town, in part because you've taken to learning about Willowshore by watching rather than engaging in conversation. You gain the [[Streetwise]] skill feat.
+* **Outgoing:** You're grateful for the sense of belonging the townsfolk of Willowshore have extended to you and always do your best to repay that kindness. Once per week when you attempt a skill check to resolve a downtime activity that could benefit Willowshore (several of these activities are detailed in the adventures, and your GM can always make the call if another activity would qualify) and you fail that check, you instead succeed at the check, or if you critically fail at that check, you instead simply fail that check.
diff --git a/content/mechanics/srd/Backgrounds/Winter's Child.md b/content/mechanics/srd/Backgrounds/Winter's Child.md
new file mode 100755
index 000000000..8a703758a
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Winter's Child.md
@@ -0,0 +1,21 @@
+---
+title: "Winter's Child"
+noteType: ":luggage:"
+aliases: "Winter's Child"
+foundryId: Item.O9S5ypvYLx4VdlEs
+tags:
+ - Item
+---
+
+# Winter's Child
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Saga Lands
+
+* * *
+
+Your or one of your ancestors hails from Irrisen, and some spark of the icy region's magic has manifested itself within your bones. The blood of Baba Yaga's legacy runs in your veins, and you are at one with the mysteries and dangers of the frozen land.
+
+Choose two ability boosts. One must be to **Constitution** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Arcana skill and the Weather Lore skill. You gain the [[Arcane Sense]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Wish for Riches.md b/content/mechanics/srd/Backgrounds/Wish for Riches.md
new file mode 100755
index 000000000..abad35f59
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Wish for Riches.md
@@ -0,0 +1,19 @@
+---
+title: "Wish for Riches"
+noteType: ":luggage:"
+aliases: "Wish for Riches"
+foundryId: Item.znTKG2m4JgKocamO
+tags:
+ - Item
+---
+
+# Wish for Riches
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+On the night of the Missing Moment, you saw visions of fabulous riches in the gate before you. Honestly, how someone could see anything but piles of jewels and gold is utterly baffling to you. Having pined for material wealth for as long as you could remember, you practically sprang into the portal in hopes of securing your fortune. The next moment, however, you were standing right where you'd just been, though indeterminate time had passed. The night's cold hardly bothered you; in fact, you soon discovered that you could absorb the very chill in the air, in the process changing the appearance of everything around you into a sheen of finest silver. You're no richer than before you walked through the gate, unfortunately, but perhaps you could use this new power somehow to pursue your avarice anew.
+
+Your deviant abilities are of the dragon classification. You gain the [[Consume Energy]] deviant feat with the cold type. As a quirk, your deviant abilities manifest in a silver hue, and when you use a deviant ability you absorb the color silver from your surroundings. The absorbed color returns to your surroundings within an hour.
+
+Choose two ability boosts. One must be to **Charisma** or **Dexterity**, and one is a free ability boost.
+
+You're trained in the Thievery skill and the Games Lore skill. You gain the [[Subtle Theft]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Wished Alive.md b/content/mechanics/srd/Backgrounds/Wished Alive.md
new file mode 100755
index 000000000..b52cea20a
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Wished Alive.md
@@ -0,0 +1,17 @@
+---
+title: "Wished Alive"
+noteType: ":luggage:"
+aliases: "Wished Alive"
+foundryId: Item.Ney48vjQNmvD3hdS
+tags:
+ - Item
+---
+
+# Wished Alive
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Once you were a simple construct or inanimate doll, but due to a deeply felt wish, either yours or another's, you came to life, and so you're now a living, breathing creature.
+
+Choose two ability boosts. One must be to **Constitution** or **Charisma**, and one is a free ability boost.
+
+You're trained in the Diplomacy skill. Once per day, you can fervently wish for something you could work towards achieving as a single action which has the concentrate trait. If you do, you gain a +2 circumstance bonus on the first skill check you attempt before the end of your turn to fulfill that wish.
diff --git a/content/mechanics/srd/Backgrounds/Witch Wary.md b/content/mechanics/srd/Backgrounds/Witch Wary.md
new file mode 100755
index 000000000..a4d059b79
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Witch Wary.md
@@ -0,0 +1,21 @@
+---
+title: "Witch Wary"
+noteType: ":luggage:"
+aliases: "Witch Wary"
+foundryId: Item.buldWGU6fBiNaG8j
+tags:
+ - Item
+---
+
+# Witch Wary
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Saga Lands
+
+* * *
+
+You have little love or trust for spellcraft and those who practice it, and have developed a paranoid knack for recognizing such tricks. You are constantly on guard for the magic of witches and have been trained to spot the signs of those with minds affected by magic.
+
+Choose two ability boosts. One must be to **Dexterity** or **Intelligence**, and one is a free ability boost.
+
+You're trained in the Occultism skill and the Curse Lore skill. You gain the [[Oddity Identification]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Witchlight Follower.md b/content/mechanics/srd/Backgrounds/Witchlight Follower.md
new file mode 100755
index 000000000..290aed52c
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Witchlight Follower.md
@@ -0,0 +1,17 @@
+---
+title: "Witchlight Follower"
+noteType: ":luggage:"
+aliases: "Witchlight Follower"
+foundryId: Item.atm9N85fL7FfS8Gp
+tags:
+ - Item
+---
+
+# Witchlight Follower
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+While in a dismal forest or remote swamp, you caught sight of a string of lights bobbing through the trees. You stepped forward for a closer look, and then still further when the lights retreated a few paces. Then you remembered the rumors. Will-o'-wisps, rushlights, corpse lanterns—whatever they're called—such evil creatures lead people to their doom. With a supreme effort of will, you broke free from the alluring enchantment, and you've resolved to never let the strange lights of remote wildernesses claim you again.
+
+Choose two ability boosts. One must be to **Dexterity** or **Wisdom**, and one is a free ability boost.
+
+You're trained in Survival and the Wisp Lore skill. You gain the [[Terrain Expertise]] skill feat with both swamp terrain and subterranean bodies of water.
diff --git a/content/mechanics/srd/Backgrounds/Wonder Taster.md b/content/mechanics/srd/Backgrounds/Wonder Taster.md
new file mode 100755
index 000000000..f9624f913
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Wonder Taster.md
@@ -0,0 +1,21 @@
+---
+title: "Wonder Taster"
+noteType: ":luggage:"
+aliases: "Wonder Taster"
+foundryId: Item.uolb2xpxBaglZl7g
+tags:
+ - Item
+---
+
+# Wonder Taster
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+**Prerequisite** Region - Broken Lands
+
+* * *
+
+Having once sampled Numerian fluids, you've tasted knowledge beyond comprehension. You are driven to recapture that astounding experience.
+
+Choose two ability boosts. One must be to **Intelligence** or **Constitution**, and one is a free ability boost.
+
+You're trained in the Crafting skill and the Alchemical Lore skill. You gain the [[Alchemical Crafting]] skill feat.
diff --git a/content/mechanics/srd/Backgrounds/Writ in the Stars.md b/content/mechanics/srd/Backgrounds/Writ in the Stars.md
new file mode 100755
index 000000000..1046390a6
--- /dev/null
+++ b/content/mechanics/srd/Backgrounds/Writ in the Stars.md
@@ -0,0 +1,17 @@
+---
+title: "Writ in the Stars"
+noteType: ":luggage:"
+aliases: "Writ in the Stars"
+foundryId: Item.GBk78SEAWqmTD5f6
+tags:
+ - Item
+---
+
+# Writ in the Stars
+![[systems-pf2e-icons-default-icons-background.svg|150]]
+
+Destiny has always intrigued you. Maybe you grew up in a family where fortune-telling and divinations were a day-to-day part of life, or perhaps you had your fortune told as a young adult and the results were so shockingly accurate that you became a believer. The mysteries of what might lie in store for us all have long intrigued you, and you're always eager to debate whether or not we have free will or if destiny is predetermined—be it for one side or the other. You may see the failure of prophecy that began with the onset of the Age of Lost Omens as a dire indication of some sort of horrible cosmic mistake. Conversely, you could view this age as new era of freedom where reality is finally admitting that each person is free to determine their own path to the future. You still own a small token from your childhood that you view as a lucky charm, but whatever your beliefs are today, many of your fortunes have foretold that great things lie in store for you in the future, and you can't wait to find out what they might be!
+
+This background is associated with the suit of Stars.
+
+Choose two ability boosts. One must be to **Wisdom**, and one is a free ability boost. You gain the [[Pilgrim's Token]] skill feat (this token need not be from a faith and could simply be a good luck charm) and are trained in the Fortune-Telling Lore skill. You also gain the [[A Quick Glimpse Beyond]] free action.
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diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Aasimar Redeemer.md b/content/mechanics/srd/Bestiary/Bestiary 1/Aasimar Redeemer.md
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+---
+title: "Aasimar Redeemer"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.kwy5g9gdX6cdqdg7"
+tags:
+ - pf2e/creature/type/good
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/nephilim
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Aasimar Redeemer"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Aasimar Redeemer"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[good]]
+trait_02: [[human]]
+trait_03: [[humanoid]]
+trait_04: [[nephilim]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: "Common, Empyrean"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +11, Diplomacy: +12, Medicine: +9, Religion: +11, Society: +7"
+abilityMods: [4, 1, 3, 0, 2, 3]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23 (25 with shield raised); __Fort__ +12, __Ref__ +8, __Will__ +11; +1 status to all saves vs. disease (critical failures become failures against diseases)"
+hp: 73
+health:
+ - name: ""
+ - name: HP
+ desc: "73"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Crossbow|Crossbow]], [[Equipment/Longsword|Longsword]], [[Equipment/Steel Shield|Steel Shield]], [[Equipment/Half Plate|Half Plate]], 10x [[Equipment/Bolts|Bolts]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/+1 Status to All Saves vs. Magic|+1 Status to All Saves vs. Disease]]"
+ desc: " Against diseases, critical failures become failures."
+
+ - name: "Divine Grace"
+ desc: "`pf2:r` **Trigger** The angelkin is targeted by a spell that allows a saving throw.\n* * *\n\n**Effect** The scion gains a +2 circumstance bonus to the saving throw."
+
+ - name: "Glimpse of Redemption"
+ desc: "`pf2:r` **Trigger** An enemy damages one of the angelkin's allies. Both the enemy and ally must be within 15 feet of the angelkin.\n* * *\n\n**Effect** The angelkin causes its foe to hesitate under the weight of its sins as visions of possible redemption play out in its mind's eye. The foe chooses one of two options:\n\n* The ally is completely unharmed by the triggering damage.\n* The ally gains resistance 7 to all damage against the triggering damage. After the damaging effect resolves, the enemy becomes [[Conditions/Enfeebled|Enfeebled 2]] until the end of its next turn."
+
+ - name: "[[Bestiary Ability Glossary/Shield Block|Shield Block]]"
+ desc: "`pf2:r` **Trigger** The monster has its shield raised and takes damage from a physical attack.\n* * *\n\n**Effect** The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Longsword"
+ desc: "+15 (versatile p)\n__Damage__ 1d8 + 7 slashing"
+
+ - name: "**Ranged** `pf2:1` Crossbow"
+ desc: "+12 (range increment 120 feet, reload 1)\n__Damage__ 1d8 + 3 piercing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 20, attack +12\n__Cantrips__ __(3rd)__ _[[Spells/Light|Light]]_"
+
+ - name: "Champion Devotion Spells"
+ desc: "1 Focus Point, DC 20, attack +12; __3rd __ _[[Spells/Lay on Hands|Lay on Hands]]_"
+
+```
+
+```encounter-table
+name: Aasimar Redeemer
+creatures:
+ - 1: Aasimar Redeemer
+```
+
+
+
+Mortals whose ancestry has been influenced by celestials are known as aasimars, and angelkin, who have blood of angels coursing through their veins, are among the most common type of them. Many angelkin seek adventure as a means of doing good in the world.
+
+* * *
+
+Many immortals dwell upon the other planes of the Great Beyond. Some are benevolent and kindly, like angels. Others are cruel and destructive, like demons. And some fit roles outside of morality, like psychopomps. It's far from unheard of that mortals and immortals alike become entangled romantically, and the children of such engagements carry a supernatural element in their bloodlines for generations to follow. After the first generation, this otherworldly influence usually lies dormant, but now and then, the influence can manifest strongly in descendants many years later. These inheritors of extraplanar legacies are known collectively as planar scions.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Adamantine Golem.md b/content/mechanics/srd/Bestiary/Bestiary 1/Adamantine Golem.md
new file mode 100755
index 000000000..aa23fe0f3
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Adamantine Golem.md
@@ -0,0 +1,102 @@
+---
+title: "Adamantine Golem"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.i6VMv7VpN8rt62pK"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/golem
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/18
+statblock: inline
+name: "Adamantine Golem"
+level: 18
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Adamantine Golem"
+level: "Creature 18"
+rare_03: [[Rare]]
+alignment: ""
+size: "huge"
+trait_01: [[construct]]
+trait_02: [[golem]]
+trait_03: [[mindless]]
+modifier: 26
+perception:
+ - name: "Perception"
+ desc: "+26; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +38"
+abilityMods: [9, -1, 9, -5, 0, -5]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 42
+armorclass:
+ - name: AC
+ desc: "42; __Fort__ +33, __Ref__ +27, __Will__ +29"
+hp: 255
+health:
+ - name: ""
+ - name: HP
+ desc: "255, repair mode; __Immunities__ fire, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental; __Resistances__ physical 20 (except vorpal adamantine)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Creature Family Ability Glossary/(Golem) Golem Antimagic|Golem Antimagic]]"
+ desc: " harmed by acid (9d10 untyped damage, 2d10 untyped damage from areas or persistent damage); healed by fire (area 2d10 healing Hit Points); slowed by electricity\n* * *\n\nA golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as \"cold and water\"), either type of spell can affect the golem.\n\n* **Harmed By** Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.\n* **Healed By** Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.\n* **Slowed By** Any magic of this type that targets the golem causes it to be [[Conditions/Slowed|Slowed 1]] for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.\n* **Vulnerable To** Each golem is vulnerable to one or more specific spells, with the effects described in its stat block."
+
+ - name: "Repair Mode"
+ desc: " When the adamantine golem is at 0 HP, it isn't destroyed. Instead, it enters repair mode, during which it is [[Conditions/Slowed|Slowed 1]], can't take reactions, and can take only the Self-Repair action.\n\nOnce it has more than 30 HP, it can use any type of action and can use reactions, though it remains slowed 1 and can't take any reactions until the start of its next turn.\n\nIf a critical hit with an adamantine _[[Equipment/Vorpal|Vorpal]]_ weapon reduces the golem to 0 HP, or if such a weapon hits it while it's already at 0 HP, then the golem is destroyed."
+
+ - name: "Vulnerable to Dispelling"
+ desc: " The golem can be targeted by [[Spells/Disjunction|Disjunction]] and [[Spells/Dispel Magic|Dispel Magic]].\n\nIf targeted by such a spell of 9th level or higher, the golem has its resistance to physical damage lowered to 15 and is [[Conditions/Slowed|Slowed 1]] (or [[Conditions/Slowed|Slowed 2]] if in repair mode) for 1d4 rounds. During this time, if the golem is reduced to 0 HP while already in repair mode, it is destroyed."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+35 (deadly 3d12, magical, reach 15 feet)\n__Damage__ 3d10 + 17 bludgeoning plus destructive-strike"
+
+ - name: "Destructive Strike"
+ desc: " On a critical hit, the adamantine golem's fist Strike breaks the target's armor, if any, in addition to dealing damage to the target. If the target has a shield raised, the golem breaks the shield instead."
+
+ - name: "[[Creature Family Ability Glossary/(Golem) Inexorable March|Inexorable March]]"
+ desc: "`pf2:1` DC 45 Fortitude check\n\n**Critical Success** The creature takes no damage and its armor takes no damage.\n\n**Success** The golem halts its movement and cannot enter the creature's square.\n\n**Failure** The resisting creature is damaged and its armor takes damage as if hit by the adamantine golem's fist.\n* * *\n\nThe golem Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can attempt to bar the way by succeeding at a Fortitude save."
+
+ - name: "Self-Repair"
+ desc: "`pf2:1` (manipulate) The golem repairs itself, regaining 30 healing Hit Points."
+
+ - name: "Vent"
+ desc: "`pf2:1` (fire) The golem vents a 30-foot cone of superheated steam from its internal forge. This deals 15d6 fire damage to all creatures in the cone (DC 40 Reflex check).\n\nThe golem can't use Vent again for 1d6 rounds."
+
+```
+
+```encounter-table
+name: Adamantine Golem
+creatures:
+ - 1: Adamantine Golem
+```
+
+
+
+Crafted from a nigh-indestructible metal of great rarity, adamantine golems can't be destroyed except by the most powerful foes. Crafting an adamantine golem requires a quantity of adamantine so massive that collecting it usually requires mounting a mining expedition to a distant planet, the Plane of Earth, or an Outer Plane.
+
+* * *
+
+Crafted of base materials and then magically animated into a powerful guardian, the legendary golem is a living construct that mindlessly obeys its creator's commands-often continuing to do so for years or even centuries after its creator's death. There exist two known methods of animating a golem. The traditional method involves harvesting and implanting an elemental soul or essence within the newly crafted host statue, a procedure seen as vile and blasphemous to those who value the sanctity of the soul; evil or amoral golem crafters tend to prefer this method. The other, less disreputable technique involves siphoning pure vitality energy into the statue to artificially imitate the creation of a soul. The result does not give the golem a true soul and is generally a more costly and time-consuming method of creation. Regardless of the method used, the resulting golem functions the same. A golem's unique animating force leaves it susceptible to certain forms of magic, but apart from these few weaknesses, it is impervious to magic and difficult to damage with weapons.
+
+Golems work best in play as foes to vanquish rather than allies to accompany player characters on adventures. The process of creating a golem is time-consuming, expensive, and difficult, and only the most talented spellcasters or artisans can even hope to accomplish such an undertaking. While certain magical texts-so-called "golem manuals"-are said to aid golems crafters, for the most part the creation of a golem should be something left in the hands of the Game Master.
+
+Golems have components that can be harvested as trophies or magical components; the value depends on the golem in question. Examples of components that can be harvested from golems are listed in the sidebars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Air Mephit.md b/content/mechanics/srd/Bestiary/Bestiary 1/Air Mephit.md
new file mode 100755
index 000000000..dd9ca4044
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Air Mephit.md
@@ -0,0 +1,84 @@
+---
+title: "Air Mephit"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.cqBE92LEJC2ebgT2"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Air Mephit"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Air Mephit"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[air]]
+trait_02: [[elemental]]
+modifier: 3
+perception:
+ - name: "Perception"
+ desc: "+3; Darkvision"
+languages: "Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Stealth: +7"
+abilityMods: [1, 4, 0, -2, 0, 0]
+speed: 20 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +3, __Ref__ +19, __Will__ +7"
+hp: 12
+health:
+ - name: ""
+ - name: HP
+ desc: "12, fast healing 2 (in open air); __Immunities__ bleed, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 2 (In Open Air)]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+9 (agile, finesse)\n__Damage__ 1d6 + 1 slashing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 17, attack +9; __2nd __ _[[Spells/Blur|Blur]]_; __1st __ _[[Spells/Gust of Wind|Gust of Wind]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (air,arcane) The air mephit breathes sand and grit in a 15-foot cone that deals 2d6 slashing damage to each creature within the area (DC 17 Reflex check save).\n\nThe air mephit can't use Breath Weapon again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Air Mephit
+creatures:
+ - 1: Air Mephit
+```
+
+
+
+Air mephits are capricious and flighty relative to their kin; they are as likely to fly blindly into battle as they are to whine in terror at a loud noise. They are pale blue in coloration and have thin wings that trail small puffs of vapor as they fly through the skies.
+
+* * *
+
+Mephits-sometimes known as elemental scamps-are little bipedal critters with bat-like wings who serve stronger elementals on the Elemental Planes or neophyte spellcasters who summon them to the Material Plane. All mephits have an inkling of magical power as well as a breath weapon.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Alchemical Golem.md b/content/mechanics/srd/Bestiary/Bestiary 1/Alchemical Golem.md
new file mode 100755
index 000000000..23351cd69
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Alchemical Golem.md
@@ -0,0 +1,104 @@
+---
+title: "Alchemical Golem"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gQlYQajrHmqdwuxO"
+tags:
+ - pf2e/creature/type/alchemical
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/golem
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Alchemical Golem"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Alchemical Golem"
+level: "Creature 9"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[alchemical]]
+trait_02: [[construct]]
+trait_03: [[golem]]
+trait_04: [[mindless]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +22"
+abilityMods: [6, 4, 3, -5, 0, -5]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +20, __Ref__ +19, __Will__ +15"
+hp: 150
+health:
+ - name: ""
+ - name: HP
+ desc: "150; __Immunities__ acid, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental; __Resistances__ physical 12 (except adamantine or bludgeoning)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Alchemical Chambers"
+ desc: " An alchemical golem's body contains six alchemical chambers filled with different substances. When an alchemical golem ability calls upon a randomly determined alchemical effect, roll 1d6 and consult the following:\n\n \n\n| 1d6 | Alchemical Effect |\n| --- | --- |\n| 1 | Acid Damage |\n| 2 | Cold Damage |\n| 3 | Electricity Damage |\n| 4 | Fire Damage |\n| 5 | Poison Damage |\n| 6 | Sickness: DC 26 Fortitude check save or [[Conditions/Sickened\\|Sickened 1]] ([[Conditions/Sickened\\|Sickened 2]] on a critical failure) |"
+
+ - name: "Alchemical Rupture"
+ desc: " When an alchemical golem takes physical damage from a critical hit or is affected by a [[Spells/Shatter|Shatter]] spell, one glass chamber within its body shatters, spewing alchemical liquid in a 5-foot emanation.\n\nRoll on the alchemical chambers list to determine which one shatters-on a roll of 1-5, creatures in the area take 10d6 damage of the appropriate type (DC 28 Reflex check). On a roll of 6, creatures must instead save against the sickness effect.\n\n \n\n| 1d6 | Alchemical Effect |\n| --- | --- |\n| 1 | 10d6 acid damage DC 28 Reflex check |\n| 2 | 10d6 cold damage DC 28 Reflex check |\n| 3 | 10d6 electricity damage DC 28 Reflex check |\n| 4 | 10d6 fire damage DC 28 Reflex check |\n| 5 | 10d6 poison damage DC 28 Reflex check |\n| 6 | Sickness: DC 26 Fortitude check save or [[Conditions/Sickened\\|Sickened 1]] ([[Conditions/Sickened\\|Sickened 2]] on a critical failure) |"
+
+ - name: "[[Creature Family Ability Glossary/(Golem) Golem Antimagic|Golem Antimagic]]"
+ desc: " harmed by sonic (5d8 untyped, 2d6 untyped from areas or persistent damage); healed by acid (area 2d4 healing Hit Points); slowed by cold\n* * *\n\nA golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. If an entry lists multiple types (such as \"cold and water\"), either type of spell can affect the golem.\n\n**Harmed By** Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.\n\n**Healed By** Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.\n\n**Slowed By** Any magic of this type that targets the golem causes it to be [[Conditions/Slowed|Slowed 1]] for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's [[Conditions/Slowed|Slowed 1]] for that round.\n\n**Vulnerable To** Each golem is vulnerable to one or more specific spells, with the effects described in its stat block."
+
+ - name: "Vulnerable to Shatter"
+ desc: " Casting a [[Spells/Shatter|Shatter]] spell on an alchemical golem affects the golem normally, but also causes an alchemical rupture."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Syringe"
+ desc: "+22 (magical, reach 10 feet)\n__Damage__ 2d10 + 6 piercing plus alchemical-injection"
+
+ - name: "**Ranged** `pf2:1` Bomb"
+ desc: "+20 (magical, thrown 20 ft.)\n__Damage__ "
+
+ - name: "Alchemical Injection"
+ desc: " When an alchemical golem hits a creature with a syringe Strike, roll 1d6 on the alchemical chambers list to determine the additional effect of the attack. The syringe deals an additional 2d6 damage of the appropriate type (or exposes the target to the sickness effect, as appropriate).\n\n \n\n| 1d6 | Alchemical Effect |\n| --- | --- |\n| 1 | 2d6 acid damage |\n| 2 | 2d6 cold damage |\n| 3 | 2d6 electricity damage |\n| 4 | 2d6 fire damage |\n| 5 | 2d6 poison damage |\n| 6 | Sickness: DC 26 Fortitude check save or [[Conditions/Sickened\\|Sickened 1]] ([[Conditions/Sickened\\|Sickened 2]] on a critical failure) |"
+
+ - name: "Generate Bomb"
+ desc: "`pf2:1` (manipulate) The golem fills an empty vial from one of its alchemical chambers to create a bomb and then makes a bomb Strike.\n\nDetermine the type of bomb created by rolling 1d6 on the alchemical chambers list.\n\nOn a roll of 1-4, it creates the corresponding greater alchemical bomb: an [[Equipment/Acid Flask (Greater)|Acid Flask]] from chamber 1, a [[Equipment/Frost Vial (Greater)|Frost Vial]] from chamber 2, [[Equipment/Bottled Lightning (Greater)|Bottled Lightning]] from chamber 3, or [[Equipment/Alchemist's Fire (Greater)|Alchemist's Fire]] from chamber 4.\n\nOn a roll of 5, it creates a poisonous bomb that deals 3d10 poison damage and 3 poison splash damage with no other effects.\n\nOn a roll of 6, it creates a sickness bomb, which exposes the target and all creatures in the splash radius to the sickness effect; creatures hit by only the splash receive a +2 circumstance bonus to their Fortitude saves.\n\n \n\n| 1d6 | Alchemical Effect |\n| --- | --- |\n| 1 | Acid Flask: 1 acid + 3d6 persistent acid + 3 splash acid damage |\n| 2 | Frost Vial: 3d6 cold + 3 splash cold damage, and -10-foot status penalty to Speeds until end of targets next turn [[Equipment Effects/Effect_ Frost Vial (Greater)\\|Effect: Frost Vial (Greater)]] |\n| 3 | Bottled Lightning: 3d6 electricity + 3 splash electricity damage, and [[Conditions/Off-Guard\\|Off-Guard]] until start of targets next turn |\n| 4 | Alchemist's Fire: 3d8 fire + 3 persistent fire + 3 splash fire damage |\n| 5 | Poisonous Bomb: 3d10 poison + 3 splash poison damage |\n| 6 | Sickness: DC 26 Fortitude check save or [[Conditions/Sickened\\|Sickened 1]] ([[Conditions/Sickened\\|Sickened 2]] on a critical failure) |"
+
+```
+
+```encounter-table
+name: Alchemical Golem
+creatures:
+ - 1: Alchemical Golem
+```
+
+
+
+This golem is a walking alchemical nightmare capable of inflicting all manner of painful wounds. Its ability to follow orders is granted by the otherwise mindless humanoid brain that floats in its dome-like head. In exceptionally rare cases, the brain used in its creation might retain fragments of memories or even actual intellect, resulting in an alchemical golem with a personality and agenda of its own.
+
+* * *
+
+Crafted of base materials and then magically animated into a powerful guardian, the legendary golem is a living construct that mindlessly obeys its creator's commands-often continuing to do so for years or even centuries after its creator's death. There exist two known methods of animating a golem. The traditional method involves harvesting and implanting an elemental soul or essence within the newly crafted host statue, a procedure seen as vile and blasphemous to those who value the sanctity of the soul; evil or amoral golem crafters tend to prefer this method. The other, less disreputable technique involves siphoning pure vitality energy into the statue to artificially imitate the creation of a soul. The result does not give the golem a true soul and is generally a more costly and time-consuming method of creation. Regardless of the method used, the resulting golem functions the same. A golem's unique animating force leaves it susceptible to certain forms of magic, but apart from these few weaknesses, it is impervious to magic and difficult to damage with weapons.
+
+Golems work best in play as foes to vanquish rather than allies to accompany player characters on adventures. The process of creating a golem is time-consuming, expensive, and difficult, and only the most talented spellcasters or artisans can even hope to accomplish such an undertaking. While certain magical texts-so-called "golem manuals"-are said to aid golems crafters, for the most part the creation of a golem should be something left in the hands of the Game Master.
+
+Golems have components that can be harvested as trophies or magical components; the value depends on the golem in question. Examples of components that can be harvested from golems are listed in the sidebars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Alghollthu Master.md b/content/mechanics/srd/Bestiary/Bestiary 1/Alghollthu Master.md
new file mode 100755
index 000000000..c3fc9a66e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Alghollthu Master.md
@@ -0,0 +1,92 @@
+---
+title: "Alghollthu Master"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.4yJQgvEfF5xjT1LP"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/aquatic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Alghollthu Master"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Alghollthu Master"
+level: "Creature 7"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[aberration]]
+trait_02: [[aquatic]]
+trait_03: [[evil]]
+trait_04: [[lawful]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision"
+languages: "Aklo, Alghollthu, Common, Sakvroth, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +16, Deception: +15, Intimidation: +15, Occultism: +16, Lore (any one subcategory): +14"
+abilityMods: [5, 1, 6, 3, 5, 4]
+speed: 10 feet, swim 60 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +15, __Ref__ +10, __Will__ +16"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Mucus Cloud"
+ desc: " (aura,disease) 5 feet. While underwater, an aboleth exudes a cloud of transparent slime. An air-breathing creature adjacent to an aboleth must succeed at a DC 25 Fortitude check save each round or lose the ability to breathe air but gain the ability to breathe water for 3 hours."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+16 (agile, magical, reach 15 feet)\n__Damage__ 2d8 + 10 bludgeoning plus slime"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 25, attack +17; __7th __ _[[Spells/Project Image|Project Image (At Will)]]_, _[[Compendium.pf2e.spells-srd.Item.hkfH9Z53hPzcOwNB|Veil (At Will)]]_; __6th __ _[[Spells/Dominate|Dominate (x3)]]_, _[[Spells/Illusory Scene|Illusory Scene (At Will)]]_; __5th __ _[[Spells/Illusory Object|Illusory Object (At Will)]]_; __4th __ _[[Spells/Mirage|Hallucinatory Terrain (At Will)]]_; __3rd __ _[[Spells/Hypnotize|Hypnotic Pattern (At Will)]]_"
+
+ - name: "Slime"
+ desc: " (curse,occult,virulent) **Saving Throw** DC 25 Fortitude check\n* * *\n\n**Stage 1** no ill effect (1 round)\n\n**Stage 2** the victim's skin softens, inflicting [[Conditions/Drained|Drained 1]] (1 round)\n\n**Stage 3** the victim's skin transforms into a clear, slimy membrane, inflicting [[Conditions/Drained|Drained 2]] until the curse ends; every hour this membrane remains dry, the creature's drained condition increases by 1 (permanent).\n\nA [[Spells/Cleanse Affliction|Cleanse Affliction]] spell can counteract this curse, but immunity to disease offers no protection against it"
+
+```
+
+```encounter-table
+name: Alghollthu Master
+creatures:
+ - 1: Alghollthu Master
+```
+
+
+
+Aboleths form the core of alghollthu society, and while they are the "common folk" of their own societies, they see themselves as masters of all others. Unlike their leaders, who mask their actions using magical disguises, aboleths revel in their monstrous forms, appearing as primeval fish with tentacles. Masters of psychic manipulation, they are a species so ancient that they were present in the world when it was young, before the gods had turned their attention to the planet. They see all other life as something they have the right to control, so the idea that potential slaves might have faith in a higher power other than themselves enrages aboleths.
+
+* * *
+
+In bygone millennia, aquatic monsters known as alghollthus used their occult powers to conquer and rule vast parts of the world. Their empires contained countless mortal slaves treated as little more than cattle. Alghollthus shaped their slaves and other creatures using mental manipulation and physically transformative magic. Aberrant horrors from faceless stalkers to mimics can be traced back to this meddling. The rulers of the alghollthu race, the so-called veiled masters, further shaped entire societies by assuming the forms of those they controlled. From the heights of power to the shadows of poverty, the veiled masters manipulated these societies according to their own dark designs, enslaving, killing, or horrifically transforming those who discovered their plans or acted against them.
+
+In time, the alghollthus grew frustrated with their increasingly upstart slave societies and sought to wipe the slate clean-both starting anew and punishing those who had become too willful and rebellious. They used incredible magical power to call forth a cataclysm, hoping to destroy the rebellious societies they'd manipulated. Yet they miscalculated the strength of faith and will to survive of their pawns and slaves, and in time the world and its empires recovered and grew strong once again-this time without alghollthu influence.
+
+Today, the alghollthus have retreated from their mass-scale manipulation of the surface world, and they have mostly remained within the deep aquatic realms where they still rule without question. Yet they have not abandoned their plots entirely, and the reemergence of servitor races like ugothols points to a frightening possibility-that the alghollthus have turned their hateful eyes to the surface once again.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Annis Hag.md b/content/mechanics/srd/Bestiary/Bestiary 1/Annis Hag.md
new file mode 100755
index 000000000..9533bb0a3
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Annis Hag.md
@@ -0,0 +1,100 @@
+---
+title: "Annis Hag"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.iaw9IW2DR8Hg3A1S"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/hag
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Annis Hag"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Annis Hag"
+level: "Creature 6"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[hag]]
+trait_04: [[humanoid]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision"
+languages: "Aklo, Common, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Athletics: +14, Deception: +11, Diplomacy: +9, Intimidation: +11, Stealth: +14"
+abilityMods: [6, 4, 4, 1, 4, 3]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +16, __Ref__ +12, __Will__ +14; +1 status to all saves vs. magic"
+hp: 85
+health:
+ - name: ""
+ - name: HP
+ desc: "85; __Resistances__ physical 5 (except bludgeoning)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Coven|Coven]]"
+ desc: " (mental,occult) An annis hag adds [[Spells/Earthbind|Earthbind]], [[Spells/Magic Passage|Magic Passage]], and [[Spells/Spellwrack|Spellwrack]] to her coven's spells.\n* * *\n\nThis monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.\n\nCovens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single action that has the concentrate trait. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-rank [[Spells/Cursed Metamorphosis|Cursed Metamorphosis]] spell and all the following spells, which the coven can cast at any rank up to 5th: [[Spells/Augury|Augury]], [[Spells/Charm|Charm]], [[Spells/Clairaudience|Clairaudience]], [[Spells/Clairvoyance|Clairvoyance]], [[Spells/Dream Message|Dream Message]], [[Spells/Illusory Disguise|Illusory Disguise]], [[Spells/Illusory Scene|Illusory Scene]], [[Spells/Scouting Eye|Scouting Eye]], and [[Spells/Talking Corpse|Talking Corpse]]. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the [[Spells/Control Weather|Control Weather]] ritual, with a DC of 23 instead of the standard DC.\n\nIf a coven member's departure or death brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+16 (agile, cold iron, magical, reach 10 feet)\n__Damage__ 2d8 + 6 slashing plus grab"
+
+ - name: "Coven Spells"
+ desc: "DC 23, attack +15; __8th __ (1 slots) _[[Spells/Cursed Metamorphosis|Baleful Polymorph]]_; __6th __ (1 slots) _[[Spells/Spellwrack|Spellwrack]]_; __5th __ (1 slots) _[[Spells/Augury|Augury]]_, _[[Spells/Charm|Charm]]_, _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Illusory Disguise|Illusory Disguise]]_, _[[Spells/Illusory Scene|Illusory Scene]]_, _[[Spells/Magic Passage|Passwall]]_, _[[Spells/Scouting Eye|Prying Eye]]_, _[[Spells/Talking Corpse|Talking Corpse]]_; __3rd __ (1 slots) _[[Spells/Earthbind|Earthbind]]_"
+
+ - name: "Rituals"
+ desc: "_Control Weather_"
+
+ - name: "Bonds of Iron"
+ desc: "`pf2:2` (attack,occult) Once per day, an annis hag can cause a cage built of cold iron fingernails to spring out of nothingness at a range of up to 30 feet, attempting an Athletics check check to [[Actions/Grapple|Grapple]] against the target's Fortitude DC; if the target has a weakness to cold iron, the annis hag gains a +2 circumstance bonus to this check.\n\nUnlike a normal Grapple, the annis hag doesn't need to be within reach and can move as she pleases, and a successful attempt lasts until the creature escapes (DC 24), causing the cage to crumble into rust.\n\nAny creature can attempt to destroy the cage by attacking it. It has an AC of 19, Hardness 10, and 40 Hit Points."
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,occult,polymorph) The hag can take on the appearance of any Medium female humanoid. This doesn't change her Speed or her attack and damage bonuses with her Strikes but might change the damage type her Strikes deal (typically to bludgeoning).\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "[[Bestiary Ability Glossary/Rend|Rend]]"
+ desc: "`pf2:1` Claw\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Annis Hag
+creatures:
+ - 1: Annis Hag
+```
+
+
+
+Annis hags are brutal torturers and murderers, delighting in the musical screams and tasty flesh of young creatures and those who are pure of heart. Annis hags are the most direct of all hags, engaging in physical combat and using their change shape ability to hunt rather than to infiltrate and betray humanoids. But an Annis hag takes a grisly trophy from each kill and uses it to sow discord, sending the trophy to one of her victim's loved ones in a way that implicates another family member in the murder. Also known as iron hags, annis hags have iron-like yet flexible flesh that resists edged weapons, and their own touch is the same cold iron that burns the flesh of other hags. This allows them to bully their way to the leadership of hag covens.
+
+* * *
+
+Malevolent crones who lurk at the edges of civilization, hags use their deceptive, magical abilities to prey upon humanoids, manipulating and corrupting them. Some say hags arose from fey that became twisted by their inner selfishness. Hags gather together in covens for greater power, craft unique magical items known as _[[Equipment/Hag Eye|Hag Eyes]]_, and are known to replace infant humanoids with their own offspring-these children are [[Monster Core/Changeling Exile|Changelings]] who have the potential to become hags themselves.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Balor.md b/content/mechanics/srd/Bestiary/Bestiary 1/Balor.md
new file mode 100755
index 000000000..6a8b6b9a3
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Balor.md
@@ -0,0 +1,128 @@
+---
+title: "Balor"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.trXcIXw1IfE37xFn"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/demon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/20
+statblock: inline
+name: "Balor"
+level: 20
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Balor"
+level: "Creature 20"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[demon]]
+trait_03: [[evil]]
+trait_04: [[fiend]]
+trait_05: [[unholy]]
+modifier: 36
+perception:
+ - name: "Perception"
+ desc: "+36; Darkvision"
+languages: "Chthonian, Draconic, Empyrean; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +35, Athletics: +37, Deception: +36, Diplomacy: +32, Intimidation: +38, Religion: +32, Society: +32, Stealth: +33"
+abilityMods: [9, 7, 9, 6, 6, 8]
+speed: 35 feet, fly 70 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 45
+armorclass:
+ - name: AC
+ desc: "45; __Fort__ +39, __Ref__ +35, __Will__ +34; +1 status to all saves vs. magic"
+hp: 480
+health:
+ - name: ""
+ - name: HP
+ desc: "480; __Immunities__ fire; __Weaknesses__ cold 20, cold iron 20, holy 20"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Longsword|Longsword]]"
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Special)]]"
+ desc: "`pf2:r` The balor can use Attack of Opportunity when a creature within their reach uses a concentrate action, in addition to its normal trigger. They can disrupt triggering concentrate actions, and they disrupt actions on any hit, not just a critical hit.\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Aura of Flame"
+ desc: " (aura,divine,fire) 20 feet. A foe that starts its turn in the aura takes 3d6+10 fire damage, or 6d6+20 fire damage if the balor has [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] it. A creature that hits a balor with an unarmed Strike takes 3d6+10 fire damage, and weapons that hit a balor take 3d6+10 fire damage."
+
+ - name: "Death Throes"
+ desc: " (death,divine,fire) When a balor dies, their body explodes in a 100-Foot Aura of intense demonic flame. All creatures and objects in range take 16d10 fire damage (DC 45 Reflex check save). Because the flame is infused with Abyssal energy, creatures in the area apply only half their usual fire resistance. Creatures with immunity to fire use an outcome one degree of success better than what they rolled, instead of gaining the usual benefit of immunity. The bodies of creatures reduced to 0 Hit Points by a balor's death throes are completely incinerated into fine ash."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Vorpal Cold Iron Silver Longsword"
+ desc: "+40 (magical, reach 10 feet, unholy, versatile p)\n__Damage__ 4d8 + 17 slashing"
+
+ - name: "**Melee** `pf2:1` Cold Iron Silver Flame Whip"
+ desc: "+40 (disarm, fire, magical, reach 20 feet, trip, unholy)\n__Damage__ 4d6 + 17 fire plus improved-grab,whip-reposition"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 44, attack +36; __10th __ _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Divine Decree|Divine Decree (x2)]]_; __8th __ _[[Spells/Dispel Magic|Dispel Magic (At Will)]]_; __6th __ _[[Spells/Dominate|Dominate (At Will)]]_; __5th __ _[[Spells/Translocate|Dimension Door (At Will)]]_\n__Cantrips__ __(10th)__ _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_\n__Constant__ __(6th)__ _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Rituals"
+ desc: "_Abyssal Pact_"
+
+ - name: "Dimensional Dervish"
+ desc: " A balor can cast their 5th-rank innate [[Spells/Translocate|Translocate]] with only a single action."
+
+ - name: "Dispelling Strike"
+ desc: " **Frequency** once per round.\n\n**Trigger** The balor hits a creature, object, or spell effect with a weapon Strike.\n* * *\n\n**Effect** The balor casts an innate [[Spells/Dispel Magic|Dispel Magic]] on the target of the triggering Strike."
+
+ - name: "Infuse Weapons"
+ desc: " (divine) Any weapon a balor wields becomes a _+3 [[Equipment/Striking (Major)|Major Striking]] [[Equipment/Vorpal|Vorpal]] weapon_ made of cold iron and silver while the demon holds it. A weapon that isn't eligible for the vorpal rune doesn't gain its effects. The demon can conjure a whip made of flames with an Interact action. This whip gains the same benefits as other weapons the balor wields."
+
+ - name: "Lifedrinker"
+ desc: " (divine,healing) **Trigger** The balor kills a living creature that is at least 15th level.\n* * *\n\n**Effect** The balor drinks the triggering creature's life force and regains 10d8+80 Hit Points."
+
+ - name: "Whip Reposition"
+ desc: " When a balor [[Conditions/Grabbed|Grabs]] a creature with a whip Strike, they can move the creature to any space in the whip's reach. The balor can move without ending the grab as long as the creature remains within the whip's reach, and the balor can move the creature to any other space in the whip's reach with an Interact action."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Balor
+creatures:
+ - 1: Balor
+```
+
+
+
+When folk whisper frightened tales of the demonic, what most envision is the balor-a towering figure of fire and flesh, a horned nightmare armed with a flaming whip and a sword flying through the night in search of its latest victim. On the Abyss, balors serve demon lords as generals or captains, and they typically command vast legions of demons. Standing at 14 feet in height, only the cruelest mortal souls-those who devoted entire lives to sins too numerous to count-can fuel the formation of a balor. More often, a balor forms from a mass of dozens of mortal souls who shared debased ideologies in life.
+
+#### Balor Lords
+
+Those rare few balors who form from single souls are the ones most likely to eventually transcend the notable power they already wield, becoming a nascent demon lord. These balor lords are each unique creatures of 21st to 25th level in power who rule their own realm in the Abyss. In time, a balor lord can further develop into a unique creature with wildly different powers, even ascending to the role of a true demon lord.
+
+* * *
+
+When a sinful mortal soul is judged and sent on to the Abyss, it can become a deadly fiend-a demon. Demons are living incarnations of sin-be they classic sins like wrath or gluttony, or more "specialized" depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon's driving goals are twofold-the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Abyss.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Baomal.md b/content/mechanics/srd/Bestiary/Bestiary 1/Baomal.md
new file mode 100755
index 000000000..6f7bc8080
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Baomal.md
@@ -0,0 +1,106 @@
+---
+title: "Baomal"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gWDdujpeU1wHORXj"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/aquatic
+ - pf2e/creature/type/chaotic
+ - pf2eMonster
+ - pf2e/creature/level/20
+statblock: inline
+name: "Baomal"
+level: 20
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Baomal"
+level: "Creature 20"
+
+alignment: ""
+size: "grg"
+trait_01: [[aberration]]
+trait_02: [[aquatic]]
+trait_03: [[chaotic]]
+modifier: 34
+perception:
+ - name: "Perception"
+ desc: "+34; Darkvision, Scent (Imprecise) 80 Feet"
+languages: "Aklo"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +41, Stealth: +31, Survival: +37"
+abilityMods: [10, 2, 8, -3, 6, 1]
+speed: 50 feet, swim 80 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 48
+armorclass:
+ - name: AC
+ desc: "48 all-around vision; __Fort__ +36, __Ref__ +30, __Will__ +34"
+hp: 315
+health:
+ - name: ""
+ - name: HP
+ desc: "315; __Resistances__ physical 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Double Opportunity"
+ desc: " A baomal gains an extra reaction each round that it can use only to make an Attack of Opportunity. It must use a different head for each one it attempts, and it can't make more than one Attack of Opportunity for the same triggering action."
+
+ - name: "Psychic Static Aura"
+ desc: " (aura,mental,occult) 120 feet. All creatures, except aberrations, that begin their turn in the area take 5d6 mental damage."
+
+ - name: "Two Heads"
+ desc: " Any ability that would sever a baomal's head (such as a critical hit with a _[[Equipment/Vorpal|Vorpal]]_ weapon) severs one head at random. Losing one head doesn't kill a baomal, but it does prevent the baomal from making Strikes with the lost head and from using Double Opportunity or Two-Headed Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+38 (reach 20 feet)\n__Damage__ 4d12 + 18 piercing plus improved-grab"
+
+ - name: "**Ranged** `pf2:1` Tsunami Jet"
+ desc: "+38 (brutal, range 500 feet)\n__Damage__ 4d10 + 18 bludgeoning plus push"
+
+ - name: "Breath of the Sea"
+ desc: "`pf2:1` (attack) A baomal can inhale tremendous amounts of water, drawing everything in the sea nearby closer. All creatures and objects in the water within 60 feet of the baomal (including ships) are pulled toward it. Creatures must succeed at a DC 42 Athletics check check or be pulled up to 20 feet toward the baomal (40 feet on a critical failure). For ships, use the captain's Sailing Lore in place of Athletics. Unattended objects are automatically pulled."
+
+ - name: "Shell Rake"
+ desc: "`pf2:1` (move) The baomal Swims or Strides alongside a creature or the hull of a vessel, dealing damage with the strong spikes on its shell. Each creature or ship the baomal is adjacent to at any point during its movement takes 6d6+10 slashing and piercing damage (DC 42 Reflex check save). Against vessels, Shell Rake ignores the first 5 Hardness and creates an explosion of splinters that deals 3d6+5 damage to every creature within 10 feet of the deck's edge (DC 42 Reflex check save)."
+
+ - name: "Two-Headed Strike"
+ desc: "`pf2:2` The baomal makes a Strike with each set of jaws, each against a different creature. These Strikes count as one attack for the baomal's multiple attack penalty, and the penalty doesn't increase until after both attacks."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Push|Push 40 feet]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Push in its damage entry\n* * *\n\n**Effect** The monster attempts to [[Actions/Shove|Shove]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance."
+
+```
+
+```encounter-table
+name: Baomal
+creatures:
+ - 1: Baomal
+```
+
+
+
+Few sea monsters are as dreaded and feared as the two-headed baomal. These massive predatory beasts typically dwell in the deepest waters and compete with krakens and other monsters for food. They feed on whales and other large sea creatures, sometimes following them to the water's surface. Near the surface, baomals that encounter ships quickly learn that they contain a variety of tasty morsels. The creatures use their devastating spikes to rip open the ships' hulls, then leisurely feed on the helpless sailors.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Barbazu.md b/content/mechanics/srd/Bestiary/Bestiary 1/Barbazu.md
new file mode 100755
index 000000000..d6f3ed8ec
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Barbazu.md
@@ -0,0 +1,117 @@
+---
+title: "Barbazu"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.JR7jAzfrqE6AAaxU"
+tags:
+ - pf2e/creature/type/devil
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Barbazu"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Barbazu"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[devil]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[lawful]]
+trait_05: [[unholy]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Greater Darkvision"
+languages: "Common, Diabolic, Draconic, Empyrean; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Athletics: +13, Intimidation: +10, Religion: +11, Stealth: +11"
+abilityMods: [4, 2, 4, -2, 2, 1]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +15, __Ref__ +11, __Will__ +11; +1 status to all saves vs. magic"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60; __Immunities__ fire; __Weaknesses__ holy 5; __Resistances__ physical 5 (except silver), poison 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Glaive|Glaive]]"
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Glaive"
+ desc: "+15 (deadly d8, forceful, magical, reach 10 feet, unholy)\n__Damage__ 1d8 + 7 slashing plus infernal-wound 2d6 spirit plus infernal-wound"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+15 (agile, magical, unholy)\n__Damage__ 2d6 + 7 slashing 1d6 spirit"
+
+ - name: "**Melee** `pf2:1` Beard"
+ desc: "+15 (magical, unholy)\n__Damage__ 1d6 + 7 piercing plus avernal-fever"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 19, attack +11; __5th __ _[[Spells/Translocate|Dimension Door]]_; __4th __ _[[Spells/Translocate|Dimension Door (At Will)]]_"
+
+ - name: "Rituals"
+ desc: "_Infernal Pact_"
+
+ - name: "Avernal Fever"
+ desc: " (disease) **Saving Throw** DC 23 Fortitude check\n* * *\n\n**Stage 1** carrier with no ill effect (1 day)\n\n**Stage 2** [[Conditions/Enfeebled|Enfeebled 1]] (1 day)\n\n**Stage 3** [[Conditions/Enfeebled|Enfeebled 2]] (1 day)"
+
+ - name: "Infernal Wound"
+ desc: " (divine) A bearded devil's glaive Strike also deals 1d6 bleed that resists attempts to heal it.\n\nThe flat check to stop the bleeding starts at DC 20 Flat check. The DC is reduced to DC 15 Flat check only if the bleeding creature or an ally successfully assists with the recovery. The DC to [[Actions/Administer First Aid|Administer First Aid]] to a creature with an infernal wound is increased by 5.\n\nA spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 21 counteract check or the magic fails to heal the creature.\n\n[[Bestiary Effects/Effect_ Infernal Wound|Effect: Infernal Wound]]"
+
+ - name: "Reposition"
+ desc: " **Trigger** The devil hits a creature with a glaive Strike.\n* * *\n\n**Effect** The devil moves the creature 5 feet in any direction. The destination square must be within reach of the devil's glaive.\n\nThis movement doesn't trigger reactions."
+
+ - name: "Wriggling Beard"
+ desc: "`pf2:1` **Frequency** once per round.\n* * *\n\n**Effect** The barbazu makes a beard Strike. This Strike ignores their multiple attack penalty and doesn't count toward that penalty."
+
+```
+
+```encounter-table
+name: Barbazu
+creatures:
+ - 1: Barbazu
+```
+
+
+
+Barbazus, known also as bearded devils or infantry devils, are murderous fiends who satiate their lust for annihilation by serving as the foot soldiers of Hell's armies, often leading hordes of lesser devils such as imps and lemures into battle. Bearded devils wield serrated glaives to inflict jagged gashes that resist healing magic, resulting in tremendous blood loss. When enemies come too close, bearded devils strike with the spines of their wriggling beards to deliver a wretched contagion called Avernal fever, savoring the sight of their victim's strength being slowly devoured from within.
+
+Barbazus can be found savagely indulging the whims of evil infernal lords from all layers of Hell, rejoicing as they disseminate murder, misery, and anguish as they see fit.
+
+* * *
+
+Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks. Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly lemures and imps perform subservient labor to more powerful and specialized devils, such as contract devils and erinyes, while the greatest pit fiends command entire infernal armies.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Barghest.md b/content/mechanics/srd/Bestiary/Bestiary 1/Barghest.md
new file mode 100755
index 000000000..ed02a14d8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Barghest.md
@@ -0,0 +1,94 @@
+---
+title: "Barghest"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.yYwJJvOFiPXywx5O"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Barghest"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Barghest"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[unholy]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Chthonian, Common, Goblin"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Deception: +12, Diplomacy: +9, Intimidation: +11, Stealth: +10, Survival: +8"
+abilityMods: [5, 2, 3, 2, 2, 3]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +11, __Ref__ +12, __Will__ +8"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50; __Resistances__ fire 5, physical 5 (except magical)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+13 (unholy)\n__Damage__ 2d8 + 5 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+13 (agile, unholy)\n__Damage__ 2d6 + 5 slashing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 21, attack +13; __4th __ _[[Spells/Flicker|Blink (At Will)]]_, _[[Spells/Confusion|Confusion]]_, _[[Spells/Translocate|Dimension Door (Self Only)]]_; __3rd __ _[[Spells/Levitate|Levitate (At Will)]]_; __1st __ _[[Spells/Charm|Charm]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) The barghest takes on the shape of a goblinoid (a goblin, hobgoblin, or bugbear) or a wolf, or it transforms back into its true form. When the barghest is a goblinoid, it loses its jaws and claw Strikes, it becomes Small if it is a goblin, and its Speed changes to 20 feet. When the barghest is a wolf, its Speed changes to 40 feet and its jaws gain [[Bestiary Ability Glossary/Knockdown|Knockdown]]. Each individual barghest has only one goblinoid form and one wolf form.\n\n[[Bestiary Effects/Effect_ Wolf Shape|Effect: Wolf Shape]]\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Feed"
+ desc: " Once per month, a barghest can spend 1 minute to devour a corpse, gaining a permanent +1 status bonus to its checks and DCs. Each subsequent time it feeds, this bonus increases by 1. The fourth time a barghest feeds, it sheds its skin and mutates into a [[Bestiary 1/Greater Barghest|Greater Barghest]], and the status bonus ends.\n\n[[Bestiary Effects/Effect_ Feed|Effect: Feed]]"
+
+```
+
+```encounter-table
+name: Barghest
+creatures:
+ - 1: Barghest
+```
+
+
+
+Typical barghests are ravenous gluttons of life who feed and grow on the fat of mortals, their bodies changing in ways none can predict as they use the flesh and blood of their victims to achieve grisly transformations into greater barghests. Barghests often make use of their shapechanging abilities to rule tribes of goblinoids or to discreetly hunt in rural areas in the guise of unnaturally intelligent wolves. They do not work well together, as each barghest wants all the kills for itself; cannibalism is the typical result of too many barghests in one small area.
+
+* * *
+
+Barghests are lupine fiends with goblinoid faces and humanoid hands. They stalk the Material Plane in search of souls to sate their demonic hunger. Eons ago, barghests dwelled in the pits of Hell and served Asmodeus, but after Lamashtu abducted and adopted the four most powerful of their kind to serve as pets (and in time, as a pantheon of hero-gods worshipped by evil goblins), barghests' loyalties and philosophical nature changed significantly. Today, while barghests retain their connection to goblinoids, they serve none but their own appetites.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Black Dragon (Adult).md b/content/mechanics/srd/Bestiary/Bestiary 1/Black Dragon (Adult).md
new file mode 100755
index 000000000..fb75d02e5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Black Dragon (Adult).md
@@ -0,0 +1,115 @@
+---
+title: "Black Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.oNkJI1p3eAzbkM2n"
+tags:
+ - pf2e/creature/type/acid
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Black Dragon (Adult)"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Black Dragon (Adult)"
+level: "Creature 11"
+
+alignment: ""
+size: "Large"
+trait_01: [[acid]]
+trait_02: [[amphibious]]
+trait_03: [[chaotic]]
+trait_04: [[dragon]]
+trait_05: [[evil]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +18, Arcana: +19, Athletics: +24, Deception: +20, Intimidation: +20, Stealth: +20"
+abilityMods: [7, 3, 5, 2, 3, 3]
+speed: 50 feet, fly 120 feet, swim 50 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +23, __Ref__ +18, __Will__ +21; +1 status to all saves vs. magic"
+hp: 215
+health:
+ - name: ""
+ - name: HP
+ desc: "215; __Immunities__ acid, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 28 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Tail Lash"
+ desc: "`pf2:r` **Trigger** A creature within reach of the dragon's tail takes an action to Strike or attempt a skill check\n* * *\n\n**Effect** The dragon Strikes with its tail at the triggering creature at a -2 penalty. If it hits, the creature takes a -2 circumstance penalty to the triggering roll.\n\n[[Bestiary Effects/Effect_ Tail Lash|Effect: Tail Lash]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+25 (acid, magical, reach 10 feet)\n__Damage__ 2d12 + 13 piercing 2d6 acid"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+25 (agile, magical)\n__Damage__ 2d10 + 13 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+23 (magical, reach 15 feet)\n__Damage__ 2d12 + 11 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horns"
+ desc: "+23 (magical, reach 10 feet)\n__Damage__ 1d10 + 11 piercing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 30, attack +22; __2nd __ _[[Spells/Darkness|Darkness (At Will)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (acid,arcane) The dragon breathes a spray of acid that deals 12d6 acid damage in an 80-foot line (DC 30 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Corrupt Water"
+ desc: "`pf2:1` (arcane,concentrate) **Frequency** Once per day\n* * *\n\n**Effect** The dragon permanently befouls 10 cubic feet of liquid within 90 feet. The liquid becomes undrinkable and unable to support water-breathing life.\n\nThis destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 28 Will check save to protect liquids in its possession). This doesn't affect liquids in a creature's body."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one horns Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike"
+
+```
+
+```encounter-table
+name: Black Dragon (Adult)
+creatures:
+ - 1: Black Dragon (Adult)
+```
+
+
+
+Murderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize their domains with intense fervor. Gleefully sadistic, they rule their fetid principalities from a deep cave or otherwise isolated part of the swamp with a mix of lightning-quick raids and subterfuge. Their hatred for other creatures is as acidic as their breath weapons, and they rarely tolerate even other dragons of their kind-except perhaps to mate or temporarily collaborate to take down a mutual enemy.
+
+Black dragons are amphibious-although they breathe air, their gills also allow them to breathe water. Their frills and fins make them accomplished swimmers, well suited to their wetland environments and submerged lairs. They're immune to the fetid water that comes as a result of their magical ability to corrupt water.
+
+Black dragon lairs are as foul as their souls. The floors are littered with rotting meat, and plundered treasures line the muck and slime of their dank caves amid twisted roots and creepers. Such places are often crawling with pests, snakes, and slimes. Though they claim natural caverns when they can, they make do with areas of dense, twisted vegetation within a swamp. Black dragon treasure hoards primarily consist of gems and expensive glass work, as valuables of softer substance can't survive the dragon's acidic presence.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Black Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Black Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..ddc1788ec
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Black Dragon (Adult, Spellcaster).md
@@ -0,0 +1,112 @@
+---
+title: "Black Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.LXcKYcW0xITkdoIF"
+tags:
+ - pf2e/creature/type/acid
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Black Dragon (Adult, Spellcaster)"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Black Dragon (Adult, Spellcaster)"
+level: "Creature 11"
+
+alignment: ""
+size: "Large"
+trait_01: [[acid]]
+trait_02: [[amphibious]]
+trait_03: [[chaotic]]
+trait_04: [[dragon]]
+trait_05: [[evil]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +18, Arcana: +19, Athletics: +24, Deception: +20, Intimidation: +20, Stealth: +20"
+abilityMods: [7, 3, 5, 2, 3, 3]
+speed: 50 feet, fly 120 feet, swim 50 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +23, __Ref__ +18, __Will__ +21; +1 status to all saves vs. magic"
+hp: 215
+health:
+ - name: ""
+ - name: HP
+ desc: "215; __Immunities__ acid, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 28 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Tail Lash"
+ desc: "`pf2:r` **Trigger** A creature within reach of the dragon's tail takes an action to Strike or attempt a skill check\n* * *\n\n**Effect** The dragon Strikes with its tail at the triggering creature at a -2 penalty. If it hits, the creature takes a -2 circumstance penalty to the triggering roll.\n\n[[Bestiary Effects/Effect_ Tail Lash|Effect: Tail Lash]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+25 (acid, magical, reach 10 feet)\n__Damage__ 2d12 + 13 piercing 2d6 acid"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+25 (agile, magical)\n__Damage__ 2d10 + 13 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+23 (magical, reach 15 feet)\n__Damage__ 2d12 + 11 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horns"
+ desc: "+23 (magical, reach 10 feet)\n__Damage__ 1d10 + 11 piercing"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 30, attack +24; __5th __ _[[Spells/Black Tentacles|Black Tentacles]]_, _[[Spells/Mariner's Curse|Mariner's Curse]]_; __4th __ _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Suggestion|Suggestion]]_; __3rd __ _[[Spells/Paralyze|Paralyze]]_, _[[Spells/Slow|Slow]]_, _[[Spells/Stinking Cloud|Stinking Cloud]]_; __2nd __ _[[Spells/Blur|Blur]]_, _[[Spells/Revealing Light|Glitterdust]]_, _[[Spells/Invisibility|Invisibility]]_; __1st __ _[[Spells/Alarm|Alarm]]_, _[[Spells/Enfeeble|Ray of Enfeeblement]]_, _[[Spells/Sure Strike|True Strike]]_\n__Cantrips__ __(5th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Tangle Vine|Tanglefoot]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 30, attack +24; __2nd __ _[[Spells/Darkness|Darkness (At Will)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (acid,arcane) The dragon breathes a spray of acid that deals 12d6 acid damage in an 80-foot line (DC 30 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Corrupt Water"
+ desc: "`pf2:1` (arcane,concentrate) **Frequency** Once per day\n* * *\n\n**Effect** The dragon permanently befouls 10 cubic feet of liquid within 90 feet. The liquid becomes undrinkable and unable to support water-breathing life.\n\nThis destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 28 Will check save to protect liquids in its possession). This doesn't affect liquids in a creature's body."
+
+```
+
+```encounter-table
+name: Black Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Black Dragon (Adult, Spellcaster)
+```
+
+
+
+Murderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize their domains with intense fervor. Gleefully sadistic, they rule their fetid principalities from a deep cave or otherwise isolated part of the swamp with a mix of lightning-quick raids and subterfuge. Their hatred for other creatures is as acidic as their breath weapons, and they rarely tolerate even other dragons of their kind-except perhaps to mate or temporarily collaborate to take down a mutual enemy.
+
+Black dragons are amphibious-although they breathe air, their gills also allow them to breathe water. Their frills and fins make them accomplished swimmers, well suited to their wetland environments and submerged lairs. They're immune to the fetid water that comes as a result of their magical ability to corrupt water.
+
+Black dragon lairs are as foul as their souls. The floors are littered with rotting meat, and plundered treasures line the muck and slime of their dank caves amid twisted roots and creepers. Such places are often crawling with pests, snakes, and slimes. Though they claim natural caverns when they can, they make do with areas of dense, twisted vegetation within a swamp. Black dragon treasure hoards primarily consist of gems and expensive glass work, as valuables of softer substance can't survive the dragon's acidic presence.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Black Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Bestiary 1/Black Dragon (Ancient).md
new file mode 100755
index 000000000..64e75eb05
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Black Dragon (Ancient).md
@@ -0,0 +1,115 @@
+---
+title: "Black Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.VhAGxKaJbyVx7vUk"
+tags:
+ - pf2e/creature/type/acid
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/16
+statblock: inline
+name: "Black Dragon (Ancient)"
+level: 16
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Black Dragon (Ancient)"
+level: "Creature 16"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[acid]]
+trait_02: [[amphibious]]
+trait_03: [[chaotic]]
+trait_04: [[dragon]]
+trait_05: [[evil]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Goblin, Jotun, Orcish"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +25, Arcana: +26, Athletics: +32, Deception: +29, Intimidation: +29, Stealth: +27"
+abilityMods: [8, 5, 6, 4, 5, 5]
+speed: 60 feet, fly 150 feet, swim 60 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 39
+armorclass:
+ - name: AC
+ desc: "39; __Fort__ +30, __Ref__ +27, __Will__ +29; +1 status to all saves vs. magic"
+hp: 325
+health:
+ - name: ""
+ - name: HP
+ desc: "325; __Immunities__ acid, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 35 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Tail Lash"
+ desc: "`pf2:r` **Trigger** A creature within reach of the dragon's tail takes an action to Strike or attempt a skill check\n* * *\n\n**Effect** The dragon Strikes with its tail at the triggering creature at a -2 penalty. If it hits, the creature takes a -2 circumstance penalty to the triggering roll.\n\n[[Bestiary Effects/Effect_ Tail Lash|Effect: Tail Lash]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+33 (acid, magical, reach 15 feet)\n__Damage__ 3d10 + 14 piercing 2d6 acid 2d6 acid"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+33 (agile, magical, reach 10 feet)\n__Damage__ 3d8 + 14 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+31 (magical, reach 20 feet)\n__Damage__ 3d10 + 12 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horns"
+ desc: "+31 (magical, reach 15 feet)\n__Damage__ 2d10 + 12 piercing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 37, attack +29; __2nd __ _[[Spells/Darkness|Darkness (At Will)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (acid,arcane) The dragon breathes a spray of acid that deals 17d6 acid damage in a 100 foot line (DC 39 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Corrupt Water"
+ desc: "`pf2:1` (arcane,concentrate) **Frequency** Once per day\n* * *\n\n**Effect** The dragon permanently befouls 10 cubic feet of liquid within 90 feet. The liquid becomes undrinkable and unable to support water-breathing life.\n\nThis destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 35 Will check save to protect liquids in its possession). This doesn't affect liquids in a creature's body."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one horns Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike"
+
+```
+
+```encounter-table
+name: Black Dragon (Ancient)
+creatures:
+ - 1: Black Dragon (Ancient)
+```
+
+
+
+Murderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize their domains with intense fervor. Gleefully sadistic, they rule their fetid principalities from a deep cave or otherwise isolated part of the swamp with a mix of lightning-quick raids and subterfuge. Their hatred for other creatures is as acidic as their breath weapons, and they rarely tolerate even other dragons of their kind-except perhaps to mate or temporarily collaborate to take down a mutual enemy.
+
+Black dragons are amphibious-although they breathe air, their gills also allow them to breathe water. Their frills and fins make them accomplished swimmers, well suited to their wetland environments and submerged lairs. They're immune to the fetid water that comes as a result of their magical ability to corrupt water.
+
+Black dragon lairs are as foul as their souls. The floors are littered with rotting meat, and plundered treasures line the muck and slime of their dank caves amid twisted roots and creepers. Such places are often crawling with pests, snakes, and slimes. Though they claim natural caverns when they can, they make do with areas of dense, twisted vegetation within a swamp. Black dragon treasure hoards primarily consist of gems and expensive glass work, as valuables of softer substance can't survive the dragon's acidic presence.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Black Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Black Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..6703065b5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Black Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,112 @@
+---
+title: "Black Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.zHVcs54rRvjMXbuN"
+tags:
+ - pf2e/creature/type/acid
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/16
+statblock: inline
+name: "Black Dragon (Ancient, Spellcaster)"
+level: 16
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Black Dragon (Ancient, Spellcaster)"
+level: "Creature 16"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[acid]]
+trait_02: [[amphibious]]
+trait_03: [[chaotic]]
+trait_04: [[dragon]]
+trait_05: [[evil]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Goblin, Jotun, Orcish"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +25, Arcana: +26, Athletics: +32, Deception: +29, Intimidation: +29, Stealth: +27"
+abilityMods: [8, 5, 6, 4, 5, 5]
+speed: 60 feet, fly 150 feet, swim 60 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 39
+armorclass:
+ - name: AC
+ desc: "39; __Fort__ +30, __Ref__ +27, __Will__ +29; +1 status to all saves vs. magic"
+hp: 325
+health:
+ - name: ""
+ - name: HP
+ desc: "325; __Immunities__ acid, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 35 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Tail Lash"
+ desc: "`pf2:r` **Trigger** A creature within reach of the dragon's tail takes an action to Strike or attempt a skill check\n* * *\n\n**Effect** The dragon Strikes with its tail at the triggering creature at a -2 penalty. If it hits, the creature takes a -2 circumstance penalty to the triggering roll.\n\n[[Bestiary Effects/Effect_ Tail Lash|Effect: Tail Lash]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+33 (acid, magical, reach 15 feet)\n__Damage__ 3d10 + 14 piercing 2d6 acid 2d6 acid"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+33 (agile, magical, reach 10 feet)\n__Damage__ 3d8 + 14 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+31 (magical, reach 20 feet)\n__Damage__ 3d10 + 12 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horns"
+ desc: "+31 (magical, reach 15 feet)\n__Damage__ 2d10 + 12 piercing"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 37, attack +32; __7th __ _[[Spells/Execute|Finger of Death]]_, _[[Spells/Mask of Terror|Mask of Terror]]_, _[[Spells/Reverse Gravity|Reverse Gravity]]_; __6th __ _[[Spells/Dominate|Dominate]]_, _[[Spells/Truesight|True Seeing]]_, _[[Spells/Wall of Force|Wall of Force]]_; __5th __ _[[Spells/Black Tentacles|Black Tentacles]]_, _[[Spells/Mariner's Curse|Mariner's Curse]]_, _[[Spells/Scouting Eye|Prying Eye]]_; __4th __ _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Suggestion|Suggestion]]_; __3rd __ _[[Spells/Paralyze|Paralyze]]_, _[[Spells/Slow|Slow]]_, _[[Spells/Stinking Cloud|Stinking Cloud]]_; __2nd __ _[[Spells/Blur|Blur]]_, _[[Spells/Revealing Light|Glitterdust]]_, _[[Spells/Invisibility|Invisibility]]_; __1st __ _[[Spells/Alarm|Alarm]]_, _[[Spells/Enfeeble|Ray of Enfeeblement]]_, _[[Spells/Sure Strike|True Strike]]_\n__Cantrips__ __(7th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Tangle Vine|Tanglefoot]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 37, attack +32; __2nd __ _[[Spells/Darkness|Darkness (At Will)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (acid,arcane) The dragon breathes a spray of acid that deals 17d6 acid damage in a 100 foot line (DC 39 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Corrupt Water"
+ desc: "`pf2:1` (arcane,concentrate) **Frequency** Once per day\n* * *\n\n**Effect** The dragon permanently befouls 10 cubic feet of liquid within 90 feet. The liquid becomes undrinkable and unable to support water-breathing life.\n\nThis destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 35 Will check save to protect liquids in its possession). This doesn't affect liquids in a creature's body."
+
+```
+
+```encounter-table
+name: Black Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Black Dragon (Ancient, Spellcaster)
+```
+
+
+
+Murderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize their domains with intense fervor. Gleefully sadistic, they rule their fetid principalities from a deep cave or otherwise isolated part of the swamp with a mix of lightning-quick raids and subterfuge. Their hatred for other creatures is as acidic as their breath weapons, and they rarely tolerate even other dragons of their kind-except perhaps to mate or temporarily collaborate to take down a mutual enemy.
+
+Black dragons are amphibious-although they breathe air, their gills also allow them to breathe water. Their frills and fins make them accomplished swimmers, well suited to their wetland environments and submerged lairs. They're immune to the fetid water that comes as a result of their magical ability to corrupt water.
+
+Black dragon lairs are as foul as their souls. The floors are littered with rotting meat, and plundered treasures line the muck and slime of their dank caves amid twisted roots and creepers. Such places are often crawling with pests, snakes, and slimes. Though they claim natural caverns when they can, they make do with areas of dense, twisted vegetation within a swamp. Black dragon treasure hoards primarily consist of gems and expensive glass work, as valuables of softer substance can't survive the dragon's acidic presence.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Black Dragon (Young).md b/content/mechanics/srd/Bestiary/Bestiary 1/Black Dragon (Young).md
new file mode 100755
index 000000000..298a6ad97
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Black Dragon (Young).md
@@ -0,0 +1,109 @@
+---
+title: "Black Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.dTu3YZid6gvIb9h6"
+tags:
+ - pf2e/creature/type/acid
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Black Dragon (Young)"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Black Dragon (Young)"
+level: "Creature 7"
+
+alignment: ""
+size: "Large"
+trait_01: [[acid]]
+trait_02: [[amphibious]]
+trait_03: [[chaotic]]
+trait_04: [[dragon]]
+trait_05: [[evil]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Arcana: +12, Athletics: +17, Deception: +15, Intimidation: +15, Stealth: +16"
+abilityMods: [6, 3, 4, 1, 2, 2]
+speed: 40 feet, fly 100 feet, swim 40 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +17, __Ref__ +12, __Will__ +15"
+hp: 125
+health:
+ - name: ""
+ - name: HP
+ desc: "125; __Immunities__ acid, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 23 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Tail Lash"
+ desc: "`pf2:r` **Trigger** A creature within reach of the dragon's tail takes an action to Strike or attempt a skill check\n* * *\n\n**Effect** The dragon Strikes with its tail at the triggering creature at a -2 penalty. If it hits, the creature takes a -2 circumstance penalty to the triggering roll.\n\n[[Bestiary Effects/Effect_ Tail Lash|Effect: Tail Lash]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+19 (acid, reach 10 feet)\n__Damage__ 2d10 + 9 piercing 1d6 acid"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+19 (agile)\n__Damage__ 2d6 + 9 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+17 (reach 15 feet)\n__Damage__ 2d8 + 7 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horns"
+ desc: "+17 (reach 10 feet)\n__Damage__ 1d8 + 7 piercing"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (acid,arcane) The dragon breathes a spray of acid that deals 8d6 acid damage in a 60-foot line (DC 25 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one horns Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike."
+
+```
+
+```encounter-table
+name: Black Dragon (Young)
+creatures:
+ - 1: Black Dragon (Young)
+```
+
+
+
+Murderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize their domains with intense fervor. Gleefully sadistic, they rule their fetid principalities from a deep cave or otherwise isolated part of the swamp with a mix of lightning-quick raids and subterfuge. Their hatred for other creatures is as acidic as their breath weapons, and they rarely tolerate even other dragons of their kind-except perhaps to mate or temporarily collaborate to take down a mutual enemy.
+
+Black dragons are amphibious-although they breathe air, their gills also allow them to breathe water. Their frills and fins make them accomplished swimmers, well suited to their wetland environments and submerged lairs. They're immune to the fetid water that comes as a result of their magical ability to corrupt water.
+
+Black dragon lairs are as foul as their souls. The floors are littered with rotting meat, and plundered treasures line the muck and slime of their dank caves amid twisted roots and creepers. Such places are often crawling with pests, snakes, and slimes. Though they claim natural caverns when they can, they make do with areas of dense, twisted vegetation within a swamp. Black dragon treasure hoards primarily consist of gems and expensive glass work, as valuables of softer substance can't survive the dragon's acidic presence.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Black Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Black Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..70dd6182c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Black Dragon (Young, Spellcaster).md
@@ -0,0 +1,106 @@
+---
+title: "Black Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.USMDRyh6sp9xChQ8"
+tags:
+ - pf2e/creature/type/acid
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Black Dragon (Young, Spellcaster)"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Black Dragon (Young, Spellcaster)"
+level: "Creature 7"
+
+alignment: ""
+size: "Large"
+trait_01: [[acid]]
+trait_02: [[amphibious]]
+trait_03: [[chaotic]]
+trait_04: [[dragon]]
+trait_05: [[evil]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Arcana: +12, Athletics: +17, Deception: +15, Intimidation: +15, Stealth: +16"
+abilityMods: [6, 3, 4, 1, 2, 2]
+speed: 40 feet, fly 100 feet, swim 40 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +17, __Ref__ +12, __Will__ +15"
+hp: 125
+health:
+ - name: ""
+ - name: HP
+ desc: "125; __Immunities__ acid, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 23 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Tail Lash"
+ desc: "`pf2:r` **Trigger** A creature within reach of the dragon's tail takes an action to Strike or attempt a skill check\n* * *\n\n**Effect** The dragon Strikes with its tail at the triggering creature at a -2 penalty. If it hits, the creature takes a -2 circumstance penalty to the triggering roll.\n\n[[Bestiary Effects/Effect_ Tail Lash|Effect: Tail Lash]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+19 (acid, reach 10 feet)\n__Damage__ 2d10 + 9 piercing 1d6 acid"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+19 (agile)\n__Damage__ 2d6 + 9 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+17 (reach 15 feet)\n__Damage__ 2d8 + 7 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horns"
+ desc: "+17 (reach 10 feet)\n__Damage__ 1d8 + 7 piercing"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 25, attack +18; __3rd __ _[[Spells/Slow|Slow]]_, _[[Spells/Stinking Cloud|Stinking Cloud]]_; __2nd __ _[[Spells/Blur|Blur]]_, _[[Spells/Revealing Light|Glitterdust]]_, _[[Spells/Invisibility|Invisibility]]_; __1st __ _[[Spells/Alarm|Alarm]]_, _[[Spells/Enfeeble|Ray of Enfeeblement]]_, _[[Spells/Sure Strike|True Strike]]_\n__Cantrips__ __(3rd)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Tangle Vine|Tanglefoot]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (acid,arcane) The dragon breathes a spray of acid that deals 8d6 acid damage in a 60-foot line (DC 25 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Black Dragon (Young, Spellcaster)
+creatures:
+ - 1: Black Dragon (Young, Spellcaster)
+```
+
+
+
+Murderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize their domains with intense fervor. Gleefully sadistic, they rule their fetid principalities from a deep cave or otherwise isolated part of the swamp with a mix of lightning-quick raids and subterfuge. Their hatred for other creatures is as acidic as their breath weapons, and they rarely tolerate even other dragons of their kind-except perhaps to mate or temporarily collaborate to take down a mutual enemy.
+
+Black dragons are amphibious-although they breathe air, their gills also allow them to breathe water. Their frills and fins make them accomplished swimmers, well suited to their wetland environments and submerged lairs. They're immune to the fetid water that comes as a result of their magical ability to corrupt water.
+
+Black dragon lairs are as foul as their souls. The floors are littered with rotting meat, and plundered treasures line the muck and slime of their dank caves amid twisted roots and creepers. Such places are often crawling with pests, snakes, and slimes. Though they claim natural caverns when they can, they make do with areas of dense, twisted vegetation within a swamp. Black dragon treasure hoards primarily consist of gems and expensive glass work, as valuables of softer substance can't survive the dragon's acidic presence.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Black Pudding.md b/content/mechanics/srd/Bestiary/Bestiary 1/Black Pudding.md
new file mode 100755
index 000000000..def9d47b9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Black Pudding.md
@@ -0,0 +1,96 @@
+---
+title: "Black Pudding"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.N1eMqRPWM7M8MmZl"
+tags:
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/ooze
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Black Pudding"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Black Pudding"
+level: "Creature 7"
+
+alignment: ""
+size: "huge"
+trait_01: [[mindless]]
+trait_02: [[ooze]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Motion Sense (Precise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +18"
+abilityMods: [7, -5, 7, -5, 0, -5]
+speed: 20 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 14
+armorclass:
+ - name: AC
+ desc: "14; __Fort__ +18, __Ref__ +6, __Will__ +11"
+hp: 165
+health:
+ - name: ""
+ - name: HP
+ desc: "165; __Immunities__ acid, critical hits, piercing, precision, slashing, unconscious, visual, mental"
+abilities_top:
+ - name: ""
+
+ - name: "Motion Sense 60 feet"
+ desc: " A black pudding can sense nearby motion through vibration and air movement."
+
+abilities_mid:
+ - name: ""
+ - name: "Corrosive Mass"
+ desc: " A creature that hits the pudding with a metal or wooden weapon must succeed at a DC 22 Reflex check save or the weapon takes 2d6 acid damage (after dealing damage to the black pudding as normal). Thrown weapons and ammunition take this damage automatically with no save."
+
+ - name: "Split"
+ desc: " When the black pudding is hit by an attack that would deal slashing or piercing damage and has 10 or more HP, it splits into two identical puddings, each with half the original's HP.\n\nOne pudding is in the same space as the original, and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or sturdy to push)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pseudopod"
+ desc: "+18 (reach 10 feet)\n__Damage__ 2d8 + 7 bludgeoning plus corrosive-touch,grab 2d6 acid plus corrosive-touch,grab"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d8+7 bludgeoning damage plus 1d6 acid damage, DC 26 Fortitude check save\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Corrosive Touch"
+ desc: " When the pudding hits a creature with its pseudopod, any acid damage is dealt to the creature's armor or clothing as well as the creature."
+
+ - name: "Suction"
+ desc: " The pudding can climb on ceilings and other inverted surfaces, though such surfaces are difficult terrain for it."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Black Pudding
+creatures:
+ - 1: Black Pudding
+```
+
+
+
+Most often found below ground, these oozes scour caves for objects to dissolve with their corrosive secretions. This caustic acid is particularly dangerous to creatures that attack a pudding, as it can quickly damage and destroy gear.
+
+* * *
+
+Slimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to enormous sizes and have insatiable appetites.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Bloodseeker.md b/content/mechanics/srd/Bestiary/Bestiary 1/Bloodseeker.md
new file mode 100755
index 000000000..87bab53c7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Bloodseeker.md
@@ -0,0 +1,81 @@
+---
+title: "Bloodseeker"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.lInApMZgJBJwC95j"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/-1
+statblock: inline
+name: "Bloodseeker"
+level: -1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Bloodseeker"
+level: "Creature -1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[animal]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision, Scent (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Stealth: +6"
+abilityMods: [-4, 3, 0, -5, 1, -2]
+speed: 10 feet, fly 30 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +5, __Ref__ +8, __Will__ +4"
+hp: 6
+health:
+ - name: ""
+ - name: HP
+ desc: "6"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Barbed Leg"
+ desc: "+8 (finesse)\n__Damage__ "
+
+ - name: "Attach"
+ desc: " When a bloodseeker hits a target larger than itself, its barbed legs attach it to that creature. This is similar to grabbing the creature, but the bloodseeker moves with that creature rather than holding it in place.\n\nThe bloodseeker is [[Conditions/Off-Guard|Off-Guard]] while attached. If the bloodseeker is killed or pushed away while attached to a creature it has drained blood from, that creature takes 1 bleed damage.\n\nEscaping the attach or removing the bloodseeker in other ways doesn't cause bleed damage."
+
+ - name: "Blood Drain"
+ desc: "`pf2:1` **Requirements** The bloodseeker is attached to a creature.\n* * *\n\n**Effect** The bloodseeker uses its proboscis to drain blood from the creature it's attached to. This deals 1d4 damage, and the bloodseeker gains temporary Hit Points equal to the damage dealt.\n\nA creature that has its blood drained by a bloodseeker is [[Conditions/Drained|Drained 1]] until it receives healing (of any kind or amount)."
+
+```
+
+```encounter-table
+name: Bloodseeker
+creatures:
+ - 1: Bloodseeker
+```
+
+
+
+Scourges of swamps and damp, abandoned places, bloodseekers are ravenous blood drinkers. Farmers curse the creatures for sucking their livestock dry. It is from such beleaguered people that the bloodseeker's regional name "stirge," possibly a corruption of the word "scourge," comes. Folk wisdom holds that the appearance of bloodseekers in a region signals a healthy herd of livestock, but more often it means bogs or old buildings that haven't been properly tended to. Certainly, no amount of folksy parable can assuage a farmer driven to destitution by a bloodseeker infestation. But despite their role as parasites, bloodseekers aren't hated by all villages. In some cases, the inhabitants of remote backwoods thorps even keep the things as pets or use them as doubtful medicinal "tools" to drain away unwanted humors or test for evil spirits possessing the blood. Worshippers of gods of pestilence and parasites often view bloodseekers as sacred to their faith and allow the creatures to feed freely from their bodies. In such societies, those who accidentally give too much are considered to have been "blessed" by the village's hungry god.
+
+Bloodseekers seem to be constantly hungry, but they are not inherently malevolent. They can be scared away fairly easily and prefer to swiftly retreat rather than risk death. Some adventurers report that these creatures can be scared away by waving torches at the flying pests. However, bloodseekers are much bolder when encountered in larger numbers, as bringing down one victim lets an entire colony feed. Bloodseeker colonies are called clots, for obvious and disgusting reasons. If a lone bloodseeker finds a likely victim while its clot is nearby, it emits a high-pitched, keening noise to summon reinforcements.
+
+Most humanoids avoid bloodseekers, but boggards sometimes cultivate bloodseeker nests around the perimeter of their territory. These colonies serve as a deterrent to intruders, and the boggards sometimes check for bloodseeker prey, collecting the hides or bodies of animals killed by the pests. Meals prepared from slain bloodseekers that have gorged on the blood of specific creatures are a staple among certain boggard communities. The boggards not only eat the actual bloodseekers, but they also make a gelled slurry from the drained blood.
+
+A typical bloodseeker is about a foot long, with mottled, reddish-brown skin and a yellow underbelly. Its four wings resemble bat wings. When gorged with blood, the creature becomes bloated and pink, and it tends to wobble unsteadily in the air as it flies off to digest its meal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Blue Dragon (Adult).md b/content/mechanics/srd/Bestiary/Bestiary 1/Blue Dragon (Adult).md
new file mode 100755
index 000000000..f9eb3d06c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Blue Dragon (Adult).md
@@ -0,0 +1,118 @@
+---
+title: "Blue Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.PvXNq7u4Oy89AUyB"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/electricity
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Blue Dragon (Adult)"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Blue Dragon (Adult)"
+level: "Creature 13"
+
+alignment: ""
+size: "huge"
+trait_01: [[dragon]]
+trait_02: [[electricity]]
+trait_03: [[evil]]
+trait_04: [[lawful]]
+modifier: 24
+perception:
+ - name: "Perception"
+ desc: "+24; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Jotun, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +22, Arcana: +25, Deception: +26, Diplomacy: +26, Intimidation: +24, Society: +23, Stealth: +20, Survival: +22"
+abilityMods: [6, 3, 4, 4, 3, 5]
+speed: 40 feet, burrow 20 feet, fly 150 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +24, __Ref__ +23, __Will__ +23; +1 status to all saves vs. magic"
+hp: 260
+health:
+ - name: ""
+ - name: HP
+ desc: "260; __Immunities__ electricity, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Sound Imitation"
+ desc: " The dragon can mimic any sound it has heard. It must succeed at a Deception check with a +4 circumstance bonus to do so."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 32 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Wing Deflection"
+ desc: "`pf2:r` **Trigger** The dragon is targeted with an attack\n* * *\n\n**Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+27 (electricity, magical, reach 15 feet)\n__Damage__ 3d8 + 12 piercing 1d12 electricity"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+27 (agile, magical, reach 10 feet)\n__Damage__ 3d8 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+25 (magical, reach 20 feet)\n__Damage__ 3d8 + 10 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horns"
+ desc: "+25 (magical, reach 15 feet)\n__Damage__ 2d8 + 10 piercing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 33, attack +25; __6th __ _[[Spells/Illusory Creature|Illusory Creature]]_, _[[Spells/Illusory Object|Illusory Object]]_, _[[Spells/Ventriloquism|Ventriloquism (At Will)]]_; __1st __ _[[Spells/Create Water|Create Water (At Will) (See Desert Thirst)]]_\n__Cantrips__ __(7th)__ _[[Spells/Ghost Sound|Ghost Sound]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,electricity) The dragon breathes lightning that 9d12 electricity damage in a 100-foot line (DC 33 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Desert Thirst"
+ desc: " (arcane) When casting [[Spells/Create Water|Create Water]], the dragon can attempt to destroy liquid instead of creating it, turning an equal amount of liquid into sand. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 32 Will check save to protect all liquids in its possession). This doesn't affect the liquids in a creature's body."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one horns Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike."
+
+```
+
+```encounter-table
+name: Blue Dragon (Adult)
+creatures:
+ - 1: Blue Dragon (Adult)
+```
+
+
+
+Blue dragons are the sleek and poised cosmopolitans of the chromatic dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons often lair near or within cities and set out to bend the population to their will and gather hordes of servants. These dragons love spinning webs of conspiracy. A blue dragon's lackeys typically don't even realize that they serve a dragon, but instead think the protection money, tariffs, or taxes they are amassing is treasure for a cruel but legitimate master. In some ways, blue dragons even see their servants as a living hoard and value them like treasure. These dragons have been known to use these tactics even with their own chromatic cousins.
+
+Not all blue dragons work clandestinely. Some lord over desert tribes and hill people like vengeful gods, demanding both tribute and worship. No matter how blue dragons manage their underlings, their bearing is regal and their lairs palatial; they're universally intolerant of insubordination, incompetence, and embezzlement, and punish perpetrators with murderous efficiency.
+
+Blue dragons are also known for their use and mastery of illusion magic. They make use of illusions to augment their manipulations and bewilder their foes in battle. Blue dragons also have some control over water, but use this ability to destroy water, something quite dangerous for those who encounter them in their desert lairs.
+
+The ideal lair for a blue dragon contains multiple passages, rooms, and secret chambers. As social creatures, blue dragons prefer to host guests in comfort-but their dwellings should not be so public that just anyone can come calling. A force of guards keeps out intruders, and clever illusions conceal the edifice from prying eyes. Rather than a pile of coins or gems, a blue dragon's true hoard is the rich furnishings in its citadel- expensive art, ornate furniture, and architectural marvels.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Blue Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Blue Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..83099450a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Blue Dragon (Adult, Spellcaster).md
@@ -0,0 +1,115 @@
+---
+title: "Blue Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.9NuQX7M6DgTWg2Ga"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/electricity
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Blue Dragon (Adult, Spellcaster)"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Blue Dragon (Adult, Spellcaster)"
+level: "Creature 13"
+
+alignment: ""
+size: "huge"
+trait_01: [[dragon]]
+trait_02: [[electricity]]
+trait_03: [[evil]]
+trait_04: [[lawful]]
+modifier: 24
+perception:
+ - name: "Perception"
+ desc: "+24; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Jotun, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +22, Arcana: +25, Deception: +26, Diplomacy: +26, Intimidation: +24, Society: +23, Stealth: +20, Survival: +22"
+abilityMods: [6, 3, 4, 4, 3, 5]
+speed: 40 feet, burrow 20 feet, fly 150 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +24, __Ref__ +23, __Will__ +23; +1 status to all saves vs. magic"
+hp: 260
+health:
+ - name: ""
+ - name: HP
+ desc: "260; __Immunities__ electricity, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Sound Imitation"
+ desc: " The dragon can mimic any sound it has heard. It must succeed at a Deception check with a +4 circumstance bonus to do so."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 32 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Wing Deflection"
+ desc: "`pf2:r` **Trigger** The dragon is targeted with an attack\n* * *\n\n**Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+27 (electricity, magical, reach 15 feet)\n__Damage__ 3d8 + 12 piercing 1d12 electricity"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+27 (agile, magical, reach 10 feet)\n__Damage__ 3d8 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+25 (magical, reach 20 feet)\n__Damage__ 3d8 + 10 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horns"
+ desc: "+25 (magical, reach 15 feet)\n__Damage__ 2d8 + 10 piercing"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 34, attack +27; __6th __ _[[Spells/Cursed Metamorphosis|Baleful Polymorph]]_, _[[Spells/Mislead|Mislead]]_; __5th __ _[[Spells/Chromatic Wall|Chromatic Wall]]_, _[[Spells/False Vision|False Vision]]_, _[[Spells/Illusory Scene|Illusory Scene]]_; __4th __ _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Mirage|Hallucinatory Terrain]]_; __3rd __ _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Hypnotize|Hypnotic Pattern]]_, _[[Spells/Paralyze|Paralyze]]_; __2nd __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Invisibility|Invisibility]]_, _[[Spells/Mirror Image|Mirror Image]]_; __1st __ _[[Spells/Alarm|Alarm]]_, _[[Spells/Charm|Charm]]_, _[[Spells/Phantasmal Minion|Unseen Servant]]_\n__Cantrips__ __(6th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Message|Message]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_, _[[Spells/Sigil|Sigil]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 33, attack +25; __6th __ _[[Spells/Illusory Creature|Illusory Creature]]_, _[[Spells/Illusory Object|Illusory Object]]_, _[[Spells/Ventriloquism|Ventriloquism (At Will)]]_; __1st __ _[[Spells/Create Water|Create Water (At Will) (See Desert Thirst)]]_\n__Cantrips__ __(7th)__ _[[Spells/Ghost Sound|Ghost Sound]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,electricity) The dragon breathes lightning that 9d12 electricity damage in a 100-foot line (DC 33 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Desert Thirst"
+ desc: " (arcane) When casting [[Spells/Create Water|Create Water]], the dragon can attempt to destroy liquid instead of creating it, turning an equal amount of liquid into sand. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 32 Will check save to protect all liquids in its possession). This doesn't affect the liquids in a creature's body."
+
+```
+
+```encounter-table
+name: Blue Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Blue Dragon (Adult, Spellcaster)
+```
+
+
+
+Blue dragons are the sleek and poised cosmopolitans of the chromatic dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons often lair near or within cities and set out to bend the population to their will and gather hordes of servants. These dragons love spinning webs of conspiracy. A blue dragon's lackeys typically don't even realize that they serve a dragon, but instead think the protection money, tariffs, or taxes they are amassing is treasure for a cruel but legitimate master. In some ways, blue dragons even see their servants as a living hoard and value them like treasure. These dragons have been known to use these tactics even with their own chromatic cousins.
+
+Not all blue dragons work clandestinely. Some lord over desert tribes and hill people like vengeful gods, demanding both tribute and worship. No matter how blue dragons manage their underlings, their bearing is regal and their lairs palatial; they're universally intolerant of insubordination, incompetence, and embezzlement, and punish perpetrators with murderous efficiency.
+
+Blue dragons are also known for their use and mastery of illusion magic. They make use of illusions to augment their manipulations and bewilder their foes in battle. Blue dragons also have some control over water, but use this ability to destroy water, something quite dangerous for those who encounter them in their desert lairs.
+
+The ideal lair for a blue dragon contains multiple passages, rooms, and secret chambers. As social creatures, blue dragons prefer to host guests in comfort-but their dwellings should not be so public that just anyone can come calling. A force of guards keeps out intruders, and clever illusions conceal the edifice from prying eyes. Rather than a pile of coins or gems, a blue dragon's true hoard is the rich furnishings in its citadel- expensive art, ornate furniture, and architectural marvels.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Blue Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Bestiary 1/Blue Dragon (Ancient).md
new file mode 100755
index 000000000..6382b097f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Blue Dragon (Ancient).md
@@ -0,0 +1,124 @@
+---
+title: "Blue Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.0MJac7UBkjV9fU9R"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/electricity
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/18
+statblock: inline
+name: "Blue Dragon (Ancient)"
+level: 18
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Blue Dragon (Ancient)"
+level: "Creature 18"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[dragon]]
+trait_02: [[electricity]]
+trait_03: [[evil]]
+trait_04: [[lawful]]
+modifier: 31
+perception:
+ - name: "Perception"
+ desc: "+31; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Diabolic, Draconic, Jotun, Pyric, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +28, Arcana: +33, Deception: +35, Diplomacy: +35, Intimidation: +33, Society: +35, Stealth: +28, Survival: +29"
+abilityMods: [7, 4, 6, 7, 5, 7]
+speed: 50 feet, burrow 30 feet, fly 200 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 42
+armorclass:
+ - name: AC
+ desc: "42; __Fort__ +32, __Ref__ +30, __Will__ +33; +1 status to all saves vs. magic"
+hp: 370
+health:
+ - name: ""
+ - name: HP
+ desc: "370; __Immunities__ electricity, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Sound Imitation"
+ desc: " The dragon can mimic any sound it has heard. To do so, it must succeed at a Deception check with a +4 circumstance bonus."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 39 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Wing Deflection"
+ desc: "`pf2:r` **Trigger** The dragon is targeted with an attack\n* * *\n\n**Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+35 (electricity, magical, reach 20 feet)\n__Damage__ 3d10 + 15 piercing 2d12 electricity"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+35 (agile, magical, reach 15 feet)\n__Damage__ 3d10 + 15 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+33 (magical, reach 25 feet)\n__Damage__ 3d10 + 13 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horns"
+ desc: "+33 (magical, reach 20 feet)\n__Damage__ 2d10 + 13 piercing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 43, attack +35; __8th __ _[[Spells/Mirage|Hallucinatory Terrain (At Will)]]_, _[[Spells/Illusory Creature|Illusory Creature (At Will)]]_, _[[Spells/Illusory Object|Illusory Object (At Will)]]_, _[[Spells/Ventriloquism|Ventriloquism (At Will)]]_; __7th __ _[[Spells/Project Image|Project Image (See Mirage)]]_; __1st __ _[[Spells/Create Water|Create Water (At Will) (See Desert Thirst)]]_\n__Cantrips__ __(9th)__ _[[Spells/Ghost Sound|Ghost Sound]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,electricity) The dragon breathes lightning that deals 12d12 electricity damage in a 120-foot line (DC 40 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds.\n* * *\n\nEach time the dragon uses Breath Weapon, a 20-foot-radius storm cloud appears 80 feet above a point of the dragon's choosing along the Breath Weapon's path. Clouds last for 10 minutes and allow the dragon to use Storm Breath."
+
+ - name: "Desert Thirst"
+ desc: " (arcane) When casting [[Spells/Create Water|Create Water]], the dragon can attempt to destroy liquid instead of creating it, turning an equal amount of liquid into sand. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 37 Will check save to protect all liquids in its possession). This doesn't affect the liquids in a creature's body."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one horns Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike."
+
+ - name: "Mirage"
+ desc: " Whenever the dragon uses Breath Weapon while the illusory image from its innate [[Spells/Project Image|Project Image]] spell persists, it can cause the Breath Weapon to originate from itself or the image."
+
+ - name: "Storm Breath"
+ desc: "`pf2:1` (arcane,concentrate,electricity) **Frequency** Once per round\n\n**Requirements** A storm cloud created by Breath Weapon is within 500 feet, and the dragon can see the cloud.\n* * *\n\n**Effect** The dragon calls down a lightning bolt from a storm cloud created by its Breath Weapon. This creates a vertical line of lightning to the ground that deal 6d12 electricity damage to all enemies in its path (DC 40 Reflex check save)."
+
+```
+
+```encounter-table
+name: Blue Dragon (Ancient)
+creatures:
+ - 1: Blue Dragon (Ancient)
+```
+
+
+
+Blue dragons are the sleek and poised cosmopolitans of the chromatic dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons often lair near or within cities and set out to bend the population to their will and gather hordes of servants. These dragons love spinning webs of conspiracy. A blue dragon's lackeys typically don't even realize that they serve a dragon, but instead think the protection money, tariffs, or taxes they are amassing is treasure for a cruel but legitimate master. In some ways, blue dragons even see their servants as a living hoard and value them like treasure. These dragons have been known to use these tactics even with their own chromatic cousins.
+
+Not all blue dragons work clandestinely. Some lord over desert tribes and hill people like vengeful gods, demanding both tribute and worship. No matter how blue dragons manage their underlings, their bearing is regal and their lairs palatial; they're universally intolerant of insubordination, incompetence, and embezzlement, and punish perpetrators with murderous efficiency.
+
+Blue dragons are also known for their use and mastery of illusion magic. They make use of illusions to augment their manipulations and bewilder their foes in battle. Blue dragons also have some control over water, but use this ability to destroy water, something quite dangerous for those who encounter them in their desert lairs.
+
+The ideal lair for a blue dragon contains multiple passages, rooms, and secret chambers. As social creatures, blue dragons prefer to host guests in comfort-but their dwellings should not be so public that just anyone can come calling. A force of guards keeps out intruders, and clever illusions conceal the edifice from prying eyes. Rather than a pile of coins or gems, a blue dragon's true hoard is the rich furnishings in its citadel- expensive art, ornate furniture, and architectural marvels.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Blue Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Blue Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..91febefc7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Blue Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,121 @@
+---
+title: "Blue Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.6qlqXNJeRimhVcrY"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/electricity
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/18
+statblock: inline
+name: "Blue Dragon (Ancient, Spellcaster)"
+level: 18
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Blue Dragon (Ancient, Spellcaster)"
+level: "Creature 18"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[dragon]]
+trait_02: [[electricity]]
+trait_03: [[evil]]
+trait_04: [[lawful]]
+modifier: 31
+perception:
+ - name: "Perception"
+ desc: "+31; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Diabolic, Draconic, Jotun, Pyric, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +28, Arcana: +33, Deception: +35, Diplomacy: +35, Intimidation: +33, Society: +35, Stealth: +28, Survival: +29"
+abilityMods: [7, 4, 6, 7, 5, 7]
+speed: 50 feet, burrow 30 feet, fly 200 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 42
+armorclass:
+ - name: AC
+ desc: "42; __Fort__ +32, __Ref__ +30, __Will__ +33; +1 status to all saves vs. magic"
+hp: 370
+health:
+ - name: ""
+ - name: HP
+ desc: "370; __Immunities__ electricity, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Sound Imitation"
+ desc: " The dragon can mimic any sound it has heard. To do so, it must succeed at a Deception check with a +4 circumstance bonus."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 39 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Wing Deflection"
+ desc: "`pf2:r` **Trigger** The dragon is targeted with an attack\n* * *\n\n**Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+35 (electricity, magical, reach 20 feet)\n__Damage__ 3d10 + 15 piercing 2d12 electricity"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+35 (agile, magical, reach 15 feet)\n__Damage__ 3d10 + 15 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+33 (magical, reach 25 feet)\n__Damage__ 3d10 + 13 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horns"
+ desc: "+33 (magical, reach 20 feet)\n__Damage__ 2d10 + 13 piercing"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 41, attack +35; __8th __ _[[Spells/Disappearance|Disappearance]]_, _[[Spells/Quandary|Maze]]_, _[[Spells/Hidden Mind|Mind Blank]]_; __7th __ _[[Spells/Prismatic Spray|Prismatic Spray]]_, _[[Spells/Spell Turning|Spell Turning]]_; __6th __ _[[Spells/Cursed Metamorphosis|Baleful Polymorph]]_, _[[Spells/Never Mind|Feeblemind]]_, _[[Spells/Mislead|Mislead]]_; __5th __ _[[Spells/Chromatic Wall|Chromatic Wall]]_, _[[Spells/False Vision|False Vision]]_, _[[Spells/Illusory Scene|Illusory Scene]]_; __4th __ _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Mirage|Hallucinatory Terrain]]_; __3rd __ _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Hypnotize|Hypnotic Pattern]]_, _[[Spells/Paralyze|Paralyze]]_; __2nd __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Invisibility|Invisibility]]_, _[[Spells/Mirror Image|Mirror Image]]_; __1st __ _[[Spells/Alarm|Alarm]]_, _[[Spells/Charm|Charm]]_, _[[Spells/Phantasmal Minion|Unseen Servant]]_\n__Cantrips__ __(8th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Message|Message]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_, _[[Spells/Sigil|Sigil]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 43, attack +35; __8th __ _[[Spells/Mirage|Hallucinatory Terrain (At Will)]]_, _[[Spells/Illusory Creature|Illusory Creature (At Will)]]_, _[[Spells/Illusory Object|Illusory Object (At Will)]]_, _[[Spells/Ventriloquism|Ventriloquism (At Will)]]_; __7th __ _[[Spells/Project Image|Project Image (See Mirage)]]_; __1st __ _[[Spells/Create Water|Create Water (At Will) (See Desert Thirst)]]_\n__Cantrips__ __(9th)__ _[[Spells/Ghost Sound|Ghost Sound]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,electricity) The dragon breathes lightning that deals 12d12 electricity damage in a 120-foot line (DC 40 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds.\n* * *\n\nEach time the dragon uses Breath Weapon, a 20-foot-radius storm cloud appears 80 feet above a point of the dragon's choosing along the Breath Weapon's path. Clouds last for 10 minutes and allow the dragon to use Storm Breath."
+
+ - name: "Desert Thirst"
+ desc: " (arcane) When casting [[Spells/Create Water|Create Water]], the dragon can attempt to destroy liquid instead of creating it, turning an equal amount of liquid into sand. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 37 Will check save to protect all liquids in its possession). This doesn't affect the liquids in a creature's body."
+
+ - name: "Mirage"
+ desc: " Whenever the dragon uses Breath Weapon while the illusory image from its innate [[Spells/Project Image|Project Image]] spell persists, it can cause the Breath Weapon to originate from itself or the image."
+
+ - name: "Storm Breath"
+ desc: "`pf2:1` (arcane,concentrate,electricity) **Frequency** Once per round\n\n**Requirements** A storm cloud created by Breath Weapon is within 500 feet, and the dragon can see the cloud.\n* * *\n\n**Effect** The dragon calls down a lightning bolt from a storm cloud created by its Breath Weapon. This creates a vertical line of lightning to the ground that deal 6d12 electricity damage to all enemies in its path (DC 40 Reflex check save)."
+
+```
+
+```encounter-table
+name: Blue Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Blue Dragon (Ancient, Spellcaster)
+```
+
+
+
+Blue dragons are the sleek and poised cosmopolitans of the chromatic dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons often lair near or within cities and set out to bend the population to their will and gather hordes of servants. These dragons love spinning webs of conspiracy. A blue dragon's lackeys typically don't even realize that they serve a dragon, but instead think the protection money, tariffs, or taxes they are amassing is treasure for a cruel but legitimate master. In some ways, blue dragons even see their servants as a living hoard and value them like treasure. These dragons have been known to use these tactics even with their own chromatic cousins.
+
+Not all blue dragons work clandestinely. Some lord over desert tribes and hill people like vengeful gods, demanding both tribute and worship. No matter how blue dragons manage their underlings, their bearing is regal and their lairs palatial; they're universally intolerant of insubordination, incompetence, and embezzlement, and punish perpetrators with murderous efficiency.
+
+Blue dragons are also known for their use and mastery of illusion magic. They make use of illusions to augment their manipulations and bewilder their foes in battle. Blue dragons also have some control over water, but use this ability to destroy water, something quite dangerous for those who encounter them in their desert lairs.
+
+The ideal lair for a blue dragon contains multiple passages, rooms, and secret chambers. As social creatures, blue dragons prefer to host guests in comfort-but their dwellings should not be so public that just anyone can come calling. A force of guards keeps out intruders, and clever illusions conceal the edifice from prying eyes. Rather than a pile of coins or gems, a blue dragon's true hoard is the rich furnishings in its citadel- expensive art, ornate furniture, and architectural marvels.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Blue Dragon (Young).md b/content/mechanics/srd/Bestiary/Bestiary 1/Blue Dragon (Young).md
new file mode 100755
index 000000000..5711431da
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Blue Dragon (Young).md
@@ -0,0 +1,118 @@
+---
+title: "Blue Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.yoVbEehJtPDHIiNr"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/electricity
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Blue Dragon (Young)"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Blue Dragon (Young)"
+level: "Creature 9"
+
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[electricity]]
+trait_03: [[evil]]
+trait_04: [[lawful]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Arcana: +16, Deception: +18, Diplomacy: +18, Intimidation: +18, Society: +16, Stealth: +15, Survival: +16"
+abilityMods: [5, 2, 3, 1, 3, 3]
+speed: 30 feet, burrow 15 feet, fly 100 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +19, __Ref__ +18, __Will__ +19"
+hp: 170
+health:
+ - name: ""
+ - name: HP
+ desc: "170; __Immunities__ electricity, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Sound Imitation"
+ desc: " The dragon can mimic any sound it has heard. It must succeed at a Deception check with a +4 circumstance bonus to do so."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 26 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Wing Deflection"
+ desc: "`pf2:r` **Trigger** The dragon is targeted with an attack\n* * *\n\n**Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 (electricity, reach 10 feet)\n__Damage__ 2d8 + 11 piercing 1d12 electricity"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile)\n__Damage__ 2d8 + 11 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+19 (reach 10 feet)\n__Damage__ 2d8 + 9 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horns"
+ desc: "+19 (reach 10 feet)\n__Damage__ 1d8 + 9 piercing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 28, attack +20; __1st __ _[[Spells/Create Water|Create Water (At Will) (See Desert Thirst)]]_\n__Cantrips__ __(5th)__ _[[Spells/Ghost Sound|Ghost Sound]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,electricity) The dragon breathes lightning that deals 5d12 electricity damage in an 80-foot line (DC 28 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Desert Thirst"
+ desc: " (arcane) When casting [[Spells/Create Water|Create Water]], the dragon can attempt to destroy liquid instead of creating it, turning an equal amount of liquid into sand. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 26 Will check save to protect all liquids in its possession). This doesn't affect the liquids in a creature's body."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one horns Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike."
+
+```
+
+```encounter-table
+name: Blue Dragon (Young)
+creatures:
+ - 1: Blue Dragon (Young)
+```
+
+
+
+Blue dragons are the sleek and poised cosmopolitans of the chromatic dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons often lair near or within cities and set out to bend the population to their will and gather hordes of servants. These dragons love spinning webs of conspiracy. A blue dragon's lackeys typically don't even realize that they serve a dragon, but instead think the protection money, tariffs, or taxes they are amassing is treasure for a cruel but legitimate master. In some ways, blue dragons even see their servants as a living hoard and value them like treasure. These dragons have been known to use these tactics even with their own chromatic cousins.
+
+Not all blue dragons work clandestinely. Some lord over desert tribes and hill people like vengeful gods, demanding both tribute and worship. No matter how blue dragons manage their underlings, their bearing is regal and their lairs palatial; they're universally intolerant of insubordination, incompetence, and embezzlement, and punish perpetrators with murderous efficiency.
+
+Blue dragons are also known for their use and mastery of illusion magic. They make use of illusions to augment their manipulations and bewilder their foes in battle. Blue dragons also have some control over water, but use this ability to destroy water, something quite dangerous for those who encounter them in their desert lairs.
+
+The ideal lair for a blue dragon contains multiple passages, rooms, and secret chambers. As social creatures, blue dragons prefer to host guests in comfort-but their dwellings should not be so public that just anyone can come calling. A force of guards keeps out intruders, and clever illusions conceal the edifice from prying eyes. Rather than a pile of coins or gems, a blue dragon's true hoard is the rich furnishings in its citadel- expensive art, ornate furniture, and architectural marvels.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Blue Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Blue Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..d0d227f9f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Blue Dragon (Young, Spellcaster).md
@@ -0,0 +1,115 @@
+---
+title: "Blue Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Lh7HY6brJaeLweUn"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/electricity
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Blue Dragon (Young, Spellcaster)"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Blue Dragon (Young, Spellcaster)"
+level: "Creature 9"
+
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[electricity]]
+trait_03: [[evil]]
+trait_04: [[lawful]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Arcana: +16, Deception: +18, Diplomacy: +18, Intimidation: +18, Society: +16, Stealth: +15, Survival: +16"
+abilityMods: [5, 2, 3, 1, 3, 3]
+speed: 30 feet, burrow 15 feet, fly 100 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +19, __Ref__ +18, __Will__ +19"
+hp: 170
+health:
+ - name: ""
+ - name: HP
+ desc: "170; __Immunities__ electricity, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Sound Imitation"
+ desc: " The dragon can mimic any sound it has heard. It must succeed at a Deception check with a +4 circumstance bonus to do so."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 26 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Wing Deflection"
+ desc: "`pf2:r` **Trigger** The dragon is targeted with an attack\n* * *\n\n**Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, it descends 10 feet after the attack is complete."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 (electricity, reach 10 feet)\n__Damage__ 2d8 + 11 piercing 1d12 electricity"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile)\n__Damage__ 2d8 + 11 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+19 (reach 10 feet)\n__Damage__ 2d8 + 9 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horns"
+ desc: "+19 (reach 10 feet)\n__Damage__ 1d8 + 9 piercing"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 28, attack +21; __4th __ _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Mirage|Hallucinatory Terrain]]_; __3rd __ _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Hypnotize|Hypnotic Pattern]]_, _[[Spells/Paralyze|Paralyze]]_; __2nd __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Invisibility|Invisibility]]_, _[[Spells/Mirror Image|Mirror Image]]_; __1st __ _[[Spells/Alarm|Alarm]]_, _[[Spells/Charm|Charm]]_, _[[Spells/Phantasmal Minion|Unseen Servant]]_\n__Cantrips__ __(4th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Message|Message]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_, _[[Spells/Sigil|Sigil]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 28, attack +20; __1st __ _[[Spells/Create Water|Create Water (At Will) (See Desert Thirst)]]_\n__Cantrips__ __(5th)__ _[[Spells/Ghost Sound|Ghost Sound]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,electricity) The dragon breathes lightning that deals 5d12 electricity damage in an 80-foot line (DC 28 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Desert Thirst"
+ desc: " (arcane) When casting [[Spells/Create Water|Create Water]], the dragon can attempt to destroy liquid instead of creating it, turning an equal amount of liquid into sand. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 26 Will check save to protect all liquids in its possession). This doesn't affect the liquids in a creature's body."
+
+```
+
+```encounter-table
+name: Blue Dragon (Young, Spellcaster)
+creatures:
+ - 1: Blue Dragon (Young, Spellcaster)
+```
+
+
+
+Blue dragons are the sleek and poised cosmopolitans of the chromatic dragons. Their brand of evil is organized, manipulative, and regal. Blue dragons often lair near or within cities and set out to bend the population to their will and gather hordes of servants. These dragons love spinning webs of conspiracy. A blue dragon's lackeys typically don't even realize that they serve a dragon, but instead think the protection money, tariffs, or taxes they are amassing is treasure for a cruel but legitimate master. In some ways, blue dragons even see their servants as a living hoard and value them like treasure. These dragons have been known to use these tactics even with their own chromatic cousins.
+
+Not all blue dragons work clandestinely. Some lord over desert tribes and hill people like vengeful gods, demanding both tribute and worship. No matter how blue dragons manage their underlings, their bearing is regal and their lairs palatial; they're universally intolerant of insubordination, incompetence, and embezzlement, and punish perpetrators with murderous efficiency.
+
+Blue dragons are also known for their use and mastery of illusion magic. They make use of illusions to augment their manipulations and bewilder their foes in battle. Blue dragons also have some control over water, but use this ability to destroy water, something quite dangerous for those who encounter them in their desert lairs.
+
+The ideal lair for a blue dragon contains multiple passages, rooms, and secret chambers. As social creatures, blue dragons prefer to host guests in comfort-but their dwellings should not be so public that just anyone can come calling. A force of guards keeps out intruders, and clever illusions conceal the edifice from prying eyes. Rather than a pile of coins or gems, a blue dragon's true hoard is the rich furnishings in its citadel- expensive art, ornate furniture, and architectural marvels.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Brass Dragon (Adult).md b/content/mechanics/srd/Bestiary/Bestiary 1/Brass Dragon (Adult).md
new file mode 100755
index 000000000..902ed1f7e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Brass Dragon (Adult).md
@@ -0,0 +1,118 @@
+---
+title: "Brass Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.nOfM8luzdPszb60V"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/good
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Brass Dragon (Adult)"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Brass Dragon (Adult)"
+level: "Creature 11"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[fire]]
+trait_04: [[good]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision, Scent (Imprecise) 60 Feet, Tremorsense (Imprecise) 30 Feet"
+languages: "Common, Draconic, Fey, Gnomish, Halfling, Sussuran; speak with animals"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +20, Athletics: +23, Deception: +20, Diplomacy: +20, Society: +19"
+abilityMods: [6, 3, 5, 2, 4, 3]
+speed: 50 feet, burrow 30 feet, fly 120 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +22, __Ref__ +20, __Will__ +21; +1 status to all saves vs. magic"
+hp: 215
+health:
+ - name: ""
+ - name: HP
+ desc: "215; __Immunities__ fire, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 28 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Wing Deflection"
+ desc: "`pf2:r` **Trigger** The dragon is targeted with an attack\n* * *\n\n**Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+24 (fire, magical, reach 10 feet)\n__Damage__ 2d10 + 12 piercing 2d6 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+24 (agile, magical)\n__Damage__ 2d10 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+22 (magical, reach 10 feet)\n__Damage__ 1d12 + 10 slashing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 30, attack +22\n__Constant__ __(2nd)__ _[[Spells/Speak with Animals|Speak with Animals]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The brass dragon breathes fire in a 80-foot line that deals 12d6 fire damage (DC 32 Reflex check save).\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Desert Wind"
+ desc: "`pf2:2` (air,arcane,concentrate) **Frequency** three times per day\n* * *\n\n**Effect** The dragon calls upon the desert wind. This has the same effect as [[Spells/Gust of Wind|Gust of Wind]] (DC 30 Fortitude check) but in a 60-foot cone.\n\nA creature that fails its save is also [[Conditions/Blinded|Blinded]] until the end of its next turn (or for 1 minute on a critical failure)."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one jaws Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " When the dragon scores a critical hit with a strike, it recharges Breath Weapon."
+
+```
+
+```encounter-table
+name: Brass Dragon (Adult)
+creatures:
+ - 1: Brass Dragon (Adult)
+```
+
+
+
+Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized humanoids, delighting in the naive customs of these diminutive races without showing them haughtiness or scorn. While they may seem merely curious, brass dragons engage in this sort of conversation with the goal of keeping up to date on regional politics so they can anticipate future conflicts. Along the way, they create extensive information networks that begin with their own allies but stretch across all levels of humanoid society-networks which the brass dragon then uses to subtly assist settlements near their lair. Unlike the schemes and manipulations of blue dragons, brass dragons use their informant networks to establish justice and equality.
+
+These carefree dragons value independence and feel that all creatures deserve to live as they please, provided they don't harm others. They are emotional creatures and tend to have short attention spans, sometimes falling victim to depression in their twilight years. To combat this, some brass dragons keep pets and houseplants that they can care for.
+
+Though they may seem childlike in their curiosity concerning mortal affairs, a brass dragon's prowess in battle is no laughing matter. A brass dragon whose territory or allies are threatened is a terrifying foe indeed, quick to shed their innocent guise and unleash their terrifying might upon evildoers.
+
+Most brass dragons live in desert climates, and while they keep their lairs hidden, they often build near humanoid settlements.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other. In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Brass Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Brass Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..37444d84f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Brass Dragon (Adult, Spellcaster).md
@@ -0,0 +1,115 @@
+---
+title: "Brass Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.hYMJ6CbN84b60bFb"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/good
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Brass Dragon (Adult, Spellcaster)"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Brass Dragon (Adult, Spellcaster)"
+level: "Creature 11"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[fire]]
+trait_04: [[good]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision, Scent (Imprecise) 60 Feet, Tremorsense (Imprecise) 30 Feet"
+languages: "Common, Draconic, Fey, Gnomish, Halfling, Sussuran; speak with animals"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +20, Athletics: +23, Deception: +20, Diplomacy: +20, Society: +19"
+abilityMods: [6, 3, 5, 2, 4, 3]
+speed: 50 feet, burrow 30 feet, fly 120 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +22, __Ref__ +20, __Will__ +21; +1 status to all saves vs. magic"
+hp: 215
+health:
+ - name: ""
+ - name: HP
+ desc: "215; __Immunities__ fire, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 28 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Wing Deflection"
+ desc: "`pf2:r` **Trigger** The dragon is targeted with an attack\n* * *\n\n**Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+24 (fire, magical, reach 10 feet)\n__Damage__ 2d10 + 12 piercing 2d6 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+24 (agile, magical)\n__Damage__ 2d10 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+22 (magical, reach 10 feet)\n__Damage__ 1d12 + 10 slashing"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 30, attack +24; __5th __ _[[Spells/Hallucination|Hallucination]]_, _[[Spells/Truespeech|Tongues]]_; __4th __ _[[Spells/Confusion|Confusion]]_, _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Planar Tether|Dimensional Anchor]]_; __3rd __ _[[Spells/Earthbind|Earthbind]]_, _[[Spells/Locate|Locate]]_, _[[Spells/Paralyze|Paralyze]]_; __2nd __ _[[Spells/Humanoid Form|Humanoid Form]]_, _[[Spells/Mirror Image|Mirror Image]]_, _[[Spells/Resist Energy|Resist Energy]]_; __1st __ _[[Spells/Alarm|Alarm]]_, _[[Spells/Sleep|Sleep]]_, _[[Spells/Ventriloquism|Ventriloquism]]_\n__Cantrips__ __(5th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 30, attack +22\n__Constant__ __(2nd)__ _[[Spells/Speak with Animals|Speak with Animals]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The brass dragon breathes fire in a 80-foot line that deals 12d6 fire damage (DC 32 Reflex check save).\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Desert Wind"
+ desc: "`pf2:2` (air,arcane,concentrate) **Frequency** three times per day\n* * *\n\n**Effect** The dragon calls upon the desert wind. This has the same effect as [[Spells/Gust of Wind|Gust of Wind]] (DC 30 Fortitude check) but in a 60-foot cone.\n\nA creature that fails its save is also [[Conditions/Blinded|Blinded]] until the end of its next turn (or for 1 minute on a critical failure)."
+
+```
+
+```encounter-table
+name: Brass Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Brass Dragon (Adult, Spellcaster)
+```
+
+
+
+Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized humanoids, delighting in the naive customs of these diminutive races without showing them haughtiness or scorn. While they may seem merely curious, brass dragons engage in this sort of conversation with the goal of keeping up to date on regional politics so they can anticipate future conflicts. Along the way, they create extensive information networks that begin with their own allies but stretch across all levels of humanoid society-networks which the brass dragon then uses to subtly assist settlements near their lair. Unlike the schemes and manipulations of blue dragons, brass dragons use their informant networks to establish justice and equality.
+
+These carefree dragons value independence and feel that all creatures deserve to live as they please, provided they don't harm others. They are emotional creatures and tend to have short attention spans, sometimes falling victim to depression in their twilight years. To combat this, some brass dragons keep pets and houseplants that they can care for.
+
+Though they may seem childlike in their curiosity concerning mortal affairs, a brass dragon's prowess in battle is no laughing matter. A brass dragon whose territory or allies are threatened is a terrifying foe indeed, quick to shed their innocent guise and unleash their terrifying might upon evildoers.
+
+Most brass dragons live in desert climates, and while they keep their lairs hidden, they often build near humanoid settlements.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other. In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Brass Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Bestiary 1/Brass Dragon (Ancient).md
new file mode 100755
index 000000000..b14edb1d9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Brass Dragon (Ancient).md
@@ -0,0 +1,118 @@
+---
+title: "Brass Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ewVEIIj8cU3kquIZ"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/good
+ - pf2eMonster
+ - pf2e/creature/level/16
+statblock: inline
+name: "Brass Dragon (Ancient)"
+level: 16
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Brass Dragon (Ancient)"
+level: "Creature 16"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[fire]]
+trait_04: [[good]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Scent (Imprecise) 60 Feet, Tremorsense (Imprecise) 60 Feet"
+languages: "Common, Draconic, Fey, Gnomish, Halfling, Sphinx, Sussuran; speak with animals"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +27, Athletics: +31, Deception: +27, Diplomacy: +29, Society: +28"
+abilityMods: [7, 5, 6, 4, 4, 5]
+speed: 50 feet, burrow 40 feet, fly 150 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 39
+armorclass:
+ - name: AC
+ desc: "39; __Fort__ +30, __Ref__ +29, __Will__ +30; +1 status to all saves vs. magic"
+hp: 325
+health:
+ - name: ""
+ - name: HP
+ desc: "325; __Immunities__ fire, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 35 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Wing Deflection"
+ desc: "`pf2:r` **Trigger** The dragon is targeted with an attack\n* * *\n\n**Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+32 (fire, magical, reach 15 feet)\n__Damage__ 3d10 + 15 piercing 3d6 fire 2d6 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+32 (agile, magical, reach 10 feet)\n__Damage__ 3d10 + 15 slashing"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+30 (magical, reach 15 feet)\n__Damage__ 2d12 + 13 slashing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 37, attack +29\n__Constant__ __(2nd)__ _[[Spells/Speak with Animals|Speak with Animals]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire,incapacitation,sleep) The brass dragon breathes in one of two ways.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds.\n\n* **Flame** The dragon breathes fire in a 100-foot line that deals 16d6 fire damage (DC 39 Reflex check save).\n* **Sleep Gas** The dragon breathes a 80-foot cone of sleep gas. Each creature in the area must succeed at a DC 39 Fortitude check save or fall [[Conditions/Unconscious|Unconscious]] for 1d6 rounds, or 1 minute on a critical failure."
+
+ - name: "Desert Wind"
+ desc: "`pf2:2` (air,arcane,concentrate) **Frequency** three times per day\n* * *\n\n**Effect** The dragon calls upon the desert wind. This has the same effect as [[Spells/Gust of Wind|Gust of Wind]] (DC 37 Fortitude check) but in a 60-foot cone.\n\nA creature that fails its save is also [[Conditions/Blinded|Blinded]] until the end of its next turn (or for 1 minute on a critical failure)."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one jaws Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " When the dragon scores a critical hit with a strike, it recharges Breath Weapon."
+
+```
+
+```encounter-table
+name: Brass Dragon (Ancient)
+creatures:
+ - 1: Brass Dragon (Ancient)
+```
+
+
+
+Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized humanoids, delighting in the naive customs of these diminutive races without showing them haughtiness or scorn. While they may seem merely curious, brass dragons engage in this sort of conversation with the goal of keeping up to date on regional politics so they can anticipate future conflicts. Along the way, they create extensive information networks that begin with their own allies but stretch across all levels of humanoid society-networks which the brass dragon then uses to subtly assist settlements near their lair. Unlike the schemes and manipulations of blue dragons, brass dragons use their informant networks to establish justice and equality.
+
+These carefree dragons value independence and feel that all creatures deserve to live as they please, provided they don't harm others. They are emotional creatures and tend to have short attention spans, sometimes falling victim to depression in their twilight years. To combat this, some brass dragons keep pets and houseplants that they can care for.
+
+Though they may seem childlike in their curiosity concerning mortal affairs, a brass dragon's prowess in battle is no laughing matter. A brass dragon whose territory or allies are threatened is a terrifying foe indeed, quick to shed their innocent guise and unleash their terrifying might upon evildoers.
+
+Most brass dragons live in desert climates, and while they keep their lairs hidden, they often build near humanoid settlements.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other. In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Brass Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Brass Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..41818a3ef
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Brass Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,115 @@
+---
+title: "Brass Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.PDOjcnU1jlfoB8yP"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/good
+ - pf2eMonster
+ - pf2e/creature/level/16
+statblock: inline
+name: "Brass Dragon (Ancient, Spellcaster)"
+level: 16
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Brass Dragon (Ancient, Spellcaster)"
+level: "Creature 16"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[fire]]
+trait_04: [[good]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Scent (Imprecise) 60 Feet, Tremorsense (Imprecise) 60 Feet"
+languages: "Common, Draconic, Fey, Gnomish, Halfling, Sphinx, Sussuran; speak with animals"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +27, Athletics: +31, Deception: +27, Diplomacy: +29, Society: +28"
+abilityMods: [7, 5, 6, 4, 4, 5]
+speed: 50 feet, burrow 40 feet, fly 150 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 39
+armorclass:
+ - name: AC
+ desc: "39; __Fort__ +30, __Ref__ +29, __Will__ +30; +1 status to all saves vs. magic"
+hp: 325
+health:
+ - name: ""
+ - name: HP
+ desc: "325; __Immunities__ fire, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 35 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Wing Deflection"
+ desc: "`pf2:r` **Trigger** The dragon is targeted with an attack\n* * *\n\n**Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+32 (fire, magical, reach 15 feet)\n__Damage__ 3d10 + 15 piercing 3d6 fire 2d6 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+32 (agile, magical, reach 10 feet)\n__Damage__ 3d10 + 15 slashing"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+30 (magical, reach 15 feet)\n__Damage__ 2d12 + 13 slashing"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 37, attack +32; __7th __ _[[Spells/Power Word Blind|Power Word Blind]]_, _[[Spells/Project Image|Project Image]]_, _[[Spells/Reverse Gravity|Reverse Gravity]]_; __6th __ _[[Spells/Dominate|Dominate]]_, _[[Spells/Teleport|Teleport]]_, _[[Spells/Truesight|True Seeing]]_; __5th __ _[[Spells/Hallucination|Hallucination]]_, _[[Spells/Mind Probe|Mind Probe]]_, _[[Spells/Truespeech|Tongues]]_; __4th __ _[[Spells/Confusion|Confusion]]_, _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Planar Tether|Dimensional Anchor]]_; __3rd __ _[[Spells/Earthbind|Earthbind]]_, _[[Spells/Locate|Locate]]_, _[[Spells/Paralyze|Paralyze]]_; __2nd __ _[[Spells/Humanoid Form|Humanoid Form]]_, _[[Spells/Mirror Image|Mirror Image]]_, _[[Spells/Resist Energy|Resist Energy]]_; __1st __ _[[Spells/Alarm|Alarm]]_, _[[Spells/Sleep|Sleep]]_, _[[Spells/Ventriloquism|Ventriloquism]]_\n__Cantrips__ __(7th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 37, attack +29\n__Constant__ __(2nd)__ _[[Spells/Speak with Animals|Speak with Animals]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire,incapacitation,sleep) The brass dragon breathes in one of two ways.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds.\n\n* **Flame** The dragon breathes fire in a 100-foot line that deals 16d6 fire damage (DC 39 Reflex check save).\n* **Sleep Gas** The dragon breathes a 80-foot cone of sleep gas. Each creature in the area must succeed at a DC 39 Fortitude check save or fall [[Conditions/Unconscious|Unconscious]] for 1d6 rounds, or 1 minute on a critical failure."
+
+ - name: "Desert Wind"
+ desc: "`pf2:2` (air,arcane,concentrate) **Frequency** three times per day\n* * *\n\n**Effect** The dragon calls upon the desert wind. This has the same effect as [[Spells/Gust of Wind|Gust of Wind]] (DC 37 Fortitude check) but in a 60-foot cone.\n\nA creature that fails its save is also [[Conditions/Blinded|Blinded]] until the end of its next turn (or for 1 minute on a critical failure)."
+
+```
+
+```encounter-table
+name: Brass Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Brass Dragon (Ancient, Spellcaster)
+```
+
+
+
+Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized humanoids, delighting in the naive customs of these diminutive races without showing them haughtiness or scorn. While they may seem merely curious, brass dragons engage in this sort of conversation with the goal of keeping up to date on regional politics so they can anticipate future conflicts. Along the way, they create extensive information networks that begin with their own allies but stretch across all levels of humanoid society-networks which the brass dragon then uses to subtly assist settlements near their lair. Unlike the schemes and manipulations of blue dragons, brass dragons use their informant networks to establish justice and equality.
+
+These carefree dragons value independence and feel that all creatures deserve to live as they please, provided they don't harm others. They are emotional creatures and tend to have short attention spans, sometimes falling victim to depression in their twilight years. To combat this, some brass dragons keep pets and houseplants that they can care for.
+
+Though they may seem childlike in their curiosity concerning mortal affairs, a brass dragon's prowess in battle is no laughing matter. A brass dragon whose territory or allies are threatened is a terrifying foe indeed, quick to shed their innocent guise and unleash their terrifying might upon evildoers.
+
+Most brass dragons live in desert climates, and while they keep their lairs hidden, they often build near humanoid settlements.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other. In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Brass Dragon (Young).md b/content/mechanics/srd/Bestiary/Bestiary 1/Brass Dragon (Young).md
new file mode 100755
index 000000000..cb1af8a15
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Brass Dragon (Young).md
@@ -0,0 +1,115 @@
+---
+title: "Brass Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.my20HKQBFzACjiV7"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/good
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Brass Dragon (Young)"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Brass Dragon (Young)"
+level: "Creature 7"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[fire]]
+trait_04: [[good]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision, Scent (Imprecise) 60 Feet, Tremorsense (Imprecise) 30 Feet"
+languages: "Common, Draconic, Fey, Gnomish, Halfling; speak with animals"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Athletics: +18, Deception: +15, Diplomacy: +15, Society: +14"
+abilityMods: [5, 2, 3, 1, 1, 2]
+speed: 40 feet, burrow 30 feet, fly 120 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +16, __Ref__ +15, __Will__ +14"
+hp: 125
+health:
+ - name: ""
+ - name: HP
+ desc: "125; __Immunities__ fire, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 23 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Wing Deflection"
+ desc: "`pf2:r` **Trigger** The dragon is targeted with an attack\n* * *\n\n**Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+19 (fire, reach 10 feet)\n__Damage__ 2d6 + 8 piercing 1d8 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+19 (agile)\n__Damage__ 2d6 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+17 (reach 10 feet)\n__Damage__ 1d8 + 7 slashing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 25, attack +17\n__Constant__ __(2nd)__ _[[Spells/Speak with Animals|Speak with Animals]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The brass dragon breathes fire in a 60-foot line that deals 8d6 fire damage (DC 26 Reflex check save).\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one jaws Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " When the dragon scores a critical hit with a Strike, it recharges Breath Weapon."
+
+```
+
+```encounter-table
+name: Brass Dragon (Young)
+creatures:
+ - 1: Brass Dragon (Young)
+```
+
+
+
+Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized humanoids, delighting in the naive customs of these diminutive races without showing them haughtiness or scorn. While they may seem merely curious, brass dragons engage in this sort of conversation with the goal of keeping up to date on regional politics so they can anticipate future conflicts. Along the way, they create extensive information networks that begin with their own allies but stretch across all levels of humanoid society-networks which the brass dragon then uses to subtly assist settlements near their lair. Unlike the schemes and manipulations of blue dragons, brass dragons use their informant networks to establish justice and equality.
+
+These carefree dragons value independence and feel that all creatures deserve to live as they please, provided they don't harm others. They are emotional creatures and tend to have short attention spans, sometimes falling victim to depression in their twilight years. To combat this, some brass dragons keep pets and houseplants that they can care for.
+
+Though they may seem childlike in their curiosity concerning mortal affairs, a brass dragon's prowess in battle is no laughing matter. A brass dragon whose territory or allies are threatened is a terrifying foe indeed, quick to shed their innocent guise and unleash their terrifying might upon evildoers.
+
+Most brass dragons live in desert climates, and while they keep their lairs hidden, they often build near humanoid settlements.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other. In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Brass Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Brass Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..491dbd97e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Brass Dragon (Young, Spellcaster).md
@@ -0,0 +1,112 @@
+---
+title: "Brass Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.SckbDqUFQ1JsJ3zO"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/good
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Brass Dragon (Young, Spellcaster)"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Brass Dragon (Young, Spellcaster)"
+level: "Creature 7"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[fire]]
+trait_04: [[good]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision, Scent (Imprecise) 60 Feet, Tremorsense (Imprecise) 30 Feet"
+languages: "Common, Draconic, Fey, Gnomish, Halfling; speak with animals"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Athletics: +18, Deception: +15, Diplomacy: +15, Society: +14"
+abilityMods: [5, 2, 3, 1, 1, 2]
+speed: 40 feet, burrow 30 feet, fly 120 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +16, __Ref__ +15, __Will__ +14"
+hp: 125
+health:
+ - name: ""
+ - name: HP
+ desc: "125; __Immunities__ fire, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 23 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Wing Deflection"
+ desc: "`pf2:r` **Trigger** The dragon is targeted with an attack\n* * *\n\n**Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+19 (fire, reach 10 feet)\n__Damage__ 2d6 + 8 piercing 1d8 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+19 (agile)\n__Damage__ 2d6 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+17 (reach 10 feet)\n__Damage__ 1d8 + 7 slashing"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 25, attack +18; __3rd __ _[[Spells/Earthbind|Earthbind]]_, _[[Spells/Paralyze|Paralyze]]_; __2nd __ _[[Spells/Humanoid Form|Humanoid Form]]_, _[[Spells/Mirror Image|Mirror Image]]_, _[[Spells/Resist Energy|Resist Energy]]_; __1st __ _[[Spells/Alarm|Alarm]]_, _[[Spells/Sleep|Sleep]]_, _[[Spells/Ventriloquism|Ventriloquism]]_\n__Cantrips__ __(3rd)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 25, attack +17\n__Constant__ __(2nd)__ _[[Spells/Speak with Animals|Speak with Animals]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The brass dragon breathes fire in a 60-foot line that deals 8d6 fire damage (DC 26 Reflex check save).\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Brass Dragon (Young, Spellcaster)
+creatures:
+ - 1: Brass Dragon (Young, Spellcaster)
+```
+
+
+
+Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized humanoids, delighting in the naive customs of these diminutive races without showing them haughtiness or scorn. While they may seem merely curious, brass dragons engage in this sort of conversation with the goal of keeping up to date on regional politics so they can anticipate future conflicts. Along the way, they create extensive information networks that begin with their own allies but stretch across all levels of humanoid society-networks which the brass dragon then uses to subtly assist settlements near their lair. Unlike the schemes and manipulations of blue dragons, brass dragons use their informant networks to establish justice and equality.
+
+These carefree dragons value independence and feel that all creatures deserve to live as they please, provided they don't harm others. They are emotional creatures and tend to have short attention spans, sometimes falling victim to depression in their twilight years. To combat this, some brass dragons keep pets and houseplants that they can care for.
+
+Though they may seem childlike in their curiosity concerning mortal affairs, a brass dragon's prowess in battle is no laughing matter. A brass dragon whose territory or allies are threatened is a terrifying foe indeed, quick to shed their innocent guise and unleash their terrifying might upon evildoers.
+
+Most brass dragons live in desert climates, and while they keep their lairs hidden, they often build near humanoid settlements.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other. In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Bronze Dragon (Adult).md b/content/mechanics/srd/Bestiary/Bestiary 1/Bronze Dragon (Adult).md
new file mode 100755
index 000000000..250764cce
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Bronze Dragon (Adult).md
@@ -0,0 +1,120 @@
+---
+title: "Bronze Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ROYhNA51n62GZB63"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Bronze Dragon (Adult)"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Bronze Dragon (Adult)"
+level: "Creature 13"
+
+alignment: ""
+size: "huge"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+trait_03: [[good]]
+trait_04: [[lawful]]
+trait_05: [[water]]
+modifier: 23
+perception:
+ - name: "Perception"
+ desc: "+23; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Dwarven, Elven, Gnomish, Thalassic; speak with animals"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +22, Arcana: +28, Athletics: +24, Diplomacy: +23, Intimidation: +23, Occultism: +24, Stealth: +22"
+abilityMods: [7, 3, 4, 5, 4, 4]
+speed: 40 feet, fly 140 feet, swim 50 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +24, __Ref__ +23, __Will__ +26; +1 status to all saves vs. magic"
+hp: 260
+health:
+ - name: ""
+ - name: HP
+ desc: "260; __Immunities__ electricity, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Jaws Only)]]"
+ desc: "`pf2:r` Jaws only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Electricity Aura"
+ desc: " (aura,electricity) 10 feet. 1d12 electricity damage\n\nThe bronze dragon can turn this aura on or off using a single action, which has the concentrate trait, and it can choose to not affect allies with the aura."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 31 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+28 (electricity, magical, reach 15 feet)\n__Damage__ 2d12 + 15 piercing 1d12 electricity"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+28 (agile, magical, reach 10 feet)\n__Damage__ 2d10 + 15 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+26 (magical, reach 15 feet)\n__Damage__ 1d10 + 13 bludgeoning"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 33, attack +25; __2nd __ _[[Spells/Mist|Obscuring Mist (At Will)]]_\n__Constant__ __(2nd)__ _[[Spells/Speak with Animals|Speak with Animals]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,electricity,incapacitation,mental) The bronze dragon breathes in one of two ways.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds.\n\n* **Lightning** The dragon breathes lightning in a 80-foot line that deals 8d12 electricity damage (DC 33 Reflex check save).\n* **Repulsion Gas** The dragon breathes a 80-foot line of repulsive gas. Each creature in the area must succeed at a DC 33 Will check save or become [[Conditions/Fleeing|Fleeing]] from the dragon for 1 round (or 2 rounds on a critical failure)."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon."
+
+ - name: "Water Mastery"
+ desc: " (arcane,water) For up to 60 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water."
+
+```
+
+```encounter-table
+name: Bronze Dragon (Adult)
+creatures:
+ - 1: Bronze Dragon (Adult)
+```
+
+
+
+Bronze dragons are among the most common of metallic dragons and the most likely to ally with mortals on worthy quests. However, they are naturally scholarly creatures who would rather remain in their lairs studying esoteric lore than go off on a wild adventure. These aloof and stoic dragons also act as preservationists, guarding storehouses of ancient lore from destruction or perversion. Bronze dragons are principled and protective, but while their silver cousins are quick to crusade for justice, bronze dragons prefer to find an important location worthy of their protection and guard it against any attack or unwelcome intrusion.
+
+Bronze dragons' mastery over water and affinity for electricity means they are a boon to sailors caught in thunderstorms. A bronze dragon's enemies quickly discover neither cloudy sky nor turbulent sea provides shelter from their wrath. Bronze dragons lair along shorelines, often in partially submerged sea caves.
+
+While all dragons keep hoards of treasure, the hoard of a bronze dragon more resembles a vast library-with the shelves kept carefully above the waterline, of course. In addition to their collections of esoteric lore, bronze dragons keep treasures associated with the sea, such as beautiful scrimshaw, flawless pearls, and equipment inlaid with mother-of-pearl and abalone shell.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other.
+
+In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Bronze Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Bronze Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..ae86baa3b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Bronze Dragon (Adult, Spellcaster).md
@@ -0,0 +1,117 @@
+---
+title: "Bronze Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.vGFdAZgPD3CsfRwv"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Bronze Dragon (Adult, Spellcaster)"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Bronze Dragon (Adult, Spellcaster)"
+level: "Creature 13"
+
+alignment: ""
+size: "huge"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+trait_03: [[good]]
+trait_04: [[lawful]]
+trait_05: [[water]]
+modifier: 23
+perception:
+ - name: "Perception"
+ desc: "+23; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Dwarven, Elven, Gnomish, Thalassic; speak with animals"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +22, Arcana: +28, Athletics: +24, Diplomacy: +23, Intimidation: +23, Occultism: +24, Stealth: +22"
+abilityMods: [7, 3, 4, 5, 4, 4]
+speed: 40 feet, fly 140 feet, swim 50 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +24, __Ref__ +23, __Will__ +26; +1 status to all saves vs. magic"
+hp: 260
+health:
+ - name: ""
+ - name: HP
+ desc: "260; __Immunities__ electricity, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Jaws Only)]]"
+ desc: "`pf2:r` Jaws only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Electricity Aura"
+ desc: " (aura,electricity) 10 feet. 1d12 electricity damage\n\nThe bronze dragon can turn this aura on or off using a single action, which has the concentrate trait, and it can choose to not affect allies with the aura."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 31 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+28 (electricity, magical, reach 15 feet)\n__Damage__ 2d12 + 15 piercing 1d12 electricity"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+28 (agile, magical, reach 10 feet)\n__Damage__ 2d10 + 15 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+26 (magical, reach 15 feet)\n__Damage__ 1d10 + 13 bludgeoning"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 33, attack +27; __6th __ _[[Spells/Mislead|Mislead]]_, _[[Spells/Truesight|True Seeing]]_; __5th __ _[[Spells/Control Water|Control Water]]_, _[[Spells/Illusory Scene|Illusory Scene]]_, _[[Spells/Truespeech|Tongues]]_; __4th __ _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Solid Fog|Solid Fog]]_, _[[Spells/Suggestion|Suggestion]]_; __3rd __ _[[Spells/Mind Reading|Mind Reading]]_, _[[Spells/Slow|Slow]]_; __2nd __ _[[Spells/Translate|Comprehend Language]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Mirror Image|Mirror Image]]_, _[[Spells/Resist Energy|Resist Energy]]_; __1st __ _[[Spells/Alarm|Alarm]]_, _[[Spells/Hydraulic Push|Hydraulic Push]]_, _[[Spells/Sure Strike|True Strike]]_\n__Cantrips__ __(6th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Light|Light]]_, _[[Spells/Message|Message]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 33, attack +25; __2nd __ _[[Spells/Mist|Obscuring Mist (At Will)]]_\n__Constant__ __(2nd)__ _[[Spells/Speak with Animals|Speak with Animals]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,electricity,incapacitation,mental) The bronze dragon breathes in one of two ways.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds.\n\n* **Lightning** The dragon breathes lightning in a 80-foot line that deals 8d12 electricity damage (DC 33 Reflex check save).\n* **Repulsion Gas** The dragon breathes a 80-foot line of repulsive gas. Each creature in the area must succeed at a DC 33 Will check save or become [[Conditions/Fleeing|Fleeing]] from the dragon for 1 round (or 2 rounds on a critical failure)."
+
+ - name: "Water Mastery"
+ desc: " (arcane,water) For up to 60 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water."
+
+```
+
+```encounter-table
+name: Bronze Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Bronze Dragon (Adult, Spellcaster)
+```
+
+
+
+Bronze dragons are among the most common of metallic dragons and the most likely to ally with mortals on worthy quests. However, they are naturally scholarly creatures who would rather remain in their lairs studying esoteric lore than go off on a wild adventure. These aloof and stoic dragons also act as preservationists, guarding storehouses of ancient lore from destruction or perversion. Bronze dragons are principled and protective, but while their silver cousins are quick to crusade for justice, bronze dragons prefer to find an important location worthy of their protection and guard it against any attack or unwelcome intrusion.
+
+Bronze dragons' mastery over water and affinity for electricity means they are a boon to sailors caught in thunderstorms. A bronze dragon's enemies quickly discover neither cloudy sky nor turbulent sea provides shelter from their wrath. Bronze dragons lair along shorelines, often in partially submerged sea caves.
+
+While all dragons keep hoards of treasure, the hoard of a bronze dragon more resembles a vast library-with the shelves kept carefully above the waterline, of course. In addition to their collections of esoteric lore, bronze dragons keep treasures associated with the sea, such as beautiful scrimshaw, flawless pearls, and equipment inlaid with mother-of-pearl and abalone shell.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other.
+
+In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Bronze Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Bestiary 1/Bronze Dragon (Ancient).md
new file mode 100755
index 000000000..dec435e53
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Bronze Dragon (Ancient).md
@@ -0,0 +1,126 @@
+---
+title: "Bronze Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Sohkk1AGcXZRRskI"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/18
+statblock: inline
+name: "Bronze Dragon (Ancient)"
+level: 18
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Bronze Dragon (Ancient)"
+level: "Creature 18"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+trait_03: [[good]]
+trait_04: [[lawful]]
+trait_05: [[water]]
+modifier: 32
+perception:
+ - name: "Perception"
+ desc: "+32; Darkvision, Scent (Imprecise) 100 Feet"
+languages: "Common, Draconic, Dwarven, Elven, Gnomish, Thalassic; speak with animals"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +28, Arcana: +35, Athletics: +34, Diplomacy: +32, Intimidation: +32, Occultism: +33, Society: +33, Stealth: +28"
+abilityMods: [8, 4, 6, 7, 6, 6]
+speed: 60 feet, fly 200 feet, swim 60 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 43
+armorclass:
+ - name: AC
+ desc: "43; __Fort__ +32, __Ref__ +30, __Will__ +34; +1 status to all saves vs. magic"
+hp: 360
+health:
+ - name: ""
+ - name: HP
+ desc: "360; __Immunities__ electricity, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` Jaws only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Electricity Aura"
+ desc: " (aura,electricity) 15 feet. 2d12 electricity damage\n\nThe bronze dragon can turn this aura on or off using a single action, which has the concentrate trait, and it can choose to not affect allies with the aura."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 38 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Vortex"
+ desc: " (aura,water) 40 feet. Water in the aura that is also in the same body of water as the dragon is difficult terrain for [[Actions/Swim|Swimming]] creatures that don't have the water trait."
+
+ - name: "Vortex Pull"
+ desc: "`pf2:r` (water) **Trigger** A creature in the dragon's vortex uses a Swim action.\n* * *\n\n**Effect** The dragon creates a current of water, forcing the triggering creature to attempt a Athletics check to Swim. If the creature fails, it's pulled 30 feet toward the dragon and the triggering action is lost. If it succeeds, it can Swim normally (using the result of that roll if it doesn't have a Swim speed)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+35 (electricity, magical, reach 20 feet)\n__Damage__ 3d12 + 16 piercing 2d12 electricity"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+35 (agile, magical, reach 15 feet)\n__Damage__ 3d10 + 16 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+33 (magical, reach 20 feet)\n__Damage__ 2d10 + 14 bludgeoning"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 40, attack +32; __5th __ _[[Spells/Control Water|Control Water (At Will)]]_; __2nd __ _[[Spells/Mist|Obscuring Mist (At Will)]]_\n__Constant__ __(2nd)__ _[[Spells/Speak with Animals|Speak with Animals]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,electricity,incapacitation,mental) The bronze dragon breathes in one of two ways.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds.\n\n* **Lightning** The dragon breathes lightning in a 100-foot line that deals 12d12 electricity damage (DC 40 Reflex check save).\n* **Repulsion Gas** The dragon breathes a 100-foot line of repulsive gas. Each creature in the area must succeed at a DC 40 Will check save or become [[Conditions/Fleeing|Fleeing]] from the dragon for 1 round (or 2 rounds on a critical failure)."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon."
+
+ - name: "Water Mastery"
+ desc: " For up to 120 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water."
+
+```
+
+```encounter-table
+name: Bronze Dragon (Ancient)
+creatures:
+ - 1: Bronze Dragon (Ancient)
+```
+
+
+
+Bronze dragons are among the most common of metallic dragons and the most likely to ally with mortals on worthy quests. However, they are naturally scholarly creatures who would rather remain in their lairs studying esoteric lore than go off on a wild adventure. These aloof and stoic dragons also act as preservationists, guarding storehouses of ancient lore from destruction or perversion. Bronze dragons are principled and protective, but while their silver cousins are quick to crusade for justice, bronze dragons prefer to find an important location worthy of their protection and guard it against any attack or unwelcome intrusion.
+
+Bronze dragons' mastery over water and affinity for electricity means they are a boon to sailors caught in thunderstorms. A bronze dragon's enemies quickly discover neither cloudy sky nor turbulent sea provides shelter from their wrath. Bronze dragons lair along shorelines, often in partially submerged sea caves.
+
+While all dragons keep hoards of treasure, the hoard of a bronze dragon more resembles a vast library-with the shelves kept carefully above the waterline, of course. In addition to their collections of esoteric lore, bronze dragons keep treasures associated with the sea, such as beautiful scrimshaw, flawless pearls, and equipment inlaid with mother-of-pearl and abalone shell.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other.
+
+In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Bronze Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Bronze Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..0417039d3
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Bronze Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,123 @@
+---
+title: "Bronze Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.i0hgyN6Y0Y6mrXxx"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/18
+statblock: inline
+name: "Bronze Dragon (Ancient, Spellcaster)"
+level: 18
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Bronze Dragon (Ancient, Spellcaster)"
+level: "Creature 18"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+trait_03: [[good]]
+trait_04: [[lawful]]
+trait_05: [[water]]
+modifier: 32
+perception:
+ - name: "Perception"
+ desc: "+32; Darkvision, Scent (Imprecise) 100 Feet"
+languages: "Common, Draconic, Dwarven, Elven, Gnomish, Thalassic; speak with animals"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +28, Arcana: +35, Athletics: +34, Diplomacy: +32, Intimidation: +32, Occultism: +33, Society: +33, Stealth: +28"
+abilityMods: [8, 4, 6, 7, 6, 6]
+speed: 60 feet, fly 200 feet, swim 60 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 43
+armorclass:
+ - name: AC
+ desc: "43; __Fort__ +32, __Ref__ +30, __Will__ +34; +1 status to all saves vs. magic"
+hp: 360
+health:
+ - name: ""
+ - name: HP
+ desc: "360; __Immunities__ electricity, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Jaws Only)]]"
+ desc: "`pf2:r` Jaws only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Electricity Aura"
+ desc: " (aura,electricity) 15 feet. 2d12 electricity damage\n\nThe bronze dragon can turn this aura on or off using a single action, which has the concentrate trait, and it can choose to not affect allies with the aura."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 38 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Vortex"
+ desc: " (aura,water) 40 feet. Water in the aura that is also in the same body of water as the dragon is difficult terrain for [[Actions/Swim|Swimming]] creatures that don't have the water trait."
+
+ - name: "Vortex Pull"
+ desc: "`pf2:r` (water) **Trigger** A creature in the dragon's vortex uses a Swim action.\n* * *\n\n**Effect** The dragon creates a current of water, forcing the triggering creature to attempt a DC 40 Athletics check check to Swim. If the creature fails, it's pulled 30 feet toward the dragon and the triggering action is lost. If it succeeds, it can Swim normally (using the result of that roll if it doesn't have a Swim speed)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+35 (electricity, magical, reach 20 feet)\n__Damage__ 3d12 + 16 piercing 2d12 electricity"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+35 (agile, magical, reach 15 feet)\n__Damage__ 3d10 + 16 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+33 (magical, reach 20 feet)\n__Damage__ 2d10 + 14 bludgeoning"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 40, attack +35; __8th __ _[[Spells/Disappearance|Disappearance]]_, _[[Spells/Hidden Mind|Mind Blank]]_, _[[Spells/Polar Ray|Polar Ray]]_; __7th __ _[[Spells/Prismatic Spray|Prismatic Spray]]_, _[[Spells/Spell Turning|Spell Turning]]_; __6th __ _[[Spells/Mislead|Mislead]]_, _[[Spells/Teleport|Teleport]]_, _[[Spells/Truesight|True Seeing]]_; __5th __ _[[Spells/Control Water|Control Water]]_, _[[Spells/Illusory Scene|Illusory Scene]]_, _[[Spells/Truespeech|Tongues]]_; __4th __ _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Solid Fog|Solid Fog]]_, _[[Spells/Suggestion|Suggestion]]_; __3rd __ _[[Spells/Mind Reading|Mind Reading]]_, _[[Spells/Slow|Slow]]_; __2nd __ _[[Spells/Translate|Comprehend Language]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Mirror Image|Mirror Image]]_, _[[Spells/Resist Energy|Resist Energy]]_; __1st __ _[[Spells/Alarm|Alarm]]_, _[[Spells/Hydraulic Push|Hydraulic Push]]_, _[[Spells/Sure Strike|True Strike]]_\n__Cantrips__ __(8th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Light|Light]]_, _[[Spells/Message|Message]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 40, attack +32; __5th __ _[[Spells/Control Water|Control Water (At Will)]]_; __2nd __ _[[Spells/Mist|Obscuring Mist (At Will)]]_\n__Constant__ __(2nd)__ _[[Spells/Speak with Animals|Speak with Animals]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,electricity,incapacitation,mental) The bronze dragon breathes in one of two ways.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds.\n\n* **Lightning** The dragon breathes lightning in a 100-foot line that deals 12d12 electricity damage (DC 40 Reflex check save).\n* **Repulsion Gas** The dragon breathes a 100-foot line of repulsive gas. Each creature in the area must succeed at a DC 40 Will check save or become [[Conditions/Fleeing|Fleeing]] from the dragon for 1 round (or 2 rounds on a critical failure)."
+
+ - name: "Water Mastery"
+ desc: " For up to 120 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water."
+
+```
+
+```encounter-table
+name: Bronze Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Bronze Dragon (Ancient, Spellcaster)
+```
+
+
+
+Bronze dragons are among the most common of metallic dragons and the most likely to ally with mortals on worthy quests. However, they are naturally scholarly creatures who would rather remain in their lairs studying esoteric lore than go off on a wild adventure. These aloof and stoic dragons also act as preservationists, guarding storehouses of ancient lore from destruction or perversion. Bronze dragons are principled and protective, but while their silver cousins are quick to crusade for justice, bronze dragons prefer to find an important location worthy of their protection and guard it against any attack or unwelcome intrusion.
+
+Bronze dragons' mastery over water and affinity for electricity means they are a boon to sailors caught in thunderstorms. A bronze dragon's enemies quickly discover neither cloudy sky nor turbulent sea provides shelter from their wrath. Bronze dragons lair along shorelines, often in partially submerged sea caves.
+
+While all dragons keep hoards of treasure, the hoard of a bronze dragon more resembles a vast library-with the shelves kept carefully above the waterline, of course. In addition to their collections of esoteric lore, bronze dragons keep treasures associated with the sea, such as beautiful scrimshaw, flawless pearls, and equipment inlaid with mother-of-pearl and abalone shell.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other.
+
+In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Bronze Dragon (Young).md b/content/mechanics/srd/Bestiary/Bestiary 1/Bronze Dragon (Young).md
new file mode 100755
index 000000000..237ac9e34
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Bronze Dragon (Young).md
@@ -0,0 +1,117 @@
+---
+title: "Bronze Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.bo0JR0R6HlzDxp9y"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Bronze Dragon (Young)"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Bronze Dragon (Young)"
+level: "Creature 9"
+
+alignment: ""
+size: "Large"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+trait_03: [[good]]
+trait_04: [[lawful]]
+trait_05: [[water]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Dwarven, Elven, Thalassic; speak with animals"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Arcana: +20, Athletics: +18, Diplomacy: +18, Intimidation: +18, Occultism: +18, Society: +16, Stealth: +16"
+abilityMods: [5, 1, 3, 3, 3, 3]
+speed: 30 feet, fly 120 feet, swim 40 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +19, __Ref__ +17, __Will__ +19; +1 status to all saves vs. magic"
+hp: 170
+health:
+ - name: ""
+ - name: HP
+ desc: "170; __Immunities__ electricity, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Jaws Only)]]"
+ desc: "`pf2:r` Jaws only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 26 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 (electricity, reach 10 feet)\n__Damage__ 2d8 + 11 piercing 1d12 electricity"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile)\n__Damage__ 2d8 + 11 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+19 (reach 10 feet)\n__Damage__ 1d8 + 9 bludgeoning"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 28, attack +20\n__Constant__ __(2nd)__ _[[Spells/Speak with Animals|Speak with Animals]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,electricity,incapacitation,mental) The bronze dragon breathes in one of two ways.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds.\n\n* **Lightning** The dragon breathes lightning in a 60-foot line that deals 6d12 electricity damage (DC 28 Reflex check save).\n* **Repulsion Gas** The dragon breathes a 60-foot line of repulsive gas. Each creature in the area must succeed at a DC 28 Will check save or become [[Conditions/Fleeing|Fleeing]] from the dragon for 1 round (or 2 rounds on a critical failure)."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon."
+
+ - name: "Water Mastery"
+ desc: " (arcane,water) For up to 30 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water."
+
+```
+
+```encounter-table
+name: Bronze Dragon (Young)
+creatures:
+ - 1: Bronze Dragon (Young)
+```
+
+
+
+Bronze dragons are among the most common of metallic dragons and the most likely to ally with mortals on worthy quests. However, they are naturally scholarly creatures who would rather remain in their lairs studying esoteric lore than go off on a wild adventure. These aloof and stoic dragons also act as preservationists, guarding storehouses of ancient lore from destruction or perversion. Bronze dragons are principled and protective, but while their silver cousins are quick to crusade for justice, bronze dragons prefer to find an important location worthy of their protection and guard it against any attack or unwelcome intrusion.
+
+Bronze dragons' mastery over water and affinity for electricity means they are a boon to sailors caught in thunderstorms. A bronze dragon's enemies quickly discover neither cloudy sky nor turbulent sea provides shelter from their wrath. Bronze dragons lair along shorelines, often in partially submerged sea caves.
+
+While all dragons keep hoards of treasure, the hoard of a bronze dragon more resembles a vast library-with the shelves kept carefully above the waterline, of course. In addition to their collections of esoteric lore, bronze dragons keep treasures associated with the sea, such as beautiful scrimshaw, flawless pearls, and equipment inlaid with mother-of-pearl and abalone shell.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other.
+
+In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Bronze Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Bronze Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..9bb253c51
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Bronze Dragon (Young, Spellcaster).md
@@ -0,0 +1,114 @@
+---
+title: "Bronze Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.KN4obwtJiECsJxX7"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Bronze Dragon (Young, Spellcaster)"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Bronze Dragon (Young, Spellcaster)"
+level: "Creature 9"
+
+alignment: ""
+size: "Large"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+trait_03: [[good]]
+trait_04: [[lawful]]
+trait_05: [[water]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Dwarven, Elven, Thalassic; speak with animals"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Arcana: +20, Athletics: +18, Diplomacy: +18, Intimidation: +18, Occultism: +18, Society: +16, Stealth: +16"
+abilityMods: [5, 1, 3, 3, 3, 3]
+speed: 30 feet, fly 120 feet, swim 40 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +19, __Ref__ +17, __Will__ +19; +1 status to all saves vs. magic"
+hp: 170
+health:
+ - name: ""
+ - name: HP
+ desc: "170; __Immunities__ electricity, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Jaws Only)]]"
+ desc: "`pf2:r` Jaws only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 26 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 (electricity, reach 10 feet)\n__Damage__ 2d8 + 11 piercing 1d12 electricity"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile)\n__Damage__ 2d8 + 11 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+19 (reach 10 feet)\n__Damage__ 1d8 + 9 bludgeoning"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 28, attack +21; __4th __ _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Solid Fog|Solid Fog]]_; __3rd __ _[[Spells/Mind Reading|Mind Reading]]_, _[[Spells/Slow|Slow]]_; __2nd __ _[[Spells/Translate|Comprehend Language]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Mirror Image|Mirror Image]]_, _[[Spells/Resist Energy|Resist Energy]]_; __1st __ _[[Spells/Alarm|Alarm]]_, _[[Spells/Hydraulic Push|Hydraulic Push]]_, _[[Spells/Sure Strike|True Strike]]_\n__Cantrips__ __(4th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Light|Light]]_, _[[Spells/Message|Message]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 28, attack +20\n__Constant__ __(2nd)__ _[[Spells/Speak with Animals|Speak with Animals]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,electricity,incapacitation,mental) The bronze dragon breathes in one of two ways.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds.\n\n* **Lightning** The dragon breathes lightning in a 60-foot line that deals 6d12 electricity damage (DC 28 Reflex check save).\n* **Repulsion Gas** The dragon breathes a 60-foot line of repulsive gas. Each creature in the area must succeed at a DC 28 Will check save or become [[Conditions/Fleeing|Fleeing]] from the dragon for 1 round (or 2 rounds on a critical failure)."
+
+ - name: "Water Mastery"
+ desc: " (arcane,water) For up to 30 minutes per day, the dragon, along with allied creatures and vessels within 50 feet, can move at double their normal Speed in water."
+
+```
+
+```encounter-table
+name: Bronze Dragon (Young, Spellcaster)
+creatures:
+ - 1: Bronze Dragon (Young, Spellcaster)
+```
+
+
+
+Bronze dragons are among the most common of metallic dragons and the most likely to ally with mortals on worthy quests. However, they are naturally scholarly creatures who would rather remain in their lairs studying esoteric lore than go off on a wild adventure. These aloof and stoic dragons also act as preservationists, guarding storehouses of ancient lore from destruction or perversion. Bronze dragons are principled and protective, but while their silver cousins are quick to crusade for justice, bronze dragons prefer to find an important location worthy of their protection and guard it against any attack or unwelcome intrusion.
+
+Bronze dragons' mastery over water and affinity for electricity means they are a boon to sailors caught in thunderstorms. A bronze dragon's enemies quickly discover neither cloudy sky nor turbulent sea provides shelter from their wrath. Bronze dragons lair along shorelines, often in partially submerged sea caves.
+
+While all dragons keep hoards of treasure, the hoard of a bronze dragon more resembles a vast library-with the shelves kept carefully above the waterline, of course. In addition to their collections of esoteric lore, bronze dragons keep treasures associated with the sea, such as beautiful scrimshaw, flawless pearls, and equipment inlaid with mother-of-pearl and abalone shell.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other.
+
+In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Bulette.md b/content/mechanics/srd/Bestiary/Bestiary 1/Bulette.md
new file mode 100755
index 000000000..7c57282c1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Bulette.md
@@ -0,0 +1,85 @@
+---
+title: "Bulette"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Huwt46aWTsPSolXv"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Bulette"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Bulette"
+level: "Creature 8"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Athletics: +21"
+abilityMods: [7, 2, 6, -4, 2, -2]
+speed: 40 feet, burrow 30 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +20, __Ref__ +16, __Will__ +14"
+hp: 120
+health:
+ - name: ""
+ - name: HP
+ desc: "120"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 ()\n__Damage__ 2d10 + 10 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile)\n__Damage__ 2d8 + 10 slashing"
+
+ - name: "Favored Prey"
+ desc: " A bulette gains a +1 circumstance bonus to attack and damage rolls with its jaws against a specific type of creature designated as its favorite food. Unless otherwise stated, a bulette's favored prey is halflings. Elves are never a favored prey for bulettes."
+
+ - name: "Leaping Charge"
+ desc: "`pf2:2` The bulette attempts a [[Actions/High Jump|High Jump]] or [[Actions/Long Jump|Long Jump]]. If it's adjacent to an enemy at the apex of its High Jump or at the end of its Long Jump, it can make a claw Strike against the enemy at that moment. If the bulette jumps at least 5 feet vertically or at least 20 feet horizontally, it can attempt two claw Strikes instead of one. The bulette's multiple attack penalty doesn't increase until it has made all the claw Strikes that are part of its Leaping Charge."
+
+ - name: "Powerful Jumper"
+ desc: " A bulette jumps 10 feet up on a successful [[Actions/High Jump|High Jump]], or 20 feet up on a critical success."
+
+```
+
+```encounter-table
+name: Bulette
+creatures:
+ - 1: Bulette
+```
+
+
+
+Bulettes are fearsome predators that roam just beneath the surface of desolate wilderness areas. When they burrow through the ground, only the fin of their thickly armored backs protrudes above-at least until they are ready to leap out and strike their prey. Their appearance, appetite, and iconic dorsal fin have earned the nickname "landshark."
+
+A typical bulette claims a territory of approximately 500 square miles. When it finds an area rich in food, such as a farming village, it adds that area to its regular patrol route. Over the course of a few months, it can wipe entire settlements off the map. Bulettes are fiercely competitive creatures that battle relentlessly with other predators in their territory. They actively avoid contact or conflict with other members of their kind unless seeking a mate. Bulette pairs share territory and mate for life-a mated pair of bulettes being the only known exception to the creature's penchant for solitude. They rear their young for a short period of time. The mated pair instruct the young bulette how to hunt, teaching their spawn which creatures are easiest to kill and which creatures to avoid. The mated pair drive off their young after its first successful hunt.
+
+The first bulettes were magically created guardians, intended to serve as frightening pets for a power-hungry and sadistic wizard. The technique for their creation, as well as their original purpose, has since been lost to history, and multiple conflicting accounts of ancient texts exist with dozens of wizards claiming to have been the first inventor of the notorious beast. Some sages postulate that the original inventor may have been an elf-a theory born out of little more than the curious fact that bulettes, for all their ravenous nature, seem to find elf flesh unpalatable. Unfortunately for elves who stumble into a bulette's path, bulettes are no less likely to kill them than any other intruder, simply leaving the bodies unconsumed where they fall.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Bunyip.md b/content/mechanics/srd/Bestiary/Bestiary 1/Bunyip.md
new file mode 100755
index 000000000..dc4faa337
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Bunyip.md
@@ -0,0 +1,93 @@
+---
+title: "Bunyip"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gM9XjakdAuhMKDFR"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/aquatic
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Bunyip"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Bunyip"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+trait_02: [[aquatic]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision, Scent (Imprecise) 100 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +11, Stealth: +10, Survival: +8"
+abilityMods: [4, 3, 4, -4, 1, -1]
+speed: 10 feet, swim 40 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +9, __Ref__ +12, __Will__ +6"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45"
+abilities_top:
+ - name: ""
+
+ - name: "Blood Scent"
+ desc: " The bunyip can smell blood in the water from up to 1 mile away."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Aquatic Opportunity (Special)]]"
+ desc: "`pf2:r` As Attack of Opportunity, but both the bunyip and the triggering creature must be in water.\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+11 ()\n__Damage__ 1d10 + 4 piercing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+11 (agile)\n__Damage__ 1d8 + 4 bludgeoning"
+
+ - name: "Blood Frenzy"
+ desc: " **Requirements** The bunyip is not [[Conditions/Fatigued|Fatigued]] or already in a frenzy.\n\n**Trigger** The bunyip deals bleed damage to a living creature.\n* * *\n\n**Effect** The bunyip flies into a frenzy that lasts 1 minute. While frenzied, the bunyip gains a +4 status bonus to damage rolls with its jaws, gains 8 temporary HP that go away at the end of the frenzy, and takes a -2 penalty to AC."
+
+ - name: "Roar"
+ desc: "`pf2:1` (auditory,concentrate,emotion,fear,mental,primal) The bunyip lets out a loud and horrifying roar. Other creatures within 100 feet must succeed at a DC 21 Will check save or become [[Conditions/Frightened|Frightened 2]] ([[Conditions/Frightened|Frightened 3]] on a critical failure,[[Conditions/Frightened|Frightened 1]] on a success, or unaffected on a critical success).\n\nNo matter the result, the creature is temporarily immune to the effect for 1 minute."
+
+ - name: "Shift Form"
+ desc: "`pf2:1` (morph,primal) A bunyip can alter its form slightly to gain an advantage and make it harder to recognize. When it does, its teeth shrink and its Jaws Strike doesn't deal the 1d6 persistent bleed damage. It can choose to gain either a long snake tail, granting its tail Strike reach 10 feet and Grab, or squat crocodile legs, increasing its land Speed to 20 feet. If it uses Shift Form again, the bunyip can return to normal or switch between a long tail or crocodile legs."
+
+```
+
+```encounter-table
+name: Bunyip
+creatures:
+ - 1: Bunyip
+```
+
+
+
+Bunyips are dangerous aquatic predators that resemble a cross between a shark and a seal. Found in freshwater inlets or saltwater coves worldwide, bunyips hunt where prey is plentiful, often to the consternation of coastal residents and fisherfolk.
+
+Despite their outlandish appearance and tendency to defend their territory with loud, bellowing roars that echo for great distances, bunyips are very rarely sighted by humanoids, leaving many to question their existence. For hundreds of years, bunyips were widely regarded as nothing more than folk tales, and even now that their existence as a species has been proven, the existence of any particular bunyip in a local area is often met with heavy skepticism. While their limited shapechanging abilities are no doubt a significant part of the reason for this air of mystery, another major factor is that the aquatic creatures rarely hunt humanoids, preferring to eat smaller animals. Most bunyips avoid human contact, except when one wanders too close to their den or favorite hunting spot, at which point the territorial bunyip attacks with swift and terrible ferocity. Many scholars agree that a large number of unexplained disappearances near coastal areas are the result of unreported bunyip aggression.
+
+In some ports, bunyips have learned that delicious prizes can be had from the chum and garbage discarded by fishing boats and merchant vessels. They lurk close to the shore and carefully choose their victims, plucking them off docks and small boats. These bunyips are particularly careful to keep their true forms hidden, but this does little to dull rumors of monster-infested waters.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Centaur.md b/content/mechanics/srd/Bestiary/Bestiary 1/Centaur.md
new file mode 100755
index 000000000..4b7a3e9b0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Centaur.md
@@ -0,0 +1,91 @@
+---
+title: "Centaur"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.5b9c1qqMBUkPvzbs"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Centaur"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Centaur"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: "Common, Elven, Fey"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +11, Diplomacy: +6, Intimidation: +6, Nature: +7, Survival: +7"
+abilityMods: [4, 2, 1, 0, 2, 1]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20 22 with shield raised; __Fort__ +8, __Ref__ +9, __Will__ +9"
+hp: 40
+health:
+ - name: ""
+ - name: HP
+ desc: "40"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Longsword|Longsword]], 3x [[Equipment/Spear|Spear]], [[Equipment/Steel Shield|Steel Shield]], [[Equipment/Breastplate|Breastplate]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Shield Block|Shield Block]]"
+ desc: "`pf2:r` **Trigger** The monster has its shield raised and takes damage from a physical attack.\n* * *\n\n**Effect** The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+9 (agile)\n__Damage__ 1d10 + 4 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Longsword"
+ desc: "+11 (versatile p)\n__Damage__ 1d8 + 4 slashing"
+
+ - name: "**Melee** `pf2:1` Spear"
+ desc: "+11 ()\n__Damage__ 1d6 + 4 piercing"
+
+ - name: "**Ranged** `pf2:1` Spear"
+ desc: "+9 (thrown 20 ft.)\n__Damage__ 1d6 + 4 piercing"
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Medium or smaller, hoof, DC 18 Reflex check save\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+```
+
+```encounter-table
+name: Centaur
+creatures:
+ - 1: Centaur
+```
+
+
+
+Centaurs are legendary hunters and trackers who resemble heavily muscled humans with the bodies of powerful horses from the waist down. They are typically reclusive but haughty, quick to assume that their handsome physiques and long history of cultural traditions make them superior to any two-legged folk they encounter. While stories of bloody clashes between centaurs and humanoid settlers are well known, centaurs are neither intrinsically bloodthirsty nor recklessly aggressive. Rather, they are proud and stubborn and do not take kindly to outsiders who encroach on their ancestral grounds, some of which have been ruled by centaurs for thousands of years. Against despoilers of nature who fail to heed their warnings, centaurs do not hesitate to use their finely honed hunting skills to inflict deadly wounds.
+
+Centaurs train with weapons as well as their heavy hooves, and the thunder of centaurs charging across the plains is often mistaken for a stampede or even an earthquake. Despite their insular nature, some centaurs form close alliances with elves, fey, gnomes, and isolated human communities. Such allies are often surprised to learn the depths of centaurs' honor, pragmatism, and wilderness lore. Rarely, a centaur leaves its tribe to travel the wider world. Such lone centaur wanderers more easily integrate into humanoid societies, but other centaurs are quick to assume that some dishonor led to their exile and thus give such vagabonds a wide berth.
+
+Centaurs have incredible variation in their individual size and coloration. Their upper bodies are fairly similar within a tribe and even region, but their lower bodies-like those of horses-can vary widely from parent to child. Most centaurs are at least 7 feet tall and weigh more than 2,000 pounds.
+
+Centaurs live in groups of dozens of members, usually led by an old, powerful seer or battle-hardened warrior who has carried out many noble deeds and earned a lifetime of respect from their comrades. The revered leader guides the habits of their entire group; a wise seer might encourage the tribe to roam far from civilization to preserve the ways of its ancestors, while an aggressive warrior might foster skirmishes with nearby humanoid settlements and even rival centaur groups.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Ceustodaemon.md b/content/mechanics/srd/Bestiary/Bestiary 1/Ceustodaemon.md
new file mode 100755
index 000000000..c26c7e420
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Ceustodaemon.md
@@ -0,0 +1,104 @@
+---
+title: "Ceustodaemon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.eIdauvtR8UEgRoL9"
+tags:
+ - pf2e/creature/type/daemon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Ceustodaemon"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Ceustodaemon"
+level: "Creature 6"
+
+alignment: ""
+size: "Large"
+trait_01: [[daemon]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[unholy]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision, See the Unseen"
+languages: "Common, Daemonic; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Deception: +15, Intimidation: +13, Stealth: +12, Survival: +10"
+abilityMods: [5, 2, 4, 0, 2, 3]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +16, __Ref__ +12, __Will__ +12"
+hp: 130
+health:
+ - name: ""
+ - name: HP
+ desc: "130; __Immunities__ death effects; __Weaknesses__ holy 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+16 (reach 10 feet, unholy)\n__Damage__ 2d10 + 5 piercing plus vicious-wounds 1d6 spirit plus vicious-wounds"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+16 (agile, magical, reach 10 feet, unholy)\n__Damage__ 2d6 + 5 slashing plus vicious-wounds 1d6 spirit plus vicious-wounds"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 23, attack +15; __7th __ _[[Spells/Fly|Fly]]_; __4th __ _[[Spells/Translocate|Dimension Door (At Will)]]_; __3rd __ _[[Spells/Dispel Magic|Dispel Magic (x2)]]_, _[[Spells/Paralyze|Paralyze]]_; __1st __ _[[Spells/Detect Alignment|Detect Alignment (At Will) (Good Only)]]_\n__Constant__ __(2nd)__ _[[Spells/See the Unseen|See Invisibility]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (divine,fire) The ceustodaemon breathes flames in a 30-foot cone. Creatures in the cone take 7d6 fire damage (DC 24 Reflex check save).\n\nThe ceustodaemon and each creature that fails the save catch fire, taking 2d6 persistent fire damage.\n\nThe breath weapon can't be used again for 1d4 rounds."
+
+ - name: "Drawn to Service"
+ desc: " When bringing a ceustodaemon to another plane with effects like a [[Spells/Binding Circle|Binding Circle]] or [[Spells/Planar Servitor|Planar Servitor]] ritual, the primary and secondary skill DCs are reduced by 5, and the ceustodaemon demands only half the normal cost for its service."
+
+ - name: "Vicious Wounds"
+ desc: " On a successful jaws or claw Strike, the ceustodaemon viciously tears into its victim as similar wounds appear on its own body. The target takes an extra 1d6 amount of damage, and the ceustodaemon takes the same extra damage.\n\nIf this extra damage to the target is doubled, due to a critical hit, the ceustodaemon takes double damage as well."
+
+```
+
+```encounter-table
+name: Ceustodaemon
+creatures:
+ - 1: Ceustodaemon
+```
+
+
+
+Ceustodaemons are formed from the souls of vile mortals, particularly those who took efforts to hasten their own death, their willingness shaping them into daemonic servants. Their otherworldly senses make them useful for protecting vaults and similar locations on the Material Plane. Ceustodaemons are created to serve, but always seek ways to subvert their bindings, so they can rend their mortal summoners' flesh. The worst type of conjurer calls upon ceustodaemons merely to set them free into the world in hopes of currying favor with the powers of Abaddon.
+
+* * *
+
+Denizens of the bleak and terrible plane of Abaddon, daemons are shaped by and devoted to the destruction of life in all its forms. They seek the death of every mortal being by the most painful and horrible means possible, all in service to the apocalyptic entities known as the Four Horsemen. Each kind of daemon represents a different way to die, and their powers are nearly always aimed at spreading that particular form of death. Through the use of these powers, they seek to drag all existence down into a pit of hopelessness and despair, and to commit all souls to oblivion.
+
+While those who summon daemons to the Material Plane usually seek to use the creatures' destructive and corrupting powers for their own ends, daemons always look for ways to spread fear, doubt, and despair wherever they go. Often, daemons disguise their plots as the workings of other fiends, knowing that such confusion compounds mortals' fear.
+
+While all fiends seek to tempt mortals into lives of evil to increase their own numbers and power on their native planes, daemons are further driven by a supernatural hunger for mortal souls and use a variety of methods-not least of which is the cacodaemons' soul gems-to entrap them. On Abaddon and in other forbidding places across the multiverse, souls are simultaneously a delicacy, a trade good, and a source of magical power, and the daemons are among the greatest gluttons, merchants, and abusers of this spiritual "resource."
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Choral.md b/content/mechanics/srd/Bestiary/Bestiary 1/Choral.md
new file mode 100755
index 000000000..dea1d68e0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Choral.md
@@ -0,0 +1,100 @@
+---
+title: "Choral"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.l4lzhsXpCv3kgY7U"
+tags:
+ - pf2e/creature/type/angel
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Choral"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Choral"
+level: "Creature 6"
+
+alignment: ""
+size: "Small"
+trait_01: [[angel]]
+trait_02: [[celestial]]
+trait_03: [[good]]
+trait_04: [[holy]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision"
+languages: "Diabolic, Draconic, Empyrean; tongues"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +12, Diplomacy: +15, Performance: +17, Religion: +14"
+abilityMods: [1, 4, 2, 3, 4, 5]
+speed: 30 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +10, __Ref__ +14, __Will__ +16; +1 status to all saves vs. magic"
+hp: 100
+health:
+ - name: ""
+ - name: HP
+ desc: "100; __Weaknesses__ unholy 5; __Resistances__ sonic 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Harmonizing Aura"
+ desc: " (aura,divine,sonic) 20 feet. Allies in the area gain a +2 status bonus to sonic damage rolls and a +1 status bonus to AC and all saves against sonic and auditory effects. Enemies in the area take a -2 status bonus to sonic damage rolls and a -1 status bonus to AC and all saves against sonic and auditory effects."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+14 (agile, finesse, holy, magical)\n__Damage__ 3d6 + 1 bludgeoning 1d6 spirit"
+
+ - name: "**Ranged** `pf2:1` Piercing Hymn"
+ desc: "+17 (holy, magical, range 90 feet, sonic)\n__Damage__ 4d6 sonic plus deafening-aria 1d6 spirit plus deafening-aria"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 23, attack +13; __7th __ _[[Spells/Divine Decree|Divine Decree (See Harmonize)]]_; __4th __ _[[Spells/Noise Blast|Sound Burst (See Harmonize)]]_; __3rd __ _[[Spells/Calm|Calm Emotions (See Harmonize)]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Heroism|Heroism (See Harmonize)]]_, _[[Compendium.pf2e.spells-srd.Item.OyFCwQuw8XRazsNr|Remove Curse]]_, _[[Compendium.pf2e.spells-srd.Item.RneiyehRO6f7LP44|Remove Disease]]_, _[[Spells/Clear Mind|Remove Fear (At Will)]]_, _[[Spells/Noise Blast|Sound Burst]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At Will) (Self Only)]]_, _[[Spells/Noise Blast|Sound Burst (At Will)]]_; __1st __ _[[Spells/Counter Performance|Counter Performance (At Will)]]_\n__Cantrips__ __(3rd)__ _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Uplifting Overture|Inspire Competence]]_, _[[Spells/Courageous Anthem|Inspire Courage]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Rituals"
+ desc: "_Angelic Messenger_"
+
+ - name: "Deafening Aria"
+ desc: " On a critical hit with piercing hymn, the target is [[Conditions/Deafened|Deafened]] for one minute."
+
+ - name: "Harmonize"
+ desc: "`pf2:1` The choral angel adds its harmony to a choral angel ally within its harmonizing aura.\n\nThe ally can cast [[Spells/Calm|Calm]] or [[Spells/Heroism|Heroism]] on its next turn in place of its 3rd-rank [[Spells/Noise Blast|Noise Blast]] or heighten its 3rd-rank [[Spells/Noise Blast|Noise Blast]] by 1 level.\n\nIf five different choral angels use Harmonize on the same choral angel ally, it can instead cast [[Spells/Divine Decree|Divine Decree]] in place of its 3rd-rank [[Spells/Noise Blast|Noise Blast]]."
+
+```
+
+```encounter-table
+name: Choral
+creatures:
+ - 1: Choral
+```
+
+
+
+Choral angels are incredible singers who fill the halls of Nirvana with pious chants and sacred hymns. They form from the souls of talented bards and other performers. While they shy away from conflict, they occasionally brave the mortal realm to deliver good omens and auspicious messages. Choral angels often serve the goddess Shelyn, but they can also serve other good deities and empyreal lords.
+
+* * *
+
+The celestial hosts of angels are messengers and warriors, divided into choirs based on their abilities and purviews. The majority of angels are neutral good and live in Nirvana, the plane of virtue and enlightenment. However, some angels, including several angelic deities, have different alignments, and some even dwell on other planes. Regardless of alignment, angels remain benevolent messengers possessed with magical auras to aid their allies.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Chuul.md b/content/mechanics/srd/Bestiary/Bestiary 1/Chuul.md
new file mode 100755
index 000000000..93939f167
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Chuul.md
@@ -0,0 +1,102 @@
+---
+title: "Chuul"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.3zfwelHJIH5greWB"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Chuul"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Chuul"
+level: "Creature 7"
+
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+trait_02: [[amphibious]]
+trait_03: [[chaotic]]
+trait_04: [[evil]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision, Tremorsense (Imprecise) 30 Feet"
+languages: "Aklo, Common; (or sakvroth for darklands variants)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +17, Nature: +13, Stealth: +14, Survival: +13"
+abilityMods: [6, 3, 4, 0, 2, -1]
+speed: 30 feet, swim 25 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +18, __Ref__ +15, __Will__ +12"
+hp: 100
+health:
+ - name: ""
+ - name: HP
+ desc: "100; __Immunities__ poison"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claws"
+ desc: "+19 (reach 10 feet)\n__Damage__ 2d8 + 9 bludgeoning plus grab"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d8+9 bludgeoning damage, DC 25 Fortitude check save ([[Conditions/Grabbed|Grabbed]] by claws only)\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Mandibles"
+ desc: "`pf2:1` **Requirements** A creature is [[Conditions/Grabbed|Grabbed]] and [[Conditions/Paralyzed|Paralyzed]] by the chuul's tentacles.\n* * *\n\n**Effect** The creature takes 3d6 piercing damage."
+
+ - name: "Paralytic Venom"
+ desc: " (incapacitation,poison) **Saving Throw** DC 25 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** [[Conditions/Paralyzed|Paralyzed]] (1 round)"
+
+ - name: "Tentacle Transfer"
+ desc: "`pf2:1` **Requirements** The chuul has a creature [[Conditions/Grabbed|Grabbed]].\n* * *\n\n**Effect** The chuul transfers the grabbed creature from its claws to its tentacles, or vice versa. A creature is exposed to the chuul's paralytic venom when transferred into the tentacles and at the start of each of the chuul's turns if it remains grabbed by the tentacles."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Chuul
+creatures:
+ - 1: Chuul
+```
+
+
+
+Also known as chu'ulothis, these large, armor-plated, crustacean predators lurk beneath the surface of pools, mires, and ponds, waiting to snatch up prey with their massive claws before paralyzing them with their tentacles. At that point, they begin to feed, eating their quarry alive.
+
+Chuuls can live in fresh or saltwater, and indeed are found in aquatic environs the world over-even in the subterranean oceans and lakes of the Darklands. While chuuls are good swimmers, they prefer terrestrial prey. Their preferred method of hunting is by lunging out of the water, paralyzing their victims with their poison-coated tentacles, then gleefully dragging their twitching food into the water to drown if they cannot simply eat such morsels alive. Chuuls that dwell aboveground prefer to dine on lizardfolk, while those swimming the subterranean lakes of the Darklands readily eat anything but xulgaths, whose flavor and stink they find off-putting.
+
+Chuuls are capable of speech and reason, but these creatures rarely speak with those outside their species except to taunt their food. Before it begins consuming its prey, a chuul often speaks in a gurgling, nearly incomprehensible dialect about how it will enjoy feasting on the creature's flesh. Perhaps chuuls believe that insults and degradation lead to more tender and tastier food, but the truth will likely never be known; almost all chuuls stubbornly refuse any meaningful conversation, even when imprisoned and compelled by treats or pain.
+
+It is unknown if a chuul society exists beyond their frenzied mating season. Chuuls' intellects seem devoted only toward eating, causing psychological pain to sentient creatures, decorating their lairs with mementos of their favorite meals and victories, and breeding.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Clay Golem.md b/content/mechanics/srd/Bestiary/Bestiary 1/Clay Golem.md
new file mode 100755
index 000000000..7abd9a333
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Clay Golem.md
@@ -0,0 +1,101 @@
+---
+title: "Clay Golem"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gncmiCXZ3zb1AdRY"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/golem
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Clay Golem"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Clay Golem"
+level: "Creature 10"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[construct]]
+trait_02: [[golem]]
+trait_03: [[mindless]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +24"
+abilityMods: [6, -1, 6, -5, 0, -5]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 29
+armorclass:
+ - name: AC
+ desc: "29; __Fort__ +23, __Ref__ +16, __Will__ +17"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175; __Immunities__ acid, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental; __Resistances__ physical 10 (except adamantine)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Berserk"
+ desc: " A severely damaged clay golem has a chance of going berserk. If it has 50 or fewer Hit Points at the start of its turn, the golem must succeed at a DC 5 Flat check check or go berserk. A berserk golem wildly attacks the nearest living creature, or the nearest object if no creatures are nearby."
+
+ - name: "[[Creature Family Ability Glossary/(Golem) Golem Antimagic|Golem Antimagic]]"
+ desc: " * **Harmed By** cold and water (5d10 untyped damage, 2d6 untyped damage from areas or persistent damage)\n* **Healed By** acid (area 2d6 healing Hit Points)\n* **Slowed By** earth\n* * *\n\nA golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as \"cold and water\"), either type of spell can affect the golem.\n\n* **Harmed By** Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.\n* **Healed By** Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.\n* **Slowed By** Any magic of this type that targets the golem causes it to be [[Conditions/Slowed|Slowed 1]] for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.\n* **Vulnerable To** Each golem is vulnerable to one or more specific spells, with the effects described in its stat block."
+
+ - name: "Quicken"
+ desc: "`pf2:0` (divine) **Frequency** Once per day\n\n**Trigger** The clay golem's turn begins. It can't trigger this free action on the first turn of combat.\n* * *\n\n**Effect** The clay golem becomes [[Conditions/Quickened|Quickened]] for 1 minute."
+
+ - name: "Vulnerable to Disintegrate"
+ desc: " A [[Spells/Disintegrate|Disintegrate]] spell affects the golem but deals half the normal amount of damage and causes the golem to become [[Conditions/Slowed|Slowed 2]] for 1 round."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+24 (magical, reach 10 feet)\n__Damage__ 2d10 + 12 bludgeoning plus cursed-wound"
+
+ - name: "Berserk Slam"
+ desc: "`pf2:1` **Requirements** The golem is berserk.\n* * *\n\n**Effect** The clay golem Strikes with its fist at a -1 circumstance penalty. If it hits, it deals an additional 1d8 bludgeoning damage and knocks the target [[Conditions/Prone|Prone]]."
+
+ - name: "Cursed Wound"
+ desc: " (curse,divine) A creature hit by the clay golem's fist must succeed at a DC 29 Fortitude check save or be cursed until healed to its maximum HP. The cursed creature can't regain HP except via magic, and anyone [[Actions/Cast a Spell|Casting a Spell]] to heal the creature must succeed at a DC 29 counteract check or the healing has no effect. The golem's counteract rank is equal to its creature level."
+
+```
+
+```encounter-table
+name: Clay Golem
+creatures:
+ - 1: Clay Golem
+```
+
+
+
+Traditionally, clay golems are crafted in the image of a deity and used as guardians of tombs or sacred crypts. Clay golems have the power to lay curses upon their victims as punishment for intrusion, leading many to believe that these oft-ancient constructs have a touch of the divine to them. While this idea has little basis in reality, superstitious folk still tread lightly around statues that resemble clay golems even in the slightest.
+
+The animating force within a clay golem is unusually unstable, making the golem prone to entering a berserk frenzy when damaged. Entire treasuries have been totally ruined as a result of a rampaging clay golem, so crafters do well to make sure their golems are maintained and in good working order-or otherwise place them on the other side of the door from the treasures they wish to protect.
+
+* * *
+
+Crafted of base materials and then magically animated into a powerful guardian, the legendary golem is a living construct that mindlessly obeys its creator's commands-often continuing to do so for years or even centuries after its creator's death. There exist two known methods of animating a golem. The traditional method involves harvesting and implanting an elemental soul or essence within the newly crafted host statue, a procedure seen as vile and blasphemous to those who value the sanctity of the soul; evil or amoral golem crafters tend to prefer this method. The other, less disreputable technique involves siphoning pure vitality energy into the statue to artificially imitate the creation of a soul. The result does not give the golem a true soul and is generally a more costly and time-consuming method of creation. Regardless of the method used, the resulting golem functions the same. A golem's unique animating force leaves it susceptible to certain forms of magic, but apart from these few weaknesses, it is impervious to magic and difficult to damage with weapons.
+
+Golems work best in play as foes to vanquish rather than allies to accompany player characters on adventures. The process of creating a golem is time-consuming, expensive, and difficult, and only the most talented spellcasters or artisans can even hope to accomplish such an undertaking. While certain magical texts-so-called "golem manuals"-are said to aid golems crafters, for the most part the creation of a golem should be something left in the hands of the Game Master.
+
+Golems have components that can be harvested as trophies or magical components; the value depends on the golem in question. Examples of components that can be harvested from golems are listed in the sidebars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Cloaker.md b/content/mechanics/srd/Bestiary/Bestiary 1/Cloaker.md
new file mode 100755
index 000000000..5068eb5c3
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Cloaker.md
@@ -0,0 +1,87 @@
+---
+title: "Cloaker"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.jbROGCjsKG9DbFwg"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/chaotic
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Cloaker"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Cloaker"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+trait_02: [[chaotic]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision"
+languages: "Aklo, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Deception: +14, Religion: +12, Stealth: +14"
+abilityMods: [5, 3, 4, 2, 3, 1]
+speed: 10 feet, fly 30 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +13, __Ref__ +12, __Will__ +12"
+hp: 80
+health:
+ - name: ""
+ - name: HP
+ desc: "80"
+abilities_top:
+ - name: ""
+
+ - name: "Shadow Shift"
+ desc: " Cloakers are [[Conditions/Concealed|Concealed]] in dim light even to creatures with [[Bestiary Ability Glossary/Low-Light Vision|Low-Light Vision]] and [[Bestiary Ability Glossary/Darkvision|Darkvision]]."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+14 ()\n__Damage__ 1d10 + 7 piercing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+14 (agile, reach 10 feet)\n__Damage__ 2d6 + 7 slashing"
+
+ - name: "Envelop"
+ desc: "`pf2:1` (attack,incapacitation) The cloaker makes an attack roll with a +14 bonus against an adjacent creature's Reflex DC. If it succeeds, it envelops the target, who is [[Conditions/Restrained|Restrained]]. Attacks that hit an enveloping cloaker deal half their damage to the cloaker and half to the trapped victim. The cloaker can't Fly, and when it moves using its land Speed it moves the enveloped creature with it. The cloaker can make only jaws Strikes against the restrained creature but can make tail Strikes against other creatures.\n\nA creature that voluntarily puts on the cloaker becomes engulfed automatically. A cloaker can engulf only Large or smaller creatures, and no more than one creature at a time."
+
+ - name: "Infrasonic Moan"
+ desc: "`pf2:2` (auditory,emotion,mental) The cloaker lets out an infrasonic moan that has one of the effects below. A creature that succeeds at a Will save is unaffected. Any creature that attempts this save becomes temporarily immune for 1 hour. Because the moan is infrasonic, most humanoids don't detect the source of their plight if they aren't already aware of the cloaker.\n\n* **Fear** (fear, incapacitation) DC 22 Will check Each creature within a 30-foot emanation becomes [[Conditions/Frightened|Frightened 1]] (or, on a critical failure, [[Conditions/Frightened|Frightened 2]] and [[Conditions/Fleeing|Fleeing]] until the end of its next turn).\n* **Nausea** DC 22 Will check Each creature within a 30-foot emanation falls [[Conditions/Prone|Prone]] and become [[Conditions/Sickened|Sickened 2]].\n* **Stupor** DC 22 Will check The cloaker targets a single creature within 30 feet. The creature becomes [[Conditions/Clumsy|Clumsy 1]] and [[Conditions/Stupefied|Stupefied 1]] for 1 minute."
+
+```
+
+```encounter-table
+name: Cloaker
+creatures:
+ - 1: Cloaker
+```
+
+
+
+Weird and paranoid creatures that dwell in the Darklands, cloakers resemble hideous, flying manta rays. Crafty and careful hunters, their motivations, their patterns of attack, and even their societies and history are often an inscrutable jumble of contradicting reports, confused rumors, and terrifying accounts.
+
+Like many of the stranger creatures of Golarion, cloakers were originally created by the alghollthus, who bred them to spy on their Azlanti thralls. Upon the fall of the Azlanti empire, the alghollthus cast out their cloaker creations, who, in turn, fled to the lower reaches of the Darklands. Amid the vaults and twisted corridors of their new home, their attitudes-particularly regarding their apprehension toward their former masters-changed dramatically. Suspicion became paranoia, egotism, sadism, and much worse. Now, most cloakers lead solitary lives, stalking the Darklands for easy prey and delving deeper into internal horrors. Their paranoia is so great that they interact only rarely even with their own kind, encountering another cloaker only briefly to mate before flitting back to isolation.
+
+But there are exceptions. Every so often, a charismatic cloaker priest can call together a dark cabal of these creatures and other Darklands denizens to worship unspeakable ancient gods. These rare cloakers whip their acolytes and followers into a frenzy of dark rituals and heinous acts. While these cults are depraved and destructive, they rarely survive longer than their founder.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Copper Dragon (Adult).md b/content/mechanics/srd/Bestiary/Bestiary 1/Copper Dragon (Adult).md
new file mode 100755
index 000000000..cc49f0aa9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Copper Dragon (Adult).md
@@ -0,0 +1,112 @@
+---
+title: "Copper Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.851GZiqHER018zjr"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/good
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Copper Dragon (Adult)"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Copper Dragon (Adult)"
+level: "Creature 12"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[earth]]
+trait_04: [[good]]
+modifier: 23
+perception:
+ - name: "Perception"
+ desc: "+23; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Elven, Gnomish"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Athletics: +24, Crafting: +22, Deception: +21, Performance: +23, Society: +22, Stealth: +21"
+abilityMods: [6, 3, 4, 4, 3, 5]
+speed: 40 feet, climb 40 feet, fly 140 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +23, __Ref__ +22, __Will__ +22; +1 status to all saves vs. magic"
+hp: 235
+health:
+ - name: ""
+ - name: HP
+ desc: "235; __Immunities__ acid, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Climb Stone"
+ desc: " The dragon's climb speed functions only when climbing stone surfaces"
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 29 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Twisting Tail"
+ desc: "`pf2:r` **Trigger** A creature within reach of the copper dragon's tail uses a move action or leaves a square during a move action it's using.\n* * *\n\n**Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the triggering action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+26 (acid, magical, reach 10 feet)\n__Damage__ 3d8 + 12 piercing 2d8 acid"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+26 (agile, magical)\n__Damage__ 3d8 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+24 (magical, reach 15 feet)\n__Damage__ 2d8 + 10 bludgeoning"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 33, attack +25; __4th __ _[[Spells/Laughing Fit|Hideous Laughter (At Will)]]_, _[[Spells/Shape Stone|Shape Stone]]_; __1st __ _[[Spells/Grease|Grease (At Will)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (acid,arcane) The copper dragon breathes in one of two ways.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds.\n\n* **Acid** The dragon breathes acid in a 80-foot line that deals 13d6 acid damage (DC 32 Reflex check save).\n* **Slowing Gas** The dragon breathes a 80-foot line of slowing gas. Each creature in the area must succeed at a DC 32 Fortitude check save or be [[Conditions/Slowed|Slowed 1]] for 1 round (or [[Conditions/Slowed|Slowed 2]] on a critical failure)."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " When the dragon scores a critical hit with a Strike, it recharges Breath Weapon."
+
+```
+
+```encounter-table
+name: Copper Dragon (Adult)
+creatures:
+ - 1: Copper Dragon (Adult)
+```
+
+
+
+Capricious and always eager to share a good laugh, copper dragons are among the wiliest of the metallic dragons, but this by no means interferes with their mission to spread freedom in oppressive lands. Copper dragons are hedonists who are quick to indulge in simple pleasures, but they're also sympathetic to other creatures, slow to pass judgment, and careful to always examine a situation from as many perspectives as possible. This philosophy has its drawbacks, however, as copper dragons are susceptible to negative influences and prone to forgiving the less serious evil acts performed by their chromatic cousins and other cruel creatures. Copper dragons also have a difficult time keeping their temper in check once they are roused to anger.
+
+Copper dragons tend to lair in warm or temperate hills, but due to their nature, they move their lairs every few years. They sometimes live among other people, especially any dwarves who reside nearby. Some copper dragons even worship gods typically worshipped only by humanoids. Among these dragons, worship of Cayden Cailean is most popular, as they see his love of freedom and penchant for alcohol aligning with the typical copper dragon mindset.
+
+A copper dragon's combat tactics are as unorthodox as its sense of humor, as it is more likely to use mockery and tricks than outright strength to win its battles. As a copper dragon ages, it perfects jokes capable of rendering its foes helpless with laughter.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other.
+
+In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Copper Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Copper Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..352e41a57
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Copper Dragon (Adult, Spellcaster).md
@@ -0,0 +1,109 @@
+---
+title: "Copper Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.XQVcsbbn7MfrHgSh"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/good
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Copper Dragon (Adult, Spellcaster)"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Copper Dragon (Adult, Spellcaster)"
+level: "Creature 12"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[earth]]
+trait_04: [[good]]
+modifier: 23
+perception:
+ - name: "Perception"
+ desc: "+23; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Elven, Gnomish"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Athletics: +24, Crafting: +22, Deception: +21, Performance: +23, Society: +22, Stealth: +21"
+abilityMods: [6, 3, 4, 4, 3, 5]
+speed: 40 feet, climb 40 feet, fly 140 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +23, __Ref__ +22, __Will__ +22; +1 status to all saves vs. magic"
+hp: 235
+health:
+ - name: ""
+ - name: HP
+ desc: "235; __Immunities__ acid, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Climb Stone"
+ desc: " The dragon's climb speed functions only when climbing stone surfaces"
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 29 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Twisting Tail"
+ desc: "`pf2:r` **Trigger** A creature within reach of the copper dragon's tail uses a move action or leaves a square during a move action it's using.\n* * *\n\n**Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the triggering action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+26 (acid, magical, reach 10 feet)\n__Damage__ 3d8 + 12 piercing 2d8 acid"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+26 (agile, magical)\n__Damage__ 3d8 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+24 (magical, reach 15 feet)\n__Damage__ 2d8 + 10 bludgeoning"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 33, attack +26; __5th __ _[[Spells/False Vision|False Vision]]_, _[[Spells/Hallucination|Hallucination]]_, _[[Spells/Truespeech|Tongues]]_; __4th __ _[[Spells/Confusion|Confusion]]_, _[[Spells/Creation|Creation]]_, _[[Spells/Mountain Resilience|Stoneskin]]_; __3rd __ _[[Spells/Haste|Haste]]_, _[[Spells/One with Stone|Meld into Stone]]_; __2nd __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Revealing Light|Glitterdust]]_, _[[Spells/Invisibility|Invisibility]]_, _[[Spells/See the Unseen|See Invisibility]]_; __1st __ _[[Spells/Fleet Step|Fleet Step]]_, _[[Spells/Illusory Object|Illusory Object]]_, _[[Spells/Disguise Magic|Magic Aura]]_\n__Cantrips__ __(5th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Message|Message]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 33, attack +25; __4th __ _[[Spells/Laughing Fit|Hideous Laughter (At Will)]]_, _[[Spells/Shape Stone|Shape Stone]]_; __1st __ _[[Spells/Grease|Grease (At Will)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (acid,arcane) The copper dragon breathes in one of two ways.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds.\n\n* **Acid** The dragon breathes acid in a 80-foot line that deals 13d6 acid damage (DC 32 Reflex check save).\n* **Slowing Gas** The dragon breathes a 80-foot line of slowing gas. Each creature in the area must succeed at a DC 32 Fortitude check save or be [[Conditions/Slowed|Slowed 1]] for 1 round (or [[Conditions/Slowed|Slowed 2]] on a critical failure)."
+
+```
+
+```encounter-table
+name: Copper Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Copper Dragon (Adult, Spellcaster)
+```
+
+
+
+Capricious and always eager to share a good laugh, copper dragons are among the wiliest of the metallic dragons, but this by no means interferes with their mission to spread freedom in oppressive lands. Copper dragons are hedonists who are quick to indulge in simple pleasures, but they're also sympathetic to other creatures, slow to pass judgment, and careful to always examine a situation from as many perspectives as possible. This philosophy has its drawbacks, however, as copper dragons are susceptible to negative influences and prone to forgiving the less serious evil acts performed by their chromatic cousins and other cruel creatures. Copper dragons also have a difficult time keeping their temper in check once they are roused to anger.
+
+Copper dragons tend to lair in warm or temperate hills, but due to their nature, they move their lairs every few years. They sometimes live among other people, especially any dwarves who reside nearby. Some copper dragons even worship gods typically worshipped only by humanoids. Among these dragons, worship of Cayden Cailean is most popular, as they see his love of freedom and penchant for alcohol aligning with the typical copper dragon mindset.
+
+A copper dragon's combat tactics are as unorthodox as its sense of humor, as it is more likely to use mockery and tricks than outright strength to win its battles. As a copper dragon ages, it perfects jokes capable of rendering its foes helpless with laughter.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other.
+
+In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Copper Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Bestiary 1/Copper Dragon (Ancient).md
new file mode 100755
index 000000000..249017d9b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Copper Dragon (Ancient).md
@@ -0,0 +1,118 @@
+---
+title: "Copper Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.HArJ77FxulSgGw0W"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/good
+ - pf2eMonster
+ - pf2e/creature/level/17
+statblock: inline
+name: "Copper Dragon (Ancient)"
+level: 17
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Copper Dragon (Ancient)"
+level: "Creature 17"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[earth]]
+trait_04: [[good]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Dwarven, Elven, Gnomish"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +30, Athletics: +31, Crafting: +31, Deception: +29, Performance: +31, Society: +29, Stealth: +30"
+abilityMods: [8, 5, 5, 6, 5, 6]
+speed: 50 feet, climb 50 feet, fly 200 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 41
+armorclass:
+ - name: AC
+ desc: "41; __Fort__ +30, __Ref__ +32, __Will__ +32; +1 status to all saves vs. magic"
+hp: 345
+health:
+ - name: ""
+ - name: HP
+ desc: "345; __Immunities__ acid, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Climb Stone"
+ desc: " The dragon's climb speed functions only when climbing stone surfaces"
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 35 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Slow Aura"
+ desc: " (arcane,aura) 10 feet. Each creature that ends its turn in the aura must succeed at a DC 37 Will check saving throw or be [[Conditions/Slowed|Slowed 1]] for 1 round (or [[Conditions/Slowed|Slowed 2]] on a critical failure). The copper dragon can turn this aura on or off with a single action, which has the concentrate trait, and can choose not to affect allies within the aura."
+
+ - name: "Twisting Tail"
+ desc: "`pf2:r` **Trigger** A creature within reach of the copper dragon's tail uses a move action or leaves a square during a move action it's using.\n* * *\n\n**Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the triggering action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+33 (acid, magical, reach 15 feet)\n__Damage__ 3d10 + 16 piercing 3d8 acid"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+33 (agile, magical, reach 10 feet)\n__Damage__ 3d10 + 16 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+31 (magical, reach 20 feet)\n__Damage__ 2d10 + 14 bludgeoning"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 39, attack +31; __5th __ _[[Spells/Laughing Fit|Hideous Laughter (At Will)]]_, _[[Spells/Wall of Stone|Wall of Stone]]_; __4th __ _[[Spells/Shape Stone|Shape Stone (At Will)]]_; __1st __ _[[Spells/Grease|Grease (At Will)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (acid,arcane) The copper dragon breathes in one of two ways.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds.\n\n* **Acid** The dragon breathes acid in a 100-foot line that deals 18d6 acid damage (DC 38 Reflex check save).\n* **Slowing Gas** The dragon breathes a 100-foot line of slowing gas. Each creature in the area must succeed at a DC 38 Fortitude check save or be [[Conditions/Slowed|Slowed 1]] for 1 round (or [[Conditions/Slowed|Slowed 2]] on a critical failure)."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " When the dragon scores a critical hit with a Strike, it recharges Breath Weapon."
+
+ - name: "Mass Laughter"
+ desc: "`pf2:2` (arcane,emotion,mental) **Frequency** once per day\n* * *\n\n**Effect** The copper dragon tells a fantastic joke. Each creature in a 100-foot emanation must succeed at a DC 39 Will check save or suffer the effects of a 9th-rank [[Spells/Laughing Fit|Laughing Fit]] spell for 1 minute."
+
+```
+
+```encounter-table
+name: Copper Dragon (Ancient)
+creatures:
+ - 1: Copper Dragon (Ancient)
+```
+
+
+
+Capricious and always eager to share a good laugh, copper dragons are among the wiliest of the metallic dragons, but this by no means interferes with their mission to spread freedom in oppressive lands. Copper dragons are hedonists who are quick to indulge in simple pleasures, but they're also sympathetic to other creatures, slow to pass judgment, and careful to always examine a situation from as many perspectives as possible. This philosophy has its drawbacks, however, as copper dragons are susceptible to negative influences and prone to forgiving the less serious evil acts performed by their chromatic cousins and other cruel creatures. Copper dragons also have a difficult time keeping their temper in check once they are roused to anger.
+
+Copper dragons tend to lair in warm or temperate hills, but due to their nature, they move their lairs every few years. They sometimes live among other people, especially any dwarves who reside nearby. Some copper dragons even worship gods typically worshipped only by humanoids. Among these dragons, worship of Cayden Cailean is most popular, as they see his love of freedom and penchant for alcohol aligning with the typical copper dragon mindset.
+
+A copper dragon's combat tactics are as unorthodox as its sense of humor, as it is more likely to use mockery and tricks than outright strength to win its battles. As a copper dragon ages, it perfects jokes capable of rendering its foes helpless with laughter.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other.
+
+In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Copper Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Copper Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..a3e2055c9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Copper Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,115 @@
+---
+title: "Copper Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ioFQw1XzRLWeUpbi"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/good
+ - pf2eMonster
+ - pf2e/creature/level/17
+statblock: inline
+name: "Copper Dragon (Ancient, Spellcaster)"
+level: 17
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Copper Dragon (Ancient, Spellcaster)"
+level: "Creature 17"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[earth]]
+trait_04: [[good]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Dwarven, Elven, Gnomish"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +30, Athletics: +31, Crafting: +31, Deception: +29, Performance: +31, Society: +29, Stealth: +30"
+abilityMods: [8, 5, 5, 6, 5, 6]
+speed: 50 feet, climb 50 feet, fly 200 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 41
+armorclass:
+ - name: AC
+ desc: "41; __Fort__ +30, __Ref__ +32, __Will__ +32; +1 status to all saves vs. magic"
+hp: 345
+health:
+ - name: ""
+ - name: HP
+ desc: "345; __Immunities__ acid, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Climb Stone"
+ desc: " The dragon's climb speed functions only when climbing stone surfaces"
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 35 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Slow Aura"
+ desc: " (arcane,aura) 10 feet. Each creature that ends its turn in the aura must succeed at a DC 37 Will check saving throw or be [[Conditions/Slowed|Slowed 1]] for 1 round (or [[Conditions/Slowed|Slowed 2]] on a critical failure). The copper dragon can turn this aura on or off with a single action, which has the concentrate trait, and can choose not to affect allies within the aura."
+
+ - name: "Twisting Tail"
+ desc: "`pf2:r` **Trigger** A creature within reach of the copper dragon's tail uses a move action or leaves a square during a move action it's using.\n* * *\n\n**Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the triggering action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+33 (acid, magical, reach 15 feet)\n__Damage__ 3d10 + 16 piercing 3d8 acid"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+33 (agile, magical, reach 10 feet)\n__Damage__ 3d10 + 16 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+31 (magical, reach 20 feet)\n__Damage__ 2d10 + 14 bludgeoning"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 39, attack +33; __8th __ _[[Spells/Quandary|Maze]]_, _[[Spells/Prismatic Wall|Prismatic Wall]]_; __7th __ _[[Spells/Prismatic Spray|Prismatic Spray]]_, _[[Spells/Project Image|Project Image]]_, _[[Spells/Reverse Gravity|Reverse Gravity]]_; __6th __ _[[Spells/Mislead|Mislead]]_, _[[Spells/Phantasmal Calamity|Phantasmal Calamity]]_, _[[Spells/Teleport|Teleport]]_; __5th __ _[[Spells/False Vision|False Vision]]_, _[[Spells/Hallucination|Hallucination]]_, _[[Spells/Truespeech|Tongues]]_; __4th __ _[[Spells/Confusion|Confusion]]_, _[[Spells/Creation|Creation]]_, _[[Spells/Mountain Resilience|Stoneskin]]_; __3rd __ _[[Spells/Haste|Haste]]_, _[[Spells/One with Stone|Meld into Stone]]_; __2nd __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Revealing Light|Glitterdust]]_, _[[Spells/Invisibility|Invisibility]]_, _[[Spells/See the Unseen|See Invisibility]]_; __1st __ _[[Spells/Fleet Step|Fleet Step]]_, _[[Spells/Illusory Object|Illusory Object]]_, _[[Spells/Disguise Magic|Magic Aura]]_\n__Cantrips__ __(8th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Message|Message]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 39, attack +31; __5th __ _[[Spells/Laughing Fit|Hideous Laughter (At Will)]]_, _[[Spells/Wall of Stone|Wall of Stone]]_; __4th __ _[[Spells/Shape Stone|Shape Stone (At Will)]]_; __1st __ _[[Spells/Grease|Grease (At Will)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (acid,arcane) The copper dragon breathes in one of two ways.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds.\n\n* **Acid** The dragon breathes acid in a 100-foot line that deals 18d6 acid damage (DC 38 Reflex check save).\n* **Slowing Gas** The dragon breathes a 100-foot line of slowing gas. Each creature in the area must succeed at a DC 38 Fortitude check save or be [[Conditions/Slowed|Slowed 1]] for 1 round (or [[Conditions/Slowed|Slowed 2]] on a critical failure)."
+
+ - name: "Mass Laughter"
+ desc: "`pf2:2` (arcane,emotion,mental) **Frequency** once per day\n* * *\n\n**Effect** The copper dragon tells a fantastic joke. Each creature in a 100-foot emanation must succeed at a DC 39 Will check save or suffer the effects of a 9th-rank [[Spells/Laughing Fit|Laughing Fit]] spell for 1 minute."
+
+```
+
+```encounter-table
+name: Copper Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Copper Dragon (Ancient, Spellcaster)
+```
+
+
+
+Capricious and always eager to share a good laugh, copper dragons are among the wiliest of the metallic dragons, but this by no means interferes with their mission to spread freedom in oppressive lands. Copper dragons are hedonists who are quick to indulge in simple pleasures, but they're also sympathetic to other creatures, slow to pass judgment, and careful to always examine a situation from as many perspectives as possible. This philosophy has its drawbacks, however, as copper dragons are susceptible to negative influences and prone to forgiving the less serious evil acts performed by their chromatic cousins and other cruel creatures. Copper dragons also have a difficult time keeping their temper in check once they are roused to anger.
+
+Copper dragons tend to lair in warm or temperate hills, but due to their nature, they move their lairs every few years. They sometimes live among other people, especially any dwarves who reside nearby. Some copper dragons even worship gods typically worshipped only by humanoids. Among these dragons, worship of Cayden Cailean is most popular, as they see his love of freedom and penchant for alcohol aligning with the typical copper dragon mindset.
+
+A copper dragon's combat tactics are as unorthodox as its sense of humor, as it is more likely to use mockery and tricks than outright strength to win its battles. As a copper dragon ages, it perfects jokes capable of rendering its foes helpless with laughter.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other.
+
+In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Copper Dragon (Young).md b/content/mechanics/srd/Bestiary/Bestiary 1/Copper Dragon (Young).md
new file mode 100755
index 000000000..344aa591f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Copper Dragon (Young).md
@@ -0,0 +1,112 @@
+---
+title: "Copper Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.AplkNkqbRCAnufaz"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/good
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Copper Dragon (Young)"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Copper Dragon (Young)"
+level: "Creature 8"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[earth]]
+trait_04: [[good]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Gnomish"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Athletics: +17, Crafting: +14, Deception: +15, Performance: +16, Society: +16, Stealth: +17"
+abilityMods: [5, 3, 2, 2, 2, 3]
+speed: 30 feet, climb 30 feet, fly 120 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +16, __Ref__ +17, __Will__ +16; +1 status to all saves vs. magic"
+hp: 150
+health:
+ - name: ""
+ - name: HP
+ desc: "150; __Immunities__ acid, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Climb Stone"
+ desc: " The dragon's climb speed functions only when climbing stone surfaces."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 23 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Twisting Tail"
+ desc: "`pf2:r` **Trigger** A creature within reach of the copper dragon's tail uses a move action or leaves a square during a move action it's using.\n* * *\n\n**Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the triggering action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 (acid, reach 10 feet)\n__Damage__ 2d8 + 8 piercing 1d8 acid"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+20 (agile)\n__Damage__ 2d6 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+18 (reach 15 feet)\n__Damage__ 1d8 + 7 bludgeoning"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 27, attack +19; __1st __ _[[Spells/Grease|Grease (At Will)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (acid,arcane) The copper dragon breathes in one of two ways.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds.\n\n* **Acid** The dragon breathes acid in a 60-foot line that deals 8d6 acid damage (DC 26 Reflex check save).\n* **Slowing Gas** The dragon breathes a 60-foot line of slowing gas. Each creature in the area must succeed at a DC 26 Fortitude check save or be [[Conditions/Slowed|Slowed 1]] for 1 round (or [[Conditions/Slowed|Slowed 2]] on a critical failure)."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " When the dragon scores a critical hit with a Strike, it recharges Breath Weapon."
+
+```
+
+```encounter-table
+name: Copper Dragon (Young)
+creatures:
+ - 1: Copper Dragon (Young)
+```
+
+
+
+Capricious and always eager to share a good laugh, copper dragons are among the wiliest of the metallic dragons, but this by no means interferes with their mission to spread freedom in oppressive lands. Copper dragons are hedonists who are quick to indulge in simple pleasures, but they're also sympathetic to other creatures, slow to pass judgment, and careful to always examine a situation from as many perspectives as possible. This philosophy has its drawbacks, however, as copper dragons are susceptible to negative influences and prone to forgiving the less serious evil acts performed by their chromatic cousins and other cruel creatures. Copper dragons also have a difficult time keeping their temper in check once they are roused to anger.
+
+Copper dragons tend to lair in warm or temperate hills, but due to their nature, they move their lairs every few years. They sometimes live among other people, especially any dwarves who reside nearby. Some copper dragons even worship gods typically worshipped only by humanoids. Among these dragons, worship of Cayden Cailean is most popular, as they see his love of freedom and penchant for alcohol aligning with the typical copper dragon mindset.
+
+A copper dragon's combat tactics are as unorthodox as its sense of humor, as it is more likely to use mockery and tricks than outright strength to win its battles. As a copper dragon ages, it perfects jokes capable of rendering its foes helpless with laughter.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other.
+
+In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Copper Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Copper Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..50bed3502
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Copper Dragon (Young, Spellcaster).md
@@ -0,0 +1,109 @@
+---
+title: "Copper Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.vcJKJJUhVUX3SWKB"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/good
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Copper Dragon (Young, Spellcaster)"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Copper Dragon (Young, Spellcaster)"
+level: "Creature 8"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[earth]]
+trait_04: [[good]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Gnomish"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Athletics: +17, Crafting: +14, Deception: +15, Performance: +16, Society: +16, Stealth: +17"
+abilityMods: [5, 3, 2, 2, 2, 3]
+speed: 30 feet, climb 30 feet, fly 120 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +16, __Ref__ +17, __Will__ +16; +1 status to all saves vs. magic"
+hp: 150
+health:
+ - name: ""
+ - name: HP
+ desc: "150; __Immunities__ acid, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Climb Stone"
+ desc: " The dragon's climb speed functions only when climbing stone surfaces."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 23 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Twisting Tail"
+ desc: "`pf2:r` **Trigger** A creature within reach of the copper dragon's tail uses a move action or leaves a square during a move action it's using.\n* * *\n\n**Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the triggering action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 (acid, reach 10 feet)\n__Damage__ 2d8 + 8 piercing 1d8 acid"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+20 (agile)\n__Damage__ 2d6 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+18 (reach 15 feet)\n__Damage__ 1d8 + 7 bludgeoning"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 27, attack +20; __3rd __ _[[Spells/Haste|Haste]]_, _[[Spells/One with Stone|Meld into Stone]]_; __2nd __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Revealing Light|Glitterdust]]_, _[[Spells/Invisibility|Invisibility]]_, _[[Spells/See the Unseen|See Invisibility]]_; __1st __ _[[Spells/Fleet Step|Fleet Step]]_, _[[Spells/Illusory Object|Illusory Object]]_, _[[Spells/Disguise Magic|Magic Aura]]_\n__Cantrips__ __(3rd)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Message|Message]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 27, attack +19; __1st __ _[[Spells/Grease|Grease (At Will)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (acid,arcane) The copper dragon breathes in one of two ways.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds.\n\n* **Acid** The dragon breathes acid in a 60-foot line that deals 8d6 acid damage (DC 26 Reflex check save).\n* **Slowing Gas** The dragon breathes a 60-foot line of slowing gas. Each creature in the area must succeed at a DC 26 Fortitude check save or be [[Conditions/Slowed|Slowed 1]] for 1 round (or [[Conditions/Slowed|Slowed 2]] on a critical failure)."
+
+```
+
+```encounter-table
+name: Copper Dragon (Young, Spellcaster)
+creatures:
+ - 1: Copper Dragon (Young, Spellcaster)
+```
+
+
+
+Capricious and always eager to share a good laugh, copper dragons are among the wiliest of the metallic dragons, but this by no means interferes with their mission to spread freedom in oppressive lands. Copper dragons are hedonists who are quick to indulge in simple pleasures, but they're also sympathetic to other creatures, slow to pass judgment, and careful to always examine a situation from as many perspectives as possible. This philosophy has its drawbacks, however, as copper dragons are susceptible to negative influences and prone to forgiving the less serious evil acts performed by their chromatic cousins and other cruel creatures. Copper dragons also have a difficult time keeping their temper in check once they are roused to anger.
+
+Copper dragons tend to lair in warm or temperate hills, but due to their nature, they move their lairs every few years. They sometimes live among other people, especially any dwarves who reside nearby. Some copper dragons even worship gods typically worshipped only by humanoids. Among these dragons, worship of Cayden Cailean is most popular, as they see his love of freedom and penchant for alcohol aligning with the typical copper dragon mindset.
+
+A copper dragon's combat tactics are as unorthodox as its sense of humor, as it is more likely to use mockery and tricks than outright strength to win its battles. As a copper dragon ages, it perfects jokes capable of rendering its foes helpless with laughter.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other.
+
+In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Dandasuka.md b/content/mechanics/srd/Bestiary/Bestiary 1/Dandasuka.md
new file mode 100755
index 000000000..69c28bcb3
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Dandasuka.md
@@ -0,0 +1,98 @@
+---
+title: "Dandasuka"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.CAJKlSxFu8koRj6S"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/rakshasa
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Dandasuka"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Dandasuka"
+level: "Creature 5"
+
+alignment: ""
+size: "Small"
+trait_01: [[evil]]
+trait_02: [[fiend]]
+trait_03: [[lawful]]
+trait_04: [[rakshasa]]
+trait_05: [[unholy]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision"
+languages: "Common, Diabolic, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Deception: +14, Stealth: +13, Thievery: +13"
+abilityMods: [1, 4, 3, 1, 1, 3]
+speed: 25 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +12, __Ref__ +13, __Will__ +10; +2 status to all saves vs. magic, +3 status to all saves vs. divine magic"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60; __Weaknesses__ holy 5; __Resistances__ physical 5 (except piercing)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+15 (finesse, magical, unholy)\n__Damage__ 2d6 + 4 piercing 1d6 bleed"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+15 (agile, finesse, magical, unholy)\n__Damage__ 2d4 + 4 slashing"
+
+ - name: "Occult Spontaneous Spells"
+ desc: "DC 22, attack +15; __1st __ (4 slots) _[[Spells/Charm|Charm]]_, _[[Spells/Ventriloquism|Ventriloquism]]_\n__Cantrips__ __(1st)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Sigil|Sigil]]_"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 19, attack +11; __4th __ _[[Spells/Clairvoyance|Clairvoyance]]_; __3rd __ _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Mind Reading|Mind Reading (At Will)]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,occult,polymorph) The dandasuka takes on the appearance of any Small humanoid. This doesn't change the dandasuka's Speed or its attack and damage modifiers with its Strikes, but it might change the damage type its Strikes deal (typically to bludgeoning). It typically loses its fangs Strike unless the humanoid form has fangs or a similar unarmed attack.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " The dandasuka deals an extra 1d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Dandasuka
+creatures:
+ - 1: Dandasuka
+```
+
+
+
+Known as "biters" among the more powerful rakshasa castes, dandasukas serve as spies and assassins for rakshasa clans or powerful spellcasters who have found methods to bind one of these fiends to their will. Born to manipulate and murder, these half-sized terrors revel in their work and delight in the sight of blood. They often dress in extravagant clothes dyed with ostentatious colors and wear numerous elaborate accessories, whether in their true form or in disguise as human children, halfling merchants, or anything else that helps them blend into their targeted society.
+
+A dandasuka rakshasa is constantly haunted by a monstrous hunger that gnaws at its hyperactive body, forcing it to feed often. In combat, a dandasuka might pause to lick a bloody blade or lap at a pool of spilled blood on the floor. These creatures settle for other meat when they must, but much prefer the taste of mortal humanoid flesh. Regular offers of such victuals can keep a dandasuka loyal to anyone willing to provide frequent meals, but care must be taken in keeping a dandasuka, for many stories tell of them being overly eager to serve an adored benefactor, taking off-hand remarks too literally, and performing services of violence that were never intended.
+
+* * *
+
+Rakshasas are evil spirits that cloak themselves in the guises of humanoid creatures, that they might walk unseen among their prey. They embody what is taboo among most societies, and in the shape of those they seek to defile, rakshasas gorge themselves on these hideous acts. A wide range of rakshasas exist; presented below are the diminutive, sinister dandasuka rakshasa and the infamous raja rakshasa, who are the most widespread and commonly encountered of these fiends.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Dark Naga.md b/content/mechanics/srd/Bestiary/Bestiary 1/Dark Naga.md
new file mode 100755
index 000000000..25b1a2df9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Dark Naga.md
@@ -0,0 +1,95 @@
+---
+title: "Dark Naga"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.bArmkNbwe5lZYqGx"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Dark Naga"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Dark Naga"
+level: "Creature 7"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+trait_02: [[evil]]
+trait_03: [[lawful]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision"
+languages: "Aklo, Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Arcana: +16, Athletics: +13, Deception: +16, Intimidation: +16, Stealth: +19"
+abilityMods: [2, 6, 4, 3, 2, 3]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +15, __Ref__ +17, __Will__ +15; guarded thoughts"
+hp: 115
+health:
+ - name: ""
+ - name: HP
+ desc: "115"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Guarded Thoughts"
+ desc: " (occult) Dark nagas are immune to any form of mind reading."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+19 (agile, finesse)\n__Damage__ 2d8 + 5 piercing plus dark-naga-venom"
+
+ - name: "Arcane Spontaneous Spells"
+ desc: "DC 26, attack +18; __4th __ (3 slots) _[[Spells/Flicker|Blink]]_, _[[Spells/Wall of Fire|Wall of Fire]]_; __3rd __ (4 slots) _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Haste|Haste]]_, _[[Spells/Lightning Bolt|Lightning Bolt]]_; __2nd __ (4 slots) _[[Spells/Illusory Creature|Illusory Creature]]_, _[[Spells/Invisibility|Invisibility]]_, _[[Spells/Force Barrage|Magic Missile]]_; __1st __ (4 slots) _[[Spells/Gentle Landing|Feather Fall]]_, _[[Spells/Illusory Object|Illusory Object]]_, _[[Spells/Tailwind|Longstrider]]_\n__Cantrips__ __(4th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 25, attack +17\n__Constant__ __(3rd)__ _[[Spells/Mind Reading|Mind Reading]]_"
+
+ - name: "Dark Naga Venom"
+ desc: " (incapacitation,poison) **Saving Throw** DC 25 Fortitude check\n* * *\n\n**Maximum Duration** 5 minutes\n\n**Stage 1** [[Conditions/Slowed|Slowed 1]] (1 round)\n\n**Stage 2** [[Conditions/Slowed|Slowed 2]] (1 round)\n\n**Stage 3** [[Conditions/Unconscious|Unconscious]] with no Perception check to wake up (1d4+1 minutes)"
+
+```
+
+```encounter-table
+name: Dark Naga
+creatures:
+ - 1: Dark Naga
+```
+
+
+
+Dark nagas are wicked, jealous creatures that crave power and wealth. Indeed, the dark naga sees such ideals as spiritual expressions of an essential truth: if one can take something, that something is theirs to have. The dark naga sees other creatures as lessers worthy only of subjugation or as rivals who must be eliminated.
+
+Dark nagas dwell in remote places other creatures have forsaken, searching abandoned ruins for wealth and potent magic items. Those unlucky trespassers into a dark naga's lair typically find themselves as the naga's slaves or playthings, put to sleep with the monster's poison or incinerated by its deadly magic. Some dark nagas are more disposed toward socializing than others; in these cases, they may become wicked despots who rule over enclaves of captive or unsuspecting subjects. Subtler dark nagas, especially those who crave finer luxuries, dwell in or under the wealthy settlements and use their wiles to garner a decadent following, forming something akin to a cult with the naga as the jewelry-bedecked object of worship.
+
+* * *
+
+Nagas are serpentine beings with magical powers and keen, nearly inscrutable intellects. Physically, they resemble massive snakes with eerie visages that resemble those of humans. Nagas use their innate magic and poisonous fangs to keep all but the most stalwart foes at bay. Beyond the natural weapons they use to ward away foes, little is understood of the naga's unsettling physiology.
+
+Nagas are intelligent creatures with powerful needs to pursue, be they the accumulation of knowledge, the collection of rare art, or the rule of an entire nation. On Golarion, the nation of Nagajor is one such society-an entire empire ruled by nagas and populated by reptilian humanoids who serve their naga rulers with a patriotic pride that borders on worship.
+
+Still, most adventurers interact with nagas on a much smaller scale, encountering them as dangerous guardians in remote locations or not-so-abandoned ruins. In many cases, these nagas have heard of distant Nagajor, but they are usually unwilling to abandon their own pursuits to seek out a land where they might be worshipped as gods.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Demilich.md b/content/mechanics/srd/Bestiary/Bestiary 1/Demilich.md
new file mode 100755
index 000000000..e7c8c346b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Demilich.md
@@ -0,0 +1,120 @@
+---
+title: "Demilich"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.MWEytEb3bVbEOM55"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/15
+statblock: inline
+name: "Demilich"
+level: 15
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Demilich"
+level: "Creature 15"
+rare_03: [[Rare]]
+alignment: ""
+size: "tiny"
+trait_01: [[evil]]
+trait_02: [[undead]]
+trait_03: [[unholy]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision"
+languages: "Aklo, Chthonian, Common, Diabolic, Draconic, Elven, Necril, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +25, Arcana: +32, Deception: +26, Occultism: +30, Religion: +21, Stealth: +25"
+abilityMods: [-3, 4, 0, 7, -2, 5]
+speed: fly 30 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 38
+armorclass:
+ - name: AC
+ desc: "38; __Fort__ +23, __Ref__ +27, __Will__ +23; +1 status to all saves vs. vitality"
+hp: 220
+health:
+ - name: ""
+ - name: HP
+ desc: "220, void healing; __Immunities__ disease, paralyzed, poison, polymorph, unconscious; __Resistances__ cold 5, electricity 5, fire 5, physical 5 (except bludgeoning)"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "2x [[Equipment/Demilich Eye Gem|Demilich Eye Gem]]"
+ - name: "Torpor"
+ desc: " Typically, a demilich is inert when encountered and doesn't take actions until its [[Spells/Contingency|Contingency]] reaction has been triggered."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Contingency"
+ desc: "`pf2:r` A demilich has one permanent 8th-rank [[Spells/Contingency|Contingency]] spell in effect with one of its arcane innate spells of 5th level or lower as the companion spell-typically [[Spells/Translocate|Translocate]].\n\n**Trigger** While the lich is in torpor, a creature disturbs the demilich's remains, touches its treasure, or casts a spell that would affect the demilich.\n* * *\n\n**Effect** The demilich ends torpor, rolls initiative, and gains the effect of its contingency's companion spell. The contingency resets after 24 hours."
+
+ - name: "Countermeasures"
+ desc: "`pf2:0` **Trigger** The demilich's turn begins.\n* * *\n\n**Effect** The demilich casts [[Spells/Flicker|Flicker]], [[Spells/Fly|Fly]], [[Spells/Spell Turning|Spell Turning]], or [[Spells/Truesight|Truesight]] on itself. It usually chooses _spell turning_ unless it already has that spell in effect."
+
+ - name: "Telekinetic Whirlwind"
+ desc: " (arcane,aura) 20 feet. Telekinetic whirlwind activates when the demilich ends torpor. Loose debris in the area whip up into a whirling storm. This obscures vision, making any creature in the area concealed, and causes creatures in its area (except the demilich) to treat all creatures as [[Conditions/Concealed|Concealed]]. Any creature other than the demilich that enters or begins its turn in the aura takes 2d12 bludgeoning damage."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+27 (finesse, magical, reach 0 feet)\n__Damage__ 1d4 - 3 piercing 6d6 void"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 40, attack +30; __9th __ _[[Spells/Wails of the Damned|Wail of the Banshee]]_; __7th __ _[[Spells/Spell Turning|Spell Turning (At Will)]]_; __4th __ _[[Spells/Flicker|Blink (At Will)]]_, _[[Spells/Translocate|Dimension Door (At Will)]]_, _[[Spells/Telekinetic Maneuver|Telekinetic Maneuver (At Will)]]_\n__Cantrips__ __(8th)__ _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_\n__Constant__ __(6th)__ _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Demilich Eye Gems (Arcane)"
+ desc: "DC 40, attack +30; __8th __ _[[Spells/Polar Ray|Polar Ray]]_, _[[Spells/Quandary|Quandary]]_"
+
+ - name: "Demilich Eye Gems"
+ desc: " (arcane) A demilich has gemstone eyes that glow when the demilich is active. Each eye contains an 8th-rank spell that targets one creature (usually one eye has [[Spells/Quandary|Quandary]] and the other [[Spells/Polar Ray|Polar Ray]]). The demilich can Activate an eye. This uses the number of spellcasting actions the spell requires, and also requires command and envision components. When the demilich casts a spell from a gemstone eye, that eye stops glowing for 1d4 rounds, during which time that eye's spell can't be used. Occasionally, one or both of the two _[[Equipment/Demilich Eye Gem|Demilich Eye Gems]]_ can be harvested from a destroyed demilich as magic items."
+
+ - name: "Devour Soul"
+ desc: "`pf2:1` (arcane,void) **Requirements** A soul has been trapped in one of the demilich's blight quartz gems for 24 hours.\n* * *\n\n**Effect** The demilich consumes the soul. The soul is utterly destroyed, and the demilich regains HP equal to double the creature's level."
+
+ - name: "Mental Magic"
+ desc: " A demilich can replace all material and somatic components for casting spells with verbal components, and can replace all Interact components for activating magic items with envision components."
+
+ - name: "Staff Gems"
+ desc: " A demilich long ago absorbed the spells from a staff into gemstone nodules embedded in its skull, with larger nodules representing higher-rank spells. It can cast any of the spells as though it were Activating the staff, and regains 1 charge per 4 hours spent in torpor, to a maximum of 8 charges. A typical demilich has the spells from a _[[Equipment/Staff of the Dead (Greater)|Greater Staff of the Dead]]_, but it could have spells from another staff of 8th level or lower instead."
+
+ - name: "Trap Soul"
+ desc: "`pf2:1` **Frequency** once per day per gem\n* * *\n\n**Effect** Ten blight quartz gemstones on the demilich's skull can trap the souls of the living. The Activated gem casts [[Spells/Seize Soul|Seize Soul]]. This bind soul can target and affect a dying creature instead of a corpse. The dying creature can attempt a DC 38 Fortitude check save; if it succeeds, it doesn't die and its soul is not trapped but it's [[Conditions/Drained|Drained 2]] (or is unaffected entirely on a critical success). When the soul of a creature gets trapped, the creature's body swiftly turns to dust.\n\nThe gemstones work like the black sapphires used in _bind soul_, except that they can hold creatures of up to 17th level and have a value of 200 gp apiece. The demilich can Devour a Soul it has trapped."
+
+```
+
+```encounter-table
+name: Demilich
+creatures:
+ - 1: Demilich
+```
+
+
+
+Demiliches are formed when a lich, through carelessness or by accident, loses its phylactery. As years pass, the lich's body crumbles to dust, leaving only the skull as the seat of its necromantic power. The lich enters a sort of torpor, its mind left wandering the planes in search of ever greater mysteries. The lich gradually loses the ability to cast spells and its magic items slowly subsume into its new form. Void energy concentrates around the skull, causing some of its bones and teeth to petrify with power and turn into blight crystals. The resulting lich skull, embedded with arcane gemstones and suffused with palpably powerful magic, forms a creature called a demilich.
+
+Despite its near-constant state of inactivity, a demilich grows restless from time to time, especially when living creatures draw near. Only then does the demilich's hunger for life stir once more, causing it to lash out with terrifying bursts of power in attempts to consume vital energy. Unlike an ordinary lich, should the demilich's skull be destroyed, its bond to the world is permanently severed, although some theorize that even then it is not truly slain. Rather, some think that once the demilich is destroyed, its foul and tormented mind is finally free to wander the planes and find new ways to enact its will. For the short-lived common folk of the Material Plane, this is good enough, though eons later a demilich may reappear in the region it once inhabited with a new—and even more insidious—agenda.
+
+* * *
+
+To gain more time to complete their goals, some desperate spellcasters pursue immortality by embracing undeath. After long years of research and the creation of a special container called a phylactery, a spellcaster takes the final step by imbibing a deadly concoction or casting dreadful incantations that transform them into a lich. While most undertake this drastic plan to continue their work or fulfill some long-term plan, others become liches because they fear death or to fulfill some malevolent purpose, such as long-sworn revenge. Regardless, the result is permanent and carries with it the potential to alter history—both that of those who transform themselves and of the countless mortals that will inevitably suffer as a result of a lich's new power.
+
+After its metamorphosis, a lich often finds some quiet place to dwell, typically protected by a variety of guardians and traps, for two primary purposes. First, a lich requires solitude in order to plan its elaborate schemes, and second, few mortals (if any) deign to interact with these legendarily corrupt necromancers. One reason begets the other, as the self-imposed isolation of a lich often drives the lich insane, further solidifying its separation from civilization. The longer a lich lives, the more meticulous a planner it becomes, secreting itself within a labyrinth of deadly puzzles, misdirection, and monsters. A lich's servants and guardians are absolutely loyal, either due to their nature (such as constructs or other undead) or as a result of compulsion using powerful magic. Many liches go mad, in time, and the nature of a lich's lair is a good indicator of the undead's current mental state.
+
+For all the protections it arrays around itself, a lich will go to greater lengths to guard its phylactery, as it knows that the destruction of this magical container spells doom for the lich. A lich is notoriously difficult to bargain with, though the threat of damaging its phylactery is a sure way to gain the upper hand in such a negotiation.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Djinni.md b/content/mechanics/srd/Bestiary/Bestiary 1/Djinni.md
new file mode 100755
index 000000000..4b04f4d13
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Djinni.md
@@ -0,0 +1,102 @@
+---
+title: "Djinni"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Lt0au3EUmrpewNKf"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/genie
+ - pf2e/creature/type/good
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Djinni"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Djinni"
+level: "Creature 5"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[air]]
+trait_02: [[chaotic]]
+trait_03: [[elemental]]
+trait_04: [[genie]]
+trait_05: [[good]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision"
+languages: "Common, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Arcana: +11, Athletics: +11, Crafting: +9, Deception: +11, Diplomacy: +13, Society: +9, Stealth: +12"
+abilityMods: [4, 5, 2, 2, 2, 4]
+speed: 25 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +9, __Ref__ +14, __Will__ +11"
+hp: 71
+health:
+ - name: ""
+ - name: HP
+ desc: "71; __Immunities__ acid; __Resistances__ mental 5, sonic 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Scimitar|Scimitar]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Whirlwind"
+ desc: " (air,arcane,aura) 20 feet. All squares in the djinni's aura are difficult terrain for Striding and Flying creatures. Creatures with the air trait are immune."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Scimitar"
+ desc: "+15 (forceful, reach 10 feet, sweep)\n__Damage__ 1d6 + 10 slashing"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+16 (agile, finesse, magical, nonlethal, reach 10 feet)\n__Damage__ 1d4 + 10 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Crashing Wind"
+ desc: "+15 (air, arcane, range increment 20 feet)\n__Damage__ 1d8 + 6 bludgeoning"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 23, attack +15; __7th __ _[[Spells/Interplanar Teleport|Plane Shift (At Will) (to Astral Plane, Elemental Planes, or Material Plane Only)]]_; __4th __ _[[Spells/Creation|Creation]]_, _[[Spells/Vapor Form|Gaseous Form]]_; __3rd __ _[[Spells/Illusory Creature|Illusory Creature]]_, _[[Spells/Illusory Object|Illusory Object]]_; __2nd __ _[[Spells/Enhance Victuals|Enhance Victuals (At Will)]]_, _[[Spells/Invisibility|Invisibility (At Will) (Self Only)]]_\n__Cantrips__ __(3rd)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Hurricane Blast"
+ desc: "`pf2:1` (air,arcane) **Frequency** Once per round.\n* * *\n\n**Effect** The djinni all creatures in its whirlwind pushes back 20 feet, or forces all creatures in the aura to move 20 feet clockwise or counterclockwise. Each creature must attempt a DC 21 Fortitude check save. On a success, it avoids being moved, and on a critical failure it falls [[Conditions/Prone|Prone]] in addition to being moved. Creatures with the air trait are immune."
+
+```
+
+```encounter-table
+name: Djinni
+creatures:
+ - 1: Djinni
+```
+
+
+
+Benevolent genies from the Plane of Air, djinn value art, culture, knowledge, and trade. They also love new experiences, succulent dishes, and heady wines. Of all geniekind, they are most likely to approach humans and other mortals, interacting with them on friendly terms. Still, djinn are proud of their genie heritage and have a tendency to be patronizing toward mortals, a habit that has earned them a reputation for arrogance.
+
+Djinn get along with jann and marids, but they find shaitans too stiff and harbor undying hatred for efreet. Although djinn are formidable combatants, they despise war and prefer to eschew violence in favor of dealing with their opponents using magic or subterfuge (making an exception, of course, when they encounter efreet).
+
+* * *
+
+A unique type of genie exists for each Elemental Plane, and the bodies of genies are formed out of elemental matter corresponding to their native plane: djinn are formed from wind, clouds, and storms; efreet are fire made flesh; marids are beings of water; and shaitans are composed of metal, gems, and stone. Lastly, the jann are formed out of all four elements, and are the weakest of geniekind.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Doppelganger.md b/content/mechanics/srd/Bestiary/Bestiary 1/Doppelganger.md
new file mode 100755
index 000000000..39f078a8f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Doppelganger.md
@@ -0,0 +1,88 @@
+---
+title: "Doppelganger"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.QjYmAukogdndy8Hy"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Doppelganger"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Doppelganger"
+level: "Creature 3"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Common; two other languages"
+skills:
+ - name: "Skills"
+ desc: "Deception: +11, Diplomacy: +11, Society: +8, Stealth: +8"
+abilityMods: [3, 3, 0, 1, 2, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +5, __Ref__ +10, __Will__ +11"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "End the Charade"
+ desc: "`pf2:r` (attack) **Trigger** The doppelganger is transformed with Change Shape and another creature moves adjacent to it or takes a hostile action against it.\n* * *\n\n**Effect** The doppelganger reverts to its natural form and can make a Strike against the triggering creature. If the creature was unaware the doppelganger was in disguise, that creature is [[Conditions/Off-Guard|Off-Guard]] against this attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+10 (agile)\n__Damage__ 2d6 + 5 slashing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 21, attack +13; __3rd __ _[[Spells/Mind Reading|Mind Reading (At Will)]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (arcane,concentrate,polymorph) The doppelganger takes on the specific appearance of any Small or Medium humanoid who it has seen and whose appearance it remembers. This doesn't change the doppelganger's Speed or its attack and damage bonuses with its Strikes but might change the damage type its Strikes deal (typically to bludgeoning).\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+```
+
+```encounter-table
+name: Doppelganger
+creatures:
+ - 1: Doppelganger
+```
+
+
+
+In their natural forms, doppelgangers are humanoid creatures with flesh of indeterminate color and features that lack fine details, as if unfinished. As masters of mimicry, they use their abilities to impersonate others in devious ways, often infiltrating settlements and residing within them for years without being detected.
+
+Doppelgangers are incredibly secretive, with some nearing outright paranoia. They choose their targets carefully and go to great lengths not to reveal their intentions before their plans come to fruition. Doppelgangers usually infiltrate communities in order to gain some manner of wealth or power, and assume the guises of other persons to allow the creatures they're impersonating to take the fall for any negative consequences that may result from their actions.
+
+Though most are not evil, doppelgangers are manipulative and self-serving. As they don't have their own society and aren't monolithic in their motivations, an individual doppelganger has its own unique interests and impulses, though many are over-indulgent. Some doppelgangers enjoy the thrill of subtlety, while others favor grander schemes, such as manipulating a nation's political infrastructure. Others seek to exploit merchant guilds to gain immense wealth, while others use their shape-changing ability to destroy relationships between close friends or families.
+
+Doppelgangers are careful and patient creatures. They are willing to slowly construct elaborate schemes that may require extended periods of time-even decades-to yield results.
+
+Doppelgangers often work alone, as they don't trust potential cohorts not to ruin their plans. There are rare times when doppelgangers might reveal secrets to high-ranking individuals to ensure a successful infiltration. When they do work with others, it's because they've taken the shape of a target group's leader, unbeknownst to the organization's members.
+
+Doppelgangers can grow in power by learning skills and abilities, and often make excellent rogues, spellcasters, or fighters. A doppelganger that has class abilities can often effectively infiltrate and plague an adventuring group as a powerful antagonist-but using a doppelganger like this in your game should be handled with care.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Drakauthix.md b/content/mechanics/srd/Bestiary/Bestiary 1/Drakauthix.md
new file mode 100755
index 000000000..36a2326cc
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Drakauthix.md
@@ -0,0 +1,91 @@
+---
+title: "Drakauthix"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.1xHM4GNIcFGbZq0M"
+tags:
+ - pf2e/creature/type/fungus
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Drakauthix"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Drakauthix"
+level: "Creature 9"
+
+alignment: ""
+size: "huge"
+trait_01: [[fungus]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Athletics: +20, Stealth: +17"
+abilityMods: [7, 2, 6, -4, 2, 0]
+speed: fly 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +21, __Ref__ +13, __Will__ +15"
+hp: 190
+health:
+ - name: ""
+ - name: HP
+ desc: "190; __Weaknesses__ fire 10, slashing 10"
+abilities_top:
+ - name: ""
+
+ - name: "Sporesight (Imprecise) 60 feet"
+ desc: " The drakauthix exudes a cloud of spores that it uses to see. This is an imprecise sense that functions only in areas without strong wind currents. Sporesight does not function underwater."
+
+abilities_mid:
+ - name: ""
+ - name: "Obscuring Spores"
+ desc: " Whenever the drakauthix takes at least 10 slashing damage, it releases a cloud of brown spores that has the effect of [[Spells/Mist|Mist]] for 1 minute, centered around the drakauthix. This cloud of spores does not move with the drakauthix, nor is it displaced by its movement."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+20 (reach 30 feet)\n__Damage__ 3d8 + 9 piercing plus improved-grab"
+
+ - name: "Reel In"
+ desc: "`pf2:1` The drakauthix pulls all creatures it has [[Conditions/Grabbed|Grabbed]] 15 feet closer to itself."
+
+ - name: "Spore Tendrils"
+ desc: "`pf2:1` The tendrils that cover the drakauthix's body reach out and infest adjacent creatures, dealing 4d6 poison damage and 1d6 persistent poison damage. A creature can attempt a DC 27 Reflex check save to reduce this damage, but one [[Conditions/Grabbed|Grabbed]] by the drakauthix takes a -4 circumstance penalty to this save."
+
+ - name: "Whirlwind of Hooks"
+ desc: "`pf2:2` The drakauthix whirls, whipping creatures around it. The drakauthix makes a tentacle Strike against every creature within its reach."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Drakauthix
+creatures:
+ - 1: Drakauthix
+```
+
+
+
+The drakauthix is a massive fungus that floats through the heights of the largest Darklands caverns, propelled by bladders that spray air and spores. A voracious but slow-moving hunter, the drakauthix prefers to ambush meaty creatures from above, using its hooked appendages to pull its victims upward to feed. The drakauthix's digestive process is entirely external-it clings to victims, and its spore-laden surface slowly feeds on and grows through the flesh before the spore-infested carcass is discarded. As the infested body strikes the ground below, it bursts and releases a cloud of spores, unleashing a host of young called sporelings that immediately scuttle up the cavern walls to cling to its ceiling and grow.
+
+The drakauthix behaves no more intelligently than most predatory animals, and often uses a sort of symbiotic scavenger method to secure prey by capitalizing on the hunting methods of oozes and vermin found in the large cave systems it frequents. When a relatively mindless creature kills a victim, the drakauthix drifts down, hooks the freshly slain carcass with its tendrils, and reels in its meal. The mindless ooze or other creature that just had its food stolen rarely holds a grudge and simply slithers off to find a new quarry, letting the drakauthix digest the corpse in peace. Of course, the drakauthix isn't above feasting on more active prey as well, and might attack an adventurer who neglects to look upward for danger when exploring a network of mysterious caves.
+
+Some Darklands-dwelling creatures, such as duergars, hunt drakauthixes for their flesh, which has a unique flavor with a peppery aftertaste. Subterranean races also make ink from drakauthixes by burning their carcasses, then grinding and pressing the ashes for a long time until a silvery substance congeals.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Drider.md b/content/mechanics/srd/Bestiary/Bestiary 1/Drider.md
new file mode 100755
index 000000000..53a78435b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Drider.md
@@ -0,0 +1,103 @@
+---
+title: "Drider"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.VuZz0nY8F7xHFg83"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Drider"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Drider"
+level: "Creature 6"
+
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision"
+languages: "Elven, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +14, Athletics: +12, Intimidation: +14, Religion: +13, Stealth: +15"
+abilityMods: [4, 3, 3, 2, 3, 4]
+speed: 30 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +13, __Ref__ +13, __Will__ +15; +1 status to all saves vs. magic"
+hp: 95
+health:
+ - name: ""
+ - name: HP
+ desc: "95; __Immunities__ sleep"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Composite Longbow|+1 Composite Longbow]], [[Equipment/Glaive|Glaive]], 10x [[Equipment/Arrows|Arrows]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Glaive"
+ desc: "+16 (deadly d8, forceful, reach 10 feet)\n__Damage__ 1d8 + 10 slashing"
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+16 ()\n__Damage__ 1d6 + 10 piercing plus drider-venom"
+
+ - name: "**Ranged** `pf2:1` Composite Longbow"
+ desc: "+16 (deadly d10, magical, propulsive, range increment 100 feet, reload 0, volley 50 ft.)\n__Damage__ 1d8 + 8 piercing"
+
+ - name: "**Ranged** `pf2:1` Web"
+ desc: "+15 (range increment 30 feet)\n__Damage__ "
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 24, attack +17; __3rd __ _[[Spells/Fireball|Fireball]]_; __2nd __ _[[Spells/Acid Arrow|Acid Arrow]]_, _[[Spells/Invisibility|Invisibility]]_; __1st __ _[[Spells/Force Barrage|Magic Missile]]_, _[[Spells/Enfeeble|Ray of Enfeeblement]]_\n__Cantrips__ __(3rd)__ _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Ray of Frost|Ray of Frost]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 20, attack +12; __4th __ _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Suggestion|Suggestion]]_; __3rd __ _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Levitate|Levitate]]_; __2nd __ _[[Spells/Darkness|Darkness (At Will)]]_, _[[Spells/Faerie Fire|Faerie Fire (At Will)]]_\n__Cantrips__ __(3rd)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Drider Venom"
+ desc: " (poison) **Saving Throw** DC 23 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d8 poison damage and [[Conditions/Enfeebled|Enfeebled 1]]"
+
+ - name: "Web Trap"
+ desc: " A creature hit by a drider's web attack is [[Conditions/Immobilized|Immobilized]] and stuck to the nearest surface (Escape DC 21)."
+
+```
+
+```encounter-table
+name: Drider
+creatures:
+ - 1: Drider
+```
+
+
+
+The first fleshwarping process mastered by the drow remains both their most successful and most infamous: the drider. Fusing the body of a drow with that of a giant spider, driders are a sexually dimorphic fleshwarp-the only fleshwarp known to be able to produce young. While female driders have the upper torsos of elegant drow women with mouths featuring sharp poisoned fangs, male driders have hideous, mutated countenances that further blend the humanoid form with that of a spider; the difference in appearance is perhaps a reflection on the matriarchal nature of drow society. In combat, all driders are equally dangerous.
+
+Although the fleshwarping process was originally intended to be a punishment for drow who fell from grace, the significant powers and strengths gained from the horrifying transformation are attractive to some drow, and an increasing number of lower-ranking citizens in drow cities volunteer themselves for the painful procedure. In return for mandatory time serving as a guardian, soldier, or other public servant, such volunteer driders are later allowed to lead their own lives, typically in caverns located in a city's periphery. The painful truth is that for most driders, they do not live long enough to see this reward, for the drow have a penchant for working their fleshwarped slaves to death or deploying them in deadly war missions in which survival is a only a remote possibility.
+
+Most driders use arcane magic, but driders who use divine magic are well known, while a rare few use occult or primal magic. A drider's innate spells remain the same regardless of the magical tradition, but those who use different types of magic as prepared spells may well have entirely different spells prepared than the drider presented below.
+
+* * *
+
+Some creatures, notably drow, are not happy with merely killing their enemies. They revel in the total degradation of their foes through the horrifying transformative technique known as fleshwarping. Though the fleshwarping process was not created by the drow, many believe they perfected it. The drow torture their enemies in vats of churning magical reagents, reshaping their flesh and psyche alike into horrid and monstrous things. The reconstitution of flesh results in countless variations of fleshwarps, and the following are just a couple of examples of these horrors.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Drow Fighter.md b/content/mechanics/srd/Bestiary/Bestiary 1/Drow Fighter.md
new file mode 100755
index 000000000..a90441916
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Drow Fighter.md
@@ -0,0 +1,107 @@
+---
+title: "Drow Fighter"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.7zW5MWjyRRA0KMk2"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/drow
+ - pf2e/creature/type/elf
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Drow Fighter"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Drow Fighter"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[drow]]
+trait_03: [[elf]]
+trait_04: [[evil]]
+trait_05: [[humanoid]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: "Elven, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +5, Intimidation: +3, Stealth: +7"
+abilityMods: [2, 4, 2, 0, 1, 0]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +7, __Ref__ +9, __Will__ +4; +1 status to all saves vs. magic, +2 status to all saves vs. mental"
+hp: 18
+health:
+ - name: ""
+ - name: HP
+ desc: "18; __Immunities__ sleep"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Hand Crossbow|Hand Crossbow]], [[Equipment/Rapier|Rapier]], [[Equipment/Leather Armor|Leather Armor]], 10x [[Equipment/Bolts|Bolts]], 2x [[Equipment/Lethargy Poison|Lethargy Poison]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Light Blindness|Light Blindness]]"
+ desc: " When first exposed to bright light, the monster is [[Conditions/Blinded|Blinded]] until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's [[Conditions/Dazzled|Dazzled]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Rapier"
+ desc: "+9 (deadly d8, disarm, finesse)\n__Damage__ 1d6 + 2 piercing"
+
+ - name: "**Melee** `pf2:1` Main-Gauche"
+ desc: "+9 (agile, disarm, finesse, parry, versatile s)\n__Damage__ 1d4 + 2 piercing"
+
+ - name: "**Ranged** `pf2:1` Hand Crossbow"
+ desc: "+9 (range increment 60 feet, reload 1)\n__Damage__ 1d6 + 1 piercing plus lethargy-poison"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 14, attack +6; __2nd __ _[[Spells/Darkness|Darkness (At Will)]]_, _[[Spells/Faerie Fire|Faerie Fire (At Will)]]_\n__Cantrips__ __(2nd)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_"
+
+ - name: "Quick Draw"
+ desc: "`pf2:1` The drow fighter draws a weapon using the Interact action, then Strikes with that weapon."
+
+ - name: "Skewer"
+ desc: "`pf2:2` The drow fighter Strikes with its rapier, and gains a +1 circumstance bonus to the attack roll. A creature damaged by the attack takes 1d6 bleed."
+
+```
+
+```encounter-table
+name: Drow Fighter
+creatures:
+ - 1: Drow Fighter
+```
+
+
+
+Drow fighters train to master techniques that inflict deep, bleeding wounds and use poisoned crossbow bolts to exhaust enemies.
+
+* * *
+
+The first drow were elves who fled into the depths of the world from a devastating cataclysm thousands of years ago. In their journey below, they fell to bickering and in-fighting, drawing the attention of sinister intelligences beyond their own. Whether it was the influence of a specific demon lord, the Rough Beast Rovagug, or some other fell force is unknown, but in that time the elves transformed both spiritually and physically, tainting their hearts with desires for cruelty, sadism, and violence. The hues of their eyes became sinister red or bleached white, and their flesh adopted an unearthly lavender sheen that made the drow instantly recognizable. The drow also developed potent magical abilities and resistances that further empowered them, if at the cost of their souls.
+
+Over the centuries to follow, the drow developed into a powerful, if violently dysfunctional society, influenced by the worship of demon lords and focused on providing power and glory to a relatively small collection of noble houses. Many of these noble houses are matriarchal in nature and all hold allegiance to a specific demon lord patron-but traditions of worship, warfare, and wizardry help to bind the oft-bickering houses together enough that drow society doesn't simply consume itself from within. Fear of earning the wrath of one's superior-be it a teacher, a parent, a commander, or the demon one worships-is the real bond holding drow society together, and this system is held in esteem by the lowliest drow servant and by the most powerful drow priestess alike.
+
+The drow are infamous throughout the world, but until recently most assumed stories of demon-worshipping, underground-dwelling elves were spooky legends crafted to share around a campfire. Today, the existence of drow is an understood truth, and while their presence in the dark caverns deep below is unsettling, they seem content to leave the surface world alone for now.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Drow Priestess.md b/content/mechanics/srd/Bestiary/Bestiary 1/Drow Priestess.md
new file mode 100755
index 000000000..6a166eb95
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Drow Priestess.md
@@ -0,0 +1,101 @@
+---
+title: "Drow Priestess"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.GR5088m7IV4rugBO"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/drow
+ - pf2e/creature/type/elf
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Drow Priestess"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Drow Priestess"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[drow]]
+trait_03: [[elf]]
+trait_04: [[evil]]
+trait_05: [[humanoid]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: "Chthonian, Elven, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Deception: +8, Intimidation: +8, Religion: +9, Society: +5, Stealth: +7"
+abilityMods: [1, 2, 1, 0, 4, 1]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20 22 with shield raised; __Fort__ +8, __Ref__ +7, __Will__ +11; +1 status to all saves vs. magic, +2 status to all saves vs. mental"
+hp: 39
+health:
+ - name: ""
+ - name: HP
+ desc: "39; __Immunities__ sleep"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Hand Crossbow|Hand Crossbow]], [[Equipment/Rapier|Rapier]], [[Equipment/Steel Shield|Steel Shield]], [[Equipment/Chain Mail|Chain Mail]], [[Equipment/Religious Symbol (Wooden)|Religious Symbol (Wooden)]], 10x [[Equipment/Bolts|Bolts]], 4x [[Equipment/Lethargy Poison|Lethargy Poison]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Light Blindness|Light Blindness]]"
+ desc: " When first exposed to bright light, the monster is [[Conditions/Blinded|Blinded]] until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's [[Conditions/Dazzled|Dazzled]]."
+
+ - name: "[[Bestiary Ability Glossary/Shield Block|Shield Block]]"
+ desc: "`pf2:r` **Trigger** The monster has its shield raised and takes damage from a physical attack.\n* * *\n\n**Effect** The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Rapier"
+ desc: "+9 (deadly d8, disarm, finesse)\n__Damage__ 1d6 + 2 piercing"
+
+ - name: "**Ranged** `pf2:1` Hand Crossbow"
+ desc: "+9 (range increment 60 feet, reload 1)\n__Damage__ 1d6 piercing plus lethargy-poison"
+
+ - name: "Divine Prepared Spells"
+ desc: "DC 21, attack +13; __2nd __ _[[Spells/Silence|Silence]]_, _[[Spells/Spiritual Weapon|Spiritual Weapon]]_; __1st __ _[[Spells/Bless|Bless]]_, _[[Spells/Command|Command]]_, _[[Spells/Fear|Fear]]_, _[[Spells/Harm|Harm]]_\n__Cantrips__ __(2nd)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Guidance|Guidance]]_, _[[Spells/Know the Way|Know Direction]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Stabilize|Stabilize]]_"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 17, attack +9; __4th __ _[[Spells/Darkness|Darkness]]_; __3rd __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Levitate|Levitate (x3)]]_; __2nd __ _[[Spells/Darkness|Darkness (At Will)]]_, _[[Spells/Faerie Fire|Faerie Fire (At Will)]]_; __1st __ _[[Spells/Command|Command (At Will)]]_\n__Cantrips__ __(4th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_"
+
+```
+
+```encounter-table
+name: Drow Priestess
+creatures:
+ - 1: Drow Priestess
+```
+
+
+
+Many drow priestesses venerate demon lords and other foul divinities.
+
+* * *
+
+The first drow were elves who fled into the depths of the world from a devastating cataclysm thousands of years ago. In their journey below, they fell to bickering and in-fighting, drawing the attention of sinister intelligences beyond their own. Whether it was the influence of a specific demon lord, the Rough Beast Rovagug, or some other fell force is unknown, but in that time the elves transformed both spiritually and physically, tainting their hearts with desires for cruelty, sadism, and violence. The hues of their eyes became sinister red or bleached white, and their flesh adopted an unearthly lavender sheen that made the drow instantly recognizable. The drow also developed potent magical abilities and resistances that further empowered them, if at the cost of their souls.
+
+Over the centuries to follow, the drow developed into a powerful, if violently dysfunctional society, influenced by the worship of demon lords and focused on providing power and glory to a relatively small collection of noble houses. Many of these noble houses are matriarchal in nature and all hold allegiance to a specific demon lord patron-but traditions of worship, warfare, and wizardry help to bind the oft-bickering houses together enough that drow society doesn't simply consume itself from within. Fear of earning the wrath of one's superior-be it a teacher, a parent, a commander, or the demon one worships-is the real bond holding drow society together, and this system is held in esteem by the lowliest drow servant and by the most powerful drow priestess alike.
+
+The drow are infamous throughout the world, but until recently most assumed stories of demon-worshipping, underground-dwelling elves were spooky legends crafted to share around a campfire. Today, the existence of drow is an understood truth, and while their presence in the dark caverns deep below is unsettling, they seem content to leave the surface world alone for now.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Drow Rogue.md b/content/mechanics/srd/Bestiary/Bestiary 1/Drow Rogue.md
new file mode 100755
index 000000000..f97958c65
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Drow Rogue.md
@@ -0,0 +1,104 @@
+---
+title: "Drow Rogue"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.dl7t3dbcWQWH37iR"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/drow
+ - pf2e/creature/type/elf
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Drow Rogue"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Drow Rogue"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[drow]]
+trait_03: [[elf]]
+trait_04: [[evil]]
+trait_05: [[humanoid]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: "Elven, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Deception: +7, Society: +4, Stealth: +10, Thievery: +8"
+abilityMods: [2, 4, 2, 0, 0, 1]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +6, __Ref__ +10, __Will__ +6; +1 status to all saves vs. magic, +2 status to all saves vs. mental"
+hp: 26
+health:
+ - name: ""
+ - name: HP
+ desc: "26; __Immunities__ sleep"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Hand Crossbow|Hand Crossbow]], [[Equipment/Shortsword|Shortsword]], [[Equipment/Studded Leather Armor|Studded Leather Armor]], 10x [[Equipment/Bolts|Bolts]], 2x [[Equipment/Lethargy Poison|Lethargy Poison]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Light Blindness|Light Blindness]]"
+ desc: " When first exposed to bright light, the monster is [[Conditions/Blinded|Blinded]] until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's [[Conditions/Dazzled|Dazzled]]."
+
+ - name: "Nimble Dodge"
+ desc: "`pf2:r` **Requirements** A drow rogue can't use this reaction while [[Conditions/Encumbered|Encumbered]].\n\n**Trigger** The drow rogue is hit or critically hit by an attack made by a creature the drow rogue can see.\n* * *\n\n**Effect** The drow rogue gains a +2 circumstance bonus to their Armor Class against the triggering attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Shortsword"
+ desc: "+10 (agile, finesse, versatile s)\n__Damage__ 1d6 + 4 piercing"
+
+ - name: "**Ranged** `pf2:1` Hand Crossbow"
+ desc: "+10 (range increment 60 feet, reload 1)\n__Damage__ 1d6 piercing plus lethargy-poison"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 16, attack +8; __2nd __ _[[Spells/Darkness|Darkness (At Will)]]_, _[[Spells/Faerie Fire|Faerie Fire (At Will)]]_\n__Cantrips__ __(2nd)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_"
+
+ - name: "Quick Draw"
+ desc: "`pf2:1` The drow rogue draws a weapon using the Interact action, then Strikes with that weapon."
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " The drow rogue deals 1d6 extra precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Drow Rogue
+creatures:
+ - 1: Drow Rogue
+```
+
+
+
+Loners at heart, drow rogues trust no one-least of all fellow slayers. Thees drow rely on awareness and adaptation to survive the cutthroat nature of their society.
+
+* * *
+
+The first drow were elves who fled into the depths of the world from a devastating cataclysm thousands of years ago. In their journey below, they fell to bickering and in-fighting, drawing the attention of sinister intelligences beyond their own. Whether it was the influence of a specific demon lord, the Rough Beast Rovagug, or some other fell force is unknown, but in that time the elves transformed both spiritually and physically, tainting their hearts with desires for cruelty, sadism, and violence. The hues of their eyes became sinister red or bleached white, and their flesh adopted an unearthly lavender sheen that made the drow instantly recognizable. The drow also developed potent magical abilities and resistances that further empowered them, if at the cost of their souls.
+
+Over the centuries to follow, the drow developed into a powerful, if violently dysfunctional society, influenced by the worship of demon lords and focused on providing power and glory to a relatively small collection of noble houses. Many of these noble houses are matriarchal in nature and all hold allegiance to a specific demon lord patron-but traditions of worship, warfare, and wizardry help to bind the oft-bickering houses together enough that drow society doesn't simply consume itself from within. Fear of earning the wrath of one's superior-be it a teacher, a parent, a commander, or the demon one worships-is the real bond holding drow society together, and this system is held in esteem by the lowliest drow servant and by the most powerful drow priestess alike.
+
+The drow are infamous throughout the world, but until recently most assumed stories of demon-worshipping, underground-dwelling elves were spooky legends crafted to share around a campfire. Today, the existence of drow is an understood truth, and while their presence in the dark caverns deep below is unsettling, they seem content to leave the surface world alone for now.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Earth Mephit.md b/content/mechanics/srd/Bestiary/Bestiary 1/Earth Mephit.md
new file mode 100755
index 000000000..d9ddcf826
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Earth Mephit.md
@@ -0,0 +1,87 @@
+---
+title: "Earth Mephit"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.XE1JgwDJlnOq3Qjd"
+tags:
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Earth Mephit"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Earth Mephit"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[earth]]
+trait_02: [[elemental]]
+modifier: 3
+perception:
+ - name: "Perception"
+ desc: "+3; Darkvision, Tremorsense (Imprecise) 30 Feet"
+languages: "Petran"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +6, Stealth: +2"
+abilityMods: [3, -1, 2, -2, 0, -1]
+speed: 20 feet, burrow 20 feet, fly 15 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +8, __Ref__ +4, __Will__ +3"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20, fast healing 2 (while underground); __Immunities__ bleed, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 2 (While Underground)]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+8 ()\n__Damage__ 1d6 + 3 bludgeoning"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 17, attack +9; __3rd __ _[[Spells/One with Stone|Meld into Stone]]_; __2nd __ _[[Spells/Enlarge|Enlarge (Self Only)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,earth) The earth mephit breathes rocks in a 15-foot cone that deals 2d6 bludgeoning damage to each creature within the area (DC 17 Reflex check save).\n\nThe earth mephit can't use Breath Weapon again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Earth Mephit
+creatures:
+ - 1: Earth Mephit
+```
+
+
+
+Earth mephits are humorless and trudge about their tasks with little enthusiasm. They are somewhat more stout than other mephits, and their dark-brown or gray bodies are always coated with layers of dirt and filth. An earth mephit can fly, just as any other mephit, but the act of flight is uncomfortable and unnerving to them-they rarely ascend higher than 5 feet off the ground if they can help it.
+
+* * *
+
+Mephits-sometimes known as elemental scamps-are little bipedal critters with bat-like wings who serve stronger elementals on the Elemental Planes or neophyte spellcasters who summon them to the Material Plane. All mephits have an inkling of magical power as well as a breath weapon.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Efreeti.md b/content/mechanics/srd/Bestiary/Bestiary 1/Efreeti.md
new file mode 100755
index 000000000..e69a84c9f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Efreeti.md
@@ -0,0 +1,102 @@
+---
+title: "Efreeti"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.72F5cXaQXUASv0ax"
+tags:
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/genie
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Efreeti"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Efreeti"
+level: "Creature 9"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[elemental]]
+trait_02: [[evil]]
+trait_03: [[fire]]
+trait_04: [[genie]]
+trait_05: [[lawful]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision"
+languages: "Common, Pyric"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +14, Athletics: +22, Crafting: +14, Deception: +19, Diplomacy: +17, Intimidation: +19, Society: +14"
+abilityMods: [5, 3, 4, 1, 2, 4]
+speed: 25 feet, fly 35 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +18, __Ref__ +17, __Will__ +20"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175; __Immunities__ fire; __Weaknesses__ cold 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Scimitar|+1 Striking Scimitar]], [[Equipment/Breastplate|Breastplate]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Scimitar"
+ desc: "+21 (fire, forceful, magical, reach 10 feet, sweep)\n__Damage__ 2d6 + 11 slashing 2d6 fire"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+20 (agile, magical, reach 10 feet)\n__Damage__ 1d4 + 11 bludgeoning 2d6 fire"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 29, attack +19; __7th __ _[[Spells/Interplanar Teleport|Plane Shift (At Will) (to Astral Plane, Elemental Planes, or Material Plane Only)]]_; __5th __ _[[Spells/Illusory Object|Illusory Object]]_; __4th __ _[[Spells/Vapor Form|Gaseous Form]]_, _[[Spells/Invisibility|Invisibility (x2)]]_\n__Cantrips__ __(5th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Produce Flame|Produce Flame]]_"
+
+ - name: "Burning Grasp"
+ desc: " (fire) When the efreeti grabs a creature, that creature takes 2d6 fire damage, and takes 2d6 fire damage at the end of each of its turns as long as it remains [[Conditions/Grabbed|Grabbed]]."
+
+ - name: "Change Size"
+ desc: "`pf2:2` (arcane,concentrate,polymorph) **Frequency** Once per day.\n* * *\n\n**Effect** The efreeti changes a creature's size. This works as a 4th-rank [[Spells/Enlarge|Enlarge]] or [[Spells/Shrink|Shrink]] spell but can target an unwilling creature (DC 29 Fortitude check save negates)."
+
+ - name: "Combat Grab"
+ desc: "`pf2:1` **Requirements** The efreeti has one hand free.\n* * *\n\n**Effect** The efreeti makes a melee Strike while keeping one hand free. If the Strike hits, the target is [[Conditions/Grabbed|Grabbed]] in the efreeti's free hand."
+
+```
+
+```encounter-table
+name: Efreeti
+creatures:
+ - 1: Efreeti
+```
+
+
+
+The efreet are hateful and merciless genies from the Plane of Fire, where they build metropolises and massive trade centers that draw extraplanar travelers from across the multiverse. They are cruel slavers, vengeful warmongers, and sinister wish-masters; there are many tales of mortals who made pacts with efreet only to have their words twisted to suit a genie's capricious and malevolent whims.
+
+Efreet do not readily treat with other genies; they share an eternal feud with the djinn, disdain marids, regard jann as weaklings unworthy of the genie title, and only occasionally tolerate alliances with shaitans. At 12 feet tall and weighing 2,000 pounds, efreet are formidable opponents and cow their chosen victims with a glance.
+
+* * *
+
+A unique type of genie exists for each Elemental Plane, and the bodies of genies are formed out of elemental matter corresponding to their native plane: djinn are formed from wind, clouds, and storms; efreet are fire made flesh; marids are beings of water; and shaitans are composed of metal, gems, and stone. Lastly, the jann are formed out of all four elements, and are the weakest of geniekind.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Erinys.md b/content/mechanics/srd/Bestiary/Bestiary 1/Erinys.md
new file mode 100755
index 000000000..203a3afd2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Erinys.md
@@ -0,0 +1,112 @@
+---
+title: "Erinys"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.EzavQyZnfCkYCoSH"
+tags:
+ - pf2e/creature/type/devil
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Erinys"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Erinys"
+level: "Creature 8"
+
+alignment: ""
+size: "Medium"
+trait_01: [[devil]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[lawful]]
+trait_05: [[unholy]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Greater Darkvision, Truesight"
+languages: "Common, Diabolic, Draconic, Empyrean; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Crafting: +14, Deception: +19, Diplomacy: +15, Intimidation: +19, Religion: +16, Stealth: +17"
+abilityMods: [5, 5, 5, 2, 4, 5]
+speed: 25 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +17, __Ref__ +19, __Will__ +16; +1 status to all saves vs. magic"
+hp: 120
+health:
+ - name: ""
+ - name: HP
+ desc: "120; __Immunities__ fire; __Weaknesses__ holy 5; __Resistances__ physical 5 (except silver), poison 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Composite Longbow|+1 Striking Composite Longbow]], [[Equipment/Longsword|Longsword]], [[Equipment/Breastplate|Breastplate]], [[Equipment/Rope|100 feet of Erinys-Hair Rope]], 60x [[Equipment/Arrows|Arrows]]"
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Flaming Longsword"
+ desc: "+19 (fire, magical, unholy, versatile p)\n__Damage__ 1d8 + 8 slashing 1d6 spirit"
+
+ - name: "**Ranged** `pf2:1` Flaming Composite Longbow"
+ desc: "+20 (deadly d10, fire, magical, range increment 100 feet, reload 0, unholy, volley 30 ft.)\n__Damage__ 2d8 + 4 piercing 1d6 spirit"
+
+ - name: "**Ranged** `pf2:1` Rope"
+ desc: "+19 (magical, range increment 30 feet, unholy)\n__Damage__ "
+
+ - name: "Divine Innate Spells"
+ desc: "DC 26, attack +18; __5th __ _[[Spells/Translocate|Dimension Door]]_; __4th __ _[[Spells/Translocate|Dimension Door (At Will)]]_, _[[Spells/Divine Wrath|Divine Wrath]]_, _[[Spells/Retributive Pain|Retributive Pain]]_; __3rd __ _[[Spells/Fear|Fear (At Will)]]_; __2nd __ _[[Spells/Illusory Disguise|Illusory Disguise (At Will)]]_, _[[Spells/Illusory Object|Illusory Object]]_\n__Constant__ __(6th)__ _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Rituals"
+ desc: "_Infernal Pact_"
+
+ - name: "Flames of Fury"
+ desc: " Any weapon an erinys holds gains the effects of a _[[Equipment/Flaming|Flaming]]_ rune while they hold it."
+
+ - name: "Furious Fusillade"
+ desc: "`pf2:3` The erinys hovers in place if they are flying and fires one arrow at any number of creatures in a 30-foot cone. Each attack is rolled separately. This counts as one attack for the purpose of the erinys's multiple attack penalty."
+
+ - name: "Rope Snare"
+ desc: " An erinys carries a coil of rope woven of their hair (use the statistics for [[Equipment/Rope|Rope]]) that animates in their hands.\n\nWhen a creature is hit by the erinys's rope, a segment of the rope tears loose and wraps itself around the creature, imposing a 10-foot circumstance penalty to Speed. The piece that tears off is 10 feet long for a Medium or smaller creature, and doubles in length for each size larger than Medium.\n\nWhen a creature [[Actions/Escape|Escapes]] the effect (DC 26), the detached segment of rope withers away into useless black sludge.\n\n[[Bestiary Effects/Effect_ Rope Snare|Effect: Rope Snare]]"
+
+```
+
+```encounter-table
+name: Erinys
+creatures:
+ - 1: Erinys
+```
+
+
+
+Erinyes exact vengeance and bloody justice for a creature's crimes, torturing and punishing their victims in ironic fashion before allowing them the escape of death. While an erinys appears as a fallen angel and the first erinyes shared that origin, erinyes now originate in myriad ways, some promoted from lesser devils and others shaped from lemures themselves forged from the souls of torturers and persecutors. The erinyes' origin is entwined with Eiseth, herself a fallen angel and one of Hell's most powerful demigods. The first erinyes were all considered to be Eiseth's metaphorical daughters, but erinyes formed since that time are no longer limited to a single gender.
+
+* * *
+
+Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks. Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly lemures and imps perform subservient labor to more powerful and specialized devils, such as contract devils and erinyes, while the greatest pit fiends command entire infernal armies.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Ether Spider.md b/content/mechanics/srd/Bestiary/Bestiary 1/Ether Spider.md
new file mode 100755
index 000000000..47c90997f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Ether Spider.md
@@ -0,0 +1,95 @@
+---
+title: "Ether Spider"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.TBsJSEhu71flATUk"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/ethereal
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Ether Spider"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Ether Spider"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[ethereal]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision"
+languages: "Aklo"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Stealth: +15"
+abilityMods: [5, 4, 3, -2, 1, 7]
+speed: 40 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +12, __Ref__ +15, __Will__ +10"
+hp: 75
+health:
+ - name: ""
+ - name: HP
+ desc: "75"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+15 (magical)\n__Damage__ 1d10 + 7 piercing plus ether-spider-venom,grab"
+
+ - name: "**Ranged** `pf2:1` Web"
+ desc: "+14 (magical, range increment 30 feet)\n__Damage__ "
+
+ - name: "Ether Spider Venom"
+ desc: " (poison) **Saving Throw** DC 22 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d6 poison damage and [[Conditions/Clumsy|Clumsy 1]] (1 round)\n\n**Stage 2** 2d6 poison damage, [[Conditions/Clumsy|Clumsy 2]] and [[Conditions/Slowed|Slowed 1]] (1 round)\n\n**Stage 3** 3d6 poison damage, [[Conditions/Clumsy|Clumsy 3]] and [[Conditions/Slowed|Slowed 2]] (1 round)"
+
+ - name: "Ethereal Step"
+ desc: "`pf2:1` The ether spider shifts to either the Ethereal Plane or the Material Plane. The ether spider can remain on the Ethereal Plane indefinitely without ill effect. While there, it can see clearly onto the Material Plane with a range of 60 feet. On its first round in an encounter, the ether spider can use this ability once as a free action."
+
+ - name: "Ethereal Web Trap"
+ desc: " A creature hit by the ether spider's web attack is [[Conditions/Immobilized|Immobilized]] and stuck to the nearest surface (Escape DC 22)."
+
+ - name: "Web Burst"
+ desc: "`pf2:2` **Frequency** once per day\n* * *\n\n**Effect** The ether spider flings a gout of stored webs in a 30-foot cone. These webs can pass between the Material Plane and the Ethereal Plane. Each creature in the area is [[Conditions/Immobilized|Immobilized]], as ethereal web trap, unless it succeeds at a DC 22 Reflex check save."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Ether Spider
+creatures:
+ - 1: Ether Spider
+```
+
+
+
+Ether spiders are deadly predators from the Ethereal Plane resembling giant arachnids. Rather than building webs of silk, ether spiders shape the raw essence of the Ethereal Plane, weaving it in complex patterns that drift through the misty void. From these ethereal nests, whole families of ether spiders can scout the adjacent Material Plane, watching for easy prey in dark or remote corners of the land of mortals. Once an ether spider has spotted a meal, it anchors its nest and waits on the Ethereal Plane for its prey to draw near. As soon as its victim is within reach, the ether spider shifts to the Material Plane, clamps its fangs onto its prey, then shifts back to the Ethereal Plane to wait as its venom works through the creature's system. Ether spiders move between the planes with ease, making them extremely dangerous to those who cannot see or attack ethereal enemies.
+
+Ether spiders are not mindless or evil-they are simply hungry. If a prospective meal can sate an ether spider's incredible appetite through other means, they might be able to bargain for their life. Ether spiders are especially interested in items, information, or allies who can help them against their enemies.
+
+As many as half a dozen ether spiders might dwell in the same ether web. Although ether spiders enjoy one another's company, they don't form the same bonds as most humanoids, and they are more likely to feast on the corpse of a fallen sibling than save one from certain doom.
+
+Ether spiders dwell in vast nests adrift in the Ghost World, where they are more likely to let down their guard. Travelers who find a floating ether spider commune should have an easier time of making peaceful contact to trade with or even befriend these strange arachnids. The nests drift on metaphysical currents and are rarely seen in the same vicinity twice. Sometimes a point of interest on the neighboring Material Plane compels them to tether their nest to an area, creating a semipermanent home, and those who learn its location can return to it repeatedly.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Ettin.md b/content/mechanics/srd/Bestiary/Bestiary 1/Ettin.md
new file mode 100755
index 000000000..e5d5571f7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Ettin.md
@@ -0,0 +1,89 @@
+---
+title: "Ettin"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.l7vXVjjqnME5Rty0"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Ettin"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Ettin"
+level: "Creature 6"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[giant]]
+trait_04: [[humanoid]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Low-Light Vision"
+languages: "Goblin, Jotun, Orcish; (pidgin of the three languages)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +16, Intimidation: +10"
+abilityMods: [6, -1, 4, -2, 2, 0]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +16, __Ref__ +11, __Will__ +12"
+hp: 110
+health:
+ - name: ""
+ - name: HP
+ desc: "110"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "2x [[Equipment/Flail|Flail]]"
+ - name: "Independent Brains"
+ desc: " Each of an ettin's heads rolls its own initiative and has its own turn. Neither head can [[Actions/Delay|Delay]]. At the start of a head's turn, that head gets 2 actions and 1 reaction. Each brain controls one of the ettin's arms, but both can move the legs. Any ability that would sever an ettin's head (such as the _[[Equipment/Vorpal|Vorpal]]_ weapon property) doesn't cause the ettin to die if it still has its other head, but does cause it to lose the turns, actions, and reactions of the severed head. Mental effects that target a single creature affect only one of the ettin's heads."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Flail"
+ desc: "+16 (disarm, reach 10 feet, sweep, trip)\n__Damage__ 2d6 + 10 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+16 (agile, reach 10 feet)\n__Damage__ 1d6 + 10 bludgeoning"
+
+```
+
+```encounter-table
+name: Ettin
+creatures:
+ - 1: Ettin
+```
+
+
+
+Two heads aren't always better than one. The slovenly, violent giants known as ettins are proof enough of that.
+
+The origin of these two-headed brutes is unknown, but few who encounter ettins ponder their beginnings for long. Rather, the first priority for most creatures during such a confrontation is escape, which is not easy to accomplish given the ettins' notorious vigilance. In this way, two heads are better than one-ettins regularly find employ in the ranks of giant or orc armies as sentries and guards. The benefits of an ettin security detail are obvious: because it has a shared stomach, an ettin requires only the same amount of food as one typical ogre, yet its two sets of eyes make it twice as observant. An ettin never complains for lack of company, either. The ettin's two heads are uniquely content to squabble and converse between themselves, and though they bicker incessantly, most couldn't dream of life without the other. Much like some twins, an ettin has two individual minds who nonetheless consider the other as much a part of their life as their own self.
+
+Ettins do not resemble a single giant heritage so much as an amalgamation of several. Their tusks are thought to stem from orc ancestry, though their size and dimness suggest hill giant blood. Though they tower over goblins and hobgoblins, ettins are more than at home among tribes of these creatures and enjoy their comfortable stations as camp lookouts or troop rearguards. Their exposure to a wide variety of goblinoids and giants is evident in their language; ettins speak a pidgin tongue of Goblin, Jotun, and Orcish, and their diction is mostly good enough to get across the general meaning of their short sentences and bumbled sayings-although most interlocutors simply nod their heads while conversing with an ettin anyway. The monsters are notoriously short tempered and, despite their heightened visual perception, short sighted in matters of keeping their allies alive.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Fire Mephit.md b/content/mechanics/srd/Bestiary/Bestiary 1/Fire Mephit.md
new file mode 100755
index 000000000..f1b8be2e6
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Fire Mephit.md
@@ -0,0 +1,87 @@
+---
+title: "Fire Mephit"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Dkm0ztkl3yiY9WxB"
+tags:
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Fire Mephit"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Fire Mephit"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[elemental]]
+trait_02: [[fire]]
+modifier: 3
+perception:
+ - name: "Perception"
+ desc: "+3; Darkvision"
+languages: "Pyric"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Deception: +7"
+abilityMods: [0, 4, 0, -2, 0, 2]
+speed: 20 feet, fly 25 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +3, __Ref__ +9, __Will__ +7"
+hp: 16
+health:
+ - name: ""
+ - name: HP
+ desc: "16, fast healing 2 (while touching fire); __Immunities__ bleed, fire, paralyzed, poison, sleep; __Weaknesses__ cold 3"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " The fire mephit ignores the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 2 (While Touching Fire)]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+9 (finesse)\n__Damage__ 1d6 piercing 1d4 fire"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 15, attack +7\n__Cantrips__ __(1st)__ _[[Spells/Daze|Daze]]_, _[[Spells/Light|Light]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The fire mephit breathes flames in a 15-foot cone that deals 2d4 fire damage and 1d4 persistent fire damage to each creature within the area (DC 17 Reflex check save).\n\nThe fire mephit can't use Breath Weapon again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Fire Mephit
+creatures:
+ - 1: Fire Mephit
+```
+
+
+
+Fire mephits are conniving and quick to anger. They aren't evil, but they delight in inflicting pain, and their love of burning things pushes them the closest to this alignment of all mephits. They have bright-orange skin, and wisps of flame flicker along their wings as they flap through the air. The rivalry between fire and water mephits is notorious, and these creatures loathe working together for any amount of time.
+
+* * *
+
+Mephits-sometimes known as elemental scamps-are little bipedal critters with bat-like wings who serve stronger elementals on the Elemental Planes or neophyte spellcasters who summon them to the Material Plane. All mephits have an inkling of magical power as well as a breath weapon.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Flesh Golem.md b/content/mechanics/srd/Bestiary/Bestiary 1/Flesh Golem.md
new file mode 100755
index 000000000..f4ec3e9c1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Flesh Golem.md
@@ -0,0 +1,96 @@
+---
+title: "Flesh Golem"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ywOusIjtwHY4mn7S"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/golem
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Flesh Golem"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Flesh Golem"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[construct]]
+trait_02: [[golem]]
+trait_03: [[mindless]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +19"
+abilityMods: [5, -1, 3, -5, 0, -5]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +18, __Ref__ +14, __Will__ +15"
+hp: 140
+health:
+ - name: ""
+ - name: HP
+ desc: "140; __Immunities__ electricity, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental; __Resistances__ physical 5 (except adamantine)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Berserk"
+ desc: " A severely damaged flesh golem has a chance of going berserk. If it has 40 or fewer HP at the start of its turn, the golem must succeed at a DC 5 Flat check check or go berserk. A berserk golem wildly attacks the nearest living creature, or the nearest object if no creatures are nearby."
+
+ - name: "Electric Reflexes"
+ desc: "`pf2:r` **Trigger** The golem takes electricity damage and a creature is adjacent to it.\n* * *\n\n**Effect** The golem lashes out and tries to grab a nearby creature. The golem attempts an Athletics check to [[Actions/Grapple|Grapple]] an adjacent creature. The creature also takes 3d6 electricity damage on a success, or 6d6 electricity damage on a critical success."
+
+ - name: "[[Creature Family Ability Glossary/(Golem) Golem Antimagic|Golem Antimagic]]"
+ desc: " harmed by fire (5d8 untyped damage, 3d4 untyped damage from areas or persistent damage); healed by electricity (area 2d4 healing Hit Points); slowed by cold\n* * *\n\nA golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as \"cold and water\"), either type of spell can affect the golem.\n\n* **Harmed By** Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.\n* **Healed By** Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.\n* **Slowed By** Any magic of this type that targets the golem causes it to be [[Conditions/Slowed|Slowed 1]] for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.\n* **Vulnerable To** Each golem is vulnerable to one or more specific spells, with the effects described in its stat block."
+
+ - name: "Vulnerable to Flesh to Stone"
+ desc: " Casting a [[Spells/Petrify|Petrify]] spell on the flesh golem affects the golem normally."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+20 (magical, reach 10 feet)\n__Damage__ 2d10 + 7 bludgeoning"
+
+ - name: "Berserk Slam"
+ desc: "`pf2:1` **Requirements** The flesh golem is berserk.\n* * *\n\n**Effect** The flesh golem Strikes with its fist at a -1 circumstance penalty. If it hits, it deals an additional 1d6 bludgeoning damage and knocks the target [[Conditions/Prone|Prone]]."
+
+```
+
+```encounter-table
+name: Flesh Golem
+creatures:
+ - 1: Flesh Golem
+```
+
+
+
+Made of odd scraps of skin and muscle, a flesh golem is a grotesque parody of life. Though it has no mind, it can still go into a berserk rage when harmed, giving it a faint semblance of emotion. Flesh golems guard the laboratories and charnel houses of fleshwarpers and necromancers who feel no compunctions about desecrating corpses for their own ends. Though the first flesh golem is believed to have been a misguided attempt to create from simple base elements, these monstrosities are far from human. In isolated cases, echoes of a personality might rise in a flesh golem if the brain used as part of its construction belonged to a particularly powerful personality, but such tragic instances are (thankfully) rare in the extreme.
+
+* * *
+
+Crafted of base materials and then magically animated into a powerful guardian, the legendary golem is a living construct that mindlessly obeys its creator's commands-often continuing to do so for years or even centuries after its creator's death. There exist two known methods of animating a golem. The traditional method involves harvesting and implanting an elemental soul or essence within the newly crafted host statue, a procedure seen as vile and blasphemous to those who value the sanctity of the soul; evil or amoral golem crafters tend to prefer this method. The other, less disreputable technique involves siphoning pure vitality energy into the statue to artificially imitate the creation of a soul. The result does not give the golem a true soul and is generally a more costly and time-consuming method of creation. Regardless of the method used, the resulting golem functions the same. A golem's unique animating force leaves it susceptible to certain forms of magic, but apart from these few weaknesses, it is impervious to magic and difficult to damage with weapons.
+
+Golems work best in play as foes to vanquish rather than allies to accompany player characters on adventures. The process of creating a golem is time-consuming, expensive, and difficult, and only the most talented spellcasters or artisans can even hope to accomplish such an undertaking. While certain magical texts-so-called "golem manuals"-are said to aid golems crafters, for the most part the creation of a golem should be something left in the hands of the Game Master.
+
+Golems have components that can be harvested as trophies or magical components; the value depends on the golem in question. Examples of components that can be harvested from golems are listed in the sidebars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Gelatinous Cube.md b/content/mechanics/srd/Bestiary/Bestiary 1/Gelatinous Cube.md
new file mode 100755
index 000000000..de02d5c6b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Gelatinous Cube.md
@@ -0,0 +1,90 @@
+---
+title: "Gelatinous Cube"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.fm9kpY65e7vk9kEV"
+tags:
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/ooze
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Gelatinous Cube"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Gelatinous Cube"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[mindless]]
+trait_02: [[ooze]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Motion Sense (Precise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +11"
+abilityMods: [4, -5, 5, -5, 0, -5]
+speed: 15 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 10
+armorclass:
+ - name: AC
+ desc: "10; __Fort__ +12, __Ref__ +0, __Will__ +5"
+hp: 90
+health:
+ - name: ""
+ - name: HP
+ desc: "90; __Immunities__ acid, critical hits, precision, unconscious, visual, mental; __Resistances__ electricity 5"
+abilities_top:
+ - name: ""
+
+ - name: "Motion Sense 60 feet"
+ desc: " A gelatinous cube can sense nearby motion through vibration and air movement."
+
+ - name: "Transparent"
+ desc: " A gelatinous cube is so clear that it's difficult to spot. A successful DC 23 Perception check check is required to notice a stationary cube, and a creature must be [[Actions/Search|Searching]] to attempt this check.\n\nA creature that walks into the cube is automatically Engulfed (this usually causes the GM to call for initiative)."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Cube Face"
+ desc: "+11 ()\n__Damage__ 1d6 acid plus paralysis"
+
+ - name: "[[Bestiary Ability Glossary/Engulf|Engulf]]"
+ desc: "`pf2:2` DC 19 Reflex check, 2d6 acid, Escape DC 19, Rupture 7\n\nA creature Engulfed by the gelatinous cube must also attempt a saving throw against paralysis.\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.\n\nA creature that fails its save is pulled into the monster's body. It is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by [[Actions/Escape|Escaping]] against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion."
+
+ - name: "Paralysis"
+ desc: " (incapacitation) A creature Engulfed by the cube or hit by its attack is [[Conditions/Paralyzed|Paralyzed]] unless it succeeds at a DC 20 Fortitude check save. A victim can attempt a new save to recover at the end of each of its turn."
+
+ - name: "Weak Acid"
+ desc: " A gelatinous cube's acid damages only organic material-not metal, stone, or other inorganic substances."
+
+```
+
+```encounter-table
+name: Gelatinous Cube
+creatures:
+ - 1: Gelatinous Cube
+```
+
+
+
+Found underground or in dungeons, these quivering cubes of slime continuously scour their domain for food. The acid in their bodies is weak enough that many gelatinous cubes still contain the gear of their victims, as they're unable to break them down.
+
+* * *
+
+Slimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to enormous sizes and have insatiable appetites.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Gelugon.md b/content/mechanics/srd/Bestiary/Bestiary 1/Gelugon.md
new file mode 100755
index 000000000..79ce9f296
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Gelugon.md
@@ -0,0 +1,115 @@
+---
+title: "Gelugon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.5Mhcf0STiscNKBfu"
+tags:
+ - pf2e/creature/type/devil
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Gelugon"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Gelugon"
+level: "Creature 13"
+
+alignment: ""
+size: "Large"
+trait_01: [[devil]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[lawful]]
+trait_05: [[unholy]]
+modifier: 26
+perception:
+ - name: "Perception"
+ desc: "+26; Greater Darkvision"
+languages: "Common, Diabolic, Draconic, Empyrean; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +22, Athletics: +23, Deception: +25, Diplomacy: +25, Intimidation: +23, Religion: +26, Society: +25, Stealth: +22, Warfare Lore: +30"
+abilityMods: [6, 5, 5, 8, 5, 4]
+speed: 35 feet, fly 35 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +24, __Ref__ +24, __Will__ +26; +1 status to all saves vs. magic"
+hp: 215
+health:
+ - name: ""
+ - name: HP
+ desc: "215; __Immunities__ cold, fire; __Weaknesses__ holy 10; __Resistances__ physical 10 (except silver), poison 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Longspear|+1 Striking Longspear]]"
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,divine,emotion,fear,mental) 10 feet. DC 31 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Frost Longspear"
+ desc: "+28 (cold, magical, reach 15 feet, unholy)\n__Damage__ 2d8 + 12 piercing plus slowing-frost 1d6 spirit plus slowing-frost"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+25 (agile, cold, magical, reach 10 feet, unarmed, unholy)\n__Damage__ 2d6 + 12 bludgeoning plus slowing-frost 2d6 cold plus slowing-frost 1d6 spirit plus slowing-frost"
+
+ - name: "**Ranged** `pf2:1` Frost Longspear"
+ desc: "+27 (cold, magical, thrown 20 ft., unholy)\n__Damage__ 2d8 + 12 piercing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 33, attack +25; __7th __ _[[Spells/Cone of Cold|Cone of Cold (x2)]]_; __6th __ _[[Spells/Illusory Scene|Illusory Scene]]_; __5th __ _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Wall of Ice|Wall of Ice (x3)]]_; __4th __ _[[Spells/Translocate|Dimension Door (At Will)]]_\n__Cantrips__ __(7th)__ _[[Spells/Ray of Frost|Ray of Frost]]_\n__Constant__ __(4th)__ _[[Spells/Fly|Fly]]_"
+
+ - name: "Rituals"
+ desc: "_Infernal Pact_"
+
+ - name: "Slowing Frost"
+ desc: " (cold,divine) The ice devil channels the extreme cold of its body through its appendages and weapons. A creature hit by an ice devil's weapon or unarmed attack in melee must attempt a DC 32 Fortitude check save or be [[Conditions/Slowed|Slowed 1]] for 1d4 rounds. A weapon used by an ice devil gains the effects of a _[[Equipment/Frost|Frost]]_ rune while the gelugon holds it, and the ice devil can throw any such weapon with a 20-foot range increment, trailing motes of frost."
+
+ - name: "Tactician of Cocytus"
+ desc: "`pf2:1` (concentrate) An ice devil's logical mind devises genius tactics from its perfect memory. It can telepathically send a tactical repositioning to its allies, allowing all commanded or allied evil creatures in the range of its telepathy to immediately Stride (or Burrow, Climb, Fly, or Swim, if the creature has the corresponding Speed)."
+
+```
+
+```encounter-table
+name: Gelugon
+creatures:
+ - 1: Gelugon
+```
+
+
+
+Insectile ice devils are strategists and masterminds in Hell's armies, using their superior intellect to strike against their enemies and spread Hell's influence throughout the planes. An ice devil rarely breaks their solitary contemplation of strategy save to pursue a plan they have devised. They can be enticed otherwise only by an exchange of services to be determined at a later time, adding to the pieces they can play on the board. Occasionally, a mortal strategist of outstanding skill might amuse an ice devil enough for the gelugon to agree to a contest of strategy, typically a strategic board game like chess, to decide a dispute. In the unlikely event the devil loses such a contest, they inevitably go to great lengths to later obtain that mortal's services for their own infernal ends.
+
+* * *
+
+Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks. Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly lemures and imps perform subservient labor to more powerful and specialized devils, such as contract devils and erinyes, while the greatest pit fiends command entire infernal armies.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Ghaele.md b/content/mechanics/srd/Bestiary/Bestiary 1/Ghaele.md
new file mode 100755
index 000000000..037cbad23
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Ghaele.md
@@ -0,0 +1,109 @@
+---
+title: "Ghaele"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.bokjQtr47Zp5SJ9W"
+tags:
+ - pf2e/creature/type/azata
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Ghaele"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Ghaele"
+level: "Creature 13"
+
+alignment: ""
+size: "Medium"
+trait_01: [[azata]]
+trait_02: [[celestial]]
+trait_03: [[chaotic]]
+trait_04: [[good]]
+trait_05: [[holy]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Darkvision"
+languages: "Diabolic, Draconic, Empyrean; tongues"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +27, Athletics: +26, Diplomacy: +26, Nature: +23, Religion: +23, Stealth: +21, Warfare Lore: +26"
+abilityMods: [7, 4, 5, 3, 4, 5]
+speed: 35 feet, fly 100 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +26, __Ref__ +20, __Will__ +23"
+hp: 235
+health:
+ - name: ""
+ - name: HP
+ desc: "235; __Weaknesses__ cold iron 15, unholy 15; __Resistances__ energy 15"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Greatsword|+1 Greatsword]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Free Blade"
+ desc: "`pf2:0` **Trigger** The ghaele ends its turn while unable to act or attempts a greatsword Strike that would take a circumstance or status penalty.\n* * *\n\n**Effect** A ghaele's blade is implacable in the pursuit of freedom, and its energies can overpower any effect that would interfere with its swordplay. The ghaele attempts to counteract each effect that prevents it from making a greatsword Strike, gives it a penalty to its greatsword Strike, or prevents it from acting. The ghaele can use this ability even if it's otherwise unable to act."
+
+ - name: "Light Form"
+ desc: " A ghaele's body is partially corporeal and partially composed of light, with a color corresponding to the elemental energy currently residing in its blade (see Choose Weakness). It can move through solid objects but can't end its action within a solid object."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Holy Greatsword"
+ desc: "+28 (holy, magical, versatile p)\n__Damage__ 2d12 + 13 slashing"
+
+ - name: "**Ranged** `pf2:1` Light Ray"
+ desc: "+25 (holy, light, range 300 feet)\n__Damage__ 2d12 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 33, attack +25; __7th __ _[[Spells/Chromatic Wall|Chromatic Wall]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Prismatic Spray|Prismatic Spray]]_; __6th __ _[[Spells/Illusory Scene|Illusory Scene]]_; __5th __ _[[Spells/Banishment|Banishment]]_; __4th __ _[[Spells/Heal|Heal (x4)]]_, _[[Spells/Invisibility|Invisibility (At Will) (Self Only)]]_, _[[Spells/Restoration|Restoration]]_; __3rd __ _[[Spells/Mind Reading|Mind Reading]]_; __2nd __ _[[Spells/Everlight|Continual Flame (At Will)]]_, _[[Spells/Dispel Magic|Dispel Magic (At Will)]]_; __1st __ _[[Spells/Charm|Charm]]_, _[[Spells/Detect Alignment|Detect Alignment (At Will) (Evil Only)]]_, _[[Spells/Illusory Disguise|Illusory Disguise (At Will)]]_\n__Cantrips__ __(7th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Light|Light]]_\n__Constant__ __(7th)__ _[[Spells/See the Unseen|See Invisibility]]_ __(5th)__ _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Rituals"
+ desc: "_Resurrect_"
+
+ - name: "Choose Weakness"
+ desc: "`pf2:1` (concentrate,divine,manipulate) A ghaele attempts to [[Actions/Recall Knowledge|Recall Knowledge]] about a foe it is facing. If successful, it can change the elemental damage dealt by its greatsword and light ray to acid, cold, electricity, fire, or sonic, usually to match the a foe's weakness. It can also change its energy resistance to any of these energy types (this can be a different type than for its attacks). The choices remain until it next uses Choose Weakness."
+
+ - name: "Ghaele's Gaze"
+ desc: "`pf2:1` (divine,visual) When a ghaele fixes its gaze upon a non-good creature, the creature suffers the effects of [[Spells/Divine Decree|Divine Decree]] (DC 33 Will check save). If it survives, the creature is temporarily immune to Ghaele's Gaze for 1 minute."
+
+ - name: "Holy Blade"
+ desc: " (divine) Any weapon becomes a _+2 [[Equipment/Holy|Holy]] [[Equipment/Striking|Striking]]_ weapon while the ghaele wields it."
+
+```
+
+```encounter-table
+name: Ghaele
+creatures:
+ - 1: Ghaele
+```
+
+
+
+Ghaeles are fiend-hunting knights of Elysium and champions of the freedom to take up arms against oppressors and other evils. Ghaeles rarely engage directly in mortal wars, but where fiends are involved they make an exception. A ghaele might assume the guise of a mortal to fight fiends alongside others, hoping to bolster morale and teach good tactics against such supernatural foes. Ghaeles serve various deities and empyreal lords of Elysium, though many have an affinity for Cayden Cailean in his capacity as a champion of freedom and defender of the downtrodden. Among azatas, ghaeles are generally the quickest to shift to violence as a method of solving problems, but even then they seek to minimize pain and suffering when they can.
+
+* * *
+
+Azatas are manifestations of freedom-kindly celestials with a penchant for curious exploration, spontaneous revelry, and whimsical quests. Born of the untamable wilds of Elysium, azatas are passionate and mercurial, but also fiercely loyal to those they hold dear. Azatas act quickly and directly against fiendish and otherworldly influences, but they tend to stay out of mortal affairs otherwise, allowing them the ultimate freedom to choose their own destiny. While all azatas cherish freedom, each type exemplifies a particular freedom above others. Many of their kind hold strange knightly and courtly titles that defy mortal classification and shift and change with time and on different occasions rather than following a strict hierarchy. This baffles archons and other more lawful creatures who haven't had much contact with azatas. In actuality, the azatas use their titles as personal flourishes and points of pride, rather than as excuses to order each other around.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Ghast.md b/content/mechanics/srd/Bestiary/Bestiary 1/Ghast.md
new file mode 100755
index 000000000..4e03839fe
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Ghast.md
@@ -0,0 +1,102 @@
+---
+title: "Ghast"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.RcKJw6ahXOYUk3sg"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/ghoul
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Ghast"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Ghast"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[ghoul]]
+trait_04: [[undead]]
+trait_05: [[unholy]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Common, Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Athletics: +7, Stealth: +10, Survival: +8"
+abilityMods: [3, 4, 2, 1, 2, 3]
+speed: 30 feet, burrow 5 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +6, __Ref__ +10, __Will__ +8"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Creature Family Ability Glossary/(Ghast) Stench|Stench]]"
+ desc: " (aura,olfactory) 10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] (plus [[Conditions/Slowed|Slowed 1]] as long as it's sickened on a critical failure).\n\nWhile within the aura, the creature takes a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.\n\n[[Bestiary Effects/Effect_ Stench|Effect: Stench]]"
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+11 (finesse)\n__Damage__ 1d6 + 5 piercing plus ghast-ghast-fever,ghast-paralysis"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+11 (agile, finesse)\n__Damage__ 1d4 + 5 slashing plus ghast-paralysis"
+
+ - name: "[[Creature Family Ability Glossary/(Ghast) Consume Flesh|Consume Flesh]]"
+ desc: "`pf2:1` (manipulate) **Requirements** The ghast is adjacent to the corpse of a creature that died within the last hour.\n* * *\n\n**Effect** The ghast devours a chunk of the corpse and regains 3d6 healing Hit Points.\n\nIt can regain Hit Points from any given corpse only once."
+
+ - name: "[[Creature Family Ability Glossary/(Ghast) Ghast Fever|Ghast Fever]]"
+ desc: " (disease) **Saving Throw** DC 16 Fortitude check\n* * *\n\n**Stage 1** carrier with no ill effect (1 day)\n\n**Stage 2** 3d8 void damage and regains half as many Hit Points from all healing (1 day)\n\n**Stage 3** as stage 2 (1 day)\n\n**Stage 4** 3d8 void damage and gains no benefit from healing (1 day)\n\n**Stage 5** as stage 4 (1 day)\n\n**Stage 6** dead, and rises as a [[Bestiary 1/Ghast|Ghast]] the next midnight"
+
+ - name: "[[Creature Family Ability Glossary/(Ghast) Paralysis|Paralysis]]"
+ desc: " (incapacitation,occult) Any living creature hit by a ghast's attack must succeed at a DC 16 Fortitude check save or become [[Conditions/Paralyzed|Paralyzed]]. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save."
+
+ - name: "[[Creature Family Ability Glossary/(Ghoul) Swift Leap|Swift Leap]]"
+ desc: "`pf2:1` (move) The ghast jumps up to half its Speed. This movement doesn't trigger reactions."
+
+```
+
+```encounter-table
+name: Ghast
+creatures:
+ - 1: Ghast
+```
+
+
+
+Ghasts-feral, foul-smelling, and constantly hungry-are the more powerful kin of ghouls. They are relentless in the pursuit of their prey.
+
+* * *
+
+Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Ghoul.md b/content/mechanics/srd/Bestiary/Bestiary 1/Ghoul.md
new file mode 100755
index 000000000..9ba7f90f4
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Ghoul.md
@@ -0,0 +1,99 @@
+---
+title: "Ghoul"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.uxKyKgS5fdcOYbY3"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/ghoul
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Ghoul"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Ghoul"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[ghoul]]
+trait_04: [[undead]]
+trait_05: [[unholy]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Common, Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +4, Stealth: +7, Survival: +5"
+abilityMods: [1, 4, 1, 1, 2, 2]
+speed: 30 feet, burrow 5 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +4, __Ref__ +9, __Will__ +5"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+9 (finesse)\n__Damage__ 1d6 + 1 piercing plus ghoul-ghoul-fever,ghoul-paralysis"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+9 (agile, finesse)\n__Damage__ 1d4 + 1 slashing plus ghoul-paralysis"
+
+ - name: "[[Creature Family Ability Glossary/(Ghoul) Consume Flesh|Consume Flesh]]"
+ desc: "`pf2:1` (manipulate) **Requirements** The ghoul is adjacent to the corpse of a creature that died within the last hour.\n* * *\n\n**Effect** The ghoul devours a chunk of the corpse and regains 1d6 healing Hit Points.\n\nIt can regain Hit Points from any given corpse only once."
+
+ - name: "[[Creature Family Ability Glossary/(Ghoul) Ghoul Fever|Ghoul Fever]]"
+ desc: " (disease) **Saving Throw** DC 15 Fortitude check\n* * *\n\n**Stage 1** carrier with no ill effect (1 day)\n\n**Stage 2** 2d6 void damage and regains half as many Hit Points from all healing (1 day)\n\n**Stage 3** as stage 2 (1 day)\n\n**Stage 4** 2d6 void damage and gains no benefit from healing (1 day)\n\n**Stage 5** as stage 4 (1 day)\n\n**Stage 6** dead, and rises as a [[Bestiary 1/Ghoul|Ghoul]] the next midnight."
+
+ - name: "[[Creature Family Ability Glossary/(Ghoul) Paralysis|Paralysis]]"
+ desc: " (incapacitation,occult) Any living, non-elf creature hit by a ghoul's attack must succeed at a DC 15 Fortitude check save or become [[Conditions/Paralyzed|Paralyzed]]. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save."
+
+ - name: "[[Creature Family Ability Glossary/(Ghoul) Swift Leap|Swift Leap]]"
+ desc: "`pf2:1` (move) The ghoul jumps up to half its Speed. This movement doesn't trigger reactions."
+
+```
+
+```encounter-table
+name: Ghoul
+creatures:
+ - 1: Ghoul
+```
+
+
+
+Ghouls are ravenous undead who haunt graveyards and eat corpses.
+
+* * *
+
+Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Giant Mantis.md b/content/mechanics/srd/Bestiary/Bestiary 1/Giant Mantis.md
new file mode 100755
index 000000000..767ce5189
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Giant Mantis.md
@@ -0,0 +1,88 @@
+---
+title: "Giant Mantis"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.sIGP4uWQ2AJNlRiw"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Giant Mantis"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Giant Mantis"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +12, Stealth: +12"
+abilityMods: [5, 3, 3, -5, 2, 0]
+speed: 25 feet, climb 25 feet, fly 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +10, __Ref__ +12, __Will__ +7"
+hp: 40
+health:
+ - name: ""
+ - name: HP
+ desc: "40"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Leg"
+ desc: "+12 (agile, reach 10 feet)\n__Damage__ 1d10 + 5 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Mandibles"
+ desc: "+12 ()\n__Damage__ 1d12 + 5 piercing"
+
+ - name: "Deadly Mandibles"
+ desc: "`pf2:r` **Trigger** The giant mantis [[Conditions/Grabbed|Grabs]] a creature with its leg.\n* * *\n\n**Effect** The mantis pulls the creature adjacent to it, then makes a mandibles Strike against the creature."
+
+ - name: "Lunging Strike"
+ desc: "`pf2:2` The giant mantis lunges forward, making a leg Strike with an extended reach of 20 feet."
+
+ - name: "Sudden Strike"
+ desc: " On the first round of combat, creatures that haven't acted are [[Conditions/Off-Guard|Off-Guard]] to the giant mantis."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Giant Mantis
+creatures:
+ - 1: Giant Mantis
+```
+
+
+
+These massive cousins of normal praying mantises stand taller than an average human. They stalk through dense forests, striking at meals from the trees.
+
+* * *
+
+These monstrously oversized insects are silent predators with lightning-quick forelegs and a bone-breaking bite.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Gibbering Mouther.md b/content/mechanics/srd/Bestiary/Bestiary 1/Gibbering Mouther.md
new file mode 100755
index 000000000..e8b22130b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Gibbering Mouther.md
@@ -0,0 +1,97 @@
+---
+title: "Gibbering Mouther"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.zrNx9R9F4tXjVCeF"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Gibbering Mouther"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Gibbering Mouther"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision"
+languages: "Aklo"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +12, Athletics: +13"
+abilityMods: [2, 3, 4, -3, 3, 0]
+speed: 10 feet, swim 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21 all-around vision; __Fort__ +15, __Ref__ +12, __Will__ +10"
+hp: 120
+health:
+ - name: ""
+ - name: HP
+ desc: "120; __Weaknesses__ bludgeoning 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+ - name: "Gibbering"
+ desc: " (auditory,aura,emotion,incapacitation,mental,occult) 60 feet. Each creature that begins its turn within 60 feet of a gibbering mouther must attempt a DC 19 Will check save. On a failure, they are [[Conditions/Confused|Confused]] for 1 round. On a success, they are temporarily immune for 1 minute."
+
+ - name: "Reactive Gnaw"
+ desc: "`pf2:r` **Trigger** An adjacent creature deals the gibbering mouther slashing damage.\n* * *\n\n**Effect** The gibbering mouther's wound opens into another maw. It makes a jaws Strike against the triggering creature."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+14 (finesse)\n__Damage__ 2d8 + 5 piercing plus grab 1d4 bleed plus grab"
+
+ - name: "**Ranged** `pf2:1` Spittle"
+ desc: "+14 (range 30 feet)\n__Damage__ 4d6 acid plus burn-eyes"
+
+ - name: "Burn Eyes"
+ desc: " A creature that takes damage from a gibbering mouther's spittle must succeed at a DC 22 Fortitude check save or be [[Conditions/Dazzled|Dazzled]] for 1 round (or [[Conditions/Blinded|Blinded]] for 1 round on a critical failure)."
+
+ - name: "[[Bestiary Ability Glossary/Engulf|Engulf]]"
+ desc: "`pf2:1` DC 22 Reflex check, 3d8 piercing, Escape DC 22, Rupture 8\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.\n\nA creature that fails its save is pulled into the monster's body. It is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by [[Actions/Escape|Escaping]] against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion."
+
+ - name: "Ground Manipulation"
+ desc: "`pf2:2` (occult) The gibbering mouther causes stone and earth under its body to grow soft and muddy, remaining so for 1 minute after the mouther moves off the location. A gibbering mouther can move through these areas with ease, but other creatures treat them as difficult terrain."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Gibbering Mouther
+creatures:
+ - 1: Gibbering Mouther
+```
+
+
+
+Amorphous blobs of yammering mouths and oozing, fleshy sludge, gibbering mouthers are among the strangest creatures found either aboveground or below. Perpetually ravenous, these aberrations are always seeking their next meals, ever eating but never sated. With a nominal intelligence, gibbering mouthers can understand and even speak Aklo, but they do so in an intelligible manner only rarely. Instead, their innumerable mouths constantly jabber and babble in a stream of sound that disrupts the thought patterns of other creatures in the area.
+
+Where, how, and why gibbering mouthers originated are questions without answers. They share certain similarities with the much more powerful shoggoths, leading to theories that the two creatures share an origin; less charitable scholars have suggested that the gibbering mouther is instead a mortal's attempt to create something akin to a shoggoth-though the question of why remains unanswered. Still others believe gibbering mouthers were sent to the world by the gods as a punishment for some forgotten but surely terrible transgression. Gibbering mouthers themselves have little to say on the matter-at least, not in any sort of sense. Scholars have wasted countless hours in attempts to make sense of gibbering mouthers' noises-studies that put researchers into danger and give results that are contradictory and confusing at best.
+
+Whatever their origin, gibbering mouthers range the entirety of Golarion. Sightings have been recorded in dungeons below ancient cities and ruins as well as many regions of the deeper Darklands layers of Sekamina and Orv. They are somewhat less common in the upper region of Nar-Voth, perhaps due to the prevalence of settlements that don't tolerate gibbering mouthers' presence.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Glabrezu.md b/content/mechanics/srd/Bestiary/Bestiary 1/Glabrezu.md
new file mode 100755
index 000000000..64a9d023e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Glabrezu.md
@@ -0,0 +1,122 @@
+---
+title: "Glabrezu"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.DeGKUagi8if2e3wx"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/demon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Glabrezu"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Glabrezu"
+level: "Creature 13"
+
+alignment: ""
+size: "huge"
+trait_01: [[chaotic]]
+trait_02: [[demon]]
+trait_03: [[evil]]
+trait_04: [[fiend]]
+trait_05: [[unholy]]
+modifier: 24
+perception:
+ - name: "Perception"
+ desc: "+24; Darkvision"
+languages: "Chthonian, Draconic, Empyrean; telepathy 100 feet, tongues"
+skills:
+ - name: "Skills"
+ desc: "Deception: +28, Diplomacy: +26, Intimidation: +26, Religion: +22, Society: +22, Stealth: +21"
+abilityMods: [7, 2, 7, 3, 3, 7]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +26, __Ref__ +19, __Will__ +24; +1 status to all saves vs. magic"
+hp: 280
+health:
+ - name: ""
+ - name: HP
+ desc: "280; __Weaknesses__ cold iron 10, holy 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Truth Vulnerability"
+ desc: " A glabrezu's lies sustain them, and the truth can destroy them. Whenever a revelation effect counteracts or reveals the glabrezu's illusions or the glabrezu fails a save against an effect that would prevent them from lying (such as [[Spells/Ring of Truth|Ring of Truth]]), the demon takes 3d6 mental damage. They take this damage only once per effect, even if the effect reveals multiple illusions or prevents multiple lies."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pincer"
+ desc: "+27 (deadly 2d10, magical, reach 15 feet, unholy)\n__Damage__ 3d10 + 13 bludgeoning plus grab 1d6 spirit plus grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+27 (agile, magical, reach 10 feet, unholy)\n__Damage__ 3d6 + 13 slashing 1d6 spirit"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+27 (magical, reach 10 feet, unholy)\n__Damage__ 3d12 + 13 piercing 1d6 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 34, attack +26; __7th __ _[[Spells/Illusory Disguise|Illusory Disguise (At Will)]]_, _[[Spells/Reverse Gravity|Reverse Gravity]]_; __6th __ _[[Spells/Dispel Magic|Dispel Magic (At Will)]]_; __5th __ _[[Spells/Translocate|Dimension Door]]_; __4th __ _[[Spells/Confusion|Confusion (At Will)]]_, _[[Spells/Translocate|Dimension Door (At Will)]]_; __2nd __ _[[Spells/Mirror Image|Mirror Image (At Will)]]_\n__Cantrips__ __(7th)__ _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_\n__Constant__ __(6th)__ _[[Spells/Truesight|True Seeing]]_ __(5th)__ _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Rituals"
+ desc: "_Abyssal Pact_"
+
+ - name: "Captive Rake"
+ desc: "`pf2:1` **Requirements** A creature is [[Conditions/Grabbed|Grabbed]] in the glabrezu's pincer.\n* * *\n\n**Effect** The glabrezu pulls the grabbed creature up to 5 feet closer, then makes two claw Strikes against it. Those Strikes count as one attack when determining a treachery demon's multiple attack penalty, and the penalty doesn't increase until after both Strikes."
+
+ - name: "Steady Spellcasting"
+ desc: " When a reaction would disrupt a glabrezu's spell, the demon can attempt a DC 15 Flat check check, avoiding the disruption on a success."
+
+ - name: "Sudden Betrayal"
+ desc: " A glabrezu can always use Deception when rolling initiative as long as they're aware of at least one opponent before initiative is rolled. When using Deception for initiative, the demon gains a +2 circumstance bonus to Deception."
+
+ - name: "Treacherous Veil"
+ desc: " A glabrezu's [[Spells/Illusory Disguise|Illusory Disguise]] can allow it to appear as a creature of any size."
+
+ - name: "Twisted Desires"
+ desc: " (divine) Once per month, a glabrezu can grant a mortal humanoid the effects of a [[Spells/Miracle|Miracle]] spell granted by an Abyssal patron, though the glabrezu always perverts the _miracle_ according to their own treacherous nature."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Glabrezu
+creatures:
+ - 1: Glabrezu
+```
+
+
+
+Glabrezus are looming behemoths who revel in the act of twisting mortal desires into their ultimate ruin, betraying and manipulating as easily as they breathe. Desires granted by a glabrezu always come to fruition in the most destructive way possible, turning a wish or hope into a potent and devastating act of betrayal-although the long-term repercussions are not always immediately apparent. For example, a struggling weapon smith might wish for fame and skill at their craft, only to find that their best patron is a cruel and sadistic murderer who uses the weapons in bloody sprees. Or a lonely widower might have his desire granted in the form of a lost love returned to "life" as a vampire. Glabrezus are nothing if not creative in addressing a mortal's needs.
+
+These massive demons have enormous pincers and a pair of smaller humanoid arms sprouting from their chests, but their size belies their skill at magic, and they possess formidable innate spells. Treachery demons arise from the souls of mortals engaged in treason and deception.
+
+* * *
+
+When a sinful mortal soul is judged and sent on to the Abyss, it can become a deadly fiend-a demon. Demons are living incarnations of sin-be they classic sins like wrath or gluttony, or more "specialized" depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon's driving goals are twofold-the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Abyss.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Gold Dragon (Adult).md b/content/mechanics/srd/Bestiary/Bestiary 1/Gold Dragon (Adult).md
new file mode 100755
index 000000000..c5ad8a3cc
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Gold Dragon (Adult).md
@@ -0,0 +1,115 @@
+---
+title: "Gold Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.jiX2A2RtQftdKJEV"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/15
+statblock: inline
+name: "Gold Dragon (Adult)"
+level: 15
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Gold Dragon (Adult)"
+level: "Creature 15"
+
+alignment: ""
+size: "huge"
+trait_01: [[dragon]]
+trait_02: [[fire]]
+trait_03: [[good]]
+trait_04: [[lawful]]
+modifier: 29
+perception:
+ - name: "Perception"
+ desc: "+29; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Dwarven, Elven, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +22, Arcana: +24, Athletics: +28, Diplomacy: +29, Medicine: +27, Religion: +29, Society: +26"
+abilityMods: [7, 3, 6, 5, 6, 4]
+speed: 50 feet, fly 180 feet, swim 50 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 38
+armorclass:
+ - name: AC
+ desc: "38; __Fort__ +28, __Ref__ +25, __Will__ +28; +1 status to all saves vs. magic"
+hp: 330
+health:
+ - name: ""
+ - name: HP
+ desc: "330; __Immunities__ fire, paralyzed, sleep; __Weaknesses__ cold 15"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Jaws Only)]]"
+ desc: "`pf2:r` Jaws only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 33 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Golden Luck"
+ desc: "`pf2:r` **Trigger** The gold dragon fails a saving throw\n* * *\n\n**Effect** The dragon improves its result by one degree of success, turning a failure into a success or a critical failure into a normal failure.\n\nThe dragon can't use this ability again for 1d4 rounds."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+30 (fire, magical, reach 15 feet)\n__Damage__ 3d12 + 15 piercing 3d6 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+30 (agile, magical, reach 10 feet)\n__Damage__ 3d10 + 15 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+28 (magical, reach 20 feet)\n__Damage__ 3d10 + 13 slashing"
+
+ - name: "**Melee** `pf2:1` Horns"
+ desc: "+28 (agile, magical, reach 15 feet)\n__Damage__ 2d12 + 13 piercing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 35, attack +27; __7th __ _[[Spells/Sunburst|Sunburst]]_; __3rd __ _[[Spells/Locate|Locate (Gems Only)]]_; __1st __ _[[Spells/Detect Alignment|Detect Alignment (Evil Only)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The gold dragon breathes in one of two ways.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds.\n\n* **Flame** The dragon breathes a blast of flame in a 40-foot cone that deals 15d6 fire damage (DC 37 Reflex check save).\n* **Weakening Gas** The dragon breathes a blast of weakening gas. Each creature within a 40-foot cone must succeed at a DC 37 Fortitude check save or become [[Conditions/Enfeebled|Enfeebled 2]] for 1 minute (or [[Conditions/Enfeebled|Enfeebled 3]] on a critical failure)."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The gold dragon makes two claw Strikes and one horns Strike in any order"
+
+ - name: "Draconic Momentum"
+ desc: " When the gold dragon scores a critical hit with a strike, it recharges Breath Weapon."
+
+```
+
+```encounter-table
+name: Gold Dragon (Adult)
+creatures:
+ - 1: Gold Dragon (Adult)
+```
+
+
+
+Gold dragons are the epitome of metallic dragonkind, unrivaled in their strength as well as their wisdom. They command the unwavering reverence of all other metallic dragons, who view gold dragons as their leaders and counselors. Golds rival the raw power of even red dragons, much to the chagrin of their chromatic cousins, and the two races are often regarded as bitter rivals. But despite their incredible power, gold dragons are fond of discourse and prefer to talk through solutions to problems rather than rely upon brute strength. Long-lived as they are, they necessarily take a wide view of all situations and never act without considering all possible options and outcomes. Because of this, gold dragons willingly converse with any creature that seeks them out, even evil chromatic dragons. Mortals might find this behavior strange, considering the long-standing war between chromatic and metallic dragons, but dragons know all too well that desperate situations sometimes call for drastic alliances. And although gold dragons might consider brief truces with their chromatic brethren in the case of world-ending threats, they also know when such alliances have run their course.
+
+When another metallic dragon faces a quandary or a foe beyond its own ability to overcome, its best option is often to seek the counsel of the eternally wise and gloriously righteous gold dragons. Locating these legendary beings is no easy task, however, for gold dragons are notoriously reclusive. Their intellect and wisdom is such that they prefer to ponder the great questions of life in seclusion, where they strive to formulate solutions to the world's most pressing problems. As a result, gold dragons are sometimes absent when metallic dragons gather together, or are missing from tribunals where their counsel would be beneficial. Impatient dragons sometimes begrudge gold dragons for this apparent unreliability, but such aspersions are usually a result of jealousy rather than any true criticism; in their hearts, other dragons know that few gold dragons purposefully exclude themselves from truly important matters.
+
+A gold dragon's incredible foresight and unparalleled enlightenment means they are unlikely to interfere in the business of individual mortals, though the rare person who captures the attention of a gold dragon is fortunate indeed, for there are few beings in the cosmos who can offer such prudent and considerate advice. Rulers and individuals in stations of high power have an easier time of garnering the aid of a gold dragon; entire wars have been avoided thanks to a gold dragon's last-minute intermediation.
+
+Gold dragons are often found in warm grasslands and savannas, lands where they can enjoy long, meditative flights without attracting the attention of potential enemies. They tend to sleep either out in the open in a barren, remote place, or within a heavily secreted or fortified lair, such as a forgotten sink hole or in the labyrinthine caverns of a terrestrial chasm. Gold dragons may enlist trusted servants and allies to guard their lairs, though many live truly solitary lives, preferring to protect their hoards with nonlethal traps and magical wards.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other. In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Gold Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Gold Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..78284413e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Gold Dragon (Adult, Spellcaster).md
@@ -0,0 +1,112 @@
+---
+title: "Gold Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.pL9eKFaiocLsOUVy"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/15
+statblock: inline
+name: "Gold Dragon (Adult, Spellcaster)"
+level: 15
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Gold Dragon (Adult, Spellcaster)"
+level: "Creature 15"
+
+alignment: ""
+size: "huge"
+trait_01: [[dragon]]
+trait_02: [[fire]]
+trait_03: [[good]]
+trait_04: [[lawful]]
+modifier: 29
+perception:
+ - name: "Perception"
+ desc: "+29; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Dwarven, Elven, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +22, Arcana: +24, Athletics: +28, Diplomacy: +29, Medicine: +27, Religion: +29, Society: +26"
+abilityMods: [7, 3, 6, 5, 6, 4]
+speed: 50 feet, fly 180 feet, swim 50 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 38
+armorclass:
+ - name: AC
+ desc: "38; __Fort__ +28, __Ref__ +25, __Will__ +28; +1 status to all saves vs. magic"
+hp: 330
+health:
+ - name: ""
+ - name: HP
+ desc: "330; __Immunities__ fire, paralyzed, sleep; __Weaknesses__ cold 15"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Jaws Only)]]"
+ desc: "`pf2:r` Jaws only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 33 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Golden Luck"
+ desc: "`pf2:r` **Trigger** The gold dragon fails a saving throw\n* * *\n\n**Effect** The dragon improves its result by one degree of success, turning a failure into a success or a critical failure into a normal failure.\n\nThe dragon can't use this ability again for 1d4 rounds."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+30 (fire, magical, reach 15 feet)\n__Damage__ 3d12 + 15 piercing 3d6 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+30 (agile, magical, reach 10 feet)\n__Damage__ 3d10 + 15 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+28 (magical, reach 20 feet)\n__Damage__ 3d10 + 13 slashing"
+
+ - name: "**Melee** `pf2:1` Horns"
+ desc: "+28 (agile, magical, reach 15 feet)\n__Damage__ 2d12 + 13 piercing"
+
+ - name: "Divine Prepared Spells"
+ desc: "DC 35, attack +30; __6th __ _[[Spells/Blade Barrier|Blade Barrier]]_, _[[Spells/Truesight|True Seeing]]_; __5th __ _[[Spells/Banishment|Banishment]]_, _[[Spells/Breath of Life|Breath of Life]]_, _[[Spells/Sending|Sending]]_; __4th __ _[[Spells/Discern Lies|Discern Lies]]_; __3rd __ _[[Spells/Haste|Haste]]_; __2nd __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Resist Energy|Resist Energy]]_, _[[Spells/Restoration|Restoration]]_, _[[Spells/See the Unseen|See Invisibility]]_, _[[Spells/Silence|Silence]]_; __1st __ _[[Spells/Alarm|Alarm]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Mending|Mending]]_, _[[Spells/Protection|Protection]]_, _[[Spells/Spirit Link|Spirit Link]]_\n__Cantrips__ __(6th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Forbidding Ward|Forbidding Ward]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 35, attack +27; __7th __ _[[Spells/Sunburst|Sunburst]]_; __3rd __ _[[Spells/Locate|Locate (Gems Only)]]_; __1st __ _[[Spells/Detect Alignment|Detect Alignment (Evil Only)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The gold dragon breathes in one of two ways.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds.\n\n* **Flame** The dragon breathes a blast of flame in a 40-foot cone that deals 15d6 fire damage (DC 37 Reflex check save).\n* **Weakening Gas** The dragon breathes a blast of weakening gas. Each creature within a 40-foot cone must succeed at a DC 37 Fortitude check save or become [[Conditions/Enfeebled|Enfeebled 2]] for 1 minute (or [[Conditions/Enfeebled|Enfeebled 3]] on a critical failure)."
+
+```
+
+```encounter-table
+name: Gold Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Gold Dragon (Adult, Spellcaster)
+```
+
+
+
+Gold dragons are the epitome of metallic dragonkind, unrivaled in their strength as well as their wisdom. They command the unwavering reverence of all other metallic dragons, who view gold dragons as their leaders and counselors. Golds rival the raw power of even red dragons, much to the chagrin of their chromatic cousins, and the two races are often regarded as bitter rivals. But despite their incredible power, gold dragons are fond of discourse and prefer to talk through solutions to problems rather than rely upon brute strength. Long-lived as they are, they necessarily take a wide view of all situations and never act without considering all possible options and outcomes. Because of this, gold dragons willingly converse with any creature that seeks them out, even evil chromatic dragons. Mortals might find this behavior strange, considering the long-standing war between chromatic and metallic dragons, but dragons know all too well that desperate situations sometimes call for drastic alliances. And although gold dragons might consider brief truces with their chromatic brethren in the case of world-ending threats, they also know when such alliances have run their course.
+
+When another metallic dragon faces a quandary or a foe beyond its own ability to overcome, its best option is often to seek the counsel of the eternally wise and gloriously righteous gold dragons. Locating these legendary beings is no easy task, however, for gold dragons are notoriously reclusive. Their intellect and wisdom is such that they prefer to ponder the great questions of life in seclusion, where they strive to formulate solutions to the world's most pressing problems. As a result, gold dragons are sometimes absent when metallic dragons gather together, or are missing from tribunals where their counsel would be beneficial. Impatient dragons sometimes begrudge gold dragons for this apparent unreliability, but such aspersions are usually a result of jealousy rather than any true criticism; in their hearts, other dragons know that few gold dragons purposefully exclude themselves from truly important matters.
+
+A gold dragon's incredible foresight and unparalleled enlightenment means they are unlikely to interfere in the business of individual mortals, though the rare person who captures the attention of a gold dragon is fortunate indeed, for there are few beings in the cosmos who can offer such prudent and considerate advice. Rulers and individuals in stations of high power have an easier time of garnering the aid of a gold dragon; entire wars have been avoided thanks to a gold dragon's last-minute intermediation.
+
+Gold dragons are often found in warm grasslands and savannas, lands where they can enjoy long, meditative flights without attracting the attention of potential enemies. They tend to sleep either out in the open in a barren, remote place, or within a heavily secreted or fortified lair, such as a forgotten sink hole or in the labyrinthine caverns of a terrestrial chasm. Gold dragons may enlist trusted servants and allies to guard their lairs, though many live truly solitary lives, preferring to protect their hoards with nonlethal traps and magical wards.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other. In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Gold Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Bestiary 1/Gold Dragon (Ancient).md
new file mode 100755
index 000000000..9349828a6
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Gold Dragon (Ancient).md
@@ -0,0 +1,118 @@
+---
+title: "Gold Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.o8oDfhDUFkoOPUam"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/20
+statblock: inline
+name: "Gold Dragon (Ancient)"
+level: 20
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Gold Dragon (Ancient)"
+level: "Creature 20"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[dragon]]
+trait_02: [[fire]]
+trait_03: [[good]]
+trait_04: [[lawful]]
+modifier: 36
+perception:
+ - name: "Perception"
+ desc: "+36; Darkvision, Scent (Imprecise) 80 Feet"
+languages: "Common, Draconic, Dwarven, Elven, Fey, Gnomish, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +29, Arcana: +31, Athletics: +35, Diplomacy: +35, Medicine: +36, Religion: +36, Society: +35"
+abilityMods: [9, 5, 8, 7, 8, 5]
+speed: 60 feet, fly 200 feet, swim 60 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 46
+armorclass:
+ - name: AC
+ desc: "46; __Fort__ +37, __Ref__ +34, __Will__ +39; +1 status to all saves vs. magic"
+hp: 450
+health:
+ - name: ""
+ - name: HP
+ desc: "450; __Immunities__ fire, paralyzed, sleep; __Weaknesses__ cold 20"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Jaws Only)]]"
+ desc: "`pf2:r` Jaws only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Extra Reaction"
+ desc: " The dragon gains 2 reactions at the start of its turn each round."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 39 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Golden Luck"
+ desc: "`pf2:r` **Trigger** The gold dragon fails a saving throw\n* * *\n\n**Effect** The dragon improves its result by one degree of success, turning a failure into a success or a critical failure into a normal failure.\n\nThe dragon can't use this ability again for 1d4 rounds."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+38 (fire, magical, reach 20 feet)\n__Damage__ 4d12 + 17 piercing 4d6 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+38 (agile, magical, reach 15 feet)\n__Damage__ 4d10 + 17 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+36 (magical, reach 25 feet)\n__Damage__ 4d10 + 15 slashing"
+
+ - name: "**Melee** `pf2:1` Horns"
+ desc: "+36 (agile, magical, reach 20 feet)\n__Damage__ 2d12 + 15 piercing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 41, attack +33; __10th __ _[[Spells/Sunburst|Sunburst]]_; __3rd __ _[[Spells/Locate|Locate (Gems Only)]]_; __1st __ _[[Spells/Detect Alignment|Detect Alignment (Evil Only)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The gold dragon breathes in one of two ways.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds.\n\n* **Flame** The dragon breathes a blast of flame in a 50-foot cone that deals 20d6 fire damage (DC 44 Reflex check save).\n* **Weakening Gas** The dragon breathes a blast of weakening gas. Each creature within a 50-foot cone must succeed at a DC 44 Fortitude check save or become [[Conditions/Enfeebled|Enfeebled 3]] for 1 minute (or [[Conditions/Enfeebled|Enfeebled 4]] on a critical failure)."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The gold dragon makes two claw Strikes and one horns Strike in any order"
+
+ - name: "Draconic Momentum"
+ desc: " When the gold dragon scores a critical hit with a strike, it recharges Breath Weapon."
+
+```
+
+```encounter-table
+name: Gold Dragon (Ancient)
+creatures:
+ - 1: Gold Dragon (Ancient)
+```
+
+
+
+Gold dragons are the epitome of metallic dragonkind, unrivaled in their strength as well as their wisdom. They command the unwavering reverence of all other metallic dragons, who view gold dragons as their leaders and counselors. Golds rival the raw power of even red dragons, much to the chagrin of their chromatic cousins, and the two races are often regarded as bitter rivals. But despite their incredible power, gold dragons are fond of discourse and prefer to talk through solutions to problems rather than rely upon brute strength. Long-lived as they are, they necessarily take a wide view of all situations and never act without considering all possible options and outcomes. Because of this, gold dragons willingly converse with any creature that seeks them out, even evil chromatic dragons. Mortals might find this behavior strange, considering the long-standing war between chromatic and metallic dragons, but dragons know all too well that desperate situations sometimes call for drastic alliances. And although gold dragons might consider brief truces with their chromatic brethren in the case of world-ending threats, they also know when such alliances have run their course.
+
+When another metallic dragon faces a quandary or a foe beyond its own ability to overcome, its best option is often to seek the counsel of the eternally wise and gloriously righteous gold dragons. Locating these legendary beings is no easy task, however, for gold dragons are notoriously reclusive. Their intellect and wisdom is such that they prefer to ponder the great questions of life in seclusion, where they strive to formulate solutions to the world's most pressing problems. As a result, gold dragons are sometimes absent when metallic dragons gather together, or are missing from tribunals where their counsel would be beneficial. Impatient dragons sometimes begrudge gold dragons for this apparent unreliability, but such aspersions are usually a result of jealousy rather than any true criticism; in their hearts, other dragons know that few gold dragons purposefully exclude themselves from truly important matters.
+
+A gold dragon's incredible foresight and unparalleled enlightenment means they are unlikely to interfere in the business of individual mortals, though the rare person who captures the attention of a gold dragon is fortunate indeed, for there are few beings in the cosmos who can offer such prudent and considerate advice. Rulers and individuals in stations of high power have an easier time of garnering the aid of a gold dragon; entire wars have been avoided thanks to a gold dragon's last-minute intermediation.
+
+Gold dragons are often found in warm grasslands and savannas, lands where they can enjoy long, meditative flights without attracting the attention of potential enemies. They tend to sleep either out in the open in a barren, remote place, or within a heavily secreted or fortified lair, such as a forgotten sink hole or in the labyrinthine caverns of a terrestrial chasm. Gold dragons may enlist trusted servants and allies to guard their lairs, though many live truly solitary lives, preferring to protect their hoards with nonlethal traps and magical wards.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other. In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Gold Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Gold Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..68f5b8c91
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Gold Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,115 @@
+---
+title: "Gold Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.zPKz8NzPGsmvUoMK"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/20
+statblock: inline
+name: "Gold Dragon (Ancient, Spellcaster)"
+level: 20
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Gold Dragon (Ancient, Spellcaster)"
+level: "Creature 20"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[dragon]]
+trait_02: [[fire]]
+trait_03: [[good]]
+trait_04: [[lawful]]
+modifier: 36
+perception:
+ - name: "Perception"
+ desc: "+36; Darkvision, Scent (Imprecise) 80 Feet"
+languages: "Common, Draconic, Dwarven, Elven, Fey, Gnomish, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +29, Arcana: +31, Athletics: +35, Diplomacy: +35, Medicine: +36, Religion: +36, Society: +35"
+abilityMods: [9, 5, 8, 7, 8, 5]
+speed: 60 feet, fly 200 feet, swim 60 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 46
+armorclass:
+ - name: AC
+ desc: "46; __Fort__ +37, __Ref__ +34, __Will__ +39; +1 status to all saves vs. magic"
+hp: 450
+health:
+ - name: ""
+ - name: HP
+ desc: "450; __Immunities__ fire, paralyzed, sleep; __Weaknesses__ cold 20"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Jaws only)]]"
+ desc: "`pf2:r` Jaws only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Extra Reaction"
+ desc: " The dragon gains 2 reactions at the start of its turn each round."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 39 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Golden Luck"
+ desc: "`pf2:r` **Trigger** The gold dragon fails a saving throw\n* * *\n\n**Effect** The dragon improves its result by one degree of success, turning a failure into a success or a critical failure into a normal failure.\n\nThe dragon can't use this ability again for 1d4 rounds."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+38 (fire, magical, reach 20 feet)\n__Damage__ 4d12 + 17 piercing 4d6 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+38 (agile, magical, reach 15 feet)\n__Damage__ 4d10 + 17 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+36 (magical, reach 25 feet)\n__Damage__ 4d10 + 15 slashing"
+
+ - name: "**Melee** `pf2:1` Horns"
+ desc: "+36 (agile, magical, reach 20 feet)\n__Damage__ 2d12 + 15 piercing"
+
+ - name: "Divine Prepared Spells"
+ desc: "DC 41, attack +38; __9th __ _[[Spells/Foresight|Foresight]]_, _[[Spells/Overwhelming Presence|Overwhelming Presence]]_; __8th __ _[[Spells/Pinpoint|Discern Location]]_, _[[Spells/Divine Aura|Divine Aura]]_; __7th __ _[[Spells/Planar Seal|Dimensional Lock]]_, _[[Spells/Energy Aegis|Energy Aegis]]_, _[[Spells/Spell Turning|Spell Turning]]_; __6th __ _[[Spells/Blade Barrier|Blade Barrier]]_, _[[Spells/Truesight|True Seeing]]_; __5th __ _[[Spells/Banishment|Banishment]]_, _[[Spells/Breath of Life|Breath of Life]]_, _[[Spells/Sending|Sending]]_; __4th __ _[[Spells/Discern Lies|Discern Lies]]_; __3rd __ _[[Spells/Haste|Haste]]_; __2nd __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Resist Energy|Resist Energy]]_, _[[Spells/Restoration|Restoration]]_, _[[Spells/See the Unseen|See Invisibility]]_, _[[Spells/Silence|Silence]]_; __1st __ _[[Spells/Alarm|Alarm]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Mending|Mending]]_, _[[Spells/Protection|Protection]]_, _[[Spells/Spirit Link|Spirit Link]]_\n__Cantrips__ __(9th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Forbidding Ward|Forbidding Ward]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 41, attack +33; __10th __ _[[Spells/Sunburst|Sunburst]]_; __3rd __ _[[Spells/Locate|Locate (Gems Only)]]_; __1st __ _[[Spells/Detect Alignment|Detect Alignment (Evil Only)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The gold dragon breathes in one of two ways.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds.\n\n* **Flame** The dragon breathes a blast of flame in a 50-foot cone that deals 20d6 fire damage (DC 44 Reflex check save).\n* **Weakening Gas** The dragon breathes a blast of weakening gas. Each creature within a 50-foot cone must succeed at a DC 44 Fortitude check save or become [[Conditions/Enfeebled|Enfeebled 3]] for 1 minute (or [[Conditions/Enfeebled|Enfeebled 4]] on a critical failure)."
+
+```
+
+```encounter-table
+name: Gold Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Gold Dragon (Ancient, Spellcaster)
+```
+
+
+
+Gold dragons are the epitome of metallic dragonkind, unrivaled in their strength as well as their wisdom. They command the unwavering reverence of all other metallic dragons, who view gold dragons as their leaders and counselors. Golds rival the raw power of even red dragons, much to the chagrin of their chromatic cousins, and the two races are often regarded as bitter rivals. But despite their incredible power, gold dragons are fond of discourse and prefer to talk through solutions to problems rather than rely upon brute strength. Long-lived as they are, they necessarily take a wide view of all situations and never act without considering all possible options and outcomes. Because of this, gold dragons willingly converse with any creature that seeks them out, even evil chromatic dragons. Mortals might find this behavior strange, considering the long-standing war between chromatic and metallic dragons, but dragons know all too well that desperate situations sometimes call for drastic alliances. And although gold dragons might consider brief truces with their chromatic brethren in the case of world-ending threats, they also know when such alliances have run their course.
+
+When another metallic dragon faces a quandary or a foe beyond its own ability to overcome, its best option is often to seek the counsel of the eternally wise and gloriously righteous gold dragons. Locating these legendary beings is no easy task, however, for gold dragons are notoriously reclusive. Their intellect and wisdom is such that they prefer to ponder the great questions of life in seclusion, where they strive to formulate solutions to the world's most pressing problems. As a result, gold dragons are sometimes absent when metallic dragons gather together, or are missing from tribunals where their counsel would be beneficial. Impatient dragons sometimes begrudge gold dragons for this apparent unreliability, but such aspersions are usually a result of jealousy rather than any true criticism; in their hearts, other dragons know that few gold dragons purposefully exclude themselves from truly important matters.
+
+A gold dragon's incredible foresight and unparalleled enlightenment means they are unlikely to interfere in the business of individual mortals, though the rare person who captures the attention of a gold dragon is fortunate indeed, for there are few beings in the cosmos who can offer such prudent and considerate advice. Rulers and individuals in stations of high power have an easier time of garnering the aid of a gold dragon; entire wars have been avoided thanks to a gold dragon's last-minute intermediation.
+
+Gold dragons are often found in warm grasslands and savannas, lands where they can enjoy long, meditative flights without attracting the attention of potential enemies. They tend to sleep either out in the open in a barren, remote place, or within a heavily secreted or fortified lair, such as a forgotten sink hole or in the labyrinthine caverns of a terrestrial chasm. Gold dragons may enlist trusted servants and allies to guard their lairs, though many live truly solitary lives, preferring to protect their hoards with nonlethal traps and magical wards.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other. In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Gold Dragon (Young).md b/content/mechanics/srd/Bestiary/Bestiary 1/Gold Dragon (Young).md
new file mode 100755
index 000000000..9f88beef9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Gold Dragon (Young).md
@@ -0,0 +1,112 @@
+---
+title: "Gold Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.a6IZnhhM00YDh420"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Gold Dragon (Young)"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Gold Dragon (Young)"
+level: "Creature 11"
+
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[fire]]
+trait_03: [[good]]
+trait_04: [[lawful]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Elven, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Arcana: +18, Athletics: +23, Diplomacy: +23, Medicine: +21, Religion: +21, Society: +18"
+abilityMods: [6, 2, 4, 3, 4, 4]
+speed: 40 feet, fly 140 feet, swim 40 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 32
+armorclass:
+ - name: AC
+ desc: "32; __Fort__ +22, __Ref__ +20, __Will__ +22; +1 status to all saves vs. magic"
+hp: 230
+health:
+ - name: ""
+ - name: HP
+ desc: "230; __Immunities__ fire, paralyzed, sleep; __Weaknesses__ cold 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Jaws Only)]]"
+ desc: "`pf2:r` Jaws only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 27 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+24 (fire, reach 10 feet)\n__Damage__ 2d10 + 12 piercing 2d6 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+24 (agile)\n__Damage__ 2d10 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+22 (reach 10 feet)\n__Damage__ 2d10 + 10 slashing"
+
+ - name: "**Melee** `pf2:1` Horns"
+ desc: "+22 (agile, reach 10 feet)\n__Damage__ 1d12 + 10 piercing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 29, attack +21; __3rd __ _[[Spells/Locate|Locate (Gems Only)]]_; __1st __ _[[Spells/Detect Alignment|Detect Alignment (Evil Only)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The gold dragon breathes in one of two ways.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds.\n\n* **Flame** The dragon breathes a blast of flame in a 30-foot cone that deals 11d6 fire damage (DC 31 Reflex check save).\n* **Weakening Gas** The dragon breathes a blast of weakening gas. Each creature within a 30-foot cone must succeed at a DC 31 Fortitude check save or become [[Conditions/Enfeebled|Enfeebled 1]] for 1 minute (or [[Conditions/Enfeebled|Enfeebled 2]] on a critical failure)."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The gold dragon makes two claw Strikes and one horns Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " When the gold dragon scores a critical hit with a Strike, it recharges Breath Weapon."
+
+```
+
+```encounter-table
+name: Gold Dragon (Young)
+creatures:
+ - 1: Gold Dragon (Young)
+```
+
+
+
+Gold dragons are the epitome of metallic dragonkind, unrivaled in their strength as well as their wisdom. They command the unwavering reverence of all other metallic dragons, who view gold dragons as their leaders and counselors. Golds rival the raw power of even red dragons, much to the chagrin of their chromatic cousins, and the two races are often regarded as bitter rivals. But despite their incredible power, gold dragons are fond of discourse and prefer to talk through solutions to problems rather than rely upon brute strength. Long-lived as they are, they necessarily take a wide view of all situations and never act without considering all possible options and outcomes. Because of this, gold dragons willingly converse with any creature that seeks them out, even evil chromatic dragons. Mortals might find this behavior strange, considering the long-standing war between chromatic and metallic dragons, but dragons know all too well that desperate situations sometimes call for drastic alliances. And although gold dragons might consider brief truces with their chromatic brethren in the case of world-ending threats, they also know when such alliances have run their course.
+
+When another metallic dragon faces a quandary or a foe beyond its own ability to overcome, its best option is often to seek the counsel of the eternally wise and gloriously righteous gold dragons. Locating these legendary beings is no easy task, however, for gold dragons are notoriously reclusive. Their intellect and wisdom is such that they prefer to ponder the great questions of life in seclusion, where they strive to formulate solutions to the world's most pressing problems. As a result, gold dragons are sometimes absent when metallic dragons gather together, or are missing from tribunals where their counsel would be beneficial. Impatient dragons sometimes begrudge gold dragons for this apparent unreliability, but such aspersions are usually a result of jealousy rather than any true criticism; in their hearts, other dragons know that few gold dragons purposefully exclude themselves from truly important matters.
+
+A gold dragon's incredible foresight and unparalleled enlightenment means they are unlikely to interfere in the business of individual mortals, though the rare person who captures the attention of a gold dragon is fortunate indeed, for there are few beings in the cosmos who can offer such prudent and considerate advice. Rulers and individuals in stations of high power have an easier time of garnering the aid of a gold dragon; entire wars have been avoided thanks to a gold dragon's last-minute intermediation.
+
+Gold dragons are often found in warm grasslands and savannas, lands where they can enjoy long, meditative flights without attracting the attention of potential enemies. They tend to sleep either out in the open in a barren, remote place, or within a heavily secreted or fortified lair, such as a forgotten sink hole or in the labyrinthine caverns of a terrestrial chasm. Gold dragons may enlist trusted servants and allies to guard their lairs, though many live truly solitary lives, preferring to protect their hoards with nonlethal traps and magical wards.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other. In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Gold Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Gold Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..986f74a32
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Gold Dragon (Young, Spellcaster).md
@@ -0,0 +1,109 @@
+---
+title: "Gold Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.9Nl4x2oPLqRyNSkN"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Gold Dragon (Young, Spellcaster)"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Gold Dragon (Young, Spellcaster)"
+level: "Creature 11"
+
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[fire]]
+trait_03: [[good]]
+trait_04: [[lawful]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Elven, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Arcana: +18, Athletics: +23, Diplomacy: +23, Medicine: +21, Religion: +21, Society: +18"
+abilityMods: [6, 2, 4, 3, 4, 4]
+speed: 40 feet, fly 140 feet, swim 40 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 32
+armorclass:
+ - name: AC
+ desc: "32; __Fort__ +22, __Ref__ +20, __Will__ +22; +1 status to all saves vs. magic"
+hp: 230
+health:
+ - name: ""
+ - name: HP
+ desc: "230; __Immunities__ fire, paralyzed, sleep; __Weaknesses__ cold 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Jaws Only)]]"
+ desc: "`pf2:r` Jaws only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 27 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+24 (fire, reach 10 feet)\n__Damage__ 2d10 + 12 piercing 2d6 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+24 (agile)\n__Damage__ 2d10 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+22 (reach 10 feet)\n__Damage__ 2d10 + 10 slashing"
+
+ - name: "**Melee** `pf2:1` Horns"
+ desc: "+22 (agile, reach 10 feet)\n__Damage__ 1d12 + 10 piercing"
+
+ - name: "Divine Prepared Spells"
+ desc: "DC 29, attack +24; __4th __ _[[Spells/Discern Lies|Discern Lies]]_; __3rd __ _[[Spells/Haste|Haste]]_; __2nd __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Resist Energy|Resist Energy]]_, _[[Spells/Restoration|Restoration]]_, _[[Spells/See the Unseen|See Invisibility]]_, _[[Spells/Silence|Silence]]_; __1st __ _[[Spells/Alarm|Alarm]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Mending|Mending]]_, _[[Spells/Protection|Protection]]_, _[[Spells/Spirit Link|Spirit Link]]_\n__Cantrips__ __(4th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Forbidding Ward|Forbidding Ward]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 29, attack +21; __3rd __ _[[Spells/Locate|Locate (Gems Only)]]_; __1st __ _[[Spells/Detect Alignment|Detect Alignment (Evil Only)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The gold dragon breathes in one of two ways.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds.\n\n* **Flame** The dragon breathes a blast of flame in a 30-foot cone that deals 11d6 fire damage (DC 31 Reflex check save).\n* **Weakening Gas** The dragon breathes a blast of weakening gas. Each creature within a 30-foot cone must succeed at a DC 31 Fortitude check save or become [[Conditions/Enfeebled|Enfeebled 1]] for 1 minute (or [[Conditions/Enfeebled|Enfeebled 2]] on a critical failure)."
+
+```
+
+```encounter-table
+name: Gold Dragon (Young, Spellcaster)
+creatures:
+ - 1: Gold Dragon (Young, Spellcaster)
+```
+
+
+
+Gold dragons are the epitome of metallic dragonkind, unrivaled in their strength as well as their wisdom. They command the unwavering reverence of all other metallic dragons, who view gold dragons as their leaders and counselors. Golds rival the raw power of even red dragons, much to the chagrin of their chromatic cousins, and the two races are often regarded as bitter rivals. But despite their incredible power, gold dragons are fond of discourse and prefer to talk through solutions to problems rather than rely upon brute strength. Long-lived as they are, they necessarily take a wide view of all situations and never act without considering all possible options and outcomes. Because of this, gold dragons willingly converse with any creature that seeks them out, even evil chromatic dragons. Mortals might find this behavior strange, considering the long-standing war between chromatic and metallic dragons, but dragons know all too well that desperate situations sometimes call for drastic alliances. And although gold dragons might consider brief truces with their chromatic brethren in the case of world-ending threats, they also know when such alliances have run their course.
+
+When another metallic dragon faces a quandary or a foe beyond its own ability to overcome, its best option is often to seek the counsel of the eternally wise and gloriously righteous gold dragons. Locating these legendary beings is no easy task, however, for gold dragons are notoriously reclusive. Their intellect and wisdom is such that they prefer to ponder the great questions of life in seclusion, where they strive to formulate solutions to the world's most pressing problems. As a result, gold dragons are sometimes absent when metallic dragons gather together, or are missing from tribunals where their counsel would be beneficial. Impatient dragons sometimes begrudge gold dragons for this apparent unreliability, but such aspersions are usually a result of jealousy rather than any true criticism; in their hearts, other dragons know that few gold dragons purposefully exclude themselves from truly important matters.
+
+A gold dragon's incredible foresight and unparalleled enlightenment means they are unlikely to interfere in the business of individual mortals, though the rare person who captures the attention of a gold dragon is fortunate indeed, for there are few beings in the cosmos who can offer such prudent and considerate advice. Rulers and individuals in stations of high power have an easier time of garnering the aid of a gold dragon; entire wars have been avoided thanks to a gold dragon's last-minute intermediation.
+
+Gold dragons are often found in warm grasslands and savannas, lands where they can enjoy long, meditative flights without attracting the attention of potential enemies. They tend to sleep either out in the open in a barren, remote place, or within a heavily secreted or fortified lair, such as a forgotten sink hole or in the labyrinthine caverns of a terrestrial chasm. Gold dragons may enlist trusted servants and allies to guard their lairs, though many live truly solitary lives, preferring to protect their hoards with nonlethal traps and magical wards.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other. In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Greater Barghest.md b/content/mechanics/srd/Bestiary/Bestiary 1/Greater Barghest.md
new file mode 100755
index 000000000..614c0e56e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Greater Barghest.md
@@ -0,0 +1,98 @@
+---
+title: "Greater Barghest"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.6eJIpAEsksHOkT4M"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/mutant
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Greater Barghest"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Greater Barghest"
+level: "Creature 7"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[mutant]]
+trait_05: [[unholy]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Chthonian, Common, Goblin"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Athletics: +15, Deception: +18, Diplomacy: +14, Intimidation: +16, Stealth: +15, Survival: +14"
+abilityMods: [6, 2, 4, 3, 3, 5]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +17, __Ref__ +15, __Will__ +12"
+hp: 105
+health:
+ - name: ""
+ - name: HP
+ desc: "105; __Weaknesses__ holy 5; __Resistances__ fire 10, physical 10 (except magical)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+17 (unholy)\n__Damage__ 2d10 + 6 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+17 (agile, unholy)\n__Damage__ 2d8 + 6 slashing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 25, attack +17; __4th __ _[[Spells/Flicker|Blink (At Will)]]_, _[[Spells/Confusion|Confusion]]_, _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Enlarge|Enlarge]]_; __3rd __ _[[Spells/Levitate|Levitate (At Will)]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At Will)]]_; __1st __ _[[Spells/Charm|Charm]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) The barghest takes on the shape of a goblinoid (a goblin, hobgoblin, or bugbear) or a wolf, or it transforms back into its true form. When the barghest is a goblinoid, it loses its jaws and claw Strikes, it becomes Small if it is a goblin, and its Speed changes to 20 feet. When the barghest is a wolf, its Speed changes to 40 feet and its jaws gain [[Bestiary Ability Glossary/Knockdown|Knockdown]]. Each individual barghest has only one goblinoid form and one wolf form.\n\n[[Bestiary Effects/Effect_ Wolf Shape|Effect: Wolf Shape]]\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Mutations"
+ desc: " The process of consuming corpses to evolve into a greater barghest results in odd and unpredictable physiological changes. A greater barghest has one mutation, typically chosen from the following options.\n\n* [[Creature Family Ability Glossary/(Greater Barghest) Mutation - Poison Fangs|Fangs]]\n* [[Creature Family Ability Glossary/(Greater Barghest) Mutation - Toxic Breath|Toxic Breath]]\n* [[Creature Family Ability Glossary/(Greater Barghest) Mutation - Vestigial Arm Strike|Vestigial Arm Strike]]\n* [[Creature Family Ability Glossary/(Greater Barghest) Mutation - Wings|Wings]]"
+
+```
+
+```encounter-table
+name: Greater Barghest
+creatures:
+ - 1: Greater Barghest
+```
+
+
+
+Once a barghest has eaten enough to grow into a greater barghest, it typically seeks a method to leave the Material Plane and return to the Abyss, there joining other fiends as yet another of that plane's horrors. As barghests have no innate ability to travel the planes, though, the time it takes for most greater barghests to engineer such a return can usually be measured in years, if not decades. During that time, greater barghests continue to play the roles of gluttons, hunters of humanity, and tyrants of goblinoid tribes. More than a few grow accustomed to such lives on the Material Plane and wholly abandon the end goal of returning to the Abyss, despite the fact that those who do make such a return home often grow even more powerful over time, gaining eerie new abilities and qualities absorbed from the raw chaos of the Abyss itself.
+
+In addition to greater barghests being more powerful than typical barghests, the process of transforming into a greater barghest results in hideous mutations that often grant deadly abilities. Some barghests grow large bat-like wings upon their transformation. Others develop toxic breath or vestigial limbs. The options detailed in the stats below represent only the tip of the proverbial iceberg for barghest mutations-feel free to use these as inspiration for coming up with new mutations of your own design.
+
+* * *
+
+Barghests are lupine fiends with goblinoid faces and humanoid hands. They stalk the Material Plane in search of souls to sate their demonic hunger. Eons ago, barghests dwelled in the pits of Hell and served Asmodeus, but after Lamashtu abducted and adopted the four most powerful of their kind to serve as pets (and in time, as a pantheon of hero-gods worshipped by evil goblins), barghests' loyalties and philosophical nature changed significantly. Today, while barghests retain their connection to goblinoids, they serve none but their own appetites.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Green Dragon (Adult).md b/content/mechanics/srd/Bestiary/Bestiary 1/Green Dragon (Adult).md
new file mode 100755
index 000000000..c82746ac6
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Green Dragon (Adult).md
@@ -0,0 +1,118 @@
+---
+title: "Green Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ceB7uITK635Jax5f"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Green Dragon (Adult)"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Green Dragon (Adult)"
+level: "Creature 12"
+
+alignment: ""
+size: "huge"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+trait_04: [[lawful]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Elven, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +19, Arcana: +22, Athletics: +24, Deception: +19, Diplomacy: +23, Intimidation: +23, Nature: +20, Occultism: +24, Society: +22, Stealth: +21"
+abilityMods: [6, 3, 3, 4, 4, 5]
+speed: 40 feet, fly 160 feet, swim 40 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +20, __Ref__ +22, __Will__ +23; +1 status to all saves vs. magic"
+hp: 215
+health:
+ - name: ""
+ - name: HP
+ desc: "215; __Immunities__ paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 31 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Twisting Tail"
+ desc: "`pf2:r` **Trigger** A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using.\n* * *\n\n**Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+26 (magical, poison, reach 15 feet)\n__Damage__ 3d10 + 12 piercing 3d4 poison"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+26 (agile, magical, reach 10 feet)\n__Damage__ 3d8 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+24 (magical, reach 20 feet)\n__Damage__ 3d8 + 10 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+24 (magical, reach 15 feet)\n__Damage__ 2d8 + 10 piercing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 32, attack +24; __4th __ _[[Spells/Suggestion|Suggestion]]_; __2nd __ _[[Spells/Entangling Flora|Entangle (x2)]]_; __1st __ _[[Spells/Charm|Charm (At Will)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,poison) The dragon breathes a toxic cloud that deals 13d6 poison damage in a 50-foot cone (DC 31 Fortitude check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one horn Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike."
+
+ - name: "Trackless Step"
+ desc: " The green dragon always gains the benefits of [[Actions/Cover Tracks|Cover Tracks]] in natural surroundings, even while moving at full speed."
+
+ - name: "Woodland Stride"
+ desc: " The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage."
+
+```
+
+```encounter-table
+name: Green Dragon (Adult)
+creatures:
+ - 1: Green Dragon (Adult)
+```
+
+
+
+Green dragons are the most contemplative of the chromatic dragons as well as the most approachable. The key to understanding green dragons is to understand their obsession with knowledge and self-discipline. Any careful approach that takes advantage of a green dragon's fixations may end in a diplomatic outcome, but any misstep or slight can provoke a savage attack. Like most chromatic dragons, green dragons do not suffer fools-and the threshold for what they consider foolish is very low.
+
+Though more open than their chromatic cousins to dealing with other creatures and dragons, green dragons prefer an isolated and quiet life. They tend to lair in the most forbidding parts of a forest, surrounded by tangled thickets, or else at the heart of some dismal gulch. If the terrain is suitable, some green dragons make their home in natural caves, which they expand to suit their needs.
+
+Green dragons' pride leads them to see to the preservation of their forest homes. They feel that a verdant and lush forest is something that they alone have cultivated. This leads some green dragons to follow the path of druidism, though most prefer to study the arcane arts and occult lore. Most of them delve deeply into one particular field of study, and correspond with other scholars in the field by adopting a pen name that hides their true nature. Regardless of their chosen focus, green dragons seek to improve themselves, and their desire for knowledge makes them more likely to deal diplomatically with other creatures in order to obtain new information.
+
+Their hoards are typically well kept, organized, and filled with tomes of lore and scrolls of magic along with antiquities they collect for their own inscrutable reasons. Many of these treasures come from across the globe, and many an adventurer has survived an encounter with a green dragon by stroking its ego and plying it with rare artifacts or lost lore from ancient cultures.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Green Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Green Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..ac513f281
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Green Dragon (Adult, Spellcaster).md
@@ -0,0 +1,115 @@
+---
+title: "Green Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.cEQ1uy6mlPZphdIh"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Green Dragon (Adult, Spellcaster)"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Green Dragon (Adult, Spellcaster)"
+level: "Creature 12"
+
+alignment: ""
+size: "huge"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+trait_04: [[lawful]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Elven, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +19, Arcana: +22, Athletics: +24, Deception: +19, Diplomacy: +23, Intimidation: +23, Nature: +20, Occultism: +24, Society: +22, Stealth: +21"
+abilityMods: [6, 3, 3, 4, 4, 5]
+speed: 40 feet, fly 160 feet, swim 40 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +20, __Ref__ +22, __Will__ +23; +1 status to all saves vs. magic"
+hp: 215
+health:
+ - name: ""
+ - name: HP
+ desc: "215; __Immunities__ paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 31 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Twisting Tail"
+ desc: "`pf2:r` **Trigger** A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using.\n* * *\n\n**Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+26 (magical, poison, reach 15 feet)\n__Damage__ 3d10 + 12 piercing 3d4 poison"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+26 (agile, magical, reach 10 feet)\n__Damage__ 3d8 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+24 (magical, reach 20 feet)\n__Damage__ 3d8 + 10 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+24 (magical, reach 15 feet)\n__Damage__ 2d8 + 10 piercing"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 33, attack +26; __5th __ _[[Spells/Toxic Cloud|Cloudkill]]_, _[[Spells/Truespeech|Tongues]]_; __4th __ _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Mountain Resilience|Stoneskin]]_; __3rd __ _[[Spells/Locate|Locate]]_, _[[Spells/Mind Reading|Mind Reading]]_; __2nd __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Humanoid Form|Humanoid Form]]_, _[[Spells/Mirror Image|Mirror Image]]_, _[[Spells/See the Unseen|See Invisibility]]_; __1st __ _[[Spells/Illusory Object|Illusory Object]]_, _[[Spells/Sure Strike|True Strike]]_, _[[Spells/Ventriloquism|Ventriloquism]]_\n__Cantrips__ __(5th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 32, attack +24; __4th __ _[[Spells/Suggestion|Suggestion]]_; __2nd __ _[[Spells/Entangling Flora|Entangle (x2)]]_; __1st __ _[[Spells/Charm|Charm (At Will)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,poison) The dragon breathes a toxic cloud that deals 13d6 poison damage in a 50-foot cone (DC 31 Fortitude check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Trackless Step"
+ desc: " The green dragon always gains the benefits of [[Actions/Cover Tracks|Cover Tracks]] in natural surroundings, even while moving at full speed."
+
+ - name: "Woodland Stride"
+ desc: " The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage."
+
+```
+
+```encounter-table
+name: Green Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Green Dragon (Adult, Spellcaster)
+```
+
+
+
+Green dragons are the most contemplative of the chromatic dragons as well as the most approachable. The key to understanding green dragons is to understand their obsession with knowledge and self-discipline. Any careful approach that takes advantage of a green dragon's fixations may end in a diplomatic outcome, but any misstep or slight can provoke a savage attack. Like most chromatic dragons, green dragons do not suffer fools-and the threshold for what they consider foolish is very low.
+
+Though more open than their chromatic cousins to dealing with other creatures and dragons, green dragons prefer an isolated and quiet life. They tend to lair in the most forbidding parts of a forest, surrounded by tangled thickets, or else at the heart of some dismal gulch. If the terrain is suitable, some green dragons make their home in natural caves, which they expand to suit their needs.
+
+Green dragons' pride leads them to see to the preservation of their forest homes. They feel that a verdant and lush forest is something that they alone have cultivated. This leads some green dragons to follow the path of druidism, though most prefer to study the arcane arts and occult lore. Most of them delve deeply into one particular field of study, and correspond with other scholars in the field by adopting a pen name that hides their true nature. Regardless of their chosen focus, green dragons seek to improve themselves, and their desire for knowledge makes them more likely to deal diplomatically with other creatures in order to obtain new information.
+
+Their hoards are typically well kept, organized, and filled with tomes of lore and scrolls of magic along with antiquities they collect for their own inscrutable reasons. Many of these treasures come from across the globe, and many an adventurer has survived an encounter with a green dragon by stroking its ego and plying it with rare artifacts or lost lore from ancient cultures.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Green Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Bestiary 1/Green Dragon (Ancient).md
new file mode 100755
index 000000000..6b68a9e7d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Green Dragon (Ancient).md
@@ -0,0 +1,124 @@
+---
+title: "Green Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.GZzG85LWDAgViyJr"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/17
+statblock: inline
+name: "Green Dragon (Ancient)"
+level: 17
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Green Dragon (Ancient)"
+level: "Creature 17"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+trait_04: [[lawful]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Chthonian, Common, Draconic, Elven, Fey, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +25, Arcana: +32, Athletics: +30, Deception: +27, Diplomacy: +31, Intimidation: +31, Nature: +28, Occultism: +34, Society: +31, Stealth: +29"
+abilityMods: [7, 4, 5, 6, 5, 6]
+speed: 50 feet, fly 200 feet, swim 50 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 41
+armorclass:
+ - name: AC
+ desc: "41; __Fort__ +30, __Ref__ +29, __Will__ +32; +1 status to all saves vs. magic"
+hp: 315
+health:
+ - name: ""
+ - name: HP
+ desc: "315; __Immunities__ paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Camouflage"
+ desc: " The dragon can [[Actions/Hide|Hide]] in natural environments even if it doesn't have cover."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 37 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Miasma"
+ desc: " (aura,poison) 20 feet. After the dragon uses its Breath Weapon, a cloud of poison gas continues to emanate from its body for 1 round. Any creature that ends its turn in the miasma takes 4d6 poison damage (DC 37 Fortitude check save).\n\nAny creature in the miasma is [[Conditions/Concealed|Concealed]] and treats other creatures as concealed. The dragon can see through this concealment.\n\n[[Bestiary Effects/Effect_ Draconic Breath Weapon Aura|Effect: Draconic Breath Weapon Aura]]"
+
+ - name: "Twisting Tail"
+ desc: "`pf2:r` **Trigger** A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using.\n* * *\n\n**Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+33 (magical, poison, reach 20 feet)\n__Damage__ 3d12 + 15 piercing 4d4 poison"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+33 (agile, magical, reach 15 feet)\n__Damage__ 3d10 + 15 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+31 (magical, reach 25 feet)\n__Damage__ 3d10 + 13 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+31 (magical, reach 20 feet)\n__Damage__ 2d10 + 13 piercing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 39, attack +31; __6th __ _[[Spells/Dominate|Dominate]]_; __4th __ _[[Spells/Charm|Charm (At Will)]]_, _[[Spells/Suggestion|Suggestion]]_; __2nd __ _[[Spells/Entangling Flora|Entangle (At Will)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,poison) The dragon breathes a toxic cloud that deals 18d6 poison damage in a 60-foot cone (DC 37 Fortitude check save).\n\nThe Breath Weapon also creates a miasma.\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one horn Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike."
+
+ - name: "Trackless Step"
+ desc: " The green dragon always gains the benefits of [[Actions/Cover Tracks|Cover Tracks]] in natural surroundings, even while moving at full speed."
+
+ - name: "Woodland Stride"
+ desc: " The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage."
+
+```
+
+```encounter-table
+name: Green Dragon (Ancient)
+creatures:
+ - 1: Green Dragon (Ancient)
+```
+
+
+
+Green dragons are the most contemplative of the chromatic dragons as well as the most approachable. The key to understanding green dragons is to understand their obsession with knowledge and self-discipline. Any careful approach that takes advantage of a green dragon's fixations may end in a diplomatic outcome, but any misstep or slight can provoke a savage attack. Like most chromatic dragons, green dragons do not suffer fools-and the threshold for what they consider foolish is very low.
+
+Though more open than their chromatic cousins to dealing with other creatures and dragons, green dragons prefer an isolated and quiet life. They tend to lair in the most forbidding parts of a forest, surrounded by tangled thickets, or else at the heart of some dismal gulch. If the terrain is suitable, some green dragons make their home in natural caves, which they expand to suit their needs.
+
+Green dragons' pride leads them to see to the preservation of their forest homes. They feel that a verdant and lush forest is something that they alone have cultivated. This leads some green dragons to follow the path of druidism, though most prefer to study the arcane arts and occult lore. Most of them delve deeply into one particular field of study, and correspond with other scholars in the field by adopting a pen name that hides their true nature. Regardless of their chosen focus, green dragons seek to improve themselves, and their desire for knowledge makes them more likely to deal diplomatically with other creatures in order to obtain new information.
+
+Their hoards are typically well kept, organized, and filled with tomes of lore and scrolls of magic along with antiquities they collect for their own inscrutable reasons. Many of these treasures come from across the globe, and many an adventurer has survived an encounter with a green dragon by stroking its ego and plying it with rare artifacts or lost lore from ancient cultures.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Green Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Green Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..5b794261b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Green Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,121 @@
+---
+title: "Green Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.hZ5Dh5AI89UepbLD"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/17
+statblock: inline
+name: "Green Dragon (Ancient, Spellcaster)"
+level: 17
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Green Dragon (Ancient, Spellcaster)"
+level: "Creature 17"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+trait_04: [[lawful]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Chthonian, Common, Draconic, Elven, Fey, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +25, Arcana: +32, Athletics: +30, Deception: +27, Diplomacy: +31, Intimidation: +31, Nature: +28, Occultism: +34, Society: +31, Stealth: +29"
+abilityMods: [7, 4, 5, 6, 5, 6]
+speed: 50 feet, fly 200 feet, swim 50 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 41
+armorclass:
+ - name: AC
+ desc: "41; __Fort__ +30, __Ref__ +29, __Will__ +32; +1 status to all saves vs. magic"
+hp: 315
+health:
+ - name: ""
+ - name: HP
+ desc: "315; __Immunities__ paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Camouflage"
+ desc: " The dragon can [[Actions/Hide|Hide]] in natural environments even if it doesn't have cover."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 37 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Miasma"
+ desc: " (aura,poison) 20 feet. After the dragon uses its Breath Weapon, a cloud of poison gas continues to emanate from its body for 1 round. Any creature that ends its turn in the miasma takes 4d6 poison damage (DC 37 Fortitude check save).\n\nAny creature in the miasma is [[Conditions/Concealed|Concealed]] and treats other creatures as concealed. The dragon can see through this concealment.\n\n[[Bestiary Effects/Effect_ Draconic Breath Weapon Aura|Effect: Draconic Breath Weapon Aura]]"
+
+ - name: "Twisting Tail"
+ desc: "`pf2:r` **Trigger** A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using.\n* * *\n\n**Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+33 (magical, poison, reach 20 feet)\n__Damage__ 3d12 + 15 piercing 4d4 poison"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+33 (agile, magical, reach 15 feet)\n__Damage__ 3d10 + 15 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+31 (magical, reach 25 feet)\n__Damage__ 3d10 + 13 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+31 (magical, reach 20 feet)\n__Damage__ 2d10 + 13 piercing"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 39, attack +33; __8th __ _[[Spells/Hidden Mind|Mind Blank]]_, _[[Spells/Prismatic Wall|Prismatic Wall]]_; __7th __ _[[Spells/Contingency|Contingency]]_, _[[Spells/Prismatic Spray|Prismatic Spray]]_, _[[Spells/Spell Turning|Spell Turning]]_; __6th __ _[[Spells/Never Mind|Feeblemind]]_, _[[Spells/Teleport|Teleport]]_, _[[Spells/Truesight|True Seeing]]_; __5th __ _[[Spells/Toxic Cloud|Cloudkill]]_, _[[Spells/Truespeech|Tongues]]_; __4th __ _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Mountain Resilience|Stoneskin]]_; __3rd __ _[[Spells/Locate|Locate]]_, _[[Spells/Mind Reading|Mind Reading]]_; __2nd __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Humanoid Form|Humanoid Form]]_, _[[Spells/Mirror Image|Mirror Image]]_, _[[Spells/See the Unseen|See Invisibility]]_; __1st __ _[[Spells/Illusory Object|Illusory Object]]_, _[[Spells/Sure Strike|True Strike]]_, _[[Spells/Ventriloquism|Ventriloquism]]_\n__Cantrips__ __(8th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 39, attack +31; __6th __ _[[Spells/Dominate|Dominate]]_; __4th __ _[[Spells/Charm|Charm (At Will)]]_, _[[Spells/Suggestion|Suggestion]]_; __2nd __ _[[Spells/Entangling Flora|Entangle (At Will)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,poison) The dragon breathes a toxic cloud that deals 18d6 poison damage in a 60-foot cone (DC 37 Fortitude check save).\n\nThe Breath Weapon also creates a miasma.\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Trackless Step"
+ desc: " The green dragon always gains the benefits of [[Actions/Cover Tracks|Cover Tracks]] in natural surroundings, even while moving at full speed."
+
+ - name: "Woodland Stride"
+ desc: " The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage."
+
+```
+
+```encounter-table
+name: Green Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Green Dragon (Ancient, Spellcaster)
+```
+
+
+
+Green dragons are the most contemplative of the chromatic dragons as well as the most approachable. The key to understanding green dragons is to understand their obsession with knowledge and self-discipline. Any careful approach that takes advantage of a green dragon's fixations may end in a diplomatic outcome, but any misstep or slight can provoke a savage attack. Like most chromatic dragons, green dragons do not suffer fools-and the threshold for what they consider foolish is very low.
+
+Though more open than their chromatic cousins to dealing with other creatures and dragons, green dragons prefer an isolated and quiet life. They tend to lair in the most forbidding parts of a forest, surrounded by tangled thickets, or else at the heart of some dismal gulch. If the terrain is suitable, some green dragons make their home in natural caves, which they expand to suit their needs.
+
+Green dragons' pride leads them to see to the preservation of their forest homes. They feel that a verdant and lush forest is something that they alone have cultivated. This leads some green dragons to follow the path of druidism, though most prefer to study the arcane arts and occult lore. Most of them delve deeply into one particular field of study, and correspond with other scholars in the field by adopting a pen name that hides their true nature. Regardless of their chosen focus, green dragons seek to improve themselves, and their desire for knowledge makes them more likely to deal diplomatically with other creatures in order to obtain new information.
+
+Their hoards are typically well kept, organized, and filled with tomes of lore and scrolls of magic along with antiquities they collect for their own inscrutable reasons. Many of these treasures come from across the globe, and many an adventurer has survived an encounter with a green dragon by stroking its ego and plying it with rare artifacts or lost lore from ancient cultures.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Green Dragon (Young).md b/content/mechanics/srd/Bestiary/Bestiary 1/Green Dragon (Young).md
new file mode 100755
index 000000000..aedaaa4d4
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Green Dragon (Young).md
@@ -0,0 +1,115 @@
+---
+title: "Green Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.L8wA7Lfh2K4BhgKU"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Green Dragon (Young)"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Green Dragon (Young)"
+level: "Creature 8"
+
+alignment: ""
+size: "Large"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+trait_04: [[lawful]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Arcana: +16, Athletics: +17, Deception: +14, Diplomacy: +16, Intimidation: +16, Nature: +14, Occultism: +17, Society: +14, Stealth: +15"
+abilityMods: [5, 1, 3, 2, 2, 4]
+speed: 30 feet, fly 120 feet, swim 30 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +16, __Ref__ +16, __Will__ +17"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135; __Immunities__ paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 24 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Twisting Tail"
+ desc: "`pf2:r` **Trigger** A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using.\n* * *\n\n**Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 (poison, reach 10 feet)\n__Damage__ 2d10 + 8 piercing 2d4 poison"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+20 (agile)\n__Damage__ 2d8 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+18 (reach 15 feet)\n__Damage__ 2d8 + 7 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+18 (reach 10 feet)\n__Damage__ 1d12 + 7 piercing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 26, attack +18; __2nd __ _[[Spells/Entangling Flora|Entangle]]_; __1st __ _[[Spells/Charm|Charm (x2)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,poison) The dragon breathes a toxic cloud that deals 9d6 poison damage in a 40-foot cone (DC 25 Fortitude check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one horn Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike."
+
+ - name: "Woodland Stride"
+ desc: " The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage."
+
+```
+
+```encounter-table
+name: Green Dragon (Young)
+creatures:
+ - 1: Green Dragon (Young)
+```
+
+
+
+Green dragons are the most contemplative of the chromatic dragons as well as the most approachable. The key to understanding green dragons is to understand their obsession with knowledge and self-discipline. Any careful approach that takes advantage of a green dragon's fixations may end in a diplomatic outcome, but any misstep or slight can provoke a savage attack. Like most chromatic dragons, green dragons do not suffer fools-and the threshold for what they consider foolish is very low.
+
+Though more open than their chromatic cousins to dealing with other creatures and dragons, green dragons prefer an isolated and quiet life. They tend to lair in the most forbidding parts of a forest, surrounded by tangled thickets, or else at the heart of some dismal gulch. If the terrain is suitable, some green dragons make their home in natural caves, which they expand to suit their needs.
+
+Green dragons' pride leads them to see to the preservation of their forest homes. They feel that a verdant and lush forest is something that they alone have cultivated. This leads some green dragons to follow the path of druidism, though most prefer to study the arcane arts and occult lore. Most of them delve deeply into one particular field of study, and correspond with other scholars in the field by adopting a pen name that hides their true nature. Regardless of their chosen focus, green dragons seek to improve themselves, and their desire for knowledge makes them more likely to deal diplomatically with other creatures in order to obtain new information.
+
+Their hoards are typically well kept, organized, and filled with tomes of lore and scrolls of magic along with antiquities they collect for their own inscrutable reasons. Many of these treasures come from across the globe, and many an adventurer has survived an encounter with a green dragon by stroking its ego and plying it with rare artifacts or lost lore from ancient cultures.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Green Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Green Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..1e69390d4
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Green Dragon (Young, Spellcaster).md
@@ -0,0 +1,112 @@
+---
+title: "Green Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ZUU3cilFI40IBtAm"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Green Dragon (Young, Spellcaster)"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Green Dragon (Young, Spellcaster)"
+level: "Creature 8"
+
+alignment: ""
+size: "Large"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+trait_04: [[lawful]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Arcana: +16, Athletics: +17, Deception: +14, Diplomacy: +16, Intimidation: +16, Nature: +14, Occultism: +17, Society: +14, Stealth: +15"
+abilityMods: [5, 1, 3, 2, 2, 4]
+speed: 30 feet, fly 120 feet, swim 30 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +16, __Ref__ +16, __Will__ +17"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135; __Immunities__ paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 24 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Twisting Tail"
+ desc: "`pf2:r` **Trigger** A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using.\n* * *\n\n**Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 (poison, reach 10 feet)\n__Damage__ 2d10 + 8 piercing 2d4 poison"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+20 (agile)\n__Damage__ 2d8 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+18 (reach 15 feet)\n__Damage__ 2d8 + 7 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+18 (reach 10 feet)\n__Damage__ 1d12 + 7 piercing"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 26, attack +20; __3rd __ _[[Spells/Locate|Locate]]_, _[[Spells/Mind Reading|Mind Reading]]_; __2nd __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Humanoid Form|Humanoid Form]]_, _[[Spells/Mirror Image|Mirror Image]]_, _[[Spells/See the Unseen|See Invisibility]]_; __1st __ _[[Spells/Illusory Object|Illusory Object]]_, _[[Spells/Sure Strike|True Strike]]_, _[[Spells/Ventriloquism|Ventriloquism]]_\n__Cantrips__ __(3rd)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 26, attack +18; __2nd __ _[[Spells/Entangling Flora|Entangle]]_; __1st __ _[[Spells/Charm|Charm (x2)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,poison) The dragon breathes a toxic cloud that deals 9d6 poison damage in a 40-foot cone (DC 25 Fortitude check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Woodland Stride"
+ desc: " The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage."
+
+```
+
+```encounter-table
+name: Green Dragon (Young, Spellcaster)
+creatures:
+ - 1: Green Dragon (Young, Spellcaster)
+```
+
+
+
+Green dragons are the most contemplative of the chromatic dragons as well as the most approachable. The key to understanding green dragons is to understand their obsession with knowledge and self-discipline. Any careful approach that takes advantage of a green dragon's fixations may end in a diplomatic outcome, but any misstep or slight can provoke a savage attack. Like most chromatic dragons, green dragons do not suffer fools-and the threshold for what they consider foolish is very low.
+
+Though more open than their chromatic cousins to dealing with other creatures and dragons, green dragons prefer an isolated and quiet life. They tend to lair in the most forbidding parts of a forest, surrounded by tangled thickets, or else at the heart of some dismal gulch. If the terrain is suitable, some green dragons make their home in natural caves, which they expand to suit their needs.
+
+Green dragons' pride leads them to see to the preservation of their forest homes. They feel that a verdant and lush forest is something that they alone have cultivated. This leads some green dragons to follow the path of druidism, though most prefer to study the arcane arts and occult lore. Most of them delve deeply into one particular field of study, and correspond with other scholars in the field by adopting a pen name that hides their true nature. Regardless of their chosen focus, green dragons seek to improve themselves, and their desire for knowledge makes them more likely to deal diplomatically with other creatures in order to obtain new information.
+
+Their hoards are typically well kept, organized, and filled with tomes of lore and scrolls of magic along with antiquities they collect for their own inscrutable reasons. Many of these treasures come from across the globe, and many an adventurer has survived an encounter with a green dragon by stroking its ego and plying it with rare artifacts or lost lore from ancient cultures.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Green Hag.md b/content/mechanics/srd/Bestiary/Bestiary 1/Green Hag.md
new file mode 100755
index 000000000..664e63700
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Green Hag.md
@@ -0,0 +1,109 @@
+---
+title: "Green Hag"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.VZHFzmHXnPasKWjA"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/hag
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Green Hag"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Green Hag"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[hag]]
+trait_04: [[humanoid]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision"
+languages: "Aklo, Common, Jotun; tongues"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Athletics: +11, Deception: +10, Nature: +8, Occultism: +8, Stealth: +9"
+abilityMods: [5, 3, 3, 2, 2, 4]
+speed: 25 feet, swim 25 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +11, __Ref__ +11, __Will__ +12; +1 status to all saves vs. magic"
+hp: 70
+health:
+ - name: ""
+ - name: HP
+ desc: "70; __Weaknesses__ cold iron 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Coven|Coven]]"
+ desc: " (mental,occult) A green hag adds [[Spells/Entangling Flora|Entangling Flora]], [[Spells/Outcast's Curse|Outcast's Curse]], and [[Spells/Wall of Thorns|Wall of Thorns]] to her coven's spells.\n* * *\n\nThis monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.\n\nCovens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single action that has the concentrate trait. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-rank [[Spells/Cursed Metamorphosis|Cursed Metamorphosis]] spell and all the following spells, which the coven can cast at any rank up to 5th: [[Spells/Augury|Augury]], [[Spells/Charm|Charm]], [[Spells/Clairaudience|Clairaudience]], [[Spells/Clairvoyance|Clairvoyance]], [[Spells/Dream Message|Dream Message]], [[Spells/Illusory Disguise|Illusory Disguise]], [[Spells/Illusory Scene|Illusory Scene]], [[Spells/Scouting Eye|Scouting Eye]], and [[Spells/Talking Corpse|Talking Corpse]]. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the [[Spells/Control Weather|Control Weather]] ritual, with a DC of 23 instead of the standard DC.\n\nIf a coven member's departure or death brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Sound Imitation"
+ desc: " A green hag who succeeds at a Deception check to Lie can mimic the sounds of any animal found near her lair. She has a +4 circumstance bonus to this check."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+14 (agile, magical)\n__Damage__ 1d10 + 5 slashing plus enfeebling-humors"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 20, attack +14; __2nd __ _[[Spells/Invisibility|Invisibility (At Will)]]_, _[[Spells/One with Plants|Tree Shape (At Will)]]_\n__Cantrips__ __(2nd)__ _[[Spells/Acid Splash|Acid Splash]]_, _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Message|Message]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Tongues]]_ __(2nd)__ _[[Spells/Water Breathing|Water Breathing]]_ __(1st)__ _[[Spells/Vanishing Tracks|Pass Without Trace]]_"
+
+ - name: "Coven Spells"
+ desc: "DC 23, attack +15; __8th __ _[[Spells/Cursed Metamorphosis|Baleful Polymorph]]_; __5th __ (1 slots) _[[Spells/Augury|Augury]]_, _[[Spells/Charm|Charm]]_, _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Illusory Disguise|Illusory Disguise]]_, _[[Spells/Illusory Scene|Illusory Scene]]_, _[[Spells/Scouting Eye|Prying Eye]]_, _[[Spells/Talking Corpse|Talking Corpse]]_; __4th __ (1 slots) _[[Spells/Outcast's Curse|Outcast's Curse]]_; __3rd __ (1 slots) _[[Spells/Entangling Flora|Entangle]]_, _[[Spells/Wall of Thorns|Wall of Thorns]]_"
+
+ - name: "Rituals"
+ desc: "_Control Weather_"
+
+ - name: "Betraying Touch"
+ desc: "`pf2:1` The green hag touches a creature that doesn't realize the hag is an enemy. The betrayed creature is affected by the hag's enfeebling humors and takes a -4 circumstance penalty to their saving throw against that effect."
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,occult,polymorph) The green hag can take on the appearance of any Medium humanoid woman. This doesn't change her Speed or her attack and damage bonuses with her Strikes, but might change the damage type her Strikes deal (typically to bludgeoning).\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Enfeebling Humors"
+ desc: " (occult) A creature damaged by a hag's claw must succeed at a DC 20 Fortitude check save or be [[Conditions/Enfeebled|Enfeebled 1]] for 1 day. On a critical failure, or if it gets hit again and fails its save a second time, it's [[Conditions/Enfeebled|Enfeebled 2]] for 1 day."
+
+ - name: "Exhale Miasma"
+ desc: "`pf2:2` (occult) The green hag exhales a miasma of green vapors. Each living creature in a 15-foot cone is affected by her enfeebling humors (attemping a save as normal).\n\nShe can't use Exhale Miasma again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Green Hag
+creatures:
+ - 1: Green Hag
+```
+
+
+
+Green hags hate beauty and purity, so they use disguises and treachery to lure and murder innocents, corrupt the pure of heart, and shatter the minds and morals of their victims. Green hags create imaginative schemes to utterly ruin anyone who crosses them, as well as good or righteous folk whose very existence insults the hag's twisted sensibilities. The complicated scandals perpetuated by green hags involve impersonation, mistaken identity, the seduction and betrayal of loved ones, or all these things in combination.
+
+* * *
+
+Malevolent crones who lurk at the edges of civilization, hags use their deceptive, magical abilities to prey upon humanoids, manipulating and corrupting them. Some say hags arose from fey that became twisted by their inner selfishness. Hags gather together in covens for greater power, craft unique magical items known as _[[Equipment/Hag Eye|Hag Eyes]]_, and are known to replace infant humanoids with their own offspring-these children are [[Monster Core/Changeling Exile|Changelings]] who have the potential to become hags themselves.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Grig.md b/content/mechanics/srd/Bestiary/Bestiary 1/Grig.md
new file mode 100755
index 000000000..b66c5cefe
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Grig.md
@@ -0,0 +1,86 @@
+---
+title: "Grig"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.fNGJnAVJn63GmAAZ"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/sprite
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Grig"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Grig"
+level: "Creature 1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[chaotic]]
+trait_02: [[fey]]
+trait_03: [[sprite]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Low-Light Vision"
+languages: "Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +2, Performance: +7, Stealth: +7"
+abilityMods: [-2, 4, 1, 0, 2, 4]
+speed: 25 feet, fly 30 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +6, __Ref__ +9, __Will__ +9"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20; __Weaknesses__ cold iron 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+9 (agile, finesse, magical)\n__Damage__ 1d4 - 2 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Dissonant Note"
+ desc: "+9 (magical, range 30 feet, sonic)\n__Damage__ 1d8 sonic"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 18, attack +10; __2nd __ _[[Spells/Revealing Light|Glitterdust]]_, _[[Spells/Invisibility|Invisibility (Self Only)]]_; __1st __ _[[Spells/Illusory Disguise|Illusory Disguise]]_\n__Cantrips__ __(1st)__ _[[Spells/Ghost Sound|Ghost Sound]]_"
+
+ - name: "Fiddle"
+ desc: "`pf2:1` (auditory,emotion,mental,primal) A grig can rub its legs together to create a catchy fiddling tune that compels others within 30 feet to dance about, with varying effects depending on a DC 18 Will check save. A listener is temporarily immune for 10 minutes on a success, but otherwise, if the grig continues to Fiddle each round, the creature receives no additional saves.\n* * *\n\n**Success** No effect\n\n**Failure** [[Conditions/Off-Guard|Off-Guard]] and -10-foot status penalty to Speeds\n\n**Critical Failure** As failure, and also [[Conditions/Slowed|Slowed 1]]\n\n[[Bestiary Effects/Effect_ Fiddle|Effect: Fiddle]]"
+
+```
+
+```encounter-table
+name: Grig
+creatures:
+ - 1: Grig
+```
+
+
+
+Grigs are kindly musicians of the fey, often getting themselves into trouble due to their penchant for confronting evil well beyond their ability to vanquish. Even so, they fight bravely and with great cunning, using their magic and ranged sonic attacks while flying and leaping using their wings and powerful cricket-like lower torsos to stay out of reach.
+
+* * *
+
+Elusive, flighty, and ebullient, sprites are what many villagers first imagine when they hear the terms "fey" or "fairy." While their dispositions vary from the benevolent grig to the trickster pixie, all sprites share a connection to magic and diminutive size. This family of fey shares its name with its slightest and most populous member, the common sprite.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Guardian Naga.md b/content/mechanics/srd/Bestiary/Bestiary 1/Guardian Naga.md
new file mode 100755
index 000000000..0131bb5e0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Guardian Naga.md
@@ -0,0 +1,94 @@
+---
+title: "Guardian Naga"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.XuerhxdgJJGjiUGp"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Guardian Naga"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Guardian Naga"
+level: "Creature 10"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+trait_02: [[good]]
+trait_03: [[lawful]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision"
+languages: "Common, Empyrean"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +22, Deception: +18, Diplomacy: +21, Stealth: +20, Heaven Lore: +21"
+abilityMods: [5, 6, 5, 3, 5, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +20, __Ref__ +21, __Will__ +22"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+22 (agile, finesse)\n__Damage__ 2d8 + 8 piercing plus guardian-naga-venom"
+
+ - name: "**Ranged** `pf2:1` Spit"
+ desc: "+22 (agile, poison, range increment 30 feet)\n__Damage__ "
+
+ - name: "Divine Spontaneous Spells"
+ desc: "DC 29, attack +21; __5th __ (4 slots) _[[Spells/Breath of Life|Breath of Life]]_, _[[Spells/Death Ward|Death Ward]]_, _[[Spells/Flame Strike|Flame Strike]]_; __4th __ (4 slots) _[[Spells/Air Walk|Air Walk]]_, _[[Spells/Unfettered Movement|Freedom of Movement]]_, _[[Compendium.pf2e.spells-srd.Item.OyFCwQuw8XRazsNr|Remove Curse]]_, _[[Spells/Restoration|Restoration]]_; __3rd __ (4 slots) _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Cleanse Affliction|Neutralize Poison]]_, _[[Compendium.pf2e.spells-srd.Item.RneiyehRO6f7LP44|Remove Disease]]_, _[[Spells/Holy Light|Searing Light]]_; __2nd __ (4 slots) _[[Spells/Calm|Calm Emotions]]_, _[[Spells/Restoration|Restoration]]_, _[[Spells/See the Unseen|See Invisibility]]_, _[[Spells/Noise Blast|Sound Burst]]_; __1st __ (4 slots) _[[Spells/Bless|Bless]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Protection|Protection]]_, _[[Spells/Spirit Link|Spirit Link]]_\n__Cantrips__ __(5th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Light|Light]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Ray of Frost|Ray of Frost]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Stabilize|Stabilize]]_"
+
+ - name: "Guardian Naga Venom"
+ desc: " (poison) **Saving Throw** DC 29 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 3d6 poison (1 round)\n\n**Stage 2** 3d6 poison and [[Conditions/Drained|Drained 1]] (1 round)"
+
+```
+
+```encounter-table
+name: Guardian Naga
+creatures:
+ - 1: Guardian Naga
+```
+
+
+
+The opposite of dark nagas in many ways, guardian nagas are benevolent and wise protectors of places of great natural or supernatural significance: ancient oak groves, forgotten holy temples, and vaults of sacred power are just a few examples of locations that these nagas protect. Guardian nagas believe that the beautiful elements of the cosmos are worthy of protection and that devotion to such a grand effort is its own reward. A guardian naga may join a group with similar values, such as a sect of priests or monks, to aid it in its holy endeavors and to exchange knowledge of the heavens.
+
+Guardian nagas usually encourage their young, upon reaching adulthood, to depart the nest and seek out their own natural wonders or ancient ruins to protect. Sometimes generations of guardian nagas might guard the same place, passing the honor of such care from parent to child. In such cases, the parent nagas aim to have at least one of their children elect to stay behind and become the guardian of their ancestral ward, giving the parents the peace of mind that the site they protect will continue to be guarded by their descendants.
+
+It is difficult for many societies that vilify serpents or see them as symbols of evil to accept the fact that guardian nagas are benevolent and kindly. Fortunately for these people, guardian nagas are also patient and understanding, and see encounters with such societies as opportunities to educate and expand worldviews.
+
+* * *
+
+Nagas are serpentine beings with magical powers and keen, nearly inscrutable intellects. Physically, they resemble massive snakes with eerie visages that resemble those of humans. Nagas use their innate magic and poisonous fangs to keep all but the most stalwart foes at bay. Beyond the natural weapons they use to ward away foes, little is understood of the naga's unsettling physiology.
+
+Nagas are intelligent creatures with powerful needs to pursue, be they the accumulation of knowledge, the collection of rare art, or the rule of an entire nation. On Golarion, the nation of Nagajor is one such society-an entire empire ruled by nagas and populated by reptilian humanoids who serve their naga rulers with a patriotic pride that borders on worship.
+
+Still, most adventurers interact with nagas on a much smaller scale, encountering them as dangerous guardians in remote locations or not-so-abandoned ruins. In many cases, these nagas have heard of distant Nagajor, but they are usually unwilling to abandon their own pursuits to seek out a land where they might be worshipped as gods.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Gug.md b/content/mechanics/srd/Bestiary/Bestiary 1/Gug.md
new file mode 100755
index 000000000..f95baaf21
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Gug.md
@@ -0,0 +1,96 @@
+---
+title: "Gug"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ARrZcRtArWW7w1uW"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Gug"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Gug"
+level: "Creature 10"
+
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision"
+languages: "Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +19, Athletics: +23, Stealth: +19, Survival: +17"
+abilityMods: [7, 3, 6, 0, 3, 0]
+speed: 40 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +22, __Ref__ +17, __Will__ +19"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+23 (reach 15 feet)\n__Damage__ 2d12 + 13 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+23 (agile, reach 15 feet)\n__Damage__ 2d8 + 13 slashing"
+
+ - name: "Eerie Flexibility"
+ desc: " Despite its size, the gug's multiple joints allow it to fit through tight spaces as if it were a Medium creature. While [[Actions/Squeeze|Squeezing]], it can move at its full Speed."
+
+ - name: "Furious Claws"
+ desc: "`pf2:2` The gug makes up to four claw Strikes, each against a different target. These attacks all count toward the gug's multiple attack penalty, but the penalty doesn't increase until after the gug makes all its attacks."
+
+ - name: "[[Bestiary Ability Glossary/Rend|Rend]]"
+ desc: "`pf2:1` Claw\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
+
+```
+
+```encounter-table
+name: Gug
+creatures:
+ - 1: Gug
+```
+
+
+
+A gug's most horrid feature is its barrel-shaped head, which splits vertically to reveal numerous rows of sharp, yellow teeth and an open throat. Its eyes on either side of its head-jaw are small but keen. Bony ridges protect its eyes from the frantic flailing of its prey, as it prefers meals of raw and writhing meat over fungi and molds. It grips said prey with powerful arms that split at the elbow into a pair of forearms, giving it four clawed paws. These monstrous brutes are covered with shaggy black fur, often crusted with blood and gore.
+
+Although gugs may seem bestial, they have keen and wicked intellects. Gugs lair far underground, but they sometimes come to the surface to hunt during dark nights, either alone or in small groups. As they possess voracious appetites, most gugs consume the creatures they catch, but some instead kidnap their victims and retreat below the surface, leaving only a lingering stench and odd, clawed paw-prints. Victims are taken to rancid lairs marked with strange runes and sacrificed to the gugs' wicked gods of blood, darkness, and nightmares. Dire rumors tell of lightless gug cities made of titanic blocks of stone far underground, where powerful gug leaders preach their vile doctrines to mobs of howling gugs.
+
+Gugs have a strange relationship with ghouls, which seems to date from their shared origin in a distant subterranean world. Gugs live in fear of ghouls, despite towering over them; however, this strange fear doesn't apply to ghasts, whom gugs consume as voraciously as they do other creatures.
+
+Gugs stand 16 feet tall and weigh 2,000 pounds, although they have an eerie, graceful gait that belies their immense size. Their light step and ability to squeeze through very small crannies makes gugs common bogeymen in tales of strange disappearances or bloody massacres.
+
+Some particularly bloodthirsty gugs gain awful powers as gifts from their eldritch patrons. These monsters are known as savants, are never less than 12th level in power, and gain several occult innate spells. Though each savant's precise mix of spells varies, normally, these spells grant invisibility, offer power to manipulate and change rock, or invoke awful and destructive energies upon living flesh.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Hill Giant.md b/content/mechanics/srd/Bestiary/Bestiary 1/Hill Giant.md
new file mode 100755
index 000000000..14570122d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Hill Giant.md
@@ -0,0 +1,97 @@
+---
+title: "Hill Giant"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.YfbPilPOlFAmyg4K"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Hill Giant"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Hill Giant"
+level: "Creature 7"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[earth]]
+trait_03: [[evil]]
+trait_04: [[giant]]
+trait_05: [[humanoid]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Low-Light Vision"
+languages: "Common, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +19, Intimidation: +11"
+abilityMods: [6, 0, 4, -2, 2, 0]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +17, __Ref__ +12, __Will__ +13"
+hp: 140
+health:
+ - name: ""
+ - name: HP
+ desc: "140"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Greatclub|Greatclub]], [[Equipment/Hide Armor|Hide Armor]], Sack for Holding Rocks, 5x Rock"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Catch Rock|Catch Rock]]"
+ desc: "`pf2:r` **Requirements** The monster must have a free hand but can [[Actions/Release|Release]] anything it's holding as part of this reaction.\n\n**Trigger** The monster is targeted with a thrown rock Strike or a rock would fall on the monster.\n* * *\n\n**Effect** The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Greatclub"
+ desc: "+19 (backswing, reach 10 feet, shove)\n__Damage__ 1d10 + 14 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+19 (agile, reach 10 feet)\n__Damage__ 1d6 + 4 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+19 (brutal, range increment 120 feet)\n__Damage__ 1d8 + 14 bludgeoning plus rock"
+
+ - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
+ desc: "`pf2:1` The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
+
+ - name: "Wide Swing"
+ desc: "`pf2:1` The hill giant makes a single greatclub Strike and compares the attack roll result to the ACs of up to two foes within its reach.\n\nThis counts as two attacks for the hill giant's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Hill Giant
+creatures:
+ - 1: Hill Giant
+```
+
+
+
+Selfish and crude, these rough-skinned raiders are bullies and ultimately cowards. Quick-tempered and fond of violence, a hill giant gladly raids and pillages the defenseless but is quick to flee from those who are bigger, stronger, or better organized than they are. A hill giant is never above shoving or tricking one of their own kind to slow down their opponent or get the best loot.
+
+* * *
+
+Giants are massive humanoid creatures who live in remote regions throughout the world. They are divided into a number of subtypes.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Hive Mother.md b/content/mechanics/srd/Bestiary/Bestiary 1/Hive Mother.md
new file mode 100755
index 000000000..cd2659f88
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Hive Mother.md
@@ -0,0 +1,91 @@
+---
+title: "Hive Mother"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.U0NrYiE2RhP1KxiP"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Hive Mother"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Hive Mother"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision, Tremorsense (Imprecise) 90 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Athletics: +20, Stealth: +11, Survival: +16"
+abilityMods: [6, 1, 4, -4, 2, -2]
+speed: 25 feet, burrow 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 29
+armorclass:
+ - name: AC
+ desc: "29; __Fort__ +18, __Ref__ +15, __Will__ +14"
+hp: 120
+health:
+ - name: ""
+ - name: HP
+ desc: "120"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 90 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Mandibles"
+ desc: "+20 (acid)\n__Damage__ 2d8 + 6 piercing 2d6 acid"
+
+ - name: "**Ranged** `pf2:1` Acid Spit"
+ desc: "+17 (acid, range 30 feet)\n__Damage__ 5d6 acid"
+
+ - name: "Armor-Rending Bite"
+ desc: "`pf2:2` The hive mother makes a mandibles Strike; if the Strike hits, the target's armor takes the damage and the acid damage bypasses the armor's Hardness."
+
+ - name: "Frenzy Pheromone"
+ desc: "`pf2:2` The hive mother unleashes a pheromone that causes all other ankhravs within a 100-foot emanation to become [[Conditions/Quickened|Quickened 1]] until the start of the hive mother's next turn, and they can use the extra action only for Burrow, Stride, or Strike actions.\n\nThe hive mother can't unleash the pheromone again for 1d4 rounds."
+
+ - name: "Spray Acid"
+ desc: "`pf2:2` (acid) The hive mother spews acid in a 60-foot cone, dealing 8d6 acid damage and 1d6 persistent acid damage (DC 26 Reflex check save).\n\nIt can't spew acid again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Hive Mother
+creatures:
+ - 1: Hive Mother
+```
+
+
+
+Ankhrav hive mothers are fearsome predators that one can easily distinguish from the typical ankhrav not only by their greater size, but the presence of a large pair of razor-sharp, mantis-like arms.
+
+* * *
+
+Ankhravs are immense, burrowing, and insectile predators, considered by inhabitants of the rural areas of the world to be an all-too-common plague.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Horned Archon.md b/content/mechanics/srd/Bestiary/Bestiary 1/Horned Archon.md
new file mode 100755
index 000000000..f6e9c5823
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Horned Archon.md
@@ -0,0 +1,108 @@
+---
+title: "Horned Archon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.v1E4kH8tofvJf7fk"
+tags:
+ - pf2e/creature/type/archon
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Horned Archon"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Horned Archon"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[archon]]
+trait_02: [[celestial]]
+trait_03: [[good]]
+trait_04: [[holy]]
+trait_05: [[lawful]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: "Diabolic, Draconic, Empyrean; tongues"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +12, Nature: +11, Religion: +9, Stealth: +10, Survival: +11"
+abilityMods: [3, 4, 3, 1, 3, 1]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +11, __Ref__ +10, __Will__ +11; +1 status to all saves vs. magic"
+hp: 65
+health:
+ - name: ""
+ - name: HP
+ desc: "65; __Weaknesses__ unholy 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Composite Longbow|Composite Longbow]], 20x [[Equipment/Arrows|Arrows]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Menacing Guardian"
+ desc: " (aura,divine) 30 feet. Enemies that start their turn in the area or enter it must attempt a DC 19 Will check save.\n\nOn a failure, they take a -1 status penalty to attack rolls, spell rolls, and damage rolls against any other target while in the aura for 24 hours or until they damage the archon, whichever comes first. On a critical failure, they can't use hostile actions against any other target while in the area for 24 hours or until they damage the archon, whichever comes first.\n\nRegardless of the result, a creature is then temporarily immune to further menacing guardian auras for 24 hours."
+
+ - name: "Retributive Strike"
+ desc: "`pf2:r` **Damage Reduction** 6\n\nA horned archon can also make a Retributive Strike with its composite longbow\n* * *\n\n**Trigger** An enemy damages the monster's ally, and both are within 15 feet of the monster.\n* * *\n\n**Effect** The ally gains resistance to all damage against the triggering damage equal to 2 + the monster's level. If the foe is within reach, the monster makes a melee Strike against it."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+11 (holy, magical)\n__Damage__ 2d8 + 3 piercing plus push 1d6 spirit plus push"
+
+ - name: "**Ranged** `pf2:1` Composite Longbow"
+ desc: "+14 (deadly d10, holy, magical, range increment 100 feet, reload 0, volley 30 ft.)\n__Damage__ 1d8 + 4 piercing 1d6 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 21, attack +13; __4th __ _[[Spells/Translocate|Dimension Door (x3)]]_; __2nd __ _[[Spells/Animal Messenger|Animal Messenger (x3)]]_; __1st __ _[[Spells/Charm|Charm (Animals Only) (x3)]]_, _[[Spells/Sure Strike|True Strike (x3)]]_\n__Cantrips__ __(2nd)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Archon's Door"
+ desc: " Once per day, if an archon sees another creature cast [[Spells/Translocate|Translocate]], it can cast an innate _dimension door_ (heightened to 5th level) within 1 round to attempt to follow that creature to the maximum distance of the archon's _dimension door_.\n\nIf the archon's _dimension door_ has enough distance, the archon appears the same distance and direction from the creature as before either used _dimension door_."
+
+ - name: "Touch of Charity"
+ desc: "`pf2:1` (healing,manipulate) A horned archon can touch another creature to take on that creature's wounds, transferring up to 30 of the horned archon's HP to the touched creature. The horned archon can't transfer more HP than it currently has."
+
+ - name: "[[Bestiary Ability Glossary/Push|Push]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Push in its damage entry\n* * *\n\n**Effect** The monster attempts to [[Actions/Shove|Shove]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance."
+
+```
+
+```encounter-table
+name: Horned Archon
+creatures:
+ - 1: Horned Archon
+```
+
+
+
+Horned archons are secretive and tireless sentinels and scouts, patrolling the Outer Sphere's untamed wilds for evil to eliminate and keeping small communities safe from demons, devils, and worse. They resemble muscular humans with the head, horns, and legs of a stag. When requested to do so by their patrons, especially Erastil, they journey to the Material Plane and patrol dangerous frontier areas, secretly performing acts of kindness such as leading hunters to food, helping lost children, and driving off evil creatures. Because they roam the wilds of Nirvana and Elysium, horned archons are among the best at understanding the perspectives of other celestials.
+
+* * *
+
+Archons are guardians of Heaven and enemies of chaos and evil. They openly fight back the spread of fiends but also quietly nurture the seeds of virtue within mortals, teaching the denizens of the Material Plane how to act with honor and integrity, enact just laws, and cast off sin and temptation.
+
+Archons live in the immense seven-tiered mountain of Heaven. They manifest in the Garden at the mountain's peak from mortal souls who answer a mysterious voice. There they swear to forever serve the cause of justice and transform into their new archon forms. Intensely orderly in their metamorphosis, new archons begin as lantern archons or other lesser forms, transforming into ever-greater archons as their virtue and achievements grow. Each archon represents a particular virtue, such as hope, charity, justice, or courage, and they gain strength in the presence of mortals who exemplify this virtue. Due to their extremely lawful nature, archons sometimes find themselves at odds with azatas.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Iron Golem.md b/content/mechanics/srd/Bestiary/Bestiary 1/Iron Golem.md
new file mode 100755
index 000000000..6ef273ddd
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Iron Golem.md
@@ -0,0 +1,99 @@
+---
+title: "Iron Golem"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.0HNNF9T3rkY0TfHV"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/golem
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Iron Golem"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Iron Golem"
+level: "Creature 13"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[construct]]
+trait_02: [[golem]]
+trait_03: [[mindless]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +30"
+abilityMods: [8, -1, 4, -5, 0, -5]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +26, __Ref__ +21, __Will__ +22"
+hp: 190
+health:
+ - name: ""
+ - name: HP
+ desc: "190; __Immunities__ fire, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental; __Resistances__ physical 15 (except adamantine)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Creature Family Ability Glossary/(Golem) Golem Antimagic|Golem Antimagic]]"
+ desc: " harmed by acid (6d10 damage, 2d8 damage from areas or persistent damage); healed by fire (area 2d8 healing Hit Points); slowed by electricity\n* * *\n\nA golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as \"cold and water\"), either type of spell can affect the golem.\n\n* **Harmed By** Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.\n* **Healed By** Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.\n* **Slowed By** Any magic of this type that targets the golem causes it to be [[Conditions/Slowed|Slowed 1]] for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.\n* **Vulnerable To** Each golem is vulnerable to one or more specific spells, with the effects described in its stat block."
+
+ - name: "Vulnerable to Neutralize Poison"
+ desc: " Casting [[Spells/Cleanse Affliction|Cleanse Affliction]] on the golem deactivates its Breath Weapon for 1 minute."
+
+ - name: "Vulnerable to Rust"
+ desc: " Magical rusting effects, like a rust monster's antennae, affect the iron golem normally."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+28 (magical, reach 10 feet)\n__Damage__ 3d10 + 12 bludgeoning"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,poison) The iron golem exhales poisonous gas in a 10-foot radius centered on the corner of one of the iron golem's squares.\n\nThe gas persists for 1 round. Any creature in the area (or that later enters the area) is exposed to the iron golem's poison.\n\nThe golem can't use its Breath Weapon again for 1d4 rounds."
+
+ - name: "[[Creature Family Ability Glossary/(Golem) Inexorable March|Inexorable March]]"
+ desc: "`pf2:1` DC 37 Fortitude check\n\nOn a critical success, the resisting creature takes no damage; otherwise it is damaged as if hit by the golem's fist.\n* * *\n\nThe golem Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can attempt to bar the way by succeeding at a Fortitude save."
+
+ - name: "Iron Golem Poison"
+ desc: " (poison) Any [[Conditions/Drained|Drained]] value from this poison is reduced by 1 every hour.\n\n**Saving Throw** DC 33 Fortitude check\n* * *\n\n**Maximum Duration** 4 rounds\n\n**Stage 1** 2d6 poison damage and [[Conditions/Drained|Drained 1]] (1 round)\n\n**Stage 2** 4d6 poison damage and [[Conditions/Drained|Drained 2]] (1 round)\n\n**Stage 3** 8d6 poison damage and [[Conditions/Drained|Drained 3]] (1 round)"
+
+```
+
+```encounter-table
+name: Iron Golem
+creatures:
+ - 1: Iron Golem
+```
+
+
+
+Traditionally crafted into the forms of giant suits of armor or powerful animals, iron golems are products of exquisite artistry and skill. Their articulated joints and sturdy armored bodies require great care and mathematical precision to craft, and regular cleaning and oiling ensure they don't rust over the ages. With proper care, iron golems can remain in good shape for thousands of years, being passed down for generations, as long as they aren't destroyed by meddlesome adventurers. In addition to their incredible strength, iron golems possess a potent toxic breath weapon that is often more than enough to dispatch entire groups of opponents.
+
+* * *
+
+Crafted of base materials and then magically animated into a powerful guardian, the legendary golem is a living construct that mindlessly obeys its creator's commands-often continuing to do so for years or even centuries after its creator's death. There exist two known methods of animating a golem. The traditional method involves harvesting and implanting an elemental soul or essence within the newly crafted host statue, a procedure seen as vile and blasphemous to those who value the sanctity of the soul; evil or amoral golem crafters tend to prefer this method. The other, less disreputable technique involves siphoning pure vitality energy into the statue to artificially imitate the creation of a soul. The result does not give the golem a true soul and is generally a more costly and time-consuming method of creation. Regardless of the method used, the resulting golem functions the same. A golem's unique animating force leaves it susceptible to certain forms of magic, but apart from these few weaknesses, it is impervious to magic and difficult to damage with weapons.
+
+Golems work best in play as foes to vanquish rather than allies to accompany player characters on adventures. The process of creating a golem is time-consuming, expensive, and difficult, and only the most talented spellcasters or artisans can even hope to accomplish such an undertaking. While certain magical texts-so-called "golem manuals"-are said to aid golems crafters, for the most part the creation of a golem should be something left in the hands of the Game Master.
+
+Golems have components that can be harvested as trophies or magical components; the value depends on the golem in question. Examples of components that can be harvested from golems are listed in the sidebars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Janni.md b/content/mechanics/srd/Bestiary/Bestiary 1/Janni.md
new file mode 100755
index 000000000..3bd87988b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Janni.md
@@ -0,0 +1,94 @@
+---
+title: "Janni"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.i0PiRwMo5xWdoNDY"
+tags:
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/genie
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Janni"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Janni"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[elemental]]
+trait_02: [[genie]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: "Common; one elemental language (aquan auran ignan or terran), one planar language (abyssal celestial or infernal), telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Arcana: +10, Crafting: +8, Deception: +7, Survival: +11"
+abilityMods: [4, 2, 2, 2, 3, 1]
+speed: 20 feet, fly 15 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +12, __Ref__ +10, __Will__ +11"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60; __Resistances__ fire 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Composite Shortbow|Composite Shortbow]], [[Equipment/Scimitar|Scimitar]], 20x [[Equipment/Arrows|Arrows]]"
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "Elemental Endurance"
+ desc: " A janni can survive on any Elemental Plane for up to 48 hours, after which it takes 1 damage per hour until it leaves or dies."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Scimitar"
+ desc: "+14 (forceful, sweep)\n__Damage__ 1d6 + 10 slashing"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+14 (agile, magical, nonlethal)\n__Damage__ 1d4 + 10 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Composite Shortbow"
+ desc: "+12 (deadly d10, propulsive, range increment 60 feet, reload 0)\n__Damage__ 1d6 + 5 piercing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 21, attack +13; __7th __ _[[Spells/Interplanar Teleport|Plane Shift (to Astral Plane, Elemental Planes, or Material Plane Only)]]_; __2nd __ _[[Spells/Create Food|Create Food]]_, _[[Spells/Invisibility|Invisibility (x3)]]_, _[[Spells/Speak with Animals|Speak with Animals]]_; __1st __ _[[Spells/Create Water|Create Water]]_"
+
+ - name: "Change Size"
+ desc: "`pf2:2` (arcane,concentrate,polymorph) **Frequency** Once per day.\n* * *\n\n**Effect** The janni changes a creature's size. This works as a 4th-rank [[Spells/Enlarge|Enlarge]] or [[Spells/Shrink|Shrink]] spell but can target an unwilling creature (DC 21 Fortitude check save negates)."
+
+```
+
+```encounter-table
+name: Janni
+creatures:
+ - 1: Janni
+```
+
+
+
+Jann are genies composed of all four elements, meaning they are not quite home on any of the Elemental Planes. Instead, jann reside on the Material Plane, making only brief forays to the other parts of the Inner Sphere. Although they are human in size and appearance, jann are not at all related to humans and bristle at any claims to this effect. They are a proud people and take great care to maintain their honor-restoring that honor with the edge of a sword, if necessary.
+
+* * *
+
+A unique type of genie exists for each Elemental Plane, and the bodies of genies are formed out of elemental matter corresponding to their native plane: djinn are formed from wind, clouds, and storms; efreet are fire made flesh; marids are beings of water; and shaitans are composed of metal, gems, and stone. Lastly, the jann are formed out of all four elements, and are the weakest of geniekind.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Kapoacinth.md b/content/mechanics/srd/Bestiary/Bestiary 1/Kapoacinth.md
new file mode 100755
index 000000000..f5e746ac9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Kapoacinth.md
@@ -0,0 +1,92 @@
+---
+title: "Kapoacinth"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ZxEcrGRbXfG76sKN"
+tags:
+ - pf2e/creature/type/aquatic
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Kapoacinth"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Kapoacinth"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aquatic]]
+trait_02: [[beast]]
+trait_03: [[chaotic]]
+trait_04: [[earth]]
+trait_05: [[evil]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision"
+languages: "Common, Petran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Athletics: +9, Stealth: +12"
+abilityMods: [3, 2, 3, -2, 2, -2]
+speed: 25 feet, swim 40 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +13, __Ref__ +10, __Will__ +10"
+hp: 40
+health:
+ - name: ""
+ - name: HP
+ desc: "40; __Resistances__ physical 5 (except adamantine)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Clawed Feet"
+ desc: "`pf2:r` (attack) **Trigger** The gargoyle is Swimming, and a creature moves into an adjacent square below it.\n* * *\n\n**Effect** The gargoyle makes a claw Strike against the triggering creature."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+13 ()\n__Damage__ 2d8 + 3 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+13 (agile)\n__Damage__ 2d6 + 3 slashing"
+
+ - name: "Statue"
+ desc: "`pf2:1` (concentrate) Until the next time it acts, the gargoyle appears to be a statue. It has an automatic result of 32 on Deception checks and DCs to pass as a statue."
+
+```
+
+```encounter-table
+name: Kapoacinth
+creatures:
+ - 1: Kapoacinth
+```
+
+
+
+Kapoacinths dwell not amid cliffs or rooftops, but beneath the sea, using their wings to swim. These water-dwelling gargoyles often dwell in shallow coastal regions and shamble forth from the sea to attack prey. Kapoacinths are less individualistic and tend to create more stable wings for longer periods of time.
+
+* * *
+
+Gargoyles are monstrous hunters made of elemental stone. They use their resemblance to decorative statues to hide in plain sight in cities during the day and descend upon unlucky pedestrians at night. Their most common form is that of a horned humanoid with bat-like wings, but individual gargoyles show a great deal of variation, with some appearing more or less humanoid and others resembling no known creature. A gargoyle's features are not flxed; city-dwelling gargoyles who remain in the same locale long enough slowly morph, day by day, to match the style of the local architecture. These patient monsters can stay disguised for long stretches of time as they patiently await an opportunity to strike.
+
+Gargoyles tend to be lone hunters, though sometimes they band into fearsome tribes called "wings" for protection or sport. On rare occasions, wings become relatively stable communities, and gargoyles in wings may even ally with other creatures such as demons and intelligent aberrations, though these alliances exist on a razor's edge. The majority of gargoyles are treacherous, vindictive, and petty-traits that preclude lasting partnerships. Many tend to be obsessive and compulsive. Some are collectors, focusing on anything from books to grim trophies, while others are ritualistic or overly passionate about niche intellectual subjects or certain artistic motifs. These tendencies often contribute to the dissolution of wings as individuals' obsessions and compulsions clash.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Kobold Dragon Mage (Black).md b/content/mechanics/srd/Bestiary/Bestiary 1/Kobold Dragon Mage (Black).md
new file mode 100755
index 000000000..2d8284ce3
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Kobold Dragon Mage (Black).md
@@ -0,0 +1,97 @@
+---
+title: "Kobold Dragon Mage (Black)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.OBlOoykuFQUkjnZQ"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/kobold
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Kobold Dragon Mage (Black)"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Kobold Dragon Mage (Black)"
+level: "Creature 2"
+
+alignment: ""
+size: "Small"
+trait_01: [[evil]]
+trait_02: [[humanoid]]
+trait_03: [[kobold]]
+trait_04: [[lawful]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Darkvision"
+languages: "Common, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +6, Deception: +8, Diplomacy: +8, Intimidation: +8, Stealth: +7, Dragon Lore: +10"
+abilityMods: [-1, 3, 0, 2, 1, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +4, __Ref__ +7, __Will__ +7"
+hp: 25
+health:
+ - name: ""
+ - name: HP
+ desc: "25; __Resistances__ acid 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Staff|Staff]]"
+abilities_mid:
+ - name: ""
+ - name: "Dragonscaled"
+ desc: " A kobold dragon mage's resistance depends on the color of its scales:\n\n* **Black** acid 5"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+7 (agile, finesse)\n__Damage__ 1d6 - 1 slashing"
+
+ - name: "**Melee** `pf2:1` Staff"
+ desc: "+3 (two-hand d8)\n__Damage__ 1d4 - 1 bludgeoning"
+
+ - name: "Arcane Spontaneous Spells"
+ desc: "DC 20, attack +12; __1st __ (4 slots) _[[Spells/Fear|Fear]]_, _[[Spells/Illusory Object|Illusory Object]]_, _[[Spells/Force Barrage|Magic Missile]]_\n__Cantrips__ __(1st)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Electric Arc|Electric Arc]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Tangle Vine|Tanglefoot]]_"
+
+ - name: "Illusory Retreat"
+ desc: "`pf2:3` (arcane,illusion,manipulate,move) **Frequency** once per hour\n\n**Requirements** The kobold dragon mage is adjacent to at least one enemy.\n* * *\n\n**Effect** The dragon mage creates an illusion of itself in its square and then becomes [[Conditions/Invisible|Invisible]] (with the effects of a 2nd-rank [[Spells/Invisibility|Invisibility]] spell) for 1d4 rounds. The dragon mage can move up to half its Speed, but it must end its movement in a space that's not adjacent to any enemies.\n\nThis is a 1st-rank spell that requires a somatic component."
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " The dragon mage deals an extra 1d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Kobold Dragon Mage (Black)
+creatures:
+ - 1: Kobold Dragon Mage (Black)
+```
+
+
+
+Kobold dragon mages use magic to carry out their secret schemes. The presence of a dragon mage in a kobold warren is one of the greatest testaments to the kobolds' claim to draconic heritage.
+
+* * *
+
+Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.
+
+Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Kobold Dragon Mage (Blue).md b/content/mechanics/srd/Bestiary/Bestiary 1/Kobold Dragon Mage (Blue).md
new file mode 100755
index 000000000..21b9b5103
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Kobold Dragon Mage (Blue).md
@@ -0,0 +1,97 @@
+---
+title: "Kobold Dragon Mage (Blue)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.i6AthMuuzMkm55Jl"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/kobold
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Kobold Dragon Mage (Blue)"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Kobold Dragon Mage (Blue)"
+level: "Creature 2"
+
+alignment: ""
+size: "Small"
+trait_01: [[evil]]
+trait_02: [[humanoid]]
+trait_03: [[kobold]]
+trait_04: [[lawful]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Darkvision"
+languages: "Common, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +6, Deception: +8, Diplomacy: +8, Intimidation: +8, Stealth: +7, Dragon Lore: +10"
+abilityMods: [-1, 3, 0, 2, 1, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +4, __Ref__ +7, __Will__ +7"
+hp: 25
+health:
+ - name: ""
+ - name: HP
+ desc: "25; __Resistances__ electricity 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Staff|Staff]]"
+abilities_mid:
+ - name: ""
+ - name: "Dragonscaled"
+ desc: " A kobold dragon mage's resistance depends on the color of its scales:\n\n* **Blue** electricity 5"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+7 (agile, finesse)\n__Damage__ 1d6 - 1 slashing"
+
+ - name: "**Melee** `pf2:1` Staff"
+ desc: "+3 (two-hand d8)\n__Damage__ 1d4 - 1 bludgeoning"
+
+ - name: "Arcane Spontaneous Spells"
+ desc: "DC 20, attack +12; __1st __ (4 slots) _[[Spells/Fear|Fear]]_, _[[Spells/Illusory Object|Illusory Object]]_, _[[Spells/Force Barrage|Magic Missile]]_\n__Cantrips__ __(1st)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Electric Arc|Electric Arc]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Tangle Vine|Tanglefoot]]_"
+
+ - name: "Illusory Retreat"
+ desc: "`pf2:3` (arcane,illusion,manipulate,move) **Frequency** once per hour\n\n**Requirements** The kobold dragon mage is adjacent to at least one enemy.\n* * *\n\n**Effect** The dragon mage creates an illusion of itself in its square and then becomes [[Conditions/Invisible|Invisible]] (with the effects of a 2nd-rank [[Spells/Invisibility|Invisibility]] spell) for 1d4 rounds. The dragon mage can move up to half its Speed, but it must end its movement in a space that's not adjacent to any enemies.\n\nThis is a 1st-rank spell that requires a somatic component."
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " The dragon mage deals an extra 1d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Kobold Dragon Mage (Blue)
+creatures:
+ - 1: Kobold Dragon Mage (Blue)
+```
+
+
+
+Kobold dragon mages use magic to carry out their secret schemes. The presence of a dragon mage in a kobold warren is one of the greatest testaments to the kobolds' claim to draconic heritage.
+
+* * *
+
+Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.
+
+Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Kobold Dragon Mage (Green).md b/content/mechanics/srd/Bestiary/Bestiary 1/Kobold Dragon Mage (Green).md
new file mode 100755
index 000000000..57e54de35
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Kobold Dragon Mage (Green).md
@@ -0,0 +1,97 @@
+---
+title: "Kobold Dragon Mage (Green)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ZozAxAdYhqtMCKFW"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/kobold
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Kobold Dragon Mage (Green)"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Kobold Dragon Mage (Green)"
+level: "Creature 2"
+
+alignment: ""
+size: "Small"
+trait_01: [[evil]]
+trait_02: [[humanoid]]
+trait_03: [[kobold]]
+trait_04: [[lawful]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Darkvision"
+languages: "Common, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +6, Deception: +8, Diplomacy: +8, Intimidation: +8, Stealth: +7, Dragon Lore: +10"
+abilityMods: [-1, 3, 0, 2, 1, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +4, __Ref__ +7, __Will__ +7"
+hp: 25
+health:
+ - name: ""
+ - name: HP
+ desc: "25; __Resistances__ poison 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Staff|Staff]]"
+abilities_mid:
+ - name: ""
+ - name: "Dragonscaled"
+ desc: " A kobold dragon mage's resistance depends on the color of its scales:\n\n* **Green** poison 5"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+7 (agile, finesse)\n__Damage__ 1d6 - 1 slashing"
+
+ - name: "**Melee** `pf2:1` Staff"
+ desc: "+3 (two-hand d8)\n__Damage__ 1d4 - 1 bludgeoning"
+
+ - name: "Arcane Spontaneous Spells"
+ desc: "DC 20, attack +12; __1st __ (4 slots) _[[Spells/Fear|Fear]]_, _[[Spells/Illusory Object|Illusory Object]]_, _[[Spells/Force Barrage|Magic Missile]]_\n__Cantrips__ __(1st)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Electric Arc|Electric Arc]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Tangle Vine|Tanglefoot]]_"
+
+ - name: "Illusory Retreat"
+ desc: "`pf2:3` (arcane,illusion,manipulate,move) **Frequency** once per hour\n\n**Requirements** The kobold dragon mage is adjacent to at least one enemy.\n* * *\n\n**Effect** The dragon mage creates an illusion of itself in its square and then becomes [[Conditions/Invisible|Invisible]] (with the effects of a 2nd-rank [[Spells/Invisibility|Invisibility]] spell) for 1d4 rounds. The dragon mage can move up to half its Speed, but it must end its movement in a space that's not adjacent to any enemies.\n\nThis is a 1st-rank spell that requires a somatic component."
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " The dragon mage deals an extra 1d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Kobold Dragon Mage (Green)
+creatures:
+ - 1: Kobold Dragon Mage (Green)
+```
+
+
+
+Kobold dragon mages use magic to carry out their secret schemes. The presence of a dragon mage in a kobold warren is one of the greatest testaments to the kobolds' claim to draconic heritage.
+
+* * *
+
+Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.
+
+Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Kobold Dragon Mage (Red).md b/content/mechanics/srd/Bestiary/Bestiary 1/Kobold Dragon Mage (Red).md
new file mode 100755
index 000000000..d635d9742
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Kobold Dragon Mage (Red).md
@@ -0,0 +1,97 @@
+---
+title: "Kobold Dragon Mage (Red)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.p53VWQakDlBrUFnx"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/kobold
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Kobold Dragon Mage (Red)"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Kobold Dragon Mage (Red)"
+level: "Creature 2"
+
+alignment: ""
+size: "Small"
+trait_01: [[evil]]
+trait_02: [[humanoid]]
+trait_03: [[kobold]]
+trait_04: [[lawful]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Darkvision"
+languages: "Common, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +6, Deception: +8, Diplomacy: +8, Intimidation: +8, Stealth: +7, Dragon Lore: +10"
+abilityMods: [-1, 3, 0, 2, 1, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +4, __Ref__ +7, __Will__ +7"
+hp: 25
+health:
+ - name: ""
+ - name: HP
+ desc: "25; __Resistances__ fire 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Staff|Staff]]"
+abilities_mid:
+ - name: ""
+ - name: "Dragonscaled"
+ desc: " A kobold dragon mage's resistance depends on the color of its scales:\n\n* **Red** fire 5"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+7 (agile, finesse)\n__Damage__ 1d6 - 1 slashing"
+
+ - name: "**Melee** `pf2:1` Staff"
+ desc: "+3 (two-hand d8)\n__Damage__ 1d4 - 1 bludgeoning"
+
+ - name: "Arcane Spontaneous Spells"
+ desc: "DC 20, attack +12; __1st __ (4 slots) _[[Spells/Fear|Fear]]_, _[[Spells/Illusory Object|Illusory Object]]_, _[[Spells/Force Barrage|Magic Missile]]_\n__Cantrips__ __(1st)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Electric Arc|Electric Arc]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Tangle Vine|Tanglefoot]]_"
+
+ - name: "Illusory Retreat"
+ desc: "`pf2:3` (arcane,illusion,manipulate,move) **Frequency** once per hour\n\n**Requirements** The kobold dragon mage is adjacent to at least one enemy.\n* * *\n\n**Effect** The dragon mage creates an illusion of itself in its square and then becomes [[Conditions/Invisible|Invisible]] (with the effects of a 2nd-rank [[Spells/Invisibility|Invisibility]] spell) for 1d4 rounds. The dragon mage can move up to half its Speed, but it must end its movement in a space that's not adjacent to any enemies.\n\nThis is a 1st-rank spell that requires a somatic component."
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " The dragon mage deals an extra 1d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Kobold Dragon Mage (Red)
+creatures:
+ - 1: Kobold Dragon Mage (Red)
+```
+
+
+
+Kobold dragon mages use magic to carry out their secret schemes. The presence of a dragon mage in a kobold warren is one of the greatest testaments to the kobolds' claim to draconic heritage.
+
+* * *
+
+Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.
+
+Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Kobold Dragon Mage (White).md b/content/mechanics/srd/Bestiary/Bestiary 1/Kobold Dragon Mage (White).md
new file mode 100755
index 000000000..bac72f441
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Kobold Dragon Mage (White).md
@@ -0,0 +1,97 @@
+---
+title: "Kobold Dragon Mage (White)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.2fwtQzNnNTWo3tTE"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/kobold
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Kobold Dragon Mage (White)"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Kobold Dragon Mage (White)"
+level: "Creature 2"
+
+alignment: ""
+size: "Small"
+trait_01: [[evil]]
+trait_02: [[humanoid]]
+trait_03: [[kobold]]
+trait_04: [[lawful]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Darkvision"
+languages: "Common, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +6, Deception: +8, Diplomacy: +8, Intimidation: +8, Stealth: +7, Dragon Lore: +10"
+abilityMods: [-1, 3, 0, 2, 1, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +4, __Ref__ +7, __Will__ +7"
+hp: 25
+health:
+ - name: ""
+ - name: HP
+ desc: "25; __Resistances__ cold 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Staff|Staff]]"
+abilities_mid:
+ - name: ""
+ - name: "Dragonscaled"
+ desc: " A kobold dragon mage's resistance depends on the color of its scales:\n\n* **White** cold 5"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+7 (agile, finesse)\n__Damage__ 1d6 - 1 slashing"
+
+ - name: "**Melee** `pf2:1` Staff"
+ desc: "+3 (two-hand d8)\n__Damage__ 1d4 - 1 bludgeoning"
+
+ - name: "Arcane Spontaneous Spells"
+ desc: "DC 20, attack +12; __1st __ (4 slots) _[[Spells/Fear|Fear]]_, _[[Spells/Illusory Object|Illusory Object]]_, _[[Spells/Force Barrage|Magic Missile]]_\n__Cantrips__ __(1st)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Electric Arc|Electric Arc]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Tangle Vine|Tanglefoot]]_"
+
+ - name: "Illusory Retreat"
+ desc: "`pf2:3` (arcane,illusion,manipulate,move) **Frequency** once per hour\n\n**Requirements** The kobold dragon mage is adjacent to at least one enemy.\n* * *\n\n**Effect** The dragon mage creates an illusion of itself in its square and then becomes [[Conditions/Invisible|Invisible]] (with the effects of a 2nd-rank [[Spells/Invisibility|Invisibility]] spell) for 1d4 rounds. The dragon mage can move up to half its Speed, but it must end its movement in a space that's not adjacent to any enemies.\n\nThis is a 1st-rank spell that requires a somatic component."
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " The dragon mage deals an extra 1d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Kobold Dragon Mage (White)
+creatures:
+ - 1: Kobold Dragon Mage (White)
+```
+
+
+
+Kobold dragon mages use magic to carry out their secret schemes. The presence of a dragon mage in a kobold warren is one of the greatest testaments to the kobolds' claim to draconic heritage.
+
+* * *
+
+Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.
+
+Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Kolyarut.md b/content/mechanics/srd/Bestiary/Bestiary 1/Kolyarut.md
new file mode 100755
index 000000000..b338eff61
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Kolyarut.md
@@ -0,0 +1,99 @@
+---
+title: "Kolyarut"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.1ySmmgBIDM90gL4T"
+tags:
+ - pf2e/creature/type/aeon
+ - pf2e/creature/type/inevitable
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/monitor
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Kolyarut"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Kolyarut"
+level: "Creature 12"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aeon]]
+trait_02: [[inevitable]]
+trait_03: [[lawful]]
+trait_04: [[monitor]]
+modifier: 23
+perception:
+ - name: "Perception"
+ desc: "+23; Darkvision"
+languages: "Diabolic, Empyrean, Utopian; truespeech"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +22, Athletics: +27, Deception: +20, Diplomacy: +20, Survival: +22, Axis Lore: +22"
+abilityMods: [7, 4, 5, 1, 4, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +23, __Ref__ +24, __Will__ +22; +1 status to all saves vs. magic"
+hp: 215
+health:
+ - name: ""
+ - name: HP
+ desc: "215, regeneration 15 (deactivated by chaotic); __Immunities__ death effects, disease, emotion, poison, unconscious"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Bastard Sword|+1 Striking Bastard Sword]]"
+ - name: "Truespeech"
+ desc: " A kolyarut can speak with and understand any creature that has a language."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 15 (Deactivated by Chaotic)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bastard Sword"
+ desc: "+26 (magical, two-hand d12)\n__Damage__ 2d8 + 13 slashing 1d6 spirit"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+23 (agile, magical)\n__Damage__ 1d10 + 11 bludgeoning 1d6 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 32, attack +24; __8th __ _[[Spells/Pinpoint|Discern Location]]_; __5th __ _[[Spells/Command|Command]]_; __4th __ _[[Spells/Illusory Disguise|Illusory Disguise (At Will)]]_, _[[Spells/Suggestion|Suggestion (x2)]]_; __3rd __ _[[Spells/Paralyze|Paralyze (x2)]]_; __2nd __ _[[Spells/Invisibility|Invisibility (Self Only)]]_; __1st __ _[[Spells/Command|Command (At Will)]]_"
+
+ - name: "Rituals"
+ desc: "_Geas_"
+
+```
+
+```encounter-table
+name: Kolyarut
+creatures:
+ - 1: Kolyarut
+```
+
+
+
+Kolyarut inevitables are enforcers of bargains and punishers of those who fail to uphold them. Their humanoid shape, ability to disguise themselves among a humanoid population, and diplomatic leanings make them the most approachable inevitables, and thus more likely to ally themselves with others. They are among the most talkative of all inevitables, naturally possessing a courtly grace and an encyclopedic knowledge of social customs, which they use to assist their efforts in gathering information on their targets or issuing challenges in a legal manner.
+
+* * *
+
+Aeons have always been the caretakers of reality and defenders of the natural order of balance. Each type of aeon takes on some form of duality in its manifestation and works either to shape the multiverse within the aspects of this duality in some way, or to correct imbalances to the perfect order of existence. Aeons can bring weal or woe when they appear in a region, and their machinations can raise a nation, raze it, or restore it from ruin. Their reasons are their own, and they rarely share their motivations with others-they simply create the results they insist through their strange envisioning communication are necessary to maintain the balance of the multiverse.
+
+As a result of recent shifts in reality, aeons have begun to reassert a presence in the perfect planar city of Axis. To the aeons, this is merely the latest in a recurring cycle, albeit one that mortals have not yet borne witness to. Once regarded as an independent faction, the living machines known as inevitables are now revealed as having been agents of the aeons all along, and while inevitables have their own shared themes and features, they are very much living but constructed manifestations of the aeons' war against imbalance-particularly with regard to how this war is waged against the forces of chaos.
+
+Aeons have a name for this cyclic return, in which they welcome the industrious axiomites back to their fold and bring the inevitables once again under their control: the "Convergence." At the onset of the Convergence, a council of pleroma aeons appeared in the Eternal City of Axis, where they revealed that axiomites were wayward aeons, split off long ago to pursue the act of creation. With the latest cycle of change it was time for the axiomites and their creations, the inevitables, to rejoin the aeon cause. While most axiomites and inevitables fell in line, realizing perhaps on a fundamental level of reality that what the aeons said was the truth, some refused to heed the call and waited for the wrath of the aeons-but that wrath has yet to come. The dual-natured aeons have responded to those who have declined in confusing ways. With some they treat and even bargain, while a handful of others they have destroyed, and a few have been exterminated by the axiomites and allied inevitables. But most of these quiet insurgents they leave alone, allowing these axiomites to continue to create in peace and the inevitables to continue with their duties. How-or if-this Convergence will end is as little understood as the aeons themselves.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Lantern Archon (Gestalt).md b/content/mechanics/srd/Bestiary/Bestiary 1/Lantern Archon (Gestalt).md
new file mode 100755
index 000000000..320c2a0ce
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Lantern Archon (Gestalt).md
@@ -0,0 +1,101 @@
+---
+title: "Lantern Archon (Gestalt)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.mD3ZP6ypyjWWUSci"
+tags:
+ - pf2e/creature/type/archon
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Lantern Archon (Gestalt)"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Lantern Archon (Gestalt)"
+level: "Creature 7"
+
+alignment: ""
+size: "Medium"
+trait_01: [[archon]]
+trait_02: [[celestial]]
+trait_03: [[good]]
+trait_04: [[holy]]
+trait_05: [[lawful]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision"
+languages: "Diabolic, Draconic, Empyrean"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Athletics: +14, Diplomacy: +16, Intimidation: +16, Religion: +13, Survival: +14"
+abilityMods: [5, 2, 4, 1, 2, 5]
+speed: 30 feet, fly 60 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +17, __Ref__ +11, __Will__ +15; +1 status to all saves vs. magic"
+hp: 100
+health:
+ - name: ""
+ - name: HP
+ desc: "100; __Weaknesses__ unholy 10; __Resistances__ fire 15"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Retributive Strike"
+ desc: "`pf2:r` **Damage Reduction** 9\n\nA lantern archon can also make a Retributive Strike with its light ray.\n* * *\n\n**Trigger** An enemy damages the monster's ally, and both are within 15 feet of the monster.\n* * *\n\n**Effect** The ally gains resistance to all damage against the triggering damage equal to 2 + the monster's level. If the foe is within reach, the monster makes a melee Strike against it."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Flame of Justice"
+ desc: "+18 (holy, magical, versatile p)\n__Damage__ 2d10 + 5 slashing 1d6 spirit"
+
+ - name: "**Ranged** `pf2:1` Light Ray"
+ desc: "+18 (agile, fire, holy, magical, range increment 30 feet)\n__Damage__ 3d4 fire 3d4 spirit"
+
+ - name: "**Ranged** `pf2:1` Flame of Justice"
+ desc: "+15 (holy, magical, range increment 30 feet, versatile p)\n__Damage__ 2d10 + 5 slashing 1d6 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 24, attack +16; __4th __ _[[Spells/Read Omens|Read Omens]]_; __1st __ _[[Spells/Detect Alignment|Detect Alignment (At Will) (Evil Only)]]_, _[[Spells/Heal|Heal]]_\n__Cantrips__ __(4th)__ _[[Spells/Light|Light]]_"
+
+ - name: "Flame of Justice"
+ desc: " (divine) A gestalt's spirit of righteousness manifests in its hands as a mighty two-handed sword called the flame of justice.\n\nA gestalt can throw its flame of justice as a ranged weapon. If disarmed or thrown, the flame of justice vanishes after landing or dealing damage and reappears in the gestalt's hands again instantly.\n\nOn a critical hit, the fire damage from the flame of justice deals maximum damage (6 on the d6) before being doubled for the critical hit, and the target takes 1d10 persistent fire damage."
+
+ - name: "Lantern of Hope"
+ desc: "`pf2:1` (concentrate,divine,mental) The lantern archon shines as a beacon of hope.\n\nGood allies within 30 feet gain a +3 status bonus to damage rolls and to saving throws against [[Spells/Wave of Despair|Wave of Despair]].\n\n[[Bestiary Effects/Effect_ Lantern of Hope (Gestalt)|Effect: Lantern of Hope (Gestalt)]]"
+
+```
+
+```encounter-table
+name: Lantern Archon (Gestalt)
+creatures:
+ - 1: Lantern Archon (Gestalt)
+```
+
+
+
+Friendly, curious, and eternally optimistic, lantern archons embody the virtue of hope. They are formed of living light given corporeal shape, and they serve as beacons, guiding mortals out of their darkest moments and toward the path of righteousness. Their luminous bodies can flicker with the subtlety of a candle flame or flare up like a torch. Lantern archons can control all aspects of their light as easily as other creatures control their facial expressions, leading them to change color, twinkle, and otherwise dim and brighten in time with their actions and words. While effervescent and chipper in conversation, lantern archons are impressively stoic mobile support troops and guardians in times of conflict, and are capable of uniting to form powerful warriors of light called gestalts.
+
+* * *
+
+Archons are guardians of Heaven and enemies of chaos and evil. They openly fight back the spread of fiends but also quietly nurture the seeds of virtue within mortals, teaching the denizens of the Material Plane how to act with honor and integrity, enact just laws, and cast off sin and temptation.
+
+Archons live in the immense seven-tiered mountain of Heaven. They manifest in the Garden at the mountain's peak from mortal souls who answer a mysterious voice. There they swear to forever serve the cause of justice and transform into their new archon forms. Intensely orderly in their metamorphosis, new archons begin as lantern archons or other lesser forms, transforming into ever-greater archons as their virtue and achievements grow. Each archon represents a particular virtue, such as hope, charity, justice, or courage, and they gain strength in the presence of mortals who exemplify this virtue. Due to their extremely lawful nature, archons sometimes find themselves at odds with azatas.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Lantern Archon.md b/content/mechanics/srd/Bestiary/Bestiary 1/Lantern Archon.md
new file mode 100755
index 000000000..328e5d16e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Lantern Archon.md
@@ -0,0 +1,95 @@
+---
+title: "Lantern Archon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.SJznPcAYB27TjYcA"
+tags:
+ - pf2e/creature/type/archon
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Lantern Archon"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Lantern Archon"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[archon]]
+trait_02: [[celestial]]
+trait_03: [[good]]
+trait_04: [[holy]]
+trait_05: [[lawful]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: "Diabolic, Draconic, Empyrean"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Diplomacy: +6, Religion: +6"
+abilityMods: [-5, 3, 1, -1, 1, 1]
+speed: fly 40 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +6, __Ref__ +10, __Will__ +4"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20; __Weaknesses__ unholy 3; __Resistances__ fire 3"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Retributive Strike"
+ desc: "`pf2:r` **Damage Reduction** 3\n\nA lantern archon can also make a Retributive Strike with its light ray.\n* * *\n\n**Trigger** An enemy damages the monster's ally, and both are within 15 feet of the monster.\n* * *\n\n**Effect** The ally gains resistance to all damage against the triggering damage equal to 2 + the monster's level. If the foe is within reach, the monster makes a melee Strike against it."
+
+attacks:
+ - name: ""
+
+ - name: "**Ranged** `pf2:1` Light Ray"
+ desc: "+8 (agile, fire, holy, magical, range increment 30 feet)\n__Damage__ 1d4 fire 1d4 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 17, attack +9; __4th __ _[[Spells/Read Omens|Read Omens]]_; __1st __ _[[Spells/Detect Alignment|Detect Alignment (At Will) (Evil Only)]]_, _[[Spells/Heal|Heal]]_\n__Cantrips__ __(1st)__ _[[Spells/Light|Light]]_"
+
+ - name: "Gestalt"
+ desc: "`pf2:3` (concentrate,divine,holy) Nine lantern archons can use this activity, all within 1 round of the first, to merge together to form a composite being for 7 rounds that appears as a glowing warrior of light.\n\nThe [[Bestiary 1/Lantern Archon (Gestalt)|Gestalt]] has the base statistics of a legion archon (AC, saving throws, attacks, skills, Speeds, and so on) but the spells and special abilities of a lantern archon. Additionally, it has a ranged light ray Strike (Light Ray +18, Damage 3d4 fire and 3d4 spirit), and the bonus from its Lantern of Hope increases to +3.\n\nWhen the gestalt separates, its remaining Hit Points are divided evenly among the lantern archons, and if the gestalt had fewer than 9 HP, some of the lantern archons die."
+
+ - name: "Lantern of Hope"
+ desc: "`pf2:1` (concentrate,divine,mental) The lantern archon shines as a beacon of hope.\n\nGood allies within 30 feet gain a +1 status bonus to damage rolls and to saving throws against [[Spells/Wave of Despair|Wave of Despair]].\n\n[[Bestiary Effects/Effect_ Lantern of Hope|Effect: Lantern of Hope]]"
+
+```
+
+```encounter-table
+name: Lantern Archon
+creatures:
+ - 1: Lantern Archon
+```
+
+
+
+Friendly, curious, and eternally optimistic, lantern archons embody the virtue of hope. They are formed of living light given corporeal shape, and they serve as beacons, guiding mortals out of their darkest moments and toward the path of righteousness. Their luminous bodies can flicker with the subtlety of a candle flame or flare up like a torch. Lantern archons can control all aspects of their light as easily as other creatures control their facial expressions, leading them to change color, twinkle, and otherwise dim and brighten in time with their actions and words. While effervescent and chipper in conversation, lantern archons are impressively stoic mobile support troops and guardians in times of conflict, and are capable of uniting to form powerful warriors of light called gestalts.
+
+* * *
+
+Archons are guardians of Heaven and enemies of chaos and evil. They openly fight back the spread of fiends but also quietly nurture the seeds of virtue within mortals, teaching the denizens of the Material Plane how to act with honor and integrity, enact just laws, and cast off sin and temptation.
+
+Archons live in the immense seven-tiered mountain of Heaven. They manifest in the Garden at the mountain's peak from mortal souls who answer a mysterious voice. There they swear to forever serve the cause of justice and transform into their new archon forms. Intensely orderly in their metamorphosis, new archons begin as lantern archons or other lesser forms, transforming into ever-greater archons as their virtue and achievements grow. Each archon represents a particular virtue, such as hope, charity, justice, or courage, and they gain strength in the presence of mortals who exemplify this virtue. Due to their extremely lawful nature, archons sometimes find themselves at odds with azatas.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Legion Archon.md b/content/mechanics/srd/Bestiary/Bestiary 1/Legion Archon.md
new file mode 100755
index 000000000..bb1bcda14
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Legion Archon.md
@@ -0,0 +1,105 @@
+---
+title: "Legion Archon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.j9rFRoTixKKx3eHQ"
+tags:
+ - pf2e/creature/type/archon
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Legion Archon"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Legion Archon"
+level: "Creature 7"
+
+alignment: ""
+size: "Medium"
+trait_01: [[archon]]
+trait_02: [[celestial]]
+trait_03: [[good]]
+trait_04: [[holy]]
+trait_05: [[lawful]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision"
+languages: "Diabolic, Draconic, Empyrean; tongues"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Athletics: +14, Diplomacy: +16, Intimidation: +16, Religion: +14, Survival: +14"
+abilityMods: [5, 2, 4, 1, 2, 5]
+speed: 30 feet, fly 60 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +17, __Ref__ +11, __Will__ +15; +1 status to all saves vs. magic"
+hp: 100
+health:
+ - name: ""
+ - name: HP
+ desc: "100; __Weaknesses__ unholy 10; __Resistances__ fire 15"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Full Plate|Full Plate]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Menacing Guardian"
+ desc: " (aura,divine) 30 feet. Enemies that start their turn in the area or enter it must attempt a DC 23 Will check save.\n\nOn a failure, they take a -1 status penalty to attack rolls, spell rolls, and damage rolls against any other target while in the aura for 24 hours or until they damage the archon, whichever comes first. On a critical failure, they can't use hostile actions against any other target while in the area for 24 hours or until they damage the archon, whichever comes first.\n\nRegardless of the result, a creature is then temporarily immune to further menacing guardian auras for 24 hours."
+
+ - name: "Retributive Strike"
+ desc: "`pf2:r` **Damage Reduction** 9\n\nA legion archon can also make a Retributive Strike by throwing its flame of justice.\n* * *\n\n**Trigger** An enemy damages the monster's ally, and both are within 15 feet of the monster.\n* * *\n\n**Effect** The ally gains resistance to all damage against the triggering damage equal to 2 + the monster's level. If the foe is within reach, the monster makes a melee Strike against it."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Flame Of Justice"
+ desc: "+18 (holy, magical, versatile p)\n__Damage__ 2d10 + 5 slashing 1d6 spirit"
+
+ - name: "**Ranged** `pf2:1` Flame Of Justice"
+ desc: "+15 (holy, magical, range increment 30 feet, versatile p)\n__Damage__ 2d10 + 5 slashing 1d6 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 24, attack +16; __4th __ _[[Spells/Translocate|Dimension Door (At Will)]]_; __1st __ _[[Spells/Sure Strike|True Strike (x3)]]_\n__Cantrips__ __(4th)__ _[[Spells/Light|Light]]_, _[[Spells/Message|Message]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Archon's Door"
+ desc: " Once per day, if an archon sees another creature cast [[Spells/Translocate|Translocate]], it can cast an innate _dimension door_ (heightened to 5th level) within 1 round to attempt to follow that creature to the maximum distance of the archon's _dimension door_.\n\nIf the archon's _dimension door_ has enough distance, the archon appears the same distance and direction from the creature as before either used _dimension door_."
+
+ - name: "Flame of Justice"
+ desc: " (divine) A legion archon's spirit of righteousness manifests in its hands as a mighty two-handed sword called the flame of justice.\n\nA legion archon can throw its flame of justice as a ranged weapon. If disarmed or thrown, the flame of justice vanishes after landing or dealing damage and reappears in the legion archon's hands again instantly.\n\nOn a critical hit, the fire damage from the flame of justice deals maximum damage (6 on the d6) before being doubled for the critical hit, and the target takes 1d10 persistent fire damage."
+
+```
+
+```encounter-table
+name: Legion Archon
+creatures:
+ - 1: Legion Archon
+```
+
+
+
+Despite their flaming blades and heavy armor, legion archons are the diplomats of peace among the archons, preferring justice via compromise and mutual benefit rather than justice by the sword. Nonetheless, when forced to fight against fiendish powers-especially fiends that embody the sin of wrath-legion archons don't hesitate in battle, mounting offensives under divine commanders like Iomedae.
+
+* * *
+
+Archons are guardians of Heaven and enemies of chaos and evil. They openly fight back the spread of fiends but also quietly nurture the seeds of virtue within mortals, teaching the denizens of the Material Plane how to act with honor and integrity, enact just laws, and cast off sin and temptation.
+
+Archons live in the immense seven-tiered mountain of Heaven. They manifest in the Garden at the mountain's peak from mortal souls who answer a mysterious voice. There they swear to forever serve the cause of justice and transform into their new archon forms. Intensely orderly in their metamorphosis, new archons begin as lantern archons or other lesser forms, transforming into ever-greater archons as their virtue and achievements grow. Each archon represents a particular virtue, such as hope, charity, justice, or courage, and they gain strength in the presence of mortals who exemplify this virtue. Due to their extremely lawful nature, archons sometimes find themselves at odds with azatas.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Manticore.md b/content/mechanics/srd/Bestiary/Bestiary 1/Manticore.md
new file mode 100755
index 000000000..94ccb6c30
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Manticore.md
@@ -0,0 +1,84 @@
+---
+title: "Manticore"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.4RGD96hNBBdaBRdz"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Manticore"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Manticore"
+level: "Creature 6"
+
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[evil]]
+trait_03: [[lawful]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Athletics: +15, Intimidation: +11, Survival: +12"
+abilityMods: [5, 2, 4, -2, 2, -1]
+speed: 25 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +16, __Ref__ +12, __Will__ +12"
+hp: 90
+health:
+ - name: ""
+ - name: HP
+ desc: "90"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+17 ()\n__Damage__ 2d8 + 8 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+17 (agile)\n__Damage__ 2d6 + 8 slashing"
+
+ - name: "**Ranged** `pf2:1` Spike"
+ desc: "+14 (range increment 40 feet)\n__Damage__ 1d10 + 5 piercing"
+
+ - name: "Spike Volley"
+ desc: "`pf2:1` The manticore flings up to two spikes from its tail, targeting either two different creatures or a single creature. If the manticore targets two different creatures, these creatures must be within 20 feet of one another, and the manticore makes a separate Strike against each; this counts as only one Strike for the manticore's multiple attack penalty, and the penalty doesn't increase until after both attacks. If the manticore fires both spikes at the same creature, it makes a single Strike. If the attack hits, it deals the damage of a single spike, but the target is pinned in place, rendering it [[Conditions/Immobilized|Immobilized]]. A creature that succeeds at a DC 23 Athletics check check (attempted as a single action) can pull the spike free.\n\nA manticore can hurl no more than 12 spikes in 24 hours."
+
+```
+
+```encounter-table
+name: Manticore
+creatures:
+ - 1: Manticore
+```
+
+
+
+The manticore is a monstrous amalgamation of lion, dragon, and human with a penchant for feasting on human flesh. Its distinctive tail is festooned with large quills like those of a porcupine, which the manticore flings at prey by whipping its tail like a sling. These deadly spikes give the manticore the power to slaughter even well-armed warriors from the safety of the sky.
+
+Although the anthropomorphic face of the manticore suggests a keen intellect, most creatures of its kind are simple-minded killers. They can be clever liars, however, and their voices have a strangely musical sound that has lured many unwitting travelers into an ambush. A manticore discovered by uneducated humanoids can sometimes become the center of adoration and even worship; a manticore in this situation swiftly gives in to its laziness and allows its acolytes to bring it tribute in the form of food and treasure, feasting upon its own followers when offerings become scarce. Stronger humanoids who encounter a manticore can cow it through intimidation and violence, sometimes even forcing it into service as a mount. As long as the manticore is well fed with human flesh and its master leads it to victory, a manticore mount can prove surprisingly loyal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Marid.md b/content/mechanics/srd/Bestiary/Bestiary 1/Marid.md
new file mode 100755
index 000000000..6a0b1b18b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Marid.md
@@ -0,0 +1,109 @@
+---
+title: "Marid"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.kqWMfcGXIynY9Yzb"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/genie
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Marid"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Marid"
+level: "Creature 9"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[elemental]]
+trait_03: [[genie]]
+trait_04: [[water]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision, Wavesense (Imprecise) 60 Feet"
+languages: "Common, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +20, Crafting: +16, Diplomacy: +19, Nature: +18, Performance: +16, Society: +14, Stealth: +18"
+abilityMods: [5, 5, 4, 1, 3, 3]
+speed: 20 feet, swim 40 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +18, __Ref__ +21, __Will__ +17"
+hp: 145
+health:
+ - name: ""
+ - name: HP
+ desc: "145; __Resistances__ fire 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Trident|+1 Striking Trident]]"
+ - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense (Imprecise) 60 feet]]"
+ desc: " This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Vortex"
+ desc: " (aura,water) 40 feet. Water in the aura that is also in the same body of water as the marid is difficult terrain for Swimming creatures. Creatures with the water trait are immune."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Trident"
+ desc: "+21 (magical, reach 10 feet)\n__Damage__ 2d8 + 11 piercing"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+20 (agile, magical, nonlethal, reach 10 feet)\n__Damage__ 1d4 + 11 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Trident"
+ desc: "+21 (magical, thrown 20 ft.)\n__Damage__ 2d8 + 11 piercing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 28, attack +20; __7th __ _[[Spells/Interplanar Teleport|Plane Shift (At Will) (to Astral Plane, Elemental Planes, or Material Plane Only)]]_; __5th __ _[[Spells/Control Water|Control Water (At Will)]]_, _[[Spells/Mirage|Hallucinatory Terrain]]_; __4th __ _[[Spells/Hydraulic Push|Hydraulic Push (At Will)]]_, _[[Spells/Hydraulic Torrent|Hydraulic Torrent]]_, _[[Spells/Solid Fog|Solid Fog]]_; __2nd __ _[[Spells/Blur|Blur (At Will)]]_, _[[Spells/Illusory Object|Illusory Object]]_\n__Cantrips__ __(5th)__ _[[Spells/Detect Magic|Detect Magic]]_\n__Constant__ __(1st)__ _[[Spells/Detect Alignment|Detect Alignment (Good or Evil Only)]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (arcane,concentrate,polymorph) The marid can take on the appearance of any water elemental or humanoid. This ability doesn't change the marid's Speed or its attack and damage bonuses with its Strikes.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Rush of Water"
+ desc: "`pf2:2` (arcane,water) The marid releases a jet of water in a 60-foot line, dealing 9d6 bludgeoning damage (DC 28 Reflex check save). A creature that fails its save is also pushed 10 feet (20 feet on a critical failure).\n\nThe marid can't use Rush of Water again for 1d4 rounds."
+
+ - name: "Skewer"
+ desc: "`pf2:1` The marid makes a trident Strike, dealing an extra 2d6 bleed on a hit (4d6 bleed on a critical hit)."
+
+```
+
+```encounter-table
+name: Marid
+creatures:
+ - 1: Marid
+```
+
+
+
+Marids are capricious but powerful genies from the Plane of Water; among geniekind, they are rivaled in power only by the fiery efreet. Marids embody the strength of the ocean's waves and currents, but they also have a gentler side, loving performance and art such as dancing, music, and storytelling.
+
+Marids regard efreet with hostility but rarely encounter them in their native environment. They get along with djinn, jann, and shaitans, although the latter consider marids flighty and annoying, associating only long enough to close trade deals. Marid society has strict rules of hospitality, and many marid cities have a magically sealed foreign quarter where marid shahzadas conduct business with air-breathers.
+
+* * *
+
+A unique type of genie exists for each Elemental Plane, and the bodies of genies are formed out of elemental matter corresponding to their native plane: djinn are formed from wind, clouds, and storms; efreet are fire made flesh; marids are beings of water; and shaitans are composed of metal, gems, and stone. Lastly, the jann are formed out of all four elements, and are the weakest of geniekind.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Marilith.md b/content/mechanics/srd/Bestiary/Bestiary 1/Marilith.md
new file mode 100755
index 000000000..c7674186f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Marilith.md
@@ -0,0 +1,126 @@
+---
+title: "Marilith"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.1Y5PcQYQw4FMnNSB"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/demon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/17
+statblock: inline
+name: "Marilith"
+level: 17
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Marilith"
+level: "Creature 17"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[demon]]
+trait_03: [[evil]]
+trait_04: [[fiend]]
+trait_05: [[unholy]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision"
+languages: "Chthonian, Draconic, Empyrean; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +33, Deception: +30, Diplomacy: +30, Intimidation: +32, Religion: +29, Stealth: +29, Warfare Lore: +31"
+abilityMods: [8, 6, 6, 4, 4, 7]
+speed: 40 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 40
+armorclass:
+ - name: AC
+ desc: "40; __Fort__ +31, __Ref__ +29, __Will__ +27; +1 status to all saves vs. magic"
+hp: 380
+health:
+ - name: ""
+ - name: HP
+ desc: "380; __Weaknesses__ cold iron 15, holy 15"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "6x [[Equipment/Longsword|Longsword]]"
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Special)]]"
+ desc: "`pf2:r` A marilith gains 5 extra reactions per round that they can use only to make Attacks of Opportunity. The demon can't use more than one on the same triggering action, even if a creature leaves several squares in the marilith's reach, and the marilith must use a different weapon for each Attack of Opportunity.\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Commander's Aura"
+ desc: " (aura,divine) 100 feet. Commanded or allied evil creatures in the aura of lower level than the marilith gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.\n\n[[Bestiary Effects/Effect_ Commander's Aura|Effect: Commander's Aura]]"
+
+ - name: "Failure Vulnerability"
+ desc: " A marilith's pride feeds their strength, so the sting of failure wounds them. If the marilith uses a damaging spell or makes a Strike on their turn but doesn't deal any damage that turn, they take 3d6+10 mental damage at the end of their turn and their commander's aura deactivates until the end of their next turn."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Cold Iron Silver Longsword"
+ desc: "+35 (magical, reach 10 feet, unholy, versatile p)\n__Damage__ 3d8 + 16 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+33 (magical, reach 10 feet, unarmed, unholy)\n__Damage__ 3d12 + 16 bludgeoning plus grab"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 38, attack +30; __9th __ _[[Spells/Blade Barrier|Blade Barrier (x2)]]_, _[[Spells/Weapon Storm|Weapon Storm (x2)]]_; __5th __ _[[Spells/Translocate|Dimension Door]]_; __4th __ _[[Spells/Translocate|Dimension Door (At Will)]]_\n__Constant__ __(6th)__ _[[Spells/Truesight|True Seeing]]_ __(4th)__ _[[Spells/Fly|Fly]]_"
+
+ - name: "Rituals"
+ desc: "_Abyssal Pact_"
+
+ - name: "Bladestorm"
+ desc: "`pf2:2` The marilith makes up to six longsword Strikes, each against a different target. These attacks count toward the marilith's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks."
+
+ - name: "Defensive Assault"
+ desc: "`pf2:2` The marilith makes two Strikes, each with a different weapon, and they use the remaining weapons for protection. The demon gains a circumstance bonus to AC for 1 round equal to the number of weapons not used for attacks. If the marilith later uses any of those weapons to attack (including for an Attack of Opportunity), the bonus to AC decreases by 1 for each weapon used.\n\n[[Bestiary Effects/Effect_ Defensive Assault|Effect: Defensive Assault]]"
+
+ - name: "Focused Assault"
+ desc: "`pf2:2` The marilith attacks a single target with all the weapons they wield in their arms, overwhelming the target with multiple attacks and leaving almost nowhere to dodge. The demon makes a longsword Strike. On a successful attack, the marilith deals longsword damage to the target, plus an additional 1d8 slashing damage for every longsword they wield beyond the first (typically 5d8 slashing damage). Even on a failed attack, the marilith deals the damage from one longsword to the target, though they still miss completely on a critical failure. This counts toward the marilith's multiple attack penalty as a number of attacks equal to the number of longswords the pride demon wields.\n\n[[Bestiary Effects/Effect_ Focused Assault|Effect: Focused Assault]]"
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 2d12+13 bludgeoning damage, DC 39 Fortitude check save\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Infuse Weapons"
+ desc: " (divine) Any weapon becomes a _+2 [[Equipment/Striking (Greater)|Greater Striking]] weapon_ made of cold iron and silver while a marilith wields it."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Marilith
+creatures:
+ - 1: Marilith
+```
+
+
+
+Mariliths are the generals of the Abyss, formed from the souls of proud evil mortals, often warlords and despots. They appear as tall and powerfully built humans from the waist up with snake tails and six arms. Because of Lamashtu's prominence over other demonic deities, most pride demons encountered by mortals take female form, but they can be of any gender.
+
+Mariliths are among the greatest tacticians in the Abyss, and they have an almost supernatural knack for understanding the ripples of chaos and the unpredictable nature of demonic life. Their ability to command armies rises as much from their commanding presence as it does their ability to read into the potential results of any possible act and a sufficient understanding of the flow of entropy to allow them to predict likely outcomes.
+
+* * *
+
+When a sinful mortal soul is judged and sent on to the Abyss, it can become a deadly fiend-a demon. Demons are living incarnations of sin-be they classic sins like wrath or gluttony, or more "specialized" depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon's driving goals are twofold-the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Abyss.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Mimic.md b/content/mechanics/srd/Bestiary/Bestiary 1/Mimic.md
new file mode 100755
index 000000000..5cc582652
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Mimic.md
@@ -0,0 +1,80 @@
+---
+title: "Mimic"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.L2lk3S2X5JDrpNyU"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Mimic"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Mimic"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Deception: +8, Dwelling Lore (applies only to the dungeon it lives in): +10"
+abilityMods: [4, 1, 3, 0, 1, 0]
+speed: 10 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +11, __Ref__ +9, __Will__ +9"
+hp: 75
+health:
+ - name: ""
+ - name: HP
+ desc: "75"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Adhesive"
+ desc: " The mimic is coated in an adhesive slime. Any creature that hits the mimic, is hit by the mimic, or otherwise touches the mimic must succeed at a DC 23 Reflex check save or become [[Conditions/Grabbed|Grabbed]] (Escape DC 23). A weapon that hits the mimic is stuck to the mimic and can be removed with a successful DC 23 Athletics check check (made as a single action).\n\nA mimic can have any number of objects or creatures stuck to it at a time. The mimic can release a stuck creature or object by using a single action, and the adhesive dissolves 1 minute after the mimic dies, releasing all stuck objects and creatures."
+
+ - name: "Object Lesson"
+ desc: "`pf2:r` **Trigger** A creature touches or physically interacts with the mimic while the mimic is transformed using Mimic Object.\n* * *\n\n**Effect** The triggering creature is automatically stuck by the mimic's adhesive (it receives no save). The mimic then makes a pseudopod Strike against any creature adjacent to the mimic.\n\nObject Lesson can't be used again until the mimic escapes and takes on a new disguise."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pseudopod"
+ desc: "+14 ()\n__Damage__ 2d8 + 4 bludgeoning plus adhesive"
+
+ - name: "Mimic Object"
+ desc: "`pf2:1` (concentrate,polymorph) The mimic assumes the shape of any Medium object. This doesn't change the mimic's texture or overall size but can alter its coloration and visual appearance. It has an automatic result of 28 on Deception checks and DCs to pass as the object that it's mimicking."
+
+```
+
+```encounter-table
+name: Mimic
+creatures:
+ - 1: Mimic
+```
+
+
+
+Thought to be the result of a failed experiment meant to animate objects or a sinister alghollthu creation, mimics are clever monsters that can take the form of common manufactured objects. Mimics are ambush predators and voracious eaters, surprising their prey through their uncanny ability to mimic the form of common furniture and miscellany. They remain disguised until unsuspecting adventurers happen by, then they lash out in ambush.
+
+Mimics possess complex alien minds, and while often cruel and self-serving, they also enjoy conversation with their prey from time to time. For unknown reasons, they are especially interested in humanoids. Mimics have a strong dislike for others of their kind and tend to live alone. A mimic can remain in its alternate form for an extremely long period of time, sometimes remaining disguised in a dungeon chamber for decades. Regardless of how long it waits, the mimic remains vigilant and alert, ready to strike at any moment.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Mu Spore.md b/content/mechanics/srd/Bestiary/Bestiary 1/Mu Spore.md
new file mode 100755
index 000000000..f06bc5da3
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Mu Spore.md
@@ -0,0 +1,112 @@
+---
+title: "Mu Spore"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ePId8b27lE7gILNc"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/fungus
+ - pf2eMonster
+ - pf2e/creature/level/21
+statblock: inline
+name: "Mu Spore"
+level: 21
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Mu Spore"
+level: "Creature 21"
+
+alignment: ""
+size: "grg"
+trait_01: [[chaotic]]
+trait_02: [[fungus]]
+modifier: 36
+perception:
+ - name: "Perception"
+ desc: "+36; Low-Light Vision"
+languages: "Aklo, Common, Petran, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +26, Athletics: +41, Nature: +38, Occultism: +36"
+abilityMods: [10, 3, 9, 4, 9, 9]
+speed: 40 feet, fly 50 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 45
+armorclass:
+ - name: AC
+ desc: "45; __Fort__ +38, __Ref__ +32, __Will__ +38"
+hp: 350
+health:
+ - name: ""
+ - name: HP
+ desc: "350, regeneration 50 (deactivated by sonic); __Resistances__ acid 20, all damage 10 (except sonic)"
+abilities_top:
+ - name: ""
+
+ - name: "Windsense 240 feet"
+ desc: " The mu spore senses vibrations in the air through its aerial spores."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 50 (Deactivated by Sonic)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Enormous"
+ desc: " A mu spore is a massive creature and takes up a space of 10 squares by 10 squares (50 feet by 50 feet)."
+
+ - name: "Grasping Tendrils"
+ desc: "`pf2:0` **Trigger** A creature within 10 feet of the mu spore moves or attacks the mu spore.\n* * *\n\n**Effect** The spore uses [[Bestiary Ability Glossary/Improved Grab|Grab]] on the triggering creature. There is no limit to how many creatures it can grab with the sticky tendrils that cover its body."
+
+ - name: "Spores"
+ desc: " (aura) 60 feet. A living creature that enters the area or ends its turn within it is corrupted by spores. It must succeed at a DC 42 Fortitude check save or be [[Conditions/Clumsy|Clumsy 1]], [[Conditions/Enfeebled|Enfeebled 1]], and [[Conditions/Slowed|Slowed 1]] for 1 round. Fungi and plants are immune."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+40 (deadly 3d12, reach 30 feet)\n__Damage__ 4d12 + 18 piercing plus improved-grab"
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+40 (agile, reach 100 feet)\n__Damage__ 4d10 + 18 bludgeoning plus improved-grab"
+
+ - name: "Cough Spores"
+ desc: "`pf2:2` The mu spore releases a cloud of burrowing spores in a 400-foot cone. The spores deal 22d6 piercing damage to all creatures, objects, and wooden structures in the area, but not to plants or fungi (DC 46 Reflex check save).\n\nThe mu spore can't use this ability again for 1d4 rounds."
+
+ - name: "Enormous Inhalation"
+ desc: "`pf2:2` The mu spore pulls all creatures and objects in a 400-foot cone 400 feet towards it's mouth. A successful DC 43 Fortitude check save halves the distance, or avoids the pull on a critical success. The mu spore automatically attempts to Swallow Whole each creature adjacent to it at the end of the inhalation."
+
+ - name: "Fast Swallow"
+ desc: "`pf2:r` **Trigger** The mu spore [[Conditions/Grabbed|Grabs]] a creature with its jaws.\n* * *\n\n**Effect** The spore uses Swallow Whole."
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 15 bludgeoning damage, DC 45 Fortitude check save\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Overpowering Jaws"
+ desc: " The mu spore still deals 18 piercing damage if its jaws Strike is a failure"
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Gargantuan, 20d6+9 acid damage, Rupture 37.\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Mu Spore
+creatures:
+ - 1: Mu Spore
+```
+
+
+
+A mu spore is a thankfully rare fungoid monstrosity of vast power and strange intellect. Even the smallest mu spores are never less than a hundred feet long from tentacle tip to tentacle tip, yet despite this vast bulk, they are capable of flying with an uncommon grace, venting jets of foul-smelling spores to guide their flight.
+
+Many societies tell tales of vast mu spores appearing over cities at the dawn of apocalyptic events, but they're more than just ravenous eaters of nations. Mu spores often possess rare or esoteric knowledge, and if peaceful contact can be made, this lore can be quite valuable. Their spores can also be used to craft certain foul drugs or deadly alchemical poisons, but harvesting these ingredients is dangerous, as the spores are not viable for long once they've been shed, forcing alchemists seeking to harvest them to operate in perilously close proximity to the abominations.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Naunet.md b/content/mechanics/srd/Bestiary/Bestiary 1/Naunet.md
new file mode 100755
index 000000000..f2b8dcd8c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Naunet.md
@@ -0,0 +1,117 @@
+---
+title: "Naunet"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.LMrzzsPee5jK6slV"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/monitor
+ - pf2e/creature/type/protean
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Naunet"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Naunet"
+level: "Creature 7"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[monitor]]
+trait_03: [[protean]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision"
+languages: "Chthonian, Empyrean, Protean"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Athletics: +16, Intimidation: +16, Stealth: +14, Survival: +12"
+abilityMods: [5, 3, 5, 0, 3, 3]
+speed: 25 feet, fly 30 feet, swim 25 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +18, __Ref__ +14, __Will__ +12; +1 status to all saves vs. magic"
+hp: 120
+health:
+ - name: ""
+ - name: HP
+ desc: "120, fast healing 2; __Resistances__ precision 5, protean anatomy 10"
+abilities_top:
+ - name: ""
+
+ - name: "Entropy Sense (Imprecise) 30 feet"
+ desc: " (divine,prediction) A naunet can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants it the ability to sense creatures within the listed range. A creature under the effects of [[Spells/Veil of Privacy|Veil of Privacy]] or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 2]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+ - name: "[[Creature Family Ability Glossary/(Protean) Protean Anatomy|Protean Anatomy]]"
+ desc: " (divine) A protean's vital organs shift and change shape and position constantly. Immediately after the protean takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first. The protean is immune to polymorph effects unless it is a willing target. If [[Conditions/Blinded|Blinded]] or [[Conditions/Deafened|Deafened]], the protean automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.\n\n[[Bestiary Effects/Effect_ Protean Anatomy|Effect: Protean Anatomy]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+18 (magical, reach 10 feet)\n__Damage__ 2d10 + 8 piercing 1d6 spirit"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+18 (magical, reach 15 feet)\n__Damage__ 2d8 + 8 bludgeoning plus grab 1d6 spirit plus grab"
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+18 (agile, magical, reach 10 feet)\n__Damage__ 2d8 + 6 piercing plus confounding-slam 1d6 spirit plus confounding-slam"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 26, attack +16; __5th __ _[[Spells/Translocate|Dimension Door]]_; __4th __ _[[Spells/Acid Arrow|Acid Arrow]]_, _[[Spells/Solid Fog|Solid Fog]]_; __3rd __ _[[Spells/Shatter|Shatter (At Will)]]_; __2nd __ _[[Spells/Mist|Obscuring Mist (At Will)]]_; __1st __ _[[Spells/Detect Alignment|Detect Alignment (At Will) (Lawful Only)]]_\n__Constant__ __(4th)__ _[[Spells/Unfettered Movement|Freedom of Movement]]_"
+
+ - name: "Adaptive Strike"
+ desc: " (divine,polymorph) The naunet chooses adamantine, cold iron, or silver; its melee Strikes count as that type for 1 minute or until it uses Adaptive Strike again.\n\n[[Bestiary Effects/Effect_ Adaptive Strike|Effect: Adaptive Strike]]"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) The naunet can take the appearance of any Small, Medium, or Large animal, beast, or humanoid. This doesn't change its Speed or its attack and damage bonuses with its Strikes but might change the damage type its Strikes deal.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Confounding Slam"
+ desc: " (divine,emotion,mental) A creature hit by the naunet's tentacle Strike is [[Conditions/Stupefied|Stupefied 2]] for 1d4 rounds (DC 24 Will check negates). If the creature was already stupefied in this way, the duration extends by 1 round instead. A chaotic creature is only [[Conditions/Stupefied|Stupefied 1]] instead."
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d8+8 bludgeoning damage, DC 26 Fortitude check save\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Naunet
+creatures:
+ - 1: Naunet
+```
+
+
+
+Pugnacious and powerfully muscled, naunets serve as scouts and rank-and-file troops of protean armies. Resembling a thick salamander with a wide head, a powerful tail, and tentacles tipped with snapping jaws in place of rear legs, naunets are the most bestial of the proteans and occupy one of their lowest castes. Naunets are 12 feet long and weigh 900 pounds.
+
+All proteans are prone to unpredictable fits and unexpected action, but compared to most others, naunets are much more bestial. Always ready for a fight, naunets pride themselves in acting swiftly and striking before unpleasant distractions like diplomacy can blunt a combat's beginning.
+
+* * *
+
+Guardians of disorder and natives of the primal plane of chaos known as the Maelstrom, proteans consider it their calling to spread bedlam and hasten entropic ends. The most powerful proteans are demigods known collectively as the protean lords, although they are mysterious entities whose cults on the Material Plane tend to be obscure and secretive.
+
+Proteans divide themselves into a loose caste system and possess a dizzying variety of powers. Most proteans have a serpentine body with the head of a primeval beast. Scholars have long been intrigued by this fact-that scions of dissolution and disorder would share so many features-pointing out that even in the purest chaos there is some semblance of order. Others note that the serpentine form is one of the most primeval shapes, perhaps suggesting that in a reality at the dawn of time, such shapes were all that could exist. The proteans themselves have little to say on the matter, which, perhaps ironically, only adds to the confusion and lack of consensus surrounding their kind. After all, if even chaos cannot be trusted to be chaotic, would that not be the purest form of entropy?
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Night Hag.md b/content/mechanics/srd/Bestiary/Bestiary 1/Night Hag.md
new file mode 100755
index 000000000..4ffb2748f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Night Hag.md
@@ -0,0 +1,119 @@
+---
+title: "Night Hag"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.BG2YgVxnEl1aDcbc"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/hag
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Night Hag"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Night Hag"
+level: "Creature 9"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[fiend]]
+trait_03: [[hag]]
+trait_04: [[humanoid]]
+trait_05: [[unholy]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision"
+languages: "Aklo, Chthonian, Common, Diabolic, Empyrean"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +18, Deception: +18, Diplomacy: +18, Intimidation: +14, Occultism: +20, Religion: +20"
+abilityMods: [5, 4, 6, 4, 5, 3]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +19, __Ref__ +17, __Will__ +18; +2 status to all saves vs. magic, -2 to all saves (if heartstone is lost)"
+hp: 170
+health:
+ - name: ""
+ - name: HP
+ desc: "170; __Immunities__ sleep; __Weaknesses__ cold iron 10; __Resistances__ mental 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Heartstone|Heartstone]]"
+ - name: "[[Bestiary Ability Glossary/Coven|Coven]]"
+ desc: " (mental,occult) A night hag adds [[Spells/Dominate|Dominate]], [[Spells/Nightmare|Nightmare]], [[Spells/Scrying|Scrying]], and [[Spells/Spellwrack|Spellwrack]] to her coven's spells.\n* * *\n\nThis monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.\n\nCovens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single action that has the concentrate trait. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-rank [[Spells/Cursed Metamorphosis|Cursed Metamorphosis]] spell and all the following spells, which the coven can cast at any rank up to 5th: [[Spells/Augury|Augury]], [[Spells/Charm|Charm]], [[Spells/Clairaudience|Clairaudience]], [[Spells/Clairvoyance|Clairvoyance]], [[Spells/Dream Message|Dream Message]], [[Spells/Illusory Disguise|Illusory Disguise]], [[Spells/Illusory Scene|Illusory Scene]], [[Spells/Scouting Eye|Scouting Eye]], and [[Spells/Talking Corpse|Talking Corpse]]. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the [[Spells/Control Weather|Control Weather]] ritual, with a DC of 23 instead of the standard DC.\n\nIf a coven member's departure or death brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells."
+
+ - name: "Nightmare Rider"
+ desc: " When a night hag rides a [[Monster Core/Nightmare|Nightmare]], the nightmare also gains the night hag's status bonus to saves against magic, and both the hag and rider benefit when the night hag uses her _[[Equipment/Heartstone|Heartstone's]]_ [[Spells/Ethereal Jaunt|Ethereal Jaunt]] innate spell."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 (magical, unholy)\n__Damage__ 2d8 + 8 piercing plus abyssal-plague 1d6 spirit plus abyssal-plague"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+20 (agile, magical, unholy)\n__Damage__ 2d10 + 8 slashing 1d6 spirit"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 28, attack +20; __9th __ _[[Spells/Seize Soul|Bind Soul (At Will) (Heartstone)]]_, _[[Spells/Ethereal Jaunt|Ethereal Jaunt (At Will) (Heartstone)]]_; __8th __ _[[Spells/Dream Council|Dream Council]]_; __5th __ _[[Spells/Nightmare|Nightmare]]_, _[[Spells/Shadow Blast|Shadow Blast (Heartstone) (x2)]]_; __3rd __ _[[Spells/Dream Message|Dream Message (At Will)]]_, _[[Spells/Force Barrage|Magic Missile (At Will)]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At Will)]]_; __1st __ _[[Spells/Enfeeble|Ray of Enfeeblement (At Will)]]_, _[[Spells/Sleep|Sleep (At Will)]]_\n__Cantrips__ __(5th)__ _[[Spells/Detect Magic|Detect Magic (3rd)]]_\n__Constant__ __(2nd)__ _[[Spells/Detect Alignment|Detect Alignment (All Alignments)]]_"
+
+ - name: "Coven Spells"
+ desc: "DC 23, attack +15; __8th __ _[[Spells/Cursed Metamorphosis|Baleful Polymorph]]_; __6th __ _[[Spells/Dominate|Dominate]]_, _[[Spells/Scrying|Scrying]]_, _[[Spells/Spellwrack|Spellwrack]]_; __5th __ _[[Spells/Augury|Augury]]_, _[[Spells/Charm|Charm]]_, _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Illusory Disguise|Illusory Disguise]]_, _[[Spells/Illusory Scene|Illusory Scene]]_, _[[Spells/Scouting Eye|Prying Eye]]_, _[[Spells/Talking Corpse|Talking Corpse]]_; __4th __ _[[Spells/Nightmare|Nightmare]]_"
+
+ - name: "Rituals"
+ desc: "_Control Weather_"
+
+ - name: "Abyssal Plague"
+ desc: " (disease) A creature can't recover from drained until abyssal plague is cured.\n\n**Saving Throw** DC 28 Fortitude check\n\n**Stage 1** [[Conditions/Drained|Drained 1]] (1 day)\n\n**Stage 2** [[Conditions/Drained|Drained]] increases by 2 (1 day)"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,occult,polymorph) The night hag can take on the appearance of any Medium female humanoid. This doesn't change her Speed or her attack and damage bonuses with her Strikes, but might change the damage type her Strikes deal (typically to bludgeoning).\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Dream Haunting"
+ desc: " (mental,occult) If a night hag is ethereal and hovering over a sleeping chaotic or evil creature, she can ride the victim's back until dawn. The creature endures tormenting dreams as the hag casts [[Spells/Nightmare|Nightmare]] on it, and is exposed to abyssal plague. Any drained caused by dream haunting is cumulative.\n\nOnly an ethereal being can confront the night hag and stop her dream haunting."
+
+ - name: "Spell Ambush"
+ desc: " A creature [[Conditions/Off-Guard|Off-Guard]] to the night hag takes a -2 circumstance penalty to checks and DCs to defend against her spells."
+
+```
+
+```encounter-table
+name: Night Hag
+creatures:
+ - 1: Night Hag
+```
+
+
+
+Night hags are thieves and merchants of mortal souls. These foul creatures collect souls in dark gems or crystalline jars to sell in fiendish markets, and are themselves empowered by potent magic jewels known as _[[Equipment/Heartstone|Heartstones]]_. They haunt the Ethereal Plane, where they prey upon mortals in their dreams, debilitating them with horrific nightmares as they rest. A night hag may find a particular target and haunt them continuously over the course of weeks, slowly and cruelly breaking down the victim's will and ability to resist, until their soul is forfeit.
+
+A night hag is a canny mastermind and soul broker, willing to consider any deal as long as she is convinced she has the upper hand. Although a night hag finds it easy to travel the Ethereal Plane and prey upon helpless souls that can't fight back, these souls are also the least desirable to the evil outsiders the night hag bargains with, and so a night hag gathers allies and minions that allow her to prey on more potent souls without personally risking herself. Their favored minions are [[Monster Core/Nightmare|Nightmares]], with whom they share a special bond.
+
+Above all, night hags avoid fighting foes that can harry them on the Ethereal Plane, picking fights only when they are certain they can escape.
+
+* * *
+
+Malevolent crones who lurk at the edges of civilization, hags use their deceptive, magical abilities to prey upon humanoids, manipulating and corrupting them. Some say hags arose from fey that became twisted by their inner selfishness. Hags gather together in covens for greater power, craft unique magical items known as _[[Equipment/Hag Eye|Hag Eyes]]_, and are known to replace infant humanoids with their own offspring-these children are[[Monster Core/Changeling Exile|Changelings]] who have the potential to become hags themselves.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Ochre Jelly.md b/content/mechanics/srd/Bestiary/Bestiary 1/Ochre Jelly.md
new file mode 100755
index 000000000..6fe17242e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Ochre Jelly.md
@@ -0,0 +1,90 @@
+---
+title: "Ochre Jelly"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.O16cVfDyLidvM0tm"
+tags:
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/ooze
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Ochre Jelly"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Ochre Jelly"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[mindless]]
+trait_02: [[ooze]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Motion Sense (Precise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +13"
+abilityMods: [4, -5, 6, -5, 0, -5]
+speed: 15 feet, climb 10 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 12
+armorclass:
+ - name: AC
+ desc: "12; __Fort__ +15, __Ref__ +4, __Will__ +7"
+hp: 150
+health:
+ - name: ""
+ - name: HP
+ desc: "150; __Immunities__ acid, critical hits, electricity, piercing, precision, slashing, unconscious, visual, mental"
+abilities_top:
+ - name: ""
+
+ - name: "Motion Sense 60 feet"
+ desc: " A ochre jelly can sense nearby motion through vibration and air movement."
+
+abilities_mid:
+ - name: ""
+ - name: "Split"
+ desc: " Whenever an ochre jelly is hit by an attack or effect that would deal slashing, piercing, or electricity damage and the ochre jelly has at least 10 HP, the jelly splits into two identical jellies with half the original's HP.\n\nOne jelly is in the same space as the original, and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or sturdy to push)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pseudopod"
+ desc: "+15 ()\n__Damage__ 1d8 + 7 bludgeoning plus grab 2d4 acid plus grab"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d8+3 bludgeoning damage plus 2d4 acid damage, DC 23 Fortitude check save\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Ochre Acid"
+ desc: " An ochre jelly's acid damages only flesh-not bone, stone, wood, or other materials."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Ochre Jelly
+creatures:
+ - 1: Ochre Jelly
+```
+
+
+
+Ochre jellies are animate masses of protoplasm with a sickly combination of yellow, orange, and brown hues. Their acidic bodies dissolve flesh but leave other materials, including a victim's gear and bones, intact. Some ancient cultures would entomb bodies in stone sarcophaguses with ochre jellies to allow the ooze to break down the flesh and clean and polish the bones.
+
+* * *
+
+Slimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to enormous sizes and have insatiable appetites.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Otyugh.md b/content/mechanics/srd/Bestiary/Bestiary 1/Otyugh.md
new file mode 100755
index 000000000..16627e3d2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Otyugh.md
@@ -0,0 +1,91 @@
+---
+title: "Otyugh"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.GR2KuAuRhtuFfaNG"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Otyugh"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Otyugh"
+level: "Creature 4"
+
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +14, Stealth: +8"
+abilityMods: [6, 2, 4, -2, 2, -2]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +12, __Ref__ +8, __Will__ +10"
+hp: 70
+health:
+ - name: ""
+ - name: HP
+ desc: "70; __Immunities__ disease"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Stench"
+ desc: " (aura,olfactory) 40 feet. A creature entering the aura must succeed at a DC 20 Fortitude check save or be [[Conditions/Sickened|Sickened 1]] (plus [[Conditions/Slowed|Slowed 1]] for the same duration on a critical failure). On a success, the creature is temporarily immune to the sickened and slowed effects of this stench for 1 hour. Regardless of the save, while within the aura, creatures take a -2 circumstance penalty to saves against diseases. An otyugh's stench is due to the offal and refuse that it wallows in, so cleaning the creature thoroughly (with [[Spells/Create Water|Create Water]] and sufficient scrubbing, for example) deactivates the aura, while a sufficiently plugged nose allows an individual to avoid exposure to the stench.\n\n[[Bestiary Effects/Effect_ Stench|Effect: Stench]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+14 ()\n__Damage__ 2d6 + 6 piercing plus filth-fever"
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+14 (agile, reach 10 feet)\n__Damage__ 1d6 + 6 bludgeoning plus grab"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d6+6 bludgeoning, DC 22 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Filth Fever"
+ desc: " (disease) The [[Conditions/Sickened|Sickened]] and [[Conditions/Unconscious|Unconscious]] conditions from filth fever don't improve on their own until the disease is cured.\n\n**Saving Throw** DC 20 Fortitude check\n* * *\n\n**Stage 1** carrier with no ill effect (1d4 hours)\n\n**Stage 2** [[Conditions/Sickened|Sickened 1]] (1 day)\n\n**Stage 3** sickened 1 and [[Conditions/Slowed|Slowed 1]] as long as it remains sickened (1 day)\n\n**Stage 4** [[Conditions/Unconscious|Unconscious]] (1 day)\n\n**Stage 5** dead"
+
+ - name: "Reposition"
+ desc: "`pf2:1` The otyugh attempts to move all creatures that it has [[Conditions/Grabbed|Grabbed]] into other spaces within the reach of its tentacles, rolling a single Athletics check check and comparing the result against each creature's Fortitude DC. On a failure, the creature remains in place, and on a critical failure, the creature is no longer grabbed."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Otyugh
+creatures:
+ - 1: Otyugh
+```
+
+
+
+Lords of sewers, ditches, and landfllls, otyughs are filthy monstrosities that stomp about on three massive legs in search of tasty garbage and refuse. Using two barbed tentacles to grasp and tear, guided by a third with a proliferation of eyes at the end, the otyugh has perfectly adapted to life in its cramped, disgusting environment, where it uses its appendages to see into tight spaces and grasp hidden prey.
+
+Most assume that otyughs originally evolved in swamps and moved into sewers as civilization encroached on their natural habitats. True or not, they are now one of the larger predators in those dank environs. Otyughs are territorial, but they have been known to form loose collectives, even giving each other important-sounding titles like 'king of offal'; and 'duchess of slime' to indicate their rank and station in their sludgy underworld beneath the streets.
+
+Those who run across an otyugh might be surprised to hear it speak, shouting at intruders to leave its putrid home or demanding tribute in the form of trash or other prizes of dubious nature.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Owlbear.md b/content/mechanics/srd/Bestiary/Bestiary 1/Owlbear.md
new file mode 100755
index 000000000..94907e9d8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Owlbear.md
@@ -0,0 +1,88 @@
+---
+title: "Owlbear"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.04lhZMwWpWGNj3sn"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Owlbear"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Owlbear"
+level: "Creature 4"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +14, Intimidation: +10"
+abilityMods: [6, 1, 5, -4, 3, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +13, __Ref__ +7, __Will__ +11"
+hp: 70
+health:
+ - name: ""
+ - name: HP
+ desc: "70"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Talon"
+ desc: "+14 (agile)\n__Damage__ 1d10 + 6 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+14 ()\n__Damage__ 1d12 + 6 piercing"
+
+ - name: "Bloodcurdling Screech"
+ desc: "`pf2:1` (auditory,emotion,fear,mental) The owlbear unleashes a loud screech that terrifies its prey. Each creature in an 80-foot emanation must attempt a DC 20 Will check save. Regardless of the result, creatures are temporarily immune for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Fleeing|Fleeing]] for 1 round and [[Conditions/Frightened|Frightened 3]]."
+
+ - name: "Gnaw"
+ desc: "`pf2:1` **Requirements** The owlbear has a creature [[Conditions/Grabbed|Grabbed]] with its talons.\n* * *\n\n**Effect** The owlbear attempts to disembowel the creature with a beak Strike. If the Strike hits, the target must attempt a DC 22 Will check save.\n* * *\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is [[Conditions/Sickened|Sickened 1]].\n\n**Failure** The target is sickened 1 and [[Conditions/Slowed|Slowed 1]] as long as it remains sickened."
+
+ - name: "Screeching Advance"
+ desc: "`pf2:2` (auditory,emotion,fear,mental) The owlbear makes a Bloodcurdling Screech and Strides twice. All creatures within 80 feet of the owlbear at any point during this movement are subjected to the effects of Bloodcurdling Screech."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Owlbear
+creatures:
+ - 1: Owlbear
+```
+
+
+
+With the body of a powerful brown bear and the keen senses of an owl, the owlbear is a dangerous territorial predator, fearlessly attacking any creature that strays into its domain. Those who run afoul of an owlbear hear its terrifying screech only seconds before the massive creature is upon them, ripping them apart with deadly talons and a powerful beak.
+
+Although their origin is lost to time, owlbears are assumed to be the result of a magical experiment to make a more cunning predator. According to the legend, the wizard was too successful and ended up being the flrst victim of the beast. Today, owlbears can be found around the world, with a variety of features. While the most common subspecies looks like a brown bear with the features of a great horned owl, owlbears from the frozen north might resemble polar bears mixed with snowy owls, and in temperate rain forests they might resemble black bears with the heads of barn owls.
+
+Most owlbears live solitary lives, gathering only to mate and raise cubs, which are hatched from eggs. An owlbear's territory usually extends to around 5 miles from its lair, with clear signs of its habitat appearing with 1 mile (clawed up trees, gigantic feathers, and shredded carcasses). The lair of an owlbear rarely holds anything of value, but some adventurers have found trinkets, coins, and even jewelry in the massive pellets of undigested bones these monsters leave behind.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Phantasmal Minion.md b/content/mechanics/srd/Bestiary/Bestiary 1/Phantasmal Minion.md
new file mode 100755
index 000000000..fcb1863c2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Phantasmal Minion.md
@@ -0,0 +1,75 @@
+---
+title: "Phantasmal Minion"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.OHM5xywQSo92HLwc"
+tags:
+ - pf2e/creature/type/force
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/-1
+ - remaster
+statblock: inline
+name: "Phantasmal Minion"
+level: -1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Player Core"
+name: "Phantasmal Minion"
+level: "Creature -1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[force]]
+trait_02: [[mindless]]
+modifier: 0
+perception:
+ - name: "Perception"
+ desc: "+0; Darkvision"
+languages: "understands its creator"
+skills:
+ - name: "Skills"
+ desc: "Stealth: +8"
+abilityMods: [-4, 2, 0, -5, 0, 0]
+speed: fly 30 feet
+sourcebook: "_Pathfinder Player Core_"
+ac: 13
+armorclass:
+ - name: AC
+ desc: "13; __Fort__ +0, __Ref__ +4, __Will__ +0"
+hp: 4
+health:
+ - name: ""
+ - name: HP
+ desc: "4; __Immunities__ disease, non-magical, paralyzed, poison, precision, unconscious, spirit, mental; __Resistances__ all damage 5 (except force or ghost touch)"
+abilities_top:
+ - name: ""
+
+ - name: "Force Body"
+ desc: " A phantasmal minion's body is made of magical force. It can't use attack actions. Though it has no physical weight, it can move and use Interact actions to do things such as fetch objects, open unstuck or unlocked doors, hold chairs, and clean. It can't pass through solid objects."
+
+ - name: "Invisible"
+ desc: " An phantasmal minion can be summoned [[Conditions/Invisible|Invisible]], though it normally doesn't [[Actions/Sneak|Sneak]], so it is usually only [[Conditions/Hidden|Hidden]]."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+```
+
+```encounter-table
+name: Phantasmal Minion
+creatures:
+ - 1: Phantasmal Minion
+```
+
+
+
+This creature can be summoned with the spell [[Spells/Phantasmal Minion|Phantasmal Minion]].
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Quasit.md b/content/mechanics/srd/Bestiary/Bestiary 1/Quasit.md
new file mode 100755
index 000000000..c207a22c2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Quasit.md
@@ -0,0 +1,101 @@
+---
+title: "Quasit"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.2iLL6vno8g3vvrBR"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/demon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Quasit"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Quasit"
+level: "Creature 1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[chaotic]]
+trait_02: [[demon]]
+trait_03: [[evil]]
+trait_04: [[fiend]]
+trait_05: [[unholy]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Chthonian, Common; telepathy (touch)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Arcana: +4, Deception: +7, Intimidation: +5, Religion: +5, Stealth: +7"
+abilityMods: [-1, 4, 0, 1, 2, 2]
+speed: 15 feet, fly 35 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +4, __Ref__ +10, __Will__ +7"
+hp: 25
+health:
+ - name: ""
+ - name: HP
+ desc: "25; __Weaknesses__ cold iron 3, holy 3"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy (Touch)]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Abyssal Knowledge"
+ desc: " When a quasit offers [[Actions/Aid|Aid]] for an Arcana or Religion check, it gets the critical success result on any success and gets the critical failure result on any failure."
+
+abilities_mid:
+ - name: ""
+ - name: "Virtue Aversion"
+ desc: " The quasit's link to a mortal soul gave it birth, but it presents a vulnerability. Once per round, a creature can present an object related to something virtuous or good in the life of the quasit's creator (such as a beloved daughter's doll) as an Interact action to automatically deal the quasit 2d6 mental damage."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+9 (agile, finesse, magical, poison, unholy)\n__Damage__ 1d6 - 1 slashing plus quasit-venom 1d4 spirit plus quasit-venom"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 17, attack +9; __4th __ _[[Spells/Read Omens|Read Omens]]_; __2nd __ _[[Spells/Detect Alignment|Detect Alignment (At Will) (Good Only)]]_, _[[Spells/Invisibility|Invisibility (At Will) (Self Only)]]_; __1st __ _[[Spells/Fear|Fear]]_\n__Cantrips__ __(1st)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Abyssal Healing"
+ desc: "`pf2:1` (concentrate,divine,healing) **Frequency** once per round\n* * *\n\n**Effect** The quasit restores 1d6 HP to itself."
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) * **Bat**\n * **Senses** Echolocation 40 feet\n * **Speed** 15 feet, fly 30 feet\n * **Melee** fangs +7, **Damage** 1d4-1 piercing damage\n * **Melee** wing +7 (agile), **Damage** 1d4-1 bludgeoning damage\n* **Centipede**\n * **Speed** 10 feet, climb 10 feet\n * **Melee** mandibles +7 (poison), **Damage** 1 piercing damage + 1d4 poison damage\n* **Toad**\n * **Senses** [[Bestiary Ability Glossary/Scent|Scent]] (Imprecise) 30 feet\n * **Speed** 5 feet\n * **Melee** jaws +7, **Damage** 1 bludgeoning damage\n* **Wolf**\n * **Size** Medium\n * **Senses** [[Bestiary Ability Glossary/Scent|Scent]] (Imprecise) 30 feet\n * **Speed** 40 feet, climb 10 feet\n * **Melee** jaws +7, **Damage** 1d10-1 piercing damage plus [[Bestiary Ability Glossary/Knockdown|Knockdown]]\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Quasit Venom"
+ desc: " (poison) **Saving Throw** DC 17 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d6 poison damage (1 round)\n\n**Stage 2** 1d6 poison damage (1 round)\n\n**Stage 3** 1d6 poison damage and [[Conditions/Slowed|Slowed 1]] (1 round)"
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown (Wolf Form)]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Quasit
+creatures:
+ - 1: Quasit
+```
+
+
+
+Unlike other demons, quasits are formed when a mortal spellcaster sheds a portion of their own sinful soul to create a familiar or companion. When these quasits outlive their creators, they become free willed and seek methods of returning to the Abyss, a task that requires pledging servitude to more powerful demons, so many quasits instead opt to remain on the Material Plane to promote evil and hope for chance and luck to someday provide them with a method of reaching the Abyss on their own.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Quatoid.md b/content/mechanics/srd/Bestiary/Bestiary 1/Quatoid.md
new file mode 100755
index 000000000..01f3ed9b8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Quatoid.md
@@ -0,0 +1,91 @@
+---
+title: "Quatoid"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.4Pt1lEuw2bd2Ug7H"
+tags:
+ - pf2e/creature/type/aquatic
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Quatoid"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Quatoid"
+level: "Creature 7"
+
+alignment: ""
+size: "Small"
+trait_01: [[aquatic]]
+trait_02: [[elemental]]
+trait_03: [[lawful]]
+trait_04: [[water]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision"
+languages: "Common, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +15, Diplomacy: +12, Occultism: +17, Society: +17, Stealth: +13, Elemental Lore: +17"
+abilityMods: [4, 2, 0, 4, 3, 1]
+speed: 25 feet, swim 25 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +13, __Ref__ +15, __Will__ +18"
+hp: 120
+health:
+ - name: ""
+ - name: HP
+ desc: "120; __Immunities__ bleed, paralyzed, poison, sleep; __Resistances__ bludgeoning 5, fire 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Calming Bioluminescence"
+ desc: " (aura,emotion,mental,visual) 30 feet. The aura sheds dim light. Creatures in the emanation gain a +2 circumstance bonus to saving throws against emotion effects. The quatoid can activate or deactivate its calming bioluminescence as a single action, which has the concentrate trait.\n\n[[Bestiary Effects/Effect_ Calming Bioluminescence|Effect: Calming Bioluminescence]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+16 (reach 10 feet)\n__Damage__ 2d12 + 6 bludgeoning plus grab"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 27, attack +17; __2nd __ _[[Spells/Hydraulic Push|Hydraulic Push (At Will)]]_"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d12+6 bludgeoning, DC 25 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Quatoid
+creatures:
+ - 1: Quatoid
+```
+
+
+
+Quatoids are peculiar, mysterious elementals native to the Plane of Water that resemble four-tentacled octopuses with eerily humanoid faces on their mantles.
+
+* * *
+
+Water elementals can be very destructive, but often not intentionally so; just as water can bring life to those in need on the Material Plane, its waves can pound shores and rains can flood cities. Water elementals are similarly difficult to predict.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Quelaunt.md b/content/mechanics/srd/Bestiary/Bestiary 1/Quelaunt.md
new file mode 100755
index 000000000..33cfd16a5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Quelaunt.md
@@ -0,0 +1,102 @@
+---
+title: "Quelaunt"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.P3LMrrevTqUM6COB"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/15
+statblock: inline
+name: "Quelaunt"
+level: 15
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Quelaunt"
+level: "Creature 15"
+
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+modifier: 29
+perception:
+ - name: "Perception"
+ desc: "+29; Tremorsense (Imprecise) 60 Feet"
+languages: "Aklo; (can't speak any language), telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Deception: +30, Intimidation: +30, Occultism: +27"
+abilityMods: [6, 5, 4, 5, 6, 8]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +27, __Ref__ +26, __Will__ +31; +2 to will saves vs. emotion"
+hp: 305
+health:
+ - name: ""
+ - name: HP
+ desc: "305; __Resistances__ mental 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+30 (agile, magical, reach 10 feet)\n__Damage__ 3d8 + 12 slashing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 39, attack +31; __8th __ _[[Spells/Ignite Ambition|Blind Ambition (At Will)]]_, _[[Spells/Captivating Adoration|Captivating Adoration (At Will)]]_, _[[Spells/Delusional Pride|Delusional Pride (At Will)]]_; __7th __ _[[Spells/Wave of Despair|Crushing Despair (x3)]]_; __3rd __ _[[Spells/Fear|Fear (At Will)]]_; __2nd __ _[[Spells/Laughing Fit|Hideous Laughter]]_\n__Constant__ __(4th)__ _[[Spells/Air Walk|Air Walk]]_"
+
+ - name: "Emotional Focus"
+ desc: " The quelaunt can cast the following cleric domain spells as 8th-rank occult innate spells at will without spending Focus Points: [[Spells/Ignite Ambition|Ignite Ambition]], [[Spells/Captivating Adoration|Captivating Adoration]], and [[Spells/Delusional Pride|Delusional Pride]]."
+
+ - name: "Emotional Frenzy"
+ desc: "`pf2:3` The quelaunt casts up to three spells chosen from its at-will innate spells and its emotional focus spells."
+
+ - name: "Feed on Emotion"
+ desc: "`pf2:1` (attack,emotion,incapacitation,mental) **Frequency** once per round\n* * *\n\n**Effect** The quelaunt feeds on the emotional unrest of a single creature within 30 feet that's under a harmful emotion effect. The target must succeed at a DC 37 Will check save or take 4d10 mental damage and be [[Conditions/Stunned|Stunned]] for 1 round. If the target fails its saving throw, the quelaunt regains the same number of Hit Points and Feed on Emotion does not cost the quelaunt an action, allowing it to use another action this turn."
+
+ - name: "Rapid Strikes"
+ desc: "`pf2:2` (attack) The quelaunt makes three melee Strikes, each against a different target within reach. The multiple attack penalty applies to each attack, but increases only after all the attacks have been made."
+
+ - name: "Spiral of Despair"
+ desc: " (emotion,mental) **Trigger** A creature fails a saving throw to resist one of the quelaunt's innate spells or emotional focus spells.\n* * *\n\n**Effect** As the quelaunt invades the triggering creature's mind and plants the seeds of negative emotions, it also strips away the target's feelings of hope or positivity. The quelaunt can immediately end a single emotion effect from which the triggering creature is benefiting."
+
+```
+
+```encounter-table
+name: Quelaunt
+creatures:
+ - 1: Quelaunt
+```
+
+
+
+This three-armed, three-legged monster has no discernible eyes, nose, ears, or mouth or no visible means of ingesting food. Its limbs are distributed so evenly across its body that it is all but impossible to tell which way the creature is oriented at any given time. Few who witness the quelaunt linger on its alien looks for long though, as the most pressing concern quickly becomes the invasion of their minds, as the quelaunt sows doubt, sorrow, and rage. This monstrosity not only delights in the negative emotions of its prey, but feeds on them, gaining strength and sustenance from their dismay. For the quelaunt, no act is too terrible or cruel to inflict on its victims, since the more a creature suffers, the more the quelaunt feasts.
+
+Quelaunts are known to associate with other aberrant horrors, including brain collectors and other creatures associated with the Dominion of the Black. However, the more prevalent theory paints them as more alien-perhaps invasive beings from another dimension of pure thought and feeling-and claims that in their natural state they have no physical bodies at all. Few dare speculate further; the only known autopsy of a quelaunt resulted in the researcher's suicide just days afterward and all the notes were mysteriously destroyed. Whatever secrets there are to be unlocked in the anatomy of these bizarre monsters are apparently important enough to warrant great protection from quelaunts, even after death.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Quetzalcoatlus.md b/content/mechanics/srd/Bestiary/Bestiary 1/Quetzalcoatlus.md
new file mode 100755
index 000000000..c6251da07
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Quetzalcoatlus.md
@@ -0,0 +1,87 @@
+---
+title: "Quetzalcoatlus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.MGn9W3vw0svOqTBS"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Quetzalcoatlus"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Quetzalcoatlus"
+level: "Creature 7"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Athletics: +17"
+abilityMods: [6, 4, 3, -4, 2, -1]
+speed: 15 feet, fly 50 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +16, __Ref__ +17, __Will__ +12"
+hp: 110
+health:
+ - name: ""
+ - name: HP
+ desc: "110"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+17 (deadly d10, reach 10 feet)\n__Damage__ 2d10 + 10 piercing 1d8 bleed"
+
+ - name: "**Melee** `pf2:1` Talon"
+ desc: "+17 ()\n__Damage__ 2d8 + 10 piercing plus grab"
+
+ - name: "Snatch"
+ desc: " A quetzalcoatlus can move at half Speed while it has a single creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]. Both its talons are occupied while it does this."
+
+ - name: "Swoop"
+ desc: "`pf2:2` The quetzacoaltus Flies up to its Speed and makes one beak or talon Strike at any point during that movement."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Quetzalcoatlus
+creatures:
+ - 1: Quetzalcoatlus
+```
+
+
+
+Quetzalcoatlus are the largest flying members of the pterosaur family and are often mistaken for dragons due to their immense size and 40-foot wingspans.
+
+Quetzalcoatlus are carnivorous, feeding on a variety of reptiles, mammals, large fish, amphibians, and other invertebrates. They are not inherently aggressive creatures and are happy to scavenge for food, but when presented with live prey they readily attack almost any creature smaller than themselves.
+
+* * *
+
+Pterosaurs are primitive flying creatures. While many are smaller than a human, the two presented below are quite a bit larger. Each of these creatures could pose a serious threat to a person. These flying reptiles can be found in a wide selection of regions, but they tend to soar above warm or temperate climates.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Raja Rakshasa.md b/content/mechanics/srd/Bestiary/Bestiary 1/Raja Rakshasa.md
new file mode 100755
index 000000000..32b07b25d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Raja Rakshasa.md
@@ -0,0 +1,105 @@
+---
+title: "Raja Rakshasa"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.tirDF3llSDjcdBQV"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/rakshasa
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Raja Rakshasa"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Raja Rakshasa"
+level: "Creature 10"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[fiend]]
+trait_03: [[lawful]]
+trait_04: [[rakshasa]]
+trait_05: [[unholy]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision"
+languages: "Common, Diabolic, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Deception: +23, Diplomacy: +21, Intimidation: +21, Occultism: +18, Performance: +19, Stealth: +20"
+abilityMods: [4, 6, 4, 2, 1, 5]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +19, __Ref__ +21, __Will__ +18; +2 status to all saves vs. magic, +3 status to all saves vs. divine magic"
+hp: 155
+health:
+ - name: ""
+ - name: HP
+ desc: "155; __Weaknesses__ holy 10; __Resistances__ physical 10 (except piercing)"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Kukri|+1 Striking Kukri]]"
+abilities_mid:
+ - name: ""
+ - name: "Scoff at the Divine"
+ desc: "`pf2:r` **Trigger** A creature within 30 feet casts a divine spell or uses a divine ability.\n\n**Requirements** The raja rakshasa has an unexpended spell slot that can be used to cast [[Spells/Dispel Magic|Dispel Magic]].\n* * *\n\n**Effect** The raja rakshasa expends a spell slot that could be used to cast dispel magic and attempts to counteract the triggering spell or ability.\n\nThe raja rakshasa can't Scoff at the Divine for 1d4 rounds."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Kukri"
+ desc: "+23 (agile, finesse, magical, trip, unholy)\n__Damage__ 2d6 + 10 slashing"
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+20 (agile, magical, unholy)\n__Damage__ 2d12 + 10 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+22 (agile, finesse, magical, unholy)\n__Damage__ 2d8 + 10 slashing"
+
+ - name: "Occult Spontaneous Spells"
+ desc: "DC 31, attack +23; __5th __ (3 slots) _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Hallucination|Hallucination]]_, _[[Spells/Shadow Blast|Shadow Blast]]_; __4th __ (4 slots) _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Fly|Fly]]_, _[[Spells/Suggestion|Suggestion]]_; __3rd __ (4 slots) _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Veil of Privacy|Nondetection]]_, _[[Spells/Vampiric Feast|Vampiric Touch]]_; __2nd __ (4 slots) _[[Spells/Blur|Blur]]_, _[[Spells/Laughing Fit|Hideous Laughter]]_, _[[Spells/Invisibility|Invisibility]]_; __1st __ (4 slots) _[[Spells/Charm|Charm]]_, _[[Spells/Illusory Object|Illusory Object]]_, _[[Spells/Item Facade|Item Facade]]_\n__Cantrips__ __(5th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Sigil|Sigil]]_"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 31, attack +23; __3rd __ _[[Spells/Mind Reading|Mind Reading (At Will)]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,occult,polymorph) The raja rakshasa takes on the appearance of any Medium humanoid. This doesn't change the raja rakshasa's Speed or its attack and damage modifiers with its Strikes but might change the damage type its Strikes deal (typically to bludgeoning). It typically loses its fangs Strike unless the humanoid form has fangs or a similar unarmed attack.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Disturbing Vision"
+ desc: "`pf2:1` (concentrate,mental,occult) The raja rakshasa's eyes flash green as it projects a telepathic wave in a 30-foot emanation. All creatures in the area are assailed by a vision of evil decadence from one of the rakshasa's past lives. Each non-evil creature in the area must succeed at a DC 29 Will check save or become [[Conditions/Sickened|Sickened 1]] (and [[Conditions/Stunned|Stunned 1]] on a critical failure). The visions last 1d4 rounds, and while they do, the raja rakshasa and all evil creatures in the area gain a +1 status bonus to all checks. The raja rakshasa can use this ability again only once the previous visions end.\n\n[[Bestiary Effects/Effect_ Disturbing Vision|Effect: Disturbing Vision]]"
+
+```
+
+```encounter-table
+name: Raja Rakshasa
+creatures:
+ - 1: Raja Rakshasa
+```
+
+
+
+When not disguised as a humanoid, the raja rakshasa has the head of an animal. The hands of a raja rakshasa are more subtly unsettling, for the fingers of these fiends bend outward, away from the palms.
+
+More than any other types of rakshasa, rajas scoff at religion. They understand the power of the divine, yet they view themselves as the only things worthy of worship from mortal creatures; not even their own immortals are deemed deserving of such glorification. Raja rakshasas often form close-knit families that work together to bring down mortal cities or to rule them from the shadows within. Such families of rakshasas often incorporate other breeds of the fiend, often using dandasukas as favored servants or stealthy spies. Even though a raja family works together to achieve a shared goal, infighting and treachery among their own is a constant threat.
+
+* * *
+
+Rakshasas are evil spirits that cloak themselves in the guises of humanoid creatures, that they might walk unseen among their prey. They embody what is taboo among most societies, and in the shape of those they seek to defile, rakshasas gorge themselves on these hideous acts. A wide range of rakshasas exist; presented below are the diminutive, sinister dandasuka rakshasa and the infamous raja rakshasa, who are the most widespread and commonly encountered of these fiends.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Red Dragon (Adult).md b/content/mechanics/srd/Bestiary/Bestiary 1/Red Dragon (Adult).md
new file mode 100755
index 000000000..6fe224fd8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Red Dragon (Adult).md
@@ -0,0 +1,118 @@
+---
+title: "Red Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.pClknmAid9D6Hu4x"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/14
+statblock: inline
+name: "Red Dragon (Adult)"
+level: 14
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Red Dragon (Adult)"
+level: "Creature 14"
+
+alignment: ""
+size: "huge"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+trait_04: [[fire]]
+modifier: 26
+perception:
+ - name: "Perception"
+ desc: "+26; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Dwarven, Orcish"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +23, Arcana: +25, Athletics: +29, Deception: +25, Diplomacy: +25, Intimidation: +27, Stealth: +23"
+abilityMods: [7, 3, 6, 3, 4, 5]
+speed: 50 feet, fly 150 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 37
+armorclass:
+ - name: AC
+ desc: "37; __Fort__ +28, __Ref__ +25, __Will__ +26; +1 status to all saves vs. magic"
+hp: 305
+health:
+ - name: ""
+ - name: HP
+ desc: "305; __Immunities__ fire, paralyzed, sleep; __Weaknesses__ cold 15"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " Smoke doesn't impair a red dragon's vision; it ignores the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Jaws Only)]]"
+ desc: "`pf2:r` Jaws only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Dragon Heat"
+ desc: " (arcane,aura,fire) 5 feet. 3d6 fire damage (DC 30 Reflex check save)"
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 33 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+29 (fire, magical, reach 15 feet)\n__Damage__ 3d12 + 15 piercing 2d6 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+29 (agile, magical, reach 10 feet)\n__Damage__ 3d10 + 15 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+27 (magical, reach 20 feet)\n__Damage__ 3d12 + 13 slashing"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+27 (agile, magical, reach 15 feet)\n__Damage__ 2d10 + 13 slashing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 35, attack +27; __4th __ _[[Spells/Suggestion|Suggestion]]_\n__Cantrips__ __(7th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The dragon breathes a blast of flame that deals 15d6 fire damage in a 50-foot cone (DC 36 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one wing Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike."
+
+```
+
+```encounter-table
+name: Red Dragon (Adult)
+creatures:
+ - 1: Red Dragon (Adult)
+```
+
+
+
+The largest and most powerful of the chromatic dragons, red dragons are a menace to civilizations everywhere, and their strength is rivaled only by their arrogance. Red dragons see themselves as regents and overlords of all dragonkind. With their crowns of crimson spikes and their command of blistering frame, this is no haughty boast in their eyes-only unquestioned fact.
+
+Red dragons don't deign to speak with lesser creatures; they simply dominate and burn, enslaving weaker creatures to act as servants and to look after their lairs while the dragons slumber away. They take pleasure in dominating these creatures, and they demand tribute from their supplicants. Those who anger or disappoint end up eaten or reduced to ash. They command their enslaved minions to constantly build onto their lairs, carving out new tunnels and designing cunning traps that ensure the dragon's security.
+
+Driven by their arrogance, red dragons are the most likely of the chromatic dragons to ravage settlements. They want the world to see them in their rightful place as powerful tyrants, and they delight in threatening all other creatures. They have no qualms about bullying, manipulating, or killing to complete their goals-or simply intimidating others through a public display of brutality and dominance.
+
+As legendary as the brutishness of red dragons is the magnificence of their hoards of gold. Their lairs are often situated in dangerous places, with volcanoes being a favorite spot, as they find them foreboding and the constant warmth is comfortable. No matter the locale, red dragons sleep on a litter of coins and other treasures, which they zealously guard. Sometimes, the dragon's internal heat causes these precious metals to fuse together.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Red Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Red Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..1b82c988b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Red Dragon (Adult, Spellcaster).md
@@ -0,0 +1,115 @@
+---
+title: "Red Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.9dBH6f7tKrm4oAtS"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/14
+statblock: inline
+name: "Red Dragon (Adult, Spellcaster)"
+level: 14
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Red Dragon (Adult, Spellcaster)"
+level: "Creature 14"
+
+alignment: ""
+size: "huge"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+trait_04: [[fire]]
+modifier: 26
+perception:
+ - name: "Perception"
+ desc: "+26; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Dwarven, Orcish"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +23, Arcana: +25, Athletics: +29, Deception: +25, Diplomacy: +25, Intimidation: +27, Stealth: +23"
+abilityMods: [7, 3, 6, 3, 4, 5]
+speed: 50 feet, fly 150 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 37
+armorclass:
+ - name: AC
+ desc: "37; __Fort__ +28, __Ref__ +25, __Will__ +26; +1 status to all saves vs. magic"
+hp: 305
+health:
+ - name: ""
+ - name: HP
+ desc: "305; __Immunities__ fire, paralyzed, sleep; __Weaknesses__ cold 15"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " Smoke doesn't impair a red dragon's vision; it ignores the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Jaws Only)]]"
+ desc: "`pf2:r` Jaws only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Dragon Heat"
+ desc: " (arcane,aura,fire) 5 feet. 3d6 fire damage (DC 30 Reflex check save)"
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 33 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+29 (fire, magical, reach 15 feet)\n__Damage__ 3d12 + 15 piercing 2d6 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+29 (agile, magical, reach 10 feet)\n__Damage__ 3d10 + 15 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+27 (magical, reach 20 feet)\n__Damage__ 3d12 + 13 slashing"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+27 (agile, magical, reach 15 feet)\n__Damage__ 2d10 + 13 slashing"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 35, attack +29; __6th __ _[[Spells/Teleport|Teleport]]_, _[[Spells/Wall of Force|Wall of Force]]_; __5th __ _[[Spells/Cloak of Colors|Cloak of Colors]]_, _[[Spells/Truespeech|Tongues]]_; __4th __ _[[Spells/Wave of Despair|Crushing Despair]]_, _[[Spells/Mountain Resilience|Stoneskin]]_; __3rd __ _[[Spells/Haste|Haste]]_, _[[Spells/Mind Reading|Mind Reading]]_; __2nd __ _[[Spells/Translate|Comprehend Language]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Invisibility|Invisibility]]_, _[[Spells/Resist Energy|Resist Energy]]_, _[[Spells/See the Unseen|See Invisibility]]_; __1st __ _[[Spells/Charm|Charm]]_, _[[Spells/Command|Command]]_, _[[Spells/Grease|Grease]]_, _[[Spells/Enfeeble|Ray of Enfeeblement]]_, _[[Spells/Sure Strike|True Strike]]_\n__Cantrips__ __(6th)__ _[[Spells/Void Warp|Chill Touch]]_, _[[Spells/Daze|Daze]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Message|Message]]_, _[[Spells/Sigil|Sigil]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 35, attack +27; __4th __ _[[Spells/Suggestion|Suggestion]]_\n__Cantrips__ __(7th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The dragon breathes a blast of flame that deals 15d6 fire damage in a 50-foot cone (DC 36 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Red Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Red Dragon (Adult, Spellcaster)
+```
+
+
+
+The largest and most powerful of the chromatic dragons, red dragons are a menace to civilizations everywhere, and their strength is rivaled only by their arrogance. Red dragons see themselves as regents and overlords of all dragonkind. With their crowns of crimson spikes and their command of blistering frame, this is no haughty boast in their eyes-only unquestioned fact.
+
+Red dragons don't deign to speak with lesser creatures; they simply dominate and burn, enslaving weaker creatures to act as servants and to look after their lairs while the dragons slumber away. They take pleasure in dominating these creatures, and they demand tribute from their supplicants. Those who anger or disappoint end up eaten or reduced to ash. They command their enslaved minions to constantly build onto their lairs, carving out new tunnels and designing cunning traps that ensure the dragon's security.
+
+Driven by their arrogance, red dragons are the most likely of the chromatic dragons to ravage settlements. They want the world to see them in their rightful place as powerful tyrants, and they delight in threatening all other creatures. They have no qualms about bullying, manipulating, or killing to complete their goals-or simply intimidating others through a public display of brutality and dominance.
+
+As legendary as the brutishness of red dragons is the magnificence of their hoards of gold. Their lairs are often situated in dangerous places, with volcanoes being a favorite spot, as they find them foreboding and the constant warmth is comfortable. No matter the locale, red dragons sleep on a litter of coins and other treasures, which they zealously guard. Sometimes, the dragon's internal heat causes these precious metals to fuse together.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Red Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Bestiary 1/Red Dragon (Ancient).md
new file mode 100755
index 000000000..263811a2a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Red Dragon (Ancient).md
@@ -0,0 +1,124 @@
+---
+title: "Red Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.xQ34GUli1NKAME2D"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/19
+statblock: inline
+name: "Red Dragon (Ancient)"
+level: 19
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Red Dragon (Ancient)"
+level: "Creature 19"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+trait_04: [[fire]]
+modifier: 35
+perception:
+ - name: "Perception"
+ desc: "+35; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Chthonian, Common, Draconic, Dwarven, Jotun, Orcish"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +30, Arcana: +35, Athletics: +37, Deception: +35, Diplomacy: +35, Intimidation: +37, Stealth: +33"
+abilityMods: [9, 5, 8, 5, 6, 7]
+speed: 60 feet, fly 180 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 45
+armorclass:
+ - name: AC
+ desc: "45; __Fort__ +35, __Ref__ +32, __Will__ +35; +1 status to all saves vs. magic"
+hp: 425
+health:
+ - name: ""
+ - name: HP
+ desc: "425; __Immunities__ fire, paralyzed, sleep; __Weaknesses__ cold 20"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " Smoke doesn't impair a red dragon's vision; it ignores the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Jaws Only)]]"
+ desc: "`pf2:r` Jaws only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Dragon Heat"
+ desc: " (arcane,aura,fire) 10 feet. 4d6 fire damage (DC 39 Reflex check save)"
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 40 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Redirect Fire"
+ desc: "`pf2:r` (arcane) **Trigger** A creature within 100 feet casts a fire spell, or a fire spell otherwise comes into effect from a source within 100 feet.\n* * *\n\n**Effect** The dragon makes all the choices to determine the targets, destination, or other effects of the spell, as though it were the caster."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+37 (fire, magical, reach 20 feet)\n__Damage__ 4d10 + 17 piercing 3d6 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+37 (agile, magical, reach 15 feet)\n__Damage__ 4d8 + 17 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+35 (magical, reach 25 feet)\n__Damage__ 4d10 + 15 slashing"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+35 (agile, magical, reach 20 feet)\n__Damage__ 3d8 + 15 slashing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 42, attack +34; __8th __ _[[Spells/Wall of Fire|Wall of Fire (At Will)]]_; __4th __ _[[Spells/Suggestion|Suggestion (At Will)]]_\n__Cantrips__ __(10th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The dragon breathes a blast of flame that deals 20d6 fire damage in a 60-foot cone (DC 42 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one wing Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike."
+
+ - name: "Manipulate Flames"
+ desc: "`pf2:1` (arcane,concentrate) The red dragon attempts to take control of a magical fire or a fire spell within 100 feet.\n\nIf it succeeds at a counteract check (counteract rank 10, counteract modifier +32), the original caster loses control of the spell or magic fire, control is transferred to the dragon, and the dragon counts as having [[Actions/Sustain|Sustained the Spell]] with this action (if applicable). The dragon can choose to end the spell instead of taking control, if it chooses."
+
+```
+
+```encounter-table
+name: Red Dragon (Ancient)
+creatures:
+ - 1: Red Dragon (Ancient)
+```
+
+
+
+The largest and most powerful of the chromatic dragons, red dragons are a menace to civilizations everywhere, and their strength is rivaled only by their arrogance. Red dragons see themselves as regents and overlords of all dragonkind. With their crowns of crimson spikes and their command of blistering frame, this is no haughty boast in their eyes-only unquestioned fact.
+
+Red dragons don't deign to speak with lesser creatures; they simply dominate and burn, enslaving weaker creatures to act as servants and to look after their lairs while the dragons slumber away. They take pleasure in dominating these creatures, and they demand tribute from their supplicants. Those who anger or disappoint end up eaten or reduced to ash. They command their enslaved minions to constantly build onto their lairs, carving out new tunnels and designing cunning traps that ensure the dragon's security.
+
+Driven by their arrogance, red dragons are the most likely of the chromatic dragons to ravage settlements. They want the world to see them in their rightful place as powerful tyrants, and they delight in threatening all other creatures. They have no qualms about bullying, manipulating, or killing to complete their goals-or simply intimidating others through a public display of brutality and dominance.
+
+As legendary as the brutishness of red dragons is the magnificence of their hoards of gold. Their lairs are often situated in dangerous places, with volcanoes being a favorite spot, as they find them foreboding and the constant warmth is comfortable. No matter the locale, red dragons sleep on a litter of coins and other treasures, which they zealously guard. Sometimes, the dragon's internal heat causes these precious metals to fuse together.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Red Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Red Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..5d63e9fd7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Red Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,121 @@
+---
+title: "Red Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.aoUaoqbvEme2BDAf"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/19
+statblock: inline
+name: "Red Dragon (Ancient, Spellcaster)"
+level: 19
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Red Dragon (Ancient, Spellcaster)"
+level: "Creature 19"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+trait_04: [[fire]]
+modifier: 35
+perception:
+ - name: "Perception"
+ desc: "+35; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Chthonian, Common, Draconic, Dwarven, Jotun, Orcish"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +30, Arcana: +35, Athletics: +37, Deception: +35, Diplomacy: +35, Intimidation: +37, Stealth: +33"
+abilityMods: [9, 5, 8, 5, 6, 7]
+speed: 60 feet, fly 180 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 45
+armorclass:
+ - name: AC
+ desc: "45; __Fort__ +35, __Ref__ +32, __Will__ +35; +1 status to all saves vs. magic"
+hp: 425
+health:
+ - name: ""
+ - name: HP
+ desc: "425; __Immunities__ fire, paralyzed, sleep; __Weaknesses__ cold 20"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " Smoke doesn't impair a red dragon's vision; it ignores the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Jaws Only)]]"
+ desc: "`pf2:r` Jaws only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Dragon Heat"
+ desc: " (arcane,aura,fire) 10 feet. 4d6 fire damage (DC 39 Reflex check save)"
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 40 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Redirect Fire"
+ desc: "`pf2:r` (arcane) **Trigger** A creature within 100 feet casts a fire spell, or a fire spell otherwise comes into effect from a source within 100 feet.\n* * *\n\n**Effect** The dragon makes all the choices to determine the targets, destination, or other effects of the spell, as though it were the caster."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+37 (fire, magical, reach 20 feet)\n__Damage__ 4d10 + 17 piercing 3d6 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+37 (agile, magical, reach 15 feet)\n__Damage__ 4d8 + 17 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+35 (magical, reach 25 feet)\n__Damage__ 4d10 + 15 slashing"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+35 (agile, magical, reach 20 feet)\n__Damage__ 3d8 + 15 slashing"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 42, attack +36; __9th __ _[[Spells/Prismatic Sphere|Prismatic Sphere]]_; __8th __ _[[Spells/Pinpoint|Discern Location]]_, _[[Spells/Hidden Mind|Mind Blank]]_, _[[Spells/Prismatic Wall|Prismatic Wall]]_; __7th __ _[[Spells/Fiery Body|Fiery Body]]_, _[[Spells/Prismatic Spray|Prismatic Spray]]_, _[[Spells/Reverse Gravity|Reverse Gravity]]_; __6th __ _[[Spells/Teleport|Teleport]]_, _[[Spells/Wall of Force|Wall of Force]]_; __5th __ _[[Spells/Cloak of Colors|Cloak of Colors]]_, _[[Spells/Truespeech|Tongues]]_; __4th __ _[[Spells/Wave of Despair|Crushing Despair]]_, _[[Spells/Mountain Resilience|Stoneskin]]_; __3rd __ _[[Spells/Haste|Haste]]_, _[[Spells/Mind Reading|Mind Reading]]_; __2nd __ _[[Spells/Translate|Comprehend Language]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Invisibility|Invisibility]]_, _[[Spells/Resist Energy|Resist Energy]]_, _[[Spells/See the Unseen|See Invisibility]]_; __1st __ _[[Spells/Charm|Charm]]_, _[[Spells/Command|Command]]_, _[[Spells/Grease|Grease]]_, _[[Spells/Enfeeble|Ray of Enfeeblement]]_, _[[Spells/Sure Strike|True Strike]]_\n__Cantrips__ __(9th)__ _[[Spells/Void Warp|Chill Touch]]_, _[[Spells/Daze|Daze]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Message|Message]]_, _[[Spells/Sigil|Sigil]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 42, attack +34; __8th __ _[[Spells/Wall of Fire|Wall of Fire (At Will)]]_; __4th __ _[[Spells/Suggestion|Suggestion (At Will)]]_\n__Cantrips__ __(10th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The dragon breathes a blast of flame that deals 20d6 fire damage in a 60-foot cone (DC 42 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Manipulate Flames"
+ desc: "`pf2:1` (arcane,concentrate) The red dragon attempts to take control of a magical fire or a fire spell within 100 feet.\n\nIf it succeeds at a counteract check (counteract rank 10, counteract modifier +32), the original caster loses control of the spell or magic fire, control is transferred to the dragon, and the dragon counts as having [[Actions/Sustain|Sustained the Spell]] with this action (if applicable). The dragon can choose to end the spell instead of taking control, if it chooses."
+
+```
+
+```encounter-table
+name: Red Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Red Dragon (Ancient, Spellcaster)
+```
+
+
+
+The largest and most powerful of the chromatic dragons, red dragons are a menace to civilizations everywhere, and their strength is rivaled only by their arrogance. Red dragons see themselves as regents and overlords of all dragonkind. With their crowns of crimson spikes and their command of blistering frame, this is no haughty boast in their eyes-only unquestioned fact.
+
+Red dragons don't deign to speak with lesser creatures; they simply dominate and burn, enslaving weaker creatures to act as servants and to look after their lairs while the dragons slumber away. They take pleasure in dominating these creatures, and they demand tribute from their supplicants. Those who anger or disappoint end up eaten or reduced to ash. They command their enslaved minions to constantly build onto their lairs, carving out new tunnels and designing cunning traps that ensure the dragon's security.
+
+Driven by their arrogance, red dragons are the most likely of the chromatic dragons to ravage settlements. They want the world to see them in their rightful place as powerful tyrants, and they delight in threatening all other creatures. They have no qualms about bullying, manipulating, or killing to complete their goals-or simply intimidating others through a public display of brutality and dominance.
+
+As legendary as the brutishness of red dragons is the magnificence of their hoards of gold. Their lairs are often situated in dangerous places, with volcanoes being a favorite spot, as they find them foreboding and the constant warmth is comfortable. No matter the locale, red dragons sleep on a litter of coins and other treasures, which they zealously guard. Sometimes, the dragon's internal heat causes these precious metals to fuse together.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Red Dragon (Young).md b/content/mechanics/srd/Bestiary/Bestiary 1/Red Dragon (Young).md
new file mode 100755
index 000000000..479648490
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Red Dragon (Young).md
@@ -0,0 +1,115 @@
+---
+title: "Red Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.w4y8Kcc6dBMbYx8X"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Red Dragon (Young)"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Red Dragon (Young)"
+level: "Creature 10"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+trait_04: [[fire]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Arcana: +17, Athletics: +22, Deception: +19, Diplomacy: +19, Intimidation: +21, Stealth: +17"
+abilityMods: [6, 1, 4, 1, 2, 3]
+speed: 40 feet, fly 120 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +21, __Ref__ +18, __Will__ +19"
+hp: 210
+health:
+ - name: ""
+ - name: HP
+ desc: "210; __Immunities__ fire, paralyzed, sleep; __Weaknesses__ cold 10"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " Smoke doesn't impair a red dragon's vision; it ignores the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Jaws Only)]]"
+ desc: "`pf2:r` Jaws only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 27 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+23 (fire, reach 10 feet)\n__Damage__ 2d12 + 12 piercing 2d6 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+23 (agile)\n__Damage__ 2d10 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+21 (reach 15 feet)\n__Damage__ 2d12 + 10 slashing"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+21 (agile, reach 10 feet)\n__Damage__ 1d10 + 10 slashing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 27, attack +19\n__Cantrips__ __(5th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The dragon breathes a blast of flame that deals 11d6 fire damage in a 40-foot cone (DC 30 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one wing Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike."
+
+```
+
+```encounter-table
+name: Red Dragon (Young)
+creatures:
+ - 1: Red Dragon (Young)
+```
+
+
+
+The largest and most powerful of the chromatic dragons, red dragons are a menace to civilizations everywhere, and their strength is rivaled only by their arrogance. Red dragons see themselves as regents and overlords of all dragonkind. With their crowns of crimson spikes and their command of blistering frame, this is no haughty boast in their eyes-only unquestioned fact.
+
+Red dragons don't deign to speak with lesser creatures; they simply dominate and burn, enslaving weaker creatures to act as servants and to look after their lairs while the dragons slumber away. They take pleasure in dominating these creatures, and they demand tribute from their supplicants. Those who anger or disappoint end up eaten or reduced to ash. They command their enslaved minions to constantly build onto their lairs, carving out new tunnels and designing cunning traps that ensure the dragon's security.
+
+Driven by their arrogance, red dragons are the most likely of the chromatic dragons to ravage settlements. They want the world to see them in their rightful place as powerful tyrants, and they delight in threatening all other creatures. They have no qualms about bullying, manipulating, or killing to complete their goals-or simply intimidating others through a public display of brutality and dominance.
+
+As legendary as the brutishness of red dragons is the magnificence of their hoards of gold. Their lairs are often situated in dangerous places, with volcanoes being a favorite spot, as they find them foreboding and the constant warmth is comfortable. No matter the locale, red dragons sleep on a litter of coins and other treasures, which they zealously guard. Sometimes, the dragon's internal heat causes these precious metals to fuse together.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Red Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Red Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..8fe7ec92b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Red Dragon (Young, Spellcaster).md
@@ -0,0 +1,112 @@
+---
+title: "Red Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.muIu0V1RjLy0Kn4h"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Red Dragon (Young, Spellcaster)"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Red Dragon (Young, Spellcaster)"
+level: "Creature 10"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+trait_04: [[fire]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Arcana: +17, Athletics: +22, Deception: +19, Diplomacy: +19, Intimidation: +21, Stealth: +17"
+abilityMods: [6, 1, 4, 1, 2, 3]
+speed: 40 feet, fly 120 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +21, __Ref__ +18, __Will__ +19"
+hp: 210
+health:
+ - name: ""
+ - name: HP
+ desc: "210; __Immunities__ fire, paralyzed, sleep; __Weaknesses__ cold 10"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " Smoke doesn't impair a red dragon's vision; it ignores the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Jaws Only)]]"
+ desc: "`pf2:r` Jaws only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 27 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+23 (fire, reach 10 feet)\n__Damage__ 2d12 + 12 piercing 2d6 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+23 (agile)\n__Damage__ 2d10 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+21 (reach 15 feet)\n__Damage__ 2d12 + 10 slashing"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+21 (agile, reach 10 feet)\n__Damage__ 1d10 + 10 slashing"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 29, attack +23; __4th __ _[[Spells/Wave of Despair|Crushing Despair]]_, _[[Spells/Mountain Resilience|Stoneskin]]_; __3rd __ _[[Spells/Haste|Haste]]_, _[[Spells/Mind Reading|Mind Reading]]_; __2nd __ _[[Spells/Translate|Comprehend Language]]_, _[[Spells/Invisibility|Invisibility]]_, _[[Spells/Resist Energy|Resist Energy]]_, _[[Spells/See the Unseen|See Invisibility]]_; __1st __ _[[Spells/Charm|Charm]]_, _[[Spells/Grease|Grease]]_, _[[Spells/Enfeeble|Ray of Enfeeblement]]_, _[[Spells/Sure Strike|True Strike]]_\n__Cantrips__ __(4th)__ _[[Spells/Void Warp|Chill Touch]]_, _[[Spells/Daze|Daze]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Message|Message]]_, _[[Spells/Sigil|Sigil]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 27, attack +19\n__Cantrips__ __(5th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The dragon breathes a blast of flame that deals 11d6 fire damage in a 40-foot cone (DC 30 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Red Dragon (Young, Spellcaster)
+creatures:
+ - 1: Red Dragon (Young, Spellcaster)
+```
+
+
+
+The largest and most powerful of the chromatic dragons, red dragons are a menace to civilizations everywhere, and their strength is rivaled only by their arrogance. Red dragons see themselves as regents and overlords of all dragonkind. With their crowns of crimson spikes and their command of blistering frame, this is no haughty boast in their eyes-only unquestioned fact.
+
+Red dragons don't deign to speak with lesser creatures; they simply dominate and burn, enslaving weaker creatures to act as servants and to look after their lairs while the dragons slumber away. They take pleasure in dominating these creatures, and they demand tribute from their supplicants. Those who anger or disappoint end up eaten or reduced to ash. They command their enslaved minions to constantly build onto their lairs, carving out new tunnels and designing cunning traps that ensure the dragon's security.
+
+Driven by their arrogance, red dragons are the most likely of the chromatic dragons to ravage settlements. They want the world to see them in their rightful place as powerful tyrants, and they delight in threatening all other creatures. They have no qualms about bullying, manipulating, or killing to complete their goals-or simply intimidating others through a public display of brutality and dominance.
+
+As legendary as the brutishness of red dragons is the magnificence of their hoards of gold. Their lairs are often situated in dangerous places, with volcanoes being a favorite spot, as they find them foreboding and the constant warmth is comfortable. No matter the locale, red dragons sleep on a litter of coins and other treasures, which they zealously guard. Sometimes, the dragon's internal heat causes these precious metals to fuse together.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Remorhaz.md b/content/mechanics/srd/Bestiary/Bestiary 1/Remorhaz.md
new file mode 100755
index 000000000..c2fe1947f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Remorhaz.md
@@ -0,0 +1,97 @@
+---
+title: "Remorhaz"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.6bFC8cHizFFNDzGs"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Remorhaz"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Remorhaz"
+level: "Creature 7"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[beast]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision, Tremorsense (Imprecise) 60 Feet"
+languages: "Jotun; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +18, Stealth: +13"
+abilityMods: [7, 2, 5, -3, 1, -2]
+speed: 35 feet, burrow 30 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +18, __Ref__ +15, __Will__ +10"
+hp: 120
+health:
+ - name: ""
+ - name: HP
+ desc: "120; __Immunities__ cold, fire"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Heat"
+ desc: " (aura,fire,primal) 5 feet. A creature that starts its turn in the aura takes 1d6 fire damage. Whenever the remorhaz takes damage from an enemy, this damage increases to 2d6 fire damage until the start of its next turn. Any creature that hits a remorhaz with an unarmed Strike takes 2d6 fire damage, and a weapon that hits a remorhaz takes 2d6 fire damage."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+18 (reach 15 feet)\n__Damage__ 2d10 + 9 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+18 (fire, reach 15 feet)\n__Damage__ 1d10 + 3 bludgeoning 2d6 fire"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (fire,primal) The remorhaz unleashes a gout of flame that deals 8d6 fire damage in a 30-foot cone (DC 26 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Ice Tunneler"
+ desc: " A remorhaz can leave a tunnel when it burrows through ice or snow, and it usually does."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Large, 2d8+5 bludgeoning damage plus 2d6 fire damage, Rupture 12\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "Thrash"
+ desc: "`pf2:2` The remorhaz Strikes once with its jaws and once with its tail, each targeting a different creature. Each attack counts toward the remorhaz's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks have been made."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Remorhaz
+creatures:
+ - 1: Remorhaz
+```
+
+
+
+A remorhaz is an enormous arctic predator that resembles a multilegged insect with draconic features. This monster has chitinous plates and more than a score segmented legs, a multipartite maw, and winglike growths fianking its head. The most unusual aspect of the creature, however, is its internal heat, which burns with such intensity that it causes the armored plates on the creature's back to become superheated whenever the beast is agitated.
+
+Remorhazes are carnivores. Their diet includes arctic animals such as elk, but a hungry remorhaz readily devours anything it can catch and kill. It commonly lurks beneath ice or snow and ambushes prey with a sudden upward strike. Many victims die before even knowing what attacked them.
+
+Those who survive the worm's initial onslaught must face not only its deadly jaws, but also its hideously hot body. This heat can melt weapons, scorch armor, and burn flesh-all tactics the remorhaz uses to disable and defeat its foes. A remorhaz's internal fire allows it to burrow through ice and snow with ease. It leaves smooth tunnels in its wake as melted ice refreezes to leave the telltale signs of its passage. Most people underestimate a remorhaz's intelligence, assuming it to be a mere animal. However, remorhazes are capable of learning languages. Frost giants in particular use this trait to form alliances with them. The giants provide food, protection, and shelter for the worm, and in return the remorhaz acts as a guard beast and helps the giants build fortresses and forge metal weapons. The giants also employ the worms as war beasts, using them to undermine enemy positions.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Roper.md b/content/mechanics/srd/Bestiary/Bestiary 1/Roper.md
new file mode 100755
index 000000000..65199e532
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Roper.md
@@ -0,0 +1,93 @@
+---
+title: "Roper"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.QAWb3NQ57bA2uXDs"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Roper"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Roper"
+level: "Creature 10"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision"
+languages: "Aklo, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +22, Nature: +17, Religion: +19, Stealth: +17"
+abilityMods: [6, 1, 6, 1, 3, 1]
+speed: 10 feet, climb 10 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 29
+armorclass:
+ - name: AC
+ desc: "29; __Fort__ +20, __Ref__ +15, __Will__ +21; +2 status to all saves vs. magic"
+hp: 215
+health:
+ - name: ""
+ - name: HP
+ desc: "215; __Weaknesses__ fire 10; __Resistances__ electricity 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Reactive Lash"
+ desc: "`pf2:r` **Trigger** A creature within reach of the roper's strand leaves a square during a move action it's using.\n* * *\n\n**Effect** The roper makes a strand Strike against the triggering creature."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 ()\n__Damage__ 2d12 + 12 piercing"
+
+ - name: "**Melee** `pf2:1` Strand"
+ desc: "+23 (reach 50 feet)\n__Damage__ "
+
+ - name: "Extend Strands"
+ desc: "`pf2:1` The roper extends or retracts six thin, sticky tendrils from its body. While the strands are extended, the roper takes a -4 circumstance penalty to Stealth checks, and while they're retracted, it can't use its strand Strikes."
+
+ - name: "Flurry of Strands"
+ desc: "`pf2:1` The roper makes a strand Strike with each of its strands (except those that are [[Conditions/Immobilized|Immobilizing]] creatures). Each attack must be against a different target. These attacks count toward the roper's multiple attack penalty, but its multiple attack penalty doesn't increase until after all the attacks."
+
+ - name: "Pull the Strands"
+ desc: "`pf2:2` The roper pulls every creature [[Conditions/Grabbed|Grabbed]] by its strands toward itself. The roper rolls a single Athletics check check and compares the result to each [[Conditions/Immobilized|Immobilized]] creature's Fortitude DC. The roper pulls each creature it succeeds against up to 25 feet closer and each creature it critically succeeds against up to 50 feet closer."
+
+ - name: "Sticky Strand"
+ desc: " Any creature hit by a roper's strand is [[Conditions/Enfeebled|Enfeebled 1]] and [[Conditions/Grabbed|Grabbed]]. Each additional hit from a strand increases the enfeebled condition value by 1 (to a maximum of enfeebled 4). This enfeebled value decreases by 1 every 8 hours. The roper can move while it has a creature grabbed with a strand, but it automatically releases the creature if it moves beyond the strand's reach. The roper can release an grabbed creature as a free action. A creature can sever a strand with a target attack that hits AC 27 and deals at least 18 slashing damage. This doesn't deal any damage to the roper itself, though it can no longer attack with a severed strand."
+
+```
+
+```encounter-table
+name: Roper
+creatures:
+ - 1: Roper
+```
+
+
+
+To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice. Cunning and patient ambush predators, ropers use this to their advantage.
+
+Ropers do not form large societies (although they can often be found living alongside other deep-dwelling denizens), but they often congregate in small clusters and sometimes hunt in groups. Particularly interested in the philosophy of life and death and the flner points of the more cruel and sinister religions of the world, a roper can talk or argue for hours with those it initially sought merely to eat. Quick-thinking spelunkers can sometimes stave off a roper's appetite by entertaining it with stories or discussions of philosophy, but ropers do not willingly allow such intriguing prey to escape alive. Stories speak of particularly skilled debaters and philosophers who have been kept for days or even years as pets or conversational companions by roper clusters, but in the end, if such pets don't eventually escape, the ropers' appetites win out over their intellectual curiosity-especially in cases where the pets constantly outmaneuver their keepers' wits and patience. A roper is 9 feet tall and weighs 2,200 pounds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Rust Monster.md b/content/mechanics/srd/Bestiary/Bestiary 1/Rust Monster.md
new file mode 100755
index 000000000..6cb669536
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Rust Monster.md
@@ -0,0 +1,94 @@
+---
+title: "Rust Monster"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.iu2sBd0qYtoU48jO"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Rust Monster"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Rust Monster"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7"
+abilityMods: [0, 3, 1, -4, 1, 0]
+speed: 35 feet, climb 10 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +8, __Ref__ +10, __Will__ +6"
+hp: 40
+health:
+ - name: ""
+ - name: HP
+ desc: "40"
+abilities_top:
+ - name: ""
+
+ - name: "Metal Scent 30 feet"
+ desc: " A rust monster can smell metal as a precise sense."
+
+abilities_mid:
+ - name: ""
+ - name: "Tail Trip"
+ desc: "`pf2:r` **Trigger** A creature carrying a metal item attempts to move out of a square within reach of the rust monster's tail.\n* * *\n\n**Effect** The rust monster makes a tail Strike against the triggering creature."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Antenna"
+ desc: "+10 (finesse)\n__Damage__ "
+
+ - name: "**Melee** `pf2:1` Mandibles"
+ desc: "+8 (finesse)\n__Damage__ 1d10 + 4 piercing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+8 (finesse)\n__Damage__ 1d4 + 2 bludgeoning plus improved-knockdown"
+
+ - name: "Antenna Disarm"
+ desc: "`pf2:1` The rust monster attempts to [[Action Macros/Disarm_ Athletics|Disarm]] a metal item a creature is holding using its antenna (with the same modifier as an antenna Strike).\n\nOn a success, the item is subject to the rust monster's rust ability in addition to the effects of the Disarm, and if the check to Disarm is a critical success, the rust monster drops the item on the ground in its own space."
+
+ - name: "Rust"
+ desc: " A rust monster's antenna causes metal to rapidly rust and corrode.\n\nIf it succeeds at an antenna Strike or Disarm attempt with its antenna, the rust monster deals 2d6 damage (doubled on a critical hit) to a metal item the target is wearing or holding, ignoring its Hardness.\n\nIf the rust monster hits an unattended metal item, the item takes this damage automatically.\n\nIf a creature uses the [[Feats/Shield Block|Shield Block]] reaction with a metal shield against an antenna attack, the shield is automatically broken, but no other item is rusted on that attack."
+
+ - name: "[[Bestiary Ability Glossary/Improved Knockdown|Improved Knockdown]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature as a free action. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Rust Monster
+creatures:
+ - 1: Rust Monster
+```
+
+
+
+Found in lost dungeons, deep caves, and abandoned mines, rust monsters are a bane to any adventurers who rely on armor, weapons, or other metal items. These strange-looking creatures grow to about 5 feet long, with four insectile legs and a long tail ending in a four-pronged appendage resembling a tiny windmill. However, it is the rust monster's feathery antennae that strike fear in the hearts of battle-hardened warriors, for a single touch from even just one antenna can reduce an adventurer's most valuable tools to a useless pile of rust.
+
+Rust monsters aren't inherently aggressive creatures, but they're voracious oxidivores, meaning they consume the rust created by their antennae. The creatures savagely attack anything that gets between them and a possible meal, and they relentlessly pursue any source of metal. A rust monster can be distracted by a single metal-rich item, but they are often encountered in groups of three or more, sharply raising the cost of escape.
+
+Rust monsters are a terrible scourge in mining communities. If a group of rust monsters discovers rich veins of ore, they can multiply quickly. By weakening tunnels, attacking workers, and consuming the source of the miners' livelihood, these aberrations have created many mountainside ghost towns.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Salamander.md b/content/mechanics/srd/Bestiary/Bestiary 1/Salamander.md
new file mode 100755
index 000000000..df883075d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Salamander.md
@@ -0,0 +1,95 @@
+---
+title: "Salamander"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.T2lt22MjQ1VXsf0Q"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Salamander"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Salamander"
+level: "Creature 7"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[elemental]]
+trait_03: [[evil]]
+trait_04: [[fire]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision"
+languages: "Common, Pyric"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +12, Athletics: +17, Crafting: +15, Deception: +12, Intimidation: +14, Society: +13"
+abilityMods: [4, 3, 4, 2, 2, 1]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +15, __Ref__ +16, __Will__ +13"
+hp: 125
+health:
+ - name: ""
+ - name: HP
+ desc: "125; __Immunities__ bleed, fire, paralyzed, poison, sleep; __Weaknesses__ cold 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Ranseur|+1 Ranseur]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Ranseur"
+ desc: "+18 (disarm, magical, reach 10 feet)\n__Damage__ 2d10 + 7 piercing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+17 (agile, reach 10 feet)\n__Damage__ 1d8 + 7 bludgeoning plus grab 1d6 fire plus grab"
+
+ - name: "Armor of Flames"
+ desc: "`pf2:1` The salamander stokes its internal flames. Until the start of its next turn, it gains a +2 circumstance bonus to AC, and when an adjacent creature touches it or hits it with a physical attack, that creature takes 2d6 persistent fire damage unless it succeeds at a DC 25 Reflex check save."
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d8+4 bludgeoning plus 1d6 fire, DC 25 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Salamander
+creatures:
+ - 1: Salamander
+```
+
+
+
+Salamanders have serpentine lower torsos, but humanoid upper bodies with toothy reptilian snouts. Their affinity for cruelty and violence puts them in close alliance with the demons of the Abyss.
+
+* * *
+
+Fire elementals are destructive manifestations of the scorching Plane of Fire.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Sea Devil Baron.md b/content/mechanics/srd/Bestiary/Bestiary 1/Sea Devil Baron.md
new file mode 100755
index 000000000..8e27040de
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Sea Devil Baron.md
@@ -0,0 +1,112 @@
+---
+title: "Sea Devil Baron"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.bPmBykKscVYAJEQX"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/mutant
+ - pf2e/creature/type/sea-devil
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Sea Devil Baron"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Sea Devil Baron"
+level: "Creature 6"
+
+alignment: ""
+size: "Medium"
+trait_01: [[amphibious]]
+trait_02: [[evil]]
+trait_03: [[humanoid]]
+trait_04: [[lawful]]
+trait_05: [[mutant]]
+trait_06: [[sea-devil]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision, Wavesense (Imprecise) 30 Feet"
+languages: "Thalassic; shark commune 150 feet"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +15, Intimidation: +12, Stealth: +12, Survival: +11"
+abilityMods: [5, 2, 4, 0, 3, 2]
+speed: 25 feet, swim 35 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +16, __Ref__ +14, __Will__ +13"
+hp: 95
+health:
+ - name: ""
+ - name: HP
+ desc: "95"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Longspear|Longspear]], 2x [[Equipment/Spear|Spear]]"
+ - name: "Shark Commune 150 feet"
+ desc: " (mental) The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like \"come,\" \"guard,\" or \"attack.\""
+
+ - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense 30 feet]]"
+ desc: " This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Longspear"
+ desc: "+17 (reach 10 feet)\n__Damage__ 1d8 + 11 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+17 (agile)\n__Damage__ 1d6 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+17 ()\n__Damage__ 1d6 + 8 piercing"
+
+ - name: "**Ranged** `pf2:1` Spear"
+ desc: "+17 (thrown 20 ft.)\n__Damage__ 1d8 + 11 piercing"
+
+ - name: "Blood Frenzy"
+ desc: " (rage) **Requirements** The sea devil is not [[Conditions/Fatigued|Fatigued]] or already in a frenzy\n\n**Trigger** The sea devil deals bleed damage to a living creature.\n* * *\n\n**Effect** The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea devil gains a +1 status bonus to attack rolls with its claws and jaws, gains a +4 status bonus to damage rolls with its claws and jaws, gains 15 temporary HP until the end of the frenzy, and takes a -2 status penalty to AC. The sea devil can't voluntarily stop its frenzy. After its frenzy, the sea devil is [[Conditions/Fatigued|Fatigued]]."
+
+ - name: "Bloodletting"
+ desc: " When the sea devil deals piercing or slashing damage, it also deals 1d4 bleed if the target was [[Conditions/Off-Guard|Off-Guard]] or if the attack was a critical hit."
+
+ - name: "Hateful Tide"
+ desc: "`pf2:2` (rage) **Requirements** The sea devil baron is in a blood frenzy.\n* * *\n\n**Effect** The sea devil baron unleashes a whirlwind of attacks against its foes, making a single melee Strike with its claws or jaws against each opponent within reach."
+
+```
+
+```encounter-table
+name: Sea Devil Baron
+creatures:
+ - 1: Sea Devil Baron
+```
+
+
+
+Unlike in many cultures, the highest-ranking sea devils are expected not just to wade into battle alongside their brethren, but to actively lead the campaign.
+
+* * *
+
+Sea devils are horrid, amphibious humanoids who lurk in Golarion's oceans and crawl ashore to steal away victims beneath the veil of darkness. When an entire fishing village disappears overnight, sea devils are the first suspects.
+
+Far from mindless monstrosities, sea devils are terribly intelligent, with a cunning limited only by their strict adherence to hierarchy. They call themselves "sahuagin" but have wholly embraced their enemies' name for their kind as their own. Their cultural militancy enables sea devils to act in concert to perform grand acts of sabotage, marauding, and pillaging, and only the strongest (and most conniving) members of the tribe make it to the top of the social ladder. For all their discipline, however, sea devils are widely known to snap into murderous frenzies at the scent of blood. Even the best-laid plans can fall apart when a sea devil breaks ranks to revel in the spilled blood of their victims, an indulgence that can quickly cause a chain reaction of bloodthirsty ecstasy throughout an entire raiding party. For this reason, sea devils typically capture landborne quarry using nets and ropes, dragging them to the depths of the sea before making even a single incision.
+
+Among sea devil society, individuals are rewarded based on their performance during hunts and shore excursions, with rebels and outliers quickly culled from the ranks. Every pup is given a fair chance, however, and even the lowest-born sea devil can strive for the rank of commander, general, or perhaps even king or queen. Sea devils in positions of leadership tend to be among the largest, most violent, and most calculating of their kind, and fully realized sea devils are skilled warriors capable of capturing entire villages on their own. The most powerful sea devils are mighty kings and queens who coordinate the activity of lesser sea devils across territories spanning leagues, foiling attempts at their positions via manufactured blood feuds and wars against their numerous enemies ashore and underwater.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Sea Devil Brute.md b/content/mechanics/srd/Bestiary/Bestiary 1/Sea Devil Brute.md
new file mode 100755
index 000000000..a9653a94f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Sea Devil Brute.md
@@ -0,0 +1,110 @@
+---
+title: "Sea Devil Brute"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.zAHgvMpjDdjaT5L0"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/sea-devil
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Sea Devil Brute"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Sea Devil Brute"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[amphibious]]
+trait_02: [[evil]]
+trait_03: [[humanoid]]
+trait_04: [[lawful]]
+trait_05: [[sea-devil]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision, Wavesense (Imprecise) 30 Feet"
+languages: "Thalassic; shark commune 150 feet"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Intimidation: +9, Stealth: +9"
+abilityMods: [4, 1, 3, 0, 1, 0]
+speed: 25 feet, swim 35 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +13, __Ref__ +11, __Will__ +9"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Trident|Trident]]"
+ - name: "Shark Commune 150 feet"
+ desc: " (mental) The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like \"come,\" \"guard,\" or \"attack.\""
+
+ - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense 30 feet]]"
+ desc: " This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Trident"
+ desc: "+14 ()\n__Damage__ 1d8 + 8 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+14 (agile)\n__Damage__ 1d6 + 6 slashing"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+14 ()\n__Damage__ 1d8 + 6 piercing"
+
+ - name: "**Ranged** `pf2:1` Trident"
+ desc: "+11 (thrown 20 ft.)\n__Damage__ 1d8 + 8 piercing"
+
+ - name: "Blood Frenzy"
+ desc: " (rage) **Requirements** The sea devil is not [[Conditions/Fatigued|Fatigued]] or already in a frenzy\n\n**Trigger** The sea devil deals bleed damage to a living creature.\n* * *\n\n**Effect** The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea devil gains a +1 status bonus to attack rolls with its claws and jaws, gains a +4 status bonus to damage rolls with its claws and jaws, gains 11 temporary HP until the end of the frenzy, and takes a -2 status penalty to AC. The sea devil can't voluntarily stop its frenzy. After its frenzy, the sea devil is [[Conditions/Fatigued|Fatigued]]."
+
+ - name: "Bloodletting"
+ desc: " When the sea devil deals piercing or slashing damage, it also deals 1d4 bleed if the target was [[Conditions/Off-Guard|Off-Guard]] or if the attack was a critical hit."
+
+ - name: "Unimpeded Throw"
+ desc: " A sea devil brute can use thrown ranged weapons underwater with no penalty due to range increment."
+
+```
+
+```encounter-table
+name: Sea Devil Brute
+creatures:
+ - 1: Sea Devil Brute
+```
+
+
+
+Physically imposing sea devils are equipped with some of the best weaponry the community can find, though most are happy to rend their foes using tooth and nail.
+
+* * *
+
+Sea devils are horrid, amphibious humanoids who lurk in Golarion's oceans and crawl ashore to steal away victims beneath the veil of darkness. When an entire fishing village disappears overnight, sea devils are the first suspects.
+
+Far from mindless monstrosities, sea devils are terribly intelligent, with a cunning limited only by their strict adherence to hierarchy. They call themselves "sahuagin" but have wholly embraced their enemies' name for their kind as their own. Their cultural militancy enables sea devils to act in concert to perform grand acts of sabotage, marauding, and pillaging, and only the strongest (and most conniving) members of the tribe make it to the top of the social ladder. For all their discipline, however, sea devils are widely known to snap into murderous frenzies at the scent of blood. Even the best-laid plans can fall apart when a sea devil breaks ranks to revel in the spilled blood of their victims, an indulgence that can quickly cause a chain reaction of bloodthirsty ecstasy throughout an entire raiding party. For this reason, sea devils typically capture landborne quarry using nets and ropes, dragging them to the depths of the sea before making even a single incision.
+
+Among sea devil society, individuals are rewarded based on their performance during hunts and shore excursions, with rebels and outliers quickly culled from the ranks. Every pup is given a fair chance, however, and even the lowest-born sea devil can strive for the rank of commander, general, or perhaps even king or queen. Sea devils in positions of leadership tend to be among the largest, most violent, and most calculating of their kind, and fully realized sea devils are skilled warriors capable of capturing entire villages on their own. The most powerful sea devils are mighty kings and queens who coordinate the activity of lesser sea devils across territories spanning leagues, foiling attempts at their positions via manufactured blood feuds and wars against their numerous enemies ashore and underwater.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Sea Devil Scout.md b/content/mechanics/srd/Bestiary/Bestiary 1/Sea Devil Scout.md
new file mode 100755
index 000000000..5d51b2c12
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Sea Devil Scout.md
@@ -0,0 +1,107 @@
+---
+title: "Sea Devil Scout"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.AXznn2q2E9QWFK76"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/sea-devil
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Sea Devil Scout"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Sea Devil Scout"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[amphibious]]
+trait_02: [[evil]]
+trait_03: [[humanoid]]
+trait_04: [[lawful]]
+trait_05: [[sea-devil]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision, Wavesense (Imprecise) 30 Feet"
+languages: "Thalassic; shark commune 150 feet"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +9, Intimidation: +5, Stealth: +8, Survival: +7"
+abilityMods: [3, 4, 1, 0, 3, -1]
+speed: 25 feet, swim 35 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +7, __Ref__ +10, __Will__ +7"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Longspear|Longspear]], [[Equipment/Spear|Spear]]"
+ - name: "Shark Commune 150 feet"
+ desc: " (mental) The sea devil can communicate telepathically with sharks within range. It can communicate only simple concepts like \"come,\" \"guard,\" or \"attack.\""
+
+ - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense 30 feet]]"
+ desc: " This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Longspear"
+ desc: "+11 (reach 10 feet)\n__Damage__ 1d8 + 3 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+11 (agile)\n__Damage__ 1d6 + 3 slashing"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+11 ()\n__Damage__ 1d8 + 3 piercing"
+
+ - name: "**Ranged** `pf2:1` Spear"
+ desc: "+12 (thrown 20 ft.)\n__Damage__ 1d6 + 3 piercing"
+
+ - name: "Blood Frenzy"
+ desc: " (rage) **Requirements** The sea devil is not [[Conditions/Fatigued|Fatigued]] or already in a frenzy\n\n**Trigger** The sea devil deals bleed damage to a living creature.\n* * *\n\n**Effect** The sea devil flies into a frenzy that lasts 1 minute. While frenzied, the sea devil gains a +1 status bonus to attack rolls with its claws and jaws, gains a +4 status bonus to damage rolls with its claws and jaws, gains 7 temporary HP until the end of the frenzy, and takes a -2 status penalty to AC. The sea devil can't voluntarily stop its frenzy. After its frenzy, the sea devil is [[Conditions/Fatigued|Fatigued]]."
+
+ - name: "Bloodletting"
+ desc: " When the sea devil deals piercing or slashing damage, it also deals 1d4 bleed if the target was [[Conditions/Off-Guard|Off-Guard]] or if the attack was a critical hit."
+
+```
+
+```encounter-table
+name: Sea Devil Scout
+creatures:
+ - 1: Sea Devil Scout
+```
+
+
+
+Scouts, among the lowliest of sea devils, ply the inky waters of the ocean in search of aquatic prey, tread ashore to gauge landborne threats, or charge into battle with the advance forces of a greater sea devil war party.
+
+* * *
+
+Sea devils are horrid, amphibious humanoids who lurk in Golarion's oceans and crawl ashore to steal away victims beneath the veil of darkness. When an entire fishing village disappears overnight, sea devils are the first suspects.
+
+Far from mindless monstrosities, sea devils are terribly intelligent, with a cunning limited only by their strict adherence to hierarchy. They call themselves "sahuagin" but have wholly embraced their enemies' name for their kind as their own. Their cultural militancy enables sea devils to act in concert to perform grand acts of sabotage, marauding, and pillaging, and only the strongest (and most conniving) members of the tribe make it to the top of the social ladder. For all their discipline, however, sea devils are widely known to snap into murderous frenzies at the scent of blood. Even the best-laid plans can fall apart when a sea devil breaks ranks to revel in the spilled blood of their victims, an indulgence that can quickly cause a chain reaction of bloodthirsty ecstasy throughout an entire raiding party. For this reason, sea devils typically capture landborne quarry using nets and ropes, dragging them to the depths of the sea before making even a single incision.
+
+Among sea devil society, individuals are rewarded based on their performance during hunts and shore excursions, with rebels and outliers quickly culled from the ranks. Every pup is given a fair chance, however, and even the lowest-born sea devil can strive for the rank of commander, general, or perhaps even king or queen. Sea devils in positions of leadership tend to be among the largest, most violent, and most calculating of their kind, and fully realized sea devils are skilled warriors capable of capturing entire villages on their own. The most powerful sea devils are mighty kings and queens who coordinate the activity of lesser sea devils across territories spanning leagues, foiling attempts at their positions via manufactured blood feuds and wars against their numerous enemies ashore and underwater.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Shaitan.md b/content/mechanics/srd/Bestiary/Bestiary 1/Shaitan.md
new file mode 100755
index 000000000..958288bb7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Shaitan.md
@@ -0,0 +1,101 @@
+---
+title: "Shaitan"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.kMS6d4BIrdUxknhE"
+tags:
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/genie
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Shaitan"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Shaitan"
+level: "Creature 7"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[earth]]
+trait_02: [[elemental]]
+trait_03: [[genie]]
+trait_04: [[lawful]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision, Tremorsense (Imprecise) 60 Feet"
+languages: "Common, Petran"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +19, Crafting: +14, Deception: +16, Nature: +15, Society: +14"
+abilityMods: [6, 1, 4, 3, 2, 3]
+speed: 20 feet, burrow 45 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +18, __Ref__ +12, __Will__ +15"
+hp: 110
+health:
+ - name: ""
+ - name: HP
+ desc: "110; __Resistances__ electricity 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Falchion|+1 Falchion]]"
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Falchion"
+ desc: "+20 (forceful, magical, reach 10 feet, sweep)\n__Damage__ 1d10 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+19 (agile, magical, nonlethal, reach 10 feet)\n__Damage__ 1d4 + 12 bludgeoning plus push,shove-into-stone"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 24, attack +16; __7th __ _[[Spells/Interplanar Teleport|Plane Shift (to Astral Plane, Elemental Planes, or Material Plane Only)]]_; __5th __ _[[Compendium.pf2e.spells-srd.Item.hkfH9Z53hPzcOwNB|Veil (Self Only)]]_, _[[Spells/Wall of Stone|Wall of Stone]]_; __4th __ _[[Spells/Shape Stone|Shape Stone (At Will)]]_; __2nd __ _[[Spells/Revealing Light|Glitterdust (x2)]]_\n__Cantrips__ __(4th)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Earth Glide"
+ desc: " The shaitan can [[Actions/Burrow|Burrow]] through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing."
+
+ - name: "Shove into Stone"
+ desc: " (arcane,earth) When the shaitan Pushes a creature into a stone barrier, the target must succeed at a DC 22 Reflex check save or become merged with the barrier (as [[Spells/One with Stone|One with Stone]]). The victim can attempt to Escape (DC 28)."
+
+ - name: "[[Bestiary Ability Glossary/Push|Push 10 feet]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Push in its damage entry\n* * *\n\n**Effect** The monster attempts to [[Actions/Shove|Shove]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance."
+
+```
+
+```encounter-table
+name: Shaitan
+creatures:
+ - 1: Shaitan
+```
+
+
+
+Hailing from the Plane of Earth, shaitans are proud and brazen genies. They value physical skill and love bargaining, games of chance, and working with metal and stone. Immense gemstones and veins of precious metal crisscross their home plane, and the industrious shaitans have built a vast mercantile empire from these abundant natural resources.
+
+* * *
+
+A unique type of genie exists for each Elemental Plane, and the bodies of genies are formed out of elemental matter corresponding to their native plane: djinn are formed from wind, clouds, and storms; efreet are fire made flesh; marids are beings of water; and shaitans are composed of metal, gems, and stone. Lastly, the jann are formed out of all four elements, and are the weakest of geniekind.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Shambler.md b/content/mechanics/srd/Bestiary/Bestiary 1/Shambler.md
new file mode 100755
index 000000000..42e85b66b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Shambler.md
@@ -0,0 +1,88 @@
+---
+title: "Shambler"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.qeD64UBZmottZE9V"
+tags:
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Shambler"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Shambler"
+level: "Creature 6"
+
+alignment: ""
+size: "Large"
+trait_01: [[plant]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision"
+languages: "Common, Elven, Fey; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +16, Stealth: +12"
+abilityMods: [6, 1, 5, -2, 2, -1]
+speed: 20 feet, swim 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +17, __Ref__ +11, __Will__ +14"
+hp: 120
+health:
+ - name: ""
+ - name: HP
+ desc: "120; __Immunities__ electricity; __Resistances__ fire 5"
+abilities_top:
+ - name: ""
+
+ - name: "Mound"
+ desc: " When it's not in danger, the shambler spends 1 minute settling into a pile that looks like a lump of loose vegetation. While it is in this form, creatures must actively [[Actions/Seek|Seek]] and succeed at a DC 22 Perception check check (DC 28 Perception check in forests or swamps) to detect the shambler's true nature."
+
+abilities_mid:
+ - name: ""
+ - name: "Electric Surge"
+ desc: " Whenever the shambler would take electricity damage or is targeted with an electricity effect, it gains 12 temporary HP and is [[Conditions/Quickened|Quickened]] until the end of its next turn. It can use its extra action to Stride, Strike, or Swim.\n\n[[Bestiary Effects/Effect_ Electric Surge|Effect: Electric Surge]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Vine"
+ desc: "+17 (reach 10 feet)\n__Damage__ 2d8 + 8 bludgeoning plus grab"
+
+ - name: "Shamble"
+ desc: "`pf2:r` **Requirements** The shambler is in mound form\n\n**Trigger** A creature unaware of the shambler's true nature comes within 10 feet.\n* * *\n\n**Effect** The shambler makes a vine Strike against the creature. Then roll initiative."
+
+ - name: "Vine Lash"
+ desc: "`pf2:2` The shambler makes a vine Strike against each creature within reach. Its multiple attack penalty increases only after all the attacks."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Shambler
+creatures:
+ - 1: Shambler
+```
+
+
+
+Shamblers are cunning carnivorous plants that resemble heaps of wet, rotting vegetation. Even when standing erect on their stumpy legs, shamblers don't have much in the way of identifiable anatomy; they are tangles of parasitic vines that lash out at prey with their longest creepers, entwined together to deliver powerful blows. Sometimes called "shambling mounds," these ambush predators have a particular fondness for flesh, and are most well known for their ability to hunker down and hide in plain sight. A shambler can draw nutrients from plant matter or soil, but won't do so if it suspects meat might soon wander near, and indeed may lie in wait for days in anticipation of such a meal.
+
+Shamblers are usually solitary creatures. Fierce thunderstorms are among the few events that bring numerous shamblers together. During such gatherings, the plants gather around strange but seemingly sacred earthen mounds in remote jungles and swamps and cavort and caper excitedly, stretching their tendrils toward the sky to hope for-or perhaps to summon-intense lightning strikes. Not only are these strange plants unharmed by even the most powerful electrical strikes, but they seem to become supernaturally empowered by such bursts of raw energy. Shamblers consider being struck by lightning a sign of divine favor, and those shamblers frequently blasted by bolts of electricity become respected elders among their kind. Shambler elders are few and far between and may possess a wide array of abilities; some can cast primal spells, others can empathically call upon the aid of other shamblers in the area, and still others wield awesome powers over electricity.
+
+Other types of shamblers exist, including those composed not of plant matter but fungal growth. These creatures, known as "spore mounds," discharge clouds of toxic spores from their bodies when struck in combat. In semiarid deserts, shambler-like plants called tanglethorns dwell amid sagebrush and rock formations; they resemble bunches of tumbleweeds and cacti and inflict deep, bloody lacerations with their attacks.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Shield Archon.md b/content/mechanics/srd/Bestiary/Bestiary 1/Shield Archon.md
new file mode 100755
index 000000000..af6fb55f7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Shield Archon.md
@@ -0,0 +1,111 @@
+---
+title: "Shield Archon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.2ruC1wgzywjryAq1"
+tags:
+ - pf2e/creature/type/archon
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Shield Archon"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Shield Archon"
+level: "Creature 10"
+
+alignment: ""
+size: "Large"
+trait_01: [[archon]]
+trait_02: [[celestial]]
+trait_03: [[good]]
+trait_04: [[holy]]
+trait_05: [[lawful]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision"
+languages: "Diabolic, Draconic, Empyrean; tongues"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +21, Diplomacy: +19, Intimidation: +19, Religion: +19, Survival: +17"
+abilityMods: [5, 1, 7, 2, 3, 3]
+speed: 30 feet, fly 60 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +23, __Ref__ +15, __Will__ +19; +1 status to all saves vs. magic"
+hp: 125
+health:
+ - name: ""
+ - name: HP
+ desc: "125; __Weaknesses__ unholy 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Spear|+1 Striking Holy Spear]], [[Equipment/Sturdy Shield (Lesser)|Sturdy Shield (Lesser)]], [[Equipment/Full Plate|+1 Full Plate]]"
+ - name: "Morphic Hands"
+ desc: "`pf2:1` (divine) A shield archon's hands can change into a _+1 [[Equipment/Holy|Holy]] [[Equipment/Striking|Striking]] spear_ and a _[[Equipment/Sturdy Shield (Lesser)|Lesser Sturdy Shield]]_ or back into hands.\n\nTransforming does not restore any HP to the items, and if either the weapon or shield is fully destroyed, the archon loses that hand until it receives a [[Spells/Regenerate|Regenerate]] spell or similar magic.\n\nIf a shield archon is slain, its weapon and shield can be taken, but they fade into nothingness after 24 hours."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Living Shield"
+ desc: " A shield archon's shield is the focal point of its courage and soul. It always has its shield raised without needing to [[Action Macros/Raise a Shield|Raise a Shield]], and it can use [[Bestiary Ability Glossary/Shield Block|Shield Block]] as a free action instead of a reaction (Hardness 10, HP 80). A shield archon can trigger its Shield Block free action when an ally within 10 feet is the target of an attack, reducing damage to that ally instead of itself but otherwise following the normal rules of Shield Block."
+
+ - name: "Menacing Guardian"
+ desc: " (aura,divine) 30 feet. Enemies that start their turn in the area or enter it must attempt a DC 27 Will check save.\n\nOn a failure, they take a -1 status penalty to attack rolls, spell rolls, and damage rolls against any other target while in the aura for 24 hours or until they damage the archon, whichever comes first. On a critical failure, they can't use hostile actions against any other target while in the area for 24 hours or until they damage the archon, whichever comes first.\n\nRegardless of the result, a creature is then temporarily immune to further menacing guardian auras for 24 hours."
+
+ - name: "Retributive Strike"
+ desc: "`pf2:r` **Damage Reduction** 12\n* * *\n\n**Trigger** An enemy damages the monster's ally, and both are within 15 feet of the monster.\n* * *\n\n**Effect** The ally gains resistance to all damage against the triggering damage equal to 2 + the monster's level. If the foe is within reach, the monster makes a melee Strike against it."
+
+ - name: "[[Bestiary Ability Glossary/Shield Block|Shield Block]]"
+ desc: "`pf2:0` **Trigger** The monster has its shield raised and takes damage from a physical attack.\n* * *\n\n**Effect** The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Holy Striking Spear"
+ desc: "+22 (holy, magical, reach 10 feet)\n__Damage__ 2d6 + 10 piercing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 27, attack +19; __4th __ _[[Spells/Translocate|Dimension Door (At Will)]]_; __2nd __ _[[Spells/Share Life|Shield Other (x3)]]_; __1st __ _[[Spells/Sure Strike|True Strike (x3)]]_\n__Cantrips__ __(5th)__ _[[Spells/Message|Message]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Archon's Door"
+ desc: " Once per day, if an archon sees another creature cast [[Spells/Translocate|Translocate]], it can cast an innate _dimension door_ (heightened to 5th level) within 1 round to attempt to follow that creature to the maximum distance of the archon's _dimension door_.\n\nIf the archon's _dimension door_ has enough distance, the archon appears the same distance and direction from the creature as before either used _dimension door_."
+
+ - name: "Courageous Switch"
+ desc: " When a shield archon uses its [[Spells/Translocate|Translocate]] innate spell, it can choose to move into the space of a willing ally it can see within range. If it does so, the ally switches places with the archon, appearing in the space the archon just vacated, as if it too had cast Dimension Door."
+
+```
+
+```encounter-table
+name: Shield Archon
+creatures:
+ - 1: Shield Archon
+```
+
+
+
+Shield archons defend the fortresses of Heaven against fiendish incursions. They wield their spears and shields in massive formations capable of withstanding any onslaught. Beneath their armor, they are sheathed in skin of steel. Given their tremendous strength and imposing stature, shield archons are ideal guardians of the meek and are sometimes summoned to the Material Plane to ward off the attacks of great numbers of evildoers.
+
+* * *
+
+Archons are guardians of Heaven and enemies of chaos and evil. They openly fight back the spread of fiends but also quietly nurture the seeds of virtue within mortals, teaching the denizens of the Material Plane how to act with honor and integrity, enact just laws, and cast off sin and temptation.
+
+Archons live in the immense seven-tiered mountain of Heaven. They manifest in the Garden at the mountain's peak from mortal souls who answer a mysterious voice. There they swear to forever serve the cause of justice and transform into their new archon forms. Intensely orderly in their metamorphosis, new archons begin as lantern archons or other lesser forms, transforming into ever-greater archons as their virtue and achievements grow. Each archon represents a particular virtue, such as hope, charity, justice, or courage, and they gain strength in the presence of mortals who exemplify this virtue. Due to their extremely lawful nature, archons sometimes find themselves at odds with azatas.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Shoggoth.md b/content/mechanics/srd/Bestiary/Bestiary 1/Shoggoth.md
new file mode 100755
index 000000000..dd3a35339
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Shoggoth.md
@@ -0,0 +1,103 @@
+---
+title: "Shoggoth"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.cxXE7Uq67aUetSKM"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/chaotic
+ - pf2eMonster
+ - pf2e/creature/level/18
+statblock: inline
+name: "Shoggoth"
+level: 18
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Shoggoth"
+level: "Creature 18"
+rare_03: [[Rare]]
+alignment: ""
+size: "huge"
+trait_01: [[aberration]]
+trait_02: [[amphibious]]
+trait_03: [[chaotic]]
+modifier: 34
+perception:
+ - name: "Perception"
+ desc: "+34; Darkvision, Scent (Imprecise) 60 Feet, Tremorsense (Imprecise) 60 Feet"
+languages: "Aklo"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +36, Intimidation: +29"
+abilityMods: [10, 6, 9, -3, 6, 1]
+speed: 40 feet, climb 25 feet, swim 50 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 39
+armorclass:
+ - name: AC
+ desc: "39 all-around vision; __Fort__ +33, __Ref__ +30, __Will__ +30; +1 status to all saves vs. magic"
+hp: 275
+health:
+ - name: ""
+ - name: HP
+ desc: "275, fast healing 20; __Immunities__ blinded, controlled, critical hits, deafened, precision, sleep; __Resistances__ acid 20, cold 20, sonic 20"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 20]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+ - name: "Maddening Cacophony"
+ desc: " (auditory,aura,incapacitation,mental) 60 feet. A shoggoth constantly voices syllables and mutterings that mortals were not meant to hear. A creature entering the aura or starting its turn in the aura must succeed at a DC 38 Will check save or become confused for 1 round (2d4 rounds on a critical failure). A creature that successfully saves is temporarily immune for 24 hours."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pseudopod"
+ desc: "+35 (magical, reach 30 feet)\n__Damage__ 4d10 + 18 bludgeoning plus grab"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d10+15 bludgeoning, DC 40 Fortitude check\n* * *\n\n_Note: A DC was not provided for this ability by Paizo. The DC present here is a moderate DC for the creature level according to the Gamemastery Guide creature building Tables._\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Eat Away"
+ desc: " A creature that begins its turn inside the shoggoth takes 9d6 acid damage."
+
+ - name: "[[Bestiary Ability Glossary/Engulf|Engulf]]"
+ desc: "`pf2:2` DC 40 Reflex check, 6d6 acid damage, Escape DC 40, Rupture 40\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.\n\nA creature that fails its save is pulled into the monster's body. It is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by [[Actions/Escape|Escaping]] against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Shoggoth
+creatures:
+ - 1: Shoggoth
+```
+
+
+
+Although even raving fanatics and doom-saying prophets desperately claim the monstrous shoggoth is nothing more than a drug-induced vision or a thankfully unreal nightmare, the truth is altogether more dire. Shoggoths exist, yet they tend keep to the deepest of ocean trenches or the most remote of caverns and ruins, emerging to spread chaos and destruction in their slimy wakes.
+
+The first shoggoths were created by an alien species to serve as mindless beasts of burden. Their vast bulk, incredible strength, and amorphous nature made them useful slave labor, and their ability to spontaneously form whatever new eyes, mouths, limbs, and other organs they might need made them incredibly versatile. Eventually, the shoggoths developed enough intelligence to rebel against their masters, and now they lurk, patient but potent, in the lightless deeps.
+
+A shoggoth has goals and methods unknowable to humanoid beings. They remember their eons of servitude and, compared to their mysterious masters, humans, elves, dwarves and other intelligent beings are mere specks which crawl upon the surface of the world, indistinguishable from animals. When a shoggoth rolls its immense, hideous body over a band of explorers, engulfing them in a gelatinous press of flesh and gnawing teeth, it is not so much evil as uncaring.
+
+Shoggoths can become the object of worship for humanoid cults dedicated to chaos and entropy. The shoggoth does not respond to this worship, but it can be counted on to consume any hapless victim the cult can capture and sacrifice to it. Rumors of shoggoths that have developed even greater intellects are, one would hope, just that, for the damage a shoggoth capable of reasoning could wreak upon a world is unsettling to say the least.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Silver Dragon (Adult).md b/content/mechanics/srd/Bestiary/Bestiary 1/Silver Dragon (Adult).md
new file mode 100755
index 000000000..f6077a205
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Silver Dragon (Adult).md
@@ -0,0 +1,117 @@
+---
+title: "Silver Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.6v6yJlY7Mpnx4ZKf"
+tags:
+ - pf2e/creature/type/cold
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/14
+statblock: inline
+name: "Silver Dragon (Adult)"
+level: 14
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Silver Dragon (Adult)"
+level: "Creature 14"
+
+alignment: ""
+size: "huge"
+trait_01: [[cold]]
+trait_02: [[dragon]]
+trait_03: [[good]]
+trait_04: [[lawful]]
+modifier: 26
+perception:
+ - name: "Perception"
+ desc: "+26; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Dwarven, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Athletics: +27, Diplomacy: +25, Intimidation: +27, Medicine: +24, Religion: +24, Society: +20"
+abilityMods: [7, 3, 4, 3, 4, 5]
+speed: 50 feet, fly 140 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 37
+armorclass:
+ - name: AC
+ desc: "37; __Fort__ +26, __Ref__ +23, __Will__ +28; +1 status to all saves vs. magic"
+hp: 295
+health:
+ - name: ""
+ - name: HP
+ desc: "295; __Immunities__ cold, paralyzed, sleep; __Weaknesses__ fire 10"
+abilities_top:
+ - name: ""
+
+ - name: "Cloud Walk"
+ desc: " The silver dragon can tread on clouds or fog as though on solid ground."
+
+ - name: "Fog Vision"
+ desc: " The silver dragon ignores the [[Conditions/Concealed|Concealed]] condition from fog and clouds."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 33 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Wing Deflection"
+ desc: "`pf2:r` **Trigger** The silver dragon is targeted with an attack\n* * *\n\n**Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+29 (cold, magical, reach 15 feet)\n__Damage__ 3d10 + 13 piercing 3d6 cold"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+29 (agile, magical, reach 10 feet)\n__Damage__ 3d8 + 13 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+27 (magical, reach 20 feet)\n__Damage__ 2d10 + 11 bludgeoning"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 33, attack +25; __1st __ _[[Spells/Detect Alignment|Detect Alignment (Evil Only)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,cold,incapacitation) The silver dragon breathes in one of two ways.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds.\n\n* **Frost** The dragon breathes a cloud of frost in a 40-foot cone that deals 15d6 cold damage (DC 35 Reflex check save).\n* **Paralyzing Gas** The dragon breathes a blast of paralyzing gas. Each creature within a 40-foot cone must succeed at a DC 35 Fortitude check save or be [[Conditions/Slowed|Slowed 2]] for 1 round (or [[Conditions/Paralyzed|Paralyzed]] for 2 rounds on a critical failure)."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The silver dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " When the silver dragon scores a critical hit with a Strike, it recharges its Breath Weapon."
+
+```
+
+```encounter-table
+name: Silver Dragon (Adult)
+creatures:
+ - 1: Silver Dragon (Adult)
+```
+
+
+
+Silver dragons are among the most chivalrous of all dragonkind; they wield frost and cold as weapons, can walk on clouds, and dwell high upon snowy mountain peaks or deep in steep, misty valleys. Although they typically make their lairs among the highlands, the pursuit of justice leads silver dragons to travel far and wide-often into the very heart of realms overrun by evil. These exemplars of righteousness are ceaseless in their determination to help the weak, spread honor, and stamp out evil.
+
+Silver dragons are sleek and sinuous. Their hides resemble nothing so much as a suit of gleaming armor, lending further credence to the popular myth that silver dragons are the paladins of dragonkind. The zeal with which they seek out, confront, and defeat evil is unsurpassed even among their metallic cousins, and they adhere to strict codes of honor usually passed down from parent to hatchling. On occasion, they instead learn these codes from trusted mentors, usually other silver dragons or gold dragons. As they age, they become even more dedicated to their codes, often adding new and even more restrictive clauses to the systems that guide their behavior.
+
+Silver dragons are incredibly altruistic and regularly consort with the citizens of goodly societies, of which they consider themselves protectors and guides. In addition to responding to evil threats, silver dragons work to prevent evil from taking root in the first place, and they ensure mortals under their care are well fed, educated, and treated with dignity. Although silver dragons can seem overzealous or even eager to join the fight against evil, they know that the best way to rid the world of corruption is to stamp out strife and disillusionment at their source, not to passively sit back and watch it grow into an unsolvable problem. Silver dragons can be vindictive, but they can also be forgiving; for evildoers who seek to atone for their sins and turn over a new leaf, the support of a silver dragon is both unwavering and invaluable.
+
+Many silver dragons are also drawn to religious endeavors, venerating deities such as Iomedae, Sarenrae, and other deities concerned with justice, virtue, and redemption.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other.
+
+In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Silver Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Silver Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..d0afc8164
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Silver Dragon (Adult, Spellcaster).md
@@ -0,0 +1,114 @@
+---
+title: "Silver Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.46xGqrRxgCBDD6Tq"
+tags:
+ - pf2e/creature/type/cold
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/14
+statblock: inline
+name: "Silver Dragon (Adult, Spellcaster)"
+level: 14
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Silver Dragon (Adult, Spellcaster)"
+level: "Creature 14"
+
+alignment: ""
+size: "huge"
+trait_01: [[cold]]
+trait_02: [[dragon]]
+trait_03: [[good]]
+trait_04: [[lawful]]
+modifier: 26
+perception:
+ - name: "Perception"
+ desc: "+26; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Dwarven, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Athletics: +27, Diplomacy: +25, Intimidation: +27, Medicine: +24, Religion: +24, Society: +20"
+abilityMods: [7, 3, 4, 3, 4, 5]
+speed: 50 feet, fly 140 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 37
+armorclass:
+ - name: AC
+ desc: "37; __Fort__ +26, __Ref__ +23, __Will__ +28; +1 status to all saves vs. magic"
+hp: 295
+health:
+ - name: ""
+ - name: HP
+ desc: "295; __Immunities__ cold, paralyzed, sleep; __Weaknesses__ fire 10"
+abilities_top:
+ - name: ""
+
+ - name: "Cloud Walk"
+ desc: " The silver dragon can tread on clouds or fog as though on solid ground."
+
+ - name: "Fog Vision"
+ desc: " The silver dragon ignores the [[Conditions/Concealed|Concealed]] condition from fog and clouds."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 33 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Wing Deflection"
+ desc: "`pf2:r` **Trigger** The silver dragon is targeted with an attack\n* * *\n\n**Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+29 (cold, magical, reach 15 feet)\n__Damage__ 3d10 + 13 piercing 3d6 cold"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+29 (agile, magical, reach 10 feet)\n__Damage__ 3d8 + 13 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+27 (magical, reach 20 feet)\n__Damage__ 2d10 + 11 bludgeoning"
+
+ - name: "Divine Prepared Spells"
+ desc: "DC 33, attack +29; __6th __ _[[Spells/Repulsion|Repulsion]]_, _[[Spells/Truesight|True Seeing]]_, _[[Spells/Zealous Conviction|Zealous Conviction]]_; __5th __ _[[Spells/Banishment|Banishment]]_, _[[Spells/Sending|Sending]]_; __4th __ _[[Spells/Unfettered Movement|Freedom of Movement]]_, _[[Spells/Read Omens|Read Omens]]_; __3rd __ _[[Spells/Paralyze|Paralyze]]_, _[[Spells/Wall of Wind|Wall of Wind]]_; __2nd __ _[[Spells/Augury|Augury]]_, _[[Spells/Calm|Calm Emotions]]_, _[[Spells/Restoration|Restoration]]_, _[[Spells/See the Unseen|See Invisibility]]_; __1st __ _[[Spells/Alarm|Alarm]]_, _[[Spells/Bless|Bless]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Protection|Protection]]_, _[[Spells/Sure Strike|True Strike]]_\n__Cantrips__ __(6th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Light|Light]]_, _[[Spells/Message|Message]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Stabilize|Stabilize]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 33, attack +25; __1st __ _[[Spells/Detect Alignment|Detect Alignment (Evil Only)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,cold,incapacitation) The silver dragon breathes in one of two ways.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds.\n\n* **Frost** The dragon breathes a cloud of frost in a 40-foot cone that deals 15d6 cold damage (DC 35 Reflex check save).\n* **Paralyzing Gas** The dragon breathes a blast of paralyzing gas. Each creature within a 40-foot cone must succeed at a DC 35 Fortitude check save or be [[Conditions/Slowed|Slowed 2]] for 1 round (or [[Conditions/Paralyzed|Paralyzed]] for 2 rounds on a critical failure)."
+
+```
+
+```encounter-table
+name: Silver Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Silver Dragon (Adult, Spellcaster)
+```
+
+
+
+Silver dragons are among the most chivalrous of all dragonkind; they wield frost and cold as weapons, can walk on clouds, and dwell high upon snowy mountain peaks or deep in steep, misty valleys. Although they typically make their lairs among the highlands, the pursuit of justice leads silver dragons to travel far and wide-often into the very heart of realms overrun by evil. These exemplars of righteousness are ceaseless in their determination to help the weak, spread honor, and stamp out evil.
+
+Silver dragons are sleek and sinuous. Their hides resemble nothing so much as a suit of gleaming armor, lending further credence to the popular myth that silver dragons are the paladins of dragonkind. The zeal with which they seek out, confront, and defeat evil is unsurpassed even among their metallic cousins, and they adhere to strict codes of honor usually passed down from parent to hatchling. On occasion, they instead learn these codes from trusted mentors, usually other silver dragons or gold dragons. As they age, they become even more dedicated to their codes, often adding new and even more restrictive clauses to the systems that guide their behavior.
+
+Silver dragons are incredibly altruistic and regularly consort with the citizens of goodly societies, of which they consider themselves protectors and guides. In addition to responding to evil threats, silver dragons work to prevent evil from taking root in the first place, and they ensure mortals under their care are well fed, educated, and treated with dignity. Although silver dragons can seem overzealous or even eager to join the fight against evil, they know that the best way to rid the world of corruption is to stamp out strife and disillusionment at their source, not to passively sit back and watch it grow into an unsolvable problem. Silver dragons can be vindictive, but they can also be forgiving; for evildoers who seek to atone for their sins and turn over a new leaf, the support of a silver dragon is both unwavering and invaluable.
+
+Many silver dragons are also drawn to religious endeavors, venerating deities such as Iomedae, Sarenrae, and other deities concerned with justice, virtue, and redemption.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other.
+
+In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Silver Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Bestiary 1/Silver Dragon (Ancient).md
new file mode 100755
index 000000000..4bcfb0bec
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Silver Dragon (Ancient).md
@@ -0,0 +1,123 @@
+---
+title: "Silver Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.sUk9oejEFuzPPBk6"
+tags:
+ - pf2e/creature/type/cold
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/19
+statblock: inline
+name: "Silver Dragon (Ancient)"
+level: 19
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Silver Dragon (Ancient)"
+level: "Creature 19"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[cold]]
+trait_02: [[dragon]]
+trait_03: [[good]]
+trait_04: [[lawful]]
+modifier: 32
+perception:
+ - name: "Perception"
+ desc: "+32; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Dwarven, Fey, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +27, Athletics: +38, Diplomacy: +34, Intimidation: +37, Medicine: +33, Religion: +32, Society: +30"
+abilityMods: [9, 4, 5, 5, 5, 7]
+speed: 60 feet, fly 180 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 45
+armorclass:
+ - name: AC
+ desc: "45; __Fort__ +34, __Ref__ +31, __Will__ +34; +1 status to all saves vs. magic"
+hp: 410
+health:
+ - name: ""
+ - name: HP
+ desc: "410; __Immunities__ cold, paralyzed, sleep; __Weaknesses__ fire 15"
+abilities_top:
+ - name: ""
+
+ - name: "Cloud Walk"
+ desc: " The silver dragon can tread on clouds or fog as though on solid ground."
+
+ - name: "Fog Vision"
+ desc: " The silver dragon ignores the [[Conditions/Concealed|Concealed]] condition from fog and clouds."
+
+abilities_mid:
+ - name: ""
+ - name: "Cold Aura"
+ desc: " (aura,cold) 15 feet. 3d6 cold damage\n\nThe silver dragon can turn this aura on or off as a single action, which has the concentrate trait, and can choose not to affect allies within the aura."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 40 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Reflect Spell"
+ desc: "`pf2:r` **Trigger** The silver dragon critically succeeds at a saving throw against a spell, or a caster trying to target the dragon critically fails their attack roll.\n* * *\n\n**Effect** The spell is reflected back upon the caster, with the effect of [[Spells/Spell Turning|Spell Turning]]."
+
+ - name: "Wing Deflection"
+ desc: "`pf2:r` **Trigger** The silver dragon is targeted with an attack\n* * *\n\n**Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+37 (cold, magical, reach 20 feet)\n__Damage__ 4d10 + 17 piercing 4d6 cold"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+37 (agile, magical, reach 15 feet)\n__Damage__ 4d8 + 17 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+35 (magical, reach 25 feet)\n__Damage__ 3d10 + 15 bludgeoning"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 40, attack +32; __1st __ _[[Spells/Detect Alignment|Detect Alignment (Evil Only)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,cold,incapacitation) The silver dragon breathes in one of two ways.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds.\n\n* **Frost** The dragon breathes a cloud of frost in a 50-foot cone that deals 20d6 cold damage (DC 42 Reflex check save).\n* **Paralyzing Gas** The dragon breathes a blast of paralyzing gas. Each creature within a 50-foot cone must succeed at a DC 42 Fortitude check save or be [[Conditions/Paralyzed|Paralyzed]] for 1 round (or 3 rounds on a critical failure)."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The silver dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " When the silver dragon scores a critical hit with a Strike, it recharges its Breath Weapon."
+
+```
+
+```encounter-table
+name: Silver Dragon (Ancient)
+creatures:
+ - 1: Silver Dragon (Ancient)
+```
+
+
+
+Silver dragons are among the most chivalrous of all dragonkind; they wield frost and cold as weapons, can walk on clouds, and dwell high upon snowy mountain peaks or deep in steep, misty valleys. Although they typically make their lairs among the highlands, the pursuit of justice leads silver dragons to travel far and wide-often into the very heart of realms overrun by evil. These exemplars of righteousness are ceaseless in their determination to help the weak, spread honor, and stamp out evil.
+
+Silver dragons are sleek and sinuous. Their hides resemble nothing so much as a suit of gleaming armor, lending further credence to the popular myth that silver dragons are the paladins of dragonkind. The zeal with which they seek out, confront, and defeat evil is unsurpassed even among their metallic cousins, and they adhere to strict codes of honor usually passed down from parent to hatchling. On occasion, they instead learn these codes from trusted mentors, usually other silver dragons or gold dragons. As they age, they become even more dedicated to their codes, often adding new and even more restrictive clauses to the systems that guide their behavior.
+
+Silver dragons are incredibly altruistic and regularly consort with the citizens of goodly societies, of which they consider themselves protectors and guides. In addition to responding to evil threats, silver dragons work to prevent evil from taking root in the first place, and they ensure mortals under their care are well fed, educated, and treated with dignity. Although silver dragons can seem overzealous or even eager to join the fight against evil, they know that the best way to rid the world of corruption is to stamp out strife and disillusionment at their source, not to passively sit back and watch it grow into an unsolvable problem. Silver dragons can be vindictive, but they can also be forgiving; for evildoers who seek to atone for their sins and turn over a new leaf, the support of a silver dragon is both unwavering and invaluable.
+
+Many silver dragons are also drawn to religious endeavors, venerating deities such as Iomedae, Sarenrae, and other deities concerned with justice, virtue, and redemption.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other.
+
+In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Silver Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Silver Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..f403b0a2b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Silver Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,120 @@
+---
+title: "Silver Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ntYcQTISJCWtdPI5"
+tags:
+ - pf2e/creature/type/cold
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/19
+statblock: inline
+name: "Silver Dragon (Ancient, Spellcaster)"
+level: 19
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Silver Dragon (Ancient, Spellcaster)"
+level: "Creature 19"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[cold]]
+trait_02: [[dragon]]
+trait_03: [[good]]
+trait_04: [[lawful]]
+modifier: 32
+perception:
+ - name: "Perception"
+ desc: "+32; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Dwarven, Fey, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +27, Athletics: +38, Diplomacy: +34, Intimidation: +37, Medicine: +33, Religion: +32, Society: +30"
+abilityMods: [9, 4, 5, 5, 5, 7]
+speed: 60 feet, fly 180 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 45
+armorclass:
+ - name: AC
+ desc: "45; __Fort__ +34, __Ref__ +31, __Will__ +34; +1 status to all saves vs. magic"
+hp: 410
+health:
+ - name: ""
+ - name: HP
+ desc: "410; __Immunities__ cold, paralyzed, sleep; __Weaknesses__ fire 15"
+abilities_top:
+ - name: ""
+
+ - name: "Cloud Walk"
+ desc: " The silver dragon can tread on clouds or fog as though on solid ground."
+
+ - name: "Fog Vision"
+ desc: " The silver dragon ignores the [[Conditions/Concealed|Concealed]] condition from fog and clouds."
+
+abilities_mid:
+ - name: ""
+ - name: "Cold Aura"
+ desc: " (aura,cold) 15 feet. 3d6 cold damage\n\nThe silver dragon can turn this aura on or off as a single action, which has the concentrate trait, and can choose not to affect allies within the aura."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 40 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Reflect Spell"
+ desc: "`pf2:r` **Trigger** The silver dragon critically succeeds at a saving throw against a spell, or a caster trying to target the dragon critically fails their attack roll.\n* * *\n\n**Effect** The spell is reflected back upon the caster, with the effect of [[Spells/Spell Turning|Spell Turning]]."
+
+ - name: "Wing Deflection"
+ desc: "`pf2:r` **Trigger** The silver dragon is targeted with an attack\n* * *\n\n**Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+37 (cold, magical, reach 20 feet)\n__Damage__ 4d10 + 17 piercing 4d6 cold"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+37 (agile, magical, reach 15 feet)\n__Damage__ 4d8 + 17 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+35 (magical, reach 25 feet)\n__Damage__ 3d10 + 15 bludgeoning"
+
+ - name: "Divine Prepared Spells"
+ desc: "DC 40, attack +36; __8th __ _[[Spells/Pinpoint|Discern Location]]_; __7th __ _[[Spells/Divine Decree|Divine Decree]]_, _[[Spells/Energy Aegis|Energy Aegis]]_, _[[Spells/Interplanar Teleport|Plane Shift]]_; __6th __ _[[Spells/Repulsion|Repulsion]]_, _[[Spells/Truesight|True Seeing]]_, _[[Spells/Zealous Conviction|Zealous Conviction]]_; __5th __ _[[Spells/Banishment|Banishment]]_, _[[Spells/Sending|Sending]]_; __4th __ _[[Spells/Unfettered Movement|Freedom of Movement]]_, _[[Spells/Read Omens|Read Omens]]_; __3rd __ _[[Spells/Paralyze|Paralyze]]_, _[[Spells/Wall of Wind|Wall of Wind]]_; __2nd __ _[[Spells/Augury|Augury]]_, _[[Spells/Calm|Calm Emotions]]_, _[[Spells/Restoration|Restoration]]_, _[[Spells/See the Unseen|See Invisibility]]_; __1st __ _[[Spells/Alarm|Alarm]]_, _[[Spells/Bless|Bless]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Protection|Protection]]_, _[[Spells/Sure Strike|True Strike]]_\n__Cantrips__ __(8th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Light|Light]]_, _[[Spells/Message|Message]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Stabilize|Stabilize]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 40, attack +32; __1st __ _[[Spells/Detect Alignment|Detect Alignment (Evil Only)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,cold,incapacitation) The silver dragon breathes in one of two ways.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds.\n\n* **Frost** The dragon breathes a cloud of frost in a 50-foot cone that deals 20d6 cold damage (DC 42 Reflex check save).\n* **Paralyzing Gas** The dragon breathes a blast of paralyzing gas. Each creature within a 50-foot cone must succeed at a DC 42 Fortitude check save or be [[Conditions/Paralyzed|Paralyzed]] for 1 round (or 3 rounds on a critical failure)."
+
+```
+
+```encounter-table
+name: Silver Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Silver Dragon (Ancient, Spellcaster)
+```
+
+
+
+Silver dragons are among the most chivalrous of all dragonkind; they wield frost and cold as weapons, can walk on clouds, and dwell high upon snowy mountain peaks or deep in steep, misty valleys. Although they typically make their lairs among the highlands, the pursuit of justice leads silver dragons to travel far and wide-often into the very heart of realms overrun by evil. These exemplars of righteousness are ceaseless in their determination to help the weak, spread honor, and stamp out evil.
+
+Silver dragons are sleek and sinuous. Their hides resemble nothing so much as a suit of gleaming armor, lending further credence to the popular myth that silver dragons are the paladins of dragonkind. The zeal with which they seek out, confront, and defeat evil is unsurpassed even among their metallic cousins, and they adhere to strict codes of honor usually passed down from parent to hatchling. On occasion, they instead learn these codes from trusted mentors, usually other silver dragons or gold dragons. As they age, they become even more dedicated to their codes, often adding new and even more restrictive clauses to the systems that guide their behavior.
+
+Silver dragons are incredibly altruistic and regularly consort with the citizens of goodly societies, of which they consider themselves protectors and guides. In addition to responding to evil threats, silver dragons work to prevent evil from taking root in the first place, and they ensure mortals under their care are well fed, educated, and treated with dignity. Although silver dragons can seem overzealous or even eager to join the fight against evil, they know that the best way to rid the world of corruption is to stamp out strife and disillusionment at their source, not to passively sit back and watch it grow into an unsolvable problem. Silver dragons can be vindictive, but they can also be forgiving; for evildoers who seek to atone for their sins and turn over a new leaf, the support of a silver dragon is both unwavering and invaluable.
+
+Many silver dragons are also drawn to religious endeavors, venerating deities such as Iomedae, Sarenrae, and other deities concerned with justice, virtue, and redemption.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other.
+
+In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Silver Dragon (Young).md b/content/mechanics/srd/Bestiary/Bestiary 1/Silver Dragon (Young).md
new file mode 100755
index 000000000..acf95de20
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Silver Dragon (Young).md
@@ -0,0 +1,117 @@
+---
+title: "Silver Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.HLFlJWdA5DEexwMM"
+tags:
+ - pf2e/creature/type/cold
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Silver Dragon (Young)"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Silver Dragon (Young)"
+level: "Creature 10"
+
+alignment: ""
+size: "Large"
+trait_01: [[cold]]
+trait_02: [[dragon]]
+trait_03: [[good]]
+trait_04: [[lawful]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Athletics: +22, Diplomacy: +18, Intimidation: +20, Medicine: +20, Religion: +18, Society: +14"
+abilityMods: [6, 2, 3, 2, 4, 4]
+speed: 40 feet, fly 100 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +20, __Ref__ +17, __Will__ +21"
+hp: 200
+health:
+ - name: ""
+ - name: HP
+ desc: "200; __Immunities__ cold, paralyzed, sleep; __Weaknesses__ fire 10"
+abilities_top:
+ - name: ""
+
+ - name: "Cloud Walk"
+ desc: " The silver dragon can tread on clouds or fog as though on solid ground."
+
+ - name: "Fog Vision"
+ desc: " The silver dragon ignores the [[Conditions/Concealed|Concealed]] condition from fog and clouds."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 28 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Wing Deflection"
+ desc: "`pf2:r` **Trigger** The silver dragon is targeted with an attack\n* * *\n\n**Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+23 (cold, reach 10 feet)\n__Damage__ 2d10 + 12 piercing 2d6 cold"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+23 (agile)\n__Damage__ 2d8 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+21 (reach 15 feet)\n__Damage__ 1d10 + 10 bludgeoning"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 28, attack +20; __1st __ _[[Spells/Detect Alignment|Detect Alignment (Evil Only)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,cold,incapacitation) The silver dragon breathes in one of two ways.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds.\n\n* **Frost** The dragon breathes a cloud of frost in a 30-foot cone that deals 10d6 cold damage (DC 29 Reflex check save).\n* **Paralyzing Gas** The dragon breathes a blast of paralyzing gas. Each creature within a 30-foot cone must succeed at a DC 29 Fortitude check save or be [[Conditions/Slowed|Slowed 1]] for 1 round (or [[Conditions/Paralyzed|Paralyzed]] for 1 round on a critical failure)."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The silver dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " When the silver dragon scores a critical hit with a Strike, it recharges its Breath Weapon."
+
+```
+
+```encounter-table
+name: Silver Dragon (Young)
+creatures:
+ - 1: Silver Dragon (Young)
+```
+
+
+
+Silver dragons are among the most chivalrous of all dragonkind; they wield frost and cold as weapons, can walk on clouds, and dwell high upon snowy mountain peaks or deep in steep, misty valleys. Although they typically make their lairs among the highlands, the pursuit of justice leads silver dragons to travel far and wide-often into the very heart of realms overrun by evil. These exemplars of righteousness are ceaseless in their determination to help the weak, spread honor, and stamp out evil.
+
+Silver dragons are sleek and sinuous. Their hides resemble nothing so much as a suit of gleaming armor, lending further credence to the popular myth that silver dragons are the paladins of dragonkind. The zeal with which they seek out, confront, and defeat evil is unsurpassed even among their metallic cousins, and they adhere to strict codes of honor usually passed down from parent to hatchling. On occasion, they instead learn these codes from trusted mentors, usually other silver dragons or gold dragons. As they age, they become even more dedicated to their codes, often adding new and even more restrictive clauses to the systems that guide their behavior.
+
+Silver dragons are incredibly altruistic and regularly consort with the citizens of goodly societies, of which they consider themselves protectors and guides. In addition to responding to evil threats, silver dragons work to prevent evil from taking root in the first place, and they ensure mortals under their care are well fed, educated, and treated with dignity. Although silver dragons can seem overzealous or even eager to join the fight against evil, they know that the best way to rid the world of corruption is to stamp out strife and disillusionment at their source, not to passively sit back and watch it grow into an unsolvable problem. Silver dragons can be vindictive, but they can also be forgiving; for evildoers who seek to atone for their sins and turn over a new leaf, the support of a silver dragon is both unwavering and invaluable.
+
+Many silver dragons are also drawn to religious endeavors, venerating deities such as Iomedae, Sarenrae, and other deities concerned with justice, virtue, and redemption.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other.
+
+In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Silver Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/Silver Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..6325055ab
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Silver Dragon (Young, Spellcaster).md
@@ -0,0 +1,114 @@
+---
+title: "Silver Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.GUjHCOPUMVtMNOUq"
+tags:
+ - pf2e/creature/type/cold
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Silver Dragon (Young, Spellcaster)"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Silver Dragon (Young, Spellcaster)"
+level: "Creature 10"
+
+alignment: ""
+size: "Large"
+trait_01: [[cold]]
+trait_02: [[dragon]]
+trait_03: [[good]]
+trait_04: [[lawful]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Athletics: +22, Diplomacy: +18, Intimidation: +20, Medicine: +20, Religion: +18, Society: +14"
+abilityMods: [6, 2, 3, 2, 4, 4]
+speed: 40 feet, fly 100 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +20, __Ref__ +17, __Will__ +21"
+hp: 200
+health:
+ - name: ""
+ - name: HP
+ desc: "200; __Immunities__ cold, paralyzed, sleep; __Weaknesses__ fire 10"
+abilities_top:
+ - name: ""
+
+ - name: "Cloud Walk"
+ desc: " The silver dragon can tread on clouds or fog as though on solid ground."
+
+ - name: "Fog Vision"
+ desc: " The silver dragon ignores the [[Conditions/Concealed|Concealed]] condition from fog and clouds."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 28 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Wing Deflection"
+ desc: "`pf2:r` **Trigger** The silver dragon is targeted with an attack\n* * *\n\n**Effect** The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+23 (cold, reach 10 feet)\n__Damage__ 2d10 + 12 piercing 2d6 cold"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+23 (agile)\n__Damage__ 2d8 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+21 (reach 15 feet)\n__Damage__ 1d10 + 10 bludgeoning"
+
+ - name: "Divine Prepared Spells"
+ desc: "DC 28, attack +23; __4th __ _[[Spells/Unfettered Movement|Freedom of Movement]]_, _[[Spells/Read Omens|Read Omens]]_; __3rd __ _[[Spells/Paralyze|Paralyze]]_, _[[Spells/Wall of Wind|Wall of Wind]]_; __2nd __ _[[Spells/Augury|Augury]]_, _[[Spells/Calm|Calm Emotions]]_, _[[Spells/Restoration|Restoration]]_, _[[Spells/See the Unseen|See Invisibility]]_; __1st __ _[[Spells/Alarm|Alarm]]_, _[[Spells/Bless|Bless]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Protection|Protection]]_, _[[Spells/Sure Strike|True Strike]]_\n__Cantrips__ __(4th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Light|Light]]_, _[[Spells/Message|Message]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Stabilize|Stabilize]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 28, attack +20; __1st __ _[[Spells/Detect Alignment|Detect Alignment (Evil Only)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,cold,incapacitation) The silver dragon breathes in one of two ways.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds.\n\n* **Frost** The dragon breathes a cloud of frost in a 30-foot cone that deals 10d6 cold damage (DC 29 Reflex check save).\n* **Paralyzing Gas** The dragon breathes a blast of paralyzing gas. Each creature within a 30-foot cone must succeed at a DC 29 Fortitude check save or be [[Conditions/Slowed|Slowed 1]] for 1 round (or [[Conditions/Paralyzed|Paralyzed]] for 1 round on a critical failure)."
+
+```
+
+```encounter-table
+name: Silver Dragon (Young, Spellcaster)
+creatures:
+ - 1: Silver Dragon (Young, Spellcaster)
+```
+
+
+
+Silver dragons are among the most chivalrous of all dragonkind; they wield frost and cold as weapons, can walk on clouds, and dwell high upon snowy mountain peaks or deep in steep, misty valleys. Although they typically make their lairs among the highlands, the pursuit of justice leads silver dragons to travel far and wide-often into the very heart of realms overrun by evil. These exemplars of righteousness are ceaseless in their determination to help the weak, spread honor, and stamp out evil.
+
+Silver dragons are sleek and sinuous. Their hides resemble nothing so much as a suit of gleaming armor, lending further credence to the popular myth that silver dragons are the paladins of dragonkind. The zeal with which they seek out, confront, and defeat evil is unsurpassed even among their metallic cousins, and they adhere to strict codes of honor usually passed down from parent to hatchling. On occasion, they instead learn these codes from trusted mentors, usually other silver dragons or gold dragons. As they age, they become even more dedicated to their codes, often adding new and even more restrictive clauses to the systems that guide their behavior.
+
+Silver dragons are incredibly altruistic and regularly consort with the citizens of goodly societies, of which they consider themselves protectors and guides. In addition to responding to evil threats, silver dragons work to prevent evil from taking root in the first place, and they ensure mortals under their care are well fed, educated, and treated with dignity. Although silver dragons can seem overzealous or even eager to join the fight against evil, they know that the best way to rid the world of corruption is to stamp out strife and disillusionment at their source, not to passively sit back and watch it grow into an unsolvable problem. Silver dragons can be vindictive, but they can also be forgiving; for evildoers who seek to atone for their sins and turn over a new leaf, the support of a silver dragon is both unwavering and invaluable.
+
+Many silver dragons are also drawn to religious endeavors, venerating deities such as Iomedae, Sarenrae, and other deities concerned with justice, virtue, and redemption.
+
+* * *
+
+Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. Few have ever seen a metallic dragon firsthand, but tales of their intervention in mortals' lives-and of their passing-always spread far and wide. Named for the way their scales resemble the shining metals humanoids use in commerce, warfare, and industry, these immense beings are diverse in their interests and abilities, and they don't seem to mind being associated with such mundane materials. After all, to compare a gold dragon to a gold coin is like comparing an ocean to a glass of water-though they may seem similar at first glance, the raw power, breadth, and grandeur of one simply overwhelms the other.
+
+In addition to metallic dragons and their chromatic counterparts, other types of dragons roam the world and the rest of the multiverse. In the legendary lands of Tian Xia on the other side of the globe are the imperial dragons, serpentine beings who protect the cosmic balance and defend their ancient homeland. Outside the Material Plane, primal dragons such as the domineering brine dragon and reclusive cloud dragon shape the nature and goings-on of the Elemental Planes. Countless other types of dragons are sure to exist, including dragons on far-flung planes of existence and, it is rumored, primeval dragons who soar between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Simurgh.md b/content/mechanics/srd/Bestiary/Bestiary 1/Simurgh.md
new file mode 100755
index 000000000..ae4871888
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Simurgh.md
@@ -0,0 +1,100 @@
+---
+title: "Simurgh"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ErhEZppwRqKc119b"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/good
+ - pf2eMonster
+ - pf2e/creature/level/18
+statblock: inline
+name: "Simurgh"
+level: 18
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Simurgh"
+level: "Creature 18"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[beast]]
+trait_02: [[good]]
+modifier: 32
+perception:
+ - name: "Perception"
+ desc: "+32; Darkvision"
+languages: "Common, Draconic, Empyrean; tongues"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +27, Arcana: +28, Athletics: +32, Diplomacy: +34, Medicine: +35, Performance: +28, Religion: +35, Survival: +32"
+abilityMods: [8, 3, 6, 3, 6, 5]
+speed: 40 feet, fly 90 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 41
+armorclass:
+ - name: AC
+ desc: "41; __Fort__ +30, __Ref__ +29, __Will__ +32; +1 status to all saves vs. magic"
+hp: 350
+health:
+ - name: ""
+ - name: HP
+ desc: "350; __Immunities__ disease, fire, void, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Aura of Peace"
+ desc: " (divine,emotion,incapacitation,mental) 50 feet. A creature that starts its turn in the aura must attempt a DC 37 Will check save or be affected by [[Spells/Calm|Calm]]. Creatures that successfully save are unaffected, but must attempt another save each turn they start in the aura."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+34 (magical, reach 20 feet)\n__Damage__ 4d12 + 12 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+34 (agile, magical, reach 15 feet)\n__Damage__ 4d8 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+34 (magical, reach 20 feet)\n__Damage__ 4d8 + 10 slashing plus banishing-swipe"
+
+ - name: "**Ranged** `pf2:1` Glaring Ray"
+ desc: "+34 (magical, range 100 feet)\n__Damage__ 10d6 fire"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 42, attack +34; __9th __ _[[Spells/Flame Strike|Flame Strike]]_, _[[Spells/Heal|Heal]]_; __3rd __ _[[Spells/Ring of Truth|Zone of Truth (At Will)]]_; __2nd __ _[[Spells/Detect Alignment|Detect Alignment (At Will) (Evil Only)]]_; __1st __ _[[Spells/Dazzling Flash|Dazzling Flash]]_\n__Cantrips__ __(9th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Light|Light]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Banishing Swipe"
+ desc: " If a creature hit by the simurgh's tail Strike is not currently on its home plane, it must succeed at a DC 42 Will check save or be affected by [[Spells/Banishment|Banishment]], except that if the creature critically succeeds its save the simurgh is not [[Conditions/Stunned|Stunned]]."
+
+ - name: "Radiant Feathers"
+ desc: "`pf2:2` (attack) **Frequency** Once per day\n* * *\n\n**Effect** The simurgh fans out its glimmering tail feathers and blasts its foes with a 100-foot cone of radiant light. Aside from the size of the cone, this effect is identical to [[Spells/Prismatic Spray|Prismatic Spray]] (DC 42)."
+
+```
+
+```encounter-table
+name: Simurgh
+creatures:
+ - 1: Simurgh
+```
+
+
+
+Desert-dwelling people consider the sight of a simurgh a herald to a lifetime's worth of luck, and those who are unfamiliar with the majestic beast might mistake it for the avatar of a deity. Beautiful, graceful, and truly gargantuan, the simurgh resembles nothing so much as a massive multicolored bird with the head of an equally enormous and regal lupine. Simurghs act as intermediaries in world-threatening conflicts, serving as agents of good deities or vigilantes who spread their own brand of justice, typically by obliterating or banishing evil extraplanar beings.
+
+Simurghs can live for thousands of years, and because these ancient beings are so rare many doubt their existence. But they are very real, as those who have been aided by a simurgh can enthusiastically attest. A simurgh does not show itself often, but when it does, it is typically in response to a truly grave threat, such as the incursion of an undead army or the rampage of some truly epic monster. Simurghs are nothing if not paragons of righteousness, and goodly heroes can hardly find a better ally in their quest to vanquish evil than a simurgh.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Skum.md b/content/mechanics/srd/Bestiary/Bestiary 1/Skum.md
new file mode 100755
index 000000000..edec9975f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Skum.md
@@ -0,0 +1,93 @@
+---
+title: "Skum"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.pa5Q6uVSG0B88S8x"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Skum"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Skum"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[amphibious]]
+trait_02: [[evil]]
+trait_03: [[humanoid]]
+trait_04: [[lawful]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: "Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +8, Intimidation: +4, Stealth: +7"
+abilityMods: [4, 1, 3, 0, 0, -2]
+speed: 20 feet, swim 40 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +7, __Ref__ +7, __Will__ +4"
+hp: 40
+health:
+ - name: ""
+ - name: HP
+ desc: "40; __Resistances__ cold 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Trident|Trident]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Trident"
+ desc: "+10 ()\n__Damage__ 1d8 + 4 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+10 (agile)\n__Damage__ 1d6 + 4 slashing"
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+10 ()\n__Damage__ 2d4 + 4 piercing"
+
+ - name: "**Ranged** `pf2:1` Trident"
+ desc: "+7 (thrown 20 ft.)\n__Damage__ 1d8 + 3 piercing"
+
+```
+
+```encounter-table
+name: Skum
+creatures:
+ - 1: Skum
+```
+
+
+
+The most numerous of the alghollthus are the ulat-kinis, a servitor race created from human stock to serve as rank-and-file soldiers in alghollthu armies. At the zenith of alghollthu power, ulat-kinis formed massive legions and enjoyed significant power over other species. When the alghollthus retreated from the world, they abandoned teeming hordes of ulatkinis. Although these erstwhile soldiers tried to continue their conquering ways, their numbers declined rapidly in battlefield defeats and purposeful exterminations enacted by their enemies. Ulat-kini society degenerated, so that now only a few enclaves exist in the depths of the earth or along isolated coastlines. Few remember their own species' name, instead using the epithet their foes gave them: "skum."
+
+* * *
+
+In bygone millennia, aquatic monsters known as alghollthus used their occult powers to conquer and rule vast parts of the world. Their empires contained countless mortal slaves treated as little more than cattle. Alghollthus shaped their slaves and other creatures using mental manipulation and physically transformative magic. Aberrant horrors from faceless stalkers to mimics can be traced back to this meddling. The rulers of the alghollthu race, the so-called veiled masters, further shaped entire societies by assuming the forms of those they controlled. From the heights of power to the shadows of poverty, the veiled masters manipulated these societies according to their own dark designs, enslaving, killing, or horrifically transforming those who discovered their plans or acted against them.
+
+In time, the alghollthus grew frustrated with their increasingly upstart slave societies and sought to wipe the slate clean-both starting anew and punishing those who had become too willful and rebellious. They used incredible magical power to call forth a cataclysm, hoping to destroy the rebellious societies they'd manipulated. Yet they miscalculated the strength of faith and will to survive of their pawns and slaves, and in time the world and its empires recovered and grew strong once again-this time without alghollthu influence.
+
+Today, the alghollthus have retreated from their mass-scale manipulation of the surface world, and they have mostly remained within the deep aquatic realms where they still rule without question. Yet they have not abandoned their plots entirely, and the reemergence of servitor races like ugothols points to a frightening possibility-that the alghollthus have turned their hateful eyes to the surface once again.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Chaotic Evil).md b/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Chaotic Evil).md
new file mode 100755
index 000000000..a0bae4fc3
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Chaotic Evil).md
@@ -0,0 +1,85 @@
+---
+title: "Soulbound Doll (Chaotic Evil)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.0bRSGXK53S8WR3yu"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/soulbound
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Soulbound Doll (Chaotic Evil)"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Soulbound Doll (Chaotic Evil)"
+level: "Creature 2"
+
+alignment: ""
+size: "tiny"
+trait_01: [[chaotic]]
+trait_02: [[construct]]
+trait_03: [[evil]]
+trait_04: [[soulbound]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "one spoken by its creator (typically common)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Occultism: +4, Stealth: +8"
+abilityMods: [-2, 4, 3, 0, 2, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +7, __Ref__ +10, __Will__ +6"
+hp: 23
+health:
+ - name: ""
+ - name: HP
+ desc: "23; __Immunities__ mental, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void"
+abilities_top:
+ - name: ""
+
+ - name: "Personality Fragments"
+ desc: " A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match the donor soul's alignment and gain the corresponding alignment traits."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+10 (agile, finesse, magical)\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 18, attack +8; __3rd __ (2 slots) _[[Spells/Levitate|Levitate]]_, _[[Spells/Vampiric Feast|Vampiric Touch]]_\n__Cantrips__ __(1st)__ _[[Spells/Light|Light]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Prestidigitation|Prestidigitation]]_"
+
+```
+
+```encounter-table
+name: Soulbound Doll (Chaotic Evil)
+creatures:
+ - 1: Soulbound Doll (Chaotic Evil)
+```
+
+
+
+Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal's soul. These little constructs are created for a variety of reasons-such as to serve as companions or servants-but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct's alignment, as an important service to the Great Beyond. Soulbound dolls are the simplest in a series of soulbound constructs including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is evil, and an unwilling donor can resist the process with a successful Will save against the creator's Craft DC, ruining the doll if not preventing the donor's death. A non-evil doll can only be crafted from the soul of a person who has given consent to such use before their death occurred
+
+Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's flst more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs such as golems, allowing such dolls to control defenses far beyond their own capabilities. Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person's death, this doesn't affect the deceased's resurrection or progress to the afterlife. This extraction process is lethal to otherwise-living prospective soul donors, though there are rumors of more expensive processes that allows someone to donate a fragment of a living soul without repercussions.
+
+The soul fragment resides in a soul focus gem typically embedded in the doll's neck or chest. The soul fragment isn't static, and the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor's or moving farther afield on its own individual path. The soulbound doll's focus gem retains the doll's memories even after the doll's destruction. The the intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Chaotic Good).md b/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Chaotic Good).md
new file mode 100755
index 000000000..14c10cfe7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Chaotic Good).md
@@ -0,0 +1,85 @@
+---
+title: "Soulbound Doll (Chaotic Good)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.L36krknMbcLNKqnh"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/good
+ - pf2e/creature/type/soulbound
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Soulbound Doll (Chaotic Good)"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Soulbound Doll (Chaotic Good)"
+level: "Creature 2"
+
+alignment: ""
+size: "tiny"
+trait_01: [[chaotic]]
+trait_02: [[construct]]
+trait_03: [[good]]
+trait_04: [[soulbound]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "one spoken by its creator (typically common)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Occultism: +4, Stealth: +8"
+abilityMods: [-2, 4, 3, 0, 2, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +7, __Ref__ +10, __Will__ +6"
+hp: 23
+health:
+ - name: ""
+ - name: HP
+ desc: "23; __Immunities__ mental, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void"
+abilities_top:
+ - name: ""
+
+ - name: "Personality Fragments"
+ desc: " A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match the donor soul's alignment and gain the corresponding alignment traits."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+10 (agile, finesse, magical)\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 18, attack +8; __3rd __ _[[Spells/Heal|Heal]]_, _[[Spells/Levitate|Levitate]]_\n__Cantrips__ __(1st)__ _[[Spells/Light|Light]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Prestidigitation|Prestidigitation]]_"
+
+```
+
+```encounter-table
+name: Soulbound Doll (Chaotic Good)
+creatures:
+ - 1: Soulbound Doll (Chaotic Good)
+```
+
+
+
+Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal's soul. These little constructs are created for a variety of reasons-such as to serve as companions or servants-but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct's alignment, as an important service to the Great Beyond. Soulbound dolls are the simplest in a series of soulbound constructs including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is evil, and an unwilling donor can resist the process with a successful Will save against the creator's Craft DC, ruining the doll if not preventing the donor's death. A non-evil doll can only be crafted from the soul of a person who has given consent to such use before their death occurred
+
+Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's flst more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs such as golems, allowing such dolls to control defenses far beyond their own capabilities. Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person's death, this doesn't affect the deceased's resurrection or progress to the afterlife. This extraction process is lethal to otherwise-living prospective soul donors, though there are rumors of more expensive processes that allows someone to donate a fragment of a living soul without repercussions.
+
+The soul fragment resides in a soul focus gem typically embedded in the doll's neck or chest. The soul fragment isn't static, and the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor's or moving farther afield on its own individual path. The soulbound doll's focus gem retains the doll's memories even after the doll's destruction. The the intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Chaotic Neutral).md b/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Chaotic Neutral).md
new file mode 100755
index 000000000..a4d8ad121
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Chaotic Neutral).md
@@ -0,0 +1,83 @@
+---
+title: "Soulbound Doll (Chaotic Neutral)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.KO14yvL17scPdSvt"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/soulbound
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Soulbound Doll (Chaotic Neutral)"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Soulbound Doll (Chaotic Neutral)"
+level: "Creature 2"
+
+alignment: ""
+size: "tiny"
+trait_01: [[chaotic]]
+trait_02: [[construct]]
+trait_03: [[soulbound]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "one spoken by its creator (typically common)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Occultism: +4, Stealth: +8"
+abilityMods: [-2, 4, 3, 0, 2, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +7, __Ref__ +10, __Will__ +6"
+hp: 23
+health:
+ - name: ""
+ - name: HP
+ desc: "23; __Immunities__ mental, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void"
+abilities_top:
+ - name: ""
+
+ - name: "Personality Fragments"
+ desc: " A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match the donor soul's alignment and gain the corresponding alignment traits."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+10 (agile, finesse, magical)\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 18, attack +8; __3rd __ _[[Spells/Grease|Grease]]_, _[[Spells/Levitate|Levitate]]_\n__Cantrips__ __(1st)__ _[[Spells/Light|Light]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Prestidigitation|Prestidigitation]]_"
+
+```
+
+```encounter-table
+name: Soulbound Doll (Chaotic Neutral)
+creatures:
+ - 1: Soulbound Doll (Chaotic Neutral)
+```
+
+
+
+Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal's soul. These little constructs are created for a variety of reasons-such as to serve as companions or servants-but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct's alignment, as an important service to the Great Beyond. Soulbound dolls are the simplest in a series of soulbound constructs including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is evil, and an unwilling donor can resist the process with a successful Will save against the creator's Craft DC, ruining the doll if not preventing the donor's death. A non-evil doll can only be crafted from the soul of a person who has given consent to such use before their death occurred
+
+Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's flst more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs such as golems, allowing such dolls to control defenses far beyond their own capabilities. Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person's death, this doesn't affect the deceased's resurrection or progress to the afterlife. This extraction process is lethal to otherwise-living prospective soul donors, though there are rumors of more expensive processes that allows someone to donate a fragment of a living soul without repercussions.
+
+The soul fragment resides in a soul focus gem typically embedded in the doll's neck or chest. The soul fragment isn't static, and the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor's or moving farther afield on its own individual path. The soulbound doll's focus gem retains the doll's memories even after the doll's destruction. The the intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Lawful Evil).md b/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Lawful Evil).md
new file mode 100755
index 000000000..6d0ccdb4e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Lawful Evil).md
@@ -0,0 +1,85 @@
+---
+title: "Soulbound Doll (Lawful Evil)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.UmXHCFOW8eB9Bs2C"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/soulbound
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Soulbound Doll (Lawful Evil)"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Soulbound Doll (Lawful Evil)"
+level: "Creature 2"
+
+alignment: ""
+size: "tiny"
+trait_01: [[construct]]
+trait_02: [[evil]]
+trait_03: [[lawful]]
+trait_04: [[soulbound]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "one spoken by its creator (typically common)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Occultism: +4, Stealth: +8"
+abilityMods: [-2, 4, 3, 0, 2, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +7, __Ref__ +10, __Will__ +6"
+hp: 23
+health:
+ - name: ""
+ - name: HP
+ desc: "23; __Immunities__ mental, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void"
+abilities_top:
+ - name: ""
+
+ - name: "Personality Fragments"
+ desc: " A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match the donor soul's alignment and gain the corresponding alignment traits."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+10 (agile, finesse, magical)\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 18, attack +8; __3rd __ _[[Spells/Chilling Darkness|Chilling Darkness]]_, _[[Spells/Levitate|Levitate]]_\n__Cantrips__ __(1st)__ _[[Spells/Light|Light]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Prestidigitation|Prestidigitation]]_"
+
+```
+
+```encounter-table
+name: Soulbound Doll (Lawful Evil)
+creatures:
+ - 1: Soulbound Doll (Lawful Evil)
+```
+
+
+
+Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal's soul. These little constructs are created for a variety of reasons-such as to serve as companions or servants-but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct's alignment, as an important service to the Great Beyond. Soulbound dolls are the simplest in a series of soulbound constructs including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is evil, and an unwilling donor can resist the process with a successful Will save against the creator's Craft DC, ruining the doll if not preventing the donor's death. A non-evil doll can only be crafted from the soul of a person who has given consent to such use before their death occurred
+
+Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's flst more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs such as golems, allowing such dolls to control defenses far beyond their own capabilities. Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person's death, this doesn't affect the deceased's resurrection or progress to the afterlife. This extraction process is lethal to otherwise-living prospective soul donors, though there are rumors of more expensive processes that allows someone to donate a fragment of a living soul without repercussions.
+
+The soul fragment resides in a soul focus gem typically embedded in the doll's neck or chest. The soul fragment isn't static, and the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor's or moving farther afield on its own individual path. The soulbound doll's focus gem retains the doll's memories even after the doll's destruction. The the intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Lawful Good).md b/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Lawful Good).md
new file mode 100755
index 000000000..c4320e51f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Lawful Good).md
@@ -0,0 +1,85 @@
+---
+title: "Soulbound Doll (Lawful Good)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ZDuTS6VePDlrzSCk"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/soulbound
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Soulbound Doll (Lawful Good)"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Soulbound Doll (Lawful Good)"
+level: "Creature 2"
+
+alignment: ""
+size: "tiny"
+trait_01: [[construct]]
+trait_02: [[good]]
+trait_03: [[lawful]]
+trait_04: [[soulbound]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "one spoken by its creator (typically common)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Occultism: +4, Stealth: +8"
+abilityMods: [-2, 4, 3, 0, 2, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +7, __Ref__ +10, __Will__ +6"
+hp: 23
+health:
+ - name: ""
+ - name: HP
+ desc: "23; __Immunities__ mental, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void"
+abilities_top:
+ - name: ""
+
+ - name: "Personality Fragments"
+ desc: " A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match the donor soul's alignment and gain the corresponding alignment traits."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+10 (agile, finesse, magical)\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 18, attack +8; __3rd __ _[[Spells/Levitate|Levitate]]_, _[[Spells/Ring of Truth|Zone of Truth]]_\n__Cantrips__ __(1st)__ _[[Spells/Light|Light]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Prestidigitation|Prestidigitation]]_"
+
+```
+
+```encounter-table
+name: Soulbound Doll (Lawful Good)
+creatures:
+ - 1: Soulbound Doll (Lawful Good)
+```
+
+
+
+Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal's soul. These little constructs are created for a variety of reasons-such as to serve as companions or servants-but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct's alignment, as an important service to the Great Beyond. Soulbound dolls are the simplest in a series of soulbound constructs including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is evil, and an unwilling donor can resist the process with a successful Will save against the creator's Craft DC, ruining the doll if not preventing the donor's death. A non-evil doll can only be crafted from the soul of a person who has given consent to such use before their death occurred
+
+Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's flst more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs such as golems, allowing such dolls to control defenses far beyond their own capabilities. Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person's death, this doesn't affect the deceased's resurrection or progress to the afterlife. This extraction process is lethal to otherwise-living prospective soul donors, though there are rumors of more expensive processes that allows someone to donate a fragment of a living soul without repercussions.
+
+The soul fragment resides in a soul focus gem typically embedded in the doll's neck or chest. The soul fragment isn't static, and the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor's or moving farther afield on its own individual path. The soulbound doll's focus gem retains the doll's memories even after the doll's destruction. The the intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Lawful Neutral).md b/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Lawful Neutral).md
new file mode 100755
index 000000000..e31346656
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Lawful Neutral).md
@@ -0,0 +1,83 @@
+---
+title: "Soulbound Doll (Lawful Neutral)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.LD82czRNPMK0PfWJ"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/soulbound
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Soulbound Doll (Lawful Neutral)"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Soulbound Doll (Lawful Neutral)"
+level: "Creature 2"
+
+alignment: ""
+size: "tiny"
+trait_01: [[construct]]
+trait_02: [[lawful]]
+trait_03: [[soulbound]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "one spoken by its creator (typically common)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Occultism: +4, Stealth: +8"
+abilityMods: [-2, 4, 3, 0, 2, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +7, __Ref__ +10, __Will__ +6"
+hp: 23
+health:
+ - name: ""
+ - name: HP
+ desc: "23; __Immunities__ mental, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void"
+abilities_top:
+ - name: ""
+
+ - name: "Personality Fragments"
+ desc: " A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match the donor soul's alignment and gain the corresponding alignment traits."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+10 (agile, finesse, magical)\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 18, attack +8; __3rd __ _[[Spells/Levitate|Levitate]]_, _[[Spells/Veil of Privacy|Nondetection]]_\n__Cantrips__ __(1st)__ _[[Spells/Light|Light]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Prestidigitation|Prestidigitation]]_"
+
+```
+
+```encounter-table
+name: Soulbound Doll (Lawful Neutral)
+creatures:
+ - 1: Soulbound Doll (Lawful Neutral)
+```
+
+
+
+Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal's soul. These little constructs are created for a variety of reasons-such as to serve as companions or servants-but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct's alignment, as an important service to the Great Beyond. Soulbound dolls are the simplest in a series of soulbound constructs including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is evil, and an unwilling donor can resist the process with a successful Will save against the creator's Craft DC, ruining the doll if not preventing the donor's death. A non-evil doll can only be crafted from the soul of a person who has given consent to such use before their death occurred
+
+Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's flst more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs such as golems, allowing such dolls to control defenses far beyond their own capabilities. Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person's death, this doesn't affect the deceased's resurrection or progress to the afterlife. This extraction process is lethal to otherwise-living prospective soul donors, though there are rumors of more expensive processes that allows someone to donate a fragment of a living soul without repercussions.
+
+The soul fragment resides in a soul focus gem typically embedded in the doll's neck or chest. The soul fragment isn't static, and the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor's or moving farther afield on its own individual path. The soulbound doll's focus gem retains the doll's memories even after the doll's destruction. The the intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Neutral Evil).md b/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Neutral Evil).md
new file mode 100755
index 000000000..84e381c80
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Neutral Evil).md
@@ -0,0 +1,83 @@
+---
+title: "Soulbound Doll (Neutral Evil)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.N0ldYlirIX0vrNux"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/soulbound
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Soulbound Doll (Neutral Evil)"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Soulbound Doll (Neutral Evil)"
+level: "Creature 2"
+
+alignment: ""
+size: "tiny"
+trait_01: [[construct]]
+trait_02: [[evil]]
+trait_03: [[soulbound]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "one spoken by its creator (typically common)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Occultism: +4, Stealth: +8"
+abilityMods: [-2, 4, 3, 0, 2, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +7, __Ref__ +10, __Will__ +6"
+hp: 23
+health:
+ - name: ""
+ - name: HP
+ desc: "23; __Immunities__ mental, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void"
+abilities_top:
+ - name: ""
+
+ - name: "Personality Fragments"
+ desc: " A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match the donor soul's alignment and gain the corresponding alignment traits."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+10 (agile, finesse, magical)\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 18, attack +8; __3rd __ _[[Spells/Harm|Harm]]_, _[[Spells/Levitate|Levitate]]_\n__Cantrips__ __(1st)__ _[[Spells/Light|Light]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Prestidigitation|Prestidigitation]]_"
+
+```
+
+```encounter-table
+name: Soulbound Doll (Neutral Evil)
+creatures:
+ - 1: Soulbound Doll (Neutral Evil)
+```
+
+
+
+Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal's soul. These little constructs are created for a variety of reasons-such as to serve as companions or servants-but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct's alignment, as an important service to the Great Beyond. Soulbound dolls are the simplest in a series of soulbound constructs including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is evil, and an unwilling donor can resist the process with a successful Will save against the creator's Craft DC, ruining the doll if not preventing the donor's death. A non-evil doll can only be crafted from the soul of a person who has given consent to such use before their death occurred
+
+Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's flst more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs such as golems, allowing such dolls to control defenses far beyond their own capabilities. Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person's death, this doesn't affect the deceased's resurrection or progress to the afterlife. This extraction process is lethal to otherwise-living prospective soul donors, though there are rumors of more expensive processes that allows someone to donate a fragment of a living soul without repercussions.
+
+The soul fragment resides in a soul focus gem typically embedded in the doll's neck or chest. The soul fragment isn't static, and the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor's or moving farther afield on its own individual path. The soulbound doll's focus gem retains the doll's memories even after the doll's destruction. The the intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Neutral Good).md b/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Neutral Good).md
new file mode 100755
index 000000000..e1b3071ee
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (Neutral Good).md
@@ -0,0 +1,83 @@
+---
+title: "Soulbound Doll (Neutral Good)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.a1ADODCrljqUvhw7"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/good
+ - pf2e/creature/type/soulbound
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Soulbound Doll (Neutral Good)"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Soulbound Doll (Neutral Good)"
+level: "Creature 2"
+
+alignment: ""
+size: "tiny"
+trait_01: [[construct]]
+trait_02: [[good]]
+trait_03: [[soulbound]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "one spoken by its creator (typically common)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Occultism: +4, Stealth: +8"
+abilityMods: [-2, 4, 3, 0, 2, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +7, __Ref__ +10, __Will__ +6"
+hp: 23
+health:
+ - name: ""
+ - name: HP
+ desc: "23; __Immunities__ mental, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void"
+abilities_top:
+ - name: ""
+
+ - name: "Personality Fragments"
+ desc: " A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match the donor soul's alignment and gain the corresponding alignment traits."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+10 (agile, finesse, magical)\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 18, attack +8; __3rd __ _[[Spells/Heroism|Heroism]]_, _[[Spells/Levitate|Levitate]]_\n__Cantrips__ __(1st)__ _[[Spells/Light|Light]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Prestidigitation|Prestidigitation]]_"
+
+```
+
+```encounter-table
+name: Soulbound Doll (Neutral Good)
+creatures:
+ - 1: Soulbound Doll (Neutral Good)
+```
+
+
+
+Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal's soul. These little constructs are created for a variety of reasons-such as to serve as companions or servants-but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct's alignment, as an important service to the Great Beyond. Soulbound dolls are the simplest in a series of soulbound constructs including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is evil, and an unwilling donor can resist the process with a successful Will save against the creator's Craft DC, ruining the doll if not preventing the donor's death. A non-evil doll can only be crafted from the soul of a person who has given consent to such use before their death occurred
+
+Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's flst more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs such as golems, allowing such dolls to control defenses far beyond their own capabilities. Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person's death, this doesn't affect the deceased's resurrection or progress to the afterlife. This extraction process is lethal to otherwise-living prospective soul donors, though there are rumors of more expensive processes that allows someone to donate a fragment of a living soul without repercussions.
+
+The soul fragment resides in a soul focus gem typically embedded in the doll's neck or chest. The soul fragment isn't static, and the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor's or moving farther afield on its own individual path. The soulbound doll's focus gem retains the doll's memories even after the doll's destruction. The the intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (True Neutral).md b/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (True Neutral).md
new file mode 100755
index 000000000..67cc2298b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Soulbound Doll (True Neutral).md
@@ -0,0 +1,81 @@
+---
+title: "Soulbound Doll (True Neutral)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.JtRiPOL8vFD0cMqu"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/soulbound
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Soulbound Doll (True Neutral)"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Soulbound Doll (True Neutral)"
+level: "Creature 2"
+
+alignment: ""
+size: "tiny"
+trait_01: [[construct]]
+trait_02: [[soulbound]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "one spoken by it's creator (typically common)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Occultism: +4, Stealth: +8"
+abilityMods: [-2, 4, 3, 0, 2, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +7, __Ref__ +10, __Will__ +6"
+hp: 23
+health:
+ - name: ""
+ - name: HP
+ desc: "23; __Immunities__ mental, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void"
+abilities_top:
+ - name: ""
+
+ - name: "Personality Fragments"
+ desc: " A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match the donor soul's alignment and gain the corresponding alignment traits."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+10 (agile, finesse, magical)\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 18, attack +8; __3rd __ _[[Spells/Levitate|Levitate]]_, _[[Spells/Wall of Thorns|Wall of Thorns]]_\n__Cantrips__ __(1st)__ _[[Spells/Light|Light]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Prestidigitation|Prestidigitation]]_"
+
+```
+
+```encounter-table
+name: Soulbound Doll (True Neutral)
+creatures:
+ - 1: Soulbound Doll (True Neutral)
+```
+
+
+
+Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal's soul. These little constructs are created for a variety of reasons-such as to serve as companions or servants-but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct's alignment, as an important service to the Great Beyond. Soulbound dolls are the simplest in a series of soulbound constructs including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is evil, and an unwilling donor can resist the process with a successful Will save against the creator's Craft DC, ruining the doll if not preventing the donor's death. A non-evil doll can only be crafted from the soul of a person who has given consent to such use before their death occurred
+
+Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's flst more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs such as golems, allowing such dolls to control defenses far beyond their own capabilities. Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person's death, this doesn't affect the deceased's resurrection or progress to the afterlife. This extraction process is lethal to otherwise-living prospective soul donors, though there are rumors of more expensive processes that allows someone to donate a fragment of a living soul without repercussions.
+
+The soul fragment resides in a soul focus gem typically embedded in the doll's neck or chest. The soul fragment isn't static, and the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor's or moving farther afield on its own individual path. The soulbound doll's focus gem retains the doll's memories even after the doll's destruction. The the intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Stone Golem.md b/content/mechanics/srd/Bestiary/Bestiary 1/Stone Golem.md
new file mode 100755
index 000000000..93e68cf02
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Stone Golem.md
@@ -0,0 +1,98 @@
+---
+title: "Stone Golem"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.dZWklCNsYUdOkWwz"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/golem
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Stone Golem"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Stone Golem"
+level: "Creature 11"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[construct]]
+trait_02: [[golem]]
+trait_03: [[mindless]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +26"
+abilityMods: [7, -1, 4, -5, 0, -5]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +24, __Ref__ +18, __Will__ +19"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175; __Immunities__ acid, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental; __Resistances__ physical 10 (except adamantine)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Creature Family Ability Glossary/(Golem) Golem Antimagic|Golem Antimagic]]"
+ desc: " harmed by cold and water (5d10 damage, 2d8 damage from areas or persistent damage); healed by acid (area 2d8 healing Hit Points); slowed by earth\n* * *\n\nA golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as \"cold and water\"), either type of spell can affect the golem.\n\n* **Harmed By** Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.\n* **Healed By** Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.\n* **Slowed By** Any magic of this type that targets the golem causes it to be [[Conditions/Slowed|Slowed 1]] for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.\n* **Vulnerable To** Each golem is vulnerable to one or more specific spells, with the effects described in its stat block."
+
+ - name: "Vulnerable to Stone to Flesh"
+ desc: " A [[Spells/Stone to Flesh|Stone to Flesh]] spell negates the golem's golem antimagic and its resistance to physical damage for 1 round. A [[Spells/Petrify|Petrify]] spell reverses this effect immediately."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+24 (magical, reach 10 feet)\n__Damage__ 2d10 + 13 bludgeoning"
+
+ - name: "Impose Paralysis"
+ desc: "`pf2:r` (incapacitation) **Trigger** The stone golem hits a [[Conditions/Slowed|Slowed]] creature.\n* * *\n\n**Effect** The creature must succeed at a DC 30 Fortitude check save or become [[Conditions/Paralyzed|Paralyzed]] for 1 round."
+
+ - name: "[[Creature Family Ability Glossary/(Golem) Inexorable March|Inexorable March]]"
+ desc: "`pf2:1` DC 34 Fortitude check\n\nOn a critical success, the resisting creature takes no damage; otherwise it is damaged as if hit by the golem's fist.\n* * *\n\nThe golem Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can attempt to bar the way by succeeding at a Fortitude save."
+
+ - name: "Slowing Pulse"
+ desc: "`pf2:1` (arcane,concentrate) Each creature in a 10-foot emanation must succeed at a DC 30 Fortitude check save or be [[Conditions/Slowed|Slowed 1]] for 1 minute.\n\nThe golem can't use Slowing Pulse again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Stone Golem
+creatures:
+ - 1: Stone Golem
+```
+
+
+
+Stone golems are slow and steady constructs typically carved from marble or granite. They're often made to serve as works of art when at rest, so some golem crafters employ master sculptors to ensure the constructs make beautiful statues. Older stone golems might be weathered, with scuffed or cracked surfaces or missing noses and digits, but this weathering is largely cosmetic and doesn't adversely impact the golems' functionality.
+
+Tales tell of particularly immense stone golems residing in certain ancient ruins. Survivors from time-lost civilizations bent on carrying out orders from long-gone masters, these immense stone golems are much more powerful than most stone golems. They are always level 15 or higher and never smaller than Huge in size-most are Gargantuan. Because their size is so great and the structures they dwell in so dilapidated, the awakening of such a stone golem can cause surrounding structures to collapse, ancient foundations to buckle, and ceilings to come crashing down on foes. In addition to the statistics here, these massive stone golems attack with wide, sweeping strikes capable of knocking down multiple targets at once.
+
+* * *
+
+Crafted of base materials and then magically animated into a powerful guardian, the legendary golem is a living construct that mindlessly obeys its creator's commands-often continuing to do so for years or even centuries after its creator's death. There exist two known methods of animating a golem. The traditional method involves harvesting and implanting an elemental soul or essence within the newly crafted host statue, a procedure seen as vile and blasphemous to those who value the sanctity of the soul; evil or amoral golem crafters tend to prefer this method. The other, less disreputable technique involves siphoning pure vitality energy into the statue to artificially imitate the creation of a soul. The result does not give the golem a true soul and is generally a more costly and time-consuming method of creation. Regardless of the method used, the resulting golem functions the same. A golem's unique animating force leaves it susceptible to certain forms of magic, but apart from these few weaknesses, it is impervious to magic and difficult to damage with weapons.
+
+Golems work best in play as foes to vanquish rather than allies to accompany player characters on adventures. The process of creating a golem is time-consuming, expensive, and difficult, and only the most talented spellcasters or artisans can even hope to accomplish such an undertaking. While certain magical texts-so-called "golem manuals"-are said to aid golems crafters, for the most part the creation of a golem should be something left in the hands of the Game Master.
+
+Golems have components that can be harvested as trophies or magical components; the value depends on the golem in question. Examples of components that can be harvested from golems are listed in the sidebars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Storm Giant.md b/content/mechanics/srd/Bestiary/Bestiary 1/Storm Giant.md
new file mode 100755
index 000000000..12e9d7f20
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Storm Giant.md
@@ -0,0 +1,108 @@
+---
+title: "Storm Giant"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.XmntxS4bXvVXyaR1"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/good
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Storm Giant"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Storm Giant"
+level: "Creature 13"
+
+alignment: ""
+size: "huge"
+trait_01: [[amphibious]]
+trait_02: [[chaotic]]
+trait_03: [[giant]]
+trait_04: [[good]]
+trait_05: [[humanoid]]
+modifier: 24
+perception:
+ - name: "Perception"
+ desc: "+24; Low-Light Vision"
+languages: "Common, Draconic, Jotun, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +20, Athletics: +27, Crafting: +24, Intimidation: +24, Performance: +22"
+abilityMods: [8, 1, 6, 3, 5, 2]
+speed: 35 feet, swim 30 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +28, __Ref__ +21, __Will__ +23"
+hp: 235
+health:
+ - name: ""
+ - name: HP
+ desc: "235; __Immunities__ electricity"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Greatsword|+1 Striking Greatsword]], Sack for Holding Rocks, 5x Rock"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Catch Rock|Catch Rock]]"
+ desc: "`pf2:r` **Requirements** The monster must have a free hand but can [[Actions/Release|Release]] anything it's holding as part of this reaction.\n\n**Trigger** The monster is targeted with a thrown rock Strike or a rock would fall on the monster.\n* * *\n\n**Effect** The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Greatsword"
+ desc: "+28 (magical, reach 15 feet, versatile p)\n__Damage__ 2d12 + 16 slashing 1d6 electricity"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+27 (agile, reach 15 feet)\n__Damage__ 2d8 + 16 bludgeoning 1d6 electricity"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+37 (brutal, range increment 120 feet)\n__Damage__ 2d10 + 16 bludgeoning plus rock"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 33, attack +25; __6th __ _[[Spells/Chain Lightning|Chain Lightning (x3)]]_; __5th __ _[[Spells/Control Weather|Control Weather (At Will)]]_; __3rd __ _[[Spells/Levitate|Levitate (At Will)]]_\n__Constant__ __(4th)__ _[[Spells/Unfettered Movement|Freedom of Movement]]_"
+
+ - name: "Lightning Blade"
+ desc: "`pf2:3` (electricity,primal) The storm giant raises one hand to the sky, channeling a bolt of lightning into the blade held in the other. The giant makes a greatsword Strike with a -2 circumstance penalty against each creature within its reach.\n\nIt makes only one attack roll and compares the result against each creature's AC. This Strike deals an additional 3d12 electricity damage and counts as two attacks for the giant's multiple attack penalty."
+
+ - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
+ desc: "`pf2:1` The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
+
+ - name: "Wide Swing"
+ desc: "`pf2:1` The storm giant makes a single greatsword Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the giant's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Storm Giant
+creatures:
+ - 1: Storm Giant
+```
+
+
+
+Storm giants are looming but benevolent stewards of sea and sky, often serving as the natural guardians of tropical islands, coastlines, or rocky archipelagos. Storm giants tend to rapidly shift in mood and behavior, one moment engaging in peaceful negotiation, the next unleashing unbridled ferocity against their foes. In this way, they embody both the fury of a raging tempest and the calm of a hurricane's eye. This can make them valuable allies who race to the aid of those in need, but their allies remain must be alert and mindful of their mood, as the giants can be quick to anger or aggressive when caution is most appropriate.
+
+Most storm giants have complexions akin to the crystal blue of the ocean or the warm violet of a sky touched by the setting sun. Their hair tends to be dark purple, blue, or black, and their eyes often have a silvery sheen. A typical storm giant stands 21 feet tall, weighs 12,000 pounds, and lives to be about 600 years old.
+
+* * *
+
+Giants are massive humanoid creatures who live in remote regions throughout the world. They are divided into a number of subtypes.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Storm Lord.md b/content/mechanics/srd/Bestiary/Bestiary 1/Storm Lord.md
new file mode 100755
index 000000000..42a67d24e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Storm Lord.md
@@ -0,0 +1,90 @@
+---
+title: "Storm Lord"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gnVFee0WOcaoUD1d"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Storm Lord"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Storm Lord"
+level: "Creature 9"
+
+alignment: ""
+size: "Large"
+trait_01: [[air]]
+trait_02: [[elemental]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision"
+languages: "Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +20, Stealth: +18"
+abilityMods: [4, 7, 4, -1, 3, 0]
+speed: fly 75 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +15, __Ref__ +20, __Will__ +16"
+hp: 120
+health:
+ - name: ""
+ - name: HP
+ desc: "120; __Immunities__ bleed, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Disperse"
+ desc: "`pf2:r` **Trigger** The storm lord takes damage from a hostile action.\n* * *\n\n**Effect** The storm lord disperses.\n\nUntil the end of the current turn, it can't be attacked or targeted, doesn't take up space, and any auras or emanations it has are suppressed. At the end of the turn, the storm lord reforms in any space in which it can fit within 50 feet of where it dispersed and any auras or emanations it has are restored as long as their duration didn't run out while it was dispersed."
+
+ - name: "High Winds"
+ desc: " (air,aura) 20 feet. Air within the emanation is difficult terrain for Flying creatures that do not have the air trait."
+
+ - name: "Swiftness"
+ desc: " The storm lord's movement doesn't trigger reactions."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Gust"
+ desc: "+20 (finesse, reach 15 feet)\n__Damage__ 2d12 + 10 bludgeoning plus push"
+
+ - name: "**Ranged** `pf2:1` Lightning Lash"
+ desc: "+20 (range increment 50 feet)\n__Damage__ 2d12 + 4 electricity"
+
+ - name: "[[Bestiary Ability Glossary/Push|Push 5 feet]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Push in its damage entry\n* * *\n\n**Effect** The monster attempts to [[Actions/Shove|Shove]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance."
+
+```
+
+```encounter-table
+name: Storm Lord
+creatures:
+ - 1: Storm Lord
+```
+
+
+
+Storm lords wage battles to claim important territory within the Plane of Air.
+
+* * *
+
+Hailing from the Plane of Air, these beings appear in a variety of sizes and shapes.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Terotricus.md b/content/mechanics/srd/Bestiary/Bestiary 1/Terotricus.md
new file mode 100755
index 000000000..d0e54d022
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Terotricus.md
@@ -0,0 +1,106 @@
+---
+title: "Terotricus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.TXnpvz5u730YPaOL"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fungus
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/19
+statblock: inline
+name: "Terotricus"
+level: 19
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Terotricus"
+level: "Creature 19"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[fungus]]
+trait_04: [[unholy]]
+modifier: 31
+perception:
+ - name: "Perception"
+ desc: "+31; Darkvision, Tremorsense (Imprecise) 120 Feet"
+languages: "Chthonian, Elven, Fey"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +37, Deception: +32, Intimidation: +35, Nature: +31, Survival: +31"
+abilityMods: [10, 5, 9, -1, 6, 5]
+speed: 35 feet, burrow 25 feet, climb 25 feet, swim 35 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 42
+armorclass:
+ - name: AC
+ desc: "42; __Fort__ +34, __Ref__ +28, __Will__ +33; +1 status to all saves vs. magic"
+hp: 370
+health:
+ - name: ""
+ - name: HP
+ desc: "370, regeneration 25 (deactivated by cold); __Immunities__ controlled, disease, paralyzed, sleep; __Weaknesses__ cold 15, cold iron 15, holy 15, slashing 10; __Resistances__ fire 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 120 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 25 (Deactivated by Cold)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Spore Cloud"
+ desc: " (aura,disease) 30 feet. A creature entering the aura or starting its turn there is exposed to spore blight."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+37 (magical, reach 20 feet, unholy)\n__Damage__ 4d10 + 16 bludgeoning plus improved-grab,improved-push 4d6 spirit plus improved-grab,improved-push"
+
+ - name: "**Ranged** `pf2:1` Spores"
+ desc: "+37 (magical, range increment 80 feet, unholy)\n__Damage__ 4d8 + 6 poison plus spore-blight,sticky-spores 4d6 spirit plus spore-blight,sticky-spores"
+
+ - name: "Infest Environs"
+ desc: "`pf2:2` (healing,primal) **Frequency** once per day\n\n**Requirements** The terotricus is in a swamp or forested area.\n* * *\n\n**Effect** The terotricus drains nutrients from nearby trees and undergrowth while simultaneously infesting them with fungal growth. All non-magical plant life (though not plant creatures) within a 60-foot emanation withers and sprouts foul mold and slimy mushrooms, removing any cover and concealment provided by trees and undergrowth. The terotricus is healed 200 Hit Points."
+
+ - name: "Spore Blight"
+ desc: " (disease) Plants and fungi are immune.\n\n**Saving Throw** DC 40 Fortitude check\n* * *\n\n**Stage 1** [[Conditions/Enfeebled|Enfeebled 2]] (1 day)\n\n**Stage 2** [[Conditions/Enfeebled|Enfeebled 4]] and [[Conditions/Slowed|Slowed 1]] (1 day)\n\n**Stage 3** [[Conditions/Controlled|Controlled]] by the terotricus (as [[Spells/Dominate|Dominate]]; 5d8 days)\n\n**Stage 4** dead"
+
+ - name: "Sticky Spores"
+ desc: " A creature hit by a terotricus's spores must succeed at a DC 40 Reflex check save or take a -10-foot status penalty to all its Speeds for 1 minute. On a critical failure, the creature is [[Conditions/Immobilized|Immobilized]] until it Escapes (DC 40).\n\n[[Bestiary Effects/Effect_ Sticky Spores|Effect: Sticky Spores]]"
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Improved Push|Improved Push 20 feet (40 feet on a Critical Hit)]]"
+ desc: " The monster can use [[Bestiary Ability Glossary/Push|Push]] as a free action triggered by a hit with its initial attack."
+
+```
+
+```encounter-table
+name: Terotricus
+creatures:
+ - 1: Terotricus
+```
+
+
+
+The legendary terotricus is a massive slime-mold that hails from the Abyss. Its collective consciousness encapsulates entire regions, spreading as far as its ever-growing cloud of spores will take it. Once it has seeped onto the Material Plane from the Abyssal realm, a terotricus's agenda is to feed on all living creatures, infecting them with its spores, and its presence can spell doom for any in its way.
+
+Terotricuses move by rapidly expanding and contracting their slimy "bodies," which are capable of burrowing through soil, gliding across water, and scrabbling up steep slopes. These behemoths of rot don't need to travel to see their plans come to fruition, though; their spores easily latch onto demons and other denizens of the Abyss, who in turn bring this blight to the Material Plane when the flends are summoned.
+
+When a terotricus infects a creature with its spores, web-like fungal growths start appearing on the victim's skin until they cover the entire body, at which point the victim's mind is also subdued and bent to the terotricus's will. The terotricus's favored victims include animals, elves, and fey, though it is happy to infect any creature it can catch. Cults of Treerazer occasionally attempt to make contact with a terotricus, but such acts almost always simply result in a new sect of spore-blighted slaves.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Tidal Master.md b/content/mechanics/srd/Bestiary/Bestiary 1/Tidal Master.md
new file mode 100755
index 000000000..5cf85d8fd
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Tidal Master.md
@@ -0,0 +1,89 @@
+---
+title: "Tidal Master"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.79YJ6FZlVcgQedhv"
+tags:
+ - pf2e/creature/type/aquatic
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Tidal Master"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Tidal Master"
+level: "Creature 9"
+
+alignment: ""
+size: "Large"
+trait_01: [[aquatic]]
+trait_02: [[elemental]]
+trait_03: [[water]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision"
+languages: "Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +20, Stealth: +19"
+abilityMods: [5, 5, 5, -1, 3, 0]
+speed: 30 feet, swim 80 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +18, __Ref__ +21, __Will__ +15"
+hp: 155
+health:
+ - name: ""
+ - name: HP
+ desc: "155; __Immunities__ bleed, paralyzed, poison, sleep; __Resistances__ fire 10"
+abilities_top:
+ - name: ""
+
+ - name: "Water-Bound"
+ desc: " When not touching water, the tidal master is [[Conditions/Slowed|Slowed 1]] and can't use reactions."
+
+abilities_mid:
+ - name: ""
+ - name: "Vortex"
+ desc: " (aura,water) 40 feet. Water in the area that is in the same body of water as the tidal master is difficult terrain for Swimming creatures that don't have the water trait."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Wave"
+ desc: "+21 (reach 15 feet)\n__Damage__ 2d12 + 11 bludgeoning plus push-or-pull-10-feet"
+
+ - name: "Drench"
+ desc: "`pf2:1` (primal,water) The elemental puts out all fires in a 10-foot emanation.\n\nIt extinguishes all non-magical fires automatically and attempts to counteract magical fires (+20 counteract modifier)."
+
+ - name: "[[Bestiary Ability Glossary/Push|Push or Pull 10 feet]]"
+ desc: "`pf2:1` The tidal master can also pull the creature.\n* * *\n\n**Requirements** The monster's last action was a successful Strike that lists Push in its damage entry\n* * *\n\n**Effect** The monster attempts to [[Actions/Shove|Shove]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance."
+
+```
+
+```encounter-table
+name: Tidal Master
+creatures:
+ - 1: Tidal Master
+```
+
+
+
+Tidal masters use their power over waves and water to drown their enemies.
+
+* * *
+
+Water elementals can be very destructive, but often not intentionally so; just as water can bring life to those in need on the Material Plane, its waves can pound shores and rains can flood cities. Water elementals are similarly difficult to predict.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Troll King.md b/content/mechanics/srd/Bestiary/Bestiary 1/Troll King.md
new file mode 100755
index 000000000..da33bab93
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Troll King.md
@@ -0,0 +1,107 @@
+---
+title: "Troll King"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.V91olt7lcD5IpaNs"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/troll
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Troll King"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Troll King"
+level: "Creature 10"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[giant]]
+trait_04: [[troll]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision"
+languages: "Jotun"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +21, Intimidation: +22, Survival: +17"
+abilityMods: [7, 3, 7, -1, 1, 4]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +23, __Ref__ +17, __Will__ +15"
+hp: 220
+health:
+ - name: ""
+ - name: HP
+ desc: "220, regeneration 30 (deactivated by acid or fire); __Weaknesses__ fire 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 30 (Deactivated by Acid or Fire)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Vigorous Shake"
+ desc: "`pf2:r` **Trigger** The troll king takes [[Conditions/Persistent Damage|Persistent]] acid or fire damage.\n* * *\n\n**Effect** The troll king shakes itself to remove persistent acid or fire effects. The troll king immediately attempts a DC 15 Flat check check to end the persistent damage that triggered this reaction. If the troll king succeeds at this check, it can immediately use Primordial Roar as part of this reaction."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+23 (reach 10 feet)\n__Damage__ 2d12 + 13 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+23 (agile, reach 10 feet)\n__Damage__ 2d8 + 13 slashing"
+
+ - name: "Forced Regeneration"
+ desc: "`pf2:1` (concentrate) **Requirements** The troll king's regeneration is not currently deactivated.\n* * *\n\n**Effect** The troll king regains 15 HP."
+
+ - name: "Primordial Roar"
+ desc: "`pf2:1` (auditory,emotion,fear,mental) The troll king unleashes a bestial roar. Each non-troll creature within 100 feet must attempt a DC 29 Will check save. The creature is then temporarily immune for 10 minutes.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]]\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]]\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 3]]"
+
+ - name: "[[Bestiary Ability Glossary/Rend|Rend]]"
+ desc: "`pf2:1` claw\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
+
+ - name: "Unstoppable Charge"
+ desc: "`pf2:3` The troll king Strides twice in a straight line. It can make up to two claw Strikes during this movement and one jaws Strike at the end of its movement. It can't Strike the same creature more than once."
+
+```
+
+```encounter-table
+name: Troll King
+creatures:
+ - 1: Troll King
+```
+
+
+
+Some trolls have learned the skills necessary to survive well beyond the typical life expectancy for their kind and rally others to follow their lead. These champions develop a number of talents that make them worthy leaders and potent hunters-namely their abilities to willingly boost the rate of their regeneration and to shake off the acid and fire that would hinder it, not to mention a bestial roar that can send would-be predators scurrying off. Troll kings possess a cunning far beyond their younger kin- they know to keep their allies close, and their enemies even closer. If a troll king so much as suspects that one of its followers is plotting to usurp it, retribution is swift and fatal.
+
+* * *
+
+Slavering, cruel, practically invincible brutes: this is the villager's stock description for the dread monsters known as trolls. But words hardly do justice to trolls' capacity for destruction. They are as bloodthirsty as orcs but lacking the discipline, as massive as giants but capable of regenerating wounded flesh in an instant, and as reprobate as ogres but with twice the strength. The only way to really understand the wanton violence of a troll is to experience it firsthand-a fate few would wish even upon their worst enemies.
+
+The first thing that comes to mind when most think of trolls is the creatures' power of bodily regeneration. So potent is this regeneration that the only way to overcome it is to exploit the troll's vulnerability to acid and fire. It is not enough to slay the troll with caustic or flaming weapons, though-even the smallest scrap of a troll's flesh can regenerate into a full-size troll given enough time. The only sure way to eradicate a troll menace is to burn the monster's entire body until nothing remains.
+
+Trolls are solitary hunters, for their wickedness is anathema even to other giants. They occasionally roam in small gangs of two to four, but only when prey is plentiful or a particularly strong counterforce has broached their hunting grounds. In rare instances, an old and powerful troll comes to lead small tribes of trolls. Such "troll kings" possess enough cunning to lead their hordes in devastating raids and massacres, and their presence permanently alters the surrounding ecosystem. A wide variety of trolls exist, from the terrible monster traditionally associated with the name to the water-dwelling scrag and hybrid flood troll. Regional variations exist as well-mountain trolls among stony peaks, for instance, or moss trolls in swampy bayous-but all share the same trademark regenerative powers and insatiable thirst for blood.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Troll.md b/content/mechanics/srd/Bestiary/Bestiary 1/Troll.md
new file mode 100755
index 000000000..2824eec71
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Troll.md
@@ -0,0 +1,95 @@
+---
+title: "Troll"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.JMFH3bd1tx4G0Efc"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/troll
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Troll"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Troll"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[giant]]
+trait_04: [[troll]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: "Jotun"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Intimidation: +12"
+abilityMods: [5, 2, 6, -2, 0, -2]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +17, __Ref__ +11, __Will__ +7"
+hp: 115
+health:
+ - name: ""
+ - name: HP
+ desc: "115, regeneration 20 (deactivated by acid or fire); __Weaknesses__ fire 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 20 (Deactivated by Acid or Fire)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+14 (reach 10 feet)\n__Damage__ 2d10 + 5 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+14 (agile, reach 10 feet)\n__Damage__ 2d8 + 5 slashing"
+
+ - name: "[[Bestiary Ability Glossary/Rend|Rend]]"
+ desc: "`pf2:1` claw\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
+
+```
+
+```encounter-table
+name: Troll
+creatures:
+ - 1: Troll
+```
+
+
+
+Common trolls are dim-witted, gangly giants who stalk the fringes of civilization. They rely on their incredible strength to overpower foes with their vicious claws and toothy maws. A troll's endless hunger drives it to consume all variety of living creatures, and it is their ravenous eating habits that fuel trolls' legendary regenerative abilities. Trolls stand anywhere from 12 to 16 feet tall, though they prefer to hunch for comfort and to lull foes into a false sense of security.
+
+* * *
+
+Slavering, cruel, practically invincible brutes: this is the villager's stock description for the dread monsters known as trolls. But words hardly do justice to trolls' capacity for destruction. They are as bloodthirsty as orcs but lacking the discipline, as massive as giants but capable of regenerating wounded flesh in an instant, and as reprobate as ogres but with twice the strength. The only way to really understand the wanton violence of a troll is to experience it firsthand-a fate few would wish even upon their worst enemies.
+
+The first thing that comes to mind when most think of trolls is the creatures' power of bodily regeneration. So potent is this regeneration that the only way to overcome it is to exploit the troll's vulnerability to acid and fire. It is not enough to slay the troll with caustic or flaming weapons, though-even the smallest scrap of a troll's flesh can regenerate into a full-size troll given enough time. The only sure way to eradicate a troll menace is to burn the monster's entire body until nothing remains.
+
+Trolls are solitary hunters, for their wickedness is anathema even to other giants. They occasionally roam in small gangs of two to four, but only when prey is plentiful or a particularly strong counterforce has broached their hunting grounds. In rare instances, an old and powerful troll comes to lead small tribes of trolls. Such "troll kings" possess enough cunning to lead their hordes in devastating raids and massacres, and their presence permanently alters the surrounding ecosystem. A wide variety of trolls exist, from the terrible monster traditionally associated with the name to the water-dwelling scrag and hybrid flood troll. Regional variations exist as well-mountain trolls among stony peaks, for instance, or moss trolls in swampy bayous-but all share the same trademark regenerative powers and insatiable thirst for blood.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Uthul.md b/content/mechanics/srd/Bestiary/Bestiary 1/Uthul.md
new file mode 100755
index 000000000..e13ab92a7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Uthul.md
@@ -0,0 +1,90 @@
+---
+title: "Uthul"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.L3jAUkNcdLyPGzsC"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/14
+statblock: inline
+name: "Uthul"
+level: 14
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Uthul"
+level: "Creature 14"
+
+alignment: ""
+size: "huge"
+trait_01: [[air]]
+trait_02: [[chaotic]]
+trait_03: [[elemental]]
+trait_04: [[evil]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision"
+languages: "Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +29, Athletics: +27, Intimidation: +23, Stealth: +25"
+abilityMods: [7, 7, 4, -1, -2, 3]
+speed: fly 100 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +28, __Ref__ +29, __Will__ +22"
+hp: 250
+health:
+ - name: ""
+ - name: HP
+ desc: "250; __Immunities__ electricity, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "High Winds"
+ desc: " (air,aura) 40 feet. Air in the aura is difficult terrain for Flying creatures without the air trait."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+29 (agile)\n__Damage__ 3d12 + 11 slashing"
+
+ - name: "**Ranged** `pf2:1` Debris"
+ desc: "+29 (range increment 60 feet)\n__Damage__ 5d8 + 15 bludgeoning"
+
+ - name: "Lightning Crash"
+ desc: "`pf2:1` (electricity,incapacitation,sonic) The uthul unleashes a powerful bolt of lightning and a stunning thunderclap. The bolt deals 6d12 electricity damage to all creatures in a 30-foot line, with a DC 34 Reflex check save, and every creature in a 20-foot emanation must attempt a DC 34 Fortitude check save.\n\nThe uthul can't use Lightning Crash again for 1d4 rounds.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Stunned|Stunned 1]].\n\n**Failure** The creature is [[Conditions/Stunned|Stunned]] for 1 round.\n\n**Critical Failure** The creature is stunned for 1d4 rounds."
+
+ - name: "Swiftness"
+ desc: " An uthul's movement doesn't trigger reactions."
+
+ - name: "Whirlwind Form"
+ desc: "`pf2:2` (concentrate) The uthul transforms itself into a swirling vortex of storm and fury 10 feet wide and up to 40 feet tall. It stays in this form for 3 rounds or until it Dismisses the effect. While in this form, the uthul gains resistance 10 to physical damage and can move through other creatures.\n\nIts aura remains active, but it can't make debris Strikes nor use Lightning Crash. Instead, any creature the uthul moves through takes 4d6 bludgeoning + 2d12 electricity damage. A creature can take this damage only once per round. A Large or smaller creature must also succeed at a DC 32 Reflex check save or be picked up and held suspended within the vortex. Suspended creatures move with the uthul. A creature can attempt to escape by spending an action to attempt a DC 32 Reflex check save (or a Acrobatics check to maneuver in flight if it has a fly Speed). Upon escaping, or when the uthul transforms back into its storm cloud form, a suspended creature is hurled 1d4 x 10 feet in a random direction, then falls unless it can fly or otherwise remain aloft.\n\nAfter returning to its normal form, the uthul must wait 1 minute before it can use Whirlwind Form again.\n\n[[Bestiary Effects/Effect_ Whirlwind Form|Effect: Whirlwind Form]]"
+
+```
+
+```encounter-table
+name: Uthul
+creatures:
+ - 1: Uthul
+```
+
+
+
+An uthul most often appears to be a dark, swirling cloud filled with flying debris and streaked with sudden flashes of lightning. Although they are clearly elemental in nature, uthuls are nearly always found on the Material Plane, where they hide among natural cloud formations, especially thunderstorms.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Vrock.md b/content/mechanics/srd/Bestiary/Bestiary 1/Vrock.md
new file mode 100755
index 000000000..9c9888ee8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Vrock.md
@@ -0,0 +1,113 @@
+---
+title: "Vrock"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.sYcFp6hmDgLLcHmz"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/demon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Vrock"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Vrock"
+level: "Creature 9"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[demon]]
+trait_03: [[evil]]
+trait_04: [[fiend]]
+trait_05: [[unholy]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision"
+languages: "Chthonian, Draconic, Empyrean; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +18, Intimidation: +18, Performance: +18, Religion: +18, Stealth: +18, Survival: +16"
+abilityMods: [6, 3, 5, 2, 3, 3]
+speed: 25 feet, fly 35 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +20, __Ref__ +18, __Will__ +15; +1 status to all saves vs. magic"
+hp: 185
+health:
+ - name: ""
+ - name: HP
+ desc: "185; __Weaknesses__ cold iron 10, holy 10; __Resistances__ electricity 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Special)]]"
+ desc: "`pf2:r` If the vrock is flying and a creature triggers an attack of opportunity, the vrock can make 2 Strikes with its talons against that creature instead of 1 Strike.\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Peace Vulnerability"
+ desc: " A vrock's wrath is the heart of their essence, and forcing peace upon them wrenches at their soul. If they fail a save against [[Spells/Calm|Calm]] or a similar effect forcing them to be peaceful, a vrock takes 4d6 mental damage."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+21 (magical, reach 10 feet, unholy)\n__Damage__ 3d8 + 9 piercing 1d6 spirit"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile, magical, reach 10 feet, unholy)\n__Damage__ 3d6 + 9 slashing 1d6 spirit"
+
+ - name: "**Melee** `pf2:1` Talon"
+ desc: "+19 (agile, magical, reach 10 feet, unholy)\n__Damage__ 2d6 + 8 slashing 1d6 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 26, attack +18; __5th __ _[[Spells/Translocate|Dimension Door]]_; __4th __ _[[Spells/Translocate|Dimension Door (At Will)]]_; __2nd __ _[[Spells/Mirror Image|Mirror Image]]_"
+
+ - name: "Rituals"
+ desc: "_Abyssal Pact_"
+
+ - name: "Dance of Ruin"
+ desc: "`pf2:3` (divine,electricity,manipulate,move) The vrock dances in flight and chants to create a ruinous explosion of electricity. If more vrocks within 30 feet want to join the dance, the vrock can delay the dance to wait for more vrocks; in that case, the effect occurs after the last vrock uses Dance of Ruin or one of the vrocks chooses to complete that round of the dance. Each non-demon creature in a 20-foot emanation from any of the dancing vrocks takes 2d12 electricity damage (DC 28 Reflex check save). For each additional vrock that joins the dance, the damage increases by 1d12 and the save DC increases by 1 (to a maximum of four vrocks dealing 5d12 electricity damage with a DC 31 save). The vrocks can continue dancing by using Dance of Ruin each round, for up to 3 rounds in total. The emanation's size increases by 20 feet each round, and the damage increases by 1d12 per vrock each round.\n* * *\n\n* **1 Vrock Dancing** \n \n | Round | Effect |\n | --- | --- |\n | 1 | 20-foot emanation 2d12 electricity damage DC 28 Reflex check |\n | 2 | 40-foot emanation 3d12 electricity damage DC 28 Reflex check |\n | 3 | 60-foot emanation 4d12 electricity damage DC 28 Reflex check |\n \n* **2 Vrocks Dancing** \n \n | Round | Effect |\n | --- | --- |\n | 1 | 20-foot emanation 3d12 electricity damage DC 29 Reflex check |\n | 2 | 40-foot emanation 5d12 electricity damage DC 29 Reflex check |\n | 3 | 60-foot emanation 7d12 electricity damage DC 29 Reflex check |\n \n* **3 Vrocks Dancing** \n \n | Round | Effect |\n | --- | --- |\n | 1 | 20-foot emanation 4d12 electricity damage DC 30 Reflex check |\n | 2 | 40-foot emanation 7d12 electricity damage DC 30 Reflex check |\n | 3 | 60-foot emanation 10d12 electricity damage DC 30 Reflex check |\n \n* **4 Vrocks Dancing** \n \n | Round | Effect |\n | --- | --- |\n | 1 | 20-foot emanation 5d12 electricity damage DC 31 Reflex check |\n | 2 | 40-foot emanation 9d12 electricity damage DC 31 Reflex check |\n | 3 | 60-foot emanation 13d12 electricity damage DC 31 Reflex check |"
+
+ - name: "Spore Cloud"
+ desc: "`pf2:1` (disease,poison) The vrock emits a cloud of spores from their body, dealing 2d8 poison damage to all adjacent creatures. Each creature damaged this way must succeed at a DC 28 Fortitude check save or take 2d8 persistent piercing damage as the spores penetrate its skin and grow into thick, green vines. The vines cease growing after 10 rounds, and they wither away in 1d4 days if not shaved off before then. The vines can be destroyed if the creature is affected by a good spell or if _[[Equipment/Holy Water|Holy Water]]_ is applied to the vines (with an Interact action).\n\nOnce the vrock uses Spore Cloud, the ability can't be used for 1d6 rounds."
+
+ - name: "Stunning Screech"
+ desc: "`pf2:1` (auditory,divine,incapacitation,sonic) **Frequency** once per minute.\n* * *\n\n**Effect** The vrock emits a shrill screech. Each non-demon creature within a 30-foot burst must attempt a DC 28 Fortitude check save. On a failure, the creature is [[Conditions/Stunned|Stunned 2]], and on a critical failure, it's [[Conditions/Stunned|Stunned 3]]."
+
+```
+
+```encounter-table
+name: Vrock
+creatures:
+ - 1: Vrock
+```
+
+
+
+When the gates to the Abyss swing wide, the first demons through are often vrocks, vulture-headed scions of rage who wheel through the air on black wings or dance with the exultation of their fiendish power. Their hatred for mortals is matched only by their desire to inflict suffering through their horrible screech or their devastating dance. Vrocks form from the souls of hateful mortals who are thus given another chance to inflict their rage on the world.
+
+Vrocks often travel in small groups so as to make the best use of their dance of ruin ability, but they rarely appear in groups larger than four. Against small groups and individuals, they swoop down without fear, hoping to play with their prey before going for the kill. Against formidable foes, they are just as happy to fly above, using their dance of ruin to cast a storm of lightning down on them.
+
+* * *
+
+When a sinful mortal soul is judged and sent on to the Abyss, it can become a deadly fiend-a demon. Demons are living incarnations of sin-be they classic sins like wrath or gluttony, or more "specialized" depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon's driving goals are twofold-the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Abyss.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Water Mephit.md b/content/mechanics/srd/Bestiary/Bestiary 1/Water Mephit.md
new file mode 100755
index 000000000..fcc86c93d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Water Mephit.md
@@ -0,0 +1,89 @@
+---
+title: "Water Mephit"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.n7PUEhUazzU9OsQy"
+tags:
+ - pf2e/creature/type/aquatic
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Water Mephit"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Water Mephit"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[aquatic]]
+trait_02: [[elemental]]
+trait_03: [[water]]
+modifier: 3
+perception:
+ - name: "Perception"
+ desc: "+3; Darkvision"
+languages: "Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +6, Stealth: +6"
+abilityMods: [1, 3, 1, -2, 0, 0]
+speed: 20 feet, fly 25 feet, swim 25 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +7, __Ref__ +11, __Will__ +4"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20, fast healing 2 (while underwater); __Immunities__ bleed, paralyzed, poison, sleep; __Resistances__ acid 3, fire 3"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 2 (While Underwater)]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+8 (finesse)\n__Damage__ 1d6 + 1 slashing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 17, attack +9; __2nd __ _[[Spells/Acid Arrow|Acid Arrow]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (acid,arcane) The water mephit breathes acid in a 15-foot cone that deals 2d6 acid damage to each creature within the area (DC 17 Reflex check save).\n\nThe water mephit can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Drench"
+ desc: "`pf2:1` (arcane,water) The water mephit puts out all fires in a 5-foot emanation.\n\nThe mephit extinguishes all non-magical fires automatically and attempts to counteract magical fires (+7 counteract modifier)."
+
+```
+
+```encounter-table
+name: Water Mephit
+creatures:
+ - 1: Water Mephit
+```
+
+
+
+Water mephits are consummate jokers who are always happy to trade a favor for a good laugh. Just as fire mephits are the ones who cleave closest to evil without fully crossing over into true villainy, water mephits are the friendliest of the mephits and therefore the closest to good. Still, one should take care in making assumptions about a water mephit's benevolence, for no one can reliably count on them to keep their inborn need for pranks and trickery at bay for long. Water mephits have blue-green skin that shimmers in light like fish scales. Though water mephits' wings look more like webbed fins than limbs capable of flight, they can flap their wings to fly through the air as easily as any other mephit. Water mephits prefer to swim, when possible, and they leave the water only when they must.
+
+* * *
+
+Mephits-sometimes known as elemental scamps-are little bipedal critters with bat-like wings who serve stronger elementals on the Elemental Planes or neophyte spellcasters who summon them to the Material Plane. All mephits have an inkling of magical power as well as a breath weapon.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Web Lurker.md b/content/mechanics/srd/Bestiary/Bestiary 1/Web Lurker.md
new file mode 100755
index 000000000..caa5ee105
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Web Lurker.md
@@ -0,0 +1,92 @@
+---
+title: "Web Lurker"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.XNKzvx7yK3suuiBX"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Web Lurker"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Web Lurker"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+trait_02: [[evil]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision, Tremorsense (Imprecise) 30 Feet"
+languages: "Aklo; spider speak"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Athletics: +9, Crafting: +8, Stealth: +11"
+abilityMods: [4, 4, 3, 1, 3, -1]
+speed: 25 feet, climb 25 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +10, __Ref__ +11, __Will__ +8"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 30 feet (Creatures Touching its Web)]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "Spider Speak"
+ desc: " The web lurker can speak with spiders, with the same effects and limitations as [[Spells/Speak with Animals|Speak with Animals]]."
+
+abilities_mid:
+ - name: ""
+ - name: "Spring upon Prey"
+ desc: "`pf2:r` **Trigger** A creature touches the web lurker's web while the web lurker is on it.\n\n**Requirements** Initiative has not yet been rolled.\n* * *\n\n**Effect** The web lurker automatically notices the creature and Strides or Climbs before rolling initiative."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+11 (poison)\n__Damage__ 1d8 + 6 piercing plus web-lurker-venom"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+11 (agile)\n__Damage__ 1d8 + 6 slashing"
+
+ - name: "**Melee** `pf2:1` Web"
+ desc: "+11 ()\n__Damage__ "
+
+ - name: "Web Lurker Venom"
+ desc: " (poison) **Saving Throw** DC 19 Fortitude check\n* * *\n\n**Maximum Duration** 10 rounds\n\n**Stage 1** 1d6 poison damage and [[Conditions/Off-Guard|Off-Guard]] (1 round)\n\n**Stage 2** 1d6 poison damage, off-guard, and [[Conditions/Slowed|Slowed 1]] (1 round)"
+
+ - name: "Web Trap"
+ desc: " A creature hit by the web lurker's web attack is immobilized and stuck to the nearest surface until it succeeds at DC 20 Acrobatics check check to [[Actions/Escape|Escape]]."
+
+```
+
+```encounter-table
+name: Web Lurker
+creatures:
+ - 1: Web Lurker
+```
+
+
+
+Web lurkers, known also as ettercaps, are ugly monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Wemmuth.md b/content/mechanics/srd/Bestiary/Bestiary 1/Wemmuth.md
new file mode 100755
index 000000000..36d3e5bd0
--- /dev/null
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@@ -0,0 +1,94 @@
+---
+title: "Wemmuth"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.2BF6COyjRv3YiMzB"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/15
+statblock: inline
+name: "Wemmuth"
+level: 15
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Wemmuth"
+level: "Creature 15"
+
+alignment: ""
+size: "huge"
+trait_01: [[evil]]
+trait_02: [[plant]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Darkvision, Tremorsense (Imprecise) 60 Feet"
+languages: "Aklo, Fey; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +30, Deception: +28, Stealth: +30, Survival: +27"
+abilityMods: [8, 6, 6, -2, 4, 2]
+speed: 25 feet, burrow 25 feet, climb 25 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 37
+armorclass:
+ - name: AC
+ desc: "37; __Fort__ +27, __Ref__ +27, __Will__ +24"
+hp: 335
+health:
+ - name: ""
+ - name: HP
+ desc: "335, blood leech; __Weaknesses__ cold 20, slashing 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pummel"
+ desc: "+29 (fatal d12, reach 15 feet, sweep)\n__Damage__ 4d12 + 10 bludgeoning plus improved-grab"
+
+ - name: "**Ranged** `pf2:1` Boulder"
+ desc: "+27 (fatal d12, range increment 60 feet)\n__Damage__ 4d10 + 10 bludgeoning"
+
+ - name: "Blood Leech"
+ desc: "`pf2:r` **Trigger** The wemmuth deals damage to a creature with Constrict.\n* * *\n\n**Effect** The wemmuth heals a number of Hit Points equal to half the total damage dealt by Constrict."
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d12+10 bludgeoning damage, DC 37 Fortitude check save\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "[[Bestiary Ability Glossary/Engulf|Engulf]]"
+ desc: "`pf2:2` DC 37 Reflex check, 4d8 bludgeoning damage, Escape DC 35, Rupture 36\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.\n\nA creature that fails its save is pulled into the monster's body. It is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by [[Actions/Escape|Escaping]] against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion."
+
+ - name: "Thorny Mass"
+ desc: " Whenever a creature within 10 feet attempts a melee attack against a wemmuth or uses Acrobatics to [[Actions/Tumble Through|Tumble Through]] its space, that creature takes 1d12+10 piercing damage."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Wemmuth
+creatures:
+ - 1: Wemmuth
+```
+
+
+
+Fertilized by large quantities of spilled blood, such as that found on bloodstained battlefields or in the war-torn regions surrounding besieged cities, wemmuths are vile swaths of vines that draw sustenance from mortal suffering, lapping up blood like water. Possessing a rudimentary intelligence and an unquenchable thirst for blood, wemmuths lie in wait for most of their lives, growing to incredible size in the bloody soil of their grisly homes. Though the vines that comprise a wemmuth's body are scarcely thicker than rope, a single adult wemmuth system consists of 6 tons of vines, enough to stretch for 6,000 feet if stretched from end to end in a single straight line. Wemmuths never orient themselves this way, however, instead preferring to wrap themselves into massive mounds approximately 15 feet across and equally thick. Although wemmuths are often spotted lazing about, the scent of blood is enough to whip one into a violent frenzy. The creature condenses its entire mass into a sphere of sharp thorns and lashing vines, resembling a hateful tumbleweed the size of an elephant. Wemmuths commonly dig up massive boulders or entire trees from the ground and incorporate them into their rolling mass, using these objects to bolster their defense against many forms of attack or hurling them at faraway foes with terrifying precision.
+
+Some speculate that wemmuths are a form of diabolical corruption let loose upon Golarion by House Thrune of Cheliax, perhaps as a scorched earth tactic against their rivals. Influential nobles from Nirmathas and Molthune both point fingers at one another for the wemmuth's creation, Nirmathas citing Molthune's close ties to Infernal Cheliax and Molthune blaming the primal magic commonly employed by Nirmathas's many druids and rangers. Several Varisian tales describe creatures closely matching the wemmuth's description attempting to apprehend a famous folk trickster, while crusaders from Mendev adhere to the belief that the wemmuths were a blight unleashed upon Golarion by Deskari, former demon lord of locusts, before his defeat at the hands of mortal heroes.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Wendigo.md b/content/mechanics/srd/Bestiary/Bestiary 1/Wendigo.md
new file mode 100755
index 000000000..3817a24c2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Wendigo.md
@@ -0,0 +1,108 @@
+---
+title: "Wendigo"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Y9RoMSyaoZywf3NE"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/cold
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/17
+statblock: inline
+name: "Wendigo"
+level: 17
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Wendigo"
+level: "Creature 17"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[chaotic]]
+trait_03: [[cold]]
+trait_04: [[evil]]
+modifier: 32
+perception:
+ - name: "Perception"
+ desc: "+32; Darkvision, Infrared Vision 60 Feet"
+languages: "Aklo, Common, Jotun; telepathy 1 mile"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +32, Athletics: +33, Deception: +29, Intimidation: +33, Nature: +28, Occultism: +29, Religion: +28, Stealth: +30, Survival: +30"
+abilityMods: [8, 7, 9, 6, 5, 6]
+speed: fly 100 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 40
+armorclass:
+ - name: AC
+ desc: "40; __Fort__ +32, __Ref__ +30, __Will__ +26; +1 status to all saves vs. magic"
+hp: 315
+health:
+ - name: ""
+ - name: HP
+ desc: "315, regeneration 30 (deactivated by cold iron); __Immunities__ cold, fear effects; __Weaknesses__ cold iron 10, fire 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 1 mile]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Heatsight 60 feet"
+ desc: " (primal) Heatsight is a precise sense that sees heat signatures."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 30 (Deactivated by Cold Iron)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+33 (cold, magical, reach 10 feet)\n__Damage__ 3d10 + 12 piercing 2d6 cold"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+33 (agile, cold, magical, reach 10 feet)\n__Damage__ 3d8 + 12 slashing plus grab 2d6 cold plus grab"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 38, attack +30; __8th __ _[[Spells/Migration|Wind Walk (At Will)]]_; __4th __ _[[Spells/Nightmare|Nightmare (see Dream Haunting)]]_"
+
+ - name: "Rituals"
+ desc: "_Control Weather_"
+
+ - name: "Dream Haunting"
+ desc: " A target that fails its save against the wendigo's [[Spells/Nightmare|Nightmare]] is exposed to wendigo torment."
+
+ - name: "Howl"
+ desc: "`pf2:3` (auditory,concentrate,fear,incapacitation,mental,primal) **Frequency** Three times per day\n* * *\n\n**Effect** The wendigo unleashes a forlorn howl that can be heard up to 1 mile away. Any creature that hears the howl must succeed at a DC 38 Will check save or be [[Conditions/Frightened|Frightened 1]]. Any creature that critically fails and is within 120 feet of the wendigo is instead [[Conditions/Frightened|Frightened 3]], and is also fleeing for 1d4 rounds (or until it's no longer frightened, whichever comes first).\n\nA creature frightened by a wendigo's howl still naturally recovers from its fright but can't reduce it below frightened 1 in this way until 1 hour has passed or magic is used.\n\nWhether it succeeds or fails its save, a creature is then temporarily immune to that wendigo's Howl for 24 hours."
+
+ - name: "Ride the Wind"
+ desc: "`pf2:r` (air,concentrate,primal) **Trigger** The wendigo casts [[Spells/Migration|Migration]] while it has [[Conditions/Grabbed|Grabbed]] a foe.\n* * *\n\n**Effect** The wendigo attempts to turn the grabbed creature into wind and carry it along as part of the action. If the target succeeds at a DC 38 Will check save, it prevents itself from being transformed; in this case, the wendigo still transforms, automatically releasing the victim.\n\nA creature forced to Ride the Wind along with the wendigo is exposed to wendigo torment. The target can attempt a new Will save each round to return to normal, though it immediately becomes corporeal and begins falling if it succeeds."
+
+ - name: "Wendigo Torment"
+ desc: " (curse,mental,primal) A creature affected by wendigo torment can't recover beyond stage 1 until it has been restored to full HP.\n\n**Saving Throw** DC 38 Will check\n\n**Stage 1** [[Conditions/Stupefied|Stupefied 4]] (1 day)\n\n**Stage 2** As stage 1 (1 day)\n\n**Stage 3** The creature searches for an individual of its own ancestry to kill and devour. It then becomes affected by [[Spells/Migration|Migration]] and sprints into the sky so fast that its feet burn away into jagged stumps. As the creature wind walks into the sky, it is replaced by a new wendigo over 2d6 minutes.\n\n[[Spells/Wish|Wish]], similar magic, or a 9th-rank [[Spells/Resurrect|Resurrect]] ritual can return the victim to life. The new wendigo remains even if the victim is resurrected."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Wendigo
+creatures:
+ - 1: Wendigo
+```
+
+
+
+Wendigos are incarnations of the fears of starvation, loneliness, and fatal exposure to cold weather. They haunt the frozen expanses of the world.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/White Dragon (Adult).md b/content/mechanics/srd/Bestiary/Bestiary 1/White Dragon (Adult).md
new file mode 100755
index 000000000..66ff2e816
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/White Dragon (Adult).md
@@ -0,0 +1,120 @@
+---
+title: "White Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.dJN1ci4P2P5VjbMQ"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/cold
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "White Dragon (Adult)"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "White Dragon (Adult)"
+level: "Creature 10"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[cold]]
+trait_03: [[dragon]]
+trait_04: [[evil]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Arcana: +15, Athletics: +23, Intimidation: +19, Stealth: +18"
+abilityMods: [7, 2, 5, 1, 2, 1]
+speed: 30 feet, climb 30 feet, fly 120 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 29
+armorclass:
+ - name: AC
+ desc: "29; __Fort__ +22, __Ref__ +19, __Will__ +17; +1 status to all saves vs. magic"
+hp: 215
+health:
+ - name: ""
+ - name: HP
+ desc: "215; __Immunities__ cold, paralyzed, sleep; __Weaknesses__ fire 10"
+abilities_top:
+ - name: ""
+
+ - name: "Snow Vision"
+ desc: " Snow doesn't impair a white dragon's vision; it ignores concealment from snowfall."
+
+abilities_mid:
+ - name: ""
+ - name: "Dragon Chill"
+ desc: " (arcane,aura,cold) 5 feet. 2d6 cold damage (DC 27 Reflex check save)"
+
+ - name: "Freezing Blood"
+ desc: "`pf2:r` (arcane,cold) **Trigger** An adjacent creature deals piercing or slashing damage to the dragon.\n* * *\n\n**Effect** The dragon's blood sprays on the creature, dealing 2d6 cold damage. A creature that takes cold damage in this way is [[Conditions/Slowed|Slowed 1]] for 1 round."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 27 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+23 (cold, magical, reach 10 feet)\n__Damage__ 2d10 + 13 piercing 2d6 cold"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+23 (agile, magical)\n__Damage__ 2d8 + 13 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+22 (magical, reach 15 feet)\n__Damage__ 2d6 + 11 bludgeoning"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 27, attack +19; __2nd __ _[[Spells/Mist|Obscuring Mist (At Will)]]_; __1st __ _[[Spells/Gust of Wind|Gust of Wind (At Will)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,cold) The dragon breathes a cloud of frost that deals 11d6 cold damage in a 40-foot cone (DC 29 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order"
+
+ - name: "Draconic Momentum"
+ desc: " When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon"
+
+ - name: "Ground Slam"
+ desc: "`pf2:1` The dragon slams into the ground. It can do this if it's on the ground or Flying within 10 feet of the ground. Each creature on the ground within 10 feet must succeed at a DC 29 Reflex check save or fall [[Conditions/Prone|Prone]] and take 3d6 bludgeoning damage.\n\nThe dragon can then Step."
+
+ - name: "Ice Climb"
+ desc: " A white dragon can climb on ice as though it had the listed climb Speed. It ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice."
+
+ - name: "Shape Ice"
+ desc: "`pf2:2` (arcane,water) The dragon reshapes a cube of ice or snow it touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Reflex check save or DC 15 Acrobatics check check.\n\nOn a failure, the creature falls [[Conditions/Prone|Prone]] atop the ice; on a critical failure, it falls off the ice entirely and is also prone."
+
+```
+
+```encounter-table
+name: White Dragon (Adult)
+creatures:
+ - 1: White Dragon (Adult)
+```
+
+
+
+The most feral and least intelligent of all the chromatic dragons, white dragons are brutish, predatory, and chiefly motivated by self-preservation. Nearly all other dragons look down on white dragons as hopelessly hotheaded and dull, though this does not make them any less dangerous-in fact, it may mean the opposite. It's nearly impossible to treat with white dragons, not because they lack the capacity to do so, but because they just don't care to. They are as difficult to deal with as they are quick to anger, and they become incensed at almost anything. When a white dragon does speak, it spews threats, inane jokes, and incoherent babbling as a prelude to attacking-and when the attack comes, it's bloody and relentless.
+
+Thankfully, white dragons prefer very cold, remote locations that are far from people. Dwelling on glacial mountaintops or in ice caverns beneath forbidding tundra, they treat the lands around them as their own personal hunting grounds. They fly out to feed or terrorize other creatures, especially those who trespass near the dragon's territory, then bring any treasure back to be displayed in icy niches in their lairs. They collect all kinds of valuables, with a slight preference for items with high utility-such as tools, trade goods, and fine food-over coins or jewels. The ability to shape ice lets white dragons rearrange their lairs exactly to their specifications, and they take great pride in how they've decorated their homes over the years.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/White Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/White Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..f96b651b2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/White Dragon (Adult, Spellcaster).md
@@ -0,0 +1,117 @@
+---
+title: "White Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.LnHgG8WqbtDI3ZQj"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/cold
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "White Dragon (Adult, Spellcaster)"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "White Dragon (Adult, Spellcaster)"
+level: "Creature 10"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[cold]]
+trait_03: [[dragon]]
+trait_04: [[evil]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Arcana: +15, Athletics: +23, Intimidation: +19, Stealth: +18"
+abilityMods: [7, 2, 5, 1, 2, 1]
+speed: 30 feet, climb 30 feet, fly 120 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 29
+armorclass:
+ - name: AC
+ desc: "29; __Fort__ +22, __Ref__ +19, __Will__ +17; +1 status to all saves vs. magic"
+hp: 215
+health:
+ - name: ""
+ - name: HP
+ desc: "215; __Immunities__ cold, paralyzed, sleep; __Weaknesses__ fire 10"
+abilities_top:
+ - name: ""
+
+ - name: "Snow Vision"
+ desc: " Snow doesn't impair a white dragon's vision; it ignores concealment from snowfall."
+
+abilities_mid:
+ - name: ""
+ - name: "Dragon Chill"
+ desc: " (arcane,aura,cold) 5 feet. 2d6 cold damage (DC 27 Reflex check save)"
+
+ - name: "Freezing Blood"
+ desc: "`pf2:r` (arcane,cold) **Trigger** An adjacent creature deals piercing or slashing damage to the dragon.\n* * *\n\n**Effect** The dragon's blood sprays on the creature, dealing 2d6 cold damage. A creature that takes cold damage in this way is [[Conditions/Slowed|Slowed 1]] for 1 round."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 27 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+23 (cold, magical, reach 10 feet)\n__Damage__ 2d10 + 13 piercing 2d6 cold"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+23 (agile, magical)\n__Damage__ 2d8 + 13 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+22 (magical, reach 15 feet)\n__Damage__ 2d6 + 11 bludgeoning"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 29, attack +21; __4th __ _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Unfettered Movement|Freedom of Movement]]_; __3rd __ _[[Spells/Earthbind|Earthbind]]_, _[[Spells/Haste|Haste]]_, _[[Spells/Vampiric Feast|Vampiric Touch]]_; __2nd __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Invisibility|Invisibility]]_, _[[Spells/Resist Energy|Resist Energy]]_; __1st __ _[[Spells/Charm|Charm]]_, _[[Spells/Enfeeble|Ray of Enfeeblement]]_, _[[Spells/Sure Strike|True Strike]]_\n__Cantrips__ __(4th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Ray of Frost|Ray of Frost]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 27, attack +19; __2nd __ _[[Spells/Mist|Obscuring Mist (At Will)]]_; __1st __ _[[Spells/Gust of Wind|Gust of Wind (At Will)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,cold) The dragon breathes a cloud of frost that deals 11d6 cold damage in a 40-foot cone (DC 29 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Ground Slam"
+ desc: "`pf2:1` The dragon slams into the ground. It can do this if it's on the ground or Flying within 10 feet of the ground. Each creature on the ground within 10 feet must succeed at a DC 29 Reflex check save or fall [[Conditions/Prone|Prone]] and take 3d6 bludgeoning damage.\n\nThe dragon can then Step."
+
+ - name: "Ice Climb"
+ desc: " A white dragon can climb on ice as though it had the listed climb Speed. It ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice."
+
+ - name: "Shape Ice"
+ desc: "`pf2:2` (arcane,water) The dragon reshapes a cube of ice or snow it touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Reflex check save or DC 15 Acrobatics check check.\n\nOn a failure, the creature falls [[Conditions/Prone|Prone]] atop the ice; on a critical failure, it falls off the ice entirely and is also prone."
+
+```
+
+```encounter-table
+name: White Dragon (Adult, Spellcaster)
+creatures:
+ - 1: White Dragon (Adult, Spellcaster)
+```
+
+
+
+The most feral and least intelligent of all the chromatic dragons, white dragons are brutish, predatory, and chiefly motivated by self-preservation. Nearly all other dragons look down on white dragons as hopelessly hotheaded and dull, though this does not make them any less dangerous-in fact, it may mean the opposite. It's nearly impossible to treat with white dragons, not because they lack the capacity to do so, but because they just don't care to. They are as difficult to deal with as they are quick to anger, and they become incensed at almost anything. When a white dragon does speak, it spews threats, inane jokes, and incoherent babbling as a prelude to attacking-and when the attack comes, it's bloody and relentless.
+
+Thankfully, white dragons prefer very cold, remote locations that are far from people. Dwelling on glacial mountaintops or in ice caverns beneath forbidding tundra, they treat the lands around them as their own personal hunting grounds. They fly out to feed or terrorize other creatures, especially those who trespass near the dragon's territory, then bring any treasure back to be displayed in icy niches in their lairs. They collect all kinds of valuables, with a slight preference for items with high utility-such as tools, trade goods, and fine food-over coins or jewels. The ability to shape ice lets white dragons rearrange their lairs exactly to their specifications, and they take great pride in how they've decorated their homes over the years.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/White Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Bestiary 1/White Dragon (Ancient).md
new file mode 100755
index 000000000..e703da365
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/White Dragon (Ancient).md
@@ -0,0 +1,123 @@
+---
+title: "White Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.85ZbOHCA7uaWyoZP"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/cold
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/15
+statblock: inline
+name: "White Dragon (Ancient)"
+level: 15
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "White Dragon (Ancient)"
+level: "Creature 15"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[chaotic]]
+trait_02: [[cold]]
+trait_03: [[dragon]]
+trait_04: [[evil]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +24, Arcana: +23, Athletics: +31, Intimidation: +28, Stealth: +26"
+abilityMods: [8, 3, 7, 2, 3, 3]
+speed: 40 feet, climb 40 feet, fly 160 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +30, __Ref__ +26, __Will__ +24; +1 status to all saves vs. magic"
+hp: 330
+health:
+ - name: ""
+ - name: HP
+ desc: "330; __Immunities__ cold, paralyzed, sleep; __Weaknesses__ fire 15"
+abilities_top:
+ - name: ""
+
+ - name: "Snow Vision"
+ desc: " Snow doesn't impair a white dragon's vision; it ignores concealment from snowfall."
+
+abilities_mid:
+ - name: ""
+ - name: "Blizzard"
+ desc: " (arcane,aura,cold) 50 feet. After the dragon uses its Breath Weapon, a fierce blizzard of blinding snow surrounds its body for 1 round. Everything in the aura is difficult terrain for other creatures that are on the ground, climbing, or flying. The blowing snow also makes all creatures in the area [[Conditions/Concealed|Concealed]]. While the blizzard rages, the dragon's dragon chill extends to the full area of the blizzard.\n\n[[Bestiary Effects/Effect_ Draconic Breath Weapon Aura|Effect: Draconic Breath Weapon Aura]]"
+
+ - name: "Dragon Chill"
+ desc: " (arcane,aura,cold) 10 feet. 3d6 cold damage (DC 34 Reflex check save)"
+
+ - name: "Freezing Blood"
+ desc: "`pf2:r` (arcane,cold) **Trigger** An adjacent creature deals piercing or slashing damage to the dragon.\n* * *\n\n**Effect** The dragon's blood sprays on the creature, dealing 3d6 cold damage. A creature that takes cold damage in this way is [[Conditions/Slowed|Slowed 1]] for 1 round."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 34 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+31 (cold, magical, reach 15 feet)\n__Damage__ 3d12 + 16 piercing 3d6 cold"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+31 (agile, magical, reach 10 feet)\n__Damage__ 3d10 + 16 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+29 (magical, reach 20 feet)\n__Damage__ 2d10 + 14 bludgeoning"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 36, attack +28; __6th __ _[[Spells/Wall of Ice|Wall of Ice (At Will)]]_; __2nd __ _[[Spells/Mist|Obscuring Mist (At Will)]]_; __1st __ _[[Spells/Gust of Wind|Gust of Wind (At Will)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,cold) The dragon breathes a cloud of frost that deals 16d6 cold damage in a 50-foot cone (DC 36 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order"
+
+ - name: "Draconic Momentum"
+ desc: " When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon"
+
+ - name: "Ground Slam"
+ desc: "`pf2:1` The dragon slams into the ground. It can do this if it's on the ground or Flying within 10 feet of the ground. Each creature on the ground within 10 feet must succeed at a DC 37 Reflex check save or fall [[Conditions/Prone|Prone]] and take 5d6 bludgeoning damage.\n\nThe dragon can then Step."
+
+ - name: "Ice Climb"
+ desc: " A white dragon can climb on ice as though it had the listed climb Speed. It ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice."
+
+ - name: "Shape Ice"
+ desc: "`pf2:2` (arcane,water) The dragon reshapes a cube of ice or snow it touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Reflex check save or DC 15 Acrobatics check check.\n\nOn a failure, the creature falls [[Conditions/Prone|Prone]] atop the ice; on a critical failure, it falls off the ice entirely and is also prone."
+
+```
+
+```encounter-table
+name: White Dragon (Ancient)
+creatures:
+ - 1: White Dragon (Ancient)
+```
+
+
+
+The most feral and least intelligent of all the chromatic dragons, white dragons are brutish, predatory, and chiefly motivated by self-preservation. Nearly all other dragons look down on white dragons as hopelessly hotheaded and dull, though this does not make them any less dangerous-in fact, it may mean the opposite. It's nearly impossible to treat with white dragons, not because they lack the capacity to do so, but because they just don't care to. They are as difficult to deal with as they are quick to anger, and they become incensed at almost anything. When a white dragon does speak, it spews threats, inane jokes, and incoherent babbling as a prelude to attacking-and when the attack comes, it's bloody and relentless.
+
+Thankfully, white dragons prefer very cold, remote locations that are far from people. Dwelling on glacial mountaintops or in ice caverns beneath forbidding tundra, they treat the lands around them as their own personal hunting grounds. They fly out to feed or terrorize other creatures, especially those who trespass near the dragon's territory, then bring any treasure back to be displayed in icy niches in their lairs. They collect all kinds of valuables, with a slight preference for items with high utility-such as tools, trade goods, and fine food-over coins or jewels. The ability to shape ice lets white dragons rearrange their lairs exactly to their specifications, and they take great pride in how they've decorated their homes over the years.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/White Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/White Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..b66e2899b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/White Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,120 @@
+---
+title: "White Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.LbCVcHSkU4okZaOI"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/cold
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/15
+statblock: inline
+name: "White Dragon (Ancient, Spellcaster)"
+level: 15
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "White Dragon (Ancient, Spellcaster)"
+level: "Creature 15"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[chaotic]]
+trait_02: [[cold]]
+trait_03: [[dragon]]
+trait_04: [[evil]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +24, Arcana: +23, Athletics: +31, Intimidation: +28, Stealth: +26"
+abilityMods: [8, 3, 7, 2, 3, 3]
+speed: 40 feet, climb 40 feet, fly 160 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +30, __Ref__ +26, __Will__ +24; +1 status to all saves vs. magic"
+hp: 330
+health:
+ - name: ""
+ - name: HP
+ desc: "330; __Immunities__ cold, paralyzed, sleep; __Weaknesses__ fire 15"
+abilities_top:
+ - name: ""
+
+ - name: "Snow Vision"
+ desc: " Snow doesn't impair a white dragon's vision; it ignores concealment from snowfall."
+
+abilities_mid:
+ - name: ""
+ - name: "Blizzard"
+ desc: " (arcane,aura,cold) 50 feet. After the dragon uses its Breath Weapon, a fierce blizzard of blinding snow surrounds its body for 1 round. Everything in the aura is difficult terrain for other creatures that are on the ground, climbing, or flying. The blowing snow also makes all creatures in the area [[Conditions/Concealed|Concealed]]. While the blizzard rages, the dragon's dragon chill extends to the full area of the blizzard.\n\n[[Bestiary Effects/Effect_ Draconic Breath Weapon Aura|Effect: Draconic Breath Weapon Aura]]"
+
+ - name: "Dragon Chill"
+ desc: " (arcane,aura,cold) 10 feet. 3d6 cold damage (DC 34 Reflex check save)"
+
+ - name: "Freezing Blood"
+ desc: "`pf2:r` (arcane,cold) **Trigger** An adjacent creature deals piercing or slashing damage to the dragon.\n* * *\n\n**Effect** The dragon's blood sprays on the creature, dealing 3d6 cold damage. A creature that takes cold damage in this way is [[Conditions/Slowed|Slowed 1]] for 1 round."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 34 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+31 (cold, magical, reach 15 feet)\n__Damage__ 3d12 + 16 piercing 3d6 cold"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+31 (agile, magical, reach 10 feet)\n__Damage__ 3d10 + 16 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+29 (magical, reach 20 feet)\n__Damage__ 2d10 + 14 bludgeoning"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 36, attack +28; __6th __ _[[Spells/Cursed Metamorphosis|Baleful Polymorph]]_, _[[Spells/Dominate|Dominate]]_, _[[Spells/Truesight|True Seeing]]_; __5th __ _[[Spells/Chromatic Wall|Chromatic Wall]]_, _[[Spells/Magic Passage|Passwall]]_, _[[Spells/Truespeech|Tongues]]_; __4th __ _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Unfettered Movement|Freedom of Movement]]_; __3rd __ _[[Spells/Earthbind|Earthbind]]_, _[[Spells/Haste|Haste]]_, _[[Spells/Paralyze|Paralyze]]_, _[[Spells/Vampiric Feast|Vampiric Touch]]_; __2nd __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Invisibility|Invisibility]]_, _[[Spells/Resist Energy|Resist Energy]]_; __1st __ _[[Spells/Charm|Charm]]_, _[[Spells/Enfeeble|Ray of Enfeeblement]]_, _[[Spells/Sure Strike|True Strike]]_\n__Cantrips__ __(7th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Ray of Frost|Ray of Frost]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 36, attack +28; __6th __ _[[Spells/Wall of Ice|Wall of Ice (At Will)]]_; __2nd __ _[[Spells/Mist|Obscuring Mist (At Will)]]_; __1st __ _[[Spells/Gust of Wind|Gust of Wind (At Will)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,cold) The dragon breathes a cloud of frost that deals 16d6 cold damage in a 50-foot cone (DC 36 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Ground Slam"
+ desc: "`pf2:1` The dragon slams into the ground. It can do this if it's on the ground or Flying within 10 feet of the ground. Each creature on the ground within 10 feet must succeed at a DC 37 Reflex check save or fall [[Conditions/Prone|Prone]] and take 5d6 bludgeoning damage.\n\nThe dragon can then Step."
+
+ - name: "Ice Climb"
+ desc: " A white dragon can climb on ice as though it had the listed climb Speed. It ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice."
+
+ - name: "Shape Ice"
+ desc: "`pf2:2` (arcane,water) The dragon reshapes a cube of ice or snow it touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Reflex check save or DC 15 Acrobatics check check.\n\nOn a failure, the creature falls [[Conditions/Prone|Prone]] atop the ice; on a critical failure, it falls off the ice entirely and is also prone."
+
+```
+
+```encounter-table
+name: White Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: White Dragon (Ancient, Spellcaster)
+```
+
+
+
+The most feral and least intelligent of all the chromatic dragons, white dragons are brutish, predatory, and chiefly motivated by self-preservation. Nearly all other dragons look down on white dragons as hopelessly hotheaded and dull, though this does not make them any less dangerous-in fact, it may mean the opposite. It's nearly impossible to treat with white dragons, not because they lack the capacity to do so, but because they just don't care to. They are as difficult to deal with as they are quick to anger, and they become incensed at almost anything. When a white dragon does speak, it spews threats, inane jokes, and incoherent babbling as a prelude to attacking-and when the attack comes, it's bloody and relentless.
+
+Thankfully, white dragons prefer very cold, remote locations that are far from people. Dwelling on glacial mountaintops or in ice caverns beneath forbidding tundra, they treat the lands around them as their own personal hunting grounds. They fly out to feed or terrorize other creatures, especially those who trespass near the dragon's territory, then bring any treasure back to be displayed in icy niches in their lairs. They collect all kinds of valuables, with a slight preference for items with high utility-such as tools, trade goods, and fine food-over coins or jewels. The ability to shape ice lets white dragons rearrange their lairs exactly to their specifications, and they take great pride in how they've decorated their homes over the years.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/White Dragon (Young).md b/content/mechanics/srd/Bestiary/Bestiary 1/White Dragon (Young).md
new file mode 100755
index 000000000..0031a3a15
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/White Dragon (Young).md
@@ -0,0 +1,114 @@
+---
+title: "White Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gftb7QpaFvkYdsrM"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/cold
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "White Dragon (Young)"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "White Dragon (Young)"
+level: "Creature 6"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[cold]]
+trait_03: [[dragon]]
+trait_04: [[evil]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Arcana: +7, Athletics: +16, Intimidation: +12, Stealth: +14"
+abilityMods: [6, 2, 4, -1, 1, 0]
+speed: 30 feet, climb 30 feet, fly 80 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +16, __Ref__ +14, __Will__ +11"
+hp: 115
+health:
+ - name: ""
+ - name: HP
+ desc: "115; __Immunities__ cold, paralyzed, sleep; __Weaknesses__ fire 5"
+abilities_top:
+ - name: ""
+
+ - name: "Snow Vision"
+ desc: " Snow doesn't impair a white dragon's vision; it ignores concealment from snowfall."
+
+abilities_mid:
+ - name: ""
+ - name: "Freezing Blood"
+ desc: "`pf2:r` (arcane,cold) **Trigger** An adjacent creature deals piercing or slashing damage to the dragon.\n* * *\n\n**Effect** The dragon's blood sprays on the creature, dealing 1d6 cold damage. A creature that takes cold damage in this way is [[Conditions/Slowed|Slowed 1]] for 1 round."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 20 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+17 (cold, reach 10 feet)\n__Damage__ 2d8 + 9 piercing 1d6 cold"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+17 (agile)\n__Damage__ 2d6 + 9 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+15 (reach 15 feet)\n__Damage__ 1d8 + 8 bludgeoning"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,cold) The dragon breathes a cloud of frost that deals 7d6 cold damage in a 30-foot cone (DC 24 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon."
+
+ - name: "Ground Slam"
+ desc: "`pf2:1` The dragon slams into the ground. It can do this if it's on the ground or Flying within 10 feet of the ground. Each creature on the ground within 10 feet must succeed at a DC 24 Reflex check save or fall [[Conditions/Prone|Prone]] and take 2d6 bludgeoning damage.\n\nThe dragon can then Step."
+
+ - name: "Ice Climb"
+ desc: " A white dragon can climb on ice as though it had the listed climb Speed. It ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice."
+
+ - name: "Shape Ice"
+ desc: "`pf2:2` (arcane,water) The dragon reshapes a cube of ice or snow it touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Reflex check save or DC 15 Acrobatics check check.\n\nOn a failure, the creature falls [[Conditions/Prone|Prone]] atop the ice; on a critical failure, it falls off the ice entirely and is also prone."
+
+```
+
+```encounter-table
+name: White Dragon (Young)
+creatures:
+ - 1: White Dragon (Young)
+```
+
+
+
+The most feral and least intelligent of all the chromatic dragons, white dragons are brutish, predatory, and chiefly motivated by self-preservation. Nearly all other dragons look down on white dragons as hopelessly hotheaded and dull, though this does not make them any less dangerous-in fact, it may mean the opposite. It's nearly impossible to treat with white dragons, not because they lack the capacity to do so, but because they just don't care to. They are as difficult to deal with as they are quick to anger, and they become incensed at almost anything. When a white dragon does speak, it spews threats, inane jokes, and incoherent babbling as a prelude to attacking-and when the attack comes, it's bloody and relentless.
+
+Thankfully, white dragons prefer very cold, remote locations that are far from people. Dwelling on glacial mountaintops or in ice caverns beneath forbidding tundra, they treat the lands around them as their own personal hunting grounds. They fly out to feed or terrorize other creatures, especially those who trespass near the dragon's territory, then bring any treasure back to be displayed in icy niches in their lairs. They collect all kinds of valuables, with a slight preference for items with high utility-such as tools, trade goods, and fine food-over coins or jewels. The ability to shape ice lets white dragons rearrange their lairs exactly to their specifications, and they take great pride in how they've decorated their homes over the years.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/White Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 1/White Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..74e4396a4
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/White Dragon (Young, Spellcaster).md
@@ -0,0 +1,111 @@
+---
+title: "White Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.6cZBIgRZc2oE4v84"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/cold
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "White Dragon (Young, Spellcaster)"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "White Dragon (Young, Spellcaster)"
+level: "Creature 6"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[cold]]
+trait_03: [[dragon]]
+trait_04: [[evil]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Arcana: +7, Athletics: +16, Intimidation: +12, Stealth: +14"
+abilityMods: [6, 2, 4, -1, 1, 0]
+speed: 30 feet, climb 30 feet, fly 80 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +16, __Ref__ +14, __Will__ +11"
+hp: 115
+health:
+ - name: ""
+ - name: HP
+ desc: "115; __Immunities__ cold, paralyzed, sleep; __Weaknesses__ fire 5"
+abilities_top:
+ - name: ""
+
+ - name: "Snow Vision"
+ desc: " Snow doesn't impair a white dragon's vision; it ignores concealment from snowfall."
+
+abilities_mid:
+ - name: ""
+ - name: "Freezing Blood"
+ desc: "`pf2:r` (arcane,cold) **Trigger** An adjacent creature deals piercing or slashing damage to the dragon.\n* * *\n\n**Effect** The dragon's blood sprays on the creature, dealing 1d6 cold damage. A creature that takes cold damage in this way is [[Conditions/Slowed|Slowed 1]] for 1 round."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 20 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+17 (cold, reach 10 feet)\n__Damage__ 2d8 + 9 piercing 1d6 cold"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+17 (agile)\n__Damage__ 2d6 + 9 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+15 (reach 15 feet)\n__Damage__ 1d8 + 8 bludgeoning"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 24, attack +16; __2nd __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Invisibility|Invisibility]]_, _[[Spells/Resist Energy|Resist Energy]]_; __1st __ _[[Spells/Enfeeble|Ray of Enfeeblement]]_, _[[Spells/Sure Strike|True Strike]]_\n__Cantrips__ __(2nd)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Ray of Frost|Ray of Frost]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,cold) The dragon breathes a cloud of frost that deals 7d6 cold damage in a 30-foot cone (DC 24 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Ground Slam"
+ desc: "`pf2:1` The dragon slams into the ground. It can do this if it's on the ground or Flying within 10 feet of the ground. Each creature on the ground within 10 feet must succeed at a DC 24 Reflex check save or fall [[Conditions/Prone|Prone]] and take 2d6 bludgeoning damage.\n\nThe dragon can then Step."
+
+ - name: "Ice Climb"
+ desc: " A white dragon can climb on ice as though it had the listed climb Speed. It ignores difficult terrain and greater difficult terrain from ice and snow and doesn't risk falling when crossing ice."
+
+ - name: "Shape Ice"
+ desc: "`pf2:2` (arcane,water) The dragon reshapes a cube of ice or snow it touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Reflex check save or DC 15 Acrobatics check check.\n\nOn a failure, the creature falls [[Conditions/Prone|Prone]] atop the ice; on a critical failure, it falls off the ice entirely and is also prone."
+
+```
+
+```encounter-table
+name: White Dragon (Young, Spellcaster)
+creatures:
+ - 1: White Dragon (Young, Spellcaster)
+```
+
+
+
+The most feral and least intelligent of all the chromatic dragons, white dragons are brutish, predatory, and chiefly motivated by self-preservation. Nearly all other dragons look down on white dragons as hopelessly hotheaded and dull, though this does not make them any less dangerous-in fact, it may mean the opposite. It's nearly impossible to treat with white dragons, not because they lack the capacity to do so, but because they just don't care to. They are as difficult to deal with as they are quick to anger, and they become incensed at almost anything. When a white dragon does speak, it spews threats, inane jokes, and incoherent babbling as a prelude to attacking-and when the attack comes, it's bloody and relentless.
+
+Thankfully, white dragons prefer very cold, remote locations that are far from people. Dwelling on glacial mountaintops or in ice caverns beneath forbidding tundra, they treat the lands around them as their own personal hunting grounds. They fly out to feed or terrorize other creatures, especially those who trespass near the dragon's territory, then bring any treasure back to be displayed in icy niches in their lairs. They collect all kinds of valuables, with a slight preference for items with high utility-such as tools, trade goods, and fine food-over coins or jewels. The ability to shape ice lets white dragons rearrange their lairs exactly to their specifications, and they take great pride in how they've decorated their homes over the years.
+
+* * *
+
+While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Xorn.md b/content/mechanics/srd/Bestiary/Bestiary 1/Xorn.md
new file mode 100755
index 000000000..10801ea3d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Xorn.md
@@ -0,0 +1,90 @@
+---
+title: "Xorn"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Ld37awa7UcU3pM8U"
+tags:
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Xorn"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Xorn"
+level: "Creature 7"
+
+alignment: ""
+size: "Medium"
+trait_01: [[earth]]
+trait_02: [[elemental]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision, Tremorsense (Imprecise) 60 Feet"
+languages: "Common, Petran"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +17, Stealth: +11, Survival: +15, Geology Lore: +15"
+abilityMods: [6, 0, 5, 0, 2, 0]
+speed: 20 feet, burrow 20 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25 all-around vision; __Fort__ +18, __Ref__ +11, __Will__ +13"
+hp: 115
+health:
+ - name: ""
+ - name: HP
+ desc: "115; __Immunities__ bleed, paralyzed, poison, sleep; __Weaknesses__ bludgeoning 5; __Resistances__ cold 5, electricity 5, fire 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaw"
+ desc: "+18 (deadly d10)\n__Damage__ 2d10 + 8 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+18 (agile)\n__Damage__ 2d6 + 8 slashing"
+
+ - name: "Claw Frenzy"
+ desc: "`pf2:2` The xorn makes three claw Strikes; no more than two can be against the same target. These attacks count toward the xorn's multiple attack penalty, but the penalty doesn't increase until after all the attacks have been made."
+
+ - name: "Earth Glide"
+ desc: " The xorn can Burrow through any earthen matter, including rock. When it does so, the xorn moves at its full burrow Speed, leaving no tunnels or signs of its passing."
+
+```
+
+```encounter-table
+name: Xorn
+creatures:
+ - 1: Xorn
+```
+
+
+
+These squat, rotund elementals have three legs, three arms, three eyes, and one massive maw, which they fill with the gems and metals they find so delicious.
+
+* * *
+
+Earth elementals make excellent bodyguards for adventuresome spelunkers and are ideal protectors of important subterranean locations such as vaults and treasuries.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 1/Zaramuun.md b/content/mechanics/srd/Bestiary/Bestiary 1/Zaramuun.md
new file mode 100755
index 000000000..1f3e7a564
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 1/Zaramuun.md
@@ -0,0 +1,105 @@
+---
+title: "Zaramuun"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.kghO1FwqzArtFxjN"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/16
+statblock: inline
+name: "Zaramuun"
+level: 16
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary"
+name: "Zaramuun"
+level: "Creature 16"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[earth]]
+trait_03: [[elemental]]
+trait_04: [[evil]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Tremorsense (Imprecise) 60 Feet"
+languages: "Chthonian, Petran"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +31, Religion: +26, Stealth: +27"
+abilityMods: [9, 5, 6, 0, 5, -1]
+speed: 35 feet, burrow 35 feet
+sourcebook: "_Pathfinder Bestiary_"
+ac: 39
+armorclass:
+ - name: AC
+ desc: "39; __Fort__ +34, __Ref__ +30, __Will__ +25"
+hp: 291
+health:
+ - name: ""
+ - name: HP
+ desc: "291; __Immunities__ paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+33 ()\n__Damage__ 4d12 + 13 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Rock Or Metal Debris"
+ desc: "+29 (range increment 120 feet)\n__Damage__ 4d8 + 13 bludgeoning"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 37, attack +31; __6th __ _[[Spells/Disintegrate|Disintegrate]]_, _[[Spells/Spirit Blast|Spirit Blast]]_; __4th __ _[[Spells/Suggestion|Suggestion (At Will)]]_\n__Constant__ __(8th)__ _[[Spells/Planar Tether|Dimensional Anchor (At Will)]]_"
+
+ - name: "Rituals"
+ desc: "_Planar Ally_"
+
+ - name: "Dune"
+ desc: "`pf2:1` (concentrate) Until the next time it acts, the zaramuun appears to be a sand dune. It has an automatic result of 47 (50 in sandy terrain) on Deception and Stealth checks and DCs to pass as a sand dune. Any creature that walks onto the zaramuun moves into its body and is Engulfed."
+
+ - name: "[[Bestiary Ability Glossary/Engulf|Engulf]]"
+ desc: "`pf2:2` DC 35 Reflex check, 4d12 bludgeoning damage and [[Spells/Planar Tether|Planar Tether]], Escape DC 32, Rupture 28\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.\n\nA creature that fails its save is pulled into the monster's body. It is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by [[Actions/Escape|Escaping]] against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion."
+
+ - name: "Raking Sand"
+ desc: "`pf2:1` **Requirements** The zaramuun hit with a melee Strike with its last action, or it has a creature Engulfed.\n* * *\n\n**Effect** The zaramuun attempts to [[Actions/Disarm|Disarm]] one primarily metal or stone object from the Struck or Engulfed creature and casts its innate [[Spells/Planar Tether|Planar Tether]] on the target creature."
+
+ - name: "Sand Glide"
+ desc: " The zaramuun can [[Actions/Burrow|Burrow]] through sand and dirt (but not stone) at its full burrow Speed, leaving no tunnel or sign of its passing. Any Engulfed creatures are left behind when it Burrows. Loose sand and scree are not difficult terrain for a zaramuun."
+
+ - name: "Sandblast"
+ desc: "`pf2:2` (earth) The zaramuun sprays a blast of sand that deals 11d10 slashing damage to all creatures in a 60-foot line (DC 38 Reflex check).\n\nIt can't Sandblast again for 1d4 rounds.\n* * *\n\n**Critical Success** No effect.\n\n**Success** Half damage.\n\n**Failure** Full damage.\n\n**Critical Failure** Full damage and [[Conditions/Blinded|Blinded]] for 1 round."
+
+```
+
+```encounter-table
+name: Zaramuun
+creatures:
+ - 1: Zaramuun
+```
+
+
+
+Zaramuuns are beings of elemental sand that hide in deserts and wastelands. They disguise themselves as massive dunes before rising up to attack living creatures. The most infamous zaramuuns kill any living creatures they find, but others simply rob their victims of all metal and stone possessions before fleeing. Although zaramuuns insist they are only reclaiming what was taken from their ancestral earth, this is simple self-delusion; most zaramuuns use their stolen goods as payment and material components to conjure fiends, for Zaramuuns were exiled from the Plane of Earth after worshipping fiends who promised to give them power over other elementals. This worship gradually transformed into servitude, and now many zaramuuns believe that if they send enough souls to their masters, they will be set free.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Ahuizotl.md b/content/mechanics/srd/Bestiary/Bestiary 2/Ahuizotl.md
new file mode 100755
index 000000000..ebd5168d1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Ahuizotl.md
@@ -0,0 +1,90 @@
+---
+title: "Ahuizotl"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.tS5Qx76eE1j6OCuv"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Ahuizotl"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Ahuizotl"
+level: "Creature 6"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[amphibious]]
+trait_02: [[beast]]
+trait_03: [[evil]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision"
+languages: "Aklo, Common"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +15, Deception: +15, Stealth: +15"
+abilityMods: [5, 3, 5, -1, 3, 3]
+speed: 25 feet, swim 35 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +17, __Ref__ +13, __Will__ +13"
+hp: 105
+health:
+ - name: ""
+ - name: HP
+ desc: "105"
+abilities_top:
+ - name: ""
+
+ - name: "Voice Imitation"
+ desc: " An ahuizotl can mimic the sounds of a person in distress by attempting a Deception check to [[Actions/Lie|Lie]]. The ahuizotl has a +4 circumstance bonus to this check."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+17 ()\n__Damage__ 2d8 + 8 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+17 (agile)\n__Damage__ 2d6 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Tail Claw"
+ desc: "+17 (agile, reach 10 feet)\n__Damage__ 2d4 + 8 slashing plus improved-grab"
+
+ - name: "Tail Drag"
+ desc: "`pf2:1` **Requirements** The ahuizotl has a Medium or smaller creature grabbed with its tail claw\n* * *\n\n**Effect** The ahuizotl attempts an Athletics check check against the creature's Fortitude DC.\n* * *\n\n**Critical Success** If the creature is 10 feet away from the ahuizotl, it is dragged into a square adjacent to the ahuizotl. The ahuizotl can make a jaws Strike against the creature.\n\n**Success** If the creature is 10 feet away from the ahuizotl, it is dragged into a square adjacent to the ahuizotl.\n\n**Failure** The creature is not dragged.\n\n**Critical Failure** The creature is not dragged and the ahuizotl no longer has the creature grabbed."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Ahuizotl
+creatures:
+ - 1: Ahuizotl
+```
+
+
+
+The ahuizotl is a vicious, semi-aquatic predator that resembles a hideous cross between a badger and an otter, with disturbingly web-fingered paws supplemented by a fifth hand at the end of a long, serpentine tail. A clever and stealthy hunter, the ahuizotl lures unwary prey to their doom by mimicking the cries of people in distress. The ahuizotl's macabre habit of feeding on a victim's eyes, fingernails, and teeth leaves the corpses of its kills uniquely mutilated. Some say the creatures consider these body parts delicacies, while others insist ahuizotls collect them as tribute to a powerful but unknown entity. The fact that an ahuizotl does not eat the actual flesh of its victims, instead depositing their savaged and waterlogged corpses in locations where the remains are sure to be found by friends or family, points to a third and perhaps more likely possibility-the ahuizotl simply enjoys using its violent dietary quirks to spread fear and despair.
+
+An ahuizotl walks on all fours, but its hands are capable of manipulating simple tools and other objects. Ahuizotls have roughly mustelid features and an extra membrane covering their eyes, giving their eyes a dull color suggestive of cataracts and somewhat blunting the creature's vision. Yet despite their bestial appearance, ahuizotls are nearly as intelligent as the average human, and wiser than most. Although they don't form societies of their own, they have been known to ally with violent cults or conclaves of monsters, and even to found small shrines and temples to sinister deities. The cult of Charon, the horseman of Death, is particularly popular among certain ahuizotls, who look forward to an afterlife spent wallowing in the waters of the River Styx.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Akata.md b/content/mechanics/srd/Bestiary/Bestiary 2/Akata.md
new file mode 100755
index 000000000..727837156
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Akata.md
@@ -0,0 +1,86 @@
+---
+title: "Akata"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.OuuhdgbkHZIdmuMr"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Akata"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Akata"
+level: "Creature 1"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +7, Stealth: +7"
+abilityMods: [4, 2, 4, -4, 3, 0]
+speed: 30 feet, climb 15 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +9, __Ref__ +5, __Will__ +6"
+hp: 15
+health:
+ - name: ""
+ - name: HP
+ desc: "15; __Immunities__ disease, auditory, inhaled; __Weaknesses__ salt water 5; __Resistances__ fire 5, poison 5"
+abilities_top:
+ - name: ""
+
+ - name: "Hibernation"
+ desc: " After 3 or more days without eating, an akata can secrete resin that encases it in a noqual cocoon. The cocoon has Hardness 9, 40 HP, and a Broken Threshold of 18. It has resistance 5 to damage from magical sources. As long as the cocoon remains intact, the akata can't be harmed, and it doesn't need to eat or drink.\n\nWhile inside the cocoon, the akata gains [[Bestiary Ability Glossary/Lifesense|Lifesense]] 30 feet.\n\nThe akata remains in a state of hibernation until it is exposed to extreme heat or senses a living creature, at which point it can burst free of its cocoon in 1d4 minutes."
+
+ - name: "No Hearing"
+ desc: " (auditory) An akata has no auditory senses. It is immune to auditory effects, automatically critically fails Perception checks that require it to hear, and takes a -2 status penalty to Perception checks (but not initiative rolls) that involve sound but also rely on other senses."
+
+abilities_mid:
+ - name: ""
+ - name: "No Breath"
+ desc: " (inhaled) An akata doesn't breathe and is immune to effects that require breathing (such as an inhaled poison)."
+
+ - name: "Salt Water Vulnerability"
+ desc: " Salt water acts as an extremely strong acid to an akata. Full immersion in salt water deals 4d6 acid damage per round."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+9 (agile)\n__Damage__ 1d6 + 4 piercing plus void-death"
+
+ - name: "Void Death"
+ desc: " (disease) An akata implants its parasitic larval young into any creature it bites, but only Medium or Small humanoids make suitable hosts; all other creatures are immune to this disease\n\n**Saving Throw** DC 17 Fortitude check\n\n**Stage 1** carrier with no ill effect 1 (1 day)\n\n**Stage 2** [[Conditions/Drained|Drained 1]] (1 day)\n\n**Stage 3** as stage 2 (1 day)\n\n**Stage 4** drained 2 and [[Conditions/Fatigued|Fatigued]] (1 day)\n\n**Stage 5** as stage 4 (1 day)\n\n**Stage 6** dead and corpse rises as a void zombie in 2d4 hours"
+
+```
+
+```encounter-table
+name: Akata
+creatures:
+ - 1: Akata
+```
+
+
+
+An akata is a hairless, blue-skinned quadruped with fearsome jaws, glowing eyes, a pair of thin tails, and a mane of writhing tentacles. It is a strangely silent beast, as it lacks the lungs and vocal chords necessary to vocalize. It also lacks ears, but it has heightened visual and olfactory senses.
+
+When food is scarce, an akata secretes a resin from its pores that forms into a sturdy cocoon of pale green crystal-the skymetal noqual. An akata can hibernate in this cocoon without needing to eat or drink for centuries, though it retains a rudimentary sense of its surroundings and can break out in only a few minutes' time. These cocoons allow the creatures to travel through the void of space, seeking new worlds where they can infect suitable humanoid hosts with their larval young. Once a victim succumbs to this infection, the offspring fight among themselves until one proves the strongest. The surviving akata then animates the corpse-now a void zombie-which shambles about of its own accord.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Akizendri.md b/content/mechanics/srd/Bestiary/Bestiary 2/Akizendri.md
new file mode 100755
index 000000000..ab9468136
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Akizendri.md
@@ -0,0 +1,111 @@
+---
+title: "Akizendri"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.wLHp3j0KkgpRmrlk"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/monitor
+ - pf2e/creature/type/protean
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Akizendri"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Akizendri"
+level: "Creature 3"
+
+alignment: ""
+size: "Small"
+trait_01: [[chaotic]]
+trait_02: [[monitor]]
+trait_03: [[protean]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Chthonian, Empyrean, Protean; telepathy (touch)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Deception: +10, Occultism: +11, Society: +10, Stealth: +9, Thievery: +9"
+abilityMods: [3, 4, 1, 4, 3, 1]
+speed: 25 feet, fly 25 feet, swim 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +6, __Ref__ +11, __Will__ +10"
+hp: 42
+health:
+ - name: ""
+ - name: HP
+ desc: "42, fast healing 1; __Resistances__ precision 3, protean anatomy 6"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy (Touch)]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Entropy Sense (Imprecise) 30 feet"
+ desc: " (divine,prediction) An akizendri can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the akizendri the ability to sense creatures within the listed range. A creature under the effects of [[Spells/Veil of Privacy|Veil of Privacy]] or that is otherwise shielded from divinations and predictions cannot be noticed via entropy sense."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 1]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+ - name: "Protean Anatomy 6"
+ desc: " (divine,polymorph) An akizendri's vital organs shift and change shape and position constantly. Immediately after the akizendri takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first.\n\nThe akizendri is immune to polymorph effects unless it is a willing target. If [[Conditions/Blinded|Blinded]] or [[Conditions/Deafened|Deafened]], the akizendri automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+12 (finesse, magical)\n__Damage__ 2d8 + 3 piercing plus garbled-thoughts 1d4 spirit plus garbled-thoughts"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+12 (finesse, magical)\n__Damage__ 2d6 + 3 bludgeoning plus grab 1d4 spirit plus grab"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 20, attack +12; __3rd __ _[[Spells/Rune Trap|Glyph of Warding]]_, _[[Spells/Secret Page|Secret Page]]_; __1st __ _[[Spells/Detect Alignment|Detect Alignment (At will) (Lawful only)]]_\n__Cantrips__ __(2nd)__ _[[Spells/Acid Splash|Acid Splash]]_, _[[Spells/Daze|Daze]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Sigil|Sigil]]_\n__Constant__ __(4th)__ _[[Spells/Unfettered Movement|Freedom of Movement]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) The akizendri takes on the appearance of any Small or smaller creature. This doesn't change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d8+3 bludgeoning damage, DC 20 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Garbled Thoughts"
+ desc: " (divine,emotion,mental) A creature hit by the akizendri's bite Strike must attempt a DC 20 Will check save.\n\n**Success** The creature is unaffected.\n\n**Failure** The creature is [[Conditions/Stupefied|Stupefied 1]] for 1d4 rounds.\n\n**Critical Failure** As failure, but the creature is also [[Conditions/Confused|Confused]] for 1 round."
+
+ - name: "Text Immersion"
+ desc: " (divine) When the akizendri casts [[Spells/Secret Page|Secret Page]], it can physically immerse itself in the text, changing the message of the text in the process. It can exit the book at any point by Dismissing _secret page_, at which point it appears in a space adjacent to the text. If it does so to begin combat, it rolls a Deception check for initiative. As long as it remains immersed in the text, the akizendri has no body. It can communicate telepathically with a creature as long as the creature touches the book or scroll that contains the secret page. It can sense nearby creatures using its entropy sense, but not in any other way, nor can it use any attack, manipulate, or move actions or speak aloud. If the object it is immersed in is destroyed, the akizendri reappears in an adjacent square and is [[Conditions/Stunned|Stunned 1]]."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Akizendri
+creatures:
+ - 1: Akizendri
+```
+
+
+
+Akizendris gnaw at sources of knowledge and lore, gleefully corrupting and altering them to vex scholars and sages across the planes with contradictions and untruths. These proteans appear as cackling, serpentine creatures with elongated crocodilian faces, luminous eyes, and arms that vanish at the elbows into swirling clouds of runes before reforming into solid talons.
+
+Akizendris amuse themselves by rearranging or deleting texts, placing insulting acrostics in poetic verses, and penning crude insults upon title pages. Libraries in such places as Heaven, Axis, and Hell are especially keen to avoid such contamination, knowing that their records are choice targets for every akizendri in existence.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Amoeba Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 2/Amoeba Swarm.md
new file mode 100755
index 000000000..478657c69
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Amoeba Swarm.md
@@ -0,0 +1,81 @@
+---
+title: "Amoeba Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.02K2rylL1JgVyI3g"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/ooze
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Amoeba Swarm"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Amoeba Swarm"
+level: "Creature 1"
+
+alignment: ""
+size: "Large"
+trait_01: [[amphibious]]
+trait_02: [[mindless]]
+trait_03: [[ooze]]
+trait_04: [[swarm]]
+modifier: 3
+perception:
+ - name: "Perception"
+ desc: "+3; Motion Sense (Precise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Stealth: +1"
+abilityMods: [0, -2, 3, -5, 0, -5]
+speed: 5 feet, climb 5 feet, swim 10 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 9
+armorclass:
+ - name: AC
+ desc: "9; __Fort__ +8, __Ref__ +1, __Will__ +3"
+hp: 35
+health:
+ - name: ""
+ - name: HP
+ desc: "35; __Immunities__ acid, critical hits, precision, unconscious, visual, mental, grabbed, prone, restrained; __Weaknesses__ area damage 3, fire 3, splash damage 3; __Resistances__ slashing 4, piercing 4"
+abilities_top:
+ - name: ""
+
+ - name: "Motion Sense 60 feet"
+ desc: " An amoeba swarm can sense nearby creatures through vibration and air or water movement."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "Swarming Slither"
+ desc: "`pf2:1` The amoeba swarm slithers over each creature in its space, dealing 1d6 acid damage (DC 14 Reflex check save). A creature that critically fails is [[Conditions/Sickened|Sickened 1]]."
+
+ - name: "Weak Acid"
+ desc: " An amoeba's acid damages only organic material-not metal, stone, or other inorganic substances."
+
+```
+
+```encounter-table
+name: Amoeba Swarm
+creatures:
+ - 1: Amoeba Swarm
+```
+
+
+
+An amoeba swarm consists of thousands of individual single-celled organisms held together by acrid-smelling slime. As ravenous as they are mindless, amoeba swarms use no tactics.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Anancus.md b/content/mechanics/srd/Bestiary/Bestiary 2/Anancus.md
new file mode 100755
index 000000000..4752b5351
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Anancus.md
@@ -0,0 +1,78 @@
+---
+title: "Anancus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.NLUqncRaH4SGxT7K"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Anancus"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Anancus"
+level: "Creature 8"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +19, Survival: +16"
+abilityMods: [7, 0, 5, -4, 2, -2]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +19, __Ref__ +14, __Will__ +16"
+hp: 170
+health:
+ - name: ""
+ - name: HP
+ desc: "170"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tusk"
+ desc: "+19 (reach 15 feet)\n__Damage__ 2d12 + 11 piercing"
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+17 (reach 10 feet)\n__Damage__ 2d10 + 9 bludgeoning"
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Large or smaller, foot, DC 25 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+ - name: "Tusk Sweep"
+ desc: "`pf2:2` The anancus sweeps its long tusks back and forth, dealing 4d6 bludgeoning damage to all creatures in a 15-foot cone, who must make a DC 27 Reflex check save.\n* * *\n\n**Critical Success** The target is unaffected.\n\n**Success** The target takes half damage.\n\n**Failure** The target takes full damage and is knocked [[Conditions/Prone|Prone]].\n\n**Critical Failure** The target takes double damage, is knocked prone, and is pushed 5 feet away from the anancus."
+
+```
+
+```encounter-table
+name: Anancus
+creatures:
+ - 1: Anancus
+```
+
+
+
+The anancus is an ancient species of elephant with unusually long tusks and a trunk shorter than its more modern cousins.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Animate Dream.md b/content/mechanics/srd/Bestiary/Bestiary 2/Animate Dream.md
new file mode 100755
index 000000000..0bed1769e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Animate Dream.md
@@ -0,0 +1,88 @@
+---
+title: "Animate Dream"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ezsN3pRMdaJndPS1"
+tags:
+ - pf2e/creature/type/dream
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/incorporeal
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Animate Dream"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Animate Dream"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[dream]]
+trait_02: [[evil]]
+trait_03: [[incorporeal]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision"
+languages: "telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Deception: +18, Intimidation: +18, Occultism: +12, Stealth: +18"
+abilityMods: [-5, 4, 3, 0, 2, 6]
+speed: fly 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +15, __Ref__ +18, __Will__ +14; +1 status to all saves vs. magic"
+hp: 110
+health:
+ - name: ""
+ - name: HP
+ desc: "110; __Immunities__ disease, paralyzed, poison, precision, sleep; __Resistances__ all damage 5 (except force, ghost touch, or void; double resistance vs. non-magical)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Nightmare Tendril"
+ desc: "+20 (agile, finesse)\n__Damage__ 4d8 void plus endless-nightmare"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 26, attack +16; __4th __ _[[Spells/Confusion|Confusion]]_, _[[Spells/Translocate|Dimension Door (At will)]]_, _[[Spells/Nightmare|Nightmare]]_, _[[Spells/Phantasmal Killer|Phantasmal Killer]]_, _[[Spells/Sleep|Sleep]]_; __3rd __ _[[Spells/Fear|Fear]]_"
+
+ - name: "Endless Nightmare"
+ desc: " (curse,emotion,fear,mental,occult) An animate dream's touch fills the victim's mind with terrifying visions\n\n**Saving Throw** DC 26 Fortitude check\n\n**Stage 1** [[Conditions/Fatigued|Fatigued]] (1 day)\n\n**Stage 2** fatigued and [[Conditions/Stupefied|Stupefied 1]] (1 day)\n\n**Stage 3** The victim falls [[Conditions/Unconscious|Unconscious]] and can't be awakened as long as they remain at this stage (1 day)."
+
+```
+
+```encounter-table
+name: Animate Dream
+creatures:
+ - 1: Animate Dream
+```
+
+
+
+An animate dream coalesces from centuries of stray fragments of reverie and dream left behind as slumbering minds drift through the Dimension of Dreams. In most cases, these fragments simply disperse on their own, but when dreamers flee from nightmares back to the waking world, these fragments can take on a supernatural life of their own. They have little reasoning and intent except to seek similar fragments, absorb them, and grow. When enough of them gather together, they merge into a horrific form as an animate dream.
+
+Individually, animate dreams can hold a wide range of appearances, but most take on rudimentary shapes akin to the living forms of the minds that spawned them. Animate dreams that rise from slumbering humanoids, the most commonly encountered, thus appear humanoid, but with distorted, nightmarish shapes that incorporate additional twisted limbs and frightening features. In these forms, animate dreams find their way out of the Dreamlands and into the waking world, only to discover they have no way of returning and suffer a relentless hunger that only new nightmares can sate.
+
+An animate dream thrives on the terror fueled by nightmares and fear and uses its supernatural abilities to invoke such feelings in the minds of its victims, cursing its prey by creating a permanent link to that individual's dreams. Thereafter, the victim is subjected to all manner of reoccurring nightmares. As the nightmares continue, the victim finds it more and more difficult to remain awake. In the end, the victim plunges into an accursed slumber from which it cannot return. These victims provide the animate dream with the purest form of fear and are its preferred sustenance.
+
+An animate dream can subsist on the ambient fear generated by regular nightmares, but these lesser fears aren't as satisfying, often driving the animate dream to seek out new victims. Left without a source of fear, an animate dream won't starve to death, but it will grow increasingly violent and desperate. Famished animate dreams are the ones most often encountered, as they have been forced to abandon subtlety to pursue more blatant methods of harvesting fear. Yet such animate dreams also tend to be the least powerful of their kind. Those who have grown metaphysically fat on fear have generally done so by adopting a specific nightmare theme, such as being buried alive, being swept away by ocean waves, or being consumed by wild beasts. Such animate dreams often have similarly themed innate spells to augment their powers.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Ankou.md b/content/mechanics/srd/Bestiary/Bestiary 2/Ankou.md
new file mode 100755
index 000000000..eeede0648
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Ankou.md
@@ -0,0 +1,93 @@
+---
+title: "Ankou"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.fYftM5Yf6ESYyOzN"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/14
+statblock: inline
+name: "Ankou"
+level: 14
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Ankou"
+level: "Creature 14"
+
+alignment: ""
+size: "Large"
+trait_01: [[evil]]
+trait_02: [[fey]]
+trait_03: [[lawful]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Lifesense 120 Feet, Low-Light Vision"
+languages: "Aklo, Common, Fey; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +28, Deception: +25, Intimidation: +27, Nature: +22, Stealth: +28"
+abilityMods: [7, 8, 4, 2, 2, 5]
+speed: fly 75 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +23, __Ref__ +28, __Will__ +24"
+hp: 280
+health:
+ - name: ""
+ - name: HP
+ desc: "280; __Weaknesses__ cold iron 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 120 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+29 (agile, cold iron)\n__Damage__ 3d6 + 15 slashing"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+29 (cold iron, reach 10 feet)\n__Damage__ 2d6 + 15 piercing 2d6 bleed"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 34, attack +26; __8th __ _[[Spells/Pinpoint|Discern Location]]_; __7th __ _[[Spells/Prismatic Spray|Prismatic Spray]]_, _[[Spells/Teleport|Teleport]]_; __6th __ _[[Spells/Truesight|True Seeing]]_; __4th __ _[[Spells/Darkness|Darkness (At Will)]]_, _[[Spells/Planar Tether|Dimensional Anchor]]_; __2nd __ _[[Spells/Silence|Silence]]_; __1st __ _[[Spells/Enfeeble|Ray of Enfeeblement]]_"
+
+ - name: "Shadow Doubles"
+ desc: "`pf2:1` (concentrate,illusion,light,occult,shadow,summoned) (1 to 3 actions)\n\n**Frequency** once per day\n* * *\n\n**Effect** For each action spent to use this ability, the ankou creates one shadowy duplicate of themself anywhere within 60 feet of themself. Shadow doubles have the same statistics as an ankou, but they have the summoned trait, have 84 Hit Points, can't use Shadow Doubles or innate spells, and have an attack bonus of +25 for their Strikes. A shadow double that attempts a saving throw against a light effect can't get a result better than failure. Each double remains for 1 round, until it's reduced to 0 Hit Points, or until it moves further than 120 feet from the ankou, whichever comes first. Each round thereafter, the ankou can spend a single action that has the concentrate trait to extend the duration of surviving duplicates by 1 round, to a maximum duration of 1 minute. The ankou can see through the eyes of all of the shadow doubles at once. A character who [[Actions/Seek|Seeks]] can identify an ankou as real or a shadow double with a successful DC 39 Perception check check."
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " An ankou's Strikes deal an additional 2d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Ankou
+creatures:
+ - 1: Ankou
+```
+
+
+
+Ankous are shadowy killers who serve powerful fey creatures, or even the Eldest- the demigods of the First World. Amid the courts of the Eldest or of powerful fey rulers, these sinister assassins lurk overhead as they await the call to action-implied threats akin to deadly weapons hung as decor in a royal hall. Ankous never speak aloud; when they feel the need to communicate at all, they do so in a telepathic whisper directly into a victim's mind. While an ankou's body is made of strange, fleshy material, their claws and the cruel hooks on their wings are made of razor-sharp cold iron, a quality that makes them much feared among other fey. A typical ankou is 10 feet tall and has an 8-foot wingspan but weighs less than 80 pounds.
+
+While most ankous serve powerful masters, some of these murderous fey are left to their own devices and serve none but their own capricious, cruel whims. In some cases, their master may have been slain, while in others the ankou may have been released from service for any number of reasons. An ankou left to indulge their own whims unrestrained is often the most dangerous ankou of them all!
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Assassin Vine.md b/content/mechanics/srd/Bestiary/Bestiary 2/Assassin Vine.md
new file mode 100755
index 000000000..400c1cbd9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Assassin Vine.md
@@ -0,0 +1,90 @@
+---
+title: "Assassin Vine"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.8s4sEXx2X81Wfbqk"
+tags:
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Assassin Vine"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Assassin Vine"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[mindless]]
+trait_02: [[plant]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Tremorsense (Imprecise) 30 Feet, Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +9, Stealth: +9"
+abilityMods: [4, 0, 3, -5, 3, 0]
+speed: 5 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +10, __Ref__ +7, __Will__ +8"
+hp: 68
+health:
+ - name: ""
+ - name: HP
+ desc: "68; __Immunities__ mental; __Weaknesses__ fire 5, slashing 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "Camouflage"
+ desc: " The assassin vine can [[Actions/Hide|Hide]] in natural environments even if it doesn't have cover."
+
+abilities_mid:
+ - name: ""
+ - name: "Grasping Foliage"
+ desc: "`pf2:r` (primal) **Trigger** The assassin vine detects a creature within 20 feet via [[Bestiary Ability Glossary/Tremorsense|Tremorsense]]\n* * *\n\n**Effect** The assassin vine causes vegetation within a 20-foot emanation to writhe for 1 round, turning this area into difficult terrain. When a creature starts its turn in this area, it must attempt a DC 20 Reflex check save. On a failure, it takes a -10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure it is also [[Conditions/Immobilized|Immobilized]] for 1 round. A creature can attempt to [[Actions/Escape|Escape]] to remove these effects.\n\nAssassin vines are immune to Grasping Foliage."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Vine"
+ desc: "+12 (reach 10 feet)\n__Damage__ 1d8 + 6 bludgeoning plus grab"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d8+4 bludgeoning, DC 20 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Assassin Vine
+creatures:
+ - 1: Assassin Vine
+```
+
+
+
+The assassin vine is a carnivorous plant with a voracious appetite. Rather than consuming creatures directly, it creates its own fertilizer by entangling prey and squeezing the life from it. Once the plant has killed a creature, it pulls the carcass over to its roots to feed from the decaying flesh. Although an assassin vine lacks eyes, it can detect and track prey through a combination of using its root systems to detect vibrations through topsoil and its leaves to detect heat changes in the vicinity. Although the assassin vine has no real intelligence, its learned behaviors mimic those of cunning ambush hunters.
+
+As it is slow moving, the assassin vine typically remains rooted in a single area for as long as it has sufficient prey. Though most often found along woodland trails or swamps, these plants can also be encountered in more rural settlements, poorly tended fields, and vineyards. While assassin vines can't be trained in the classical sense, they can be used as defenses, and woodland-dwelling creatures like goblins and fey have been known to cultivate assassin vines as guardians for less-used routes into their lairs. In such cases, the tenders often seek to make the path more obvious than its disuse would otherwise suggest, while simultaneously working to ensure the bones of the vines' victims are removed to keep their presence a secret, resulting in what appears to be an easy approach to the den but is actually an organic ambush.
+
+Mature assassin vines grow to 20 feet long and have smaller vines extending off the main trunk that reach from to 5 to 10 feet in length. The smallest of these vines sprout every 6 inches or so; they tend to grow clusters of full leaves and occasionally bear small berries. A recently fed assassin vine can have bunches of plump, blood-red berries that are juicy and tart but leave a slightly unpleasant iron aftertaste, as if from the faint taste of blood from a bitten lip.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Athach.md b/content/mechanics/srd/Bestiary/Bestiary 2/Athach.md
new file mode 100755
index 000000000..5596f5162
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Athach.md
@@ -0,0 +1,101 @@
+---
+title: "Athach"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.v2zAY908324OyRUG"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Athach"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Athach"
+level: "Creature 12"
+
+alignment: ""
+size: "huge"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[giant]]
+trait_04: [[humanoid]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision"
+languages: "Jotun"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +25, Intimidation: +21"
+abilityMods: [7, 3, 7, -1, 4, 3]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +25, __Ref__ +20, __Will__ +21"
+hp: 250
+health:
+ - name: ""
+ - name: HP
+ desc: "250; __Weaknesses__ cold iron 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Special)]]"
+ desc: "`pf2:r` An athach gains an extra reaction at the start of each of its turns that it can use only to make an Attack of Opportunity with its claw. It can't use more than one Attack of Opportunity triggered by the same action.\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Catch Rock|Catch Rock]]"
+ desc: "`pf2:r` **Requirements** The monster must have a free hand but can [[Actions/Release|Release]] anything it's holding as part of this reaction.\n\n**Trigger** The monster is targeted with a thrown rock Strike or a rock would fall on the monster.\n* * *\n\n**Effect** The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+25 (reach 10 feet)\n__Damage__ 3d12 + 13 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+25 ()\n__Damage__ 3d8 + 13 piercing plus athach-venom"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+25 (agile)\n__Damage__ 3d8 + 13 slashing"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+25 (brutal, range increment 120 feet)\n__Damage__ 3d8 + 13 bludgeoning"
+
+ - name: "Athach Venom"
+ desc: " (poison) **Saving Throw** DC 32 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 2d6 poison damage and [[Conditions/Enfeebled|Enfeebled 1]]\n\n**Stage 2** 2d6 poison damage and [[Conditions/Enfeebled|Enfeebled 2]]\n\n**Stage 3** 2d6 poison damage and [[Conditions/Enfeebled|Enfeebled 3]]"
+
+ - name: "Swift Claw"
+ desc: "`pf2:r` **Trigger** The athach hits a creature with two fist Strikes\n* * *\n\n**Effect** The athach makes a claw Strike with no multiple attack penalty against the creature it hit with its fist Strikes. This claw attack does not increase the athach's multiple attack penalty."
+
+ - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
+ desc: "`pf2:1` The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
+
+```
+
+```encounter-table
+name: Athach
+creatures:
+ - 1: Athach
+```
+
+
+
+The towering and brutish giants known as athaches are reviled for both their monstrosity and their cruelty. Beyond an athach's filthy habits, this giant is made stranger by the gangly third arm that protrudes from their torso and ends in a twitching, long-fingered claw. Huge, tusk-like fangs descend from an athach's upper jaw and prop their mouth open, leaking long strands of viscous drool that is itself is a toxic venom and coats the athach's fangs.
+
+Athachs despise civilization almost as much as they despise their own kind, and they delight in committing sadistic acts and terrorizing victims. An athach does not keep a traditional territory of their own, but rather wanders the hinterlands of settled territories until they find a suitably easy settlement of smaller humanoids to target. Once the athach has chosen their target, the giant establishes a hidden lair in a location like an abandoned farmhouse or cave, and from there they launch their reign of torment. After a few weeks of harassing, capturing, and torturing victims, the athach bores of their games. The giant then goes on a final rampage, destroying every dwelling and eating every creature they can find. Sometimes, the giant allows a survivor or two to escape, forcing these terrified victims to spend the rest of their lives spreading word of the athach's fearsomeness.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Attic Whisperer.md b/content/mechanics/srd/Bestiary/Bestiary 2/Attic Whisperer.md
new file mode 100755
index 000000000..a6eefcd8b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Attic Whisperer.md
@@ -0,0 +1,90 @@
+---
+title: "Attic Whisperer"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ecJT0LZRhVtcj66s"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Attic Whisperer"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Attic Whisperer"
+level: "Creature 4"
+
+alignment: ""
+size: "Small"
+trait_01: [[evil]]
+trait_02: [[undead]]
+trait_03: [[unholy]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision"
+languages: "Common, Necril"
+skills:
+ - name: "Skills"
+ desc: "Deception: +11, Society: +10, Stealth: +13"
+abilityMods: [0, 5, 0, 2, 4, 3]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +8, __Ref__ +13, __Will__ +12"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60; __Immunities__ death effects, disease, paralyzed, poison, unconscious"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Aura of Sobs"
+ desc: " (auditory,aura,concentrate,emotion,mental,occult) 10 feet. An attic whisperer enshrouds itself in a tapestry of stolen voices. Each living creature that enters or starts their turn in the aura must succeed at a DC 19 Will check save or the unnerving, bitter sobs render them distraught and they become [[Conditions/Stupefied|Stupefied 1]] for as long as they remain within the aura. A creature that succeeds is temporarily immune for 1 hour.\n\nThe attic whisperer can activate or deactivate the aura with a single free action, which has the concentrate trait."
+
+ - name: "Whispered Despair"
+ desc: "`pf2:r` (emotion) **Trigger** A creature with an active emotion effect enters an attic whisperer's aura of sobs\n* * *\n\n**Effect** The attic whisperer attempts to counteract the emotion effect, with a counteract modifier of +13."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+15 (agile, finesse)\n__Damage__ 2d8 piercing plus steal-breath"
+
+ - name: "**Melee** `pf2:1` Bony Hand"
+ desc: "+13 (agile)\n__Damage__ 2d10 void plus steal-voice"
+
+ - name: "Steal Breath"
+ desc: " (curse,incapacitation,occult) The attic whisperer siphons the breath from living creatures, sapping their strength. A living creature hit by a jaws Strike must attempt a DC 21 Fortitude check save.\n* * *\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is [[Conditions/Enfeebled|Enfeebled 1]] for 1 round.\n\n**Failure** The target is [[Conditions/Enfeebled|Enfeebled 1]] for 24 hours and [[Conditions/Fatigued|Fatigued]].\n\n**Critical Failure** The target is enfeebled 1 for 24 hours, is fatigued, and falls [[Conditions/Unconscious|Unconscious]]."
+
+ - name: "Steal Voice"
+ desc: " (auditory,curse,occult) When an attic whisperer hits a living creature with a bony hand Strike, it tries to pull the victim's voice into its aura. The victim must attempt a DC 21 Will check save.\n* * *\n\n**Critical Success** The target is unaffected.\n\n**Success** The target's voice is weak for 1 minute. Anytime it attempts an action with the auditory trait, it must succeed at a DC 5 Flat check check or the action is lost.\n\n**Failure** The target loses the ability to speak for 1 hour, until the curse is removed, or until the attic whisperer is destroyed, whichever comes first. During this time, the attic whisperer can perfectly mimic the target's voice, and the target takes a -2 circumstance penalty to saving throws against that attic whisperer's aura of sobs.\n\n**Critical Failure** As failure, but the effects lasts until the attic whisperer is destroyed or the curse is removed."
+
+```
+
+```encounter-table
+name: Attic Whisperer
+creatures:
+ - 1: Attic Whisperer
+```
+
+
+
+Beware the haunting sobs of the attic whisperer, for they carry the pained wrath of an abandoned child who perished due to the neglect or absence of their caretakers. Animated by loneliness, the embittered spirit binds itself to the material world in a body made of bits and oddments of a lost childhood-wooden blocks, scraps of blankets, ratty dolls, buttons, carved trinkets, and glass marbles. To give themselves the semblance of a head, they top their patchwork bodies with a small animal's skull.
+
+Attic whisperers most frequently lurk in old infirmaries, orphanages, and other such institutions where children were forgotten, and they lay dormant for decades in hopes that they might one day find a playmate to ease their eternal loneliness. When they sense the living, attic whisperers attempt to lure them into their clutches by calling out to them using the voice of a small child. Though attic whisperers intend only to play with those they encounter, they drain the breath and voice from living creatures as their dark impulses take over.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Augur.md b/content/mechanics/srd/Bestiary/Bestiary 2/Augur.md
new file mode 100755
index 000000000..1837bd024
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Augur.md
@@ -0,0 +1,98 @@
+---
+title: "Augur"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Lm8k5aDf10CK9lYF"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/velstrac
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Augur"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Augur"
+level: "Creature 1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[evil]]
+trait_02: [[fiend]]
+trait_03: [[lawful]]
+trait_04: [[unholy]]
+trait_05: [[velstrac]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Greater Darkvision"
+languages: "Common, Diabolic, Shadowtongue; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Deception: +6, Intimidation: +7, Religion: +4, Stealth: +8, Torture Lore: +7"
+abilityMods: [-1, 3, 1, 2, 1, -1]
+speed: 20 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +4, __Ref__ +10, __Will__ +7"
+hp: 14
+health:
+ - name: ""
+ - name: HP
+ desc: "14, regeneration 2 (deactivated by holy or silver); __Immunities__ cold; __Weaknesses__ holy 5, silver 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "Painsight"
+ desc: " (divine) A velstrac automatically knows whether a creature it sees has any of the [[Conditions/Doomed|Doomed]], [[Conditions/Dying|Dying]], and [[Conditions/Wounded|Wounded]] conditions, as well as the value of those conditions."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 2 (Deactivated by Holy or Silver)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Feel the Blades"
+ desc: " (aura,divine,fear,mental,visual) 30 feet. When a creature ends its turn in the aura, it feels the sharp barbs of the augur's blades on its skin. The creature must succeed at a DC 17 Will check save or become [[Conditions/Frightened|Frightened 1]] ([[Conditions/Frightened|Frightened 2]] on a critical failure)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Blade"
+ desc: "+8 (agile, finesse, magical, unholy, versatile p)\n__Damage__ 1d4 - 1 slashing 1d4 bleed"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 17, attack +7; __4th __ _[[Spells/Read Omens|Read Omens]]_; __2nd __ _[[Spells/Augury|Augury (x2)]]_; __1st __ _[[Spells/Harm|Harm (x3)]]_\n__Cantrips__ __(1st)__ _[[Spells/Telekinetic Hand|Mage Hand]]_"
+
+ - name: "Focus Gaze"
+ desc: "`pf2:1` (concentrate,divine,fear,mental,visual) The augur stares at a creature they can see within 30 feet. The target must immediately attempt a Will save against Feel the Blades. After attempting this save, the creature is then temporarily immune until the start of the augur's next turn."
+
+ - name: "Whirling Slice"
+ desc: "`pf2:2` The augur Flies or Strides, whirling as they move. The augur deals the damage of their blade Strike to each creature whose space they enter (DC 16 Reflex check save). Each creature is affected only once, even if the augur moves through its space multiple times."
+
+```
+
+```encounter-table
+name: Augur
+creatures:
+ - 1: Augur
+```
+
+
+
+These spherical knots of sinewy muscle, serrated blades, and bloody metal are the most common velstracs on the Shadow Plane. Each augur has only a single eye, from which they can see the horrors inflicted by other velstracs, who train the augur to expect and appreciate pain. Augurs are 1 foot in diameter and weigh 30 pounds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Aurumvorax.md b/content/mechanics/srd/Bestiary/Bestiary 2/Aurumvorax.md
new file mode 100755
index 000000000..f044f80b1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Aurumvorax.md
@@ -0,0 +1,92 @@
+---
+title: "Aurumvorax"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.KAy1gpV30OyFJse5"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Aurumvorax"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Aurumvorax"
+level: "Creature 9"
+
+alignment: ""
+size: "Small"
+trait_01: [[animal]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +20, Stealth: +18"
+abilityMods: [6, 2, 4, -4, 3, 0]
+speed: 35 feet, burrow 10 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +19, __Ref__ +17, __Will__ +16"
+hp: 170
+health:
+ - name: ""
+ - name: HP
+ desc: "170"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Ferocity|Ferocity]]"
+ desc: "`pf2:r` **Trigger** The monster is reduced to 0 HP.\n* * *\n\n**Effect** The monster avoids being knocked out and remains at 1 HP, but its [[Conditions/Wounded|Wounded]] value increases by 1. When it is [[Conditions/Wounded|wounded 3]], it can no longer use this ability"
+
+ - name: "Tenacious Stance"
+ desc: " An aurumvorax gains a +4 circumstance bonus to its Fortitude or Reflex DC against [[Actions/Shove|Shove]] and [[Actions/Trip|Trip]] attempts, and to its Athletics DC against attempts to [[Actions/Escape|Escape]] its Grab."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 ()\n__Damage__ 2d10 + 12 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile)\n__Damage__ 2d8 + 12 slashing plus grab"
+
+ - name: "Bleeding Critical"
+ desc: " When an aurumvorax scores a critical hit, the target takes 1d6 bleed."
+
+ - name: "Gnaw Metal"
+ desc: "`pf2:1` The aurumvorax makes a jaws Strike against a creature it has grabbed. If the attack hits, the target is knocked [[Conditions/Prone|Prone]] if it is Medium or smaller. In addition, if the target is wearing armor with Hardness 10 or lower, the armor becomes [[Conditions/Broken|Broken]]. If this Strike breaks a creature's armor or damages a creature that is unarmored or wearing broken armor, the target also takes 1d6 bleed. This Strike doesn't further damage armor that's already broken."
+
+ - name: "Rapid Rake"
+ desc: "`pf2:2` The aurumvorax makes four claw Strikes against a creature it has grabbed. Each attack counts toward the aurumvorax's multiple attack penalty, and the multiple attack penalty increases with each attack."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Aurumvorax
+creatures:
+ - 1: Aurumvorax
+```
+
+
+
+Aurumvoraxes are highly aggressive and territorial predators that sprint on eight legs, using their terrific strength and iron-hard claws to dig through solid stone. A typical aurumvorax is only 3 feet long but weighs more than 200 pounds, for its thick, sturdy bones are densely packed with muscle, making the creature very strong but a notoriously poor swimmer. Its fur is golden, sometimes with a silvery or russet tone depending on the metals it has ingested, and its claws are always the shiny black of seasoned iron.
+
+Aurumvorax adults claim hunting territories spanning a mile or more, driving out other predators and leading solitary lives except when they mate. They are irascible creatures, impossible to train as adults, but daring trainers can rear aurumvorax pups as deadly guard beasts, which they sell for hundreds of gold pieces to discriminating buyers. Aurumvorax pups are usually single births, and their mothers are fiercely protective, making their acquisition a dangerous proposition. Even when trained, the creatures are prone to dangerous bursts of rage.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Babau.md b/content/mechanics/srd/Bestiary/Bestiary 2/Babau.md
new file mode 100755
index 000000000..3ede85000
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Babau.md
@@ -0,0 +1,105 @@
+---
+title: "Babau"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.8werHuvJlgcvRYZA"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/demon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Babau"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Babau"
+level: "Creature 6"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[demon]]
+trait_03: [[evil]]
+trait_04: [[fiend]]
+trait_05: [[unholy]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision, See the Unseen"
+languages: "Chthonian, Draconic, Empyrean; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +12, Athletics: +13, Intimidation: +14, Religion: +10, Stealth: +16, Thievery: +14"
+abilityMods: [4, 4, 4, 2, 3, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +14, __Ref__ +16, __Will__ +11; +1 to all saves vs. magic"
+hp: 130
+health:
+ - name: ""
+ - name: HP
+ desc: "130; __Weaknesses__ cold iron 5, holy 5; __Resistances__ acid 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Longspear|+1 Longspear]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Mercy Vulnerability"
+ desc: " (mental) Babaus revel in gore, and when wounds are healed, they recoil in pain. When a creature heals from damage that the babau dealt on their last turn with Grievous Strike, sneak attack, or a critical hit, the demon takes 4d6 mental damage. The babau can take this mental damage only once per round."
+
+ - name: "Reactive Slime"
+ desc: "`pf2:r` **Trigger** A creature within the babau's reach successfully hits the babau with a Strike\n* * *\n\n**Effect** The babau excretes a gout of acidic, bloodlike slime against the attacker and its weapon. The attacker must attempt a DC 24 Reflex check save.\n* * *\n\n**Critical Success** The attacker is unaffected.\n\n**Success** The attacker takes 1d6 acid damage.\n\n**Failure** The attacker takes 2d6 acid damage.\n\n**Critical Failure** As failure, except the weapon used to Strike the babau becomes [[Conditions/Broken|Broken]], unless the weapon is made of a material that is immune to acid."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Longspear"
+ desc: "+17 (magical, reach 10 feet, unholy)\n__Damage__ 1d8 + 7 piercing 1d6 spirit"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+16 (magical, unholy)\n__Damage__ 1d10 + 7 piercing 1d6 spirit"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+16 (agile, magical, unholy)\n__Damage__ 1d4 + 7 slashing 1d6 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 24, attack +14; __5th __ _[[Spells/Translocate|Dimension Door]]_; __4th __ _[[Spells/Translocate|Dimension Door (At will)]]_; __2nd __ _[[Spells/Darkness|Darkness]]_\n__Constant__ __(5th)__ _[[Spells/See the Unseen|See Invisibility]]_"
+
+ - name: "Rituals"
+ desc: "_Abyssal Pact_"
+
+ - name: "Grievous Strike"
+ desc: "`pf2:2` The babau attacks with the intent of creating a particularly horrific and gory wound. The babau makes a melee Strike. This counts as two attacks when calculating the demon's multiple attack penalty. If this Strike hits, the babau deals an additional 2d6 damage of the same damage type, and the creature struck is [[Conditions/Frightened|Frightened 2]]."
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " The babau's Strikes deal an extra 2d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Babau
+creatures:
+ - 1: Babau
+```
+
+
+
+The babau is an assassin, a murderer, and a sadist-certainly not unusual traits, yet their penchant for stealth and surprise sets them apart from their kin. Babaus form from mortal souls of lone killers-those who took pleasure in more personal murders, and particularly those with grisly patterns to their killings.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Badger.md b/content/mechanics/srd/Bestiary/Bestiary 2/Badger.md
new file mode 100755
index 000000000..5ee37eb94
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Badger.md
@@ -0,0 +1,75 @@
+---
+title: "Badger"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.6YFp91XMZEtYBKAn"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/0
+statblock: inline
+name: "Badger"
+level: 0
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Badger"
+level: "Creature 0"
+
+alignment: ""
+size: "Small"
+trait_01: [[animal]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +4, Stealth: +6"
+abilityMods: [0, 1, 2, -5, 2, -2]
+speed: 25 feet, burrow 10 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +8, __Ref__ +5, __Will__ +6"
+hp: 15
+health:
+ - name: ""
+ - name: HP
+ desc: "15"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Ferocity|Ferocity]]"
+ desc: "`pf2:r` **Trigger** The monster is reduced to 0 HP.\n* * *\n\n**Effect** The monster avoids being knocked out and remains at 1 HP, but its [[Conditions/Wounded|Wounded]] value increases by 1. When it is [[Conditions/Wounded|wounded 3]], it can no longer use this ability"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+8 ()\n__Damage__ 1d8 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+8 (agile)\n__Damage__ 1d6 slashing"
+
+```
+
+```encounter-table
+name: Badger
+creatures:
+ - 1: Badger
+```
+
+
+
+The typical badger has dark, brownish-gray fur highlighted with white markings, particularly on the head, giving it a striped mask of fur around its eyes. A threatened badger can swiftly become a ferocious combatant that typically fights until slain.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Baobhan Sith.md b/content/mechanics/srd/Bestiary/Bestiary 2/Baobhan Sith.md
new file mode 100755
index 000000000..71c62c614
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Baobhan Sith.md
@@ -0,0 +1,87 @@
+---
+title: "Baobhan Sith"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.q0z0rkRN6zBbmRXz"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Baobhan Sith"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Baobhan Sith"
+level: "Creature 6"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[fey]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Low-Light Vision"
+languages: "Aklo, Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Deception: +15, Nature: +12, Performance: +15, Stealth: +15"
+abilityMods: [3, 5, 2, 2, 2, 5]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +12, __Ref__ +17, __Will__ +14"
+hp: 105
+health:
+ - name: ""
+ - name: HP
+ desc: "105; __Weaknesses__ cold iron 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+17 (agile, finesse)\n__Damage__ 2d6 + 6 slashing 1d6 bleed"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 24, attack +14; __3rd __ _[[Spells/Mind Reading|Mind Reading (At will)]]_"
+
+ - name: "Captivating Dance"
+ desc: "`pf2:2` (incapacitation,mental,primal,visual) The baobhan sith sways rhythmically and Strides up to their Speed. Each creature within 30 feet of the baobhan sith at the end of their movement must attempt a DC 25 Will check save.\n* * *\n\n**Critical Success** The creature is unaffected and is temporarily immune to Captivating Dance for 24 hours.\n\n**Success** The creature is [[Conditions/Slowed|Slowed 1]] for 1 round and is temporarily immune to Captivating Dance for 24 hours.\n\n**Failure** The creature is [[Conditions/Fascinated|Fascinated]], and it must spend at least 1 of its actions on each of its turns to move closer to the baobhan sith as expediently as possible, while avoiding obvious dangers. If the creature ends its movement or turn adjacent to the fey, it is [[Conditions/Slowed|Slowed 1]] until the end of its next turn.\n\n**Critical Failure** As failure, but the creature must spend each of its actions moving closer to the baobhan sith, and if it ends its movement or turn adjacent to the fey, it is [[Conditions/Paralyzed|Paralyzed]] until the end of its next turn."
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph,primal) The baobhan sith can transform into a large raven, with the effects from the bird option in the [[Spells/Aerial Form|Aerial Form]] spell.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Drink Blood"
+ desc: "`pf2:1` **Requirements** A bleeding creature is within the baobhan sith's reach\n* * *\n\n**Effect** The baobhan sith tries to Drink the Blood from the bleeding creature's wounds. The baobhan sith attempts an Athletics check check against the victim's Fortitude DC. On a success, the victim becomes [[Conditions/Drained|Drained 1]] and the baobhan sith regains 10 healing HP, gaining any Hit Points in excess of their maximum Hit Points as temporary Hit Points.\n\nDrinking Blood from a victim that's already drained doesn't restore any Hit Points to the baobhan sith but increases the victim's drained value by 1. A victim's drained condition decreases by 1 per week. A blood transfusion, which requires 10 minutes, a successful DC 20 Medicine check check, and sufficient blood or a blood donor, reduces the drained value by 1."
+
+```
+
+```encounter-table
+name: Baobhan Sith
+creatures:
+ - 1: Baobhan Sith
+```
+
+
+
+Undeath is rare in the fey realm of the First World, for that plane's infusion with the raw power of life makes undead uncomfortable at best. Yet a few fey have adopted the vile practices and habits of notorious undead while still being living themselves, as seen in the blood-drinking habits of the murderous baobhan sith.
+
+A baobhan sith avoids confrontations when outnumbered, and although territorial, they won't reveal their true nature to larger groups. They prefer to drink blood from victims they find attractive, and they avoid drinking blood from animals and beasts entirely, as they consider such activities to be uncultured.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Basidirond.md b/content/mechanics/srd/Bestiary/Bestiary 2/Basidirond.md
new file mode 100755
index 000000000..01348db68
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Basidirond.md
@@ -0,0 +1,80 @@
+---
+title: "Basidirond"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gsDOA9XBKdU2NZ3A"
+tags:
+ - pf2e/creature/type/fungus
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Basidirond"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Basidirond"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[fungus]]
+trait_02: [[mindless]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Low-Light Vision, Tremorsense (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +13, Stealth: +13"
+abilityMods: [4, 4, 4, -5, 1, -3]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +13, __Ref__ +11, __Will__ +12"
+hp: 80
+health:
+ - name: ""
+ - name: HP
+ desc: "80; __Immunities__ cold, mental; __Weaknesses__ slashing 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Cold Lethargy"
+ desc: " Although a basidirond is immune to cold damage, any effect that deals cold damage causes it to become [[Conditions/Slowed|Slowed 1]] for 1d4 rounds. During this time, it cannot use its Hallucinogenic Cloud or basidirond spores."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Frond"
+ desc: "+15 ()\n__Damage__ 2d8 + 6 bludgeoning plus basidirond-spores"
+
+ - name: "Basidirond Spores"
+ desc: " (disease) **Saving Throw** DC 22 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d8 poison damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 1d10 poison damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 3** 1d12 poison damage and [[Conditions/Enfeebled|Enfeebled 2]] (1 round)"
+
+ - name: "Hallucinogenic Cloud"
+ desc: "`pf2:2` (incapacitation,mental,poison) The basidirond releases a cloud of invisible spores in a 20-foot emanation. Each creature in the area must succeed at a DC 22 Fortitude check save or experience powerful hallucinations as long as it remains in the cloud, plus an additional 1d4 rounds after leaving the area. A creature must attempt a new save each round it remains within the area. The cloud persists for 5 rounds unless dispersed before then by a strong wind. Each hallucinating creature rolls 1d6 each round to determine what it hallucinates that round.\n\n1. The target is sinking in quicksand. It falls [[Conditions/Prone|Prone]] and spends 1 action on its next turn flailing its limbs as if attempting to swim.\n2. The target is attacked by a swarm of spiders. It spends 2 actions on its next turn attacking the floor with a melee weapon (drawing a weapon if needed). It is [[Conditions/Off-Guard|Off-Guard]] against all attacks.\n3. An item the target is holding turns into a viper. The target [[Actions/Release|Release]] the item and spends its next turn fleeing from it.\n4. The target is suffocating. It holds its breath and is [[Conditions/Stunned|Stunned 3]].\n5. The target shrinks to 1/10 its normal size. For 1 round it is [[Conditions/Slowed|Slowed 2]] and [[Conditions/Enfeebled|Enfeebled 4]], and takes a -10-foot status penalty to its Speed.\n6. The target is melting. It drops everything it's holding and becomes [[Conditions/Slowed|Slowed 2]] and [[Conditions/Clumsy|Clumsy 4]] for 1 round."
+
+```
+
+```encounter-table
+name: Basidirond
+creatures:
+ - 1: Basidirond
+```
+
+
+
+The basidirond, also called a mindfrond, is a fungal creature that crawls about on woody tendrils. The large, bowl-shaped pod atop its body collects mineral-rich moisture—whether runoff from cave walls or fresh blood—for sustenance. It uses hallucinogenic spores to incapacitate prey long enough for it to beat its prey to a bloody pulp, then deposits the deliciously tenderized remains into this pod for consumption. A basidirond is over 6 feet tall and 3 to 4 feet wide, and weighs nearly 300 pounds when saturated.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Bastion Archon.md b/content/mechanics/srd/Bestiary/Bestiary 2/Bastion Archon.md
new file mode 100755
index 000000000..976ca09a5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Bastion Archon.md
@@ -0,0 +1,106 @@
+---
+title: "Bastion Archon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.wLRBiLP7cmYo4Srd"
+tags:
+ - pf2e/creature/type/archon
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/20
+statblock: inline
+name: "Bastion Archon"
+level: 20
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Bastion Archon"
+level: "Creature 20"
+rare_03: [[Rare]]
+alignment: ""
+size: "huge"
+trait_01: [[archon]]
+trait_02: [[celestial]]
+trait_03: [[good]]
+trait_04: [[holy]]
+trait_05: [[lawful]]
+modifier: 37
+perception:
+ - name: "Perception"
+ desc: "+37; Darkvision, Truesight"
+languages: "Diabolic, Draconic, Empyrean; tongues"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +38, Diplomacy: +34, Intimidation: +34, Religion: +32"
+abilityMods: [10, 7, 10, 6, 8, 6]
+speed: 70 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 47
+armorclass:
+ - name: AC
+ desc: "47; __Fort__ +38, __Ref__ +31, __Will__ +34; +1 status to all saves vs. magic"
+hp: 280
+health:
+ - name: ""
+ - name: HP
+ desc: "280, (fast healing 30); __Weaknesses__ unholy 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Bastion Aura"
+ desc: " (aura,divine,healing) 50 feet. All good-aligned creatures in the aura have fast healing 30 for as long as they remain in range, and they gain a +2 status bonus to attack rolls and damage rolls.\n\n[[Bestiary Effects/Effect_ Bastion Aura|Effect: Bastion Aura]]"
+
+ - name: "[[Bestiary Ability Glossary/Retributive Strike|Retributive Strike]]"
+ desc: "`pf2:r` **Damage Reduction** 22\n* * *\n\n**Trigger** An enemy damages the monster's ally, and both are within 15 feet of the monster.\n* * *\n\n**Effect** The ally gains resistance to all damage against the triggering damage equal to 2 + the monster's level. If the foe is within reach, the monster makes a melee Strike against it."
+
+ - name: "Ultimate Sacrifice"
+ desc: " (divine,healing) If the bastion archon is slain by an evil creature, it explodes in a geyser of holy light, restoring 140 HP to all good-aligned creatures in a 40-foot emanation. The ground in the affected area is also subjected to a level 10 [[Spells/Consecrate|Consecrate]] ritual, and the ground is consecrated for 10 years (or only 24 hours if the ultimate sacrifice took place in Hell, Abaddon, or the Abyss)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+40 (holy, magical, reach 15 feet)\n__Damage__ 4d8 + 20 bludgeoning 2d6 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 42, attack +34; __10th __ _[[Spells/Falling Stars|Meteor Swarm]]_, _[[Spells/Polar Ray|Polar Ray]]_, _[[Spells/Sunburst|Sunburst]]_; __7th __ _[[Spells/Prismatic Spray|Prismatic Spray]]_, _[[Spells/True Target|True Target (x3)]]_, _[[Spells/Vibrant Pattern|Vibrant Pattern]]_; __4th __ _[[Spells/Translocate|Dimension Door (At will)]]_\n__Constant__ __(10th)__ _[[Spells/Air Walk|Air Walk]]_, _[[Spells/Truespeech|Tongues]]_, _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Archon's Door"
+ desc: " Once per day, if an archon sees another creature cast [[Spells/Translocate|Translocate]], the archon can use dimension door (heightened to 5th level) within 1 round to attempt to follow that creature to the maximum distance of the archon's dimension door. If the archon's dimension door has enough distance, the archon appears the same distance and direction from the creature as before either creature used dimension door."
+
+ - name: "Blinding Beams"
+ desc: " **Trigger** The bastion archon hits a creature with two fist Strikes this turn and can use its Holy Beam\n* * *\n\n**Effect** The bastion archon fires its Holy Beam at only the creature it hit twice. The creature's save result is one degree of success worse than the result it rolled."
+
+ - name: "Entrench"
+ desc: "`pf2:1` (move) The bastion archon locks itself in place, becoming voluntarily [[Conditions/Immobilized|Immobilized]]. While Entrenched, the archon can't be forcibly moved or tripped, and it gains a +2 circumstance bonus to AC and Reflex saves. Entrench ends automatically as soon as the bastion archon uses another move action."
+
+ - name: "Holy Beam"
+ desc: "`pf2:2` (divine,holy,incapacitation,light) The bastion archon releases a blinding beam of holy light in a 500-foot line that deals 20d6 spirit damage to non-archons in the area, with a DC 38 Reflex check save.\n\nThe bastion archon can't use Holy Beam again for 1d4 rounds.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half damage.\n\n**Failure** The creature takes full damage and is [[Conditions/Blinded|Blinded]] for 1d4 rounds.\n\n**Critical Failure** The creature takes double damage and is blinded permanently."
+
+```
+
+```encounter-table
+name: Bastion Archon
+creatures:
+ - 1: Bastion Archon
+```
+
+
+
+The mightiest of archon-kind form in the heat of battle from incredibly uncommon circumstances. When a gathering of lantern archons converges into a gestalt in order to defend allies in a fight that seems all but lost, a fellow archon of significant strength-such as a star archon-can commit a brave act of self-sacrifice by dimensionally transposing itself with the gestalt. If the circumstances are just right and luck is with the archons, the result is not a glorious sacrifice, but instead the earth-rocking emergence of a bastion archon. In this way, the lowliest of archons-the lanterns-can, in an instant, become their kind's greatest hope.
+
+Bastion archons are massive beings made of the very stone of Heaven's Holy Mountain, with their visages obscured by a blinding light surrounding the gestalt that originally formed the bastion. Tireless in their embodiment of the virtue of sacrifice, a bastion archon almost always protects the area where they manifested, and even when they are destroyed they leave an indelible mark of righteousness upon the surrounding region.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Bebilith.md b/content/mechanics/srd/Bestiary/Bestiary 2/Bebilith.md
new file mode 100755
index 000000000..fa827365c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Bebilith.md
@@ -0,0 +1,106 @@
+---
+title: "Bebilith"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.lcE89LL4BFysHvIC"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Bebilith"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Bebilith"
+level: "Creature 10"
+
+alignment: ""
+size: "huge"
+trait_01: [[beast]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+trait_04: [[fiend]]
+trait_05: [[unholy]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Chthonian; (can't speak any language), telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +19, Athletics: +23, Intimidation: +21, Stealth: +19"
+abilityMods: [7, 3, 6, 3, 5, 5]
+speed: 35 feet, climb 15 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +22, __Ref__ +19, __Will__ +19"
+hp: 200
+health:
+ - name: ""
+ - name: HP
+ desc: "200; __Weaknesses__ holy 10"
+abilities_top:
+ - name: ""
+
+ - name: "Scent Demons 60 feet"
+ desc: " A bebilith can smell demons as a precise sense."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+23 (magical, reach 10 feet, unholy)\n__Damage__ 2d10 + 13 piercing plus abyssal-rot"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+23 (agile, magical, reach 15 feet, unholy)\n__Damage__ 2d8 + 13 slashing"
+
+ - name: "**Ranged** `pf2:1` Web"
+ desc: "+23 (range increment 60 feet, unholy)\n__Damage__ "
+
+ - name: "Divine Innate Spells"
+ desc: "DC 29, attack +21; __7th __ _[[Spells/Interplanar Teleport|Plane Shift (Self Only)]]_"
+
+ - name: "Abyssal Rot"
+ desc: " (disease) The drained condition from Abyssal rot is cumulative, to a maximum of drained 4.\n\n**Saving Throw** DC 29 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 3d6 void damage (1 round)\n\n**Stage 2** 3d6 void damage and [[Conditions/Drained|Drained 1]] (1 round)\n\n**Stage 3** 3d6 void damage and [[Conditions/Drained|Drained 2]] (1 round)"
+
+ - name: "Dimensional Tether"
+ desc: " A creature hit by the bebilith's web Strike is [[Conditions/Restrained|Restrained]] and tethered to the bebilith, preventing it from moving further away from the bebilith. The restrained creature is also under the effects of a [[Spells/Planar Tether|Planar Tether]] spell (DC 29) with a duration that lasts as long as the creature remains tethered. The bebilith can have only one creature tethered at a time.\n\nThe DC to [[Actions/Escape|Escape]] or [[Actions/Force Open|Force Open]] the tether is 29. The tether can be severed with a Strike (AC 20, Hardness 2, HP 20); this ends the dimensional anchor effect but does not free the restrained creature."
+
+ - name: "Penetrating Strike"
+ desc: " Against demons, a bebilith's Strikes count as cold iron and holy."
+
+```
+
+```encounter-table
+name: Bebilith
+creatures:
+ - 1: Bebilith
+```
+
+
+
+While demons control much of the Abyss, even they are hunted in the wilder regions of this horrific plane. The most notorious of these predators-though not the deadliest-is the bebilith. These fiends resemble elephant-sized spiders with glowing eyes, barbed chitin, and a fanged maw dripping caustic fluid.
+
+Many demons and planar travelers have underestimated bebiliths' devious intellects, believing them to be little more than oversized vermin. Bebiliths take advantage of this, ambushing foes with unexpected tactics. While they lash out at any creatures they encounter, they take great pleasure in chewing on demonic flesh. Qlippoth are the only creatures bebiliths never consume.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Behemoth Hippopotamus.md b/content/mechanics/srd/Bestiary/Bestiary 2/Behemoth Hippopotamus.md
new file mode 100755
index 000000000..3a520bfd9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Behemoth Hippopotamus.md
@@ -0,0 +1,93 @@
+---
+title: "Behemoth Hippopotamus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.HauaBRCkBKPtwxah"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Behemoth Hippopotamus"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Behemoth Hippopotamus"
+level: "Creature 10"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +23, Stealth: +18, Survival: +17"
+abilityMods: [7, 4, 7, -4, 5, -2]
+speed: 35 feet, swim 35 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 29
+armorclass:
+ - name: AC
+ desc: "29; __Fort__ +22, __Ref__ +17, __Will__ +19"
+hp: 190
+health:
+ - name: ""
+ - name: HP
+ desc: "190"
+abilities_top:
+ - name: ""
+
+ - name: "Deep Breath"
+ desc: " The behemoth hippopotamus can hold its breath for 1 hour."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+23 (deadly d12, reach 10 feet)\n__Damage__ 2d12 + 10 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+21 ()\n__Damage__ 2d8 + 9 bludgeoning"
+
+ - name: "[[Bestiary Ability Glossary/Aquatic Ambush|Aquatic Ambush]]"
+ desc: "`pf2:1` 40 feet\n* * *\n\n**Requirements** The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.\n* * *\n\n**Effect** The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is [[Conditions/Off-Guard|Off-Guard]] against this Strike."
+
+ - name: "Capsize"
+ desc: "`pf2:1` (attack) The behemoth hippopotamus tries to capsize an adjacent aquatic vessel of its size or smaller. The behemoth hippopotamus must succeed at an Athletics check with a DC of 30 (reduced by 5 for each size smaller the vessel is than the hippo) or the pilot's Sailing Lore DC, whichever is higher."
+
+ - name: "Double Chomp"
+ desc: "`pf2:1` The behemoth hippo makes a jaws Strike targeting two creatures adjacent to each other. Roll the attack and damage once, and apply it to each creature separately. A Double Chomp counts as two attacks for the multiple attack penalty."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Medium, 2d12+10 bludgeoning damage, Rupture 26\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Large or smaller, foot, DC 29 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Behemoth Hippopotamus
+creatures:
+ - 1: Behemoth Hippopotamus
+```
+
+
+
+Behemoth hippopotamuses stand taller than elephants. They spend less time out of water than their smaller kin. Behemoth hippos are omnivorous, and many enjoy the taste of meat.
\ No newline at end of file
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Behir.md b/content/mechanics/srd/Bestiary/Bestiary 2/Behir.md
new file mode 100755
index 000000000..f3a68bbcb
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Behir.md
@@ -0,0 +1,92 @@
+---
+title: "Behir"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.4PRDeo47CGAR4oTk"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/electricity
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Behir"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Behir"
+level: "Creature 8"
+
+alignment: ""
+size: "huge"
+trait_01: [[beast]]
+trait_02: [[electricity]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision"
+languages: "Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Athletics: +19, Intimidation: +18, Stealth: +18, Survival: +15"
+abilityMods: [7, 4, 5, -2, 3, 4]
+speed: 30 feet, climb 15 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +19, __Ref__ +16, __Will__ +15"
+hp: 140
+health:
+ - name: ""
+ - name: HP
+ desc: "140; __Immunities__ electricity"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+18 (reach 15 feet)\n__Damage__ 2d12 + 10 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+18 (agile)\n__Damage__ 2d6 + 10 slashing"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (electricity,primal) The behir breathes lightning that deals 9d6 electricity damage in an 60-foot line (DC 27 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Claw Storm"
+ desc: "`pf2:3` The behir Strides up to its Speed, during which it can walk on air as if it were solid ground, ascending or descending at up to a 45-degree angle. It can make up to four claw Strikes at any point during this movement, each against a different target within reach, and it deals an extra 1d6 electricity damage with each Strike. These attacks count toward the behir's multiple attack penalty, but the multiple attack penalty doesn't increase until after the behir makes all of its attacks. If the behir moves half its Speed or less during a Claw Storm, that movement doesn't trigger reactions. The behir can't use Claw Storm if it has a creature wrapped in its coils. At the end of Claw Storm, it drifts downward up to 60 feet to the ground, landing softly and taking no damage from the fall. If it descends further than 60 feet, it takes damage normally from the remaining fall."
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d6+7 bludgeoning damage, DC 27 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Large, 2d12+7 bludgeoning damage, Rupture 21\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "Wrap in Coils"
+ desc: "`pf2:1` **Requirements** The behir has a creature either [[Conditions/Restrained|Restrained]] or [[Conditions/Grabbed|Grabbed]] in its jaws\n* * *\n\n**Effect** The behir moves the creature into its coils, freeing its jaws. The creature remains grabbed and takes 1d6+6 slashing damage. The behir's coils can hold as many creatures as will fit in its space."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Behir
+creatures:
+ - 1: Behir
+```
+
+
+
+The behir is a massive, serpentine beast with never fewer than a dozen short legs, each ending in three hooked talons. A behir can live to 80 years, but most perish far younger to violence. Fully grown, a behir is 40 feet long and weighs 4,000 pounds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Belker.md b/content/mechanics/srd/Bestiary/Bestiary 2/Belker.md
new file mode 100755
index 000000000..4a4f51f69
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Belker.md
@@ -0,0 +1,88 @@
+---
+title: "Belker"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.w9KiHYTMGJ9uMZoV"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Belker"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Belker"
+level: "Creature 6"
+
+alignment: ""
+size: "Large"
+trait_01: [[air]]
+trait_02: [[elemental]]
+trait_03: [[evil]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision"
+languages: "Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Stealth: +15"
+abilityMods: [2, 5, 3, -2, 4, 0]
+speed: 25 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +13, __Ref__ +17, __Will__ +12"
+hp: 78
+health:
+ - name: ""
+ - name: HP
+ desc: "78; __Immunities__ bleed, paralyzed, poison, precision, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " The belker ignores the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "Smoke Form"
+ desc: " The belker can occupy the same space as other creatures."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+17 (agile, finesse)\n__Damage__ 2d10 + 5 slashing"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+17 (agile, finesse, reach 10 feet)\n__Damage__ 2d8 + 5 bludgeoning"
+
+ - name: "Noxious Fumes"
+ desc: "`pf2:2` **Requirements** The belker occupies the same space as a Medium or smaller creature\n* * *\n\n**Effect** The belker attempts to flow into the creature's lungs; the creature must attempt a DC 23 Fortitude check save. On a failure, the creature partially inhales the belker and is [[Conditions/Immobilized|Immobilized]] by the pain of the smoke rasping in its throat and lungs. The creature can attempt to exhale the belker by spending an action coughing and succeeding at a DC 23 Fortitude check save. Most of the belker remains outside the creature, so the belker can still act normally. If the belker moves out of the creature's space or uses Noxious Fumes again, the creature automatically exhales it."
+
+ - name: "Smoke Slash"
+ desc: "`pf2:1` **Requirements** The belker is partially inhaled by a creature\n* * *\n\n**Effect** The belker automatically deals its claw damage to the inhaling creature by forming a claw to slash and scrape the creature from within."
+
+```
+
+```encounter-table
+name: Belker
+creatures:
+ - 1: Belker
+```
+
+
+
+These reclusive elementals have glowing red eyes, leathery wings, and long, sharp claws. While they always retain their shape, belkers can control the solidity of their forms at will, transforming into clouds of smoke, ash, and dust.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Black Bear.md b/content/mechanics/srd/Bestiary/Bestiary 2/Black Bear.md
new file mode 100755
index 000000000..735529923
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Black Bear.md
@@ -0,0 +1,78 @@
+---
+title: "Black Bear"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.SBkjNzVlgCm8cngZ"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Black Bear"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Black Bear"
+level: "Creature 2"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +9, Survival: +7"
+abilityMods: [3, 2, 3, -4, 1, -2]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +11, __Ref__ +8, __Will__ +5"
+hp: 32
+health:
+ - name: ""
+ - name: HP
+ desc: "32"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+9 ()\n__Damage__ 1d8 + 5 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+9 (agile)\n__Damage__ 1d6 + 5 slashing plus grab"
+
+ - name: "Mauler"
+ desc: " The black bear gains a +1 circumstance bonus to damage rolls against creatures it has grabbed."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Black Bear
+creatures:
+ - 1: Black Bear
+```
+
+
+
+Contrary to the name, black bears can be cinnamon or even blond in coloration, depending on which hue is most beneficial for surviving in their local environment. Regardless of their coloration, they are opportunistic eaters who gain sustenance from berries and nuts just as often as from fish and smaller mammals. They steal food when they find it, including from humanoid camps. Although they are predators, black bears are more timid than other bears. Unless defending themselves or their young, black bears often avoid conflict or fight only until they can retreat.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Black Dracolisk.md b/content/mechanics/srd/Bestiary/Bestiary 2/Black Dracolisk.md
new file mode 100755
index 000000000..87e15ce41
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Black Dracolisk.md
@@ -0,0 +1,92 @@
+---
+title: "Black Dracolisk"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.JYyeDhYutmB11aii"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/dragon
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Black Dracolisk"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Black Dracolisk"
+level: "Creature 9"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[dragon]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision, Tremorsense (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Athletics: +21, Stealth: +17, Survival: +20"
+abilityMods: [6, 2, 5, -3, 5, 1]
+speed: 20 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +20, __Ref__ +17, __Will__ +18"
+hp: 155
+health:
+ - name: ""
+ - name: HP
+ desc: "155; __Immunities__ paralyzed, petrified, sleep; __Resistances__ acid 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Draconic Resistance"
+ desc: " A black dracolisk has resistance 10 to acid damage."
+
+ - name: "Petrifying Glance"
+ desc: "`pf2:r` (arcane,aura,visual) **Trigger** A creature within 30 feet that the dracolisk can see starts its turn\n* * *\n\n**Effect** The target must attempt a DC 26 Fortitude check save. If it fails, it becomes [[Conditions/Slowed|Slowed 1]] for 1 minute as its body stiffens."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 ()\n__Damage__ 2d12 + 8 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile)\n__Damage__ 2d10 + 8 slashing"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane) The black dracolisk breathes a 60-foot line of energy. This breath weapon deals 6d10 acid damage, with a DC 28 Reflex check save.\n\nThe dracolisk can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Petrifying Gaze"
+ desc: "`pf2:2` (arcane,concentrate,incapacitation,visual) The dracolisk stares at a creature it can see within 30 feet. That creature must attempt a DC 28 Fortitude check save. If it fails and has not already been slowed by Petrifying Glance or this ability, it becomes [[Conditions/Slowed|Slowed 1]]. If the creature already was slowed by this ability or Petrifying Glance, a failed save causes the creature to be [[Conditions/Petrified|Petrified]] permanently.\n\nA creature petrified in this manner can be instantly restored to flesh by being coated (not just splashed) with fresh dracolisk or basilisk blood no more than 1 hour old. A single dracolisk contains enough blood to coat 1d4+2 Medium creatures in this manner."
+
+ - name: "Savage Jaws"
+ desc: "`pf2:2` The dracolisk makes a single Strike with its jaws. If the attack hits, it deals 4d12+16 piercing damage (versatile S). This counts as two attacks for its multiple attack penalty."
+
+```
+
+```encounter-table
+name: Black Dracolisk
+creatures:
+ - 1: Black Dracolisk
+```
+
+
+
+Dracolisks are rare magical crossbreeds of chromatic dragons and basilisks. None now know how they first came to be, but they have proven viable and can breed with one another as well as with basilisks. While a dracolisk appears much like a young true dragon of its parent type, its eight legs are an immediate indication that it is something more. Its coloration varies, depending on the nature of its draconic ancestry, though it's lighter on its underside and darker near its wing tips. A typical dracolisk is 15 feet long and weighs 3,000 pounds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Black Scorpion.md b/content/mechanics/srd/Bestiary/Bestiary 2/Black Scorpion.md
new file mode 100755
index 000000000..2e0145ad6
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Black Scorpion.md
@@ -0,0 +1,87 @@
+---
+title: "Black Scorpion"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.pdji1m0W3uxYKrhW"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/15
+statblock: inline
+name: "Black Scorpion"
+level: 15
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Black Scorpion"
+level: "Creature 15"
+
+alignment: ""
+size: "grg"
+trait_01: [[animal]]
+modifier: 27
+perception:
+ - name: "Perception"
+ desc: "+27; Darkvision, Tremorsense (Imprecise) 90 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +30"
+abilityMods: [9, 4, 6, -5, 6, -4]
+speed: 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 38
+armorclass:
+ - name: AC
+ desc: "38; __Fort__ +29, __Ref__ +25, __Will__ +25"
+hp: 275
+health:
+ - name: ""
+ - name: HP
+ desc: "275"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 90 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pincer"
+ desc: "+30 (agile, reach 30 feet)\n__Damage__ 3d12 + 15 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Stinger"
+ desc: "+30 (reach 30 feet)\n__Damage__ 3d8 + 15 piercing plus black-scorpion-venom"
+
+ - name: "Black Scorpion Venom"
+ desc: " (poison) **Saving Throw** DC 36 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 2d12 poison damage and [[Conditions/Clumsy|Clumsy 2]] (1 round)\n\n**Stage 2** 3d12 poison damage, [[Conditions/Clumsy|Clumsy 2]], and [[Conditions/Slowed|Slowed 1]] (1 round)\n\n**Stage 3** 4d12 poison damage, [[Conditions/Clumsy|Clumsy 4]], and [[Conditions/Slowed|Slowed 2]] (1 round)"
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 2d12+12 bludgeoning damage, DC 36 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Rapid Stinging"
+ desc: "`pf2:2` The black scorpion makes three stinger Strikes, each against a different target. Its multiple attack penalty applies to each attack, but the penalty increases only after all the attacks have been made."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Black Scorpion
+creatures:
+ - 1: Black Scorpion
+```
+
+
+
+With a carapace the color of polished obsidian and a penchant for attacking villages, this humongous scorpion is one of the desert's most frightening predators. A black scorpion measures 60 feet from tip to the base of its stinger.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Blindheim.md b/content/mechanics/srd/Bestiary/Bestiary 2/Blindheim.md
new file mode 100755
index 000000000..4814cd3c9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Blindheim.md
@@ -0,0 +1,79 @@
+---
+title: "Blindheim"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.XfljdXXXBPrLhfEa"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Blindheim"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Blindheim"
+level: "Creature 2"
+
+alignment: ""
+size: "Small"
+trait_01: [[animal]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +6, Stealth: +7"
+abilityMods: [2, 3, 3, -4, 1, -2]
+speed: 25 feet, climb 15 feet, swim 15 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +9, __Ref__ +9, __Will__ +5"
+hp: 27
+health:
+ - name: ""
+ - name: HP
+ desc: "27; __Immunities__ blinded, light"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 ()\n__Damage__ 1d12 + 2 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+11 (agile, finesse)\n__Damage__ 1d8 + 2 slashing"
+
+ - name: "Spotlight"
+ desc: "`pf2:1` (concentrate,light) Bright light shines from the blindheim's eyes in a 30-foot emanation (also creating dim light to 60 feet). Each creature in the bright light when the blindheim uses this action, or who enters it while the light continues, must attempt a DC 18 Fortitude check save. It is then temporarily immune for 1 hour. This light remains until the blindheim dims its eyes by using this action again.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Dazzled|Dazzled]] for 1 round.\n\n**Failure** The creature is [[Conditions/Blinded|Blinded]] for 1d4 rounds.\n\n**Critical Failure** The creature is Blinded for 1 hour."
+
+```
+
+```encounter-table
+name: Blindheim
+creatures:
+ - 1: Blindheim
+```
+
+
+
+Inhabitants of damp, subterranean caves, blindheims resemble stubby humanoids with oversized, frog-like heads and bulbous eyes. Their eyes emit a soft glow at all times, but a blindheim can draw back the heavy membrane that normally covers them to emit an intense light as bright as day. These simple creatures use their lights to draw in or disorient prey, mostly small animals like lizards, rodents, or fish. However, they might go after larger prey if trying to feed their young. When they encounter creatures their own size or larger they retreat, flashing their eyes to facilitate their escape if necessary. They often hunt in pairs or small packs. Using their lights to coordinate from a distance, they slowly close in on the creatures they hunt. One common hunting pattern involves one blindheim diving deep and using its light to chase fish to the surface, while another up above snatches them up and tosses them onto the land to eat later.
+
+Blindheims make their nests in damp caverns, especially grottoes next to underground lakes or bogs. An ideal nest rests in a cozy cavern with plenty of fungus to eat, a few fish swimming in a lake, and the comforting drip of water from the ceiling. Blindheims prefer to lead quiet and serene lives, and even when first born they emit only the meekest of vocalizations. A blindheim is born shining, and its parents cuddle over it to dim the light so as to avoid attracting predators.
+
+It's not just animals that endanger blindheims. Underground peoples find the creatures useful and attempt to capture them for specialized purposes. Duergars use them as "raid frogs," placing heavy hoods over blindheims' heads and revealing them suddenly during raids to blind their foes. They sometimes send the creatures along with their slaves that lack darkvision into the mines as a source of light. Drow use them for some of these same purposes, and some nobles have been known to treat the creatures as mere lanterns, having them hoisted to the ceilings of their halls. Neither duergars nor drow take good care of the captive creatures, so blindheims rarely last long in captivity.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Blink Dog.md b/content/mechanics/srd/Bestiary/Bestiary 2/Blink Dog.md
new file mode 100755
index 000000000..ca11314b0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Blink Dog.md
@@ -0,0 +1,89 @@
+---
+title: "Blink Dog"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.W0BO3RobVX0FhDdA"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Blink Dog"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Blink Dog"
+level: "Creature 2"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[beast]]
+trait_02: [[good]]
+trait_03: [[lawful]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Stealth: +8, Survival: +8"
+abilityMods: [1, 3, 2, 1, 4, 2]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +8, __Ref__ +10, __Will__ +11"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30; __Resistances__ all damage 5 (except force)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Blink Resistances"
+ desc: " Due to the constant [[Spells/Flicker|Flicker]] spell, we have added resistance to all 5 (except force) to the stat block, even though it is not listed in the official book."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+11 (agile, finesse)\n__Damage__ 1d6 + 3 piercing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 18, attack +8; __4th __ _[[Spells/Translocate|Dimension Door]]_\n__Constant__ __(4th)__ _[[Spells/Flicker|Blink]]_"
+
+ - name: "Pack Attack"
+ desc: " The blink dog's Strikes deal an additional 1d4 damage to creatures within the reach of at least two of the blink dog's allies."
+
+```
+
+```encounter-table
+name: Blink Dog
+creatures:
+ - 1: Blink Dog
+```
+
+
+
+At first glance, blink dogs seem to be little more than long-eared, bearded canines with tawny coats. Yet their intelligent eyes and the blue nimbus of energy that dances across their fur hint at not only the blink dog's inherent intelligence, but also of their connection to the occult energies and mysteries that hide beyond the sight of the untrained eye. These honorable creatures are as intelligent as most humanoids. They live and hunt in large packs, roaming forests, plains, and the hidden places of the world in hunt for evil creatures-particularly those that dwell in the depths of the Ethereal Plane.
+
+Unless acting in concert with specific allies who have proven that their goals are shared, blink dogs tend to avoid other creatures if at all possible. Their packs are constantly on the move and hidden from those that would seek them out. But in times of need, they have been known to come to the rescue of villages and lost travelers. While they have no innate ability to travel to the Ethereal Plane for extended periods of time, all blink dogs constantly shimmer and ripple between the Material Plane and the Ethereal. They do their best to use their ability to blink to snatch glimpses into the Ethereal Plane and keep track of potential threats that might be building there, but in practice this tactic yields more of a constant stream of hunches and estimations of Ethereal-based threats. Of course, to a blink dog, this constant state of flux is as natural as breathing.
+
+Pack leadership always falls to a pair-an elder blink dog (called an alpha) who relies upon the valued guidance of a trusted pack mate (the sage). Honor and tradition are keystones of blink dog society. They are fiercely loyal, defending the pack or creatures they befriend to the death and maintaining oaths handed down from litter to litter. Though different packs hold different traditions and oaths, their connection through the tales and stories told among their kind and the shared experience of the movement of stars above weave all blink dogs into an extended family, a great pack. Through their myths and folklore, blink dogs have names for celestial phenomena, note births under auspicious stars, and read omens from unusual stellar conjunctions. These celestial signs are woven into blink dogs' lifeways; their names contain a reference to the specific constellation under which they were born, and a pack's sage watches the heavens for signs to help them decide when a pup is old enough for their first hunt.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Blizzardborn.md b/content/mechanics/srd/Bestiary/Bestiary 2/Blizzardborn.md
new file mode 100755
index 000000000..f8773ea42
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Blizzardborn.md
@@ -0,0 +1,82 @@
+---
+title: "Blizzardborn"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.AtZN9pYMLxZOIn7l"
+tags:
+ - pf2e/creature/type/cold
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Blizzardborn"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Blizzardborn"
+level: "Creature 6"
+
+alignment: ""
+size: "Medium"
+trait_01: [[cold]]
+trait_02: [[elemental]]
+trait_03: [[water]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision"
+languages: "Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +15, Stealth: +14"
+abilityMods: [5, 2, 4, 0, 4, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +16, __Ref__ +12, __Will__ +14"
+hp: 105
+health:
+ - name: ""
+ - name: HP
+ desc: "105; __Immunities__ bleed, cold, paralyzed, poison, sleep; __Weaknesses__ fire 5"
+abilities_top:
+ - name: ""
+
+ - name: "Snow Vision"
+ desc: " The blizzardborn ignores the [[Conditions/Concealed|Concealed]] condition from falling snow."
+
+abilities_mid:
+ - name: ""
+ - name: "Shattering Ice"
+ desc: "`pf2:r` **Trigger** An enemy hits the blizzardborn with an attack that deals physical damage\n* * *\n\n**Effect** A portion of the blizzardborn's body shatters into an explosion of razor sharp ice crystals and blinding snow that deals 2d6 piercing damage to opponents in a 5-foot emanation (DC 24 Reflex check save). Anyone who fails is also [[Conditions/Blinded|Blinded]] for 1 round (or 3 rounds on a critical failure)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Ice Claw"
+ desc: "+17 (versatile b)\n__Damage__ 2d6 + 8 slashing 1d6 cold"
+
+ - name: "Ice Burrow"
+ desc: " The blizzardborn can [[Actions/Burrow|Burrow]] through ice or snow with a Speed of 20 feet. It moves at its full burrow Speed, leaving no tunnels or signs of its passing."
+
+```
+
+```encounter-table
+name: Blizzardborn
+creatures:
+ - 1: Blizzardborn
+```
+
+
+
+Freezing and thawing in a near-constant loop, blizzardborn resemble humanoid forms composed of a mixture of partially melted snow and sleet. These elementals move with crunching strides, their bodies constantly sloshing and sloughing off shards of ice. Because of their ability to refreeze, blizzardborn can travel into warmer environments safely, though they tend to look more like slush in these areas.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Blodeuwedd.md b/content/mechanics/srd/Bestiary/Bestiary 2/Blodeuwedd.md
new file mode 100755
index 000000000..d1d60434b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Blodeuwedd.md
@@ -0,0 +1,100 @@
+---
+title: "Blodeuwedd"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.g1cido6uRpoVWLq1"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Blodeuwedd"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Blodeuwedd"
+level: "Creature 6"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[fey]]
+trait_03: [[plant]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Low-Light Vision"
+languages: "Aklo, Common, Fey; speak with plants"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Diplomacy: +15, Nature: +13, Performance: +15, Stealth: +13, Survival: +11"
+abilityMods: [4, 5, 2, 3, 2, 5]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +12, __Ref__ +17, __Will__ +14"
+hp: 105
+health:
+ - name: ""
+ - name: HP
+ desc: "105; __Weaknesses__ cold iron 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Sling|+1 Sling]]"
+ - name: "Wild Empathy"
+ desc: " The blodeuwedd can use Diplomacy to [[Actions/Make an Impression|Make an Impression]] on and make very simple [[Actions/Request|Requests]] of animals."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Allergen Aura"
+ desc: " (aura,primal) 30 feet. A blodeuwedd exudes a 30-foot aura of pollen and irritating allergens. A non-plant living creature that begins its turn in the aura must succeed at a DC 22 Fortitude check save or become [[Conditions/Sickened|Sickened 2]]. A creature that succeeds at its save is then temporarily immune to the allergen aura for 24 hours.\n\nA blodeuwedd can suppress this aura or activate it again as a free action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+14 (agile)\n__Damage__ 2d8 + 7 slashing"
+
+ - name: "**Ranged** `pf2:1` Sling"
+ desc: "+17 (propulsive, range increment 50 feet)\n__Damage__ 2d6 + 4 bludgeoning"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 25, attack +17; __4th __ _[[Spells/Mirage|Hallucinatory Terrain]]_, _[[Spells/Rewrite Memory|Modify Memory]]_, _[[Spells/Sleep|Sleep]]_; __3rd __ _[[Spells/Wall of Thorns|Wall of Thorns]]_; __2nd __ _[[Spells/Entangling Flora|Entangle (x3)]]_\n__Cantrips__ __(3rd)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Tangle Vine|Tanglefoot]]_\n__Constant__ __(4th)__ _[[Spells/Speak with Plants|Speak with Plants]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:2` (concentrate,polymorph,primal) A blodeuwedd can take on the appearance of a single unique humanoid or the form of a prairie owl.\n\nWhen in humanoid form, the blodeuwedd loses its claw attack.\n\nIn owl form, its statistics change as follows:\n\n* **Size** Small;\n* **Speed** fly 60 feet;\n* **Melee** `pf2:1` talons +15, Damage 1d3+1 slashing.\n\nA blodeuwedd can return to their normal form as a free action.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Living Footsteps"
+ desc: " Every Stride action taken by a blodeuwedd causes small plants, grasses, and wildflowers to sprout from the ground, though they can suppress this effect if they desire. In a region or terrain that wouldn't normally support plant life, these plants thrive for 1 minute before withering away."
+
+ - name: "Nature's Infusion"
+ desc: "`pf2:2` **Frequency** once per day\n* * *\n\n**Effect** While surrounded by any field or fertile plain, a blodeuwedd can infuse themself with borrowed life energy from nearby plants and nutrients in the ground. The blodeuwedd gains 15 temporary Hit Points that last for 1 hour."
+
+```
+
+```encounter-table
+name: Blodeuwedd
+creatures:
+ - 1: Blodeuwedd
+```
+
+
+
+The mysterious blodeuwedds dwell in those parts of the world where the boundaries between the Material Plane and the First World have worn thin, or around portals between the two planes. Their link with such regions of the natural world is so strong that it rivals the bond shared between nymphs and places of great natural beauty, yet none would look upon a blodeuwedd and mistake them for something as elegant as a nymph.
+
+Although blodeuwedds share certain traits with nymphs, their role as guardians of the pathways between this world and the First World prevents them from forming as powerful a magical bond with the natural world. Never truly a part of either reality yet forced to keep watch over both, blodeuwedds tend to grow cynical and sharp-tongued toward any who would seek travel from one realm to the other, regardless of their actual goals.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Blue Dracolisk.md b/content/mechanics/srd/Bestiary/Bestiary 2/Blue Dracolisk.md
new file mode 100755
index 000000000..024cef649
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Blue Dracolisk.md
@@ -0,0 +1,92 @@
+---
+title: "Blue Dracolisk"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.catH5IkKSdVukkEL"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/dragon
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Blue Dracolisk"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Blue Dracolisk"
+level: "Creature 9"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[dragon]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision, Tremorsense (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Athletics: +21, Stealth: +17, Survival: +20"
+abilityMods: [6, 2, 5, -3, 5, 1]
+speed: 20 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +20, __Ref__ +17, __Will__ +18"
+hp: 155
+health:
+ - name: ""
+ - name: HP
+ desc: "155; __Immunities__ paralyzed, petrified, sleep; __Resistances__ electricity 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Draconic Resistance"
+ desc: " A blue dracolisk has resistance 10 to electricity damage."
+
+ - name: "Petrifying Glance"
+ desc: "`pf2:r` (arcane,aura,visual) **Trigger** A creature within 30 feet that the dracolisk can see starts its turn\n* * *\n\n**Effect** The target must attempt a DC 26 Fortitude check save. If it fails, it becomes [[Conditions/Slowed|Slowed 1]] for 1 minute as its body stiffens."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 ()\n__Damage__ 2d12 + 8 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile)\n__Damage__ 2d10 + 8 slashing"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane) The blue dracolisk breathes a 60-foot line of energy. This breath weapon deals 6d10 electricity damage, with a DC 28 Reflex check save.\n\nThe dracolisk can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Petrifying Gaze"
+ desc: "`pf2:2` (arcane,concentrate,incapacitation,visual) The dracolisk stares at a creature it can see within 30 feet. That creature must attempt a DC 28 Fortitude check save. If it fails and has not already been slowed by Petrifying Glance or this ability, it becomes [[Conditions/Slowed|Slowed 1]]. If the creature already was slowed by this ability or Petrifying Glance, a failed save causes the creature to be [[Conditions/Petrified|Petrified]] permanently.\n\nA creature petrified in this manner can be instantly restored to flesh by being coated (not just splashed) with fresh dracolisk or basilisk blood no more than 1 hour old. A single dracolisk contains enough blood to coat 1d4+2 Medium creatures in this manner."
+
+ - name: "Savage Jaws"
+ desc: "`pf2:2` The dracolisk makes a single Strike with its jaws. If the attack hits, it deals 4d12+16 piercing damage (versatile S). This counts as two attacks for its multiple attack penalty."
+
+```
+
+```encounter-table
+name: Blue Dracolisk
+creatures:
+ - 1: Blue Dracolisk
+```
+
+
+
+Dracolisks are rare magical crossbreeds of chromatic dragons and basilisks. None now know how they first came to be, but they have proven viable and can breed with one another as well as with basilisks. While a dracolisk appears much like a young true dragon of its parent type, its eight legs are an immediate indication that it is something more. Its coloration varies, depending on the nature of its draconic ancestry, though it's lighter on its underside and darker near its wing tips. A typical dracolisk is 15 feet long and weighs 3,000 pounds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Blue-Ringed Octopus.md b/content/mechanics/srd/Bestiary/Bestiary 2/Blue-Ringed Octopus.md
new file mode 100755
index 000000000..c1804e623
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Blue-Ringed Octopus.md
@@ -0,0 +1,89 @@
+---
+title: "Blue-Ringed Octopus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Vlyml3WJOdRviRah"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/aquatic
+ - pf2eMonster
+ - pf2e/creature/level/0
+statblock: inline
+name: "Blue-Ringed Octopus"
+level: 0
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Blue-Ringed Octopus"
+level: "Creature 0"
+
+alignment: ""
+size: "tiny"
+trait_01: [[animal]]
+trait_02: [[aquatic]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +6, Stealth: +7"
+abilityMods: [0, 3, 1, -4, 3, 0]
+speed: swim 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +3, __Ref__ +9, __Will__ +6"
+hp: 15
+health:
+ - name: ""
+ - name: HP
+ desc: "15; __Resistances__ cold 2"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+7 (finesse)\n__Damage__ 1d6 piercing plus blue-ringed-octopus-venom"
+
+ - name: "**Melee** `pf2:1` Arms"
+ desc: "+6 ()\n__Damage__ "
+
+ - name: "Blue-Ringed Octopus Venom"
+ desc: " (poison) **Saving Throw** DC 17 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d4 poison damage (1 round)\n\n**Stage 2** 1d6 poison damage (1 round)\n\n**Stage 3** 1d6 poison damage and [[Conditions/Paralyzed|Paralyzed]] (1 round)"
+
+ - name: "Camouflage"
+ desc: " The blue-ringed octopus can change the color of its skin to [[Actions/Hide|Hide]] even if it doesn't have cover."
+
+ - name: "Jet"
+ desc: "`pf2:2` The blue-ringed octopus moves up to 60 feet in a straight line through the water without triggering reactions."
+
+ - name: "Toxic Bite"
+ desc: "`pf2:1` (virulent) **Requirements** The blue-ringed octopus has a creature [[Conditions/Grabbed|Grabbed]]\n* * *\n\n**Effect** The blue-ringed octopus makes a beak Strike against the grabbed creature. If it hits, it injects additional poison, causing its venom to gain the virulent trait."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Blue-Ringed Octopus
+creatures:
+ - 1: Blue-Ringed Octopus
+```
+
+
+
+While relatively small, the blue-ringed octopus is particularly venomous for its size.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Bodak.md b/content/mechanics/srd/Bestiary/Bestiary 2/Bodak.md
new file mode 100755
index 000000000..523c3db9f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Bodak.md
@@ -0,0 +1,97 @@
+---
+title: "Bodak"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ls83uKgVWlzKxFUo"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Bodak"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Bodak"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[undead]]
+trait_04: [[unholy]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision, Lifesense 60 Feet"
+languages: "Chthonian, Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +18, Athletics: +15, Intimidation: +19, Stealth: +18"
+abilityMods: [3, 4, 1, -2, 5, 5]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +13, __Ref__ +16, __Will__ +19"
+hp: 160
+health:
+ - name: ""
+ - name: HP
+ desc: "160, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious; __Weaknesses__ holy 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 60 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+abilities_mid:
+ - name: ""
+ - name: "Draining Glance"
+ desc: "`pf2:r` (aura,death,occult,visual) **Trigger** A living creature within 30 feet that the bodak can perceive with its [[Bestiary Ability Glossary/Lifesense|Lifesense]] starts its turn\n* * *\n\n**Effect** The target must attempt a DC 23 Fortitude check save. If it fails, the bodak regains 5 healing Hit Points and the target becomes [[Conditions/Drained|Drained 1]]."
+
+ - name: "Sunlight Vulnerability"
+ desc: " (death) If exposed to direct sunlight, the bodak can't use actions with the death trait and it becomes [[Conditions/Slowed|Slowed 1]]. The slowed value increases by 1 each time the bodak ends its turn in sunlight. If the bodak loses all its actions this way, it is destroyed."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+18 (agile, finesse)\n__Damage__ 2d6 + 6 bludgeoning 1d6 void"
+
+ - name: "Bodak Spawn"
+ desc: " (occult) Any humanoid who dies while [[Conditions/Drained|Drained]] or [[Conditions/Doomed|Doomed]] by a bodak rises as an autonomous bodak 24 hours after its death."
+
+ - name: "Death Gaze"
+ desc: "`pf2:2` (death,occult,visual) The bodak stares at a living creature within 30 feet that it can sense with its [[Bestiary Ability Glossary/Lifesense|Lifesense]]. That creature must attempt a DC 26 Fortitude check save. If the target becomes [[Conditions/Drained|Drained]], the bodak gains a number of temporary Hit Points equal to 5 times the value of the drained condition the target gained.\n\nMultiple exposures to this ability can increase a creature's drained condition to a maximum of 4. If the bodak is destroyed, any [[Conditions/Doomed|Doomed]] condition a creature has gained from Death Gaze are removed.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Drained|Drained 1]].\n\n**Failure** The creature is [[Conditions/Doomed|Doomed 1]] and [[Conditions/Drained|Drained 2]].\n\n**Critical Failure** The creature is doomed 1 and [[Conditions/Drained|Drained 4]]."
+
+```
+
+```encounter-table
+name: Bodak
+creatures:
+ - 1: Bodak
+```
+
+
+
+When a living, sentient humanoid is exposed to an extreme expression of supernatural evil, the experience can irrevocably damn the victim, crushing their mind and ripping out their soul in an appalling, unholy transformation that results in a creature that's anathema to life-the bodak.
+
+The shreds of physicality that survive this absolute corruption serve only to enhance the humanoid's profoundly disturbing appearance. The bodak's body is horrifically twisted, as though it's locked in a convulsion of agony and terror. Its desiccated and hairless flesh bears an otherworldly, pearlescent sheen, strung taut across a malformed skeleton that reduces its gait to a slow shamble. But most disturbing of all are its eyes, set in a drooping, melted visage with scant remains of its former facial structure. These eyes, sunken deep into their sockets, nevertheless glow with an unholy light, stare with unremitting malevolence, and constantly weep noxious vapor.
+
+Fragmented memories of a prior existence filtered through a vengeful hatred of the living lead the bodak to try to return to those places it once knew. If successful, it assaults former friends, acquaintances, and loved ones with its murderous gaze and an incomprehensible torrent of gibberish laced with vile curses, accusations, and threats-an assault that often leads to the victims rising as newly formed bodaks themselves.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Bog Mummy.md b/content/mechanics/srd/Bestiary/Bestiary 2/Bog Mummy.md
new file mode 100755
index 000000000..6b0a96790
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Bog Mummy.md
@@ -0,0 +1,96 @@
+---
+title: "Bog Mummy"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.tqExbv4o4Q3oj7wG"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/mummy
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Bog Mummy"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Bog Mummy"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[lawful]]
+trait_03: [[mummy]]
+trait_04: [[undead]]
+trait_05: [[unholy]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision, Tremorsense (Imprecise) 30 Feet"
+languages: "Common, Necril"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Stealth: +11"
+abilityMods: [5, 2, 0, 0, 1, 0]
+speed: 20 feet, burrow 15 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +13, __Ref__ +9, __Will__ +14"
+hp: 85
+health:
+ - name: ""
+ - name: HP
+ desc: "85, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious; __Weaknesses__ cold 5; __Resistances__ fire 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Breath of the Bog"
+ desc: " (aura,divine,mental) 30 feet. A creature that begins its turn within the area feels as if its lungs were filling with water and must succeed at a DC 19 Fortitude check save or be unable to speak or breathe. The creature can still hold its breath and can attempt a new saving throw at the end of its turn.\n\nA creature that succeeds is temporarily immune to breath of the bog for 24 hours."
+
+ - name: "Rise Up"
+ desc: "`pf2:r` **Trigger** A creature walks on top of a bog mummy that lies buried in the mud or peat below\n\n**Requirements** Initiative has not yet been rolled\n* * *\n\n**Effect** The bog mummy automatically notices the creature and Burrows before rolling initiative."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+14 ()\n__Damage__ 2d6 + 5 bludgeoning plus bog-rot"
+
+ - name: "Bog Rot"
+ desc: " (curse,disease,divine,void) This affliction can't be reduced below stage 1, nor can the damage from it be healed, until it's successfully treated with [[Spells/Cleanse Affliction|Cleanse Affliction]] or a similar effect; the affliction can then be removed as normal for a disease. A creature killed by bog rot melts into a noxious sludge and can't be resurrected except by a 7th-rank [[Spells/Resurrect|Resurrect]] ritual or similar magic\n* * *\n\n**Saving Throw** DC 21 Fortitude check\n* * *\n\n**Stage 1** carrier with no ill effect (1 minute)\n\n**Stage 2** 3d6 void damage and [[Conditions/Clumsy|Clumsy 1]] (1 day)"
+
+```
+
+```encounter-table
+name: Bog Mummy
+creatures:
+ - 1: Bog Mummy
+```
+
+
+
+The cultural practice of mummifying the dead is not the only way a body can become preserved, nor is it the only route that gives rise to these disease-spreading undead monstrosities.
+
+Bog mummies (also called peat mummies or mire mummies) rarely, if ever, leave their marshy realms. Less powerful than their more notorious artificially preserved kin, bog mummies are preserved not by agents introduced during rituals but by the natural elements present in the airless, acidic morass of a peat bog or muddy swamp. While corpses preserved in this manner can certainly rise from the mire as bog mummies as the result of a curse by fell powers or the directed influence of a necromancer, the vast majority of them animate from a seething need for vengeance or to pursue some dire agenda left unfinished at the time of death-often because the creature was slain or otherwise betrayed. The nature of tthis emotional tie to life and the emotional power of the deceased compel unlife beyond death, while the preservative qualities of the bog within which the body was disposed of does the rest.
+
+Although most bog mummies are motivated by vengeance, many fulfill their dark yearnings with general violence. Filled with wrath and hatred for the living, they mercilessly attack any living creatures that dare to venture into their dismal domains. Their agonized moans echo over their putrid homes, driving away most natural life dwelling therein and often alerting travelers to the potential danger that lies beneath the surface.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Bog Strider.md b/content/mechanics/srd/Bestiary/Bestiary 2/Bog Strider.md
new file mode 100755
index 000000000..086fe79c5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Bog Strider.md
@@ -0,0 +1,95 @@
+---
+title: "Bog Strider"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.cvJ9XNOoeqlkrByf"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Bog Strider"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Bog Strider"
+level: "Creature 2"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision, Wavesense (Imprecise) 120 Feet"
+languages: "Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +8, Stealth: +8, Survival: +8"
+abilityMods: [2, 4, 2, 0, 2, 0]
+speed: 25 feet, swim 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +8, __Ref__ +10, __Will__ +8"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Spear|Spear]], [[Equipment/Net|Net]]"
+ - name: "Deep Breath"
+ desc: " A bog strider can hold their breath for 2 hours."
+
+ - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense 120 feet]]"
+ desc: " This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Spear"
+ desc: "+8 ()\n__Damage__ 1d6 + 4 piercing"
+
+ - name: "**Melee** `pf2:1` Mandibles"
+ desc: "+8 (agile)\n__Damage__ 1d6 + 4 piercing"
+
+ - name: "**Ranged** `pf2:1` Spear"
+ desc: "+10 (thrown 20 ft.)\n__Damage__ 1d6 + 3 piercing"
+
+ - name: "Hurl Net"
+ desc: "`pf2:1` **Requirements** The bog strider is holding a net in two hands\n* * *\n\n**Effect** The bog strider hurls their net to hamper a foe. They make a ranged Strike (with a +10 modifier) against a Medium or smaller creature within 20 feet. On a hit, the target is [[Conditions/Off-Guard|Off-Guard]] and takes a -10-foot circumstance penalty to its Speeds. On a critical hit, the creature is instead [[Conditions/Restrained|Restrained]]. The DC to [[Actions/Escape|Escape]] the net is 16. A creature adjacent to the target can [[Actions/Interact|Interact]] with the net to remove it from the target."
+
+ - name: "Water Sprint"
+ desc: "`pf2:3` The bog strider Strides up to three times in a straight line across smooth water. They can make a single Strike against a creature at the end of this movement."
+
+ - name: "Water Stride"
+ desc: " The bog strider can stand and move on the surface of water or other liquids without falling through. The bog strider can go underwater if they wish, but they must [[Actions/Swim|Swim]] to do so."
+
+```
+
+```encounter-table
+name: Bog Strider
+creatures:
+ - 1: Bog Strider
+```
+
+
+
+The insectile bog striders call themselves seshes, but they take no offense at those who use the more common vernacular to refer to them. They resemble upright water striders with four legs, two arms, and powerful mandibles. Bog striders can move about on water like solid ground, chasing down prey or fleeing from predators across the water. They rarely leave the swampy rivers and lakes they call home. Bog striders stand 5 feet tall and weigh approximately 150 pounds.
+
+A bog strider's diet consists almost entirely of meat, but they prefer to feed only on animals, as they consider the consumption of the flesh of any sapient creature a taboo.
+
+In sesh society, each individual is expected to serve equally in all efforts to ensure the society's survival against the more aggressive creatures often found in or near their swampland homes. In addition, each member of the community is expected to develop a skill that contributes to the community's prosperity, and by extension, the continued survival of the species. Traditionally, female bog striders are builders and artisans while males are hunters and gatherers, but often such roles aren't limited to a single gender, as every member of a small community pitches in to help as they can.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Bralani.md b/content/mechanics/srd/Bestiary/Bestiary 2/Bralani.md
new file mode 100755
index 000000000..ad7282d5f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Bralani.md
@@ -0,0 +1,96 @@
+---
+title: "Bralani"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.dNrFXv72i44xGMKf"
+tags:
+ - pf2e/creature/type/azata
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Bralani"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Bralani"
+level: "Creature 6"
+
+alignment: ""
+size: "Medium"
+trait_01: [[azata]]
+trait_02: [[celestial]]
+trait_03: [[chaotic]]
+trait_04: [[good]]
+trait_05: [[holy]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision"
+languages: "Diabolic, Draconic, Empyrean; tongues"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Deception: +15, Diplomacy: +15, Stealth: +15, Games Lore: +14"
+abilityMods: [5, 5, 3, 2, 4, 5]
+speed: 30 feet, fly 80 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +13, __Ref__ +17, __Will__ +12"
+hp: 120
+health:
+ - name: ""
+ - name: HP
+ desc: "120; __Weaknesses__ cold iron 5, unholy 5; __Resistances__ electricity 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Composite Longbow|+1 Composite Longbow]], [[Equipment/Scimitar|Scimitar]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Scimitar"
+ desc: "+16 (forceful, holy, sweep)\n__Damage__ 1d6 + 8 slashing 2d6 electricity 1d6 spirit"
+
+ - name: "**Ranged** `pf2:1` Composite Longbow"
+ desc: "+18 (deadly d10, holy, magical, propulsive, range increment 100 feet, reload 0, volley 30 ft.)\n__Damage__ 1d8 + 6 piercing 1d6 electricity 1d6 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 24, attack +14; __4th __ _[[Spells/Vapor Form|Gaseous Form (At will)]]_; __3rd __ _[[Spells/Heal|Heal]]_, _[[Spells/Lightning Bolt|Lightning Bolt]]_, _[[Spells/Wall of Wind|Wall of Wind]]_; __2nd __ _[[Spells/Calm|Calm Emotions]]_; __1st __ _[[Spells/Gust of Wind|Gust of Wind (At will)]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Fair Competition"
+ desc: " (divine,mental) Once per day, a bralani can spend 1 minute to bless willing creatures within 100 feet who are about to participate in a contest. This blessing lasts 24 hours. If a blessed creature cheats or uses the contest to harm another, the creature grows visibly ill, becoming [[Conditions/Sickened|Sickened 1]] and unable to remove this condition for the duration or until they withdraw from the competition. At the end of the contest, participants who competed fairly find it easier to negotiate and understand their opponent's perspective. For 1 hour, they gain a +2 status bonus to Diplomacy checks and [[Actions/Recall Knowledge|Recall Knowledge]] checks that directly pertain to their opponents."
+
+ - name: "Whirlwind Blast"
+ desc: "`pf2:2` (air,divine) The bralani generates a 20-foot line of scouring wind that deals 7d6 bludgeoning damage (DC 24 Reflex check save). It can't use this ability again for 1d4 rounds."
+
+ - name: "Wind Form"
+ desc: " A bralani flies at full Speed in [[Spells/Vapor Form|Vapor Form]]."
+
+```
+
+```encounter-table
+name: Bralani
+creatures:
+ - 1: Bralani
+```
+
+
+
+Bralanis embody the freedom of fair competition, embracing opportunities to test their skills against worthy foes and bring mortals together with the thrill of good-natured sports and contests. Their interest in constructive conflict also extends to higher stakes, such as diplomatic negotiations. In these cases, bralanis ensure that neither side's desires are crushed by the other's and work as mediators when needed. They believe in friendly contests to diffuse tension. When discussions are going well, bralanis step back, allowing the participants to shape their own futures. They delight in sailing through violent storms as wind, basking in the raw energy.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Brine Dragon (Adult).md b/content/mechanics/srd/Bestiary/Bestiary 2/Brine Dragon (Adult).md
new file mode 100755
index 000000000..ce4d47c00
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Brine Dragon (Adult).md
@@ -0,0 +1,111 @@
+---
+title: "Brine Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.eYFObPIO6qvzV11w"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Brine Dragon (Adult)"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Brine Dragon (Adult)"
+level: "Creature 12"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+trait_03: [[elemental]]
+trait_04: [[lawful]]
+trait_05: [[water]]
+modifier: 23
+perception:
+ - name: "Perception"
+ desc: "+23; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Fey, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +20, Athletics: +25, Deception: +24, Intimidation: +24, Nature: +21, Society: +21, Survival: +21"
+abilityMods: [7, 2, 5, 3, 5, 6]
+speed: 40 feet, fly 120 feet, swim 60 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +25, __Ref__ +20, __Will__ +21; +1 status to all saves vs. magic"
+hp: 222
+health:
+ - name: ""
+ - name: HP
+ desc: "222; __Immunities__ acid, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Brine Spit"
+ desc: "`pf2:r` (concentrate) **Trigger** A creature the brine dragon observes within 30 feet uses a concentrate action\n* * *\n\n**Effect** The dragon spits a glob of caustic salt water at the creature. The creature takes 5d6 acid damage (DC 30 Reflex check save). On a failure, the concentrate action is disrupted."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 30 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+26 (acid, magical, reach 15 feet)\n__Damage__ 3d10 + 12 piercing 3d4 acid"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+26 (agile, magical, reach 10 feet)\n__Damage__ 3d8 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+24 (magical, reach 20 feet)\n__Damage__ 3d12 + 12 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+24 (magical, reach 15 feet)\n__Damage__ 1d12 + 12 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 32, attack +24; __4th __ _[[Spells/Hydraulic Torrent|Hydraulic Torrent]]_; __3rd __ _[[Spells/Hydraulic Push|Hydraulic Push (x3)]]_; __2nd __ _[[Spells/Mist|Obscuring Mist]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (acid,primal) The dragon breathes a spray of acidic salt water that deals 13d6 acid damage in a 100-foot line (DC 32 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Desiccating Bite"
+ desc: "`pf2:2` The dragon makes a jaws Strike. On a hit, the target takes 4d6 persistent acid damage, and is [[Conditions/Sickened|Sickened 2]] from the pain of salt and brine in its wounds."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one wing Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+```
+
+```encounter-table
+name: Brine Dragon (Adult)
+creatures:
+ - 1: Brine Dragon (Adult)
+```
+
+
+
+Brine dragons are usually blue-green in color, with shiny scales, crests that help them glide through the water, and sweeping neck frills. They care little for either good or evil. As they are both opinionated and willing to impose their sense of order on others, many brine dragons eventually seek to rule over a meticulously crafted community. These communities are orderly and well-planned, with rigid standards of courtesy and unchanging laws set down by the dragon themself. A settlement seeded by a brine dragon can be made of members of almost any ancestry, but the most common inhabitants are humans, merfolk, tengus, or sahuagin.
+
+Depending on the dragon's personality, their community members might view their brine dragon ruler as anything from a benevolent force of order to a fearful tyrant. Regardless, the typical brine dragon has little patience for kindness or philanthropy, and the strength and health of their settlement as a whole are of greater concern than individuals' well-being. A notable exception to this dispassion rises when an outside force encroaches on their lands. In these cases, the brine dragon is quick to step in and aid in the defense of their community.
+
+Although brine dragons enjoy cultivating settlements, they rarely make their lairs within the city limits, instead preferring to dwell in sea caves or cliffside grottoes overlooking the coastline. Here they can retreat for privacy as needed, or can accumulate and display their gathered wealth in a place where they feel safe spreading out their treasures. Brine dragon hoards often consist of a mix of offerings and taxes paid by those they rule over and strange discoveries salvaged from sunken ships.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Brine Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 2/Brine Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..dae174c8d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Brine Dragon (Adult, Spellcaster).md
@@ -0,0 +1,108 @@
+---
+title: "Brine Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.4XTsKyEIUgMDxIPO"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Brine Dragon (Adult, Spellcaster)"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Brine Dragon (Adult, Spellcaster)"
+level: "Creature 12"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+trait_03: [[elemental]]
+trait_04: [[lawful]]
+trait_05: [[water]]
+modifier: 23
+perception:
+ - name: "Perception"
+ desc: "+23; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Fey, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +20, Athletics: +25, Deception: +24, Intimidation: +24, Nature: +21, Society: +21, Survival: +21"
+abilityMods: [7, 2, 5, 3, 5, 6]
+speed: 40 feet, fly 120 feet, swim 60 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +25, __Ref__ +20, __Will__ +21; +1 status to all saves vs. magic"
+hp: 222
+health:
+ - name: ""
+ - name: HP
+ desc: "222; __Immunities__ acid, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Brine Spit"
+ desc: "`pf2:r` (concentrate) **Trigger** A creature the brine dragon observes within 30 feet uses a concentrate action\n* * *\n\n**Effect** The dragon spits a glob of caustic salt water at the creature. The creature takes 5d6 acid damage (DC 30 Reflex check save). On a failure, the concentrate action is disrupted."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 30 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+26 (acid, magical, reach 15 feet)\n__Damage__ 3d10 + 12 piercing 3d4 acid"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+26 (agile, magical, reach 10 feet)\n__Damage__ 3d8 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+24 (magical, reach 20 feet)\n__Damage__ 3d12 + 12 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+24 (magical, reach 15 feet)\n__Damage__ 1d12 + 12 piercing"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 33, attack +26; __5th __ _[[Spells/Cone of Cold|Cone of Cold]]_, _[[Spells/Control Water|Control Water]]_, _[[Spells/Mariner's Curse|Mariner's Curse]]_; __4th __ _[[Spells/Unfettered Movement|Freedom of Movement]]_, _[[Spells/Mirage|Hallucinatory Terrain]]_, _[[Spells/Solid Fog|Solid Fog]]_; __3rd __ _[[Spells/Haste|Haste]]_, _[[Spells/Lightning Bolt|Lightning Bolt]]_, _[[Spells/Slow|Slow]]_; __2nd __ _[[Spells/Animal Messenger|Animal Messenger]]_, _[[Spells/Humanoid Form|Humanoid Form]]_, _[[Spells/Water Breathing|Water Breathing]]_; __1st __ _[[Spells/Create Water|Create Water]]_, _[[Spells/Grease|Grease]]_, _[[Spells/Negate Aroma|Negate Aroma]]_\n__Cantrips__ __(5th)__ _[[Spells/Acid Splash|Acid Splash]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Sigil|Sigil]]_, _[[Spells/Stabilize|Stabilize]]_"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 32, attack +24; __4th __ _[[Spells/Hydraulic Torrent|Hydraulic Torrent]]_; __3rd __ _[[Spells/Hydraulic Push|Hydraulic Push (x3)]]_; __2nd __ _[[Spells/Mist|Obscuring Mist]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (acid,primal) The dragon breathes a spray of acidic salt water that deals 13d6 acid damage in a 100-foot line (DC 32 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Desiccating Bite"
+ desc: "`pf2:2` The dragon makes a jaws Strike. On a hit, the target takes 4d6 persistent acid damage, and is [[Conditions/Sickened|Sickened 2]] from the pain of salt and brine in its wounds."
+
+```
+
+```encounter-table
+name: Brine Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Brine Dragon (Adult, Spellcaster)
+```
+
+
+
+Brine dragons are usually blue-green in color, with shiny scales, crests that help them glide through the water, and sweeping neck frills. They care little for either good or evil. As they are both opinionated and willing to impose their sense of order on others, many brine dragons eventually seek to rule over a meticulously crafted community. These communities are orderly and well-planned, with rigid standards of courtesy and unchanging laws set down by the dragon themself. A settlement seeded by a brine dragon can be made of members of almost any ancestry, but the most common inhabitants are humans, merfolk, tengus, or sahuagin.
+
+Depending on the dragon's personality, their community members might view their brine dragon ruler as anything from a benevolent force of order to a fearful tyrant. Regardless, the typical brine dragon has little patience for kindness or philanthropy, and the strength and health of their settlement as a whole are of greater concern than individuals' well-being. A notable exception to this dispassion rises when an outside force encroaches on their lands. In these cases, the brine dragon is quick to step in and aid in the defense of their community.
+
+Although brine dragons enjoy cultivating settlements, they rarely make their lairs within the city limits, instead preferring to dwell in sea caves or cliffside grottoes overlooking the coastline. Here they can retreat for privacy as needed, or can accumulate and display their gathered wealth in a place where they feel safe spreading out their treasures. Brine dragon hoards often consist of a mix of offerings and taxes paid by those they rule over and strange discoveries salvaged from sunken ships.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Brine Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Bestiary 2/Brine Dragon (Ancient).md
new file mode 100755
index 000000000..782d44c0e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Brine Dragon (Ancient).md
@@ -0,0 +1,117 @@
+---
+title: "Brine Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.VCKxGcu9PcT7RYXS"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/17
+statblock: inline
+name: "Brine Dragon (Ancient)"
+level: 17
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Brine Dragon (Ancient)"
+level: "Creature 17"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+trait_03: [[elemental]]
+trait_04: [[lawful]]
+trait_05: [[water]]
+modifier: 32
+perception:
+ - name: "Perception"
+ desc: "+32; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Fey, Thalassic, Utopian"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +28, Athletics: +32, Deception: +32, Intimidation: +34, Nature: +30, Society: +30, Survival: +29"
+abilityMods: [9, 5, 6, 5, 5, 6]
+speed: 50 feet, fly 140 feet, swim 70 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 40
+armorclass:
+ - name: AC
+ desc: "40; __Fort__ +31, __Ref__ +30, __Will__ +30; +1 status to all saves vs. magic"
+hp: 330
+health:
+ - name: ""
+ - name: HP
+ desc: "330; __Immunities__ acid, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Brine Spit"
+ desc: "`pf2:r` (concentrate) **Trigger** A creature the brine dragon observes within 30 feet uses a concentrate action\n* * *\n\n**Effect** The dragon spits a glob of caustic salt water at the creature. The creature takes 7d6 acid damage (DC 36 Reflex check save). On a failure, the concentrate action is disrupted."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 36 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+34 (acid, magical, reach 20 feet)\n__Damage__ 3d10 + 17 piercing 5d4 acid"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+34 (agile, magical, reach 15 feet)\n__Damage__ 3d10 + 17 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+32 (magical, reach 25 feet)\n__Damage__ 3d12 + 17 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+32 (magical, reach 20 feet)\n__Damage__ 2d12 + 17 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 38, attack +30; __6th __ _[[Spells/Hydraulic Torrent|Hydraulic Torrent]]_; __5th __ _[[Spells/Control Water|Control Water (x3)]]_, _[[Spells/Mariner's Curse|Mariner's Curse]]_; __4th __ _[[Spells/Hydraulic Push|Hydraulic Push (At Will)]]_, _[[Spells/Mist|Obscuring Mist (At Will)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (acid,primal) The dragon breathes a spray of acidic salt water that deals 18d6 acid damage in a 120-foot line (DC 38 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Capsize"
+ desc: "`pf2:1` (attack) The dragon tries to capsize an adjacent aquatic vessel of their size or smaller. They must succeed at an Athletics check with a DC of 35 (reduced by 5 for each size smaller the vessel is than the dragon) or the pilot's Sailing Lore DC, whichever is higher."
+
+ - name: "Desiccating Bite"
+ desc: "`pf2:2` The dragon makes a jaws Strike. On a hit, the target takes 6d6 persistent acid damage, and is [[Conditions/Sickened|Sickened 3]] from the pain of salt and brine in its wounds."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one wing Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+ - name: "Painful Strikes"
+ desc: " (acid) The brine dragon's body is encrusted with salty, acidic crystals. When a target takes damage from one of the dragon's melee Strikes, it must succeed at a DC 38 Fortitude check Save or be [[Conditions/Stunned|Stunned 1]] ([[Conditions/Stunned|Stunned 3]] on a critical failure). The target then becomes temporarily immune for 1 minute."
+
+```
+
+```encounter-table
+name: Brine Dragon (Ancient)
+creatures:
+ - 1: Brine Dragon (Ancient)
+```
+
+
+
+Brine dragons are usually blue-green in color, with shiny scales, crests that help them glide through the water, and sweeping neck frills. They care little for either good or evil. As they are both opinionated and willing to impose their sense of order on others, many brine dragons eventually seek to rule over a meticulously crafted community. These communities are orderly and well-planned, with rigid standards of courtesy and unchanging laws set down by the dragon themself. A settlement seeded by a brine dragon can be made of members of almost any ancestry, but the most common inhabitants are humans, merfolk, tengus, or sahuagin.
+
+Depending on the dragon's personality, their community members might view their brine dragon ruler as anything from a benevolent force of order to a fearful tyrant. Regardless, the typical brine dragon has little patience for kindness or philanthropy, and the strength and health of their settlement as a whole are of greater concern than individuals' well-being. A notable exception to this dispassion rises when an outside force encroaches on their lands. In these cases, the brine dragon is quick to step in and aid in the defense of their community.
+
+Although brine dragons enjoy cultivating settlements, they rarely make their lairs within the city limits, instead preferring to dwell in sea caves or cliffside grottoes overlooking the coastline. Here they can retreat for privacy as needed, or can accumulate and display their gathered wealth in a place where they feel safe spreading out their treasures. Brine dragon hoards often consist of a mix of offerings and taxes paid by those they rule over and strange discoveries salvaged from sunken ships.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Brine Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 2/Brine Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..2ac57e5a9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Brine Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,114 @@
+---
+title: "Brine Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.TtpqxYER5aywsZCj"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/17
+statblock: inline
+name: "Brine Dragon (Ancient, Spellcaster)"
+level: 17
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Brine Dragon (Ancient, Spellcaster)"
+level: "Creature 17"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+trait_03: [[elemental]]
+trait_04: [[lawful]]
+trait_05: [[water]]
+modifier: 32
+perception:
+ - name: "Perception"
+ desc: "+32; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Fey, Thalassic, Utopian"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +28, Athletics: +32, Deception: +32, Intimidation: +34, Nature: +30, Society: +30, Survival: +29"
+abilityMods: [9, 5, 6, 5, 5, 6]
+speed: 50 feet, fly 140 feet, swim 70 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 40
+armorclass:
+ - name: AC
+ desc: "40; __Fort__ +31, __Ref__ +30, __Will__ +30; +1 status to all saves vs. magic"
+hp: 330
+health:
+ - name: ""
+ - name: HP
+ desc: "330; __Immunities__ acid, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Brine Spit"
+ desc: "`pf2:r` (concentrate) **Trigger** A creature the brine dragon observes within 30 feet uses a concentrate action\n* * *\n\n**Effect** The dragon spits a glob of caustic salt water at the creature. The creature takes 7d6 acid damage (DC 36 Reflex check save). On a failure, the concentrate action is disrupted."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 36 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+34 (acid, magical, reach 20 feet)\n__Damage__ 3d10 + 17 piercing 5d4 acid"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+34 (agile, magical, reach 15 feet)\n__Damage__ 3d10 + 17 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+32 (magical, reach 25 feet)\n__Damage__ 3d12 + 17 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+32 (magical, reach 20 feet)\n__Damage__ 2d12 + 17 piercing"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 38, attack +33; __8th __ _[[Spells/Desiccate|Horrid Wilting]]_; __7th __ _[[Spells/Energy Aegis|Energy Aegis]]_, _[[Spells/Interplanar Teleport|Plane Shift]]_, _[[Spells/Regenerate|Regenerate]]_; __6th __ _[[Spells/Cursed Metamorphosis|Baleful Polymorph]]_, _[[Spells/Truesight|True Seeing]]_; __5th __ _[[Spells/Cone of Cold|Cone of Cold]]_, _[[Spells/Control Water|Control Water]]_, _[[Spells/Mariner's Curse|Mariner's Curse]]_; __4th __ _[[Spells/Unfettered Movement|Freedom of Movement]]_, _[[Spells/Mirage|Hallucinatory Terrain]]_, _[[Spells/Solid Fog|Solid Fog]]_; __3rd __ _[[Spells/Haste|Haste]]_, _[[Spells/Lightning Bolt|Lightning Bolt]]_, _[[Spells/Slow|Slow]]_; __2nd __ _[[Spells/Animal Messenger|Animal Messenger]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Humanoid Form|Humanoid Form]]_, _[[Spells/Water Breathing|Water Breathing]]_; __1st __ _[[Spells/Create Water|Create Water]]_, _[[Spells/Grease|Grease]]_, _[[Spells/Negate Aroma|Negate Aroma]]_\n__Cantrips__ __(8th)__ _[[Spells/Acid Splash|Acid Splash]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Sigil|Sigil]]_, _[[Spells/Stabilize|Stabilize]]_"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 38, attack +30; __6th __ _[[Spells/Hydraulic Torrent|Hydraulic Torrent]]_; __5th __ _[[Spells/Control Water|Control Water (x3)]]_, _[[Spells/Mariner's Curse|Mariner's Curse]]_; __4th __ _[[Spells/Hydraulic Push|Hydraulic Push (At Will)]]_, _[[Spells/Mist|Obscuring Mist (At Will)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (acid,primal) The dragon breathes a spray of acidic salt water that deals 18d6 acid damage in a 120-foot line (DC 38 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Capsize"
+ desc: "`pf2:1` (attack) The dragon tries to capsize an adjacent aquatic vessel of their size or smaller. They must succeed at an Athletics check with a DC of 35 (reduced by 5 for each size smaller the vessel is than the dragon) or the pilot's Sailing Lore DC, whichever is higher."
+
+ - name: "Desiccating Bite"
+ desc: "`pf2:2` The dragon makes a jaws Strike. On a hit, the target takes 6d6 persistent acid damage, and is [[Conditions/Sickened|Sickened 3]] from the pain of salt and brine in its wounds."
+
+ - name: "Painful Strikes"
+ desc: " (acid) The brine dragon's body is encrusted with salty, acidic crystals. When a target takes damage from one of the dragon's melee Strikes, it must succeed at a DC 38 Fortitude check Save or be [[Conditions/Stunned|Stunned 1]] ([[Conditions/Stunned|Stunned 3]] on a critical failure). The target then becomes temporarily immune for 1 minute."
+
+```
+
+```encounter-table
+name: Brine Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Brine Dragon (Ancient, Spellcaster)
+```
+
+
+
+Brine dragons are usually blue-green in color, with shiny scales, crests that help them glide through the water, and sweeping neck frills. They care little for either good or evil. As they are both opinionated and willing to impose their sense of order on others, many brine dragons eventually seek to rule over a meticulously crafted community. These communities are orderly and well-planned, with rigid standards of courtesy and unchanging laws set down by the dragon themself. A settlement seeded by a brine dragon can be made of members of almost any ancestry, but the most common inhabitants are humans, merfolk, tengus, or sahuagin.
+
+Depending on the dragon's personality, their community members might view their brine dragon ruler as anything from a benevolent force of order to a fearful tyrant. Regardless, the typical brine dragon has little patience for kindness or philanthropy, and the strength and health of their settlement as a whole are of greater concern than individuals' well-being. A notable exception to this dispassion rises when an outside force encroaches on their lands. In these cases, the brine dragon is quick to step in and aid in the defense of their community.
+
+Although brine dragons enjoy cultivating settlements, they rarely make their lairs within the city limits, instead preferring to dwell in sea caves or cliffside grottoes overlooking the coastline. Here they can retreat for privacy as needed, or can accumulate and display their gathered wealth in a place where they feel safe spreading out their treasures. Brine dragon hoards often consist of a mix of offerings and taxes paid by those they rule over and strange discoveries salvaged from sunken ships.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Brine Dragon (Young).md b/content/mechanics/srd/Bestiary/Bestiary 2/Brine Dragon (Young).md
new file mode 100755
index 000000000..c9ca92643
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Brine Dragon (Young).md
@@ -0,0 +1,108 @@
+---
+title: "Brine Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.VEkFL03OXxJynbQI"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Brine Dragon (Young)"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Brine Dragon (Young)"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+trait_03: [[elemental]]
+trait_04: [[lawful]]
+trait_05: [[water]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Athletics: +18, Deception: +18, Intimidation: +18, Nature: +16, Society: +16, Survival: +14"
+abilityMods: [6, 2, 4, 2, 2, 4]
+speed: 30 feet, fly 100 feet, swim 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +18, __Ref__ +16, __Will__ +16"
+hp: 142
+health:
+ - name: ""
+ - name: HP
+ desc: "142; __Immunities__ acid, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Brine Spit"
+ desc: "`pf2:r` (concentrate) **Trigger** A creature the brine dragon observes within 30 feet uses a concentrate action\n* * *\n\n**Effect** The dragon spits a glob of caustic salt water at the creature. The creature takes 3d6 acid damage (DC 26 Reflex check save). On a failure, the concentrate action is disrupted."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 24 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 (acid, reach 10 feet)\n__Damage__ 2d10 + 8 piercing 2d4 acid"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+20 (agile)\n__Damage__ 2d8 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+18 (reach 15 feet)\n__Damage__ 2d12 + 8 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+18 (agile, reach 10 feet)\n__Damage__ 1d12 + 8 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 26, attack +18; __2nd __ _[[Spells/Mist|Obscuring Mist]]_; __1st __ _[[Spells/Hydraulic Push|Hydraulic Push (x2)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (acid,primal) The dragon breathes a spray of acidic salt water that deals 9d6 acid damage in an 80-foot line (DC 26 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one wing Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+```
+
+```encounter-table
+name: Brine Dragon (Young)
+creatures:
+ - 1: Brine Dragon (Young)
+```
+
+
+
+Brine dragons are usually blue-green in color, with shiny scales, crests that help them glide through the water, and sweeping neck frills. They care little for either good or evil. As they are both opinionated and willing to impose their sense of order on others, many brine dragons eventually seek to rule over a meticulously crafted community. These communities are orderly and well-planned, with rigid standards of courtesy and unchanging laws set down by the dragon themself. A settlement seeded by a brine dragon can be made of members of almost any ancestry, but the most common inhabitants are humans, merfolk, tengus, or sahuagin.
+
+Depending on the dragon's personality, their community members might view their brine dragon ruler as anything from a benevolent force of order to a fearful tyrant. Regardless, the typical brine dragon has little patience for kindness or philanthropy, and the strength and health of their settlement as a whole are of greater concern than individuals' well-being. A notable exception to this dispassion rises when an outside force encroaches on their lands. In these cases, the brine dragon is quick to step in and aid in the defense of their community.
+
+Although brine dragons enjoy cultivating settlements, they rarely make their lairs within the city limits, instead preferring to dwell in sea caves or cliffside grottoes overlooking the coastline. Here they can retreat for privacy as needed, or can accumulate and display their gathered wealth in a place where they feel safe spreading out their treasures. Brine dragon hoards often consist of a mix of offerings and taxes paid by those they rule over and strange discoveries salvaged from sunken ships.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Brine Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 2/Brine Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..731c9c86f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Brine Dragon (Young, Spellcaster).md
@@ -0,0 +1,105 @@
+---
+title: "Brine Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.xM18K3fqsiJjxSLH"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Brine Dragon (Young, Spellcaster)"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Brine Dragon (Young, Spellcaster)"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+trait_03: [[elemental]]
+trait_04: [[lawful]]
+trait_05: [[water]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Athletics: +18, Deception: +18, Intimidation: +18, Nature: +16, Society: +16, Survival: +14"
+abilityMods: [6, 2, 4, 2, 2, 4]
+speed: 30 feet, fly 100 feet, swim 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +18, __Ref__ +16, __Will__ +16"
+hp: 142
+health:
+ - name: ""
+ - name: HP
+ desc: "142; __Immunities__ acid, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Brine Spit"
+ desc: "`pf2:r` (concentrate) **Trigger** A creature the brine dragon observes within 30 feet uses a concentrate action\n* * *\n\n**Effect** The dragon spits a glob of caustic salt water at the creature. The creature takes 3d6 acid damage (DC 26 Reflex check save). On a failure, the concentrate action is disrupted."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 24 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 (acid, reach 10 feet)\n__Damage__ 2d10 + 8 piercing 2d4 acid"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+20 (agile)\n__Damage__ 2d8 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+18 (reach 15 feet)\n__Damage__ 2d12 + 8 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+18 (agile, reach 10 feet)\n__Damage__ 1d12 + 8 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 26, attack +18; __2nd __ _[[Spells/Mist|Obscuring Mist]]_; __1st __ _[[Spells/Hydraulic Push|Hydraulic Push (x2)]]_"
+
+ - name: "Prepared Primal Spells"
+ desc: "DC 26, attack +20; __3rd __ _[[Spells/Haste|Haste]]_, _[[Spells/Lightning Bolt|Lightning Bolt]]_, _[[Spells/Slow|Slow]]_; __2nd __ _[[Spells/Animal Messenger|Animal Messenger]]_, _[[Spells/Humanoid Form|Humanoid Form]]_, _[[Spells/Water Breathing|Water Breathing]]_; __1st __ _[[Spells/Create Water|Create Water]]_, _[[Spells/Grease|Grease]]_, _[[Spells/Negate Aroma|Negate Aroma]]_\n__Cantrips__ __(3rd)__ _[[Spells/Acid Splash|Acid Splash]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Sigil|Sigil]]_, _[[Spells/Stabilize|Stabilize]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (acid,primal) The dragon breathes a spray of acidic salt water that deals 9d6 acid damage in an 80-foot line (DC 26 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Brine Dragon (Young, Spellcaster)
+creatures:
+ - 1: Brine Dragon (Young, Spellcaster)
+```
+
+
+
+Brine dragons are usually blue-green in color, with shiny scales, crests that help them glide through the water, and sweeping neck frills. They care little for either good or evil. As they are both opinionated and willing to impose their sense of order on others, many brine dragons eventually seek to rule over a meticulously crafted community. These communities are orderly and well-planned, with rigid standards of courtesy and unchanging laws set down by the dragon themself. A settlement seeded by a brine dragon can be made of members of almost any ancestry, but the most common inhabitants are humans, merfolk, tengus, or sahuagin.
+
+Depending on the dragon's personality, their community members might view their brine dragon ruler as anything from a benevolent force of order to a fearful tyrant. Regardless, the typical brine dragon has little patience for kindness or philanthropy, and the strength and health of their settlement as a whole are of greater concern than individuals' well-being. A notable exception to this dispassion rises when an outside force encroaches on their lands. In these cases, the brine dragon is quick to step in and aid in the defense of their community.
+
+Although brine dragons enjoy cultivating settlements, they rarely make their lairs within the city limits, instead preferring to dwell in sea caves or cliffside grottoes overlooking the coastline. Here they can retreat for privacy as needed, or can accumulate and display their gathered wealth in a place where they feel safe spreading out their treasures. Brine dragon hoards often consist of a mix of offerings and taxes paid by those they rule over and strange discoveries salvaged from sunken ships.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Brood Leech Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 2/Brood Leech Swarm.md
new file mode 100755
index 000000000..2b63cc574
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Brood Leech Swarm.md
@@ -0,0 +1,82 @@
+---
+title: "Brood Leech Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.c67liZpOHg2VKkYV"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Brood Leech Swarm"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Brood Leech Swarm"
+level: "Creature 4"
+
+alignment: ""
+size: "Large"
+trait_01: [[amphibious]]
+trait_02: [[animal]]
+trait_03: [[swarm]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Tremorsense (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +8, Stealth: +11"
+abilityMods: [0, 3, 4, -5, 1, -5]
+speed: 5 feet, swim 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +12, __Ref__ +11, __Will__ +9"
+hp: 40
+health:
+ - name: ""
+ - name: HP
+ desc: "40; __Immunities__ precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 5, salt 5, splash damage 5; __Resistances__ bludgeoning 2, piercing 5, slashing 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Swarm Mind"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+attacks:
+ - name: ""
+
+ - name: "Blood Draining Bites"
+ desc: "`pf2:1` Each enemy in the swarm's space takes 2d6 bleed and is exposed to brood leech swarm venom."
+
+ - name: "Brood Leech Swarm Venom"
+ desc: " (poison) **Saving Throw** DC 21 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** [[Conditions/Clumsy|Clumsy 1]], [[Conditions/Sickened|Sickened 1]], and -5-foot status penalty to Speed (1 round)\n\n**Stage 2** [[Conditions/Clumsy|Clumsy 1]], [[Conditions/Sickened|Sickened 1]], and -10-foot status penalty to Speed (1 round)."
+
+```
+
+```encounter-table
+name: Brood Leech Swarm
+creatures:
+ - 1: Brood Leech Swarm
+```
+
+
+
+Most smaller species of leeches do not tend to swarm, but brood leeches are prone to gathering in seething, undulant mats of squirming gluttony. When they gather in sufficient numbers to swarm, they eschew the stealth of a lone leech's feeding methods in favor of swift and merciless feeding. In these situations, their mild venom can affect much larger creatures than their usual prey.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Brownie.md b/content/mechanics/srd/Bestiary/Bestiary 2/Brownie.md
new file mode 100755
index 000000000..0b350d018
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Brownie.md
@@ -0,0 +1,80 @@
+---
+title: "Brownie"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.b8wvtZtFuUuycTb0"
+tags:
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Brownie"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Brownie"
+level: "Creature 1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[fey]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Low-Light Vision"
+languages: "Common, Elven, Fey, Gnomish"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Crafting: +5, Deception: +6, Stealth: +9"
+abilityMods: [-2, 4, 1, 2, 4, 3]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +4, __Ref__ +9, __Will__ +9"
+hp: 25
+health:
+ - name: ""
+ - name: HP
+ desc: "25; __Weaknesses__ cold iron 3"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Shortsword|Shortsword]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Shortsword"
+ desc: "+7 (agile, finesse)\n__Damage__ 1d6 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 17, attack +9; __4th __ _[[Spells/Translocate|Dimension Door (Self Only)]]_; __3rd __ _[[Spells/Mending|Mending]]_; __1st __ _[[Spells/Ventriloquism|Ventriloquism]]_\n__Cantrips__ __(4th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Prestidigitation|Prestidigitation]]_"
+
+ - name: "Baffling Bluff"
+ desc: "`pf2:2` (emotion,mental,primal) The brownie's antics can confuse and disorient a creature. When the brownie uses Baffling Bluff, it targets a single creature within 30 feet; that creature must attempt a DC 17 Will check save.\n\nThe target is temporarily immune to Baffling Bluff for 1 minute.\n* * *\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is fooled momentarily and is [[Conditions/Off-Guard|Off-Guard]] against the next melee Strike the brownie makes against it before the end of the brownie's next turn.\n\n**Failure** The target is [[Conditions/Confused|Confused]] for 1 round.\n\n**Critical Failure** The target is confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confused condition."
+
+```
+
+```encounter-table
+name: Brownie
+creatures:
+ - 1: Brownie
+```
+
+
+
+Brownies make their homes in the trunks of hollow trees, small earthy burrows, and even under porches or within the crawl spaces of farmhouses. Often attired in clothes that appear to be made of plants or leaves, brownies wear belts lined with pouches and tools. Whatever language they choose to speak is often is riddled with odd pronunciations and colloquialisms. Their manner of speaking might call upon turns of phrase that are decades or even centuries out of vogue, for example, or they might mix up their metaphors in strange ways. It almost seems as if brownies adopt these quirky ways of speaking intentionally-certainly they do not react favorably to corrections to their chatter. There's often no swifter way to annoy a brownie than to try to correct its grammar. Brownies stand barely 2 feet tall and weigh about 20 pounds.
+
+When facing danger, brownies rarely engage in combat, preferring instead to confound and confuse their attackers in order to buy enough time for escape. Content with honest toil and the love of their kin, brownies maintain a pacifist nature, harassing creatures only to run them off or punish them for an insult. Despite this nature, all brownies carry a blade. They refer to their swords with a hint of disgust, and jokingly call their blades their "final trick," reserving their use for the direst of circumstances.
+
+Honest to a fault, brownies take freely but always repay their debt through work or leave something behind as an offering. They may eat an apple from a farmer's orchard but harvest the entire tree as repayment. A brownie might eat an entire pie left on a windowsill, only to straighten up the kitchen or wash the dishes. A brownie can share a home with a family for years and years while avoiding detection. A family that is aware of a brownie in their midst usually finds this a beneficial relationship and leaves dishes of milk, pieces of fruit, trinkets, and sometimes even wine as gifts. In exchange, the resident brownie keeps the home clean, mends clothes, repairs tools, and shoos away vermin and small predators. Bragging about having a brownie in the house is the best way to lose one. Brownies distrust foxes and fear wolves, and they avoid farms with dogs.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Bythos.md b/content/mechanics/srd/Bestiary/Bestiary 2/Bythos.md
new file mode 100755
index 000000000..9408cb9cb
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Bythos.md
@@ -0,0 +1,103 @@
+---
+title: "Bythos"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.4v5D3eaB9cIA9n1w"
+tags:
+ - pf2e/creature/type/aeon
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/monitor
+ - pf2eMonster
+ - pf2e/creature/level/16
+statblock: inline
+name: "Bythos"
+level: 16
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Bythos"
+level: "Creature 16"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[aeon]]
+trait_02: [[lawful]]
+trait_03: [[monitor]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision"
+languages: "envisioning"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +29, Athletics: +32, Deception: +25, Intimidation: +25, Nature: +30, Occultism: +29, Religion: +30, Stealth: +26"
+abilityMods: [8, 4, 5, 7, 8, 5]
+speed: fly 35 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 39
+armorclass:
+ - name: AC
+ desc: "39; __Fort__ +25, __Ref__ +26, __Will__ +30; +1 status to all saves vs. magic"
+hp: 245
+health:
+ - name: ""
+ - name: HP
+ desc: "245, regeneration 15 (deactivated by chaotic)"
+abilities_top:
+ - name: ""
+
+ - name: "Envisioning"
+ desc: " When a bythos conveys information, it does so wordlessly through psychic projections. This acts as [[Bestiary Ability Glossary/Telepathy|Telepathy]] with a range of 100 feet but is understandable to all creatures regardless of whether they have a language.\n\nThe meaning to non-aeons can be vague and is often mysterious. A bythos can use this ability to communicate flawlessly with any other aeon on the same plane."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 15 (Deactivated by Chaotic)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Confusing Gaze"
+ desc: " (aura,divine,emotion,incapacitation,mental,visual) 30 feet. A creature that ends its turn in the aura must attempt a DC 34 Will check save. If it fails, it's [[Conditions/Confused|Confused]] for 1 round (or 1d4 rounds on a critical failure)."
+
+ - name: "Temporal Reversion"
+ desc: "`pf2:0` (fortune) **Trigger** The bythos fails or critically fails a check\n\n**Frequency** once per day\n* * *\n\n**Effect** The bythos rerolls the triggering check and takes the better result."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+32 (magical, reach 10 feet)\n__Damage__ 2d8 + 16 bludgeoning 2d8 cold 2d8 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 37, attack +27; __8th __ _[[Spells/Augury|Augury (At will)]]_, _[[Spells/Teleport|Teleport]]_; __7th __ _[[Spells/Planar Tether|Dimensional Anchor]]_, _[[Spells/Planar Seal|Dimensional Lock]]_, _[[Spells/Haste|Haste]]_, _[[Spells/Interplanar Teleport|Plane Shift]]_; __6th __ _[[Spells/Slow|Slow]]_; __4th __ _[[Spells/Planar Tether|Dimensional Anchor (At will)]]_"
+
+ - name: "Rituals"
+ desc: "_Imprisonment (Temporal stasis only)_"
+
+ - name: "Aging Strikes"
+ desc: "`pf2:2` (divine) The bythos make two fist Strikes against a single target. If both Strikes hit, the target attempts a DC 37 Fortitude check save. Creatures that don't get weaker with age or don't age are immune (GM's discretion).\n\nIf a creature becomes clumsy 4, drained 4, and enfeebled 4 due to Aging Strikes, it dies of old age.\n* * *\n\n**Success** The creature is unaffected.\n\n**Failure** The creature becomes [[Conditions/Clumsy|Clumsy 1]], [[Conditions/Drained|Drained 1]], and [[Conditions/Enfeebled|Enfeebled 1]], or increases each of these conditions by 1. This effect is cumulative with other aging strikes from bythoses, to a maximum of clumsy 4, drained 4, and enfeebled 4.\n\n**Critical Failure** As failure, but the creature becomes [[Conditions/Clumsy|Clumsy 2]], [[Conditions/Drained|Drained 2]], and [[Conditions/Enfeebled|Enfeebled 2]], or increases these conditions by 2."
+
+ - name: "Focused Gaze"
+ desc: "`pf2:1` (concentrate) The bythos focuses its gaze on a creature it can see within 30 feet. The target must attempt a save against the bythos's confusing gaze. A bythos can't use this ability against the same creature more than once per turn."
+
+ - name: "Temporal Flurry"
+ desc: "`pf2:2` The bythos makes four fist Strikes. Its multiple attack penalty increases normally with each attack."
+
+ - name: "Temporal Strike"
+ desc: "`pf2:2` (divine,incapacitation,teleportation) The bythos touches a creature or object to displace it from time. The target attempts a DC 37 Fortitude check save.\n* * *\n\n**Critical Success** The target is unaffected.\n\n**Success** Time flows around the target; the target is [[Conditions/Slowed|Slowed 1]] for 1 round.\n\n**Failure** The target disappears from the present moment and reappears in the same location 1d4 rounds later as if no time had passed for it. If a creature or object occupies that space when the target returns, the target appears in the closest available space to its original location.\n\n**Critical Failure** As failure, but the target is [[Conditions/Slowed|Slowed 1]] for an extra 1d4 rounds after it returns."
+
+```
+
+```encounter-table
+name: Bythos
+creatures:
+ - 1: Bythos
+```
+
+
+
+The bythos is a guardian of space and time, and at all times seeks out those who misuse planar and temporal magic. A bythos is a roughly humanoid creature with four arms and a body made of swirling clouds and mist. Despite its appearance, its body feels like dry stone. A bythos seeks out paradoxes caused by irresponsible planar or dimensional travelers and repairs breaches where the barriers between planes have become thin or damaged. If the mortals responsible remain in the area and cannot be convinced to cease their activities, the bythos has no qualms about removing them. Using its ability to manipulate time, a bythos might cause an opponent to quickly die of old age as time speeds up around them, or cause a target to disappear from time and space.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Cairn Linnorm.md b/content/mechanics/srd/Bestiary/Bestiary 2/Cairn Linnorm.md
new file mode 100755
index 000000000..663851d72
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Cairn Linnorm.md
@@ -0,0 +1,105 @@
+---
+title: "Cairn Linnorm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.T5Yy7MjHflc03ljm"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/18
+statblock: inline
+name: "Cairn Linnorm"
+level: 18
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Cairn Linnorm"
+level: "Creature 18"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Scent (Imprecise) 60 Feet, Truesight"
+languages: "Aklo, Draconic, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +32, Athletics: +35"
+abilityMods: [9, 6, 8, -2, 6, 7]
+speed: 35 feet, climb 40 feet, fly 100 feet, swim 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 43
+armorclass:
+ - name: AC
+ desc: "43; __Fort__ +34, __Ref__ +30, __Will__ +26; +1 status to all saves vs. magic"
+hp: 360
+health:
+ - name: ""
+ - name: HP
+ desc: "360, regeneration 15 (deactivated by cold iron); __Immunities__ acid, curse, paralyzed, sleep; __Weaknesses__ cold iron 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 15 (Deactivated by Cold Iron)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Tail Only)]]"
+ desc: "`pf2:r` Tail only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Curse of the Crooked Cane"
+ desc: " (curse,primal) When a creature slays a cairn linnorm, it must succeed at a DC 44 Will check save or become permanently [[Conditions/Enfeebled|Enfeebled 2]]. In addition, the victim ages at an accelerated rate, aging 1 year every day, eventually causing it to die of old age if the curse is left untended."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+35 (magical, reach 25 feet)\n__Damage__ 3d12 + 17 piercing plus cairn-linnorm-venom"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+35 (agile, magical, reach 25 feet)\n__Damage__ 3d8 + 17 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+35 (agile, magical, reach 25 feet)\n__Damage__ 3d10 + 17 bludgeoning plus improved-grab"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 40, attack +30\n__Constant__ __(8th)__ _[[Spells/Unfettered Movement|Freedom of Movement]]_ __(7th)__ _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (acid,primal) The cairn linnorm expels a 60-foot cone of void energy-infused acid, dealing 19d6 acid damage to creatures in the area (DC 40 Reflex check save). The acid also saps the life out of affected creatures. At the beginning of the linnorm's next turn, each creature that failed the Reflex save must succeed at a DC 40 Fortitude check save or become [[Conditions/Drained|Drained 1]] ([[Conditions/Drained|Drained 2]] on a critical failure).\n\nThe cairn linnorm can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Cairn Linnorm Venom"
+ desc: " (acid,poison) **Saving Throw** DC 41 Fortitude check\n\n**Maximum Duration** 10 rounds\n\n**Stage 1** 6d6 acid damage and [[Conditions/Drained|Drained 1]] (1 round)\n\n**Stage 2** 8d6 acid damage and [[Conditions/Drained|Drained 2]] (1 round)"
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Cairn Linnorm
+creatures:
+ - 1: Cairn Linnorm
+```
+
+
+
+Cairn linnorms are disturbing, even by linnorm standards. They make their homes in necropolises, burial grounds, and the sites of immense and gory battles. Some point out that cairn linnorms feast on shambling undead and thus provide a service to the living, but these beasts are not choosy and will happily consume any creature, whether or not it draws breath.
+
+Some tales state that cairn linnorms will not-or cannot-enter a tomb without the permission of a descendant of the deceased (or the permission of the deceased itself, in the instance that it has risen from the dead). Likewise, once a cairn linnorm has entered a tomb, it won't leave until it has secured permission to do so. Whether such legends are true or not is anyone's guess; nevertheless, reports of a cairn linnorm in the vicinity are harrowing enough to dissuade even the most foolhardy grave robber from peeking into too many crypts or mausoleums.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Cairn Wight.md b/content/mechanics/srd/Bestiary/Bestiary 2/Cairn Wight.md
new file mode 100755
index 000000000..5ebc9ec7c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Cairn Wight.md
@@ -0,0 +1,100 @@
+---
+title: "Cairn Wight"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.qS4087SC7P0F6dcl"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/wight
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Cairn Wight"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Cairn Wight"
+level: "Creature 4"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[lawful]]
+trait_03: [[undead]]
+trait_04: [[unholy]]
+trait_05: [[wight]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: "Common, Necril"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Intimidation: +11, Religion: +9, Stealth: +12"
+abilityMods: [4, 2, 4, 1, 3, 3]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +12, __Ref__ +10, __Will__ +11"
+hp: 67
+health:
+ - name: ""
+ - name: HP
+ desc: "67, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Longsword|Longsword]], [[Equipment/Studded Leather Armor|Studded Leather Armor]]"
+abilities_mid:
+ - name: ""
+ - name: "Final Spite"
+ desc: "`pf2:r` **Trigger** The cairn wight is reduced to 0 Hit Points\n* * *\n\n**Effect** The cairn wight makes a Strike before being destroyed. It doesn't gain any temporary HP from drain life on this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Longsword"
+ desc: "+14 (versatile p)\n__Damage__ 1d8 + 7 slashing plus drain-life"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+14 (agile)\n__Damage__ 1d6 + 7 slashing plus drain-life"
+
+ - name: "Cairn Wight Spawn"
+ desc: " (divine) A living humanoid slain by a cairn wight's weapon or claw Strike rises as a [[Bestiary 2/Cairn Wight|Spawned Wight]] after 1d4 rounds. This spawned wight is under the command of the cairn wight that killed it. It doesn't have drain life or cairn wight spawn and is [[Conditions/Clumsy|Clumsy 2]] for as long as it is a spawned wight. If its creator dies, the spawned wight becomes a full-fledged, autonomous cairn wight; it regains its free will, gains drain life and cairn wight spawn, and is no longer clumsy."
+
+ - name: "Drain Life"
+ desc: " (divine) When the cairn wight damages a living creature with a melee Strike, using an unarmed attack or its bound weapon, the cairn wight gains 5 temporary Hit Points and the creature must succeed at a DC 18 Fortitude check save or become [[Conditions/Drained|Drained 1]]. Further damage dealt by the cairn wraith increases the drained condition value by 1 on a failed save, to a maximum of drained 4."
+
+ - name: "Funereal Dirge"
+ desc: "`pf2:2` (auditory,divine,emotion,fear,mental) The cairn wight chants a low, haunting melody. Living creatures within 50 feet must attempt a DC 21 Will check save.\n\nThe cairn wight can't chant a new Funereal Dirge for 1d4 rounds.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 2]] and takes a -2 status penalty to saving throws against drain life.\n\n[[Bestiary Effects/Effect_ Funereal Dirge|Effect: Funereal Dirge]]"
+
+```
+
+```encounter-table
+name: Cairn Wight
+creatures:
+ - 1: Cairn Wight
+```
+
+
+
+Jealous guardians of tombs, barrows, and sepulchers, cairn wights usually spawn from necromantic rituals. For those mortals who cannot abide the thought of separation from their earthly possessions, the undead existence offered by transformation into a cairn wight can be tempting. Perhaps as frequently, particularly avaricious and wealthy royalty or merchants seek out victims to transform into cairn wights to guard their precious wealth for all time.
+
+Only in the rarest instances is the greed of a mortal strong enough to spontaneously transform them into a cairn wight without a dark ritual or the intercession of a powerful divine being. On those occasions, however, the resultant wight exhibits unmatched viciousness and likely owns rare treasure indeed.
+
+As guardians of material possessions, cairn wights are supernaturally bound to the armaments they wore during the ritual used to create them. They can spread their necromantic powers into the weapons they wield. A slash from a cairn wight's sword channels life from the victim into the wight.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Calathgar.md b/content/mechanics/srd/Bestiary/Bestiary 2/Calathgar.md
new file mode 100755
index 000000000..9f94f324c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Calathgar.md
@@ -0,0 +1,85 @@
+---
+title: "Calathgar"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.QkBzqoNWW70wD4rg"
+tags:
+ - pf2e/creature/type/cold
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Calathgar"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Calathgar"
+level: "Creature 4"
+
+alignment: ""
+size: "Small"
+trait_01: [[cold]]
+trait_02: [[plant]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Fey; can't speak"
+skills:
+ - name: "Skills"
+ desc: "Stealth: +13, Survival: +10"
+abilityMods: [2, 5, 2, -2, 2, 2]
+speed: 20 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +10, __Ref__ +13, __Will__ +10"
+hp: 75
+health:
+ - name: ""
+ - name: HP
+ desc: "75; __Immunities__ cold; __Weaknesses__ fire 5, slashing 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Cold Healing"
+ desc: " Calathgars are healed by cold. Anytime a calathgar would take cold damage, it instead regains 1d6 healing Hit Points (regardless of the amount of damage the cold effect would have caused).\n\nIn severe cold or colder environments, calathgars gain fast healing 1."
+
+ - name: "Mold Mulch"
+ desc: " When a calathgar is reduced to 0 Hit Points, it immediately decays and dies, transforming into a 5-foot patch of mold (or a 10-foot patch of mold if it was killed by fire damage). This patch of mold persists for 1 minute, during which time it deals 3d6 cold damage to any creature that begins its turn in this area, or 1d6 cold damage to any creature that begins its turn in an adjacent square. The mold patch decays away after an hour, but it can be destroyed before then (treat each 5-foot square as an object with Hardness 0, 10 Hit Points, BT 5, immunity to cold, piercing, and slashing damage; the mold deals half its regular cold damage once it's broken)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Flower"
+ desc: "+13 (finesse)\n__Damage__ 2d6 + 4 bludgeoning 1d6 cold"
+
+ - name: "**Melee** `pf2:1` Tendril"
+ desc: "+13 (agile, finesse)\n__Damage__ 2d4 + 4 slashing 1d4 cold"
+
+ - name: "Seed Spray"
+ desc: "`pf2:2` (cold,primal) The calathgar expels thorny, frozen seeds in a 15-foot cone, dealing 1d6 piercing and 4d6 cold damage (DC 20 Reflex check save).\n\nIn mild cold or colder environments, these seeds cling to living creatures they strike, dealing 1d4 persistent cold damage.\n\nThe calathgar can't use Seed Spray again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Calathgar
+creatures:
+ - 1: Calathgar
+```
+
+
+
+Calathgars are mysterious predatory plants that grow in the depths of the densest frozen forests, realms where icicles rarely melt from snow-cloaked trees. A calathgar's blue flowers grow from 3 to 5 feet across (with specimens as wide as 10 feet reported), while the plant itself stands just under 4 feet in height and weighs up to 50 pounds when heavy with seeds.
+
+Calathgars' psyches are alien to most sapient creatures. They have little interest in emotion, culture, or ambition, yet they have nearly flawless memories and can share experiences with other calathgars by scent (imprecise) as easily as humanoids can pass on information by speech. While calathgars themselves can't speak, they can typically be reasoned with-though like most protective parents, an incensed calathgar defending its young is rarely in a mood to listen.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Caligni Slayer.md b/content/mechanics/srd/Bestiary/Bestiary 2/Caligni Slayer.md
new file mode 100755
index 000000000..e49f845d2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Caligni Slayer.md
@@ -0,0 +1,98 @@
+---
+title: "Caligni Slayer"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.CaLp0CcNswk1hsVM"
+tags:
+ - pf2e/creature/type/caligni
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Caligni Slayer"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Caligni Slayer"
+level: "Creature 3"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Small"
+trait_01: [[caligni]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+trait_04: [[humanoid]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Greater Darkvision"
+languages: "Caligni, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Arcana: +10, Athletics: +7, Occultism: +10, Stealth: +10"
+abilityMods: [1, 4, 1, 2, 0, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +9, __Ref__ +12, __Will__ +6"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45, death implosion"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Kukri|Kukri]], 2x [[Equipment/Black Smear Poison|Black Smear Poison]]"
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Light Blindness|Light Blindness]]"
+ desc: " When first exposed to bright light, the monster is [[Conditions/Blinded|Blinded]] until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's [[Conditions/Dazzled|Dazzled]]."
+
+abilities_mid:
+ - name: ""
+ - name: "Death Implosion"
+ desc: " (sonic) When the caligni slayer dies, their body implodes violently into nothingness, dealing 3d10 sonic damage to creatures in a 10-foot emanation. Each creature in the area must attempt a DC 20 Fortitude check save.\n\nThe slayer's gear and treasure are unaffected by the implosion and are left in a pile where they died.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half damage.\n\n**Failure** The creature takes full damage and is [[Conditions/Deafened|Deafened]] for 1 minute.\n\n**Critical Failure** The creature takes double damage and is deafened for 24 hours."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Kukri"
+ desc: "+11 (agile, finesse, trip)\n__Damage__ 1d6 + 3 slashing plus black-smear-poison"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 20, attack +12; __2nd __ _[[Spells/Darkness|Darkness (At Will)]]_, _[[Spells/Death Knell|Death Knell]]_, _[[Spells/Phantom Pain|Phantom Pain]]_, _[[Spells/Ghostly Carrier|Spectral Hand]]_\n__Cantrips__ __(2nd)__ _[[Spells/Void Warp|Chill Touch]]_, _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Shield|Shield]]_"
+
+ - name: "Call to Blood"
+ desc: "`pf2:2` (mental,occult) Each caligni within 30 feet gains a +2 status bonus to attack rolls against [[Conditions/Off-Guard|Off-Guard]] creatures. This bonus lasts for 1 minute.\n\n[[Bestiary Effects/Effect_ Call to Blood|Effect: Call to Blood]]"
+
+ - name: "Soul Harvest"
+ desc: " The caligni slayer deals an additional 2d6 void damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Caligni Slayer
+creatures:
+ - 1: Caligni Slayer
+```
+
+
+
+Caligni slayers possess greater occult talents than others of their kind. In most other calignis, the power bartered from the long-lost demigods known as the Forsaken merely burns within. But in caligni slayers, this power is a deep and terrible hunger. Slayers embrace their evil impulses as a result, and they seek to feed on others with their soul harvest ability to keep this supernatural hunger sated. Slayers denied the opportunity to feed descend into paranoia and, eventually, murderous rage.
+
+Delayed feeding improves but never fully restores their composure and patience. Perhaps the greatest manifestation of a slayer's hunger appears at the moment of their death. Upon its last breath, a slayer collapses into itself in a violent, lightless implosion, rather than the blinding eruption of other calignis' deaths, consuming the body itself in a final attempt at satiation.
+
+Slayers view themselves as the cleverest and most gifted of the calignis. They seethe with ill-concealed envy at the position of power caligni stalkers occupy, ever scheming to displace them and claim that power for their own. For their part, stalkers tolerate these machinations as an acceptable price for the talents slayers contribute to an enclave. If necessary, any slayer who grows too ambitious can become a brave sacrifice in battle, for the good of the enclave. In physical stature, slayers fall between the willowy caligni dancers and the diminutive creepers. Stalkers tower above most slayers-yet another source of slayers' envy and resentment.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Carbuncle.md b/content/mechanics/srd/Bestiary/Bestiary 2/Carbuncle.md
new file mode 100755
index 000000000..2efff86fa
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Carbuncle.md
@@ -0,0 +1,84 @@
+---
+title: "Carbuncle"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.OFBTLK5ki3QCsCPU"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Carbuncle"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Carbuncle"
+level: "Creature 1"
+rare_03: [[Rare]]
+alignment: ""
+size: "tiny"
+trait_01: [[beast]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "carbuncle empathy 30 feet"
+skills:
+ - name: "Skills"
+ desc: "Stealth: +3, Survival: +6"
+abilityMods: [-3, 0, 3, -2, 3, 0]
+speed: 15 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +8, __Ref__ +3, __Will__ +6"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20"
+abilities_top:
+ - name: ""
+
+ - name: "Carbuncle Empathy"
+ desc: " The carbuncle can [[Bestiary Ability Glossary/Telepathy|Telepathically]] send mild feelings and sensations to nearby creatures. It can't use this ability to communicate in language or hinder a target, but it might convey a feeling of dread or the scent of food cooking nearby."
+
+abilities_mid:
+ - name: ""
+ - name: "Easy to Influence"
+ desc: " (mental) Any mental spell can affect a carbuncle, regardless of creature type limitations. Against a [[Spells/Suggestion|Suggestion]] spell, a carbuncle always gets an outcome one degree of success worse than it rolled on its saving throw."
+
+ - name: "Fatal Faker"
+ desc: "`pf2:r` (arcane,teleportation) **Trigger** The carbuncle takes damage\n* * *\n\n**Effect** The carbuncle feigns death by teleporting away and leaving a replica of its corpse behind, creating a colorful flash of light and a croaking sound. The real carbuncle transports to a clear space within 30 feet that it can see, and a hollow shell remains behind. The fake body appears solid until it is touched, at which point it crumbles to dust."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+5 (finesse)\n__Damage__ 1d6 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 18, attack +8; __3rd __ _[[Spells/Levitate|Levitate (At will) (Self only)]]_; __1st __ _[[Spells/Jump|Jump (At will)]]_\n__Cantrips__ __(1st)__ _[[Spells/Daze|Daze]]_"
+
+ - name: "Specious Suggestion"
+ desc: "`pf2:2` (incapacitation,mental) **Frequency** three times per day\n* * *\n\n**Effect** The carbuncle concentrates on a creature it can see and tries to manipulate that creature. The target must attempt a DC 18 Will check save. The target then becomes temporarily immune for 24 hours.\n* * *\n\n**Critical Success** The attempt backfires and bolsters the target's mind instead, granting it a +1 status bonus to Will saving throws for 1 hour.\n\n**Success** The target briefly experiences an unusual but harmless sensation like an unexpected flavor or scent, an urge to eat something strange, or an amusing half-forgotten memory.\n\n**Failure** The target is compelled to spend all of its actions on its next turn performing harmless, pointless, and usually embarrassing actions.\n\n**Critical Failure** As failure, but the compulsion persists for 1 minute. The target can attempt a new save at the end of its turn each round to end the effect."
+
+```
+
+```encounter-table
+name: Carbuncle
+creatures:
+ - 1: Carbuncle
+```
+
+
+
+Never have legend and misinformation met upon a more inauspicious brow than that of the lowly carbuncle. At first glance, carbuncles appear to be little more than ungainly reptiles. What sets them apart is their strange magical abilities and the gemstone-like horn protruding from between their goggling eyes. Although rumors suggest various uses for carbuncle horns, ranging from miracle cure-alls to potent magical components, the truth is much more mundane: a carbuncle's horn is merely a highly reflective growth, not unlike a fingernail.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Carnivorous Blob.md b/content/mechanics/srd/Bestiary/Bestiary 2/Carnivorous Blob.md
new file mode 100755
index 000000000..898e33835
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Carnivorous Blob.md
@@ -0,0 +1,92 @@
+---
+title: "Carnivorous Blob"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.drNrRa1DAydkqMP0"
+tags:
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/ooze
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Carnivorous Blob"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Carnivorous Blob"
+level: "Creature 13"
+
+alignment: ""
+size: "grg"
+trait_01: [[mindless]]
+trait_02: [[ooze]]
+modifier: 23
+perception:
+ - name: "Perception"
+ desc: "+23; Motion Sense (Precise) 240 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +27"
+abilityMods: [8, -3, 6, -5, 0, -5]
+speed: 20 feet, climb 20 feet, swim 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +25, __Ref__ +14, __Will__ +19"
+hp: 300
+health:
+ - name: ""
+ - name: HP
+ desc: "300; __Immunities__ acid, critical hits, piercing, precision, slashing, sonic, unconscious, visual, mental"
+abilities_top:
+ - name: ""
+
+ - name: "Motion Sense"
+ desc: " A carnivorous blob can sense nearby creatures through vibration and air or water movement."
+
+abilities_mid:
+ - name: ""
+ - name: "Reactive Strikes"
+ desc: "`pf2:r` **Trigger** The carnivorous blob takes damage from any source\n* * *\n\n**Effect** The blob makes a pseudopod Strike against an adjacent target. If an adjacent creature dealt the triggering damage, that creature is the target of this Reactive Strike."
+
+ - name: "Split"
+ desc: " When a carniverous blob that has 10 or more HP is hit by an attack that would deal piercing or slashing damage, it splits into two identical oozes, each with half the original's HP. One ooze is in the same space as the original, and the other is in an adjacent, unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or heavy to push)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pseudopod"
+ desc: "+26 (reach 30 feet)\n__Damage__ 2d12 + 12 bludgeoning plus grab 2d6 acid plus grab"
+
+ - name: "Carnivorous Blob Acid"
+ desc: " A carnivorous blob's acid damages only flesh-not bone, stone, wood, or other materials- but is nonetheless devastating. Whenever a creature takes damage from this acid, it must succeed at a DC 33 Fortitude check save or become [[Conditions/Drained|Drained 1]] (drained 2 on a critical failure). On each subsequent failure, the drained condition value increases by 1 (or by 2 on a critical failure), to a maximum of drained 4."
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d12 bludgeoning plus 2d6 acid, DC 33 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "[[Bestiary Ability Glossary/Engulf|Engulf]]"
+ desc: "`pf2:2` DC 33, 4d10 acid damage, Escape DC 33, Rupture 20\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.\n\nA creature that fails its save is pulled into the monster's body. It is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by [[Actions/Escape|Escaping]] against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Carnivorous Blob
+creatures:
+ - 1: Carnivorous Blob
+```
+
+
+
+Carnivorous blobs are the ravenous spawn of shattered worlds far beyond the stars, born across the galaxy in inert form until they fall like meteorites onto unsuspecting worlds. These massive beings can lie dormant for years in desolate caverns or barren wastelands. When a carnivorous blob perceives living creatures nearby, it lurches to gelatinous life, seeking out and consuming every creature it can catch until it is destroyed or until it has been unable to locate food for 24 hours, at which point it returns to hibernation. Often, keeping food away from a carnivorous blob is the safest way to defeat it. The blob's ability to split into smaller oozes that might stay hidden after a fight means it can be hard to fully eradicate these mindless predators.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Carrion Golem.md b/content/mechanics/srd/Bestiary/Bestiary 2/Carrion Golem.md
new file mode 100755
index 000000000..1d110220d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Carrion Golem.md
@@ -0,0 +1,88 @@
+---
+title: "Carrion Golem"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.koisb5JjIQZA6sSk"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/golem
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Carrion Golem"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Carrion Golem"
+level: "Creature 4"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[construct]]
+trait_02: [[golem]]
+trait_03: [[mindless]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +14"
+abilityMods: [4, -2, 3, -5, 0, -5]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +13, __Ref__ +8, __Will__ +10"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60; __Immunities__ electricity, magic, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental; __Resistances__ physical 5 (except adamantine or slashing)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Golem Antimagic"
+ desc: " harmed by fire (4d6, 1d8 from areas or persistent damage); healed by electricity (area 1d6 HP); slowed by cold\n\nA golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. If an entry lists multiple types (such as \"cold and water\"), either type of spell can affect the golem.\n\n**Harmed By** Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.\n\n**Healed By** Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.\n\n**Slowed By** Any magic of this type that targets the golem causes it to be [[Conditions/Slowed|Slowed 1]] for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's [[Conditions/Slowed|Slowed 1]] for that round.\n\n**Vulnerable To** Each golem is vulnerable to one or more specific spells, with the effects described in its stat block."
+
+ - name: "Stench"
+ desc: " (aura,disease,olfactory) 40 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 19 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] (plus [[Conditions/Slowed|Slowed 1]] for as long as it's sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute."
+
+ - name: "Vulnerable to Gentle Repose"
+ desc: " Casting a [[Spells/Peaceful Rest|Peaceful Rest]] spell on a carrion golem causes it to grow stiff. The golem attempts a DC 19 Fortitude check save. It's unaffected on a critical success, [[Conditions/Slowed|Slowed 1]] for 1d4 rounds on a success, and on a failure is [[Conditions/Immobilized|Immobilized]] and slowed for 1d4 rounds."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+14 (magical)\n__Damage__ 2d10 + 4 piercing plus filth-fever"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+14 (agile, magical)\n__Damage__ 2d6 + 4 slashing plus filth-fever"
+
+ - name: "Filth Fever"
+ desc: " (disease) The [[Conditions/Sickened|Sickened]] and [[Conditions/Unconscious|Unconscious]] conditions from filth fever can't end or be reduced until the disease is cured.\n\n**Saving Throw** DC 19 Fortitude check\n\n**Stage 1** carrier with no ill effect (1d4 hours)\n\n**Stage 2** [[Conditions/Sickened|Sickened 1]] (1 day)\n\n**Stage 3** [[Conditions/Sickened|Sickened 1]] and [[Conditions/Slowed|Slowed 1]] as long as it remains sickened (1 day)\n\n**Stage 4** unconscious (1 day)\n\n**Stage 5** dead"
+
+```
+
+```encounter-table
+name: Carrion Golem
+creatures:
+ - 1: Carrion Golem
+```
+
+
+
+Carrion golems are foul-smelling and fly-swarmed amalgams of putrefied parts stitched together from many different creatures. Unlike most golems, carrion golems only rarely are given a humanoid form, instead appearing more twisted and bestial in frame. As a result, some students of golem crafting claim that the carrion golem isn't a "true golem," but regardless of those claims these foul constructs certainly share other golem-like traits, including their significant immunities. What is true is that most who craft carrion golems don't do so out of true interest in the technique of golem crafting, but for the golem's ability to spread disease. The crafters of carrion golems send their mindless minions to cause immediate destruction and leave wakes of illness and death behind them.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Catoblepas.md b/content/mechanics/srd/Bestiary/Bestiary 2/Catoblepas.md
new file mode 100755
index 000000000..bafe10095
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Catoblepas.md
@@ -0,0 +1,93 @@
+---
+title: "Catoblepas"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Nerj4u3jhWQQ6nbN"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Catoblepas"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Catoblepas"
+level: "Creature 12"
+
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision"
+languages: "Aklo"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +25, Intimidation: +20, Stealth: +22, Survival: +20"
+abilityMods: [7, 4, 6, -2, 4, 2]
+speed: 35 feet, swim 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +24, __Ref__ +20, __Will__ +22"
+hp: 215
+health:
+ - name: ""
+ - name: HP
+ desc: "215; __Immunities__ disease, poison, olfactory"
+abilities_top:
+ - name: ""
+
+ - name: "Stench"
+ desc: " (aura,disease,olfactory) 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 30 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] (plus [[Conditions/Slowed|Slowed 1]] for as long as itʼs sickened on a critical failure).\n\nWhile within the aura, affected creatures take a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Ferocity|Ferocity]]"
+ desc: "`pf2:r` **Trigger** The monster is reduced to 0 HP.\n* * *\n\n**Effect** The monster avoids being knocked out and remains at 1 HP, but its [[Conditions/Wounded|Wounded]] value increases by 1. When it is Wounded 3, it can no longer use this ability"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+25 (magical, reach 10 feet)\n__Damage__ 3d10 + 13 piercing"
+
+ - name: "**Melee** `pf2:1` Antler"
+ desc: "+25 (magical, reach 15 feet)\n__Damage__ 3d12 + 13 piercing"
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+23 (magical)\n__Damage__ 3d10 + 11 bludgeoning"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (poison,primal) The catoblepas breathes a 60-foot cone of horrid fumes, dealing 13d6 poison damage (DC 32 Fortitude check save). The area of this cone is reduced to 30 feet underwater. Targets that fail their saving throw also become [[Conditions/Sickened|Sickened 1]] ([[Conditions/Sickened|Sickened 2]] on a critical failure).\n\nThe catoblepas can't use its Breath Weapon again for 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Medium or smaller, hoof, DC 32 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+```
+
+```encounter-table
+name: Catoblepas
+creatures:
+ - 1: Catoblepas
+```
+
+
+
+The catoblepas is an aggressive beast at the best of times. Though it prefers swamps, the catoblepas has been know to forage in plains and forests for short periods, leaving behind hunting grounds tainted by its foul breath and noxious waste that other predators and prey alike avoid for days or even weeks thereafter. The catoblepas bullies those creatures it believes are a match for it, and eats everything weaker.
+
+A catoblepas is 15 feet long and weighs 2,200 pounds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Catrina.md b/content/mechanics/srd/Bestiary/Bestiary 2/Catrina.md
new file mode 100755
index 000000000..d1d184b25
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Catrina.md
@@ -0,0 +1,97 @@
+---
+title: "Catrina"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ccI3GgJYxc4pRBDn"
+tags:
+ - pf2e/creature/type/monitor
+ - pf2e/creature/type/psychopomp
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Catrina"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Catrina"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[monitor]]
+trait_02: [[psychopomp]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision, Lifesense 60 Feet"
+languages: "Chthonian, Diabolic, Empyrean, Requian; telepathy 120 feet, tongues"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Diplomacy: +14, Intimidation: +14, Medicine: +12, Occultism: +11, Religion: +12, Boneyard Lore: +11"
+abilityMods: [0, 5, 4, 2, 4, 5]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +11, __Ref__ +12, __Will__ +13; +1 status to all saves vs. magic"
+hp: 75
+health:
+ - name: ""
+ - name: HP
+ desc: "75; __Immunities__ death effects, disease; __Resistances__ void 5, poison 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 120 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 60 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Calming Presence"
+ desc: " (aura,divine,emotion,incapacitation) 30 feet. A creature that begins its turn within the area must attempt a DC 18 Will check save.\n* * *\n\n**Critical Success** The creature is unaffected and is temporarily immune to calming presence for 24 hours.\n\n**Success** The creature's attack rolls take a -1 status penalty for 1 round.\n\n**Failure** Any emotion effects that would affect the creature are suppressed and the creature can't use hostile actions. If the creature is subjected to hostility from any other creature, it ceases to be affected by calming presence and is temporarily immune to calming presence for 24 hours.\n\n**Critical Failure** As failure, but hostility doesn't end the effect."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+14 (agile, finesse)\n__Damage__ 2d8 + 2 bludgeoning plus spirit-touch"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 22, attack +12; __4th __ _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Talking Corpse|Talking Corpse (At will)]]_; __3rd __ _[[Spells/Illusory Disguise|Illusory Disguise]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At will) (Self only)]]_\n__Cantrips__ __(3rd)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Compel Condemned"
+ desc: "`pf2:1` (divine,incapacitation,mental) The catrina telepathically compels a creature within 30 feet to approach and allow the catrina to kiss them, in preparation for using Kiss of Death. The target must attempt a DC 22 Will check save.\n\n**Success** The creature is unaffected and is temporarily immune to Compel Condemned for 24 hours.\n\n**Failure** The creature must spend each of its actions to move closer to the catrina as quickly as possible, while avoiding obvious dangers. If the compelled creature is adjacent to the catrina, it stays still and doesn't act. If the creature takes any damage, the effect ends and the creature is temporarily immune to Compel Condemned for 24 hours. This effect lasts for 1 round, but if the catrina uses this ability again on subsequent rounds, it extend the duration by 1 round for all affected creatures.\n\n**Critical Failure** As failure, but damage does not end the effect."
+
+ - name: "Kiss of Death"
+ desc: "`pf2:2` (death,divine,manipulate) The catrina gives a long, passionate kiss to an [[Conditions/Unconscious|Unconscious]] or willing creature, dealing 3d6 void damage.\n\nAny creature damaged by the same catrina's Kiss of Death for 3 consecutive rounds becomes unconscious and is [[Conditions/Dying|Dying 1]]."
+
+ - name: "Spirit Touch"
+ desc: " (incorporeal) A catrina's Strikes affect incorporeal creatures with the effects of a _[[Equipment/Ghost Touch|Ghost Touch]]_ property rune and deal 1d6 void damage to living creatures and 1d6 vitality damage to undead."
+
+```
+
+```encounter-table
+name: Catrina
+creatures:
+ - 1: Catrina
+```
+
+
+
+Not all spirits who enter the Boneyard realize they have died. Catrinas meet these souls, helping to convince them of the finality of their fate to ease a spirit's passing. Catrinas are more likely to intervene when a mortal can't accept their death. They perform their task to keep the afterlife calm, rather than out of true compassion for a mortal's grief. Catrinas only rarely visit the Material Plane, typically to help an extremely important mortal pass on.
+
+Catrinas resemble skeletons dressed in bright flowers and colorful dresses, giving them a simultaneously festive and macabre appearance. Though most catrinas present as feminine, masculine catrinas still dress in bright colors and carry garlands of flowers.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Cave Fisher.md b/content/mechanics/srd/Bestiary/Bestiary 2/Cave Fisher.md
new file mode 100755
index 000000000..5887e40e3
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Cave Fisher.md
@@ -0,0 +1,82 @@
+---
+title: "Cave Fisher"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.y5FkysY2jQudfiXA"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Cave Fisher"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Cave Fisher"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +10, Stealth: +9"
+abilityMods: [4, 3, 3, -5, 1, -3]
+speed: 15 feet, climb 15 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +9, __Ref__ +9, __Will__ +7"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+10 ()\n__Damage__ 1d10 + 6 slashing"
+
+ - name: "**Ranged** `pf2:1` Filament"
+ desc: "+11 (range increment 60 feet)\n__Damage__ "
+
+ - name: "Pull Filament"
+ desc: "`pf2:1` The cave fisher pulls a creature [[Conditions/Grabbed|Grabbed]] by its filament toward itself, even suspending the target vertically if necessary. The cave fisher attempts an Athletics check check against the creature's Fortitude DC. On a success, the cave fisher pulls the creature 15 feet closer to it (30 feet closer on a critical success)."
+
+ - name: "Sticky Filament"
+ desc: " Any creature hit by the cave fisher's sticky filament is [[Conditions/Grabbed|Grabbed]]. The cave fisher can move while it has a creature grabbed with its filament, but it automatically releases the creature if the cave fisher moves beyond the filament's 60-foot length. The cave fisher can use only one filament at a time, and it can sever the filament and release any creature grabbed by it as a free action. The filament can be severed by a Strike that deals at least 10 slashing damage to it. This doesn't deal any damage to the cave fisher itself. The filament has AC 17, and its [[Actions/Escape|Escape]] DC is 19."
+
+```
+
+```encounter-table
+name: Cave Fisher
+creatures:
+ - 1: Cave Fisher
+```
+
+
+
+Cave fishers lurk in dark corners near the ceilings of caves and underground structures, lying in wait for prey to approach. When it does, the cave fisher excretes thin, tough, and very sticky filaments at its prey with lightning speed to capture it.
+
+A cave fisher eats just about any live prey smaller than itself, though anything smaller than a rat isn't much of a meal for it. When a cave fisher captures such a creature, it often leaves the hapless animal entangled, using it as bait to attract larger creatures. Because the adhesive on its filament doesn't last long, the fisher frequently needs to eat one filament and excrete a new one. The filaments are translucent and can be hard to see when they're still and in darkness.
+
+Cave fishers hatch with the ability to excrete filaments, but they molt many times before reaching their adult size of about 7 feet long and 400 pounds. They often leave shed shells in conspicuous locations as decoys.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Cave Scorpion.md b/content/mechanics/srd/Bestiary/Bestiary 2/Cave Scorpion.md
new file mode 100755
index 000000000..49bc69cfc
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Cave Scorpion.md
@@ -0,0 +1,85 @@
+---
+title: "Cave Scorpion"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.wHYOecRRZOABmaV9"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Cave Scorpion"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Cave Scorpion"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision, Tremorsense (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Stealth: +7"
+abilityMods: [2, 4, 3, -5, 2, -4]
+speed: 30 feet, climb 15 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +6, __Ref__ +9, __Will__ +5"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pincer"
+ desc: "+9 (agile, finesse)\n__Damage__ 1d8 + 2 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Stinger"
+ desc: "+9 (finesse)\n__Damage__ 1d6 + 2 piercing plus cave-scorpion-venom"
+
+ - name: "Cave Scorpion Venom"
+ desc: " (poison) **Saving Throw** DC 17 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d4 poison damage (1 round)\n\n**Stage 2** 1d6 poison damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 3** 1d8 poison damage and [[Conditions/Enfeebled|Enfeebled 2]] (1 round)."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Cave Scorpion
+creatures:
+ - 1: Cave Scorpion
+```
+
+
+
+Cave scorpions prefer to reside in underground lairs. Most have lost nearly all of their pigmentation, making them appear ghostly when they lurk at the edge of the light. While they prefer to eat large insects, cave scorpions can and will attack humanoids. Some Darklands societies have developed techniques to herd or lure scorpions into pest-infested tunnels and warrens at the edge of their settlements, where the scorpions thrive in a dual role of exterminators and guardians.
+
+* * *
+
+Scorpions are frightening enough at their normal diminutive size, but when they grow to reach or surpass the size of a human, they become absolutely terrifying.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Cavern Troll.md b/content/mechanics/srd/Bestiary/Bestiary 2/Cavern Troll.md
new file mode 100755
index 000000000..21e93305e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Cavern Troll.md
@@ -0,0 +1,108 @@
+---
+title: "Cavern Troll"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.or7IjYiGnniWbzZ0"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/troll
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Cavern Troll"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Cavern Troll"
+level: "Creature 6"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[earth]]
+trait_03: [[evil]]
+trait_04: [[giant]]
+trait_05: [[troll]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision"
+languages: "Jotun, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +16, Intimidation: +14"
+abilityMods: [6, 2, 6, -2, 2, 2]
+speed: 25 feet, burrow 20 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +18, __Ref__ +13, __Will__ +8"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135, regeneration 20 (deactivated by acid or sonic); __Immunities__ bleed"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 20 (Deactivated by Acid or Sonic)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Catch Rock|Catch Rock]]"
+ desc: "`pf2:r` **Requirements** The monster must have a free hand but can [[Actions/Release|Release]] anything it's holding as part of this reaction.\n\n**Trigger** The monster is targeted with a thrown rock Strike or a rock would fall on the monster.\n* * *\n\n**Effect** The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock."
+
+ - name: "Sunlight Petrification"
+ desc: " If exposed to direct sunlight, a cavern troll immediately becomes [[Conditions/Slowed|Slowed 1]] and can't use reactions or Trample. The slowed value increases by 1 each time the cavern troll ends its turn in sunlight. If the cavern troll's actions are reduced to 0 in this way, they become [[Conditions/Petrified|Petrified]] until they spends at least 1 minute in darkness. Spells like [[Spells/Sunburst|Sunburst]] that create magical sunlight cannot petrify a cavern troll, but the troll is slowed 1 for 1d4 rounds after being exposed to such an effect."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+16 (reach 10 feet)\n__Damage__ 2d10 + 8 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+16 (agile, reach 10 feet)\n__Damage__ 2d6 + 8 slashing"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+16 (brutal, range increment 120 feet)\n__Damage__ 1d12 + 8 bludgeoning"
+
+ - name: "[[Bestiary Ability Glossary/Rend|Rend]]"
+ desc: "`pf2:1` Claw\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
+
+ - name: "Rock Tunneler"
+ desc: " A cavern troll can burrow through solid stone at a Speed of 10 feet. It can leave a tunnel if it desires."
+
+ - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
+ desc: "`pf2:1` The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
+
+```
+
+```encounter-table
+name: Cavern Troll
+creatures:
+ - 1: Cavern Troll
+```
+
+
+
+Insatiable scavengers stalking the eternal gloom of the Darklands, cavern trolls consume all in their path-even rocks and minerals when more nourishing sustenance is scarce. These rocky goliaths can tunnel through stone with their iron-sharp claws.
+
+Cavern trolls rarely venture to the surface world, for they have a debilitating vulnerability to sunlight that petrifies them on sustained contact. Unlike common trolls, cavern trolls can regenerate wounds dealt by fire. The crystalline nature of their skin, however, permits sonic attacks to neutralize their signature regeneration.
+
+As cavern trolls age, their flinty skin becomes studded with small crystals and stones of various composition. Paragons of their kind have toothy maws replete with large, crystalline fangs. A typical cavern troll stands 14 feet in height and weighs about 2,000 pounds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Chernobue.md b/content/mechanics/srd/Bestiary/Bestiary 2/Chernobue.md
new file mode 100755
index 000000000..f86319813
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Chernobue.md
@@ -0,0 +1,107 @@
+---
+title: "Chernobue"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.tAby3iFYPQIMcsP0"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/qlippoth
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Chernobue"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Chernobue"
+level: "Creature 12"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[qlippoth]]
+trait_05: [[unholy]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Greater Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Chthonian; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +22, Athletics: +25, Intimidation: +25, Occultism: +22"
+abilityMods: [7, 4, 5, 4, 7, 5]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +23, __Ref__ +18, __Will__ +25"
+hp: 220
+health:
+ - name: ""
+ - name: HP
+ desc: "220; __Immunities__ controlled, fear effects; __Resistances__ mental 10, physical 10 (except cold iron)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Aura of Order's Ruin"
+ desc: " (aura,occult) 30 feet. A lawful or good creature that begins its turn in this aura's emanation must attempt a DC 29 Will check save or become [[Conditions/Sickened|Sickened 1]] (lawful good creatures instead become [[Conditions/Sickened|Sickened 2]])."
+
+ - name: "Boiled by Light"
+ desc: " A chernobue takes 2d10 fire damage each time it starts its turn in an area of bright light."
+
+ - name: "Recall Venom"
+ desc: "`pf2:r` **Trigger** A creature within 30 feet suffers the effects from stage 2 of rupturing venom\n* * *\n\n**Effect** The chernobue calls out telepathically to the semi-alive toxin, causing it to burst out of the target's body and slither through the air to drain back into one of the chernobue's mouths. The poisoned creature takes 7d6 bludgeoning damage (DC 32 Fortitude check save) as the venom exits its body, but is thereafter cured of rupturing venom, and the chernobue regains an equal number of Hit Points."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+26 (magical, unholy)\n__Damage__ 3d10 + 13 piercing plus rupturing-venom 1d6 spirit plus rupturing-venom"
+
+ - name: "**Melee** `pf2:1` Tentacle Mouth"
+ desc: "+26 (agile, magical, reach 15 feet, unholy)\n__Damage__ 3d6 + 13 piercing 1d6 spirit"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 32, attack +22; __7th __ _[[Spells/Interplanar Teleport|Plane Shift (Self only)]]_; __6th __ _[[Spells/Phantasmal Calamity|Phantasmal Calamity]]_, _[[Spells/Phantom Pain|Phantom Pain]]_; __5th __ _[[Spells/Subconscious Suggestion|Subconscious Suggestion]]_; __4th __ _[[Spells/Darkness|Darkness (At will)]]_\n__Cantrips__ __(6th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_\n__Constant__ __(4th)__ _[[Spells/Air Walk|Air Walk]]_"
+
+ - name: "Paralyzing Display"
+ desc: "`pf2:2` (concentrate,emotion,fear,incapacitation,mental,occult,visual) The chernobue's eye pulses and its lid peels back to reveal mind-bending awfulness. Creatures in a 30-foot emanation must attempt a DC 32 Will check save, after which they are temporarily immune to further Paralyzing Displays for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Slowed|Slowed 1]] for 1 round.\n\n**Failure** The creature is [[Conditions/Paralyzed|Paralyzed]] for 1d4 rounds. It can attempt a new save to end the effect at the end of each of its turns.\n\n**Critical Failure** As failure, but paralyzed for 1 minute."
+
+ - name: "Rupturing Venom"
+ desc: " (poison) The thick, orange venom injected by a chernobue is semi-alive, and as it seethes in a creature's body, it deals poison damage in addition to bludgeoning damage as it ruptures flesh\n\n**Saving Throw** DC 32 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 2d6 poison damage and 2d6 bludgeoning damage (1 round)\n\n**Stage 2** 2d6 poison damage, 2d6 bludgeoning damage, and [[Conditions/Enfeebled|Enfeebled 2]] (1 round)"
+
+```
+
+```encounter-table
+name: Chernobue
+creatures:
+ - 1: Chernobue
+```
+
+
+
+The chernobue infects all creatures it encounters with itself, spreading pain and calamity wherever it flops and writhes. It sheds ruin and sups on anguish, but a chernobue can sometimes be persuaded to pause for a few moments of conversation if its partner in discourse can keep its attention by providing enough atrocious details. Resembling a tumor-like growth of oily blackness, this vile monstrosity has numerous muscular tentacles, a single glaring baleful eye, and a drooling, toothy maw in the middle of its body.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Choker.md b/content/mechanics/srd/Bestiary/Bestiary 2/Choker.md
new file mode 100755
index 000000000..0fb960260
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Choker.md
@@ -0,0 +1,87 @@
+---
+title: "Choker"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.SRr8N3vcSaby0e9E"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Choker"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Choker"
+level: "Creature 2"
+
+alignment: ""
+size: "Small"
+trait_01: [[aberration]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Aklo, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +9, Stealth: +9"
+abilityMods: [3, 3, 1, -3, 1, -2]
+speed: 20 feet, climb 15 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +7, __Ref__ +10, __Will__ +7"
+hp: 28
+health:
+ - name: ""
+ - name: HP
+ desc: "28"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Yank"
+ desc: "`pf2:r` (manipulate) **Trigger** An enemy targets the choker with an attack\n* * *\n\n**Effect** The choker tries to pull a creature it has [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] into the path of the attack. The choker attempts an Athletics check, including its bonus to [[Actions/Grapple|Grapple]]. If it succeeds against the grabbed or restrained creature's Fortitude DC, the choker redirects the attack to that creature, and the attacker compares its attack roll result against the new target's AC. The choker must move the creature into a space adjacent to itself. The creature must also be moved within the attacker's reach against a melee attack or into a space between itself and the attacker against a ranged attack. The choker can't use this ability to make the attacker target itself, even if it's grabbing or restraining the attacker."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Arm"
+ desc: "+11 (reach 10 feet)\n__Damage__ 1d6 + 3 bludgeoning plus strangling-fingers"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d6+3 bludgeoning, DC 19 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Hidden Movement"
+ desc: " If the choker starts its turn [[Conditions/Hidden|Hidden]] from or [[Conditions/Undetected|Undetected]] by a creature, that creature is [[Conditions/Off-Guard|Off-Guard]] against the choker's attacks until the end of the turn."
+
+ - name: "Strangling Fingers"
+ desc: " Any creature hit by a choker's arm Strike is automatically [[Conditions/Grabbed|Grabbed]], and the choker begins to strangle the target. The creature is suffocating and can't speak as long as it's strangled. This prevents it from casting spells with a verbal component or activating items with a command component."
+
+```
+
+```encounter-table
+name: Choker
+creatures:
+ - 1: Choker
+```
+
+
+
+With long, cartilaginous limbs and gray skin, chokers easily hide in stony alcoves, rocky fissures, and darkened staircases to ambush their prey. The strange little aberrations prefer to pick off weak and solitary creatures, especially those that wander off from their packs or communities. A choker's long, spongy arms are flexible but deceptively strong. The fingers can tighten rapidly and are ridged with spiky, tooth-like structures that provide an incredible grip. A choker typically strangles its prey to death, then drags the body off or dismembers it using crude tools if the body is too big to carry. If confronted or outnumbered, a choker tries to escape, often compressing into a tight passage to get away. Chokers that encounter humanoids exhibit intense curiosity about their culture, society, and the products of art and industry. This interest isn't very deep-it just results in chokers that like killing people and collecting any of their items that seem sophisticated, such as jewelry, nice clothing, or written texts.
+
+Chokers sometimes gather in settlements, usually sticking to slums or abandoned structures. These chokers stalk at night, flopping across rooftops, tapping at windows, and scuttling through sewers, gutters, and chimneys to get at prey. An urban choker that finds prey early on its hunt-a wandering pet, a person who is out alone-might spend the rest of the night indulging its curiosity about the products of society. A curious choker might abscond with all sorts of odd items, from tavern signs to library books to roof tiles. A choker usually pilfers only one item at a time, but as its collection grows, it might need to find a larger nest to accommodate its collection, then move its pieces one by one to the new home.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Cloud Dragon (Adult).md b/content/mechanics/srd/Bestiary/Bestiary 2/Cloud Dragon (Adult).md
new file mode 100755
index 000000000..f4ce6f85f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Cloud Dragon (Adult).md
@@ -0,0 +1,113 @@
+---
+title: "Cloud Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.16MdRQDDriCm4Q2M"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/14
+statblock: inline
+name: "Cloud Dragon (Adult)"
+level: 14
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Cloud Dragon (Adult)"
+level: "Creature 14"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[air]]
+trait_02: [[dragon]]
+trait_03: [[elemental]]
+modifier: 28
+perception:
+ - name: "Perception"
+ desc: "+28; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Jotun, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +23, Athletics: +28, Deception: +26, Diplomacy: +26, Intimidation: +28, Nature: +24, Stealth: +23, Survival: +26"
+abilityMods: [7, 3, 5, 4, 6, 6]
+speed: 50 feet, fly 160 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +26, __Ref__ +23, __Will__ +26; +1 status to all saves vs. magic"
+hp: 254
+health:
+ - name: ""
+ - name: HP
+ desc: "254; __Immunities__ electricity, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Mist Vision"
+ desc: " Fog and mist don't impair a cloud dragon's vision; they ignore the [[Conditions/Concealed|Concealed]] condition from fog and mist."
+
+abilities_mid:
+ - name: ""
+ - name: "Deflecting Cloud"
+ desc: "`pf2:r` **Trigger** The dragon is the target of a ranged attack\n\n**Requirements** The dragon is aware of the attack and has a free wing\n* * *\n\n**Effect** The cloud dragon flexes a wing and creates a billowing cloud of mist. The dragon is treated as if they were [[Conditions/Hidden|Hidden]] for the purposes of resolving the triggering attack, so normally the attacker must succeed at a DC 11 Flat check to target them. The dragon also gains a +4 circumstance bonus to AC against the triggering attack."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 32 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+29 (electricity, magical, reach 15 feet)\n__Damage__ 3d10 + 15 piercing 2d12 electricity"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+29 (agile, magical, reach 10 feet)\n__Damage__ 3d10 + 15 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+27 (magical, reach 20 feet)\n__Damage__ 3d12 + 15 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+27 (deadly d10, magical, reach 15 feet)\n__Damage__ 2d12 + 13 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 36, attack +28; __3rd __ _[[Spells/Wall of Wind|Wall of Wind]]_; __2nd __ _[[Spells/Gust of Wind|Gust of Wind (At Will)]]_, _[[Spells/Mist|Obscuring Mist]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (electricity,primal) The dragon breathes a thundercloud that deals 15d6 electricity damage in a 50-foot cone (DC 35 Reflex check save). They can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Cloud Form"
+ desc: "`pf2:1` (polymorph,primal) The cloud dragon's body becomes vaporous and misty. They gain the effects of [[Spells/Vapor Form|Vapor Form]], except their fly Speed remains unchanged. The cloud dragon can use this action again to return to physical form."
+
+ - name: "Cloud Walk"
+ desc: " The cloud dragon can tread on clouds or fog as though on solid ground."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one horn Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+```
+
+```encounter-table
+name: Cloud Dragon (Adult)
+creatures:
+ - 1: Cloud Dragon (Adult)
+```
+
+
+
+At heart, cloud dragons are wanderers, explorers, and travelers who enjoy nothing more than seeing new lands and meeting unusual creatures. Cloud dragons range in color from light blue to a pale, milky white and have thick, curling horns and rather short snouts. They keep lairs among the extreme altitudes of the highest mountain peaks but are away on their many journeys as often as they're at home. Cloud dragons spend long hours surveying the lands they fly over from great heights, but they are creatures of whim, making it hard to predict what will pique their curiosity and bring them winging down to converse or investigate something on the ground. Cloud dragons seldom perform acts of outright malice, but they are not often charitable either. A cloud dragon is as likely to simply pluck something they desire off the ground and fly away with it as they are to bargain fairly.
+
+A cloud dragon's ever-changing interests never seem to stray toward the complicated schemes and long-term plans of other dragons. These rovers are creatures of the moment, and although they are as mentally gifted as other true dragons, their interests remain in the here and now. Yet the cloud dragon's penchant for living in the moment is not a personality flaw-they're more than capable of anticipating long-term results of their actions and won't make foolish choices simply to pursue a current interest. At the same time, cloud dragons have little interest in worrying about the future and are as confident in their ability to handle tomorrow's problems as they are today's.
+
+Cloud dragon hoards tend to be well-guarded or well-hidden, as a natural result of their roving habits often taking them away from their lairs for extended periods. Their treasuries include a wide variety of items-they are driven to gather a broad range of prizes rather than collecting one type of item intensively. To a cloud dragon, a diversified hoard is a perfect hoard.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Cloud Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 2/Cloud Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..ff501b755
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Cloud Dragon (Adult, Spellcaster).md
@@ -0,0 +1,110 @@
+---
+title: "Cloud Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.CZ0A2MNBZPXFE3bz"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/14
+statblock: inline
+name: "Cloud Dragon (Adult, Spellcaster)"
+level: 14
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Cloud Dragon (Adult, Spellcaster)"
+level: "Creature 14"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[air]]
+trait_02: [[dragon]]
+trait_03: [[elemental]]
+modifier: 28
+perception:
+ - name: "Perception"
+ desc: "+28; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Jotun, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +23, Athletics: +28, Deception: +26, Diplomacy: +26, Intimidation: +28, Nature: +24, Stealth: +23, Survival: +26"
+abilityMods: [7, 3, 5, 4, 6, 6]
+speed: 50 feet, fly 160 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +26, __Ref__ +23, __Will__ +26; +1 status to all saves vs. magic"
+hp: 254
+health:
+ - name: ""
+ - name: HP
+ desc: "254; __Immunities__ electricity, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Mist Vision"
+ desc: " Fog and mist don't impair a cloud dragon's vision; they ignore the [[Conditions/Concealed|Concealed]] condition from fog and mist."
+
+abilities_mid:
+ - name: ""
+ - name: "Deflecting Cloud"
+ desc: "`pf2:r` **Trigger** The dragon is the target of a ranged attack\n\n**Requirements** The dragon is aware of the attack and has a free wing\n* * *\n\n**Effect** The cloud dragon flexes a wing and creates a billowing cloud of mist. The dragon is treated as if they were [[Conditions/Hidden|Hidden]] for the purposes of resolving the triggering attack, so normally the attacker must succeed at a DC 11 Flat check to target them. The dragon also gains a +4 circumstance bonus to AC against the triggering attack."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 32 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+29 (electricity, magical, reach 15 feet)\n__Damage__ 3d10 + 15 piercing 2d12 electricity"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+29 (agile, magical, reach 10 feet)\n__Damage__ 3d10 + 15 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+27 (magical, reach 20 feet)\n__Damage__ 3d12 + 15 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+27 (deadly d10, magical, reach 15 feet)\n__Damage__ 2d12 + 13 piercing"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 34, attack +29; __6th __ _[[Spells/Truesight|True Seeing]]_; __5th __ _[[Spells/Banishment|Banishment]]_, _[[Spells/Death Ward|Death Ward]]_, _[[Spells/Magic Passage|Passwall]]_; __4th __ _[[Spells/Unfettered Movement|Freedom of Movement]]_, _[[Spells/Mirage|Hallucinatory Terrain]]_, _[[Spells/Speak with Plants|Speak with Plants]]_; __3rd __ _[[Spells/Earthbind|Earthbind]]_, _[[Spells/Haste|Haste]]_, _[[Spells/Slow|Slow]]_, _[[Spells/Stinking Cloud|Stinking Cloud]]_; __2nd __ _[[Spells/Animal Messenger|Animal Messenger]]_, _[[Spells/Faerie Fire|Faerie Fire]]_, _[[Spells/Speak with Animals|Speak with Animals]]_; __1st __ _[[Spells/Gentle Landing|Feather Fall]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Negate Aroma|Negate Aroma]]_, _[[Spells/Shocking Grasp|Shocking Grasp]]_\n__Cantrips__ __(6th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Electric Arc|Electric Arc]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 36, attack +28; __3rd __ _[[Spells/Wall of Wind|Wall of Wind]]_; __2nd __ _[[Spells/Gust of Wind|Gust of Wind (At Will)]]_, _[[Spells/Mist|Obscuring Mist]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (electricity,primal) The dragon breathes a thundercloud that deals 15d6 electricity damage in a 50-foot cone (DC 35 Reflex check save). They can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Cloud Form"
+ desc: "`pf2:1` (polymorph,primal) The cloud dragon's body becomes vaporous and misty. They gain the effects of [[Spells/Vapor Form|Vapor Form]], except their fly Speed remains unchanged. The cloud dragon can use this action again to return to physical form."
+
+ - name: "Cloud Walk"
+ desc: " The cloud dragon can tread on clouds or fog as though on solid ground."
+
+```
+
+```encounter-table
+name: Cloud Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Cloud Dragon (Adult, Spellcaster)
+```
+
+
+
+At heart, cloud dragons are wanderers, explorers, and travelers who enjoy nothing more than seeing new lands and meeting unusual creatures. Cloud dragons range in color from light blue to a pale, milky white and have thick, curling horns and rather short snouts. They keep lairs among the extreme altitudes of the highest mountain peaks but are away on their many journeys as often as they're at home. Cloud dragons spend long hours surveying the lands they fly over from great heights, but they are creatures of whim, making it hard to predict what will pique their curiosity and bring them winging down to converse or investigate something on the ground. Cloud dragons seldom perform acts of outright malice, but they are not often charitable either. A cloud dragon is as likely to simply pluck something they desire off the ground and fly away with it as they are to bargain fairly.
+
+A cloud dragon's ever-changing interests never seem to stray toward the complicated schemes and long-term plans of other dragons. These rovers are creatures of the moment, and although they are as mentally gifted as other true dragons, their interests remain in the here and now. Yet the cloud dragon's penchant for living in the moment is not a personality flaw-they're more than capable of anticipating long-term results of their actions and won't make foolish choices simply to pursue a current interest. At the same time, cloud dragons have little interest in worrying about the future and are as confident in their ability to handle tomorrow's problems as they are today's.
+
+Cloud dragon hoards tend to be well-guarded or well-hidden, as a natural result of their roving habits often taking them away from their lairs for extended periods. Their treasuries include a wide variety of items-they are driven to gather a broad range of prizes rather than collecting one type of item intensively. To a cloud dragon, a diversified hoard is a perfect hoard.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Cloud Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Bestiary 2/Cloud Dragon (Ancient).md
new file mode 100755
index 000000000..6df27fbbe
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Cloud Dragon (Ancient).md
@@ -0,0 +1,116 @@
+---
+title: "Cloud Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.mxNrT1ziykbrNcMz"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/19
+statblock: inline
+name: "Cloud Dragon (Ancient)"
+level: 19
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Cloud Dragon (Ancient)"
+level: "Creature 19"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[air]]
+trait_02: [[dragon]]
+trait_03: [[elemental]]
+modifier: 34
+perception:
+ - name: "Perception"
+ desc: "+34; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Fey, Jotun, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +35, Athletics: +38, Deception: +34, Diplomacy: +34, Intimidation: +36, Nature: +32, Stealth: +35, Survival: +36"
+abilityMods: [9, 5, 7, 5, 7, 7]
+speed: 60 feet, fly 160 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 44
+armorclass:
+ - name: AC
+ desc: "44; __Fort__ +36, __Ref__ +32, __Will__ +34; +1 status to all saves vs. magic"
+hp: 355
+health:
+ - name: ""
+ - name: HP
+ desc: "355; __Immunities__ electricity, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Mist Vision"
+ desc: " Fog and mist don't impair a cloud dragon's vision; they ignore the [[Conditions/Concealed|Concealed]] condition from fog and mist."
+
+abilities_mid:
+ - name: ""
+ - name: "Deflecting Cloud"
+ desc: "`pf2:r` **Trigger** The dragon is the target of a ranged attack\n\n**Requirements** The dragon is aware of the attack and has a free wing\n* * *\n\n**Effect** The cloud dragon flexes a wing and creates a billowing cloud of mist. The dragon is treated as if they were [[Conditions/Hidden|Hidden]] for the purposes of resolving the triggering attack, so normally the attacker must succeed at a DC 11 Flat check to target them. The dragon also gains a +4 circumstance bonus to AC against the triggering attack."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 40 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+36 (electricity, magical, reach 20 feet, sonic)\n__Damage__ 3d10 + 17 piercing plus thundering-bite 2d12 electricity plus thundering-bite 4d6 sonic plus thundering-bite"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+36 (agile, magical, reach 15 feet)\n__Damage__ 4d10 + 17 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+34 (magical, reach 25 feet)\n__Damage__ 4d12 + 17 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+34 (deadly d12, magical, reach 20 feet)\n__Damage__ 3d12 + 17 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 42, attack +32; __8th __ _[[Spells/Migration|Wind Walk]]_; __5th __ _[[Spells/Toxic Cloud|Cloudkill]]_; __4th __ _[[Spells/Gust of Wind|Gust of Wind (At Will)]]_, _[[Spells/Solid Fog|Solid Fog]]_, _[[Spells/Wall of Wind|Wall of Wind (At Will)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (electricity,primal) The dragon breathes a thundercloud that deals 20d6 electricity damage in a 60-foot cone (DC 41 Reflex check save). This cloud remains in the area for 1d4 rounds, with the effects of [[Spells/Mist|Mist]]. A creature that ends its turn inside of the cloud takes 10d6 electricity damage (DC 41 Reflex check save).\n\nThe cloud dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Cloud Form"
+ desc: "`pf2:1` (polymorph,primal) The cloud dragon's body becomes vaporous and misty. They gain the effects of [[Spells/Vapor Form|Vapor Form]], except their fly Speed remains unchanged. The cloud dragon can use this action again to return to physical form."
+
+ - name: "Cloud Walk"
+ desc: " The cloud dragon can tread on clouds or fog as though on solid ground."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one horn Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+ - name: "Thundering Bite"
+ desc: " An ancient cloud dragon's jaws Strike creates a deafening clap of thunder when it damages a foe. A creature that takes damage from the dragon's jaws Strike must succeed at a DC 41 Fortitude check save or be [[Conditions/Deafened|Deafened]] for 1 minute (or permanently on a critical failure)."
+
+```
+
+```encounter-table
+name: Cloud Dragon (Ancient)
+creatures:
+ - 1: Cloud Dragon (Ancient)
+```
+
+
+
+At heart, cloud dragons are wanderers, explorers, and travelers who enjoy nothing more than seeing new lands and meeting unusual creatures. Cloud dragons range in color from light blue to a pale, milky white and have thick, curling horns and rather short snouts. They keep lairs among the extreme altitudes of the highest mountain peaks but are away on their many journeys as often as they're at home. Cloud dragons spend long hours surveying the lands they fly over from great heights, but they are creatures of whim, making it hard to predict what will pique their curiosity and bring them winging down to converse or investigate something on the ground. Cloud dragons seldom perform acts of outright malice, but they are not often charitable either. A cloud dragon is as likely to simply pluck something they desire off the ground and fly away with it as they are to bargain fairly.
+
+A cloud dragon's ever-changing interests never seem to stray toward the complicated schemes and long-term plans of other dragons. These rovers are creatures of the moment, and although they are as mentally gifted as other true dragons, their interests remain in the here and now. Yet the cloud dragon's penchant for living in the moment is not a personality flaw-they're more than capable of anticipating long-term results of their actions and won't make foolish choices simply to pursue a current interest. At the same time, cloud dragons have little interest in worrying about the future and are as confident in their ability to handle tomorrow's problems as they are today's.
+
+Cloud dragon hoards tend to be well-guarded or well-hidden, as a natural result of their roving habits often taking them away from their lairs for extended periods. Their treasuries include a wide variety of items-they are driven to gather a broad range of prizes rather than collecting one type of item intensively. To a cloud dragon, a diversified hoard is a perfect hoard.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Cloud Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 2/Cloud Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..415785fb9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Cloud Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,113 @@
+---
+title: "Cloud Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.677ape2j0AE0rsbR"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/19
+statblock: inline
+name: "Cloud Dragon (Ancient, Spellcaster)"
+level: 19
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Cloud Dragon (Ancient, Spellcaster)"
+level: "Creature 19"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[air]]
+trait_02: [[dragon]]
+trait_03: [[elemental]]
+modifier: 34
+perception:
+ - name: "Perception"
+ desc: "+34; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Fey, Jotun, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +35, Athletics: +38, Deception: +34, Diplomacy: +34, Intimidation: +36, Nature: +32, Stealth: +35, Survival: +36"
+abilityMods: [9, 5, 7, 5, 7, 7]
+speed: 60 feet, fly 160 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 44
+armorclass:
+ - name: AC
+ desc: "44; __Fort__ +36, __Ref__ +32, __Will__ +34; +1 status to all saves vs. magic"
+hp: 355
+health:
+ - name: ""
+ - name: HP
+ desc: "355; __Immunities__ electricity, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Mist Vision"
+ desc: " Fog and mist don't impair a cloud dragon's vision; they ignore the [[Conditions/Concealed|Concealed]] condition from fog and mist."
+
+abilities_mid:
+ - name: ""
+ - name: "Deflecting Cloud"
+ desc: "`pf2:r` **Trigger** The dragon is the target of a ranged attack\n\n**Requirements** The dragon is aware of the attack and has a free wing\n* * *\n\n**Effect** The cloud dragon flexes a wing and creates a billowing cloud of mist. The dragon is treated as if they were [[Conditions/Hidden|Hidden]] for the purposes of resolving the triggering attack, so normally the attacker must succeed at a DC 11 Flat check to target them. The dragon also gains a +4 circumstance bonus to AC against the triggering attack."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 40 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+36 (electricity, magical, reach 20 feet, sonic)\n__Damage__ 3d10 + 17 piercing plus thundering-bite 2d12 electricity plus thundering-bite 4d6 sonic plus thundering-bite"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+36 (agile, magical, reach 15 feet)\n__Damage__ 4d10 + 17 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+34 (magical, reach 25 feet)\n__Damage__ 4d12 + 17 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+34 (deadly d12, magical, reach 20 feet)\n__Damage__ 3d12 + 17 piercing"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 41, attack +36; __9th __ _[[Spells/Storm of Vengeance|Storm of Vengeance]]_; __8th __ _[[Spells/Moment of Renewal|Moment of Renewal]]_, _[[Spells/Punishing Winds|Punishing Winds]]_; __7th __ _[[Spells/Energy Aegis|Energy Aegis]]_, _[[Spells/Interplanar Teleport|Plane Shift]]_, _[[Spells/Unfettered Pack|Unfettered Pack]]_; __6th __ _[[Spells/Truesight|True Seeing]]_; __5th __ _[[Spells/Banishment|Banishment]]_, _[[Spells/Death Ward|Death Ward]]_, _[[Spells/Magic Passage|Passwall]]_; __4th __ _[[Spells/Unfettered Movement|Freedom of Movement]]_, _[[Spells/Mirage|Hallucinatory Terrain]]_, _[[Spells/Speak with Plants|Speak with Plants]]_; __3rd __ _[[Spells/Earthbind|Earthbind]]_, _[[Spells/Haste|Haste]]_, _[[Spells/Slow|Slow]]_, _[[Spells/Stinking Cloud|Stinking Cloud]]_; __2nd __ _[[Spells/Animal Messenger|Animal Messenger]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Faerie Fire|Faerie Fire]]_, _[[Spells/Speak with Animals|Speak with Animals]]_; __1st __ _[[Spells/Gentle Landing|Feather Fall]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Negate Aroma|Negate Aroma]]_, _[[Spells/Shocking Grasp|Shocking Grasp]]_\n__Cantrips__ __(9th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Electric Arc|Electric Arc]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 42, attack +32; __8th __ _[[Spells/Migration|Wind Walk]]_; __5th __ _[[Spells/Toxic Cloud|Cloudkill]]_; __4th __ _[[Spells/Gust of Wind|Gust of Wind (At Will)]]_, _[[Spells/Solid Fog|Solid Fog]]_, _[[Spells/Wall of Wind|Wall of Wind (At Will)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (electricity,primal) The dragon breathes a thundercloud that deals 20d6 electricity damage in a 60-foot cone (DC 41 Reflex check save). This cloud remains in the area for 1d4 rounds, with the effects of [[Spells/Mist|Mist]]. A creature that ends its turn inside of the cloud takes 10d6 electricity damage (DC 41 Reflex check save).\n\nThe cloud dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Cloud Form"
+ desc: "`pf2:1` (polymorph,primal) The cloud dragon's body becomes vaporous and misty. They gain the effects of [[Spells/Vapor Form|Vapor Form]], except their fly Speed remains unchanged. The cloud dragon can use this action again to return to physical form."
+
+ - name: "Cloud Walk"
+ desc: " The cloud dragon can tread on clouds or fog as though on solid ground."
+
+ - name: "Thundering Bite"
+ desc: " An ancient cloud dragon's jaws Strike creates a deafening clap of thunder when it damages a foe. A creature that takes damage from the dragon's jaws Strike must succeed at a DC 41 Fortitude check save or be [[Conditions/Deafened|Deafened]] for 1 minute (or permanently on a critical failure)."
+
+```
+
+```encounter-table
+name: Cloud Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Cloud Dragon (Ancient, Spellcaster)
+```
+
+
+
+At heart, cloud dragons are wanderers, explorers, and travelers who enjoy nothing more than seeing new lands and meeting unusual creatures. Cloud dragons range in color from light blue to a pale, milky white and have thick, curling horns and rather short snouts. They keep lairs among the extreme altitudes of the highest mountain peaks but are away on their many journeys as often as they're at home. Cloud dragons spend long hours surveying the lands they fly over from great heights, but they are creatures of whim, making it hard to predict what will pique their curiosity and bring them winging down to converse or investigate something on the ground. Cloud dragons seldom perform acts of outright malice, but they are not often charitable either. A cloud dragon is as likely to simply pluck something they desire off the ground and fly away with it as they are to bargain fairly.
+
+A cloud dragon's ever-changing interests never seem to stray toward the complicated schemes and long-term plans of other dragons. These rovers are creatures of the moment, and although they are as mentally gifted as other true dragons, their interests remain in the here and now. Yet the cloud dragon's penchant for living in the moment is not a personality flaw-they're more than capable of anticipating long-term results of their actions and won't make foolish choices simply to pursue a current interest. At the same time, cloud dragons have little interest in worrying about the future and are as confident in their ability to handle tomorrow's problems as they are today's.
+
+Cloud dragon hoards tend to be well-guarded or well-hidden, as a natural result of their roving habits often taking them away from their lairs for extended periods. Their treasuries include a wide variety of items-they are driven to gather a broad range of prizes rather than collecting one type of item intensively. To a cloud dragon, a diversified hoard is a perfect hoard.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Cloud Dragon (Young).md b/content/mechanics/srd/Bestiary/Bestiary 2/Cloud Dragon (Young).md
new file mode 100755
index 000000000..ec58f0bc6
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Cloud Dragon (Young).md
@@ -0,0 +1,110 @@
+---
+title: "Cloud Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.WWf9HIP9ORPmxHbb"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Cloud Dragon (Young)"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Cloud Dragon (Young)"
+level: "Creature 10"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[air]]
+trait_02: [[dragon]]
+trait_03: [[elemental]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +20, Athletics: +21, Deception: +20, Diplomacy: +18, Intimidation: +22, Nature: +18, Stealth: +18, Survival: +16"
+abilityMods: [7, 2, 5, 2, 4, 4]
+speed: 40 feet, fly 140 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +21, __Ref__ +18, __Will__ +20"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175; __Immunities__ electricity, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Mist Vision"
+ desc: " Fog and mist don't impair a cloud dragon's vision; they ignore the [[Conditions/Concealed|Concealed]] condition from fog and mist."
+
+abilities_mid:
+ - name: ""
+ - name: "Deflecting Cloud"
+ desc: "`pf2:r` **Trigger** The dragon is the target of a ranged attack\n\n**Requirements** The dragon is aware of the attack and has a free wing\n* * *\n\n**Effect** The cloud dragon flexes a wing and creates a billowing cloud of mist. The dragon is treated as if they were [[Conditions/Hidden|Hidden]] for the purposes of resolving the triggering attack, so normally the attacker must succeed at a DC 11 Flat check check to target them. The dragon also gains a +4 circumstance bonus to AC against the triggering attack."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 26 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+23 (electricity, reach 10 feet)\n__Damage__ 2d10 + 13 piercing 1d12 electricity"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+23 (agile)\n__Damage__ 2d8 + 13 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+21 (reach 15 feet)\n__Damage__ 2d12 + 13 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+21 (deadly d8, reach 10 feet)\n__Damage__ 1d12 + 11 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 29, attack +19; __2nd __ _[[Spells/Mist|Obscuring Mist]]_; __1st __ _[[Spells/Gust of Wind|Gust of Wind (At Will)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (electricity,primal) The dragon breathes a thundercloud that deals 11d6 electricity damage in a 40-foot cone (DC 29 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Cloud Walk"
+ desc: " The cloud dragon can tread on clouds or fog as though on solid ground."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one horn Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+```
+
+```encounter-table
+name: Cloud Dragon (Young)
+creatures:
+ - 1: Cloud Dragon (Young)
+```
+
+
+
+At heart, cloud dragons are wanderers, explorers, and travelers who enjoy nothing more than seeing new lands and meeting unusual creatures. Cloud dragons range in color from light blue to a pale, milky white and have thick, curling horns and rather short snouts. They keep lairs among the extreme altitudes of the highest mountain peaks but are away on their many journeys as often as they're at home. Cloud dragons spend long hours surveying the lands they fly over from great heights, but they are creatures of whim, making it hard to predict what will pique their curiosity and bring them winging down to converse or investigate something on the ground. Cloud dragons seldom perform acts of outright malice, but they are not often charitable either. A cloud dragon is as likely to simply pluck something they desire off the ground and fly away with it as they are to bargain fairly.
+
+A cloud dragon's ever-changing interests never seem to stray toward the complicated schemes and long-term plans of other dragons. These rovers are creatures of the moment, and although they are as mentally gifted as other true dragons, their interests remain in the here and now. Yet the cloud dragon's penchant for living in the moment is not a personality flaw-they're more than capable of anticipating long-term results of their actions and won't make foolish choices simply to pursue a current interest. At the same time, cloud dragons have little interest in worrying about the future and are as confident in their ability to handle tomorrow's problems as they are today's.
+
+Cloud dragon hoards tend to be well-guarded or well-hidden, as a natural result of their roving habits often taking them away from their lairs for extended periods. Their treasuries include a wide variety of items-they are driven to gather a broad range of prizes rather than collecting one type of item intensively. To a cloud dragon, a diversified hoard is a perfect hoard.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Cloud Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 2/Cloud Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..a43320bf2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Cloud Dragon (Young, Spellcaster).md
@@ -0,0 +1,107 @@
+---
+title: "Cloud Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.vLCWLtIbs8BxwZ45"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Cloud Dragon (Young, Spellcaster)"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Cloud Dragon (Young, Spellcaster)"
+level: "Creature 10"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[air]]
+trait_02: [[dragon]]
+trait_03: [[elemental]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +20, Athletics: +21, Deception: +20, Diplomacy: +18, Intimidation: +22, Nature: +18, Stealth: +18, Survival: +16"
+abilityMods: [7, 2, 5, 2, 4, 4]
+speed: 40 feet, fly 140 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +21, __Ref__ +18, __Will__ +20"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175; __Immunities__ electricity, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Mist Vision"
+ desc: " Fog and mist don't impair a cloud dragon's vision; they ignore the [[Conditions/Concealed|Concealed]] condition from fog and mist."
+
+abilities_mid:
+ - name: ""
+ - name: "Deflecting Cloud"
+ desc: "`pf2:r` **Trigger** The dragon is the target of a ranged attack\n\n**Requirements** The dragon is aware of the attack and has a free wing\n* * *\n\n**Effect** The cloud dragon flexes a wing and creates a billowing cloud of mist. The dragon is treated as if they were [[Conditions/Hidden|Hidden]] for the purposes of resolving the triggering attack, so normally the attacker must succeed at a DC 11 Flat check check to target them. The dragon also gains a +4 circumstance bonus to AC against the triggering attack."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 26 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+23 (electricity, reach 10 feet)\n__Damage__ 2d10 + 13 piercing 1d12 electricity"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+23 (agile)\n__Damage__ 2d8 + 13 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+21 (reach 15 feet)\n__Damage__ 2d12 + 13 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+21 (deadly d8, reach 10 feet)\n__Damage__ 1d12 + 11 piercing"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 29, attack +23; __4th __ _[[Spells/Unfettered Movement|Freedom of Movement]]_, _[[Spells/Mirage|Hallucinatory Terrain]]_, _[[Spells/Speak with Plants|Speak with Plants]]_; __3rd __ _[[Spells/Earthbind|Earthbind]]_, _[[Spells/Haste|Haste]]_, _[[Spells/Stinking Cloud|Stinking Cloud]]_; __2nd __ _[[Spells/Animal Messenger|Animal Messenger]]_, _[[Spells/Faerie Fire|Faerie Fire]]_, _[[Spells/Speak with Animals|Speak with Animals]]_; __1st __ _[[Spells/Gentle Landing|Feather Fall]]_, _[[Spells/Negate Aroma|Negate Aroma]]_, _[[Spells/Shocking Grasp|Shocking Grasp]]_\n__Cantrips__ __(4th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Electric Arc|Electric Arc]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 29, attack +19; __2nd __ _[[Spells/Mist|Obscuring Mist]]_; __1st __ _[[Spells/Gust of Wind|Gust of Wind (At Will)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (electricity,primal) The dragon breathes a thundercloud that deals 11d6 electricity damage in a 40-foot cone (DC 29 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Cloud Walk"
+ desc: " The cloud dragon can tread on clouds or fog as though on solid ground."
+
+```
+
+```encounter-table
+name: Cloud Dragon (Young, Spellcaster)
+creatures:
+ - 1: Cloud Dragon (Young, Spellcaster)
+```
+
+
+
+At heart, cloud dragons are wanderers, explorers, and travelers who enjoy nothing more than seeing new lands and meeting unusual creatures. Cloud dragons range in color from light blue to a pale, milky white and have thick, curling horns and rather short snouts. They keep lairs among the extreme altitudes of the highest mountain peaks but are away on their many journeys as often as they're at home. Cloud dragons spend long hours surveying the lands they fly over from great heights, but they are creatures of whim, making it hard to predict what will pique their curiosity and bring them winging down to converse or investigate something on the ground. Cloud dragons seldom perform acts of outright malice, but they are not often charitable either. A cloud dragon is as likely to simply pluck something they desire off the ground and fly away with it as they are to bargain fairly.
+
+A cloud dragon's ever-changing interests never seem to stray toward the complicated schemes and long-term plans of other dragons. These rovers are creatures of the moment, and although they are as mentally gifted as other true dragons, their interests remain in the here and now. Yet the cloud dragon's penchant for living in the moment is not a personality flaw-they're more than capable of anticipating long-term results of their actions and won't make foolish choices simply to pursue a current interest. At the same time, cloud dragons have little interest in worrying about the future and are as confident in their ability to handle tomorrow's problems as they are today's.
+
+Cloud dragon hoards tend to be well-guarded or well-hidden, as a natural result of their roving habits often taking them away from their lairs for extended periods. Their treasuries include a wide variety of items-they are driven to gather a broad range of prizes rather than collecting one type of item intensively. To a cloud dragon, a diversified hoard is a perfect hoard.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Cockroach Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 2/Cockroach Swarm.md
new file mode 100755
index 000000000..9783143d5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Cockroach Swarm.md
@@ -0,0 +1,74 @@
+---
+title: "Cockroach Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.VOEbqlhAUqv9o4wQ"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Cockroach Swarm"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Cockroach Swarm"
+level: "Creature 2"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[swarm]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision, Scent (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Stealth: +8"
+abilityMods: [2, 4, 3, -5, 0, -4]
+speed: 20 feet, climb 20 feet, fly 15 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +9, __Ref__ +10, __Will__ +6"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20; __Immunities__ precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 5, splash damage 5; __Resistances__ bludgeoning 2, piercing 5, slashing 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Swarm Mind"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+attacks:
+ - name: ""
+
+ - name: "Swarming Bites"
+ desc: "`pf2:1` Each enemy in the swarm's space takes 1d8 piercing damage (DC 18 Reflex check save)."
+
+```
+
+```encounter-table
+name: Cockroach Swarm
+creatures:
+ - 1: Cockroach Swarm
+```
+
+
+
+While cockroaches tend to gather in cramped spaces, a disturbed colony is sometimes prone to swarming, where hundreds or even thousands of the insects scurry out of their hiding places in a raft of shiny brown and black carapaces on thousands of skittering legs. Given how disgusting many find cockroaches to be, encountering such a swarm can be alarming to even the most seasoned adventurers. The creatures are relentless when disturbed; in contrast to the insects' normally skittish and harmless nature, as swarms they pursue the creature or creatures that provoked them and harry them with thousands of stinging bites.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Cornugon.md b/content/mechanics/srd/Bestiary/Bestiary 2/Cornugon.md
new file mode 100755
index 000000000..7e41be2fb
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Cornugon.md
@@ -0,0 +1,121 @@
+---
+title: "Cornugon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.8XGPuVdK79BA9FIA"
+tags:
+ - pf2e/creature/type/devil
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/16
+statblock: inline
+name: "Cornugon"
+level: 16
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Cornugon"
+level: "Creature 16"
+
+alignment: ""
+size: "Large"
+trait_01: [[devil]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[lawful]]
+trait_05: [[unholy]]
+modifier: 28
+perception:
+ - name: "Perception"
+ desc: "+28; Greater Darkvision"
+languages: "Common, Diabolic, Draconic, Empyrean; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +28, Athletics: +32, Intimidation: +30, Religion: +28, Stealth: +26, Warfare Lore: +30"
+abilityMods: [8, 6, 7, 4, 6, 6]
+speed: 25 feet, fly 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 38
+armorclass:
+ - name: AC
+ desc: "38; __Fort__ +31, __Ref__ +26, __Will__ +26; +1 status to all saves vs. magic"
+hp: 300
+health:
+ - name: ""
+ - name: HP
+ desc: "300; __Immunities__ fire; __Weaknesses__ holy 15; __Resistances__ physical 15 (except silver), poison 15"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Spiked Chain|+2 Greater Striking Unholy Spiked Chain]]"
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Circle of Protection"
+ desc: " (aura,divine) 10 feet. A constant [[Spells/Circle of Protection|Circle of Protection]] against good is centered on the cornugon."
+
+ - name: "Commander's Aura"
+ desc: " (aura,divine) 100 feet. Allied evil creatures in the aura of lower level than the devil's gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.\n\n[[Bestiary Effects/Effect_ Commander's Aura|Effect: Commander's Aura]]"
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 10 feet. DC 34 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Spiked Chain"
+ desc: "+34 (disarm, finesse, magical, reach 10 feet, trip, unholy)\n__Damage__ 3d8 + 16 slashing plus stunning-chain 2d6 spirit plus stunning-chain"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+32 (agile, magical, reach 10 feet, unholy)\n__Damage__ 3d10 + 14 slashing 1d6 spirit"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+32 (magical, reach 10 feet, unholy)\n__Damage__ 3d8 + 14 slashing plus infernal-wound 1d6 spirit plus infernal-wound"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 36, attack +28; __7th __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Fireball|Fireball (x2)]]_, _[[Spells/Lightning Bolt|Lightning Bolt (x2)]]_; __5th __ _[[Spells/Translocate|Dimension Door]]_; __4th __ _[[Spells/Translocate|Dimension Door (At Will)]]_"
+
+ - name: "Rituals"
+ desc: "_Infernal Pact_"
+
+ - name: "Chain of Malebolge"
+ desc: "`pf2:1` **Requirements** The cornugon's last action was a success with a spiked chain Strike.\n* * *\n\n**Effect** The devil pulls the creature 5 feet closer and [[Conditions/Grabbed|Grabs]] it with the spiked chain ([[Actions/Escape|Escape]] DC 42). The creature is automatically freed if the devil makes another spiked chain attack or moves away."
+
+ - name: "Infernal Wound"
+ desc: " (divine) A cornugon's tail Strike deals 4d6 bleed.\n\nThe DC of the flat check to stop the bleeding starts at DC 20 Flat check and is reduced to DC 15 Flat check only if someone successfully assists. The DC to [[Actions/Administer First Aid|Administer First Aid]] to a creature with an infernal wound increases by 10.\n\nA spellcaster or item using healing magic on an infernally wounded creature must succeed at a DC 34 counteract check or the magic fails to heal the creature.\n\n[[Bestiary Effects/Effect_ Infernal Wound|Effect: Infernal Wound]]"
+
+ - name: "Stunning Chain"
+ desc: " (incapacitation) If the cornugon critically hits with its spiked chain Strike, the target must succeed at a DC 34 Fortitude check save or be [[Conditions/Stunned|Stunned]] for 1 round (1d4 rounds on a critical failure)."
+
+```
+
+```encounter-table
+name: Cornugon
+creatures:
+ - 1: Cornugon
+```
+
+
+
+Hell's armies contain legions upon legions of different devils all suited precisely to their roles. But such an army needs able commanders, and it is this role that cornugons fill. Their mere presence inspires those under their command to improved performance- often through fear of the horrible torments that a cornugon can unleash as punishment for failure. Forged in the fires of Malebolge from the most renowned warriors among lesser devilkind, even the least cornugon is among the fiercest warriors of the multiverse. The greatest among them on occasion ascend further still, becoming those rare and feared legends of Hell called malebranche.
+
+* * *
+
+Each type of devil plays a particular role in Hell's bureaucracies and hierarchies, though some have far more specialized functions than others.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Crystal Dragon (Adult).md b/content/mechanics/srd/Bestiary/Bestiary 2/Crystal Dragon (Adult).md
new file mode 100755
index 000000000..dc18557b6
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Crystal Dragon (Adult).md
@@ -0,0 +1,109 @@
+---
+title: "Crystal Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.KtuPGiaG1wTrxHgF"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/good
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Crystal Dragon (Adult)"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Crystal Dragon (Adult)"
+level: "Creature 11"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[dragon]]
+trait_02: [[earth]]
+trait_03: [[elemental]]
+trait_04: [[good]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision, Scent (Imprecise) 60 Feet, Tremorsense (Imprecise) 30 Feet"
+languages: "Common, Draconic, Petran, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +19, Athletics: +24, Deception: +22, Intimidation: +22, Nature: +19, Stealth: +21, Survival: +20"
+abilityMods: [7, 2, 5, 2, 3, 5]
+speed: 50 feet, burrow 35 feet, fly 120 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +24, __Ref__ +19, __Will__ +20; +1 status to all saves vs. magic"
+hp: 185
+health:
+ - name: ""
+ - name: HP
+ desc: "185; __Immunities__ paralyzed, sleep; __Weaknesses__ sonic 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 30 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Twisting Tail"
+ desc: "`pf2:r` (move) **Trigger** A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using\n* * *\n\n**Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+24 (reach 15 feet, sonic)\n__Damage__ 2d8 + 13 slashing 3d6 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+24 (agile, magical, reach 10 feet)\n__Damage__ 2d8 + 13 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+22 (magical, reach 20 feet)\n__Damage__ 1d10 + 13 slashing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 30, attack +22; __3rd __ _[[Spells/Dizzying Colors|Color Spray (x3)]]_, _[[Spells/Revealing Light|Glitterdust]]_, _[[Spells/Hypnotize|Hypnotic Pattern]]_\n__Cantrips__ __(5th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (primal) The dragon breathes a flurry of piercing crystals that deal 12d6 piercing damage in a 40-foot cone (DC 30 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Crystallize Flesh"
+ desc: " (primal) **Trigger** The crystal dragon damages a creature made of flesh with a jaws Strike\n\n**Frequency** once per day\n* * *\n\n**Effect** The dragon embeds transformative crystals in the creature's flesh. The creature must attempt a DC 30 Fortitude check save.\n* * *\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is [[Conditions/Slowed|Slowed 1]] for 1 round as portions of its flesh turn crystalline.\n\n**Failure** The target is [[Conditions/Slowed|Slowed 1]] and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition value increases by 1 (or by 2 on a critical failure). A successful save reduces the slowed condition value by 1. A creature unable to act due to the slowed condition from Crystallize Flesh is [[Conditions/Petrified|Petrified]] permanently, transforming into a crystalline statue. The effect ends if the creature is petrified or the slowed condition is removed.\n\n**Critical Failure** As failure, but the target is initially [[Conditions/Slowed|Slowed 2]]."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they critically hit with a Strike."
+
+```
+
+```encounter-table
+name: Crystal Dragon (Adult)
+creatures:
+ - 1: Crystal Dragon (Adult)
+```
+
+
+
+Good-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a source of great pride but is also something of a weakness, as crystal dragons are easily angered by insults about their appearance. Despite their relatively benign natures when compared to other true dragons, crystal dragons can be short tempered and prone to finding insults where none were intended. Although their opinions are changeable, crystal dragons prefer orderly environments and are not fond of sudden interruptions or distractions.
+
+Crystal dragons build their lairs in underground grottoes, where they cultivate environments of great beauty. Their exacting standards and vivid imaginations mean that they are always working to improve the appearance or layout of some part of their lair. These lairs are unique to each individual crystal dragon, but there are always plenty of reflective surfaces that allow the dragon to observe their own appearance. These range from crystals to reflecting pools to finely crafted mirrors, which are arranged throughout the lair in a pleasing array. Gifts of well-crafted or magical mirrors are an excellent way to curry favor with a crystal dragon.
+
+Although crystal dragons are easily distracted by their sparkling collections or their vanity, they remain good-hearted creatures at the core and make friends quickly. While a crystal dragon tends to find evil creatures uncouth and unpleasant, any other nearby denizen or inhabitant of their home could become fast friends or beloved pets, depending upon the creature's capacity for conversation (and for providing the frequent praise and compliments that crystal dragons hunger for).
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Crystal Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 2/Crystal Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..a117c88a7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Crystal Dragon (Adult, Spellcaster).md
@@ -0,0 +1,106 @@
+---
+title: "Crystal Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.aRfRzGYfPWxS0Ltx"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/good
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Crystal Dragon (Adult, Spellcaster)"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Crystal Dragon (Adult, Spellcaster)"
+level: "Creature 11"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[dragon]]
+trait_02: [[earth]]
+trait_03: [[elemental]]
+trait_04: [[good]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision, Scent (Imprecise) 60 Feet, Tremorsense (Imprecise) 30 Feet"
+languages: "Common, Draconic, Petran, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +19, Athletics: +24, Deception: +22, Intimidation: +22, Nature: +19, Stealth: +21, Survival: +20"
+abilityMods: [7, 2, 5, 2, 3, 5]
+speed: 50 feet, burrow 35 feet, fly 120 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +24, __Ref__ +19, __Will__ +20; +1 status to all saves vs. magic"
+hp: 185
+health:
+ - name: ""
+ - name: HP
+ desc: "185; __Immunities__ paralyzed, sleep; __Weaknesses__ sonic 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 30 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Twisting Tail"
+ desc: "`pf2:r` (move) **Trigger** A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using\n* * *\n\n**Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+24 (reach 15 feet, sonic)\n__Damage__ 2d8 + 13 slashing 3d6 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+24 (agile, magical, reach 10 feet)\n__Damage__ 2d8 + 13 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+22 (magical, reach 20 feet)\n__Damage__ 1d10 + 13 slashing"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 30, attack +24; __5th __ _[[Spells/Cloak of Colors|Cloak of Colors]]_, _[[Spells/Wall of Stone|Wall of Stone]]_; __4th __ _[[Spells/Mirage|Hallucinatory Terrain]]_, _[[Spells/Shape Stone|Shape Stone]]_, _[[Spells/Mountain Resilience|Stoneskin]]_; __3rd __ _[[Spells/Earthbind|Earthbind]]_, _[[Spells/Haste|Haste]]_, _[[Spells/One with Stone|Meld into Stone]]_; __2nd __ _[[Spells/Faerie Fire|Faerie Fire]]_, _[[Spells/Revealing Light|Glitterdust]]_, _[[Spells/Shatter|Shatter]]_; __1st __ _[[Spells/Grease|Grease]]_, _[[Spells/Mending|Mending]]_, _[[Spells/Vanishing Tracks|Pass Without Trace]]_\n__Cantrips__ __(5th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Light|Light]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 30, attack +22; __3rd __ _[[Spells/Dizzying Colors|Color Spray (x3)]]_, _[[Spells/Revealing Light|Glitterdust]]_, _[[Spells/Hypnotize|Hypnotic Pattern]]_\n__Cantrips__ __(5th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (primal) The dragon breathes a flurry of piercing crystals that deal 12d6 piercing damage in a 40-foot cone (DC 30 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Crystallize Flesh"
+ desc: " (primal) **Trigger** The crystal dragon damages a creature made of flesh with a jaws Strike\n\n**Frequency** once per day\n* * *\n\n**Effect** The dragon embeds transformative crystals in the creature's flesh. The creature must attempt a DC 30 Fortitude check save.\n* * *\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is [[Conditions/Slowed|Slowed 1]] for 1 round as portions of its flesh turn crystalline.\n\n**Failure** The target is [[Conditions/Slowed|Slowed 1]] and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition value increases by 1 (or by 2 on a critical failure). A successful save reduces the slowed condition value by 1. A creature unable to act due to the slowed condition from Crystallize Flesh is [[Conditions/Petrified|Petrified]] permanently, transforming into a crystalline statue. The effect ends if the creature is petrified or the slowed condition is removed.\n\n**Critical Failure** As failure, but the target is initially [[Conditions/Slowed|Slowed 2]]."
+
+```
+
+```encounter-table
+name: Crystal Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Crystal Dragon (Adult, Spellcaster)
+```
+
+
+
+Good-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a source of great pride but is also something of a weakness, as crystal dragons are easily angered by insults about their appearance. Despite their relatively benign natures when compared to other true dragons, crystal dragons can be short tempered and prone to finding insults where none were intended. Although their opinions are changeable, crystal dragons prefer orderly environments and are not fond of sudden interruptions or distractions.
+
+Crystal dragons build their lairs in underground grottoes, where they cultivate environments of great beauty. Their exacting standards and vivid imaginations mean that they are always working to improve the appearance or layout of some part of their lair. These lairs are unique to each individual crystal dragon, but there are always plenty of reflective surfaces that allow the dragon to observe their own appearance. These range from crystals to reflecting pools to finely crafted mirrors, which are arranged throughout the lair in a pleasing array. Gifts of well-crafted or magical mirrors are an excellent way to curry favor with a crystal dragon.
+
+Although crystal dragons are easily distracted by their sparkling collections or their vanity, they remain good-hearted creatures at the core and make friends quickly. While a crystal dragon tends to find evil creatures uncouth and unpleasant, any other nearby denizen or inhabitant of their home could become fast friends or beloved pets, depending upon the creature's capacity for conversation (and for providing the frequent praise and compliments that crystal dragons hunger for).
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Crystal Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Bestiary 2/Crystal Dragon (Ancient).md
new file mode 100755
index 000000000..17a3a362d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Crystal Dragon (Ancient).md
@@ -0,0 +1,118 @@
+---
+title: "Crystal Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.5QCkuR3XPWgD53qi"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/good
+ - pf2eMonster
+ - pf2e/creature/level/16
+statblock: inline
+name: "Crystal Dragon (Ancient)"
+level: 16
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Crystal Dragon (Ancient)"
+level: "Creature 16"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[dragon]]
+trait_02: [[earth]]
+trait_03: [[elemental]]
+trait_04: [[good]]
+modifier: 28
+perception:
+ - name: "Perception"
+ desc: "+28; Darkvision, Scent (Imprecise) 60 Feet, Tremorsense (Imprecise) 60 Feet"
+languages: "Common, Draconic, Empyrean, Petran, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +22, Athletics: +33, Deception: +29, Intimidation: +29, Nature: +27, Stealth: +28, Survival: +26"
+abilityMods: [9, 5, 6, 5, 5, 7]
+speed: 60 feet, burrow 40 feet, fly 140 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 42
+armorclass:
+ - name: AC
+ desc: "42; __Fort__ +30, __Ref__ +27, __Will__ +29; +1 status to all saves vs. magic"
+hp: 275
+health:
+ - name: ""
+ - name: HP
+ desc: "275; __Immunities__ paralyzed, sleep; __Weaknesses__ sonic 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Extra Reaction"
+ desc: " The dragon gains 2 reactions at the start of each of their turns."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 37 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Reflect Spell"
+ desc: "`pf2:r` **Trigger** The crystal dragon is targeted by a ranged spell attack roll\n* * *\n\n**Effect** The crystal dragon adjusts a wing to try to reflect the spell and gains a +4 circumstance bonus to AC against the triggering attack. If the attack misses, the spell is reflected back at the caster, who must roll a second ranged spell attack roll against their own AC to determine if the spell hits them instead."
+
+ - name: "Scintillating Aura"
+ desc: " (aura,concentrate,incapacitation,primal,visual) 30 feet. A swirling vortex of reflected color and light shimmers around the crystal dragon. Creatures in this aura's emanation are [[Conditions/Dazzled|Dazzled]]. Each creature that ends its turn in the emanation must succeed at a DC 34 Will check saving throw or be [[Conditions/Stunned|Stunned 1]] (or [[Conditions/Stunned|Stunned 3]] on a critical failure). Once a creature succeeds at this save, it is temporarily immune to the stunning effect for 1 minute. The crystal dragon can turn this aura on or off using a single action, which has the concentrate trait, and it can choose not to affect allies."
+
+ - name: "Twisting Tail"
+ desc: "`pf2:r` (move) **Trigger** A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using\n* * *\n\n**Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+33 (magical, reach 20 feet)\n__Damage__ 3d8 + 17 slashing 4d6 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+33 (agile, magical, reach 15 feet)\n__Damage__ 3d8 + 17 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+31 (magical, reach 25 feet)\n__Damage__ 2d10 + 17 slashing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 37, attack +29; __7th __ _[[Spells/Prismatic Spray|Prismatic Spray]]_; __5th __ _[[Spells/Dizzying Colors|Color Spray (At Will)]]_, _[[Spells/Revealing Light|Glitterdust (At Will)]]_, _[[Spells/Hypnotize|Hypnotic Pattern (At Will)]]_\n__Cantrips__ __(7th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (primal,sonic) The dragon breathes a flurry of piercing crystals that deals 17d6 piercing damage in a 50-foot cone (DC 38 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Crystallize Flesh"
+ desc: " (incapacitation,primal) **Trigger** The crystal dragon damages a creature made of flesh with a jaws Strike\n\n**Frequency** three times per day\n* * *\n\n**Effect** The dragon embeds transformative crystals in the creature's flesh. The creature must attempt a DC 37 Fortitude check save.\n* * *\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is [[Conditions/Slowed|Slowed 1]] for 1 round as portions of its flesh turn crystalline.\n\n**Failure** The target is [[Conditions/Slowed|Slowed 1]] and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition value increases by 1 (or by 2 on a critical failure). A successful save reduces the slowed condition value by 1. A creature unable to act due to the slowed condition from Crystallize Flesh is [[Conditions/Petrified|Petrified]] permanently, transforming into a crystalline statue. The effect ends if the creature is petrified or the slowed condition is removed.\n\n**Critical Failure** As failure, but the target is initially [[Conditions/Slowed|Slowed 2]]."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they critically hit with a Strike."
+
+```
+
+```encounter-table
+name: Crystal Dragon (Ancient)
+creatures:
+ - 1: Crystal Dragon (Ancient)
+```
+
+
+
+Good-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a source of great pride but is also something of a weakness, as crystal dragons are easily angered by insults about their appearance. Despite their relatively benign natures when compared to other true dragons, crystal dragons can be short tempered and prone to finding insults where none were intended. Although their opinions are changeable, crystal dragons prefer orderly environments and are not fond of sudden interruptions or distractions.
+
+Crystal dragons build their lairs in underground grottoes, where they cultivate environments of great beauty. Their exacting standards and vivid imaginations mean that they are always working to improve the appearance or layout of some part of their lair. These lairs are unique to each individual crystal dragon, but there are always plenty of reflective surfaces that allow the dragon to observe their own appearance. These range from crystals to reflecting pools to finely crafted mirrors, which are arranged throughout the lair in a pleasing array. Gifts of well-crafted or magical mirrors are an excellent way to curry favor with a crystal dragon.
+
+Although crystal dragons are easily distracted by their sparkling collections or their vanity, they remain good-hearted creatures at the core and make friends quickly. While a crystal dragon tends to find evil creatures uncouth and unpleasant, any other nearby denizen or inhabitant of their home could become fast friends or beloved pets, depending upon the creature's capacity for conversation (and for providing the frequent praise and compliments that crystal dragons hunger for).
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Crystal Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 2/Crystal Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..5fbe19bee
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Crystal Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,115 @@
+---
+title: "Crystal Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.03X3GLxyJyj7sx76"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/good
+ - pf2eMonster
+ - pf2e/creature/level/16
+statblock: inline
+name: "Crystal Dragon (Ancient, Spellcaster)"
+level: 16
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Crystal Dragon (Ancient, Spellcaster)"
+level: "Creature 16"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[dragon]]
+trait_02: [[earth]]
+trait_03: [[elemental]]
+trait_04: [[good]]
+modifier: 28
+perception:
+ - name: "Perception"
+ desc: "+28; Darkvision, Scent (Imprecise) 60 Feet, Tremorsense (Imprecise) 60 Feet"
+languages: "Common, Draconic, Empyrean, Petran, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +22, Athletics: +33, Deception: +29, Intimidation: +29, Nature: +27, Stealth: +28, Survival: +26"
+abilityMods: [9, 5, 6, 5, 5, 7]
+speed: 60 feet, burrow 40 feet, fly 140 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 42
+armorclass:
+ - name: AC
+ desc: "42; __Fort__ +30, __Ref__ +27, __Will__ +29; +1 status to all saves vs. magic"
+hp: 275
+health:
+ - name: ""
+ - name: HP
+ desc: "275; __Immunities__ paralyzed, sleep; __Weaknesses__ sonic 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Extra Reaction"
+ desc: " The dragon gains 2 reactions at the start of each of their turns."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 37 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Reflect Spell"
+ desc: "`pf2:r` **Trigger** The crystal dragon is targeted by a ranged spell attack roll\n* * *\n\n**Effect** The crystal dragon adjusts a wing to try to reflect the spell and gains a +4 circumstance bonus to AC against the triggering attack. If the attack misses, the spell is reflected back at the caster, who must roll a second ranged spell attack roll against their own AC to determine if the spell hits them instead."
+
+ - name: "Scintillating Aura"
+ desc: " (aura,concentrate,incapacitation,primal,visual) 30 feet. A swirling vortex of reflected color and light shimmers around the crystal dragon. Creatures in this aura's emanation are [[Conditions/Dazzled|Dazzled]]. Each creature that ends its turn in the emanation must succeed at a DC 34 Will check saving throw or be [[Conditions/Stunned|Stunned 1]] (or [[Conditions/Stunned|Stunned 3]] on a critical failure). Once a creature succeeds at this save, it is temporarily immune to the stunning effect for 1 minute. The crystal dragon can turn this aura on or off using a single action, which has the concentrate trait, and it can choose not to affect allies."
+
+ - name: "Twisting Tail"
+ desc: "`pf2:r` (move) **Trigger** A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using\n* * *\n\n**Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+33 (magical, reach 20 feet)\n__Damage__ 3d8 + 17 slashing 4d6 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+33 (agile, magical, reach 15 feet)\n__Damage__ 3d8 + 17 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+31 (magical, reach 25 feet)\n__Damage__ 2d10 + 17 slashing"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 37, attack +32; __7th __ _[[Spells/Energy Aegis|Energy Aegis]]_, _[[Spells/Spell Turning|Spell Turning]]_, _[[Spells/Volcanic Eruption|Volcanic Eruption]]_; __6th __ _[[Spells/Petrify|Flesh to Stone]]_, _[[Spells/Speak with Stones|Stone Tell]]_, _[[Spells/Truesight|True Seeing]]_; __5th __ _[[Spells/Chromatic Wall|Chromatic Wall]]_, _[[Spells/Cloak of Colors|Cloak of Colors]]_, _[[Spells/Wall of Stone|Wall of Stone]]_; __4th __ _[[Spells/Mirage|Hallucinatory Terrain]]_, _[[Spells/Shape Stone|Shape Stone]]_, _[[Spells/Mountain Resilience|Stoneskin]]_; __3rd __ _[[Spells/Earthbind|Earthbind]]_, _[[Spells/Haste|Haste]]_, _[[Spells/One with Stone|Meld into Stone]]_; __2nd __ _[[Spells/Faerie Fire|Faerie Fire]]_, _[[Spells/Revealing Light|Glitterdust]]_, _[[Spells/Shatter|Shatter]]_; __1st __ _[[Spells/Grease|Grease]]_, _[[Spells/Mending|Mending]]_, _[[Spells/Vanishing Tracks|Pass Without Trace]]_\n__Cantrips__ __(7th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Light|Light]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 37, attack +27; __7th __ _[[Spells/Prismatic Spray|Prismatic Spray]]_; __5th __ _[[Spells/Dizzying Colors|Color Spray (At Will)]]_, _[[Spells/Revealing Light|Glitterdust (At Will)]]_, _[[Spells/Hypnotize|Hypnotic Pattern (At Will)]]_\n__Cantrips__ __(7th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (primal,sonic) The dragon breathes a flurry of piercing crystals that deals 17d6 piercing damage in a 50-foot cone (DC 38 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Crystallize Flesh"
+ desc: " (incapacitation,primal) **Trigger** The crystal dragon damages a creature made of flesh with a jaws Strike\n\n**Frequency** three times per day\n* * *\n\n**Effect** The dragon embeds transformative crystals in the creature's flesh. The creature must attempt a DC 37 Fortitude check save.\n* * *\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is [[Conditions/Slowed|Slowed 1]] for 1 round as portions of its flesh turn crystalline.\n\n**Failure** The target is [[Conditions/Slowed|Slowed 1]] and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition value increases by 1 (or by 2 on a critical failure). A successful save reduces the slowed condition value by 1. A creature unable to act due to the slowed condition from Crystallize Flesh is [[Conditions/Petrified|Petrified]] permanently, transforming into a crystalline statue. The effect ends if the creature is petrified or the slowed condition is removed.\n\n**Critical Failure** As failure, but the target is initially [[Conditions/Slowed|Slowed 2]]."
+
+```
+
+```encounter-table
+name: Crystal Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Crystal Dragon (Ancient, Spellcaster)
+```
+
+
+
+Good-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a source of great pride but is also something of a weakness, as crystal dragons are easily angered by insults about their appearance. Despite their relatively benign natures when compared to other true dragons, crystal dragons can be short tempered and prone to finding insults where none were intended. Although their opinions are changeable, crystal dragons prefer orderly environments and are not fond of sudden interruptions or distractions.
+
+Crystal dragons build their lairs in underground grottoes, where they cultivate environments of great beauty. Their exacting standards and vivid imaginations mean that they are always working to improve the appearance or layout of some part of their lair. These lairs are unique to each individual crystal dragon, but there are always plenty of reflective surfaces that allow the dragon to observe their own appearance. These range from crystals to reflecting pools to finely crafted mirrors, which are arranged throughout the lair in a pleasing array. Gifts of well-crafted or magical mirrors are an excellent way to curry favor with a crystal dragon.
+
+Although crystal dragons are easily distracted by their sparkling collections or their vanity, they remain good-hearted creatures at the core and make friends quickly. While a crystal dragon tends to find evil creatures uncouth and unpleasant, any other nearby denizen or inhabitant of their home could become fast friends or beloved pets, depending upon the creature's capacity for conversation (and for providing the frequent praise and compliments that crystal dragons hunger for).
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Crystal Dragon (Young).md b/content/mechanics/srd/Bestiary/Bestiary 2/Crystal Dragon (Young).md
new file mode 100755
index 000000000..6f2a43083
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Crystal Dragon (Young).md
@@ -0,0 +1,106 @@
+---
+title: "Crystal Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.J86hCJnrLvNzOtCb"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/good
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Crystal Dragon (Young)"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Crystal Dragon (Young)"
+level: "Creature 7"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[earth]]
+trait_03: [[elemental]]
+trait_04: [[good]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision, Scent (Imprecise) 60 Feet, Tremorsense (Imprecise) 30 Feet"
+languages: "Common, Draconic, Petran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Athletics: +16, Deception: +15, Intimidation: +15, Nature: +15, Stealth: +18, Survival: +15"
+abilityMods: [5, 1, 3, 1, 2, 4]
+speed: 40 feet, burrow 30 feet, fly 100 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +16, __Ref__ +14, __Will__ +15"
+hp: 105
+health:
+ - name: ""
+ - name: HP
+ desc: "105; __Immunities__ paralyzed, sleep; __Weaknesses__ sonic 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 25 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Twisting Tail"
+ desc: "`pf2:r` (move) **Trigger** A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using\n* * *\n\n**Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+18 (reach 10 feet, sonic)\n__Damage__ 2d8 + 8 slashing 2d6 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+18 (agile)\n__Damage__ 2d6 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+16 (reach 15 feet)\n__Damage__ 1d10 + 8 slashing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 25, attack +17; __3rd __ _[[Spells/Dizzying Colors|Color Spray]]_\n__Cantrips__ __(3rd)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (primal) The dragon breathes a flurry of piercing crystals that deal 8d6 piercing damage in a 30-foot cone (DC 25 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they critically hit with a Strike."
+
+```
+
+```encounter-table
+name: Crystal Dragon (Young)
+creatures:
+ - 1: Crystal Dragon (Young)
+```
+
+
+
+Good-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a source of great pride but is also something of a weakness, as crystal dragons are easily angered by insults about their appearance. Despite their relatively benign natures when compared to other true dragons, crystal dragons can be short tempered and prone to finding insults where none were intended. Although their opinions are changeable, crystal dragons prefer orderly environments and are not fond of sudden interruptions or distractions.
+
+Crystal dragons build their lairs in underground grottoes, where they cultivate environments of great beauty. Their exacting standards and vivid imaginations mean that they are always working to improve the appearance or layout of some part of their lair. These lairs are unique to each individual crystal dragon, but there are always plenty of reflective surfaces that allow the dragon to observe their own appearance. These range from crystals to reflecting pools to finely crafted mirrors, which are arranged throughout the lair in a pleasing array. Gifts of well-crafted or magical mirrors are an excellent way to curry favor with a crystal dragon.
+
+Although crystal dragons are easily distracted by their sparkling collections or their vanity, they remain good-hearted creatures at the core and make friends quickly. While a crystal dragon tends to find evil creatures uncouth and unpleasant, any other nearby denizen or inhabitant of their home could become fast friends or beloved pets, depending upon the creature's capacity for conversation (and for providing the frequent praise and compliments that crystal dragons hunger for).
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Crystal Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 2/Crystal Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..d5790c19a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Crystal Dragon (Young, Spellcaster).md
@@ -0,0 +1,103 @@
+---
+title: "Crystal Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.DKMAZAZpj8Tqxg0j"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/good
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Crystal Dragon (Young, Spellcaster)"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Crystal Dragon (Young, Spellcaster)"
+level: "Creature 7"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[earth]]
+trait_03: [[elemental]]
+trait_04: [[good]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision, Scent (Imprecise) 60 Feet, Tremorsense (Imprecise) 30 Feet"
+languages: "Common, Draconic, Petran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Athletics: +16, Deception: +15, Intimidation: +15, Nature: +15, Stealth: +18, Survival: +15"
+abilityMods: [5, 1, 3, 1, 2, 4]
+speed: 40 feet, burrow 30 feet, fly 100 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +16, __Ref__ +14, __Will__ +15"
+hp: 105
+health:
+ - name: ""
+ - name: HP
+ desc: "105; __Immunities__ paralyzed, sleep; __Weaknesses__ sonic 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 25 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Twisting Tail"
+ desc: "`pf2:r` (move) **Trigger** A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using\n* * *\n\n**Effect** The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+18 (reach 10 feet, sonic)\n__Damage__ 2d8 + 8 slashing 2d6 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+18 (agile)\n__Damage__ 2d6 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+16 (reach 15 feet)\n__Damage__ 1d10 + 8 slashing"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 25, attack +18; __3rd __ _[[Spells/Earthbind|Earthbind]]_, _[[Spells/One with Stone|Meld into Stone]]_; __2nd __ _[[Spells/Faerie Fire|Faerie Fire]]_, _[[Spells/Revealing Light|Glitterdust]]_, _[[Spells/Shatter|Shatter]]_; __1st __ _[[Spells/Grease|Grease]]_, _[[Spells/Mending|Mending]]_, _[[Spells/Vanishing Tracks|Pass Without Trace]]_\n__Cantrips__ __(3rd)__ _[[Spells/Acid Splash|Acid Splash]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Light|Light]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 25, attack +17; __3rd __ _[[Spells/Dizzying Colors|Color Spray]]_\n__Cantrips__ __(3rd)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (primal) The dragon breathes a flurry of piercing crystals that deal 8d6 piercing damage in a 30-foot cone (DC 25 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Crystal Dragon (Young, Spellcaster)
+creatures:
+ - 1: Crystal Dragon (Young, Spellcaster)
+```
+
+
+
+Good-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a source of great pride but is also something of a weakness, as crystal dragons are easily angered by insults about their appearance. Despite their relatively benign natures when compared to other true dragons, crystal dragons can be short tempered and prone to finding insults where none were intended. Although their opinions are changeable, crystal dragons prefer orderly environments and are not fond of sudden interruptions or distractions.
+
+Crystal dragons build their lairs in underground grottoes, where they cultivate environments of great beauty. Their exacting standards and vivid imaginations mean that they are always working to improve the appearance or layout of some part of their lair. These lairs are unique to each individual crystal dragon, but there are always plenty of reflective surfaces that allow the dragon to observe their own appearance. These range from crystals to reflecting pools to finely crafted mirrors, which are arranged throughout the lair in a pleasing array. Gifts of well-crafted or magical mirrors are an excellent way to curry favor with a crystal dragon.
+
+Although crystal dragons are easily distracted by their sparkling collections or their vanity, they remain good-hearted creatures at the core and make friends quickly. While a crystal dragon tends to find evil creatures uncouth and unpleasant, any other nearby denizen or inhabitant of their home could become fast friends or beloved pets, depending upon the creature's capacity for conversation (and for providing the frequent praise and compliments that crystal dragons hunger for).
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Culdewen.md b/content/mechanics/srd/Bestiary/Bestiary 2/Culdewen.md
new file mode 100755
index 000000000..54adb1597
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Culdewen.md
@@ -0,0 +1,99 @@
+---
+title: "Culdewen"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.4F0UmyVvLMq8oe2c"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Culdewen"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Culdewen"
+level: "Creature 7"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Small"
+trait_01: [[amphibious]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+trait_04: [[fey]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Low-Light Vision"
+languages: "Common, Fey, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +16, Deception: +16, Intimidation: +14, Nature: +12, Stealth: +15, Survival: +16, Sailing Lore: +14"
+abilityMods: [4, 5, 1, -1, 2, 4]
+speed: 40 feet, swim 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +14, __Ref__ +18, __Will__ +13; -2 status to all saves vs. curses"
+hp: 105
+health:
+ - name: ""
+ - name: HP
+ desc: "105; __Weaknesses__ cold iron 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Mace|Oar (Functions as Mace)]], [[Equipment/Ogre Hook|Fish Hook]]"
+ - name: "Culdewen's Curse"
+ desc: " (curse,primal) A culdewen that captures a creature is compelled to immediately retreat to a secluded place to eat, typically journeying by boat. The travel to the secluded place always takes at least 1 day. Their captive is cursed to vanish on the journey-typically being lost in the water or consumed by aquatic creatures-and can be recovered only by a [[Spells/Wish|Wish]] spell or similarly powerful magic."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fish Hook"
+ desc: "+17 (trip)\n__Damage__ 2d10 + 7 piercing plus hooked"
+
+ - name: "**Melee** `pf2:1` Oar"
+ desc: "+17 (shove)\n__Damage__ 2d6 + 7 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Fish Hook"
+ desc: "+18 (thrown 30 ft.)\n__Damage__ 2d10 + 7 piercing plus hooked"
+
+ - name: "Hooked"
+ desc: " A creature struck by the culdewen's fish hook is skewered, taking 1d4 bleed as long as the hook remains stuck in it. The fish hook can be removed if a creature [[Actions/Escape|Escapes]] (DC 25 Athletics check), pulling it free."
+
+ - name: "Land the Fish"
+ desc: "`pf2:1` **Requirements** A creature is hooked by the culdewen's fish hook and adjacent to the culdewen\n* * *\n\n**Effect** The culdewen hoists the creature over their shoulder, as though it weighs no more than a fish. Unless the creature is unable to act, the culdewen must attempt an Athletics check check against the creature's Fortitude DC. On a success, the creature is [[Conditions/Restrained|Restrained]] by the culdewen. [[Actions/Escape|Escaping]] from the restrained condition (DC 25) also allows a creature to remove the hook.\n\nWhile hoisting a creature, the culdewen gains a +20-foot status bonus to their Speeds and is compelled to escape with it (see culdewen's curse above)."
+
+ - name: "Reel In"
+ desc: "`pf2:1` (manipulate) The culdewen pulls the rope attached to their hook. If they have no creature hooked, the fish hook returns to the culdewen's hand. If a creature is hooked, the culdewen attempts an Athletics check check against the creature's Fortitude DC, pulling it up to 30 feet closer on a success (60 feet on a critical success)."
+
+ - name: "Swear"
+ desc: "`pf2:1` (auditory,curse,primal) The culdewen unleashes a string of invectives. Each creature that hears them must attempt a DC 25 Will check save, with the effects of [[Spells/Mariner's Curse|Mariner's Curse]] and is then temporarily immune for 24 hours. Even on a failed save, the curse ends automatically after 1 day."
+
+```
+
+```encounter-table
+name: Culdewen
+creatures:
+ - 1: Culdewen
+```
+
+
+
+Perpetually cursed to hunger and failure, a culdewen plies waterways in search of appealing fish to catch-the bigger the better. Of course, this diminutive, emaciated fey calls every living creature a "fish." Only other fey are exempt, and they tend to consider culdewens lost causes. A culdewen can never find satisfaction. Each time they catch a fish, a magical curse forces them to hunt for an appealing spot to dine-an island, cove, or abandoned dock or shack where they can eat in peace. By the time they arrive, their catch will be gone. Every time. Forever.
+
+A foul mood hovers over a culdewen, causing them to swear colorfully, smack things with their oar, and shake their tiny fists at the sky. Conversation with a culdewen is fruitless, as they talk in circles, speaking only of fishing and the weather. Capturing a "fish" gives a culdewen a rare moment of happiness; the culdewen capers and ululates, pleased with their catch, and rushes off to their boat.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/D'ziriak.md b/content/mechanics/srd/Bestiary/Bestiary 2/D'ziriak.md
new file mode 100755
index 000000000..e9085959f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/D'ziriak.md
@@ -0,0 +1,88 @@
+---
+title: "D'ziriak"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.P3lWcWx06OPBt62Z"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/shadow
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "D'ziriak"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "D'ziriak"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+trait_02: [[shadow]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision"
+languages: "Dziriak, Shadowtongue; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +8, Athletics: +6, Occultism: +10, Stealth: +10, Survival: +8"
+abilityMods: [1, 3, 1, 1, 3, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +6, __Ref__ +12, __Will__ +10"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "Glow"
+ desc: " (aura,light) 20 feet. The colorful runes that decorate a d'ziriak's body create dim light. The natural bioluminescence is specially adapted to the Shadow Plane, able to overcome magical darkness as if it were magical light of the d'ziriak's level."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+12 (agile, finesse)\n__Damage__ 1d10 + 4 piercing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 19, attack +9; __7th __ (1 slots) _[[Spells/Interplanar Teleport|Plane Shift (Self only) (To Shadow Plane only)]]_"
+
+ - name: "Dazzling Burst"
+ desc: "`pf2:2` (light,visual) The d'ziriak causes its body to flare with intense colorful light. Non-d'ziriaks in a 20-foot emanation must attempt a DC 20 Fortitude check save. After using this ability, the d'ziriak loses its glow for 24 hours; during this time it can't use again.\n\nA creature that attempts this save is immune to all Dazzling Bursts for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Dazzled|Dazzled]] for 1 round.\n\n**Failure** The creature is dazzled for 1 minute.\n\n**Critical Failure** The creature is [[Conditions/Blinded|Blinded]] for 1 round and dazzled for 1 minute."
+
+ - name: "Double Claw"
+ desc: "`pf2:1` **Frequency** once per round\n* * *\n\n**Effect** The d'ziriak makes two claw Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. This counts as two attacks for the d'ziriak's multiple attack penalty, and the penalty doesn't increase until after both attacks."
+
+```
+
+```encounter-table
+name: D'ziriak
+creatures:
+ - 1: D'ziriak
+```
+
+
+
+These strange creatures are native to the Plane of Shadows, where their colorful nature is in opposition to that realm's overwhelmingly monochromatic palette. Averaging 7 feet in height, d'ziriaks have four arms, two legs, and a termitelike abdomen. The larger pair of arms, used for most tasks, have five-fingered hands with sharp, insectile claws. The smaller pair of arms are reserved for fine manipulations and are not effective in combat.
+
+D'ziriaks' otherwise dull brown carapaces are decorated with numerous runes glowing in bright colors. These tattoo-like runes indicate an individual's role in d'ziriak society, and set them apart from their home plane's other native inhabitants. The runes glow with natural bioluminescence, and d'ziriaks can make them flare brightly for an instant, at the expense of overstressing the biochemical glands that create and maintain the runes for an extended time. The color and shape of the runes are partially natural, but can be shaped and customized carefully over time to fit the individual's station. The D'ziriak language is a mix of buzzes and chitters, and is spoken by few other creatures. D'ziriaks prefer to communicate with other species using telepathy rather than endure the sound of their language being "butchered by fleshy throats." D'ziriaks organize into hive cities led by a king and queen. These hive cities consist of impressive spires, yet these towers are only the foremost part of the settlement, with many more chambers reaching deep below for residences, workshops, and fungus farms. D'ziriak settlements are lit inside and out with alchemical and magical light sources, often in the shapes of runes. These dimly glowing towers provide travelers with landmarks, and perhaps promise safe havens, on the otherwise gloomy Shadow Plane.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Denizen of Leng.md b/content/mechanics/srd/Bestiary/Bestiary 2/Denizen of Leng.md
new file mode 100755
index 000000000..0a556a76e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Denizen of Leng.md
@@ -0,0 +1,99 @@
+---
+title: "Denizen of Leng"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.6FoKR9Uwkz9ER6cB"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dream
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Denizen of Leng"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Denizen of Leng"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+trait_02: [[chaotic]]
+trait_03: [[dream]]
+trait_04: [[evil]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision"
+languages: "Aklo; tongues"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Athletics: +15, Deception: +19, Occultism: +18, Stealth: +17, Thievery: +17, Sailing Lore: +20"
+abilityMods: [3, 3, 4, 6, 3, 5]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +16, __Ref__ +19, __Will__ +17"
+hp: 100
+health:
+ - name: ""
+ - name: HP
+ desc: "100, planar fast healing 5; __Immunities__ cold; __Resistances__ critical hits 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Kukri|+1 Striking Kukri]], 2x Leng Ruby"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Planar Fast Healing]]"
+ desc: " A denizen of Leng maintains a connection to Leng at all times, and when away from Leng, they have fast healing 5. They lose this ability on Leng or in areas where planar connections do not function. If killed, their body dissolves into nothingness in 1d4 rounds, leaving behind their equipment. A slain denizen reforms in Leng; they can be permanently killed only when their planar fast healing doesn't function.\n* * *\n\nA monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+ - name: "No Breath"
+ desc: " Denizens of Leng don't need to breathe."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Kukri"
+ desc: "+18 (agile, finesse, magical, trip)\n__Damage__ 2d6 + 6 slashing 1d6 bleed"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+17 (agile, finesse)\n__Damage__ 2d10 + 6 piercing plus debilitating-bite"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 27, attack +19; __4th __ _[[Spells/Outcast's Curse|Outcast's Curse]]_, _[[Spells/Phantom Pain|Phantom Pain]]_, _[[Spells/Suggestion|Suggestion]]_; __3rd __ _[[Spells/Hypnotize|Hypnotic Pattern]]_, _[[Spells/Levitate|Levitate]]_, _[[Spells/Locate|Locate]]_, _[[Spells/Mind Reading|Mind Reading]]_; __2nd __ _[[Spells/Mirror Image|Mirror Image]]_\n__Cantrips__ __(4th)__ _[[Spells/Void Warp|Chill Touch]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Message|Message]]_, _[[Spells/Read Aura|Read Aura]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Debilitating Bite"
+ desc: " (curse,occult) A creature that takes damage from a denizen's bite must succeed at a DC 27 Fortitude check save or become [[Conditions/Clumsy|Clumsy 1]]. Each time a target fails an additional save against this ability, the condition value increases by 1 (to a maximum of Clumsy 4). This condition value decreases by 1 every 24 hours."
+
+ - name: "Leng Ruby"
+ desc: " (occult) Many denizens of Leng carry strange rubies mined from quarries in Leng. As long as a creature holds a Leng ruby that it willingly accepted as a gift or payment from a denizen of Leng, any denizen of Leng can target that creature with [[Spells/Outcast's Curse|Outcast's Curse]], [[Spells/Phantom Pain|Phantom Pain]], or [[Spells/Mind Reading|Mind Reading]] at a range of 1 mile, and the bearer uses an outcome one degree of success worse than the result of its saving throw against _Outcast's Curse_."
+
+```
+
+```encounter-table
+name: Denizen of Leng
+creatures:
+ - 1: Denizen of Leng
+```
+
+
+
+Slavers and raiders from the cold, windswept dimension of Leng, these malevolent humanoids range across reality in ominous black ships capable of sailing beyond the borders of dimensions and planes. Although most denizens of Leng seek slaves and plunder like any pirate, others operate as self-styled ambassadors and merchants, sowing discord with far-ranging plots. While the inscrutable denizens dress themselves in flowing robes, veils, and broad turbans to appear human, their aberrant physiology, when glimpsed, is evident from their crown of stubby horns and tentacled jaws to their furry, goat-like legs.
+
+Above the fierce captains who command the infamous black ships are an even higher caste of denizens of Leng. These cultists and musicians serve as high priests, laboring to appease the frightening gods who look down upon the Nightmare Realm with cold malice.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Derghodaemon.md b/content/mechanics/srd/Bestiary/Bestiary 2/Derghodaemon.md
new file mode 100755
index 000000000..79814d394
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Derghodaemon.md
@@ -0,0 +1,98 @@
+---
+title: "Derghodaemon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.AIcMcsdvcIErQfj6"
+tags:
+ - pf2e/creature/type/daemon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Derghodaemon"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Derghodaemon"
+level: "Creature 12"
+
+alignment: ""
+size: "Large"
+trait_01: [[daemon]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[unholy]]
+modifier: 24
+perception:
+ - name: "Perception"
+ desc: "+24; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Daemonic; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +22, Athletics: +25, Intimidation: +24, Stealth: +24"
+abilityMods: [7, 6, 5, 1, 6, 6]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +21, __Ref__ +24, __Will__ +22; +1 status to all saves vs. magic"
+hp: 240
+health:
+ - name: ""
+ - name: HP
+ desc: "240; __Immunities__ death effects, swarm attacks, confused; __Weaknesses__ holy 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+25 (deadly d12, magical, reach 10 feet, unholy)\n__Damage__ 3d8 + 10 slashing 1d6 spirit"
+
+ - name: "**Ranged** `pf2:1` Swarm Spit"
+ desc: "+25 (magical, range increment 60 feet, unholy)\n__Damage__ 2d6 + 13 piercing 1d6 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 32, attack +22; __6th __ _[[Spells/Blade Barrier|Blade Barrier]]_, _[[Spells/Never Mind|Feeblemind (x3)]]_; __5th __ _[[Spells/Translocate|Dimension Door]]_; __4th __ _[[Spells/Translocate|Dimension Door (At will)]]_; __1st __ _[[Spells/Detect Alignment|Detect Alignment (At will) (Good only)]]_"
+
+ - name: "Derghodaemon's Stare"
+ desc: "`pf2:1` (divine,emotion,incapacitation,mental,visual) A non-evil target must succeed at a DC 32 Will check save or become [[Conditions/Confused|Confused]] for 1 round, or 1 minute on a critical failure. It is temporarily immune for 10 minutes."
+
+ - name: "[[Bestiary Ability Glossary/Rend|Rend]]"
+ desc: "`pf2:1` Claw\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
+
+ - name: "Savage Assault"
+ desc: "`pf2:2` The derghodaemon makes up to five claw Strikes, each against a different target. These attacks count toward the derghodaemon's multiple attack penalty, but the penalty doesn't increase until after all the attacks."
+
+ - name: "Swarming Infestation"
+ desc: "`pf2:2` (auditory,emotion,mental) The derghodaemon spews a large swarm, making a swarm spit Strike against up to two adjacent targets within range. Whether or not the targets are hit, each must attempt a DC 31 Reflex check save (at a -2 circumstance penalty if it was actually hit by the swarm spit).\n\n[[Conditions/Persistent Damage|Persistent Piercing Damage]] caused by the swarming infestation ends as soon as the creature takes any amount of damage from an area effect.\n\nThe derghodaemon can't use this ability for 1d4 rounds.\n* * *\n\n**Critical Success** The swarm disperses as soon as it deals its swarm spit Strike damage.\n\n**Success** The swarm clings to the target and infests it, dealing 1d6 persistent piercing damage.\n\n**Failure** The swarm clings to the target and infests it, dealing 2d6 persistent piercing damage.\n\n**Critical Failure** As failure, but the hissing sounds caused by the infestation also cause the target to become [[Conditions/Confused|Confused]] for 1 round; this additional effect has the auditory, emotion, and mental traits."
+
+```
+
+```encounter-table
+name: Derghodaemon
+creatures:
+ - 1: Derghodaemon
+```
+
+
+
+Derghodaemons represent death through unfathomable violence and being eaten alive. Whether in life a ravenous murderer hacked them to bits for stew, a werewolf tore them limb from limb, or they simply succumbed to the elements and became worm meat, derghodaemons seek to inflict the same twisted and bloody ends upon any they come across. Unlike some daemons, derghodaemons derive little pleasure from prolonged deaths-to these fiends, the quicker they can enact a gory demise, the sooner they can turn their attentions to their next victim and repeat the violent cycle.
+
+Derghodaemons look like walking masses of razor-sharp insect claws connected to equally menacing chitinous limbs, but few linger on their appearance for long- the gaze of a derghodaemon is enough to cause others in the vicinity to experience severe visual warping. The derghodaemon's appearance becomes more and more twisted as those who stare at it experience vicious hallucinations and ravenous urges to inflict harm on and devour others. Perhaps the most horrific attack derghodaemons can unleash upon their victims, though, is their swarming infestation-the daemons cough up a crawling, buzzing cloud of ravenous insects that cling to those targeted and chew them to death, provided the mind-numbing, half-whispered threats made by the rasp of the insects' bodies don't drive them to violent fury first!
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Destrachan.md b/content/mechanics/srd/Bestiary/Bestiary 2/Destrachan.md
new file mode 100755
index 000000000..4e50a51c1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Destrachan.md
@@ -0,0 +1,90 @@
+---
+title: "Destrachan"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.jm6SrJaJru5zfcvD"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Destrachan"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Destrachan"
+level: "Creature 8"
+
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Echolocation 120 Feet"
+languages: "Destrachan, Sakvroth; can speak only destrachan"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +18, Stealth: +15, Survival: +18"
+abilityMods: [6, 3, 4, 3, 6, 3]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +16, __Ref__ +13, __Will__ +18; +4 status to all saves vs. sonic"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135; __Immunities__ blinded, visual; __Resistances__ sonic 15"
+abilities_top:
+ - name: ""
+
+ - name: "Echolocation 120 feet"
+ desc: " A destrachan can use its hearing as a precise sense at the listed range."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 ()\n__Damage__ 2d8 + 10 piercing 1d8 sonic"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+20 (agile)\n__Damage__ 2d8 + 10 slashing"
+
+ - name: "Destructive Harmonics"
+ desc: "`pf2:2` (auditory,occult,sonic) The destrachan emits a harsh sonic cry that deals 9d6 sonic damage (DC 26 Reflex check save) in either a 60-foot cone or a 30-foot burst.\n\nIt can't use Destructive Harmonics again for 1d4 rounds."
+
+ - name: "Painful Harmonics"
+ desc: "`pf2:2` (auditory,incapacitation,occult) The destrachan emits a sonic cry in either a 60-foot cone or a 30-foot burst. This discordant ululation resonates along the nerves and bones of living creatures in the area, manifesting as waves of incapacitating pain washing over the victims. Each living creature in the area must attempt a DC 26 Fortitude check save.\n\nThe destrachan can't use Painful Harmonics again for 1d4 rounds.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Sickened|Sickened 1]] for 1 round.\n\n**Failure** The creature is [[Conditions/Deafened|Deafened]] for 3 rounds and [[Conditions/Stunned|Stunned 2]].\n\n**Critical Failure** The creature is deafened for 1 minute and [[Conditions/Stunned|Stunned 3]]."
+
+ - name: "Shattering Harmonics"
+ desc: "`pf2:2` (occult,sonic) The destrachan focuses its harmonics against a single item within 60 feet that is made of crystal, metal, stone, or wood. The target object takes 7d8 sonic damage. If the item is attended, its bearer can attempt a DC 26 Reflex check save for the item.\n\nThe destrachan can't use Shattering Harmonics again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Destrachan
+creatures:
+ - 1: Destrachan
+```
+
+
+
+This underground reptilian horror walks on two powerful hind legs. Its forelimbs are armed with sharp curving claws, and its toothy, eyeless, tubular head has three hypersensitive frilled ears that turn toward any sound made in its vicinity. This cruel monster's true weapon, however, is an amplified version of the sonic cry that it uses to navigate, communicate, and hunt. It communicates with others of its kind through a complex series of clicks, shrieks, and whistles, but it is intelligent enough to understand other languages. Most destrachans understand at least one other language-usually Sakvroth-and can often be reasoned with.
+
+An obligate carnivore, the destrachan relishes fresh meat but won't hesitate to make a meal of carrion it finds in its path. When traveling in packs, the creatures take great delight in stalking travelers through miles of tunnels before attacking and subduing them, then devouring them alive.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Devourer.md b/content/mechanics/srd/Bestiary/Bestiary 2/Devourer.md
new file mode 100755
index 000000000..8e0e77fc4
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Devourer.md
@@ -0,0 +1,94 @@
+---
+title: "Devourer"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.WTfN3QH9dESWGRkI"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Devourer"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Devourer"
+level: "Creature 11"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[evil]]
+trait_02: [[undead]]
+trait_03: [[unholy]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision"
+languages: "Chthonian, Common, Diabolic, Empyrean, Necril"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +21, Deception: +21, Intimidation: +23, Occultism: +23, Stealth: +19"
+abilityMods: [7, 3, 5, 5, 4, 5]
+speed: 30 feet, fly 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +20, __Ref__ +18, __Will__ +24; +1 status to all saves vs. magic"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175, (void healing); __Immunities__ death effects, disease, paralyzed, poison, spell deflection, unconscious"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Spell Deflection"
+ desc: " (divine,mental) A spellcaster who targets a devourer with a mental spell, [[Spells/Banishment|Banishment]], [[Spells/Seize Soul|Seize Soul]], [[Spells/Divine Decree|Divine Decree]], [[Spells/Divine Wrath|Divine Wrath]], [[Spells/Possession|Possession]], [[Spells/Spirit Blast|Spirit Blast]], or [[Spells/Spirit Song|Spirit Song]] can attempt a counteract check to free a soul the devourer has trapped with Devour Soul. If this counteract attempt succeeds, the trapped soul is released (though the creature remains dead), and the devourer can't use any soul charges from that creature.\n\nDevourers are otherwise immune to these spells."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+24 (agile, reach 10 feet)\n__Damage__ 2d10 + 13 slashing plus drain-life"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 31, attack +21; __6th __ _[[Spells/Never Mind|Feeblemind]]_, _[[Spells/Truesight|True Seeing]]_; __4th __ _[[Spells/Confusion|Confusion]]_, _[[Spells/Suggestion|Suggestion]]_; __3rd __ _[[Spells/Bind Undead|Bind Undead]]_, _[[Spells/Paralyze|Paralyze]]_; __2nd __ _[[Spells/Death Knell|Death Knell]]_; __1st __ _[[Spells/Harm|Harm]]_"
+
+ - name: "Rituals"
+ desc: "_Create Undead_"
+
+ - name: "Devour Soul"
+ desc: "`pf2:2` (death,divine) The devourer touches a creature within reach, dealing 8d6 void damage (DC 31 Fortitude check save). If a creature is slain by this attack, its soul becomes trapped within the devourer. While its soul is trapped, a creature can't be resurrected except by powerful magic such as a [[Spells/Wish|Wish]] spell. Destroying the devourer or successfully counteracting Devour Soul (see spell deflection) releases the soul. The devourer can hold only one soul at a time.\n\nA soul has 5 soul charges per level of the originating creature (see the soul spells ability below). The devourer can expend these charges to cast spells. If the soul is freed and the creature returns to life, the creature is [[Conditions/Drained|Drained 1]] for every 5 soul charges expended. If reduced to 0 soul charges, the soul is consumed and can be restored to life only by powerful magic such as _wish_."
+
+ - name: "Drain Life"
+ desc: " (divine) When the devourer damages a living creature with its claw Strike, the devourer gains 10 temporary Hit Points and the creature must succeed at a DC 24 Fortitude check save or become [[Conditions/Drained|Drained 1]]. Further damage dealt by the devourer increases the condition value by 1 on a failed save, to a maximum of drained 4."
+
+ - name: "Soul Spells"
+ desc: " A devourer casts occult innate spells, but to do so it must expend a number of soul charges equal to the spell's rank (similar to casting a spell using charges from a staff). It can heighten any spell to a maximum of 6th level by expending more charges as it Casts the Spell. When encountered, a devourer typically has one trapped soul with 10 soul charges."
+
+```
+
+```encounter-table
+name: Devourer
+creatures:
+ - 1: Devourer
+```
+
+
+
+When fiends and powerful evil spellcasters are lost beyond the farthest reaches of the multiverse, they sometimes return as horrific undead called devourers that consume the souls of the living to fuel their arcane machinations. Their bodies are ruined and rebuilt, hollow and twisted, even as their minds undergo a spiritual transformation. They gain the ability to bind other souls to their own and drain their essence for magical power, yet can never be sated in their pursuit of it. Seething masses of distorted ghostly shapes surge within their hollow rib cages-manifestations of the devourers' most recently consumed souls.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Dig-Widget.md b/content/mechanics/srd/Bestiary/Bestiary 2/Dig-Widget.md
new file mode 100755
index 000000000..8dc81e991
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Dig-Widget.md
@@ -0,0 +1,91 @@
+---
+title: "Dig-Widget"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.b2M9hP4AEwpufC3S"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Dig-Widget"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Dig-Widget"
+level: "Creature 5"
+
+alignment: ""
+size: "Small"
+trait_01: [[construct]]
+trait_02: [[mindless]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision, Tremorsense (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +12, Athletics: +9, Stealth: +14, Thievery: +15"
+abilityMods: [2, 5, 1, -5, 0, -5]
+speed: 30 feet, burrow 15 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +10, __Ref__ +14, __Will__ +7"
+hp: 65
+health:
+ - name: ""
+ - name: HP
+ desc: "65; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "Infiltration Tools"
+ desc: " A dig-widget's face consists of a set of [[Equipment/Thieves' Toolkit (Infiltrator)|Infiltrator Thieves' Tools]]. They can be salvaged from a destroyed dig-widget with a successful DC 20 Crafting check check. On a failed check, the tools are destroyed."
+
+abilities_mid:
+ - name: ""
+ - name: "Mechanical Vulnerability"
+ desc: " A creature with expert proficiency in Thievery can attempt a check to [[Actions/Disable a Device|Disable a Device]] to damage a dig-widget. The DC is 22, and each success deals 20 damage."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Drill"
+ desc: "+14 (fatal d10, finesse)\n__Damage__ 2d6 + 4 piercing 1d6 bleed"
+
+ - name: "**Melee** `pf2:1` Corkscrew"
+ desc: "+14 (finesse)\n__Damage__ 2d8 + 4 piercing"
+
+ - name: "Fastening Leap"
+ desc: "`pf2:1` The dig-widget Leaps up 20 feet onto a creature or object and attempts a corkscrew Strike against it. If the Strike damages the target, the dig-widget attaches to the target (typically to the back of a creature). This is similar to [[Bestiary Ability Glossary/Grab|Grabbing]] the creature, but the dig-widget moves with that creature rather than holding it in place. While attached, the dig-widget can't use its corkscrew. The dig-widget can be [[Actions/Shove|Shoved]] off, or it can detach itself with an Interact action."
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " A dig-widget's Strikes deal an additional 1d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Dig-Widget
+creatures:
+ - 1: Dig-Widget
+```
+
+
+
+Thieves covet dig-widgets, specialized constructs built for infiltration. Each dig-widget contains numerous simple tools, including a set of mechanical devices that function as thieves' tools, two arms with drills, and two arms with corkscrews for attaching to and climbing surfaces. Once activated, these devices propel themselves forward. Though they have the full faculties typical of a construct, they usually follow a simple routine: avoid notice, pick any lock barring the path, dig past obstacles, and attack if caught. They're rarely left unattended, as a thief needs to be nearby to follow after-both to steal goods and to stop the dig-widget from engaging in further larceny once it's achieved its goal.
+
+The source of a dig-widget's power is as much mechanical as it is magical. The gears and springs that provide a dig-widget mobility are an improvement over more primitive true clockwork creations (whose functions require constant winding to remain mobile), but at the cost of security, for a dig-widget's moving parts can be dismantled quickly by thieves and others with the proper training.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Doprillu.md b/content/mechanics/srd/Bestiary/Bestiary 2/Doprillu.md
new file mode 100755
index 000000000..276d0c527
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Doprillu.md
@@ -0,0 +1,98 @@
+---
+title: "Doprillu"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.o4Xe10UIEWUkm5eI"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/14
+statblock: inline
+name: "Doprillu"
+level: 14
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Doprillu"
+level: "Creature 14"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+trait_02: [[evil]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision, See the Unseen"
+languages: "Aklo, Common, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +26, Athletics: +30, Intimidation: +22, Stealth: +24"
+abilityMods: [8, 6, 7, 1, 4, 2]
+speed: 40 feet, climb 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +27, __Ref__ +28, __Will__ +24; +2 status to all saves vs. fear"
+hp: 260
+health:
+ - name: ""
+ - name: HP
+ desc: "260, regeneration 20 (deactivated by cold); __Immunities__ enfeebled, slowed; __Resistances__ fire 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 20 (Deactivated by Cold)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Deflect Arrow"
+ desc: "`pf2:r` **Trigger** The doprillu is the target of a physical ranged attack\n\n**Requirements** The doprillu is aware of the attack, isn't [[Conditions/Off-Guard|Off-Guard]] against it, and has a hand free\n* * *\n\n**Effect** The doprillu gains a +4 circumstance bonus to its AC against the triggering attack."
+
+ - name: "Mask of Power"
+ desc: " A doprillu's unique wooden mask is the source of its power.\n\nA doprillu deprived of its mask loses its regeneration and its immunity to Enfeebled and [[Conditions/Slowed|Slowed]], and it immediately becomes [[Conditions/Enfeebled|Enfeebled 1]]. The Enfeebled value increases by 1 at the start of each of the doprillu's turns, to a maximum of Enfeebled 4. If the mask is put back on, the doprillu immediately regains its abilities and loses the Enfeebled condition.\n\nA creature can pull off the mask with a successful Athletics check to [[Actions/Force Open|Force Open]]."
+
+ - name: "Volcanic Veins"
+ desc: " (fire) Fiery magma runs through the doprillu's veins. A creature that starts its turn [[Conditions/Grabbed|Grabbed]] by the doprillu takes 7d6 fire damage."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+30 (agile, magical)\n__Damage__ 3d8 + 16 bludgeoning plus improved-grab 2d6 fire plus improved-grab"
+
+ - name: "**Melee** `pf2:1` Body Strike"
+ desc: "+30 (magical, reach 10 feet)\n__Damage__ 3d8 + 16 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 28, attack +18\n__Constant__ __(6th)__ _[[Spells/See the Unseen|See Invisibility]]_"
+
+ - name: "Whirlwind Throw"
+ desc: "`pf2:2` **Requirements** The doprillu has a creature [[Conditions/Grabbed|Grabbed]]\n* * *\n\n**Effect** The doprillu whirls the grabbed creature about, making a Body Strike against each creature in reach. After that Strike, the doprillu can hurl the grabbed creature up to 50 feet as a ranged Strike. This Strike has the same attack modifier and damage as Body Strike, but has the thrown 20 feet weapon trait."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Doprillu
+creatures:
+ - 1: Doprillu
+```
+
+
+
+The aberrations known as doprillus are hulks with banded muscles who wear ornate masks at all times that fill their wearers with magical strength and fighting spirit. Doprillus love to battle, especially by grappling, and are eager to start brawls. On neutral ground, a doprillu offers to duel the strongest-looking opponent, but when a doprillu's home turf is invaded, no rules apply to the confrontation. As befits the superheated blood that fuels them, doprillus make their homes in warm locations: hot jungles, sunny deserts, and underground caverns near sulfur vents.
\ No newline at end of file
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Drainberry Bush.md b/content/mechanics/srd/Bestiary/Bestiary 2/Drainberry Bush.md
new file mode 100755
index 000000000..d54e6e126
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Drainberry Bush.md
@@ -0,0 +1,95 @@
+---
+title: "Drainberry Bush"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ElkwPrTRuT5DHVu0"
+tags:
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Drainberry Bush"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Drainberry Bush"
+level: "Creature 7"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[plant]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Lifesense 120 Feet"
+languages: "Aklo, Common, Fey; can't speak any language; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Athletics: +17, Diplomacy: +13, Nature: +17, Stealth: +11"
+abilityMods: [6, 2, 6, -2, 4, 2]
+speed: 25 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +17, __Ref__ +13, __Will__ +13"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135; __Weaknesses__ fire 5; __Resistances__ void 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 120 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+ - name: "Nature Empathy"
+ desc: " The drainberry bush can use Diplomacy to [[Actions/Make an Impression|Make an Impression]] on and make very simple [[Actions/Request|Requests]] of animals and plant creatures."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Vine"
+ desc: "+17 (reach 20 feet)\n__Damage__ 2d8 + 10 bludgeoning plus improved-grab"
+
+ - name: "Blood Berries"
+ desc: " (healing,primal) The drainberry bush must drain blood from living creatures for sustenance. This causes clusters of bright red berries to grow among its branches.\n\nEach cluster of berries lasts for 1 day, and a drainberry bush typically has 1d6+3 clusters when encountered. When consumed, a cluster restores 2d8+10 healing Hit Points. This effect has the healing, necromancy, and primal traits.\n\nA creature can pluck a cluster of berries with a successful unarmed Strike or Thievery check against the bush's AC."
+
+ - name: "Consume Berries"
+ desc: "`pf2:1` (healing,primal,vitality) The bush draws nourishment from one cluster of blood berries, regaining 2d8+10 healing Hit Points. That berry cluster wrinkles and dies."
+
+ - name: "Drain Blood"
+ desc: "`pf2:1` **Requirements** The drainberry bush has at least one living creature [[Conditions/Grabbed|Grabbed]] with one of its vines\n* * *\n\n**Effect** The bush's hollow thorns siphon blood from creatures it has grabbed. Each creature must succeed at a DC 25 Fortitude check save or take 2d8+10 damage and become [[Conditions/Drained|Drained 1]] (double damage and [[Conditions/Drained|Drained 2]] on a critical failure). For every creature damaged this way, a cluster of blood berries immediately grows along the bush's branches."
+
+ - name: "Storm of Vines"
+ desc: "`pf2:2` The drainberry bush makes up to four vine Strikes, each against a different target. These attacks count toward the bush's multiple attack penalty, but the multiple attack penalty doesn't increase until after the bush makes all these attacks."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Drainberry Bush
+creatures:
+ - 1: Drainberry Bush
+```
+
+
+
+Drainberry bushes are floating bushes that originate from the First World, with long, thorny vines and dense clusters of bright-red berries. Their hollow thorns quickly siphon blood, which is how these carnivorous plants feed, and they rapidly turn consumed blood into fresh batches of delicious berries. Drainberry bushes exude a faint white glow that is a result of stored vitality energy.
+
+Drainberry bushes exhibit unusually high intelligence and have an astute sense of value. They typically become insulted when creatures attempt to harvest their berries. Creatures that attempt to converse with drainberry bushes finds the plants telepathically convey only short and simple phrases: most commonly, "Money please," "Deal good," "Deal no good," "Want that," (with a gesture toward an item it covets), "Thank you, customer," and if necessary, "No refunds." Though a drainberry bush considers the market value of its berries to be 25 gp, it greatly prefers interesting art objects as payment-even ones of significantly lower value.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Draugr.md b/content/mechanics/srd/Bestiary/Bestiary 2/Draugr.md
new file mode 100755
index 000000000..bef62edbd
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Draugr.md
@@ -0,0 +1,99 @@
+---
+title: "Draugr"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.3HewsikT3mGWbKKT"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Draugr"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Draugr"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[undead]]
+trait_04: [[unholy]]
+trait_05: [[water]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Common; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +10, Stealth: +8"
+abilityMods: [4, 2, 3, -1, 1, 1]
+speed: 25 feet, swim 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +11, __Ref__ +6, __Will__ +7"
+hp: 35
+health:
+ - name: ""
+ - name: HP
+ desc: "35, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious; __Weaknesses__ vitality 5; __Resistances__ fire 3"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Greataxe|Greataxe]], [[Equipment/Leather Armor|Leather Armor]]"
+abilities_mid:
+ - name: ""
+ - name: "The Sea's Revenge"
+ desc: " (curse,divine) A creature that slays a draugr is subjected to a [[Spells/Mariner's Curse|Mariner's Curse]] spell with a DC 17 Will check save. The curse ends if the draugr is buried in a calm sea or after 1 week passes."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Greataxe"
+ desc: "+10 (sweep)\n__Damage__ 1d12 + 4 slashing plus grotesque-gift"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+10 (agile)\n__Damage__ 1d4 + 4 slashing plus grotesque-gift"
+
+ - name: "Grotesque Gift"
+ desc: " (olfactory) A draugr's attacks spatter their targets with rancid flesh and rotting seaweed. A creature damaged by a draugr's Strike must succeed at a DC 15 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] ([[Conditions/Sickened|Sickened 2]] on a critical failure)."
+
+ - name: "Swipe"
+ desc: "`pf2:2` The draugr makes a melee Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within its melee reach and adjacent to each other. Roll damage only once and apply it to each creature hit. A Swipe counts as two attacks for the draugr's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Draugr
+creatures:
+ - 1: Draugr
+```
+
+
+
+Risen corpses of sailors who died at sea, draugr reek of the rot and decay of the briny deep. Their eyes glow with ghastly green light, and rotting seaweed, barnacles, and dead sea creatures cling to their bodies. Draugr can't speak, but expresses their malicious emotions with gurgles, as though they were eternally drowning with lungs full of water. They desire little more than to attack living creatures, especially those who sail the sea. Even when they go upon land, draugrs often drag the corpses of those they strike down back to the water, populating the depths with even more dead.
+
+Draugr rise in the haunted places of the sea, where restless spirits, swells of void energy, or supernatural storms deliver death. A corpse might rest at the bottom of the sea for some time before awakening as a draugr. Collecting detritus and organisms, a corpse becomes increasingly disgusting before it finally rises. Proximity to intelligent life can expedite this process, and an underwater explorer who happens upon a shipwreck might cause a body to snap to unlife as a draugr suddenly. The creatures don't take intrusions lightly, especially upon their place of death.
+
+Though steeped in evil, draugr are susceptible to reminders of their lives as mariners. In particular, a well-performed sea shanty or call-and-response work song might cause a draugr to become lost in reverie for a moment. The creatures have even been witnessed moaning along, unable to sing the words but providing haunting accompaniment. The lull rarely lasts long, though, as the beauty of the song quickly becomes a reminder of the tragedy that befell the draugr, reaffirming their desire for blood and death.
+
+More powerful draugr with burning red eyes are called draugr captains. They're 3rd-level creatures with elite adjustments that can cast obscuring mist as an innate divine spell three times per day.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Dread Wraith.md b/content/mechanics/srd/Bestiary/Bestiary 2/Dread Wraith.md
new file mode 100755
index 000000000..c79e78cf8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Dread Wraith.md
@@ -0,0 +1,103 @@
+---
+title: "Dread Wraith"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.rBj2Pb2yNZWd6Nxr"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/wraith
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Dread Wraith"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Dread Wraith"
+level: "Creature 9"
+
+alignment: ""
+size: "Large"
+trait_01: [[evil]]
+trait_02: [[incorporeal]]
+trait_03: [[lawful]]
+trait_04: [[undead]]
+trait_05: [[unholy]]
+trait_06: [[wraith]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision, Lifesense 60 Feet"
+languages: "Common, Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +19, Intimidation: +21, Stealth: +19"
+abilityMods: [-5, 6, 3, 3, 4, 6]
+speed: fly 60 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +16, __Ref__ +19, __Will__ +21; +1 status to all saves vs. vitality"
+hp: 130
+health:
+ - name: ""
+ - name: HP
+ desc: "130, void healing; __Immunities__ death effects, disease, paralyzed, poison, precision, unconscious; __Resistances__ all damage 10 (except force, ghost touch, or vitality; double resistance vs. non-magical)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 60 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Draining Presence"
+ desc: " (aura,void) 10 feet. A creature entering the aura must succeed at a DC 26 Fortitude check save or become [[Conditions/Drained|Drained 1]]. It recovers after it has been out of the aura for 1 minute. This drained condition value is cumulative with the drained value caused by drain life, but not with multiple draining presence auras.\n\nA creature that succeeds at its save is temporarily immune to draining presence for 24 hours."
+
+ - name: "Sunlight Powerlessness"
+ desc: " A dread wraith caught in sunlight is [[Conditions/Stunned|Stunned 2]] and [[Conditions/Clumsy|Clumsy 2]]."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Spectral Hand"
+ desc: "+21 (finesse, reach 10 feet)\n__Damage__ 2d10 + 7 void plus drain-life"
+
+ - name: "Absorb Wraith"
+ desc: "`pf2:2` The dread wraith extends its hand toward another wraith creature within 100 feet. The target wraith dissolves and streaks toward the dread wraith in a straight line, dealing 6d10 void damage to each creature along the line (DC 28 Fortitude check save).\n\nThe dread wraith absorbs the essence of the target wraith, becoming [[Conditions/Quickened|Quickened]] and gaining a +10-foot status bonus to its fly Speed for a number of rounds equal to the level of the absorbed wraith. It can use its extra action only to Fly or Strike.\n\nAn unwilling target can attempt a DC 28 Will check save to resist being absorbed."
+
+ - name: "Drain Life"
+ desc: " (divine) When the dread wraith damages a living creature with its spectral hand Strike, the wraith gains 10 temporary Hit Points and the target must succeed at a DC 28 Fortitude check save or become [[Conditions/Drained|Drained 1]]. Further damage dealt by the wraith increases the drained condition value by 1 on a failed save, to a maximum of drained 4."
+
+ - name: "Wraith Spawn"
+ desc: " (divine) A living humanoid slain by a wraith's spectral hand Strike rises as a [[Monster Core/Wraith|Wraith Spawn]] after 1d4 rounds. This wraith spawn is under the command of the dread wraith that killed it. It doesn't have drain life or wraith spawn. If the creator of the wraith spawn dies, the wraith spawn becomes a full-fledged, autonomous wraith; it regains its free will and gains drain life and wraith spawn."
+
+```
+
+```encounter-table
+name: Dread Wraith
+creatures:
+ - 1: Dread Wraith
+```
+
+
+
+These menacing spiritual remnants of wicked warlords or bloodthirsty generals are towering specters of shadow and death. Like other wraiths, dread wraiths haunt the shadowy places of the world, but dread wraiths are more likely to travel greater distances to sow terror or amass influence, often sticking to dark glades or sinister ruins when journeying across sun-dappled lands. Dread wraiths tends to be arrogant and rarely form a pack with others of their kind, preferring instead to dominate groups of ordinary wraiths. A particularly powerful necromancer might compel packs of dread wraiths into service, however, while a particularly malevolent goal-such as to eradicate a bastion of light and life-might draw several dread wraiths together in a common purpose.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Dream Spider.md b/content/mechanics/srd/Bestiary/Bestiary 2/Dream Spider.md
new file mode 100755
index 000000000..4813dad07
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Dream Spider.md
@@ -0,0 +1,85 @@
+---
+title: "Dream Spider"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.jDo3mBfxbxdPN46d"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/0
+statblock: inline
+name: "Dream Spider"
+level: 0
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Dream Spider"
+level: "Creature 0"
+
+alignment: ""
+size: "Small"
+trait_01: [[animal]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Athletics: +2, Stealth: +7"
+abilityMods: [0, 3, 1, -5, 0, -4]
+speed: 25 feet, climb 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +5, __Ref__ +7, __Will__ +4"
+hp: 15
+health:
+ - name: ""
+ - name: HP
+ desc: "15"
+abilities_top:
+ - name: ""
+
+ - name: "Web Sense"
+ desc: " The dream spider has imprecise [[Bestiary Ability Glossary/Tremorsense|Tremorsense]] to detect the vibrations of creatures touching its web."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+7 (finesse)\n__Damage__ 1d6 piercing plus dream-spider-venom"
+
+ - name: "**Ranged** `pf2:1` Web"
+ desc: "+7 (range increment 10 feet)\n__Damage__ "
+
+ - name: "Dream Spider Venom"
+ desc: " (poison) **Saving Throw** DC 16 Fortitude check\n* * *\n\n**Maximum Duration** 4 rounds\n\n**Stage 1** [[Conditions/Stupefied|Stupefied 1]] (1 round)\n\n**Stage 2** 1d6 poison damage plus stupefied 1 (1 round)"
+
+ - name: "Web Trap"
+ desc: " A creature hit by the dream spider's web attack is [[Conditions/Immobilized|Immobilized]] and stuck to the nearest surface until it [[Actions/Escape|Escapes]] (DC 16)."
+
+```
+
+```encounter-table
+name: Dream Spider
+creatures:
+ - 1: Dream Spider
+```
+
+
+
+A dream spider's webs have an iridescent hue and are infused with the same hallucinogenic compound as the creature's toxin. Originally denizens of tropical jungles, dream spiders have adapted well to temperate environments, particularly thriving among the rooftops of cities where shady alchemists use their venom to produce the drug known as shiver.
+
+* * *
+
+Spiders range dramatically in size, yet all are to some extent venomous.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Duneshaker Solifugid.md b/content/mechanics/srd/Bestiary/Bestiary 2/Duneshaker Solifugid.md
new file mode 100755
index 000000000..a0969bd3a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Duneshaker Solifugid.md
@@ -0,0 +1,87 @@
+---
+title: "Duneshaker Solifugid"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.K6KSUdllhmBKVT5s"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/18
+statblock: inline
+name: "Duneshaker Solifugid"
+level: 18
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Duneshaker Solifugid"
+level: "Creature 18"
+
+alignment: ""
+size: "grg"
+trait_01: [[animal]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Tremorsense (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +33, Athletics: +35, Stealth: +33"
+abilityMods: [9, 7, 7, -5, 4, -4]
+speed: 50 feet, burrow 25 feet, climb 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 42
+armorclass:
+ - name: AC
+ desc: "42; __Fort__ +31, __Ref__ +33, __Will__ +28"
+hp: 340
+health:
+ - name: ""
+ - name: HP
+ desc: "340"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+35 (reach 10 feet)\n__Damage__ 4d10 + 17 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+35 (agile, reach 20 feet)\n__Damage__ 3d10 + 17 slashing"
+
+ - name: "Earth Shaker"
+ desc: " (move) Each turn, the first time the duneshaker solifugid is adjacent to a Large or smaller creature during a move action it's using, that creature must succeed at a DC 39 Reflex check save or fall [[Conditions/Prone|Prone]]."
+
+ - name: "Pounce"
+ desc: "`pf2:1` The duneshaker solifugid Strides and makes a Strike at the end of that movement. If the duneshaker solifugid began this action [[Conditions/Hidden|Hidden]], it remains hidden until after this ability's Strike."
+
+ - name: "[[Bestiary Ability Glossary/Rend|Rend]]"
+ desc: "`pf2:1` Claw\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
+
+ - name: "Venom Spray"
+ desc: "`pf2:2` (poison) The duneshaker solifugid spews toxic barbs at all creatures in a 30-foot cone. Each creature within the area takes 10d6 poison damage (DC 39 Fortitude check save). A creature that fails its saving throw is [[Conditions/Blinded|Blinded]] for 1d6 rounds (or permanently on a critical failure).\n\nThe duneshaker solifugid can't use Venom Spray again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Duneshaker Solifugid
+creatures:
+ - 1: Duneshaker Solifugid
+```
+
+
+
+The largest solifugids, duneshakers, are so immense that their movements make the terrain around them tremble. They can prey on creatures the size of mammoths or even larger.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Dust Mephit.md b/content/mechanics/srd/Bestiary/Bestiary 2/Dust Mephit.md
new file mode 100755
index 000000000..37d4d49a7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Dust Mephit.md
@@ -0,0 +1,86 @@
+---
+title: "Dust Mephit"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.oUbKfMNZgrbYAaKg"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Dust Mephit"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Dust Mephit"
+level: "Creature 1"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Small"
+trait_01: [[air]]
+trait_02: [[earth]]
+trait_03: [[elemental]]
+modifier: 3
+perception:
+ - name: "Perception"
+ desc: "+3; Darkvision"
+languages: "Petran, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Stealth: +7"
+abilityMods: [1, 4, 1, -2, 0, -1]
+speed: 20 feet, fly 35 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +6, __Ref__ +9, __Will__ +5"
+hp: 16
+health:
+ - name: ""
+ - name: HP
+ desc: "16, fast healing 2 (in dust or sand); __Immunities__ bleed, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Fast Healing 2 (in dust or sand)"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+9 (agile, finesse)\n__Damage__ 1d6 + 1 slashing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 17, attack +9; __2nd __ (1 slots) _[[Spells/Revealing Light|Glitterdust]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (air,arcane,earth) The dust mephit breathes a cloud of dust in a 15-foot cone that deals 2d6 slashing damage to each creature within the area (DC 17 Reflex check save).\n\nThe dust mephit can't use Breath Weapon again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Dust Mephit
+creatures:
+ - 1: Dust Mephit
+```
+
+
+
+Whining and self-important creatures, dust mephits are known for their tendency to pronounce doom and gloom at every opportunity, lamenting every insignificant and minor difficulty as though it were an insurmountable obstacle and making themselves out to be heroes for struggling valiantly against their cruel fates. They tend to be thin and gaunt, with dusky brown and gray skin and wings.
+
+* * *
+
+Mephits are small, weak creatures that serve at the whims of other elemental entities. The mephits presented here are less common than air mephits, earth mephits, and the like, as they are a blend of two different elements rather than focusing on one alone.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Dweomercat.md b/content/mechanics/srd/Bestiary/Bestiary 2/Dweomercat.md
new file mode 100755
index 000000000..0d7580f37
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Dweomercat.md
@@ -0,0 +1,92 @@
+---
+title: "Dweomercat"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.0G2TPyOogLNq9Ypb"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/chaotic
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Dweomercat"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Dweomercat"
+level: "Creature 7"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[beast]]
+trait_02: [[chaotic]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Arcana: +16, Nature: +15, Stealth: +17, Survival: +15"
+abilityMods: [4, 4, 3, 3, 4, 5]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +12, __Ref__ +17, __Will__ +17; +1 status to all saves vs. magic"
+hp: 100
+health:
+ - name: ""
+ - name: HP
+ desc: "100"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Alter Dweomer"
+ desc: "`pf2:r` (arcane) **Trigger** The dweomercat is targeted by a spell or is within the area of a spell as it is cast\n* * *\n\n**Effect** The dweomercat gains an effect related to the school of the triggering spell. This effect occurs before the dweomercat is affected by the triggering spell. The effect lasts for 1 minute, until the dweomercat uses this ability again, or until the dweomercat Dismisses the effect, whichever comes first.\n\n* **Abjuration** The dweomercat gains a +1 status bonus to AC.\n* **Conjuration** A cloud of fog appears in a 5-foot burst centered on a corner of the dweomercat's space. Anything in the cloud is [[Conditions/Concealed|Concealed]].\n* **Divination** The dweomercat gains a +1 status bonus to all skill checks.\n* **Enchantment** The dweomercat gains a +1 status bonus to all saves.\n* **Evocation** Magical feedback deals 4d6 force damage to the triggering spellcaster (DC 22 Reflex check save).\n* **Illusion** The dweomercat becomes [[Conditions/Invisible|Invisible]]. This effect ends if the dweomercat uses a hostile action, in addition to the normal end conditions.\n* **Necromancy** The dweomercat gains 10 temporary HP.\n* **Transmutation** The dweomercat gains a +1 status bonus to all attack rolls."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+17 (magical)\n__Damage__ 2d10 + 7 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+17 (agile, magical)\n__Damage__ 2d8 + 7 slashing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 26, attack +16; __4th __ _[[Spells/Translocate|Dimension Door (x3)]]_, _[[Spells/Dispel Magic|Dispel Magic (At will)]]_, _[[Spells/Dispelling Globe|Globe of Invulnerability]]_\n__Cantrips__ __(4th)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Dweomer Leap"
+ desc: "`pf2:2` (arcane,teleportation) **Prerequisites** The dweomercat has at least one [[Spells/Translocate|Translocate]] spell remaining\n* * *\n\n**Effect** The dweomercat casts _dimension door_, then can make a melee Strike against one creature adjacent to it at the end of its teleport. If the dweomercat ends its teleport adjacent to a creature under an ongoing spell effect or who cast a spell since the dweomercat's last turn, this does not expend a casting of _dimension door_."
+
+ - name: "Pounce"
+ desc: "`pf2:1` The dweomercat Strides and makes a Strike at the end of that movement. If the dweomercat began this action [[Conditions/Hidden|Hidden]], it remains hidden until after this ability's Strike."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Dweomercat
+creatures:
+ - 1: Dweomercat
+```
+
+
+
+Dweomercats are magically gifted felines from the First World, where they prey upon other creatures and feed upon their primal energy. They are sometimes encountered in areas of the Material Plane where the veil to the First World is thin, or in regions where magic has been irreparably warped. Dweomercats are famous for their ability to twist the metaphorical strings of spells cast on or near them, which they can transform into their own defensive magic or tap into to instantly teleport across the battlefield.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Earthen Destrier.md b/content/mechanics/srd/Bestiary/Bestiary 2/Earthen Destrier.md
new file mode 100755
index 000000000..73fa0982d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Earthen Destrier.md
@@ -0,0 +1,89 @@
+---
+title: "Earthen Destrier"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.FPYU91zRPxvlktoo"
+tags:
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Earthen Destrier"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Earthen Destrier"
+level: "Creature 4"
+
+alignment: ""
+size: "Large"
+trait_01: [[earth]]
+trait_02: [[elemental]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision, Tremorsense (Imprecise) 60 Feet"
+languages: "Petran"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12"
+abilityMods: [4, 1, 4, -1, 3, 0]
+speed: 50 feet, burrow 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +14, __Ref__ +9, __Will__ +10"
+hp: 72
+health:
+ - name: ""
+ - name: HP
+ desc: "72; __Immunities__ bleed, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Lance Arm"
+ desc: "+14 (deadly d8, reach 10 feet)\n__Damage__ 2d8 + 6 piercing plus lancing-charge"
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+14 ()\n__Damage__ 2d6 + 6 bludgeoning"
+
+ - name: "Earth Glide"
+ desc: " An earthen destrier can [[Actions/Burrow|Burrow]] through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing."
+
+ - name: "Lancing Charge"
+ desc: " If the destrier moved at least 10 feet directly before its lance arm Strike, it gains a +2 circumstance bonus to its damage roll."
+
+ - name: "Tilting Strike"
+ desc: "`pf2:r` **Trigger** The earthen destrier tramples a creature\n* * *\n\n**Effect** The earthen destrier makes a lance arm Strike against the creature it's trampling at a -5 penalty."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Medium or smaller, hoof, DC 20 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+```
+
+```encounter-table
+name: Earthen Destrier
+creatures:
+ - 1: Earthen Destrier
+```
+
+
+
+This wave of dirt takes the crude likeness of the melded forequarters of a charging warhorse and a rocky knight wielding a rudimentary lance of gray stone.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Elasmosaurus.md b/content/mechanics/srd/Bestiary/Bestiary 2/Elasmosaurus.md
new file mode 100755
index 000000000..6455a1b28
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Elasmosaurus.md
@@ -0,0 +1,94 @@
+---
+title: "Elasmosaurus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.cD3KQhuyVEZuWnn5"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Elasmosaurus"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Elasmosaurus"
+level: "Creature 7"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +17"
+abilityMods: [6, 4, 6, -4, 5, -1]
+speed: 5 feet, swim 35 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +17, __Ref__ +13, __Will__ +16"
+hp: 125
+health:
+ - name: ""
+ - name: HP
+ desc: "125"
+abilities_top:
+ - name: ""
+
+ - name: "Deep Breath"
+ desc: " The elasmosaurus can hold its breath for 2 hours."
+
+abilities_mid:
+ - name: ""
+ - name: "Long Neck"
+ desc: " An elasmosaurus's long neck allows it to interact with the surface while its body remains submerged underwater. While submerged no deeper than 15 feet underwater, an elasmosaurus can still stick its head up to breathe. An elasmosaurus gains cover against attacks made against creatures who are above the water's surface while it is underwater, even if its head is above the surface."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+17 (reach 15 feet)\n__Damage__ 2d12 + 10 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Paddle"
+ desc: "+17 ()\n__Damage__ 2d6 + 10 bludgeoning"
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Jaws Only)]]"
+ desc: "`pf2:r` Jaws only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Drag Below"
+ desc: "`pf2:1` (attack) The elasmosaurus attempts an Athletics check check against a [[Conditions/Grabbed|Grabbed]] foe's Fortitude DC. If the elasmosaurus succeeds, the foe is forcibly moved 5 feet toward the elasmosaurus's body. If the elasmosaurus critically succeeds, the foe is moved 10 feet towards the elasmosaurus's body."
+
+ - name: "Thrashing Retreat"
+ desc: "`pf2:2` A swimming elasmosaurus thrashes the area around it as it attempts to flee. It makes two paddle Strikes, each of which must be against separate targets, and each of which takes the normal multiple attack penalty. It then Swims up to its swim Speed. This Swim does not trigger reactions based on movement."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Elasmosaurus
+creatures:
+ - 1: Elasmosaurus
+```
+
+
+
+Elasmosauruses are long-necked, primeval reptiles that dwell in deep oceans and seas. Although not truly a dinosaur, elasmosauruses are often found in similar locations and are similarly titanic creatures. Keeping their massive bodies underwater, elasmosauruses use their long necks to catch prey and snorkel air to their massive lungs while remaining mostly hidden from the surface above. An elasmosaurus is 30 feet long and weighs 6,000 pounds.
+
+As rare and reclusive as they are, elasmosauruses are sometimes mistaken for even rarer creatures called water orms, legendary aquatic denizens of remote lakes known for their elusiveness and craftiness. Whereas elasmosauruses are mundane creatures of animalistic intelligence, water orms are magical beings with near-humanoid intelligence and a curious fascination with mortals, and they seem to delight in confounding onlookers. As a result, it's theorized that a typical water orm is more than happy to lead a group of spectators to a lost elasmosaurus, both to throw its pursuers off its tail and for the hilarity that will inevitably ensue.
+
+While elasmosauruses are often found in lost worlds and unsettled regions, those who dwell in the oceans of the world do not contain their hunting grounds to specific regions. As a result, it's not unheard of for a wandering specimen to find its way to coastal waters. Those that do often find the ports of small towns or even large cities to be wondrous banquets and are usually hunted down by coastal guards or adventurers. When a wayward elasmosaurus like this finds its way into a city's sewer system or reservoirs, though, it can become the stuff of urban legends.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Ember Fox.md b/content/mechanics/srd/Bestiary/Bestiary 2/Ember Fox.md
new file mode 100755
index 000000000..853da9804
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Ember Fox.md
@@ -0,0 +1,76 @@
+---
+title: "Ember Fox"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.IqSJ2QFPLS8t66y3"
+tags:
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/good
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Ember Fox"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Ember Fox"
+level: "Creature 2"
+
+alignment: ""
+size: "Small"
+trait_01: [[elemental]]
+trait_02: [[fire]]
+trait_03: [[good]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Pyric; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +5, Stealth: +8"
+abilityMods: [1, 4, 2, -2, 2, 1]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +6, __Ref__ +10, __Will__ +8"
+hp: 35
+health:
+ - name: ""
+ - name: HP
+ desc: "35; __Immunities__ bleed, fire, paralyzed, poison, sleep; __Weaknesses__ cold 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Cloak in Embers"
+ desc: "`pf2:r` **Trigger** An adjacent ally is targeted by an effect that deals fire damage\n* * *\n\n**Effect** The ember fox drapes itself across its ally, granting the ally fire resistance 10 against the incoming attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 (agile, finesse)\n__Damage__ 1d4 + 3 piercing 1d4 fire"
+
+```
+
+```encounter-table
+name: Ember Fox
+creatures:
+ - 1: Ember Fox
+```
+
+
+
+Ember foxes resemble their canid namesakes, save for the flames that make their fur and the tips of their long whiskers flicker and glow.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Emperor Cobra.md b/content/mechanics/srd/Bestiary/Bestiary 2/Emperor Cobra.md
new file mode 100755
index 000000000..b856d454c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Emperor Cobra.md
@@ -0,0 +1,75 @@
+---
+title: "Emperor Cobra"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.VK2Pw8GreQcLhN6b"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Emperor Cobra"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Emperor Cobra"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Athletics: +13, Survival: +11"
+abilityMods: [6, 4, 4, -4, 2, -2]
+speed: 25 feet, climb 25 feet, swim 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +15, __Ref__ +11, __Will__ +9"
+hp: 80
+health:
+ - name: ""
+ - name: HP
+ desc: "80"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+15 (reach 10 feet)\n__Damage__ 2d8 + 8 piercing plus emperor-cobra-venom"
+
+ - name: "Emperor Cobra Venom"
+ desc: " (poison) **Saving Throw** DC 22 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d8 poison damage (1 round)\n\n**Stage 2** 1d8 poison damage and [[Conditions/Drained|Drained 1]] (1 round)\n\n**Stage 3** 2d6 poison damage and [[Conditions/Drained|Drained 2]] (1 round)"
+
+ - name: "Flare Hood"
+ desc: "`pf2:1` (emotion,fear,mental,visual) The emperor cobra flares its hood. Each non-emperor cobra creature within a 20-foot emanation must attempt a DC 22 Will check save. The creature is then temporarily immune for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 3]]."
+
+```
+
+```encounter-table
+name: Emperor Cobra
+creatures:
+ - 1: Emperor Cobra
+```
+
+
+
+These aggressive serpents infest bogs and lowlands. Despite a length of over 16 feet and weighing over 200 pounds, they can climb trees in seconds. An emperor cobra wards off predators by flaring its hood and hissing at its attacker.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Eremite.md b/content/mechanics/srd/Bestiary/Bestiary 2/Eremite.md
new file mode 100755
index 000000000..cd8859890
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Eremite.md
@@ -0,0 +1,131 @@
+---
+title: "Eremite"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.2c9vmEttqF4eOnQR"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/velstrac
+ - pf2eMonster
+ - pf2e/creature/level/20
+statblock: inline
+name: "Eremite"
+level: 20
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Eremite"
+level: "Creature 20"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[fiend]]
+trait_03: [[lawful]]
+trait_04: [[unholy]]
+trait_05: [[velstrac]]
+modifier: 34
+perception:
+ - name: "Perception"
+ desc: "+34; Greater Darkvision, Truesight"
+languages: "Common, Diabolic, Shadowtongue; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +35, Deception: +38, Diplomacy: +36, Intimidation: +40, Medicine: +36, Religion: +34, Stealth: +36, Torture Lore: +36"
+abilityMods: [9, 6, 7, 6, 6, 10]
+speed: 30 feet, fly 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 45
+armorclass:
+ - name: AC
+ desc: "45; __Fort__ +37, __Ref__ +32, __Will__ +34; +1 status to all saves vs. magic"
+hp: 375
+health:
+ - name: ""
+ - name: HP
+ desc: "375, regeneration 25 (deactivated by holy or silver); __Immunities__ cold, fear effects, nonlethal attacks; __Weaknesses__ holy 20, silver 20"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Painsight"
+ desc: " (divine) A velstrac automatically knows whether a creature it sees has any of the [[Conditions/Doomed|Doomed]], [[Conditions/Dying|Dying]], and [[Conditions/Wounded|Wounded]] conditions, as well as the value of those conditions."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 25 (Deactivated by Holy or Silver)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Ignore Pain"
+ desc: " An eremite's actions can't be disrupted due to damage or Strikes (such as [[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]])."
+
+ - name: "Paralytic Perfection"
+ desc: " (aura,divine,fear,incapacitation,mental,visual) 30 feet. When a creature ends its turn in the aura, it feels compelled to offer pieces of its own flesh to the eremite. The creature must succeed at a DC 40 Will check save or become [[Conditions/Paralyzed|Paralyzed]] for 1 round."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+39 (magical, unholy)\n__Damage__ 4d8 + 19 piercing plus exquisite-pain 2d6 bleed plus exquisite-pain"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+39 (agile, magical, unholy)\n__Damage__ 3d6 + 19 slashing plus exquisite-pain,improved-grab 2d6 bleed plus exquisite-pain,improved-grab"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 42, attack +32; __9th __ (1 slots) _[[Spells/Seize Soul|Bind Soul]]_, _[[Spells/Blade Barrier|Blade Barrier]]_, _[[Spells/Harm|Harm (x2)]]_, _[[Spells/Heal|Heal (x2)]]_, _[[Spells/Shadow Blast|Shadow Blast]]_, _[[Spells/Umbral Journey|Shadow Walk (At will)]]_; __7th __ (5 slots) _[[Spells/Translocate|Dimension Door (At will)]]_, _[[Spells/Planar Seal|Dimensional Lock]]_, _[[Spells/Interplanar Teleport|Plane Shift (to the Universe or Netherworld only)]]_, _[[Spells/Shadow Siphon|Shadow Siphon (At will)]]_, _[[Spells/Warp Mind|Warp Mind]]_\n__Cantrips__ __(10th)__ _[[Spells/Stabilize|Stabilize]]_\n__Constant__ __(9th)__ _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Rituals"
+ desc: "_Imprisonment_"
+
+ - name: "Evisceration"
+ desc: "`pf2:1` (attack) **Requirements** The eremite has a creature grabbed\n* * *\n\n**Effect** The eremite excises flesh or bone from a creature it has grabbed. The target takes 6d10 bleed."
+
+ - name: "Exquisite Pain"
+ desc: " An eremite's knowledge of pressure points and pain centers is unsurpassed. A creature hit by an eremite's melee Strikes must succeed at a DC 40 Fortitude check save or be [[Conditions/Stunned|Stunned 2]] ([[Conditions/Stunned|Stunned 4]] on a critical failure).\n\nA creature that critically succeeds is temporarily immune for 24 hours."
+
+ - name: "Focus Gaze"
+ desc: "`pf2:1` (concentrate,divine,fear,mental,visual) The eremite stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against paralytic perfection.\n\nIn addition, if the creature was already paralyzed, on a failed save, its unnatural longing causes it to become [[Conditions/Doomed|Doomed 1]].\n\nAfter attempting this save, the creature is then temporarily immune until the start of the eremite's next turn."
+
+ - name: "Graft Flesh"
+ desc: "`pf2:1` **Requirements** The eremite holds a piece of flesh they collected via Evisceration\n* * *\n\n**Effect** The eremite attaches the stolen flesh to themself. They either regain 100 healing Hit Points; reduce the value of their clumsy, drained, enfeebled, or stupefied condition by 3; or reduce the stage of any affliction affecting them by 3."
+
+ - name: "Shadow Traveler"
+ desc: " (divine) When an eremite uses [[Spells/Interplanar Teleport|Interplanar Teleport]] or [[Spells/Umbral Journey|Umbral Journey]], they arrive at exactly their intended destination."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Eremite
+creatures:
+ - 1: Eremite
+```
+
+
+
+Eremites roam the planes to seek out ideal portions of other creatures, such as a hero's sword-arm or an angel's pinions. Eremites capture these specimens to clinically test their true limits, then harvest specimens and add them to their own bodies. An eremite might attach tongues to their hand as extra fingers or a fist to the back of their neck in a horrid "improvement." Eremites average 7 feet tall and weigh approximately 200 pounds.
+
+* * *
+
+The search for ultimate sensation through self-mutilation is the horrifying preoccupation of the shadow-dwelling fiends known as velstracs. They transcend their stoic detachment only when inflicting pain and terror upon their victims, practicing new forms of torture, or when turning their agonizing practices back on themselves. Velstracs consider themselves enlightened beings, transcending such limitations as morality or mortal taboos, but their victims know them as emotionless tormentors who inflict sadistic suffering. These fiends claim to seek perfection in thought, form, and action, although they don't recognize any refinement that doesn't require the painful excision of the flesh or spirit.
+
+Velstracs manifest from the souls of the most extreme masochistic or sadistic mortals who are judged and sent on to the Shadow Plane. They take on forms that suit their vile predilections, ranging from the low-ranking augurs to the maestros of suffering and mutilation called eremites. The process of transformation warps the soul step by step, with other velstracs conveying their new members through untold chambers of pain among the dark reaches of the Shadow Plane.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Esobok.md b/content/mechanics/srd/Bestiary/Bestiary 2/Esobok.md
new file mode 100755
index 000000000..a5a8bc22b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Esobok.md
@@ -0,0 +1,92 @@
+---
+title: "Esobok"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.FlFh31d0SWN1a7QC"
+tags:
+ - pf2e/creature/type/monitor
+ - pf2e/creature/type/psychopomp
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Esobok"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Esobok"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[monitor]]
+trait_02: [[psychopomp]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision, Lifesense 60 Feet, Scent (Imprecise) 60 Feet"
+languages: "Chthonian, Diabolic, Empyrean, Requian"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +10, Intimidation: +9, Religion: +4, Stealth: +8, Survival: +10"
+abilityMods: [3, 3, 4, -3, 3, 2]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +11, __Ref__ +8, __Will__ +8"
+hp: 55
+health:
+ - name: ""
+ - name: HP
+ desc: "55; __Immunities__ death effects, disease; __Resistances__ void 5, poison 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 60 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+12 (magical)\n__Damage__ 1d10 + 3 piercing plus grab,spirit-touch"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+12 (agile, magical)\n__Damage__ 1d6 + 3 slashing plus spirit-touch"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 17, attack +7; __2nd __ _[[Spells/Invisibility|Invisibility (Self only) (x3)]]_"
+
+ - name: "Pounce"
+ desc: "`pf2:1` The esobok Strides and then makes a Strike. If it began this action [[Conditions/Hidden|Hidden]], it remains hidden until after the Strike."
+
+ - name: "Spirit Touch"
+ desc: " (incorporeal) An esobok's Strikes affect incorporeal creatures with the effects of a _[[Equipment/Ghost Touch|Ghost Touch]]_ property rune and deal 1d6 void damage to living creatures and 1d6 vitality damage to undead."
+
+ - name: "Wrench Spirit"
+ desc: "`pf2:1` (attack,divine,incapacitation) **Requirements** A creature is [[Conditions/Grabbed|Grabbed]] by the esobok's jaws\n* * *\n\n**Effect** The esobok releases the target from the Grab but wrenches its spirit free as it does so. The creature must attempt a DC 20 Will check save. Creatures without souls (such as most constructs) and creatures whose bodies and souls are one (such as most celestials, fiends, and monitors) that roll a failure or critical failure on the save get a success instead.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The target is [[Conditions/Stunned|Stunned 1]].\n\n**Failure** The esobok wrenches the target's soul from its body into its jaws. mindless undead creatures of level 2 or lower are destroyed, other undead creatures are [[Conditions/Stunned|Stunned]] for 1 round, and all other creatures are [[Conditions/Paralyzed|Paralyzed]]. At the end of each of its turns, a creature paralyzed by this effect can attempt a new save to end the effect. The paralysis ends automatically if the esobok attempts a jaws Strike or speaks.\n\n**Critical Failure** As failure, but as long as a creature is stunned or paralyzed, it is also [[Conditions/Stupefied|Stupefied 2]]."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Esobok
+creatures:
+ - 1: Esobok
+```
+
+
+
+Esoboks are brute hunters and pugnacious sentinels that serve as the guard dogs of the Boneyard. These squat, powerful quadrupeds have a frill of dark feathers around their distinctive heads which resemble a crocodile skull. Esoboks rarely bother with those who are truly dead, allowing the dead of the Boneyard to go about their business while remaining watchful for danger. Though cunning when sniffing out threats to the Boneyard or to their psychopomp handlers, they're among the least intelligent of the psychopomps and rarely speak except to utter growling threats. The wise listen when an esobok makes a threat, as it won't do so twice.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Evangelist.md b/content/mechanics/srd/Bestiary/Bestiary 2/Evangelist.md
new file mode 100755
index 000000000..00b6c0d20
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Evangelist.md
@@ -0,0 +1,107 @@
+---
+title: "Evangelist"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.7FO0d4SJVQSJVcSs"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/velstrac
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Evangelist"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Evangelist"
+level: "Creature 6"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[fiend]]
+trait_03: [[lawful]]
+trait_04: [[unholy]]
+trait_05: [[velstrac]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Greater Darkvision"
+languages: "Common, Diabolic, Shadowtongue"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Athletics: +15, Crafting: +10, Intimidation: +15, Religion: +11, Torture Lore: +12"
+abilityMods: [4, 3, 2, 0, 1, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +15, __Ref__ +14, __Will__ +11; +1 status to all saves vs. magic"
+hp: 90
+health:
+ - name: ""
+ - name: HP
+ desc: "90, regeneration 10 (deactivated by holy or silver); __Immunities__ cold; __Weaknesses__ holy 5, silver 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "Painsight"
+ desc: " (divine) A velstrac automatically knows whether a creature it sees has any of the [[Conditions/Doomed|Doomed]], [[Conditions/Dying|Dying]], and [[Conditions/Wounded|Wounded]] conditions, as well as the value of those conditions"
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 10 (Deactivated by Holy or Silver)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Unnerving Gaze"
+ desc: " (aura,divine,fear,mental,visual) 30 feet. When a creature ends its turn in the aura, it sees the face of a departed loved one in place of the evangelist's face. The creature must succeed at a DC 21 Will check save or become [[Conditions/Frightened|Frightened 2]] ([[Conditions/Frightened|Frightened 3]] on a critical failure)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Chain"
+ desc: "+17 (disarm, magical, reach 10 feet, trip, unholy)\n__Damage__ 2d8 + 7 piercing plus impaling-chain 1d6 bleed plus impaling-chain"
+
+ - name: "Animate Chains"
+ desc: " (divine) Chains in the evangelist's vicinity sprout barbs and writhe menacingly. The evangelist can make chain Strikes against any creature that is adjacent to an unattended chain within 20 feet, in addition to those within the reach of the evangelist's chain Strike."
+
+ - name: "Focus Gaze"
+ desc: "`pf2:1` (concentrate,divine,fear,mental,visual) The evangelist stares at a creature they can see within 30 feet. The target must immediately attempt a DC 21 Will check save against Unnerving gaze. In addition, if the creature was already [[Conditions/Frightened|Frightened]], on a failed save, the evangelist is [[Conditions/Concealed|Concealed]] from the creature for as long as the creature remains frightened.\n\nAfter attempting this save, the creature is then temporarily immune until the start of the evangelist's next turn."
+
+ - name: "Impaling Chain"
+ desc: " When the evangelist critically hits with a chain Strike, the target is impaled and anchored in place, becoming [[Conditions/Grabbed|Grabbed]] by the chain. The creature is unable to recover from persistent bleed damage until it gets free ([[Actions/Escape|Escape]] DC 25).\n\n[[Bestiary Effects/Effect_ Impaling Chain|Effect: Impaling Chain]]"
+
+```
+
+```encounter-table
+name: Evangelist
+creatures:
+ - 1: Evangelist
+```
+
+
+
+Evangelists, the velstracs' unofficial ambassadors, roam the farthest reaches of the planes to spread the word of their kind's abhorrent belief in perfection through pain. They are therefore the most frequently encountered velstracs on the Material Plane, leading covens of hedonistic mortal flesh-sculptors or serving as wardens of horrific dungeons. In regions ruled by infernal powers, evangelists may serve as lieutenants or advisors, whispering secret paths to power in exchange for mortal's souls or choice mortal flesh. Evangelists are the same size as humans, although with the heavy chains that always drape their forms, they often weigh 350 pounds or more.
+
+* * *
+
+The search for ultimate sensation through self-mutilation is the horrifying preoccupation of the shadow-dwelling fiends known as velstracs. They transcend their stoic detachment only when inflicting pain and terror upon their victims, practicing new forms of torture, or when turning their agonizing practices back on themselves. Velstracs consider themselves enlightened beings, transcending such limitations as morality or mortal taboos, but their victims know them as emotionless tormentors who inflict sadistic suffering. These fiends claim to seek perfection in thought, form, and action, although they don't recognize any refinement that doesn't require the painful excision of the flesh or spirit.
+
+Velstracs manifest from the souls of the most extreme masochistic or sadistic mortals who are judged and sent on to the Shadow Plane. They take on forms that suit their vile predilections, ranging from the low-ranking augurs to the maestros of suffering and mutilation called eremites. The process of transformation warps the soul step by step, with other velstracs conveying their new members through untold chambers of pain among the dark reaches of the Shadow Plane.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Fen Mosquito Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 2/Fen Mosquito Swarm.md
new file mode 100755
index 000000000..20dcdb6dc
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Fen Mosquito Swarm.md
@@ -0,0 +1,77 @@
+---
+title: "Fen Mosquito Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.WDorr4wdcR1cbO1I"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Fen Mosquito Swarm"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Fen Mosquito Swarm"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[swarm]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Stealth: +8"
+abilityMods: [0, 4, 3, -5, 0, -5]
+speed: 5 feet, fly 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +8, __Ref__ +11, __Will__ +5"
+hp: 25
+health:
+ - name: ""
+ - name: HP
+ desc: "25; __Immunities__ precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 5, splash damage 5; __Resistances__ bludgeoning 2, piercing 5, slashing 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Swarm Mind"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+attacks:
+ - name: ""
+
+ - name: "Pyrexic Malaria"
+ desc: " (disease) The victim can't reduce its [[Conditions/Sickened|Sickened]] condition while it's affected by pyrexic malaria\n\n**Saving Throw** DC 20 Fortitude check\n\n**Onset** 4 days\n\n**Stage 1** [[Conditions/Sickened|Sickened 1]] (1 day)\n\n**Stage 2** [[Conditions/Enfeebled|Enfeebled 1]] and [[Conditions/Sickened|Sickened 1]] (1 day)\n\n**Stage 3** as stage 2 (1 day)\n\n**Stage 4** [[Conditions/Unconscious|Unconscious]] (1 day)\n\n**Stage 5** dead"
+
+ - name: "Swarming Bites"
+ desc: "`pf2:1` Each enemy in the swarm's space takes 1d6 piercing damage (DC 20 Reflex check save) and is exposed to pyrexic malaria. Creatures that fail the saving throw also take 1d4 bleed."
+
+```
+
+```encounter-table
+name: Fen Mosquito Swarm
+creatures:
+ - 1: Fen Mosquito Swarm
+```
+
+
+
+When deadly fen mosquitoes gather in large numbers, they form into lethal swarms capable of draining blood at a truly alarming rate. Fen mosquito swarms are typically encountered only in tropical swamps or bogs, but during humid months in spring or summer they can drift into riverine areas or even through the waterfront reaches of settlements.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Fetchling Scout.md b/content/mechanics/srd/Bestiary/Bestiary 2/Fetchling Scout.md
new file mode 100755
index 000000000..95626d065
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Fetchling Scout.md
@@ -0,0 +1,95 @@
+---
+title: "Fetchling Scout"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gPLiPBaKAWkmGq0e"
+tags:
+ - pf2e/creature/type/fetchling
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/shadow
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Fetchling Scout"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Fetchling Scout"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[fetchling]]
+trait_02: [[humanoid]]
+trait_03: [[shadow]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Darkvision"
+languages: "Common, Shadowtongue"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +4, Deception: +5, Diplomacy: +5, Society: +3, Stealth: +7, Thievery: +7"
+abilityMods: [1, 4, 2, 0, 0, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +5, __Ref__ +9, __Will__ +5"
+hp: 18
+health:
+ - name: ""
+ - name: HP
+ desc: "18"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Dagger|Dagger]], [[Equipment/Chain Shirt|Chain Shirt]]"
+abilities_mid:
+ - name: ""
+ - name: "Shadow Blending"
+ desc: " When the fetchling scout is [[Conditions/Concealed|Concealed]] as a result of dim light, the flat check to target them has a DC of 7, not 5."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Dagger"
+ desc: "+9 (agile, finesse, versatile s)\n__Damage__ 1d4 + 1 piercing"
+
+ - name: "**Ranged** `pf2:1` Dagger"
+ desc: "+9 (agile, finesse, thrown 10 ft., versatile s)\n__Damage__ 1d4 + 1 piercing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 15, attack +5; __1st __ _[[Spells/Illusory Disguise|Illusory Disguise]]_"
+
+ - name: "Shadow Stride"
+ desc: "`pf2:1` (illusion,occult,shadow) **Requirements** The fetchling is in dim light\n* * *\n\n**Effect** The fetchling Strides. They have a +10-foot status bonus to their Speed during this Stride. The DC from shadow blending increases to DC 11 Flat check during this Stride, and the fetchling remains [[Conditions/Concealed|Concealed]] by dim light until the end of the movement, even if they leave dim light during the Stride."
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " The fetchling scout's Strikes deal an additional 1d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Fetchling Scout
+creatures:
+ - 1: Fetchling Scout
+```
+
+
+
+The people known today as fetchlings are a distinct ancestry descended from generations of humans who became trapped ages ago on the Shadow Plane. No longer human at all, these people, who call themselves kayals, have become monochromatic in coloration, with flesh tones and hair colors varying between white, black, and all shades of gray. Their limbs are lithe and willowy, and their eyes are generally solid yellow, yellow-green, or white, though a rare few have a purple or blue glow.
+
+Fetchlings have developed their own complex societies in the Shadow Plane, often under the tolerance of or in servitude to the strange, malignant creatures there, such as the sinister velstracs or the enigmatic d'ziriaks. While individual fetchlings can be any alignment, they are all survivors in a harsh environment, which leads to a tendency toward pragmatism. Fetchling clothing mimics the regions they dwell in, with drab colors tending toward darker shades. When they trade with humans or other societies on the Material Plane, they often wear masks or concealing clothing to hide their appearance.
+
+Typical fetchling communities are insular and swiftly close ranks in the event of an intruder. Though individual fetchlings don't mind traveling to and blending in with other societies to facilitate trade, they often hide or even react defensively if they have their own visitors. When one considers the nature of the other denizens of the Shadow Plane, however, this tendency to assume the worst of interlopers might make sense to some.
+
+Fetchlings are not as common on the Material Plane; most of those who dwell there are loners by choice who have left their home to seek out adventure elsewhere, exiles who were banished from their homelands, or planar castaways with no ability to return to the Shadow Plane. This last category, the lost and stranded, are the most likely to be found in larger groups. In cities of significant size, one can sometimes even find a small community of a few dozen or more fetchlings living among humans, although they often do so subtly by dyeing their hair, wearing brightly colored clothing, and utilizing layers of makeup to hide their pallid complexions.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Filth Fire.md b/content/mechanics/srd/Bestiary/Bestiary 2/Filth Fire.md
new file mode 100755
index 000000000..dd229aa00
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Filth Fire.md
@@ -0,0 +1,82 @@
+---
+title: "Filth Fire"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.hJjMif2P2ta0EeOs"
+tags:
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Filth Fire"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Filth Fire"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[elemental]]
+trait_02: [[evil]]
+trait_03: [[fire]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: "Pyric; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Athletics: +9"
+abilityMods: [1, 5, 4, -2, 3, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +12, __Ref__ +13, __Will__ +9"
+hp: 70
+health:
+ - name: ""
+ - name: HP
+ desc: "70; __Immunities__ bleed, fire, paralyzed, poison, sleep; __Weaknesses__ cold 5"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " The filth fire ignores the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Burning Lash"
+ desc: "+13 (finesse)\n__Damage__ 2d6 + 3 bludgeoning 1d6 fire"
+
+ - name: "**Ranged** `pf2:1` Ember Ball"
+ desc: "+13 (fire, range increment 20 feet)\n__Damage__ 1d6 + 3 bludgeoning 1d6 fire"
+
+ - name: "Noxious Burst"
+ desc: "`pf2:2` (fire,poison,primal) Toxic materials and churning rubbish within the filth fire's body explode in one of three ways. The filth fire chooses the effect, but it can't make the same choice twice in a row.\n\n* **Fiery Beam** (evocation, fire, primal) The filth fire expels a 30-foot line of flame that deals 3d6 fire damage with a DC 21 Reflex check save.\n* **Shrapnel Blast** (evocation, primal) The filth fire shoots jagged rubbish out in a 5-foot emanation that deals 2d12 piercing damage with a DC 21 Reflex check save.\n* **Toxic Fumes** (evocation, poison, primal) The filth fire belches a 15-foot cone of toxic smoke that deals 2d6 poison damage (DC 21 Fortitude check save). A creature that fails is also [[Conditions/Sickened|Sickened 1]] (or [[Conditions/Sickened|Sickened 2]] on a critical failure)."
+
+```
+
+```encounter-table
+name: Filth Fire
+creatures:
+ - 1: Filth Fire
+```
+
+
+
+These creatures look like roiling clouds of black smoke churning above a mound of burning refuse. Leering faces form and fade in the smoke above, while the burning trash writhes in spasmodic lurches, obviously alive.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Fire Jellyfish Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 2/Fire Jellyfish Swarm.md
new file mode 100755
index 000000000..e14da7555
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Fire Jellyfish Swarm.md
@@ -0,0 +1,84 @@
+---
+title: "Fire Jellyfish Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.KSgh0foFU7sr0VUD"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/aquatic
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Fire Jellyfish Swarm"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Fire Jellyfish Swarm"
+level: "Creature 6"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[aquatic]]
+trait_03: [[mindless]]
+trait_04: [[swarm]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15"
+abilityMods: [-4, 5, 4, -5, 0, -5]
+speed: swim 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 13
+armorclass:
+ - name: AC
+ desc: "13; __Fort__ +16, __Ref__ +15, __Will__ +10"
+hp: 155
+health:
+ - name: ""
+ - name: HP
+ desc: "155; __Immunities__ precision, swarm mind, mental, grabbed, prone, restrained; __Weaknesses__ area damage 7, splash damage 7; __Resistances__ bludgeoning 9, piercing 9, poison 10, slashing 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Swarm Mind"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+attacks:
+ - name: ""
+
+ - name: "Agile Swimmer"
+ desc: " Fire jellyfish swarms use Acrobatics to [[Actions/Swim|Swim]]."
+
+ - name: "Burning Swarm"
+ desc: "`pf2:1` (poison) Each enemy in the swarm's space takes 3d8 poison damage (DC 24 Reflex check save) and is exposed to fire jelly venom."
+
+ - name: "Fire Jelly Venom"
+ desc: " (poison) **Saving Throw** DC 24 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** [[Conditions/Clumsy|Clumsy 1]] (1 round)\n\n**Stage 2** [[Conditions/Clumsy|Clumsy 2]] (1 round)\n\n**Stage 3** [[Conditions/Clumsy|Clumsy 3]] (1 round)"
+
+```
+
+```encounter-table
+name: Fire Jellyfish Swarm
+creatures:
+ - 1: Fire Jellyfish Swarm
+```
+
+
+
+While individually one of these fist-sized jellyfish is merely a nuisance, in great numbers, fire jellyfish can form into dangerous swarms. Bobbing in the water, they create a cloud of stinging tentacles. They were named in part for their bright coloration, but those who are stung by fire jellyfish learn the larger reason for their name-the pain of their stings is comparable to being burned alive.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Fjord Linnorm.md b/content/mechanics/srd/Bestiary/Bestiary 2/Fjord Linnorm.md
new file mode 100755
index 000000000..82dd8267e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Fjord Linnorm.md
@@ -0,0 +1,105 @@
+---
+title: "Fjord Linnorm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.OjSkWOVl0NLoKE6m"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/16
+statblock: inline
+name: "Fjord Linnorm"
+level: 16
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Fjord Linnorm"
+level: "Creature 16"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[amphibious]]
+trait_02: [[chaotic]]
+trait_03: [[dragon]]
+trait_04: [[evil]]
+modifier: 28
+perception:
+ - name: "Perception"
+ desc: "+28; Darkvision, Scent (Imprecise) 60 Feet, Truesight"
+languages: "Aklo, Draconic, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +27, Athletics: +33, Stealth: +29"
+abilityMods: [9, 5, 8, -3, 6, 7]
+speed: 35 feet, fly 75 feet, swim 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 40
+armorclass:
+ - name: AC
+ desc: "40; __Fort__ +30, __Ref__ +28, __Will__ +24; +1 status to all saves vs. magic"
+hp: 315
+health:
+ - name: ""
+ - name: HP
+ desc: "315, regeneration 10 (deactivated by cold iron); __Immunities__ cold, curse, paralyzed, sleep; __Weaknesses__ cold iron 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 10 (Deactivated by Cold Iron)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Tail Only)]]"
+ desc: "`pf2:r` Tail only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Curse of Stolen Breath"
+ desc: " (curse,primal,water) When a creature slays a fjord linnorm, it must succeed at a DC 41 Will check save or become unable to ever breathe underwater (either via a natural ability or a spell such as water breathing). In addition, the victim can hold its breath only half as long as normal, and whenever it holds its breath it becomes [[Conditions/Sickened|Sickened 2]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+33 (magical, reach 20 feet)\n__Damage__ 3d12 + 17 piercing plus fjord-linnorm-venom"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+33 (agile, magical, reach 20 feet)\n__Damage__ 3d10 + 17 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+33 (agile, magical, reach 25 feet)\n__Damage__ 3d6 + 15 bludgeoning plus improved-grab"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 37, attack +27\n__Constant__ __(7th)__ _[[Spells/Unfettered Movement|Freedom of Movement]]_ __(6th)__ _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (cold,primal) The fjord linnorm expels a 120-foot line of icy bile, dealing 17d6 cold damage to creatures within the area (DC 37 Reflex check save). Any creature that fails its save is covered by the ice, which freezes and fuses with the creature's skin, giving it a -10-foot penalty to Speed. A creature can [[Actions/Escape|Escape]] or [[Actions/Force Open|Force Open]] the ice (DC 34) to free itself; otherwise, the ice remains for 1 minute.\n\nThe fjord linnorm can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Fjord Linnorm Venom"
+ desc: " (cold,poison) **Saving Throw** DC 37 Fortitude check\n\n**Maximum Duration** 10 rounds\n\n**Stage 1** 4d6 cold damage and [[Conditions/Clumsy|Clumsy 1]] (1 round)\n\n**Stage 2** 6d6 cold damage and [[Conditions/Clumsy|Clumsy 2]] (1 round)"
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Fjord Linnorm
+creatures:
+ - 1: Fjord Linnorm
+```
+
+
+
+Fjord linnorms make their homes in damp caves behind ice-cold waterfalls in the river-veined coastal reaches of the north. While they may appear graceful as they swim up the fjords for which they're named, they are as vile as any other of their species and take pleasures in capsizing river boats before gobbling up their terrified crews.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Flytrap Leshy.md b/content/mechanics/srd/Bestiary/Bestiary 2/Flytrap Leshy.md
new file mode 100755
index 000000000..4e98e85a5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Flytrap Leshy.md
@@ -0,0 +1,97 @@
+---
+title: "Flytrap Leshy"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.YSMGjFWXIaKREdjs"
+tags:
+ - pf2e/creature/type/leshy
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Flytrap Leshy"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Flytrap Leshy"
+level: "Creature 4"
+
+alignment: ""
+size: "Small"
+trait_01: [[leshy]]
+trait_02: [[plant]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: "Common, Fey, Wildsong; speak with plants (carnivorous plants only)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Nature: +10, Stealth: +12"
+abilityMods: [4, 2, 1, 0, 3, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +9, __Ref__ +12, __Will__ +13"
+hp: 72
+health:
+ - name: ""
+ - name: HP
+ desc: "72; __Resistances__ acid 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Verdant Burst"
+ desc: " (healing,plant) When a flytrap leshy dies, a burst of primal energy explodes from its body, restoring 3d6 healing Hit Points to each plant creature in a 30-foot emanation.\n\nThis area immediately fills with flytraps, becoming difficult terrain. If the terrain is not a viable environment for these flytraps, they wither after 24 hours."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Flytrap Mouth"
+ desc: "+13 (versatile s)\n__Damage__ 1d8 + 6 piercing plus flytrap-toxin 1d6 acid plus flytrap-toxin"
+
+ - name: "**Melee** `pf2:1` Flytrap Hand"
+ desc: "+13 (agile, versatile s)\n__Damage__ 1d6 + 6 piercing plus flytrap-toxin 1d6 acid plus flytrap-toxin"
+
+ - name: "**Ranged** `pf2:1` Spittle"
+ desc: "+11 (acid, range increment 10 feet)\n__Damage__ 1d6 + 6 acid plus flytrap-toxin"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 21, attack +11; __4th __ _[[Spells/Speak with Plants|Speak with Plants]]_; __2nd __ _[[Spells/Vanishing Tracks|Pass Without Trace]]_"
+
+ - name: "Amalgam"
+ desc: "`pf2:1` (polymorph,primal) A flytrap leshy can combine itself with an adjacent and willing flytrap leshy that is not currently affected by Amalgam. The leshy using Amalgam physically merges with the target, restoring 3d8 healing Hit Points to the target.\n\nThe leshy can Sustain a Spell to continue Amalgam, but once they stop, the target leshy takes 3d8 damage. If the target leshy dies, Amalgam ends at once and the original leshy gains the [[Conditions/Dying|Dying]] condition or increases their dying condition value by 1 if they were already dying.\n\nAs long as Amalgam is sustained, the target leshy gains a +1 status bonus to attack rolls and saving throws, its AC increases to 21, and it gains an additional reaction at the start of each turn."
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph,primal) The flytrap leshy transforms into a Small flytrap. This ability otherwise uses the effects of [[Spells/One with Plants|One with Plants]].\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Flytrap Toxin"
+ desc: " (poison) **Saving Throw** DC 19 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** [[Conditions/Sickened|Sickened 1]] (1 round),\n\n**Stage 2** [[Conditions/Sickened|Sickened 2]] (1 round)"
+
+```
+
+```encounter-table
+name: Flytrap Leshy
+creatures:
+ - 1: Flytrap Leshy
+```
+
+
+
+While often seen as unfriendly by non-leshys, flytrap leshys get along well with other leshys. Nonetheless, they're among the most aggressive leshys, often guarding the most vulnerable places in the natural world with their flytrap mouths and hands.
+
+When a large threat emerges, pairs of flytrap leshys band together to create amalgams capable of driving back powerful foes. This unusual form of communal defense suffuses flytrap leshy society, and they often form relationships between multiple individuals that would confuse or even scandalize more uptight humanoids-to a flytrap leshy, though, there's nothing strange about sharing your innermost secrets with people you literally merged together with to defend your home from an enemy.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Froghemoth.md b/content/mechanics/srd/Bestiary/Bestiary 2/Froghemoth.md
new file mode 100755
index 000000000..7d1f4b617
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Froghemoth.md
@@ -0,0 +1,107 @@
+---
+title: "Froghemoth"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.nQbk0mba8TIouIbg"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/amphibious
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Froghemoth"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Froghemoth"
+level: "Creature 13"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[aberration]]
+trait_02: [[amphibious]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +23, Athletics: +27, Stealth: +27"
+abilityMods: [8, 6, 7, -4, 6, 4]
+speed: 20 feet, swim 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 32
+armorclass:
+ - name: AC
+ desc: "32 all-around vision; __Fort__ +26, __Ref__ +21, __Will__ +23"
+hp: 285
+health:
+ - name: ""
+ - name: HP
+ desc: "285; __Immunities__ electricity"
+abilities_top:
+ - name: ""
+
+ - name: "Otherworldly Vision"
+ desc: " (visual) A froghemoth's alien eyes allow it to perceive creatures within 30 feet, even if they are [[Conditions/Invisible|Invisible]] or ethereal. It can still be fooled by successful Stealth checks to [[Actions/Hide|Hide]], but it has Perception DC 38 in such cases. It also sees through and is unaffected by illusions with the visual trait if they are within 30 feet."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+ - name: "Electric Torpor"
+ desc: " Though a froghemoth is immune to electricity damage, it is [[Conditions/Slowed|Slowed 1]] for 1 round whenever it would have otherwise taken electricity damage."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+27 (reach 10 feet)\n__Damage__ 3d12 + 14 piercing plus improved-grab"
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+27 (agile, reach 15 feet)\n__Damage__ 3d8 + 14 bludgeoning plus improved-grab"
+
+ - name: "**Melee** `pf2:1` Tongue"
+ desc: "+27 (agile, reach 30 feet)\n__Damage__ 2d10 + 14 piercing plus barbed-tongue"
+
+ - name: "[[Bestiary Ability Glossary/Aquatic Ambush|Aquatic Ambush]]"
+ desc: "`pf2:1` 40 feet\n* * *\n\n**Requirements** The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.\n* * *\n\n**Effect** The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is [[Conditions/Off-Guard|Off-Guard]] against this Strike."
+
+ - name: "Barbed Tongue"
+ desc: " A creature hit by the froghemoth's tongue becomes [[Conditions/Grabbed|Grabbed]] by the froghemoth. The creature isn't [[Conditions/Immobilized|Immobilized]], but it can't move beyond the reach of the froghemoth's tongue. A creature can sever the tongue with a successful Strike against AC 31 that deals at least 15 slashing damage.\n\nThis deals no damage to the froghemoth but prevents it from using its tongue Strike until it regrows its tongue, which takes 1 minute."
+
+ - name: "Flailing Tentacles"
+ desc: "`pf2:2` The froghemoth makes up to four tentacle Strikes, each against a different target. These count toward the froghemoth's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks."
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 3d6+12 bludgeoning damage, DC 33 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Retract Tongue"
+ desc: "`pf2:2` The froghemoth pulls a creature grabbed by its tongue toward itself. The froghemoth rolls an Athletics check check against the creature's Fortitude DC. On a success, the froghemoth pulls the creature into an adjacent space, and if it critically succeeds it can also make a bite Strike against the creature after the pull."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Large, 3d6+9 bludgeoning damage, Rupture 24\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Froghemoth
+creatures:
+ - 1: Froghemoth
+```
+
+
+
+A terrifying abomination of teeth, tentacles, and unbridled rage, the froghemoth is thankfully rarely encountered even in the deepest swamplands or most remote Darklands caverns. Capable of devouring dinosaurs and even dragons, it is a frighteningly effective ambush hunter, immersing itself in the mire with only its eyestalk protruding and watching in every direction at once with uncanny precision.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Frost Troll.md b/content/mechanics/srd/Bestiary/Bestiary 2/Frost Troll.md
new file mode 100755
index 000000000..d4cd6a18b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Frost Troll.md
@@ -0,0 +1,99 @@
+---
+title: "Frost Troll"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.6K8gTSm5hpUS8BT0"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/cold
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/troll
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Frost Troll"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Frost Troll"
+level: "Creature 4"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[cold]]
+trait_03: [[evil]]
+trait_04: [[giant]]
+trait_05: [[troll]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision"
+languages: "Common, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +13, Intimidation: +10, Survival: +10"
+abilityMods: [5, 2, 5, 0, 2, 2]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +13, __Ref__ +10, __Will__ +8"
+hp: 90
+health:
+ - name: ""
+ - name: HP
+ desc: "90, regeneration 15 (deactivated by acid or fire); __Immunities__ cold; __Weaknesses__ fire 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Hatchet|Hatchet]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 15 (Deactivated by Acid or Fire)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+13 (reach 10 feet)\n__Damage__ 2d8 + 7 piercing"
+
+ - name: "**Melee** `pf2:1` Hatchet"
+ desc: "+13 (agile, reach 10 feet, sweep)\n__Damage__ 2d6 + 7 slashing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+13 (agile, reach 10 feet)\n__Damage__ 2d4 + 7 slashing"
+
+ - name: "**Ranged** `pf2:1` Hatchet"
+ desc: "+10 (agile, sweep, thrown 10 ft.)\n__Damage__ 2d6 + 7 slashing"
+
+ - name: "Ice Stride"
+ desc: " A frost troll isn't impeded by difficult terrain caused by snow or ice, nor do they need to attempt Acrobatics checks to keep from falling on slippery ice."
+
+ - name: "[[Bestiary Ability Glossary/Rend|Rend]]"
+ desc: "`pf2:1` Claw\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
+
+```
+
+```encounter-table
+name: Frost Troll
+creatures:
+ - 1: Frost Troll
+```
+
+
+
+Frost trolls are nightmarish frozen monsters of rime-stained claws and hoarfrost teeth. Possessing wits superior to those of common trolls, frost trolls often hunt in packs of three-one attacking their quarry openly while the remaining two pause to assess weaknesses before moving in for the kill. Frost trolls relish the taste of human flesh and adjust their hunting grounds seasonally to remain in close proximity to their favorite prey. Of slighter frame than common trolls, a typical frost troll stands 11 feet tall when not hunched and weighs 900 pounds. Their sickly, cracked flesh is of an icy, cerulean pallor. Frost trolls often adorn themselves with trophies of bone and hide flayed from their kills.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Frost Worm.md b/content/mechanics/srd/Bestiary/Bestiary 2/Frost Worm.md
new file mode 100755
index 000000000..3de6d1d41
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Frost Worm.md
@@ -0,0 +1,90 @@
+---
+title: "Frost Worm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.PX0Kq6hacQYQSTpq"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/cold
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Frost Worm"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Frost Worm"
+level: "Creature 12"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+trait_02: [[cold]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +25, Stealth: +20"
+abilityMods: [7, 4, 6, -4, 4, 0]
+speed: 25 feet, burrow 10 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +24, __Ref__ +22, __Will__ +20"
+hp: 225
+health:
+ - name: ""
+ - name: HP
+ desc: "225; __Immunities__ cold; __Weaknesses__ fire 15"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Death Throes"
+ desc: " (cold,primal) When a frost worm dies, it explodes in a 100-foot burst of searing cold blood. All creatures and objects in range take 10d8 cold damage (DC 29 Reflex check save)."
+
+ - name: "Freezing Blood"
+ desc: "`pf2:r` (cold) **Trigger** The frost worm takes piercing or slashing damage\n* * *\n\n**Effect** The frost worm's freezing blood sprays out on a random creature within 10 feet of the frost worm. That creature takes 7d6 cold damage (DC 29 Reflex check save)."
+
+ - name: "Worm Chill"
+ desc: " (aura,cold,primal) 5 feet. A creature that enters or begins its turn in the emanation takes 3d6 cold damage (DC 29 Reflex check save)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+25 ()\n__Damage__ 3d8 + 10 piercing 2d6 cold"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (cold,primal) The frost worm exhales a blast of frost, dealing 13d6 cold damage to creatures in a 50-foot cone (DC 32 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Worm Trill"
+ desc: "`pf2:1` (auditory,concentrate,mental,primal) The frost worm emits a hypnotic trill. Each non-frost worm creature within 100 feet must attempt a DC 32 Will check save. The effects of Worm Trill last for 1 round, but if the frost worm uses this ability again on subsequent rounds, it extends this duration by 1 round for any creature already affected.\n\n**Success** The creature is unaffected and is immune to Worm Trill for 24 hours.\n\n**Failure** The creature is [[Conditions/Fascinated|Fascinated]] by the frost worm.\n\n**Critical Failure** As failure, but the fascinated condition doesn't end if the frost worm uses hostile actions against the creature."
+
+```
+
+```encounter-table
+name: Frost Worm
+creatures:
+ - 1: Frost Worm
+```
+
+
+
+The frost worm's single round, red eye gleams prominently at the head of its monstrous mass, white as a winter snowfall. What appears to be a bifurcated lower jaw is actually two spiky parapodia that the worm uses to shovel food into its lamprey-like mouth. An adult frost worm measures 35 feet long and weighs 8,000 pounds.
+
+A frost worm is an apex predator that uses camouflage, burrowing, and deceit to ambush its prey. When it attacks, a frost worm produces a distinctive, high-pitched trill. Though some survivors of frost worm attacks have compared it to a wailing lament, the trill has a captivating effect on nearby creatures, causing them to stop and listen even as the monstrous creature approaches.
+
+The cold shed by a frost worm is as dangerous as its trill or its jaws, and while it is not fond of warmer climates, neither is it particularly hampered in such regions. A frost worm that somehow finds itself in temperate or even tropical environs causes the immediate area to chill and ice over with frost over time, creating seemingly impossible pockets of frozen terrain.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Ghonhatine.md b/content/mechanics/srd/Bestiary/Bestiary 2/Ghonhatine.md
new file mode 100755
index 000000000..25840064d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Ghonhatine.md
@@ -0,0 +1,92 @@
+---
+title: "Ghonhatine"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.JAXaMWu4qnmkNhhF"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Ghonhatine"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Ghonhatine"
+level: "Creature 10"
+
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +21, Intimidation: +19, Stealth: +19"
+abilityMods: [7, 3, 6, -2, 5, 3]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +22, __Ref__ +17, __Will__ +19"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175; __Immunities__ disease; __Resistances__ acid 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Stench"
+ desc: " (aura,olfactory) 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 26 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] (plus [[Conditions/Slowed|Slowed 1]] for as long as it's sickened on a critical failure).\n\nWhile within the aura, affected creatures take a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.\n\n[[Bestiary Effects/Effect_ Stench|Effect: Stench]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+23 (reach 10 feet)\n__Damage__ 2d12 + 10 piercing 1d6 acid"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+23 (agile, reach 10 feet)\n__Damage__ 2d10 + 10 slashing"
+
+ - name: "**Ranged** `pf2:1` Vomit"
+ desc: "+19 (acid, range increment 20 feet)\n__Damage__ 5d6 acid plus fleshgout"
+
+ - name: "Feed"
+ desc: "`pf2:1` (manipulate) **Requirements** The ghonhatine is adjacent to the corpse of a creature that died within the last hour\n* * *\n\n**Effect** The ghonhatine devours a chunk of the corpse. For 1 minute, the ghonhatine gains fast healing 5 and a +2 status bonus to damage rolls. It can gain these benefits from any given corpse only once.\n\n[[Bestiary Effects/Effect_ Ghonhatine Feed|Effect: Ghonhatine Feed]]"
+
+ - name: "Fleshgout"
+ desc: " (disease) A ghonhatine's vomit carries an awful disease that, over time, can cause a suffering creature's flesh to develop painful boils that eventually slough away, leaving gaping wounds\n\n**Saving Throw** DC 28 Fortitude check\n* * *\n\n**Stage 1** carrier with no ill effect (1d4 hours)\n\n**Stage 2** [[Conditions/Enfeebled|Enfeebled 1]] and [[Conditions/Drained|Drained 1]] (1 day)\n\n**Stage 3** [[Conditions/Enfeebled|Enfeebled 2]] and [[Conditions/Drained|Drained 2]] (1 day)\n\n**Stage 4** enfeebled 2 and [[Conditions/Drained|Drained 3]] (1 day)\n\n**Stage 5** [[Conditions/Drained|Drained 4]], enfeebled 2, and [[Conditions/Unconscious|Unconscious]] (1 day)\n\n**Stage 6** dead"
+
+```
+
+```encounter-table
+name: Ghonhatine
+creatures:
+ - 1: Ghonhatine
+```
+
+
+
+In transforming xulgaths, drow fleshwarpers sought not to create a new type of creature but to recapture a form of xulgath predecessor believed entirely vanished from Golarion. Ghonhatines are the result-hulking reptilian beasts who prefer to crawl on all fours and tear at their foes with bestial fury.
+
+* * *
+
+Horrid abominations reshaped by vile alchemical magic, the two fleshwarps presented here were created by drow, who transform captured elves or xulgaths into twisted monstrosities that can then be loosed to cause havoc and terror.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Giant Amoeba.md b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Amoeba.md
new file mode 100755
index 000000000..1482c4898
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Amoeba.md
@@ -0,0 +1,88 @@
+---
+title: "Giant Amoeba"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.aCcsjWL8hbyT483x"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/ooze
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Giant Amoeba"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Giant Amoeba"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[amphibious]]
+trait_02: [[mindless]]
+trait_03: [[ooze]]
+modifier: 4
+perception:
+ - name: "Perception"
+ desc: "+4; Motion Sense (Precise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +6, Stealth: +3"
+abilityMods: [3, -2, 2, -5, 0, -5]
+speed: 10 feet, climb 10 feet, swim 10 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 8
+armorclass:
+ - name: AC
+ desc: "8; __Fort__ +7, __Ref__ +3, __Will__ +5"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45; __Immunities__ acid, critical hits, precision, unconscious, visual, mental; __Weaknesses__ slashing 5"
+abilities_top:
+ - name: ""
+
+ - name: "Motion Sense"
+ desc: " A giant amoeba can sense nearby creatures through vibration and air or water movement."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pseudopod"
+ desc: "+8 ()\n__Damage__ 1d6 acid plus grab"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d4 bludgeoning plus 1d4 acid, DC 17 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Envelop"
+ desc: "`pf2:3` **Requirements** The giant amoeba begins its turn with a target its size or smaller [[Conditions/Grabbed|Grabbed]]\n* * *\n\n**Effect** The giant amoeba maintains the [[Bestiary Ability Glossary/Grab|Grab]] and extends pseudopods to surround the creature and pull it inside the amoeba's body. This thereafter has the same effect as if the amoeba had [[Bestiary Ability Glossary/Engulf|Engulfed]] the creature (DC 17, 1d6 acid damage, Escape DC 17, Rupture 3)."
+
+ - name: "Weak Acid"
+ desc: " A giant amoeba's acid damages only organic material-not metal, stone, or other inorganic substances."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Giant Amoeba
+creatures:
+ - 1: Giant Amoeba
+```
+
+
+
+These blobs of nearly transparent protoplasm are identical in form and behavior to the microscopic creatures from which they have evolved, except their outlandish size makes them all the more dangerous. Unlike slimes, puddings, and other deadly oozes, giant amoebas have an outer membrane that contains their internal structures, making them more susceptible to slashing weapons than their amorphous kin. However, this membrane is also extremely flexible and permeable, allowing them to surround prey and absorb it, suffocating and slowly digesting it in the amoeba's acidic fluids.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Giant Badger.md b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Badger.md
new file mode 100755
index 000000000..e75429ddd
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Badger.md
@@ -0,0 +1,82 @@
+---
+title: "Giant Badger"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.JoKHL2a7bJiJukwV"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Giant Badger"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Giant Badger"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +8, Stealth: +7"
+abilityMods: [4, 1, 3, -4, 3, -1]
+speed: 25 feet, burrow 10 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +10, __Ref__ +6, __Will__ +8"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Ferocity|Ferocity]]"
+ desc: "`pf2:r` **Trigger** The monster is reduced to 0 HP.\n* * *\n\n**Effect** The monster avoids being knocked out and remains at 1 HP, but its [[Conditions/Wounded|Wounded]] value increases by 1. When it is Wounded 3, it can no longer use this ability"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+11 ()\n__Damage__ 1d8 + 4 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+11 (agile)\n__Damage__ 1d6 + 4 slashing"
+
+ - name: "Badger Rage"
+ desc: "`pf2:1` (concentrate,emotion,mental) The giant badger enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls [[Conditions/Unconscious|Unconscious]], whichever comes first.\n\nWhile raging, the giant badger has AC 17, its jaws Strike deals 1d8+8 damage, and its claw Strike deals 1d6+6 damage. While raging, the giant badger also can't use actions that have the concentrate trait except for [[Actions/Seek|Seek]].\n\nAfter it has stopped raging, a giant badger can't use Badger Rage again for 1 minute.\n\n[[Feat_Feature Effects/Effect_ Rage|Effect: Rage]]"
+
+```
+
+```encounter-table
+name: Giant Badger
+creatures:
+ - 1: Giant Badger
+```
+
+
+
+The violent, territorial giant badger is a relentless predator. An obligate carnivore, its prey ranges from rabbits to deer, livestock, and even the occasional traveler or adventurer. A giant badger's claws are sharp and strong enough to carve tunnels from solid rock. They typically stand 4 feet tall at the shoulder and weigh 500 pounds.
+
+* * *
+
+The burrowing badger is plentiful in most temperate forests. All badgers are naturally fierce and tenacious, and their squat stature belies their strength and speed.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Giant Chameleon.md b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Chameleon.md
new file mode 100755
index 000000000..98e43aa5a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Chameleon.md
@@ -0,0 +1,81 @@
+---
+title: "Giant Chameleon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ACbrp2VNCw5a93uw"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Giant Chameleon"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Giant Chameleon"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +10, Stealth: +10"
+abilityMods: [5, 3, 1, -4, 3, -2]
+speed: 30 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18 all-around vision; __Fort__ +8, __Ref__ +12, __Will__ +8"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60"
+abilities_top:
+ - name: ""
+
+ - name: "Camouflage"
+ desc: " The giant chameleon can change its coloration to match its surroundings. It doesn't need cover to attempt to [[Actions/Hide|Hide]] with a Stealth check."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+12 (reach 10 feet)\n__Damage__ 1d10 + 7 piercing"
+
+ - name: "**Melee** `pf2:1` Tongue"
+ desc: "+12 (agile, reach 15 feet)\n__Damage__ "
+
+ - name: "Tongue Grab"
+ desc: " If the giant chameleon hits a creature with a tongue Strike, that creature becomes [[Conditions/Grabbed|Grabbed]] by the giant chameleon. The target isn't [[Conditions/Immobilized|Immobilized]], but it can't move beyond the reach of the giant chameleon's tongue. A creature can sever the tongue with an attack that hits AC 15 and deals at least 4 slashing damage. Though this doesn't deal any damage to the giant chameleon, it prevents it from using its tongue Strike until it regrows its tongue, which takes a week."
+
+```
+
+```encounter-table
+name: Giant Chameleon
+creatures:
+ - 1: Giant Chameleon
+```
+
+
+
+Giant chameleons are legendary for their ability to change their skin color in response to their surroundings. Their eyes are capable of peering in different directions independently, making them almost as difficult to sneak up on as they are to notice in the first place.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Giant Cockroach.md b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Cockroach.md
new file mode 100755
index 000000000..b2d189f10
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Cockroach.md
@@ -0,0 +1,72 @@
+---
+title: "Giant Cockroach"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.5Cc2QyV2V2ozzXsY"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Giant Cockroach"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Giant Cockroach"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[animal]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision, Scent (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Stealth: +8"
+abilityMods: [1, 3, 1, -5, 1, -1]
+speed: 25 feet, climb 25 feet, fly 15 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +6, __Ref__ +8, __Will__ +4"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Scurry"
+ desc: "`pf2:r` **Trigger** The giant cockroach is targeted by a melee attack\n* * *\n\n**Effect** The giant cockroach gains a +2 circumstance bonus to AC against the triggering attack. After the attack resolves, the cockroach Strides, Climbs, or Flies up to 10 feet."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Mandibles"
+ desc: "+8 (agile, finesse)\n__Damage__ 1d6 + 1 piercing"
+
+```
+
+```encounter-table
+name: Giant Cockroach
+creatures:
+ - 1: Giant Cockroach
+```
+
+
+
+Cockroaches are communal creatures, rarely setting out on their own unless they are searching for food. If an adventurer encounters a single giant cockroach while exploring, they had best take precautions against others, as there is likely an entire colony nearby.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Giant Crab.md b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Crab.md
new file mode 100755
index 000000000..a46d7e108
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Crab.md
@@ -0,0 +1,87 @@
+---
+title: "Giant Crab"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.KsTNywCKVv1QSlAr"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/aquatic
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Giant Crab"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Giant Crab"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+trait_02: [[aquatic]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +8, Stealth: +7"
+abilityMods: [4, 3, 1, -4, 2, -3]
+speed: 25 feet, swim 15 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +7, __Ref__ +9, __Will__ +8"
+hp: 24
+health:
+ - name: ""
+ - name: HP
+ desc: "24; __Resistances__ physical 3 (except bludgeoning)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Scuttle"
+ desc: "`pf2:r` **Trigger** A creature that the giant crab can see targets the crab with an attack\n* * *\n\n**Effect** The giant crab scuttles to the side and gains a +2 circumstance bonus to AC against the triggering attack. After the attack resolves, the crab can Stride up to its speed in a straight line as part of the reaction."
+
+ - name: "Vulnerable to Prone"
+ desc: " If a creature critically succeeds on a check to [[Actions/Trip|Trip]] the giant crab, the crab is flipped over onto its back in addition to the usual effects. A giant crab that is flipped onto its back has a particularly hard time defending itself; instead of taking the normal -2 circumstance penalty to AC for being [[Conditions/Off-Guard|Off-Guard]], it takes a -4 circumstance penalty to AC."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+10 ()\n__Damage__ 1d10 + 4 slashing plus grab"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d6+4 bludgeoning damage, DC 18 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Giant Crab
+creatures:
+ - 1: Giant Crab
+```
+
+
+
+Crabs are scavenging crustaceans known for their hard shells and iconic sideways gait. They use their claws to defend themselves, hunt, and fight other crabs for territory. When confronted with threats from outside their species, most crabs prefer to flee, but when retreat isn't possible, they clamp on to their foes as tightly as they can.
+
+The statistics presented here represent giant crabs that live close to the water's surface. Crabs that live deeper underwater often exhibit more extreme adaptations to their environment. Crabs who live in the depths where little light reaches gain darkvision and cold resistance, and those adapted to the most hostile reaches of the deep sea can detect nearby creatures through subtle shifts in ocean currents.
+
+These skittering creatures are prized for their delicious meat, but their size makes them dangerous targets for harvesting.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Giant Dragonfly Nymph.md b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Dragonfly Nymph.md
new file mode 100755
index 000000000..5e2a3edd0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Dragonfly Nymph.md
@@ -0,0 +1,77 @@
+---
+title: "Giant Dragonfly Nymph"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.a15mxdJbngbdrhLe"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/aquatic
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Giant Dragonfly Nymph"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Giant Dragonfly Nymph"
+level: "Creature 3"
+
+alignment: ""
+size: "Small"
+trait_01: [[animal]]
+trait_02: [[aquatic]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Low-Light Vision, Wavesense (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +10, Stealth: +9"
+abilityMods: [3, 2, 4, -5, 1, -5]
+speed: 10 feet, swim 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +11, __Ref__ +9, __Will__ +6"
+hp: 46
+health:
+ - name: ""
+ - name: HP
+ desc: "46"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense (Imprecise) 30 feet]]"
+ desc: " This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Mandibles"
+ desc: "+12 (agile)\n__Damage__ 1d10 + 6 piercing"
+
+ - name: "Extend Mandibles"
+ desc: "`pf2:1` The giant dragonfly nymph extends its jaws to a surprising distance. The dragonfly nymph makes a mandibles Strike with a reach of 10 feet, but the mandibles lose the agile trait for this Strike."
+
+```
+
+```encounter-table
+name: Giant Dragonfly Nymph
+creatures:
+ - 1: Giant Dragonfly Nymph
+```
+
+
+
+The aquatic, wingless offspring of dragonflies are called dragonfly nymphs. Giant dragonfly nymphs can be several feet in length and mostly hunt in shallow waters, eating carrion and ambushing living creatures with their fully grown counterparts. They are not daunted by larger creatures, compelled by their instinct to eat as much as possible to sustain their growth.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Giant Dragonfly.md b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Dragonfly.md
new file mode 100755
index 000000000..c6e69b006
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Dragonfly.md
@@ -0,0 +1,84 @@
+---
+title: "Giant Dragonfly"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.AtfuXGVtaYak7GMY"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Giant Dragonfly"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Giant Dragonfly"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision, Wavesense (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Athletics: +12, Stealth: +12"
+abilityMods: [4, 4, 2, -5, 3, 0]
+speed: 20 feet, fly 60 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +12, __Ref__ +14, __Will__ +9"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense (Imprecise) 30 feet]]"
+ desc: " This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Mandibles"
+ desc: "+14 ()\n__Damage__ 1d12 + 7 piercing plus grab"
+
+ - name: "Clutch"
+ desc: "`pf2:1` **Requirements** The giant dragonfly has a Medium or smaller creature [[Conditions/Grabbed|Grabbed]] in its mandibles\n* * *\n\n**Effect** The dragonfly tries to transfer the grabbed creature to be clutched by its legs. The giant dragonfly attempts an Athletics check check against the creature's Reflex DC. On a success, it transfers the creature (which remains grabbed) to its legs, freeing its mandibles to attack. The dragonfly can have only one creature clutched at a time."
+
+ - name: "Snatch"
+ desc: " The giant dragonfly can Fly at half Speed while it has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by Clutch, carrying that creature along with it."
+
+ - name: "Swoop"
+ desc: "`pf2:2` The giant dragonfly Flies up to its Speed and makes one mandible Strike at any point during that movement."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Giant Dragonfly
+creatures:
+ - 1: Giant Dragonfly
+```
+
+
+
+These buzzing insects are the size of a small horse. They are ambush predators known to hunt beasts and humanoids alike, capable of using impressive aerial acrobatics to swoop down from above and snatch away their prey.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Giant Fly.md b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Fly.md
new file mode 100755
index 000000000..fbcbb6a47
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Fly.md
@@ -0,0 +1,82 @@
+---
+title: "Giant Fly"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.uxVeElL1g6mwBCli"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Giant Fly"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Giant Fly"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision, Tremorsense (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +6"
+abilityMods: [3, 4, 3, -5, 3, -5]
+speed: 20 feet, climb 20 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +6, __Ref__ +9, __Will__ +6"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Avoid the Swat"
+ desc: "`pf2:r` **Trigger** The giant fly is targeted with a melee or ranged attack by an attacker it can see\n* * *\n\n**Effect** The giant fly gains a +2 circumstance bonus against the triggering attack. If the attack misses, the giant insect can Fly up to its fly Speed."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Mandibles"
+ desc: "+8 ()\n__Damage__ 1d6 + 3 piercing plus fly-pox"
+
+ - name: "Fly Pox"
+ desc: " (disease,virulent) A giant fly could carry any disease, but most transmit a virulent but not fatal infection called Fly Pox with their bite\n\n**Saving Throw** DC 16 Fortitude check\n* * *\n\n**Onset** 1 day\n\n**Stage 1** [[Conditions/Enfeebled|Enfeebled 1]] (1 day)\n\n**Stage 2** as stage 1 (1 day)\n\n**Stage 3** [[Conditions/Enfeebled|Enfeebled 2]] (1 day)\n\n**Stage 4** as stage 3 (1 day)\n\n**Stage 5** enfeebled 2 and [[Conditions/Fatigued|Fatigued]] (1 day)"
+
+```
+
+```encounter-table
+name: Giant Fly
+creatures:
+ - 1: Giant Fly
+```
+
+
+
+This pony-sized fly's twitching limbs seem to never stop moving as it constantly cleans itself and scoops anything edible into its mouthparts. While primarily carrion eaters, giant flies sometimes prey on livestock or other animals too slow to get away.
+
+* * *
+
+Giant flies are pony-sized insects that have massive compound eyes and bodies bristling with short, stiff hairs. Their lairs are notorious for the rotting meat they stockpile to lay their eggs into. Their maggot-dens are also prime breeding grounds for virulent diseases.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Giant Frog.md b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Frog.md
new file mode 100755
index 000000000..305ec4258
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Frog.md
@@ -0,0 +1,81 @@
+---
+title: "Giant Frog"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.vXG4LWhT8NMVpFRU"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Giant Frog"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Giant Frog"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Athletics: +6, Stealth: +7"
+abilityMods: [3, 2, 3, -4, 2, -1]
+speed: 25 feet, swim 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +8, __Ref__ +7, __Will__ +5"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+8 ()\n__Damage__ 1d6 + 3 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Tongue"
+ desc: "+8 (reach 15 feet)\n__Damage__ "
+
+ - name: "Sticky Feet"
+ desc: " Giant frogs are not off-guard when [[Actions/Balance|Balancing]] on a narrow surface, and they gain a +4 bonus to Reflex saves to avoid falling."
+
+ - name: "Tongue Grab"
+ desc: " A creature hit by the giant frog's tongue becomes [[Conditions/Grabbed|Grabbed]] by the giant frog. The creature isn't [[Conditions/Immobilized|Immobilized]], but it can't move beyond the reach of the frog's tongue. A creature can sever the tongue with a Strike against AC 13 that deals at least 2 slashing damage.\n\nThis deals no damage to the frog but prevents it from using its tongue Strike until it regrows its tongue, which takes a week."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Giant Frog
+creatures:
+ - 1: Giant Frog
+```
+
+
+
+Giant frogs can grow up to 6 feet long and weigh over 200 pounds, with rows of razor-sharp teeth lining their gaping mouths.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Giant Jellyfish.md b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Jellyfish.md
new file mode 100755
index 000000000..f0d160bc4
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Jellyfish.md
@@ -0,0 +1,79 @@
+---
+title: "Giant Jellyfish"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.hHYRSegm83oOLYtP"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/aquatic
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Giant Jellyfish"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Giant Jellyfish"
+level: "Creature 7"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[aquatic]]
+trait_03: [[mindless]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Athletics: +17, Stealth: +15"
+abilityMods: [6, 4, 6, -5, 0, -5]
+speed: swim 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +17, __Ref__ +15, __Will__ +1"
+hp: 165
+health:
+ - name: ""
+ - name: HP
+ desc: "165; __Immunities__ precision, mental; __Weaknesses__ piercing 5, slashing 5; __Resistances__ bludgeoning 10, poison 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+18 (agile, reach 20 feet)\n__Damage__ 2d8 + 8 bludgeoning plus jellyfish-venom"
+
+ - name: "Jellyfish Venom"
+ desc: " (poison) **Saving Throw** DC 25 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 2d8 poison damage and [[Conditions/Clumsy|Clumsy 1]] (1 round)\n\n**Stage 2** 3d6 poison damage and [[Conditions/Clumsy|Clumsy 2]] (1 round)\n\n**Stage 3** 2d10 poison damage and [[Conditions/Paralyzed|Paralyzed]] (1 round)"
+
+ - name: "Squeeze"
+ desc: " A giant jellyfish can fit into tight spaces as if it were a Medium creature. It can move at its full Speed while [[Actions/Squeeze|Squeezing]]."
+
+```
+
+```encounter-table
+name: Giant Jellyfish
+creatures:
+ - 1: Giant Jellyfish
+```
+
+
+
+Unlike its smaller cousins, the giant jellyfish is an active predator that chases down its prey through reefs or open water. It can even squeeze its enormous bell-shaped body into the tight confines of shipwrecks to drape its mane of tentacles across the exposed flesh of its prey.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Giant Leech.md b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Leech.md
new file mode 100755
index 000000000..d1a326287
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Leech.md
@@ -0,0 +1,80 @@
+---
+title: "Giant Leech"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.LjuMQojinFnzWRIl"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Giant Leech"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Giant Leech"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[amphibious]]
+trait_02: [[animal]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Tremorsense (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +8, Stealth: +7"
+abilityMods: [4, 1, 3, -5, 1, -5]
+speed: 5 feet, swim 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +9, __Ref__ +7, __Will__ +5"
+hp: 32
+health:
+ - name: ""
+ - name: HP
+ desc: "32; __Weaknesses__ salt 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Mouth"
+ desc: "+10 ()\n__Damage__ 1d4 + 6 piercing plus grab"
+
+ - name: "Blood Drain"
+ desc: "`pf2:1` **Requirements** The giant leech has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** The giant leech drains blood from the creature it has grabbed. This deals 2d4 damage. A creature that has its blood drained by a giant leech is [[Conditions/Drained|Drained 1]] until it receives any kind or amount of healing."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Giant Leech
+creatures:
+ - 1: Giant Leech
+```
+
+
+
+Capable of growing to lengths of nearly 5 feet, giant leeches have circular maws filled with hook-like teeth. They prefer to dwell in stagnant or slow-moving shallow water or in damp, moist undergrowth. Horses and larger animals are their favorite prey, but they won't balk at a chance to latch onto a human- or halfling-sized meal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Giant Maggot.md b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Maggot.md
new file mode 100755
index 000000000..bb61d4c49
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Maggot.md
@@ -0,0 +1,85 @@
+---
+title: "Giant Maggot"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.1Xj2ToLjKmUwAC5d"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/0
+statblock: inline
+name: "Giant Maggot"
+level: 0
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Giant Maggot"
+level: "Creature 0"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 3
+perception:
+ - name: "Perception"
+ desc: "+3; Tremorsense (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +4"
+abilityMods: [2, -1, 3, -5, 1, -5]
+speed: 10 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 13
+armorclass:
+ - name: AC
+ desc: "13; __Fort__ +9, __Ref__ +3, __Will__ +3"
+hp: 18
+health:
+ - name: ""
+ - name: HP
+ desc: "18; __Immunities__ visual"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Regurgitation"
+ desc: "`pf2:r` **Trigger** The giant maggot takes damage\n* * *\n\n**Effect** The giant maggot regurgitates its rancid, foul meal. All creatures in a 5-foot emanation must succeed at a DC 16 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] (or [[Conditions/Sickened|Sickened 2]] on a critical failure).\n\nThe giant maggot can't use Regurgitation again until it spends at least an hour feeding on a corpse."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Mandibles"
+ desc: "+6 ()\n__Damage__ 1d8 + 2 piercing plus grab"
+
+ - name: "Gnaw Flesh"
+ desc: "`pf2:1` **Requirements** The giant maggot has [[Conditions/Grabbed|Grabbed]] a creature\n* * *\n\n**Effect** The giant maggot deals 1d8+2 slashing damage to the grabbed creature as it chews the creature's flesh (DC 19 Reflex check save)."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Giant Maggot
+creatures:
+ - 1: Giant Maggot
+```
+
+
+
+Giant flies lay their eggs on the bodies of larger monsters or livestock. When they hatch, these eggs release squirming maggots the size of human children, ravenous young who voraciously consume any flesh in the immediate vicinity-typically starting with the body upon which they were born.
+
+* * *
+
+Giant flies are pony-sized insects that have massive compound eyes and bodies bristling with short, stiff hairs. Their lairs are notorious for the rotting meat they stockpile to lay their eggs into. Their maggot-dens are also prime breeding grounds for virulent diseases.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Giant Mosquito.md b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Mosquito.md
new file mode 100755
index 000000000..3ad0d00b5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Mosquito.md
@@ -0,0 +1,78 @@
+---
+title: "Giant Mosquito"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.l6KWr5lj3CwH8fvF"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Giant Mosquito"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Giant Mosquito"
+level: "Creature 6"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision, Scent (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Stealth: +13"
+abilityMods: [4, 5, 2, -5, 2, -5]
+speed: 20 feet, fly 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +14, __Ref__ +17, __Will__ +12"
+hp: 80
+health:
+ - name: ""
+ - name: HP
+ desc: "80"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Proboscis"
+ desc: "+17 (finesse)\n__Damage__ 2d10 + 7 piercing plus grab,septic-malaria"
+
+ - name: "Blood Drain"
+ desc: "`pf2:1` **Requirements** The giant mosquito has a creature grabbed\n* * *\n\n**Effect** The giant mosquito uses its proboscis to drain blood from the grabbed creature. This deals 3d6 damage, and the giant mosquito gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a giant mosquito is [[Conditions/Drained|Drained 1]] until it receives healing of any kind or amount."
+
+ - name: "Septic Malaria"
+ desc: " (disease) The victim can't reduce its [[Conditions/Sickened|Sickened]] condition while it's affected by septic malaria\n\n**Saving Throw** DC 24 Fortitude check\n\n**Onset** 1 day\n\n**Stage 1** [[Conditions/Sickened|Sickened 1]] (1 day)\n\n**Stage 2** [[Conditions/Drained|Drained 1]] and [[Conditions/Sickened|Sickened 1]] (1 day)\n\n**Stage 3** as stage 2 (1 day)\n\n**Stage 4** [[Conditions/Unconscious|Unconscious]] (1 day)\n\n**Stage 5** dead"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Giant Mosquito
+creatures:
+ - 1: Giant Mosquito
+```
+
+
+
+These horrifically enlarged versions of the common mosquito often prey upon megafauna like dinosaurs and other large creatures, but they won't turn down a chance to drink the blood of a smaller target-such as a humanoid.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Giant Slug.md b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Slug.md
new file mode 100755
index 000000000..ae12393c5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Slug.md
@@ -0,0 +1,92 @@
+---
+title: "Giant Slug"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.4op4qhMy6Ge13eec"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Giant Slug"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Giant Slug"
+level: "Creature 8"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Scent (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +19"
+abilityMods: [7, -1, 7, -5, 2, -4]
+speed: 20 feet, climb 15 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +21, __Ref__ +11, __Will__ +14"
+hp: 165
+health:
+ - name: ""
+ - name: HP
+ desc: "165; __Weaknesses__ salt 5; __Resistances__ acid 10"
+abilities_top:
+ - name: ""
+
+ - name: "No Hearing"
+ desc: " (auditory) A giant slug has no auditory senses. It is immune to auditory effects, automatically critically fails Perception checks that require it to hear, and takes a -2 status penalty to Perception checks (but not initiative rolls) that involve sound but also rely on other senses."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Radula"
+ desc: "+21 (reach 15 feet)\n__Damage__ 2d10 + 10 slashing plus mucus"
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+21 (reach 10 feet)\n__Damage__ 2d8 + 10 bludgeoning plus mucus"
+
+ - name: "**Ranged** `pf2:1` Disgorged Mucus"
+ desc: "+17 (brutal, range increment 50 feet, splash)\n__Damage__ 3d6 acid plus mucus 1d6 acid plus mucus"
+
+ - name: "Malleable"
+ desc: " The giant slug can fit through tight spaces as if it were a Large creature. While [[Actions/Squeeze|Squeezing]], it can move at its full Speed. It can Squeeze through spaces that typically fit only a Medium creature, but it does so at the usual Speed for Squeezing."
+
+ - name: "Mucus"
+ desc: " Any creature hit by the giant slug or that moves into its mucus trail is coated in sticky, caustic mucus. It takes 1d4 persistent acid damage and takes a -5-foot status penalty to its Speeds while the damage persists."
+
+ - name: "Mucus Trail"
+ desc: " Any square the giant slug moves into is coated in mucus. These spaces are difficult terrain, and any creature that moves into one or ends its turn in one is subjected to the slug's mucus. After an hour, the mucus dries and the area is no longer difficult terrain."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Large or smaller, foot, DC 27 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+```
+
+```encounter-table
+name: Giant Slug
+creatures:
+ - 1: Giant Slug
+```
+
+
+
+These massive, primeval relatives of ordinary slugs squirm slowly through swamps and grasslands. Giant slugs are always voracious and prefer to eat flesh or plants high in water content. They frequently consume livestock or strip bare entire orchards or melon crops. For cattle, pigs, or other sizable meals, they first shred the creatures using their radula-tongue-like appendages covered in teeth- to make them easier to consume. The mucus secreted by a giant slug is powerfully acidic and viscous. Wherever it travels, the creature leaves a trailing brown strip that kills most vegetation. Farmers and ranchers, especially those living near swamps known to contain giant slugs, keep close tabs on these journeys. Many almanacs go into great detail on slug migration and mating seasons. Since each giant slug needs its own wide hunting ground, the creatures typically come into proximity to mate only once a year. Either or both slugs can become impregnated, and any that do typically lay a clutch of around 100 eggs. They usually lay these eggs in a shallow bog or a cool, humid cave.
+
+Giant slugs tend to travel at night, as the creatures dislike sunlight and dry weather. They have been known to seek out locations like barns, the undersides of bridges, or even fortifications like castles for shelter as dawn starts to break. Woe to the unprepared farmer who ambles out at sunrise to milk the cows but instead finds that a giant slug has made the barn its home! Subterranean giant slugs don't have to worry about sunlight, and crawl about on no schedule in particular. Narrow tunnels pose little obstacle for them, as the creatures can easily compress their bodies. These factors make their movements very unpredictable, so they pose quite a menace for underground peoples like kobolds or xulgaths.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Giant Snapping Turtle.md b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Snapping Turtle.md
new file mode 100755
index 000000000..c1b98c2df
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Snapping Turtle.md
@@ -0,0 +1,84 @@
+---
+title: "Giant Snapping Turtle"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.YInrQFIoNKrGZMTN"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Giant Snapping Turtle"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Giant Snapping Turtle"
+level: "Creature 9"
+
+alignment: ""
+size: "grg"
+trait_01: [[animal]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +20"
+abilityMods: [7, 0, 4, -4, 4, -2]
+speed: 20 feet, swim 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +19, __Ref__ +15, __Will__ +19"
+hp: 170
+health:
+ - name: ""
+ - name: HP
+ desc: "170"
+abilities_top:
+ - name: ""
+
+ - name: "Deep Breath"
+ desc: " The giant snapping turtle can hold its breath for 2 hours."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+22 ()\n__Damage__ 2d12 + 10 piercing plus improved-grab"
+
+ - name: "Capsize"
+ desc: "`pf2:1` (attack,move) The turtle tries to capsize an adjacent aquatic vessel of its size or smaller. The turtle must succeed at a DC 35 Athletics check check (reduced by 5 for each size smaller the vessel is than the turtle) or the pilot's Sailing Lore DC, whichever is higher."
+
+ - name: "Shell Defense"
+ desc: "`pf2:1` The giant snapping turtle retracts its limbs and head into its shell and ends its turn. This increases its AC to 30, but it can't act except to reemerge, which it can do as a single action."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Large, 2d12+7 bludgeoning damage, Rupture 30\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Giant Snapping Turtle
+creatures:
+ - 1: Giant Snapping Turtle
+```
+
+
+
+If the regular-sized snapping turtle is foul-tempered, then the giant snapping turtle seems to be willfully violent toward anything that dares intrude upon its domain. Measuring over 20 feet long and weighing thousands of pounds, this creature is capable of swallowing a humanoid whole. Swamp-dwelling societies, particularly boggards and lizardfolk, have often tried to domesticate giant snapping turtles to serve as powerful guardians, but in most cases the casualties pile up quickly. Those unfortunate enough to be swallowed whole by a giant snapping turtle find that even the creature's stomach is somewhat armored, making it difficult to cut through.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Giant Solifugid.md b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Solifugid.md
new file mode 100755
index 000000000..317a7bf8c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Solifugid.md
@@ -0,0 +1,82 @@
+---
+title: "Giant Solifugid"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.w0DRk7O8ZFu8aM0m"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Giant Solifugid"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Giant Solifugid"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +6, Stealth: +6"
+abilityMods: [1, 3, 3, -5, 1, -4]
+speed: 35 feet, climb 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +6, __Ref__ +8, __Will__ +4"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+8 ()\n__Damage__ 1d10 + 1 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+8 (agile, reach 10 feet)\n__Damage__ 1d8 + 1 slashing"
+
+ - name: "Pounce"
+ desc: "`pf2:1` The giant solifugid Strides and makes a Strike at the end of that movement. If the giant solifugid began this action [[Conditions/Hidden|Hidden]], it remains hidden until after this ability's Strike."
+
+ - name: "[[Bestiary Ability Glossary/Rend|Rend]]"
+ desc: "`pf2:1` Claw\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
+
+```
+
+```encounter-table
+name: Giant Solifugid
+creatures:
+ - 1: Giant Solifugid
+```
+
+
+
+The smallest of giant solifugids are still large enough to harry desert traders and their mounts.
+
+* * *
+
+These monstrous vermin have six legs and two large feeding appendages easily mistaken for an additional pair of legs. They are often called camel spiders, sun spiders, or wind scorpions, despite the fact that they are neither spiders nor scorpions.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Giant Squid.md b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Squid.md
new file mode 100755
index 000000000..e11c03e0c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Squid.md
@@ -0,0 +1,92 @@
+---
+title: "Giant Squid"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ZHPxxsLmH48Z4BnF"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/aquatic
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Giant Squid"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Giant Squid"
+level: "Creature 9"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+trait_02: [[aquatic]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +20, Stealth: +18"
+abilityMods: [7, 3, 4, -4, 6, -2]
+speed: swim 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +15, __Ref__ +18, __Will__ +21"
+hp: 155
+health:
+ - name: ""
+ - name: HP
+ desc: "155; __Resistances__ cold 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+21 ()\n__Damage__ 2d12 + 11 piercing"
+
+ - name: "**Melee** `pf2:1` Barbed Tentacles"
+ desc: "+21 (agile, reach 25 feet)\n__Damage__ 2d10 + 11 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Arm"
+ desc: "+21 (agile, reach 10 feet)\n__Damage__ 2d8 + 11 bludgeoning plus improved-grab"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d10+10 bludgeoning damage, DC 25 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Jet"
+ desc: "`pf2:2` (move) The giant squid moves up to 200 feet in a straight line through the water without triggering any reactions."
+
+ - name: "Ravenous Embrace"
+ desc: "`pf2:2` The giant squid makes up to four arm Strikes, each with a different arm and against a different target. The giant squid then makes a beak Strike against one creature that it [[Conditions/Grabbed|Grabbed]] during Ravenous Embrace. Each arm Strike counts separately for the squid's multiple attack penalty, but the penalty doesn't increase until the squid has made all of its arm Strikes; the beak Strike uses the multiple attack penalty as normal."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Giant Squid
+creatures:
+ - 1: Giant Squid
+```
+
+
+
+Dwelling deep within the oceans, this huge cephalopod grows up to 45 feet in length and can weigh up to 600 pounds. Its arms and tentacles are lined with hundreds of hooks and suckers, allowing it to seize its prey with ease.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Giant Tick.md b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Tick.md
new file mode 100755
index 000000000..7b3721887
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Tick.md
@@ -0,0 +1,78 @@
+---
+title: "Giant Tick"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.w6G8xA5xq166EJBW"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Giant Tick"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Giant Tick"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[animal]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +6, Stealth: +6"
+abilityMods: [1, 3, 4, -5, 1, -5]
+speed: 15 feet, climb 15 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +9, __Ref__ +6, __Will__ +4"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Hypostome"
+ desc: "+8 (finesse)\n__Damage__ 1d6 + 1 piercing plus attach,tick-fever"
+
+ - name: "Attach"
+ desc: " When the giant tick Strikes a creature larger than itself, its barbed hypostome attaches it to that creature. This is similar to Grabbing the creature, but the giant tick moves with that creature rather than holding it in place. The giant tick is [[Conditions/Off-Guard|Off-Guard]] while attached. If the giant tick is killed or pushed away while attached to a creature on which it has used Blood Drain, that creature takes 1 bleed damage. Escaping the attachment or removing the giant tick in other ways doesn't cause bleed damage."
+
+ - name: "Blood Drain"
+ desc: "`pf2:1` **Requirements** The giant tick is attached to a creature\n* * *\n\n**Effect** The giant tick uses its hypostome to drain blood from the creature it's attached to. This deals 1d4 damage, and the giant tick gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a giant tick is [[Conditions/Drained|Drained 1]] until it receives healing (of any kind or amount)."
+
+ - name: "Tick Fever"
+ desc: " (disease) **Saving Throw** DC 17 Fortitude check\n\n**Onset** 1 day\n\n**Stage 1** [[Conditions/Enfeebled|Enfeebled 1]] (1 day)\n\n**Stage 2** [[Conditions/Enfeebled|Enfeebled 2]] (1 day)"
+
+```
+
+```encounter-table
+name: Giant Tick
+creatures:
+ - 1: Giant Tick
+```
+
+
+
+This grotesque tick is the size of a dog and scurries with surprising speed.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Giant Toad.md b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Toad.md
new file mode 100755
index 000000000..ef81fe9e6
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Toad.md
@@ -0,0 +1,87 @@
+---
+title: "Giant Toad"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.W7ZTv0oNZu5rkDoA"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Giant Toad"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Giant Toad"
+level: "Creature 2"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +9, Stealth: +6"
+abilityMods: [5, 2, 3, -4, 2, -2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +9, __Ref__ +8, __Will__ +6"
+hp: 36
+health:
+ - name: ""
+ - name: HP
+ desc: "36"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Poisonous Warts"
+ desc: " Any creature that hits the giant toad with an unarmed Strike or otherwise touches the toad is exposed to giant toad poison."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bite"
+ desc: "+11 ()\n__Damage__ 1d8 + 5 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Tongue"
+ desc: "+11 (reach 10 feet)\n__Damage__ "
+
+ - name: "Giant Toad Poison"
+ desc: " (poison) **Saving Throw** DC 19 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** [[Conditions/Stupefied|Stupefied 1]] (1 round)\n\n**Stage 2** [[Conditions/Stupefied|Stupefied 1]] and [[Conditions/Confused|Confused]] (1 round)"
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Medium, 1d8+2 bludgeoning damage, Rupture 8\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "Tongue Grab"
+ desc: " A creature hit by the giant toad's tongue becomes [[Conditions/Grabbed|Grabbed]] by the giant toad. The creature isn't [[Conditions/Immobilized|Immobilized]], but it can't move beyond the reach of the toad's tongue. A creature can sever the tongue with a successful Strike against AC 15 that deals at least 6 slashing damage.\n\nThis deals no damage to the toad but prevents it from using its tongue Strike until it regrows its tongue, which takes a week."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Giant Toad
+creatures:
+ - 1: Giant Toad
+```
+
+
+
+Most giant toads live in dry environments, particularly deserts, and eagerly eat almost any creature smaller than themselves. They're known to eat giant rats, then take over the rats' burrows as homes. Giant toads have large poison glands behind their eyes that enable them to coat their skin with poison. This leads to them having very few natural predators, and populations can quickly explode if left unchecked. While most consider giant toads dangerous pests, some groups of ogres and hill giants cultivate them to collect their poison for recreational use.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Giant Whiptail Centipede.md b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Whiptail Centipede.md
new file mode 100755
index 000000000..edbf6789f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Whiptail Centipede.md
@@ -0,0 +1,84 @@
+---
+title: "Giant Whiptail Centipede"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gEdc3VO6aUIb7m6X"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Giant Whiptail Centipede"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Giant Whiptail Centipede"
+level: "Creature 3"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +10, Stealth: +8"
+abilityMods: [4, 2, 4, -5, 2, -4]
+speed: 30 feet, climb 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +11, __Ref__ +9, __Will__ +7"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Mandibles"
+ desc: "+11 (reach 10 feet)\n__Damage__ 1d10 + 6 piercing plus whiptail-centipede-venom"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+11 (agile, reach 15 feet)\n__Damage__ 1d6 + 6 bludgeoning plus knockdown"
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Tail Only)]]"
+ desc: "`pf2:r` Tail Only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Undulate"
+ desc: "`pf2:1` The giant whiptail centipede Strides or Steps. During this movement, it can pass through spaces as narrow as 5 feet without Squeezing."
+
+ - name: "Whiptail Centipede Venom"
+ desc: " (poison) **Saving Throw** DC 19 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d10 poison damage and [[Conditions/Clumsy|Clumsy 1]] (1 round)\n\n**Stage 2** 2d10 poison damage and [[Conditions/Clumsy|Clumsy 1]] (1 round)\n\n**Stage 3** 2d10 poison damage and [[Conditions/Clumsy|Clumsy 2]] (1 round)"
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Giant Whiptail Centipede
+creatures:
+ - 1: Giant Whiptail Centipede
+```
+
+
+
+Whiptail centipedes are sleek and swift tunnel predators.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Giant Wolverine.md b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Wolverine.md
new file mode 100755
index 000000000..9ab006c74
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Giant Wolverine.md
@@ -0,0 +1,87 @@
+---
+title: "Giant Wolverine"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.bCLurZHbR7CjO6wu"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Giant Wolverine"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Giant Wolverine"
+level: "Creature 4"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Stealth: +11"
+abilityMods: [6, 3, 3, -4, 3, 0]
+speed: 25 feet, climb 10 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +13, __Ref__ +11, __Will__ +9"
+hp: 65
+health:
+ - name: ""
+ - name: HP
+ desc: "65"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+12 ()\n__Damage__ 2d6 + 8 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+12 (agile)\n__Damage__ 2d4 + 8 slashing"
+
+ - name: "Gnaw"
+ desc: "`pf2:1` **Requirements** The wolverine has a creature grabbed from its jaws Strike\n* * *\n\n**Effect** The wolverine chews violently on the creature, dealing 2d6 piercing damage (DC 21 Fortitude check save). A creature that fails its save also takes 2d6 bleed."
+
+ - name: "Pounce"
+ desc: "`pf2:1` The giant wolverine Strides and makes a Strike at the end of that movement. If the giant wolverine begins this action [[Conditions/Hidden|Hidden]], it remains hidden until after the attack."
+
+ - name: "[[Bestiary Ability Glossary/Rend|Rend]]"
+ desc: "`pf2:1` Claw\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
+
+ - name: "Wolverine Rage"
+ desc: "`pf2:1` (concentrate) The giant wolverine enters a state of pure rage that lasts either for 1 minute, until there are no enemies it can perceive, or until it falls [[Conditions/Unconscious|Unconscious]], whichever comes first. While raging, the giant wolverine has AC 20, its jaws Strike deals 2d6+11 damage, and its claw Strike deals 2d4+11 damage. While raging, the giant wolverine can't use actions that have the concentrate trait, except for [[Actions/Seek|Seek]].\n\nAfter it's stopped raging, a giant wolverine can't use Wolverine Rage again for 1 minute."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Giant Wolverine
+creatures:
+ - 1: Giant Wolverine
+```
+
+
+
+Giant wolverines grow to the approximate size of horses and claim even more expansive territories than their more diminutive wolverine cousins. While a smaller wolverine will defend its prey from armed humanoids, a giant wolverine is unafraid to stalk and kill such creatures.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Glass Golem.md b/content/mechanics/srd/Bestiary/Bestiary 2/Glass Golem.md
new file mode 100755
index 000000000..2cdff66dc
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Glass Golem.md
@@ -0,0 +1,87 @@
+---
+title: "Glass Golem"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.GpVmKVyj091xtiJs"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/golem
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Glass Golem"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Glass Golem"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[construct]]
+trait_02: [[golem]]
+trait_03: [[mindless]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Athletics: +19, Stealth: +14"
+abilityMods: [5, 4, 5, -5, 0, -5]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +17, __Ref__ +16, __Will__ +14"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135; __Immunities__ magic, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental; __Resistances__ physical 10 (except adamantine or bludgeoning)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Golem Antimagic"
+ desc: " harmed by sonic (6d6, 2d6 from areas or persistent damage); healed by fire (area 2d6 HP); slowed by cold\n* * *\n\nA golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. If an entry lists multiple types (such as \"cold and water\"), either type of spell can affect the golem.\n\n**Harmed By** Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.\n\n**Healed By** Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.\n\n**Slowed By** Any magic of this type that targets the golem causes it to be [[Conditions/Slowed|Slowed 1]] for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.\n\n**Vulnerable To** Each golem is vulnerable to one or more specific spells, with the effects described in its stat block."
+
+ - name: "Spell Reflection"
+ desc: "`pf2:r` (arcane) **Trigger** The glass golem is targeted by a spell\n* * *\n\n**Effect** The glass golem positions its magical, reflective surfaces to turn the spell back on the caster. It tries to counteract the spell by attempting an Acrobatics check for its counteract check. If it successfully counteract the spell, the effect is turned back on the caster."
+
+ - name: "Vulnerable to Shatter"
+ desc: " A glass golem is affected by the [[Spells/Shatter|Shatter]] spell as though the golem were an unattended object."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bladed Limb"
+ desc: "+20 (agile, magical, versatile p)\n__Damage__ 2d6 + 8 slashing 1d6 bleed"
+
+ - name: "Dazzling Brilliance"
+ desc: "`pf2:2` (light,visual) The glass golem creates waves of scintillating luminosity that cast bright light in a 60-foot emanation (and dim light for the next 60 feet). The light lasts until the start of the glass golem's next turn, after which the glass golem can't use Dazzling Brilliance for 1d4 rounds. A creature within the bright light or that enters the bright light must attempt a DC 23 Will check save.\n* * *\n\n**Success** The creature is unaffected.\n\n**Failure** The creature is [[Conditions/Dazzled|Dazzled]] for 1 round.\n\n**Critical Failure** The creature is [[Conditions/Blinded|Blinded]] for 1 round and then dazzled for an additional 4 rounds."
+
+```
+
+```encounter-table
+name: Glass Golem
+creatures:
+ - 1: Glass Golem
+```
+
+
+
+Crafted of hardened glass and held together by magically treated lead, glass golems are both deadly guardians and works of exquisite art. Glass golems most often protect grand cathedrals or opulent palaces-testaments to the wealth and power of those they serve, or once served. Once spurred into action by the commands of their creators, glass golems are quicker and more agile than most other golems. Their sharp, blade-like limbs can easily sever veins and arteries, creating wounds that bleed profusely.
+
+Of all the various types of golems, the glass golem is the one most akin to a work of art. Just as powerful aristocrats might use an ice golem for temperature regulation or a wood golem as an ego-boosting statue, a glass golem's colorful glass construction can elevate the beauty of any chamber by its mere presence.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Gorgon.md b/content/mechanics/srd/Bestiary/Bestiary 2/Gorgon.md
new file mode 100755
index 000000000..4fb6ab910
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Gorgon.md
@@ -0,0 +1,85 @@
+---
+title: "Gorgon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.y3lyoaFzaf2i3sJL"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Gorgon"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Gorgon"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +19"
+abilityMods: [7, 3, 6, -4, 5, 3]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +18, __Ref__ +13, __Will__ +17"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135; __Immunities__ petrified"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+20 ()\n__Damage__ 2d12 + 10 piercing"
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+18 ()\n__Damage__ 2d6 + 10 bludgeoning"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (earth,incapacitation,primal) The gorgon breathes a 60-foot cone of green gas. Each creature in the area must attempt a DC 25 Fortitude check save.\n\nThe gorgon can't use Breath Weapon again for 1d4 rounds.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature's body hardens and stiffens, causing it to become [[Conditions/Slowed|Slowed 1]] for 1 round.\n\n**Failure** The creature becomes [[Conditions/Petrified|Petrified]] for 1 minute. It can attempt a new save at the end of each of its turns.\n\n**Critical Failure** The creature becomes petrified permanently."
+
+ - name: "Powerful Charge"
+ desc: "`pf2:2` The gorgon Strides twice, then makes a horn Strike. If it moved at least 20 feet from its starting position, the Strike's damage is increased to 3d12+12."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Medium or smaller, hoof, DC 26 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+```
+
+```encounter-table
+name: Gorgon
+creatures:
+ - 1: Gorgon
+```
+
+
+
+Though they may resemble constructs to the untrained eye due to their metallic, interlocking armor plates that look and feel like polished stone, gorgons are a creature of flesh and bone. These ill-tempered beasts greet interlopers with a charge or trample accompanied with belches of petrifying breath. Gorgons are dangerous on their own, and when they band together in herds, they become especially deadly.
+
+Gorgons typically subsist on petrified flesh or fossils. These supernatural beasts can gain sustenance from natural stone if they must, though they find raw stone flavorless, so it's not a preferred food source. In battle, gorgons use their petrifying breath to turn their prey into stone. They break up the resulting statues with their hooves or horns and swallow the stony chunks with loud chewing bites. Gorgons cannot digest unpetrified organic material, and if they try, they experience sickness and great gastrointestinal peril. Such discomforts are not life threatening to gorgons, but they do make the creatures even more ill tempered than usual-much to the chagrin of anyone they subsequently encounter.
+
+Gorgon flesh tastes vaguely like beef, but with a gritty, earthy texture and aftertaste that most meat connoisseurs find off-putting. Creatures with a close association to earth and stone are more likely to find the flavor appetizing; stone giants in particular consider gorgon steaks to be delicacies. Some cultures, notably dwarven cultures, consider the preparation of gorgon for meals as both a physical and a culinary challenge. Chefs who work with gorgon flesh can find renown for their skill in creating palatable dishes from such naturally unpalatable meat.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Granite Glyptodont.md b/content/mechanics/srd/Bestiary/Bestiary 2/Granite Glyptodont.md
new file mode 100755
index 000000000..abcdc9e00
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Granite Glyptodont.md
@@ -0,0 +1,80 @@
+---
+title: "Granite Glyptodont"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.K0Pyjajljzqj5j8d"
+tags:
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Granite Glyptodont"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Granite Glyptodont"
+level: "Creature 8"
+
+alignment: ""
+size: "Large"
+trait_01: [[earth]]
+trait_02: [[elemental]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision, Tremorsense (Imprecise) 90 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +18"
+abilityMods: [6, 1, 6, 0, 5, 0]
+speed: 30 feet, burrow 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +18, __Ref__ +13, __Will__ +17"
+hp: 145
+health:
+ - name: ""
+ - name: HP
+ desc: "145; __Immunities__ bleed, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 90 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+20 (forceful, reach 10 feet, versatile p)\n__Damage__ 2d12 + 9 bludgeoning plus calcification"
+
+ - name: "Calcification"
+ desc: " (incapacitation,primal) A blow from a granite glyptodont's tail hardens the flesh of the creature struck. The target must succeed at a DC 26 Fortitude check saving throw or become [[Conditions/Slowed|Slowed 1]] (or [[Conditions/Slowed|Slowed 2]] on a critical failure). Further failed saves against calcification increase the value of the slowed condition. Once a creature's actions are reduced to 0 by calcification, that creature becomes [[Conditions/Petrified|Petrified]]. If the creature isn't petrified, the slowed conditions end once 1 minute passes without the creature failing a save against calcification.\n\nEvery 24 hours after it was petrified, the creature can attempt a DC 26 Fortitude check save to recover. On a success, it becomes flesh again, but is [[Conditions/Slowed|Slowed 1]] for the next 24 hours. On a critical success, the creature recovers and isn't slowed. On a failure, the creature remains petrified, but can try again in 24 hours. On a critical failure, the petrification is permanent, and the creature can't attempt any more saves."
+
+ - name: "Earth Glide"
+ desc: " A granite glyptodont can [[Actions/Burrow|Burrow]] through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing."
+
+```
+
+```encounter-table
+name: Granite Glyptodont
+creatures:
+ - 1: Granite Glyptodont
+```
+
+
+
+This squat and stony creature looks like an armadillo with a large raised back and a flail-like tail. The granite glyptodont has no true need to feed, as with all elementals, yet it does seem to linger after transforming the flesh of those it calcifies, as if the mere proximity of flesh fossilizing into stone pleases it somehow.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Gray Ooze.md b/content/mechanics/srd/Bestiary/Bestiary 2/Gray Ooze.md
new file mode 100755
index 000000000..527f0cde1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Gray Ooze.md
@@ -0,0 +1,86 @@
+---
+title: "Gray Ooze"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.SBsCybp5c38Xn3D8"
+tags:
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/ooze
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Gray Ooze"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Gray Ooze"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[mindless]]
+trait_02: [[ooze]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Motion Sense (Precise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +11, Stealth: +10"
+abilityMods: [5, 2, 4, -5, 0, -5]
+speed: 10 feet, climb 10 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 14
+armorclass:
+ - name: AC
+ desc: "14; __Fort__ +12, __Ref__ +10, __Will__ +8"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60; __Immunities__ acid, critical hits, precision, unconscious, visual, mental; __Resistances__ slashing 5, piercing 5"
+abilities_top:
+ - name: ""
+
+ - name: "Motion Sense"
+ desc: " A gray ooze can sense nearby creatures through vibration and air or water movement."
+
+ - name: "Puddled Ambush"
+ desc: " **Trigger** A creature enters a space occupied by a gray ooze\n\n**Requirements** Initiative has not yet been rolled\n* * *\n\n**Effect** The gray ooze automatically notices the creature, then makes a pseudopod Strike against one creature adjacent to itself before rolling initiative."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pseudopod"
+ desc: "+13 (agile)\n__Damage__ 1d6 + 5 bludgeoning plus grab 1d6 acid plus grab"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d6 bludgeoning plus 1d6 acid, DC 21 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Gray Ooze Acid"
+ desc: " A gray ooze's acid damages only metal and organic materials, not stone."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Gray Ooze
+creatures:
+ - 1: Gray Ooze
+```
+
+
+
+These dangerous oozes are the bane of any who travel through swamps, marshes, or damp caves. Easily masquerading as pools of clear water or patches of wet stone, gray oozes lie in wait for unwary victims to reach down for a drink or step into what appears to be a puddle, then lash out with whiplike pseudopods to ensnare and consume their hapless prey.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Green Dracolisk.md b/content/mechanics/srd/Bestiary/Bestiary 2/Green Dracolisk.md
new file mode 100755
index 000000000..cdead7e1f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Green Dracolisk.md
@@ -0,0 +1,92 @@
+---
+title: "Green Dracolisk"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.c4rZ5YhQPW2agonA"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/dragon
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Green Dracolisk"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Green Dracolisk"
+level: "Creature 9"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[dragon]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision, Tremorsense (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Athletics: +21, Stealth: +17, Survival: +20"
+abilityMods: [6, 2, 5, -3, 5, 1]
+speed: 20 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +20, __Ref__ +17, __Will__ +18"
+hp: 155
+health:
+ - name: ""
+ - name: HP
+ desc: "155; __Immunities__ paralyzed, petrified, sleep; __Resistances__ poison 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Draconic Resistance"
+ desc: " A green dracolisk has resistance 10 to poison damage."
+
+ - name: "Petrifying Glance"
+ desc: "`pf2:r` (arcane,aura,visual) **Trigger** A creature within 30 feet that the dracolisk can see starts its turn\n* * *\n\n**Effect** The target must attempt a DC 26 Fortitude check save. If it fails, it becomes [[Conditions/Slowed|Slowed 1]] for 1 minute as its body stiffens."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 ()\n__Damage__ 2d12 + 8 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile)\n__Damage__ 2d10 + 8 slashing"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane) The green dracolisk breathes a 30-foot cone of energy. This breath weapon deals 6d10 poison damage, with a DC 28 Fortitude check save.\n\nThe dracolisk can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Petrifying Gaze"
+ desc: "`pf2:2` (arcane,concentrate,incapacitation,visual) The dracolisk stares at a creature it can see within 30 feet. That creature must attempt a DC 28 Fortitude check save. If it fails and has not already been slowed by Petrifying Glance or this ability, it becomes [[Conditions/Slowed|Slowed 1]]. If the creature already was slowed by this ability or Petrifying Glance, a failed save causes the creature to be [[Conditions/Petrified|Petrified]] permanently.\n\nA creature petrified in this manner can be instantly restored to flesh by being coated (not just splashed) with fresh dracolisk or basilisk blood no more than 1 hour old. A single dracolisk contains enough blood to coat 1d4+2 Medium creatures in this manner."
+
+ - name: "Savage Jaws"
+ desc: "`pf2:2` The dracolisk makes a single Strike with its jaws. If the attack hits, it deals 4d12+16 piercing damage (versatile S). This counts as two attacks for its multiple attack penalty."
+
+```
+
+```encounter-table
+name: Green Dracolisk
+creatures:
+ - 1: Green Dracolisk
+```
+
+
+
+Dracolisks are rare magical crossbreeds of chromatic dragons and basilisks. None now know how they first came to be, but they have proven viable and can breed with one another as well as with basilisks. While a dracolisk appears much like a young true dragon of its parent type, its eight legs are an immediate indication that it is something more. Its coloration varies, depending on the nature of its draconic ancestry, though it's lighter on its underside and darker near its wing tips. A typical dracolisk is 15 feet long and weighs 3,000 pounds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Grendel.md b/content/mechanics/srd/Bestiary/Bestiary 2/Grendel.md
new file mode 100755
index 000000000..9b8c69dec
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Grendel.md
@@ -0,0 +1,108 @@
+---
+title: "Grendel"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.8YtTYXwb1cNEeXoO"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/19
+statblock: inline
+name: "Grendel"
+level: 19
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Grendel"
+level: "Creature 19"
+rare_03: [[Unique]]
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[humanoid]]
+modifier: 35
+perception:
+ - name: "Perception"
+ desc: "+35; Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +34, Athletics: +39, Intimidation: +34, Stealth: +34, Survival: +33"
+abilityMods: [10, 5, 7, 0, 6, 5]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 44
+armorclass:
+ - name: AC
+ desc: "44; __Fort__ +36, __Ref__ +32, __Will__ +31"
+hp: 360
+health:
+ - name: ""
+ - name: HP
+ desc: "360; __Resistances__ all damage 15 (except unarmed attacks)"
+abilities_top:
+ - name: ""
+
+ - name: "Keen Hearing"
+ desc: " Grendel's hearing is a precise sense to a range of 120 feet."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Special)]]"
+ desc: "`pf2:r` Grendel gains an extra reaction at the start of each of his turns that he can use only to make an Attack of Opportunity with his claw. He can't use more than one Attack of Opportunity triggered by the same action.\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Ferocity|Ferocity]]"
+ desc: "`pf2:r` **Trigger** The monster is reduced to 0 HP.\n* * *\n\n**Effect** The monster avoids being knocked out and remains at 1 HP, but its [[Conditions/Wounded|Wounded]] value increases by 1. When it is Wounded 3, it can no longer use this ability"
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 60 feet. DC 38 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Unstoppable"
+ desc: "`pf2:r` **Trigger** Grendel would take [[Conditions/Persistent Damage|Persistent Damage]] or gain one of the following conditions: [[Conditions/Blinded|Blinded]], [[Conditions/Clumsy|Clumsy]], [[Conditions/Confused|Confused]], [[Conditions/Controlled|Controlled]], [[Conditions/Dazzled|Dazzled]], [[Conditions/Deafened|Deafened]], [[Conditions/Doomed|Doomed]], [[Conditions/Drained|Drained]], [[Conditions/Enfeebled|Enfeebled]], [[Conditions/Fascinated|Fascinated]], [[Conditions/Fatigued|Fatigued]], [[Conditions/Fleeing|Fleeing]], [[Conditions/Frightened|Frightened]], [[Conditions/Paralyzed|Paralyzed]], [[Conditions/Petrified|Petrified]], [[Conditions/Sickened|Sickened]], [[Conditions/Slowed|Slowed]], [[Conditions/Stunned|Stunned]], or [[Conditions/Stupefied|Stupefied]]\n* * *\n\n**Effect** The persistent damage or condition from the triggering effect doesn't affect Grendel."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+37 (agile, magical, reach 10 feet)\n__Damage__ 4d8 + 18 bludgeoning plus improved-grab"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+37 (magical, reach 10 feet, versatile b)\n__Damage__ 4d10 + 18 piercing"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+37 (brutal, range increment 150 feet)\n__Damage__ 2d12 + 18 bludgeoning"
+
+ - name: "Hands of the Murderer"
+ desc: " Grendel's fist Strikes deal 18 bludgeoning damage on a failure (but no damage on a critical failure)."
+
+ - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
+ desc: "`pf2:1` The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
+
+ - name: "Tooth Grind"
+ desc: "`pf2:1` (healing) **Requirements** Grendel is grabbing a creature\n* * *\n\n**Effect** Grendel makes a bludgeoning jaws Strike against the creature he's grabbing. On a hit, the creature also takes 2d6 bleed damage and becomes [[Conditions/Wounded|Wounded 1]], or increases its wounded value by 1 if already wounded. On a critical hit, the creature instead becomes wounded 2, or increases its wounded value by 2 if already wounded. If a creature dies from Tooth Grind, Grendel regains 40 healing HP; this is a healing effect."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Grendel
+creatures:
+ - 1: Grendel
+```
+
+
+
+This reaver of the cold marsh is not just a monster; he is a force of nature. Where there is peace and prosperity in the world, Grendel strikes, eager to prove that tranquility is transitory and death is the only constant. He stalks the edge of his fens, seeking settlements where joy holds sway. He strikes under cover of night, primarily targeting celebrations or festivals. The more happiness or joy he can extinguish, the better.
+
+Although Grendel is a unique creature, killing him won't save the world from his ravages for long. Once Grendel's mother instinctively feels the pain of her violent son's death, she soon births a replacement. The new Grendel seems to avoid the sites his elder brothers terrorized, as if he instinctively knows that such a place hosts heroes powerful enough to defeat him.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Grimstalker.md b/content/mechanics/srd/Bestiary/Bestiary 2/Grimstalker.md
new file mode 100755
index 000000000..a624477d3
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Grimstalker.md
@@ -0,0 +1,91 @@
+---
+title: "Grimstalker"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.qbhpN4MGLvgqX5W2"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Grimstalker"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Grimstalker"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[fey]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Low-Light Vision"
+languages: "Aklo, Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Intimidation: +13, Nature: +11, Stealth: +13, Survival: +12"
+abilityMods: [4, 4, 2, 2, 3, 2]
+speed: 40 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +9, __Ref__ +15, __Will__ +12"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60; __Weaknesses__ cold iron 5"
+abilities_top:
+ - name: ""
+
+ - name: "Camouflage"
+ desc: " A grimstalker can [[Actions/Hide|Hide]] in natural environments, even if it doesn't have cover."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+15 (agile)\n__Damage__ 2d6 + 7 slashing plus grimstalker-sap"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 22, attack +14; __3rd __ _[[Spells/Earthbind|Earthbind]]_, _[[Spells/Wall of Thorns|Wall of Thorns]]_; __2nd __ _[[Spells/Entangling Flora|Entangle]]_, _[[Spells/Vanishing Tracks|Pass Without Trace]]_, _[[Spells/One with Plants|Tree Shape]]_\n__Cantrips__ __(3rd)__ _[[Spells/Tangle Vine|Tanglefoot]]_"
+
+ - name: "Grimstalker Sap"
+ desc: " (poison) **Saving Throw** DC 22 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d6 poison damage (1 round)\n\n**Stage 2** 1d6 poison damage and [[Conditions/Clumsy|Clumsy 1]] (1 round),\n\n**Stage 3** 2d6 poison damage and [[Conditions/Clumsy|Clumsy 2]] (1 round)"
+
+ - name: "Woodland Stride"
+ desc: " A grimstalker can always find a path, almost as if foliage parts before it. A grimstalker ignores difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don't impede its progress."
+
+```
+
+```encounter-table
+name: Grimstalker
+creatures:
+ - 1: Grimstalker
+```
+
+
+
+These violently murderous fey have one purpose: to stealthily hunt down and slay humanoids brazen enough to dare set foot in the wilderness. Though they prefer to hunt from the shadows, grimstalkers do not fear taking their grisly work to the very edges of civilization. This boldness serves as a reminder that nature can be cruel, capricious, and owes no debt to humanity. Grimstalkers are happy to perform nature's dirty work and particularly enjoy targeting loggers, hunters, and explorers, regardless of whether they respect the natural setting they work or travel within.
+
+Grimstalkers are gaunt and hairless, and their mottled, green and brown flesh gives them the appearance of moss-draped bark. When damaged, they bleed a thick, sap-like blood. They mark their territories by lopping off the heads of their victims and stringing them up in the surrounding trees, a practice that often lures dangerous scavengers into their lands. Carnivorous and thorny plants are often found in wilds where grimstalkers dwell, filling roles that pets might in human society, though grimstalkers tend to treat these "pets" poorly at best.
+
+There are few accounts of grimstalkers working with other fey-for the most part, grimstalkers see their kin from the First World as cowards or weaklings, or perhaps both. Even notoriously violent fey such as redcaps shy from them, as grimstalkers consider their own kind the only company worth keeping.
+
+Grimstalkers hunt in small bands, using stealth to approach their targets. They surround enemies first, then work to unnerve them by knocking on trees or howling out threats in Aklo to distract and panic their quarry. Of course, a band of grimstalkers won't stay together for long, quickly succumbing to bickering and infighting. These violent arguments are common pastimes among grimstalkers, often ending with each grimstalker going its own way. Not even the presence of more powerful fey or commanding creatures can keep grimstalkers from their predisposed bickering. Some scholars theorize that this quality speaks to an ancient curse that once afflicted fey who were judged too cantankerous, but in truth, it's just part of what makes a grimstalker what it is: ill-tempered, confrontational, and bitter.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Grippli Scout.md b/content/mechanics/srd/Bestiary/Bestiary 2/Grippli Scout.md
new file mode 100755
index 000000000..3c4ed43ca
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Grippli Scout.md
@@ -0,0 +1,87 @@
+---
+title: "Grippli Scout"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.DteDb1ZbSJ9BfU9U"
+tags:
+ - pf2e/creature/type/grippli
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Grippli Scout"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Grippli Scout"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[grippli]]
+trait_02: [[humanoid]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Common, Grippli"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +4, Nature: +6, Stealth: +7, Survival: +6"
+abilityMods: [1, 4, 2, 0, 3, -1]
+speed: 25 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +7, __Ref__ +9, __Will__ +6"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Dart|Dart]], [[Equipment/Sickle|Sickle]], [[Equipment/Leather Armor|Leather Armor]], [[Equipment/Net|Net]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Sickle"
+ desc: "+9 (agile, finesse, trip)\n__Damage__ 1d4 + 1 slashing"
+
+ - name: "**Ranged** `pf2:1` Dart"
+ desc: "+9 (agile, range increment 20 feet)\n__Damage__ 1d4 + 1 piercing"
+
+ - name: "Hurl Net"
+ desc: "`pf2:1` **Requirements** The grippli is wielding a net in two hands\n* * *\n\n**Effect** The grippli makes a ranged Strike (with a +9 modifier) against a Medium or smaller creature within 20 feet. On a hit, the target is [[Conditions/Off-Guard|Off-Guard]] and takes a -10-foot circumstance penalty to its Speeds. On a critical hit, the creature is [[Conditions/Restrained|Restrained]] instead. The DC to [[Actions/Escape|Escape]] the net is 16. A creature adjacent to the target can Interact with the net to remove it."
+
+ - name: "Jungle Stride"
+ desc: " Gripplis ignore difficult terrain in forests and jungles."
+
+```
+
+```encounter-table
+name: Grippli Scout
+creatures:
+ - 1: Grippli Scout
+```
+
+
+
+Gripplis make their homes in the treetops of tropical jungles and forests. These frog-like humanoids are uniquely adapted to their environment, with oversized eyes that give them keen vision in both light and dark and large toes that allow them to easily scale trees. Gripplis vary widely in physical appearance, with their physiologies influenced by their surrounding environment. Those who live in verdant forests, for example, typically have bright green skin and red eyes. In contrast, gripplis who live in regions of rot and decay have mottled-brown coloration, and those who dwell near lakes or streams may bear bright blue and orange stripes. Typical gripplis stand just over 2 feet tall and weigh approximately 30 pounds.
+
+Whatever region they come from, gripplis tend to be peaceful hunter-gatherers. Due to their modest understanding of agriculture, gripplis don't maintain typical farms like other humanoids do. Rather, they cultivate mushroom patches and gather a wide array of fruits from the surrounding wilderness. While most gripplis hunt insects, some societies also capture and breed them, nurturing herds of giant dragonflies or beetles that they eventually slaughter for food. Particularly enterprising gripplis might even seek out and tame larger flying insects to use as mounts during their hunts. The rearing of such massive insects is no easy feat, however, so gripplis who manage to do so are often heralded as local heroes.
+
+Gripplis usually construct their villages in particularly dense copses, stringing thin rope bridges between wide wooden platforms built around each trunk. They make use of broad leaves and thick branches to further obscure their villages, making them especially difficult to spot from the forest floor, and riddle the surrounding forest with labyrinthine trails that only they can navigate.
+
+Grippli scouts typically keep watch on the outskirts of grippli settlements. More potent gripplis inhabit the settlements, be they religious leaders, powerful druids, or agile warriors that, due to their small size, focus more on finesse weapons and ranged attacks than on melee tactics.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Grodair.md b/content/mechanics/srd/Bestiary/Bestiary 2/Grodair.md
new file mode 100755
index 000000000..7e63422cc
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Grodair.md
@@ -0,0 +1,105 @@
+---
+title: "Grodair"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ynLu6DyYPZk9wtPn"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Grodair"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Grodair"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[amphibious]]
+trait_02: [[beast]]
+trait_03: [[chaotic]]
+trait_04: [[fey]]
+trait_05: [[water]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision"
+languages: "Fey, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +13, Nature: +13, Survival: +11"
+abilityMods: [4, 2, 4, 1, 2, 2]
+speed: 25 feet, swim 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +15, __Ref__ +9, __Will__ +11"
+hp: 88
+health:
+ - name: ""
+ - name: HP
+ desc: "88"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Death Flood"
+ desc: " (primal,water) When a grodair dies, its body explodes in a blast of pressurized water that deals 4d6 bludgeoning damage to creatures within a 15-foot emanation (DC 22 Reflex check save). A creature that fails its save is pushed 5 feet (or 10 feet on a critical failure)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+15 ()\n__Damage__ 2d8 + 7 piercing"
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+15 ()\n__Damage__ 1d10 + 7 bludgeoning plus knockdown"
+
+ - name: "**Ranged** `pf2:1` Water Jet"
+ desc: "+13 (range increment 60 feet)\n__Damage__ 3d6 bludgeoning plus push"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 22, attack +12; __5th __ _[[Spells/Control Water|Control Water]]_"
+
+ - name: "Muddy Field"
+ desc: "`pf2:1` (primal,water) The grodair transforms all soil, sand, or similar sediment in a 10-foot emanation into mud for 1 round. This mud is difficult terrain for creatures other than grodairs."
+
+ - name: "Organ of Endless Water"
+ desc: "`pf2:1` (manipulate,primal,water) The grodair causes water to pour from a magical sac on its spine, either a stream of water at a rate of 1 gallon per round, or a fountain in a 5-foot-long stream at a rate of 5 gallons per round. It can stop the flow of water as a single action."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+ - name: "[[Bestiary Ability Glossary/Push|Push]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Push in its damage entry\n* * *\n\n**Effect** The monster attempts to [[Actions/Shove|Shove]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance."
+
+```
+
+```encounter-table
+name: Grodair
+creatures:
+ - 1: Grodair
+```
+
+
+
+Grodairs are bizarre fishlike creature native to the First World. Their supernatural physiology includes a strange organ with an extradimensional space capable of storing thousands of gallons of water. This grants grodairs the ability to create a suitable environment for themselves anywhere by releasing the water, quickly transforming any surrounding land into a shallow bog. When grodairs wish to leave for a new location, they simply suck up all the water back up. When necessary, grodairs can also travel on land by walking upon the tangle of long, fleshy tentacles that dangle from their bellies.
+
+Grodairs have two sets of eyes that function independently. While this makes the creatures difficult to surprise, it also makes them easy to distract. During conversations, they have a tendency to lose focus quickly and have difficulty remembering things. Still, they are avid conversationalists and enjoy hearing tales about the world. While this quality makes grodairs quite likable, they aren't reliable. They have difficulty following plans or schedules, and they can keep a secret only if they happen to forget it first. For these reasons, grodairs don't always make the best allies.
+
+Grodairs are voracious and curious omnivores who love trying new foods-in fact, the pursuit of new and interesting food is the most common reason that they venture out of First World. They can also capture and store within their throats any small animals and plants easily suspended in water, and eject them for consumption at a later time.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Hamatula.md b/content/mechanics/srd/Bestiary/Bestiary 2/Hamatula.md
new file mode 100755
index 000000000..2f242bb95
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Hamatula.md
@@ -0,0 +1,107 @@
+---
+title: "Hamatula"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.scRQ6fMTdRRfQE91"
+tags:
+ - pf2e/creature/type/devil
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Hamatula"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Hamatula"
+level: "Creature 11"
+
+alignment: ""
+size: "Medium"
+trait_01: [[devil]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[lawful]]
+trait_05: [[unholy]]
+modifier: 24
+perception:
+ - name: "Perception"
+ desc: "+24; Greater Darkvision"
+languages: "Diabolic, Draconic, Empyrean; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +23, Arcana: +18, Intimidation: +21, Religion: +20, Stealth: +23, Survival: +22"
+abilityMods: [7, 6, 5, 1, 5, 4]
+speed: 25 feet, fly 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +23, __Ref__ +20, __Will__ +20; +1 status to all saves vs. magic"
+hp: 165
+health:
+ - name: ""
+ - name: HP
+ desc: "165; __Immunities__ fire; __Weaknesses__ holy 10; __Resistances__ physical 10 (except silver), poison 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Special)]]"
+ desc: "`pf2:r` Barb only. A hamatula gains an extra reaction at the start of each of its turns that it can use only to make an Attack of Opportunity. It can't use more than one Attack of Opportunity triggered by the same action. In addition to the normal trigger, a hamatula can make an Attack of Opportunity against a creature that touches it or an adjacent creature that attempts a melee Strike against it.\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Barb"
+ desc: "+24 (magical, unholy)\n__Damage__ 3d8 + 13 piercing plus bloodletting 1d6 spirit plus bloodletting"
+
+ - name: "**Ranged** `pf2:1` Hurled Barb"
+ desc: "+23 (magical, range increment 60 feet, unholy)\n__Damage__ 2d8 + 13 piercing plus bloodletting 1d6 spirit plus bloodletting"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 27, attack +21; __5th __ _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Rune Trap|Glyph of Warding (At will)]]_; __4th __ _[[Spells/Translocate|Dimension Door (At will)]]_; __3rd __ _[[Spells/Harm|Harm]]_, _[[Spells/Paralyze|Paralyze (x2)]]_\n__Cantrips__ __(6th)__ _[[Spells/Produce Flame|Produce Flame]]_"
+
+ - name: "Rituals"
+ desc: "_Infernal Pact_"
+
+ - name: "Bloodletting"
+ desc: " On a critical hit, the hamatula's barbs deal 3d6 bleed."
+
+ - name: "Frightful Strike"
+ desc: " (divine,emotion,fear,mental) **Trigger** The hamatula hits a creature with a barb Strike\n* * *\n\n**Effect** The creature struck must succeed at a DC 27 Will check save or become [[Conditions/Frightened|Frightened 2]] (or [[Conditions/Frightened|Frightened 3]] on a critical failure). Regardless of the result of its saving throw, the creature is then temporarily immune to Frightful Strike for 24 hours."
+
+ - name: "Impaling Barb"
+ desc: "`pf2:2` The hamatula makes a barb Strike, then Strides up to half its Speed without triggering reactions. If the Strike hits, the hamatula impales the target with one of its barbs and snaps the barb free as it moves away from the target. This deals an additional 2d8 piercing damage to the target and pins it to an adjacent surface, rendering it [[Conditions/Immobilized|Immobilized]] ([[Actions/Escape|Escape]] DC 29)."
+
+ - name: "Warden of Erebus"
+ desc: " A hamatula's [[Spells/Rune Trap|Rune Trap]] innate spell can contain any common spell from the Core Rulebook that meets the criteria in glyph of warding; the hamatula doesn't need to provide the spell."
+
+```
+
+```encounter-table
+name: Hamatula
+creatures:
+ - 1: Hamatula
+```
+
+
+
+Hamatulas are forged in Erebus to protect infernal vaults from those foolish enough to try to rob the archdevil Mammon. In case the vicious spines protruding from their bodies and ability to teleport weren't deadly enough, they are also clever wielders of warding glyphs. They are effective conjured guardians, though they resent being pulled away from their duties in Hell. Unlike most fiends, hamatulas are formed from several souls that lack any features distinctive enough to merit another role.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Hellcat.md b/content/mechanics/srd/Bestiary/Bestiary 2/Hellcat.md
new file mode 100755
index 000000000..2ead7aa58
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Hellcat.md
@@ -0,0 +1,104 @@
+---
+title: "Hellcat"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.2IMXYQyey5CXd30a"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Hellcat"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Hellcat"
+level: "Creature 7"
+
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[lawful]]
+trait_05: [[unholy]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Diabolic; can't speak any language, telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Athletics: +17, Intimidation: +14, Stealth: +17, Survival: +14"
+abilityMods: [6, 4, 4, 0, 3, 1]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +15, __Ref__ +17, __Will__ +12; +1 status to all saves vs. magic"
+hp: 110
+health:
+ - name: ""
+ - name: HP
+ desc: "110; __Weaknesses__ holy 5; __Resistances__ fire 10, physical 5 (except silver)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "Fade into the Light"
+ desc: "`pf2:r` (divine,illusion) **Trigger** The hellcat begins its turn in bright light\n* * *\n\n**Effect** The hellcat becomes [[Conditions/Invisible|Invisible]] until its no longer in bright light. If the hellcat uses a hostile action, the invisibility ends after that hostile action is completed."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+18 (unholy)\n__Damage__ 2d12 + 7 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+18 (agile, unholy)\n__Damage__ 2d8 + 7 slashing"
+
+ - name: "Fearful Attack"
+ desc: " The hellcat deals an additional 1d6 precision damage to [[Conditions/Frightened|Frightened]] creatures."
+
+ - name: "Infernal Mindlink"
+ desc: "`pf2:1` (concentrate,divine) The hellcat telepathically link its senses to all other hellcats within 100 feet for 10 minutes. It loses this contact with any hellcat that moves out of a 100-foot radius.\n\nWhile linked to at least one ally, the hellcat can't be flanked and gains a +2 status bonus to Will saving throws."
+
+ - name: "Menacing Growl"
+ desc: "`pf2:2` (auditory,emotion,fear,mental) The hellcat produces a low growl to disorient and frighten foes. The hellcat can cause this vocalization to originate from somewhere else within 30 feet. Non-fiends in a 15-foot burst must attempt a DC 25 Will check save.\n\nThe hellcat can't issue another Menacing Growl for 1d4 rounds.\n* * *\n\n**Critical Success** The creature is unaffected and is temporarily immune for 24 hours.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Pounce"
+ desc: "`pf2:1` The hellcat Strides and makes a Strike at the end of that movement. If the hellcat began this action [[Conditions/Hidden|Hidden]], it remains hidden until after the ability's Strike."
+
+```
+
+```encounter-table
+name: Hellcat
+creatures:
+ - 1: Hellcat
+```
+
+
+
+Hellcats are devious predators native to the fiery pits of Hell. While the fiendish creatures appears as skeletal smilodons, their bones smoking with heat and dripping with boiling blood, they are not undead. They are living hellspawn with transparent flesh that reveals their burning skeletons. A typical hellcat is 9 feet long and weighs 1,000 pounds.
+
+Left to their own devices, hellcats spend their time hunting-that is, seeking and stalking prey just for the thrill of the chase. As fiendish creatures, they do not require mortal sustenance, but they do devour their prey for the sheer pleasure of inflicting pain. They are also far more intelligent than most assume, and they resent being treated as unintelligent animals; those who treat a hellcat as a one may find themself made into a trophy for its pack, as a hellcat goes to great lengths to coordinate elaborate revenge upon those who fail to show proper respect.
+
+Though they can't speak, hellcats know Infernal and can communicate by telepathy with any creature capable of speech. They rarely say much except to make whispered threats and to acknowledge the orders of their diabolic masters.
+
+Hellcats are quick to retreat if they are clearly outmatched or up against foes they're unable to reach, but they never forget prey that escapes them. They often track potential victims and recruit allies, including other hellcats, to make coordinated attacks or ambushes against their foes.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Hezrou.md b/content/mechanics/srd/Bestiary/Bestiary 2/Hezrou.md
new file mode 100755
index 000000000..72b9767ae
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Hezrou.md
@@ -0,0 +1,103 @@
+---
+title: "Hezrou"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.t4eGFTo1r5RnfKvC"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/demon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Hezrou"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Hezrou"
+level: "Creature 11"
+
+alignment: ""
+size: "Large"
+trait_01: [[amphibious]]
+trait_02: [[chaotic]]
+trait_03: [[demon]]
+trait_04: [[evil]]
+trait_05: [[fiend]]
+trait_06: [[unholy]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision"
+languages: "Chthonian, Draconic, Empyrean; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +21, Athletics: +24, Intimidation: +23, Stealth: +20"
+abilityMods: [7, 3, 6, 4, 5, 4]
+speed: 30 feet, swim 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +23, __Ref__ +18, __Will__ +22; +1 to all saves vs. magic"
+hp: 245
+health:
+ - name: ""
+ - name: HP
+ desc: "245; __Weaknesses__ cold iron 10, holy 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "Purity Vulnerability"
+ desc: " (mental) A hezrou revels in the foulness it exudes and becomes distraught when contaminations are purified. The first time in a round when a contamination is purified (such as via purify food and drink) or a toxin is neutralized (such as via neutralize poison) within 30 feet of a hezrou, the demon takes 6d6 mental damage."
+
+ - name: "Stench"
+ desc: " (aura,disease,olfactory) 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 27 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] (plus [[Conditions/Slowed|Slowed 1]] for as long as itʼs sickened on a critical failure).\n\nWhile within the aura, affected creatures take a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+24 (magical, reach 10 feet, unholy)\n__Damage__ 2d12 + 13 piercing plus grab 1d6 spirit plus grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+24 (agile, magical, reach 10 feet, unholy)\n__Damage__ 2d8 + 13 slashing 1d6 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 27, attack +17; __6th __ _[[Spells/Divine Wrath|Divine Wrath]]_, _[[Spells/Paranoia|Paranoia]]_; __5th __ _[[Spells/Abyssal Plague|Abyssal Plague]]_, _[[Spells/Translocate|Dimension Door]]_; __4th __ _[[Spells/Translocate|Dimension Door (At will)]]_, _[[Spells/Divine Wrath|Divine Wrath (At will)]]_, _[[Spells/Vapor Form|Gaseous Form]]_"
+
+ - name: "Rituals"
+ desc: "_Abyssal Pact_, _Blight_"
+
+ - name: "Poisonous Pustules"
+ desc: "`pf2:1` (poison) **Requirements** The hezrou is grappling a creature\n* * *\n\n**Effect** Toxic fluids spurt from burst boils and weeping wens on the hezrou's body. A creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by the hezrou takes 2d12+6 poison damage (DC 30 Fortitude check save)."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Hezrou
+creatures:
+ - 1: Hezrou
+```
+
+
+
+Hezrous dwell in the vast and endless Abyssal swamps, mires, and waterways and are equally at home on land and in the water. A hezrou's presence has an obvious effect on nearby flora and water, causing plant life to twist and knot and infusing water with a foul odor and brackish taste-signs much easier to spot on the Material Plane than in the Abyss. Long exposure to this corruption can cause vile transformations and hideous mutations, and entire miserable communities of corrupted creatures sometimes rise in swamplands where a hezrou dwells. Hezrous themselves prefer simple pleasures, and they often waste their considerable intellect in the pursuit of comfortable places to slumber, squealing meals to eat, or objects of beauty to deface. They do not seek out cults to fawn over them but will not turn away those who seek to worship on their own. Hezrous form from the souls of those who abused and polluted their environs or neighbors, either through the introduction of toxins to the region or the insidious spread of drugs and poisons through a society.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Hippopotamus.md b/content/mechanics/srd/Bestiary/Bestiary 2/Hippopotamus.md
new file mode 100755
index 000000000..aa82e8bd2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Hippopotamus.md
@@ -0,0 +1,84 @@
+---
+title: "Hippopotamus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.i96U9BEEAI02OThf"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Hippopotamus"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Hippopotamus"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +13, Stealth: +11, Survival: +11"
+abilityMods: [6, 2, 6, -4, 4, -2]
+speed: 25 feet, swim 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +15, __Ref__ +9, __Will__ +11"
+hp: 85
+health:
+ - name: ""
+ - name: HP
+ desc: "85"
+abilities_top:
+ - name: ""
+
+ - name: "Deep Breath"
+ desc: " The hippopotamus can hold its breath for 5 minutes."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+15 (deadly d10)\n__Damage__ 2d8 + 8 piercing"
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+13 ()\n__Damage__ 1d10 + 8 bludgeoning"
+
+ - name: "[[Bestiary Ability Glossary/Aquatic Ambush|Aquatic Ambush]]"
+ desc: "`pf2:1` 30 feet\n* * *\n\n**Requirements** The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.\n* * *\n\n**Effect** The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is [[Conditions/Off-Guard|Off-Guard]] against this Strike."
+
+ - name: "Capsize"
+ desc: "`pf2:1` (attack) The hippopotamus tries to capsize an adjacent aquatic vessel of its size or smaller. The hippopotamus must succeed at an Athletics check with a DC of 25 (reduced by 5 for each size smaller the vessel is than the hippo) or the pilot's Sailing Lore DC, whichever is higher."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Medium or smaller, foot, DC 23 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+```
+
+```encounter-table
+name: Hippopotamus
+creatures:
+ - 1: Hippopotamus
+```
+
+
+
+Typical adult hippos move quickly on land and attack stealthily in the water. Though herbivorous, hippos are notoriously aggressive and territorial.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Hodag.md b/content/mechanics/srd/Bestiary/Bestiary 2/Hodag.md
new file mode 100755
index 000000000..99b507130
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Hodag.md
@@ -0,0 +1,94 @@
+---
+title: "Hodag"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.12lL8u79Hx9IFLEY"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Hodag"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Hodag"
+level: "Creature 6"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Common; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +15, Stealth: +14, Survival: +12"
+abilityMods: [5, 4, 5, -2, 4, 0]
+speed: 25 feet, burrow 15 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +17, __Ref__ +14, __Will__ +12"
+hp: 90
+health:
+ - name: ""
+ - name: HP
+ desc: "90"
+abilities_top:
+ - name: ""
+
+ - name: "Trackless"
+ desc: " A hodag sweeps the ground behind it with its tail as it moves, obscuring its tracks. The DCs of checks to [[Actions/Track|Track]] a hodag are increased by 10."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Ferocity|Ferocity]]"
+ desc: "`pf2:r` **Trigger** The monster is reduced to 0 HP.\n* * *\n\n**Effect** The monster avoids being knocked out and remains at 1 HP, but its [[Conditions/Wounded|Wounded]] value increases by 1. When it is Wounded 3, it can no longer use this ability"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+17 ()\n__Damage__ 2d8 + 8 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+17 (agile)\n__Damage__ 2d6 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Spiked Tail"
+ desc: "+17 (reach 10 feet, versatile p)\n__Damage__ 2d6 + 8 bludgeoning plus knockdown"
+
+ - name: "Rip and Tear"
+ desc: "`pf2:2` The hodag makes two claw Strikes and one jaws Strike in any order."
+
+ - name: "Toss"
+ desc: "`pf2:2` The hodag Strides, then makes a Strike against a target in reach. If it moves at least 20 feet and succeeds at its Strike, the hodag deals damage normally and then attempts an Athletics check check against the creature's Fortitude DC to toss the enemy into the air.\n\nOn a success, the tossed creature is thrown 10 feet in a straight line in the direction of the hodag's choice and then lands [[Conditions/Prone|Prone]]. If the creature is knocked into a solid object, it takes 1d6 bludgeoning damage as well before landing prone. The hodag can instead toss a creature straight up in the air. The creature lands in the same square where it started, takes 1d6 bludgeoning damage, and lands prone."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Hodag
+creatures:
+ - 1: Hodag
+```
+
+
+
+Because they are often described only in drunken retellings of loggers' or miners' tales, hodags are considered by many to exist only in the local folklore of remote areas. However, some individuals have actually encountered these dangerous beasts firsthand, and even fewer have lived to tell their tales.
+
+Hodags are reptilian creatures the size of bulls. These vicious predators' long claws can tear creatures apart in seconds. Their backs sport dozens of long spines that run from their snouts all the way down the length of their powerful tails. Their wide mouths are full of sharp and twisted rows of teeth not unlike those of a shark. The hodags' rough, scaly hides carry hues of green and brown, allowing them to blend into their forest surroundings where they ambush prey. Only their glowing red eyes reveal their presence, though hodags have learned to use this to their advantage by drawing attention to their eyes in one area, then closing their eyes and stealthily moving to another area to cause their prey to misconstrue their location.
+
+In the wintertime, when snow and ice blankets a region, hodags grow a foul-smelling coat of greasy, dark-brown fur that sprouts in tufts from between their scales. A typical hodag measures over 10 feet long from snout to tail and weighs upward of 700 pounds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Hound Archon.md b/content/mechanics/srd/Bestiary/Bestiary 2/Hound Archon.md
new file mode 100755
index 000000000..5d2d38eda
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Hound Archon.md
@@ -0,0 +1,99 @@
+---
+title: "Hound Archon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.9sH0r7M3NEbXA3JH"
+tags:
+ - pf2e/creature/type/archon
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Hound Archon"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Hound Archon"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[archon]]
+trait_02: [[celestial]]
+trait_03: [[good]]
+trait_04: [[holy]]
+trait_05: [[lawful]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision"
+languages: "Diabolic, Draconic, Empyrean; tongues"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Intimidation: +10, Religion: +9, Stealth: +10"
+abilityMods: [4, 2, 4, 0, 3, 2]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +14, __Ref__ +8, __Will__ +11; +1 status to all saves vs. magic"
+hp: 70
+health:
+ - name: ""
+ - name: HP
+ desc: "70; __Weaknesses__ unholy 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Greatsword|Greatsword]], [[Equipment/Full Plate|Full Plate]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Retributive Strike|Retributive Strike]]"
+ desc: "`pf2:r` **Damage Reduction** 6\n* * *\n\n**Trigger** An enemy damages the monster's ally, and both are within 15 feet of the monster.\n* * *\n\n**Effect** The ally gains resistance to all damage against the triggering damage equal to 2 + the monster's level. If the foe is within reach, the monster makes a melee Strike against it."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Greatsword"
+ desc: "+14 (holy, magical, versatile p)\n__Damage__ 1d12 + 6 slashing 1d6 spirit"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+14 (agile, holy, magical)\n__Damage__ 1d6 + 6 piercing 1d6 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 19, attack +9; __4th __ _[[Spells/Translocate|Dimension Door]]_\n__Cantrips__ __(2nd)__ _[[Spells/Message|Message]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Archon's Door"
+ desc: " Once per day, if an archon sees another creature cast [[Spells/Translocate|Translocate]], the archon can use dimension door (heightened to 5th level) within 1 round to attempt to follow that creature to the maximum distance of the archon's dimension door. If the archon's dimension door has enough distance, the archon appears the same distance and direction from the creature as before either creature used dimension door."
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) A hound archon can take the appearance of any canid animal of Small to Large size. This doesn't change their Speed or the attack and damage bonuses for their Strikes, but if the canid's bite attack has the Knockdown ability, then the hound archon's bite attack gains that ability while they are in that form.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Diligent Assault"
+ desc: "`pf2:2` The hound archon carefully makes one greatsword Strike and one jaws Strike in any order. These attacks count toward the hound archon's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks."
+
+```
+
+```encounter-table
+name: Hound Archon
+creatures:
+ - 1: Hound Archon
+```
+
+
+
+Among the rank-and-file soldiers of Heaven's armies, few individuals are more dependable and truer to the cause than the noble hound archons, embodiments of the virtue of diligence. Unlike horned archons, who perform at a similar level along Heaven's grand hierarchy, hound archons do not scout ahead for evil or perform reconnaissance missions in hostile territory. A hound archon's role is as a soldier in the heart of battle or, occasionally, as a sentinel tasked with protecting a particular strategic location or holy site.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Hound Of Tindalos.md b/content/mechanics/srd/Bestiary/Bestiary 2/Hound Of Tindalos.md
new file mode 100755
index 000000000..551e0537d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Hound Of Tindalos.md
@@ -0,0 +1,96 @@
+---
+title: "Hound Of Tindalos"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.sNbaMpXW2Xks3dL7"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/time
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Hound Of Tindalos"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Hound Of Tindalos"
+level: "Creature 7"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+trait_02: [[evil]]
+trait_03: [[time]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Greater Darkvision"
+languages: "Aklo"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Athletics: +15, Occultism: +17, Stealth: +17, Survival: +13"
+abilityMods: [4, 6, 2, 6, 4, 2]
+speed: 30 feet, fly 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +13, __Ref__ +17, __Will__ +15"
+hp: 90
+health:
+ - name: ""
+ - name: HP
+ desc: "90; __Immunities__ controlled, emotion; __Resistances__ mental 10, poison 10, physical 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+abilities_mid:
+ - name: ""
+ - name: "Otherworldly Mind"
+ desc: " (mental) Whenever a creature targets the hound with a mental effect, that creature takes 4d6 mental damage (DC 25 Will check save). On a critical failure, it also becomes [[Conditions/Confused|Confused]] for 1d4 rounds."
+
+ - name: "Ripping Gaze"
+ desc: " (aura,occult,visual) 30 feet. The hound of Tindalos's eyes glow balefully, causing painful but bloodless wounds to rip open in the body of a creature that meets its awful gaze. When a creature ends its turn in the aura's emanation, it takes 4d6 slashing damage (DC 25 Fortitude check save).\n\nA creature that critically succeeds at its save is temporarily immune for 24 hours."
+
+ - name: "Vulnerable to Curved Space"
+ desc: " When a hound of Tindalos is not adjacent to a structural angle of 90º (or more acute), its resistance to physical damage is suppressed and it becomes [[Conditions/Sickened|Sickened 1]]. It can't recover from this sickened condition, but the condition ends automatically once the hound is again adjacent to a suitable angle.\n\n[[Bestiary Effects/Effect_ Vulnerable to Curved Space|Effect: Vulnerable to Curved Space]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+17 ()\n__Damage__ 2d10 + 7 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+17 (agile)\n__Damage__ 2d8 + 7 slashing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 21, attack +11; __8th __ _[[Spells/Pinpoint|Discern Location]]_; __4th __ _[[Spells/Planar Tether|Dimensional Anchor]]_; __3rd __ _[[Spells/Haste|Haste]]_, _[[Spells/Slow|Slow]]_; __2nd __ _[[Spells/Invisibility|Invisibility (Self only)]]_"
+
+ - name: "Angled Entry"
+ desc: "`pf2:1` The hound of Tindalos casts a 4th-rank [[Spells/Translocate|Translocate]] spell, but it must transport itself into a space adjacent to an angle of 90º (or more acute) in the structure or environment around it. For example, it could teleport to a space adjacent to a wall (using the angle between the wall and floor) or a corner in a room, or adjacent to a sizable tree growing straight up out of the ground, but not to a flat plain or a room with only curved corners and edges.\n\nOnce per day, the hound can use this ability to plane shift to or from the Dimension of Time, with the same restrictions on what angles it can appear next to."
+
+```
+
+```encounter-table
+name: Hound Of Tindalos
+creatures:
+ - 1: Hound Of Tindalos
+```
+
+
+
+Lean and athirst, the hounds of Tindalos are drawn to those who tamper with the flow of time, travel through time, or use magic or rare alchemical drugs to send their thoughts or perception back or forward in time. Powerful spellcasters can draw them from the Dimension of Time via rare rituals, but doing so attracts the hounds' ire, so few who traffic in such rituals live long enough to spread their knowledge. While the hounds possess great cunning and cruel intellect, they rarely interact with other creatures-other than to hunt and destroy those who have attracted their unblinking attention.
+
+Once a hound catches scent of a mortal to hunt, it calls others of its ilk. The pack then pursues its victim through all space and time until it catches, slays and devours them. Those pursued can escape only by avoiding all angles, as hounds of Tindalos could step through them from nothingness at any time.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Ice Golem.md b/content/mechanics/srd/Bestiary/Bestiary 2/Ice Golem.md
new file mode 100755
index 000000000..a84ccb5b1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Ice Golem.md
@@ -0,0 +1,92 @@
+---
+title: "Ice Golem"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.5B8FA7aNXVdAP9M1"
+tags:
+ - pf2e/creature/type/cold
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/golem
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Ice Golem"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Ice Golem"
+level: "Creature 5"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[cold]]
+trait_02: [[construct]]
+trait_03: [[golem]]
+trait_04: [[mindless]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +15"
+abilityMods: [5, 0, 4, -5, 0, -5]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +15, __Ref__ +11, __Will__ +9"
+hp: 80
+health:
+ - name: ""
+ - name: HP
+ desc: "80; __Immunities__ cold, electricity, magic, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental; __Resistances__ physical 5 (except adamantine or bludgeoning)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Golem Antimagic"
+ desc: " harmed by fire (4d6, 1d10 from areas or persistent damage); healed by cold (area 1d6 HP); slowed by water\n* * *\n\nA golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. If an entry lists multiple types (such as \"cold and water\"), either type of spell can affect the golem.\n\n**Harmed By** Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.\n\n**Healed By** Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.\n\n**Slowed By** Any magic of this type that targets the golem causes it to be [[Conditions/Slowed|Slowed 1]] for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's [[Conditions/Slowed|Slowed 1]] for that round.\n\n**Vulnerable To** Each golem is vulnerable to one or more specific spells, with the effects described in its stat block."
+
+ - name: "Icy Demise"
+ desc: " (arcane,cold) When an ice golem is destroyed, its body explodes in a blast of frigid air and razor-sharp ice, dealing 2d6 slashing damage and 2d6 cold damage to creatures in a 20-foot emanation, with a DC 19 Reflex check save."
+
+ - name: "Vulnerable to Endure Elements"
+ desc: " An ice golem can be targeted with [[Spells/Environmental Endurance|Environmental Endurance]] even if it's not willing. If it is targeted, for 1 round it can't use Breath Weapon or benefit from creeping cold, and its fist attack doesn't deal cold damage."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+15 (magical, versatile p)\n__Damage__ 2d6 + 7 bludgeoning 1d6 cold"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,cold) The ice golem exhales a blast of freezing mist that deals 6d6 cold damage in a 30-foot cone (DC 22 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Creeping Cold"
+ desc: " (arcane,cold) When the ice golem gets a critical hit with a fist Strike, the target also takes 2d6 persistent cold damage and is [[Conditions/Slowed|Slowed 1]] for 1 round."
+
+```
+
+```encounter-table
+name: Ice Golem
+creatures:
+ - 1: Ice Golem
+```
+
+
+
+Ice golems are either carved from massive blocks of ice, or pieced together from individual components that are then fused together through heat and refreezing. In most cases, the resulting shape is little more than a crude approximation of a humanoid form, but given the right talent, an ice golem could be an exquisitely carved statue of a mythical creature, famous persona, or even a deity.
+
+While ice golems most frequently serve as guardians in freezing climates, the magic that holds an ice golem together keeps it from melting in warmer temperatures. This, combined with the fact that ice golems lie on the lower end of the scale as far as cost and difficulty to create, gives these constructs unusual features that puts them in great demand. The rich and powerful in hot, arid regions often commission ice golems not only as guardians for their estates and vaults, but for comfort-the presence of an ice golem standing quietly sentinel in the corner of a room can help to keep the chamber at a comfortable temperature. The truly decadent use ice golems as servants to keep drinks cold.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Ice Mephit.md b/content/mechanics/srd/Bestiary/Bestiary 2/Ice Mephit.md
new file mode 100755
index 000000000..3e2d2377a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Ice Mephit.md
@@ -0,0 +1,82 @@
+---
+title: "Ice Mephit"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.HHBjgme6dFsOyswS"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Ice Mephit"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Ice Mephit"
+level: "Creature 1"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Small"
+trait_01: [[air]]
+trait_02: [[elemental]]
+trait_03: [[water]]
+modifier: 3
+perception:
+ - name: "Perception"
+ desc: "+3; Darkvision"
+languages: "Sussuran, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Intimidation: +5"
+abilityMods: [0, 4, 0, -2, 0, 2]
+speed: 20 feet, fly 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +5, __Ref__ +9, __Will__ +3"
+hp: 18
+health:
+ - name: ""
+ - name: HP
+ desc: "18, fast healing 2 (when touching ice or snow); __Immunities__ bleed, cold, paralyzed, poison, sleep; __Weaknesses__ fire 3"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Fast Healing 2 (when touching ice or snow)"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+9 (agile, finesse)\n__Damage__ 1d4 slashing 1d4 cold"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 17, attack +9\n__Cantrips__ __(1st)__ _[[Spells/Void Warp|Chill Touch]]_, _[[Spells/Ray of Frost|Ray of Frost]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,cold) The ice mephit breathes shards of ice in a 15-foot cone that deals 1d6 cold damage and 1d6 piercing damage to each creature within the area (DC 17 Reflex check save).\n\nThe ice mephit can't use Breath Weapon again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Ice Mephit
+creatures:
+ - 1: Ice Mephit
+```
+
+
+
+Though capable of the same depths of cruelty as their fire mephit kin, ice mephits carry theirs out in a more calculating way. Unlike most mephits, these pale blue mephits prefer solitude to company. Lacking in empathy, they are known for their callousness, and have a reputation for brutal honesty. They also have few moral qualms about acting selfishly and exploiting weakness for their own gain, should the chance arise.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Icewyrm.md b/content/mechanics/srd/Bestiary/Bestiary 2/Icewyrm.md
new file mode 100755
index 000000000..1ab7ce9ac
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Icewyrm.md
@@ -0,0 +1,90 @@
+---
+title: "Icewyrm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.alss3n81ywstk6iE"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/cold
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Icewyrm"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Icewyrm"
+level: "Creature 10"
+
+alignment: ""
+size: "huge"
+trait_01: [[amphibious]]
+trait_02: [[cold]]
+trait_03: [[elemental]]
+trait_04: [[water]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision"
+languages: "Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +21"
+abilityMods: [7, 7, 5, -1, 5, 3]
+speed: 25 feet, swim 60 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +20, __Ref__ +21, __Will__ +17"
+hp: 185
+health:
+ - name: ""
+ - name: HP
+ desc: "185; __Immunities__ bleed, cold, paralyzed, poison, sleep; __Weaknesses__ fire 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Explosion"
+ desc: " (cold) When the icewyrm dies, it explodes, dealing 8d6 cold damage to each creature in a 10-foot emanation (DC 27 Reflex check save)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+23 (reach 15 feet)\n__Damage__ 2d12 + 13 piercing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+23 (agile, reach 15 feet)\n__Damage__ 2d6 + 13 slashing 1d6 cold"
+
+ - name: "**Ranged** `pf2:1` Ice Shard"
+ desc: "+23 (range increment 60 feet)\n__Damage__ 1d6 + 13 piercing 1d6 cold"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (cold,primal) The icewyrm breathes a 60-foot line of freezing shards of razor-sharp ice, dealing 3d12 cold damage and 3d12 piercing damage to every creature in the line (DC 29 Reflex check save).\n\nThe icewyrm can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Ice Burrow"
+ desc: " The Icewyrm can Burrow through ice or snow with a Speed of 20 feet. It moves at its full burrow Speed, leaving no tunnels or signs of its passing."
+
+```
+
+```encounter-table
+name: Icewyrm
+creatures:
+ - 1: Icewyrm
+```
+
+
+
+Resembling wingless, serpentine dragons formed of jagged ice and shot through with veins of nearly frozen water, these elementals dwell within icebergs and enjoy striking out at passing ships or creatures. They're especially common in frigid stretches of ocean in the Plane of Water, where icebergs cluster together into enormous islands of ice.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Icicle Snake.md b/content/mechanics/srd/Bestiary/Bestiary 2/Icicle Snake.md
new file mode 100755
index 000000000..a5cc199f6
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Icicle Snake.md
@@ -0,0 +1,76 @@
+---
+title: "Icicle Snake"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.qhH5hGaZ95exQpsT"
+tags:
+ - pf2e/creature/type/cold
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Icicle Snake"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Icicle Snake"
+level: "Creature 2"
+
+alignment: ""
+size: "Small"
+trait_01: [[cold]]
+trait_02: [[elemental]]
+trait_03: [[water]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Stealth: +7"
+abilityMods: [1, 3, 2, -4, 1, 0]
+speed: 25 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +8, __Ref__ +9, __Will__ +5"
+hp: 35
+health:
+ - name: ""
+ - name: HP
+ desc: "35; __Immunities__ bleed, cold, paralyzed, poison, sleep; __Weaknesses__ fire 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+9 (finesse)\n__Damage__ 1d6 + 1 piercing 1d6 cold"
+
+ - name: "Icicle"
+ desc: "`pf2:1` (concentrate) Until the next time it acts, the icicle snake appears to be an unassuming icicle. It has an automatic result of 27 on Deception checks and DCs to pass as an icicle."
+
+```
+
+```encounter-table
+name: Icicle Snake
+creatures:
+ - 1: Icicle Snake
+```
+
+
+
+Translucent and capable of hanging suspended and near motionless, icicle snakes sense the heat of living creatures as a threat and attempt to use their camouflage and chilling bite against foes.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Ifrit Pyrochemist.md b/content/mechanics/srd/Bestiary/Bestiary 2/Ifrit Pyrochemist.md
new file mode 100755
index 000000000..2ec19dc75
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Ifrit Pyrochemist.md
@@ -0,0 +1,97 @@
+---
+title: "Ifrit Pyrochemist"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.FOIrx0tY71h7BjcW"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/naari
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Ifrit Pyrochemist"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Ifrit Pyrochemist"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[human]]
+trait_03: [[humanoid]]
+trait_04: [[lawful]]
+trait_05: [[naari]]
+modifier: 3
+perception:
+ - name: "Perception"
+ desc: "+3; "
+languages: "Common, Pyric"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Crafting: +6, Intimidation: +4, Nature: +3, Survival: +3, Thievery: +6"
+abilityMods: [0, 3, 2, 3, 0, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +5, __Ref__ +6, __Will__ +3"
+hp: 18
+health:
+ - name: ""
+ - name: HP
+ desc: "18; __Resistances__ fire 1"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Alchemist's Fire (Lesser)|Lesser Alchemist's Fire]], [[Equipment/Dagger|Dagger]], [[Equipment/Studded Leather Armor|Studded Leather Armor]], [[Equipment/Formula Book (Blank)|Blank Formula Book]], [[Equipment/Alchemist's Toolkit|Alchemist's Tools]], [[Equipment/Flint and Steel|Flint and Steel]], [[Equipment/Elixir of Life (Lesser)|Lesser Elixir of Life]], [[Equipment/Smoke Ball (Lesser)|Lesser Smokestick]]"
+ - name: "Infused Items"
+ desc: " An ifrit pyrochemist carries the following infused items, which last for 24 hours or until the next time the pyrochemist makes their daily preparations:\n\n[[Equipment/Alchemist's Fire (Lesser)|Lesser Alchemist's Fire]] (5)\n\n[[Equipment/Elixir of Life (Lesser)|Lesser Elixir of Life]] (2)\n\n[[Equipment/Smoke Ball (Lesser)|Lesser Smokestick]]"
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Dagger"
+ desc: "+8 (agile, finesse, versatile s)\n__Damage__ 1d4 piercing"
+
+ - name: "**Ranged** `pf2:1` Dagger"
+ desc: "+8 (agile, thrown 10 ft., versatile s)\n__Damage__ 1d4 piercing"
+
+ - name: "**Ranged** `pf2:1` Lesser Alchemist's Fire"
+ desc: "+8 (range increment 30 feet)\n__Damage__ 1d8 fire 1 fire 1 fire"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 16, attack +8\n__Cantrips__ __(1st)__ _[[Spells/Produce Flame|Produce Flame]]_"
+
+ - name: "Quick Bomber"
+ desc: "`pf2:1` The ifrit pyrochemist draws an alchemical bomb with an Interact action and throws it as a ranged Strike."
+
+```
+
+```encounter-table
+name: Ifrit Pyrochemist
+creatures:
+ - 1: Ifrit Pyrochemist
+```
+
+
+
+Ifrits' blood blazes with elemental fire. Most ifrits are second-class citizens who serve under the iron heel of the efreeti and their Dominion of Flame, but those born outside the efreet hierarchy or who choose to flee it live lives of passion in search of fame, glory, and power.
+
+Ifrits are fond of fire, but this doesn't mean they all embrace fire's destructive nature. Those who seek more productive roles in a society find inspiration in the way flames flit and dance, and they pride themselves in their skills as acrobats or dancers. The church of Sarenrae particularly welcomes ifrit fire dancers, both in appreciation of their skill and to help ensure these ifrits have a safe place apart from their more violent kin.
+
+But by and large, ifrits are drawn to professions and callings that allow them to wallow in the glories of fire. Ifrit pyrochemists apply this calling to alchemical teachings, seeing purity in every single bomb thrown or conflagration lit.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Iguanodon.md b/content/mechanics/srd/Bestiary/Bestiary 2/Iguanodon.md
new file mode 100755
index 000000000..983f7689e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Iguanodon.md
@@ -0,0 +1,79 @@
+---
+title: "Iguanodon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.uqV7UiyGnBKa05aj"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/dinosaur
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Iguanodon"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Iguanodon"
+level: "Creature 6"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+trait_02: [[dinosaur]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +15"
+abilityMods: [7, 4, 4, -4, 4, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +16, __Ref__ +12, __Will__ +14"
+hp: 95
+health:
+ - name: ""
+ - name: HP
+ desc: "95"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Thumb Spike"
+ desc: "+17 (deadly d10, reach 10 feet)\n__Damage__ 2d8 + 9 piercing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+15 (reach 15 feet)\n__Damage__ 2d10 + 9 bludgeoning"
+
+ - name: "Gouging Lunge"
+ desc: "`pf2:2` The iguanodon makes a thumb spike Strike at an adjacent foe and then Strides up to 15 feet, dragging its thumb spike across the foe to gouge out a brutal wound. If this Strike hits, it deals an extra 1d8 slashing damage and the following Stride does not trigger reactions from the creature struck. This thumb spike Strike counts as two attacks when calculating the iguanodon's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Iguanodon
+creatures:
+ - 1: Iguanodon
+```
+
+
+
+Iguanodons are large, herbivorous dinosaurs that inhabit swamps and forests where they browse on the abundant vegetation. The iguanodon is capable of moving on two feet or on four, quickly switching from one stance to the other depending on whether it needs to move through dense foliage or to reach delectable morsels hanging up in the canopy.
+
+Although iguanodons are herbivores, they are notoriously quick to anger. Their thumb spikes make their claws particularly devastating weapons. A well-placed blow from one of these claws can turn a hungry predator into a cowering beast with one swift strike. Iguanodons are 30 feet long and weigh 6,000 pounds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Imentesh.md b/content/mechanics/srd/Bestiary/Bestiary 2/Imentesh.md
new file mode 100755
index 000000000..cc611ce93
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Imentesh.md
@@ -0,0 +1,115 @@
+---
+title: "Imentesh"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.XA3AQcPZ82FVg8cO"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/monitor
+ - pf2e/creature/type/protean
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Imentesh"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Imentesh"
+level: "Creature 10"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[monitor]]
+trait_03: [[protean]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision"
+languages: "Chthonian, Empyrean, Protean; tongues"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Athletics: +19, Deception: +21, Diplomacy: +19, Performance: +21, Stealth: +21, Thievery: +17"
+abilityMods: [7, 5, 5, 7, 3, 5]
+speed: 25 feet, fly 25 feet, swim 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +21, __Ref__ +19, __Will__ +17; +1 status to all saves vs. magic"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175; __Resistances__ precision 10, protean anatomy 15"
+abilities_top:
+ - name: ""
+
+ - name: "Entropy Sense"
+ desc: " (divine,prediction) An imentesh can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the imentesh the ability to sense creatures within the listed range. A creature under the effects of [[Spells/Veil of Privacy|Veil of Privacy]] or that is otherwise shielded from divination and prediction cannot be noticed via entropy sense."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 5]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+ - name: "Protean Anatomy 15"
+ desc: " (divine,polymorph) An imentesh's vital organs shift and change shape and position constantly. Immediately after the imentesh takes acid, electricity, or sonic damage, it gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first.\n\nThe imentesh is immune to polymorph effects unless it is a willing target. If [[Conditions/Blinded|Blinded]] or [[Conditions/Deafened|Deafened]], the imentesh automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+23 (magical, reach 10 feet)\n__Damage__ 2d10 + 11 piercing plus warpwave-strike 1d6 spirit plus warpwave-strike"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+23 (agile, magical, reach 10 feet)\n__Damage__ 2d6 + 11 slashing 1d6 spirit"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+23 (magical, reach 15 feet)\n__Damage__ 2d10 + 11 bludgeoning plus grab 1d6 spirit plus grab"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 29, attack +19; __5th __ _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Divine Wrath|Divine Wrath]]_, _[[Spells/Sending|Sending]]_; __4th __ _[[Spells/Creation|Creation]]_, _[[Spells/Translocate|Dimension Door (At will)]]_, _[[Spells/Shatter|Shatter]]_; __3rd __ _[[Spells/Haste|Haste]]_, _[[Spells/Mending|Mending]]_, _[[Spells/Shrink Item|Shrink Item]]_, _[[Spells/Slow|Slow]]_; __1st __ _[[Spells/Detect Alignment|Detect Alignment (At will) (Lawful only)]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Tongues]]_ __(4th)__ _[[Spells/Unfettered Movement|Freedom of Movement]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) The imentesh takes the appearance of any Large or smaller creature. This doesn't change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d10+11 bludgeoning damage, DC 29 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Inflict Warpwave"
+ desc: "`pf2:1` (divine) An imentesh inflicts a warpwave on a creature within 100 feet (DC 29 Fortitude check save to resist)."
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " An imentesh's Strikes deal an additional 2d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] targets."
+
+ - name: "Warpwave Strike"
+ desc: " (divine) Any creature struck and damaged by an imentesh's jaws Strike must succeed at a DC 29 Fortitude check save or be subject to a warpwave."
+
+ - name: "Warpwaves"
+ desc: " Many proteans can subject their foes to disorienting alterations perceived in time and space by creating ripples of unstable reality in the environment called warpwaves.\n\nWhen a creature fails its saving throw and is affected by a warpwave, roll 1d8 and consult the table below for the specific effect on that creature.\n\nUnless indicated otherwise, a warpwave effect lasts for 1d4 rounds, and a new warpwave effect negates any previous warpwave effect already affecting a creature.\n* * *\n\n \n\n| d8 | Warpwave Effect |\n| --- | --- |\n| 1 | [[Conditions/Clumsy\\|Clumsy 2]] ([[Conditions/Clumsy\\|Clumsy 3]] on a critical failure) |\n| 2 | [[Conditions/Confused\\|Confused]] and gains 4d6 temporary Hit Points |\n| 3 | [[Conditions/Dazzled\\|Dazzled]] (permanent on a critical failure) |\n| 4 | [[Conditions/Enfeebled\\|Enfeebled 2]] ([[Conditions/Enfeebled\\|Enfeebled 3]] on a critical failure) |\n| 5 | [[Conditions/Immobilized\\|Immobilized]] by filaments of energy |\n| 6 | [[Conditions/Quickened\\|Quickened]] (Stride, Strike, or Step only) |\n| 7 | [[Conditions/Slowed\\|Slowed 1]] |\n| 8 | [[Conditions/Stupefied\\|Stupefied 2]] ([[Conditions/Stupefied\\|Stupefied 3]] on a critical failure) |"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Imentesh
+creatures:
+ - 1: Imentesh
+```
+
+
+
+The loquacious proteans known as imenteshes serve as missionaries, spies, and heralds of chaos to further the protean goal of reality's dissolution. Imenteshes are cunning, curiously diplomatic, and profoundly whimsical. They travel beyond the Maelstrom for their work, frequently adopting extravagant personal attire and decorations that often border upon the garish, all to curry favor with less chaotic beings.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Intellect Devourer.md b/content/mechanics/srd/Bestiary/Bestiary 2/Intellect Devourer.md
new file mode 100755
index 000000000..ff85c5fbd
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Intellect Devourer.md
@@ -0,0 +1,94 @@
+---
+title: "Intellect Devourer"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.qKm8t3gpbNDjgKo9"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Intellect Devourer"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Intellect Devourer"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Small"
+trait_01: [[aberration]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision, Lifesense 60 Feet"
+languages: "Aklo, Common, Sakvroth; (can't speak any language), telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +14, Deception: +20, Diplomacy: +16, Occultism: +17, Society: +17, Stealth: +18"
+abilityMods: [2, 4, 4, 5, 4, 6]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +14, __Ref__ +16, __Will__ +18"
+hp: 130
+health:
+ - name: ""
+ - name: HP
+ desc: "130; __Immunities__ blinded, controlled, emotion, possession"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 60 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Talon"
+ desc: "+18 (agile, finesse)\n__Damage__ 2d10 + 5 slashing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 27, attack +19; __4th __ _[[Spells/Confusion|Confusion]]_, _[[Spells/Dispelling Globe|Globe of Invulnerability]]_; __3rd __ _[[Spells/Soothe|Soothe (x3)]]_; __2nd __ _[[Spells/Peaceful Rest|Gentle Repose]]_, _[[Spells/Invisibility|Invisibility (At Will) (Self Only)]]_, _[[Spells/Paranoia|Paranoia (At Will)]]_\n__Cantrips__ __(4th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Body Thief"
+ desc: "`pf2:3` (manipulate,occult,possession) The intellect devourer reduces in size and burrows into the brain of a creature dead for no longer than 1 day. At the start of the intellect devourer's next turn, the body revives at its maximum Hit Points, controlled by the devourer. The intellect devourer is conscious and can sense everything the possessed body could.\n\nAny effect that ends the possession kills the host body with the same effects as Exit Body. The intellect devourer can't use any of the host creature's spells with Body Thief but can use its own spells.\n\nThe host body slowly decays while inhabited by the intellect devourer, becoming uninhabitable after 7 days unless preserved with [[Spells/Peaceful Rest|Peaceful Rest]] or a similar effect."
+
+ - name: "Exit Body"
+ desc: "`pf2:1` (move) **Requirements** The intellect devourer is controlling a body with Body Thief\n* * *\n\n**Effect** The intellect devourer leaves its host body, which dies instantly and is no longer a suitable host for any Body Thief ability. The intellect devourer appears at full size in an adjacent space."
+
+ - name: "Ravage"
+ desc: "`pf2:3` (death) The intellect devourer makes two talon Strikes against a [[Conditions/Paralyzed|Paralyzed]], [[Conditions/Restrained|Restrained]], or [[Conditions/Unconscious|Unconscious]] creature, using the same attack modifier as its highest attack modifier.\n\nThese Strikes gain the death trait. If Ravage kills the target, the intellect devourer may use Body Thief against it as a free action."
+
+ - name: "Stolen Identity"
+ desc: " While an intellect devourer uses Body Thief, it gains the ability to understand and speak all languages known by the host, as well as knowledge of the host body's abilities, identity, role in society, and personality. However, it does not gain the specific memories or knowledge of the host body."
+
+```
+
+```encounter-table
+name: Intellect Devourer
+creatures:
+ - 1: Intellect Devourer
+```
+
+
+
+Intellect devourers serve as advance scouts and infiltrators for the powerful force of alien beings called the Dominion of the Black. These monsters roam the Darklands, from which they mount secret invasions of the world above. When an intellect devourer infiltrates a society, its first priority is to acquire a body. It might first seek out a graveyard for a fresh corpse, as this is easier than fighting and killing someone. When the aberration compresses itself into the host's brain cavity, its real body goes dull to sensation as it connects to the nervous system of its host. If found out, an intellect devourer might quickly inhabit a new body to make its escape, preferably something inconspicuous such as a domestic animal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Interlocutor.md b/content/mechanics/srd/Bestiary/Bestiary 2/Interlocutor.md
new file mode 100755
index 000000000..98cd1c5c5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Interlocutor.md
@@ -0,0 +1,107 @@
+---
+title: "Interlocutor"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.nnChJcxBG8ul7DKk"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/velstrac
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Interlocutor"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Interlocutor"
+level: "Creature 12"
+
+alignment: ""
+size: "Large"
+trait_01: [[evil]]
+trait_02: [[fiend]]
+trait_03: [[lawful]]
+trait_04: [[unholy]]
+trait_05: [[velstrac]]
+modifier: 24
+perception:
+ - name: "Perception"
+ desc: "+24; Greater Darkvision"
+languages: "Common, Diabolic, Shadowtongue"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +25, Crafting: +22, Intimidation: +25, Medicine: +26, Religion: +22, Stealth: +19, Torture Lore: +20"
+abilityMods: [7, 3, 5, 2, 6, 5]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +23, __Ref__ +21, __Will__ +26; +1 status to all saves vs. magic"
+hp: 215
+health:
+ - name: ""
+ - name: HP
+ desc: "215, regeneration 20 (deactivated by holy or silver); __Immunities__ cold; __Weaknesses__ holy 15, silver 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "Painsight"
+ desc: " (divine) A velstrac automatically knows whether a creature it sees has any of the [[Conditions/Doomed|Doomed]], [[Conditions/Dying|Dying]], and [[Conditions/Wounded|Wounded]] conditions, as well as the value of those conditions."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 20 (Deactivated by Holy or Silver)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Glimpse of Stolen Flesh"
+ desc: " (aura,divine,fear,mental,visual) 30 feet. When a creature ends its turn in the aura, it sees pieces of its own body amid the interlocutor's form. The creature must succeed at a DC 29 Will check save or become [[Conditions/Stunned|Stunned 1]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+25 (deadly 2d10, magical, reach 10 feet, unholy)\n__Damage__ 3d10 + 13 slashing 2d6 bleed"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 33, attack +23; __7th __ (1 slots) _[[Spells/Interplanar Teleport|Plane Shift (Self only) (To the Universe or Netherworld only)]]_; __5th __ (1 slots) _[[Spells/Breath of Life|Breath of Life]]_; __4th __ (4 slots) _[[Spells/Heal|Heal (x2)]]_, _[[Spells/Restoration|Restoration (x2)]]_\n__Cantrips__ __(6th)__ _[[Spells/Stabilize|Stabilize]]_"
+
+ - name: "Focus Gaze"
+ desc: "`pf2:1` (concentrate,divine,fear,mental,visual) The interlocutor stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against glimpse of stolen flesh. In addition, if the creature was already [[Conditions/Stunned|Stunned]], on a failed save, it feels its internal organs twist and writhe, and is [[Conditions/Clumsy|Clumsy 2]] for 1 minute.\n\nAfter attempting this save, the creature is then temporarily immune until the start of the interlocutor's next turn."
+
+ - name: "Surgical Rend"
+ desc: "`pf2:1` This functions as the [[Bestiary Ability Glossary/Rend|Rend]] ability, dealing claw damage. In addition, if the target is a living creature with organs and muscle, the interlocutor opens a precise wound. Until the creature is restored to its maximum Hit Points, thus closing the wound, Strikes against the creature deal 1d6 extra precision damage.\n\n[[Bestiary Effects/Effect_ Surgical Rend|Effect: Surgical Rend]]"
+
+```
+
+```encounter-table
+name: Interlocutor
+creatures:
+ - 1: Interlocutor
+```
+
+
+
+Interlocutors are the most talented surgeon-sculptors of the velstracs, carving away flesh and replacing it with new body parts of muscle, sinew, and metal. Each interlocutor structures their individual appearance carefully, but all are towering, multi-limbed amalgamations of the strongest limbs, densest bone, and sharpest metal they can find. They continually search for new material to graft to their forms, and their slain foes are rarely found intact, as little is more valuable to interlocutors than a powerful opponent's legs, eyes, or even brain. Interlocutors average 9 feet tall and weigh approximately 800 pounds.
+
+* * *
+
+The search for ultimate sensation through self-mutilation is the horrifying preoccupation of the shadow-dwelling fiends known as velstracs. They transcend their stoic detachment only when inflicting pain and terror upon their victims, practicing new forms of torture, or when turning their agonizing practices back on themselves. Velstracs consider themselves enlightened beings, transcending such limitations as morality or mortal taboos, but their victims know them as emotionless tormentors who inflict sadistic suffering. These fiends claim to seek perfection in thought, form, and action, although they don't recognize any refinement that doesn't require the painful excision of the flesh or spirit.
+
+Velstracs manifest from the souls of the most extreme masochistic or sadistic mortals who are judged and sent on to the Shadow Plane. They take on forms that suit their vile predilections, ranging from the low-ranking augurs to the maestros of suffering and mutilation called eremites. The process of transformation warps the soul step by step, with other velstracs conveying their new members through untold chambers of pain among the dark reaches of the Shadow Plane.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Invidiak.md b/content/mechanics/srd/Bestiary/Bestiary 2/Invidiak.md
new file mode 100755
index 000000000..5e013c5f4
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Invidiak.md
@@ -0,0 +1,100 @@
+---
+title: "Invidiak"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.KZAHf56TpwrIZnz7"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/demon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Invidiak"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Invidiak"
+level: "Creature 7"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[demon]]
+trait_03: [[evil]]
+trait_04: [[fiend]]
+trait_05: [[incorporeal]]
+trait_06: [[unholy]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision"
+languages: "Chthonian, Common; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Deception: +18, Religion: +13, Society: +15, Stealth: +17"
+abilityMods: [-5, 4, 3, 2, 2, 5]
+speed: fly 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +15, __Ref__ +16, __Will__ +13; +1 to all saves vs. magic"
+hp: 90
+health:
+ - name: ""
+ - name: HP
+ desc: "90; __Immunities__ disease, poison, precision; __Weaknesses__ cold iron 5, holy 5; __Resistances__ all damage 5 (except force, ghost touch, or vitality; double resistance vs. non-magical)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "Exorcism Vulnerability"
+ desc: " If an invidiak attempts to possess a creature and the creature rolls a critical success on its saving throw to resist [[Spells/Possession|Possession]], or if an invidiak's possession of a creature is ended prematurely, such as via a successful [[Spells/Dispel Magic|Dispel Magic]], the invidiak takes 6d6 mental damage and cannot use possession for 24 hours."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+13 (agile, finesse, magical, unholy)\n__Damage__ 2d8 cold 2d6 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 26, attack +16; __7th __ _[[Spells/Possession|Possession (range touch)]]_; __5th __ _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Shadow Blast|Shadow Blast]]_; __4th __ _[[Spells/Darkness|Darkness]]_, _[[Spells/Translocate|Dimension Door (At will)]]_; __3rd __ _[[Spells/Fear|Fear]]_\n__Cantrips__ __(4th)__ _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_"
+
+ - name: "Rituals"
+ desc: "_Abyssal Pact_"
+
+ - name: "Favored Host"
+ desc: " (beast,dwarf,human) Each invidiak has a particular type of creature they prefer possessing, chosen from the following list:\n\n* aberration\n* animal\n* beast\n* any humanoid (such as dwarf)\n\nIn most cases, the favored type of target is human. When an invidiak uses possession against a favored host, the duration of possession increases to unlimited, and the effect lasts until dispelled or until the invidiak dismisses it."
+
+ - name: "Shadow Blend"
+ desc: "`pf2:2` (divine,illusion) The invidiak Strides up to twice their speed. If the invidiak ends their movement in an area of dim light, they become hidden as long as they don't move and the lighting in the area they're in doesn't grow brighter than dim light."
+
+ - name: "Unbodied Possession"
+ desc: " An invidiak leaves no body behind when using [[Spells/Possession|Possession]]."
+
+```
+
+```encounter-table
+name: Invidiak
+creatures:
+ - 1: Invidiak
+```
+
+
+
+For most demons, possessing a creature requires a ritual, magic item, or condition, but for invidiaks, who lack a body, possession is akin to donning a suit of clothing. Known also as shadow demons, invidiaks are formed from envious mortal souls.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Irlgaunt.md b/content/mechanics/srd/Bestiary/Bestiary 2/Irlgaunt.md
new file mode 100755
index 000000000..fb96c32be
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Irlgaunt.md
@@ -0,0 +1,89 @@
+---
+title: "Irlgaunt"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.S5SA6dCR17ZLLLkT"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Irlgaunt"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Irlgaunt"
+level: "Creature 13"
+
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+trait_02: [[earth]]
+trait_03: [[evil]]
+modifier: 24
+perception:
+ - name: "Perception"
+ desc: "+24; Darkvision"
+languages: "Aklo, Common, Jotun, Petran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +25, Athletics: +26, Deception: +23, Stealth: +27, Survival: +22"
+abilityMods: [7, 8, 5, 4, 5, 4]
+speed: 30 feet, climb 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +22, __Ref__ +25, __Will__ +24"
+hp: 265
+health:
+ - name: ""
+ - name: HP
+ desc: "265; __Weaknesses__ bludgeoning 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+26 ()\n__Damage__ 3d8 + 13 piercing 2d6 acid"
+
+ - name: "**Melee** `pf2:1` Legs"
+ desc: "+26 (agile)\n__Damage__ 3d10 + 13 bludgeoning"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 31, attack +21; __6th __ _[[Spells/Speak with Stones|Stone Tell]]_; __4th __ _[[Spells/One with Stone|Meld into Stone (At will)]]_, _[[Spells/Shape Stone|Shape Stone (At will)]]_"
+
+ - name: "Regurgitate Gastrolith"
+ desc: "`pf2:2` (acid,primal) The irlgaunt violently regurgitates a melonsized clot of brittle stone supernaturally infused with digestive enzymes. The stone and acid explode on impact within a range of 30 feet, dealing 7d6 piercing damage and 7d6 acid damage to creatures in a 20-foot burst (DC 33 Reflex check save).\n\nThe irlgaunt can't Regurgitate Gastroliths for 1d4 rounds."
+
+ - name: "Stone Step"
+ desc: " The irlgaunt ignores difficult terrain composed of rocks and stone."
+
+```
+
+```encounter-table
+name: Irlgaunt
+creatures:
+ - 1: Irlgaunt
+```
+
+
+
+Irlgaunts resemble titanic spiders or crabs, but with cephalopod-like tendrils erupting from the tips of their chitin-armored legs. Their jagged gray shells allow them to blend into the rocky walls of the high mountain passes and deep ravines that serve as their hunting grounds. Despite their size, they move with incredible alacrity, bounding across chasms and skittering up sheer mountain cliffs without pause. Though they are formidable in melee, irlgaunts have an even more powerful ranged attack. These creatures can pelt their opponents by forcefully regurgitating gastroliths-melon-sized clusters of rocks enveloped in coagulated digestive enzymes strong enough to break down flesh and bone. Gastroliths are fragile and explode on contact, spraying the area with shards of rock and caustic acid.
+
+While one might easily mistake an irlgaunt for a simple brutish beast, they have a keen intelligence and use devious hunting strategies. They set traps for travelers and are fond of using gems and magical items taken from previous victims as bait. They have been known to start rockslides or otherwise block passages to reroute explorers into their clutches. They also use their gastroliths to direct the movements of their prey, forcing victims into dead ends at the edge of chasms or cliffs.
+
+For the most part, irlgaunts live solitary lives, likely because finding enough food to sustain a community tends to be difficult. However, they still maintain a sense of extended, regional community, actively gathering when organizing for war or to discuss other issues that affect their species or shared territories. They have been known to occasionally ally with giants, but these truces are usually nebulous.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Isqulug.md b/content/mechanics/srd/Bestiary/Bestiary 2/Isqulug.md
new file mode 100755
index 000000000..34c3f637c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Isqulug.md
@@ -0,0 +1,103 @@
+---
+title: "Isqulug"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.xvWJAdlxgRteNNi0"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Isqulug"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Isqulug"
+level: "Creature 11"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+trait_02: [[amphibious]]
+trait_03: [[evil]]
+modifier: 24
+perception:
+ - name: "Perception"
+ desc: "+24; Greater Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Aklo"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +22, Athletics: +24, Nature: +22, Survival: +22"
+abilityMods: [7, 5, 7, 3, 7, 5]
+speed: 25 feet, swim 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31 all-around vision; __Fort__ +24, __Ref__ +20, __Will__ +18"
+hp: 230
+health:
+ - name: ""
+ - name: HP
+ desc: "230, regeneration 10 (deactivated by cold); __Immunities__ swarm mind; __Weaknesses__ cold 10; __Resistances__ fire 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "Host Scent"
+ desc: " An isqulug can precisely sense any creature infected with isqulugia within 30 feet, and knows the current stage of the disease."
+
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 10 (Deactivated by Cold)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+22 (agile, reach 10 feet)\n__Damage__ 2d12 + 11 bludgeoning plus isqulugia"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 30, attack +22; __6th __ _[[Spells/Tangling Creepers|Tangling Creepers]]_; __5th __ _[[Spells/Control Water|Control Water]]_, _[[Spells/Entangling Flora|Entangle (At will)]]_, _[[Spells/Mirage|Hallucinatory Terrain]]_, _[[Spells/Mist|Obscuring Mist (At will)]]_; __4th __ _[[Spells/Fly|Fly]]_\n__Cantrips__ __(6th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_"
+
+ - name: "Expel Infestation"
+ desc: "`pf2:2` The isqulug expels larvae from the hivemind in its head in a 30-foot cone. Creatures in this area take 6d10 piercing damage as the swarm feeds on their flesh (DC 30 Reflex check save). Any creature that takes damage is exposed to isqulugia.\n\nThe isqulug becomes [[Conditions/Stupefied|Stupefied 1]] for 1d4 rounds, during which it can't Expel Infestation."
+
+ - name: "Isqulugia"
+ desc: " (disease,incapacitation,primal,virulent) Isqulugia's [[Conditions/Sickened|Sickened]], [[Conditions/Slowed|Slowed]], and [[Conditions/Paralyzed|Paralyzed]] conditions can't be removed until this affliction is removed\n\n**Saving Throw** DC 30 Fortitude check\n\n**Stage 1** [[Conditions/Sickened|Sickened 1]] (1 hour)\n\n**Stage 2** [[Conditions/Fatigued|Fatigued]] and [[Conditions/Sickened|Sickened 2]] (1 day)\n\n**Stage 3** fatigued and [[Conditions/Slowed|Slowed 1]] (1 day)\n\n**Stage 4** paralyzed (1 day)\n\n**Stage 5** the creature dies, and its body violently transforms into a new isqulug. [[Spells/Wish|Wish]], similar magic, or a 9th-rank [[Spells/Resurrect|Resurrect]] ritual can return the victim to life. The new isqulug remains even if the victim is brought back to life."
+
+ - name: "Malleability"
+ desc: " The isqulug can [[Actions/Squeeze|Squeeze]] through tight spaces as if it were a Small creature. While Squeezing, it can move at its full Speed. The isqulug can even Squeeze through spaces that typically fit only a Tiny creature, but does so at the standard speed for Squeezing."
+
+ - name: "Swamp Stride"
+ desc: " An isqulug ignores difficult terrain that's caused by typical features of swamps."
+
+```
+
+```encounter-table
+name: Isqulug
+creatures:
+ - 1: Isqulug
+```
+
+
+
+The isqulug's appearance, though unsettling, might be its least awful aspect. The creature resembles a bipedal amphibian with tentacles instead of arms and a head composed of an undulant mass of what appear to be shifting, slimy transparent eggs filled with writhing larvae. In truth, these larvae constitute the mind and consciousness of the isqulug-its "body" is little more than an organic suit manufactured from the flesh of those it has consumed, analogous to the complex web of a spider or the hive of a colony of bees, but fully capable of movement and violence.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Jabberwock.md b/content/mechanics/srd/Bestiary/Bestiary 2/Jabberwock.md
new file mode 100755
index 000000000..c49d405f3
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Jabberwock.md
@@ -0,0 +1,137 @@
+---
+title: "Jabberwock"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.MJfXJ2doxJsoC7WL"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/tane
+ - pf2eMonster
+ - pf2e/creature/level/23
+statblock: inline
+name: "Jabberwock"
+level: 23
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Jabberwock"
+level: "Creature 23"
+rare_03: [[Rare]]
+alignment: ""
+size: "huge"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+trait_04: [[tane]]
+modifier: 40
+perception:
+ - name: "Perception"
+ desc: "+40; Darkvision, Scent (Imprecise) 120 Feet, Truesight"
+languages: "Aklo, Common, Draconic, Fey, Gnomish"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +40, Athletics: +44, Intimidation: +41, Nature: +38, Survival: +40"
+abilityMods: [11, 7, 10, 4, 9, 8]
+speed: 35 feet, fly 60 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 49
+armorclass:
+ - name: AC
+ desc: "49; __Fort__ +39, __Ref__ +37, __Will__ +40"
+hp: 500
+health:
+ - name: ""
+ - name: HP
+ desc: "500, regeneration 25 (deactivated by vorpal weapons); __Immunities__ paralyzed, sleep; __Weaknesses__ vorpal 20; __Resistances__ fire 20"
+abilities_top:
+ - name: ""
+
+ - name: "Planar Acclimation"
+ desc: " The jabberwock always treats the plane it is currently located on as its home plane."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 25 (Deactivated by Vorpal Weapons)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Claws That Catch"
+ desc: "`pf2:r` **Trigger** A creature within the jabberwock's reach uses a manipulate action or a move action, leaves a square during a move action, makes a ranged attack, or uses a concentrate action\n* * *\n\n**Effect** The jabberwock makes a claw Strike against the triggering creature. If the Strike hits, the jabberwock disrupts the triggering action."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 100 feet. DC 43 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Vorpal Fear"
+ desc: " A jabberwock damaged by a vorpal weapon becomes [[Conditions/Frightened|Frightened 2]] (or [[Conditions/Frightened|Frightened 4]] on a critical hit)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+42 (deadly d12, magical, reach 15 feet)\n__Damage__ 4d12 + 19 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+42 (agile, magical, reach 15 feet)\n__Damage__ 4d8 + 19 slashing plus improved-grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+42 (magical, reach 15 feet)\n__Damage__ 4d10 + 19 bludgeoning plus improved-knockdown"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+40 (agile, magical, reach 15 feet)\n__Damage__ 4d8 + 19 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Eyes Of Flame"
+ desc: "+42 (fire, magical, range increment 60 feet)\n__Damage__ 10d6 fire 4d6 fire"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 43, attack +33\n__Constant__ __(10th)__ _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Burble"
+ desc: "`pf2:2` (aura,emotion,mental,primal,sonic) The jabberwock creates a blast of strange noises and shouted nonsense in the various languages it knows (and invariably some languages it doesn't know), creating one of two effects.\n\nThe jabberwock can't Burble again for 1d4 rounds.\n\n* **Confusion** 60 feet. Each creature in the emanation must succeed at a DC 46 Will check save or become [[Conditions/Confused|Confused]] for 1d4 rounds.\n* **Sonic Beam** The jabberwock focuses its Burbling into a 60 foot line of sonic energy that deals 24d6 sonic damage to creatures in the area (DC 46 Reflex check save)."
+
+ - name: "Jaws That Bite"
+ desc: " If the jabberwock makes a jaws attack and rolls a natural 19 on the d20 roll, the attack is a critical hit. This has no effect if the 19 would be a failure."
+
+ - name: "Whiffling"
+ desc: "`pf2:r` (aura) **Trigger** The jabberwock Flies or makes a wing Strike\n* * *\n\n**Effect** The jabberwock's wings whiffle, creating severe winds within a 30-foot emanation. These winds move outward from the jabberwock, and they persist until the start of the jabberwock's next turn. During this time, flight of any kind in the emanation requires a successful Acrobatics check to [[Actions/Maneuver in Flight|Maneuver in Flight]], and creatures flying toward the jabberwock are moving through greater difficult terrain. Creatures on the ground in the emanation must succeed at a DC 43 Athletics check check to approach the jabberwock."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Improved Knockdown|Improved Knockdown]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature as a free action. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Jabberwock
+creatures:
+ - 1: Jabberwock
+```
+
+
+
+Few beasts have inspired as many legends, poems, songs, and myths in as many cultures, as this bizarre draconic creature. The jabberwock hails from the fey realm of the First World and is part of a group of powerful First World creatures known collectively as the Tane.
+
+Like all members of the Tane, jabberwocks are living creatures that age, eat, drink, and sleep, but do not reproduce normally. Instead, they are created directly by the godlike Eldest who rule the First World, and they serve at the pleasure of these capricious and mysterious entities. Believed to be the most powerful of all the Tane, jabberwocks are typically only ever created with one purpose: to wreak destruction and havoc upon the Material Plane. One of the Eldest might send a jabberwock to devastate a country, continent, or even entire world in order to get revenge for some slight made against them by a single mortal. Sometimes, no specific insult or injury is required, as some of the Eldest resent the very existence of the Material Plane and periodically create jabberwocks simply to express the wrath of the First World against its younger and less chaotic sibling.
+
+Once a jabberwock arrives on the Material Plane, its first order of business is to seek out a lair. It prefers dwelling in remote forest locations about a day's flight from civilization-the more dangerous the woodland is to those who might eventually come hunting it, the better!
+
+The relationship between jabberwocks and vorpal weapons is the subject of much debate and speculation among scholars, and the various poems, songs, and legends about the jabberwock do little to clarify the issue, conflicting and diverging on this point. Some believe that vorpal weapons were first created specifically to combat jabberwocks, but others take the story one step further. They cite evidence in certain ancient myths that there may once have been only a single, unique jabberwock, so powerful that nothing could so much as scratch it-nothing, that is, except for the first vorpal sword, crafted for that very purpose. So epic was the resulting battle that it created strange echoes throughout reality, and as a result, these echoes, in the form of vorpal weapons, can now be found on many worlds. Those who subscribe to this belief claim that the jabberwocks seen today are but pale imitations of this proto-jabberwock, and they speculate that only the combined efforts of several Eldest would be sufficient to create such a creature again.
+
+Variant JabberwocksThe Eldest have sometimes altered certain aspects of the jabberwocks they create. Some of the more notorious or legendary variant jabberwocks include the following.
+
+Frumious Jabberwock: Frumious jabberwocks have two heads. They are level 24 and gain an extra action on each of their turns they can use only to make a jaws Strike.
+
+Mimsy Jabberwock: Typically hailing from wintry regions of the First World, mimsy jabberwocks have glowing blue-white scales, resist cold instead of fire, and have eyes that burn with blue flames that deal cold damage instead of fire damage.
+
+Slithy Jabberwock: Wreaking destruction beneath the waves, these sinuous and slimy jabberwocks are amphibious, have a swim Speed of 80 feet instead of the normal fly Speed, and do not have a wing Strike. A slithy jabberwock's whiffling aura is activated whenever it swims, makes a tail Strike, or Burbles.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Jotund Troll.md b/content/mechanics/srd/Bestiary/Bestiary 2/Jotund Troll.md
new file mode 100755
index 000000000..25859dc57
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Jotund Troll.md
@@ -0,0 +1,121 @@
+---
+title: "Jotund Troll"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.jqjAN8rkHDzzEC7p"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/mutant
+ - pf2e/creature/type/troll
+ - pf2eMonster
+ - pf2e/creature/level/15
+statblock: inline
+name: "Jotund Troll"
+level: 15
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Jotund Troll"
+level: "Creature 15"
+rare_03: [[Rare]]
+alignment: ""
+size: "huge"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[giant]]
+trait_04: [[mutant]]
+trait_05: [[troll]]
+modifier: 29
+perception:
+ - name: "Perception"
+ desc: "+29; Darkvision"
+languages: "Jotun"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +29, Intimidation: +27"
+abilityMods: [8, 4, 8, -1, 6, 4]
+speed: 30 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 35
+armorclass:
+ - name: AC
+ desc: "35; __Fort__ +31, __Ref__ +23, __Will__ +23"
+hp: 360
+health:
+ - name: ""
+ - name: HP
+ desc: "360, regeneration 40 (deactivated by acid or fire); __Weaknesses__ fire 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 40 (Deactivated by Acid or Fire)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Catch Rock|Catch Rock]]"
+ desc: "`pf2:r` **Requirements** The monster must have a free hand but can [[Actions/Release|Release]] anything it's holding as part of this reaction.\n\n**Trigger** The monster is targeted with a thrown rock Strike or a rock would fall on the monster.\n* * *\n\n**Effect** The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock."
+
+ - name: "Head Regrowth"
+ desc: " A jotund troll ordinarily has nine heads, and they can use regeneration to regrow a head that is severed from an effect like a [[Equipment/Vorpal|Vorpal]] weapon. After regaining Hit Points from regeneration, the jotund troll attempts a DC 8 Flat check check. On a success, one missing head is fully restored; on a critical success, two missing heads are fully restored. If a jotund troll loses their last remaining head, they die immediately."
+
+ - name: "Multiple Opportunities"
+ desc: " A jotund troll gains an extra reaction per round for each of their heads beyond the first, which they can use only to make Attacks of Opportunity with their jaws or to Fast Swallow. They can't use more than 1 reaction for the same triggering action, even if a creature leaves several squares within their reach, and the jotund troll must use a different head for each Attack of Opportunity they make. Whenever one of the jotund troll's heads is severed, the troll loses 1 of their extra reactions per round."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+29 (reach 15 feet)\n__Damage__ 3d12 + 14 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+29 (agile, reach 15 feet)\n__Damage__ 3d10 + 14 slashing"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+30 (brutal, range increment 120 feet)\n__Damage__ 2d12 + 14 bludgeoning"
+
+ - name: "Cacophonous Roar"
+ desc: "`pf2:2` (auditory,emotion,incapacitation,mental,primal) The jotund troll emits a cacophonous roar from all their heads with a mystical power that distorts the listener's mind. Each non-troll creature within 100 feet must attempt a DC 34 Will check save.\n\nThe jotund troll can't use Cacophonous Roar for 1d4 rounds.\n* * *\n\n**Critical Success** The creature is unaffected and is temporarily immune to Cacophonous Roar for 24 hours.\n\n**Success** The creature is [[Conditions/Stupefied|Stupefied 1]] for 1 round.\n\n**Failure** The creature is [[Conditions/Confused|Confused]] for 1 round.\n\n**Critical Failure** The creature is confused for 1d4 rounds."
+
+ - name: "Fast Swallow"
+ desc: "`pf2:r` **Trigger** The jotund troll [[Bestiary Ability Glossary/Grab|Grabs]] a creature with their jaws\n* * *\n\n**Effect** The troll uses Swallow Whole."
+
+ - name: "Ravenous Jaws"
+ desc: "`pf2:2` The jotund troll makes a number of jaws Strikes up to their number of heads, each against a different target. These attacks count toward the troll's multiple attack penalty, but the penalty doesn't increase until after the jotund troll makes all of these attacks."
+
+ - name: "[[Bestiary Ability Glossary/Rend|Rend]]"
+ desc: "`pf2:1` Claw\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Medium, 3d12+8 bludgeoning damage, Rupture 36\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
+ desc: "`pf2:1` The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
+
+```
+
+```encounter-table
+name: Jotund Troll
+creatures:
+ - 1: Jotund Troll
+```
+
+
+
+Jotund trolls are gigantic, nine-headed horrors who prowl frigid moors, marshes, and wastelands, always alone and always enraged. While each of the jotund troll's nine heads possess their own brains and senses, they work much more in tandem than the dual-minded nature of the two-headed troll. Despite this, the heads often argue and bicker, particularly over which head gets to eat. The fact that all nine maws lead to the same shared stomach makes little difference in such culinary disagreements.
+
+Prevailing wisdom holds that the jotund troll represents a primordial, if not original, shape and design for the first trolls to plague the world, arising from a mythical realm in the Great Beyond known as Jotungard. This sprawling domain, said to be nestled in a remote reach of Elysium, is the legendary home of the deities of giant-kind. Whether the jotund troll was created in Jotungard to plague the Material Plane as punishment or challenge, or if it's merely an evocative legend told by scholars, is unknown. In any case, the jotund trolls themselves likely care little.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Jyoti.md b/content/mechanics/srd/Bestiary/Bestiary 2/Jyoti.md
new file mode 100755
index 000000000..117beb0df
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Jyoti.md
@@ -0,0 +1,94 @@
+---
+title: "Jyoti"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.eImM7jkyTxtpkHag"
+tags:
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/vitality
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Jyoti"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Jyoti"
+level: "Creature 9"
+
+alignment: ""
+size: "Medium"
+trait_01: [[fire]]
+trait_02: [[humanoid]]
+trait_03: [[vitality]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision"
+languages: "Common, Jyoti"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +20, Intimidation: +18, Occultism: +20, Society: +18"
+abilityMods: [3, 5, 4, 5, 6, 3]
+speed: 25 feet, fly 60 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +15, __Ref__ +18, __Will__ +21; +1 status to all saves vs. magic, +2 status to all saves vs. divine magic"
+hp: 155
+health:
+ - name: ""
+ - name: HP
+ desc: "155; __Immunities__ death effects, disease, poison; __Resistances__ fire 10, void 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Longspear|+1 Striking Longspear]]"
+abilities_mid:
+ - name: ""
+ - name: "Positive Energy Affinity"
+ desc: " (healing) Vitality healing effects always heal the jyoti for the maximum amount. It doesn't gain the automatic Hit Points or temporary Hit Points from being on a plane with the positive planar essence."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Flaming Ghost Touch Longspear"
+ desc: "+20 (magical, reach 10 feet)\n__Damage__ 2d8 + 6 piercing"
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+21 (finesse, unarmed)\n__Damage__ 2d12 + 6 piercing 1d6 fire"
+
+ - name: "**Melee** `pf2:1` Talon"
+ desc: "+21 (agile, finesse, unarmed)\n__Damage__ 2d8 + 6 slashing 1d6 fire"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 28, attack +20; __5th __ _[[Spells/Banishment|Banishment]]_, _[[Spells/Breath of Life|Breath of Life]]_; __4th __ _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Holy Light|Searing Light]]_; __3rd __ _[[Spells/Heal|Heal (x3)]]_; __2nd __ _[[Spells/Restoration|Restoration (x3)]]_\n__Cantrips__ __(5th)__ _[[Spells/Vitality Lash|Disrupt Undead]]_, _[[Spells/Light|Light]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (fire,occult) The jyoti breathes a blast of searing flame infused with vitality energy in a 40-foot cone that deals 8d6 fire damage plus 4d6 vitality damage to creatures in the area (DC 28 Reflex check save).\n\nThe jyoti can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Infuse Weapons"
+ desc: " (occult) Any weapon a jyoti wields becomes a _[[Equipment/Flaming|Flaming]] [[Equipment/Ghost Touch|Ghost Touch]]_ weapon while the jyoti holds it."
+
+```
+
+```encounter-table
+name: Jyoti
+creatures:
+ - 1: Jyoti
+```
+
+
+
+Jyotis are sometimes called "false phoenixes" by the ignorant or willful. These avian humanoids are native to the Forge of Creation. They rarely leave this enigmatic realm and view visitors from other planes as stains on the purity of their home. Jyotis particularly distrust divine spellcasters and religious warriors, seeing them as inclined to take credit for manifesting a life force that, from the jyotis' perspective, is as plentiful and ubiquitous as water is to fish.
+
+Despite their distrust of intruders, jyotis rarely attack unprovoked when their homes are not threatened. They are intolerant, however, of those who intrude on the palaces of crystallized light and captured flame in which they dwell. They often chase even those who come bearing gifts away; few visitors have anything they desire, for what they desire most is to be left alone. The jyotis' full wrath is reserved for natives of the Shadow Plane and the Void. Historically, the promise of battle with the gargoyle-like sceaduinars, whom they consider it their duty to oppose, has been the only thing to lure jyoti armies beyond the Forge of Creation.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Kelpie.md b/content/mechanics/srd/Bestiary/Bestiary 2/Kelpie.md
new file mode 100755
index 000000000..a7b19494d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Kelpie.md
@@ -0,0 +1,82 @@
+---
+title: "Kelpie"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.qM3RGAAcizh79y2X"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Kelpie"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Kelpie"
+level: "Creature 4"
+
+alignment: ""
+size: "Large"
+trait_01: [[amphibious]]
+trait_02: [[evil]]
+trait_03: [[fey]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Low-Light Vision"
+languages: "Common, Fey, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +11, Deception: +14, Stealth: +10"
+abilityMods: [5, 2, 3, -1, 3, 4]
+speed: 35 feet, swim 35 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +11, __Ref__ +12, __Will__ +14"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60; __Weaknesses__ cold iron 5; __Resistances__ fire 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+13 ()\n__Damage__ 2d6 + 7 bludgeoning plus grab"
+
+ - name: "Captivating Lure"
+ desc: "`pf2:2` (concentrate,emotion,incapacitation,mental,primal) The kelpie instills an overwhelming attraction to itself within the mind of a single creature within 60 feet. The target perceives the kelpie as a desirable person (if the kelpie is in humanoid form) or a valuable steed (if the kelpie is in equine form) and must attempt a DC 23 Will check saving throw.\n* * *\n\n**Critical Success** The creature is unaffected and is temporarily immune to Captivating Lure for 24 hours.\n\n**Success** The creature is [[Conditions/Stupefied|Stupefied 1]] for 1 round and is then temporarily immune to Captivating Lure for 24 hours.\n\n**Failure** The creature is [[Conditions/Fascinated|Fascinated]], and it must spend each of its actions to move closer to the kelpie as expediently as possible while avoiding obvious dangers. If a captivated creature is adjacent to the kelpie, it either attempts to mount the kelpie (if the kelpie is in equine form) or stays still and doesn't act. If the creature is attacked by the kelpie, or if it can't breathe water and enters an area of water, the creature is freed from captivation at the end of the kelpie's turn.\n\n**Critical Failure** As failure, but the target doesn't consider water a danger and will enter an area of water even if it can't swim or breathe water. If it is attacked by the kelpie or starts to drown, it can attempt a new save at the start of its next turn, but it isn't freed automatically."
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph,primal) The kelpie can take on the appearance of any Medium or Large animal of an equine nature (such as a [[Monster Core/Riding Horse|Horse]], [[Monster Core/Hippocampus|Hippocampus]], or [[Monster Core/Riding Pony|Pony]]), or any Small or Medium humanoid. This doesn't change its Speeds or its attack and damage modifiers with its Strikes.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Kelpie
+creatures:
+ - 1: Kelpie
+```
+
+
+
+Kelpies are malevolent amphibious fey shapechangers intent on luring mortals to their doom. These cruel predators lurk in and around areas of water, slightly preferring freshwater over saltwater. Kelpies lure or drag their prey underwater then drown and devour them, leaving behind only the victim's heart and liver- the only parts of a meal kelpies find unpleasant. Kelpies are fond of magically disguising itself as fine steeds or attractive strangers to draw in victims, but its true appearance takes the form of a hideous equine with slimy, green flesh resembling aquatic plants.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Korred.md b/content/mechanics/srd/Bestiary/Bestiary 2/Korred.md
new file mode 100755
index 000000000..5fa274ecf
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Korred.md
@@ -0,0 +1,96 @@
+---
+title: "Korred"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.egFHyFbwpjAtwS3o"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Korred"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Korred"
+level: "Creature 4"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Small"
+trait_01: [[chaotic]]
+trait_02: [[fey]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Low-Light Vision"
+languages: "Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Crafting: +11, Deception: +13, Performance: +13, Stealth: +11"
+abilityMods: [4, 3, 2, 1, 2, 5]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +10, __Ref__ +13, __Will__ +10; +1 status to all saves vs. magic"
+hp: 65
+health:
+ - name: ""
+ - name: HP
+ desc: "65; __Weaknesses__ cold iron 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Club|Club]], 5x Rock, [[Equipment/Sack|Pouch]]"
+abilities_mid:
+ - name: ""
+ - name: "Animated Hair"
+ desc: " (aura,primal) 5 feet. The korred's long, animated hair reaches out and interferes with creatures in the area. The korred can select which targets are affected by their animated hair. An affected creature that ends its turn in the emanation must succeed at a DC 18 Reflex check save or become [[Conditions/Clumsy|Clumsy 1]] ([[Conditions/Clumsy|Clumsy 2]] on a critical failure) as long as it remains in the aura."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Club"
+ desc: "+14 ()\n__Damage__ 2d6 + 7 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Club"
+ desc: "+14 (thrown 10 ft.)\n__Damage__ 2d6 + 7 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+14 (brutal, range increment 20 feet)\n__Damage__ 1d6 + 7 bludgeoning"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 21, attack +11; __6th __ _[[Spells/Speak with Stones|Stone Tell]]_; __4th __ _[[Spells/Shape Stone|Shape Stone (At will)]]_, _[[Spells/Shatter|Shatter (At will)]]_"
+
+ - name: "Hair Snare"
+ desc: "`pf2:1` (incapacitation,primal) The korred causes a long, tangled length of their hair to detach from their body and snake out to coil around an adjacent creature. The creature must attempt a DC 21 Reflex check save.\n\nThe korred cannot use Hair Snare again for 1d4 rounds.\n* * *\n\n**Success** The creature is unaffected.\n\n**Failure** The hair wraps around the creature. The creature takes a -10-foot circumstance penalty to all of its Speeds until it Escapes (DC 21) or until the korred uses Hair Snare again (at which point the previous snare drops to the ground, no longer animated).\n\n**Critical Failure** The creature is [[Conditions/Immobilized|Immobilized]] until it Escapes (DC 21) or the korred uses Hair Snare again."
+
+ - name: "Otherworldly Laugh"
+ desc: "`pf2:2` (auditory,fey,incapacitation,primal,sonic) **Frequency** three times per day\n* * *\n\n**Effect** The korred unleashes an otherworldly laugh. Each non-fey creature within a 30-foot burst must attempt a DC 21 Fortitude check save. On a failure, the creature is [[Conditions/Slowed|Slowed 1]] for 1 round (or [[Conditions/Stunned|Stunned 1]] on a critical failure)."
+
+ - name: "Stone Stride"
+ desc: "`pf2:2` (earth,primal,teleportation) The korred steps into a block of stone large enough for them to fit inside and instantly teleports to any other stone within 30 feet that has the same minimum size. Once the korred enters the stone, they instantly know the rough locations of other sufficiently large stones within 30 feet. They can exit from the original stone, if they prefer. They can't carry extradimensional spaces with them when they Stone Stride; if the korred attempts to do so, Stone Stride fails."
+
+ - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
+ desc: "`pf2:1` The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
+
+```
+
+```encounter-table
+name: Korred
+creatures:
+ - 1: Korred
+```
+
+
+
+Korreds are reclusive fey in the form of small, hirsute individuals with long, animated manes of hair. While korreds have a natural affinity and admiration for stones and boulders, they prefer to dwell aboveground in areas of rocky forest or wooded hills rather than in caves. Korreds are a private people who don't take kindly to intruders, and they invariably work to drive off or kill any non-fey who stumble into their territory. Staunchly proud of their hair, korreds choose their minimal attire so as to allow their body hair to flow freely, often wearing only a belt with a pouch for throwing rocks and trimming shears-though this belt and pouch are rarely visible under their wild manes.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Leng Spider.md b/content/mechanics/srd/Bestiary/Bestiary 2/Leng Spider.md
new file mode 100755
index 000000000..73ae39a81
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Leng Spider.md
@@ -0,0 +1,111 @@
+---
+title: "Leng Spider"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.XIhtwP5jC3LDHFSx"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dream
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Leng Spider"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Leng Spider"
+level: "Creature 13"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[aberration]]
+trait_02: [[chaotic]]
+trait_03: [[dream]]
+trait_04: [[evil]]
+modifier: 24
+perception:
+ - name: "Perception"
+ desc: "+24; Darkvision"
+languages: "Aklo; tongues"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +24, Athletics: +27, Crafting: +22, Deception: +22, Occultism: +26, Religion: +24, Stealth: +26"
+abilityMods: [6, 7, 5, 7, 5, 5]
+speed: 40 feet, climb 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +22, __Ref__ +26, __Will__ +24; +1 status to all saves vs. magic"
+hp: 235
+health:
+ - name: ""
+ - name: HP
+ desc: "235, (fast healing 10); __Immunities__ cold, confused; __Resistances__ poison 15, sonic 15"
+abilities_top:
+ - name: ""
+
+ - name: "Greater Web Sense"
+ desc: " While touching its webs, the Leng spider has precise [[Bestiary Ability Glossary/Tremorsense|Tremorsense]] to detect the vibrations of creatures touching its web."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 10]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Web War Flail"
+ desc: "+27 (disarm, magical, reach 15 feet, sweep, trip)\n__Damage__ 3d10 + 14 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+27 (reach 10 feet)\n__Damage__ 3d12 + 14 piercing plus leng-spider-venom"
+
+ - name: "**Melee** `pf2:1` Leg"
+ desc: "+27 (agile, reach 10 feet)\n__Damage__ 3d8 + 14 slashing"
+
+ - name: "**Ranged** `pf2:1` Web Bola"
+ desc: "+28 (magical, nonlethal, ranged trip, thrown 20 ft.)\n__Damage__ 2d6 + 14 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 33, attack +23; __7th __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Compendium.pf2e.spells-srd.Item.hkfH9Z53hPzcOwNB|Veil]]_, _[[Spells/Warp Mind|Warp Mind]]_; __6th __ _[[Spells/Illusory Scene|Illusory Scene]]_, _[[Spells/Mislead|Mislead]]_; __4th __ _[[Spells/Charm|Charm (x3)]]_, _[[Spells/Unfettered Movement|Freedom of Movement]]_\n__Cantrips__ __(7th)__ _[[Spells/Detect Magic|Detect Magic]]_\n__Constant__ __(7th)__ _[[Spells/Air Walk|Air Walk]]_, _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Create Web Weaponry"
+ desc: "`pf2:1` (manipulate) The Leng spider creates a weapon by applying a cord of webbing to heavy objects, such as rocks or chunks of metal, either attaching two heavy objects together to create a web bola or fastening one to its leg to create a web war flail."
+
+ - name: "Descend on a Web"
+ desc: "`pf2:1` (move) The Leng spider moves straight down up to 120 feet, suspended by a web line. It can hang from the web or drop off. The distance it Descends on a Web doesn't count when calculating falling damage.\n\nThe web can be severed by a Strike that deals slashing damage (AC 30, Hardness 15, 25 HP), causing the Leng spider to fall."
+
+ - name: "Lay Web Trap"
+ desc: "`pf2:1` (manipulate) **Frequency** three times per day\n* * *\n\n**Effect** The Leng spider spins a web within 20 feet of itself to create a [[Equipment/Grasping Snare|Grasping Snare]], [[Equipment/Stunning Snare|Stunning Snare]], or [[Equipment/Warning Snare|Warning Snare]]. The Leng spider's web provides all the raw materials it needs. All save and [[Actions/Escape|Escape]] DCs associated with web traps use the Leng spider's Crafting DC for traps (DC 36). A web trap decays after 24 hours."
+
+ - name: "Leng Spider Venom"
+ desc: " (emotion,mental,poison) **Saving Throw** DC 33 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 2d6 poison damage and [[Conditions/Drained|Drained 1]] (1 round)\n\n**Stage 2** 2d6 poison damage, [[Conditions/Confused|Confused]], and [[Conditions/Drained|Drained 2]] (1 round); the confused effect has the emotion and mental traits."
+
+ - name: "Ranged Trip"
+ desc: " A Leng spider can use a web bola to [[Actions/Trip|Trip]] a target with the Athletics skill. The skill check takes a -2 circumstance penalty. A web bola deals no damage when used to Trip."
+
+```
+
+```encounter-table
+name: Leng Spider
+creatures:
+ - 1: Leng Spider
+```
+
+
+
+The monstrous, bloated spiders from the windswept realm of Leng build eerie, dangerous lairs with the aid of magically compelled slaves. Leng spiders have anywhere from five to 13 legs, but never an even number.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Leprechaun.md b/content/mechanics/srd/Bestiary/Bestiary 2/Leprechaun.md
new file mode 100755
index 000000000..99b9e0f3c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Leprechaun.md
@@ -0,0 +1,84 @@
+---
+title: "Leprechaun"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.MhBKKosmir7pwyG5"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Leprechaun"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Leprechaun"
+level: "Creature 2"
+
+alignment: ""
+size: "Small"
+trait_01: [[chaotic]]
+trait_02: [[fey]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Low-Light Vision"
+languages: "Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Deception: +9, Nature: +7, Performance: +9, Thievery: +8, Gold Lore: +7"
+abilityMods: [1, 4, 1, 3, 3, 4]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +8, __Ref__ +11, __Will__ +10"
+hp: 25
+health:
+ - name: ""
+ - name: HP
+ desc: "25"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Club"
+ desc: "+7 ()\n__Damage__ 1d6 + 3 bludgeoning"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 18, attack +10; __2nd __ _[[Spells/Illusory Creature|Illusory Creature]]_, _[[Spells/Illusory Object|Illusory Object]]_, _[[Spells/Invisibility|Invisibility (Self only)]]_; __1st __ _[[Spells/Dizzying Colors|Color Spray]]_, _[[Spells/Shillelagh|Shillelagh]]_, _[[Spells/Ventriloquism|Ventriloquism]]_\n__Cantrips__ __(1st)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_"
+
+ - name: "Create Object"
+ desc: "`pf2:2` (manipulate,primal) **Frequency** three times per day\n* * *\n\n**Effect** The leprechaun produces an item out of their hat, from behind their jacket, from within a hole in a tree stump, or from any other unexpected location. This conjured item must be no more than 1 Bulk and must be made of relatively commonplace material (such as cloth, wood, stone, or even low-value metal like iron or lead). It can't rely on intricate artistry or complex moving parts, never fulfills a Cost or the like, and can't be made of precious materials or materials with a rarity of uncommon or higher.\n\nThe created object is temporary and lasts for 1 hour or until the leprechaun creates a new item, whichever comes first."
+
+ - name: "Leprechaun Magic"
+ desc: " When a leprechaun uses their innate spells to deceive, trick, or humiliate a creature, the spell DC increases to 20 and the attack modifier to +11."
+
+```
+
+```encounter-table
+name: Leprechaun
+creatures:
+ - 1: Leprechaun
+```
+
+
+
+Leprechauns are mostly jovial tricksters who prefer mischief over conflict. They fill their days with as much fun, wine, and food as possible. Mostly found in forested regions, leprechauns respect nature and those who protect it.
+
+Leprechauns do not attack on sight. Rather, they engage in conversation and try to charm, cajole, or trick those they meet into doing favors for them or freely giving over a treasured item, usually in return for illusory wealth or false promises of wealth and success. These small tricksters are masters at discerning the desires of those they meet-a knack that puts them in a powerful position when bargaining for goods or favors. They aren't above turning people against each other for their own benefit but generally not to an extent that causes harm.
+
+In most cases, a leprechaun doesn't keep a purloined possession for long. The leprechaun most often returns such stolen prizes just in time to defuse tensions, often as they point out the humor of the situation, hoping to share their amusement and mirth with the victim. In cases where a leprechaun's trick goes too far and results in an incensed victim, the leprechaun quickly flees the conflict rather than engage in combat. This willingness to return stolen goods or to flee from battles fades as leprechauns grow older. Ancient leprechauns who have lived for thousands of years often spiral into dark bitterness and increasingly use their powers and illusions to lure those who offend them or fail to appreciate a joke into danger... or even death.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Lerritan.md b/content/mechanics/srd/Bestiary/Bestiary 2/Lerritan.md
new file mode 100755
index 000000000..84a30aaa6
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Lerritan.md
@@ -0,0 +1,97 @@
+---
+title: "Lerritan"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.dmT06H2KtHuZI4sP"
+tags:
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/21
+statblock: inline
+name: "Lerritan"
+level: 21
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Lerritan"
+level: "Creature 21"
+
+alignment: ""
+size: "grg"
+trait_01: [[earth]]
+trait_02: [[elemental]]
+trait_03: [[evil]]
+trait_04: [[fire]]
+modifier: 35
+perception:
+ - name: "Perception"
+ desc: "+35; Low-Light Vision"
+languages: "Common, Jotun, Petran, Pyric"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +41, Crafting: +33, Intimidation: +35, Religion: +36, Survival: +38"
+abilityMods: [10, 5, 7, 2, 7, 4]
+speed: 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 46
+armorclass:
+ - name: AC
+ desc: "46; __Fort__ +38, __Ref__ +34, __Will__ +36"
+hp: 490
+health:
+ - name: ""
+ - name: HP
+ desc: "490; __Immunities__ fire, paralyzed, poison, sleep; __Weaknesses__ cold 20; __Resistances__ piercing 20, slashing 20"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Warhammer|+3 Greater Striking Warhammer]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Tenacious Flames"
+ desc: " (aura,fire,primal) 100 feet. Creatures in the emanation cannot recover from persistent fire damage."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Warhammer"
+ desc: "+40 (magical, reach 25 feet, shove)\n__Damage__ 4d12 + 18 bludgeoning 2d6 fire"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+39 (agile, reach 25 feet)\n__Damage__ 4d10 + 18 piercing 2d6 fire"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+39 (brutal, range increment 120 feet)\n__Damage__ 4d6 + 18 bludgeoning 2d6 fire"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 46, attack +36; __10th __ (1 slots) _[[Spells/Cataclysm|Cataclysm]]_; __9th __ (2 slots) _[[Spells/Fireball|Fireball]]_, _[[Spells/Falling Stars|Meteor Swarm]]_; __8th __ (1 slots) _[[Spells/Earthquake|Earthquake]]_; __7th __ (1 slots) _[[Spells/Interplanar Teleport|Plane Shift (To the Material Plane, Plane of Fire, or Plane of Earth only)]]_\n__Cantrips__ __(10th)__ _[[Spells/Produce Flame|Produce Flame]]_"
+
+ - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
+ desc: "`pf2:1` A lerritan can break stony scales off its body to throw; these scales reform at the end of each round, so the lerritan is never without a supply of rocks to hurl.\n* * *\n\nThe monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
+
+ - name: "Volcanic Eruption"
+ desc: "`pf2:2` (earth,fire,primal) The volcano on the lerritan's back erupts and sends lava bombs raining down in a 30-foot emanation, dealing 12d12 fire damage.\n\nEach creature in the area must attempt a DC 46 Reflex check saving throw. The lava globules quickly cool into heavy stones, transforming the area into greater difficult terrain for non-lerritans.\n\nThe lerritan can't use for 1d4 rounds.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half damage and is [[Conditions/Encumbered|Encumbered]] for 1 round.\n\n**Failure** The creature takes full damage and is [[Conditions/Immobilized|Immobilized]] (Escape DC 46).\n\n**Critical Failure** The creature takes double damage and is encased in a rocky crust with lava on the inside. The creature is [[Conditions/Restrained|Restrained]] (Escape DC 46), can't breathe, takes 3d12 persistent fire damage, and can't recover from this persistent fire damage until freed."
+
+```
+
+```encounter-table
+name: Lerritan
+creatures:
+ - 1: Lerritan
+```
+
+
+
+Lerritans are unstoppable giants with skin of volcanic glass and blood of roiling lava. These malicious arsonists would see the world burned to a cinder. They pay homage to Ymeri, the evil elemental demigod of fire, and they bully other fiery creatures. When the urge to immolate grows too great to ignore, lerritans burn forests, destroy villages, and boil rivers, but they avoid large bodies of water.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Leucrotta.md b/content/mechanics/srd/Bestiary/Bestiary 2/Leucrotta.md
new file mode 100755
index 000000000..bb3778e4b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Leucrotta.md
@@ -0,0 +1,85 @@
+---
+title: "Leucrotta"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.I5JMXwiFxdff1kkq"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Leucrotta"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Leucrotta"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Common; one additional language (usually gnoll)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +13, Deception: +13, Stealth: +11"
+abilityMods: [6, 2, 4, 0, 2, 4]
+speed: 50 feet, climb 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +15, __Ref__ +9, __Will__ +11"
+hp: 85
+health:
+ - name: ""
+ - name: HP
+ desc: "85"
+abilities_top:
+ - name: ""
+
+ - name: "Language Adaptation"
+ desc: " A leucrotta can learn any language it hears spoken for at least 10 minutes, adding it to its languages known and replacing the language it previously learned using this ability. Typically, a leucrotta knows Gnoll as the language granted by this ability."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jagged Jaws"
+ desc: "+15 (fatal d10)\n__Damage__ 2d8 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+13 (agile)\n__Damage__ 2d4 + 8 bludgeoning"
+
+ - name: "Luring Cry"
+ desc: "`pf2:2` (aura,incapacitation,linguistic,mental,primal) 60 feet\n\n**Requirements** The leucrotta's last action was Sound Mimicry\n* * *\n\n**Effect** The leucrotta utters a plaintive cry to draw its prey closer. Each creature within the emanation that was deceived by Sound Mimicry must succeed at a DC 19 Will check save or become [[Conditions/Fascinated|Fascinated]] and compelled to move toward the sound of the leucrotta's voice on their turn. Fascinated creatures are also [[Conditions/Off-Guard|Off-Guard]].\n\nIf the leucrotta attacks, the fascinated condition ends only for the creature that is attacked. If the leucrotta speaks a creature's name while using its Luring Cry, that creature takes a -2 circumstance penalty to their saving throw to resist the ability.\n\nOn a successful save, a creature is temporarily immune to Luring Cry for 24 hours."
+
+ - name: "Sound Mimicry"
+ desc: "`pf2:1` The leucrotta perfectly imitates voices and speech and attempts a Deception check against listeners' Will DC to fool them. The leucrotta gains a +4 bonus to this Deception check if it has listened to the creature it's imitating for at least 10 minutes at any point in the last 24 hours. The leucrotta can't duplicate voice-based abilities or spells, though it can perfectly mimic the sound of verbal spellcasting and can attempt to deceive constructs or undead that respond to voice commands. The leucrotta can't imitate speech in languages it doesn't know."
+
+```
+
+```encounter-table
+name: Leucrotta
+creatures:
+ - 1: Leucrotta
+```
+
+
+
+The vile and vicious offspring of a demon lord and a monstrous species of hyenas, leucrottas are intelligent and cruel beasts. They use their astounding vocal mimicry to lure unsuspecting creatures near so that they can first torment and then devour them. Leucrottas measure 5 feet at the shoulder and weigh 800 pounds, and they are perpetually filthy. A leucrotta's oversized jaws are lined with rows of jagged, hardened bony ridges rather than teeth, and it can shear through flesh, bone, and even steel with ease.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Leydroth.md b/content/mechanics/srd/Bestiary/Bestiary 2/Leydroth.md
new file mode 100755
index 000000000..655c2927c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Leydroth.md
@@ -0,0 +1,97 @@
+---
+title: "Leydroth"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Rxy6DA9pxIssIuBl"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/17
+statblock: inline
+name: "Leydroth"
+level: 17
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Leydroth"
+level: "Creature 17"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[evil]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision"
+languages: "Aklo"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +32, Athletics: +33, Deception: +28, Intimidation: +28, Stealth: +32, Survival: +30"
+abilityMods: [8, 7, 9, -3, 5, 5]
+speed: 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 40
+armorclass:
+ - name: AC
+ desc: "40 or 36 vs. non-magical; __Fort__ +32, __Ref__ +30, __Will__ +28; +2 status to all saves vs. magic"
+hp: 315
+health:
+ - name: ""
+ - name: HP
+ desc: "315; __Resistances__ all damage 15 (except non-magical)"
+abilities_top:
+ - name: ""
+
+ - name: "Magic Sense"
+ desc: " (primal) The leydroth detects the source and school of each source of magic within 60 feet as an imprecise sense."
+
+abilities_mid:
+ - name: ""
+ - name: "Menace to Magic"
+ desc: "`pf2:r` (primal) **Trigger** A creature within 60 feet Casts a Spell\n* * *\n\n**Effect** The leydroth attempts an Intimidation check check to counteract the triggering spell."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+33 (magical, reach 10 feet)\n__Damage__ 3d10 + 16 piercing 1d10 bleed"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+33 (agile, magical, reach 10 feet)\n__Damage__ 3d10 + 16 slashing"
+
+ - name: "**Melee** `pf2:1` Horn Sweep"
+ desc: "+33 (magical, reach 10 feet, sweep, versatile p)\n__Damage__ 3d12 + 16 bludgeoning"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 38, attack +28; __9th __ _[[Spells/Disjunction|Disjunction (x2)]]_; __7th __ _[[Spells/Dispel Magic|Dispel Magic (At will)]]_"
+
+ - name: "Dispelling Roar"
+ desc: "`pf2:2` (auditory,emotion,fear,mental,primal) The leydroth unleashes a bestial roar that reverberates within a 30-foot emanation. It rolls an Intimidation check and compares the result to the Will DC of each creature in the area, with the effects of [[Actions/Demoralize|Demoralize]].\n\nIt also uses this result to attempt to counteract each spell or magical effect in the area, plus one item or effect on each creature in the area, with the effects of [[Spells/Dispel Magic|Dispel Magic]].\n\nThe leydroth can't use Dispelling Roar again for 1d4 rounds."
+
+ - name: "Dispelling Strike"
+ desc: " (primal) **Frequency** once per round\n\n**Trigger** The leydroth hits a creature, object, or spell effect with a Strike\n* * *\n\n**Effect** The leydroth casts its innate [[Spells/Dispel Magic|Dispel Magic]], targeting one effect on the creature struck."
+
+ - name: "Spell Feedback"
+ desc: " (primal) Any time a leydroth counteracts a spell or item, the spell's caster or the creature holding the item takes 8d6 mental damage (DC 38 Will check save)."
+
+```
+
+```encounter-table
+name: Leydroth
+creatures:
+ - 1: Leydroth
+```
+
+
+
+In ancient times, a cabal of primalists imbued an amalgam of beasts with both supernatural might and a hatred of magic itself, hoping to achieve a potent weapon for use against arcane spellcasters. Effective beyond expectation, the first leydroths broke free and turned on their creators. Worse, the leydroths bred true, and these reclusive predators have long outlived their original creators.
+
+Leydroths look like distorted, apelike felines with many-branching horns growing from the backs of their heads. Their thickly muscled limbs end in glowing claws.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Living Boulder.md b/content/mechanics/srd/Bestiary/Bestiary 2/Living Boulder.md
new file mode 100755
index 000000000..bc3a603c1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Living Boulder.md
@@ -0,0 +1,80 @@
+---
+title: "Living Boulder"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.mUx7NM7TVBxf34b6"
+tags:
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Living Boulder"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Living Boulder"
+level: "Creature 2"
+
+alignment: ""
+size: "Small"
+trait_01: [[earth]]
+trait_02: [[elemental]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision, Tremorsense (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +8, Stealth: +5"
+abilityMods: [4, -1, 4, -4, 2, -1]
+speed: 20 feet, burrow 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +10, __Ref__ +5, __Will__ +8"
+hp: 36
+health:
+ - name: ""
+ - name: HP
+ desc: "36; __Immunities__ bleed, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 ()\n__Damage__ 1d8 + 6 piercing"
+
+ - name: "Earth Glide"
+ desc: " A living boulder can [[Actions/Burrow|Burrow]] through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing."
+
+ - name: "Rolling Charge"
+ desc: "`pf2:2` The living boulder Strides twice, and can then make a Strike with its jaws. This jaws Strike gains [[Bestiary Ability Glossary/Knockdown|Knockdown]]."
+
+```
+
+```encounter-table
+name: Living Boulder
+creatures:
+ - 1: Living Boulder
+```
+
+
+
+Living boulders roll and glide through the Plane of Earth, gathering gemstones and metal shards until their surfaces resemble a ship's hull covered in barnacles. Barely more intelligent than many animals, living boulders fill much the same role on the Plane of Earth as the great herd animals found on Material Plane worlds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Living Thunderclap.md b/content/mechanics/srd/Bestiary/Bestiary 2/Living Thunderclap.md
new file mode 100755
index 000000000..155993d51
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Living Thunderclap.md
@@ -0,0 +1,83 @@
+---
+title: "Living Thunderclap"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.pRE2JFAN5iPKrDmp"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Living Thunderclap"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Living Thunderclap"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[air]]
+trait_02: [[elemental]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: "Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +12, Stealth: +12"
+abilityMods: [3, 4, 2, -3, 1, 0]
+speed: fly 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +10, __Ref__ +12, __Will__ +9"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50; __Immunities__ bleed, paralyzed, poison, sleep, sonic"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Gust"
+ desc: "+14 (agile, finesse)\n__Damage__ 2d6 + 6 bludgeoning plus push"
+
+ - name: "**Ranged** `pf2:1` Lightning Bolt"
+ desc: "+14 (electricity, range increment 50 feet)\n__Damage__ 2d12 electricity"
+
+ - name: "Swiftness"
+ desc: " The living thunderclap doesn't trigger reactions when it moves."
+
+ - name: "Thunderbolt"
+ desc: "`pf2:2` (electricity,primal,sonic) The living thunderclap emits a bolt of lightning that crashes with deafening thunder. The living thunderclap makes a lightning bolt Strike that deals 1d12 electricity damage. If it hits, the target and any creatures within a 15-foot emanation around the target take 2d6 sonic damage and must attempt a DC 18 Fortitude check save.\n\nAny creature that fails its save is also [[Conditions/Deafened|Deafened]] for 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Push|Push]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Push in its damage entry\n* * *\n\n**Effect** The monster attempts to [[Actions/Shove|Shove]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance."
+
+```
+
+```encounter-table
+name: Living Thunderclap
+creatures:
+ - 1: Living Thunderclap
+```
+
+
+
+A living thunderclap is a humanoid-shaped storm cloud that cracks and booms with thunder.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Lunar Naga.md b/content/mechanics/srd/Bestiary/Bestiary 2/Lunar Naga.md
new file mode 100755
index 000000000..c469427fe
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Lunar Naga.md
@@ -0,0 +1,82 @@
+---
+title: "Lunar Naga"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.1Bl1b75rzQPm3ZIn"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Lunar Naga"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Lunar Naga"
+level: "Creature 6"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision"
+languages: "Aklo, Common, Empyrean"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Deception: +15, Diplomacy: +15, Nature: +13, Survival: +14, Astronomy Lore: +11"
+abilityMods: [2, 4, 4, 1, 4, 3]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +15, __Ref__ +16, __Will__ +17"
+hp: 100
+health:
+ - name: ""
+ - name: HP
+ desc: "100"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+16 (agile, finesse)\n__Damage__ 2d6 + 8 piercing plus lunar-naga-venom"
+
+ - name: "Primal Spontaneous Spells"
+ desc: "DC 24, attack +16; __3rd __ (4 slots) _[[Spells/Heal|Heal]]_, _[[Spells/Lightning Bolt|Lightning Bolt]]_, _[[Spells/Slow|Slow]]_; __2nd __ (4 slots) _[[Spells/Revealing Light|Glitterdust]]_, _[[Spells/Humanoid Form|Humanoid Form]]_, _[[Spells/Invisibility|Invisibility]]_, _[[Spells/Web|Web]]_; __1st __ (4 slots) _[[Spells/Charm|Charm]]_, _[[Spells/Fleet Step|Fleet Step]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Spider Sting|Spider Sting]]_\n__Cantrips__ __(3rd)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Hypnosis"
+ desc: "`pf2:2` (concentrate,incapacitation,mental,primal,visual) **Frequency** once per day\n* * *\n\n**Effect** The lunar naga twists the coils of their serpentine body, causing the starlike motes on their scales to shift and move as they glow brighter, creating a mesmerizing swirl of light and darkness. All creatures within a 30.foot emanation must succeed at a DC 21 Will check save or become [[Conditions/Fascinated|Fascinated]] until the end of the naga's next turn (on a critical failure, fascinated creatures drop whatever items they are carrying as well). The lunar naga can Sustain a Spell on Hypnosis. If the naga moves, affected creatures are compelled to remain within 30 feet of the naga and must spend each of its actions moving closer to the naga as expediently as possible on its next turn. If a creature is unable to end its turn within 30 feet of the naga, the effect ends for that creature."
+
+ - name: "Lunar Naga Venom"
+ desc: " (poison,sleep) **Saving Throw**DC 24 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** [[Conditions/Stupefied|Stupefied 1]] (1 round)\n\n**Stage 2** as stage 1 (1 round)\n\n**Stage 3** [[Conditions/Stupefied|Stupefied 2]] (1 round)\n\n**Stage 4** [[Conditions/Unconscious|Unconscious]] (1 round). Once a creature falls unconscious from lunar naga venom, they remain asleep for 1d8 hours unless woken."
+
+```
+
+```encounter-table
+name: Lunar Naga
+creatures:
+ - 1: Lunar Naga
+```
+
+
+
+Lunar nagas are skilled diviners and astrologers whose dark scales and white hair sparkle with motes of light that mimic the night skies to which they are forever drawn. While they are less physically imposing than other nagas, they possess a graceful beauty that many find entrancing, even without the help of the naga's inherent magical abilities. Earning a lunar naga's trust is difficult, but not impossible, especially for someone who shares the creature's interest in the celestial sphere.
+
+As they have no hands, lunar nagas use mage hand to manipulate delicate instruments and fine telescopes to observe the night sky. They track the positions of celestial bodies, recording their discoveries in esoteric journals. At their best, lunar nagas are wise and mysterious beings who seek to expand their knowledge of the cosmos. At their worst, after too much exposure to the unfathomable entities that dwell in the darkness between the stars, they become dark prophets who drive others to commit terrible deeds in the name of abominable masters.
+
+On Golarion, the lunar nagas of the nation of Nagajor use their abilities to serve many communities as soothsayers. A few have founded observatories in which they and their followers explore the night sky. Some nagas even use their knowledge of the stars as navigators on ships or overland caravans. In the broader world, where people do not give nagas deference as nearly divine rulers, lunar nagas try to avoid contact with outsiders or use their magical powers of disguise to hide their true forms from all but their most worthy allies.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Lurker In Light.md b/content/mechanics/srd/Bestiary/Bestiary 2/Lurker In Light.md
new file mode 100755
index 000000000..6b66fcdc3
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Lurker In Light.md
@@ -0,0 +1,91 @@
+---
+title: "Lurker In Light"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.NxVCf7YihjblsI1X"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Lurker In Light"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Lurker In Light"
+level: "Creature 5"
+
+alignment: ""
+size: "Small"
+trait_01: [[evil]]
+trait_02: [[fey]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Low-Light Vision"
+languages: "Aklo, Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Nature: +11, Occultism: +11, Stealth: +14, Survival: +13"
+abilityMods: [0, 5, 2, 2, 4, 2]
+speed: 25 feet, fly 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +9, __Ref__ +14, __Will__ +13"
+hp: 72
+health:
+ - name: ""
+ - name: HP
+ desc: "72; __Immunities__ blinded; __Weaknesses__ cold iron 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+14 (agile, finesse)\n__Damage__ 2d6 + 2 slashing"
+
+ - name: "**Ranged** `pf2:1` Mote of Light"
+ desc: "+14 (agile, magical, range increment 10 feet)\n__Damage__ 2d4 + 2 force plus lurkers-glow"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 22, attack +14; __4th __ _[[Spells/Translocate|Dimension Door (Only when in bright light, and only to an area in bright light)]]_, _[[Spells/Summon Fey|Summon Fey]]_; __3rd __ _[[Spells/Blindness|Blindness]]_, _[[Spells/Holy Light|Searing Light]]_, _[[Spells/Summon Fey|Summon Fey]]_\n__Cantrips__ __(3rd)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Light|Light]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_"
+
+ - name: "Blend with Light"
+ desc: "`pf2:r` (move) **Trigger** The lurker in light uses a move action\n\n**Requirements** The lurker in light is in an area of bright light\n* * *\n\n**Effect** The lurker in light becomes [[Conditions/Invisible|Invisible]] until it enters an area of dim light or darkness, or until it uses a hostile action."
+
+ - name: "Lurker's Glow"
+ desc: " (light,primal) A creature that takes damage from a lurker in light's mote of light must attempt a DC 22 Will check save.\n* * *\n\n**Success** The creature is unaffected and is temporarily immune to lurker's glow for 24 hours.\n\n**Failure** The creature is lined in golden light for 1 minute and can't be [[Conditions/Concealed|Concealed]] during this time. If the creature becomes [[Conditions/Invisible|Invisible]], it is concealed rather than being [[Conditions/Undetected|Undetected]].\n\n**Critical Failure** As failure, but the creature sheds bright light in a 20-foot emanation for the duration of the effect. In addition, the creature is [[Conditions/Dazzled|Dazzled]] on its first turn after failing this save.\n\n[[Bestiary Effects/Effect_ Lurker's Glow (Critical Failure)|Effect: Lurker's Glow (Critical Failure)]]"
+
+ - name: "Ritual Gate"
+ desc: "`pf2:1` (primal) **Requirements** The lurker in light has reduced a living creature to 0 Hit Points on this turn or its previous turn and has a [[Spells/Summon Fey|Summon Fey]] innate spell available\n* * *\n\n**Effect** The lurker in light casts _summon fey_ with only a verbal component, using the act of slaughter to replace the normal material and somatic components for the spell. If the fey creature summoned has the same alignment as the lurker in light, the lurker in light can sustain the _summon fey_ spell for up to 1 hour instead of 1 minute."
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " A lurker in light's Strikes deal an additional 2d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Lurker In Light
+creatures:
+ - 1: Lurker In Light
+```
+
+
+
+These malicious and strange fey appear as fairies about 2 feet tall, with insectile wings, large eyes, and bulbous heads. They slaughter and cause mischief in a pattern only their alien intellect understands, but they've been seen to take particular umbrage against dwarves, gnomes, and creatures who live in darkness. With their grudges and pursuit of their own wicked and sadistic whims, lurkers in light deftly overturn the conventional wisdom that creatures associated with light are benign and friendly.
+
+While lurkers in light are fey and have ties to the First World, these creatures are often found elsewhere in the Great Beyond. They are particularly fond of invading the Shadow Plane to bring light to those who dwell there-not to help, but to spread misery and pain among those to whom light is agonizing.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Magma Dragon (Adult).md b/content/mechanics/srd/Bestiary/Bestiary 2/Magma Dragon (Adult).md
new file mode 100755
index 000000000..1ffe8abc4
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Magma Dragon (Adult).md
@@ -0,0 +1,110 @@
+---
+title: "Magma Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.GmpEvfXbA2kszQcz"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Magma Dragon (Adult)"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Magma Dragon (Adult)"
+level: "Creature 13"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[elemental]]
+trait_04: [[fire]]
+modifier: 23
+perception:
+ - name: "Perception"
+ desc: "+23; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Petran, Pyric"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Athletics: +27, Deception: +19, Intimidation: +25, Nature: +21, Stealth: +21, Survival: +23"
+abilityMods: [8, 2, 5, 2, 4, 4]
+speed: 40 feet, fly 140 feet, swim 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +26, __Ref__ +21, __Will__ +23; +1 status to all saves vs. magic"
+hp: 270
+health:
+ - name: ""
+ - name: HP
+ desc: "270; __Immunities__ fire, paralyzed, sleep; __Weaknesses__ cold 15"
+abilities_top:
+ - name: ""
+
+ - name: "Magma Swim"
+ desc: " A magma dragon's swim Speed functions only when the dragon is Swimming through magma or molten lava."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 30 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Wing Deflection"
+ desc: "`pf2:r` **Trigger** The dragon is targeted with an attack\n* * *\n\n**Effect** The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+27 (fire, magical, reach 15 feet)\n__Damage__ 3d10 + 12 piercing 3d6 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+27 (agile, magical, reach 10 feet)\n__Damage__ 3d10 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+25 (magical, reach 20 feet)\n__Damage__ 3d12 + 12 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horns"
+ desc: "+25 (magical, reach 15 feet)\n__Damage__ 2d10 + 12 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 31, attack +23; __6th __ _[[Spells/Breathe Fire|Burning Hands (At Will)]]_, _[[Spells/Wall of Fire|Wall of Fire (At Will)]]_\n__Cantrips__ __(6th)__ _[[Spells/Produce Flame|Produce Flame]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (fire,primal) The dragon breathes a blast of magma that deals 9d6 fire damage and 4d12 bludgeoning damage in a 40-foot cone (DC 33 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one horn Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+ - name: "Volcanic Purge"
+ desc: "`pf2:1` If the next action the dragon uses is Breath Weapon, the magma clings to those it damages. Each creature that fails its save against the Breath Weapon takes 4d6 persistent fire damage, and as long as it has this persistent fire damage, it also takes a -10-foot status penalty to its Speeds."
+
+```
+
+```encounter-table
+name: Magma Dragon (Adult)
+creatures:
+ - 1: Magma Dragon (Adult)
+```
+
+
+
+Magma dragons have a reputation among other dragons for being unpredictable and brash. Their temperament and tendency for violent outbursts ensure that the typical magma dragon lives a solitary life, with hatchlings often bickering or fighting to establish dominance among themselves before they leave the nest. A magma dragon always has a reason for their outbursts and can always justify their sudden turns in mood, yet they rarely feel the need to do so.
+
+Magma dragons build lairs within volcanically active mountains or deep underground amid vast lakes of bubbling magma. As with all true dragons, magma dragons keep hoards of treasure, but the nature of their searing lairs limits the type of valuables they collect to metals, gems, and items capable of resisting the heat of a volcano's core.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Magma Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 2/Magma Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..d3a3e3401
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Magma Dragon (Adult, Spellcaster).md
@@ -0,0 +1,107 @@
+---
+title: "Magma Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.mqJ5MJxfMmts9adW"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Magma Dragon (Adult, Spellcaster)"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Magma Dragon (Adult, Spellcaster)"
+level: "Creature 13"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[elemental]]
+trait_04: [[fire]]
+modifier: 23
+perception:
+ - name: "Perception"
+ desc: "+23; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Petran, Pyric"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Athletics: +27, Deception: +19, Intimidation: +25, Nature: +21, Stealth: +21, Survival: +23"
+abilityMods: [8, 2, 5, 2, 4, 4]
+speed: 40 feet, fly 140 feet, swim 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +26, __Ref__ +21, __Will__ +23; +1 status to all saves vs. magic"
+hp: 270
+health:
+ - name: ""
+ - name: HP
+ desc: "270; __Immunities__ fire, paralyzed, sleep; __Weaknesses__ cold 15"
+abilities_top:
+ - name: ""
+
+ - name: "Magma Swim"
+ desc: " A magma dragon's swim Speed functions only when the dragon is Swimming through magma or molten lava."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 30 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Wing Deflection"
+ desc: "`pf2:r` **Trigger** The dragon is targeted with an attack\n* * *\n\n**Effect** The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+27 (fire, magical, reach 15 feet)\n__Damage__ 3d10 + 12 piercing 3d6 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+27 (agile, magical, reach 10 feet)\n__Damage__ 3d10 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+25 (magical, reach 20 feet)\n__Damage__ 3d12 + 12 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horns"
+ desc: "+25 (magical, reach 15 feet)\n__Damage__ 2d10 + 12 piercing"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 33, attack +25; __6th __ _[[Spells/Fire Seeds|Fire Seeds]]_, _[[Spells/Truesight|True Seeing]]_; __5th __ _[[Spells/Toxic Cloud|Cloudkill]]_, _[[Spells/Elemental Form|Elemental Form]]_, _[[Spells/Flame Strike|Flame Strike]]_; __4th __ _[[Spells/Mirage|Hallucinatory Terrain]]_, _[[Spells/Mountain Resilience|Stoneskin]]_, _[[Spells/Wall of Fire|Wall of Fire]]_; __3rd __ _[[Spells/Haste|Haste]]_, _[[Spells/Slow|Slow]]_, _[[Spells/Stinking Cloud|Stinking Cloud]]_; __2nd __ _[[Spells/Revealing Light|Glitterdust]]_, _[[Spells/Mist|Obscuring Mist]]_, _[[Spells/Sound Body|Restore Senses]]_; __1st __ _[[Spells/Air Bubble|Air Bubble]]_, _[[Spells/Grease|Grease]]_, _[[Spells/Vanishing Tracks|Pass Without Trace]]_\n__Cantrips__ __(6th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Produce Flame|Produce Flame]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Tangle Vine|Tanglefoot]]_"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 31, attack +23; __6th __ _[[Spells/Breathe Fire|Burning Hands (At Will)]]_, _[[Spells/Wall of Fire|Wall of Fire (At Will)]]_\n__Cantrips__ __(6th)__ _[[Spells/Produce Flame|Produce Flame]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (fire,primal) The dragon breathes a blast of magma that deals 9d6 fire damage and 4d12 bludgeoning damage in a 40-foot cone (DC 33 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Volcanic Purge"
+ desc: "`pf2:1` If the next action the dragon uses is Breath Weapon, the magma clings to those it damages. Each creature that fails its save against the Breath Weapon takes 4d6 persistent fire damage, and as long as it has this persistent fire damage, it also takes a -10-foot status penalty to its Speeds."
+
+```
+
+```encounter-table
+name: Magma Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Magma Dragon (Adult, Spellcaster)
+```
+
+
+
+Magma dragons have a reputation among other dragons for being unpredictable and brash. Their temperament and tendency for violent outbursts ensure that the typical magma dragon lives a solitary life, with hatchlings often bickering or fighting to establish dominance among themselves before they leave the nest. A magma dragon always has a reason for their outbursts and can always justify their sudden turns in mood, yet they rarely feel the need to do so.
+
+Magma dragons build lairs within volcanically active mountains or deep underground amid vast lakes of bubbling magma. As with all true dragons, magma dragons keep hoards of treasure, but the nature of their searing lairs limits the type of valuables they collect to metals, gems, and items capable of resisting the heat of a volcano's core.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Magma Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Bestiary 2/Magma Dragon (Ancient).md
new file mode 100755
index 000000000..3bee1aa0d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Magma Dragon (Ancient).md
@@ -0,0 +1,116 @@
+---
+title: "Magma Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.WfWi1iELkN5trDHE"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/18
+statblock: inline
+name: "Magma Dragon (Ancient)"
+level: 18
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Magma Dragon (Ancient)"
+level: "Creature 18"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[elemental]]
+trait_04: [[fire]]
+modifier: 33
+perception:
+ - name: "Perception"
+ desc: "+33; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Petran, Pyric, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +28, Athletics: +36, Deception: +28, Intimidation: +34, Nature: +28, Stealth: +28, Survival: +29"
+abilityMods: [8, 4, 6, 4, 5, 6]
+speed: 50 feet, fly 200 feet, swim 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 42
+armorclass:
+ - name: AC
+ desc: "42; __Fort__ +34, __Ref__ +30, __Will__ +31; +1 status to all saves vs. magic"
+hp: 390
+health:
+ - name: ""
+ - name: HP
+ desc: "390; __Immunities__ fire, paralyzed, sleep; __Weaknesses__ cold 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 37 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Wing Deflection"
+ desc: "`pf2:r` **Trigger** The dragon is targeted with an attack\n* * *\n\n**Effect** The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+36 (magical, reach 20 feet)\n__Damage__ 3d10 + 16 piercing 4d6 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+36 (agile, magical, reach 15 feet)\n__Damage__ 3d10 + 16 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+34 (magical, reach 25 feet)\n__Damage__ 3d12 + 16 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horns"
+ desc: "+34 (magical, reach 20 feet)\n__Damage__ 3d10 + 16 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 40, attack +32; __8th __ _[[Spells/Breathe Fire|Burning Hands (At Will)]]_, _[[Spells/Fireball|Fireball]]_, _[[Spells/Wall of Fire|Wall of Fire (At Will)]]_\n__Cantrips__ __(8th)__ _[[Spells/Produce Flame|Produce Flame]]_\n__Constant__ __(4th)__ _[[Spells/Fire Shield|Fire Shield]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (fire,primal) The dragon breathes a blast of magma that deals 10d6 fire damage and 5d12 bludgeoning damage in a 60-foot cone (DC 40 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one horn Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+ - name: "Magma Swim"
+ desc: " A magma dragon's swim Speed functions only when the dragon is Swimming through magma or molten lava."
+
+ - name: "Magma Tomb"
+ desc: "`pf2:2` Once per day, the dragon can spit a molten boulder at a target within 120 feet. This deals 12d6 fire damage and 5d12 bludgeoning damage, with a DC 42 Reflex check save. If the creature fails its save, it's encased in magma that instantly cools and has Hardness 10, HP 40, and BT 20. The encased creature can't breathe and is [[Conditions/Restrained|Restrained]] (Escape DC 42)."
+
+ - name: "Volcanic Purge"
+ desc: "`pf2:1` If the next action the dragon uses is Breath Weapon, the magma clings to those it damages. Each creature that fails its save against the Breath Weapon takes 5d6 persistent fire damage, and as long as it has this persistent fire damage, it also takes a -10-foot status penalty to its Speeds."
+
+```
+
+```encounter-table
+name: Magma Dragon (Ancient)
+creatures:
+ - 1: Magma Dragon (Ancient)
+```
+
+
+
+Magma dragons have a reputation among other dragons for being unpredictable and brash. Their temperament and tendency for violent outbursts ensure that the typical magma dragon lives a solitary life, with hatchlings often bickering or fighting to establish dominance among themselves before they leave the nest. A magma dragon always has a reason for their outbursts and can always justify their sudden turns in mood, yet they rarely feel the need to do so.
+
+Magma dragons build lairs within volcanically active mountains or deep underground amid vast lakes of bubbling magma. As with all true dragons, magma dragons keep hoards of treasure, but the nature of their searing lairs limits the type of valuables they collect to metals, gems, and items capable of resisting the heat of a volcano's core.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Magma Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 2/Magma Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..1f0d9c29d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Magma Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,113 @@
+---
+title: "Magma Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.BCGB9DLf7BjYlhAi"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/18
+statblock: inline
+name: "Magma Dragon (Ancient, Spellcaster)"
+level: 18
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Magma Dragon (Ancient, Spellcaster)"
+level: "Creature 18"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[elemental]]
+trait_04: [[fire]]
+modifier: 33
+perception:
+ - name: "Perception"
+ desc: "+33; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Petran, Pyric, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +28, Athletics: +36, Deception: +28, Intimidation: +34, Nature: +28, Stealth: +28, Survival: +29"
+abilityMods: [8, 4, 6, 4, 5, 6]
+speed: 50 feet, fly 200 feet, swim 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 42
+armorclass:
+ - name: AC
+ desc: "42; __Fort__ +34, __Ref__ +30, __Will__ +31; +1 status to all saves vs. magic"
+hp: 390
+health:
+ - name: ""
+ - name: HP
+ desc: "390; __Immunities__ fire, paralyzed, sleep; __Weaknesses__ cold 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 37 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Wing Deflection"
+ desc: "`pf2:r` **Trigger** The dragon is targeted with an attack\n* * *\n\n**Effect** The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+36 (magical, reach 20 feet)\n__Damage__ 3d10 + 16 piercing 4d6 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+36 (agile, magical, reach 15 feet)\n__Damage__ 3d10 + 16 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+34 (magical, reach 25 feet)\n__Damage__ 3d12 + 16 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horns"
+ desc: "+34 (magical, reach 20 feet)\n__Damage__ 3d10 + 16 piercing"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 42, attack +34; __8th __ _[[Spells/Earthquake|Earthquake]]_, _[[Spells/Desiccate|Horrid Wilting]]_, _[[Spells/Power Word Stun|Power Word Stun]]_; __7th __ _[[Spells/Fiery Body|Fiery Body]]_, _[[Spells/Interplanar Teleport|Plane Shift]]_, _[[Spells/Volcanic Eruption|Volcanic Eruption]]_; __6th __ _[[Spells/Fire Seeds|Fire Seeds]]_, _[[Spells/Petrify|Flesh to Stone]]_, _[[Spells/Truesight|True Seeing]]_; __5th __ _[[Spells/Toxic Cloud|Cloudkill]]_, _[[Spells/Elemental Form|Elemental Form]]_, _[[Spells/Flame Strike|Flame Strike]]_; __4th __ _[[Spells/Mirage|Hallucinatory Terrain]]_, _[[Spells/Mountain Resilience|Stoneskin]]_, _[[Spells/Wall of Fire|Wall of Fire]]_; __3rd __ _[[Spells/Haste|Haste]]_, _[[Spells/Slow|Slow]]_, _[[Spells/Stinking Cloud|Stinking Cloud]]_; __2nd __ _[[Spells/Revealing Light|Glitterdust]]_, _[[Spells/Mist|Obscuring Mist]]_, _[[Spells/Sound Body|Restore Senses]]_; __1st __ _[[Spells/Air Bubble|Air Bubble]]_, _[[Spells/Grease|Grease]]_, _[[Spells/Vanishing Tracks|Pass Without Trace]]_\n__Cantrips__ __(8th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Produce Flame|Produce Flame]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Tangle Vine|Tanglefoot]]_"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 40, attack +32; __8th __ _[[Spells/Breathe Fire|Burning Hands (At Will)]]_, _[[Spells/Fireball|Fireball]]_, _[[Spells/Wall of Fire|Wall of Fire (At Will)]]_\n__Cantrips__ __(8th)__ _[[Spells/Produce Flame|Produce Flame]]_\n__Constant__ __(4th)__ _[[Spells/Fire Shield|Fire Shield]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (fire,primal) The dragon breathes a blast of magma that deals 10d6 fire damage and 5d12 bludgeoning damage in a 60-foot cone (DC 40 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Magma Swim"
+ desc: " A magma dragon's swim Speed functions only when the dragon is Swimming through magma or molten lava."
+
+ - name: "Magma Tomb"
+ desc: "`pf2:2` Once per day, the dragon can spit a molten boulder at a target within 120 feet. This deals 12d6 fire damage and 5d12 bludgeoning damage, with a DC 42 Reflex check save. If the creature fails its save, it's encased in magma that instantly cools and has Hardness 10, HP 40, and BT 20. The encased creature can't breathe and is [[Conditions/Restrained|Restrained]] (Escape DC 42)."
+
+ - name: "Volcanic Purge"
+ desc: "`pf2:1` If the next action the dragon uses is Breath Weapon, the magma clings to those it damages. Each creature that fails its save against the Breath Weapon takes 5d6 persistent fire damage, and as long as it has this persistent fire damage, it also takes a -10-foot status penalty to its Speeds."
+
+```
+
+```encounter-table
+name: Magma Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Magma Dragon (Ancient, Spellcaster)
+```
+
+
+
+Magma dragons have a reputation among other dragons for being unpredictable and brash. Their temperament and tendency for violent outbursts ensure that the typical magma dragon lives a solitary life, with hatchlings often bickering or fighting to establish dominance among themselves before they leave the nest. A magma dragon always has a reason for their outbursts and can always justify their sudden turns in mood, yet they rarely feel the need to do so.
+
+Magma dragons build lairs within volcanically active mountains or deep underground amid vast lakes of bubbling magma. As with all true dragons, magma dragons keep hoards of treasure, but the nature of their searing lairs limits the type of valuables they collect to metals, gems, and items capable of resisting the heat of a volcano's core.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Magma Dragon (Young).md b/content/mechanics/srd/Bestiary/Bestiary 2/Magma Dragon (Young).md
new file mode 100755
index 000000000..d678f7da3
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Magma Dragon (Young).md
@@ -0,0 +1,107 @@
+---
+title: "Magma Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.621uLqu4QeYjo6Ql"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Magma Dragon (Young)"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Magma Dragon (Young)"
+level: "Creature 9"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[elemental]]
+trait_04: [[fire]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Pyric"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Athletics: +19, Deception: +14, Intimidation: +18, Nature: +15, Stealth: +16, Survival: +18"
+abilityMods: [6, 1, 4, 0, 3, 3]
+speed: 30 feet, fly 100 feet, swim 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +19, __Ref__ +16, __Will__ +18"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175; __Immunities__ fire, paralyzed, sleep; __Weaknesses__ cold 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 24 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Wing Deflection"
+ desc: "`pf2:r` **Trigger** The dragon is targeted with an attack\n* * *\n\n**Effect** The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 (fire, reach 10 feet)\n__Damage__ 2d10 + 10 piercing 2d6 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile)\n__Damage__ 2d10 + 10 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+19 (reach 15 feet)\n__Damage__ 2d12 + 10 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horns"
+ desc: "+19 (reach 10 feet)\n__Damage__ 1d10 + 10 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 26, attack +18; __4th __ _[[Spells/Breathe Fire|Burning Hands (At Will)]]_\n__Cantrips__ __(4th)__ _[[Spells/Produce Flame|Produce Flame]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (fire,primal) The dragon breathes a blast of magma that deals 5d6 fire damage and 3d12 bludgeoning damage in a 30-foot cone (DC 28 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one horn Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+ - name: "Magma Swim"
+ desc: " A magma dragon's swim Speed functions only when the dragon is swimming through magma or molten lava."
+
+```
+
+```encounter-table
+name: Magma Dragon (Young)
+creatures:
+ - 1: Magma Dragon (Young)
+```
+
+
+
+Magma dragons have a reputation among other dragons for being unpredictable and brash. Their temperament and tendency for violent outbursts ensure that the typical magma dragon lives a solitary life, with hatchlings often bickering or fighting to establish dominance among themselves before they leave the nest. A magma dragon always has a reason for their outbursts and can always justify their sudden turns in mood, yet they rarely feel the need to do so.
+
+Magma dragons build lairs within volcanically active mountains or deep underground amid vast lakes of bubbling magma. As with all true dragons, magma dragons keep hoards of treasure, but the nature of their searing lairs limits the type of valuables they collect to metals, gems, and items capable of resisting the heat of a volcano's core.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Magma Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 2/Magma Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..1b765c34e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Magma Dragon (Young, Spellcaster).md
@@ -0,0 +1,104 @@
+---
+title: "Magma Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.WqLivPk7kiAQQekd"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Magma Dragon (Young, Spellcaster)"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Magma Dragon (Young, Spellcaster)"
+level: "Creature 9"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[elemental]]
+trait_04: [[fire]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Pyric"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Athletics: +19, Deception: +14, Intimidation: +18, Nature: +15, Stealth: +16, Survival: +18"
+abilityMods: [6, 1, 4, 0, 3, 3]
+speed: 30 feet, fly 100 feet, swim 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +19, __Ref__ +16, __Will__ +18"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175; __Immunities__ fire, paralyzed, sleep; __Weaknesses__ cold 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 24 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Wing Deflection"
+ desc: "`pf2:r` **Trigger** The dragon is targeted with an attack\n* * *\n\n**Effect** The dragon raises a wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is Flying, they descend 10 feet after the attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 (fire, reach 10 feet)\n__Damage__ 2d10 + 10 piercing 2d6 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile)\n__Damage__ 2d10 + 10 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+19 (reach 15 feet)\n__Damage__ 2d12 + 10 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horns"
+ desc: "+19 (reach 10 feet)\n__Damage__ 1d10 + 10 piercing"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 28, attack +20; __4th __ _[[Spells/Mountain Resilience|Stoneskin]]_, _[[Spells/Wall of Fire|Wall of Fire]]_; __3rd __ _[[Spells/Haste|Haste]]_, _[[Spells/Slow|Slow]]_, _[[Spells/Stinking Cloud|Stinking Cloud]]_; __2nd __ _[[Spells/Revealing Light|Glitterdust]]_, _[[Spells/Mist|Obscuring Mist]]_, _[[Spells/Sound Body|Restore Senses]]_; __1st __ _[[Spells/Air Bubble|Air Bubble]]_, _[[Spells/Grease|Grease]]_, _[[Spells/Vanishing Tracks|Pass Without Trace]]_\n__Cantrips__ __(4th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Produce Flame|Produce Flame]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Tangle Vine|Tanglefoot]]_"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 26, attack +18; __4th __ _[[Spells/Breathe Fire|Burning Hands (At Will)]]_\n__Cantrips__ __(4th)__ _[[Spells/Produce Flame|Produce Flame]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (fire,primal) The dragon breathes a blast of magma that deals 5d6 fire damage and 3d12 bludgeoning damage in a 30-foot cone (DC 28 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Magma Swim"
+ desc: " A magma dragon's swim Speed functions only when the dragon is swimming through magma or molten lava."
+
+```
+
+```encounter-table
+name: Magma Dragon (Young, Spellcaster)
+creatures:
+ - 1: Magma Dragon (Young, Spellcaster)
+```
+
+
+
+Magma dragons have a reputation among other dragons for being unpredictable and brash. Their temperament and tendency for violent outbursts ensure that the typical magma dragon lives a solitary life, with hatchlings often bickering or fighting to establish dominance among themselves before they leave the nest. A magma dragon always has a reason for their outbursts and can always justify their sudden turns in mood, yet they rarely feel the need to do so.
+
+Magma dragons build lairs within volcanically active mountains or deep underground amid vast lakes of bubbling magma. As with all true dragons, magma dragons keep hoards of treasure, but the nature of their searing lairs limits the type of valuables they collect to metals, gems, and items capable of resisting the heat of a volcano's core.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Magma Scorpion.md b/content/mechanics/srd/Bestiary/Bestiary 2/Magma Scorpion.md
new file mode 100755
index 000000000..58eea05d9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Magma Scorpion.md
@@ -0,0 +1,86 @@
+---
+title: "Magma Scorpion"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.EdqgLOBbP3IdyZgU"
+tags:
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Magma Scorpion"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Magma Scorpion"
+level: "Creature 8"
+
+alignment: ""
+size: "Large"
+trait_01: [[elemental]]
+trait_02: [[fire]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +18"
+abilityMods: [6, 3, 5, -4, 4, 0]
+speed: 40 feet, climb 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +19, __Ref__ +14, __Will__ +16"
+hp: 155
+health:
+ - name: ""
+ - name: HP
+ desc: "155; __Immunities__ bleed, fire, paralyzed, poison, sleep; __Weaknesses__ cold 10"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " The magma scorpion ignores the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pincer"
+ desc: "+20 (agile, reach 10 feet)\n__Damage__ 2d6 + 9 bludgeoning plus grab 1d6 fire plus grab"
+
+ - name: "**Melee** `pf2:1` Tail Sting"
+ desc: "+20 (reach 10 feet)\n__Damage__ 1d10 + 9 piercing plus magma-scorpion-venom 1d6 fire plus magma-scorpion-venom"
+
+ - name: "**Ranged** `pf2:1` Magma Spit"
+ desc: "+17 (fire, range increment 40 feet)\n__Damage__ 1d6 + 9 fire 1d6 fire"
+
+ - name: "Magma Scorpion Venom"
+ desc: " (fire,injury,poison) **Saving Throw** DC 26 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 2d6 fire damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 3d6 fire damage and [[Conditions/Enfeebled|Enfeebled 2]] (1 round)"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Magma Scorpion
+creatures:
+ - 1: Magma Scorpion
+```
+
+
+
+Whether skittering through Abyssal wastelands or basking in the searing sand of the deepest deserts, magma scorpions have charred carapaces constantly emitting vision-warping waves of heat.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Mandragora.md b/content/mechanics/srd/Bestiary/Bestiary 2/Mandragora.md
new file mode 100755
index 000000000..a9e0c71f1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Mandragora.md
@@ -0,0 +1,98 @@
+---
+title: "Mandragora"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.BHtKvDPuQKxjtQur"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Mandragora"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Mandragora"
+level: "Creature 4"
+
+alignment: ""
+size: "Small"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[plant]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Low-Light Vision"
+languages: "Chthonian, Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Athletics: +10, Stealth: +12"
+abilityMods: [2, 5, 3, -1, 2, 0]
+speed: 30 feet, burrow 10 feet, climb 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +11, __Ref__ +13, __Will__ +8"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60; __Weaknesses__ fire 5; __Resistances__ bludgeoning 5, electricity 5"
+abilities_top:
+ - name: ""
+
+ - name: "Blood Scent"
+ desc: " (fey) A mandragora can smell creatures with blood as an imprecise sense at a range of 30 feet, and it can smell demons, fey, and sorcerers with blood as a precise sense at a range of 30 feet."
+
+abilities_mid:
+ - name: ""
+ - name: "Vulnerability to Supernatural Darkness"
+ desc: " Whenever a mandragora begins its turn in an area of magical darkness, it is [[Conditions/Slowed|Slowed 1]] on that turn."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+14 (finesse)\n__Damage__ 2d8 + 4 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Thorny Vine"
+ desc: "+14 (agile, finesse, reach 10 feet)\n__Damage__ 2d4 + 4 slashing plus mandragora-venom"
+
+ - name: "Blood Drain"
+ desc: "`pf2:1` (fey) **Requirements** The mandragora has a creature [[Conditions/Grabbed|Grabbed]]\n* * *\n\n**Effect** The mandragora drains blood from the creature it has grabbed, dealing 2d6 damage. If the creature is a demon, fey, or sorcerer, the mandragora gains temporary Hit Points equal to the damage dealt.\n\nA creature that has its blood drained by a mandragora is [[Conditions/Drained|Drained 1]] until it receives healing of any kind or amount."
+
+ - name: "Mandragora Venom"
+ desc: " (poison) **Saving Throw** DC 21 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d6 poison damage and [[Conditions/Stupefied|Stupefied 1]] (1 round)\n\n**Stage 2** 1d6 poison damage, [[Conditions/Confused|Confused]], and [[Conditions/Stupefied|Stupefied 1]] (1 round)\n\n**Stage 3** 2d6 poison damage, [[Conditions/Confused|Confused]], and [[Conditions/Stupefied|Stupefied 1]] (1 round)"
+
+ - name: "Piercing Shriek"
+ desc: "`pf2:1` (auditory,mental,primal) **Frequency** once per day\n* * *\n\n**Effect** The mandragora emits an unsettling shriek. Each non-mandragora creature within 30 feet must attempt a DC 25 Will check save.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Sickened|Sickened 1]].\n\n**Failure** The creature is [[Conditions/Sickened|Sickened 2]].\n\n**Critical Failure** The creature is [[Conditions/Sickened|Sickened 2]] and [[Conditions/Slowed|Slowed 1]]. As long as the creature remains sickened, this slowed condition value can't be reduced below 1."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Mandragora
+creatures:
+ - 1: Mandragora
+```
+
+
+
+A mandragora looks like a freshly pulled tuber that has grown into the malformed shape of a child with a grotesque face and hideously bloated body. These insidious little plants typically form when a mandrake root is watered with a demon's blood. Upon absorbing the otherworldly properties of the demon's blood, the root animates and is forced to seek out blood to feast from, lest it die of thirst.
+
+Always famished and in search for sustenance, mandragoras live haunted, pained lives and perform vile and desperate acts to acquire the blood they crave. While they prefer magically infused blood such as that of unicorns, fey, or sorcerers, and they can also feed off of potions, alchemical bombs, and other magical elixirs, a mandragora can subsist on the blood of non-magical creatures. They find the flavor of mundane blood to be bland and bitter, and they do not blanch at voicing these complaints to the creatures from which they drink.
+
+While the typical mandragora is the size of a human child, some of these evil plants continue to grow and grow, reaching sizes more comparable to those of giants. Sometimes as they grow, they form additional limbs or rudimentary faces, eventually transforming into truly hideous mockeries of the human form.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Manta Ray.md b/content/mechanics/srd/Bestiary/Bestiary 2/Manta Ray.md
new file mode 100755
index 000000000..1cdb4b63b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Manta Ray.md
@@ -0,0 +1,80 @@
+---
+title: "Manta Ray"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Aw2M8PMO5IVca1an"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/aquatic
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Manta Ray"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Manta Ray"
+level: "Creature 1"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[aquatic]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +8"
+abilityMods: [3, 3, 4, -4, 1, -1]
+speed: swim 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +6, __Ref__ +9, __Will__ +6"
+hp: 24
+health:
+ - name: ""
+ - name: HP
+ desc: "24"
+abilities_top:
+ - name: ""
+
+ - name: "Electrolocation"
+ desc: " A manta ray in water can use its electrolocation as an imprecise sense at the listed range to detect living creatures that are in the same body of water as itself."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+8 (agile)\n__Damage__ 1d8 + 3 bludgeoning"
+
+ - name: "Strafing Rush"
+ desc: "`pf2:1` The manta ray Swims, making one tail Strike at any point along the way. The Strike deals half damage."
+
+ - name: "Swift Swimmer"
+ desc: "`pf2:2` The manta ray Swims twice. It has a +10-foot circumstance bonus to its Speed during these actions."
+
+```
+
+```encounter-table
+name: Manta Ray
+creatures:
+ - 1: Manta Ray
+```
+
+
+
+While manta rays might appear daunting, they are generally docile. Manta rays are found in temperate or tropical oceans, and they generally stay in the upper reaches or at the surface of deeper waters. These rays are filter feeders that subsist on plankton. They can also eat larger fish or aquatic creatures as the need arises, but rarely attack anything Small or larger. Many underwater cultures, particularly aquatic elves, raise and farm manta rays to serve as messengers, beasts of burden, or even pets. Manta rays don't make particularly good mounts, but some aquatic civilizations use them to draw underwater carriages.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Marrmora.md b/content/mechanics/srd/Bestiary/Bestiary 2/Marrmora.md
new file mode 100755
index 000000000..08defe912
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Marrmora.md
@@ -0,0 +1,90 @@
+---
+title: "Marrmora"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.FELXYMVIj2XHZeYF"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/15
+statblock: inline
+name: "Marrmora"
+level: 15
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Marrmora"
+level: "Creature 15"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[fey]]
+trait_03: [[fire]]
+modifier: 27
+perception:
+ - name: "Perception"
+ desc: "+27; Low-Light Vision"
+languages: "Common, Elven, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +25, Athletics: +25, Deception: +30, Intimidation: +30, Nature: +30, Stealth: +27, Survival: +27"
+abilityMods: [6, 4, 8, 4, 6, 8]
+speed: 30 feet, fly 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 37
+armorclass:
+ - name: AC
+ desc: "37; __Fort__ +29, __Ref__ +25, __Will__ +27"
+hp: 280
+health:
+ - name: ""
+ - name: HP
+ desc: "280; __Immunities__ fire; __Weaknesses__ cold iron 15; __Resistances__ physical 10 (except slashing)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Absorb Flame"
+ desc: "`pf2:r` **Trigger** The marrmora is targeted by a fire spell or effect, or is in the area of a fire effect\n* * *\n\n**Effect** The marrmora is healed by the fire damage, regaining Hit Points equal to half the damage the fire effect would have dealt."
+
+ - name: "Fascination of Flame"
+ desc: " (aura,emotion,mental,primal) 30 feet. A creature that enters or begins its turn in this aura's emanation must attempt a DC 33 Will check save. Regardless of the result of the saving throw, the creature is temporarily immune for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature loses any resistance to fire for 1 round.\n\n**Failure** The creature loses any resistance to fire for 1 hour.\n\n**Critical Failure** The creature loses any resistance to fire for 1 hour and gains weakness 15 to fire for the same duration."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+29 ()\n__Damage__ 3d6 + 14 slashing 3d6 fire 1d6 fire"
+
+ - name: "**Ranged** `pf2:1` Flame Jet"
+ desc: "+29 (fire, range increment 40 feet)\n__Damage__ 6d6 fire 2d6 fire"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 36, attack +28; __8th __ (2 slots) _[[Spells/Fire Shield|Fire Shield]]_, _[[Spells/Fireball|Fireball]]_; __7th __ (3 slots) _[[Spells/Volcanic Eruption|Volcanic Eruption]]_, _[[Spells/Wall of Fire|Wall of Fire]]_; __6th __ (7 slots) _[[Spells/Fire Shield|Fire Shield (x3)]]_, _[[Spells/Fireball|Fireball (x3)]]_, _[[Spells/One with Plants|Tree Shape (At will) (Appears as a burnt, dead tree)]]_; __5th __ _[[Spells/Elemental Form|Elemental Form (Fire Only)]]_\n__Cantrips__ __(8th)__ _[[Spells/Produce Flame|Produce Flame]]_"
+
+ - name: "Igniting Assault"
+ desc: "`pf2:1` **Requirements** The marrmora is not under the effect of fire shield\n* * *\n\n**Effect** The marrmora makes a claw Strike. If it hits, it can immediately cast one of its available fire shield innate spells as a free action."
+
+```
+
+```encounter-table
+name: Marrmora
+creatures:
+ - 1: Marrmora
+```
+
+
+
+On the First World, marrmoras dwell in ruined wildlands perpetually scourged by fire and rarely, if ever, travel elsewhere. When a wildfire devastates a wilderness region on the Material Plane and results in the death of other fey, marrmoras can be drawn across the planar boundary to revel in the resulting destruction. They seek to reignite the fires that beckoned them, to gather up and feed upon the charred remains of those who perished within (particularly the bodies of dead fey), though they do grow homesick if they spend too much time away from the First World. They are burdened by a capricious but persistent rage and are unfailingly cruel. While they are capable of negotiation and intelligent interaction, they almost never bargain in good faith and typically interact with others only as a means to more efficiently spread their fiery devastation.
+
+A marmorra's twisted appearance evokes the look of an arboreal whose bark has been burnt down to charcoal. They have nearly featureless faces and hands ending in long, sharp claws. Their broken flesh looks like charcoal-burnt wood, riddled with cracks that still glow with an unwholesome heat. They trail ash wherever they walk, and wisps of smoke curl off of their bodies. Though marrmoras enjoy the sight of any woodland and its inhabitants roasting in the flames of their carefully curated fires, there is little that brings more pleasure to a marrmora than the sight of good-aligned plant creatures cooking to a crisp.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Marut.md b/content/mechanics/srd/Bestiary/Bestiary 2/Marut.md
new file mode 100755
index 000000000..7814c7a45
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Marut.md
@@ -0,0 +1,101 @@
+---
+title: "Marut"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.uM9NSutcZVtjlvb6"
+tags:
+ - pf2e/creature/type/aeon
+ - pf2e/creature/type/inevitable
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/monitor
+ - pf2eMonster
+ - pf2e/creature/level/15
+statblock: inline
+name: "Marut"
+level: 15
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Marut"
+level: "Creature 15"
+
+alignment: ""
+size: "Large"
+trait_01: [[aeon]]
+trait_02: [[inevitable]]
+trait_03: [[lawful]]
+trait_04: [[monitor]]
+modifier: 26
+perception:
+ - name: "Perception"
+ desc: "+26; Darkvision, Truesight"
+languages: "Diabolic, Empyrean, Utopian; truespeech"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +31, Diplomacy: +27, Intimidation: +29, Religion: +26, Survival: +28, Axis Lore: +22"
+abilityMods: [8, 4, 6, 1, 5, 6]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 37
+armorclass:
+ - name: AC
+ desc: "37; __Fort__ +27, __Ref__ +25, __Will__ +26; +2 status to all saves vs. magic"
+hp: 230
+health:
+ - name: ""
+ - name: HP
+ desc: "230, regeneration 15 (deactivated by chaotic); __Immunities__ death effects, disease, emotion, poison, unconscious"
+abilities_top:
+ - name: ""
+
+ - name: "Truespeech"
+ desc: " A marut can speak with and understand any creature with a language."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 15 (Deactivated by Chaotic)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+30 (magical, reach 10 feet)\n__Damage__ 3d8 + 11 bludgeoning plus fists-of-thunder-and-lightning 1d6 spirit plus fists-of-thunder-and-lightning"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 37, attack +27; __8th __ _[[Spells/Chain Lightning|Chain Lightning]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Earthquake|Earthquake]]_, _[[Spells/Harm|Harm]]_; __7th __ _[[Spells/Fear|Fear]]_, _[[Spells/Interplanar Teleport|Plane Shift]]_, _[[Spells/Wall of Force|Wall of Force]]_; __5th __ _[[Spells/Command|Command]]_, _[[Spells/Locate|Locate]]_; __4th __ _[[Spells/Translocate|Dimension Door (At will)]]_\n__Constant__ __(8th)__ _[[Spells/Air Walk|Air Walk]]_, _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Rituals"
+ desc: "_Geas_"
+
+ - name: "Final End"
+ desc: " The marut is anathema to beings that unnaturally extend their existence, including undead. Its fists bypass such creatures' resistances to damage and apply the creatures' highest weakness to damage. If a marut kills a creature that rejuvenates, like a lich or ghost, it always knows that the creature isn't fully defeated."
+
+ - name: "Fists of Thunder and Lightning"
+ desc: " (divine,incapacitation) Each time the marut makes a fist Strike, it chooses either lightning or thunder.\n\n* If it chooses lightning, the attack deals an additional 2d12 electricity damage and the target must succeed at a DC 33 Fortitude check save or be [[Conditions/Blinded|Blinded]] for 1 minute.\n* If it chooses thunder, the attack deals an additional 3d8 sonic damage and the target must succeed at a DC 36 Fortitude check save or be [[Conditions/Deafened|Deafened]] for 1 minute."
+
+```
+
+```encounter-table
+name: Marut
+creatures:
+ - 1: Marut
+```
+
+
+
+A marut is tasked with hunting mortals who cheat death by artificially extending their lifespans. This includes those who seek undeath, such as liches and vampires, but also includes those who use powerful magic to cling to their youth, use divination to discover and avoid an appointed death, or call too often on the power of resurrection. Once the marut has selected its target, the inevitable pursues its quarry without surcease or deviation until either it or the target is dead.
+
+Maruts seem to be carved from stone and clad in golden armor, yet they move with the deliberate grace of a creature made of flesh and bone. A marut never rushes, but its thunderous footfalls are relentless as it pursues its target. Though able to speak any language, the marut is taciturn even among inevitables.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Mastodon.md b/content/mechanics/srd/Bestiary/Bestiary 2/Mastodon.md
new file mode 100755
index 000000000..042c46274
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Mastodon.md
@@ -0,0 +1,84 @@
+---
+title: "Mastodon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.YJNI0HjrtaAyByf0"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Mastodon"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Mastodon"
+level: "Creature 9"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +21, Stealth: +17"
+abilityMods: [8, 0, 5, -4, 2, -2]
+speed: 45 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +20, __Ref__ +13, __Will__ +17"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tusk"
+ desc: "+21 (reach 15 feet)\n__Damage__ 3d8 + 12 piercing"
+
+ - name: "**Melee** `pf2:1` Trunk"
+ desc: "+21 (reach 15 feet)\n__Damage__ "
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+21 (reach 10 feet)\n__Damage__ 2d10 + 12 bludgeoning"
+
+ - name: "Dual Tusks"
+ desc: "`pf2:1` The mastodon makes two tusk Strikes, each against a different creature. This counts as one attack for the mastodon's multiple attack penalty, and the penalty doesn't increase until after both attacks."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Large or smaller, foot, DC 27 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+ - name: "Grabbing Trunk"
+ desc: " A Medium or smaller creature hit by the mastodon's trunk is [[Conditions/Grabbed|Grabbed]]. If the mastodon moves, it can bring the grabbed creature along with it."
+
+```
+
+```encounter-table
+name: Mastodon
+creatures:
+ - 1: Mastodon
+```
+
+
+
+Not to be confused with the larger mammoth, mastodons are primeval elephants who dwell predominantly in temperate forests. There, they travel in close-knit social groups and feed on the forest vegetation.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Megalania.md b/content/mechanics/srd/Bestiary/Bestiary 2/Megalania.md
new file mode 100755
index 000000000..841889581
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Megalania.md
@@ -0,0 +1,78 @@
+---
+title: "Megalania"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.yxpX0HkryPk75IsX"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Megalania"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Megalania"
+level: "Creature 7"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Low-Light Vision, Scent (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +18, Stealth: +15"
+abilityMods: [7, 2, 4, -4, 2, -2]
+speed: 25 feet, swim 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +17, __Ref__ +15, __Will__ +13"
+hp: 125
+health:
+ - name: ""
+ - name: HP
+ desc: "125"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+18 (reach 10 feet)\n__Damage__ 2d10 + 9 piercing plus grab,megalania-venom"
+
+ - name: "Megalania Venom"
+ desc: " (poison) **Saving Throw** DC 25 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d6 poison damage and [[Conditions/Clumsy|Clumsy 1]] (1 round)\n\n**Stage 2** 2d6 poison damage, [[Conditions/Clumsy|Clumsy 2]], and [[Conditions/Off-Guard|Off-Guard]] (1 round)\n\n**Stage 3** 2d6 poison damage, [[Conditions/Clumsy|Clumsy 3]], and [[Conditions/Off-Guard|Off-Guard]] (1 round)"
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Large, 2d10+7 bludgeoning, Rupture 16\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Megalania
+creatures:
+ - 1: Megalania
+```
+
+
+
+Megalanias, like their smaller cousins the giant monitor lizards, strike fast and use their powerful bite to grip their prey. They prefer to swallow their prey whole rather than risk others getting a bite of a hard-won meal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Meladaemon.md b/content/mechanics/srd/Bestiary/Bestiary 2/Meladaemon.md
new file mode 100755
index 000000000..c121c10a5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Meladaemon.md
@@ -0,0 +1,105 @@
+---
+title: "Meladaemon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gW2V3JJI9yWom1T8"
+tags:
+ - pf2e/creature/type/daemon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Meladaemon"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Meladaemon"
+level: "Creature 11"
+
+alignment: ""
+size: "Large"
+trait_01: [[daemon]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[unholy]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision, Lifesense (Imprecise) 30 Feet"
+languages: "Common, Daemonic; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +20, Deception: +23, Intimidation: +23, Religion: +20, Stealth: +23, Survival: +19"
+abilityMods: [7, 5, 6, 3, 4, 6]
+speed: 25 feet, fly 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +23, __Ref__ +20, __Will__ +19; +1 status to all saves vs. magic"
+hp: 225
+health:
+ - name: ""
+ - name: HP
+ desc: "225; __Immunities__ death effects; __Weaknesses__ holy 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense (Imprecise) 30 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+abilities_mid:
+ - name: ""
+ - name: "Consumptive Aura"
+ desc: " (aura,divine) 20 feet. A meladaemon emanates an aura of intense hunger. Each round a creature begins its turn in the aura, it must attempt a DC 27 Fortitude check save. On a failure, the creature takes 1d6 void damage (2d6 void damage on a critical failure) and becomes [[Conditions/Fatigued|Fatigued]]. This fatigue ends as soon as the creature eats any food."
+
+ - name: "Withering Opportunity"
+ desc: "`pf2:r` **Trigger** The meladaemon is attacked by an adjacent creature and the attack misses\n* * *\n\n**Effect** The meladaemon swipes at the triggering creature, which must immediately attempt a save against the meladaemon's withering touch."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bite"
+ desc: "+24 (magical, reach 10 feet, unholy)\n__Damage__ 2d12 + 13 piercing plus daemonic-famine 1d6 spirit plus daemonic-famine"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+24 (agile, magical, reach 10 feet, unholy)\n__Damage__ 2d8 + 13 slashing plus grab,withering-touch 1d6 spirit plus grab,withering-touch"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 31, attack +21; __6th __ _[[Spells/Phantom Pain|Phantom Pain]]_; __5th __ _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Fear|Fear]]_, _[[Spells/Force Barrage|Magic Missile (At will)]]_; __4th __ _[[Spells/Translocate|Dimension Door (At will)]]_; __1st __ _[[Spells/Detect Alignment|Detect Alignment (At will) (Good only)]]_"
+
+ - name: "Rituals"
+ desc: "_Blight_"
+
+ - name: "Daemonic Famine"
+ desc: " (disease) **Saving Throw** DC 29 Fortitude check\n\n**Stage 1** carrier (1 day)\n\n**Stage 2** [[Conditions/Enfeebled|Enfeebled 1]] (1 day)\n\n**Stage 3** [[Conditions/Enfeebled|Enfeebled 2]] (1 day)\n\n**Stage 4** as stage 3 (1 day)\n\n**Stage 5** [[Conditions/Enfeebled|Enfeebled 3]] (1 day)\n\n**Stage 6** dead"
+
+ - name: "Withering Touch"
+ desc: " (divine) When the meladaemon hits with a claw Strike or a creature begins its turn grabbed by the meladaemon, the creature must attempt a DC 30 Fortitude check save. On a failure, the creature takes 1d6 void damage and becomes [[Conditions/Fatigued|Fatigued]]. This fatigue ends when the creature drinks."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Meladaemon
+creatures:
+ - 1: Meladaemon
+```
+
+
+
+Meladaemons personify death by starvation and thirst, and revel in spreading the same despair that brought about their mortal demise. When they aren't blighting fields, massacring livestock, or tainting water supplies, they experiment on prisoners to study how long creatures can go without sustenance and the deleterious effects that result from such deprivation. Fiercely loyal to Trelmarixian, Horseman of Famine, they serve no other beings. They work alongside other daemons if Trelmarixian wills it, but are notoriously traitorous.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Melody On The Wind.md b/content/mechanics/srd/Bestiary/Bestiary 2/Melody On The Wind.md
new file mode 100755
index 000000000..70a6917a0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Melody On The Wind.md
@@ -0,0 +1,89 @@
+---
+title: "Melody On The Wind"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.5B6y55KpBhwA4xU6"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Melody On The Wind"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Melody On The Wind"
+level: "Creature 10"
+
+alignment: ""
+size: "huge"
+trait_01: [[air]]
+trait_02: [[elemental]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision"
+languages: "Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +22, Performance: +22, Stealth: +22"
+abilityMods: [4, 6, 2, 2, 5, 6]
+speed: fly 100 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +16, __Ref__ +22, __Will__ +19"
+hp: 170
+health:
+ - name: ""
+ - name: HP
+ desc: "170; __Immunities__ bleed, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Hostile Duet"
+ desc: "`pf2:r` (auditory) **Trigger** A hostile creature within 30 feet creates an effect with the auditory trait that provides bonuses to itself or its allies\n* * *\n\n**Effect** The melody on the wind recreates the auditory effect, gaining the bonuses for itself and its allies as long as the original effect persists."
+
+ - name: "Retune"
+ desc: "`pf2:r` (auditory) **Trigger** The melody on the wind is targeted by a spell with the auditory trait\n* * *\n\n**Effect** The melody on the wind attempts to counteract the spell. If it succeeds, the spell effect is caught in a blast of wind that sweeps it back to its origin, affecting the caster. Targets of the triggering effect other than the melody on the wind are still affected normally."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Wind Gust"
+ desc: "+23 (agile, finesse)\n__Damage__ 2d10 + 10 bludgeoning plus push"
+
+ - name: "**Ranged** `pf2:1` Solid Refrain"
+ desc: "+23 (range increment 70 feet)\n__Damage__ 2d8 + 10 sonic"
+
+ - name: "Mesmerizing Melody"
+ desc: "`pf2:1` (auditory,concentrate,mental,primal) The melody on the wind sings in a sonorous chorus. Any creature in a 30-foot emanation must attempt a DC 30 Will check save to resist becoming fascinated by the melody on the wind. A creature that succeeds at its save is temporarily immune for 24 hours.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Fascinated|Fascinated]] for 1 round.\n\n**Failure** The creature is fascinated for 1d4 rounds."
+
+ - name: "Swiftness"
+ desc: " The melody on the wind's movement doesn't trigger reactions."
+
+ - name: "[[Bestiary Ability Glossary/Push|Push]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Push in its damage entry\n* * *\n\n**Effect** The monster attempts to [[Actions/Shove|Shove]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance."
+
+```
+
+```encounter-table
+name: Melody On The Wind
+creatures:
+ - 1: Melody On The Wind
+```
+
+
+
+This cloud of song and sound has been caught by the wind and carried across the air. While the melody on the wind might enjoy the beauty of music, it is by nature a destructive elemental force.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Mist Stalker.md b/content/mechanics/srd/Bestiary/Bestiary 2/Mist Stalker.md
new file mode 100755
index 000000000..8b288ca09
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Mist Stalker.md
@@ -0,0 +1,92 @@
+---
+title: "Mist Stalker"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.s2MRo100PpmpNyLM"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Mist Stalker"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Mist Stalker"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[amphibious]]
+trait_02: [[elemental]]
+trait_03: [[water]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision"
+languages: "Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +11, Stealth: +12"
+abilityMods: [4, 4, 2, 1, 5, 0]
+speed: 20 feet, climb 20 feet, swim 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +10, __Ref__ +12, __Will__ +11"
+hp: 58
+health:
+ - name: ""
+ - name: HP
+ desc: "58; __Immunities__ bleed, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Mist Vision"
+ desc: " The mist stalker ignores the [[Conditions/Concealed|Concealed]] condition from mist and fog."
+
+abilities_mid:
+ - name: ""
+ - name: "Mist Cloud"
+ desc: " (aura,primal,water) 15 feet. The mist stalker is surrounded by mist. Creatures in the aura are [[Conditions/Concealed|Concealed]]. If wind disperses the aura, it returns automatically at the start of the mist stalker's turn. This cloud is suppressed in water."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+14 (finesse, reach 10 feet, sweep)\n__Damage__ 2d8 + 4 bludgeoning plus grab"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d8+4 bludgeoning damage, DC 21 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Solidify Mist"
+ desc: "`pf2:1` (primal,water) The mist stalker makes its mist cloud congeal, causing the aura to be difficult terrain until the start of the mist stalker's next turn.\n\nIn addition, the mist stalker can make the mist even thicker around a single Medium or smaller creature within the cloud. The creature must succeed at a DC 20 Reflex check save or become [[Conditions/Immobilized|Immobilized]] until it [[Actions/Escape|Escapes]] or it is no longer in the mist cloud's emanation."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Mist Stalker
+creatures:
+ - 1: Mist Stalker
+```
+
+
+
+The tentacled mist stalker shrouds itself in a cloak of mist through which its single, never-blinking eye can see with clarity, allowing it an advantage when stalking its prey.
+
+* * *
+
+Water elementals that become infused with cold or mist have increased mobility in regions outside of bodies of water.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Mohrg.md b/content/mechanics/srd/Bestiary/Bestiary 2/Mohrg.md
new file mode 100755
index 000000000..e240e4efb
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Mohrg.md
@@ -0,0 +1,96 @@
+---
+title: "Mohrg"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.6pgwZVKtQuAxWgiZ"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Mohrg"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Mohrg"
+level: "Creature 8"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[undead]]
+trait_04: [[unholy]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision"
+languages: "Common, Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Athletics: +18, Intimidation: +19, Society: +15, Stealth: +18"
+abilityMods: [6, 4, 4, 1, 3, 5]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +18, __Ref__ +16, __Will__ +13"
+hp: 120
+health:
+ - name: ""
+ - name: HP
+ desc: "120, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious; __Resistances__ piercing 10, slashing 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Mohrg Spawn"
+ desc: " (occult) A living creature slain by a mohrg that had a lower level than the mohrg rises as a mohrg spawn after 1d4 rounds, on its turn. This mohrg spawn is under the command of the mohrg that created it. If the creator of the mohrg spawn is destroyed, the mohrg spawn is destroyed as well, immediately collapsing into a pile of decayed flesh and bones."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+20 ()\n__Damage__ 2d10 + 9 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tongue"
+ desc: "+20 (agile)\n__Damage__ "
+
+ - name: "Paralysis"
+ desc: " (incapacitation,occult) A living creature hit by a mohrg's tongue Strike must succeed at a DC 26 Fortitude check save or become [[Conditions/Paralyzed|Paralyzed]]. The creature can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each attempt."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Mohrg
+creatures:
+ - 1: Mohrg
+```
+
+
+
+The weight of murder wears heavy on the soul. With souls marked by a lifetime of dealing death, these killers, whether mass murderers, bloodthirsty soldiers, or sadistic executioners, sometimes do not let judgment and lawful execution stanch their slaying sprees. When such individuals are brought to justice, they may rise after death as mohrgs to continue their ruinous work.
+
+Drawn to others of their kind, mohrgs prefer to hunt in small groups, occasionally in partnership with weaker free-willed undead such as shadows and wights. They seek out weak prey and revel in causing drawn-out suffering. Some mohrgs haunt locations they favored in life, reenacting old crimes on new victims. They may even skulk about in public, wearing rags, cloaks, or freshly harvested skins to hide their nature. The most dangerous mohrgs are those who grow powerful enough to no longer fear being struck down again and openly assault settlements in an attempt to turn living towns into mass graves.
+
+Since those slain by a mohrg rise soon thereafter as mohrg spawn, the murders of a mohrg rarely go unnoticed for long, even when they take extra care to prey only on a society's dregs. Since mohrg spawn remain under a mohrg's control, a canny mohrg might order its spawn to remain in hiding to keep its presence secret until a point where it feels confident unleashing its undead army upon a doomed settlement.
+
+Mohrgs retain a twisted sentimentality for the crimes of their mortal life, seeking out trinkets that remind them of favorite murders. When not out hunting, mohrgs arrange their mementos into disturbing shrines. Often, these trinkets are valuable objects, and might even provide important clues to ongoing mysteries.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Monadic Deva.md b/content/mechanics/srd/Bestiary/Bestiary 2/Monadic Deva.md
new file mode 100755
index 000000000..f4d0abd15
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Monadic Deva.md
@@ -0,0 +1,97 @@
+---
+title: "Monadic Deva"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.vuZxt7jNb48svXtj"
+tags:
+ - pf2e/creature/type/angel
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Monadic Deva"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Monadic Deva"
+level: "Creature 12"
+
+alignment: ""
+size: "Medium"
+trait_01: [[angel]]
+trait_02: [[celestial]]
+trait_03: [[good]]
+trait_04: [[holy]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Darkvision"
+languages: "Diabolic, Draconic, Empyrean; tongues"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +25, Diplomacy: +24, Intimidation: +22, Occultism: +20, Religion: +25, Survival: +22"
+abilityMods: [7, 4, 5, 4, 4, 5]
+speed: 30 feet, fly 60 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +24, __Ref__ +21, __Will__ +20; +1 to all saves vs. magic"
+hp: 245
+health:
+ - name: ""
+ - name: HP
+ desc: "245; __Immunities__ death effects; __Weaknesses__ unholy 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Mace|+1 Striking Mace]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Spiritual Warden"
+ desc: " (aura,divine) 20 feet. Allies in the aura gain a +2 status bonus to saving throws against death effects and effects that target or manipulate their souls.\n\n[[Bestiary Effects/Effect_ Spiritual Warden|Effect: Spiritual Warden]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Holy Mace"
+ desc: "+28 (holy, magical, shove)\n__Damage__ 2d6 + 15 bludgeoning plus solid-blow 1d6 force plus solid-blow"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 31, attack +21; __6th __ _[[Spells/Divine Wrath|Divine Wrath]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Paralyze|Paralyze]]_, _[[Compendium.pf2e.spells-srd.Item.OyFCwQuw8XRazsNr|Remove Curse]]_, _[[Compendium.pf2e.spells-srd.Item.RneiyehRO6f7LP44|Remove Disease]]_; __5th __ _[[Spells/Creation|Creation]]_, _[[Spells/Clear Mind|Remove Fear]]_; __4th __ _[[Spells/Charm|Charm]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At will) (Self only)]]_; __1st __ _[[Spells/Detect Alignment|Detect Alignment (At will) (Evil only)]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Rituals"
+ desc: "_Angelic Messenger_"
+
+ - name: "Holy Armaments"
+ desc: " (divine) Any weapon gains the effect of a _[[Equipment/Holy|Holy]]_ property rune while a monadic deva wields it."
+
+ - name: "Rebuke Soul"
+ desc: "`pf2:1` (auditory,divine,holy,incapacitation) The monadic deva speaks a word to cause a creature's soul to recoil at its sins or an undead creature to recoil at its lack of a soul. One non-good living or undead target within 40 feet takes 5d10 spirit damage and must attempt a DC 32 Fortitude check save.\n\nRegardless of the outcome, the target is then temporarily immune for 10 minutes.\n* * *\n\n**Critical Success** The target is unaffected.\n\n**Success** The target takes half damage and is [[Conditions/Stunned|Stunned 1]].\n\n**Failure** The target takes full damage and is [[Conditions/Stunned|Stunned 2]].\n\n**Critical Failure** The target takes double damage and is [[Conditions/Stunned|Stunned 4]]."
+
+ - name: "Solid Blow"
+ desc: " (divine,force) When a monadic deva hits a target for the second time during its turn with its mace, it deals an additional 2d12 force damage as its weapon shimmers with ripples of power."
+
+```
+
+```encounter-table
+name: Monadic Deva
+creatures:
+ - 1: Monadic Deva
+```
+
+
+
+Monadic devas stand vigil along the River of Souls as it passes from the mortal realm into the Ethereal Plane. Those who seek to fish souls out for their own use stalk this metaphysical river, and it is against these predators that monadic devas fight. At other times, monadic devas work to guide newcomers to the River of Souls who might be in danger of drifting from the current and lingering as ghosts. Monadic devas often find their tasks place them in alliances with psychopomps, and they work well with the monitors despite the philosophical divide between their views on a soul's inherent goodness. A monadic deva is 7 feet tall and weighs 220 pounds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Moonflower.md b/content/mechanics/srd/Bestiary/Bestiary 2/Moonflower.md
new file mode 100755
index 000000000..32ae0fe79
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Moonflower.md
@@ -0,0 +1,94 @@
+---
+title: "Moonflower"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.4ej8vssJVu0BkusM"
+tags:
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Moonflower"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Moonflower"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[plant]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision"
+languages: "telepathy 1 mile (other moonflowers only)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +19, Stealth: +14"
+abilityMods: [7, 0, 4, -2, 4, 3]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +18, __Ref__ +10, __Will__ +16"
+hp: 120
+health:
+ - name: ""
+ - name: HP
+ desc: "120, fast healing 10; __Immunities__ electricity; __Weaknesses__ fire 10; __Resistances__ physical 10 (except slashing)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 10]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bite"
+ desc: "+20 (reach 15 feet)\n__Damage__ 2d10 + 10 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Root"
+ desc: "+20 (agile, reach 15 feet)\n__Damage__ 2d8 + 10 bludgeoning"
+
+ - name: "Light Pulse"
+ desc: "`pf2:2` (light,primal,visual) 50 feet\n\nThe moonflower releases a pulse of bright light. Each non-moonflower creature in the emanation must attempt a DC 23 Fortitude check save.\n\nThe moonflower can't use Light Pulse again for 1d4 rounds.\n* * *\n\n**Success** The creature is unaffected.\n\n**Failure** The creature is [[Conditions/Dazzled|Dazzled]] for 1d4 rounds.\n\n**Critical Failure** The creature is [[Conditions/Blinded|Blinded]] for 1d4 rounds."
+
+ - name: "Pod Prison"
+ desc: "`pf2:r` **Trigger** The moonflower has swallowed a creature\n* * *\n\n**Effect** The swallowed creature is wrapped in a tight cocoon and extruded from the moonflower's body into an adjacent square. The creature continues to be Swallowed Whole. It can't use Acrobatics to [[Actions/Escape|Escape]] a pod, but other creatures can attempt to Rupture the pod. The cocooned creature takes half damage from any damage dealt to the cocoon. Once the cocoon is Ruptured, it deflates and decays."
+
+ - name: "Pod Spawn"
+ desc: " Should a Small or larger creature die within a pod prison, the pod transforms into an adult moonflower with full Hit Points after 1d4 hours of growth.\n\nThe newly formed moonflower has its own consciousness, but some aspect of its trunk or blossoms resembles the creature that died within. The dead creature's equipment remains inside the new moonflower and can be retrieved if the moonflower is slain."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Large, 2d10+10 bludgeoning and 2d6 acid, Rupture 21\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Moonflower
+creatures:
+ - 1: Moonflower
+```
+
+
+
+These enormous plants have thick, knotted trunks festooned with fanged blossoms. A gaping mouth sits at the top of the trunk, capable of swallowing most creatures smaller than the moonflower whole. Moonflowers can move slowly on their powerful roots or use them to attack, but usually they dig them deeply into the surrounding ground and remain stationary to await prey.
+
+Though moonflowers can't speak in the conventional sense, they communicate telepathically with other moonflowers. Explorers who encounter a single moonflower can thus be assured that any other moonflowers in the vicinity will be prepared for them. Those who manage to intercept a moonflower's telepathic communications are assaulted by visions of dreadful, primeval jungles ruled over by titanic plant life. Whether this is some vision of the past or a dream of the future shared by all moonflowers is unknown.
+
+Moonflowers are alien life-forms from a long-dead planet, but their proliferation throughout the galaxy has been ensured through the machinations of the Dominion of the Black, a sinister, alien organization from the dark places between the stars.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Morlock.md b/content/mechanics/srd/Bestiary/Bestiary 2/Morlock.md
new file mode 100755
index 000000000..14d0dfae5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Morlock.md
@@ -0,0 +1,99 @@
+---
+title: "Morlock"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.v0rBQ97Ziy0QNj8D"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Morlock"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Morlock"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[humanoid]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +8, Crafting: +8, Stealth: +9"
+abilityMods: [4, 3, 1, -2, 3, 1]
+speed: 30 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +7, __Ref__ +11, __Will__ +9; +2 status to all saves vs. disease and poison"
+hp: 38
+health:
+ - name: ""
+ - name: HP
+ desc: "38"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Club|Club]]"
+ - name: "[[Bestiary Ability Glossary/Light Blindness|Light Blindness]]"
+ desc: " When first exposed to bright light, the monster is [[Conditions/Blinded|Blinded]] until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's [[Conditions/Dazzled|Dazzled]]."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Club"
+ desc: "+9 ()\n__Damage__ 1d6 + 4 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+9 (agile)\n__Damage__ 1d4 + 4 piercing"
+
+ - name: "**Ranged** `pf2:1` Club"
+ desc: "+8 (range increment 10 feet)\n__Damage__ 1d6 + 4 bludgeoning"
+
+ - name: "Instinctual Tinker"
+ desc: "`pf2:2` The morlock tinkers with an adjacent construct or mechanical hazard. They attempt a Crafting check check against the construct's or hazard's Fortitude DC. The morlock can't succeed if the target's level is more than double the morlock's.\n* * *\n\n**Critical Success** The target gains 4d6 healing Hit Points and a +1 circumstance bonus to attack rolls for 1 minute.\n\n**Success** The target gains 2d6 healing Hit Points.\n\n**Critical Failure** The morlock injures itself, taking 2d6 damage (typically bludgeoning, piercing, or slashing, but potentially a different type at the GM's discretion).\n\n[[Bestiary Effects/Effect_ Instinctual Tinker (Critical Success)|Effect: Instinctual Tinker (Critical Success)]]"
+
+ - name: "Leap Attack"
+ desc: "`pf2:2` The morlock Strides up to twice its Speed, during which it attempts a [[Actions/High Jump|High Jump]] or a [[Actions/Long Jump|Long Jump]]. At any point during its movement, the morlock can make a melee Strike against an enemy in its reach.\n\nThe morlock then can't use Leap Attack for 1 round."
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " A morlock's Strikes deal an extra 1d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+ - name: "Swarming Stance"
+ desc: " A morlock can share the same space as another morlock, but no more than two morlocks can occupy the same space. When morlocks share the same space, they gain a +1 circumstance bonus to attack rolls."
+
+```
+
+```encounter-table
+name: Morlock
+creatures:
+ - 1: Morlock
+```
+
+
+
+Originating from humans long lost from the world of light, morlocks are brutal monsters that dwell in the tangled tunnels of the upper reaches of the Darklands. Their wiry frames mask the strength of their limbs and their swift reactions, and their arms are long enough that they can drop into an uncanny, four-limbed shuffle for speed or stealth. They no longer remember the lives their ancestors led on the surface, although many morlocks still dwell in the shattered ruins of their ancient homes. Some morlocks worship the statues of humans from these bygone eras as gods, but others now worship Lamashtu, Rovagug, or other violent deities.
+
+Morlock young are insatiable and clamor for even the slightest morsel of food, even consuming their siblings if no other meal presents itself. Most morlocks encourage the practice to ensure their ancestral group as a whole grows stronger.
+
+A typical morlock stands just over 5 feet tall and weighs roughly 150 pounds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Movanic Deva.md b/content/mechanics/srd/Bestiary/Bestiary 2/Movanic Deva.md
new file mode 100755
index 000000000..09054ea52
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Movanic Deva.md
@@ -0,0 +1,94 @@
+---
+title: "Movanic Deva"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.0WJ9M5R7faavgUhK"
+tags:
+ - pf2e/creature/type/angel
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Movanic Deva"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Movanic Deva"
+level: "Creature 10"
+
+alignment: ""
+size: "Medium"
+trait_01: [[angel]]
+trait_02: [[celestial]]
+trait_03: [[good]]
+trait_04: [[holy]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision"
+languages: "Diabolic, Draconic, Empyrean; tongues"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +20, Diplomacy: +22, Intimidation: +22, Nature: +22, Religion: +19, Stealth: +17, Survival: +17"
+abilityMods: [6, 4, 4, 4, 5, 5]
+speed: 30 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +21, __Ref__ +17, __Will__ +19; +1 to all saves vs. magic"
+hp: 195
+health:
+ - name: ""
+ - name: HP
+ desc: "195; __Immunities__ void; __Weaknesses__ unholy 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Bastard Sword|+1 Striking Bastard Sword]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Aura of Vitality"
+ desc: " (aura,divine) 20 feet. Allies in the movanic deva's aura gain a +1 status bonus to all saving throws, resistance 10 to vitality and void damage, and are unharmed by the effects of a plane's vitality and void traits. Animals in the aura of 12th level or lower don't attack the movanic deva or the deva's allies unless they are controlled or otherwise forced to attack.\n\n[[Bestiary Effects/Effect_ Aura of Vitality|Effect: Aura of Vitality]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Flaming Bastard Sword"
+ desc: "+23 (holy, magical, two-hand d12)\n__Damage__ 2d8 + 9 slashing 1d6 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 29, attack +19; __5th __ _[[Spells/Divine Wrath|Divine Wrath]]_, _[[Compendium.pf2e.spells-srd.Item.OyFCwQuw8XRazsNr|Remove Curse]]_, _[[Compendium.pf2e.spells-srd.Item.RneiyehRO6f7LP44|Remove Disease]]_, _[[Spells/Clear Mind|Remove Fear]]_; __4th __ _[[Spells/Create Food|Create Food]]_, _[[Spells/Heal|Heal (x3)]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At will) (Self only)]]_; __1st __ _[[Spells/Detect Alignment|Detect Alignment (At will) (Evil only)]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Rituals"
+ desc: "_Angelic Messenger_, _Awaken Animal_"
+
+ - name: "Dispelling Field"
+ desc: "`pf2:2` (divine) **Frequency** once per day\n* * *\n\n**Effect** The movanic deva attempts to unravel unwelcome magic effects on allies within its aura of vitality to protect them from malevolent forces. The movanic deva attempts a counteract check against as many spell effects affecting allies in the area as it wishes with a +19 counteract modifier and a counteract rank of 4, rolling once for the selected effects."
+
+ - name: "Flaming Armaments"
+ desc: " (divine) When a movanic deva wields a weapon, that weapon gains the effect of a _[[Equipment/Flaming|Flaming]]_ rune."
+
+```
+
+```encounter-table
+name: Movanic Deva
+creatures:
+ - 1: Movanic Deva
+```
+
+
+
+Movanic devas are stewards of the flow of good creatures' souls through the cycle of life and death, from the point a creature is born to the day it dies. These angels arise from the souls of stalwart nurturers and protectors, and share a specific connection with a creature's vital essence-its life force. Movanic devas are most concerned with guiding and protecting good creatures during their mortal lives, so once a soul has passed into the River of Souls, the movanic deva leaves its protection to the soul angels, or monadic devas. As part of their stewardship over good creatures, movanic devas can waken within animals a level of sapience to allow them to become kindly and benevolent as well, thus increasing the flow of goodness into the afterlife. They also spend time patrolling the Forge of Creation and the Void, seeking to contain significant threats to life.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Mudwretch.md b/content/mechanics/srd/Bestiary/Bestiary 2/Mudwretch.md
new file mode 100755
index 000000000..8242fcfca
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Mudwretch.md
@@ -0,0 +1,96 @@
+---
+title: "Mudwretch"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.l1uRgKGSMy88zUmH"
+tags:
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Mudwretch"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Mudwretch"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[earth]]
+trait_02: [[elemental]]
+trait_03: [[water]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: "Petran"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +8, Stealth: +6"
+abilityMods: [4, 0, 3, -2, 3, 0]
+speed: 20 feet, swim 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +11, __Ref__ +4, __Will__ +9"
+hp: 40
+health:
+ - name: ""
+ - name: HP
+ desc: "40; __Immunities__ bleed, critical hits, paralyzed, poison, sleep; __Weaknesses__ fire 5; __Resistances__ acid 3, physical 3 (except bludgeoning)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Muddy Field"
+ desc: " (aura) 10 feet. The ground in the area is difficult terrain for all non-mudwretch creatures."
+
+ - name: "Susceptible to Desiccation"
+ desc: " If a mudwretch takes any damage from [[Spells/Desiccate|Desiccate]] or a similar effect, takes 10 or more fire damage from a single effect, or spends more than 24 hours outside of a source of sufficient hydration (such as a swamp, river, well, or recent rainfall), it becomes dehydrated.\n\nWhile dehydrated, the mudwretch can't Spew Mud, is [[Conditions/Sickened|Sickened 2]], and is [[Conditions/Slowed|Slowed 1]] until it either fully immerses in water, spends 1 minute in the rain, or rehydrates in another way (such as via Gory Hydration)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+10 (agile)\n__Damage__ 1d8 + 4 bludgeoning plus grab"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d8+2 bludgeoning damage, DC 18 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Gory Hydration"
+ desc: "`pf2:r` **Requirements** The mudwretch is dehydrated\n\n**Trigger** The mudwretch deals Constrict damage to a living creature that has blood\n* * *\n\n**Effect** The mudwretch squeezes harder, dealing 1d6 bleed to the target. The mudwretch absorbs this blood, removing any penalties it had as a result of being dehydrated."
+
+ - name: "Mud Puddle"
+ desc: "`pf2:1` (concentrate) Until it next acts, the mudwretch appears to be an ordinary puddle of mud. It has an automatic result of 20 on Deception checks to pass as a mud puddle and can make a fist Strike against a creature that walks onto the mud puddle as a reaction."
+
+ - name: "Spew Mud"
+ desc: "`pf2:2` (primal) The mudwretch spews a 20-foot line of pressurized mud that deals 2d10 bludgeoning damage (DC 18 Reflex check save). On a critical failure, a creature also takes a -10-foot status penalty to its Speeds for 1 round.\n\nThe mudwretch can't Spew Mud again for 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Mudwretch
+creatures:
+ - 1: Mudwretch
+```
+
+
+
+In its resting form, a mudwretch looks like a large puddle of thick, dark mud, heaped at the center in a slightly drier patch of loam. When a living creature approaches, though, the mudwretch lurches upward, piling its muddy flesh upon itself to form a roughly humanoid shape, often in vague mockery of the approaching creature's general form in cases where the creature is a humanoid itself.
+
+Mudwretches possess a low level of intellect, and while they do not form societies or cultures of their own, they are attracted to ruins or abandoned settlements. They have little need to eat, but without a constant source of moisture, a mudwretch dries out, suffering from low throbbing aches until it can resaturate. Often, blood from living creatures has to do-a dried mudwretch is more dangerous to intruders than one that's comfortably wallowing on a river bank.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Nabasu.md b/content/mechanics/srd/Bestiary/Bestiary 2/Nabasu.md
new file mode 100755
index 000000000..8ec9e1745
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Nabasu.md
@@ -0,0 +1,100 @@
+---
+title: "Nabasu"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.dT0zH5cl1WIEWIKU"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/demon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Nabasu"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Nabasu"
+level: "Creature 8"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[demon]]
+trait_03: [[evil]]
+trait_04: [[fiend]]
+trait_05: [[unholy]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision"
+languages: "Chthonian, Draconic, Empyrean; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +18, Arcana: +16, Religion: +16, Stealth: +18, Survival: +17"
+abilityMods: [6, 4, 6, 2, 3, 4]
+speed: 25 feet, fly 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +19, __Ref__ +16, __Will__ +16; +1 to all saves vs. magic"
+hp: 165
+health:
+ - name: ""
+ - name: HP
+ desc: "165; __Weaknesses__ cold iron 5, holy 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "Death-Stealing Gaze"
+ desc: " (aura,divine,visual) 30 feet. When a non-demon ends its turn in the aura, it must attempt a DC 23 Fortitude check save. If it fails, it becomes [[Conditions/Drained|Drained 1]]."
+
+ - name: "Starvation Vulnerability"
+ desc: " (mental) A nabasu denied food suffers painful backlash as their demonic nature feeds on their own corrupted spirituality. If a nabasu's Consume Death is disrupted (such as by a fighter using Disruptive Stance) or a creature resists the effect with a critical success, the nabasu takes 4d6 mental damage."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 (magical, unholy)\n__Damage__ 2d12 + 9 piercing 1d6 spirit"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+20 (agile, magical, unholy)\n__Damage__ 2d8 + 9 slashing 1d6 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 26, attack +16; __5th __ _[[Spells/Translocate|Dimension Door]]_; __4th __ _[[Spells/Translocate|Dimension Door (At will)]]_, _[[Spells/Grim Tendrils|Grim Tendrils]]_, _[[Spells/Paralyze|Paralyze]]_, _[[Spells/Vampiric Feast|Vampiric Touch]]_"
+
+ - name: "Consume Death"
+ desc: "`pf2:1` (concentrate,divine,visual) The nabasu focuses their death-stealing gaze upon a single target they can see within 30 feet. The target must immediately attempt a Fortitude save against death-stealing gaze.\n* * *\n\n**Critical Success** The creature is unaffected and the nabasu suffers starvation vulnerability.\n\n**Success** The creature is unaffected.\n\n**Failure** The creature is affected by death-stealing gaze and becomes [[Conditions/Drained|Drained 1]]. If the creature was already drained 1 by the death-stealing gaze before attempting the save, a failed save increases the value of the drained condition by 1, to a maximum of drained 4. The nabasu gains 10 temporary Hit Points, and the drained creature is temporarily immune until the start of the nabasu's next turn.\n\n**Critical Failure** As failure, but the creature increases the amount of drain by 2."
+
+ - name: "Stolen Death"
+ desc: " A creature that dies while suffering drain from a nabasu's death-stealing gaze rises as a ghoul the next midnight."
+
+```
+
+```encounter-table
+name: Nabasu
+creatures:
+ - 1: Nabasu
+```
+
+
+
+Nabasus are birthed directly into the Material Plane from the Abyss, an invasive infestation that releases the newly formed and ravenously hungry demons directly into the midst of their favored prey: mortal life. Nabasus feed on sapient creatures, but they never quite manage to sate their eternal hunger, even as they grow more and more powerful. Once they have sufficiently feasted, the demons become worthy to make the return trip to the Abyss, where they undergo a vile transformation, finally digesting their accumulated meals and deforming further into powerful vrolikais.
+
+Nabasus form from the souls of evil gluttons, particularly from cannibals, blood-drinkers, and those who prefer the tang of undead flesh.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Nalfeshnee.md b/content/mechanics/srd/Bestiary/Bestiary 2/Nalfeshnee.md
new file mode 100755
index 000000000..c2c4a942c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Nalfeshnee.md
@@ -0,0 +1,104 @@
+---
+title: "Nalfeshnee"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.phhuyTFSKv8v9n9d"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/demon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/14
+statblock: inline
+name: "Nalfeshnee"
+level: 14
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Nalfeshnee"
+level: "Creature 14"
+
+alignment: ""
+size: "huge"
+trait_01: [[chaotic]]
+trait_02: [[demon]]
+trait_03: [[evil]]
+trait_04: [[fiend]]
+trait_05: [[unholy]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Darkvision, Truesight"
+languages: "Chthonian, Draconic, Empyrean; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +25, Athletics: +28, Deception: +26, Diplomacy: +24, Intimidation: +28, Religion: +25, Abyss Lore: +25"
+abilityMods: [8, 2, 8, 5, 5, 4]
+speed: 30 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +28, __Ref__ +22, __Will__ +23; +1 status to all saves vs. magic"
+hp: 365
+health:
+ - name: ""
+ - name: HP
+ desc: "365; __Weaknesses__ cold iron 15, holy 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Forfeiture Aversion"
+ desc: " (mental) A nalfeshnee's greed is such that losing possessions causes them harm. If an item is stolen from a nalfeshnee, the demon takes 3d6+10 mental damage."
+
+ - name: "Greedy Grab"
+ desc: "`pf2:r` **Trigger** A creature critically fails a weapon Strike against the nalfeshnee\n* * *\n\n**Effect** The nalfeshnee attempts to [[Actions/Disarm|Disarm]] the weapon used in the triggering Strike at a -2 circumstance penalty. On a success, the nalfeshnee steals the weapon."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+29 (magical, reach 15 feet, unholy)\n__Damage__ 3d12 + 14 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+29 (agile, magical, reach 15 feet, unholy)\n__Damage__ 3d8 + 14 slashing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 34, attack +24; __6th __ _[[Spells/Dispel Magic|Dispel Magic (At will)]]_, _[[Spells/Divine Wrath|Divine Wrath (At will)]]_; __5th __ _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Illusory Object|Illusory Object (At will)]]_; __4th __ _[[Spells/Translocate|Dimension Door (At will)]]_\n__Constant__ __(6th)__ _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Rituals"
+ desc: "_Abyssal Pact_"
+
+ - name: "Claim Wealth"
+ desc: "`pf2:1` (divine,extradimensional,teleportation) The nalfeshnee steals all unattended items glowing with its Light of Avarice into an extradimensional space. The demon can [[Actions/Interact|Interact]] to regurgitate any number of these items into their hand or onto the ground. If the demon dies, is affected by a teleportation effect, or consumes an extradimensional space (such as a bag of holding), they vomit up all the items."
+
+ - name: "Light of Avarice"
+ desc: "`pf2:2` (divine,light,mental) **Frequency** once per hour\n* * *\n\n**Effect** Beams of unholy light shoot from the nalfeshnee toward four items within 60 feet. If someone is holding or wearing a targeted item, they can keep it from being affected with a successful DC 34 Reflex check save. For 1 minute, the affected items glow in nauseating colors. Any non-demon is [[Conditions/Sickened|Sickened 2]] and [[Conditions/Slowed|Slowed 1]] as long as it holds, wears, or touches a glowing item.\n\nRecovering from the sickness requires a successful DC 29 Will check save instead of a Fortitude save. Ending the sickness this way ends the slowed condition and makes the creature temporarily immune to Light of Avarice for 24 hours.\n\nIf the creature removes or drops the item, both conditions end immediately but the creature doesn't become immune to Light of Avarice."
+
+```
+
+```encounter-table
+name: Nalfeshnee
+creatures:
+ - 1: Nalfeshnee
+```
+
+
+
+Nalfeshnees are huge, corpulent, boar-headed demons that hoard treasures and knowledge alike and form from the souls of avaricious mortals. Few demons understand the inner workings of the Abyss itself like nalfeshnees, and it's not unusual for a nalfeshnee to see itself as a servitor of the Abyss itself first rather than bow before a demon lord. Some claim stewardship over the fleshy realms that birth new demons, while others guard sites of particular significance deep in the plane's secret reaches. A nalfeshnee's realm in the Abyss can easily surpass the strength and size of the largest mortal kingdoms, for nalfeshnees display a singular gift for managing and manipulating the chaos of the Abyss.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Necrophidius.md b/content/mechanics/srd/Bestiary/Bestiary 2/Necrophidius.md
new file mode 100755
index 000000000..71fdff64b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Necrophidius.md
@@ -0,0 +1,81 @@
+---
+title: "Necrophidius"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.BUmPDb8VwZOMJEq5"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Necrophidius"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Necrophidius"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[construct]]
+trait_02: [[mindless]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Athletics: +10, Stealth: +9"
+abilityMods: [3, 4, 0, -5, 2, -5]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +7, __Ref__ +11, __Will__ +9"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental; __Weaknesses__ bludgeoning 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+8 (agile, finesse)\n__Damage__ 1d10 + 3 piercing plus necrophidic-paralysis"
+
+ - name: "Dance of Death"
+ desc: "`pf2:3` (mental,occult,visual) The necrophidius sways, its serpentine form undulating and clattering in a hypnotic rhythm. Each creature that witnesses the dance must attempt a DC 18 Will check save.\n* * *\n\n**Critical Success** The creature is unaffected and is temporarily immune for 24 hours.\n\n**Success** The creature is unnerved by the swaying and becomes [[Conditions/Off-Guard|Off-Guard]] until the end of the necrophidius's next turn.\n\n**Failure** The creature is distracted by the swaying, becoming [[Conditions/Stunned|Stunned 1]]. After it recovers, it is off-guard until the end of the necrophidius's next turn.\n\n**Critical Failure** As failure, but [[Conditions/Stunned|Stunned 3]]."
+
+ - name: "Necrophidic Paralysis"
+ desc: " (incapacitation,occult) A living creature bitten by a necrophidius must succeed at a DC 20 Fortitude check save or become [[Conditions/Paralyzed|Paralyzed]]. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 for each save attempted. A creature that succeeds at this save is temporarily immune to necrophidic paralysis for 24 hours."
+
+```
+
+```encounter-table
+name: Necrophidius
+creatures:
+ - 1: Necrophidius
+```
+
+
+
+Although the necrophidius is a mindless construct with no particular ability to comprehend the complexities of good or evil, these sinister-looking constructs are often crafted by evil or macabre creators seeking to imbue their guardians with a frightening aesthetic.
+
+Constructed from bones harvested from serpents and humans, a necrophidius is animated by occult magic, not unlife. Each necrophidius is built from the skeleton of a large snake, but its skull has been replaced by that of a humanoid creature. Some death cults or particularly cruel crafters seek out the skulls of specific individuals against whom they bear grudges to provide the head for their necrophidius. The final step of the construction is the alteration of the teeth and jaws to give the creature a more serpentine visage, complete with fangs.
+
+If a necrophidius's creator dies, the construct follows the last series of commands it was given. If it cannot do so, the necrophidius aimlessly wanders the area near where it last served its creator and attacks any creatures it encounters. Some believe that those who know the secrets of a necrophidius's origins can command it, provided its original creator no longer exists and no one else currently commands it. There are also a number of reports concerning strangely aware and intelligent necrophidiuses that roam with a purpose and track down or hunt specific living creatures they interpret as the targets of former assassination missions.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Neothelid.md b/content/mechanics/srd/Bestiary/Bestiary 2/Neothelid.md
new file mode 100755
index 000000000..be299071c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Neothelid.md
@@ -0,0 +1,106 @@
+---
+title: "Neothelid"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.zL182EcnMe7cb1bE"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/15
+statblock: inline
+name: "Neothelid"
+level: 15
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Neothelid"
+level: "Creature 15"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[aberration]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+modifier: 29
+perception:
+ - name: "Perception"
+ desc: "+29; Greater Darkvision, Thoughtsense (Precise) 100 Feet"
+languages: "Aklo, Alghollthu, Sakvroth; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +25, Athletics: +28, Deception: +29, Diplomacy: +27, Intimidation: +29, Occultism: +29"
+abilityMods: [9, 4, 6, 8, 6, 8]
+speed: 30 feet, fly 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 37
+armorclass:
+ - name: AC
+ desc: "37; __Fort__ +27, __Ref__ +23, __Will__ +29; +1 status to all saves vs. magic"
+hp: 345
+health:
+ - name: ""
+ - name: HP
+ desc: "345; __Immunities__ acid; __Weaknesses__ cold iron 15; __Resistances__ mental 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "Thoughtsense (Precise) 100 feet"
+ desc: " (mental,occult) The neothelid uses its mind as a precise sense at the listed range to notice all non-mindless creatures."
+
+abilities_mid:
+ - name: ""
+ - name: "Dimensional Wormhole"
+ desc: "`pf2:r` (occult,teleportation) **Trigger** A creature the neothelid is aware of uses a teleportation effect\n* * *\n\n**Effect** The neothelid creates an extradimensional wormhole at the triggering creature's initial location that persists for up to 1 minute. If the neothelid moves into the wormhole's space, the neothelid teleports to the same destination as the triggering creature."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+28 (reach 15 feet)\n__Damage__ 3d12 + 13 piercing plus improved-grab"
+
+ - name: "**Melee** `pf2:1` Rasping Tongue"
+ desc: "+28 (agile, fatal d10, reach 25 feet)\n__Damage__ 3d8 + 13 slashing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 38, attack +30; __8th __ _[[Spells/Charm|Charm]]_, _[[Spells/Suggestion|Suggestion]]_, _[[Spells/Summon Entity|Summon Entity]]_; __7th __ _[[Spells/Phantasmal Calamity|Phantasmal Calamity]]_, _[[Spells/Teleport|Teleport]]_; __6th __ _[[Spells/Scrying|Scrying (x3)]]_, _[[Spells/Suggestion|Suggestion (At will)]]_; __5th __ _[[Spells/Mind Probe|Mind Probe (At will)]]_, _[[Spells/Telekinetic Haul|Telekinetic Haul (At will)]]_\n__Cantrips__ __(8th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_"
+
+ - name: "Rituals"
+ desc: "_Geas_, _Inveigle_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (acid,occult) The neothelid breathes a spray of acid that deals 16d6 acid damage in a 60-foot cone (DC 38 Reflex check save).\n\nThe neothelid can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Instant Suggestion"
+ desc: "`pf2:r` **Trigger** A creature fails a Will save against a spell or effect created by the neothelid\n* * *\n\n**Effect** The neothelid casts a [[Spells/Suggestion|Suggestion]] spell it has available on the creature that failed its Will save."
+
+ - name: "Lashing Tongues"
+ desc: "`pf2:2` The neothelid's four tongues lash out in a frenzy at several targets. It makes up to four rasping tongue Strikes, each against a different target. These attacks count toward the neothelid's multiple attack penalty, but the multiple attack penalty doesn't increase until after the neothelid makes all of its attacks."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Large, 2d12 bludgeoning plus 2d12 acid, Rupture 27\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Neothelid
+creatures:
+ - 1: Neothelid
+```
+
+
+
+This gigantic, mauve worm has a hooked mouth with multiple circular bands of teeth and four barbed tongues. A wielder of terrible occult powers and a vast alien intellect, the neothelid serves the ageless horrors that dwell in strange dimensions beyond known reality-the Outer Gods and Great Old Ones of the Elder Mythos. Neothelids pass down these mysteries to the eerie wormlike creatures they spawn and create in preparation for a future where the worms below shall rule-a time when all other life is nothing more than food.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Nereid.md b/content/mechanics/srd/Bestiary/Bestiary 2/Nereid.md
new file mode 100755
index 000000000..e7f4070c8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Nereid.md
@@ -0,0 +1,93 @@
+---
+title: "Nereid"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.x157OC9N25DAhUjz"
+tags:
+ - pf2e/creature/type/aquatic
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Nereid"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Nereid"
+level: "Creature 10"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aquatic]]
+trait_02: [[chaotic]]
+trait_03: [[fey]]
+trait_04: [[water]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Low-Light Vision"
+languages: "Common, Fey, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Deception: +20, Diplomacy: +22, Stealth: +22"
+abilityMods: [0, 7, 5, 3, 5, 7]
+speed: 25 feet, swim 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +16, __Ref__ +22, __Will__ +18"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175; __Immunities__ poison; __Weaknesses__ cold iron 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Watery Transparency"
+ desc: " (primal,water) When underwater, the nereid's body is [[Conditions/Invisible|Invisible]]. The nereid can dismiss or resume this transparency as an action that has the concentrate trait."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Poisonous Touch"
+ desc: "+23 (agile, finesse, magical)\n__Damage__ 6d6 poison"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 29, attack +19; __6th __ (1 slots) _[[Spells/Summon Elemental|Summon Elemental (Water Elementals only)]]_; __5th __ (4 slots) _[[Spells/Control Water|Control Water]]_, _[[Spells/Elemental Form|Elemental Form (Water Only) (x3)]]_; __4th __ (1 slots) _[[Spells/Suggestion|Suggestion]]_"
+
+ - name: "Drowning Touch"
+ desc: "`pf2:2` (incapacitation,primal,water) The nereid touches a creature and causes water from its own body to flow into the creature's lungs. If the creature cannot breathe water, it must attempt a DC 29 Fortitude check save.\n\n**Success** The creature is unaffected and is temporarily immune to for 24 hours.\n\n**Failure** The creature becomes [[Conditions/Sickened|Sickened 3]] as it chokes on the water.\n\n**Critical Failure** The creature chokes on the water and runs out of air. It falls unconscious and starts drowning. If the creature is above water, it recovers from drowning as soon as it succeeds at a saving throw against suffocation."
+
+ - name: "Manifest Shawl"
+ desc: "`pf2:3` (primal) The nereid divests themself of part of their connection to the First World and imbues this essence into a flowing shawl that enables them to function on land. The nereid can Dismiss this effect as long as they are touching the shawl. As long as the shawl exists, the nereid gains the amphibious trait. A non-nereid who carries the shawl also gains the amphibious trait.\n\nIf a nereid's shawl is destroyed rather than Dismissed, the nereid can't Manifest a Shawl for 24 hours."
+
+```
+
+```encounter-table
+name: Nereid
+creatures:
+ - 1: Nereid
+```
+
+
+
+Nereids are aquatic fey with deep ties to water. They share some similarities with naiads, but they are not guardians and do not bind themselves to a specific body of water. Although they are primarily aquatic creatures, their unique ability to imbue their vitality into a supernatural shawl allows them to travel on land as well. A nereid must be careful when manifesting a shawl, however, as their life essence is bound to it, so it can be stolen or destroyed to threaten the nereid.
+
+Nereids prefer to exist in isolation. Left to their own devices, they avoid combat, but when forced to fight, their ability to transform the natural waters in their flesh into poison serves them as well as any weapon.
+
+Often, ignorant sailors lump all water-dwelling fey into a single category of "aquatic tempters", regardless of the fey's type or gender, using these creatures' names interchangeably to represent the concept of a beautiful figure who exists to lure mortals to a drowning death. Whereas naiads have more patience and often seek to educate the ignorant regarding the harm that stereotypes can cause, nereids and rusalkas have little patience for such methods. Rusalkas are the primary source for the legends of fey preying upon sailors, and nereids loathe them for that, as they prefer to live apart from humanity and enjoy the beauty of the natural world in peace.
+
+When a nereid learns of a rusalka's increased activity, it often seeks out the rusalka to route them-not so much out of an urge to protect humanoids (in whom nereids traditionally have little interest), but to prevent the rusalka from inadvertently riling up violent responses from humanoids who can't be bothered to note the difference between a murderous fey and one who just wants to be left alone.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Nixie.md b/content/mechanics/srd/Bestiary/Bestiary 2/Nixie.md
new file mode 100755
index 000000000..639cb017b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Nixie.md
@@ -0,0 +1,84 @@
+---
+title: "Nixie"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.WWFwlC2SaaZKZZpy"
+tags:
+ - pf2e/creature/type/aquatic
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Nixie"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Nixie"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[aquatic]]
+trait_02: [[fey]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision"
+languages: "Fey, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +6, Nature: +5, Stealth: +8"
+abilityMods: [0, 3, 1, 0, 1, 4]
+speed: 20 feet, swim 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +6, __Ref__ +10, __Will__ +6; +1 status to all saves vs. magic"
+hp: 25
+health:
+ - name: ""
+ - name: HP
+ desc: "25; __Weaknesses__ cold iron 3"
+abilities_top:
+ - name: ""
+
+ - name: "Wild Empathy"
+ desc: " The nixie can use Diplomacy to [[Actions/Make an Impression|Make an Impression]] on and make very simple Requests of aquatic or amphibious animals."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+7 (agile, finesse)\n__Damage__ 1d6 slashing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 17, attack +9; __2nd __ _[[Spells/Water Breathing|Water Breathing]]_; __1st __ _[[Spells/Charm|Charm (x3)]]_, _[[Spells/Hydraulic Push|Hydraulic Push]]_"
+
+ - name: "Grant Desire"
+ desc: "`pf2:3` (primal) **Frequency** once per day\n* * *\n\n**Effect** The nixie can duplicate any 1st-rank spell or produce any effect with a power level in line with a 1st-rank spell, but only in response to the request or desire of a non-fey creature. The creature whose desire is granted can never again benefit from that particular nixie's Grant Desire ability."
+
+```
+
+```encounter-table
+name: Nixie
+creatures:
+ - 1: Nixie
+```
+
+
+
+These aquatic fey often guard ponds, rivers, lakes, and springs, protecting their bucolic homes from the advances of predators and careless humanoids alike. Nixies tend to be reclusive and try to keep their presence hidden from humanoids, hoping trespassers won't give them cause to act. Stories of minor miracles granted by nixies to those they befriend encourage humanoids to seek out these reclusive fey, and ironically make it even more unlikely for a nixie to grant such a boon. On the other hand, if someone approaches a nixie with respect, or even better, a positive attitude that displays just the right amount of humility and easygoing openness, a nixie is far more likely to respond positively to any requests for aid. Often a nixie will ask those who seek their assistance to perform a task for them first; such requests can be minor acts of entertainment (such as telling a rousing story or performing a requested song), but in other cases the nixie might need more significant aid, such as driving off an unwanted local predator or investigating the source of pollution near their home.
+
+Nixies resort to violence only if no other tactic works. They much prefer solutions that rely upon primal magic to defuse conflicts before they can escalate to bloodshed. In pursuit of such resolutions, nixies rely on their ability to charm individuals and, when they can establish magical influence, encourage intruders to leave peacefully. While some nixies try to confuse intruders and subtly guide them from the area, others use local animals and beasts to scare off trespassers. Occasionally, nixies recruit charmed humanoids to act as protectors or help with a task that is simply too big for them to deal with. If this task is underwater, nixies use their magic to temporarily grant the ability to breathe water to the charmed creature. Only those who manage to befriend a nixie are given invitations to return to swim or dine with the fey, and only the most trusted of allies are granted a minor wish.
+
+Nixies appear as aquatic humanoids the size of a child, with large eyes, catfish-like whiskers, and webbed fingers and toes. They have scaly skin, pointed ears, and long hair the color of seaweed. Nixies often form small communities, even building underwater societies if their numbers are great enough. In many cultures' folklore, there are stories of nixie nations hidden at the bottom of particularly large lakes.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Nuglub.md b/content/mechanics/srd/Bestiary/Bestiary 2/Nuglub.md
new file mode 100755
index 000000000..738b532fe
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Nuglub.md
@@ -0,0 +1,94 @@
+---
+title: "Nuglub"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.IBlCnbbs0XBf3eV1"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/gremlin
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Nuglub"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Nuglub"
+level: "Creature 2"
+
+alignment: ""
+size: "Small"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[fey]]
+trait_04: [[gremlin]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Darkvision"
+languages: "Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Crafting: +5, Intimidation: +7, Stealth: +8"
+abilityMods: [1, 4, 3, -1, -1, 1]
+speed: 30 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +9, __Ref__ +10, __Will__ +5"
+hp: 34
+health:
+ - name: ""
+ - name: HP
+ desc: "34; __Weaknesses__ cold iron 2"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Kneecapper"
+ desc: "`pf2:r` (move) **Trigger** A Medium creature within the nuglub's reach leaves a square during its move action\n* * *\n\n**Effect** The nuglub lashes out at the triggering creature's knees and tries to knock them [[Conditions/Prone|Prone]]. The nuglub makes an Acrobatics check check against the creature's Reflex DC. On a success, the target falls and lands prone."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bite"
+ desc: "+11 (finesse)\n__Damage__ 1d8 + 1 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+11 (agile, finesse)\n__Damage__ 1d6 + 1 slashing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 18, attack +8; __2nd __ _[[Spells/Shatter|Shatter]]_; __1st __ _[[Spells/Grease|Grease]]_, _[[Spells/Shocking Grasp|Shocking Grasp]]_\n__Cantrips__ __(1st)__ _[[Spells/Prestidigitation|Prestidigitation]]_"
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " A nuglub's Strikes deal an additional 1d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] targets, or 1d10 precision damage if the target is [[Conditions/Prone|Prone]]."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Nuglub
+creatures:
+ - 1: Nuglub
+```
+
+
+
+The "towering" hunchbacked nuglubs are among the largest gremlins, though they're not quite three feet tall. Nuglubs have three glowing blue eyes and black, oily hair on their head and back that covers them like a cloak. Nuglubs enjoy killing with a glee that other gremlins reserve for sabotage. Indeed, they spend long hours preparing ambushes for unwary travelers or plotting the murders of sleeping villagers. Though less technically inclined than their kin, nuglubs do enjoy building traps. They delight in stealthily constructing traps in places their victims consider familiar, such as front doors and the floors around beds. If someone else gets blamed for the mayhem the nuglub creates, all the better.
+
+In combat, nuglubs focus on targets wearing metal armor. Some attribute this to envy on the part of the nuglubs, who find it difficult to fit armor on their twisted bodies. Nuglubs are particularly talented at causing those nearby to stumble over them and fall prone. Once an enemy falls to the ground, all the nuglubs descend upon the target, biting and scratching until nothing remains.
+
+Nuglubs rarely gather in groups larger than half a dozen, as quarrels often lead to violence and cannibalism. A lone nuglub who bullies a group of smaller gremlins is more likely to get their way, and thus less likely to attack their allies.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Nyogoth.md b/content/mechanics/srd/Bestiary/Bestiary 2/Nyogoth.md
new file mode 100755
index 000000000..4729ad368
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Nyogoth.md
@@ -0,0 +1,98 @@
+---
+title: "Nyogoth"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.nTgnYvIuGCTUZoif"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/qlippoth
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Nyogoth"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Nyogoth"
+level: "Creature 10"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[qlippoth]]
+trait_05: [[unholy]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision"
+languages: "Chthonian; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Athletics: +21, Intimidation: +19, Occultism: +16, Stealth: +21"
+abilityMods: [7, 5, 6, 0, 5, 3]
+speed: 5 feet, fly 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 29
+armorclass:
+ - name: AC
+ desc: "29; __Fort__ +20, __Ref__ +19, __Will__ +16"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175; __Immunities__ acid, controlled, fear effects; __Resistances__ mental 10, physical 10 (except cold iron)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "Caustic Blood"
+ desc: "`pf2:r` **Trigger** The nyogoth takes piercing or slashing damage\n* * *\n\n**Effect** The nyogoth sprays its acidic blood on adjacent creatures, dealing 6d6 acid damage (DC 29 Reflex check save)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+23 (magical, unholy)\n__Damage__ 2d6 + 13 piercing plus grab 2d6 acid plus grab 1d6 spirit plus grab"
+
+ - name: "**Melee** `pf2:1` Tentacle Mouth"
+ desc: "+23 (agile, magical, reach 10 feet, unholy)\n__Damage__ 2d6 + 13 piercing plus grab 1d6 acid plus grab 1d6 spirit plus grab"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 26, attack +20; __5th __ _[[Spells/Toxic Cloud|Cloudkill]]_; __4th __ _[[Spells/Acid Arrow|Acid Arrow (At will)]]_, _[[Spells/Translocate|Dimension Door]]_; __3rd __ _[[Spells/Fear|Fear (At will)]]_"
+
+ - name: "Feeding Frenzy"
+ desc: "`pf2:1` **Requirements** The nyogoth has [[Conditions/Grabbed|Grabbed]] a creature\n* * *\n\n**Effect** The nyogoth slavers and chews at the grabbed creature, dealing 2d6+7 slashing and 1d6 acid damage (DC 29 Fortitude check save)."
+
+ - name: "Nauseating Display"
+ desc: "`pf2:2` (concentrate,emotion,fear,incapacitation,mental,occult,visual) The nyogoth untangles its tentacles and prolapses its many mouths, turning itself inside out in a truly nauseating display. Creatures in a 30-foot emanation must attempt a DC 29 Will check save, after which they are temporarily immune to further Nauseating Displays for 1 minute.\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Sickened|Sickened 1]].\n\n**Failure** The creature is [[Conditions/Stunned|Stunned 3]] and [[Conditions/Sickened|Sickened 1]].\n\n**Critical Failure** The creature is [[Conditions/Stunned|Stunned 5]] and [[Conditions/Sickened|Sickened 2]]."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Nyogoth
+creatures:
+ - 1: Nyogoth
+```
+
+
+
+Little more than a coiled mass of intestines encircling a massive gaping maw, this qlippoth is an Abyssal scavenger, subsisting on the filth and leftovers of demons and qlippoth alike, although it relishes any opportunity to consume living prey. Despite this seeming lowly role in the Abyssal ecosystem, a nyogoth is far from a stupid beast and can orchestrate cunning ambushes to secure its next meal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Ogre Spider.md b/content/mechanics/srd/Bestiary/Bestiary 2/Ogre Spider.md
new file mode 100755
index 000000000..4e1cfb7e8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Ogre Spider.md
@@ -0,0 +1,84 @@
+---
+title: "Ogre Spider"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.IwGlVAaYKJdORrKV"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Ogre Spider"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Ogre Spider"
+level: "Creature 5"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Athletics: +13"
+abilityMods: [6, 4, 4, -5, 2, -4]
+speed: 30 feet, climb 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +15, __Ref__ +13, __Will__ +9"
+hp: 70
+health:
+ - name: ""
+ - name: HP
+ desc: "70"
+abilities_top:
+ - name: ""
+
+ - name: "Web Sense"
+ desc: " The ogre spider has imprecise [[Bestiary Ability Glossary/Tremorsense|Tremorsense]] to detect the vibrations of creatures touching its web."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+15 ()\n__Damage__ 2d8 + 8 piercing plus ogre-spider-venom"
+
+ - name: "**Ranged** `pf2:1` Web"
+ desc: "+13 (range increment 30 feet)\n__Damage__ "
+
+ - name: "Eerie Flexibility"
+ desc: " An ogre spider can fit through tight spaces as if it were a Large creature. While [[Actions/Squeeze|Squeezing]], it can move at its full speed."
+
+ - name: "Ogre Spider Venom"
+ desc: " (poison) **Saving Throw** DC 22 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d6 poison damage (1 round)\n\n**Stage 2** 1d6 poison damage, [[Conditions/Clumsy|Clumsy 1]], and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 3** 2d6 poison damage, [[Conditions/Clumsy|Clumsy 1]], and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 4** 2d6 poison damage, [[Conditions/Clumsy|Clumsy 2]], and [[Conditions/Enfeebled|Enfeebled 2]] (1 round)"
+
+ - name: "Web Trap"
+ desc: " A creature hit by the ogre spider's web attack is [[Conditions/Immobilized|Immobilized]] and stuck to the nearest surface until it [[Actions/Escape|Escapes]] (DC 22)."
+
+```
+
+```encounter-table
+name: Ogre Spider
+creatures:
+ - 1: Ogre Spider
+```
+
+
+
+These terrifying creatures grow as large as elephants. The placement of their eyes above their wide mandibles evokes the grimacing visage of an ogre's leer. Ogres themselves find the appearance of ogre spider faces simultaneously amusing and adorable, but in most cases, ogres' attempts to keep these spiders as pets result in dead ogres and well-fed spiders.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Olethrodaemon.md b/content/mechanics/srd/Bestiary/Bestiary 2/Olethrodaemon.md
new file mode 100755
index 000000000..f1c8bc857
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Olethrodaemon.md
@@ -0,0 +1,111 @@
+---
+title: "Olethrodaemon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.odFH1wbFoUDixQ55"
+tags:
+ - pf2e/creature/type/daemon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/20
+statblock: inline
+name: "Olethrodaemon"
+level: 20
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Olethrodaemon"
+level: "Creature 20"
+
+alignment: ""
+size: "grg"
+trait_01: [[daemon]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[unholy]]
+modifier: 33
+perception:
+ - name: "Perception"
+ desc: "+33; Darkvision, Tremorsense (Imprecise) 120 Feet, Truesight"
+languages: "Common, Daemonic; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +40, Intimidation: +38, Religion: +34"
+abilityMods: [10, 6, 7, 2, 6, 8]
+speed: 35 feet, burrow 35 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 44
+armorclass:
+ - name: AC
+ desc: "44; __Fort__ +35, __Ref__ +32, __Will__ +34; +1 status to all saves vs. magic"
+hp: 450
+health:
+ - name: ""
+ - name: HP
+ desc: "450; __Immunities__ death effects; __Weaknesses__ holy 20"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "4x Soul Gem"
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 120 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Aura of Doom"
+ desc: " (aura,death,divine) 60 feet. Any creature that begins its turn in the aura is [[Conditions/Doomed|Doomed 1]] for as long as it remains in the aura and for 1 hour thereafter."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+38 (magical, reach 10 feet, unholy)\n__Damage__ 4d12 + 17 piercing plus grab 1d6 spirit plus grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+38 (agile, magical, reach 15 feet, unholy)\n__Damage__ 4d8 + 17 slashing plus grab 1d6 spirit plus grab"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 42, attack +34; __10th __ _[[Spells/Cataclysm|Cataclysm]]_, _[[Spells/Massacre|Massacre]]_; __9th __ _[[Spells/Disintegrate|Disintegrate (x3)]]_, _[[Spells/Disjunction|Disjunction]]_, _[[Spells/Wails of the Damned|Wail of the Banshee]]_; __5th __ _[[Spells/Translocate|Dimension Door]]_; __4th __ _[[Spells/Translocate|Dimension Door (At will)]]_; __1st __ _[[Spells/Detect Alignment|Detect Alignment (At will) (Good only)]]_\n__Constant__ __(10th)__ _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Rituals"
+ desc: "_Control Weather_"
+
+ - name: "Apocalypse Breath"
+ desc: "`pf2:2` (divine,void) The daemon expels a shrieking black cloud of smoke from its mouth in a 120-foot line or a 60-foot cone (or both a line and a cone in the same direction if it spends 3 actions). Living creatures in the area take 24d6 void damage (DC 45 Reflex check save).\n\nThe olethrodaemon can't use Apocalypse Breath again for 1d4 rounds."
+
+ - name: "Soul Crush"
+ desc: "`pf2:2` (manipulate) **Requirements** The olethrodaemon has a soul gem\n* * *\n\n**Effect** The olethrodaemon crushes the soul gem in one hand and regains the use of Apocalypse Breath or any one of its innate spells."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Huge, 4d10 bludgeoning damage and [[Conditions/Drained|Drained 2]], Rupture 43\n\nAn olethrodaemon has numerous stomachs connected by labyrinthine digestive organs. Swallowed creatures cannot Escape, but can attempt to cut their way out with a 1d6 roll. On a roll of 1-3, the creature cuts into yet another stomach. On a roll of 4-6, the creature manages to cut its way out of the olethrodaemon.\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Olethrodaemon
+creatures:
+ - 1: Olethrodaemon
+```
+
+
+
+Even daemons fear the most massive and terrifying of their kind, olethrodaemons. No single entity could embody the level of evil necessary to manifest one; instead, these living war machines are made from the souls of many-or so the story goes. Other theories suggest that the four Horsemen of the Apocalypse are responsible for creating the olethrodaemons, or that olethrodaemons are merely the seeping run-off of an even greater being: a mysterious fifth Horseman.
+
+Whatever the truth, olethrodaemons are real, and their existence is terrifying enough to instill paralyzing existential dread. With dozens of unblinking glowing eyes above a drooling maw, two sets of four muscled limbs, and countless horns, olethrodaemons resemble no other creature known to mortalkind.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Onidoshi.md b/content/mechanics/srd/Bestiary/Bestiary 2/Onidoshi.md
new file mode 100755
index 000000000..da5b1bf0c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Onidoshi.md
@@ -0,0 +1,100 @@
+---
+title: "Onidoshi"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.mIxkIoVVspwnPXmd"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/oni
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Onidoshi"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Onidoshi"
+level: "Creature 8"
+
+alignment: ""
+size: "Large"
+trait_01: [[evil]]
+trait_02: [[fiend]]
+trait_03: [[giant]]
+trait_04: [[humanoid]]
+trait_05: [[lawful]]
+trait_06: [[oni]]
+trait_07: [[unholy]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision"
+languages: "Common, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Arcana: +13, Athletics: +16, Deception: +18, Intimidation: +18, Nature: +17"
+abilityMods: [6, 3, 4, 3, 3, 4]
+speed: 30 feet, fly 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +18, __Ref__ +15, __Will__ +15; +1 status to all saves vs. magic"
+hp: 125
+health:
+ - name: ""
+ - name: HP
+ desc: "125, regeneration 7 (deactivated by acid or fire)"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Falchion|+1 Striking Falchion]], [[Equipment/Composite Shortbow|Composite Shortbow]], [[Equipment/Breastplate|Breastplate]], 20x [[Equipment/Arrows|Arrows]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 7 (Deactivated by Acid or Fire)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Falchion"
+ desc: "+21 (forceful, magical, reach 10 feet, sweep, unholy)\n__Damage__ 2d10 + 9 slashing"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+20 (agile, magical, reach 10 feet, unholy)\n__Damage__ 2d8 + 9 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Composite Shortbow"
+ desc: "+17 (deadly d10, range increment 100 feet, reload 0, unholy)\n__Damage__ 2d6 + 9 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 24, attack +14; __5th __ _[[Spells/Cone of Cold|Cone of Cold]]_; __4th __ _[[Spells/Charm|Charm]]_, _[[Spells/Vapor Form|Gaseous Form]]_, _[[Spells/Sleep|Sleep]]_; __3rd __ _[[Spells/Fear|Fear]]_; __2nd __ _[[Spells/Darkness|Darkness]]_, _[[Spells/Invisibility|Invisibility (At will) (Self only)]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph,primal) The onidoshi takes on the appearance of an ogre. This doesn't change their Speed or Strike attack and damage.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+```
+
+```encounter-table
+name: Onidoshi
+creatures:
+ - 1: Onidoshi
+```
+
+
+
+Onidoshi, or ogre mages, are oni with the material form of an ogre. Onidoshi's supernatural prowess and overwhelming intellect are enough to awe and cow entire families of rank-and-file ogres. Because of this, onidoshi are often found at the head of ogre war parties or orchestrating these violent campaigns from behind the scenes. It's rare for onidoshi to lead solitary existences, but those who do prefer to maraud the countryside or exploit villages and hoard the spoils for themselves.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Ooze Mephit.md b/content/mechanics/srd/Bestiary/Bestiary 2/Ooze Mephit.md
new file mode 100755
index 000000000..08f2e2089
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Ooze Mephit.md
@@ -0,0 +1,82 @@
+---
+title: "Ooze Mephit"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.B6BNhF88BVy6qgBG"
+tags:
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Ooze Mephit"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Ooze Mephit"
+level: "Creature 1"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Small"
+trait_01: [[earth]]
+trait_02: [[elemental]]
+trait_03: [[water]]
+modifier: 3
+perception:
+ - name: "Perception"
+ desc: "+3; Darkvision"
+languages: "Petran, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +6, Diplomacy: +7"
+abilityMods: [3, 1, 2, -2, 0, 2]
+speed: 20 feet, fly 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 14
+armorclass:
+ - name: AC
+ desc: "14; __Fort__ +7, __Ref__ +4, __Will__ +3"
+hp: 24
+health:
+ - name: ""
+ - name: HP
+ desc: "24, (fast healing 2 (when touching mud or slime)); __Immunities__ bleed, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 2 (when touching mud or slime)]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+8 ()\n__Damage__ 1d6 + 3 bludgeoning"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 17, attack +7; __1st __ _[[Spells/Grease|Grease]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,poison) The ooze mephit spits toxic slime in a 15-foot cone that deals 2d6 poison damage to each creature within the area (DC 17 Reflex check save).\n\nThe ooze mephit can't use Breath Weapon again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Ooze Mephit
+creatures:
+ - 1: Ooze Mephit
+```
+
+
+
+Slick in every sense of the word, ooze mephits are unapologetic sycophants, shamelessly flattering anyone they may be able to con a favor out of, although their lack of intelligence and subtlety means that only the most vain or trusting targets fail to see through their honeyed words. Lacking proper bones, these ocher-colored mephits have bodies consisting primarily of ooze and muck. They smell disgusting, and their touch leaves stains that are almost impossible to get out.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Oread Guard.md b/content/mechanics/srd/Bestiary/Bestiary 2/Oread Guard.md
new file mode 100755
index 000000000..31fcd845a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Oread Guard.md
@@ -0,0 +1,92 @@
+---
+title: "Oread Guard"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.XI8iR6JOihpmhXsz"
+tags:
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/oread
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Oread Guard"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Oread Guard"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[human]]
+trait_02: [[humanoid]]
+trait_03: [[lawful]]
+trait_04: [[oread]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; "
+languages: "Common, Petran"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Crafting: +3, Medicine: +5, Society: +3, Survival: +5"
+abilityMods: [4, 1, 2, 0, 2, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +7, __Ref__ +6, __Will__ +5"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Bastard Sword|Bastard Sword]], [[Equipment/Light Hammer|Light Hammer]], [[Equipment/Steel Shield|Steel Shield]], [[Equipment/Full Plate|Full Plate]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Shield Block|Shield Block]]"
+ desc: "`pf2:r` **Trigger** The monster has its shield raised and takes damage from a physical attack.\n* * *\n\n**Effect** The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bastard Sword"
+ desc: "+9 (two-hand d12)\n__Damage__ 1d8 + 4 slashing"
+
+ - name: "**Ranged** `pf2:1` Light Hammer"
+ desc: "+6 (agile, thrown 20 ft.)\n__Damage__ 1d6 + 4 bludgeoning"
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Power Attack|Power Attack]]"
+ desc: "`pf2:2` **Frequency** once per round\n* * *\n\n**Effect** The monster makes a melee Strike. This counts as two attacks when calculating the monster's multiple attack penalty. If this Strike hits, the monster deals an extra die of weapon damage."
+
+```
+
+```encounter-table
+name: Oread Guard
+creatures:
+ - 1: Oread Guard
+```
+
+
+
+Elemental earth laces through the bones of oreads, who appear similar to stone statues of their mortal ancestry, with delicate crystals in place of hair, fur, or scales. Oreads are stoic and slow to plan but are of steadfast resolve and unwavering in their convictions.
+
+The typical oread cherishes quiet seclusion. Yet as they age, many oreads find themselves inexplicably drawn to some far-flung location with a pull like that exerted on the needle of a compass-intangible, constant, and ultimately irresistible. The destination of this mysterious pilgrimage is unique to each oread, though it usually ends in some place of great mystical power, natural splendor, or esoteric learning. Most oreads are drawn to a place with which they are somewhat familiar, but a rare few feel drawn to travel in a seemingly random direction, departing with only their hope that they'll discover whatever mystery lies at the end of their invisible path.
+
+Many oreads find that the role of a guard suits their personality well, for in such a role they can feel as if they are helping to promote order but also find time to stand vigil as lone sentinels over a specific portion of a fortification or a remote location on a wilderness trail.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Ostiarius.md b/content/mechanics/srd/Bestiary/Bestiary 2/Ostiarius.md
new file mode 100755
index 000000000..995becfec
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Ostiarius.md
@@ -0,0 +1,107 @@
+---
+title: "Ostiarius"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.hmq22fFMAwkrwuS8"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/velstrac
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Ostiarius"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Ostiarius"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[fiend]]
+trait_03: [[lawful]]
+trait_04: [[unholy]]
+trait_05: [[velstrac]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Greater Darkvision"
+languages: "Common, Diabolic, Shadowtongue; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Deception: +12, Diplomacy: +12, Intimidation: +16, Religion: +11, Torture Lore: +11"
+abilityMods: [0, 4, 2, 2, 4, 5]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +9, __Ref__ +15, __Will__ +13; +1 status to all saves vs. magic"
+hp: 67
+health:
+ - name: ""
+ - name: HP
+ desc: "67, regeneration 5 (deactivated by holy or silver); __Immunities__ cold; __Weaknesses__ holy 5, silver 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Painsight"
+ desc: " (divine) A velstrac automatically knows whether a creature it sees has any of the [[Conditions/Doomed|Doomed]], [[Conditions/Dying|Dying]], and [[Conditions/Wounded|Wounded]] conditions, as well as the value of those conditions"
+
+ - name: "Sense Portal"
+ desc: " (divine) The ostiarius always knows the direction and distance to the closest portal between the Shadow Plane and the Material Plane. This sense functions only on these two planes."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 5 (Deactivated by Holy or Silver)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Whispering Wounds"
+ desc: " (aura,divine,mental,visual) 30 feet. When a creature ends its turn in the aura, it hears the wounds on the ostiarius's body whisper obscene truths. The creature must succeed at a DC 21 Will check save or become [[Conditions/Sickened|Sickened 1]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+13 (agile, finesse, magical, unholy)\n__Damage__ 2d6 + 2 slashing 2d6 bleed"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 24, attack +14; __3rd __ _[[Spells/Enthrall|Enthrall]]_, _[[Spells/Wanderer's Guide|Wanderer's Guide]]_; __2nd __ _[[Spells/Calm|Calm Emotions (At will)]]_, _[[Spells/Darkness|Darkness]]_, _[[Spells/Silence|Silence]]_\n__Cantrips__ __(3rd)__ _[[Spells/Shield|Shield]]_"
+
+ - name: "Rituals"
+ desc: "_Inveigle_"
+
+ - name: "Compel Courage"
+ desc: "`pf2:1` (auditory,divine,emotion,linguistic,mental) The ostiarius inspires their willing allies and themself by whispering words of courage from their wounds. The ostiarius and their allies in a 50-foot emanation gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects. The ostiarius can Sustain Compel Courage.\n\nNon-velstracs who accept this compelled courage find bleeding wounds opening on their own bodies to whisper in thanks. They take 1 bleed damage and can't attempt a flat check to end this damage as long as they're compelled."
+
+ - name: "Focus Gaze"
+ desc: "`pf2:1` (concentrate,divine,fear,incapacitation,mental,visual) The ostiarius stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against Whispering Wounds. In addition, if the creature was already [[Conditions/Sickened|Sickened]] and fails its save, the creature is [[Conditions/Fascinated|Fascinated]] by the ostiarius and can't use hostile actions. This fascination lasts for 1 round or until the ostiarius takes any hostile action against the creature or the creature's allies. Whether the creature succeeds at or fails the save, it is temporarily immune for 1 hour."
+
+```
+
+```encounter-table
+name: Ostiarius
+creatures:
+ - 1: Ostiarius
+```
+
+
+
+Ostiariuses, as emissaries of the velstracs, tend to the portals between the Shadow Plane and the Material Plane. They not only escort other velstracs into the world of mortals, but also work to entice mortals into the realms of the velstracs- from which most mortals never leave. Among the most pleasant and persuasive of the velstracs, ostiariuses are prepared to converse for hours upon any topic, and they are skilled at returning, again and again, to the subject of the delights found in their perverse philosophies. Ostiariuses stand over 6 feet tall, and individuals range from skeletally thin to hugely corpulent.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Osyluth.md b/content/mechanics/srd/Bestiary/Bestiary 2/Osyluth.md
new file mode 100755
index 000000000..3ddc273e1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Osyluth.md
@@ -0,0 +1,117 @@
+---
+title: "Osyluth"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.lO6nABYdD8ZwSYHp"
+tags:
+ - pf2e/creature/type/devil
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Osyluth"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Osyluth"
+level: "Creature 9"
+
+alignment: ""
+size: "Large"
+trait_01: [[devil]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[lawful]]
+trait_05: [[unholy]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Greater Darkvision"
+languages: "Diabolic, Draconic, Empyrean; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +18, Deception: +19, Intimidation: +21, Religion: +17, Stealth: +20"
+abilityMods: [5, 5, 4, 3, 4, 4]
+speed: 35 feet, fly 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +17, __Ref__ +18, __Will__ +17; +1 status to all saves vs. magic"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135; __Immunities__ fire; __Weaknesses__ holy 10; __Resistances__ physical 10 (except silver), poison 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 (magical, unholy)\n__Damage__ 2d10 + 11 piercing 1d6 spirit"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile, magical, reach 10 feet, unholy)\n__Damage__ 2d6 + 11 slashing 1d6 spirit"
+
+ - name: "**Melee** `pf2:1` Stinger"
+ desc: "+21 (magical, reach 15 feet, unholy)\n__Damage__ 1d10 + 11 piercing plus osyluth-venom 1d6 spirit plus osyluth-venom"
+
+ - name: "**Ranged** `pf2:1` Bone Shard"
+ desc: "+21 (magical, range increment 30 feet, unholy)\n__Damage__ 2d6 + 8 piercing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 25, attack +17; __5th __ _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Phantom Pain|Phantom Pain]]_; __4th __ _[[Spells/Translocate|Dimension Door (At Will)]]_, _[[Spells/Planar Tether|Dimensional Anchor]]_, _[[Spells/Planar Tether|Dimensional Anchor]]_, _[[Spells/Discern Lies|Discern Lies]]_, _[[Spells/Ring of Truth|Zone of Truth]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At Will) (Self Only)]]_"
+
+ - name: "Rituals"
+ desc: "_Infernal Pact_"
+
+ - name: "Osyluth Venom"
+ desc: " (poison) **Saving Throw** DC 25 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 2d6 poison damage, [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 3d6 poison damage and enfeebled 1 (1 round)\n\n**Stage 3** 3d6 poison damage and [[Conditions/Enfeebled|Enfeebled 2]] (1 round). Once a creature reaches stage 3, it takes a -4 status penalty to Will saves against attempts to [[Actions/Coerce|Coerce]] it for 1 hour (this is a mental effect)"
+
+ - name: "Quick Invisibility"
+ desc: " The osyluth can cast innate [[Spells/Invisibility|Invisibility]] using only 1 action."
+
+ - name: "Sadistic Strike"
+ desc: " An osyluth deals an extra 2d6 damage whenever they Strike an [[Conditions/Enfeebled|Enfeebled]], [[Conditions/Frightened|Frightened]], or [[Conditions/Prone|Prone]] creature."
+
+ - name: "Stygian Inquisitor"
+ desc: "`pf2:1` (linguistic,mental) The osyluth telepathically questions a creature affected by [[Spells/Ring of Truth|Ring of Truth]]. After 1 round, if the creature intentionally refuses to answer the question, it takes 2d6 mental damage."
+
+ - name: "Tail Sweep"
+ desc: "`pf2:1` The osyluth sweeps their tail in a 15-foot cone. Each creature in the cone must succeed at a DC 26 Reflex check save or be knocked [[Conditions/Prone|Prone]]."
+
+```
+
+```encounter-table
+name: Osyluth
+creatures:
+ - 1: Osyluth
+```
+
+
+
+An osyluth is an unparalleled inquisitor that revels in the sadism and torture for which Hell is so well known. These devils' charge is to seek out heresies, both among mortals and among other fiends-a commandment they uphold with unwavering fervor. They spawn within the Styx-fed swamps of Hell's fifth layer, Stygia; where heresies and the souls of heretics stagnate, osyluths eventually rise. In the remote corners of that same layer of Hell, they build massive, calcified hives where they perform their vile interrogations and perfect their torturous arts upon lesser devils and petitioners alike.
+
+* * *
+
+Each type of devil plays a particular role in Hell's bureaucracies and hierarchies, though some have far more specialized functions than others
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Peluda.md b/content/mechanics/srd/Bestiary/Bestiary 2/Peluda.md
new file mode 100755
index 000000000..41911e3b4
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Peluda.md
@@ -0,0 +1,101 @@
+---
+title: "Peluda"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.QmzRsmqb1n5jD8ar"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Peluda"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Peluda"
+level: "Creature 10"
+
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[evil]]
+trait_03: [[fire]]
+trait_04: [[lawful]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision"
+languages: "Draconic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +23, Intimidation: +19"
+abilityMods: [7, 3, 5, -2, 5, 3]
+speed: 30 feet, swim 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +21, __Ref__ +17, __Will__ +19; +1 status to all saves vs. magic"
+hp: 170
+health:
+ - name: ""
+ - name: HP
+ desc: "170; __Immunities__ fire, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Quill Thrust"
+ desc: "`pf2:r` **Trigger** A creature within 10 feet attempts a melee Strike against the peluda\n* * *\n\n**Effect** The peluda shifts their position and makes a quill Strike against the attacking creature. This Strike doesn't count toward the peluda's multiple attack penalty, and the peluda's multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Vulnerable Tail"
+ desc: " If the peluda takes 30 or more slashing damage from a critical hit, the attacker severs the peluda's tail. The peluda takes 2d6 bleed and can't make tail attacks until their tail grows back (in about 1 week)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+23 (reach 10 feet)\n__Damage__ 2d12 + 13 piercing"
+
+ - name: "**Melee** `pf2:1` Quill"
+ desc: "+23 (agile, reach 10 feet)\n__Damage__ 2d6 piercing plus peluda-venom"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+23 (reach 15 feet, versatile p)\n__Damage__ 2d6 + 13 bludgeoning plus improved-knockdown"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (fire,primal) The peluda breathes a torrent of flames that deals 7d10 fire damage in a 60-foot line (DC 29 Reflex check save).\n\nThey can't use their Breath Weapon again for 1d4 rounds."
+
+ - name: "Peluda Venom"
+ desc: " (poison) **Saving Throw** DC 29 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 2d6 poison damage and [[Conditions/Off-Guard|Off-Guard]] (1 round)\n\n**Stage 2** 2d6 poison damage, [[Conditions/Enfeebled|Enfeebled 1]], and off-guard (1 round)\n\n**Stage 3** 2d6 poison damage, [[Conditions/Enfeebled|Enfeebled 2]], and off-guard (1 round)"
+
+ - name: "Quill Barrage"
+ desc: "`pf2:2` The peluda bristles their quills and shakes, sending dozens of spear-like barbs in every direction. All creatures within 30 feet take 11d6 piercing damage (DC 29 Reflex check save) and are exposed to peluda venom if they take any damage.\n\nThe peluda can't use Quill Barrage again for 1 minute."
+
+ - name: "[[Bestiary Ability Glossary/Improved Knockdown|Improved Knockdown]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature as a free action. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Peluda
+creatures:
+ - 1: Peluda
+```
+
+
+
+Peludas are wild and savage dragons that favor reedy marshlands, sparsely forested bogs, and river valleys for lairs. A single peluda typically claims a stretch of waterways a few miles in length, then systematically drives off any potential rivals so that the peluda can despoil the land as they please, leaving clawed footprints on muddy riverbanks, toppling trees, and impaling half-eaten corpses on their quills as trophies left to rot. They venture beyond their domains to hunt, roasting prey with their breath or pulverizing them with their tails, burning and killing for cruel sport before slithering, sated, back to their mucky lairs.
+
+Peludas despise weakness and loathe creatures smaller than themselves, especially humanoids, whom they see as fragile and soft, good only for eating or breaking. In contrast, peludas have a massive inferiority complex regarding more impressive creatures-especially larger and stronger dragons. Peludas will try anything to become stronger, including ingesting shiny coins, gems, and jewelry, which old folk tales claim will strengthen their quills and fire breath.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Peryton.md b/content/mechanics/srd/Bestiary/Bestiary 2/Peryton.md
new file mode 100755
index 000000000..f18de89f6
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Peryton.md
@@ -0,0 +1,88 @@
+---
+title: "Peryton"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.LQy6gw0P93SdlHE0"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Peryton"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Peryton"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[beast]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Intimidation: +11, Stealth: +11"
+abilityMods: [4, 3, 2, 0, 5, 3]
+speed: 25 feet, fly 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +8, __Ref__ +11, __Will__ +13"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Antler"
+ desc: "+14 (deadly d8)\n__Damage__ 1d12 + 7 piercing"
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+14 (agile)\n__Damage__ 1d8 + 7 slashing"
+
+ - name: "Heart Ripper"
+ desc: "`pf2:1` (attack,emotion,fear,visual) The peryton rips out the heart of an adjacent corpse with their jaws. The creature must have died in the last minute. As the peryton rips the heart free and swallows it whole, they regain 2d6 healing HP, and any non-peryton that witnesses this event must succeed at a DC 21 Will check save or become [[Conditions/Frightened|Frightened 1]] (or [[Conditions/Frightened|Frightened 2]] on a critical failure)."
+
+ - name: "Mimic Shadow"
+ desc: "`pf2:1` (emotion,fear,occult,shadow) **Requirements** The target must be casting a shadow\n* * *\n\n**Effect** The peryton Flies, going no higher than 20 feet over the target creature. The target creature must succeed at a DC 21 Will check save or the peryton's shadow changes to match that cast by the target creature. With their shadow so transformed, the peryton gains a +2 status bonus to attack and damage rolls against that creature.\n\nIn addition, each time the peryton successfully Strikes that creature, the creature must succeed at a DC 21 Will check save or become [[Conditions/Frightened|Frightened 1]], or increase its frightened condition by 1 if it's already frightened. This is an emotion and fear effect. The shadow remains transformed for 1 hour or until the peryton Mimics a Shadow again, whichever comes first."
+
+```
+
+```encounter-table
+name: Peryton
+creatures:
+ - 1: Peryton
+```
+
+
+
+The peryton is an amalgam of horror, merging the features of a stag, wolf, and hawk. They love using shadows to stalk their victims before ripping out their still-beating hearts and relishing the dying pulse as they swallow them whole, so the doomed victims spends their last moments watching as their flesh is consumed.
+
+Despite perytons' animalistic appearance and brutal behavior, they are viciously cunning and as intelligent as humans. Their preferred tactic is to find a lone traveler and stalk it from on high. Most perytons are loners who loathe all other creatures. These feelings extend to other perytons as well, and adult males attack each other on sight as surely as they attack anything else.
+
+Once per year, perytons mate. The males offer up hearts they have collected from humanoids to attract females. Those that manage to secure a mate rarely survive long though, as their mating ritual is short and violent. Female perytons generally abandon their eggs after laying them, so newly hatched perytons must fend for themselves from the moment they emerge.
+
+A lone peryton typically builds a nest in a rocky overhang or an exceptionally tall and strong tree where they can observe nearby lands. Although they aren't particularly interested in wealth, perytons do like to collect small objects from their victims. During those times between hunts, they sometimes study these trophies in order to relive the memories of victims' last moments and the taste of victims' hearts.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Abaddon).md b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Abaddon).md
new file mode 100755
index 000000000..b3eba8a0e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Abaddon).md
@@ -0,0 +1,85 @@
+---
+title: "Petitioner (Abaddon)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.cTMVUJ38ncmASfS5"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/petitioner
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Petitioner (Abaddon)"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Petitioner (Abaddon)"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[fiend]]
+trait_03: [[petitioner]]
+trait_04: [[unholy]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Daemonic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Planar Lore: +7"
+abilityMods: [2, 2, 2, 2, 2, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +7, __Ref__ +7, __Will__ +7"
+hp: 22
+health:
+ - name: ""
+ - name: HP
+ desc: "22, (fast healing 5)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 5]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+7 (unholy)\n__Damage__ 1d8 + 2 bludgeoning"
+
+ - name: "Planar Incarnation - Abaddon"
+ desc: " All petitioners are formed from and personify the nature of the plane on which they manifest, and their statistics are adjusted as summarized below. They also gain any trait associated with creatures from their plane.\n\n**Abaddon** The hunted appear as Medium sized versions of themselves from their prior lives, and they exist to be pursued and consumed by daemons\n\n* **Alignment** NE;\n* **Language** Daemonic;\n* **Additional Ability** fast healing 5;\n* **Melee** fist +7, **Damage** 1d8+2 bludgeoning"
+
+```
+
+```encounter-table
+name: Petitioner (Abaddon)
+creatures:
+ - 1: Petitioner (Abaddon)
+```
+
+
+
+When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they are judged by Pharasma, the goddess of the dead. Once they have been judged, their soul is sent on to their final reward or punishment in the afterlife, and in the process is transformed into a creature known as a petitioner. This process grants the soul a new body, one whose shape is the result of the prevailing philosophical forces of the plane to which it is sent. The petitioner's memories from their life are typically wiped nearly clean, allowing them to retain only a few hazy fragments akin to half-remembered dreams. Regardless of the petitioner's size, power, or nature in life, they're a Medium creature in their afterlife.
+
+Existence as a petitioner can last for eons, but this state is not necessarily eternal. Deities, powerful denizens of the Great Beyond, or even the outer planes themselves can further change the petitioner's nature by transforming them into raw quintessence, spiritual essence that is then used to expand a plane's physical manifestation, or by transforming the petitioner into a new form of supernatural life such as a celestial, monitor, or fiend. Should a petitioner die, their body breaks down in a process akin to decay, their nature reverting back to the quintessence or elements that make up their plane. This represents the true end of a soul's journey: their associated life essence travels back to the heart of the Great Beyond to be recycled into the Positive Energy plane, fueling the creation of entirely new souls.
+
+The hunted appear as Medium sized versions of themselves from their prior lives, and they exist to be pursued and consumed by daemons.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Abyss).md b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Abyss).md
new file mode 100755
index 000000000..24f5e3f42
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Abyss).md
@@ -0,0 +1,84 @@
+---
+title: "Petitioner (Abyss)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.udBcSYWOdQbcZu0y"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/petitioner
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Petitioner (Abyss)"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Petitioner (Abyss)"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[petitioner]]
+trait_05: [[unholy]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Chthonian"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Planar Lore: +7"
+abilityMods: [2, 2, 2, 2, 2, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +7, __Ref__ +7, __Will__ +7"
+hp: 22
+health:
+ - name: ""
+ - name: HP
+ desc: "22; __Immunities__ disease, poison"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+7 (unholy)\n__Damage__ 1d8 + 2 piercing"
+
+ - name: "Planar Incarnation - Abyss"
+ desc: " All petitioners are formed from and personify the nature of the plane on which they manifest, and their statistics are adjusted as summarized below. They also gain any trait associated with creatures from their plane.\n\n**Abyss** The larvae appear as maggot-like grubs with the face the petitioners had in life\n\n* **Alignment** CE;\n* **Language** Abyssal;\n* **Additional Ability** immune to disease and poison;\n* **Melee** jaws +7, **Damage** 1d8+2 piercing"
+
+```
+
+```encounter-table
+name: Petitioner (Abyss)
+creatures:
+ - 1: Petitioner (Abyss)
+```
+
+
+
+When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they are judged by Pharasma, the goddess of the dead. Once they have been judged, their soul is sent on to their final reward or punishment in the afterlife, and in the process is transformed into a creature known as a petitioner. This process grants the soul a new body, one whose shape is the result of the prevailing philosophical forces of the plane to which it is sent. The petitioner's memories from their life are typically wiped nearly clean, allowing them to retain only a few hazy fragments akin to half-remembered dreams. Regardless of the petitioner's size, power, or nature in life, they're a Medium creature in their afterlife.
+
+Existence as a petitioner can last for eons, but this state is not necessarily eternal. Deities, powerful denizens of the Great Beyond, or even the outer planes themselves can further change the petitioner's nature by transforming them into raw quintessence, spiritual essence that is then used to expand a plane's physical manifestation, or by transforming the petitioner into a new form of supernatural life such as a celestial, monitor, or fiend. Should a petitioner die, their body breaks down in a process akin to decay, their nature reverting back to the quintessence or elements that make up their plane. This represents the true end of a soul's journey: their associated life essence travels back to the heart of the Great Beyond to be recycled into the Positive Energy plane, fueling the creation of entirely new souls.
+
+The larvae appear as maggot-like grubs with the face the petitioners had in life.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Astral Plane).md b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Astral Plane).md
new file mode 100755
index 000000000..102b701c5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Astral Plane).md
@@ -0,0 +1,76 @@
+---
+title: "Petitioner (Astral Plane)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.R8CPo2g5oYuhckB7"
+tags:
+ - pf2e/creature/type/petitioner
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Petitioner (Astral Plane)"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Petitioner (Astral Plane)"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[petitioner]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "any one spoken in life (such as common)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Planar Lore: +7"
+abilityMods: [2, 2, 2, 2, 2, 2]
+speed: 25 feet, fly 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +7, __Ref__ +7, __Will__ +7"
+hp: 22
+health:
+ - name: ""
+ - name: HP
+ desc: "22"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+7 ()\n__Damage__ 1d8 + 2 bludgeoning"
+
+ - name: "Planar Incarnation - Astral Plane"
+ desc: " All petitioners are formed from and personify the nature of the plane on which they manifest, and their statistics are adjusted as summarized below. They also gain any trait associated with creatures from their plane.\n\n**Astral Plane** The untethered appear as astrally projected versions of their mortal forms, yet they lack a silver cord\n\n* **Alignment** any;\n* **Language** any one spoken in life (such as Common);\n* **Additional Ability** fly Speed 20 feet;\n* **Melee** fist +7, **Damage** 1d8+2 bludgeoning"
+
+```
+
+```encounter-table
+name: Petitioner (Astral Plane)
+creatures:
+ - 1: Petitioner (Astral Plane)
+```
+
+
+
+When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they are judged by Pharasma, the goddess of the dead. Once they have been judged, their soul is sent on to their final reward or punishment in the afterlife, and in the process is transformed into a creature known as a petitioner. This process grants the soul a new body, one whose shape is the result of the prevailing philosophical forces of the plane to which it is sent. The petitioner's memories from their life are typically wiped nearly clean, allowing them to retain only a few hazy fragments akin to half-remembered dreams. Regardless of the petitioner's size, power, or nature in life, they're a Medium creature in their afterlife.
+
+Existence as a petitioner can last for eons, but this state is not necessarily eternal. Deities, powerful denizens of the Great Beyond, or even the outer planes themselves can further change the petitioner's nature by transforming them into raw quintessence, spiritual essence that is then used to expand a plane's physical manifestation, or by transforming the petitioner into a new form of supernatural life such as a celestial, monitor, or fiend. Should a petitioner die, their body breaks down in a process akin to decay, their nature reverting back to the quintessence or elements that make up their plane. This represents the true end of a soul's journey: their associated life essence travels back to the heart of the Great Beyond to be recycled into the Positive Energy plane, fueling the creation of entirely new souls.
+
+The untethered appear as astrally projected versions of their mortal forms, yet they lack a silver cord.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Axis).md b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Axis).md
new file mode 100755
index 000000000..deb501966
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Axis).md
@@ -0,0 +1,80 @@
+---
+title: "Petitioner (Axis)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ZJMWOTq1F1RIIlAH"
+tags:
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/monitor
+ - pf2e/creature/type/petitioner
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Petitioner (Axis)"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Petitioner (Axis)"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[lawful]]
+trait_02: [[monitor]]
+trait_03: [[petitioner]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Utopian"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Planar Lore: +7"
+abilityMods: [2, 2, 2, 2, 2, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +7, __Ref__ +7, __Will__ +7"
+hp: 22
+health:
+ - name: ""
+ - name: HP
+ desc: "22; __Immunities__ fear effects, emotion"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+7 ()\n__Damage__ 1d8 + 2 bludgeoning"
+
+ - name: "Planar Incarnation - Axis"
+ desc: " All petitioners are formed from and personify the nature of the plane on which they manifest, and their statistics are adjusted as summarized below. They also gain any trait associated with creatures from their plane.\n\n**Axis** The unmade appear as parchment-skinned humanoids covered in lines of close black script\n\n* **Alignment** LN;\n* **Language** Utopian;\n* **Additional Ability** immune to emotion and fear;\n* **Melee** fist +7, **Damage** 1d8+2 bludgeoning"
+
+```
+
+```encounter-table
+name: Petitioner (Axis)
+creatures:
+ - 1: Petitioner (Axis)
+```
+
+
+
+When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they are judged by Pharasma, the goddess of the dead. Once they have been judged, their soul is sent on to their final reward or punishment in the afterlife, and in the process is transformed into a creature known as a petitioner. This process grants the soul a new body, one whose shape is the result of the prevailing philosophical forces of the plane to which it is sent. The petitioner's memories from their life are typically wiped nearly clean, allowing them to retain only a few hazy fragments akin to half-remembered dreams. Regardless of the petitioner's size, power, or nature in life, they're a Medium creature in their afterlife.
+
+Existence as a petitioner can last for eons, but this state is not necessarily eternal. Deities, powerful denizens of the Great Beyond, or even the outer planes themselves can further change the petitioner's nature by transforming them into raw quintessence, spiritual essence that is then used to expand a plane's physical manifestation, or by transforming the petitioner into a new form of supernatural life such as a celestial, monitor, or fiend. Should a petitioner die, their body breaks down in a process akin to decay, their nature reverting back to the quintessence or elements that make up their plane. This represents the true end of a soul's journey: their associated life essence travels back to the heart of the Great Beyond to be recycled into the Positive Energy plane, fueling the creation of entirely new souls.
+
+The unmade appear as parchment-skinned humanoids covered in lines of close black script.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Boneyard).md b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Boneyard).md
new file mode 100755
index 000000000..8b1d552cd
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Boneyard).md
@@ -0,0 +1,78 @@
+---
+title: "Petitioner (Boneyard)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.GTiuQLSOuBAVVL4z"
+tags:
+ - pf2e/creature/type/monitor
+ - pf2e/creature/type/petitioner
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Petitioner (Boneyard)"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Petitioner (Boneyard)"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[monitor]]
+trait_02: [[petitioner]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Requian"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Planar Lore: +7"
+abilityMods: [2, 2, 2, 2, 2, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +7, __Ref__ +7, __Will__ +7"
+hp: 22
+health:
+ - name: ""
+ - name: HP
+ desc: "22; __Resistances__ piercing 3, slashing 3"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+7 ()\n__Damage__ 1d8 + 2 slashing"
+
+ - name: "Planar Incarnation - Boneyard"
+ desc: " All petitioners are formed from and personify the nature of the plane on which they manifest, and their statistics are adjusted as summarized below. They also gain any trait associated with creatures from their plane.\n\n**Boneyard** The dead appear as animated skeletons of the type of creature they were when they were alive\n\n* **Alignment** N;\n* **Language** Requian;\n* **Additional Ability** resist piercing and slashing 3;\n* **Melee** claw +7, **Damage** 1d8+2 slashing"
+
+```
+
+```encounter-table
+name: Petitioner (Boneyard)
+creatures:
+ - 1: Petitioner (Boneyard)
+```
+
+
+
+When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they are judged by Pharasma, the goddess of the dead. Once they have been judged, their soul is sent on to their final reward or punishment in the afterlife, and in the process is transformed into a creature known as a petitioner. This process grants the soul a new body, one whose shape is the result of the prevailing philosophical forces of the plane to which it is sent. The petitioner's memories from their life are typically wiped nearly clean, allowing them to retain only a few hazy fragments akin to half-remembered dreams. Regardless of the petitioner's size, power, or nature in life, they're a Medium creature in their afterlife.
+
+Existence as a petitioner can last for eons, but this state is not necessarily eternal. Deities, powerful denizens of the Great Beyond, or even the outer planes themselves can further change the petitioner's nature by transforming them into raw quintessence, spiritual essence that is then used to expand a plane's physical manifestation, or by transforming the petitioner into a new form of supernatural life such as a celestial, monitor, or fiend. Should a petitioner die, their body breaks down in a process akin to decay, their nature reverting back to the quintessence or elements that make up their plane. This represents the true end of a soul's journey: their associated life essence travels back to the heart of the Great Beyond to be recycled into the Positive Energy plane, fueling the creation of entirely new souls.
+
+The dead appear as animated skeletons of the type of creature they were when they were alive.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Dead Vault).md b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Dead Vault).md
new file mode 100755
index 000000000..9ea2811a4
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Dead Vault).md
@@ -0,0 +1,83 @@
+---
+title: "Petitioner (Dead Vault)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.O8Ttc7v2mUIXM2C2"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/petitioner
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Petitioner (Dead Vault)"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Petitioner (Dead Vault)"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[petitioner]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Chthonian"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Planar Lore: +7"
+abilityMods: [2, 2, 2, 2, 2, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +7, __Ref__ +7, __Will__ +7"
+hp: 22
+health:
+ - name: ""
+ - name: HP
+ desc: "22"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bite"
+ desc: "+7 ()\n__Damage__ 1d8 + 2 piercing"
+
+ - name: "Planar Incarnation - Dead Vault"
+ desc: " All petitioners are formed from and personify the nature of the plane on which they manifest, and their statistics are adjusted as summarized below. They also gain any trait associated with creatures from their plane.\n\n**Dead Vault** The caged are sent to Rovagug's prison plane, the Dead Vault; they appear as chained versions of their mortal bodies, save that their faces are hideous insectile visages\n\n* **Alignment** CE;\n* **Language** Abyssal;\n* **Additional Ability** [[Bestiary Ability Glossary/Rend|Rend]] bite;\n* **Melee** bite +7, **Damage** 1d8+2 piercing"
+
+ - name: "[[Bestiary Ability Glossary/Rend|Rend]]"
+ desc: "`pf2:1` Bite\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
+
+```
+
+```encounter-table
+name: Petitioner (Dead Vault)
+creatures:
+ - 1: Petitioner (Dead Vault)
+```
+
+
+
+When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they are judged by Pharasma, the goddess of the dead. Once they have been judged, their soul is sent on to their final reward or punishment in the afterlife, and in the process is transformed into a creature known as a petitioner. This process grants the soul a new body, one whose shape is the result of the prevailing philosophical forces of the plane to which it is sent. The petitioner's memories from their life are typically wiped nearly clean, allowing them to retain only a few hazy fragments akin to half-remembered dreams. Regardless of the petitioner's size, power, or nature in life, they're a Medium creature in their afterlife.
+
+Existence as a petitioner can last for eons, but this state is not necessarily eternal. Deities, powerful denizens of the Great Beyond, or even the outer planes themselves can further change the petitioner's nature by transforming them into raw quintessence, spiritual essence that is then used to expand a plane's physical manifestation, or by transforming the petitioner into a new form of supernatural life such as a celestial, monitor, or fiend. Should a petitioner die, their body breaks down in a process akin to decay, their nature reverting back to the quintessence or elements that make up their plane. This represents the true end of a soul's journey: their associated life essence travels back to the heart of the Great Beyond to be recycled into the Positive Energy plane, fueling the creation of entirely new souls.
+
+The caged are sent to Rovagug's prison plane, the Dead Vault; they appear as chained versions of their mortal bodies, save that their faces are hideous insectile visages.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Dimension of Dreams).md b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Dimension of Dreams).md
new file mode 100755
index 000000000..6f7a89314
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Dimension of Dreams).md
@@ -0,0 +1,78 @@
+---
+title: "Petitioner (Dimension of Dreams)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.e0m6FIOTYYBEM1fh"
+tags:
+ - pf2e/creature/type/dream
+ - pf2e/creature/type/petitioner
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Petitioner (Dimension of Dreams)"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Petitioner (Dimension of Dreams)"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[dream]]
+trait_02: [[petitioner]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Aklo"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Planar Lore: +7"
+abilityMods: [2, 2, 2, 2, 2, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +8, __Ref__ +8, __Will__ +8"
+hp: 22
+health:
+ - name: ""
+ - name: HP
+ desc: "22"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+7 ()\n__Damage__ 1d8 + 2 bludgeoning"
+
+ - name: "Planar Incarnation - Dimension of Dreams"
+ desc: " All petitioners are formed from and personify the nature of the plane on which they manifest, and their statistics are adjusted as summarized below. They also gain any trait associated with creatures from their plane.\n\n**Dimension of Dreams** The dreamers appear as their ideal appearance, age, and gender from their mortal bodies\n\n* **Alignment** any;\n* **Language** Aklo;\n* **Additional Ability** +1 circumstance bonus on all saving throws;\n* **Melee** fist +7, **Damage** 1d8+2 bludgeoning"
+
+```
+
+```encounter-table
+name: Petitioner (Dimension of Dreams)
+creatures:
+ - 1: Petitioner (Dimension of Dreams)
+```
+
+
+
+When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they are judged by Pharasma, the goddess of the dead. Once they have been judged, their soul is sent on to their final reward or punishment in the afterlife, and in the process is transformed into a creature known as a petitioner. This process grants the soul a new body, one whose shape is the result of the prevailing philosophical forces of the plane to which it is sent. The petitioner's memories from their life are typically wiped nearly clean, allowing them to retain only a few hazy fragments akin to half-remembered dreams. Regardless of the petitioner's size, power, or nature in life, they're a Medium creature in their afterlife.
+
+Existence as a petitioner can last for eons, but this state is not necessarily eternal. Deities, powerful denizens of the Great Beyond, or even the outer planes themselves can further change the petitioner's nature by transforming them into raw quintessence, spiritual essence that is then used to expand a plane's physical manifestation, or by transforming the petitioner into a new form of supernatural life such as a celestial, monitor, or fiend. Should a petitioner die, their body breaks down in a process akin to decay, their nature reverting back to the quintessence or elements that make up their plane. This represents the true end of a soul's journey: their associated life essence travels back to the heart of the Great Beyond to be recycled into the Positive Energy plane, fueling the creation of entirely new souls.
+
+The dreamers appear as their ideal appearance, age, and gender from their mortal bodies.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Elysium).md b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Elysium).md
new file mode 100755
index 000000000..e3db157ab
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Elysium).md
@@ -0,0 +1,80 @@
+---
+title: "Petitioner (Elysium)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.prJGeJTW5OBmiHYQ"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/good
+ - pf2e/creature/type/petitioner
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Petitioner (Elysium)"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Petitioner (Elysium)"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[good]]
+trait_03: [[petitioner]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Empyrean"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Planar Lore: +7"
+abilityMods: [2, 2, 2, 2, 2, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +7, __Ref__ +7, __Will__ +7"
+hp: 22
+health:
+ - name: ""
+ - name: HP
+ desc: "22; __Immunities__ blinded, dazzled"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+7 ()\n__Damage__ 1d8 + 2 bludgeoning"
+
+ - name: "Planar Incarnation - Elysium"
+ desc: " All petitioners are formed from and personify the nature of the plane on which they manifest, and their statistics are adjusted as summarized below. They also gain any trait associated with creatures from their plane.\n\n**Elysium** The chosen appear as idealized versions of their mortal selves with glowing eyes\n\n* **Alignment** CG;\n* **Language** Celestial;\n* **Additional Ability** immune to [[Spells/Blindness|Blindness]] and [[Conditions/Dazzled|Dazzled]];\n* **Melee** fist +7, **Damage** 1d8+2 bludgeoning"
+
+```
+
+```encounter-table
+name: Petitioner (Elysium)
+creatures:
+ - 1: Petitioner (Elysium)
+```
+
+
+
+When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they are judged by Pharasma, the goddess of the dead. Once they have been judged, their soul is sent on to their final reward or punishment in the afterlife, and in the process is transformed into a creature known as a petitioner. This process grants the soul a new body, one whose shape is the result of the prevailing philosophical forces of the plane to which it is sent. The petitioner's memories from their life are typically wiped nearly clean, allowing them to retain only a few hazy fragments akin to half-remembered dreams. Regardless of the petitioner's size, power, or nature in life, they're a Medium creature in their afterlife.
+
+Existence as a petitioner can last for eons, but this state is not necessarily eternal. Deities, powerful denizens of the Great Beyond, or even the outer planes themselves can further change the petitioner's nature by transforming them into raw quintessence, spiritual essence that is then used to expand a plane's physical manifestation, or by transforming the petitioner into a new form of supernatural life such as a celestial, monitor, or fiend. Should a petitioner die, their body breaks down in a process akin to decay, their nature reverting back to the quintessence or elements that make up their plane. This represents the true end of a soul's journey: their associated life essence travels back to the heart of the Great Beyond to be recycled into the Positive Energy plane, fueling the creation of entirely new souls.
+
+The chosen appear as idealized versions of their mortal selves with glowing eyes.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Ethereal Plane).md b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Ethereal Plane).md
new file mode 100755
index 000000000..2af957e41
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Ethereal Plane).md
@@ -0,0 +1,78 @@
+---
+title: "Petitioner (Ethereal Plane)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ue2yPZQcrh3Cvzhm"
+tags:
+ - pf2e/creature/type/ethereal
+ - pf2e/creature/type/petitioner
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Petitioner (Ethereal Plane)"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Petitioner (Ethereal Plane)"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[ethereal]]
+trait_02: [[petitioner]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "any one spoken in life (such as common)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Planar Lore: +7"
+abilityMods: [2, 2, 2, 2, 2, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +7, __Ref__ +7, __Will__ +7"
+hp: 22
+health:
+ - name: ""
+ - name: HP
+ desc: "22; __Immunities__ bleed, death effects"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+7 ()\n__Damage__ 1d8 + 2 bludgeoning"
+
+ - name: "Planar Incarnation - Ethereal Plane"
+ desc: " All petitioners are formed from and personify the nature of the plane on which they manifest, and their statistics are adjusted as summarized below. They also gain any trait associated with creatures from their plane.\n\n**Ethereal Plane** The terrorized appear as sickly, haunted-looking versions of their mortal selves\n\n* **Alignment** any;\n* **Language** any one spoken in life (such as Common);\n* **Additional Ability** immune to bleed and death effects;\n* **Melee** fist +7, **Damage** 1d8+2 bludgeoning"
+
+```
+
+```encounter-table
+name: Petitioner (Ethereal Plane)
+creatures:
+ - 1: Petitioner (Ethereal Plane)
+```
+
+
+
+When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they are judged by Pharasma, the goddess of the dead. Once they have been judged, their soul is sent on to their final reward or punishment in the afterlife, and in the process is transformed into a creature known as a petitioner. This process grants the soul a new body, one whose shape is the result of the prevailing philosophical forces of the plane to which it is sent. The petitioner's memories from their life are typically wiped nearly clean, allowing them to retain only a few hazy fragments akin to half-remembered dreams. Regardless of the petitioner's size, power, or nature in life, they're a Medium creature in their afterlife.
+
+Existence as a petitioner can last for eons, but this state is not necessarily eternal. Deities, powerful denizens of the Great Beyond, or even the outer planes themselves can further change the petitioner's nature by transforming them into raw quintessence, spiritual essence that is then used to expand a plane's physical manifestation, or by transforming the petitioner into a new form of supernatural life such as a celestial, monitor, or fiend. Should a petitioner die, their body breaks down in a process akin to decay, their nature reverting back to the quintessence or elements that make up their plane. This represents the true end of a soul's journey: their associated life essence travels back to the heart of the Great Beyond to be recycled into the Positive Energy plane, fueling the creation of entirely new souls.
+
+The terrorized appear as sickly, haunted-looking versions of their mortal selves
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Heaven).md b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Heaven).md
new file mode 100755
index 000000000..64657812b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Heaven).md
@@ -0,0 +1,84 @@
+---
+title: "Petitioner (Heaven)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.e7LKmffwAnJryns7"
+tags:
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/petitioner
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Petitioner (Heaven)"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Petitioner (Heaven)"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[celestial]]
+trait_02: [[good]]
+trait_03: [[holy]]
+trait_04: [[lawful]]
+trait_05: [[petitioner]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Empyrean"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Planar Lore: +7"
+abilityMods: [2, 2, 2, 2, 2, 2]
+speed: 25 feet, fly 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +7, __Ref__ +7, __Will__ +7"
+hp: 22
+health:
+ - name: ""
+ - name: HP
+ desc: "22"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+7 (holy)\n__Damage__ 1d8 + 2 bludgeoning"
+
+ - name: "Planar Incarnation - Heaven"
+ desc: " All petitioners are formed from and personify the nature of the plane on which they manifest, and their statistics are adjusted as summarized below. They also gain any trait associated with creatures from their plane.\n\n**Heaven** The elect have golden halos and ghostly wings, but they otherwise appear as their mortal forms\n\n* **Alignment** LG;\n* **Language** Celestial;\n* **Additional Ability** fly Speed 20 feet;\n* **Melee** wing +7, **Damage** 1d8+2 bludgeoning"
+
+```
+
+```encounter-table
+name: Petitioner (Heaven)
+creatures:
+ - 1: Petitioner (Heaven)
+```
+
+
+
+When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they are judged by Pharasma, the goddess of the dead. Once they have been judged, their soul is sent on to their final reward or punishment in the afterlife, and in the process is transformed into a creature known as a petitioner. This process grants the soul a new body, one whose shape is the result of the prevailing philosophical forces of the plane to which it is sent. The petitioner's memories from their life are typically wiped nearly clean, allowing them to retain only a few hazy fragments akin to half-remembered dreams. Regardless of the petitioner's size, power, or nature in life, they're a Medium creature in their afterlife.
+
+Existence as a petitioner can last for eons, but this state is not necessarily eternal. Deities, powerful denizens of the Great Beyond, or even the outer planes themselves can further change the petitioner's nature by transforming them into raw quintessence, spiritual essence that is then used to expand a plane's physical manifestation, or by transforming the petitioner into a new form of supernatural life such as a celestial, monitor, or fiend. Should a petitioner die, their body breaks down in a process akin to decay, their nature reverting back to the quintessence or elements that make up their plane. This represents the true end of a soul's journey: their associated life essence travels back to the heart of the Great Beyond to be recycled into the Positive Energy plane, fueling the creation of entirely new souls.
+
+The elect have golden halos and ghostly wings, but they otherwise appear as their mortal forms.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Hell).md b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Hell).md
new file mode 100755
index 000000000..1c6772b48
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Hell).md
@@ -0,0 +1,84 @@
+---
+title: "Petitioner (Hell)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.3X7zPTdzUQBd7xj2"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/petitioner
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Petitioner (Hell)"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Petitioner (Hell)"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[fiend]]
+trait_03: [[lawful]]
+trait_04: [[petitioner]]
+trait_05: [[unholy]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Diabolic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Planar Lore: +7"
+abilityMods: [2, 2, 2, 2, 2, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +7, __Ref__ +7, __Will__ +7"
+hp: 22
+health:
+ - name: ""
+ - name: HP
+ desc: "22; __Immunities__ fire"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+7 (unholy)\n__Damage__ 1d8 + 2 piercing"
+
+ - name: "Planar Incarnation - Hell"
+ desc: " (fire) All petitioners are formed from and personify the nature of the plane on which they manifest, and their statistics are adjusted as summarized below. They also gain any trait associated with creatures from their plane.\n\n**Hell** The damned look like terribly scarred or mutilated versions of their mortal selves\n\n* **Alignment** LE;\n* **Language** Infernal;\n* **Additional Ability** immune to fire;\n* **Melee** jaws +7, **Damage** 1d8+2 piercing"
+
+```
+
+```encounter-table
+name: Petitioner (Hell)
+creatures:
+ - 1: Petitioner (Hell)
+```
+
+
+
+When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they are judged by Pharasma, the goddess of the dead. Once they have been judged, their soul is sent on to their final reward or punishment in the afterlife, and in the process is transformed into a creature known as a petitioner. This process grants the soul a new body, one whose shape is the result of the prevailing philosophical forces of the plane to which it is sent. The petitioner's memories from their life are typically wiped nearly clean, allowing them to retain only a few hazy fragments akin to half-remembered dreams. Regardless of the petitioner's size, power, or nature in life, they're a Medium creature in their afterlife.
+
+Existence as a petitioner can last for eons, but this state is not necessarily eternal. Deities, powerful denizens of the Great Beyond, or even the outer planes themselves can further change the petitioner's nature by transforming them into raw quintessence, spiritual essence that is then used to expand a plane's physical manifestation, or by transforming the petitioner into a new form of supernatural life such as a celestial, monitor, or fiend. Should a petitioner die, their body breaks down in a process akin to decay, their nature reverting back to the quintessence or elements that make up their plane. This represents the true end of a soul's journey: their associated life essence travels back to the heart of the Great Beyond to be recycled into the Positive Energy plane, fueling the creation of entirely new souls.
+
+The damned look like terribly scarred or mutilated versions of their mortal selves.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Maelstrom).md b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Maelstrom).md
new file mode 100755
index 000000000..b6e9f9016
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Maelstrom).md
@@ -0,0 +1,80 @@
+---
+title: "Petitioner (Maelstrom)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.fRhqUMrtp0xtbHLw"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/monitor
+ - pf2e/creature/type/petitioner
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Petitioner (Maelstrom)"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Petitioner (Maelstrom)"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[monitor]]
+trait_03: [[petitioner]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Protean"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Planar Lore: +7"
+abilityMods: [2, 2, 2, 2, 2, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +7, __Ref__ +7, __Will__ +7"
+hp: 22
+health:
+ - name: ""
+ - name: HP
+ desc: "22; __Immunities__ critical hits, precision"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+7 ()\n__Damage__ 1d8 + 2 bludgeoning"
+
+ - name: "Planar Incarnation - Maelstrom"
+ desc: " All petitioners are formed from and personify the nature of the plane on which they manifest, and their statistics are adjusted as summarized below. They also gain any trait associated with creatures from their plane.\n\n**Maelstrom** The shapeless appear as half-melted reflections of their former mortal selves\n\n* **Alignment** CN;\n* **Language** Protean;\n* **Additional Ability** immune to critical hits and precision;\n* **Melee** fist +7, **Damage** 1d8+2 bludgeoning"
+
+```
+
+```encounter-table
+name: Petitioner (Maelstrom)
+creatures:
+ - 1: Petitioner (Maelstrom)
+```
+
+
+
+When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they are judged by Pharasma, the goddess of the dead. Once they have been judged, their soul is sent on to their final reward or punishment in the afterlife, and in the process is transformed into a creature known as a petitioner. This process grants the soul a new body, one whose shape is the result of the prevailing philosophical forces of the plane to which it is sent. The petitioner's memories from their life are typically wiped nearly clean, allowing them to retain only a few hazy fragments akin to half-remembered dreams. Regardless of the petitioner's size, power, or nature in life, they're a Medium creature in their afterlife.
+
+Existence as a petitioner can last for eons, but this state is not necessarily eternal. Deities, powerful denizens of the Great Beyond, or even the outer planes themselves can further change the petitioner's nature by transforming them into raw quintessence, spiritual essence that is then used to expand a plane's physical manifestation, or by transforming the petitioner into a new form of supernatural life such as a celestial, monitor, or fiend. Should a petitioner die, their body breaks down in a process akin to decay, their nature reverting back to the quintessence or elements that make up their plane. This represents the true end of a soul's journey: their associated life essence travels back to the heart of the Great Beyond to be recycled into the Positive Energy plane, fueling the creation of entirely new souls.
+
+The shapeless appear as half-melted reflections of their former mortal selves.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Material Plane).md b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Material Plane).md
new file mode 100755
index 000000000..5cd9130d5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Material Plane).md
@@ -0,0 +1,79 @@
+---
+title: "Petitioner (Material Plane)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.WIGJy85rvH8DukiE"
+tags:
+ - pf2e/creature/type/petitioner
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Petitioner (Material Plane)"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Petitioner (Material Plane)"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[petitioner]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "any one spoken in life (such as common)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Planar Lore: +7"
+abilityMods: [2, 2, 2, 2, 2, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +7, __Ref__ +7, __Will__ +7"
+hp: 22
+health:
+ - name: ""
+ - name: HP
+ desc: "22"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Ferocity|Ferocity]]"
+ desc: "`pf2:r` **Trigger** The monster is reduced to 0 HP.\n* * *\n\n**Effect** The monster avoids being knocked out and remains at 1 HP, but its [[Conditions/Wounded|Wounded]] value increases by 1. When it is Wounded 3, it can no longer use this ability"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+7 ()\n__Damage__ 1d8 + 2 bludgeoning"
+
+ - name: "Planar Incarnation - Material Plane"
+ desc: " All petitioners are formed from and personify the nature of the plane on which they manifest, and their statistics are adjusted as summarized below. They also gain any trait associated with creatures from their plane.\n\n**Material Plane** The remnants are among the rarest of petitioners; they appear as plain, bland versions of the ancestry of their mortal lives\n\n* **Alignment** any;\n* **Language** any one spoken in life (such as Common);\n* **Additional Ability** [[Bestiary Ability Glossary/Ferocity|Ferocity]];\n* **Melee** fist +7, **Damage** 1d8+2 bludgeoning"
+
+```
+
+```encounter-table
+name: Petitioner (Material Plane)
+creatures:
+ - 1: Petitioner (Material Plane)
+```
+
+
+
+When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they are judged by Pharasma, the goddess of the dead. Once they have been judged, their soul is sent on to their final reward or punishment in the afterlife, and in the process is transformed into a creature known as a petitioner. This process grants the soul a new body, one whose shape is the result of the prevailing philosophical forces of the plane to which it is sent. The petitioner's memories from their life are typically wiped nearly clean, allowing them to retain only a few hazy fragments akin to half-remembered dreams. Regardless of the petitioner's size, power, or nature in life, they're a Medium creature in their afterlife.
+
+Existence as a petitioner can last for eons, but this state is not necessarily eternal. Deities, powerful denizens of the Great Beyond, or even the outer planes themselves can further change the petitioner's nature by transforming them into raw quintessence, spiritual essence that is then used to expand a plane's physical manifestation, or by transforming the petitioner into a new form of supernatural life such as a celestial, monitor, or fiend. Should a petitioner die, their body breaks down in a process akin to decay, their nature reverting back to the quintessence or elements that make up their plane. This represents the true end of a soul's journey: their associated life essence travels back to the heart of the Great Beyond to be recycled into the Positive Energy plane, fueling the creation of entirely new souls.
+
+The remnants are among the rarest of petitioners; they appear as plain, bland versions of the ancestry of their mortal lives.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Nirvana).md b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Nirvana).md
new file mode 100755
index 000000000..a3856ebdf
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Nirvana).md
@@ -0,0 +1,82 @@
+---
+title: "Petitioner (Nirvana)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.q6CfJB0D83i36X5C"
+tags:
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2e/creature/type/petitioner
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Petitioner (Nirvana)"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Petitioner (Nirvana)"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[celestial]]
+trait_02: [[good]]
+trait_03: [[holy]]
+trait_04: [[petitioner]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Empyrean"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Planar Lore: +7"
+abilityMods: [2, 2, 2, 2, 2, 2]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +7, __Ref__ +7, __Will__ +7"
+hp: 22
+health:
+ - name: ""
+ - name: HP
+ desc: "22"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+7 (holy)\n__Damage__ 1d8 + 2 slashing"
+
+ - name: "Planar Incarnation - Nirvana"
+ desc: " All petitioners are formed from and personify the nature of the plane on which they manifest, and their statistics are adjusted as summarized below. They also gain any trait associated with creatures from their plane.\n\n**Nirvana** The cleansed take on animal forms that match their personalities in life\n\n* **Alignment** NG;\n* **Language** Celestial;\n* **Additional Ability** speed 35 feet;\n* **Melee** claw +7, **Damage** 1d8+2 slashing"
+
+```
+
+```encounter-table
+name: Petitioner (Nirvana)
+creatures:
+ - 1: Petitioner (Nirvana)
+```
+
+
+
+When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they are judged by Pharasma, the goddess of the dead. Once they have been judged, their soul is sent on to their final reward or punishment in the afterlife, and in the process is transformed into a creature known as a petitioner. This process grants the soul a new body, one whose shape is the result of the prevailing philosophical forces of the plane to which it is sent. The petitioner's memories from their life are typically wiped nearly clean, allowing them to retain only a few hazy fragments akin to half-remembered dreams. Regardless of the petitioner's size, power, or nature in life, they're a Medium creature in their afterlife.
+
+Existence as a petitioner can last for eons, but this state is not necessarily eternal. Deities, powerful denizens of the Great Beyond, or even the outer planes themselves can further change the petitioner's nature by transforming them into raw quintessence, spiritual essence that is then used to expand a plane's physical manifestation, or by transforming the petitioner into a new form of supernatural life such as a celestial, monitor, or fiend. Should a petitioner die, their body breaks down in a process akin to decay, their nature reverting back to the quintessence or elements that make up their plane. This represents the true end of a soul's journey: their associated life essence travels back to the heart of the Great Beyond to be recycled into the Positive Energy plane, fueling the creation of entirely new souls.
+
+The cleansed take on animal forms that match their personalities in life.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Plane of Air).md b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Plane of Air).md
new file mode 100755
index 000000000..ab45a91cf
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Plane of Air).md
@@ -0,0 +1,78 @@
+---
+title: "Petitioner (Plane of Air)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.uUPrS1rC2U9m5nmW"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/petitioner
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Petitioner (Plane of Air)"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Petitioner (Plane of Air)"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[air]]
+trait_02: [[petitioner]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Planar Lore: +7"
+abilityMods: [2, 2, 2, 2, 2, 2]
+speed: 25 feet, fly 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +7, __Ref__ +7, __Will__ +7"
+hp: 22
+health:
+ - name: ""
+ - name: HP
+ desc: "22"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Gust"
+ desc: "+7 (air)\n__Damage__ 1d8 + 2 bludgeoning"
+
+ - name: "Planar Incarnation - Plane of Air"
+ desc: " (air) All petitioners are formed from and personify the nature of the plane on which they manifest, and their statistics are adjusted as summarized below. They also gain any trait associated with creatures from their plane.\n\n**Plane of Air** Air pneuma appear as versions of their mortal selves composed of air\n\n* **Alignment** any;\n* **Language** Auran;\n* **Additional Ability** fly Speed 20 feet;\n* **Melee** gust +7 (air), **Damage** 1d8+2 bludgeoning"
+
+```
+
+```encounter-table
+name: Petitioner (Plane of Air)
+creatures:
+ - 1: Petitioner (Plane of Air)
+```
+
+
+
+When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they are judged by Pharasma, the goddess of the dead. Once they have been judged, their soul is sent on to their final reward or punishment in the afterlife, and in the process is transformed into a creature known as a petitioner. This process grants the soul a new body, one whose shape is the result of the prevailing philosophical forces of the plane to which it is sent. The petitioner's memories from their life are typically wiped nearly clean, allowing them to retain only a few hazy fragments akin to half-remembered dreams. Regardless of the petitioner's size, power, or nature in life, they're a Medium creature in their afterlife.
+
+Existence as a petitioner can last for eons, but this state is not necessarily eternal. Deities, powerful denizens of the Great Beyond, or even the outer planes themselves can further change the petitioner's nature by transforming them into raw quintessence, spiritual essence that is then used to expand a plane's physical manifestation, or by transforming the petitioner into a new form of supernatural life such as a celestial, monitor, or fiend. Should a petitioner die, their body breaks down in a process akin to decay, their nature reverting back to the quintessence or elements that make up their plane. This represents the true end of a soul's journey: their associated life essence travels back to the heart of the Great Beyond to be recycled into the Positive Energy plane, fueling the creation of entirely new souls.
+
+Air pneuma appear as versions of their mortal selves composed of air.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Plane of Earth).md b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Plane of Earth).md
new file mode 100755
index 000000000..a0a010934
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Plane of Earth).md
@@ -0,0 +1,78 @@
+---
+title: "Petitioner (Plane of Earth)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.6CRMtV3xOHPnkpuB"
+tags:
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/petitioner
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Petitioner (Plane of Earth)"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Petitioner (Plane of Earth)"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[earth]]
+trait_02: [[petitioner]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Petran"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Planar Lore: +7"
+abilityMods: [2, 2, 2, 2, 2, 2]
+speed: 25 feet, burrow 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +7, __Ref__ +7, __Will__ +7"
+hp: 22
+health:
+ - name: ""
+ - name: HP
+ desc: "22"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+7 (earth)\n__Damage__ 1d8 + 2 bludgeoning"
+
+ - name: "Planar Incarnation - Plane of Earth"
+ desc: " (earth) All petitioners are formed from and personify the nature of the plane on which they manifest, and their statistics are adjusted as summarized below. They also gain any trait associated with creatures from their plane.\n\n**Plane of Earth** Earth pneuma appear as versions of their mortal selves built of earth or stone\n\n* **Alignment** any;\n* **Language** Terran;\n* **Additional Ability** burrow Speed 20 feet;\n* **Melee** fist +7 (earth), **Damage** 1d8+2 bludgeoning"
+
+```
+
+```encounter-table
+name: Petitioner (Plane of Earth)
+creatures:
+ - 1: Petitioner (Plane of Earth)
+```
+
+
+
+When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they are judged by Pharasma, the goddess of the dead. Once they have been judged, their soul is sent on to their final reward or punishment in the afterlife, and in the process is transformed into a creature known as a petitioner. This process grants the soul a new body, one whose shape is the result of the prevailing philosophical forces of the plane to which it is sent. The petitioner's memories from their life are typically wiped nearly clean, allowing them to retain only a few hazy fragments akin to half-remembered dreams. Regardless of the petitioner's size, power, or nature in life, they're a Medium creature in their afterlife.
+
+Existence as a petitioner can last for eons, but this state is not necessarily eternal. Deities, powerful denizens of the Great Beyond, or even the outer planes themselves can further change the petitioner's nature by transforming them into raw quintessence, spiritual essence that is then used to expand a plane's physical manifestation, or by transforming the petitioner into a new form of supernatural life such as a celestial, monitor, or fiend. Should a petitioner die, their body breaks down in a process akin to decay, their nature reverting back to the quintessence or elements that make up their plane. This represents the true end of a soul's journey: their associated life essence travels back to the heart of the Great Beyond to be recycled into the Positive Energy plane, fueling the creation of entirely new souls.
+
+Earth pneuma appear as versions of their mortal selves built of earth or stone.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Plane of Fire).md b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Plane of Fire).md
new file mode 100755
index 000000000..ba40b051f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Plane of Fire).md
@@ -0,0 +1,78 @@
+---
+title: "Petitioner (Plane of Fire)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.w3XtFoLKjhHGEbkJ"
+tags:
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/petitioner
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Petitioner (Plane of Fire)"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Petitioner (Plane of Fire)"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[fire]]
+trait_02: [[petitioner]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Pyric"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Planar Lore: +7"
+abilityMods: [2, 2, 2, 2, 2, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +7, __Ref__ +7, __Will__ +7"
+hp: 22
+health:
+ - name: ""
+ - name: HP
+ desc: "22; __Immunities__ fire"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Cinder"
+ desc: "+7 ()\n__Damage__ 1d8 + 2 fire"
+
+ - name: "Planar Incarnation - Plane of Fire"
+ desc: " (fire) All petitioners are formed from and personify the nature of the plane on which they manifest, and their statistics are adjusted as summarized below. They also gain any trait associated with creatures from their plane.\n\n**Plane of Fire** Fire pneuma appear as versions of their mortal selves shaped from flame\n\n* **Alignment** any;\n* **Language** Ignan;\n* **Additional Ability** immunity to fire;\n* **Melee** cinder +7 (fire), **Damage** 1d8+2 fire"
+
+```
+
+```encounter-table
+name: Petitioner (Plane of Fire)
+creatures:
+ - 1: Petitioner (Plane of Fire)
+```
+
+
+
+When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they are judged by Pharasma, the goddess of the dead. Once they have been judged, their soul is sent on to their final reward or punishment in the afterlife, and in the process is transformed into a creature known as a petitioner. This process grants the soul a new body, one whose shape is the result of the prevailing philosophical forces of the plane to which it is sent. The petitioner's memories from their life are typically wiped nearly clean, allowing them to retain only a few hazy fragments akin to half-remembered dreams. Regardless of the petitioner's size, power, or nature in life, they're a Medium creature in their afterlife.
+
+Existence as a petitioner can last for eons, but this state is not necessarily eternal. Deities, powerful denizens of the Great Beyond, or even the outer planes themselves can further change the petitioner's nature by transforming them into raw quintessence, spiritual essence that is then used to expand a plane's physical manifestation, or by transforming the petitioner into a new form of supernatural life such as a celestial, monitor, or fiend. Should a petitioner die, their body breaks down in a process akin to decay, their nature reverting back to the quintessence or elements that make up their plane. This represents the true end of a soul's journey: their associated life essence travels back to the heart of the Great Beyond to be recycled into the Positive Energy plane, fueling the creation of entirely new souls.
+
+Fire pneuma appear as versions of their mortal selves shaped from flame.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Plane of Water).md b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Plane of Water).md
new file mode 100755
index 000000000..f094b6939
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Plane of Water).md
@@ -0,0 +1,74 @@
+---
+title: "Petitioner (Plane of Water)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.IJktgUm5cjq7lLUO"
+tags:
+ - pf2e/creature/type/petitioner
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Petitioner (Plane of Water)"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Petitioner (Plane of Water)"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[petitioner]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Planar Lore: +7"
+abilityMods: [2, 2, 2, 2, 2, 2]
+speed: 25 feet, swim 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +7, __Ref__ +7, __Will__ +7"
+hp: 22
+health:
+ - name: ""
+ - name: HP
+ desc: "22"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Current"
+ desc: "+7 (water)\n__Damage__ 1d8 + 2 bludgeoning"
+
+ - name: "Planar Incarnation - Plane of Water"
+ desc: " (water) All petitioners are formed from and personify the nature of the plane on which they manifest, and their statistics are adjusted as summarized below. They also gain any trait associated with creatures from their plane.\n\n**Plane of Water** Water pneuma appear as versions of their mortal selves formed of flowing water\n\n* **Alignment** any;\n* **Language** Aquan;\n* **Additional Ability** amphibious, swim Speed 20 feet;\n* **Melee** current +7 (water), **Damage** 1d8+2 bludgeoning"
+
+```
+
+```encounter-table
+name: Petitioner (Plane of Water)
+creatures:
+ - 1: Petitioner (Plane of Water)
+```
+
+
+
+When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they are judged by Pharasma, the goddess of the dead. Once they have been judged, their soul is sent on to their final reward or punishment in the afterlife, and in the process is transformed into a creature known as a petitioner. This process grants the soul a new body, one whose shape is the result of the prevailing philosophical forces of the plane to which it is sent. The petitioner's memories from their life are typically wiped nearly clean, allowing them to retain only a few hazy fragments akin to half-remembered dreams. Regardless of the petitioner's size, power, or nature in life, they're a Medium creature in their afterlife.
+
+Existence as a petitioner can last for eons, but this state is not necessarily eternal. Deities, powerful denizens of the Great Beyond, or even the outer planes themselves can further change the petitioner's nature by transforming them into raw quintessence, spiritual essence that is then used to expand a plane's physical manifestation, or by transforming the petitioner into a new form of supernatural life such as a celestial, monitor, or fiend. Should a petitioner die, their body breaks down in a process akin to decay, their nature reverting back to the quintessence or elements that make up their plane. This represents the true end of a soul's journey: their associated life essence travels back to the heart of the Great Beyond to be recycled into the Positive Energy plane, fueling the creation of entirely new souls.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Positive Energy Plane).md b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Positive Energy Plane).md
new file mode 100755
index 000000000..1479a368b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Positive Energy Plane).md
@@ -0,0 +1,83 @@
+---
+title: "Petitioner (Positive Energy Plane)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.0TatYNgWqWdbjBMr"
+tags:
+ - pf2e/creature/type/good
+ - pf2e/creature/type/petitioner
+ - pf2e/creature/type/vitality
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Petitioner (Positive Energy Plane)"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Petitioner (Positive Energy Plane)"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[good]]
+trait_02: [[petitioner]]
+trait_03: [[vitality]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Jyoti"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Planar Lore: +7"
+abilityMods: [2, 2, 2, 2, 2, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +7, __Ref__ +7, __Will__ +7"
+hp: 22
+health:
+ - name: ""
+ - name: HP
+ desc: "22, (fast healing 5)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 5]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Glowing Touch"
+ desc: "+7 ()\n__Damage__ 1d8 + 2 vitality"
+
+ - name: "Planar Incarnation - Forge of Creation"
+ desc: " All petitioners are formed from and personify the nature of the plane on which they manifest, and their statistics are adjusted as summarized below. They also gain any trait associated with creatures from their plane.\n\n**Forge of Creation** The enlightened appear as diaphanous, radiant versions of their mortal selves\n\n* **Alignment** any good;\n* **Language** Jyoti;\n* **Additional Ability** fast healing 5;\n* **Melee** glowing touch +7, **Damage** 1d8+2 positive"
+
+```
+
+```encounter-table
+name: Petitioner (Positive Energy Plane)
+creatures:
+ - 1: Petitioner (Positive Energy Plane)
+```
+
+
+
+When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they are judged by Pharasma, the goddess of the dead. Once they have been judged, their soul is sent on to their final reward or punishment in the afterlife, and in the process is transformed into a creature known as a petitioner. This process grants the soul a new body, one whose shape is the result of the prevailing philosophical forces of the plane to which it is sent. The petitioner's memories from their life are typically wiped nearly clean, allowing them to retain only a few hazy fragments akin to half-remembered dreams. Regardless of the petitioner's size, power, or nature in life, they're a Medium creature in their afterlife.
+
+Existence as a petitioner can last for eons, but this state is not necessarily eternal. Deities, powerful denizens of the Great Beyond, or even the outer planes themselves can further change the petitioner's nature by transforming them into raw quintessence, spiritual essence that is then used to expand a plane's physical manifestation, or by transforming the petitioner into a new form of supernatural life such as a celestial, monitor, or fiend. Should a petitioner die, their body breaks down in a process akin to decay, their nature reverting back to the quintessence or elements that make up their plane. This represents the true end of a soul's journey: their associated life essence travels back to the heart of the Great Beyond to be recycled into the Positive Energy plane, fueling the creation of entirely new souls.
+
+The enlightened appear as diaphanous, radiant versions of their mortal selves.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Shadow Plane).md b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Shadow Plane).md
new file mode 100755
index 000000000..904049ef0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Petitioner (Shadow Plane).md
@@ -0,0 +1,82 @@
+---
+title: "Petitioner (Shadow Plane)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.8ajjB9s1dtBS0Yp2"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/petitioner
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Petitioner (Shadow Plane)"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Petitioner (Shadow Plane)"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[fiend]]
+trait_03: [[petitioner]]
+trait_04: [[unholy]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Shadowtongue"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Planar Lore: +7"
+abilityMods: [2, 2, 2, 2, 2, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +7, __Ref__ +7, __Will__ +7"
+hp: 22
+health:
+ - name: ""
+ - name: HP
+ desc: "22; __Immunities__ bleed, fear effects"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Chain"
+ desc: "+7 (unholy)\n__Damage__ 1d8 + 2 bludgeoning"
+
+ - name: "Planar Incarnation - Shadow Plane"
+ desc: " All petitioners are formed from and personify the nature of the plane on which they manifest, and their statistics are adjusted as summarized below. They also gain any trait associated with creatures from their plane.\n\n**Shadow Plane** The mutilated appear as they did in their mortal lives, yet are covered in wounds or partially adorned or wrapped in chains\n\n* **Alignment** any evil;\n* **Language** Shadowtongue;\n* **Additional Ability** immune to bleed and fear;\n* **Melee** chain +7, **Damage** 1d8+2 bludgeoning"
+
+```
+
+```encounter-table
+name: Petitioner (Shadow Plane)
+creatures:
+ - 1: Petitioner (Shadow Plane)
+```
+
+
+
+When a mortal dies, their soul travels to the Boneyard in the Outer Planes where they are judged by Pharasma, the goddess of the dead. Once they have been judged, their soul is sent on to their final reward or punishment in the afterlife, and in the process is transformed into a creature known as a petitioner. This process grants the soul a new body, one whose shape is the result of the prevailing philosophical forces of the plane to which it is sent. The petitioner's memories from their life are typically wiped nearly clean, allowing them to retain only a few hazy fragments akin to half-remembered dreams. Regardless of the petitioner's size, power, or nature in life, they're a Medium creature in their afterlife.
+
+Existence as a petitioner can last for eons, but this state is not necessarily eternal. Deities, powerful denizens of the Great Beyond, or even the outer planes themselves can further change the petitioner's nature by transforming them into raw quintessence, spiritual essence that is then used to expand a plane's physical manifestation, or by transforming the petitioner into a new form of supernatural life such as a celestial, monitor, or fiend. Should a petitioner die, their body breaks down in a process akin to decay, their nature reverting back to the quintessence or elements that make up their plane. This represents the true end of a soul's journey: their associated life essence travels back to the heart of the Great Beyond to be recycled into the Positive Energy plane, fueling the creation of entirely new souls.
+
+The mutilated appear as they did in their mortal lives, yet are covered in wounds or partially adorned or wrapped in chains.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Piscodaemon.md b/content/mechanics/srd/Bestiary/Bestiary 2/Piscodaemon.md
new file mode 100755
index 000000000..cea38bf74
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Piscodaemon.md
@@ -0,0 +1,109 @@
+---
+title: "Piscodaemon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.RfdI43dQ7zXBrhGL"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/daemon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Piscodaemon"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Piscodaemon"
+level: "Creature 10"
+
+alignment: ""
+size: "Medium"
+trait_01: [[amphibious]]
+trait_02: [[daemon]]
+trait_03: [[evil]]
+trait_04: [[fiend]]
+trait_05: [[unholy]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision, See the Unseen"
+languages: "Common, Daemonic; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +22, Intimidation: +19, Medicine: +17, Stealth: +22, Survival: +19"
+abilityMods: [6, 4, 6, 2, 3, 3]
+speed: 25 feet, swim 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +22, __Ref__ +16, __Will__ +19; +1 status to all saves vs. magic"
+hp: 200
+health:
+ - name: ""
+ - name: HP
+ desc: "200; __Immunities__ death effects, poison; __Weaknesses__ holy 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Enhance Venom"
+ desc: "`pf2:r` (divine,misfortune,poison) **Trigger** A creature within 30 feet attempts a saving throw against piscovenom\n* * *\n\n**Effect** The creature takes an additional 2d8 poison damage even if it succeeds at its save."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+23 (magical, unholy)\n__Damage__ 2d10 + 12 slashing plus grab 1d6 spirit plus grab"
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+23 (agile, magical, unholy)\n__Damage__ 2d6 + 12 bludgeoning plus piscovenom 1d6 spirit plus piscovenom"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 29, attack +19; __5th __ _[[Spells/Translocate|Dimension Door]]_; __4th __ _[[Spells/Translocate|Dimension Door (At will)]]_, _[[Spells/Stinking Cloud|Stinking Cloud (x3)]]_; __1st __ _[[Spells/Detect Alignment|Detect Alignment (At will) (Good Only)]]_, _[[Spells/Detect Poison|Detect Poison (At will)]]_\n__Constant__ __(2nd)__ _[[Spells/See the Unseen|See Invisibility]]_"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d10+6 bludgeoning damage, DC 30 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Gory Rend"
+ desc: "`pf2:2` The piscodaemon makes two claw Strikes against the same creature. If both hit, the creature takes 2d10 bleed and is exposed to piscovenom."
+
+ - name: "Piscovenom"
+ desc: " (poison) **Saving Throw** DC 30 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d8 poison damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 2d8 poison damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 3** 4d8 poison damage and [[Conditions/Enfeebled|Enfeebled 2]] (1 round)"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Piscodaemon
+creatures:
+ - 1: Piscodaemon
+```
+
+
+
+Scions of death by poisoning, piscodaemons are cruel even by daemonic standards, delighting in slow and painful suffering. To a piscodaemon, death is but the icing on a putrescent cake-its true pleasure comes from watching, hearing, smelling, and even tasting raw anguish. While poisons and venoms are piscodaemons' preferred tools, their cruel claws are more than capable of tearing enemies asunder if necessary.
+
+Piscodaemons dwell in fetid swamps and noxious waterways, including the River Styx, the Bile Sluice, and the Drowning Court of Charon, Horseman of Death. They are often accompanied by cadres of hydrodaemons-representations of death by drowning. While they are cunning commanders, piscodaemons are apt to forget their station in the heat of battle and slice their way to the center of the fray.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Planetar.md b/content/mechanics/srd/Bestiary/Bestiary 2/Planetar.md
new file mode 100755
index 000000000..72863bf65
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Planetar.md
@@ -0,0 +1,100 @@
+---
+title: "Planetar"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.NIjelavPe3AY4WJC"
+tags:
+ - pf2e/creature/type/angel
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/16
+statblock: inline
+name: "Planetar"
+level: 16
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Planetar"
+level: "Creature 16"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[angel]]
+trait_02: [[celestial]]
+trait_03: [[good]]
+trait_04: [[holy]]
+modifier: 28
+perception:
+ - name: "Perception"
+ desc: "+28; Darkvision, Truesight"
+languages: "Diabolic, Draconic, Empyrean; tongues"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +32, Intimidation: +32, Religion: +32"
+abilityMods: [8, 3, 6, 5, 6, 6]
+speed: 25 feet, fly 60 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 39
+armorclass:
+ - name: AC
+ desc: "39; __Fort__ +28, __Ref__ +25, __Will__ +28; +1 status to all saves vs. magic"
+hp: 300
+health:
+ - name: ""
+ - name: HP
+ desc: "300, regeneration 15 (deactivated by unholy); __Weaknesses__ unholy 15"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Greatsword|+2 Greater Striking Greatsword]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 15 (Deactivated by Unholy)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Aura of Righteousness"
+ desc: " (aura,divine) 20 feet. Allies in the planetar's aura gain a +2 status bonus to AC against evil creatures and a +2 status bonus to damage rolls against evil creatures. The area in the aura is difficult terrain for evil creatures.\n\n[[Bestiary Effects/Effect_ Aura of Righteousness (Planetar)|Effect: Aura of Righteousness (Planetar)]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Holy Greatsword"
+ desc: "+32 (holy, magical, versatile p)\n__Damage__ 3d12 + 16 slashing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 37, attack +29; __8th __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Divine Wrath|Divine Wrath]]_, _[[Spells/Earthquake|Earthquake]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Power Word Stun|Power Word Stun]]_, _[[Spells/Sunburst|Sunburst]]_; __7th __ _[[Spells/Charm|Charm]]_, _[[Spells/Interplanar Teleport|Plane Shift]]_, _[[Spells/Power Word Blind|Power Word Blind]]_, _[[Spells/Clear Mind|Remove Fear (At will)]]_; __6th __ _[[Spells/Blade Barrier|Blade Barrier]]_, _[[Spells/Dispel Magic|Dispel Magic (At will)]]_; __5th __ _[[Spells/Breath of Life|Breath of Life]]_, _[[Spells/Death Ward|Death Ward]]_, _[[Spells/Unfettered Movement|Freedom of Movement]]_, _[[Spells/Restoration|Restoration (x3)]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At will) (Self only)]]_, _[[Spells/Sure Footing|Remove Paralysis]]_\n__Constant__ __(5th)__ _[[Spells/Detect Alignment|Detect Alignment (Evil only)]]_, _[[Spells/Truespeech|Tongues]]_, _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Rituals"
+ desc: "_Angelic Messenger_, _Call Spirit_, _Resurrect_"
+
+ - name: "Blade of Justice"
+ desc: "`pf2:2` (holy) The planetar makes a greatsword Strike against a target it detects as evil. If the target is evil, the Strike deals three extra weapon damage dice and deals 1d6 persistent spirit damage to the target. The planetar can convert all the physical damage from the attack into spirit damage."
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) The planetar can take on the appearance of any Small or Medium humanoid. This doesn't change their Speed or Strikes.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Holy Armaments"
+ desc: " (divine) Any weapon gains the effect of a _[[Equipment/Holy|Holy]]_ property rune while a planetar wields it."
+
+```
+
+```encounter-table
+name: Planetar
+creatures:
+ - 1: Planetar
+```
+
+
+
+The beings of righteous fury known as planetars are known to be the least patient of angels. They exist to destroy evil that cannot be redeemed, and they often leave prolonged dialogue to other angels. Of course, no planetar ignores the importance of diplomacy, but they know that others among the angelic hosts are better suited to that task, while they focus on the larger picture. In angelic armies, planetars serve as commanders or generals. They stand at least 9 feet tall and weigh over 500 pounds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Polar Bear.md b/content/mechanics/srd/Bestiary/Bestiary 2/Polar Bear.md
new file mode 100755
index 000000000..e44c222e5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Polar Bear.md
@@ -0,0 +1,81 @@
+---
+title: "Polar Bear"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.GWm6mIdijPZJPePH"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Polar Bear"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Polar Bear"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Low-Light Vision, Scent (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +14, Stealth: +10, Survival: +10"
+abilityMods: [5, 1, 5, -4, 1, -1]
+speed: 35 feet, swim 15 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +14, __Ref__ +10, __Will__ +10"
+hp: 73
+health:
+ - name: ""
+ - name: HP
+ desc: "73"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+15 ()\n__Damage__ 2d8 + 7 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+15 (agile)\n__Damage__ 2d6 + 7 slashing plus grab"
+
+ - name: "Mauler"
+ desc: " The polar bear gains a +3 circumstance bonus to damage rolls against creatures it has [[Conditions/Grabbed|Grabbed]]."
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " The polar bear's Strikes deal an additional 1d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The bear's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.\n* * *\n\n**Effect** The bear automatically Grabs the target until the end of the bear's next turn. The creature is [[Conditions/Grabbed|Grabbed]] by whichever body part the bear attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the [[Actions/Escape|Escape]] action to get out of the grab, and the Grab ends for a grabbed creatures if the bear moves away from it."
+
+```
+
+```encounter-table
+name: Polar Bear
+creatures:
+ - 1: Polar Bear
+```
+
+
+
+Polar bears are known for their pale fur, with black eyes, lips, and toe pads. They are aggressively predatory creatures, stalking prey for miles on land or across the icy waters of frozen oceans. They are also amazing ambush predators, leaping from the water to ambush seals resting on ice floes. If they are desperate, polar bears hunt not only other animals but also humanoids.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Purrodaemon.md b/content/mechanics/srd/Bestiary/Bestiary 2/Purrodaemon.md
new file mode 100755
index 000000000..8d6fbd452
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Purrodaemon.md
@@ -0,0 +1,100 @@
+---
+title: "Purrodaemon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.sd1xIczLcXWyjPLn"
+tags:
+ - pf2e/creature/type/daemon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/18
+statblock: inline
+name: "Purrodaemon"
+level: 18
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Purrodaemon"
+level: "Creature 18"
+
+alignment: ""
+size: "Large"
+trait_01: [[daemon]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[unholy]]
+modifier: 33
+perception:
+ - name: "Perception"
+ desc: "+33; Darkvision, Truesight"
+languages: "Common, Daemonic; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +37, Intimidation: +35, Religion: +30, Stealth: +34, Survival: +33, Warfare Lore: +32"
+abilityMods: [9, 6, 7, 4, 7, 7]
+speed: 25 feet, fly 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 43
+armorclass:
+ - name: AC
+ desc: "43; __Fort__ +33, __Ref__ +30, __Will__ +29; +1 status to all saves vs. magic"
+hp: 335
+health:
+ - name: ""
+ - name: HP
+ desc: "335; __Immunities__ bleed, death effects; __Weaknesses__ holy 15; __Resistances__ piercing 15"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Glaive|+2 Greater Striking Glaive]], 2x Soul Gem, Steeped Weapon (7-10)"
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Glaive"
+ desc: "+37 (deadly d8, forceful, magical, reach 15 feet, unholy)\n__Damage__ 3d8 + 17 slashing 2d6 spirit 4d6 bleed"
+
+ - name: "**Ranged** `pf2:1` Hurled Weapon"
+ desc: "+35 (deadly d10, magical, propulsive, range increment 120 feet, unholy)\n__Damage__ 2d10 + 12 piercing 1d6 spirit 4d6 bleed"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 37, attack +27; __9th __ _[[Spells/Seize Soul|Bind Soul]]_, _[[Spells/Blade Barrier|Blade Barrier]]_, _[[Spells/Chain Lightning|Chain Lightning]]_; __7th __ _[[Spells/Flame Strike|Flame Strike]]_, _[[Spells/Teleport|Teleport]]_; __5th __ _[[Spells/Translocate|Dimension Door]]_; __4th __ _[[Spells/Translocate|Dimension Door (At will)]]_; __1st __ _[[Spells/Detect Alignment|Detect Alignment (At will) (Good only)]]_\n__Constant__ __(6th)__ _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Hurl Weapon"
+ desc: "`pf2:1` (divine) The purrodaemon causes a weapon that has steeped in their flesh (see Steep Weapon) to telekinetically launch from their flesh. The purrodaemon makes a hurled weapon Strike without using their hands."
+
+ - name: "Recall Weapon"
+ desc: "`pf2:1` **Requirements** A steeped weapon that's no longer sheathed in the purrodaemon's body is within 120 feet of the daemon\n* * *\n\n**Effect** The steeped weapon swiftly flies through the air to resheath itself in the purrodaemon's body. If a creature is along this flight path, the purrodaemon can make a hurled weapon Strike against the target; if it hits, the weapon drops to the ground in a square adjacent to the creature."
+
+ - name: "Steep Weapon"
+ desc: "`pf2:1` (manipulate) The purrodaemon sheathes a weapon in their own flesh. This deals no damage to the purrodaemon, which can have up to 10 weapons sheathed in their body at a time. A steeped weapon must be one that deals piercing or slashing damage.\n\nIf a purrodaemon [[Actions/Interact|Interacts]] to crush a soul gem, one weapon of their choice sheathed in their flesh becomes enchanted with the daemon's fiendish power and becomes a +2 greater striking weapon that can be used in place of their glaive or hurled at targets (with a +2 item bonus to the hurled weapon's attack modifier and an extra d10 of damage). This magical quality fades 24 hours after it ceases being sheathed in the daemon's living body. A steeped weapon can be [[Actions/Disarm|Disarmed]]."
+
+ - name: "Twist the Blade"
+ desc: "`pf2:r` **Requirements** The purrodaemon has fewer than 10 weapons sheathed in their body\n\n**Trigger** The purrodaemon is hit with a weapon that deals piercing damage\n* * *\n\n**Effect** The purrodaemon seizes the triggering weapon. The weapon's wielder must attempt a DC 40 Reflex check save. On a failure, the weapon is disarmed and falls to an adjacent square. On a critical failure, the weapon is sheathed in the purrodaemon's body as though the daemon had used Steep Weapon."
+
+```
+
+```encounter-table
+name: Purrodaemon
+creatures:
+ - 1: Purrodaemon
+```
+
+
+
+Few creatures embody war's sheer amount of bloodshed and loss of life as deeply as the purrodaemons, deacons of war. These giant humanoid daemons are bedecked in black, unholy armor, with weapons piercing their flesh at every opening. Far from wounds, however, these weapons are the purrodaemon's arsenal. A purrodaemon can, with frightening swiftness and nauseating ease, extract a weapon from its own flesh as though drawing a sword from a sheath, and their blood is so tainted with evil that weapons steeped in it become powerful tools of war.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Quetz Couatl.md b/content/mechanics/srd/Bestiary/Bestiary 2/Quetz Couatl.md
new file mode 100755
index 000000000..7361183cf
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Quetz Couatl.md
@@ -0,0 +1,101 @@
+---
+title: "Quetz Couatl"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.zNRx3wXqUpNgNoxp"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/couatl
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Quetz Couatl"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Quetz Couatl"
+level: "Creature 10"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[couatl]]
+trait_03: [[good]]
+trait_04: [[lawful]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision"
+languages: "Common, Draconic, Empyrean; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Arcana: +19, Diplomacy: +22, Nature: +22, Occultism: +19, Religion: +22, Survival: +16"
+abilityMods: [7, 3, 5, 6, 5, 5]
+speed: 15 feet, fly 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +19, __Ref__ +19, __Will__ +21"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+23 (magical)\n__Damage__ 2d10 + 13 piercing plus grab,quetz-couatl-venom"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 29, attack +19; __7th __ _[[Spells/Ethereal Jaunt|Ethereal Jaunt (At will)]]_, _[[Spells/Interplanar Teleport|Plane Shift (At will)]]_; __5th __ _[[Spells/Breath of Life|Breath of Life]]_, _[[Spells/Divine Wrath|Divine Wrath]]_; __4th __ _[[Spells/Charm|Charm]]_, _[[Spells/Vapor Form|Gaseous Form]]_; __3rd __ _[[Spells/Mind Reading|Mind Reading (At will)]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At will) (Self only)]]_\n__Cantrips__ __(5th)__ _[[Spells/Vitality Lash|Disrupt Undead]]_, _[[Spells/Light|Light]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_\n__Constant__ __(5th)__ _[[Spells/Detect Alignment|Detect Alignment (All Alignments Simultaneously)]]_"
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 2d10+7 bludgeoning, DC 29 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Quetz Couatl Venom"
+ desc: " (poison) A quetz couatl's venom deals spirit damage rather than poison damage to fiends\n* * *\n\n**Saving Throw** DC 29 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 2d6 poison damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 2d8 poison damage, [[Conditions/Enfeebled|Enfeebled 1]], and [[Conditions/Off-Guard|Off-Guard]] (1 round)\n\n**Stage 3** 2d10 poison damage, [[Conditions/Enfeebled|Enfeebled 2]], and off-guard (1 round)"
+
+ - name: "Radiant Wings"
+ desc: "`pf2:2` (divine,incapacitation,mental,visual) The quetz couatl spreads its multicolored wings and radiant plumage. Each enemy within 30 feet must attempt a DC 29 Will check save.\n* * *\n\n**Critical Success** The creature is unaffected and is temporarily immune to Radiant Wings for 24 hours.\n\n**Success** The creature is [[Conditions/Dazzled|Dazzled]] for 1 round.\n\n**Failure** The creature is dazzled for 1 minute.\n\n**Critical Failure** As failure, but if the creature is evil, it is also [[Conditions/Stunned|Stunned 3]]."
+
+ - name: "Wrap in Coils"
+ desc: "`pf2:1` **Requirements** The quetz couatl has a Medium or smaller creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] in its jaws\n* * *\n\n**Effect** The quetz couatl moves the creature into its coils, freeing its fangs to make attacks, then uses [[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]] against the creature. The quetz couatl can hold as many creatures in its coils as will fit in its space."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Quetz Couatl
+creatures:
+ - 1: Quetz Couatl
+```
+
+
+
+These sacred feathered serpents tirelessly serve the powers of law and good. Some operate directly as messengers and intermediaries of the deities, while others operate independently in aiding the cause of righteousness. Either way, they watch over mortals and try to influence and aid them from the shadows, shifting from plane to plane to spread wisdom and healing where they are needed. Some quetz couatls are worshipped as divinities in remote or isolated societies, and while they do not encourage such veneration, they use the trust placed in them to foster peace and cooperation with others.
+
+Quetz couatls are typically 10 to 20 feet long, with iridescent blue and green scales. Their glorious wings of rainbow-hued feathers span 15 feet and weigh nearly a ton. They are carnivorous, feeding on birds, mammals, and even the occasional evil humanoid.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Quickling.md b/content/mechanics/srd/Bestiary/Bestiary 2/Quickling.md
new file mode 100755
index 000000000..4c072d063
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Quickling.md
@@ -0,0 +1,94 @@
+---
+title: "Quickling"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.U1Q50M5BI3PM3nb0"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Quickling"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Quickling"
+level: "Creature 3"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Small"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[fey]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Low-Light Vision"
+languages: "Aklo, Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Crafting: +8, Deception: +8, Nature: +8, Stealth: +11, Survival: +6, Thievery: +11"
+abilityMods: [0, 4, 1, 3, 1, 3]
+speed: 100 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +6, __Ref__ +13, __Will__ +8"
+hp: 25
+health:
+ - name: ""
+ - name: HP
+ desc: "25; __Weaknesses__ cold iron 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Shortsword|Shortsword]], 3x [[Equipment/Lethargy Poison|Lethargy Poison]]"
+abilities_mid:
+ - name: ""
+ - name: "Can't Catch Me"
+ desc: "`pf2:r` **Trigger** The quickling is targeted by a Strike\n* * *\n\n**Effect** The quickling darts aside, gaining a +2 circumstance bonus to AC, then Strides up to half their Speed after the Strike resolves."
+
+ - name: "Slow Susceptibility"
+ desc: " The quickling takes a -2 status penalty to saving throws against effects that cause the [[Conditions/Slowed|Slowed]] condition. If the quickling ever becomes slowed, they lose their supernatural speed, can't Fade from View, and become [[Conditions/Sickened|Sickened 1]] for the duration of the slow. They also can't reduce this sickened condition for the duration of the slowed effect."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Shortsword"
+ desc: "+11 (agile, finesse, versatile s)\n__Damage__ 1d6 + 2 piercing plus lethargy-poison"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 20, attack +12; __2nd __ _[[Spells/Shatter|Shatter]]_; __1st __ _[[Spells/Ventriloquism|Ventriloquism]]_\n__Cantrips__ __(2nd)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Prestidigitation|Prestidigitation]]_"
+
+ - name: "Fade from View"
+ desc: " **Requirements** The quickling used no attack, manipulate, or move actions in the previous round\n* * *\n\n**Effect** The quickling becomes [[Conditions/Invisible|Invisible]] until it uses an attack, manipulate, or move action.\n\nThe quickling can't use Fade from View again for 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " The quickling's Strikes deal an extra 1d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+ - name: "Supernatural Speed"
+ desc: " The quickling's speed, combined with nearly instantaneous acceleration and deceleration, enables them to move in astonishing ways. As long as they have a firm surface to travel across, they can Stride their full movement vertically or horizontally. They can even run across unstable surfaces, such as water, in the same way, although dangerous surfaces (acid, lava, etc.) harm them as normal. They must end their movement on a horizontal surface capable of bearing their weight or else they fall."
+
+```
+
+```encounter-table
+name: Quickling
+creatures:
+ - 1: Quickling
+```
+
+
+
+Few creatures can match a quickling's speed. These malicious fey creatures delight in striking with blinding speed and accuracy, racing in to stab and slash at foes before scampering away for cover with maddening- even frightening-swiftness. Stories of people simply doubling over, bleeding from what appear to be spontaneously opening wounds, are often eyewitness accounts of quickling attacks.
+
+Quicklings actively hate the "slow-paced dullards" they encounter every day, delighting in inflicting suffering and pain on creatures they deem too sluggish to matter. While they are related to kinder fey such as brownies and pixies, quicklings care only for their own merriment. They see their own cruel pranks as the height of humor and have full confidence that their speed and invisibility will keep them safe from harm. They occasionally form gangs of up to a dozen individuals, although the group usually devolves very quickly into mayhem, as they inevitably perform increasingly deadly pranks against each other.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Quoppopak.md b/content/mechanics/srd/Bestiary/Bestiary 2/Quoppopak.md
new file mode 100755
index 000000000..df0c857ac
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Quoppopak.md
@@ -0,0 +1,100 @@
+---
+title: "Quoppopak"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.mnYVNK07EcyvbO1m"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/aquatic
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Quoppopak"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Quoppopak"
+level: "Creature 11"
+
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+trait_02: [[aquatic]]
+trait_03: [[evil]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Low-Light Vision"
+languages: "Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +23, Athletics: +22, Stealth: +23"
+abilityMods: [7, 6, 5, -2, 5, 0]
+speed: 15 feet, swim 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +22, __Ref__ +23, __Will__ +18"
+hp: 195
+health:
+ - name: ""
+ - name: HP
+ desc: "195"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Tentacle Only)]]"
+ desc: "`pf2:r` Tentacle only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+24 (reach 10 feet)\n__Damage__ 3d8 + 13 piercing"
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+24 (agile, reach 15 feet)\n__Damage__ 2d8 + 13 bludgeoning plus grab"
+
+ - name: "**Melee** `pf2:1` Ventral Tube"
+ desc: "+24 (reach 10 feet)\n__Damage__ 2d6 + 13 slashing 1d6 bleed"
+
+ - name: "**Ranged** `pf2:1` Water Jet"
+ desc: "+23 (range increment 100 feet, water)\n__Damage__ 2d6 + 13 bludgeoning plus push"
+
+ - name: "Flooding Thrust"
+ desc: "`pf2:2` **Requirements** The quoppopak's ventral tube is in water\n* * *\n\n**Effect** The quoppopak uses Tentacle Stab against a creature within reach; if either of these Strikes hits, the creature must attempt a DC 30 Reflex check save. On a failed save, the quoppopak shoots water through its tentacles into the creature, dealing 2d6+5 bludgeoning damage and making the creature [[Conditions/Sickened|Sickened 1]] as its internal organs fill with water (double damage and [[Conditions/Sickened|Sickened 2]] on a critical failure)."
+
+ - name: "Tentacle Stab"
+ desc: "`pf2:1` **Frequency** once per round\n* * *\n\n**Effect** The quoppopak makes two tentacle Strikes against the same creature. These Strikes deal piercing damage instead of bludgeoning, and the quoppopak can't [[Bestiary Ability Glossary/Grab|Grab]] with them. Its multiple attack penalty doesn't increase until after both attacks."
+
+ - name: "Water Glide"
+ desc: " The quoppopak can stand and move on the surface of water or other liquids without falling through. It can go underwater if it wishes, but it must [[Actions/Swim|Swim]] to do so."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Push|Push]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Push in its damage entry\n* * *\n\n**Effect** The monster attempts to [[Actions/Shove|Shove]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance."
+
+```
+
+```encounter-table
+name: Quoppopak
+creatures:
+ - 1: Quoppopak
+```
+
+
+
+Quoppopaks combine the most terrifying aspects of water striders, octopuses, and vampire bats into one evil, water-dwelling monster. Their bodies consist of an oval abdomen, eight hollow tentacles, and a thick, tail-like limb ending in a ventral tube, which resembles a lamprey's mouth and is capable of intaking fluids at an astounding rate. While quoppopaks can clumsily maneuver on land, they prefer to move on water; quoppopaks glide along the surface of lakes or the ocean by thrusting their ventral tubes into the water, cycling liquid up through their bodies, then spraying the water back out in a high-pressure stream through their hollow, spear-like tentacles. Though the ventral tube can't expel fluids, it still poses a substantial threat to other creatures. Quoppopaks have gills, but they are located inside the creatures' abdomens, allowing them to draw their air from the water they siphon through their ventral tubes. Quoppopaks can hold some water in their abdomens for quick forays on land, but this is akin to humans holding their breath to go underwater, and the monsters' water reserves quickly deplete.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Radiant Warden.md b/content/mechanics/srd/Bestiary/Bestiary 2/Radiant Warden.md
new file mode 100755
index 000000000..f973855d0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Radiant Warden.md
@@ -0,0 +1,89 @@
+---
+title: "Radiant Warden"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.NXoR9ICPN2NCqEmj"
+tags:
+ - pf2e/creature/type/construct
+ - pf2eMonster
+ - pf2e/creature/level/17
+statblock: inline
+name: "Radiant Warden"
+level: 17
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Radiant Warden"
+level: "Creature 17"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[construct]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision"
+languages: "any one ancient language "
+skills:
+ - name: "Skills"
+ desc: "Arcana: +32, Athletics: +33, Occultism: +32, Astronomy Lore: +36"
+abilityMods: [9, 6, 5, 6, 5, 0]
+speed: 30 feet, fly 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 40
+armorclass:
+ - name: AC
+ desc: "40; __Fort__ +32, __Ref__ +29, __Will__ +28"
+hp: 300
+health:
+ - name: ""
+ - name: HP
+ desc: "300; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; __Resistances__ mental 15, physical 15 (except adamantine)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Gatekeeper Aura"
+ desc: " (aura,occult,teleportation) 60 feet. A creature that uses a teleportation ability within the aura's emanation or enters it via a teleportation ability must succeed a DC 38 Will check save or become [[Conditions/Sickened|Sickened 1]] and have its destination changed to a point of the radiant warden's choosing within the emanation. On a successful save, the creature arrives as intended but is still sickened 1."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Hammer"
+ desc: "+32 (magical, reach 15 feet, shove)\n__Damage__ 3d12 + 15 bludgeoning plus radiant-blow"
+
+ - name: "**Melee** `pf2:1` Radiant Beam"
+ desc: "+32 (magical, reach 15 feet)\n__Damage__ 4d10 force"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 38, attack +28; __9th __ _[[Spells/Teleport|Teleport]]_; __8th __ _[[Spells/Collective Transposition|Collective Transposition (x3)]]_, _[[Spells/Confusing Colors|Scintillating Pattern]]_; __7th __ _[[Spells/Planar Seal|Dimensional Lock]]_, _[[Spells/Prismatic Spray|Prismatic Spray]]_; __5th __ _[[Spells/Translocate|Dimension Door (At will)]]_"
+
+ - name: "Orrery"
+ desc: "`pf2:1` (concentrate) Until it acts, the radiant warden appears to be an orrery (or similar large mechanical contraption, such as a telescope). It has an automatic result of 53 on Deception checks and DCs to convincingly pass as such a machine."
+
+ - name: "Radiant Blast"
+ desc: "`pf2:2` (force,occult) The radiant warden releases a 50-foot cone of bright energy that deals 10d12 force damage (DC 38 Reflex check save). The radiant warden can't use Radiant Blast for 1d4 rounds."
+
+ - name: "Radiant Blow"
+ desc: " (teleportation) When a creature is hit by the radiant warden's hammer Strike, a flash of radiant energy attempts to anchor the creature in place. The creature must attempt a DC 38 Will check save; on a failure, the creature can't use any teleportation effects for 1 minute. On a critical failure, the creature is also permanently [[Conditions/Blinded|Blinded]]."
+
+```
+
+```encounter-table
+name: Radiant Warden
+creatures:
+ - 1: Radiant Warden
+```
+
+
+
+The enigmatic and strange radiant wardens were constructed thousands of years ago to protect observatories and scholars against the incursion of alien aggressors from the Dominion of the Black. Over time, their roles as guardians expanded to include watching over any region where the laws of time and space have worn thin, particularly near portals and permanent gates between planets, planes, or dimensions.
+
+Named for both the radial nature of the concentric rings that make up their bodies as well as the glowing radiance of their attacks, radiant wardens carry on their orders, defending sites from invasion with single-minded purpose.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Raven Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 2/Raven Swarm.md
new file mode 100755
index 000000000..19ff87aa6
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Raven Swarm.md
@@ -0,0 +1,81 @@
+---
+title: "Raven Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.rihTzc9M0IVtoss7"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Raven Swarm"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Raven Swarm"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[swarm]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Thievery: +10"
+abilityMods: [0, 3, 0, -4, 4, 0]
+speed: 10 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +7, __Ref__ +12, __Will__ +9"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30; __Immunities__ precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 5, splash damage 5; __Resistances__ bludgeoning 2, piercing 5, slashing 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+attacks:
+ - name: ""
+
+ - name: "Enraged Cunning"
+ desc: " There are few things as dangerously persistent in the natural world as an angry unkindness of ravens. A raven swarm can hound its prey through most barriers. Simple latches, unsecured chimney flues, loosely shuttered windows, and similar obstacles rarely keep an unkindness away. A raven swarm attempts a Thievery check to bypass many of these simple obstructions, typically against DC 20."
+
+ - name: "Swarming Beaks"
+ desc: "`pf2:1` The ravens' angry pecking deals 1d8 piercing damage to each enemy in the swarm's space (DC 20 Reflex check save). A creature that critically fails its save is [[Conditions/Blinded|Blinded]] for 1d4 rounds as the ravens focus their attacks on the target's vulnerable face."
+
+```
+
+```encounter-table
+name: Raven Swarm
+creatures:
+ - 1: Raven Swarm
+```
+
+
+
+A flock of ravens is known as an unkindness. Certainly the name lives up to its meaning when a swarm of ravens decides to work together. In most cases, a raven swarm like the one presented here won't attack larger foes, but when manipulated by supernatural forces or simple desperation born from hunger, an unkindness of ravens can be a surprisingly dangerous foe.
+
+* * *
+
+Few birds are as cunning and social as the raven.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Raven.md b/content/mechanics/srd/Bestiary/Bestiary 2/Raven.md
new file mode 100755
index 000000000..fa6a6bd82
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Raven.md
@@ -0,0 +1,76 @@
+---
+title: "Raven"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.N1yBGPNCRCROLvCj"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/-1
+statblock: inline
+name: "Raven"
+level: -1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Raven"
+level: "Creature -1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[animal]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Thievery: +5"
+abilityMods: [-3, 3, 0, -4, 3, 0]
+speed: 10 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +2, __Ref__ +7, __Will__ +5"
+hp: 7
+health:
+ - name: ""
+ - name: HP
+ desc: "7"
+abilities_top:
+ - name: ""
+
+ - name: "Cunning"
+ desc: " A raven can use simple items as tools, such as poking a stick at an opening to tease out a piece of food. They are also quite adept at stealing objects. A raven can't use Thievery to [[Actions/Palm an Object|Palm an Object]], [[Actions/Disable a Device|Disable a Device]], or [[Actions/Pick a Lock|Pick a Lock]], but it can use Thievery to [[Actions/Steal|Steal]] light objects that it can carry in its beak or talons or to accomplish other relatively simple tasks."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+7 (finesse)\n__Damage__ 1d6 piercing"
+
+```
+
+```encounter-table
+name: Raven
+creatures:
+ - 1: Raven
+```
+
+
+
+These omnivorous birds are cunning and opportunistic scavengers. Capable of solving simple puzzles in order to retrieve desired items, ravens gather at the periphery of civilization, raiding it as needed when they are not hunting in the wilds. Whether singularly, in pairs, or as a flock, ravens live off scraps as often as they do carrion or prey. They are also unusually social among their own kind, even alerting other ravens to large carcasses with loud, croaking cries; it is rumored that this extends between flocks as well.
+
+* * *
+
+Few birds are as cunning and social as the raven.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Ravener Husk.md b/content/mechanics/srd/Bestiary/Bestiary 2/Ravener Husk.md
new file mode 100755
index 000000000..a5c2b823c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Ravener Husk.md
@@ -0,0 +1,98 @@
+---
+title: "Ravener Husk"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.q1pwTCRIvCCeASNA"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/14
+statblock: inline
+name: "Ravener Husk"
+level: 14
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Ravener Husk"
+level: "Creature 14"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+trait_04: [[undead]]
+trait_05: [[unholy]]
+modifier: 26
+perception:
+ - name: "Perception"
+ desc: "+26; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +22, Athletics: +28"
+abilityMods: [8, 0, 6, -5, 4, 4]
+speed: 60 feet, fly 180 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 35
+armorclass:
+ - name: AC
+ desc: "35; __Fort__ +28, __Ref__ +22, __Will__ +26"
+hp: 325
+health:
+ - name: ""
+ - name: HP
+ desc: "325; __Immunities__ death effects, disease, paralyzed, poison, sleep; __Weaknesses__ holy 10"
+abilities_top:
+ - name: ""
+
+ - name: "Soulsense"
+ desc: " A ravener senses the spiritual essence of living and undead creatures within the listed range. Creatures whose material bodies are one unit with their souls, like celestials and fiends, appear brighter to this sense."
+
+abilities_mid:
+ - name: ""
+ - name: "Boneshatter"
+ desc: "`pf2:r` **Trigger** The ravener husk takes any amount of bludgeoning damage\n* * *\n\n**Effect** The ravener's brittle bones shatter, spraying bone shards everywhere. Every creature within a 10-foot emanation of the ravener husk takes 7d6 piercing damage (DC 31 Reflex check save)."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 31 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+30 (magical, reach 15 feet)\n__Damage__ 3d8 + 16 piercing 2d6 void"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+30 (agile, magical, reach 10 feet)\n__Damage__ 3d4 + 16 slashing 2d6 void"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (divine,void) The ravener husk breathes a torrent of void energy that deals 16d6 void damage in a 40-foot cone (DC 34 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Ravenous Repast"
+ desc: "`pf2:3` (divine) **Frequency** once per day\n* * *\n\n**Effect** The ravener husk makes a jaws Strike against a deceased creature that has been dead no longer than 1 minute, was good aligned, and was at least level 15 in life. The ravener attempts a DC 5 Flat check check; if successful, they transform back into a ravener with 1 Hit Point in their soul ward."
+
+ - name: "Vicious Criticals"
+ desc: " The ravener treats an attack roll as a critical hit on a roll of 19 or 20, as long as the attack roll was a success. Additionally, whenever the ravener makes a critical hit with one of their Strikes, the target must succeed on a DC 32 Fortitude check save or gain the [[Conditions/Drained|Drained 1]] condition. If the target already has a drained value of greater than 0, their drained value instead increases by 1, to a maximum of drained 4. Whenever the ravener applies drain to a creature in this way, their soul ward gains 5 Hit Points."
+
+```
+
+```encounter-table
+name: Ravener Husk
+creatures:
+ - 1: Ravener Husk
+```
+
+
+
+Raveners require a steady diet of souls, and a ravener that's unable to feed for too long eventually cannibalizes their own soul. Should a ravener's soul ward ever be reduced to 0 Hit Points by hunger while the ravener has more than 1 Hit Point (see Soul Ward), they lose all traces of their former identity and descend into a feral, nearly mindless state. Even if a ravener husk later consumes soul energy, the transformation can be reversed only via Ravenous Repast.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Ravener.md b/content/mechanics/srd/Bestiary/Bestiary 2/Ravener.md
new file mode 100755
index 000000000..b525f3169
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Ravener.md
@@ -0,0 +1,127 @@
+---
+title: "Ravener"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.a9qZRMID2U7x9I4U"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/21
+statblock: inline
+name: "Ravener"
+level: 21
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Ravener"
+level: "Creature 21"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+trait_04: [[fire]]
+trait_05: [[undead]]
+trait_06: [[unholy]]
+modifier: 37
+perception:
+ - name: "Perception"
+ desc: "+37; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Chthonian, Common, Draconic, Dwarven, Jotun, Necril, Orcish"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +32, Arcana: +37, Athletics: +39, Deception: +38, Diplomacy: +38, Intimidation: +40, Stealth: +35"
+abilityMods: [9, 5, 9, 5, 6, 8]
+speed: 60 feet, fly 180 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 47
+armorclass:
+ - name: AC
+ desc: "47; __Fort__ +38, __Ref__ +34, __Will__ +37; +1 status to all saves vs. magic"
+hp: 500
+health:
+ - name: ""
+ - name: HP
+ desc: "500; __Immunities__ death effects, disease, fire, paralyzed, poison, sleep; __Weaknesses__ cold 20, holy 20"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " Smoke doesn't impair an ancient red ravener's vision; it ignores the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+ - name: "Soulsense"
+ desc: " A ravener senses the spiritual essence of living and undead creatures within the listed range. Creatures whose material bodies are one unit with their souls, like celestials and fiends, appear brighter to this sense."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Jaws Only)]]"
+ desc: "`pf2:r` Jaws only.\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Cowering Fear"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 42 Will check\n\nA ravener's frightful presence causes creatures to cower in fear as well. As long as a creature is at least [[Conditions/Frightened|Frightened 2]] or more as a result of the ravener's frightful presence, it is also [[Conditions/Immobilized|Immobilized]] from the fear.\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Discorporate"
+ desc: "`pf2:0` **Trigger** The ravener takes excess damage to their soul ward but still has at least 51 Hit Points in their soul ward\n* * *\n\n**Effect** The ravener draws deeply into their soul ward, discorporating their body into soul energy in order to escape. They take 50 damage to their soul ward and their physical body vanishes, reappearing 1d4 hours later in a random location within 1 mile from the location where they used Discorporate."
+
+ - name: "Dragon Heat"
+ desc: " (arcane,aura,fire) 10 feet. 4d6 fire damage (DC 41 Reflex check save)"
+
+ - name: "Redirect Fire"
+ desc: "`pf2:r` (arcane,fire) **Trigger** A creature within 100 feet casts a fire spell, or a fire spell otherwise comes into effect from a source within 100 feet\n* * *\n\n**Effect** The ravener makes all the choices to determine the targets, destination, and other effects of the spell, as though they were the caster."
+
+ - name: "Soul Ward"
+ desc: " 200 HP\n\nAn intangible field of necromantic energy protects a ravener from total destruction. A soul ward has 150 maximum Hit Points, or 200 if the ravener is level 21 or higher. Whenever a ravener would be reduced below 1 Hit Point, all damage in excess of what would reduce them to 1 Hit Point is instead dealt to their soul ward. If this damage reduces the soul ward to fewer than 0 Hit Points, the ravener is destroyed. A soul ward's Hit Points can be restored only via specific ravener abilities such as Consume Soul, ravenous breath, or vicious criticals. A ravener who goes more than a week without successfully using Consume Soul to feed on a dying creature starves, and their soul ward loses 1d4 healing Hit Points each day until they feed. If the ravener's soul ward loses all its Hit Points while the ravener still has more than 1 HP, they become a ravener husk."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+39 (fire, magical, reach 20 feet)\n__Damage__ 4d10 + 17 piercing 3d6 fire 2d6 void"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+39 (agile, magical, reach 15 feet)\n__Damage__ 4d8 + 17 slashing 2d6 void"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+37 (magical, reach 25 feet)\n__Damage__ 4d10 + 15 slashing 2d6 void"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+37 (agile, magical, reach 20 feet)\n__Damage__ 3d8 + 15 slashing 2d6 void"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 44, attack +34; __8th __ _[[Spells/Wall of Fire|Wall of Fire (At Will)]]_; __4th __ _[[Spells/Suggestion|Suggestion (At Will)]]_\n__Cantrips__ __(10th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Consume Soul"
+ desc: " DC 44\n\n**Trigger** A living creature within 30 feet of the ravener dies\n* * *\n\n**Effect** The ravener tears the creature's soul from its body with their maw and gulps it down. The dying creature must attempt a DC 44 Fortitude check save with the same DC as the ravener's Breath Weapon.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The ravener tears off a small chunk of the creature's soul. If the victim is restored to life, they are [[Conditions/Drained|Drained 1]] in addition to any other side effects of returning to life. The ravener adds a number of Hit Points to their soul ward equal to half the creature's level.\n\n**Failure** As success, but the creature's soul is ravaged. The creature is [[Conditions/Drained|Drained 3]] and the ravener adds a number of Hit Points to their soul ward equal to the creature's level.\n\n**Critical Failure** As failure, but the ravener devours the entire soul. The victim can't be restored to life as long as the ravener exists except via a 10th-rank effect such as miracle or wish, and the ravener adds a number of Hit Points to their soul ward equal to twice the creature's level."
+
+ - name: "Manipulate Flames"
+ desc: "`pf2:1` (arcane,concentrate,fire) The ravener attempts to take control of a magical fire or a fire spell within 100 feet. If it succeeds at a counteract check (counteract rank 10, counteract modifier +34), the original caster loses control of the spell or magical fire, control is transferred to the ravener, and this action counts as the ravener having Sustained the Spell with the action (if applicable). The ravener can choose to end the spell instead of taking control, if they choose."
+
+ - name: "Ravenous Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The ravener breathes a blast of flame that deals 20d6 fire damage plus 4d6 persistent void damage (DC 44 Reflex check save). A creature that fails its save is also [[Conditions/Drained|Drained 1]] (or [[Conditions/Drained|Drained 2]] on a critical failure). If a creature is drained by the ravener's Ravenous Breath Weapon, the ravener's soul ward gains 5 healing HP.\n\nThe ravener can't use Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}."
+
+ - name: "Vicious Criticals"
+ desc: " The ravener treats an attack roll as a critical hit on a roll of 19 or 20, as long as the attack roll was a success. Additionally, whenever the ravener makes a critical hit with one of their Strikes, the target must succeed on a DC 42 Fortitude check save or gain the [[Conditions/Drained|Drained 1]] condition. If the target already has a drained value of greater than 0, their drained value instead increases by 1, to a maximum of drained 4. Whenever the ravener applies drain to a creature in this way, their soul ward gains 5 Hit Points."
+
+```
+
+```encounter-table
+name: Ravener
+creatures:
+ - 1: Ravener
+```
+
+
+
+The ravener presented here was once an ancient red dragon.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Red Dracolisk.md b/content/mechanics/srd/Bestiary/Bestiary 2/Red Dracolisk.md
new file mode 100755
index 000000000..0ea8d103e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Red Dracolisk.md
@@ -0,0 +1,92 @@
+---
+title: "Red Dracolisk"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.6KRKUaVDNPgYZESK"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/dragon
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Red Dracolisk"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Red Dracolisk"
+level: "Creature 9"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[dragon]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision, Tremorsense (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Athletics: +21, Stealth: +17, Survival: +20"
+abilityMods: [6, 2, 5, -3, 5, 1]
+speed: 20 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +20, __Ref__ +17, __Will__ +18"
+hp: 155
+health:
+ - name: ""
+ - name: HP
+ desc: "155; __Immunities__ paralyzed, petrified, sleep; __Resistances__ fire 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Draconic Resistance"
+ desc: " A red dracolisk has resistance 10 to fire damage."
+
+ - name: "Petrifying Glance"
+ desc: "`pf2:r` (arcane,aura,visual) **Trigger** A creature within 30 feet that the dracolisk can see starts its turn\n* * *\n\n**Effect** The target must attempt a DC 26 Fortitude check save. If it fails, it becomes [[Conditions/Slowed|Slowed 1]] for 1 minute as its body stiffens."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 ()\n__Damage__ 2d12 + 8 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile)\n__Damage__ 2d10 + 8 slashing"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane) The red dracolisk breathes a 30-foot cone of energy. This breath weapon deals 6d10 fire damage, with a DC 28 Reflex check save.\n\nThe dracolisk can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Petrifying Gaze"
+ desc: "`pf2:2` (arcane,concentrate,incapacitation,visual) The dracolisk stares at a creature it can see within 30 feet. That creature must attempt a DC 28 Fortitude check save. If it fails and has not already been slowed by Petrifying Glance or this ability, it becomes [[Conditions/Slowed|Slowed 1]]. If the creature already was slowed by this ability or Petrifying Glance, a failed save causes the creature to be [[Conditions/Petrified|Petrified]] permanently.\n\nA creature petrified in this manner can be instantly restored to flesh by being coated (not just splashed) with fresh dracolisk or basilisk blood no more than 1 hour old. A single dracolisk contains enough blood to coat 1d4+2 Medium creatures in this manner."
+
+ - name: "Savage Jaws"
+ desc: "`pf2:2` The dracolisk makes a single Strike with its jaws. If the attack hits, it deals 4d12+16 piercing damage (versatile S). This counts as two attacks for its multiple attack penalty."
+
+```
+
+```encounter-table
+name: Red Dracolisk
+creatures:
+ - 1: Red Dracolisk
+```
+
+
+
+Dracolisks are rare magical crossbreeds of chromatic dragons and basilisks. None now know how they first came to be, but they have proven viable and can breed with one another as well as with basilisks. While a dracolisk appears much like a young true dragon of its parent type, its eight legs are an immediate indication that it is something more. Its coloration varies, depending on the nature of its draconic ancestry, though it's lighter on its underside and darker near its wing tips. A typical dracolisk is 15 feet long and weighs 3,000 pounds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Reef Octopus.md b/content/mechanics/srd/Bestiary/Bestiary 2/Reef Octopus.md
new file mode 100755
index 000000000..c501590e0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Reef Octopus.md
@@ -0,0 +1,92 @@
+---
+title: "Reef Octopus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.6b4qO9lBi2xWvEUu"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/aquatic
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Reef Octopus"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Reef Octopus"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[animal]]
+trait_02: [[aquatic]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +6, Stealth: +9"
+abilityMods: [1, 4, 1, -4, 1, 0]
+speed: 10 feet, swim 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +6, __Ref__ +9, __Will__ +7"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20; __Resistances__ cold 3"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+9 (finesse)\n__Damage__ 1d10 + 1 piercing plus reef-octopus-venom"
+
+ - name: "**Melee** `pf2:1` Arm"
+ desc: "+9 (agile, finesse)\n__Damage__ 1d6 + 1 bludgeoning plus grab"
+
+ - name: "Camouflage"
+ desc: " The reef octopus can change the color of its skin to [[Actions/Hide|Hide]] even if it doesn't have cover."
+
+ - name: "Ink Cloud"
+ desc: "`pf2:1` The reef octopus emits a cloud of dark-brown ink in a 10-foot emanation. This cloud has no effect outside of water. Creatures inside the cloud are [[Conditions/Hidden|Hidden]] and can't use their sense of smell. The cloud dissipates after 1 minute.\n\nThe octopus can't use Ink Cloud again for 2d6 rounds."
+
+ - name: "Jet"
+ desc: "`pf2:2` The reef octopus moves up to 80 feet in a straight line through the water without triggering reactions."
+
+ - name: "Reef Octopus Venom"
+ desc: " (poison) **Saving Throw** DC 17 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d4 poison damage and [[Conditions/Off-Guard|Off-Guard]] (1 round)\n\n**Stage 2** 1d6 poison damage and Off-Guard (1 round)\n\n**Stage 3** 1d8 poison damage and Off-Guard (1 round)"
+
+ - name: "Writhing Arms"
+ desc: "`pf2:2` The reef octopus makes up to four arm Strikes with different arms, each against a different target. These attacks count toward the octopus's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all of its attacks."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Reef Octopus
+creatures:
+ - 1: Reef Octopus
+```
+
+
+
+The common reef octopus is a risky but valuable catch for coastal fishers.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Rusalka.md b/content/mechanics/srd/Bestiary/Bestiary 2/Rusalka.md
new file mode 100755
index 000000000..85433c8d7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Rusalka.md
@@ -0,0 +1,102 @@
+---
+title: "Rusalka"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Y75ILg8eAxLZzBy8"
+tags:
+ - pf2e/creature/type/aquatic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Rusalka"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Rusalka"
+level: "Creature 12"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aquatic]]
+trait_02: [[evil]]
+trait_03: [[fey]]
+trait_04: [[water]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Low-Light Vision"
+languages: "Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Athletics: +22, Deception: +25, Diplomacy: +21, Nature: +21, Performance: +23, Stealth: +25"
+abilityMods: [4, 5, 3, 1, 3, 7]
+speed: 25 feet, swim 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +21, __Ref__ +25, __Will__ +21"
+hp: 230
+health:
+ - name: ""
+ - name: HP
+ desc: "230; __Weaknesses__ cold iron 15; __Resistances__ fire 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Blurred Form"
+ desc: " A rusalka is [[Conditions/Concealed|Concealed]] while underwater."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tresses"
+ desc: "+24 (agile, finesse, reach 15 feet)\n__Damage__ 3d8 + 10 bludgeoning plus improved-grab"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 35, attack +25; __5th __ _[[Spells/Charm|Charm (At will)]]_, _[[Spells/Control Water|Control Water (At will)]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At will)]]_, _[[Spells/Mist|Obscuring Mist (At will)]]_\n__Constant__ __(6th)__ _[[Spells/Water Walk|Water Walk]]_"
+
+ - name: "Beckoning Call"
+ desc: "`pf2:1` (auditory,concentrate,incapacitation,mental,primal) The rusalka cries out a compelling invitation. Each non-fey creature within a 300-foot emanation must attempt a DC 27 Will check save. The effect lasts for 1 round, but if the rusalka uses Beckoning Call again on subsequent rounds, the duration extends by 1 round for all affected creatures. Once a creature succeeds at any save against Beckoning Call, that creature is temporarily immune for 24 hours.\n* * *\n\n**Success** The creature is unaffected.\n\n**Failure** The creature is [[Conditions/Fascinated|Fascinated]] and must spend each of its actions to move closer to the rusalka, avoiding obvious dangers. If a beckoned creature is adjacent to the rusalka, it stays still and doesn't act. If attacked by the rusalka, the creature is freed from captivation at the end of the rusalka's turn.\n\n**Critical Failure** As failure, but if attacked by the rusalka, the creature can attempt a new save only at the start of its next turn, rather than being freed at the end of the rusalka's turn."
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d8+10 bludgeoning, DC 32 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Entangling Tresses"
+ desc: " A rusalka can have up to eight creatures grabbed within their tresses at a time."
+
+ - name: "Flowing Hair"
+ desc: "`pf2:1` The rusalka attempts an Athletics check check against each [[Conditions/Grabbed|Grabbed]] creature's Fortitude DC. The rusalka moves each creature they succeed against up to 10 feet and each creature they critically succeed against up to 20 feet. This movement must all be within reach of its tresses."
+
+ - name: "Shameful Touch"
+ desc: "`pf2:1` (emotion,mental,primal) The rusalka touches a creature within 5 feet using their hand, stirring up memories of regret and shame. The target must attempt a DC 35 Will check save.\n* * *\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is [[Conditions/Sickened|Sickened 1]].\n\n**Failure** The creature is [[Conditions/Sickened|Sickened 1]] and [[Conditions/Stunned|Stunned 1]].\n\n**Critical Failure** The creature is [[Conditions/Sickened|Sickened 1]] and [[Conditions/Stunned|Stunned 1]], and it must use its first action on its next turn to Strike itself, automatically hitting."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Rusalka
+creatures:
+ - 1: Rusalka
+```
+
+
+
+These androgynous, river-dwelling fey delight in manipulating the emotions of those unfortunate enough to fall into their grasp, using humiliation to break their victims' wills. Rusalkas enjoy keeping their broken toys nearby, both for continuing entertainment and to aid in the rusalkas' defense, as the shame their captives feel often drives them to become obsessively loyal to these fey.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Sacristan.md b/content/mechanics/srd/Bestiary/Bestiary 2/Sacristan.md
new file mode 100755
index 000000000..bebbd317e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Sacristan.md
@@ -0,0 +1,101 @@
+---
+title: "Sacristan"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.clliDCUcLARIr3EN"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/velstrac
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Sacristan"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Sacristan"
+level: "Creature 10"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[fiend]]
+trait_03: [[lawful]]
+trait_04: [[unholy]]
+trait_05: [[velstrac]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Greater Darkvision"
+languages: "Common, Diabolic, Shadowtongue"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +19, Athletics: +22, Intimidation: +18, Stealth: +21, Torture Lore: +16"
+abilityMods: [6, 5, 6, 0, 3, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +22, __Ref__ +19, __Will__ +17; +1 status to all saves vs. magic"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175, regeneration 10 (deactivated by holy or silver); __Immunities__ cold; __Weaknesses__ holy 10, silver 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "Painsight"
+ desc: " (divine) A velstrac automatically knows whether a creature it sees has any of the [[Conditions/Doomed|Doomed]], [[Conditions/Dying|Dying]], and [[Conditions/Wounded|Wounded]] conditions, as well as the value of those conditions"
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 10 (Deactivated by Holy or Silver)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Staggering Servitude"
+ desc: " (aura,divine,fear,mental,visual) 30 feet. When a creature ends its turn in the aura, it sees a vision of the sacristan groveling in pitiable servitude. The creature must succeed at a DC 27 Will check save or become [[Conditions/Stunned|Stunned 1]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Barbed Chain"
+ desc: "+22 (magical, reach 10 feet, trip, unholy, versatile s)\n__Damage__ 2d8 + 9 piercing 1d6 spirit 2d6 bleed"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 29, attack +19; __5th __ _[[Spells/Chilling Darkness|Chilling Darkness]]_; __3rd __ _[[Spells/Fear|Fear]]_"
+
+ - name: "Focus Gaze"
+ desc: "`pf2:1` (concentrate,divine,fear,mental,visual) The sacristan stares at a creature they can see within 30 feet. The creature must immediately attempt a Will save against Staggering Servitude. In addition, if the creature was already [[Conditions/Stunned|Stunned]], on a failed save its revulsion toward the sacristan's presence causes it to be [[Conditions/Stupefied|Stupefied 2]] for 1 minute. After attempting this save, the creature is then temporarily immune until the start of the sacristan's next turn."
+
+ - name: "Shadow Scream"
+ desc: "`pf2:3` (aura,concentrate,darkness,divine,mental,sonic) **Frequency** once per hour\n* * *\n\n**Effect** The sacristan opens their mouth to unloose the wailing howls and mind-twisting darkness of the Shadow Plane. This creates a 30-foot emanation of darkness and wailing sounds around the sacristan. Creatures with [[Bestiary Ability Glossary/Darkvision|Darkvision]] can't see through this darkness. The sacristan can Sustain Shadow Scream for up to 1 minute. Non-velstrac creatures in the area when the ability is used, as well as those who enter or start their turn in the area, must attempt a DC 28 Will check save.\n* * *\n\n**Critical Success** The creature is unaffected and is then temporarily immune for 24 hours.\n\n**Success** The creature is [[Conditions/Deafened|Deafened]] for 1 round.\n\n**Failure** The creature is [[Conditions/Confused|Confused]] and deafened for 1 round.\n\n**Critical Failure** The creature takes 20 mental damage, and is confused and deafened for 1 round."
+
+```
+
+```encounter-table
+name: Sacristan
+creatures:
+ - 1: Sacristan
+```
+
+
+
+Sacristans are failures among the velstracs, creatures whose bodies and minds have been utterly broken by the velstracs' torments. These unfortunates are assembled from scrap metal, nerveless flesh, and bits of darkness into loyal agents who take ecstatic pleasure in serving other velstracs. Sacristans are empowered by a miniature gateway to the Shadow Plane deep in their mouths. By distending their jaws, they can howl with the shrieks and windstorms of that plane. Sacristans vary in appearance but are the size of maimed humans. Their features are redundant or absent and they are wrapped in barbed and rusted chains.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Sand Sentry.md b/content/mechanics/srd/Bestiary/Bestiary 2/Sand Sentry.md
new file mode 100755
index 000000000..f19ee552d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Sand Sentry.md
@@ -0,0 +1,83 @@
+---
+title: "Sand Sentry"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.nY65vd8OtAupGMzp"
+tags:
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Sand Sentry"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Sand Sentry"
+level: "Creature 6"
+
+alignment: ""
+size: "Medium"
+trait_01: [[earth]]
+trait_02: [[elemental]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision, Tremorsense (Imprecise) 60 Feet"
+languages: "Petran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Stealth: +14"
+abilityMods: [5, 2, 4, 0, 2, 1]
+speed: 25 feet, burrow 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +16, __Ref__ +12, __Will__ +14"
+hp: 94
+health:
+ - name: ""
+ - name: HP
+ desc: "94; __Immunities__ bleed, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Glass Armor"
+ desc: " When the sand sentry takes fire or lightning damage, its outer layer of sand fuses into sheets of hardened glass for 1 minute. This increases the sand sentry's AC to 26 and grants it resistance 5 to acid, cold, electricity, fire, force, piercing, and slashing damage. A sand sentry can't use earth glide while glass armor is active."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+17 ()\n__Damage__ 2d8 + 8 bludgeoning plus blinding-sand"
+
+ - name: "Blinding Sand"
+ desc: " When the sand sentry critically hits with a fist Strike, the target is [[Conditions/Blinded|Blinded]] for 1 round."
+
+ - name: "Earth Glide"
+ desc: " A sand sentry can [[Actions/Burrow|Burrow]] through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing."
+
+```
+
+```encounter-table
+name: Sand Sentry
+creatures:
+ - 1: Sand Sentry
+```
+
+
+
+Shifting back and forth between a detailed likeness of a human and a muted and featureless bipedal form, this creature of pure sand moves with an eerie grace. The sand sentry is often called upon by spellcasters to stand guard over an area of great importance-these elementals are patient participants in such roles, making them well suited for long-term service.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Sandpoint Devil.md b/content/mechanics/srd/Bestiary/Bestiary 2/Sandpoint Devil.md
new file mode 100755
index 000000000..16adc0dbf
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Sandpoint Devil.md
@@ -0,0 +1,98 @@
+---
+title: "Sandpoint Devil"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.HqZ6YIWq5mjT3WCX"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Sandpoint Devil"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Sandpoint Devil"
+level: "Creature 8"
+rare_03: [[Rare]]
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[unholy]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Greater Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Chthonian, Varisian"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Athletics: +18, Intimidation: +18, Stealth: +18, Survival: +16"
+abilityMods: [6, 4, 5, 0, 4, 3]
+speed: 35 feet, fly 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +19, __Ref__ +14, __Will__ +16; +1 status to all saves vs. magic"
+hp: 165
+health:
+ - name: ""
+ - name: HP
+ desc: "165; __Immunities__ fire, fear effects; __Weaknesses__ cold iron 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Hoof Only)]]"
+ desc: "`pf2:r` Hoof only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 (unholy)\n__Damage__ 2d10 + 12 piercing"
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+20 (agile, unholy, versatile s)\n__Damage__ 2d6 + 12 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 23, attack +15; __4th __ _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Phantasmal Killer|Phantasmal Killer]]_; __3rd __ _[[Spells/Stinking Cloud|Stinking Cloud]]_; __2nd __ _[[Spells/Mist|Obscuring Mist]]_; __1st __ _[[Spells/Gust of Wind|Gust of Wind (At will)]]_\n__Cantrips__ __(4th)__ _[[Spells/Produce Flame|Produce Flame]]_"
+
+ - name: "Accursed Breath"
+ desc: "`pf2:2` (curse,fire,occult) The Sandpoint Devil breathes a 30-foot cone of flame that deals 6d10 fire damage. Each creature in the area must attempt a DC 26 Reflex check save.\n\nThe Sandpoint Devil can't use Accursed Breath for 1d4 rounds.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half damage.\n\n**Failure** The creature takes full damage and is [[Conditions/Sickened|Sickened 2]] by the agonizing pain of its burns.\n\n**Critical Failure** The creature takes full damage and is cursed. The victim's flesh appears charred and burned, and the pain of being burned alive never fully vanishes. The cursed creature takes a -2 status penalty to all checks from the constant pain. Healing doesn't alter the appearance of the burns or lessen the penalty, but removing the curse does."
+
+ - name: "Devil's Howl"
+ desc: "`pf2:2` (auditory,emotion,fear,mental,occult) The Sandpoint Devil unleashes a bloodcurdling howl that can be heard for miles. Each creature within a 100-foot emanation must succeed at a DC 26 Will check save or become [[Conditions/Frightened|Frightened 2]] ([[Conditions/Frightened|Frightened 3]] and fleeing as long as it remains frightened on a critical failure).\n\nCreatures that attempt this Will save are then immune to Devil's Howl for 24 hours."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Medium or smaller, hoof, DC 23 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+```
+
+```encounter-table
+name: Sandpoint Devil
+creatures:
+ - 1: Sandpoint Devil
+```
+
+
+
+While some creatures have been fused to create a new entity that's graceful and beautiful, the Sandpoint Devil is the opposite. It has the hooves and body of a powerful horse, but it walks on its hind legs in a perverse parody of a humanoid gait. Its equine face has been distorted and elongated with skeletal, yellowed fangs and milky eyes. The pox-spotted hide along the creature's back bears a draconic tail with dark, spiny plates and two torn, bat-like wings.
+
+The legendary Sandpoint Devil appears only on moonless nights when mists gather around the coast. Most encounters end with missing livestock or children, with little left behind other than oddly placed hoofprints that reek of brimstone.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Sard.md b/content/mechanics/srd/Bestiary/Bestiary 2/Sard.md
new file mode 100755
index 000000000..7fe0c5211
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Sard.md
@@ -0,0 +1,113 @@
+---
+title: "Sard"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.49gbgmdKP7aQ0Cez"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/electricity
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/plant
+ - pf2e/creature/type/tane
+ - pf2eMonster
+ - pf2e/creature/level/19
+statblock: inline
+name: "Sard"
+level: 19
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Sard"
+level: "Creature 19"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[chaotic]]
+trait_02: [[electricity]]
+trait_03: [[evil]]
+trait_04: [[plant]]
+trait_05: [[tane]]
+modifier: 35
+perception:
+ - name: "Perception"
+ desc: "+35; Low-Light Vision, Tremorsense (Imprecise) 120 Feet"
+languages: "Aklo, Arboreal, Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +33, Athletics: +37, Nature: +31"
+abilityMods: [10, 6, 6, 2, 6, 6]
+speed: 40 feet, climb 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 43
+armorclass:
+ - name: AC
+ desc: "43; __Fort__ +35, __Ref__ +31, __Will__ +33; +1 status to all saves vs. magic"
+hp: 400
+health:
+ - name: ""
+ - name: HP
+ desc: "400; __Immunities__ electricity; __Weaknesses__ cold iron 15; __Resistances__ fire 15, physical 15 (except slashing)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 120 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "Planar Acclimation"
+ desc: " The sard treats the plane it is located on as its home plane."
+
+abilities_mid:
+ - name: ""
+ - name: "Splintering Death"
+ desc: " (electricity,primal) When the sard dies, its body explodes in a 30-foot emanation. All creatures in the area take 10d6 electricity damage and 10d6 piercing damage (DC 43 Reflex check save). Any creature that takes piercing damage is also exposed to sard venom."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Trunk"
+ desc: "+37 (fatal d12, reach 20 feet)\n__Damage__ 4d6 + 18 bludgeoning 3d6 electricity"
+
+ - name: "**Melee** `pf2:1` Branch"
+ desc: "+37 (agile, reach 20 feet)\n__Damage__ 4d8 + 18 piercing plus sard-venom"
+
+ - name: "**Melee** `pf2:1` Root"
+ desc: "+37 (reach 10 feet)\n__Damage__ 4d6 + 18 bludgeoning 1d6 electricity"
+
+ - name: "**Ranged** `pf2:1` Thorn"
+ desc: "+35 (deadly d10, primal, propulsive, range increment 180 feet)\n__Damage__ 4d4 + 16 piercing plus sard-venom"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 41, attack +31; __9th __ _[[Spells/Storm of Vengeance|Storm of Vengeance]]_; __8th __ _[[Spells/Punishing Winds|Punishing Winds]]_, _[[Spells/Nature's Pathway|Tree Stride]]_; __7th __ _[[Spells/Chain Lightning|Chain Lightning (x3)]]_"
+
+ - name: "Rituals"
+ desc: "_Control Weather (Doesn't require secondary casters)_"
+
+ - name: "Lightning-Struck Curse"
+ desc: "`pf2:r` (curse,primal) **Trigger** The sard is about to damage a creature that has electricity resistance\n* * *\n\n**Effect** An instant before the target takes the electricity damage from the triggering event, the sard's electrical sparks glow red. The target must succeed at a DC 41 Will check save or lose any electricity resistance it has until this curse is lifted."
+
+ - name: "Sard Venom"
+ desc: " (poison,primal,virulent) **Saving Throw** DC 41 Fortitude check\n\n**Maximum Duration** 10 rounds\n\n**Stage 1** 2d6 electricity damage, 2d6 poison damage, and [[Conditions/Clumsy|Clumsy 2]] (1 round)\n\n**Stage 2** 3d6 electricity damage, 3d6 poison damage, [[Conditions/Clumsy|Clumsy 2]], and [[Conditions/Slowed|Slowed 1]] (1 round)\n\n**Stage 3** 4d6 electricity damage, 4d6 poison damage, [[Conditions/Clumsy|Clumsy 2]], and [[Conditions/Slowed|Slowed 2]] (1 round)"
+
+ - name: "Thorn Volley"
+ desc: "`pf2:2` The sard makes up to four thorn Strikes, each against a different target. The sard's multiple attack penalty doesn't increase until after all the attacks have been made."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Huge or smaller, root, DC 39 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+```
+
+```encounter-table
+name: Sard
+creatures:
+ - 1: Sard
+```
+
+
+
+An immense, gnarled, tree awoken with raw, primal power by one of the fey Eldest of the First World, this monster-one of the legendary Tane-skitters on huge, spidery roots and thrashes its branches as fiery lightning courses within its blackened bark, a living manifestation of the violent clash between ancient forest and stormy sky.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Sceaduinar.md b/content/mechanics/srd/Bestiary/Bestiary 2/Sceaduinar.md
new file mode 100755
index 000000000..ac90117cd
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Sceaduinar.md
@@ -0,0 +1,106 @@
+---
+title: "Sceaduinar"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.oIo7SBJX7qTvehQ8"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/void
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Sceaduinar"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Sceaduinar"
+level: "Creature 7"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+trait_02: [[evil]]
+trait_03: [[unholy]]
+trait_04: [[void]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Greater Darkvision, Lifesense 120 Feet"
+languages: "Aklo"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Athletics: +13, Intimidation: +13, Occultism: +15, Stealth: +17"
+abilityMods: [2, 6, 4, 2, 4, 0]
+speed: 30 feet, fly 60 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +16, __Ref__ +18, __Will__ +14; +1 status to all saves vs. magic"
+hp: 100
+health:
+ - name: ""
+ - name: HP
+ desc: "100, void healing; __Immunities__ death effects, drained; __Weaknesses__ holy 10; __Resistances__ physical 5 (except adamantine)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 120 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+abilities_mid:
+ - name: ""
+ - name: "Void Child"
+ desc: " Sceaduinars have neither souls nor the ability to create. A sceaduinar is immune to effects that target a soul (such as bind soul or resurrect) or that require knowledge of a creature's identity (such as scrying), and critically fails Crafting checks."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+ - name: "Wing Flash"
+ desc: "`pf2:r` **Trigger** A creature attempts a melee attack against a sceaduinar or an Acrobatics check to [[Actions/Tumble Through|Tumble Through]] the sceaduinar's space\n* * *\n\n**Effect** The sceaduinar flexes its wings to emit a brief pulse of void energy that deals 4d6 void damage to the triggering creature (DC 22 Reflex check save)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+18 (agile, finesse, magical)\n__Damage__ 2d6 + 4 piercing plus drain-life 2d6 void plus drain-life"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+18 (agile, finesse, magical, reach 10 feet)\n__Damage__ 2d6 + 4 slashing 2d6 void"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 25, attack +0; __4th __ _[[Spells/Darkness|Darkness]]_, _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Harm|Harm]]_; __3rd __ _[[Spells/Grim Tendrils|Grim Tendrils]]_, _[[Spells/Harm|Harm (x3)]]_; __2nd __ _[[Spells/Silence|Silence]]_\n__Cantrips__ __(4th)__ _[[Spells/Void Warp|Chill Touch]]_"
+
+ - name: "Drain Life"
+ desc: " (occult) When the sceaduinar damages a living creature with its jaws Strike, the sceaduinar gains 5 temporary Hit Points and the creature must succeed at a DC 25 Fortitude check save or become [[Conditions/Drained|Drained 1]].\n\nFurther damage dealt to the creature by the sceaduinar increases the drained value by 1 on a failed save, to a maximum of drained 4."
+
+ - name: "Entropic Touch"
+ desc: " Void damage dealt by a sceaduinar damages undead and creatures with void healing as if it were vitality damage. The sceaduinar's melee Strikes have the benefits of the _[[Equipment/Ghost Touch|Ghost Touch]]_ property rune on attacks against incorporeal undead."
+
+```
+
+```encounter-table
+name: Sceaduinar
+creatures:
+ - 1: Sceaduinar
+```
+
+
+
+Strange creatures born from jagged crystals in the heart of the Void, sceaduinar are fueled by its void energy and driven to extinguish all life. Resembling crystalline gargoyles with serrated limbs and sharp, bat-like faces, sceaduinar stand about 7 feet tall and weigh around 100 pounds.
+
+These malevolent beings sometimes gather in great packs of their own kind. Despite their intelligence, they act like cunning, feral beasts for the most part, though they occasionally build tools to aid them in extinguishing life. Sceaduinar sail through the great voids of their home plane, seeking to destroy any sparks of life that find their way into that deadly realm-even the twisted sparks found in undead creatures.
+
+When they discover portals to other planes, sceaduinar swarm through in great numbers, slaughtering all they come across. While dwelling outside the Negative Energy plane is uncomfortable for sceaduinar, they can exist for extended periods of time apart from their home. Of course, the feeling of a plane where void energy isn't the rule doesn't improve these creatures' attitude, and as a result, they tend to be particularly cruel and violent when encountered in such realms.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Scythe Tree.md b/content/mechanics/srd/Bestiary/Bestiary 2/Scythe Tree.md
new file mode 100755
index 000000000..603ba1a33
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Scythe Tree.md
@@ -0,0 +1,92 @@
+---
+title: "Scythe Tree"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.oaHoXRDtsdoH5tBI"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Scythe Tree"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Scythe Tree"
+level: "Creature 6"
+
+alignment: ""
+size: "huge"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[plant]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Lifesense 30 Feet, Low-Light Vision"
+languages: "Aklo, Arboreal, Fey"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +15, Stealth: +12"
+abilityMods: [7, 2, 4, 0, 2, 0]
+speed: 15 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +17, __Ref__ +8, __Will__ +9"
+hp: 105
+health:
+ - name: ""
+ - name: HP
+ desc: "105; __Weaknesses__ axe vulnerability 5; __Resistances__ bludgeoning 5, piercing 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 30 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+abilities_mid:
+ - name: ""
+ - name: "Axe Vulnerability 5"
+ desc: " A scythe tree takes 5 additional damage from axes."
+
+ - name: "Ripping Disarm"
+ desc: "`pf2:r` **Trigger** A creature rolls a critical failure on a melee weapon Strike against the scythe tree\n* * *\n\n**Effect** The scythe tree attempts to [[Actions/Disarm|Disarm]] the creature."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Scythe Branch"
+ desc: "+18 (backswing, deadly d10, reach 15 feet)\n__Damage__ 2d10 + 9 slashing"
+
+ - name: "Dead Tree"
+ desc: "`pf2:1` (concentrate) Until the scythe tree acts, it appears to be a dead tree. It has an automatic result of 35 on Deception checks and DCs to pass as a dead tree."
+
+ - name: "Woodland Ambush"
+ desc: "`pf2:1` **Requirements** The scythe tree is using Dead Tree in forested terrain, and a creature that hasn't detected it is within 30 feet\n* * *\n\n**Effect** The scythe tree Strides up to 25 feet toward the triggering creature. Once the creature is in reach, the scythe tree makes a scythe branch Strike against it. The creature is [[Conditions/Off-Guard|Off-Guard]] against this Strike."
+
+```
+
+```encounter-table
+name: Scythe Tree
+creatures:
+ - 1: Scythe Tree
+```
+
+
+
+Malevolent, vicious, and cruel, scythe trees pose as normal trees near deep forest paths, where they wait to slaughter passersby. Instead of drawing sustenance from light and soil, scythe trees gorge themselves on the flesh, blood, and bone of sapient creatures. Nothing is more delectable to scythe trees than a kind-hearted gnome or an altruistic dryad who believes that a scythe tree can be redeemed. The screams and whimpers of these victims are music to these cruel plants and add an extra dimension of flavor to the meal.
+
+Scythe trees are solitary creatures by nature, and their size and power mean that they don't need to compete for food with other carnivorous plants. Once food sources dwindle in an area, scythe trees move on to another location. When a scythe tree dwells in a location for many months or years, it leaves traces of its bark and roots in the soil. Over time, these blood-nourished fragments might grow into a new scythe tree, but the progenitor will most likely have already moved on to new hunting grounds long before the new scythe tree reaches maturity.
+
+Scythe trees appear as dead or dying deciduous trees with long, twisted branches that end in scythe-like blades. These carnivorous plants have dark-brown bark that is nearly black near the bottom of the trunk and rusty brown leaves that remain attached year-round. Scythe trees' disturbing mouths remain closed when not eating, appearing as a jagged gash on the trunk. When scythe trees deign to speak, their voices are rough, deep, and mocking, particularly when discussing arboreals, whom scythe trees universally find to be insufferable and worthy of little more than being hacked to pieces.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Sea Drake.md b/content/mechanics/srd/Bestiary/Bestiary 2/Sea Drake.md
new file mode 100755
index 000000000..8bc2c18f9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Sea Drake.md
@@ -0,0 +1,100 @@
+---
+title: "Sea Drake"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.y7Dz6R7sSPLu8eTX"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Sea Drake"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Sea Drake"
+level: "Creature 6"
+
+alignment: ""
+size: "Large"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+trait_04: [[water]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Athletics: +16, Stealth: +12"
+abilityMods: [6, 2, 4, -1, 2, 0]
+speed: 15 feet, fly 40 feet, swim 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +16, __Ref__ +14, __Will__ +12"
+hp: 95
+health:
+ - name: ""
+ - name: HP
+ desc: "95; __Immunities__ electricity, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Electrified Blood"
+ desc: "`pf2:r` (electricity) **Trigger** An adjacent creature deals piercing or slashing damage to the sea drake\n* * *\n\n**Effect** An arc of electricity courses through the sea drake's blood. The triggering creature takes 1d6 electricity damage."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+17 ()\n__Damage__ 2d8 + 9 piercing plus briny-wound"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+17 (agile, reach 10 feet)\n__Damage__ 2d6 + 9 bludgeoning"
+
+ - name: "Ball Lightning Breath"
+ desc: "`pf2:2` (arcane,electricity) The sea drake spews a ball of electricity that strikes a primary target within 100 feet, dealing 7d6 electricity damage (DC 24 Reflex check save). The lightning then arcs to up to three secondary targets within 30 feet of the primary target, striking the closest available targets first. The secondary bolts each strike one secondary target and deal the same rolled damage value as the primary bolt (DC 22 Reflex check save).\n\nThe sea drake can't use Ball Lightning Breath again for 1d6 rounds."
+
+ - name: "Briny Wound"
+ desc: " A sea drake's saliva carries a large quantity of salt, making its bite wounds even more painful. When a creature takes damage from a sea drake's jaws Strike, the creature must attempt a DC 24 Fortitude check save; the creature is then temporarily immune to briny wound for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Sickened|Sickened 1]].\n\n**Failure** The creature is [[Conditions/Sickened|Sickened 2]].\n\n**Critical Failure** The creature is Sickened 2 and [[Conditions/Slowed|Slowed 1]] as long as it's sickened."
+
+ - name: "Capsize"
+ desc: "`pf2:1` (attack) The drake tries to capsize an adjacent aquatic vessel of its size or smaller. The drake must succeed at an Athletics check with a DC of 25 (reduced by 5 for each size smaller the vessel is than the drake) or the pilot's Sailing Lore DC, whichever is higher."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The sea drake makes one jaws Strike and two tail Strikes in any order."
+
+ - name: "Speed Surge"
+ desc: "`pf2:1` **Frequency** three times per day\n* * *\n\n**Effect** The sea drake Strides, Flies, or Swims twice."
+
+```
+
+```encounter-table
+name: Sea Drake
+creatures:
+ - 1: Sea Drake
+```
+
+
+
+Long and slender, sea drakes have fins down the length of their backs and webbing between their talons, making them just as adapted for gliding through ocean waves as the skies above. More solitary than most drakes, they hunt and live alone. Although most sea drakes make their roosts high on ocean-facing cliffs, it isn't unheard of for them to dwell in underwater caves, living entirely aquatic lives.
+
+* * *
+
+Distant cousins to dragons, drakes menace and terrorize settlements.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Sea Snake.md b/content/mechanics/srd/Bestiary/Bestiary 2/Sea Snake.md
new file mode 100755
index 000000000..e49f8663b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Sea Snake.md
@@ -0,0 +1,78 @@
+---
+title: "Sea Snake"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.y3EIty4UAfK6jcbl"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/0
+statblock: inline
+name: "Sea Snake"
+level: 0
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Sea Snake"
+level: "Creature 0"
+
+alignment: ""
+size: "Small"
+trait_01: [[animal]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +2, Stealth: +5, Survival: +5"
+abilityMods: [0, 3, 1, -4, 1, -2]
+speed: 15 feet, swim 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +5, __Ref__ +9, __Will__ +3"
+hp: 15
+health:
+ - name: ""
+ - name: HP
+ desc: "15"
+abilities_top:
+ - name: ""
+
+ - name: "Deep Breath"
+ desc: " The sea snake can hold its breath for about an hour."
+
+abilities_mid:
+ - name: ""
+ - name: "Lash Out"
+ desc: "`pf2:r` (move) **Trigger** A creature within the sea snake's reach uses a move action\n* * *\n\n**Effect** The sea snake makes a bite Strike against the attacker."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+7 (agile, finesse)\n__Damage__ 1d8 piercing plus sea-snake-venom"
+
+ - name: "Sea Snake Venom"
+ desc: " (poison) **Saving Throw** DC 16 Fortitude check\n\n**Maximum Duration** 4 rounds\n\n**Stage 1** 1d6 poison damage (1 round)\n\n**Stage 2** 1d6 poison damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)"
+
+```
+
+```encounter-table
+name: Sea Snake
+creatures:
+ - 1: Sea Snake
+```
+
+
+
+These lithe snakes like to frequent the shallow waters of tropical seas. Their 4-foot-long, blue-green bodies easily blend into the water where they lurk to ambush prey. Tales speak of massive sea snakes that swim in deeper waters and follow ships, waiting for sailors to fall overboard or climbing the side to snatch them from the deck.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Shadow Drake.md b/content/mechanics/srd/Bestiary/Bestiary 2/Shadow Drake.md
new file mode 100755
index 000000000..e89aff7e4
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Shadow Drake.md
@@ -0,0 +1,96 @@
+---
+title: "Shadow Drake"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Y6FkOVCEus88GHMa"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/shadow
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Shadow Drake"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Shadow Drake"
+level: "Creature 2"
+
+alignment: ""
+size: "tiny"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+trait_04: [[shadow]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Stealth: +8, Thievery: +8"
+abilityMods: [1, 4, 1, -1, 0, 2]
+speed: 15 feet, fly 60 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +7, __Ref__ +10, __Will__ +6"
+hp: 28
+health:
+ - name: ""
+ - name: HP
+ desc: "28; __Immunities__ paralyzed, sleep; __Weaknesses__ fire 5"
+abilities_top:
+ - name: ""
+
+ - name: "Light Blindness"
+ desc: " When first exposed to bright light, the monster is [[Conditions/Blinded|Blinded]] until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's [[Conditions/Dazzled|Dazzled]]."
+
+ - name: "Shadow Blend"
+ desc: " The shadow drake's form shifts and blends reflexively with surrounding shadows. A shadow drake gains an additional reaction each round, but it can use this reaction only for Shadow Evade."
+
+ - name: "Shadow Evade"
+ desc: " **Trigger** A creature attacks the shadow drake while it is in an area of dim light\n* * *\n\n**Effect** The shadow drake further obscures its position. The attacker must succeed at a DC 11 Flat check check in order to affect the shadow drake, as if the drake were [[Conditions/Hidden|Hidden]] for the triggering attack."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+11 (finesse)\n__Damage__ 1d10 + 3 piercing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+11 (agile, finesse)\n__Damage__ 1d8 + 3 bludgeoning"
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The shadow drake makes one bite Strike and two tail Strikes in any order."
+
+ - name: "Shadow Breath"
+ desc: "`pf2:2` (arcane,cold,shadow) A shadow drake spits a ball of black liquid that explodes into a cloud of frigid black shadow. This attack has a range of 40 feet and explodes in a 5-foot-radius burst. Creatures within the burst take 3d6 cold damage (DC 18 Reflex check save). The explosion of shadow also snuffs out mundane light sources the size of a torch, lantern, or smaller, and attempts to counteract magical light with a +10 counteract modifier.\n\nThe shadow drake can't use Shadow Breath again for 1d6 rounds."
+
+ - name: "Speed Surge"
+ desc: "`pf2:1` **Frequency** three times per day\n* * *\n\n**Effect** The shadow drake Strides or Flies twice."
+
+```
+
+```encounter-table
+name: Shadow Drake
+creatures:
+ - 1: Shadow Drake
+```
+
+
+
+Shadow drakes are typically among the smallest and least powerful of their species. Most stand as tall and long as house cats and have charcoal-colored scales and membranous wings just translucent enough to pass for shadows. Attracted to shiny materials, they employ deception, teamwork, and even rudimentary traps to create opportunities to make off with ill-gotten gains. Shadow drakes have a particular fascination and admiration for umbral dragons-a notable exception to the norm for drakes and dragons.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Shoal Linnorm.md b/content/mechanics/srd/Bestiary/Bestiary 2/Shoal Linnorm.md
new file mode 100755
index 000000000..632de95f9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Shoal Linnorm.md
@@ -0,0 +1,105 @@
+---
+title: "Shoal Linnorm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.hZjaHXAmraXAwbWN"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/15
+statblock: inline
+name: "Shoal Linnorm"
+level: 15
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Shoal Linnorm"
+level: "Creature 15"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[amphibious]]
+trait_02: [[chaotic]]
+trait_03: [[dragon]]
+trait_04: [[evil]]
+modifier: 27
+perception:
+ - name: "Perception"
+ desc: "+27; Darkvision, Scent (Imprecise) 60 Feet, Truesight"
+languages: "Aklo, Draconic, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +28, Athletics: +31, Stealth: +28"
+abilityMods: [8, 5, 7, -3, 6, 7]
+speed: 35 feet, fly 100 feet, swim 100 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 38
+armorclass:
+ - name: AC
+ desc: "38; __Fort__ +29, __Ref__ +25, __Will__ +22; +1 status to all saves vs. magic"
+hp: 295
+health:
+ - name: ""
+ - name: HP
+ desc: "295, regeneration 10 (deactivated by cold iron); __Immunities__ curse, fire, paralyzed, sleep; __Weaknesses__ cold iron 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 10 (Deactivated by Cold Iron)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Tail Only)]]"
+ desc: "`pf2:r` Tail only.\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Curse of Drowning"
+ desc: " (curse,primal,water) When a creature slays a shoal linnorm, it must succeed at a DC 38 Will check save or become cursed. As long as the curse of drowning persists, the character must spend 3 actions when drinking any liquid. Attempting to drink liquid faster causes the victim to begin drowning, immediately running out of air and falling unconscious."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+31 (magical, reach 20 feet)\n__Damage__ 3d12 + 16 piercing plus shoal-linnorm-venom"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+31 (agile, magical, reach 15 feet)\n__Damage__ 3d8 + 16 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+31 (magical, reach 25 feet)\n__Damage__ 4d6 + 16 bludgeoning plus improved-grab"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 36, attack +26\n__Constant__ __(7th)__ _[[Spells/Unfettered Movement|Freedom of Movement]]_ __(6th)__ _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (fire,primal,water) The shoal linnorm exhales scalding steam that deals 12d8 fire damage in a 60-foot cone (DC 36 Reflex check save). The steam lingers until the end of the linnorm's next turn; anyone who enters the area or begins their turn in the area takes 6d8 fire damage (DC 36 Reflex check save negates). During this time, the steam is so thick that it impedes movement as well as sight, turning the area into difficult terrain. All creatures in the steam become [[Conditions/Concealed|Concealed]], and all creatures outside the steam become concealed to creatures within it.\n\nThe shoal linnorm can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Shoal Linnorm Venom"
+ desc: " (fire,poison) **Saving Throw** DC 36 Fortitude check\n\n**Maximum Duration** 10 rounds\n\n**Stage 1** 4d6 fire damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 6d6 fire damage and [[Conditions/Enfeebled|Enfeebled 2]] (1 round)."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Shoal Linnorm
+creatures:
+ - 1: Shoal Linnorm
+```
+
+
+
+Shoal linnorms occupy rocky shoreline shallows and slither along lonely coastlines. While they do not intentionally seek out large settlements, these linnorms nonetheless beleaguer fishers headed out from small coastal towns, and they may even follow skiffs back to their home port to appraise the town's defenses and plan a raid. Shoal linnorms tend to hunt large prey, both underwater and on land. Their preferred quarries includes giant squid and grizzly bears-meals rich in fat, which the linnorms metabolize into the fiery steam that courses through their veins.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Shocker Lizard.md b/content/mechanics/srd/Bestiary/Bestiary 2/Shocker Lizard.md
new file mode 100755
index 000000000..c38dbac25
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Shocker Lizard.md
@@ -0,0 +1,86 @@
+---
+title: "Shocker Lizard"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.mO6JDGa2aD4DJcOW"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Shocker Lizard"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Shocker Lizard"
+level: "Creature 2"
+
+alignment: ""
+size: "Small"
+trait_01: [[animal]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +5, Stealth: +8"
+abilityMods: [1, 4, 3, -4, 3, 0]
+speed: 35 feet, climb 15 feet, swim 15 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +7, __Ref__ +10, __Will__ +7"
+hp: 32
+health:
+ - name: ""
+ - name: HP
+ desc: "32; __Immunities__ electricity"
+abilities_top:
+ - name: ""
+
+ - name: "Greater Electrolocation"
+ desc: " (electricity) A shocker lizard can sense minute electrical charges in living creatures, which it can use as a precise sense at a range of 20 feet. This distance increases to 100 feet against any creature that has used an electricity effect within the last minute."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 (agile, finesse)\n__Damage__ 1d8 + 3 piercing"
+
+ - name: "**Ranged** `pf2:1` Shock"
+ desc: "+10 (nonlethal, range increment 5 feet)\n__Damage__ 2d6 electricity"
+
+ - name: "Amplify Voltage"
+ desc: "`pf2:r` **Trigger** A shocker lizard within 20 feet makes a shock Strike or uses Discharge\n* * *\n\n**Effect** The shocker lizard lends some of its electrical power to the nearby lizard. This either causes the other lizard's shock Strike to lose the nonlethal trait or increases the DC of its Discharge to 20."
+
+ - name: "Discharge"
+ desc: "`pf2:2` (electricity) The shocker lizard releases a blast of lightning from its body. Creatures within a 10-foot emanation take 3d6 electricity damage (DC 18 Reflex check save).\n\nThe shocker lizard can't use Discharge for 1d4 rounds."
+
+ - name: "Shocking Burst"
+ desc: "`pf2:3` (electricity,primal) The shocker lizard hunkers down and begins to spark with electricity, which it releases in a 10-foot emanation that deals 3d8 electricity damage (DC 18 Reflex check save).\n\nThe shocker lizard can't use Shocking Burst again for 1 minute.\n\nUp to four shocker lizards can combine their Shocking Bursts. In this case, the lizards can delay the release of their electricity until any other shocker lizard within 30 feet completes its Shocking Burst. The combined Shocking Bursts create an emanation with the combined area from all participating shocker lizards. For each additional shocker lizard that joins the burst, the damage increases by 3d8 and the save DC increases by 1 (to a maximum of four lizards dealing 12d8 damage with a DC 21 save)."
+
+```
+
+```encounter-table
+name: Shocker Lizard
+creatures:
+ - 1: Shocker Lizard
+```
+
+
+
+These brightly colored reptiles share the rough size and pack mentality of guard dogs, roaming in small groups. Shocker lizards have specialized glands under their scales that accumulate static electricity, and they can unleash blasts of lightning strong enough to harm significantly larger foes. Though they're meek and docile when encountered alone, shocker lizards are significantly more aggressive in packs, when they can amplify each other's electrical attacks.
+
+Shocker lizards are notoriously difficult to domesticate because they're dangerously hostile as part of a pack, but will also swiftly wither and die if kept alone in captivity without constant attention. A shocker lizard is 3 feet long and weighs 25 pounds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Shoggti.md b/content/mechanics/srd/Bestiary/Bestiary 2/Shoggti.md
new file mode 100755
index 000000000..bc057925a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Shoggti.md
@@ -0,0 +1,100 @@
+---
+title: "Shoggti"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.rfzwF9DlGFLb7nfa"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/qlippoth
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Shoggti"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Shoggti"
+level: "Creature 7"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[amphibious]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+trait_04: [[fiend]]
+trait_05: [[qlippoth]]
+trait_06: [[unholy]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision"
+languages: "Chthonian; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Intimidation: +17, Occultism: +15, Stealth: +15"
+abilityMods: [6, 4, 2, 4, 2, 6]
+speed: 25 feet, swim 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +16, __Ref__ +12, __Will__ +14"
+hp: 105
+health:
+ - name: ""
+ - name: HP
+ desc: "105; __Immunities__ controlled, fear effects; __Resistances__ mental 5, physical 5 (except cold iron)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bite"
+ desc: "+18 (magical, reach 10 feet, unholy)\n__Damage__ 2d12 + 8 piercing 1d6 spirit"
+
+ - name: "**Melee** `pf2:1` Pincer"
+ desc: "+18 (agile, magical, reach 10 feet, unholy, versatile b)\n__Damage__ 2d8 + 8 slashing plus grab 1d6 spirit plus grab"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 23, attack +13; __4th __ _[[Spells/Charm|Charm (x4)]]_, _[[Spells/Translocate|Dimension Door]]_; __2nd __ _[[Spells/Paranoia|Paranoia]]_\n__Cantrips__ __(4th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Braincloud"
+ desc: "`pf2:1` (attack,mental,occult) The shoggti caresses a creature with a tentacle and supernaturally erodes the creature's capability for thought as it does so. The target must succeed at a DC 25 Will check save or become [[Conditions/Stupefied|Stupefied 2]], with an unlimited duration. The target can attempt the save to remove the stupefied condition again once per day when it makes its daily preparations."
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d10+8 bludgeoning damage, DC 25 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Fascinating Display"
+ desc: "`pf2:2` (concentrate,emotion,fear,mental,occult,visual) The shoggti writhes its tentacles and shifts its coloration to put on an unnaturally fascinating hypnotic display. Creatures in a 30-foot emanation must attempt a DC 25 Will check save, after which they are temporarily immune to further Fascinating Displays for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Sickened|Sickened 1]].\n\n**Failure** The creature is [[Conditions/Fascinated|Fascinated]] for 1 minute. Once the fascination effect ends, the creature is [[Conditions/Sickened|Sickened 1]].\n\n**Critical Failure** The creature is fascinated for 1 minute, can't use reactions while fascinated, and is [[Conditions/Sickened|Sickened 2]] once the fascination ends."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Shoggti
+creatures:
+ - 1: Shoggti
+```
+
+
+
+Shoggti travel to other planes in roving bands to capture and charm victims, bringing them back to the Abyss where they are enslaved for unknown-but no doubt insidiously evil-purposes. These squid-like qlippoth have slick, blue skin and four suckered tentacles that end in dexterous pincers. In addition to a lamprey-like mouth at the base of its body, each has a secondary maw in the middle of its forehead that stretches from between its two bulging eyes to the back of its head.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Skaveling.md b/content/mechanics/srd/Bestiary/Bestiary 2/Skaveling.md
new file mode 100755
index 000000000..89738c5ea
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Skaveling.md
@@ -0,0 +1,86 @@
+---
+title: "Skaveling"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.mpn7o2x5xiIqHxjX"
+tags:
+ - pf2e/creature/type/undead
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Skaveling"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Skaveling"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[undead]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision, Echolocation 40 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Athletics: +13, Intimidation: +11"
+abilityMods: [6, 4, 2, 1, 6, 2]
+speed: 15 feet, fly 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +11, __Ref__ +13, __Will__ +15"
+hp: 80
+health:
+ - name: ""
+ - name: HP
+ desc: "80; __Immunities__ death effects, disease, paralyzed, poison, unconscious"
+abilities_top:
+ - name: ""
+
+ - name: "Echolocation"
+ desc: " A skaveling can use its hearing as a precise sense at the listed range"
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+15 ()\n__Damage__ 2d8 + 8 piercing plus ghoul-fever,paralysis"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+15 (agile)\n__Damage__ 2d4 + 8 bludgeoning plus paralysis"
+
+ - name: "Bone-Chilling Screech"
+ desc: "`pf2:2` (auditory,emotion,fear,mental,occult) The skaveling unleashes a horrifying screech that chills the very bones of those close enough to feel it. The screech can be heard for miles, but each creature in a 20-foot emanation must also attempt a DC 22 Will check save.\n\nThe skaveling can't use Bone-Chilling Screech again for 1d4 rounds.\n* * *\n\n**Critical Success** The creature is unaffected and is temporarily immune to Bone- Chilling Screech for 24 hours.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 2]] and [[Conditions/Stunned|Stunned 1]] by fear."
+
+ - name: "Ghoul Fever"
+ desc: " (disease) **Saving Throw** DC 22 Fortitude check\n\n**Stage 1** carrier with no ill effect (1 day)\n\n**Stage 2** 2d6 void damage and regains half as many Hit Points from all healing (1 day)\n\n**Stage 3** as stage 2 (1 day)\n\n**Stage 4** 2d6 void damage and gains no benefit from healing (1 day)\n\n**Stage 5** as stage 4 (1 day)\n\n**Stage 6** dead, and rises as a ghoul the next midnight"
+
+ - name: "Paralysis"
+ desc: " (incapacitation,occult) Any creature hit by the skaveling's Strikes must attempt a DC 22 Fortitude check save.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Slowed|Slowed 1]].\n\n**Failure** The creature is [[Conditions/Paralyzed|Paralyzed]]. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each save."
+
+```
+
+```encounter-table
+name: Skaveling
+creatures:
+ - 1: Skaveling
+```
+
+
+
+Hideous necromantic rituals give rise to skavelings, or ghoul bats, monstrosities that are not true ghouls but instead are specifically crafted undead creatures. Their creators are the bloodsucking urdefhans of the Darklands, who create skavelings from giant bats specially raised on diets of toxic fungus and the flesh of ghouls-especially brains harvested from these undead. Upon reaching maturity, these giant bats are ritually slain via the use of cytillesh oil. While this poison simply rots away the flesh of most creatures, one of these specially prepared bats will immediately rise from death as a skaveling after succumbing to its effects.
+
+Despite its tattered wings and sagging skin, a skaveling is more than capable of flight, even when carrying a creature mounted on its back-urdefhans often use skavelings as mounts in this way. Their intelligence is more advanced than that of the typical giant bat, and in combat they function more as allies than as mere mounts, capable of making their own tactical decisions. Yet even though they can reason and think, skavelings remain loyal to the urdefhans who created them, and they never take actions in a fight that would knowingly put their masters in harm's way.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Skrik Nettle.md b/content/mechanics/srd/Bestiary/Bestiary 2/Skrik Nettle.md
new file mode 100755
index 000000000..349965c2c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Skrik Nettle.md
@@ -0,0 +1,86 @@
+---
+title: "Skrik Nettle"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.om45aMmCQHeYIKuD"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Skrik Nettle"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Skrik Nettle"
+level: "Creature 6"
+
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Motion Sense (Precise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16"
+abilityMods: [4, 5, 2, -4, 4, 0]
+speed: 10 feet, fly 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +10, __Ref__ +17, __Will__ +14"
+hp: 130
+health:
+ - name: ""
+ - name: HP
+ desc: "130, (fast healing 5); __Weaknesses__ piercing 5, slashing 5"
+abilities_top:
+ - name: ""
+
+ - name: "Motionsense"
+ desc: " A flying skrik nettle can detect the movement of nearby creatures and objects from the tiny gusts of wind created by their movements. This is a precise sense at the listed range, but it works only against creatures and objects that moved through air in the previous round."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 5]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+ - name: "Spill Venom"
+ desc: "`pf2:r` **Trigger** The skrik nettle takes piercing or slashing damage\n* * *\n\n**Effect** The skrik nettle ejects its venom onto an adjacent creature. That creature is exposed to skrik nettle venom."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+17 (agile, finesse, reach 10 feet)\n__Damage__ 2d8 + 6 piercing plus skrik-nettle-venom"
+
+ - name: "Negate Levitation"
+ desc: "`pf2:1` (primal) The skrik nettle attempts to counteract (with a modifier of +17) a single effect currently levitating a creature it can detect with its motionsense."
+
+ - name: "Skrik Nettle Venom"
+ desc: " (poison,primal) **Saving Throw** DC 27 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** [[Conditions/Clumsy|Clumsy 1]] and levitate upward 5 feet (1 round)\n\n**Stage 2** [[Conditions/Clumsy|Clumsy 2]] and levitate upward 10 feet (1 round)\n\nA levitating creature takes a -2 circumstance penalty to attack rolls. It can spend an Interact action to stabilize itself and negate this penalty for the remainder of its turn. If it's adjacent to a fixed object or stable terrain, it can move across the surface by climbing (if the surface is vertical) or crawling (if the surface is horizontal, such as a ceiling).\n\nA flying creature can move normally but still increases its altitude as appropriate from the venom. A creature that can't fly falls as soon as it recovers from skrik nettle venom."
+
+```
+
+```encounter-table
+name: Skrik Nettle
+creatures:
+ - 1: Skrik Nettle
+```
+
+
+
+The expansive skies of the First World are home to skrik nettles-delicate, bizarre-looking creatures that resemble large jellyfishes. A fringe of brightly colored feathers circles their bodies, and long tendrils trail from their center, each ending in a snapping beak. Known for their eerie, chirping melodies, skrik nettles soar above the First World in flocks of a dozen or more, diligently scavenging for food in the fey realm's cutthroat ecosystem. When hunting or provoked, skrik nettles attack their foes by injecting them with a magical poison that causes the victim to float helplessly up into the sky. Skrik nettles continuously inject this poison into their helpless prey until it dies or is so high up that the skrik nettle needs only wait for the poison to end, its meal crashing helplessly to the ground below.
+
+Skrik nettles that find their way to the Material Plane tend to be much more aggressive, for the planar energies that they find comforting and soothing on the First World are conspicuously absent. The first few minutes after a skrik nettle arrives on any plane but the First World tend to be filled with violence and fear, as the panicking creature lashes out at any nearby creatures in the mistaken notion that these others are somehow responsible for the discomforting change. After 10 minutes or so, assuming the skrik nettle survives its bout of violence, the creature calms down somewhat and does its best to acclimate to its new home. Yet even skrik nettles who find themselves marooned beyond the First World for years never lose their longing for home, and they instinctively seek out portals to this plane for the rest of their lives.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Skulk.md b/content/mechanics/srd/Bestiary/Bestiary 2/Skulk.md
new file mode 100755
index 000000000..60f5eb773
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Skulk.md
@@ -0,0 +1,94 @@
+---
+title: "Skulk"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.roPJnkSEWzRFiGTT"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/skulk
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Skulk"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Skulk"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[humanoid]]
+trait_04: [[skulk]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Low-Light Vision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Deception: +6, Society: +4, Stealth: +8, Thievery: +6"
+abilityMods: [0, 3, 2, 1, 2, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +7, __Ref__ +8, __Will__ +5"
+hp: 21
+health:
+ - name: ""
+ - name: HP
+ desc: "21"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "2x [[Equipment/Dagger|Dagger]], [[Equipment/Shortsword|Shortsword]]"
+ - name: "Camouflaged Step"
+ desc: " The skulk gains the benefit of the [[Actions/Cover Tracks|Cover Tracks]] action in forests and subterranean settings without moving at half Speed."
+
+ - name: "Chameleon Skin"
+ desc: " The skulk's skin shifts and changes to match the surroundings. As long as most of their body is not covered by clothing or armor, the skulk gains a +2 circumstance bonus to Stealth checks to [[Actions/Hide|Hide]]."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Shortsword"
+ desc: "+8 (agile, finesse, versatile s)\n__Damage__ 1d6 + 2 piercing"
+
+ - name: "**Ranged** `pf2:1` Dagger"
+ desc: "+8 (agile, thrown 10 ft., versatile s)\n__Damage__ 1d4 + 2 piercing"
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " A skulk's Strikes deal an extra 1d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Skulk
+creatures:
+ - 1: Skulk
+```
+
+
+
+The cowardly and lazy skulks live on the fringes of organized societies and steal from others without a second thought. Even murder is merely another necessity, and they think nothing of creeping into a house, dispatching the residents, and taking what they want.
+
+Their chameleon-like ability to blend into their surroundings makes skulks difficult to detect, so their ever-present populations around the periphery of large settlements are nearly impossible to dislodge permanently. They typically travel in small groups of no more than 16 individuals, since groups larger than that tend to break into violence directed at one other. While skulks see themselves as sharing a common history of being cast out and hated, this is not a strong enough bond to hold large groups of the creatures together with a shared purpose for very long.
+
+Entrances and exits from cities, especially less-guarded access ways around sewers and the like, are skulks' favorite stomping grounds. These sites allow them to closely observe who comes and goes from the city while also affording them swift escape options, should the authorities uncover their presence. On rare occasions, a well-disciplined skulk can rise to prominence within the local thieves' guild and become sought after for difficult jobs. Their repugnant personalities and overwhelming selfishness, however, usually means they are unable to secure long-lasting leadership roles.
+
+A typical skulk is 6 feet tall with similar body structure to a gangly human. Skulks mature quickly and can live up to 50 years, although most meet a violent end long before then. The rare skulk who manages to escape their society of violence and craven bitterness can be of any alignment, but those skulks who remain bound by their traditions always see these self-imposed exiles as the worst kind of traitors, and the exiles are often targeted for eradication to the exclusion of all other victims. More than one band of skulks has accidentally engineered its own doom after throwing caution to the wind and exposing its existence to the authorities in an ill-planned but violently passionate attempt to track down such an exile.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Slime Mold.md b/content/mechanics/srd/Bestiary/Bestiary 2/Slime Mold.md
new file mode 100755
index 000000000..8f0895290
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Slime Mold.md
@@ -0,0 +1,83 @@
+---
+title: "Slime Mold"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.3Xdj1I5MGHDGr2ML"
+tags:
+ - pf2e/creature/type/fungus
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/ooze
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Slime Mold"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Slime Mold"
+level: "Creature 2"
+
+alignment: ""
+size: "Large"
+trait_01: [[fungus]]
+trait_02: [[mindless]]
+trait_03: [[ooze]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Motion Sense (Precise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Stealth: +6"
+abilityMods: [3, 0, 5, -5, 0, -5]
+speed: 10 feet, climb 10 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 12
+armorclass:
+ - name: AC
+ desc: "12; __Fort__ +11, __Ref__ +3, __Will__ +4"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60; __Immunities__ critical hits, precision, unconscious, visual, mental"
+abilities_top:
+ - name: ""
+
+ - name: "Motion Sense 60 feet"
+ desc: " A slime mold can sense nearby creatures through vibration and air or water movement."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pseudopod"
+ desc: "+8 ()\n__Damage__ 1d8 + 3 bludgeoning plus slime-rot"
+
+ - name: "Slime Rot"
+ desc: " (disease) **Saving Throw** DC 18 Fortitude check\n\n**Onset** 1d4 days\n\n**Stage 1** [[Conditions/Enfeebled|Enfeebled 1]] and [[Conditions/Sickened|Sickened 1]] (1 day)\n\n**Stage 2** as stage 1 (1 day)\n\n**Stage 3** [[Conditions/Drained|Drained 1]], [[Conditions/Enfeebled|Enfeebled 2]], and [[Conditions/Sickened|Sickened 2]] (1 day)\n\n**Stage 4** as stage 3 (1 day)\n\n**Stage 5** [[Conditions/Drained|Drained 2]] plus [[Conditions/Unconscious|Unconscious]] (no Perception check to wake up) (1 day)\n\n**Stage 6** dead, and the body erupts to release a new slime mold"
+
+```
+
+```encounter-table
+name: Slime Mold
+creatures:
+ - 1: Slime Mold
+```
+
+
+
+A slime mold appears as a mound of earth and detritus covered in a thick layer of fungus that exudes a faint stink of decay. The fungus actually shares a symbiotic relationship with the slime mold, serving as an external digestive system while gaining access to the nutrients it needs. The ooze remains perfectly still until living prey passes within reach, then it lashes out with disgusting pseudopods. With a touch, a slime mold can infect its prey with a foul contagion known as slime rot, a horrific disease that painfully breaks down a victim's flesh. At first, the disease manifests as painful rashes and agonized joints. In the later stages, though, the flesh of the affected creature actually begins to liquefy and run in rivulets as the creature's spores continue to work. Death, when it occurs, swiftly causes the resulting body to split open and release a brand new slime mold.
+
+* * *
+
+Due to their bizarre physical structures and ability to break down and feed on a wide variety of materials, oozes are able to adapt to nearly any climate, especially when assisted by magical or alchemical tinkering. As a result, explorers frequently encounter new and terrifying varieties of these amorphous creatures.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Snapping Turtle.md b/content/mechanics/srd/Bestiary/Bestiary 2/Snapping Turtle.md
new file mode 100755
index 000000000..86b058d46
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Snapping Turtle.md
@@ -0,0 +1,78 @@
+---
+title: "Snapping Turtle"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Wjh63GVaopT9719b"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/-1
+statblock: inline
+name: "Snapping Turtle"
+level: -1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Snapping Turtle"
+level: "Creature -1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[animal]]
+modifier: 3
+perception:
+ - name: "Perception"
+ desc: "+3; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +5, Stealth: +3"
+abilityMods: [1, -1, 4, -4, 1, -2]
+speed: 10 feet, swim 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +8, __Ref__ +1, __Will__ +3"
+hp: 9
+health:
+ - name: ""
+ - name: HP
+ desc: "9"
+abilities_top:
+ - name: ""
+
+ - name: "Deep Breath"
+ desc: " The snapping turtle can hold its breath for 30 minutes."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+6 ()\n__Damage__ 1d4 + 2 piercing"
+
+ - name: "Clench Jaws"
+ desc: "`pf2:1` **Requirements** The snapping turtle damaged a creature with a jaws Strike in its previous action\n* * *\n\n**Effect** The snapping turtle clenches its jaws down and automatically deals an additional 1d4 bludgeoning damage to the creature it just bit."
+
+ - name: "Shell Defense"
+ desc: "`pf2:1` The snapping turtle retracts its limbs and head into its shell and ends its turn. This increases its AC to 18, but it can't act except to reemerge, which it can do as a single action."
+
+```
+
+```encounter-table
+name: Snapping Turtle
+creatures:
+ - 1: Snapping Turtle
+```
+
+
+
+Snapping turtles are freshwater reptiles with a long flexible neck, a sharp piercing beak, and a confrontational temperament that doesn't prevent some spellcasters from choosing these creatures as familiars. They weigh about 20 pounds and have shells around 18 inches in length.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Solar.md b/content/mechanics/srd/Bestiary/Bestiary 2/Solar.md
new file mode 100755
index 000000000..dc873051e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Solar.md
@@ -0,0 +1,112 @@
+---
+title: "Solar"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.iCakFhYqNozoM56N"
+tags:
+ - pf2e/creature/type/angel
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/23
+statblock: inline
+name: "Solar"
+level: 23
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Solar"
+level: "Creature 23"
+rare_03: [[Rare]]
+alignment: ""
+size: "Large"
+trait_01: [[angel]]
+trait_02: [[celestial]]
+trait_03: [[good]]
+trait_04: [[holy]]
+modifier: 40
+perception:
+ - name: "Perception"
+ desc: "+40; Darkvision, Truesight"
+languages: "Diabolic, Draconic, Empyrean; tongues"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +38, Athletics: +43, Diplomacy: +43, Religion: +43, Stealth: +36, Survival: +46"
+abilityMods: [10, 6, 8, 5, 9, 10]
+speed: 35 feet, fly 100 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 49
+armorclass:
+ - name: AC
+ desc: "49; __Fort__ +40, __Ref__ +34, __Will__ +37; +1 status to all saves vs. magic"
+hp: 500
+health:
+ - name: ""
+ - name: HP
+ desc: "500, regeneration 20 (deactivated by unholy); __Weaknesses__ unholy 25"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Greatsword|+3 Major Striking Greatsword]], [[Equipment/Longbow|+3 Major Striking Longbow]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 20 (Deactivated by Unholy)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Aura of Protection"
+ desc: " (aura,divine) 20 feet. Allies in the solar's aura gain a +2 status bonus to AC against evil creatures and a +2 status bonus to saves against effects from evil creatures. The bonus increases to +4 against control by evil creatures and attacks by evil summoned creatures. When the solar or an ally is hit by an attack from a creature in the aura, that foe must succeed at a DC 43 Will check save or be blinded for 1 minute (this is an incapacitation effect). It's then temporarily immune for 1 minute.\n\n[[Bestiary Effects/Effect_ Aura of Protection (Solar)|Effect: Aura of Protection (Solar)]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Holy Greatsword"
+ desc: "+44 (holy, magical, versatile p)\n__Damage__ 4d12 + 22 slashing 1d6 spirit"
+
+ - name: "**Ranged** `pf2:1` Holy Longbow"
+ desc: "+40 (deadly d10, holy, magical, propulsive, range increment 100 feet, volley 30 ft.)\n__Damage__ 4d8 + 17 piercing plus arrow-of-mortality 1d6 spirit plus arrow-of-mortality"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 46, attack +36; __10th __ (3 slots) _[[Spells/Charm|Charm]]_, _[[Spells/Power Word Stun|Power Word Stun]]_, _[[Compendium.pf2e.spells-srd.Item.OyFCwQuw8XRazsNr|Remove Curse]]_, _[[Compendium.pf2e.spells-srd.Item.RneiyehRO6f7LP44|Remove Disease]]_, _[[Spells/Revival|Revival]]_; __9th __ (6 slots) _[[Spells/Dispel Magic|Dispel Magic (At will)]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Overwhelming Presence|Overwhelming Presence]]_, _[[Spells/Power Word Blind|Power Word Blind]]_, _[[Spells/Power Word Kill|Power Word Kill]]_, _[[Spells/Sunburst|Sunburst]]_; __7th __ (2 slots) _[[Spells/Interplanar Teleport|Plane Shift]]_, _[[Spells/Clear Mind|Remove Fear (At will)]]_; __6th __ (1 slots) _[[Spells/Restoration|Restoration (At will)]]_; __5th __ (2 slots) _[[Spells/Breath of Life|Breath of Life]]_, _[[Spells/Death Ward|Death Ward]]_; __4th __ (1 slots) _[[Spells/Planar Tether|Dimensional Anchor (At will)]]_; __2nd __ (1 slots) _[[Spells/Invisibility|Invisibility]]_\n__Constant__ __(10th)__ _[[Spells/Detect Alignment|Detect Alignment (Evil only)]]_, _[[Spells/Truespeech|Tongues]]_, _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Rituals"
+ desc: "_Angelic Messenger_, _Animate Object_, _Call Spirit_, _Freedom_, _Imprisonment_, _Resurrect_"
+
+ - name: "Animate Weapon"
+ desc: "`pf2:r` **Trigger** The solar hits with a melee weapon Strike while Animate Weapon is not already in effect\n* * *\n\n**Effect** The solar's weapon leaps into the air and moves with the solar as if held with both hands. The weapon gains the effects of the dancing weapon rune for 1 minute."
+
+ - name: "Arrow of Mortality"
+ desc: " The solar doesn't need to provide ammunition for their bow. When they draw their bow, they create a magical arrow of light that sheds bright light in a 20-foot radius until the end of the solar's next turn.\n\nOn a critical hit with the arrow, if the target has 75 or fewer Hit Points after taking the damage, it drops to 0 Hit Points and becomes [[Conditions/Dying|Dying 1]] (or, if it was already dying, increases its dying value by 3)."
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) The solar can take on the appearance of any Small or Medium humanoid. This doesn't change their Speed or Strikes.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Holy Armaments"
+ desc: " (divine) Any weapon gains the effect of a _[[Equipment/Holy|Holy]]_ property rune while a solar wields it."
+
+```
+
+```encounter-table
+name: Solar
+creatures:
+ - 1: Solar
+```
+
+
+
+Solars are among the greatest of all angels, ranking just below empyreal lords. Many solars serve at the right hand of a deity or champion a cause that benefits an entire world. Most archangels resemble humanoids, but not all-they can adopt more unusual forms as needed. A typical solar is about 9 feet tall and weighs about 500 pounds, with a commanding voice that is impossible to ignore. Most have silvery or golden skin.
+
+Solars are legendary trackers; the most masterful of them are said to be able to follow the centuries-old passage of a pit fiend flying through the Astral Plane.
+
+* * *
+
+Angels are benevolent messengers who aid good forces in the fight against evil. Each angel has a special aura that assists in their individual tasks, and each angel delivers certain types of messages and performs other duties for the angelic hosts. While most angels live in the enlightened realm of Nirvana, some serve the forces of Heaven and Elysium, especially in the case of the angel empyreal lords within those two realms. Angels organize themselves into choirs depending on their ranks and roles.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Soul Eater.md b/content/mechanics/srd/Bestiary/Bestiary 2/Soul Eater.md
new file mode 100755
index 000000000..34e71dff1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Soul Eater.md
@@ -0,0 +1,88 @@
+---
+title: "Soul Eater"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.eZfeRUxIJUNG6EHd"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Soul Eater"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Soul Eater"
+level: "Creature 7"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[fiend]]
+trait_03: [[unholy]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Greater Darkvision"
+languages: "Daemonic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Intimidation: +15, Stealth: +17, Abaddon Lore: +12"
+abilityMods: [0, 6, 4, -1, 4, 4]
+speed: 25 feet, fly 60 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +13, __Ref__ +19, __Will__ +15"
+hp: 80
+health:
+ - name: ""
+ - name: HP
+ desc: "80; __Immunities__ critical hits, disease, paralyzed, poison, precision, sleep; __Weaknesses__ holy 10; __Resistances__ physical 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "Caster Link"
+ desc: " (detection,divine) A conjured soul eater forms a mental link with its conjurer. While both are on the same plane, the soul eater knows the location of its conjurer per its find target ability. If the soul eater's target dies before the soul eater can drain its soul, or if the soul eater is defeated (but not destroyed) by the target, the soul eater returns to its conjurer and tries to kill them."
+
+ - name: "Find Target"
+ desc: " (detection,divine) When a soul eater is conjured to the Material Plane to find a specific creature, it gains the benefits of a 5th-rank [[Spells/Locate|Locate]] spell that isn't blocked by lead or running water. The conjurer must have seen the target and must speak the target's name while conjuring the soul eater in order to grant this ability."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+19 (agile, finesse, unholy)\n__Damage__ 2d6 + 3 slashing plus mind-numbing-touch 2d6 void plus mind-numbing-touch"
+
+ - name: "Drain Soul"
+ desc: "`pf2:3` (death,divine,manipulate) **Requirements** The soul eater is adjacent to a [[Conditions/Dying|Dying]] creature\n* * *\n\n**Effect** The soul eater attempts to devour the dying creature's soul. The creature must attempt a DC 25 Will check save. A creature that dies as a result of Drain Soul can't be restored to life except by a spell or ritual of 8th rank or higher. If the soul eater that used Drain Soul on a creature is slain within 100 feet of that creature's corpse and the creature has been dead no longer than 1 minute, the creature's soul returns to its body and is restored to life, leaving the creature [[Conditions/Unconscious|Unconscious]] and dying 1 but no longer [[Conditions/Doomed|Doomed]].\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature becomes [[Conditions/Doomed|Doomed 1]], or increases its doomed value by 1 if it was already doomed.\n\n**Failure** As success, but [[Conditions/Doomed|Doomed 2]].\n\n**Critical Failure** As success, but [[Conditions/Doomed|Doomed 3]]."
+
+ - name: "Mind-Numbing Touch"
+ desc: " (curse,divine) When a soul eater hits a creature with its claw Strike, the creature must succeed at a DC 23 Fortitude check save or become [[Conditions/Stupefied|Stupefied 1]] ([[Conditions/Stupefied|Stupefied 2]] on a critical failure).\n\nFurther damage dealt by the soul eater increases the stupefied value by 1 on a failed save, to a maximum of stupefied 4. This condition value decreases by 1 each time the creature gets a full night's rest. As long as the creature is stupefied by a soul eater, rest does not decrease any [[Conditions/Doomed|Doomed]] value that creature might have."
+
+```
+
+```encounter-table
+name: Soul Eater
+creatures:
+ - 1: Soul Eater
+```
+
+
+
+Only the most desperate or foolhardy conjurers call upon the aid of these strange fiends from the inky swamps of Abaddon.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Spark Bat.md b/content/mechanics/srd/Bestiary/Bestiary 2/Spark Bat.md
new file mode 100755
index 000000000..88d25dfa7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Spark Bat.md
@@ -0,0 +1,74 @@
+---
+title: "Spark Bat"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.iH49UwzhU18hAGTO"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Spark Bat"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Spark Bat"
+level: "Creature 2"
+
+alignment: ""
+size: "tiny"
+trait_01: [[air]]
+trait_02: [[elemental]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Stealth: +9"
+abilityMods: [0, 3, 1, -4, 1, 0]
+speed: 5 feet, fly 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +5, __Ref__ +11, __Will__ +7"
+hp: 18
+health:
+ - name: ""
+ - name: HP
+ desc: "18; __Immunities__ bleed, electricity, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+11 (agile, finesse)\n__Damage__ 1d4 + 5 electricity"
+
+ - name: "Arc Lightning"
+ desc: " (electricity,move,primal) The spark bat transforms into lightning that arcs to a large piece of metal within 100 feet, such as a suit of metal armor or a metal weapon. The bat then returns to its normal form in a space adjacent to the metal. This movement doesn't trigger reactions."
+
+```
+
+```encounter-table
+name: Spark Bat
+creatures:
+ - 1: Spark Bat
+```
+
+
+
+Spark bats congregate around volatile weather in the Plane of Air.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Spear Frog.md b/content/mechanics/srd/Bestiary/Bestiary 2/Spear Frog.md
new file mode 100755
index 000000000..feb9a76d7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Spear Frog.md
@@ -0,0 +1,78 @@
+---
+title: "Spear Frog"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.HhvaEzM5wxeVLpbO"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/0
+statblock: inline
+name: "Spear Frog"
+level: 0
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Spear Frog"
+level: "Creature 0"
+
+alignment: ""
+size: "tiny"
+trait_01: [[animal]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Athletics: +0"
+abilityMods: [-2, 3, 1, -4, 2, 0]
+speed: 20 feet, climb 20 feet, swim 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 14
+armorclass:
+ - name: AC
+ desc: "14; __Fort__ +5, __Ref__ +7, __Will__ +6"
+hp: 12
+health:
+ - name: ""
+ - name: HP
+ desc: "12"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Toxic Skin"
+ desc: " Anytime a creature touches the spear frog or an adjacent creature Strikes the spear frog with a melee attack, that creature is exposed to spear frog venom."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+7 (agile, finesse)\n__Damage__ 1d6 piercing plus spear-frog-venom"
+
+ - name: "Spear Frog Venom"
+ desc: " (poison) **Saving Throw** DC 15 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d4 poison damage (1 round)\n\n**Stage 2** 1d6 poison damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)"
+
+ - name: "Sticky Feet"
+ desc: " Spear frogs are not off-guard when [[Actions/Balance|Balancing]] on a narrow surface, and they gain a +4 bonus to Reflex saves to avoid falling."
+
+```
+
+```encounter-table
+name: Spear Frog
+creatures:
+ - 1: Spear Frog
+```
+
+
+
+The spear frog is named for its toxin, which is traditionally used to envenom thrown projectiles like spears and daggers.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Specter.md b/content/mechanics/srd/Bestiary/Bestiary 2/Specter.md
new file mode 100755
index 000000000..86abe8458
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Specter.md
@@ -0,0 +1,97 @@
+---
+title: "Specter"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Y2A2EXmcaoh8FUFQ"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Specter"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Specter"
+level: "Creature 7"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[incorporeal]]
+trait_03: [[lawful]]
+trait_04: [[undead]]
+trait_05: [[unholy]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision"
+languages: "Common, Necril; telepathy 100 feet (with spectral thralls only)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Intimidation: +15, Stealth: +17"
+abilityMods: [-5, 6, 4, 0, 4, 4]
+speed: fly 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +13, __Ref__ +17, __Will__ +15"
+hp: 95
+health:
+ - name: ""
+ - name: HP
+ desc: "95, void healing; __Immunities__ death effects, disease, paralyzed, poison, precision, unconscious; __Resistances__ all damage 5 (except force, ghost touch, or vitality; double resistance vs. non-magical)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet (With Spectral Thralls Only)]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 30 feet. DC 22 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Pain Starvation"
+ desc: " A specter that goes for more than a month without dealing void damage to a living humanoid becomes desperate and almost feral. It changes alignment from lawful evil to chaotic evil, loses control of any corrupted thralls it might have, and becomes [[Conditions/Quickened|Quickened]]. It can use its additional action only to make vile touch Strikes against humanoid targets. At the end of any turn in which it deals any amount of void damage to a living humanoid, it reverts to lawful evil and is no longer quickened, but any thralls it lost control of remain free."
+
+ - name: "Sunlight Powerlessness"
+ desc: " A specter caught in sunlight is [[Conditions/Clumsy|Clumsy 2]] and [[Conditions/Slowed|Slowed 2]] for as long as it remains in the sunlight."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Vile Touch"
+ desc: "+16 (finesse)\n__Damage__ 2d8 + 8 void"
+
+ - name: "Spectral Corruption"
+ desc: "`pf2:2` (curse,divine,incapacitation,mental) The specter makes a Vile Touch Strike. If it damages a living creature, the specter gains 5 temporary Hit Points and the target creature must attempt a DC 24 Will check save to avoid becoming corrupted.\n* * *\n\n**Critical Success** The creature is unaffected and is temporarily immune to spectral corruption for 1 minute.\n\n**Success** The creature is [[Conditions/Stupefied|Stupefied 2]] for 1 hour.\n\n**Failure** The creature succumbs to the corruption and becomes a spectral thrall temporarily. The creature is [[Conditions/Controlled|Controlled]] by the specter, obeying the specter's telepathic or spoken orders, though a spectral thrall does not obey obviously self-destructive orders. This lasts until the end of the thrall's next turn, at which point it is no longer controlled but becomes stupefied 2 for 1 hour.\n\n**Critical Failure** As failure, but the duration is unlimited. The thrall can attempt a new Will save at the end of each of its turns; on a success, it is no longer controlled by the specter but becomes stupefied 2 for 1 hour."
+
+```
+
+```encounter-table
+name: Specter
+creatures:
+ - 1: Specter
+```
+
+
+
+When an evil mortal creature dies, it sometimes returns to haunt the area of its death as a specter, a hateful remnant, always seeking to slay others-particularly humanoids-in an attempt to distribute its pain among as many souls as it can. A specter maintains a strange semblance of its prior identity, but with a corrupted sense of purpose. It cannot be reasoned with.
+
+A specter denied the opportunity to harm living humanoids grows increasingly agonized and irrational, akin to the mindset of a starving person forever denied a release from agony through death.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Spinosaurus.md b/content/mechanics/srd/Bestiary/Bestiary 2/Spinosaurus.md
new file mode 100755
index 000000000..00455cedf
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Spinosaurus.md
@@ -0,0 +1,95 @@
+---
+title: "Spinosaurus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.wRob8Kxou7Uh8EYt"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/dinosaur
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Spinosaurus"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Spinosaurus"
+level: "Creature 11"
+
+alignment: ""
+size: "grg"
+trait_01: [[animal]]
+trait_02: [[dinosaur]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +19, Athletics: +23"
+abilityMods: [8, 4, 6, -4, 2, 1]
+speed: 40 feet, swim 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +23, __Ref__ +21, __Will__ +19"
+hp: 200
+health:
+ - name: ""
+ - name: HP
+ desc: "200"
+abilities_top:
+ - name: ""
+
+ - name: "Deep Breath"
+ desc: " A spinosaurus can hold its breath for 2 hours."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bite"
+ desc: "+23 (deadly d12, reach 20 feet)\n__Damage__ 2d12 + 14 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+23 (agile, reach 15 feet)\n__Damage__ 2d8 + 14 slashing"
+
+ - name: "Rip and Tear"
+ desc: "`pf2:1` **Requirements** The spinosaurus has a creature [[Conditions/Grabbed|Grabbed]] in its jaws\n* * *\n\n**Effect** The spinosaurus reaches up and slashes with its claws at the creature it has grabbed, dealing 4d8 slashing damage (DC 30 Reflex check save) and 1d6 bleed."
+
+ - name: "Staggering Sail"
+ desc: "`pf2:2` (incapacitation) **Requirements** The spinosaurus is swimming on the surface of water\n* * *\n\n**Effect** With a powerful lunge to the side, the spinosaurus uses its sail to slap the surface of the water, creating a crushing wave of water that deals 6d6 bludgeoning damage in a 30 foot cone. Each creature in the water in the area must attempt a DC 30 Reflex check save.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half damage.\n\n**Failure** The creature takes full damage and is [[Conditions/Slowed|Slowed 1]] until the end of its next turn.\n\n**Critical Failure** The creature takes double damage and is [[Conditions/Stunned|Stunned 3]]."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Medium, 2d12 bludgeoning damage, Rupture 19\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Spinosaurus
+creatures:
+ - 1: Spinosaurus
+```
+
+
+
+The spinosaurus is more than just one of the largest carnivorous dinosaurs-it's also one of the most unusual in appearance, with a large, sail-like fin running along its spine. Often quite colorful, this sail allows the spinosaurus to attract mates, aids in swimming, and makes it appear to be even larger than it actually is. A swimming spinosaurus can also use the sail as part of a unique means of staggering prey by slapping the water with it to make a crushing wave.
+
+The spinosaurus is equally at home in water as it is on land, and its long, toothy maw is well-adapted to catching swimming prey. Attempts by giants to capture spinosauruses to serve as guardians typically go poorly, for these headstrong dinosaurs do not domesticate well. Their surly attitudes and striking appearances make them better suited for bloodsports, and they are popular prizes for those who run arenas specializing in battles that pit gladiators against hungry animals or beasts. Of course, an angry dinosaur forced to fight for the amusement of others won't discriminate between potential meals on the battleground and ones seated in the surrounding stands.
+
+The spinosaurus's appearance and strength make it attractive to more than just giants and bloodsport organizers. Spellcasters who mutate and transform animals into magical guardians have long been intrigued by the spinosaurus's potential. More so than any other dinosaurs, spinosauruses have been subjected to fleshwarping procedures, crossbreeding with monsters, and other magical techniques to enhance the creatures' viability as effective guardians.
+
+A spinosaurus can measure up to 60 feet in length and weighs 25,000 pounds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Spiral Centurion.md b/content/mechanics/srd/Bestiary/Bestiary 2/Spiral Centurion.md
new file mode 100755
index 000000000..48a0e0200
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Spiral Centurion.md
@@ -0,0 +1,88 @@
+---
+title: "Spiral Centurion"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Ip7zUTVe6Ob0u45i"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Spiral Centurion"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Spiral Centurion"
+level: "Creature 11"
+
+alignment: ""
+size: "Medium"
+trait_01: [[construct]]
+trait_02: [[mindless]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +23, Athletics: +23"
+abilityMods: [6, 6, 5, -5, 2, -5]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +22, __Ref__ +25, __Will__ +16"
+hp: 170
+health:
+ - name: ""
+ - name: HP
+ desc: "170; __Hardness__ 10; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Top-Heavy"
+ desc: " A spiral centurion's top-like design makes it susceptible to effects that would cause it to fall prone. The DC of any attempt to knock the spiral centurion [[Conditions/Prone|Prone]] is reduced by 5. If the spiral centurion attempts a check or saving throw to resist being knocked prone, it takes a -5 status penalty. A spiral centurion that has been knocked prone can't use any actions other than to attempt to Stand, but it must succeed at a DC 30 Acrobatics check check to do so."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Blade"
+ desc: "+23 (agile, sweep)\n__Damage__ 2d12 + 12 slashing"
+
+ - name: "Hurl Blade"
+ desc: "`pf2:2` The spiral centurion hurls one of its blades with an angled spin to ensure a swooping flight path. The blade deals 6d6 slashing damage to each creature in a 40-foot line (DC 30 Reflex check save).\n\nAt the start of the spiral centurion's next turn, the blade swoops around and returns along the same flight path, again dealing 6d6 slashing damage (DC 30 Reflex check save) to each creature along the same line."
+
+ - name: "Rev Up"
+ desc: "`pf2:1` **Requirements** The spiral centurion has not acted yet this turn\n* * *\n\n**Effect** The spiral centurion Strides up to its Speed. It then gains a +2 circumstance bonus to attack and damage rolls until the end of its turn."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Medium or smaller, blade, DC 30 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+ - name: "Whirling Death"
+ desc: "`pf2:3` The spiral centurion spins furiously in place, its blades extended to slice through nearby creatures. It makes up to five melee blade Strikes. No single creature can be targeted by more than one blade Strike during one use of this ability. These attacks count toward the spiral centurion's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks are made."
+
+```
+
+```encounter-table
+name: Spiral Centurion
+creatures:
+ - 1: Spiral Centurion
+```
+
+
+
+These mechanical constructs were created to serve as guardians in an ancient and bygone era, although exactly who made them and the secrets of their construction have long since been lost to history. From the waist up, they resemble humanoids made of metal, but from the waist down their bodies take the form of spinning metal tops ringed with blades, which excel at cutting down nearby foes. Most spiral centurions can be directed to stand down with a password, although often these command phrases have been lost to the mists of time. In rare cases, a spiral centurion may also wield manufactured weapons or a shield in addition to its built-in weapons, giving it access to additional actions besides those listed below.
+
+Most spiral centurions are hundreds or even thousands of years old, only staying functional because of the powerful magic used in their creation. Still, millennia of neglect have caused many spiral centurions to develop small glitches or malfunctions.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Spirit Naga.md b/content/mechanics/srd/Bestiary/Bestiary 2/Spirit Naga.md
new file mode 100755
index 000000000..45a67dde4
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Spirit Naga.md
@@ -0,0 +1,94 @@
+---
+title: "Spirit Naga"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Lx6FmSw6oB7sd58s"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Spirit Naga"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Spirit Naga"
+level: "Creature 9"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+trait_02: [[evil]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision"
+languages: "Aklo, Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +18, Athletics: +16, Deception: +17, Intimidation: +19, Occultism: +20, Stealth: +20"
+abilityMods: [3, 4, 3, 1, 3, 5]
+speed: 25 feet, swim 15 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +15, __Ref__ +20, __Will__ +18"
+hp: 160
+health:
+ - name: ""
+ - name: HP
+ desc: "160"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Coven|Coven]]"
+ desc: " (mental,occult) A spirit naga adds [[Spells/Hallucination|Hallucination]], [[Spells/Mind Probe|Mind Probe]], and [[Spells/Suggestion|Suggestion]] to their coven's spells.\n* * *\n\nThis monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.\n\nCovens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single action that has the concentrate trait. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-rank [[Spells/Cursed Metamorphosis|Cursed Metamorphosis]] spell and all the following spells, which the coven can cast at any rank up to 5th: [[Spells/Augury|Augury]], [[Spells/Charm|Charm]], [[Spells/Clairaudience|Clairaudience]], [[Spells/Clairvoyance|Clairvoyance]], [[Spells/Dream Message|Dream Message]], [[Spells/Illusory Disguise|Illusory Disguise]], [[Spells/Illusory Scene|Illusory Scene]], [[Spells/Scouting Eye|Scouting Eye]], and [[Spells/Talking Corpse|Talking Corpse]]. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the [[Spells/Control Weather|Control Weather]] ritual, with a DC of 23 instead of the standard DC.\n\nIf a coven member's departure or death brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+19 (agile, finesse)\n__Damage__ 2d8 + 9 piercing plus spirit-naga-venom"
+
+ - name: "Occult Spontaneous Spells"
+ desc: "DC 28, attack +20; __5th __ (3 slots) _[[Spells/Black Tentacles|Black Tentacles]]_, _[[Spells/Sending|Sending]]_, _[[Spells/Subconscious Suggestion|Subconscious Suggestion]]_; __4th __ (4 slots) _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Confusion|Confusion]]_, _[[Spells/Fly|Fly]]_, _[[Spells/Rewrite Memory|Modify Memory]]_; __3rd __ (4 slots) _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Mind Reading|Mind Reading]]_, _[[Spells/Paralyze|Paralyze]]_, _[[Spells/Vampiric Feast|Vampiric Touch]]_; __2nd __ (4 slots) _[[Spells/Blur|Blur]]_, _[[Spells/Humanoid Form|Humanoid Form]]_, _[[Spells/Mirror Image|Mirror Image]]_, _[[Spells/Telekinetic Maneuver|Telekinetic Maneuver]]_; __1st __ (4 slots) _[[Spells/Charm|Charm]]_, _[[Spells/Command|Command]]_, _[[Spells/Grim Tendrils|Grim Tendrils]]_, _[[Spells/Phantasmal Minion|Unseen Servant]]_\n__Cantrips__ __(5th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Sigil|Sigil]]_"
+
+ - name: "Coven Spells"
+ desc: "DC 23, attack +15; __8th __ _[[Spells/Cursed Metamorphosis|Baleful Polymorph]]_; __5th __ _[[Spells/Augury|Augury]]_, _[[Spells/Charm|Charm]]_, _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Hallucination|Hallucination]]_, _[[Spells/Illusory Disguise|Illusory Disguise]]_, _[[Spells/Illusory Scene|Illusory Scene]]_, _[[Spells/Mind Probe|Mind Probe]]_, _[[Spells/Scouting Eye|Prying Eye]]_, _[[Spells/Suggestion|Suggestion]]_, _[[Spells/Talking Corpse|Talking Corpse]]_"
+
+ - name: "Rituals"
+ desc: "_Control Weather_, _Inveigle_"
+
+ - name: "Spirit Naga Venom"
+ desc: " (poison) **Saving Throw** DC 28 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 2d6 poison damage and [[Conditions/Stupefied|Stupefied 1]] (1 round)\n\n**Stage 2** 2d6 poison damage and [[Conditions/Stupefied|Stupefied 2]] (1 round)"
+
+```
+
+```encounter-table
+name: Spirit Naga
+creatures:
+ - 1: Spirit Naga
+```
+
+
+
+In naga culture, the foul-tempered, unkempt spirit naga holds a contemptible place similar to that of hags in humanoid cultures. These decrepit creatures live out lives of solitude, sought out only by those who are foolish or brave enough to think they can benefit from the spirit naga's powers without paying a heavy price-for most who dare to show such hubris, the price is their own lives.
+
+Spirit nagas seek out desolate ruins and places long associated with death and corruption. These sinister, serpentine beings can be found in abandoned graveyards, crumbled fortresses, rotting swamps, and blighted woodlands. Though they may know little of the actual history of such places, the nagas are nonetheless attracted to the psychic remnants of evil deeds and tormented spirits that remain within the earth and stones there.
+
+Despite their hideous appearance and treatment as pariahs by other nagas, spirit nagas feel a profound pride in their abilities and even in their hermetic existences. They see themselves as connected to a greater force whose mysteries are revealed only to those who can cast off the trappings and morals of "civilized" society. Even so, spirit nagas gleefully accept the worship of other creatures willing to bow to their capricious whims. They often form cults around themselves, using their charm spells and rituals to ensnare the minds of a few key individuals who spread the nagas' foul influence throughout a community.
+
+* * *
+
+Nagas are identifiable by their serpentine bodies and strange, humanlike heads. All nagas have magical abilities and great intelligence, which they combine to advance their own agendas.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Sportlebore Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 2/Sportlebore Swarm.md
new file mode 100755
index 000000000..4fa35d3b8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Sportlebore Swarm.md
@@ -0,0 +1,80 @@
+---
+title: "Sportlebore Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.hoRAMRVgcbTHO1dI"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Sportlebore Swarm"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Sportlebore Swarm"
+level: "Creature 7"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[swarm]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Stealth: +17"
+abilityMods: [2, 6, 4, -4, 2, 4]
+speed: 35 feet, fly 35 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +15, __Ref__ +17, __Will__ +13"
+hp: 85
+health:
+ - name: ""
+ - name: HP
+ desc: "85; __Immunities__ precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 7, splash damage 7; __Resistances__ bludgeoning 3, piercing 7, slashing 7"
+abilities_top:
+ - name: ""
+
+ - name: "Sportlebore Infestation"
+ desc: " (disease) **Saving Throw** DC 22 Fortitude check\n\n**Stage 1** carrier with no ill effect (1 day)\n\n**Stage 2** [[Conditions/Enfeebled|Enfeebled 1]] (1 hour)\n\n**Stage 3** [[Conditions/Enfeebled|Enfeebled 2]] (1 hour)\n\n**Stage 4** 4d6 bludgeoning damage (DC 25 Fortitude check save) as the host painfully vomits out a sportlebore swarm and returns to stage 1"
+
+abilities_mid:
+ - name: ""
+ - name: "Swarm Mind"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+ - name: "Pour Down Throat"
+ desc: "`pf2:r` **Trigger** A creature in the sportlebore swarm's area speaks, uses a verbal component, or opens its mouth\n* * *\n\n**Effect** A portion of the sportlebore swarm attempts to surge down the throat of the triggering creature, which must attempt a DC 25 Fortitude check save.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature gets a mouthful of sportlebores. It spits the insects out and avoids further damage, but it can't speak for 1 round, and if it was performing a verbal spellcasting action, the spell fails and the caster wastes the action.\n\n**Failure** The creature takes 4d6 piercing damage from sportlebore bites, can't speak for 1 round, and loses a spell as noted under Success.\n\n**Critical Failure** As failure, but the creature is also exposed to sportlebore infestation."
+
+attacks:
+ - name: ""
+
+ - name: "Swarming Bites"
+ desc: "`pf2:1` Each creature in the sportlebore swarm's area takes 4d6 piercing damage (DC 25 Reflex check save)."
+
+```
+
+```encounter-table
+name: Sportlebore Swarm
+creatures:
+ - 1: Sportlebore Swarm
+```
+
+
+
+A swarm of sportlebores is a much more dangerous foe than a single insect.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Spriggan Bully.md b/content/mechanics/srd/Bestiary/Bestiary 2/Spriggan Bully.md
new file mode 100755
index 000000000..0c719932b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Spriggan Bully.md
@@ -0,0 +1,93 @@
+---
+title: "Spriggan Bully"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.NvAkhMGPlJrA72Ij"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/gnome
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/spriggan
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Spriggan Bully"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Spriggan Bully"
+level: "Creature 3"
+
+alignment: ""
+size: "Small"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[gnome]]
+trait_04: [[humanoid]]
+trait_05: [[spriggan]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Low-Light Vision"
+languages: "Aklo, Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Athletics: +8, Intimidation: +10, Society: +8, Stealth: +11, Survival: +10, Thievery: +9"
+abilityMods: [3, 4, 2, 1, 3, 1]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +9, __Ref__ +11, __Will__ +8"
+hp: 48
+health:
+ - name: ""
+ - name: HP
+ desc: "48"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Crossbow|Crossbow]], [[Equipment/Morningstar|Morningstar]], 10x [[Equipment/Bolts|Bolts]]"
+abilities_mid:
+ - name: ""
+ - name: "Enraged Growth"
+ desc: "`pf2:r` (polymorph,primal) **Trigger** The spriggan bully takes damage\n* * *\n\n**Effect** The spriggan bully grows to Large size, along with their equipment (which returns to natural size if removed). The spriggan bully's reach increases by 5 feet. They regain 5 healing Hit Points and gain a +2 status bonus to melee attacks and damage rolls. This effect continues until the end of the spriggan bully's next turn, but on any turn in which the spriggan bully deals damage to another creature and is not [[Conditions/Fatigued|Fatigued]], the effect extends until the end of the following turn.\n\nWhen Enraged Growth ends, the spriggan bully is fatigued for 1 hour."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Morningstar"
+ desc: "+10 (versatile p)\n__Damage__ 1d6 + 6 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Crossbow"
+ desc: "+11 (range increment 120 feet, reload 1)\n__Damage__ 1d8 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 20, attack +10; __2nd __ _[[Spells/Shatter|Shatter]]_; __1st __ _[[Spells/Fear|Fear]]_\n__Cantrips__ __(2nd)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_"
+
+ - name: "Bully's Bludgeon"
+ desc: "`pf2:1` (nonlethal) The spriggan bully makes a morningstar Strike with a +2 circumstance bonus to its attack roll. This attack is nonlethal."
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " The spriggan bully's Strikes deal an additional 1d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Spriggan Bully
+creatures:
+ - 1: Spriggan Bully
+```
+
+
+
+The typical spriggan is a bully who prefers to take live prisoners in fights, but only to ensure that they have a large stock of living victims to torment, tease, and abuse. They train to use weapons in nonlethal ways that inflict the maximum amount of pain even as they guard against accidental death. When not bullying prisoners or hunting for new victims, spriggan bullies enjoy drinking, watching others fight, and fighting among themselves.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Spriggan Warlord.md b/content/mechanics/srd/Bestiary/Bestiary 2/Spriggan Warlord.md
new file mode 100755
index 000000000..4b2f1a58f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Spriggan Warlord.md
@@ -0,0 +1,92 @@
+---
+title: "Spriggan Warlord"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.srKdKWtbkFhy8ZU5"
+tags:
+ - pf2e/creature/type/gnome
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/spriggan
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Spriggan Warlord"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Spriggan Warlord"
+level: "Creature 7"
+
+alignment: ""
+size: "Small"
+trait_01: [[gnome]]
+trait_02: [[humanoid]]
+trait_03: [[spriggan]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Low-Light Vision"
+languages: "Aklo, Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Athletics: +17, Intimidation: +17, Society: +12, Stealth: +17, Survival: +14, Thievery: +15"
+abilityMods: [6, 4, 4, 1, 3, 4]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +13, __Ref__ +17, __Will__ +14"
+hp: 120
+health:
+ - name: ""
+ - name: HP
+ desc: "120"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Crossbow|+1 Crossbow]], [[Equipment/Morningstar|+1 Morningstar]], 10x [[Equipment/Bolts|Bolts]]"
+abilities_mid:
+ - name: ""
+ - name: "Enraged Growth"
+ desc: "`pf2:r` (polymorph,primal) **Trigger** The spriggan warlord takes damage\n* * *\n\n**Effect** The spriggan warlord grows to size Large, along with their equipment (which returns to natural size if removed). The spriggan warlord's reach increases by 5 feet. They regain 15 healing Hit Points and gain a +2 status bonus to melee attack and damage rolls.\n\nThis effect continues until the end of the spriggan warlord's next turn, but on any turn in which the spriggan warlord deals damage to another creature and is not [[Conditions/Fatigued|Fatigued]], the effect extends until the end of the following turn.\n\nWhen Enraged Growth ends, the spriggan warlord is fatigued for 1 hour."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Morningstar"
+ desc: "+18 (magical, versatile p)\n__Damage__ 2d6 + 9 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Crossbow"
+ desc: "+18 (magical, range increment 120 feet, reload 0)\n__Damage__ 2d8 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 25, attack +15; __4th __ _[[Spells/Fly|Fly]]_, _[[Spells/Shatter|Shatter]]_; __3rd __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Fear|Fear]]_; __2nd __ _[[Spells/Blur|Blur]]_\n__Cantrips__ __(4th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_"
+
+ - name: "Bully's Bludgeon"
+ desc: "`pf2:1` (nonlethal) The spriggan warlord makes a morningstar Strike with a +2 circumstance bonus to its attack roll. This attack is nonlethal."
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " The spriggan warlord's Strikes deal an additional 2d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+ - name: "Warlord's Training"
+ desc: " A spriggan warlord has access to the critical specialization effects for crossbows and morningstars, and the reload of any crossbow they wield is reduced by 1 (to a minimum of 0)."
+
+```
+
+```encounter-table
+name: Spriggan Warlord
+creatures:
+ - 1: Spriggan Warlord
+```
+
+
+
+While the leaders of larger spriggan enclaves tend to be uniquely trained warriors with highly specialized skills, spriggan warlords are fond of the traditional spriggan weaponry of morningstar and crossbow, valuing this traditional fighting style for its simplicity and for using both weapons to their full potential. Spriggan warlords often serve as sub-commanders in large groups, filling roles in spriggan society akin to captains of the guard or bodyguards to spriggan royalty. In smaller groups or remote outposts, a single spriggan warlord is typically in charge of a band of spriggan bullies.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Star Archon.md b/content/mechanics/srd/Bestiary/Bestiary 2/Star Archon.md
new file mode 100755
index 000000000..41ec36e08
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Star Archon.md
@@ -0,0 +1,102 @@
+---
+title: "Star Archon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.fvKm7LnCytm4ii07"
+tags:
+ - pf2e/creature/type/archon
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/19
+statblock: inline
+name: "Star Archon"
+level: 19
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Star Archon"
+level: "Creature 19"
+
+alignment: ""
+size: "Medium"
+trait_01: [[archon]]
+trait_02: [[celestial]]
+trait_03: [[good]]
+trait_04: [[holy]]
+trait_05: [[lawful]]
+modifier: 35
+perception:
+ - name: "Perception"
+ desc: "+35; Darkvision, Truesight"
+languages: "Diabolic, Draconic, Empyrean; tongues"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +31, Arcana: +33, Athletics: +37, Diplomacy: +33, Intimidation: +33, Occultism: +33, Religion: +37, Society: +33, Warfare Lore: +39"
+abilityMods: [8, 9, 6, 9, 9, 6]
+speed: 35 feet, fly 75 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 43
+armorclass:
+ - name: AC
+ desc: "43; __Fort__ +31, __Ref__ +34, __Will__ +34; +1 status to all saves vs. magic"
+hp: 400
+health:
+ - name: ""
+ - name: HP
+ desc: "400; __Weaknesses__ unholy 15; __Resistances__ fire 15"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Starknife|+2 Greater Striking Starknife]], [[Equipment/Full Plate|+2 Greater Resilient Full Plate]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Blinding Soul"
+ desc: " (divine,light,visual) Whenever the star archon takes slashing damage, bright light pours from their wounds. Non-archons within 10 feet must attempt a DC 38 Fortitude check save.\n\nOn a failure, a creature is [[Conditions/Dazzled|Dazzled]] for 1 round. On a critical failure, the creature is [[Conditions/Blinded|Blinded]] for 1d4 rounds instead.\n\nThe creature is then temporarily immune for 1 round."
+
+ - name: "Explosive Rebirth"
+ desc: " (death,divine,fire) When killed, the star archon explodes in a blinding flash of holy energy that deals 12d6 fire damage and 12d6 spirit damage to anything in a 100-foot emanation, with a DC 40 Reflex check save.\n\nA non-archon creature that sees the explosion and critically fails its save is permanently [[Conditions/Blinded|Blinded]] as well.\n\nThe slain star archon reincarnates 1d4 rounds later as a shield archon."
+
+ - name: "[[Bestiary Ability Glossary/Retributive Strike|Retributive Strike]]"
+ desc: "`pf2:r` **Damage Reduction** 21\n\nA star archon can also make a Retributive Strike by throwing its starknife, and the enemy and ally can be within 60 feet instead of 15 feet.\n* * *\n\n**Trigger** An enemy damages the monster's ally, and both are within 15 feet of the monster.\n* * *\n\n**Effect** The ally gains resistance to all damage against the triggering damage equal to 2 + the monster's level. If the foe is within reach, the monster makes a melee Strike against it."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Returning Starknife"
+ desc: "+38 (agile, deadly d8, finesse, holy, magical, reach 10 feet, versatile s)\n__Damage__ 3d4 + 16 piercing 2d6 spirit 3d6 fire"
+
+ - name: "**Ranged** `pf2:1` Starknife"
+ desc: "+38 (agile, deadly d8, holy, magical, thrown 60 ft., versatile s)\n__Damage__ 3d4 + 16 piercing 2d6 spirit 3d6 fire"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 43, attack +33; __9th __ _[[Spells/Blindness|Blindness]]_, _[[Spells/Implosion|Implosion]]_, _[[Spells/Sunburst|Sunburst]]_; __7th __ _[[Spells/Heal|Heal]]_, _[[Spells/Prismatic Spray|Prismatic Spray]]_; __5th __ _[[Spells/Sending|Sending]]_; __4th __ _[[Spells/Translocate|Dimension Door (At will)]]_\n__Constant__ __(6th)__ _[[Spells/Truesight|True Seeing]]_ __(5th)__ _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Archon's Door"
+ desc: " Once per day, if an archon sees another creature cast dimension door, the archon can use [[Spells/Translocate|Translocate]] (heightened to 5th level) within 1 round to attempt to follow that creature to the maximum distance of the archon's dimension door. If the archon's dimension door has enough distance, the archon appears the same distance and direction from the creature as before either creature used dimension door."
+
+ - name: "Prudent Asterism"
+ desc: "`pf2:2` The star archon calculates a celestial constellation and sends their starknife flying along that path from one foe to the next. It makes a starknife Strike against a target within 60 feet. If the Strike hits, it can make another Strike at a different target within 60 feet of the first target, and so on, until it misses with a Strike or runs out of targets it hasn't attacked within range of the most recent target.\n\nThe star archon can attack a given target only once per use of this ability. These attacks don't apply any range increment penalty, and the star archon resolves all the attacks before increasing the multiple attack penalty."
+
+```
+
+```encounter-table
+name: Star Archon
+creatures:
+ - 1: Star Archon
+```
+
+
+
+Embodiments of the virtue of prudence, star archons serve as philosophers and administrators, and in times of war as the tacticians, strategists, and generals of archon armies. Star archons burn with the glory and intensity of a sun, and their sense of duty and desire to defeat evil are as indefatigable as the light of the stars. While their dazzling intellects and unmatched strategic cunning make them most useful in war rooms rather than on battlefields, star archons are fierce opponents when motivated to enter the fray. Those who witness the self-sacrifice of a star archon and live to tell the tale describe the experience in terms that might befit the sight of a supernova at the instant the star collapses in on itself.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Steam Mephit.md b/content/mechanics/srd/Bestiary/Bestiary 2/Steam Mephit.md
new file mode 100755
index 000000000..a0b2283b8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Steam Mephit.md
@@ -0,0 +1,88 @@
+---
+title: "Steam Mephit"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.76OxwnQvp63mv9xe"
+tags:
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Steam Mephit"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Steam Mephit"
+level: "Creature 1"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Small"
+trait_01: [[elemental]]
+trait_02: [[fire]]
+trait_03: [[water]]
+modifier: 3
+perception:
+ - name: "Perception"
+ desc: "+3; Darkvision"
+languages: "Pyric, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Intimidation: +6"
+abilityMods: [1, 2, 4, -2, 0, 0]
+speed: 20 feet, fly 25 feet, swim 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +9, __Ref__ +7, __Will__ +5"
+hp: 19
+health:
+ - name: ""
+ - name: HP
+ desc: "19, (fast healing 2 (in boiling water or steam)); __Immunities__ bleed, fire, paralyzed, poison, sleep; __Weaknesses__ cold 3"
+abilities_top:
+ - name: ""
+
+ - name: "Steam Vision"
+ desc: " The steam mephit ignores the [[Conditions/Concealed|Concealed]] condition from mist and steam."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 2 (in boiling water or steam)]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+7 (agile, finesse)\n__Damage__ 1d6 + 1 slashing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 17, attack +7; __2nd __ _[[Spells/Mist|Obscuring Mist]]_"
+
+ - name: "Boiling Rain"
+ desc: "`pf2:2` (arcane,fire,water) **Frequency** once per day\n* * *\n\n**Effect** The steam mephit calls down a rain boiling water that surrounds them in a 10-foot emanation. Creatures in the area take 2d8 fire damage (DC 17 Reflex check save), and small unattended flames (such as torches) are extinguished."
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The steam mephit spits a cloud of steam in a 15-foot cone that deals 2d6 fire damage to each creature within the area (DC 17 Reflex check save).\n\nThe steam mephit can't use Breath Weapon again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Steam Mephit
+creatures:
+ - 1: Steam Mephit
+```
+
+
+
+These brash and arrogant creatures are among the more energetic mephits. They are quick to nominate themselves the leaders of any group, barking out orders in shrill, high-pitched voices and insisting on having everything done their way. Even when they aren't bossing others around, the constant hiss of steam escaping from their pores ensures that there is never a quiet moment.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Stingray.md b/content/mechanics/srd/Bestiary/Bestiary 2/Stingray.md
new file mode 100755
index 000000000..e3208f7e9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Stingray.md
@@ -0,0 +1,77 @@
+---
+title: "Stingray"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Mt31haiHKdHRjxlR"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/aquatic
+ - pf2eMonster
+ - pf2e/creature/level/0
+statblock: inline
+name: "Stingray"
+level: 0
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Stingray"
+level: "Creature 0"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+trait_02: [[aquatic]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +5, Stealth: +7"
+abilityMods: [1, 3, 1, -4, 1, -4]
+speed: swim 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +5, __Ref__ +7, __Will__ +5"
+hp: 15
+health:
+ - name: ""
+ - name: HP
+ desc: "15"
+abilities_top:
+ - name: ""
+
+ - name: "Electrolocation"
+ desc: " A stingray in water can use its electrolocation as an imprecise sense at the listed range to detect living creatures that are in the same body of water as itself."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Sting"
+ desc: "+7 (agile, finesse)\n__Damage__ 1d6 + 1 piercing plus stingray-venom"
+
+ - name: "Stingray Venom"
+ desc: " (poison) **Saving Throw** DC 16 Fortitude check\n\n**Maximum Duration** 4 rounds\n\n**Stage 1** 1d4 poison damage (1 round)\n\n**Stage 2** 1d6 poison damage and [[Conditions/Clumsy|Clumsy 1]] (1 round)"
+
+```
+
+```encounter-table
+name: Stingray
+creatures:
+ - 1: Stingray
+```
+
+
+
+Found in salt or fresh water, stingrays are normally passive creatures, but when threatened or cornered, they lash out with their tails to lance foes with their toxic stingers. Stingrays often bury themselves in mud, sand, or sea grass, and unfortunately for those wading in shallow waters, stepping on an unseen stingray is a surefire way to receive a painful sting.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Striding Fire.md b/content/mechanics/srd/Bestiary/Bestiary 2/Striding Fire.md
new file mode 100755
index 000000000..9fc480946
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Striding Fire.md
@@ -0,0 +1,79 @@
+---
+title: "Striding Fire"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.oMC8Nphq0v6fPr7q"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Striding Fire"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Striding Fire"
+level: "Creature 6"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[elemental]]
+trait_03: [[fire]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision"
+languages: "Pyric"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Athletics: +12"
+abilityMods: [2, 5, 3, 0, 4, 1]
+speed: 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +11, __Ref__ +17, __Will__ +14"
+hp: 115
+health:
+ - name: ""
+ - name: HP
+ desc: "115; __Immunities__ bleed, fire, paralyzed, poison, sleep; __Weaknesses__ cold 10"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " The striding fire ignores the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+17 (agile, finesse)\n__Damage__ 2d8 + 5 bludgeoning 1d6 fire"
+
+ - name: "Burning Rush"
+ desc: "`pf2:2` (fire,primal) The striding fire Strides up to double its Speed in a straight line. Its movement during this Stride doesn't trigger reactions. Any creature the striding fire was adjacent to at any point during this Stride must attempt a DC 24 Reflex check save. If it critically fails, it is knocked [[Conditions/Prone|Prone]] by a wave of heated air.\n\nThe striding fire can't use Burning Rush for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Striding Fire
+creatures:
+ - 1: Striding Fire
+```
+
+
+
+An embodiment of the speed and chaos of a spreading blaze, a striding fire appears as a lithe and long-limbed humanoid composed of shifting-hued flames churning within a skeleton-like framework.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Stygira.md b/content/mechanics/srd/Bestiary/Bestiary 2/Stygira.md
new file mode 100755
index 000000000..58f96067e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Stygira.md
@@ -0,0 +1,93 @@
+---
+title: "Stygira"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.qqQqCc2P7xuzWNhG"
+tags:
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Stygira"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Stygira"
+level: "Creature 7"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[earth]]
+trait_02: [[evil]]
+trait_03: [[fey]]
+trait_04: [[lawful]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; "
+languages: "Aklo, Cyclops, Jotun, Petran"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +15, Deception: +15, Nature: +17, Occultism: +17, Gem Lore: +17"
+abilityMods: [4, 4, 5, 4, 6, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +15, __Ref__ +13, __Will__ +19; +1 status to all saves vs. magic"
+hp: 80
+health:
+ - name: ""
+ - name: HP
+ desc: "80; __Immunities__ paralyzed, petrified, visual; __Weaknesses__ cold iron 5; __Resistances__ physical 10 (except adamantine)"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "Gemstone"
+ - name: "Gemsight"
+ desc: " As long as the stygira holds a gemstone, they can see through the gem with [[Bestiary Ability Glossary/Darkvision|Darkvision]] and the effects of [[Spells/Truesight|Truesight]]. The stygira is [[Conditions/Blinded|Blinded]] when they are not holding a gem in a hand."
+
+abilities_mid:
+ - name: ""
+ - name: "Light Sickness"
+ desc: " A stygira in an area of bright light is [[Conditions/Sickened|Sickened 1]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+17 (agile)\n__Damage__ 2d6 + 10 slashing plus stone-curse"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 25, attack +15; __4th __ _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Read Omens|Read Omens]]_, _[[Spells/Shape Stone|Shape Stone]]_; __3rd __ _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Earthbind|Earthbind]]_; __2nd __ _[[Spells/Augury|Augury]]_, _[[Compendium.pf2e.spells-srd.Item.FzAtX8yXBjTaisJK|Undetectable Alignment]]_\n__Cantrips__ __(4th)__ _[[Spells/Know the Way|Know Direction]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Gem Gaze"
+ desc: "`pf2:1` (emotion,fear,mental,primal) The stygira holds aloft a gem and gazes into the mind of a creature within 30 feet, infusing the creature's thoughts with visions of the creature's own dead body slowly petrifying.\n\nThe creature must succeed at a DC 25 Will check save or become [[Conditions/Frightened|Frightened 1]] ([[Conditions/Frightened|Frightened 2]] on a critical failure)."
+
+ - name: "Stone Curse"
+ desc: " (curse,primal) Wounds dealt by the stygira's claws leave the flesh bleached of color and turn the blood that runs from them dark gray. Each time a creature is damaged by the stygira's claw Strike, it must succeed at a DC 25 Fortitude check save or become permanently [[Conditions/Slowed|Slowed 1]] (slowed 2 on a critical failure) as its flesh stiffens like stone. If a creature is reduced to 0 Hit Points from the stygira's claw Strike and fails the saving throw against stone curse, it is [[Conditions/Petrified|Petrified]]. A creature that spends 8 hours in direct sunlight can attempt a new saving throw to remove the effects of stone curse, even if it has been petrified."
+
+```
+
+```encounter-table
+name: Stygira
+creatures:
+ - 1: Stygira
+```
+
+
+
+Withered hermits wrapped in tattered rags, these scarred, eyeless creatures command strange secrets of the earth and interpret the fateful energies of the subterranean depths. In some regions, stygiras are worshipped as seers or even gods, although they lack the ability to grant spells to clerics and are often not aware of their worshippers at all. In other areas, they have strange ties to the ancient empires of the cyclopes, often dwelling in the oversized ruins those creatures left behind long ago. To many stygiras, gemstones harvested from ancient cyclopean mosaics have even greater magical properties than other crystals.
+
+Although technically blind, stygiras do have vestigial eyes hidden beneath the stony, scarred flesh of their faces. Capable of sensing bright lights even through their scars, stygiras are sickened and distracted by these flashing glimpses, so they keep to their caves during the day and wander into the world above only after nightfall. Far from benevolent, they seek out unwary travelers or explorers to capture and reduce them down to the base chemicals and supernatural humors the stygiras require to infuse gemstones with the capacity to give them sight and magical power.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Suli Dune Dancer.md b/content/mechanics/srd/Bestiary/Bestiary 2/Suli Dune Dancer.md
new file mode 100755
index 000000000..9df5aaf54
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Suli Dune Dancer.md
@@ -0,0 +1,87 @@
+---
+title: "Suli Dune Dancer"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Iyc02tp4Vi53XAi2"
+tags:
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/suli
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Suli Dune Dancer"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Suli Dune Dancer"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[human]]
+trait_02: [[humanoid]]
+trait_03: [[suli]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; "
+languages: "Common, Petran, Pyric, Sussuran, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Deception: +6, Diplomacy: +7, Occultism: +4, Performance: +7, Society: +4"
+abilityMods: [2, 2, 0, 1, 0, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +3, __Ref__ +5, __Will__ +5"
+hp: 16
+health:
+ - name: ""
+ - name: HP
+ desc: "16"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Scimitar|Scimitar]], [[Equipment/Musical Instrument (Handheld)|Tambourine (Handheld Musical Instrument)]]"
+abilities_mid:
+ - name: ""
+ - name: "Elemental Bulwark"
+ desc: "`pf2:r` (air,earth,fire,water) **Trigger** An enemy is about to damage the dune dancer with cold, electricity, or fire, or with a spell that has the air, earth, fire, or water trait\n* * *\n\n**Effect** The dune dancer gain resistance 2 against the triggering damage"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Scimitar"
+ desc: "+7 (forceful, sweep)\n__Damage__ 1d6 + 2 slashing"
+
+ - name: "Occult Spontaneous Spells"
+ desc: "DC 17, attack +9; __1st __ (2 slots) _[[Spells/Dizzying Colors|Color Spray]]_, _[[Spells/Soothe|Soothe]]_, _[[Spells/Sure Strike|True Strike]]_\n__Cantrips__ __(1st)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Guidance|Guidance]]_, _[[Spells/Courageous Anthem|Inspire Courage]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Shield|Shield]]_, _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_"
+
+ - name: "Elemental Assault"
+ desc: "`pf2:2` Elemental magic fills the dune dancer's body or weapon. The dune dancer chooses one element and makes a melee Strike. The Strike deals an additional 1d4 damage of the indicated type and has the trait corresponding to the element:\n\n* **Air** electricity\n* **Earth** bludgeoning\n* **Fire** fire\n* **Water** cold"
+
+```
+
+```encounter-table
+name: Suli Dune Dancer
+creatures:
+ - 1: Suli Dune Dancer
+```
+
+
+
+Because their genie forebears are native to the Material Plane, sulis are by and large the most common geniekin on the Material Plane. They are often artisans and peace brokers, compelled to try and bring harmony and balance in a world wrought with discord.
+
+Sulis have a natural charm that often eludes other geniekin, but tend to layer on a level of boastful pride or even arrogance as a personal quirk or humorous facade. Few non-sulis realize that bragging is not simply the symptom of a puffed-up ego for sulis, but instead is a cultural institution easily comparable to human poetry. Sulis' boasts not only glorify themselves, but also secure their companions' and families' accomplishments in history, with the ultimate goal of spinning stories that will be retold for generations. This is especially true for sulis who have lived with other geniekin and have been seen as lesser for not having a strong connection to an Elemental Plane.
+
+Suli dune dancers are but one way these geniekin seek to integrate with other humanoid societies. They work to hone their skills at boasting to an extent that their claims help to bolster those they travel with. Suli from regions other than deserts adjust their names to match their terrains, but regardless of whether they prefer forests, hills, or arctic plains, their boasts remain as compelling.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Sunflower Leshy.md b/content/mechanics/srd/Bestiary/Bestiary 2/Sunflower Leshy.md
new file mode 100755
index 000000000..80751368d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Sunflower Leshy.md
@@ -0,0 +1,91 @@
+---
+title: "Sunflower Leshy"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.MD6O3JUOv6PzJHEj"
+tags:
+ - pf2e/creature/type/leshy
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Sunflower Leshy"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Sunflower Leshy"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[leshy]]
+trait_02: [[plant]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Common, Fey, Wildsong; speak with plants (sunflowers only)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Diplomacy: +8, Nature: +5, Stealth: +7"
+abilityMods: [0, 3, 1, 0, 2, 3]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +4, __Ref__ +10, __Will__ +7"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Verdant Burst"
+ desc: " (healing,plant) When a sunflower leshy dies, a burst of primal energy explodes from its body, restoring 1d8 healing Hit Points to each plant creature in a 30-foot emanation. This area immediately fills with sunflowers, becoming difficult terrain.\n\nIf the terrain is not a viable environment for these sunflowers, they wither after 24 hours."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tendril"
+ desc: "+6 (agile, finesse)\n__Damage__ 1d8 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Seed"
+ desc: "+6 (range increment 20 feet)\n__Damage__ 1d6 bludgeoning"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 17, attack +7; __4th __ _[[Spells/Speak with Plants|Speak with Plants]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph,primal) The sunflower leshy transforms into a Small flower. This ability otherwise uses the effects of [[Spells/One with Plants|One with Plants]].\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Heliotrope"
+ desc: " (aura,light,primal) 20 feet.\n\n**Requirements** The sunflower leshy begins its turn in an area of bright light\n* * *\n\n**Effect** The sunflower leshy reflects the sun or another source of bright light from their face. Each creature that ends its turn in the emanation must attempt a DC 16 Will check save.\n* * *\n\n**Success** The creature is unaffected and is temporarily immune to heliotrope for 24 hours.\n\n**Failure** The creature is distracted by the light, becoming [[Conditions/Off-Guard|Off-Guard]] for 1 round.\n\n**Critical Failure** As failure, but the creature is also [[Conditions/Dazzled|Dazzled]] for 1 round."
+
+ - name: "Seed Spray"
+ desc: "`pf2:2` (primal) The sunflower leshy launches a deluge of seeds from their head in a 15-foot cone, dealing 2d6 bludgeoning damage to creatures within the area (DC 16 Reflex check save).\n\nIt gains a +2 status bonus to this damage against [[Conditions/Dazzled|Dazzled]] creatures.\n\nThe sunflower leshy can't use Seed Spray again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Sunflower Leshy
+creatures:
+ - 1: Sunflower Leshy
+```
+
+
+
+Sunflower leshys are the ambassadors and social leaders of their kind. Their petals radiate from their heads in various hues with a serrated, leafy, beard-like ruff. When particularly excited, their eyes and petals glow with collected sunlight, and when they become depressed or saddened, their usually vibrant coloration grows correspondingly muted. These shifts in coloration are echoed in sunflower leshy art, which can lead to unexpected color palettes for artworks. For example, a human artist might illustrate Hell as a place of glowing lava and flickering flames, drawing upon many vibrant colors, but to a sunflower leshy, the only proper way to depict a place like Hell is in morose grays, blacks, and whites.
+
+The more adventurous sunflower leshys leave their communities to grow bonds with nearby settlements of humanoids. When interacting with humanoids, sunflower leshys are some of the most likely to act friendly and give strangers a chance to prove their good intentions, though they remain cautious. They're often accompanied by other, more powerful leshys.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Sylph Sneak.md b/content/mechanics/srd/Bestiary/Bestiary 2/Sylph Sneak.md
new file mode 100755
index 000000000..c4a1ac2a5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Sylph Sneak.md
@@ -0,0 +1,95 @@
+---
+title: "Sylph Sneak"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.XIeSjDspQZhAuRXN"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/good
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/sylph
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Sylph Sneak"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Sylph Sneak"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[good]]
+trait_03: [[human]]
+trait_04: [[humanoid]]
+trait_05: [[sylph]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; "
+languages: "Common, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Deception: +6, Diplomacy: +6, Society: +4, Stealth: +7, Thievery: +7"
+abilityMods: [0, 4, 1, 1, 0, 3]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +4, __Ref__ +9, __Will__ +8"
+hp: 17
+health:
+ - name: ""
+ - name: HP
+ desc: "17"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Starknife|Starknife]], [[Equipment/Leather Armor|Leather Armor]]"
+abilities_mid:
+ - name: ""
+ - name: "Deflecting Gale"
+ desc: "`pf2:r` (air,primal) **Trigger** The sylph sneak is the target of a physical ranged attack\n\n**Requirements** The sylph sneak is aware of the attack\n* * *\n\n**Effect** A swift gale whips up between the sylph sneak and the source of the ranged attack, giving the sneak a +3 status bonus to AC against the triggering attack. If the attack misses, the wind deflected it. The wind can't deflect unusually large or heavy ranged projectiles (such as boulders or ballista bolts)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Starknife"
+ desc: "+9 (agile, deadly d6, finesse, versatile s)\n__Damage__ 1d4 + 4 piercing"
+
+ - name: "**Ranged** `pf2:1` Starknife"
+ desc: "+9 (agile, deadly d6, thrown 30 ft.)\n__Damage__ 1d4 + 1 piercing"
+
+ - name: "Sneak Attack"
+ desc: " The sylph sneak's Strikes deal 1d6 extra precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+ - name: "Surprise Attacker"
+ desc: " On the first round of combat, creatures that haven't acted yet are [[Conditions/Off-Guard|Off-Guard]] to the sylph sneak."
+
+ - name: "Wind's Guidance"
+ desc: " When the sylph sneak attacks with a thrown weapon, the range increment increases by 10 feet."
+
+```
+
+```encounter-table
+name: Sylph Sneak
+creatures:
+ - 1: Sylph Sneak
+```
+
+
+
+Born with elemental gales coursing through their breath, sylphs are wispy planar scions whose bodies seem caught in a perpetual, gentle breeze. Born of unions between mortals and djinn, sylphs are quick-witted and creative, but they are prone to flights of fancy and tend to be easily distracted.
+
+Sylphs are notorious for their practice of "listening to the wind," which most others dismiss as a fancy name for eavesdropping. Yet this custom means much more to sylphs, who spend hours listening to the stories brought to them on the proverbial breeze. While some less scrupulous sylphs may use the information they learn to blackmail or abuse others, most of them see listening to the wind as their way of staying connected to the world around them while still keeping it comfortably at arm's length. Certainly the typical sylph sneak doesn't seek to use what they learn for ill, but instead tries to warn others of dangers yet unrealized or to prepare themself for a dangerous task.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Taiga Giant.md b/content/mechanics/srd/Bestiary/Bestiary 2/Taiga Giant.md
new file mode 100755
index 000000000..6279ad5d2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Taiga Giant.md
@@ -0,0 +1,104 @@
+---
+title: "Taiga Giant"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.J3JsP9g9PxTYoyB9"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Taiga Giant"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Taiga Giant"
+level: "Creature 12"
+
+alignment: ""
+size: "huge"
+trait_01: [[chaotic]]
+trait_02: [[giant]]
+trait_03: [[humanoid]]
+modifier: 23
+perception:
+ - name: "Perception"
+ desc: "+23; Low-Light Vision, See the Unseen"
+languages: "Common, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +22, Religion: +20, Stealth: +10, Survival: +25, Genealogy Lore: +16"
+abilityMods: [7, 1, 5, 1, 4, 2]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 32
+armorclass:
+ - name: AC
+ desc: "32; __Fort__ +25, __Ref__ +20, __Will__ +22; +2 status to all saves vs. enchantment and illusion effects"
+hp: 230
+health:
+ - name: ""
+ - name: HP
+ desc: "230; __Immunities__ controlled"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Longspear|Longspear]], 5x Sack of Rocks"
+ - name: "See Invisibility"
+ desc: " A taiga giant can see invisible creatures and objects as translucent shapes, and they are [[Conditions/Concealed|Concealed]] to the taiga giant."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Catch Rock|Catch Rock]]"
+ desc: "`pf2:r` **Requirements** The monster must have a free hand but can [[Actions/Release|Release]] anything it's holding as part of this reaction.\n\n**Trigger** The monster is targeted with a thrown rock Strike or a rock would fall on the monster.\n* * *\n\n**Effect** The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock."
+
+ - name: "Guardian Spirit"
+ desc: "`pf2:r` **Trigger** The taiga giant has Ancestral Guardian active and would take energy or mental damage\n* * *\n\n**Effect** The taiga giant's ancestral spirits intervene and protect the giant from taking up to 20 energy damage or 30 mental damage. The giant takes any remaining damage; if it does, the spirits depart and the giant is no longer protected by the ancestors."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Longspear"
+ desc: "+26 (magical, reach 20 feet)\n__Damage__ 2d8 + 15 piercing"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+25 (agile, reach 15 feet)\n__Damage__ 3d6 + 15 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+25 (brutal, range increment 120 feet)\n__Damage__ 2d10 + 15 bludgeoning"
+
+ - name: "Ancestral Guardian"
+ desc: "`pf2:1` (concentrate) **Requirements** The taiga giant must be protected by the ancestors\n* * *\n\n**Effect** The taiga giant calls upon their ancestors' spirits to rise up and protect them, causing a cloak of spectral faces to shimmer and swirl around them. The taiga giant's AC increases to 34 until the start of its next turn."
+
+ - name: "Protected by the Ancestors"
+ desc: " (concentrate,divine) A taiga giant's prayers to their ancestors grant them spiritual protection. If a taiga giant loses this protection (such as by taking too much damage when using Guardian Spirit, or if the ancestors are counteracted by [[Spells/Dispel Magic|Dispel Magic]]), it loses its immunity to the [[Conditions/Controlled|Controlled]] condition and its status bonus to saving throws against enchantment and illusion effects. A taiga giant can once again be Protected by the Ancestors by performing a 10-minute prayer as an activity that has the concentrate trait."
+
+ - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
+ desc: "`pf2:1` The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
+
+```
+
+```encounter-table
+name: Taiga Giant
+creatures:
+ - 1: Taiga Giant
+```
+
+
+
+Taiga giants prefer a nomadic lifestyle, both to keep from depleting any one area's resources while satiating their massive appetites and to satisfy a constant wanderlust. They are deeply spiritual and frequently commune with their ancestors' spirits for guidance and knowledge. Taiga giants are happiest when they are left alone to live out their traditional lives, and their impressive size and strength are enough to persuade all but the most dangerous foes to do so.
+
+Taiga giants subsist on migratory herds of aurochs, mammoths, and elk. They occasionally raid humanoid villages, but such cases are opportunistic rather than malicious, with a focus on stealing away livestock for food rather than people. Nevertheless, the arrival of a group of taiga giants is a potentially devastating event to any town or village, so many communities attempt to placate the giants by creating a yearly offering at those times when they know the giants are scheduled to come close.
+
+Most taiga giants venerate their ancestors and seek to honor their works in everything they do. This deep connection makes them ferociously proud of those legacies, and little can compel taiga giants to go to war more swiftly than insulting their ancestors. Merely mentioning the false rumors that ancient taiga giant spellcasters were responsible for the creation of the first rune giants is a surefire way to earn a taiga giant's unending wrath.
+
+A taiga giant stands 20 feet tall and weighs 10,000 pounds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Taiga Linnorm.md b/content/mechanics/srd/Bestiary/Bestiary 2/Taiga Linnorm.md
new file mode 100755
index 000000000..8a3ba438f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Taiga Linnorm.md
@@ -0,0 +1,106 @@
+---
+title: "Taiga Linnorm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.sn4Vsfn39ffaYc5I"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/19
+statblock: inline
+name: "Taiga Linnorm"
+level: 19
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Taiga Linnorm"
+level: "Creature 19"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+modifier: 33
+perception:
+ - name: "Perception"
+ desc: "+33; Darkvision, Scent (Imprecise) 60 Feet, Truesight"
+languages: "Aklo, Draconic, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +33, Athletics: +37, Stealth: +35"
+abilityMods: [10, 6, 8, -2, 6, 7]
+speed: 40 feet, fly 100 feet, swim 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 44
+armorclass:
+ - name: AC
+ desc: "44; __Fort__ +35, __Ref__ +31, __Will__ +29; +1 status to all saves vs. magic"
+hp: 385
+health:
+ - name: ""
+ - name: HP
+ desc: "385, regeneration 15 (deactivated by cold iron); __Immunities__ curse, electricity, paralyzed, sleep; __Weaknesses__ cold iron 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 15 (Deactivated by Cold Iron)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Tail Only)]]"
+ desc: "`pf2:r` Tail only.\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Curse of Endless Storms"
+ desc: " (curse,electricity,primal) When a creature slays a taiga linnorm, it must succeed at a DC 46 Will check save or permanently gain weakness 20 to electricity."
+
+ - name: "Spines"
+ desc: " Any creature that makes a melee attack against a taiga linnorm is stabbed by the taiga linnorm's spines and takes 1d6 piercing damage per attack. A melee weapon with reach protects the user against these spines."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+37 (magical, reach 25 feet)\n__Damage__ 4d12 + 18 piercing plus taiga-linnorm-venom"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+37 (agile, magical, reach 25 feet)\n__Damage__ 4d8 + 18 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+37 (agile, magical, reach 30 feet)\n__Damage__ 5d6 + 18 bludgeoning plus improved-grab"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 41, attack +31\n__Constant__ __(9th)__ _[[Spells/Unfettered Movement|Freedom of Movement]]_ __(8th)__ _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (electricity,primal) The taiga linnorm breathes a 60-foot cone of electrified vapor, dealing 20d6 electricity damage to creatures in the area (DC 41 Reflex check save). The electrified mist persists for 1d4 rounds, dealing 6d6 electricity damage (DC 41 Reflex check save) to each creature that ends its turn in the mist.\n\nThe taiga linnorm can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Taiga Linnorm Venom"
+ desc: " (electricity,poison) **Saving Throw** DC 42 Fortitude check\n\n**Maximum Duration** 10 rounds\n\n**Stage 1** 7d6 electricity damage and [[Conditions/Drained|Drained 1]] (1 round)\n\n**Stage 2** 10d6 electricity damage and [[Conditions/Drained|Drained 2]] (1 round)"
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Taiga Linnorm
+creatures:
+ - 1: Taiga Linnorm
+```
+
+
+
+Taiga linnorms are covered in hundreds of quill-like black spines as sharp as spears. Wise hunters native to linnorm-infested lands know to watch for spines stuck in the bark of conifers-a sure sign that a taiga linnorm has recently passed through. Sometimes this means of tracking isn't enough to avoid an encounter, however; taiga linnorms, like their tarn and tor brethren, are skilled stalkers. They prefer to lurk in half-frozen bogs or swampy marshlands with their heads poking just above the water's surface, ever watchful for unwary prey.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Tatzlwyrm.md b/content/mechanics/srd/Bestiary/Bestiary 2/Tatzlwyrm.md
new file mode 100755
index 000000000..fc2b73e36
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Tatzlwyrm.md
@@ -0,0 +1,86 @@
+---
+title: "Tatzlwyrm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.AZ7X9FMyc8HVYn1M"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Tatzlwyrm"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Tatzlwyrm"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[dragon]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +8, Crafting: +4, Intimidation: +6, Stealth: +7"
+abilityMods: [4, 1, 3, -3, 2, 0]
+speed: 30 feet, climb 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +11, __Ref__ +5, __Will__ +8"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30; __Immunities__ paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Natural Camouflage"
+ desc: " A tatzlwyrm's green, gray, and brown scales provide it natural camouflage. In areas of dense undergrowth, a tatzlwyrm can move at its full Speed when [[Actions/Sneak|Sneaking]], and it gains a +4 circumstance bonus to [[Actions/Hide|Hide]]."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 (magical)\n__Damage__ 1d8 + 6 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+10 (agile, magical)\n__Damage__ 1d6 + 6 slashing"
+
+ - name: "Poison Gasp"
+ desc: "`pf2:1` The tatzlwyrm belches a puff of poisonous vapor into the face of an adjacent creature, which must attempt a DC 15 Fortitude check save; the creature takes a -2 circumstance penalty to this save if it's [[Conditions/Grabbed|Grabbed]] or [[Conditions/Off-Guard|Off-Guard]].\n\nThe tatzlwyrm can't use Poison Gasp again for 2 rounds.\n* * *\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is [[Conditions/Sickened|Sickened 1]].\n\n**Failure** The target takes 2d6 poison damage and is [[Conditions/Enfeebled|Enfeebled 1]] for 1 round.\n\n**Critical Failure** The target takes 4d6 poison damage and is [[Conditions/Enfeebled|Enfeebled 1]] for 1 minute."
+
+```
+
+```encounter-table
+name: Tatzlwyrm
+creatures:
+ - 1: Tatzlwyrm
+```
+
+
+
+Tatzlwyrms resemble human-sized snakes with two arms and a dragon's head. Distant relatives of true dragons, tatzlwyrms possess only a meager level of intelligence. They can speak Draconic (with a thick, hissing accent), but their ability to reason is limited and they can't use magic. They do possess a level of cunning, however, and some have been known to build rudimentary traps and even lairs. They are not treasure-hoarders, though, so don't expect to find a tatzlwyrm sitting atop a bed of coins.
+
+Some tatzlwyrms have managed to forge working relationships with dragons, though it's a rare occurrence. From time to time, dragons have used them as messengers (because they can speak their language, however crudely), scouts (due to their smaller size), guides (when they're familiar with a particular mountain), and even muscle (harassing foes not worthy of a dragon's direct attention).
+
+Tatzlwyrms don't work with kobolds, though-tatzlwyrms eat kobolds.
+
+Tatzlwyrms hibernate in cold weather, and when they feel winter approaching they seek out underground lairs, mountain crevices, or even hay lofts. On one notable occasion, townsfolk reported being briefly overrun by tatzlwyrms after a conflict between spellcasters in the nearby hills caused a sudden blizzard. Local scholars still debate whether the cause of the influx was the sudden change in weather or if the creatures were drawn to one of the other magic users staying in town who were part of the same pilgrimage as those doing battle.
+
+When confronted, tatzlwyrms are more likely to attack than retreat. Indeed, they sometimes lie in wait on purpose, taking advantage of their scales' natural camouflage and awaiting the chance to unleash their signature move: belching poisonous vapor into an opponent's face. Since this breath attack doesn't have much range, the wyrms usually need to grab their foes first and bring them close to their mouth.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Tendriculos.md b/content/mechanics/srd/Bestiary/Bestiary 2/Tendriculos.md
new file mode 100755
index 000000000..762b079ae
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Tendriculos.md
@@ -0,0 +1,95 @@
+---
+title: "Tendriculos"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.tOciekK5ZAiVw5KG"
+tags:
+ - pf2e/creature/type/fungus
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Tendriculos"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Tendriculos"
+level: "Creature 7"
+
+alignment: ""
+size: "huge"
+trait_01: [[fungus]]
+trait_02: [[plant]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Low-Light Vision"
+languages: "Fey"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +17, Stealth: +14"
+abilityMods: [7, 2, 5, -2, 3, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +17, __Ref__ +12, __Will__ +13"
+hp: 120
+health:
+ - name: ""
+ - name: HP
+ desc: "120; __Immunities__ acid; __Weaknesses__ fire 5; __Resistances__ piercing 5, slashing 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Tentacle Only)]]"
+ desc: "`pf2:r` Tentacle only.\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bite"
+ desc: "+18 (reach 10 feet)\n__Damage__ 2d10 + 11 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+18 (agile, reach 15 feet)\n__Damage__ 2d6 + 11 bludgeoning plus grab"
+
+ - name: "Rampant Growth"
+ desc: "`pf2:1` **Requirements** A creature the tendriculos has Swallowed Whole has taken damage since the end of the tendriculos's last turn, and the tendriculos hasn't used any other actions this turn\n* * *\n\n**Effect** The tendriculos regains 3d8 healing Hit Points and recovers from the [[Conditions/Fatigued|Fatigued]] and [[Conditions/Slowed|Slowed]] conditions. It reduces any [[Conditions/Enfeebled|Enfeebled]] value it has by 2."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Large, 2d10+7 acid damage plus tendriculos venom, Rupture 14\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "Tendriculos Venom"
+ desc: " (incapacitation,poison) **Saving Throw** DC 21 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** [[Conditions/Clumsy|Clumsy 2]] (1 round)\n\n**Stage 2** [[Conditions/Clumsy|Clumsy 2]] and [[Conditions/Slowed|Slowed 2]] (1 round)\n\n**Stage 3** [[Conditions/Paralyzed|Paralyzed]] (1 round)"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Tendriculos
+creatures:
+ - 1: Tendriculos
+```
+
+
+
+These strange amalgams of plant and fungus with animal tendencies form where the natural world is corrupted by foul magic or frayed planar boundaries. Tendriculoses are instinctive ambush predators who seek out lightly traveled forest paths and lie in wait in the undergrowth. A tendriculos swallows its prey as quickly as possible and lets its paralytic digestive juices finish the meal, while swiftly restoring itself with the nourishment provided by the trapped creature. When collected, neutralized, and refined, the digestive fluids of a tendriculos form a lacquer that retains some of the tendriculos's acid resistance.
+
+A tendriculos comes into being with a rudimentary understanding of the Sylvan language, but in some cases it might manifest knowing a different tongue, such as Aklo, Draconic, or even Necril. Regardless, tendriculoses have little patience for chattering from potential meals, though some determined fey and primal spellcasters have been known to form alliances or even closer bonds with tendriculoses. Befriending a tendriculos requires great patience and plentiful food-and these the gifts of food must be alive when handed over.
+
+When it has finished feeding and is out of combat, a tendriculos slips into a quiescent state for a full day, one of the few times it is safe to approach. Upon rousing, it seeks the deep forest to regurgitate the less digestible portions of its meal. These remains may contain valuables that survived digestion and indicate that a tendriculos's hunting grounds lie nearby.
+
+Tendriculoses dwell in deep woods and jungles. Those too near populated areas soon draw unwanted attention with their ravenous appetites. Well-fed tendriculoses develop fruiting bodies that cast forth millions of spores. Spores that happen to alight on carrion grow into new tendriculoses.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Thanadaemon.md b/content/mechanics/srd/Bestiary/Bestiary 2/Thanadaemon.md
new file mode 100755
index 000000000..46c11fb98
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Thanadaemon.md
@@ -0,0 +1,107 @@
+---
+title: "Thanadaemon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.a3WeFckfbaynzmz7"
+tags:
+ - pf2e/creature/type/daemon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Thanadaemon"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Thanadaemon"
+level: "Creature 13"
+
+alignment: ""
+size: "Medium"
+trait_01: [[daemon]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[unholy]]
+modifier: 26
+perception:
+ - name: "Perception"
+ desc: "+26; Darkvision, Truesight"
+languages: "Common, Daemonic; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +22, Deception: +26, Intimidation: +26, Religion: +22, Styx Lore: +24"
+abilityMods: [6, 6, 4, 3, 5, 7]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +21, __Ref__ +23, __Will__ +26; +1 status to all saves vs. magic"
+hp: 270
+health:
+ - name: ""
+ - name: HP
+ desc: "270; __Immunities__ death effects; __Weaknesses__ holy 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Bo Staff|+1 Striking Bo Staff]], 2x Soul Gem"
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Terrifying Gaze"
+ desc: " (aura,divine,emotion,fear,mental,visual) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 30 Will check save. If the creature fails, it becomes [[Conditions/Frightened|Frightened 2]]. The creature is then temporarily immune to terrifying gaze (but not Focus Gaze) for 24 hours."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bo Staff"
+ desc: "+28 (magical, parry, reach 10 feet, trip, unholy)\n__Damage__ 3d8 + 14 bludgeoning plus draining-strike 1d6 void plus draining-strike 1d6 spirit plus draining-strike"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+27 (agile, finesse, magical, unholy)\n__Damage__ 3d6 + 14 slashing plus draining-strike 1d6 spirit plus draining-strike"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 34, attack +24; __7th __ (2 slots) _[[Spells/Execute|Finger of Death]]_, _[[Spells/Interplanar Teleport|Plane Shift (At Will; Self Plus Skiff and Passengers Only; Astral, Ethereal, and Evil Planes Only)]]_, _[[Spells/Teleport|Teleport]]_; __6th __ (3 slots) _[[Spells/Slow|Slow]]_, _[[Spells/Vampiric Exsanguination|Vampiric Exsanguination (x2)]]_; __5th __ (1 slots) _[[Spells/Translocate|Dimension Door]]_; __4th __ (1 slots) _[[Spells/Translocate|Dimension Door (At Will)]]_; __1st __ (1 slots) _[[Spells/Detect Alignment|Detect Alignment (Good Only) (At Will)]]_\n__Constant__ __(7th)__ _[[Spells/Air Walk|Air Walk]]_, _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Rituals"
+ desc: "_Create Undead_"
+
+ - name: "Draining Strike"
+ desc: " (divine) When a thanadaemon damages a living creature with a melee Strike, the creature must succeed at a DC 33 Fortitude check save or become [[Conditions/Drained|Drained 1]]. Further damage dealt by the thanadaemon increases the drained condition value by 1 on a failed save, to a maximum of [[Conditions/Drained|Drained 4]]."
+
+ - name: "Focus Gaze"
+ desc: "`pf2:1` (concentrate,divine,fear,visual) The thanadaemon glares at a single creature they can see within 30 feet. If the target wasn't already [[Conditions/Frightened|Frightened]], they must immediately attempt a DC 33 Will check save against the thanadaemon's terrifying gaze. If the target was already frightened, they must attempt a DC 33 Will check save or become [[Conditions/Fleeing|Fleeing]] for 1d4 rounds; this second effect has the incapacitation trait. After attempting its save, the creature is temporarily immune to this ability until the start of the thanadaemon's next turn."
+
+ - name: "Soul Crush"
+ desc: "`pf2:2` (manipulate) **Requirements** The thanadaemon has a soul gem\n* * *\n\n**Effect** The thanadaemon crushes the soul gem in one hand and gains fast healing 15 for 1 minute.\n\n[[Bestiary Effects/Effect_ Soul Crush (Healing)|Effect: Soul Crush (Healing)]]"
+
+```
+
+```encounter-table
+name: Thanadaemon
+creatures:
+ - 1: Thanadaemon
+```
+
+
+
+Also known as the deacons of death, thanadaemons represent death via old age. They are among the most patient daemons, and prefer to bide their time to enact far-reaching, decades-long plans rather than fight (though they are still deadly foes). Like the Horseman of Death, they ply the waters of the River Styx in search of wayward souls. Rarely are thanadaemons seen without a trademark oar (which they wield as a bo staff), a tool they use to navigate the river's muck-ridden channels and turbulent rapids.
+
+* * *
+
+Daemons form from the most despicable souls and personify forms of death.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Theletos.md b/content/mechanics/srd/Bestiary/Bestiary 2/Theletos.md
new file mode 100755
index 000000000..6bca6749b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Theletos.md
@@ -0,0 +1,91 @@
+---
+title: "Theletos"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.TlvjH1K5ieS5xEcu"
+tags:
+ - pf2e/creature/type/aeon
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/monitor
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Theletos"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Theletos"
+level: "Creature 7"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aeon]]
+trait_02: [[lawful]]
+trait_03: [[monitor]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision"
+languages: "envisioning"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +16, Intimidation: +16, Religion: +18, Stealth: +15"
+abilityMods: [4, 4, 3, 3, 5, 3]
+speed: 25 feet, fly 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +16, __Ref__ +13, __Will__ +18; +1 status to all saves vs. magic"
+hp: 125
+health:
+ - name: ""
+ - name: HP
+ desc: "125"
+abilities_top:
+ - name: ""
+
+ - name: "Envisioning"
+ desc: " When a theletos conveys information, it does so wordlessly through psychic projections. This acts as [[Bestiary Ability Glossary/Telepathy|Telepathy]] with a range of 100 feet but is understandable to all creatures regardless of whether they have a language. The meaning to non-aeons can be vague and is often mysterious. A theletos can use this ability to communicate flawlessly with any other aeon on the same plane."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+17 (magical)\n__Damage__ 2d10 + 4 bludgeoning 1d6 spirit"
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+17 (agile, magical)\n__Damage__ 2d8 + 4 slashing plus fate-drain 1d6 spirit plus fate-drain"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 25, attack +17; __4th __ _[[Spells/Augury|Augury (At will)]]_, _[[Spells/Charm|Charm]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Enthrall|Enthrall]]_, _[[Spells/Outcast's Curse|Outcast's Curse]]_, _[[Compendium.pf2e.spells-srd.Item.OyFCwQuw8XRazsNr|Remove Curse]]_, _[[Spells/Suggestion|Suggestion]]_, _[[Spells/Stupefy|Touch of Idiocy]]_"
+
+ - name: "Rituals"
+ desc: "_Geas_"
+
+ - name: "Fate Drain"
+ desc: " (curse,divine,fortune,mental) A creature damaged by the theletos's tentacle must succeed at a DC 22 Will check save or become [[Conditions/Stupefied|Stupefied 1]].\n\nAs long as the creature is stupefied, it can no longer benefit from fortune effects. If the target fails additional saves against this ability, the condition value increases by 1 (to a maximum of stupefied 4). This condition value decreases by 1 every 24 hours."
+
+ - name: "Wrath of Fate"
+ desc: "`pf2:2` (curse,divine,mental,misfortune) The theletos releases a 60-foot cone of energy from its center. Creatures in the cone become overwhelmed with the knowledge of various fates that destiny has in store for them and lack of clear pathways to these potential futures. They must succeed at a DC 26 Will check save or be [[Conditions/Slowed|Slowed 1]] indefinitely.\n\nAn affected creature can choose to roll twice when it attempts an attack, saving throw, or skill check and take the lower result. Regardless of the outcome, that creature is no longer slowed after that roll.\n\n[[Bestiary Effects/Effect_ Wrath of Fate|Effect: Wrath of Fate]]\n\nThe theletos can't use Wrath of Fate again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Theletos
+creatures:
+ - 1: Theletos
+```
+
+
+
+Theletoses maintain the balance between fate and free will. A theletos is a roughly spherical mass of crystals from which emerge four limbs, each split at the elbow and ending in three-fingered hands. A pair of crystalline tentacles also emerges from its body. Those who have been damaged by a theletos's tentacles describe a disorienting dilemma as they simultaneously feel forced to make a single choice while also being overwhelmed by the endless options available to choose from. Theletoses are more likely than most aeons to interfere in non-aeon societies, particularly in regions with draconian laws. Their involvement is twofold; a theletos concerns itself with both the freedom of individuals and the laws that restrict these individuals, even when the two are in opposition.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Thrasfyr.md b/content/mechanics/srd/Bestiary/Bestiary 2/Thrasfyr.md
new file mode 100755
index 000000000..8aeb13582
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Thrasfyr.md
@@ -0,0 +1,113 @@
+---
+title: "Thrasfyr"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Q3x385TG46Ai7SuP"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/tane
+ - pf2eMonster
+ - pf2e/creature/level/17
+statblock: inline
+name: "Thrasfyr"
+level: 17
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Thrasfyr"
+level: "Creature 17"
+rare_03: [[Rare]]
+alignment: ""
+size: "huge"
+trait_01: [[beast]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+trait_04: [[fire]]
+trait_05: [[tane]]
+modifier: 31
+perception:
+ - name: "Perception"
+ desc: "+31; Darkvision, See the Unseen"
+languages: "Aklo, Fey"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +34, Intimidation: +31"
+abilityMods: [9, 5, 9, -3, 6, 6]
+speed: 40 feet, climb 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 40
+armorclass:
+ - name: AC
+ desc: "40; __Fort__ +35, __Ref__ +28, __Will__ +27; +1 status to all saves vs. magic"
+hp: 350
+health:
+ - name: ""
+ - name: HP
+ desc: "350, regeneration 25 (deactivated by acid or cold); __Immunities__ fire; __Weaknesses__ cold 15, cold iron 15; __Resistances__ physical 15 (except cold iron)"
+abilities_top:
+ - name: ""
+
+ - name: "Planar Acclimation"
+ desc: " The thrasfyr always treats the plane it is located on as its home plane."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 25 (Deactivated by Acid or Cold)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Chain"
+ desc: "+34 (magical, reach 15 feet)\n__Damage__ 3d10 + 17 bludgeoning plus improved-knockdown"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+32 (magical, reach 10 feet)\n__Damage__ 3d6 + 15 piercing 3d6 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+32 (agile, magical, reach 10 feet)\n__Damage__ 3d8 + 15 slashing"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+32 (fatal d12, magical, reach 10 feet)\n__Damage__ 3d12 + 15 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 37, attack +27; __9th __ _[[Spells/Teleport|Teleport (Self and rider only)]]_; __2nd __ _[[Spells/See the Unseen|See Invisibility]]_\n__Constant__ __(4th)__ _[[Spells/Air Walk|Air Walk]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` The thrasfyr's serpent tail breathes a blast of flame in a 50-foot cone, dealing 10d12 fire damage (DC 40 Reflex check save).\n\nIt can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Rider's Bond"
+ desc: "`pf2:1` (mental,primal) The thrasfyr designates one creature as its rider by touching the rider with its claw. The thrasfyr and rider can communicate with each other telepathically at any range on the same plane and are aware of each other's present state, direction from each other, distance from each other, and any conditions affecting either."
+
+ - name: "Tangling Chains"
+ desc: "`pf2:2` (incapacitation,primal) The thrasfyr thrashes its chains in all directions. Each creature in a 15-foot emanation takes 18d6 bludgeoning damage (DC 38 Reflex check save); creatures that fail are [[Conditions/Immobilized|Immobilized]] until the start of the thrasfyr's next turn.\n\nThe thrasfyr can't use Tangling Chains or make chain Strikes for 1d4 rounds."
+
+ - name: "Whirling Frenzy"
+ desc: "`pf2:2` The thrasfyr makes a jaws Strike, a horn Strike, and two claw Strikes, each against a different target. Each attack counts toward the thrasfyr's multiple attack penalty, but the penalty doesn't increase until after all the attacks."
+
+ - name: "[[Bestiary Ability Glossary/Improved Knockdown|Improved Knockdown]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature as a free action. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Thrasfyr
+creatures:
+ - 1: Thrasfyr
+```
+
+
+
+As bizarre in appearance as they are ferocious, thrasfyrs resemble six-limbed bears with bull-like horns, draconic scales, and a fire-breathing serpent for a tail. Every thrasfyr is wrapped in animated chains psychically linked to the creature's mind.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Thunderbird.md b/content/mechanics/srd/Bestiary/Bestiary 2/Thunderbird.md
new file mode 100755
index 000000000..cf916dd57
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Thunderbird.md
@@ -0,0 +1,102 @@
+---
+title: "Thunderbird"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.TVQRwXgny6lXXSMN"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/electricity
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Thunderbird"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Thunderbird"
+level: "Creature 11"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[air]]
+trait_02: [[beast]]
+trait_03: [[electricity]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision"
+languages: "Common, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +22, Athletics: +23, Intimidation: +20, Nature: +20"
+abilityMods: [8, 3, 7, 3, 5, 3]
+speed: 25 feet, fly 80 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +24, __Ref__ +20, __Will__ +22"
+hp: 200
+health:
+ - name: ""
+ - name: HP
+ desc: "200; __Immunities__ electricity; __Resistances__ sonic 10"
+abilities_top:
+ - name: ""
+
+ - name: "Stormsight"
+ desc: " Wind, precipitation, and clouds don't impair a thunderbird's vision; it ignores the [[Conditions/Concealed|Concealed]] condition from storms, mist, precipitation, and the like."
+
+abilities_mid:
+ - name: ""
+ - name: "Reactive Shock"
+ desc: "`pf2:r` (move) **Trigger** A creature enters the thunderbird's reach or uses a move action within their reach\n* * *\n\n**Effect** A lightning bolt dancing on the thunderbird's body leaps onto the creature, dealing 8d6 electricity damage (DC 30 Reflex check save)."
+
+ - name: "Storm Aura"
+ desc: " (air,aura,concentrate,move,primal,water) 100 feet. The thunderbird is surrounded by a cyclone of wind and driving rain. This area is greater difficult terrain for flying creatures, who must successfully [[Actions/Maneuver in Flight|Maneuver in Flight]] (DC 27) or be blown 30 feet away from the thunderbird. Creatures on the ground must succeed at a DC 27 Reflex check save to perform any move action and are knocked [[Conditions/Prone|Prone]] on a critical failure.\n\nThe driving rain in the storm aura imposes a -2 circumstance penalty on Perception checks and extinguishes smaller flames.\n\nA thunderbird can deactivate or activate the storm aura as a free action with the concentrate trait."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+24 ()\n__Damage__ 2d6 + 12 piercing 3d6 electricity"
+
+ - name: "**Melee** `pf2:1` Talon"
+ desc: "+24 (agile)\n__Damage__ 2d8 + 12 slashing"
+
+ - name: "**Ranged** `pf2:1` Thunderbolt"
+ desc: "+23 (range increment 200 feet)\n__Damage__ 3d6 electricity plus thunderstrike 3d6 sonic plus thunderstrike"
+
+ - name: "Rituals"
+ desc: "_Control Weather_"
+
+ - name: "Lightning Blast"
+ desc: "`pf2:2` (primal) The thunderbird spreads their wings and blasts their foe with thunderous bolts of lightning. Each creature in a 30-foot emanation takes 6d6 electricity damage and 6d6 sonic damage (DC 30 Reflex check save). The thunderbird can't use Lightning Blast for 1d4 rounds."
+
+ - name: "Stormflight"
+ desc: " A thunderbird can move in wind with ease. They don't treat wind as difficult terrain or need to [[Actions/Maneuver in Flight|Maneuver in Flight]] in high winds."
+
+ - name: "Thunderstrike"
+ desc: " A creature that takes damage from a thunderbird's thunderbolt Strike must succeed at a DC 28 Fortitude check save or be knocked [[Conditions/Prone|Prone]] and [[Conditions/Deafened|Deafened]] for 1 round."
+
+```
+
+```encounter-table
+name: Thunderbird
+creatures:
+ - 1: Thunderbird
+```
+
+
+
+Thunderbirds bring storms on their wings. In times of drought, they are welcomed. Other times, they are offered gifts in hopes they might leave before flooding begins. When angered, they call down hurricanes and lay waste to entire villages, so many settlements conduct extensive rites to appease and honor local thunderbirds.
+
+Thunderbird parents carry their newly hatched offspring to hidden mountaintop nests, where the young are struck by their first bolts of lightning and learn the mysteries of the storm.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Tick Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 2/Tick Swarm.md
new file mode 100755
index 000000000..465519a94
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Tick Swarm.md
@@ -0,0 +1,80 @@
+---
+title: "Tick Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.zsBdLPcmKScXk5i3"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Tick Swarm"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Tick Swarm"
+level: "Creature 9"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[swarm]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +16, Stealth: +19"
+abilityMods: [1, 6, 4, -5, 3, -5]
+speed: 25 feet, climb 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +19, __Ref__ +19, __Will__ +14"
+hp: 130
+health:
+ - name: ""
+ - name: HP
+ desc: "130; __Immunities__ precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 10, splash damage 10; __Resistances__ bludgeoning 5, piercing 10, slashing 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Swarm Mind"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+ - name: "Cling"
+ desc: "`pf2:r` **Trigger** A creature leaves the swarm's space\n* * *\n\n**Effect** The swarm takes 1d6 damage as ticks cling to the creature and continue biting, dealing 3d6 bleed. Immersion in water reduces the DC of the flat check to end this persistent damage to 5, and any area damage dealt to the creature destroys these clinging ticks."
+
+attacks:
+ - name: ""
+
+ - name: "Swarming Bites"
+ desc: "`pf2:1` Each enemy in the swarm's space takes 3d6 piercing damage (DC 28 Reflex check save) plus Cling and exposure to tick fever."
+
+ - name: "Tick Fever"
+ desc: " (disease) **Saving Throw** DC 27 Fortitude check\n\n**Onset** 1 day\n\n**Stage 1** [[Conditions/Enfeebled|Enfeebled 1]] (1 day)\n\n**Stage 2** [[Conditions/Enfeebled|Enfeebled 2]] (1 day)."
+
+```
+
+```encounter-table
+name: Tick Swarm
+creatures:
+ - 1: Tick Swarm
+```
+
+
+
+This swarm of thousands of fist-sized ticks forms a moving carpet of bloated insects-a nauseating and intimidating sight.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Titan Centipede.md b/content/mechanics/srd/Bestiary/Bestiary 2/Titan Centipede.md
new file mode 100755
index 000000000..b81ee8c29
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Titan Centipede.md
@@ -0,0 +1,84 @@
+---
+title: "Titan Centipede"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.W0Qk0RXQvx16j8S5"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Titan Centipede"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Titan Centipede"
+level: "Creature 9"
+
+alignment: ""
+size: "grg"
+trait_01: [[animal]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Athletics: +21"
+abilityMods: [8, 1, 5, -5, 5, -4]
+speed: 50 feet, climb 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +20, __Ref__ +16, __Will__ +18"
+hp: 155
+health:
+ - name: ""
+ - name: HP
+ desc: "155"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Mandibles"
+ desc: "+21 (reach 20 feet)\n__Damage__ 2d10 + 12 piercing plus titan-centipede-venom"
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+19 ()\n__Damage__ 2d8 + 10 bludgeoning"
+
+ - name: "Impaling Critical"
+ desc: " When a titan centipede scores a critical hit with its mandibles, the target is painfully pierced with barbed spines and bristles, taking 1d6 bleed and becoming [[Conditions/Off-Guard|Off-Guard]] as long as the bleed damage continues."
+
+ - name: "Titan Centipede Venom"
+ desc: " (poison) **Saving Throw** DC 28 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 2d6 poison damage and [[Conditions/Clumsy|Clumsy 2]] (1 round)\n\n**Stage 2** 2d8 poison damage, [[Conditions/Clumsy|Clumsy 2]], and [[Conditions/Slowed|Slowed 1]] (1 round)\n\n**Stage 3** 2d10 poison damage, [[Conditions/Clumsy|Clumsy 2]], and [[Conditions/Slowed|Slowed 2]] (1 round)"
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Huge or smaller, foot, DC 28 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+ - name: "Undulate"
+ desc: "`pf2:1` The titan centipede Strides up to its Speed or Steps. During this movement, it can pass through spaces as narrow as 10 feet without [[Actions/Squeeze|Squeezing]]."
+
+```
+
+```encounter-table
+name: Titan Centipede
+creatures:
+ - 1: Titan Centipede
+```
+
+
+
+These colossal, solitary centipedes claim vast hunting grounds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Totenmaske.md b/content/mechanics/srd/Bestiary/Bestiary 2/Totenmaske.md
new file mode 100755
index 000000000..6756955d2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Totenmaske.md
@@ -0,0 +1,88 @@
+---
+title: "Totenmaske"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.D0MvM2aMCNqqE81d"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Totenmaske"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Totenmaske"
+level: "Creature 7"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[undead]]
+trait_03: [[unholy]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision"
+languages: "Common, Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Deception: +17, Stealth: +17, Thievery: +15"
+abilityMods: [4, 6, 2, 1, 2, 3]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +15, __Ref__ +17, __Will__ +13"
+hp: 128
+health:
+ - name: ""
+ - name: HP
+ desc: "128, (void healing); __Immunities__ death effects, disease, paralyzed, poison, unconscious"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+18 (finesse)\n__Damage__ 2d6 + 7 piercing 2d6 void"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+18 (agile, finesse)\n__Damage__ 2d8 + 7 slashing"
+
+ - name: "Drink Flesh"
+ desc: "`pf2:1` (divine) **Requirements** The totenmaske hit the same enemy with two claw Strikes this turn and is still adjacent to it\n* * *\n\n**Effect** The totenmaske drains flesh from the creature's body. The creature becomes [[Conditions/Sickened|Sickened 2]] and [[Conditions/Drained|Drained 1]] unless it succeeds at a DC 25 Fortitude check save ([[Conditions/Sickened|Sickened 2]] and [[Conditions/Drained|Drained 2]] on a critical failure)."
+
+ - name: "Living Form"
+ desc: "`pf2:1` (concentrate,divine,polymorph) The totenmaske takes the appearance of a Medium or smaller humanoid creature. This is either its form from before it became undead, or the form of the last creature it successfully hit with Drink Flesh.\n\nThis doesn't change the totenmaske's Speed or the attack and damage bonuses for its Strikes, but might change the damage type its Strikes deal (typically to bludgeoning)."
+
+ - name: "Shape Flesh"
+ desc: " (curse,divine) After spending 1 minute in contact with a [[Conditions/Paralyzed|Paralyzed]], [[Conditions/Unconscious|Unconscious]], or willing creature, a totenmaske can reshape the target's face, causing flesh to cover vital features.\n\nThe target can attempt a DC 25 Fortitude check save to resist; a critical success grants temporary immunity to Shape Flesh for 24 hours.\n\nEach time the totenmaske Shapes Flesh, it chooses one feature: ears (target becomes [[Conditions/Deafened|Deafened]]), eyes (target becomes [[Conditions/Blinded|Blinded]]), mouth (target can't speak or eat), or nose (target can't smell). A creature with both its nose and mouth sealed can't breathe and begins to suffocate.\n\nChanges are permanent until reversed by removing this curse, or the sealed flesh can be surgically opened with a DC 25 Medicine check check that takes 1d4 rounds and deals 1d6 slashing damage per round."
+
+```
+
+```encounter-table
+name: Totenmaske
+creatures:
+ - 1: Totenmaske
+```
+
+
+
+Spawned by the same unnatural and self-destructive obsessions that drove them when they were alive, totenmaskes are the undead remnants of the most self-indulgent and sinful among us. Though unable to sate their perverse desires, these foul undead can drain the very flesh from their victims so as to wrap themselves in a perverse mockery of life that allows them to pursue their base wants. Totenmaskes' specific longings vary-one might be obsessed with food or drink, while another might be vain and desirous of an attractive form to marvel at in a mirror, while yet another could simply long for the scent of blood. Whatever the sensation the totenmaske seeks, it is always a vice taken to extreme, for this sin is what helped condemn it to unlife in the first place. A totenmaske obsessed with food, for example, might find itself assaulting bakeries or breweries, while a vain totenmaske obsessed with glamor could quickly grow bored of each new look and switch its victims out daily, or even hourly.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Triton.md b/content/mechanics/srd/Bestiary/Bestiary 2/Triton.md
new file mode 100755
index 000000000..e11a15af1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Triton.md
@@ -0,0 +1,91 @@
+---
+title: "Triton"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.0XljF2uNXhF7QrNt"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/good
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Triton"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Triton"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[amphibious]]
+trait_02: [[good]]
+trait_03: [[humanoid]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Common, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +8, Crafting: +4, Diplomacy: +6, Nature: +6, Stealth: +9"
+abilityMods: [4, 3, 1, 0, 2, 0]
+speed: 5 feet, swim 35 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +5, __Ref__ +11, __Will__ +8"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Trident|Trident]], [[Equipment/Hide Armor|Shell Armor (Hide)]], Conch Shell"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Trident"
+ desc: "+10 ()\n__Damage__ 1d8 + 6 piercing"
+
+ - name: "**Ranged** `pf2:1` Trident"
+ desc: "+9 (thrown 20 ft.)\n__Damage__ 1d8 + 6 piercing"
+
+ - name: "Defender of the Seas"
+ desc: "`pf2:1` The triton Interacts to raise their trident, gaining a +1 circumstance bonus to AC until the start of their next turn. During this time, any of their allies also gains the bonus while adjacent to the triton."
+
+ - name: "Summon Aquatic Ally"
+ desc: "`pf2:3` (primal) **Frequency** once per day\n* * *\n\n**Effect** The triton blows into a conch shell, casting a 2nd-rank [[Spells/Summon Animal|Summon Animal]] spell. The triton can summon only an aquatic creature, such as a dolphin, octopus, ray, sea snake, or electric eel. This creature remains until it is slain, the triton Dismisses it, or the triton summons another ally."
+
+```
+
+```encounter-table
+name: Triton
+creatures:
+ - 1: Triton
+```
+
+
+
+While sometimes understandably mistaken for merfolk-both species live underwater and have a blend of features from both humans and fish-tritons have two legs instead of a tail. This gives tritons the ability to operate on land, though they are neither as comfortable nor as skilled above water as below.
+
+The arms and legs of a triton feature fins that assist in swimming, and their entire body is covered in fine scales that range in color from silver to cerulean blue to seaweed green. Their amphibious nature shows in the webbing between the digits of their feet and hands, as well as the fact that they have both gills and a human-shaped nose and mouth. Triton hair grows in wide strands like seagrass, commonly green in shade but in some cases blue or white. Their eyes range in color from sea blue to golden.
+
+Many tritons see themselves as defenders of the deep, dedicating their lives to protecting the inhabitants of the seas from evil creatures and intruders-whether they come from underwater or the surface world. Primary among triton foes are sea devils and alghollthu, both of whom have amphibious forces that tritons have had to fight underwater and on land.
+
+In their quest to fight underwater evil, tritons sometimes ally with dolphins and sea turtles (both of which make excellent mounts), water elemental, and sometimes even sharks and sea serpents. Tritons can summon such allies using a conch shell as a trumpet. When it comes to other intelligent undersea species, however, tritons take pride in their self-sufficiency, rarely trading with other underwater peoples such as merfolk, and even more rarely forming established alliances.
+
+Tritons live in natural-grown villages on the sea floor, forging dwellings out of colorful coral reefs, in rift valleys heated by volcanic activity, and even in underwater canyons- though they avoid settling in extreme depths due to the risk of encountering krakens or worse. They like to decorate their homes with aquatic plants, bioluminescent fish, and attractive trinkets recovered from shipwrecks.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Trollhound.md b/content/mechanics/srd/Bestiary/Bestiary 2/Trollhound.md
new file mode 100755
index 000000000..c78f7a737
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Trollhound.md
@@ -0,0 +1,89 @@
+---
+title: "Trollhound"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gbCdrmPVgcgVfn4w"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/troll
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Trollhound"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Trollhound"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[beast]]
+trait_02: [[troll]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Athletics: +11, Stealth: +8, Survival: +6"
+abilityMods: [4, 1, 5, -4, 1, -2]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +14, __Ref__ +8, __Will__ +6"
+hp: 65
+health:
+ - name: ""
+ - name: HP
+ desc: "65, regeneration 15 (deactivated by acid or fire); __Weaknesses__ fire 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 15 (Deactivated by Acid or Fire)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+11 ()\n__Damage__ 1d12 + 4 piercing plus bloodfire-fever,knockdown"
+
+ - name: "Bloodfire Fever"
+ desc: " (disease) **Saving Throw** DC 18 Fortitude check\n\n**Stage 1** carrier with no ill effect (1 day)\n\n**Stage 2** [[Conditions/Enfeebled|Enfeebled 1]] (1 day)\n\n**Stage 3** Enfeebled 1 and [[Conditions/Clumsy|Clumsy 1]] (1 day)\n\n**Stage 4** [[Conditions/Enfeebled|Enfeebled 2]] and [[Conditions/Clumsy|Clumsy 2]] (1 day)\n\n**Stage 5** Enfeebled 2, Clumsy 2, and [[Conditions/Fatigued|Fatigued]] (1 day)"
+
+ - name: "Pack Attack"
+ desc: " The trollhound deals an extra 1d6 damage to any creature within reach of at least two of the trollhound's allies."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Trollhound
+creatures:
+ - 1: Trollhound
+```
+
+
+
+Trollhounds are squat, slavering beasts akin to trolls in canine form. Requiring vast quantities of meat to fuel their regenerative metabolisms, packs of wild trollhounds prowl the foothills of regions where trolls dwell, their voracious hunger driving them to slaughter and consume any prey they encounter. In some regions, trolls breed trollhounds as pets, utilizing the trollhounds' keen sense of smell to aid in the hunt.
+
+Covered in fetid, weeping sores, trollhounds are carriers of a debilitating contagion known as bloodfire fever. Creatures that contract the disease through the bite of a trollhound experience deep internal pain, as if their blood were on fire. Additional symptoms include loss of muscle coordination, pus-filled blisters, and overall lethargy and fatigue. Other than suffering from skin irritation, both trolls and trollhounds are immune to the major effects of the disease.
+
+Trollhounds are fearless on the hunt and in combat, relying on their ability to regenerate to carry them through. Not even the threat of fire is enough to repel them, as the beasts don't recognize the danger it represents. Nevertheless, fire is one of the most effective tools in combating trollhounds; canny hunters know to burn every last remnant of a supposedly slain trollhound, for their regenerative powers are potent indeed.
+
+While trolls themselves have had great success in domesticating, training, and even befriending trollhounds, the same cannot be said for other would-be masters. Whether impeded by constant exposure to trollhounds' diseased slobber, their ravenous hunger that never seems to be fully sated, or simply their foul personality and quick-to-bite temperament, most attempts to use trollhounds in place of more reliable guardians end in pain, misery, and a pack of feral trollhounds escaping into the hinterlands. Left to their own devices, a pack of escaped trollhounds can breed relatively quickly, and it can take less than a year for a small pack to multiply into a significant threat to the countryside. Best to leave the trollhounds to the trolls, as they say!
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Trumpet Archon.md b/content/mechanics/srd/Bestiary/Bestiary 2/Trumpet Archon.md
new file mode 100755
index 000000000..eac3a6719
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Trumpet Archon.md
@@ -0,0 +1,96 @@
+---
+title: "Trumpet Archon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.YHwhGLHr7k3lcL1y"
+tags:
+ - pf2e/creature/type/archon
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/14
+statblock: inline
+name: "Trumpet Archon"
+level: 14
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Trumpet Archon"
+level: "Creature 14"
+
+alignment: ""
+size: "Medium"
+trait_01: [[archon]]
+trait_02: [[celestial]]
+trait_03: [[good]]
+trait_04: [[holy]]
+trait_05: [[lawful]]
+modifier: 26
+perception:
+ - name: "Perception"
+ desc: "+26; Darkvision"
+languages: "Diabolic, Draconic, Empyrean; tongues"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +25, Diplomacy: +29, Intimidation: +28, Nature: +23, Performance: +31, Religion: +23, Stealth: +25"
+abilityMods: [7, 5, 5, 3, 6, 8]
+speed: 35 feet, fly 60 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +24, __Ref__ +24, __Will__ +27; +1 status to all saves vs. magic"
+hp: 285
+health:
+ - name: ""
+ - name: HP
+ desc: "285; __Weaknesses__ unholy 15; __Resistances__ sonic 15"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Bastard Sword|+2 Striking Bastard Sword]], [[Equipment/Full Plate|+1 Resilient Full Plate]], [[Equipment/Musical Instrument (Virtuoso handheld)|Virtuoso Trumpet]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Retributive Strike|Retributive Strike]]"
+ desc: "`pf2:r` **Damage Reduction** 16\n* * *\n\n**Trigger** An enemy damages the monster's ally, and both are within 15 feet of the monster.\n* * *\n\n**Effect** The ally gains resistance to all damage against the triggering damage equal to 2 + the monster's level. If the foe is within reach, the monster makes a melee Strike against it."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bastard Sword"
+ desc: "+29 (holy, magical, versatile p)\n__Damage__ 2d12 + 13 slashing 2d6 sonic 1d6 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 34, attack +24; __7th __ _[[Spells/Heal|Heal (x2)]]_, _[[Spells/Noise Blast|Sound Burst]]_; __6th __ _[[Spells/Heroism|Heroism]]_, _[[Spells/Zealous Conviction|Zealous Conviction]]_; __5th __ _[[Spells/Banishment|Banishment]]_, _[[Spells/Breath of Life|Breath of Life]]_; __4th __ _[[Spells/Translocate|Dimension Door (At will)]]_; __3rd __ _[[Spells/Circle of Protection|Circle of Protection (Against evil only) (x2)]]_\n__Cantrips__ __(7th)__ _[[Spells/Message|Message]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Archon's Door"
+ desc: " Once per day, if an archon sees another creature cast [[Spells/Translocate|Translocate]], the archon can use dimension door (heightened to 5th level) within 1 round to attempt to follow that creature to the maximum distance of the archon's dimension door.\n\nIf the archon's dimension door has enough distance, the archon appears the same distance and direction from the creature as before either creature used dimension door."
+
+ - name: "Kind Word"
+ desc: "`pf2:1` (auditory,divine,emotion,linguistic,mental) The trumpet archon offers an ally praise or encouragement. The archon attempts to counteract one emotion effect on the ally (with a counteract modifier of +24), and the archon and the ally both gain a +1 status bonus to attack rolls and saving throws for 1 round."
+
+ - name: "Trumpet Blast"
+ desc: "`pf2:1` (auditory,divine,emotion,mental) The trumpet archon blows mightily on their horn, creating a tone of such beauty and grandeur those who hear it are paralyzed in awe. Non-archons within 100 feet must attempt a DC 34 Fortitude check save.\n\nThey are temporarily immune for 10 minutes.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Off-Guard|Off-Guard]].\n\n**Failure** The creature is [[Conditions/Stunned|Stunned 1]] and off-guard as long as it's stunned.\n\n**Critical Failure** The creature is [[Conditions/Paralyzed|Paralyzed]] for 1 round."
+
+```
+
+```encounter-table
+name: Trumpet Archon
+creatures:
+ - 1: Trumpet Archon
+```
+
+
+
+Trumpet archons are messengers, emissaries, and storytellers-embodiments of the virtue of kindness. They use stories and allegories to prevent bloodshed, and among all archons they are the most likely to work together with angels, perhaps leading to the similarities in their forms. When diplomacy is impossible, trumpet archons rally the righteous to battle-one reassuring glance from a trumpet archon is often all it takes to instill a shaken ally with resounding courage once again.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Twigjack.md b/content/mechanics/srd/Bestiary/Bestiary 2/Twigjack.md
new file mode 100755
index 000000000..02aecb4f8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Twigjack.md
@@ -0,0 +1,90 @@
+---
+title: "Twigjack"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.DTJdCyyOyLfYyOud"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Twigjack"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Twigjack"
+level: "Creature 3"
+
+alignment: ""
+size: "tiny"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[fey]]
+trait_04: [[plant]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: "Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Athletics: +9, Nature: +7, Stealth: +11"
+abilityMods: [2, 4, 2, 0, 2, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +9, __Ref__ +11, __Will__ +7"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50; __Weaknesses__ fire 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+11 (agile, finesse)\n__Damage__ 1d10 + 4 slashing"
+
+ - name: "**Ranged** `pf2:1` Splinter"
+ desc: "+11 (deadly d6, range increment 30 feet)\n__Damage__ 1d6 + 4 piercing"
+
+ - name: "Bramble Jump"
+ desc: "`pf2:3` (plant,primal,teleportation) **Requirements** The twigjack is in undergrowth\n* * *\n\n**Effect** The twigjack scrambles into the undergrowth and instantly teleports to a square of undergrowth within 60 feet. This movement doesn't trigger reactions."
+
+ - name: "Splinter Spray"
+ desc: "`pf2:2` The twigjack sprays a barrage of splinters and brambles from its body in a 15-foot cone, dealing 4d6 piercing damage (DC 20 Reflex check save).\n\nIt can't use Splinter Spray again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Twigjack
+creatures:
+ - 1: Twigjack
+```
+
+
+
+Maladjusted forest denizens, twigjacks form from the cruel and prankish combination of fey and the very woods in which they reside. A twigjack's body is made up of prickly brambles woven with vines. Shaggy, mossy growth, not unlike hair, tops a twigjack's head. Its mouth is just a canyon of splintered and broken sticks bisecting its face. Leaves and sprigs of new growth randomly sprout from the creature's body. Many dense forests on Golarion have at least a handful of twigjacks living in the undergrowth.
+
+While truculent and violent, twigjacks care deeply for what they consider to be their forests. These creatures harass outsiders who delve deep into their wooded domains, forcing back even the most determined explorers, foresters, and travelers, especially when those intruders cut roads through the forest. However, they are not terribly territorial when it comes to other forest creatures. When sylvan creatures, especially fey, rally against an outside threat, twigjacks in the area eagerly arrive to fight, even if they were not invited.
+
+Less seasoned travelers who encounter twigjacks in their canopied homes often mistake them for leshys, a tendency that frustrates twigjacks, as they have a low opinion of such creatures. More broadly, twigjacks resent being considered mere animated plants at all. Rather, they embrace their fey heritage-often to a foolish end. Twigjacks go out of their way to ingratiate themselves to the fey creatures they live among. Several popular comic songs weave the tale of a twigjack attempting to woo a powerful and graceful dryad, only to be comically disgraced after many loutish attempts. Many fey seem embarrassed by these strange cousins, but some spriggans, quicklings, and redcaps harness the twigjacks' violent urges and disruptive behavior for their own purposes.
+
+While twigjacks are fey, and as such are often found in the First World, it's somewhat curious that those twigjacks who find religion only rarely turn to the Eldest of the First World. Instead, twigjacks tend to worship false deities of their own design: figures spotted in tangles of tree branches, clots of undergrowth, or other hidden nooks in the natural world. These religions are always highly localized, and while these faiths do not support clerics, they often inspire zealous crusades against non-fey.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Two-Headed Troll.md b/content/mechanics/srd/Bestiary/Bestiary 2/Two-Headed Troll.md
new file mode 100755
index 000000000..336a5730e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Two-Headed Troll.md
@@ -0,0 +1,102 @@
+---
+title: "Two-Headed Troll"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.28mJ3ZMa4aFyAykN"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/troll
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Two-Headed Troll"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Two-Headed Troll"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[giant]]
+trait_04: [[troll]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision"
+languages: "Jotun"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +18, Intimidation: +17"
+abilityMods: [6, 1, 6, -2, 4, 3]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +20, __Ref__ +15, __Will__ +14"
+hp: 190
+health:
+ - name: ""
+ - name: HP
+ desc: "190, regeneration 25 (deactivated by acid or fire); __Weaknesses__ fire 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Club|Club]]"
+ - name: "Independent Brains"
+ desc: " Each of a two-headed troll's heads rolls their own initiative and has their own turn. Neither head can [[Actions/Delay|Delay]]. At the start of a head's turn, that head gets 2 actions and 1 reaction. Each brain controls one of the troll's arms, but both can move the legs.\n\nAny ability that would sever a two-headed troll's head (such as the [[Equipment/Vorpal|Vorpal]] weapon property) doesn't cause the two-headed troll to die if they still have their other head, but does cause them to lose the turns, actions, and reactions of the severed head.\n\nMental effects that target a single creature affect only one of the troll's heads."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 25 (Deactivated by Acid or Fire)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Head Regrowth"
+ desc: " A two-headed troll's regeneration can regrow a severed head. After regaining Hit Points from regeneration, the two-headed troll attempts a DC 10 Flat check check. On a success, the missing head is fully restored.\n\nIf a two-headed troll loses their last remaining head, they die immediately."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+18 (reach 10 feet)\n__Damage__ 2d12 + 8 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+18 (agile, reach 10 feet)\n__Damage__ 2d8 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Club"
+ desc: "+18 (reach 10 feet)\n__Damage__ 2d6 + 8 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Club"
+ desc: "+13 (thrown 10 ft.)\n__Damage__ 2d6 + 8 bludgeoning"
+
+ - name: "Reactive Chomp"
+ desc: "`pf2:r` **Trigger** On one head's initiative, the troll hits the same enemy with two consecutive claw Strikes in the same round\n* * *\n\n**Effect** While the prey is distracted with unrelenting claw attacks, the head that's not taking its turn makes a jaws Strike against the enemy."
+
+```
+
+```encounter-table
+name: Two-Headed Troll
+creatures:
+ - 1: Two-Headed Troll
+```
+
+
+
+Two-headed trolls are savage, dual-minded monsters with an unquenchable thirst for bloodshed, and dread tales of their ravenous appetites are whispered of in homesteads throughout the lands of the Inner Sea. Indeed, it is a custom for parents to invoke the two-headed troll as a warning to misbehaving children. "Finish your chores," a parent might say to a stubborn child, "or a two-headed troll will snatch you away at night and swallow you whole!" It's unclear why such a morbid tradition gained traction with parents, but it's an undeniable fact that two-headed trolls have an appetite for "nibbles"-creatures small enough to devour with one bite.
+
+Mature two-headed trolls stand 13 feet in height, weighing roughly 1,700 pounds. Unlike common trolls, two-headed trolls share the upright gait of their ettin ancestry and do not walk hunched over.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Umbral Dragon (Adult).md b/content/mechanics/srd/Bestiary/Bestiary 2/Umbral Dragon (Adult).md
new file mode 100755
index 000000000..619f9ffa9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Umbral Dragon (Adult).md
@@ -0,0 +1,108 @@
+---
+title: "Umbral Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.brEN8L0agzLYlU1C"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/shadow
+ - pf2eMonster
+ - pf2e/creature/level/15
+statblock: inline
+name: "Umbral Dragon (Adult)"
+level: 15
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Umbral Dragon (Adult)"
+level: "Creature 15"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[dragon]]
+trait_02: [[evil]]
+trait_03: [[shadow]]
+modifier: 29
+perception:
+ - name: "Perception"
+ desc: "+29; Greater Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Necril, Shadowtongue"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +25, Athletics: +31, Deception: +28, Intimidation: +28, Nature: +25, Stealth: +27, Survival: +28"
+abilityMods: [8, 4, 6, 4, 6, 5]
+speed: 50 feet, fly 180 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 37
+armorclass:
+ - name: AC
+ desc: "37; __Fort__ +27, __Ref__ +25, __Will__ +27; +1 status to all saves vs. magic"
+hp: 275
+health:
+ - name: ""
+ - name: HP
+ desc: "275; __Immunities__ void, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 34 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+30 (reach 15 feet, void)\n__Damage__ 3d10 + 14 piercing plus ghost-bane 3d6 void plus ghost-bane"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+30 (agile, magical, reach 10 feet)\n__Damage__ 3d10 + 14 slashing plus ghost-bane"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+28 (magical, reach 20 feet)\n__Damage__ 3d12 + 14 slashing plus ghost-bane"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+28 (agile, magical, reach 15 feet)\n__Damage__ 2d10 + 14 slashing plus ghost-bane"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 36, attack +28; __7th __ _[[Spells/Darkness|Darkness (At Will)]]_, _[[Spells/Umbral Journey|Shadow Walk]]_, _[[Spells/Vampiric Exsanguination|Vampiric Exsanguination]]_\n__Cantrips__ __(7th)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Jaws Only)]]"
+ desc: "`pf2:r` Jaws only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (primal,shadow,void) The umbral dragon breathes in one of two ways. They can't use Breath Weapon again for 1d4 rounds.\n\n* **Void** The dragon breathes a blast of darkness in a 40-foot cone that deals 16d6 void damage (DC 36 Reflex check save). Undead creatures take 19d6 force damage instead of the void damage.\n* **Shadows** The dragon breathes a blast of shadows in a 40-foot cone. Each creature within the cone must attempt a DC 36 Fortitude check save.\n \n **Critical Success** The creature is unaffected.\n \n **Success** The creature is [[Conditions/Enfeebled|Enfeebled 2]] for 1 round.\n \n **Failure** The creature is [[Conditions/Enfeebled|Enfeebled 2]] for 1 minute.\n \n **Critical Failure** The creature is [[Conditions/Enfeebled|Enfeebled 2]] for 1 minute and [[Conditions/Blinded|Blinded]] for 1 round."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one wing Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+ - name: "Ghost Bane"
+ desc: " (incorporeal) An umbral dragon's Strikes affect incorporeal creatures with the effects of a _[[Equipment/Ghost Touch|Ghost Touch]]_ property rune, and an umbral dragon's jaws deal an additional 6d6 force damage to undead."
+
+```
+
+```encounter-table
+name: Umbral Dragon (Adult)
+creatures:
+ - 1: Umbral Dragon (Adult)
+```
+
+
+
+While the other primal dragons hail from the Elemental Planes, the cruel and unceasingly malicious umbral dragons originate in the depths of the Shadow Plane. Their sleek black scales and serpentine grace allow them to strike from hiding, and they are known for playing with their prey before finally finishing it. These creatures of shadowy energy and unwholesome appetites prefer the necrotic flesh of undead creatures to any other meal. This strange hunger can be of accidental benefit to nearby humanoid societies, but ultimately they hunt and kill undead creatures for the taste, rather than out of any desire to protect others from the undead. The benefit is always short-lived, however. When umbral dragons exhaust their preferred prey, they turn on whatever living creatures happen to be nearby. Umbral dragons sometimes go to great lengths to obtain their favorite meals, even creating undead creatures that they then feast upon.
+
+For all their power, umbral dragons are uninterested in fair battles. When faced with foes that pose any kind of actual danger to them, umbral dragons flee into the shadows and seek to strike back through pawns or minions rather than risk their own lives. Their treasure hoards are varied and diverse, often augmented by loot stolen from crypts the dragons have turned into feeding grounds. They have a strong respect for and interest in traditions and heirlooms, and they often seek to augment their hoards with items of great value that have been handed down through the generations of those whose corpses and ghosts they've fed upon.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Umbral Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 2/Umbral Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..cc8e5eae0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Umbral Dragon (Adult, Spellcaster).md
@@ -0,0 +1,105 @@
+---
+title: "Umbral Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.tomSe4PmmgEK3im3"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/shadow
+ - pf2eMonster
+ - pf2e/creature/level/15
+statblock: inline
+name: "Umbral Dragon (Adult, Spellcaster)"
+level: 15
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Umbral Dragon (Adult, Spellcaster)"
+level: "Creature 15"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[dragon]]
+trait_02: [[evil]]
+trait_03: [[shadow]]
+modifier: 29
+perception:
+ - name: "Perception"
+ desc: "+29; Greater Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Necril, Shadowtongue"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +25, Athletics: +31, Deception: +28, Intimidation: +28, Nature: +25, Stealth: +27, Survival: +28"
+abilityMods: [8, 4, 6, 4, 6, 5]
+speed: 50 feet, fly 180 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 37
+armorclass:
+ - name: AC
+ desc: "37; __Fort__ +27, __Ref__ +25, __Will__ +27; +1 status to all saves vs. magic"
+hp: 275
+health:
+ - name: ""
+ - name: HP
+ desc: "275; __Immunities__ void, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 34 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+30 (reach 15 feet, void)\n__Damage__ 3d10 + 14 piercing plus ghost-bane 3d6 void plus ghost-bane"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+30 (agile, magical, reach 10 feet)\n__Damage__ 3d10 + 14 slashing plus ghost-bane"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+28 (magical, reach 20 feet)\n__Damage__ 3d12 + 14 slashing plus ghost-bane"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+28 (agile, magical, reach 15 feet)\n__Damage__ 2d10 + 14 slashing plus ghost-bane"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 35, attack +30; __6th __ _[[Spells/Dominate|Dominate]]_, _[[Spells/Truesight|True Seeing]]_, _[[Spells/Vampiric Exsanguination|Vampiric Exsanguination]]_; __5th __ _[[Spells/Black Tentacles|Black Tentacles]]_, _[[Spells/Shadow Blast|Shadow Blast]]_, _[[Spells/Shadow Siphon|Shadow Siphon]]_; __4th __ _[[Spells/Vapor Form|Gaseous Form]]_, _[[Spells/Mirage|Hallucinatory Terrain]]_, _[[Spells/Nightmare|Nightmare]]_; __3rd __ _[[Spells/Bind Undead|Bind Undead]]_, _[[Spells/Blindness|Blindness]]_, _[[Spells/Slow|Slow]]_; __2nd __ _[[Spells/Death Knell|Death Knell]]_, _[[Spells/Peaceful Rest|Gentle Repose]]_, _[[Spells/Humanoid Form|Humanoid Form]]_; __1st __ _[[Spells/Charm|Charm]]_, _[[Spells/Item Facade|Item Facade]]_, _[[Spells/Enfeeble|Ray of Enfeeblement]]_\n__Cantrips__ __(6th)__ _[[Spells/Void Warp|Chill Touch]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Ray of Frost|Ray of Frost]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Sigil|Sigil]]_"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 36, attack +28; __7th __ _[[Spells/Darkness|Darkness (At Will)]]_, _[[Spells/Umbral Journey|Shadow Walk]]_, _[[Spells/Vampiric Exsanguination|Vampiric Exsanguination]]_\n__Cantrips__ __(7th)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Jaws Only)]]"
+ desc: "`pf2:r` Jaws only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (primal,shadow,void) The umbral dragon breathes in one of two ways. They can't use Breath Weapon again for 1d4 rounds.\n\n* **Void** The dragon breathes a blast of darkness in a 40-foot cone that deals 16d6 void damage (DC 36 Reflex check save). Undead creatures take 19d6 force damage instead of the void damage.\n* **Shadows** The dragon breathes a blast of shadows in a 40-foot cone. Each creature within the cone must attempt a DC 36 Fortitude check save.\n \n **Critical Success** The creature is unaffected.\n \n **Success** The creature is [[Conditions/Enfeebled|Enfeebled 2]] for 1 round.\n \n **Failure** The creature is [[Conditions/Enfeebled|Enfeebled 2]] for 1 minute.\n \n **Critical Failure** The creature is [[Conditions/Enfeebled|Enfeebled 2]] for 1 minute and [[Conditions/Blinded|Blinded]] for 1 round."
+
+ - name: "Ghost Bane"
+ desc: " (incorporeal) An umbral dragon's Strikes affect incorporeal creatures with the effects of a _[[Equipment/Ghost Touch|Ghost Touch]]_ property rune, and an umbral dragon's jaws deal an additional 6d6 force damage to undead."
+
+```
+
+```encounter-table
+name: Umbral Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Umbral Dragon (Adult, Spellcaster)
+```
+
+
+
+While the other primal dragons hail from the Elemental Planes, the cruel and unceasingly malicious umbral dragons originate in the depths of the Shadow Plane. Their sleek black scales and serpentine grace allow them to strike from hiding, and they are known for playing with their prey before finally finishing it. These creatures of shadowy energy and unwholesome appetites prefer the necrotic flesh of undead creatures to any other meal. This strange hunger can be of accidental benefit to nearby humanoid societies, but ultimately they hunt and kill undead creatures for the taste, rather than out of any desire to protect others from the undead. The benefit is always short-lived, however. When umbral dragons exhaust their preferred prey, they turn on whatever living creatures happen to be nearby. Umbral dragons sometimes go to great lengths to obtain their favorite meals, even creating undead creatures that they then feast upon.
+
+For all their power, umbral dragons are uninterested in fair battles. When faced with foes that pose any kind of actual danger to them, umbral dragons flee into the shadows and seek to strike back through pawns or minions rather than risk their own lives. Their treasure hoards are varied and diverse, often augmented by loot stolen from crypts the dragons have turned into feeding grounds. They have a strong respect for and interest in traditions and heirlooms, and they often seek to augment their hoards with items of great value that have been handed down through the generations of those whose corpses and ghosts they've fed upon.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Umbral Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Bestiary 2/Umbral Dragon (Ancient).md
new file mode 100755
index 000000000..69b68c14c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Umbral Dragon (Ancient).md
@@ -0,0 +1,117 @@
+---
+title: "Umbral Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.tGgJvPlbzNtoj31J"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/shadow
+ - pf2eMonster
+ - pf2e/creature/level/20
+statblock: inline
+name: "Umbral Dragon (Ancient)"
+level: 20
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Umbral Dragon (Ancient)"
+level: "Creature 20"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[dragon]]
+trait_02: [[evil]]
+trait_03: [[shadow]]
+modifier: 36
+perception:
+ - name: "Perception"
+ desc: "+36; Greater Darkvision, Scent (Imprecise) 60 Feet, Tremorsense (Imprecise) 60 Feet"
+languages: "Common, Daemonic, Draconic, Necril, Shadowtongue"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +33, Athletics: +38, Deception: +34, Intimidation: +36, Nature: +34, Stealth: +35, Survival: +34"
+abilityMods: [10, 5, 7, 6, 8, 6]
+speed: 60 feet, fly 200 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 45
+armorclass:
+ - name: AC
+ desc: "45; __Fort__ +35, __Ref__ +33, __Will__ +38; +1 status to all saves vs. magic"
+hp: 375
+health:
+ - name: ""
+ - name: HP
+ desc: "375; __Immunities__ void, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 40 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+38 (magical, reach 20 feet, void)\n__Damage__ 4d10 + 18 piercing plus drain-vigor 4d6 void plus drain-vigor"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+38 (agile, magical, reach 15 feet)\n__Damage__ 4d10 + 18 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+36 (magical, reach 25 feet)\n__Damage__ 4d12 + 18 slashing"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+36 (agile, magical, reach 20 feet)\n__Damage__ 3d10 + 18 slashing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 42, attack +32; __10th __ _[[Spells/Massacre|Massacre]]_; __9th __ _[[Spells/Darkness|Darkness (At Will)]]_, _[[Spells/Execute|Finger of Death]]_; __8th __ _[[Spells/Vampiric Exsanguination|Vampiric Exsanguination]]_\n__Cantrips__ __(10th)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Rituals"
+ desc: "_Create Undead (Shadows Only)_"
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Jaws Only)]]"
+ desc: "`pf2:r` Jaws only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (primal,shadow,void) The umbral dragon breathes in one of two ways. They can't use Breath Weapon again for 1d4 rounds.\n\n* **Void** The dragon breathes a blast of darkness in a 50-foot cone that deals 21d6 void damage (DC 42 Reflex check save). Undead creatures take 25d6 force damage instead of the void damage.\n* **Shadows** The dragon breathes a blast of shadows in a 50-foot cone. Each creature within the cone must attempt a DC 42 Fortitude check save.\n \n **Critical Success** The creature is unaffected.\n \n **Success** The creature is [[Conditions/Enfeebled|Enfeebled 3]] for 1 round.\n \n **Failure** The creature is [[Conditions/Enfeebled|Enfeebled 3]] for 1 minute.\n \n **Critical Failure** The creature is [[Conditions/Enfeebled|Enfeebled 3]] for 1 minute and [[Conditions/Blinded|Blinded]] for 1 round."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one wing Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+ - name: "Drain Vigor"
+ desc: " (primal) When the dragon deals void damage to a living creature with its jaws Strike, the umbral dragon gains 20 temporary Hit Points and the creature must succeed at a DC 41 Fortitude check save or become [[Conditions/Enfeebled|Enfeebled 2]]. Further damage dealt by the dragon's jaws Strike increases the enfeebled condition value by 2 on a failed save, to a maximum of enfeebled 4."
+
+ - name: "Ghost Bane"
+ desc: " (incorporeal) An umbral dragon's Strikes affect incorporeal creatures with the effects of a _[[Equipment/Ghost Touch|Ghost Touch]]_ property rune, and an umbral dragon's jaws deal an additional 8d6 force damage to undead."
+
+```
+
+```encounter-table
+name: Umbral Dragon (Ancient)
+creatures:
+ - 1: Umbral Dragon (Ancient)
+```
+
+
+
+While the other primal dragons hail from the Elemental Planes, the cruel and unceasingly malicious umbral dragons originate in the depths of the Shadow Plane. Their sleek black scales and serpentine grace allow them to strike from hiding, and they are known for playing with their prey before finally finishing it. These creatures of shadowy energy and unwholesome appetites prefer the necrotic flesh of undead creatures to any other meal. This strange hunger can be of accidental benefit to nearby humanoid societies, but ultimately they hunt and kill undead creatures for the taste, rather than out of any desire to protect others from the undead. The benefit is always short-lived, however. When umbral dragons exhaust their preferred prey, they turn on whatever living creatures happen to be nearby. Umbral dragons sometimes go to great lengths to obtain their favorite meals, even creating undead creatures that they then feast upon.
+
+For all their power, umbral dragons are uninterested in fair battles. When faced with foes that pose any kind of actual danger to them, umbral dragons flee into the shadows and seek to strike back through pawns or minions rather than risk their own lives. Their treasure hoards are varied and diverse, often augmented by loot stolen from crypts the dragons have turned into feeding grounds. They have a strong respect for and interest in traditions and heirlooms, and they often seek to augment their hoards with items of great value that have been handed down through the generations of those whose corpses and ghosts they've fed upon.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Umbral Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 2/Umbral Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..7e286870b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Umbral Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,114 @@
+---
+title: "Umbral Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.MgovHVEldW0vk3TJ"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/shadow
+ - pf2eMonster
+ - pf2e/creature/level/20
+statblock: inline
+name: "Umbral Dragon (Ancient, Spellcaster)"
+level: 20
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Umbral Dragon (Ancient, Spellcaster)"
+level: "Creature 20"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[dragon]]
+trait_02: [[evil]]
+trait_03: [[shadow]]
+modifier: 36
+perception:
+ - name: "Perception"
+ desc: "+36; Greater Darkvision, Scent (Imprecise) 60 Feet, Tremorsense (Imprecise) 60 Feet"
+languages: "Common, Daemonic, Draconic, Necril, Shadowtongue"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +33, Athletics: +38, Deception: +34, Intimidation: +36, Nature: +34, Stealth: +35, Survival: +34"
+abilityMods: [10, 5, 7, 6, 8, 6]
+speed: 60 feet, fly 200 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 45
+armorclass:
+ - name: AC
+ desc: "45; __Fort__ +35, __Ref__ +33, __Will__ +38; +1 status to all saves vs. magic"
+hp: 375
+health:
+ - name: ""
+ - name: HP
+ desc: "375; __Immunities__ void, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 40 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+38 (magical, reach 20 feet, void)\n__Damage__ 4d10 + 18 piercing plus drain-vigor 4d6 void plus drain-vigor"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+38 (agile, magical, reach 15 feet)\n__Damage__ 4d10 + 18 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+36 (magical, reach 25 feet)\n__Damage__ 4d12 + 18 slashing"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+36 (agile, magical, reach 20 feet)\n__Damage__ 3d10 + 18 slashing"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 41, attack +38; __9th __ _[[Spells/Disjunction|Disjunction]]_, _[[Spells/Massacre|Massacre]]_, _[[Spells/Weird|Weird]]_; __8th __ _[[Spells/Disappearance|Disappearance]]_, _[[Spells/Desiccate|Horrid Wilting]]_, _[[Spells/Quandary|Maze]]_; __7th __ _[[Spells/Eclipse Burst|Eclipse Burst]]_, _[[Spells/Mask of Terror|Mask of Terror]]_, _[[Spells/Interplanar Teleport|Plane Shift]]_; __6th __ _[[Spells/Dominate|Dominate]]_, _[[Spells/Truesight|True Seeing]]_, _[[Spells/Vampiric Exsanguination|Vampiric Exsanguination]]_; __5th __ _[[Spells/Black Tentacles|Black Tentacles]]_, _[[Spells/Shadow Blast|Shadow Blast]]_, _[[Spells/Shadow Siphon|Shadow Siphon]]_; __4th __ _[[Spells/Vapor Form|Gaseous Form]]_, _[[Spells/Mirage|Hallucinatory Terrain]]_, _[[Spells/Nightmare|Nightmare]]_; __3rd __ _[[Spells/Bind Undead|Bind Undead]]_, _[[Spells/Blindness|Blindness]]_, _[[Spells/Slow|Slow]]_; __2nd __ _[[Spells/Death Knell|Death Knell]]_, _[[Spells/Peaceful Rest|Gentle Repose]]_, _[[Spells/Humanoid Form|Humanoid Form]]_; __1st __ _[[Spells/Charm|Charm]]_, _[[Spells/Item Facade|Item Facade]]_, _[[Spells/Enfeeble|Ray of Enfeeblement]]_\n__Cantrips__ __(9th)__ _[[Spells/Void Warp|Chill Touch]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Ray of Frost|Ray of Frost]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Sigil|Sigil]]_"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 42, attack +32; __10th __ _[[Spells/Massacre|Massacre]]_; __9th __ _[[Spells/Darkness|Darkness (At Will)]]_, _[[Spells/Execute|Finger of Death]]_; __8th __ _[[Spells/Vampiric Exsanguination|Vampiric Exsanguination]]_\n__Cantrips__ __(10th)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Rituals"
+ desc: "_Create Undead (Shadows Only)_"
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Jaws Only)]]"
+ desc: "`pf2:r` Jaws only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (primal,shadow,void) The umbral dragon breathes in one of two ways. They can't use Breath Weapon again for 1d4 rounds.\n\n* **Void** The dragon breathes a blast of darkness in a 50-foot cone that deals 21d6 void damage (DC 42 Reflex check save). Undead creatures take 25d6 force damage instead of the void damage.\n* **Shadows** The dragon breathes a blast of shadows in a 50-foot cone. Each creature within the cone must attempt a DC 42 Fortitude check save.\n \n **Critical Success** The creature is unaffected.\n \n **Success** The creature is [[Conditions/Enfeebled|Enfeebled 3]] for 1 round.\n \n **Failure** The creature is [[Conditions/Enfeebled|Enfeebled 3]] for 1 minute.\n \n **Critical Failure** The creature is [[Conditions/Enfeebled|Enfeebled 3]] for 1 minute and [[Conditions/Blinded|Blinded]] for 1 round."
+
+ - name: "Drain Vigor"
+ desc: " (primal) When the dragon deals void damage to a living creature with its jaws Strike, the umbral dragon gains 20 temporary Hit Points and the creature must succeed at a DC 41 Fortitude check save or become [[Conditions/Enfeebled|Enfeebled 2]]. Further damage dealt by the dragon's jaws Strike increases the enfeebled condition value by 2 on a failed save, to a maximum of enfeebled 4."
+
+ - name: "Ghost Bane"
+ desc: " (incorporeal) An umbral dragon's Strikes affect incorporeal creatures with the effects of a _[[Equipment/Ghost Touch|Ghost Touch]]_ property rune, and an umbral dragon's jaws deal an additional 8d6 force damage to undead."
+
+```
+
+```encounter-table
+name: Umbral Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Umbral Dragon (Ancient, Spellcaster)
+```
+
+
+
+While the other primal dragons hail from the Elemental Planes, the cruel and unceasingly malicious umbral dragons originate in the depths of the Shadow Plane. Their sleek black scales and serpentine grace allow them to strike from hiding, and they are known for playing with their prey before finally finishing it. These creatures of shadowy energy and unwholesome appetites prefer the necrotic flesh of undead creatures to any other meal. This strange hunger can be of accidental benefit to nearby humanoid societies, but ultimately they hunt and kill undead creatures for the taste, rather than out of any desire to protect others from the undead. The benefit is always short-lived, however. When umbral dragons exhaust their preferred prey, they turn on whatever living creatures happen to be nearby. Umbral dragons sometimes go to great lengths to obtain their favorite meals, even creating undead creatures that they then feast upon.
+
+For all their power, umbral dragons are uninterested in fair battles. When faced with foes that pose any kind of actual danger to them, umbral dragons flee into the shadows and seek to strike back through pawns or minions rather than risk their own lives. Their treasure hoards are varied and diverse, often augmented by loot stolen from crypts the dragons have turned into feeding grounds. They have a strong respect for and interest in traditions and heirlooms, and they often seek to augment their hoards with items of great value that have been handed down through the generations of those whose corpses and ghosts they've fed upon.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Umbral Dragon (Young).md b/content/mechanics/srd/Bestiary/Bestiary 2/Umbral Dragon (Young).md
new file mode 100755
index 000000000..686b96e8b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Umbral Dragon (Young).md
@@ -0,0 +1,108 @@
+---
+title: "Umbral Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.VVjFQlwTDAIRzca4"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/shadow
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Umbral Dragon (Young)"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Umbral Dragon (Young)"
+level: "Creature 11"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[evil]]
+trait_03: [[shadow]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Greater Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Shadowtongue"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +18, Athletics: +22, Deception: +22, Intimidation: +22, Nature: +20, Stealth: +20, Survival: +22"
+abilityMods: [7, 3, 5, 3, 5, 3]
+speed: 40 feet, fly 140 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +22, __Ref__ +20, __Will__ +22"
+hp: 195
+health:
+ - name: ""
+ - name: HP
+ desc: "195; __Immunities__ void, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 26 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+24 (reach 10 feet, void)\n__Damage__ 2d10 + 13 piercing 2d6 void"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+24 (agile)\n__Damage__ 2d10 + 13 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+22 (reach 15 feet)\n__Damage__ 2d12 + 13 slashing"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+22 (reach 10 feet)\n__Damage__ 1d10 + 13 slashing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 30, attack +20; __4th __ _[[Spells/Darkness|Darkness (x3)]]_\n__Cantrips__ __(4th)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Jaws Only)]]"
+ desc: "`pf2:r` Jaws only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (primal,void) The dragon breathes a blast of darkness that deals 12d6 void damage in a 30-foot cone (DC 30 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds.\n\nUndead creatures take 14d6 force damage instead of the void damage."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one wing Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+ - name: "Ghost Bane"
+ desc: " (incorporeal) An umbral dragon's Strikes affect incorporeal creatures with the effects of a _[[Equipment/Ghost Touch|Ghost Touch]]_ property rune, and an umbral dragon's jaws deal an additional 4d6 force damage to undead."
+
+```
+
+```encounter-table
+name: Umbral Dragon (Young)
+creatures:
+ - 1: Umbral Dragon (Young)
+```
+
+
+
+While the other primal dragons hail from the Elemental Planes, the cruel and unceasingly malicious umbral dragons originate in the depths of the Shadow Plane. Their sleek black scales and serpentine grace allow them to strike from hiding, and they are known for playing with their prey before finally finishing it. These creatures of shadowy energy and unwholesome appetites prefer the necrotic flesh of undead creatures to any other meal. This strange hunger can be of accidental benefit to nearby humanoid societies, but ultimately they hunt and kill undead creatures for the taste, rather than out of any desire to protect others from the undead. The benefit is always short-lived, however. When umbral dragons exhaust their preferred prey, they turn on whatever living creatures happen to be nearby. Umbral dragons sometimes go to great lengths to obtain their favorite meals, even creating undead creatures that they then feast upon.
+
+For all their power, umbral dragons are uninterested in fair battles. When faced with foes that pose any kind of actual danger to them, umbral dragons flee into the shadows and seek to strike back through pawns or minions rather than risk their own lives. Their treasure hoards are varied and diverse, often augmented by loot stolen from crypts the dragons have turned into feeding grounds. They have a strong respect for and interest in traditions and heirlooms, and they often seek to augment their hoards with items of great value that have been handed down through the generations of those whose corpses and ghosts they've fed upon.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Umbral Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 2/Umbral Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..0f87d9bc0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Umbral Dragon (Young, Spellcaster).md
@@ -0,0 +1,105 @@
+---
+title: "Umbral Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Hh469thO7PgNJSV1"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/shadow
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Umbral Dragon (Young, Spellcaster)"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Umbral Dragon (Young, Spellcaster)"
+level: "Creature 11"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[evil]]
+trait_03: [[shadow]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Greater Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Shadowtongue"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +18, Athletics: +22, Deception: +22, Intimidation: +22, Nature: +20, Stealth: +20, Survival: +22"
+abilityMods: [7, 3, 5, 3, 5, 3]
+speed: 40 feet, fly 140 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +22, __Ref__ +20, __Will__ +22"
+hp: 195
+health:
+ - name: ""
+ - name: HP
+ desc: "195; __Immunities__ void, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 26 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+24 (reach 10 feet, void)\n__Damage__ 2d10 + 13 piercing 2d6 void"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+24 (agile)\n__Damage__ 2d10 + 13 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+22 (reach 15 feet)\n__Damage__ 2d12 + 13 slashing"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+22 (reach 10 feet)\n__Damage__ 1d10 + 13 slashing"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 29, attack +24; __4th __ _[[Spells/Vapor Form|Gaseous Form]]_, _[[Spells/Mirage|Hallucinatory Terrain]]_, _[[Spells/Nightmare|Nightmare]]_; __3rd __ _[[Spells/Bind Undead|Bind Undead]]_, _[[Spells/Blindness|Blindness]]_, _[[Spells/Slow|Slow]]_; __2nd __ _[[Spells/Death Knell|Death Knell]]_, _[[Spells/Peaceful Rest|Gentle Repose]]_, _[[Spells/Humanoid Form|Humanoid Form]]_; __1st __ _[[Spells/Charm|Charm]]_, _[[Spells/Item Facade|Item Facade]]_, _[[Spells/Enfeeble|Ray of Enfeeblement]]_\n__Cantrips__ __(4th)__ _[[Spells/Void Warp|Chill Touch]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Ray of Frost|Ray of Frost]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Sigil|Sigil]]_"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 30, attack +20; __4th __ _[[Spells/Darkness|Darkness (x3)]]_\n__Cantrips__ __(4th)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Jaws Only)]]"
+ desc: "`pf2:r` Jaws only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (primal,void) The dragon breathes a blast of darkness that deals 12d6 void damage in a 30-foot cone (DC 30 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds.\n\nUndead creatures take 14d6 force damage instead of the void damage."
+
+ - name: "Ghost Bane"
+ desc: " (incorporeal) An umbral dragon's Strikes affect incorporeal creatures with the effects of a _[[Equipment/Ghost Touch|Ghost Touch]]_ property rune, and an umbral dragon's jaws deal an additional 4d6 force damage to undead."
+
+```
+
+```encounter-table
+name: Umbral Dragon (Young, Spellcaster)
+creatures:
+ - 1: Umbral Dragon (Young, Spellcaster)
+```
+
+
+
+While the other primal dragons hail from the Elemental Planes, the cruel and unceasingly malicious umbral dragons originate in the depths of the Shadow Plane. Their sleek black scales and serpentine grace allow them to strike from hiding, and they are known for playing with their prey before finally finishing it. These creatures of shadowy energy and unwholesome appetites prefer the necrotic flesh of undead creatures to any other meal. This strange hunger can be of accidental benefit to nearby humanoid societies, but ultimately they hunt and kill undead creatures for the taste, rather than out of any desire to protect others from the undead. The benefit is always short-lived, however. When umbral dragons exhaust their preferred prey, they turn on whatever living creatures happen to be nearby. Umbral dragons sometimes go to great lengths to obtain their favorite meals, even creating undead creatures that they then feast upon.
+
+For all their power, umbral dragons are uninterested in fair battles. When faced with foes that pose any kind of actual danger to them, umbral dragons flee into the shadows and seek to strike back through pawns or minions rather than risk their own lives. Their treasure hoards are varied and diverse, often augmented by loot stolen from crypts the dragons have turned into feeding grounds. They have a strong respect for and interest in traditions and heirlooms, and they often seek to augment their hoards with items of great value that have been handed down through the generations of those whose corpses and ghosts they've fed upon.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Umonlee.md b/content/mechanics/srd/Bestiary/Bestiary 2/Umonlee.md
new file mode 100755
index 000000000..433f38264
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Umonlee.md
@@ -0,0 +1,92 @@
+---
+title: "Umonlee"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.QFameWjs0fmi2QC7"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/cold
+ - pf2eMonster
+ - pf2e/creature/level/15
+statblock: inline
+name: "Umonlee"
+level: 15
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Umonlee"
+level: "Creature 15"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[amphibious]]
+trait_02: [[beast]]
+trait_03: [[cold]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Darkvision, Tremorsense (Imprecise) 80 Feet"
+languages: "Aklo"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +31, Stealth: +24"
+abilityMods: [8, 3, 7, -3, 2, 3]
+speed: 50 feet, burrow 25 feet, swim 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 39
+armorclass:
+ - name: AC
+ desc: "39; __Fort__ +28, __Ref__ +26, __Will__ +23; +1 status to all saves vs. mental"
+hp: 320
+health:
+ - name: ""
+ - name: HP
+ desc: "320; __Immunities__ cold; __Weaknesses__ fire 15; __Resistances__ mental 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 80 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+31 (reach 10 feet)\n__Damage__ 3d6 + 16 piercing 3d6 cold"
+
+ - name: "**Melee** `pf2:1` Pincers"
+ desc: "+31 (agile, reach 15 feet)\n__Damage__ 3d8 + 16 slashing plus improved-grab"
+
+ - name: "Freezing Breath"
+ desc: "`pf2:2` (cold,incapacitation,primal) The umonlee breathes a cone of extremely cold air that damages its prey and can freeze them to the ground. Its breath deals 12d8 cold damage to creatures in the 50-foot cone (DC 38 Reflex check save).\n\nThe umonlee can't use Freezing Breath again for 1d4 rounds.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half damage and is [[Conditions/Slowed|Slowed 1]] for 1 round.\n\n**Failure** The creature takes full damage and is [[Conditions/Slowed|Slowed 1]] for 1 round. If the creature is standing on the ground, it's [[Conditions/Immobilized|Immobilized]] as thick ice forms around it, and it can't recover from being slowed. The creature remains immobilized and slowed 1 until it manages to [[Actions/Escape|Escape]] (DC 36) or deal 30 damage to the ice, which has weakness 10 to fire.\n\n**Critical Failure** As failure, except the creature takes double damage and the ice holding it in place requires 60 damage to break."
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 2d10+8 bludgeoning damage, DC 36 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Umonlee
+creatures:
+ - 1: Umonlee
+```
+
+
+
+Those who dwell in the coldest climates of Golarion tell of a brutal beast that swims through the ice and snow and can devastate entire villages in minutes. Ancient Erutaki who made their homes in the frozen polar expanse called the Crown of the World named this monster the umonlee.
+
+Umonlees are bestial predators who constantly hunt, rarely resting in service of a hunger that is never fully sated. Despite this animalistic drive, umonlees are semi-intelligent creatures who often select and stalk their prey. However, they are not terribly bright and often keep their hunting grounds in sparsely-trafficked areas. It is rare for an umonlee to attack a village, but one might attack a sparse group, such as a hunting or scouting party. Many caravans traversing the Path of Aganhei-the trade route between the continents of Avistan and Tian Xia that crosses the Crown of the World-have had their expeditions abruptly ended by an encounter with one of these monstrosities.
+
+Those who study monsters posit that umonlees are related to chuuls, as the creatures exhibit some similarities. Both are semi-intelligent, crustacean predators that use ambush tactics to kill and eat their prey. Even though they can talk, umonlees typically only speak Aklo, which also gives credence to this theory. This would also lend to the theory that chuuls are products of alghollthu manipulation, meaning that umonlees are also the results of these alien designs. However, the fact that these creatures aren't evil argues well against such a theory.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Undine Hydromancer.md b/content/mechanics/srd/Bestiary/Bestiary 2/Undine Hydromancer.md
new file mode 100755
index 000000000..2c8d4e007
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Undine Hydromancer.md
@@ -0,0 +1,93 @@
+---
+title: "Undine Hydromancer"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Qz0XoI3dYRea0CW3"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/good
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/undine
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Undine Hydromancer"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Undine Hydromancer"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[amphibious]]
+trait_02: [[chaotic]]
+trait_03: [[good]]
+trait_04: [[human]]
+trait_05: [[humanoid]]
+trait_06: [[undine]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; "
+languages: "Common, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +3, Athletics: +3, Diplomacy: +7, Intimidation: +7, Nature: +5, Survival: +5"
+abilityMods: [0, 2, 1, 0, 2, 4]
+speed: 25 feet, swim 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +4, __Ref__ +5, __Will__ +7"
+hp: 15
+health:
+ - name: ""
+ - name: HP
+ desc: "15"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Dagger|Dagger]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Dagger"
+ desc: "+7 (agile, finesse, versatile s)\n__Damage__ 1d4 piercing"
+
+ - name: "**Ranged** `pf2:1` Dagger"
+ desc: "+7 (agile, thrown 10 ft., versatile s)\n__Damage__ 1d4 piercing"
+
+ - name: "Primal Spontaneous Spells"
+ desc: "DC 17, attack +9; __1st __ (3 slots) _[[Spells/Create Water|Create Water]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Hydraulic Push|Hydraulic Push]]_\n__Cantrips__ __(1st)__ _[[Spells/Acid Splash|Acid Splash]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Know the Way|Know Direction]]_, _[[Spells/Stabilize|Stabilize]]_, _[[Spells/Tangle Vine|Tanglefoot]]_"
+
+ - name: "Sorcerer Bloodline Spells"
+ desc: "1 Focus Point, DC 17, attack +9; __1st __ (1 slots) _[[Spells/Elemental Toss|Elemental Toss]]_"
+
+```
+
+```encounter-table
+name: Undine Hydromancer
+creatures:
+ - 1: Undine Hydromancer
+```
+
+
+
+Undines are infused with elemental water-the churning power of the briny deep flows through them. These planar scions are often athletic and lithe, but they are easily distracted by auditory sensations because of how much louder and clearer sound rings above the waves.
+
+Undines are perhaps the most settled of all geniekin, often forming communities along the coast or even on the water itself. In the latter case, they prefer to settle in ship-towns that sometimes number dozens of vessels in all shapes and sizes. The undines who fill these communities are similarly diverse, bringing aspects of multiple cultures together to form one whole. Ship-towns are permanent, but fluid-they grow, recede, and migrate constantly as undine families add their ships to or remove them from the flotilla. An undine town like this may remain at sea for years, its residents coming ashore only on rare occasions to collect wood for cookfires or to repair their homes. The paradoxically ever-shifting permanence of these communities reflects the undine virtues of adaptability and freedom, while also maintaining the prime importance of the community.
+
+Undine hydromancers are quite valued on these floating settlements, if only for their ability to create fresh drinking water while adrift on the sea.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Urdefhan Tormentor.md b/content/mechanics/srd/Bestiary/Bestiary 2/Urdefhan Tormentor.md
new file mode 100755
index 000000000..72c610db4
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Urdefhan Tormentor.md
@@ -0,0 +1,98 @@
+---
+title: "Urdefhan Tormentor"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.kZRKtwUlRo27bpwW"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/urdefhan
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Urdefhan Tormentor"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Urdefhan Tormentor"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[humanoid]]
+trait_03: [[urdefhan]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Greater Darkvision"
+languages: "Aklo, Daemonic, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Crafting: +9, Intimidation: +11, Occultism: +11, Religion: +13"
+abilityMods: [3, 1, 3, 2, 4, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +11, __Ref__ +10, __Will__ +15"
+hp: 77
+health:
+ - name: ""
+ - name: HP
+ desc: "77, (void healing); __Immunities__ death effects, disease, fear effects; __Weaknesses__ vitality 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Warhammer|Warhammer]]"
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+abilities_mid:
+ - name: ""
+ - name: "Necrotic Decay"
+ desc: " (divine,void) When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body.\n\nThis gas deals 5d6 void damage to creatures in this area as their flesh curdles and rots as well (DC 21 Fortitude check save)."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Warhammer"
+ desc: "+12 (shove)\n__Damage__ 1d8 + 5 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+14 ()\n__Damage__ 2d6 + 5 piercing plus wicked-bite"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 23, attack +15; __3rd __ _[[Spells/Harm|Harm (x3)]]_, _[[Spells/Paralyze|Paralyze]]_; __2nd __ _[[Spells/Darkness|Darkness]]_, _[[Spells/Death Knell|Death Knell]]_, _[[Spells/False Vitality|False Life]]_; __1st __ _[[Spells/Gentle Landing|Feather Fall (Self only)]]_, _[[Spells/Grim Tendrils|Grim Tendrils]]_, _[[Spells/Enfeeble|Ray of Enfeeblement]]_"
+
+ - name: "Rituals"
+ desc: "_Daemonic Pact_"
+
+ - name: "Stoke the Fervent"
+ desc: "`pf2:2` (auditory,divine,emotion,mental) **Frequency** once per day\n* * *\n\n**Effect** The urdefhan lets out a battle cry, sending itself and its allies into a fanatical frenzy. Each ally that hears the call gains a +1 status bonus to attack rolls, damage rolls, and saving throws, and takes a -1 status penalty to AC. Affected allies must use at least one of their actions to Strike each round, if they are able (even if it means attacking an ally, object, or thin air).\n\nThis lasts for [[/gmr 2d4 #rounds]]{2d4 rounds}.\n\n[[Bestiary Effects/Effect_ Stoke the Fervent|Effect: Stoke the Fervent]]"
+
+ - name: "Wicked Bite"
+ desc: "`pf2:1` **Requirements** The urdefhan damaged a creature with a jaws Strike on its last action\n* * *\n\n**Effect** The urdefhan maintains contact, turning the creature's flesh translucent around the site of the injury. The urdefhan chooses one of two options, each of which requires a DC 22 Fortitude check save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both.\n\n* **Drain Blood** The urdefhan drinks some of the creature's blood. On a failed save, the creature is [[Conditions/Drained|Drained 1]] and the urdefhan regains 5 healing HP (or, on a critical failure, it's [[Conditions/Drained|Drained 2]] and the urdefhan regains 10 healing HP).\n* **Drain Vitality** The urdefhan draws out some of the creature's vital essence. The creature becomes [[Conditions/Enfeebled|Enfeebled 1]] for 1 hour on a failed save (or [[Conditions/Enfeebled|Enfeebled 2]] for 1 hour on a critical failure)."
+
+```
+
+```encounter-table
+name: Urdefhan Tormentor
+creatures:
+ - 1: Urdefhan Tormentor
+```
+
+
+
+Urdefhan spellcasters with a knack for the divine are invariably unholy worshippers of daemonkind, typically taking on one of Abaddon's Four Horsemen of the Apocalypse as their patron deity. With their unholy gifts, these urdefhan tormentors summon daemons into battle and bolster their allies with profane magic, preferring to stick to the sidelines rather than enter the fray directly.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Urdefhan Warrior.md b/content/mechanics/srd/Bestiary/Bestiary 2/Urdefhan Warrior.md
new file mode 100755
index 000000000..b2d386079
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Urdefhan Warrior.md
@@ -0,0 +1,101 @@
+---
+title: "Urdefhan Warrior"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.9Aj95HnVapzvKsVU"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/urdefhan
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Urdefhan Warrior"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Urdefhan Warrior"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[humanoid]]
+trait_03: [[urdefhan]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Greater Darkvision"
+languages: "Aklo, Daemonic, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +10, Intimidation: +9, Religion: +7, Survival: +7"
+abilityMods: [3, 1, 2, 0, 2, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +9, __Ref__ +8, __Will__ +9"
+hp: 55
+health:
+ - name: ""
+ - name: HP
+ desc: "55, (void healing); __Immunities__ death effects, disease, fear effects; __Weaknesses__ vitality 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Composite Longbow|Composite Longbow]], [[Equipment/Rhoka Sword|Rhoka Sword]], [[Equipment/Studded Leather Armor|Studded Leather Armor]], 20x [[Equipment/Arrows|Arrows]]"
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Necrotic Decay"
+ desc: " (divine,void) When an urdefhan dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas that fills a 5-foot emanation around the body.\n\nThis gas deals 3d6 void damage to creatures in this area as their flesh curdles and rots as well (DC 17 Fortitude check save)."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Rhoka Sword"
+ desc: "+12 (deadly d8, two-hand d10)\n__Damage__ 1d8 + 6 slashing"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+12 ()\n__Damage__ 1d6 + 6 piercing plus wicked-bite"
+
+ - name: "**Ranged** `pf2:1` Composite Longbow"
+ desc: "+10 (deadly d10, propulsive, range increment 100 feet, volley 30 ft.)\n__Damage__ 1d8 + 4 piercing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 17, attack +9; __2nd __ _[[Spells/Death Knell|Death Knell]]_; __1st __ _[[Spells/Gentle Landing|Feather Fall (Self only)]]_, _[[Spells/Enfeeble|Ray of Enfeeblement]]_"
+
+ - name: "Ravenous Attack"
+ desc: "`pf2:2` The urdefhan makes one rhoka sword Strike and one jaws Strike against a single creature. Its multiple attack penalty doesn't increase until after both attacks."
+
+ - name: "Wicked Bite"
+ desc: "`pf2:1` **Requirements** The urdefhan damaged a creature with a jaws Strike on its last action\n* * *\n\n**Effect** The urdefhan maintains contact, turning the creature's flesh translucent around the site of the injury. The urdefhan chooses one of two options, each of which requires a DC 20 Fortitude check save. If the jaws Strike was a critical hit, the creature suffers both effects, using the same save result for both.\n\n* **Drain Blood** The urdefhan drinks some of the creature's blood. On a failed save, the creature is [[Conditions/Drained|Drained 1]] and the urdefhan regains 5 healing HP (or, on a critical failure, it's [[Conditions/Drained|Drained 2]] and the urdefhan regains 10 healing HP).\n* **Drain Vitality** The urdefhan draws out some of the creature's vital essence. The creature becomes [[Conditions/Enfeebled|Enfeebled 1]] for 1 hour on a failed save (or [[Conditions/Enfeebled|Enfeebled 2]] for 1 hour on a critical failure)."
+
+```
+
+```encounter-table
+name: Urdefhan Warrior
+creatures:
+ - 1: Urdefhan Warrior
+```
+
+
+
+From the moment they are born, urdefhans are prepared for war. Urdefhan warriors are among the least powerful urdefhans one might encounter outside of their eerie underground cities.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Vampire Squid.md b/content/mechanics/srd/Bestiary/Bestiary 2/Vampire Squid.md
new file mode 100755
index 000000000..4e86cb9bb
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Vampire Squid.md
@@ -0,0 +1,77 @@
+---
+title: "Vampire Squid"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.0nRfriFYVg8OtcSp"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/aquatic
+ - pf2eMonster
+ - pf2e/creature/level/0
+statblock: inline
+name: "Vampire Squid"
+level: 0
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Vampire Squid"
+level: "Creature 0"
+
+alignment: ""
+size: "Small"
+trait_01: [[animal]]
+trait_02: [[aquatic]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +4, Stealth: +7"
+abilityMods: [0, 3, 0, -4, 3, -2]
+speed: swim 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +4, __Ref__ +8, __Will__ +6"
+hp: 15
+health:
+ - name: ""
+ - name: HP
+ desc: "15; __Resistances__ cold 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+7 (finesse)\n__Damage__ 1d8 piercing"
+
+ - name: "**Melee** `pf2:1` Tentacles"
+ desc: "+7 (agile, finesse)\n__Damage__ 1d6 bludgeoning"
+
+ - name: "Glowing Mucus"
+ desc: "`pf2:1` **Frequency** once per day\n\n**Requirements** The vampire squid is in water\n* * *\n\n**Effect** The vampire squid ejects a cloud of bioluminescent mucus in a 15-foot cone. Non-squid creatures within the cloud must attempt a DC 16 Fortitude check save or become [[Conditions/Sickened|Sickened 1]]. The glowing mucus remains in the area for 1 minute, and any creature that ends its turn in the area must succeed at a DC 13 Fortitude check save or become [[Conditions/Sickened|Sickened 1]]."
+
+```
+
+```encounter-table
+name: Vampire Squid
+creatures:
+ - 1: Vampire Squid
+```
+
+
+
+Vampire squid are neither undead nor blood drinkers. Their name is instead inspired by their red eyes and the dark, cloak-like webbing between their arms. Living in the lightless depths of the ocean, the vampire squid can eject a cloud of bioluminescent mucus that nauseates predators.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Vampiric Mist.md b/content/mechanics/srd/Bestiary/Bestiary 2/Vampiric Mist.md
new file mode 100755
index 000000000..f01e16327
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Vampiric Mist.md
@@ -0,0 +1,82 @@
+---
+title: "Vampiric Mist"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.CxymDavwkmiwdkw0"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Vampiric Mist"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Vampiric Mist"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+trait_02: [[evil]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: "Aklo"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Stealth: +10"
+abilityMods: [-5, 5, 3, -1, 2, 0]
+speed: fly 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +8, __Ref__ +12, __Will__ +9"
+hp: 35
+health:
+ - name: ""
+ - name: HP
+ desc: "35; __Immunities__ precision; __Weaknesses__ fire 5; __Resistances__ physical 5"
+abilities_top:
+ - name: ""
+
+ - name: "Misty Form"
+ desc: " A vampiric mist's body is composed of a semisolid red mist similar in consistency to thick foam. This enables a vampiric mist to move through spaces as narrow as 1 inch in diameter with no reduction to its Speed. However, a vampiric mist can't wear or interact with objects. It also can't enter water or other fluids, and it's treated as Tiny for the purpose of how wind affects it."
+
+ - name: "Sense Blood (Imprecise) 60 feet"
+ desc: " A vampiric mist can sense creatures that have blood within 60 feet. It can sense exposed blood within a mile."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Misty Tendril"
+ desc: "+10 (agile, finesse)\n__Damage__ 2d6 slashing plus blood-siphon 1d6 bleed plus blood-siphon"
+
+ - name: "Blood Siphon"
+ desc: " When a vampiric mist damages a creature with a misty tendril Strike, the creature must attempt a DC 20 Fortitude check save. If the Strike was a critical hit, the outcome of the creature's save is one degree worse than the result of the saving throw. Any temporary Hit Points the vampiric mist gains from Blood Siphon fade after 1 hour.\n* * *\n\n**Success** The creature is unaffected.\n\n**Failure** The creature is [[Conditions/Drained|Drained 1]], and the vampiric mist gains 5 temporary Hit Points.\n\n**Critical Failure** The creature is [[Conditions/Drained|Drained 2]]. The vampiric mist gains 10 temporary Hit Points and takes on an intense red until the end of its next turn. During this time, it gains a +2 status bonus to AC and saves and is [[Conditions/Quickened|Quickened]]. It can use its extra action only to Strike.\n\n[[Bestiary Effects/Effect_ Blood Siphon (Critical Failure)|Effect: Blood Siphon (Critical Failure)]]"
+
+```
+
+```encounter-table
+name: Vampiric Mist
+creatures:
+ - 1: Vampiric Mist
+```
+
+
+
+Though they're often mistaken for vampires in gaseous form or an unusual type of air elemental, vampiric mists are in fact strange aberrant life-forms. With an amorphous body that consists as much of fluid as it does of air, these creatures dwell in swamps or moist underground regions where their vulnerability to heat isn't as much of a concern. Still, they prefer to lair near the fringes of such areas, as a vampiric mist needs a constant supply of fresh blood for sustenance. While blood drawn from animals is just as nutritious as blood from anything else, these sadistic monsters vastly prefer the flavor of blood drawn from thinking creatures. Like will-o'-wisps, vampiric mists find that fear flavors the blood, though they gain no particular advantage by feeding on the frightened.
+
+Although somewhat intelligent, vampiric mists do not form societies. They sometimes group into small gangs, but even then they show little interest in working together. Vampiric mists spend most of their time seeking prey-a pursuit they approach with great creativity. The mists' propensity for taking on vague, skeletal forms of the creatures whose blood they drink further adds to their mystique and fuels rumors that they have connections to the undead. Indeed, many vampiric mists enjoy using this common misconception to their advantage, leading foes to apply foolish tactics-such as tricking spellcasters into attempting to use vitality energy against them as if they were undead monsters.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Vaspercham.md b/content/mechanics/srd/Bestiary/Bestiary 2/Vaspercham.md
new file mode 100755
index 000000000..374d427b1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Vaspercham.md
@@ -0,0 +1,96 @@
+---
+title: "Vaspercham"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.fkZDuabeuDocIj3O"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/aquatic
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/17
+statblock: inline
+name: "Vaspercham"
+level: 17
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Vaspercham"
+level: "Creature 17"
+
+alignment: ""
+size: "huge"
+trait_01: [[aberration]]
+trait_02: [[aquatic]]
+trait_03: [[chaotic]]
+trait_04: [[evil]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, See the Unseen"
+languages: "Aklo"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +33, Athletics: +33, Deception: +31, Intimidation: +29, Sea Lore: +33"
+abilityMods: [8, 4, 6, 8, 5, 6]
+speed: 20 feet, swim 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 41
+armorclass:
+ - name: AC
+ desc: "41; __Fort__ +31, __Ref__ +25, __Will__ +32; +1 status to all saves vs. magic"
+hp: 335
+health:
+ - name: ""
+ - name: HP
+ desc: "335; __Weaknesses__ fire 15; __Resistances__ cold 10, electricity 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Magic-Warping Aura"
+ desc: " (arcane,aura) 30 feet. A vaspercham's shell distorts nearby magic. Any creature in the aura who Casts a Spell must attempt a DC 37 Will check save.\n* * *\n\n**Critical Success** The spell is unaffected and the caster is temporarily immune to the magic-warping aura for 1 minute.\n\n**Success** The spell is unaffected, but if the spell allows a saving throw, the vaspercham gains a +1 circumstance bonus to save against it.\n\n**Failure** If the spell has a target and there are one or more viable targets within its range, the spell's target changes, determined randomly by the GM. If there is no other possible target within range or the spell has no target, the spell is disrupted.\n\n**Critical Failure** The caster instead Casts another Spell, choosing randomly from their spell repertoire, prepared spells, or available focus spells (as appropriate) and selecting any targets at random."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+33 (agile, magical, reach 20 feet)\n__Damage__ 3d10 + 16 bludgeoning plus hallucinatory-brine"
+
+ - name: "**Ranged** `pf2:1` Water Blast"
+ desc: "+33 (brutal, magical, range increment 100 feet, water)\n__Damage__ 2d8 + 16 bludgeoning plus hallucinatory-brine"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 41, attack +31; __9th __ _[[Spells/Cone of Cold|Cone of Cold]]_, _[[Spells/Spell Immunity|Spell Immunity]]_; __8th __ _[[Spells/Lightning Bolt|Lightning Bolt]]_; __7th __ _[[Spells/Regenerate|Regenerate]]_; __6th __ _[[Spells/Spellwrack|Spellwrack (x3)]]_; __5th __ _[[Spells/Control Water|Control Water]]_\n__Constant__ __(7th)__ _[[Spells/See the Unseen|See Invisibility]]_"
+
+ - name: "Hallucinatory Brine"
+ desc: " (arcane,illusion,mental) A creature hit by the vaspercham's Strikes or Mindwarping Tide must attempt a DC 38 Fortitude check save. On a failure, the creature is overwhelmed with phantasmal visions, becoming [[Conditions/Confused|Confused]] for 1 round (1 minute on a critical failure)."
+
+ - name: "Mindwarping Tide"
+ desc: "`pf2:1` (concentrate) The vaspercham releases an effusion of noxious water from its shell. Creatures within a 15-foot emanation must save against the vaspercham's hallucinatory brine."
+
+ - name: "Whipping Tentacles"
+ desc: "`pf2:2` The vaspercham makes four tentacle Strikes, each against a different target. These attacks count toward the vaspercham's multiple attack penalty, but the multiple attack penalty doesn't increase until after the vaspercham makes all of their attacks."
+
+```
+
+```encounter-table
+name: Vaspercham
+creatures:
+ - 1: Vaspercham
+```
+
+
+
+The darkly intelligent vaspercham, an aquatic horror who delights in violence and destruction, lurks in the shallows near shorelines. Once a vaspercham settles on a new home, they stubbornly stay there, regardless of any communities dwelling nearby. A vaspercham's physical might and magic-warping abilities make them incredibly hard to dislodge once entrenched, and many seaside communities have relocated after a vaspercham came calling. The monster responds only to strength, so one must best a vaspercham in combat to gain their begrudging cooperation. But once the creature recovers their strength, they inevitably betray any temporary alliance.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Veranallia.md b/content/mechanics/srd/Bestiary/Bestiary 2/Veranallia.md
new file mode 100755
index 000000000..db9319a27
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Veranallia.md
@@ -0,0 +1,104 @@
+---
+title: "Veranallia"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.J1L2UCHxpjHaNsCW"
+tags:
+ - pf2e/creature/type/azata
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/20
+statblock: inline
+name: "Veranallia"
+level: 20
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Veranallia"
+level: "Creature 20"
+
+alignment: ""
+size: "Medium"
+trait_01: [[azata]]
+trait_02: [[celestial]]
+trait_03: [[chaotic]]
+trait_04: [[good]]
+trait_05: [[holy]]
+modifier: 38
+perception:
+ - name: "Perception"
+ desc: "+38; Darkvision, Tremorsense (Imprecise) 120 Feet"
+languages: "Diabolic, Draconic, Empyrean; speak with animals, speak with plants, tongues"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +34, Deception: +36, Diplomacy: +38, Intimidation: +36, Medicine: +36, Nature: +34, Survival: +38, Elysium Lore: +36"
+abilityMods: [8, 6, 8, 6, 10, 8]
+speed: 40 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 45
+armorclass:
+ - name: AC
+ desc: "45; __Fort__ +36, __Ref__ +34, __Will__ +38"
+hp: 475
+health:
+ - name: ""
+ - name: HP
+ desc: "475; __Weaknesses__ cold iron 20, unholy 20; __Resistances__ fire 20, cold 20"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Sickle|+3 Greater Striking Sickle]]"
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 120 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Sickle"
+ desc: "+39 (agile, finesse, holy, trip)\n__Damage__ 3d4 + 16 slashing 4d6 cold 1d6 spirit"
+
+ - name: "**Melee** `pf2:1` Vine"
+ desc: "+39 (holy, reach 20 feet)\n__Damage__ 4d12 + 16 bludgeoning plus improved-grab 1d6 spirit plus improved-grab"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 42, attack +32; __10th __ _[[Spells/Cataclysm|Cataclysm]]_, _[[Spells/Primal Phenomenon|Primal Phenomenon (Once per year)]]_, _[[Spells/Revival|Revival]]_; __9th __ _[[Spells/Nature's Enmity|Nature's Enmity]]_, _[[Spells/Regenerate|Regenerate (x3)]]_, _[[Spells/Storm of Vengeance|Storm of Vengeance]]_, _[[Spells/Nature's Pathway|Tree Stride (At will)]]_; __8th __ _[[Spells/Polar Ray|Polar Ray (At will)]]_, _[[Spells/Sunburst|Sunburst (At will)]]_; __6th __ _[[Spells/Cursed Metamorphosis|Baleful Polymorph (At will)]]_, _[[Spells/Tangling Creepers|Tangling Creepers (At will)]]_\n__Constant__ __(9th)__ _[[Spells/Environmental Endurance|Endure Elements]]_, _[[Spells/Speak with Animals|Speak with Animals]]_, _[[Spells/Speak with Plants|Speak with Plants]]_, _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Rituals"
+ desc: "_Awaken Animal_, _Blight_, _Commune with Nature_, _Consecrate_, _Plant Growth_, _Primal Call_, _Reincarnate_"
+
+ - name: "Alter Weather"
+ desc: "`pf2:3` **Frequency** three times per day\n* * *\n\n**Effect** The veranallia dramatically alters weather patterns in the surrounding area, producing any of the results of a successful 9th-rank [[Spells/Control Weather|Control Weather]] ritual."
+
+ - name: "Rebirth"
+ desc: " (divine) **Frequency** once per day\n* * *\n\n**Effect** The veranallia spends a minute to encase a creature that has been dead for no more than a year in a cocoon. After 24 hours, the creature is restored to life, and the cocoon explodes in a shower of colorful blossoms. If the veranallia's chooses, Rebirth can change the creature's ancestry or heritage, typically into an aasimar."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Veranallia
+creatures:
+ - 1: Veranallia
+```
+
+
+
+Veranallias represent the freedom of life to grow, change, and adapt. They rarely interact directly with non-azatas, as most other beings find their nature hard to comprehend, but those who secure their aid find them powerful allies. The lower half of a veranallia's body is made of vegetation that constantly repeats a dizzying cycle of sprouting, blooming, thriving, and wilting. The upper half of their body appears as that of a humanoid of any gender-it is rare for a veranallia to remain consistent in their gender for more than a few seasons at a time.
+
+Veranallias transform the landscape in their wake, bringing creation and destruction alike. The world around them overflows with an abundance of vegetation, with plenty of food for nearby animals, and when they bring destruction, they do so without cruelty, as it is sometimes necessary to make room for new life. They trigger forest fires in woodlands before dry brush piles up to dangerous levels, and bring bitter winters to areas plagued with parasites that thrive in hot weather.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Verdurous Ooze.md b/content/mechanics/srd/Bestiary/Bestiary 2/Verdurous Ooze.md
new file mode 100755
index 000000000..12a869d2c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Verdurous Ooze.md
@@ -0,0 +1,95 @@
+---
+title: "Verdurous Ooze"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.As0bcGjGLfwXjCfz"
+tags:
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/ooze
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Verdurous Ooze"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Verdurous Ooze"
+level: "Creature 6"
+
+alignment: ""
+size: "Medium"
+trait_01: [[mindless]]
+trait_02: [[ooze]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Motion Sense (Precise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +15, Stealth: +4"
+abilityMods: [5, -4, 5, -5, 0, -5]
+speed: 15 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 12
+armorclass:
+ - name: AC
+ desc: "12; __Fort__ +17, __Ref__ +8, __Will__ +10"
+hp: 157
+health:
+ - name: ""
+ - name: HP
+ desc: "157; __Immunities__ acid, critical hits, piercing, precision, slashing, unconscious, visual, mental"
+abilities_top:
+ - name: ""
+
+ - name: "Motion Sense 60 feet"
+ desc: " A verdurous ooze can sense nearby creatures through vibration and air or water movement."
+
+abilities_mid:
+ - name: ""
+ - name: "Corrosive Surface"
+ desc: " A creature that hits a verdurous ooze with a metal weapon or unarmed attack must attempt a DC 21 Reflex check save. On a failure, the weapon or creature takes 2d4 acid damage (after dealing damage to the ooze as normal). Thrown weapons take this damage automatically with no save."
+
+ - name: "Enliven Foliage"
+ desc: " (aura,primal) 20 feet. The verdurous ooze constantly emits supernatural vapors that cause nearby plants to grow rapidly and writhe and grasp at anything and everything within the emanation. This area becomes difficult terrain for non-verdurous ooze creatures. When a creature starts its turn in this aura, it must succeed at a DC 21 Reflex check save or take a -10-foot circumstance penalty to its Speeds until it leaves the emanation."
+
+ - name: "Split"
+ desc: " When a verdurous ooze that has 10 or more HP is hit by an attack that would deal piercing or slashing damage, it splits into two identical oozes, each with half the original's HP. One ooze is in the same space as the original, and the other is in an adjacent, unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures and objects out of the way to fill a space (the GM decides if an object or creature is too big or heavy to push)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pseudopod"
+ desc: "+15 ()\n__Damage__ 2d6 + 7 bludgeoning plus grab 1d6 acid plus grab"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d6 bludgeoning plus 1d6 acid, DC 24 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Sleep Gas"
+ desc: "`pf2:2` (incapacitation,mental,poison,sleep) The verdurous ooze adjusts its aura of supernatural vapors to affect living creatures within a 20-foot emanation, forcing them to attempt a DC 24 Will check save.\n* * *\n\n**Critical Success** The creature is unaffected and becomes temporarily immune to Sleep Gas for 24 hours.\n\n**Success** The creature is [[Conditions/Stupefied|Stupefied 1]] for 1 round.\n\n**Failure** The creature falls [[Conditions/Unconscious|Unconscious]]. If it's still unconscious after 1 minute, it wakes up automatically.\n\n**Critical Failure** The creature falls [[Conditions/Unconscious|Unconscious]]. If it's still unconscious after 1 hour, it wakes up automatically."
+
+ - name: "Verdurous Ooze Acid"
+ desc: " A verdurous ooze's acid damages only metal and flesh-not bone, stone, or other materials."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Verdurous Ooze
+creatures:
+ - 1: Verdurous Ooze
+```
+
+
+
+Verdurous oozes are found in temperate forests, warm jungles, or other places where plant life grows in abundance. Unlike many types of oozes, verdurous oozes are not particularly good climbers and have been known to get trapped in natural or artificial chasms. Warlords and wizards sometimes make use of that fact and keep verdurous oozes as guardians in pits around the walls of their fortresses or towers.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Vexgit.md b/content/mechanics/srd/Bestiary/Bestiary 2/Vexgit.md
new file mode 100755
index 000000000..30171e60f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Vexgit.md
@@ -0,0 +1,101 @@
+---
+title: "Vexgit"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.BcE4eM8BoWf9DxOu"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/gremlin
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Vexgit"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Vexgit"
+level: "Creature 1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[evil]]
+trait_02: [[fey]]
+trait_03: [[gremlin]]
+trait_04: [[lawful]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: "Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +6, Crafting: +6, Nature: +6, Stealth: +5, Thievery: +7"
+abilityMods: [1, 4, 2, 1, 1, 0]
+speed: 20 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +5, __Ref__ +9, __Will__ +6"
+hp: 24
+health:
+ - name: ""
+ - name: HP
+ desc: "24; __Weaknesses__ cold iron 2"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Maul|Maul]]"
+ - name: "Clacking Exoskeleton"
+ desc: " A creature that can hear gains a +2 circumstance bonus to its Perception DC against a vexgit's attempts to [[Actions/Sneak|Sneak]]."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Maul"
+ desc: "+8 (shove)\n__Damage__ 1d12 + 1 bludgeoning plus destructive-smash"
+
+ - name: "**Melee** `pf2:1` Bite"
+ desc: "+11 (agile, finesse)\n__Damage__ 1d6 + 1 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 17, attack +7; __1st __ _[[Spells/Alarm|Alarm]]_\n__Cantrips__ __(1st)__ _[[Spells/Prestidigitation|Prestidigitation]]_"
+
+ - name: "Destructive Smash"
+ desc: " A vexgit's maul Strike against an object deals ignores up to 5 of the object's Hardness."
+
+ - name: "Gremlin Snare"
+ desc: "`pf2:3` (primal) **Frequency** once per hour\n* * *\n\n**Effect** The vexgit creates a snare of their level or lower that normally takes 1 minute to craft at no cost. A single vexgit can maintain one gremlin snare at a time-if they create a new snare, the previously created one vanishes."
+
+ - name: "Rusting Grasp"
+ desc: "`pf2:2` (primal) **Frequency** once per hour\n* * *\n\n**Effect** The vexgit makes a +9 spell attack against a creature or unattended object. If they succeed, the vexgit deals 1d6 damage (doubled on a critical hit) to a metal item the target is wearing or holding, ignoring its Hardness. If they hit an unattended metal item, the item takes this damage automatically.\n\nIf a creature uses [[Bestiary Ability Glossary/Shield Block|Shield Block]] with a metal shield against this attack, the shield is automatically [[Conditions/Broken|Broken]], but no other item is rusted on that attack."
+
+ - name: "Speedy Sabotage"
+ desc: " When a vexgit succeeds or critically succeeds at a check to [[Actions/Disable a Device|Disable a Device]], they gain an additional success toward disabling a complex device."
+
+```
+
+```encounter-table
+name: Vexgit
+creatures:
+ - 1: Vexgit
+```
+
+
+
+These gremlins are covered head-to-toe by a crustacean-like exoskeleton that clacks and rattles whenever a vexgit moves. They delight in sabotaging the works of other creatures, often turning these works into dangerous traps. An individual vexgit might jam a door lock, loosen the wheels on a carriage, or remove nails from a boat hull. Buildings infested by vexgits become filled with traps like portcullises descending suddenly, water pipes exploding violently, and clock towers disgorging an avalanches of gears.
+
+Aware of their own physical weakness, vexgits carry hammers and other tools to leverage pieces apart or smash whatever they're unable to disassemble. Indeed, a hammer sized for a human becomes a maul in the tiny hands of a vexgit.
+
+Vexgit infestations range from one to a score. Larger groups are often led by a more powerful vexgit with additional skill in thievery or primal magic. Trained giant rats, vipers, and rat swarms are common in vexgit lairs.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Violet Fungus.md b/content/mechanics/srd/Bestiary/Bestiary 2/Violet Fungus.md
new file mode 100755
index 000000000..0aed9e7e6
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Violet Fungus.md
@@ -0,0 +1,79 @@
+---
+title: "Violet Fungus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.YBd1JZLhW6hf8iAO"
+tags:
+ - pf2e/creature/type/fungus
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Violet Fungus"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Violet Fungus"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[fungus]]
+trait_02: [[mindless]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Tremorsense (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Stealth: +9"
+abilityMods: [4, 0, 3, -5, 1, -2]
+speed: 10 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +10, __Ref__ +7, __Will__ +6"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60; __Immunities__ bleed, fatigued, poison, sleep, unconscious, mental; __Weaknesses__ fire 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+11 (agile, reach 10 feet)\n__Damage__ 1d10 + 4 bludgeoning plus violet-rot"
+
+ - name: "Violet Rot"
+ desc: " (poison) **Saving Throw** DC 20 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d6 poison damage plus [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 1d6 poison damage plus enfeebled 1 and [[Conditions/Drained|Drained 1]] (1 round)\n\n**Stage 3** 2d6 poison damage plus enfeebled 1 and drained 1 (1 round)"
+
+```
+
+```encounter-table
+name: Violet Fungus
+creatures:
+ - 1: Violet Fungus
+```
+
+
+
+At a glance, a violet fungus might seem to be little more than an unsightly and sickeningly purple mushroom of unusual size. Only once one draws closer-once whip-like tentacles dripping with flesh-rotting venom slither out from the fungus's cratered cap-does the terrifying truth of this carnivorous toadstool become apparent. Many amateur spelunkers have met untimely ends in the clutches of this monstrous fungus's tentacles, since violet fungi are practically synonymous with caverns on Golarion.
+
+Anyone who has ever braved the world's caves for an extended period of time know the dangers of the deadly violet fungus. Darklands dwellers such as drow and duergars often bear the long, whip-like scars of at least one brush with this vicious plant's cruel, poison-infused tentacles. Canny subterranean trappers and scouts sometimes make use of cultivated violent fungi to catch game in the enormous caverns below the surface world. Some Darklands peoples also cultivate violet fungi as a means to defend their territory. Xulgaths in particular place violet fungi around the perimeters of their settlements as a first line of defense.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Viper Vine.md b/content/mechanics/srd/Bestiary/Bestiary 2/Viper Vine.md
new file mode 100755
index 000000000..8e1bd4f54
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Viper Vine.md
@@ -0,0 +1,91 @@
+---
+title: "Viper Vine"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.W6zhiGCjQhDJEJNd"
+tags:
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Viper Vine"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Viper Vine"
+level: "Creature 13"
+
+alignment: ""
+size: "Large"
+trait_01: [[plant]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Low-Light Vision, Tremorsense (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +27, Stealth: +24"
+abilityMods: [8, 5, 7, -4, 5, -3]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +26, __Ref__ +24, __Will__ +22"
+hp: 270
+health:
+ - name: ""
+ - name: HP
+ desc: "270; __Resistances__ poison 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Cold Vulnerability"
+ desc: " (cold) When exposed to a cold effect, the viper vine is overwhelmed by lethargy, becoming [[Conditions/Slowed|Slowed 1]] for 1d4 rounds."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+27 (reach 10 feet)\n__Damage__ 3d6 + 11 piercing 3d6 poison"
+
+ - name: "**Melee** `pf2:1` Vine"
+ desc: "+27 (agile, reach 15 feet)\n__Damage__ 3d10 + 11 bludgeoning plus grab"
+
+ - name: "Captivating Pollen"
+ desc: "`pf2:1` (incapacitation,mental,poison) The viper vine releases a 60-foot emanation of invisible pollen that stays in the air for 5 rounds unless dispersed by a moderate or stronger wind. Each creature that enters or starts its turn in the area must attempt a DC 33 Will check save or be captivated.\n\nThe viper vine can't use Captivating Pollen for 1d4 rounds.\n* * *\n\n**Critical Success** The creature is unaffected and is temporarily immune to Captivating Pollen for 24 hours.\n\n**Success** The creature is [[Conditions/Sickened|Sickened 1]].\n\n**Failure** The creature is [[Conditions/Fascinated|Fascinated]], and it must spend each of its actions to move closer to the viper vine as expediently as possible while avoiding obvious dangers. If a captivated creature is adjacent to the viper vine, it stays still and doesn't act. It ceases to be fascinated if it's no longer in the pollen aura at the end of its turn.\n\n**Critical Failure** As failure, plus the creature is [[Conditions/Stupefied|Stupefied 2]] for 24 hours."
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 3d8+8 bludgeoning damage, DC 33 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Viper Vine
+creatures:
+ - 1: Viper Vine
+```
+
+
+
+A voracious, flesh-eating carnivore, the viper vine has a single enormous blossom arising from a thick, leafy tangle of snake-like vines. When the plant senses the approach of suitable prey through its sensitive, shallowly buried root system, it rises up like an agitated snake and unfurls its brightly colored bloom, an act that releases a cloud of mind-numbing pollen. Persistent stories claim the viper vine can lure prey into its clutches by swaying with a hypnotic motion, but this effect is in fact created by this invisible, odorless pollen cloud.
+
+Since a viper vine gains nourishment by consuming creatures rather than through ingesting moisture and soil, it has developed rudimentary locomotion and can drag itself along the ground with its tentacle-like roots. It even has a form of rudimentary sentience, allowing it to not only discern differences in prey and make limited tactical decisions, but also to avoid creatures that are particularly large or dangerous-looking.
+
+The area around viper vine hunting grounds is often strewn with the partially devoured remains of victims. It's not unusual to find the rotting corpses of wild animals, ill-fated adventurers, and even giants in the plant's immediate vicinity, along with a scattering of incidental treasure left behind on the corpses. A viper vine rarely returns to the carcass of a creature it killed earlier, preferring to hunt fresh meat.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Void Zombie.md b/content/mechanics/srd/Bestiary/Bestiary 2/Void Zombie.md
new file mode 100755
index 000000000..aede9d53e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Void Zombie.md
@@ -0,0 +1,87 @@
+---
+title: "Void Zombie"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.1I1tQfiZcjlcMe3v"
+tags:
+ - pf2e/creature/type/undead
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Void Zombie"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Void Zombie"
+level: "Creature 1"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[undead]]
+modifier: 3
+perception:
+ - name: "Perception"
+ desc: "+3; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +6"
+abilityMods: [3, -2, 2, -5, 0, -2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 13
+armorclass:
+ - name: AC
+ desc: "13; __Fort__ +7, __Ref__ +3, __Will__ +5"
+hp: 26
+health:
+ - name: ""
+ - name: HP
+ desc: "26, (void healing); __Immunities__ death effects, disease, paralyzed, poison; __Weaknesses__ salt water 5, slashing 2"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Salt Water Vulnerability"
+ desc: " Salt water acts as an extremely strong acid on the larval akata inside the void zombie. Full immersion in salt water deals 4d6 acid damage per round. On any round in which the void zombie takes damage due to its salt water weakness, the larval akata retreats to the depths of the void zombie's body, causing the void zombie to become [[Conditions/Slowed|Slowed 1]] until the end of its next turn."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+8 ()\n__Damage__ 1d6 + 3 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Feeding Tendril"
+ desc: "+6 (agile)\n__Damage__ 1d4 + 3 piercing plus feed-on-blood"
+
+ - name: "Feed on Blood"
+ desc: "`pf2:1` **Requirements** The void zombie's previous action was a successful feeding tendril Strike against the target creature\n* * *\n\n**Effect** The void zombie uses its feeding tendril to drain blood from the creature struck. The void zombie regains 4 healing Hit Points, and the creature is [[Conditions/Drained|Drained 1]] until it receives healing of any kind or amount."
+
+```
+
+```encounter-table
+name: Void Zombie
+creatures:
+ - 1: Void Zombie
+```
+
+
+
+A void zombie arises when a humanoid dies from an akata's void death affliction. This walking corpse is animated by a larval akata attached to the deceased creature's brain, using a grotesque feeding tendril that emerges from the corpse's mouth to drink blood from its victims.
+
+A void zombie typically exists for only a few months before it collapses and the larval akata crawls free from the motionless shell. When it feels the natural end of its unlife approaching, a void zombie finds a secluded place to vomit forth the nearly mature akata larva, then withers away. The disgorged larva metamorphizes into a full-grown akata several hours later, usually eating the corpse as its first meal.
+
+The name "void zombie" is something of a misnomer; though still compelled by necromantic energies, a void zombie is a host in the life cycle of a parasitic alien, not a mindless, reanimated corpse (despite their similar appearances). The fact that a typical void zombie shares the neutral alignment of the larval akata within, rather than the intrinsically evil nature of other zombies, has caused some scholars to push to reclassify them under other names. Suggestions have included "void dead," "akata spawn," or "bloodwalker," but the visceral and compelling commonplace name has proven difficult to shed.
+
+The driving force behind a void zombie's violence rises from the ravenous hunger of the alien parasite that serves as the channel for its animating negative energies. Necromancers have tried often to duplicate the void zombie, but without a larval akata hosted within, the result is simply a zombie with missing jaws or, at best, one that moves faster than normal. Others have compared a captive void zombie to a captive yellow musk thrall in an attempt to discover a potential link between the two- after all, both are animated bodies controlled by a parasitic outside force. Strangely, a void zombie becomes particularly violent when encountering a yellow musk thrall, making direct comparisons of the two creatures particularly difficult, or even dangerous. The fact that a void zombie, unlike a yellow musk thrall, is actually undead may hold some clues as to the source of this strange behavior.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Vrykolakas Ancient.md b/content/mechanics/srd/Bestiary/Bestiary 2/Vrykolakas Ancient.md
new file mode 100755
index 000000000..10cf533c7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Vrykolakas Ancient.md
@@ -0,0 +1,120 @@
+---
+title: "Vrykolakas Ancient"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.7hwhjoDu1awECwIT"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/vampire
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Vrykolakas Ancient"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Vrykolakas Ancient"
+level: "Creature 13"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[undead]]
+trait_03: [[unholy]]
+trait_04: [[vampire]]
+modifier: 23
+perception:
+ - name: "Perception"
+ desc: "+23; Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +24, Athletics: +29, Deception: +27, Intimidation: +27, Religion: +19, Stealth: +26, Survival: +23"
+abilityMods: [8, 5, 4, 0, 4, 8]
+speed: 40 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +23, __Ref__ +24, __Will__ +21"
+hp: 250
+health:
+ - name: ""
+ - name: HP
+ desc: "250, (void healing); __Immunities__ death effects, disease, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Children of the Night"
+ desc: " (divine,mental) The presence of a vrykolakas ancient inspires savage creatures to crawl forth to do its bidding, including rat swarms, wargs, werewolves, and similar creatures. The vrykolakas ancient can give telepathic orders to these creatures within 100 feet, but they can't communicate back."
+
+ - name: "Swift Tracker"
+ desc: " The vrykolakas moves at full Speed while [[Actions/Track|Tracking]]."
+
+abilities_mid:
+ - name: ""
+ - name: "Feral Possession"
+ desc: " (curse,divine,incapacitation,mental,possession) **Trigger** The vrykolakas is reduced to 0 Hit Points, and an animal is within 100 feet\n* * *\n\n**Effect** Unlike most other undead, a vrykolakas isn't destroyed when it reaches 0 HP. Instead, it attempts to cast its spirit into an animal within 100 feet, which must attempt a Will save (DC 33). On a failure, the animal is possessed. This has the effects of the [[Spells/Possession|Possession]] spell, but it lasts a number of days equal to the vrykolakas's level. This possession can't be counteracted with magic (though remove curse works against it normally).\n\nIf the animal succeeds at its save, the vrykolakas can attempt to possess a different animal within 100 feet. If at any point an animal critically succeeds at its save or no animal is within 100 feet, the vrykolakas fails to possess anything and is destroyed.\n\nA vrykolakas possessing an animal seeks out its burial site (see Burial Site Bound) immediately, burying itself there. While the vrykolakas is in this state of recovery, its animal host is [[Conditions/Paralyzed|Paralyzed]], and beheading it destroys the vrykolakas and kills its host. Removing the curse destroys the vrykolakas and returns the animal to normal.\n\nAfter 1d4 days, if the vrykolakas hasn't been destroyed, the animal dies and the vrykolakas rises in a new body that's identical to its previous one, formed from the animal's remains."
+
+ - name: "Pestilential Aura"
+ desc: " (aura,divine) 5 feet. DC 33 Fortitude check\n\nCreatures beginning their turn in the area while the vrykolakas is in its true form are exposed to bubonic plague.\n* * *\n\n**Bubonic Plague**\n\nThis widespread illness can sweep through entire communities, leaving few unaffected. The first indication of the disease is a telltale swelling of glands. In some cases, the disease can move into your lungs (pneumonic plague) or blood (septicemic plague), which is even more fatal.\n\nIf you have bubonic plague, you can't remove the [[Conditions/Fatigued|Fatigued]] condition while affected.\n\n**Onset** 1 day\n\n**Stage 1** fatigued (1 day)\n\n**Stage 2** [[Conditions/Enfeebled|Enfeebled 2]] and fatigued (1 day)\n\n**Stage 3** [[Conditions/Enfeebled|Enfeebled 3]], fatigued, and take 1d6 bleed every 1d20 minutes (1 day)"
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+ - name: "Vrykolakas Vulnerabilities"
+ desc: " Vrykolakas all have the following vulnerabilities.\n\n* **Burial Site Bound** A vrykolakas is bound to the place of its death or interment. It must return to this location once per week and bury itself in the earth for 24 hours, during which time it is [[Conditions/Paralyzed|Paralyzed]] and can be beheaded. If it is unable to return to this site, it is reduced to 0 Hit Points and attempts to use Feral Corruption; if this host animal can't return to the burial site before the possession effect ends, the vrykolakas is destroyed and the animal host returns to normal.\n* **Vulnerable to Decapitation** A vrykolakas that is beheaded can't use its Feral Possession, and a beheaded corpse cannot rise as a vrykolakas."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+27 ()\n__Damage__ 3d10 + 17 piercing plus drink-blood"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+27 (agile)\n__Damage__ 3d6 + 17 slashing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 33, attack +23; __7th __ _[[Spells/Vampiric Feast|Vampiric Touch (x3)]]_; __3rd __ _[[Spells/Fear|Fear (x3)]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) A vrykolakas ancient can transform into a form resembling the body it had in life, with the effects of [[Spells/Humanoid Form|Humanoid Form]] but with unlimited duration. It loses its fangs and claw Strikes but gains a +2 circumstance bonus to Deception checks to [[Action Macros/Impersonate_ Deception|Impersonate]] in this form.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Create Spawn"
+ desc: " (divine,downtime) If a creature dies after being reduced to 0 HP by Drink Blood, a vrykolakas ancient can turn this creature into a vrykolakas spawn by donating some of its own blood to the creature and burying it in earth for 3 nights.\n\nSuch vrykolakas spawn are generally friendly to the vrykolakas that created them, but they are not under its control and typically wander off on their own rampage within 1d6 days of their creation."
+
+ - name: "Dominate Animal"
+ desc: "`pf2:1` (divine,incapacitation,mental) DC 33\n\nThe vrykolakas can cast [[Spells/Dominate|Dominate]] at will as a divine innate spell that affects only animals. A creature that succeeds is immune to that vrykolakas's Dominate Animal for 24 hours. Destroying the vrykolakas ends the effect, but reducing it to 0 HP does not.\n\nA dominated animal takes a -4 circumstance penalty to saving throws against the vrykolakas's Feral Possession."
+
+ - name: "Drink Blood"
+ desc: "`pf2:1` (divine) **Requirements** The vrykolakas' last action was a successful fangs Strike\n* * *\n\n**Effect** The vrykolakas sinks its fangs into that creature to drink its blood. This requires an Athletics check check against the creature's Fortitude DC. On a success, the creature becomes [[Conditions/Drained|Drained 2]], and the vrykolakas regains 25 healing Hit Points, gaining any excess HP as temporary Hit Points.\n\nDrinking Blood from a creature that's already drained doesn't restore any HP to the vampire, but it increases the creature's drained condition value by 1. A vrykolakas can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so.\n\nThe target creature's drained condition value decreases by 1 per week.\n\nA blood transfusion, which requires a successful DC 20 Medicine check check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes."
+
+ - name: "[[Bestiary Ability Glossary/Rend|Rend]]"
+ desc: "`pf2:1` Claw\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
+
+ - name: "Sanguine Mauling"
+ desc: "`pf2:1` **Requirements** The vrykolakas ancient's last action was to Drink Blood\n* * *\n\n**Effect** The vrykolakas ancient makes two claw Strikes. Both count toward its multiple attack penalty, but the penalty increases only after it makes both attacks. If it hits with both claws, the target takes 1d6 bleed."
+
+ - name: "Steal Breath"
+ desc: "`pf2:2` (manipulate) **Requirements** The vrykolakas ancient is adjacent to an [[Conditions/Unconscious|Unconscious]] creature\n* * *\n\n**Effect** The vrykolakas ancient steals the creature's breath. The unconscious creature begins suffocating, can't be awakened for 1 round, and must attempt a DC 33 Fortitude check save. If a creature is targeted with this ability in consecutive rounds, the save DC decreases by 2 each round after the first.\n* * *\n\n**Critical Success** The target immediately awakens and is then temporarily immune to Steal Breath for 24 hours.\n\n**Success** The target is unaffected.\n\n**Failure** The target takes 1d10 damage.\n\n**Critical Failure** The target is reduced to 0 HP and becomes [[Conditions/Dying|Dying 1]]."
+
+```
+
+```encounter-table
+name: Vrykolakas Ancient
+creatures:
+ - 1: Vrykolakas Ancient
+```
+
+
+
+Vrykolakas ancients are the sinister overlords of their kind, stealing blood, breath, and life to feed their immortal hunger.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Vrykolakas Master.md b/content/mechanics/srd/Bestiary/Bestiary 2/Vrykolakas Master.md
new file mode 100755
index 000000000..62317e76e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Vrykolakas Master.md
@@ -0,0 +1,114 @@
+---
+title: "Vrykolakas Master"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.O5vLvt7qKEX71u3P"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/vampire
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Vrykolakas Master"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Vrykolakas Master"
+level: "Creature 10"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[undead]]
+trait_03: [[unholy]]
+trait_04: [[vampire]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +19, Athletics: +23, Deception: +19, Intimidation: +21, Stealth: +21, Survival: +17"
+abilityMods: [7, 5, 3, -2, 3, 5]
+speed: 40 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +19, __Ref__ +21, __Will__ +17"
+hp: 190
+health:
+ - name: ""
+ - name: HP
+ desc: "190, (void healing); __Immunities__ death effects, disease, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Children of the Night"
+ desc: " (divine,mental) The presence of a vrykolakas master inspires savage creatures to crawl forth to do its bidding, including rat swarms, wargs, werewolves, and similar creatures. The vrykolakas master can give telepathic orders to these creatures within 100 feet, but they can't communicate back."
+
+ - name: "Swift Tracker"
+ desc: " The vrykolakas moves at full Speed while [[Actions/Track|Tracking]]."
+
+abilities_mid:
+ - name: ""
+ - name: "Feral Possession"
+ desc: " (curse,divine,incapacitation,mental,possession) **Trigger** The vrykolakas is reduced to 0 Hit Points, and an animal is within 100 feet\n* * *\n\n**Effect** Unlike most other undead, a vrykolakas isn't destroyed when it reaches 0 HP. Instead, it attempts to cast its spirit into an animal within 100 feet, which must attempt a Will save (DC 29). On a failure, the animal is possessed. This has the effects of the [[Spells/Possession|Possession]] spell, but it lasts a number of days equal to the vrykolakas's level. This possession can't be counteracted with magic (though remove curse works against it normally).\n\nIf the animal succeeds at its save, the vrykolakas can attempt to possess a different animal within 100 feet. If at any point an animal critically succeeds at its save or no animal is within 100 feet, the vrykolakas fails to possess anything and is destroyed.\n\nA vrykolakas possessing an animal seeks out its burial site (see Burial Site Bound below) immediately, burying itself there. While the vrykolakas is in this state of recovery, its animal host is [[Conditions/Paralyzed|Paralyzed]], and beheading it destroys the vrykolakas and kills its host. Removing the curse destroys the vrykolakas and returns the animal to normal.\n\nAfter 1d4 days, if the vrykolakas hasn't been destroyed, the animal dies and the vrykolakas rises in a new body that's identical to its previous one, formed from the animal's remains."
+
+ - name: "Pestilential Aura"
+ desc: " (aura,divine) 5 feet. DC 29 Fortitude check\n* * *\n\nCreatures beginning their turn in the area while the vrykolakas is in its true form are exposed to bubonic plague.\n* * *\n\n**Bubonic Plague**\n\nThis widespread illness can sweep through entire communities, leaving few unaffected. The first indication of the disease is a telltale swelling of glands. In some cases, the disease can move into your lungs (pneumonic plague) or blood (septicemic plague), which is even more fatal.\n\nIf you have bubonic plague, you can't remove the [[Conditions/Fatigued|Fatigued]] condition while affected.\n\n**Onset** 1 day\n\n**Stage 1** fatigued (1 day)\n\n**Stage 2** [[Conditions/Enfeebled|Enfeebled 2]] and fatigued (1 day)\n\n**Stage 3** [[Conditions/Enfeebled|Enfeebled 3]], fatigued, and take 1d6 bleed every 1d20 minutes (1 day)"
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+ - name: "Vrykolakas Vulnerabilities"
+ desc: " Vrykolakas all have the following vulnerabilities.\n\n* **Burial Site Bound** A vrykolakas is bound to the place of its death or interment. It must return to this location once per week and bury itself in the earth for 24 hours, during which time it is [[Conditions/Paralyzed|Paralyzed]] and can be beheaded. If it is unable to return to this site, it is reduced to 0 Hit Points and attempts to use Feral Corruption; if this host animal can't return to the burial site before the possession effect ends, the vrykolakas is destroyed and the animal host returns to normal.\n* **Vulnerable to Decapitation** A vrykolakas that is beheaded can't use its Feral Possession, and a beheaded corpse cannot rise as a vrykolakas."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+23 ()\n__Damage__ 2d12 + 13 piercing plus drink-blood"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+23 (agile)\n__Damage__ 2d8 + 13 slashing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 29, attack +19; __5th __ _[[Spells/Vampiric Feast|Vampiric Touch (x3)]]_; __3rd __ _[[Spells/Fear|Fear (x3)]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) A vrykolakas master can transform into a form resembling the body it had in life, with the effects of [[Spells/Humanoid Form|Humanoid Form]] but with unlimited duration. It loses its fangs and claw Strikes but gains a +2 circumstance bonus to Deception checks to [[Action Macros/Impersonate_ Deception|Impersonate]] in this form.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Create Spawn"
+ desc: " (divine,downtime) If a creature dies after being reduced to 0 HP by Drink Blood, a vrykolakas master can turn this creature into a vrykolakas spawn by donating some of its own blood to the creature and burying it in earth for 3 nights.\n\nSuch vrykolakas spawn are generally friendly to the vrykolakas that created them, but they are not under its control and typically wander off on their own rampage within 1d6 days of their creation."
+
+ - name: "Dominate Animal"
+ desc: "`pf2:1` (divine,incapacitation,mental) DC 29\n\nThe vrykolakas can cast [[Spells/Dominate|Dominate]] at will as a divine innate spell that affects only animals. A creature that succeeds is immune to that vrykolakas's Dominate Animal for 24 hours. Destroying the vrykolakas ends the effect, but reducing it to 0 HP does not.\n\nA dominated animal takes a -4 circumstance penalty to saving throws against the vrykolakas's Feral Possession."
+
+ - name: "Drink Blood"
+ desc: "`pf2:1` (divine) **Requirements** The vrykolakas' last action was a successful fangs Strike\n* * *\n\n**Effect** The vrykolakas sinks its fangs into that creature to drink its blood. This requires an Athletics check check against the creature's Fortitude DC. On a success, the creature becomes [[Conditions/Drained|Drained 2]], and the vrykolakas regains 19 healing Hit Points, gaining any excess HP as temporary Hit Points.\n\nDrinking Blood from a creature that's already drained doesn't restore any HP to the vampire, but it increases the creature's drained condition value by 1. A vrykolakas can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so.\n\nThe target creature's drained condition value decreases by 1 per week.\n\nA blood transfusion, which requires a successful DC 20 Medicine check check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes."
+
+ - name: "[[Bestiary Ability Glossary/Rend|Rend]]"
+ desc: "`pf2:1` Claw\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
+
+```
+
+```encounter-table
+name: Vrykolakas Master
+creatures:
+ - 1: Vrykolakas Master
+```
+
+
+
+Vrykolakas masters are sinister shapechangers. They walk undetected among the living and prey upon them like a wolf among sheep, often leaving the corpses to rise as vrykolakas spawn.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Vrykolakas Spawn.md b/content/mechanics/srd/Bestiary/Bestiary 2/Vrykolakas Spawn.md
new file mode 100755
index 000000000..9c1266111
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Vrykolakas Spawn.md
@@ -0,0 +1,93 @@
+---
+title: "Vrykolakas Spawn"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.L7HkrpA3z7H0TXQ5"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/vampire
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Vrykolakas Spawn"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Vrykolakas Spawn"
+level: "Creature 6"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[undead]]
+trait_03: [[unholy]]
+trait_04: [[vampire]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Athletics: +15, Stealth: +14, Survival: +11"
+abilityMods: [5, 4, 2, -3, 2, 2]
+speed: 40 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +14, __Ref__ +16, __Will__ +12"
+hp: 99
+health:
+ - name: ""
+ - name: HP
+ desc: "99, (void healing); __Immunities__ death effects, disease, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Feral Possession"
+ desc: " (curse,divine,incapacitation,mental,possession) **Trigger** The vrykolakas is reduced to 0 Hit Points, and an animal is within 100 feet\n* * *\n\n**Effect** Unlike most other undead, a vrykolakas isn't destroyed when it reaches 0 HP. Instead, it attempts to cast its spirit into an animal within 100 feet, which must attempt DC 24 Will check save. On a failure, the animal is possessed. This has the effects of the [[Spells/Possession|Possession]] spell, but it lasts a number of days equal to the vrykolakas's level. This possession can't be counteracted with magic (though remove curse works against it normally).\n\nIf the animal succeeds at its save, the vrykolakas can attempt to possess a different animal within 100 feet. If at any point an animal critically succeeds at its save or no animal is within 100 feet, the vrykolakas fails to possess anything and is destroyed.\n\nA vrykolakas possessing an animal seeks out its burial site (see Burial Site Bound below) immediately, burying itself there. While the vrykolakas is in this state of recovery, its animal host is [[Conditions/Paralyzed|Paralyzed]], and beheading it destroys the vrykolakas and kills its host. Removing the curse destroys the vrykolakas and returns the animal to normal.\n\nAfter [[/gmr 1d4 #days]]{1d4 days}, if the vrykolakas hasn't been destroyed, the animal dies and the vrykolakas rises in a new body that's identical to its previous one, formed from the animal's remains."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+ - name: "Vrykolakas Vulnerabilities"
+ desc: " Vrykolakas all have the following vulnerabilities.\n\n* **Burial Site Bound** A vrykolakas is bound to the place of its death or interment. It must return to this location once per week and bury itself in the earth for 24 hours, during which time it is [[Conditions/Paralyzed|Paralyzed]] and can be beheaded. If it is unable to return to this site, it is reduced to 0 Hit Points and attempts to use Feral Corruption; if this host animal can't return to the burial site before the possession effect ends, the vrykolakas is destroyed and the animal host returns to normal.\n* **Vulnerable to Decapitation** A vrykolakas that is beheaded can't use its Feral Possession, and a beheaded corpse cannot rise as a vrykolakas."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+17 ()\n__Damage__ 2d8 + 8 piercing plus drink-blood"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+17 (agile)\n__Damage__ 2d6 + 8 slashing"
+
+ - name: "Drink Blood"
+ desc: "`pf2:1` (divine) **Requirements** The vrykolakas' last action was a successful fangs Strike\n* * *\n\n**Effect** The vrykolakas sinks its fangs into that creature to drink its blood. This requires an Athletics check check against the creature's Fortitude DC. On a success, the creature becomes [[Conditions/Drained|Drained 1]], and the vrykolakas regains 10 healing HP, gaining any excess HP as temporary Hit Points.\n\nDrinking Blood from a creature that's already drained doesn't restore any HP to the vampire, but it increases the creature's drained condition value by 1. A vrykolakas can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so.\n\nThe target creature's drained condition value decreases by 1 per week.\n\nA blood transfusion, which requires a successful DC 20 Medicine check check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes."
+
+ - name: "[[Bestiary Ability Glossary/Rend|Rend]]"
+ desc: "`pf2:1` Claw\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
+
+```
+
+```encounter-table
+name: Vrykolakas Spawn
+creatures:
+ - 1: Vrykolakas Spawn
+```
+
+
+
+Vrykolakas unleash their spawn upon the world to spread terror, plague, and suffering and to draw attention away from their masters.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Water Orm.md b/content/mechanics/srd/Bestiary/Bestiary 2/Water Orm.md
new file mode 100755
index 000000000..8ada700f2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Water Orm.md
@@ -0,0 +1,97 @@
+---
+title: "Water Orm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.EF68Pqk13partz9Z"
+tags:
+ - pf2e/creature/type/aquatic
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Water Orm"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Water Orm"
+level: "Creature 10"
+rare_03: [[Rare]]
+alignment: ""
+size: "huge"
+trait_01: [[aquatic]]
+trait_02: [[beast]]
+trait_03: [[water]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision"
+languages: "Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +22, Stealth: +23"
+abilityMods: [8, 5, 5, -3, 5, 0]
+speed: 20 feet, swim 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +21, __Ref__ +19, __Will__ +17"
+hp: 170
+health:
+ - name: ""
+ - name: HP
+ desc: "170; __Resistances__ cold 10, fire 10"
+abilities_top:
+ - name: ""
+
+ - name: "Slow Metabolism"
+ desc: " A water orm can go for 10 years without feeding. Beyond this limit, the water orm's hunger causes it to become [[Conditions/Slowed|Slowed 1]], but doesn't otherwise impact its lifespan. A water orm that's slowed as a result of starvation can remove this condition by using Swallow Whole to gulp down a meal."
+
+ - name: "Undetectable"
+ desc: " (detection,primal,revelation,scrying) A water orm automatically tries to counteract any detection, revelation, or scrying divination attempted against it, using its Stealth modifier for the counteract check."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+24 (reach 15 feet)\n__Damage__ 2d10 + 11 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+24 (agile, reach 15 feet)\n__Damage__ 2d6 + 11 bludgeoning"
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Large, 2d8+8 bludgeoning damage, Rupture 22\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "Water Travel"
+ desc: "`pf2:3` (concentrate,primal,water) A water orm can dissolve into water, appearing only as a long, dark, serpentine stretch of water. While in this form, a water orm's swim Speed increases to 600 feet, it automatically succeeds at Athletics checks to [[Actions/Swim|Swim]], and it gains a +4 circumstance bonus to Stealth checks in water. A water orm can remain in this form for 8 hours, but it can't enter salt water when using this ability. A water orm can return to its normal form using a single action which has the concentrate trait."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Water Orm
+creatures:
+ - 1: Water Orm
+```
+
+
+
+Legendary creatures lurking in remote lakes, water orms always find their way into the tavern tales of lakeside communities. To some travelers, every lake of respectable size seems to be surrounded by towns full of fishers claiming to have spotted a water orm. These elusive creatures inhabit lakes mainly in cool and gloomy regions. Some claim that water orms are an offshoot of sea serpents and linnorms, but no credible link between these creatures has been found.
+
+Water orms have many features that sea serpents do not, such as the ability to understand the rudiments of language. Their natural inclination to avoid contact and remain hidden often remains at odds with their equally compelling curiosity about those they might spy upon the shores of their lakes. Water orm sightings usually occur when they can't help but to rise up to the surface to take a peek at someone particularly unusual on the beach or floating on the water's surface.
+
+These creatures are extremely long-lived and can go for decades, or even centuries, with very little to eat. This allows water orms to subsist in lakes without surfacing for many years, even in bodies of fresh water without ample food sources. Water orms might lie in a silty lake bed for years, their elusiveness only contributing to their mythical reputation. When a pet or child goes missing near a lake, rumors might hold that the local water orm is responsible, leading to folk tales that caution residents against venturing out alone near the water.
+
+While most water orms are described as serpentine or long-necked reptiles, others look similar to bizarrely elongated seals or whales, impossibly large sea horses, or long-necked creatures with paddles resembling those of elasmosauruses.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Wereboar.md b/content/mechanics/srd/Bestiary/Bestiary 2/Wereboar.md
new file mode 100755
index 000000000..9bd42be6e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Wereboar.md
@@ -0,0 +1,105 @@
+---
+title: "Wereboar"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.k4KQxUft2IQ9m3Vx"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/werecreature
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Wereboar"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Wereboar"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[beast]]
+trait_02: [[chaotic]]
+trait_03: [[human]]
+trait_04: [[humanoid]]
+trait_05: [[werecreature]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: "Common; boar empathy"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +8, Intimidation: +5, Survival: +7"
+abilityMods: [4, 1, 4, 0, 2, -1]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +10, __Ref__ +5, __Will__ +8"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45; __Weaknesses__ silver 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "2x [[Equipment/Dagger|Dagger]], [[Equipment/Studded Leather Armor|Studded Leather Armor]]"
+ - name: "Boar Empathy"
+ desc: " (primal) The wereboar can communicate with boars and pigs."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Ferocity|Ferocity]]"
+ desc: "`pf2:r` **Trigger** The monster is reduced to 0 HP.\n* * *\n\n**Effect** The monster avoids being knocked out and remains at 1 HP, but its [[Conditions/Wounded|Wounded]] value increases by 1. When it is Wounded 3, it can no longer use this ability"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Dagger"
+ desc: "+10 (agile, versatile s)\n__Damage__ 1d4 + 6 piercing"
+
+ - name: "**Melee** `pf2:1` Tusk"
+ desc: "+10 ()\n__Damage__ 1d8 + 6 piercing plus curse-of-the-wereboar"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+10 (agile)\n__Damage__ 1d4 + 6 piercing"
+
+ - name: "**Ranged** `pf2:1` Dagger"
+ desc: "+7 (agile, thrown 10 ft., versatile s)\n__Damage__ 1d4 + 4 piercing"
+
+ - name: "Boar Charge"
+ desc: "`pf2:2` The wereboar Strides twice and then makes a melee Strike. As long as they moved at least 20 feet, they gain a +2 circumstance bonus to their attack roll."
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph,primal) The werecreature changes into their humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is their hybrid shape. In humanoid shape, the werecreature uses their original humanoid size, loses their jaws and claw Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by their claw. In animal shape, their Speed and size change to that of the animal, they gain any special Strike effects of the animal that they didn't already have (such as [[Bestiary Ability Glossary/Grab|Grab]]), and they lose their weapon Strikes.\n\nHuman with fist +10 for 1d4+2 bludgeoning damage, or [[Monster Core/Boar|Boar]] with Speed 40 feet and tusk for 2d6+4 piercing damage.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Curse of the Wereboar"
+ desc: " (curse,primal) This curse affects only humanoids\n\n**Saving Throw** DC 15 Fortitude check.\n\nOn each full moon, the cursed creature must succeed at another Fortitude save or turn into a wearboar until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn."
+
+ - name: "[[Creature Family Ability Glossary/(Werecreature) Moon Frenzy|Moon Frenzy]]"
+ desc: " (polymorph,primal) When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws Strike (or a similar Strike) by 2.\n\nWhen the moon sets or the sun rises, the werecreature returns to humanoid form and is [[Conditions/Fatigued|Fatigued]] for 2d4 hours.\n\n[[Bestiary Effects/Effect_ Moon Frenzy|Effect: Moon Frenzy]]"
+
+```
+
+```encounter-table
+name: Wereboar
+creatures:
+ - 1: Wereboar
+```
+
+
+
+Wereboars tend to be aggressive and stubborn, and often live with their own kind in small, remote communities. Even when they're inclined to interact with others, wereboars' short tempers and hostile nature lead other creatures to avoid them. Lone wereboars who settle down-often on remote farms-are extremely territorial, though others are content to roam and explore lands far from home. Their other habits also vary widely from individual to individual, right down to diet: some wereboars might feast on human flesh, while others are mostly vegetarian.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/White Dracolisk.md b/content/mechanics/srd/Bestiary/Bestiary 2/White Dracolisk.md
new file mode 100755
index 000000000..896c58056
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/White Dracolisk.md
@@ -0,0 +1,92 @@
+---
+title: "White Dracolisk"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.mDcPFoDQINuDYy2z"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/dragon
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "White Dracolisk"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "White Dracolisk"
+level: "Creature 9"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[dragon]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision, Tremorsense (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Athletics: +21, Stealth: +17, Survival: +20"
+abilityMods: [6, 2, 5, -3, 5, 1]
+speed: 20 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +20, __Ref__ +17, __Will__ +18"
+hp: 155
+health:
+ - name: ""
+ - name: HP
+ desc: "155; __Immunities__ paralyzed, petrified, sleep; __Resistances__ cold 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Draconic Resistance"
+ desc: " A white dracolisk has resistance 10 to cold damage."
+
+ - name: "Petrifying Glance"
+ desc: "`pf2:r` (arcane,aura,visual) **Trigger** A creature within 30 feet that the dracolisk can see starts its turn\n* * *\n\n**Effect** The target must attempt a DC 26 Fortitude check save. If it fails, it becomes [[Conditions/Slowed|Slowed 1]] for 1 minute as its body stiffens."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 ()\n__Damage__ 2d12 + 8 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile)\n__Damage__ 2d10 + 8 slashing"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane) The white dracolisk breathes a 30-foot cone of energy. This breath weapon deals 6d10 cold damage, with a DC 28 Reflex check save.\n\nThe dracolisk can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Petrifying Gaze"
+ desc: "`pf2:2` (arcane,concentrate,incapacitation,visual) The dracolisk stares at a creature it can see within 30 feet. That creature must attempt a DC 28 Fortitude check save. If it fails and has not already been slowed by Petrifying Glance or this ability, it becomes [[Conditions/Slowed|Slowed 1]]. If the creature already was slowed by this ability or Petrifying Glance, a failed save causes the creature to be [[Conditions/Petrified|Petrified]] permanently.\n\nA creature petrified in this manner can be instantly restored to flesh by being coated (not just splashed) with fresh dracolisk or basilisk blood no more than 1 hour old. A single dracolisk contains enough blood to coat 1d4+2 Medium creatures in this manner."
+
+ - name: "Savage Jaws"
+ desc: "`pf2:2` The dracolisk makes a single Strike with its jaws. If the attack hits, it deals 4d12+16 piercing damage (versatile S). This counts as two attacks for its multiple attack penalty."
+
+```
+
+```encounter-table
+name: White Dracolisk
+creatures:
+ - 1: White Dracolisk
+```
+
+
+
+Dracolisks are rare magical crossbreeds of chromatic dragons and basilisks. None now know how they first came to be, but they have proven viable and can breed with one another as well as with basilisks. While a dracolisk appears much like a young true dragon of its parent type, its eight legs are an immediate indication that it is something more. Its coloration varies, depending on the nature of its draconic ancestry, though it's lighter on its underside and darker near its wing tips. A typical dracolisk is 15 feet long and weighs 3,000 pounds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Witchfire.md b/content/mechanics/srd/Bestiary/Bestiary 2/Witchfire.md
new file mode 100755
index 000000000..bfe4ab04b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Witchfire.md
@@ -0,0 +1,108 @@
+---
+title: "Witchfire"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ZZwo44qXCY0zbXpF"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/spirit
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Witchfire"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Witchfire"
+level: "Creature 9"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[incorporeal]]
+trait_04: [[spirit]]
+trait_05: [[undead]]
+trait_06: [[unholy]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision"
+languages: "Aklo, Common, Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Deception: +19, Intimidation: +21, Occultism: +18, Stealth: +19"
+abilityMods: [-5, 6, 0, 3, 3, 6]
+speed: fly 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +15, __Ref__ +21, __Will__ +18"
+hp: 125
+health:
+ - name: ""
+ - name: HP
+ desc: "125, void healing; __Immunities__ death effects, disease, fire, paralyzed, poison, precision, unconscious; __Resistances__ all damage 10 (except force, ghost touch, or vitality; double resistance vs. non-magical)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Coven|Coven]]"
+ desc: " (mental,occult) The witchfire adds [[Spells/Nightmare|Nightmare]], [[Spells/Phantasmal Killer|Phantasmal Killer]], [[Spells/Phantasmal Calamity|Phantasmal Calamity]], and [[Spells/Summon Entity|Summon Entity]] to their coven's spells.\n\nA coven can contain one or more witchfires, but it must also include at least one living creature capable of forming a coven; three witchfires cannot form a coven.\n* * *\n\nThis monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.\n\nCovens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single action that has the concentrate trait. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-rank [[Spells/Cursed Metamorphosis|Cursed Metamorphosis]] spell and all the following spells, which the coven can cast at any rank up to 5th: [[Spells/Augury|Augury]], [[Spells/Charm|Charm]], [[Spells/Clairaudience|Clairaudience]], [[Spells/Clairvoyance|Clairvoyance]], [[Spells/Dream Message|Dream Message]], [[Spells/Illusory Disguise|Illusory Disguise]], [[Spells/Illusory Scene|Illusory Scene]], [[Spells/Scouting Eye|Scouting Eye]], and [[Spells/Talking Corpse|Talking Corpse]]. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the [[Spells/Control Weather|Control Weather]] ritual, with a DC of 23 instead of the standard DC.\n\nIf a coven member's departure or death brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells."
+
+abilities_mid:
+ - name: ""
+ - name: "Opportune Witchflame"
+ desc: "`pf2:r` **Trigger** A creature makes a melee Strike against or touches the witchfire\n* * *\n\n**Effect** The witchfire makes a witchflame caress Strike against the triggering creature."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Witchflame Caress"
+ desc: "+21 (agile, finesse, magical, unholy)\n__Damage__ 3d6 fire plus witchflame 3d6 void plus witchflame"
+
+ - name: "**Ranged** `pf2:1` Witchflame Bolt"
+ desc: "+21 (magical, range 100 feet, unholy)\n__Damage__ 2d6 fire plus witchflame 2d6 void plus witchflame"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 28, attack +20; __6th __ _[[Spells/Summon Entity|Summon Entity (Will-o'-Wisp Only)]]_; __5th __ _[[Spells/Wave of Despair|Crushing Despair]]_; __4th __ _[[Spells/Invisibility|Invisibility]]_, _[[Spells/Phantasmal Killer|Phantasmal Killer]]_; __3rd __ _[[Spells/Phantom Pain|Phantom Pain]]_; __2nd __ _[[Spells/Illusory Disguise|Illusory Disguise (At Will)]]_\n__Cantrips__ __(5th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Ghost Sound|Ghost Sound]]_"
+
+ - name: "Coven Spells"
+ desc: "DC 28, attack +20; __8th __ _[[Spells/Cursed Metamorphosis|Baleful Polymorph]]_; __6th __ _[[Spells/Phantasmal Calamity|Phantasmal Calamity]]_; __5th __ _[[Spells/Augury|Augury]]_, _[[Spells/Charm|Charm]]_, _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Illusory Disguise|Illusory Disguise]]_, _[[Spells/Illusory Scene|Illusory Scene]]_, _[[Spells/Nightmare|Nightmare]]_, _[[Spells/Phantasmal Killer|Phantasmal Killer]]_, _[[Spells/Scouting Eye|Prying Eye]]_, _[[Spells/Summon Entity|Summon Entity]]_, _[[Spells/Talking Corpse|Talking Corpse]]_"
+
+ - name: "Rituals"
+ desc: "_Control Weather_"
+
+ - name: "Witchflame"
+ desc: " (curse,fire,occult) Any creature that takes void damage from a witchfire's Strike must attempt a DC 26 Will check save.\n* * *\n\n**Critical Success** The creature is unaffected and is temporarily immune to witchflame for 1 hour.\n\n**Success** The creature appears to catch fire with sickly green flames. These flames deal no damage on their own, but as long as the flames burn, the creature can't be [[Conditions/Concealed|Concealed]] ([[Conditions/Invisible|Invisible]] creatures are [[Conditions/Concealed|Concealed]] rather than being [[Conditions/Undetected|Undetected]]) and gains weakness 5 to fire for 1 round.\n\n**Failure** As success, but the effect is permanent until removed.\n\n**Critical Failure** As failure, but the creature gains weakness 10 to fire.\n\n[[Bestiary Effects/Effect_ Witchflame (Success)|Effect: Witchflame (Success)]]\n\n[[Bestiary Effects/Effect_ Witchflame (Failure)|Effect: Witchflame (Failure)]]\n\n[[Bestiary Effects/Effect_ Witchflame (Critical Failure)|Effect: Witchflame (Critical Failure)]]"
+
+ - name: "Witchflame Kindling"
+ desc: "`pf2:2` (fire,occult) **Requirements** A creature within 30 feet of the witchfire burns with witchflame\n* * *\n\n**Effect** The witchfire's eyes and mouth glow brightly, and the witchflame on the target creature momentarily burns much hotter, dealing 5d6 fire damage and 5d6 void damage to that creature (DC 28 Fortitude check save).\n\nThe witchfire can't use Witchflame Kindling for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Witchfire
+creatures:
+ - 1: Witchfire
+```
+
+
+
+Manifesting as a sinuous form wreathed in sickly green flames, this incorporeal undead forms when a powerful hag or witch dies in agony or rage. The body at the center of the flames usually resembles the witch's idealized self-image, regardless of their age and appearance at the time of their death.
+
+A witchfire often resides in a bog or swamp, which slowly blackens and decays around them. These regions are often plagued by will-o'-wisps, which seem to have an uncanny relationship with the resident witchfire. A witchfire might visit villages on the edge of their home terrain to lure away villagers, but always attack victims within earshot to make sure that other villagers hear the screams. A witchfire might also ally with other hags or witches and even join their covens, but a witchfire is incapable of forming covens entirely on their own.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Witchwyrd.md b/content/mechanics/srd/Bestiary/Bestiary 2/Witchwyrd.md
new file mode 100755
index 000000000..4838bb99e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Witchwyrd.md
@@ -0,0 +1,92 @@
+---
+title: "Witchwyrd"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.7NMg91coT0lAMwsY"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Witchwyrd"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Witchwyrd"
+level: "Creature 6"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+trait_02: [[lawful]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision"
+languages: "Common, Draconic; one or more planar languages, tongues"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +16, Deception: +15, Diplomacy: +15, Intimidation: +15, Desert Lore: +14, One or more Lore skills related to a specific plane: +14"
+abilityMods: [3, 3, 1, 4, 3, 5]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +13, __Ref__ +13, __Will__ +15"
+hp: 110
+health:
+ - name: ""
+ - name: HP
+ desc: "110; __Resistances__ force 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Ranseur|+1 Ranseur]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Absorb Force"
+ desc: "`pf2:r` (arcane,force) **Frequency** once per round\n\n**Trigger** A [[Spells/Force Barrage|Force Barrage]] is fired at the witchwyrd, and the witchwyrd is aware of it and has a free hand\n* * *\n\n**Effect** The witchwyrd \"catches\" the missile, absorbing it and causing that hand to glow while it holds this energy. A hand that's holding energy can't be used for any other purpose except to use Force Bolt. The energy lasts for 6 rounds or until it is released."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Ranseur"
+ desc: "+16 (disarm, magical, reach 10 feet)\n__Damage__ 1d10 + 6 piercing"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+15 (agile, nonlethal)\n__Damage__ 1d6 + 6 bludgeoning plus grab"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 23, attack +13; __5th __ _[[Spells/Translocate|Dimension Door]]_; __4th __ _[[Spells/Containment|Resilient Sphere]]_, _[[Spells/Resist Energy|Resist Energy (x2)]]_, _[[Spells/Suggestion|Suggestion]]_; __3rd __ _[[Spells/Dispel Magic|Dispel Magic]]_; __2nd __ _[[Spells/Mirror Image|Mirror Image]]_; __1st __ _[[Spells/Carryall|Floating Disk (At will)]]_, _[[Spells/Phantasmal Minion|Unseen Servant (At will)]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Force Bolt"
+ desc: "`pf2:1` (arcane,force) 1 to 3 actions\n\nThe witchwyrd fires one [[Spells/Force Barrage|Force Barrage]] per action spent (dealing 1d4+1 force damage each). They can't spend more actions on this ability than they have free hands. If they use a hand that has Absorbed Force, that hand hurls two missiles instead of one, expending the held energy."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Witchwyrd
+creatures:
+ - 1: Witchwyrd
+```
+
+
+
+Witchwyrds conceal most of their faces, leaving only their eyes unmasked. Their inscrutability is a boon to one of their most significant interests-mercantilism- and many haughty witchwyrds openly revel in the befuddlement inspired by their mysterious guises and mannerisms. Witchwyrds have a keen eye for new opportunities and markets, and a witchwyrd almost always knows when someone is trying to pull one over on them.
+
+These four-armed humanoid creatures have hairless blue-gray skin, are typically 6-1/2 feet tall, and weigh 300 pounds. Their hands have three evenly sized and spaced digits in a tripod-like arrangement. When not trying to blend in with the local community, witchwyrds favor outlandish, loose-fitting clothes in bright reds or yellows and a signature conical hat. They tend to prefer the driest, warmest regions of the lands they visit-perhaps an indicator of their mysterious home world. This, however, is the only indicator; witchwyrds are notoriously close-mouthed about details of this distant world, and with good reason: most witchwyrds on Golarion have never visited their ancestral home. To these witchwyrds, the notion of a home planet is a constant thorn in their side, and when asked, many choose to ignore the question altogether. Others are so agitated by these queries that they respond with impatience or even violence. Some scholars have theorized a connection between witchwyrds and several other four-armed creatures, but like with questions of their place of origin, witchwyrds have little to say about the topic.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Wolverine.md b/content/mechanics/srd/Bestiary/Bestiary 2/Wolverine.md
new file mode 100755
index 000000000..4f4c9d47c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Wolverine.md
@@ -0,0 +1,81 @@
+---
+title: "Wolverine"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.IM2kGDvohNb1T9BS"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Wolverine"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Wolverine"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Stealth: +7"
+abilityMods: [3, 3, 3, -4, 0, -2]
+speed: 25 feet, burrow 10 feet, climb 10 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +9, __Ref__ +7, __Will__ +6"
+hp: 34
+health:
+ - name: ""
+ - name: HP
+ desc: "34"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+11 ()\n__Damage__ 1d8 + 5 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+11 (agile)\n__Damage__ 1d6 + 5 slashing"
+
+ - name: "Pounce"
+ desc: "`pf2:1` The wolverine Strides and makes a Strike at the end of that movement. If the wolverine begins this action [[Conditions/Hidden|Hidden]], it remains hidden until after the attack."
+
+ - name: "[[Bestiary Ability Glossary/Rend|Rend]]"
+ desc: "`pf2:1` Claw\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
+
+ - name: "Wolverine Rage"
+ desc: "`pf2:1` (concentrate,emotion,mental) The wolverine enters a state of pure rage that lasts either for 1 minute, until there are no enemies it can perceive, or until it falls [[Conditions/Unconscious|Unconscious]], whichever comes first. While raging, the wolverine has AC 17, its jaws Strike deals 1d8+7 damage, and its claw Strike deals 1d6+7 damage. While raging, the wolverine can't use actions that have the concentrate trait, except for [[Actions/Seek|Seek]]. After it's stopped raging, a wolverine can't use Wolverine Rage again for 1 minute."
+
+```
+
+```encounter-table
+name: Wolverine
+creatures:
+ - 1: Wolverine
+```
+
+
+
+Wolverines resemble small bears, to which they are related. Stocky and muscular with long claws, wolverines are about 3 feet in length and weigh approximately 40 pounds. They have a thick fur coat that protects them from the cold temperatures of the forests and frozen tundras where they reside.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Wood Giant.md b/content/mechanics/srd/Bestiary/Bestiary 2/Wood Giant.md
new file mode 100755
index 000000000..3fe3a7b77
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Wood Giant.md
@@ -0,0 +1,104 @@
+---
+title: "Wood Giant"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.UII1mgMYj8AW4Z0n"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/good
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Wood Giant"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Wood Giant"
+level: "Creature 6"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[giant]]
+trait_03: [[good]]
+trait_04: [[humanoid]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Low-Light Vision"
+languages: "Common, Fey, Jotun; speak with animals"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Athletics: +15, Nature: +14, Stealth: +13, Survival: +13, Forest Lore: +14"
+abilityMods: [5, 5, 4, 2, 3, 1]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +17, __Ref__ +14, __Will__ +13"
+hp: 120
+health:
+ - name: ""
+ - name: HP
+ desc: "120"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Composite Longbow|+1 Composite Longbow]], [[Equipment/Hide Armor|Hide]], 20x [[Equipment/Arrows|Arrows]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Catch Rock|Catch Rock]]"
+ desc: "`pf2:r` **Requirements** The monster must have a free hand but can [[Actions/Release|Release]] anything it's holding as part of this reaction.\n\n**Trigger** The monster is targeted with a thrown rock Strike or a rock would fall on the monster.\n* * *\n\n**Effect** The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Shortsword"
+ desc: "+17 (agile, reach 10 feet, versatile s)\n__Damage__ 1d8 + 11 piercing"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+17 (agile, reach 10 feet)\n__Damage__ 1d6 + 11 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Composite Longbow"
+ desc: "+18 (deadly d10, range increment 100 feet, reload 0, volley 30 ft.)\n__Damage__ 1d8 + 8 piercing"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+17 (brutal, range increment 120 feet)\n__Damage__ 2d6 + 11 bludgeoning"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 23, attack +15; __4th __ _[[Spells/Speak with Plants|Speak with Plants]]_; __3rd __ _[[Spells/Earthbind|Earthbind]]_; __2nd __ _[[Spells/Entangling Flora|Entangle]]_, _[[Spells/One with Plants|Tree Shape]]_\n__Constant__ __(2nd)__ _[[Spells/Vanishing Tracks|Pass Without Trace]]_, _[[Spells/Speak with Animals|Speak with Animals]]_"
+
+ - name: "Piercing Shot"
+ desc: "`pf2:1` The wood giant shoots an arrow at a target so that it glances off the first target to strike another target behind the first one. The wood giant chooses two targets in a direct line, one of which must be giving lesser cover to the other, then makes a single ranged Strike with its longbow against both targets. This attack ignores the lesser cover the first target provides to the second. The wood giant rolls damage only once, and applies it to each creature it hits. Piercing Shot counts as two attacks for the wood giant's multiple attack penalty."
+
+ - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
+ desc: "`pf2:1` The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
+
+```
+
+```encounter-table
+name: Wood Giant
+creatures:
+ - 1: Wood Giant
+```
+
+
+
+Wood giants are the denizens and protectors of the deepest, most primeval forests in the world. They dedicate their entire lives to the preservation of nature-a role that they believe nature itself has selected them to carry out. Wood giants are patient and kind to those who show respect and care for wild places. Although most wood giants consider civilization as simply another part of the world, they value places untouched by permanent structures and dense humanoid settlements.
+
+Wood giants have long, drooping ears and more slender builds than most giants. Despite their size, they are graceful and agile, able to move through dense forests and brush with little sound. They have been known to work closely with druids and others who share their respect for the sanctity of wilderness regions. Wood giants spend their days patrolling vast swaths of territory, foraging, and keeping an eye out for any who would despoil their lands. While they respect the connection to nature they share with many fey creatures and remain on good terms with them, wood giants see most fey as far too flighty to take part in any long-term plans.
+
+An average wood giant stands 14 feet tall and weighs 1,200 pounds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Wood Golem.md b/content/mechanics/srd/Bestiary/Bestiary 2/Wood Golem.md
new file mode 100755
index 000000000..941587f69
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Wood Golem.md
@@ -0,0 +1,92 @@
+---
+title: "Wood Golem"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.RhxrnyLJOLuFh736"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/golem
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Wood Golem"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Wood Golem"
+level: "Creature 6"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[construct]]
+trait_02: [[golem]]
+trait_03: [[mindless]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +17"
+abilityMods: [5, 4, 3, -5, 0, -5]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +15, __Ref__ +16, __Will__ +12"
+hp: 95
+health:
+ - name: ""
+ - name: HP
+ desc: "95; __Immunities__ magic, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental; __Resistances__ physical 5 (except adamantine)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Creature Family Ability Glossary/(Golem) Golem Antimagic|Golem Antimagic]]"
+ desc: " harmed by fire (4d8 damage, 2d6 damage from areas or persistent damage); healed by plant (area 2d6 healing Hit Points); slowed by earth\n* * *\n\nA golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as \"cold and water\"), either type of spell can affect the golem.\n\n* **Harmed By** Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.\n* **Healed By** Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.\n* **Slowed By** Any magic of this type that targets the golem causes it to be [[Conditions/Slowed|Slowed 1]] for [[/gmr 2d6 #rounds]]{2d6 rounds} instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.\n* **Vulnerable To** Each golem is vulnerable to one or more specific spells, with the effects described in its stat block."
+
+ - name: "Splinter"
+ desc: "`pf2:r` (arcane) **Trigger** The wood golem takes physical damage\n* * *\n\n**Effect** A jagged, sizable splinter of wood lances out at the golem's attacker. The golem makes a splinter Strike against an adjacent creature without triggering reactions."
+
+ - name: "Vulnerable to Shape Wood"
+ desc: " A wood golem targeted by [[Spells/Shape Wood|Shape Wood]] takes 2d8 damage per spell rank, with a basic Fortitude save against the caster's spell DC.\n\nOn a critical failure, the golem is also [[Conditions/Immobilized|Immobilized]] for 1d4 rounds."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+17 (magical)\n__Damage__ 2d8 + 8 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Splinter"
+ desc: "+16 (magical, range increment 30 feet)\n__Damage__ 2d4 + 8 piercing"
+
+ - name: "Splinter Volley"
+ desc: "`pf2:2` (arcane) The wood golem makes up to four splinter Strikes, each against a different target.\n\nThese attacks count toward the wood golem's multiple attack penalty, but the multiple attack penalty doesn't increase until after the wood golem makes all of its attacks."
+
+```
+
+```encounter-table
+name: Wood Golem
+creatures:
+ - 1: Wood Golem
+```
+
+
+
+Wood golems are often given vaguely humanoid shapes, almost as if cobbled together from scraps of firewood and discarded burls. It's less common for wood golems to have artistic embellishments such as engraved patterns, or to be carved in the shapes of different types of creatures to meet the tastes of their owners. While wealthy patrons have been known to commission wood golems to be painstakingly carved to resemble themselves or their ancestors, to serve dual purposes of protection and ego bolstering, most wood golem crafters don't bother. Druids and creatures who protect woodlands, such as arboreals, typically see wood golems as an affront or an abomination, akin to the horror humanoids often feel when facing a carrion or flesh golem. As a result, it is rare to see such creatures serving as guardians for fey or druidic holy sites, despite the thematic match between the wood golem's appearance and such locations.
+
+* * *
+
+The shape and structure of a golem are limited only by the power and creativity of its crafter. Over the ages, skilled minds and hands have refined the formulas for creating specific types of golems, resulting in the development of common forms. The secrets of creating the types of golems presented here may be guarded within the halls of famous golemworks or the forgotten libraries of many worlds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Worm That Walks Cultist.md b/content/mechanics/srd/Bestiary/Bestiary 2/Worm That Walks Cultist.md
new file mode 100755
index 000000000..829b29510
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Worm That Walks Cultist.md
@@ -0,0 +1,99 @@
+---
+title: "Worm That Walks Cultist"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.cwvcMZc5wGraemKI"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/14
+statblock: inline
+name: "Worm That Walks Cultist"
+level: 14
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Worm That Walks Cultist"
+level: "Creature 14"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+trait_04: [[swarm]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Darkvision, Tremorsense (Imprecise) 30 Feet"
+languages: "Aklo, Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +24, Deception: +28, Intimidation: +26, Occultism: +27, Society: +23, Stealth: +28"
+abilityMods: [5, 8, 5, 5, 4, 8]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36 all-around vision; __Fort__ +23, __Ref__ +28, __Will__ +26"
+hp: 200
+health:
+ - name: ""
+ - name: HP
+ desc: "200, (fast healing 10); __Immunities__ disease, paralyzed, poison, precision, swarm mind, unconscious, grabbed, prone, restrained; __Weaknesses__ area damage 10, splash damage 10; __Resistances__ physical 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 10]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+ - name: "Discorporate"
+ desc: " (splash) When the worm that walks is reduced to 0 HP, it discorporates and the component worms that make up its body disperse in every direction. If even a single worm escapes, the worm that walks will eventually re-form using a process that typically takes 1d10 days.\n\nWhile the exact circumstances and surroundings determine how long the worm that walks's foes have to dispatch the fleeing worms before they escape, usually its foes have only a single round. Typically, this requires the application of an area effect or splash weapon within 1 round to the space where the worm that walks collapsed. After any amount of area or splash damage is dealt to that space, the character dealing the damage must attempt a DC 15 Flat check check. Each subsequent area or splash damage effect performed on the area reduces the DC of this flat check by 2, to a minimum of DC 5. If any of these flat checks succeed, none of the worms escape, and the worm that walks is destroyed permanently.\n\nAt the GM's discretion, clever means of trapping or otherwise detaining the vermin may extend the time allowed to finish off the worm that walks."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tendril"
+ desc: "+29 (reach 10 feet)\n__Damage__ 4d8 + 14 piercing"
+
+ - name: "Occult Spontaneous Spells"
+ desc: "DC 34, attack +26; __7th __ (3 slots) _[[Spells/Phantasmal Killer|Phantasmal Killer]]_, _[[Spells/Visions of Danger|Visions of Danger]]_, _[[Spells/Warp Mind|Warp Mind]]_; __6th __ (4 slots) _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Dominate|Dominate]]_, _[[Spells/Paranoia|Paranoia]]_, _[[Spells/Summon Entity|Summon Entity]]_; __5th __ (4 slots) _[[Spells/Black Tentacles|Black Tentacles]]_, _[[Spells/Mind Probe|Mind Probe]]_, _[[Spells/Phantom Pain|Phantom Pain]]_, _[[Spells/Subconscious Suggestion|Subconscious Suggestion]]_; __4th __ (4 slots) _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Rewrite Memory|Modify Memory]]_, _[[Spells/Suggestion|Suggestion]]_, _[[Compendium.pf2e.spells-srd.Item.hkfH9Z53hPzcOwNB|Veil]]_; __3rd __ (4 slots) _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Haste|Haste]]_, _[[Spells/Hypercognition|Hypercognition]]_, _[[Spells/Slow|Slow]]_; __2nd __ (4 slots) _[[Spells/Translate|Comprehend Language]]_, _[[Spells/Illusory Creature|Illusory Creature]]_, _[[Spells/Mirror Image|Mirror Image]]_, _[[Compendium.pf2e.spells-srd.Item.FzAtX8yXBjTaisJK|Undetectable Alignment]]_; __1st __ (4 slots) _[[Spells/Charm|Charm]]_, _[[Spells/Illusory Disguise|Illusory Disguise]]_, _[[Spells/Mindlink|Mindlink]]_, _[[Spells/Enfeeble|Ray of Enfeeblement]]_\n__Cantrips__ __(7th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Light|Light]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Shield|Shield]]_"
+
+ - name: "Squirming Embrace"
+ desc: "`pf2:1` The worm that walks Strides, ending its movement sharing a space with a creature, and deals 5d8 piercing damage to the creature. The creature can attempt a DC 32 Reflex check save."
+
+ - name: "Swarm Shape"
+ desc: "`pf2:1` (attack,concentrate) The worm that walks collapses into a shapeless swarm of worms. It drops all held, worn, and carried items. While discorporated, the worm that walks can't use attack actions and can't cast spells, but it can move through areas small enough for its individual worms to fit without having to [[Actions/Squeeze|Squeeze]]. It can use the same action to coalesce back into its normal form."
+
+```
+
+```encounter-table
+name: Worm That Walks Cultist
+creatures:
+ - 1: Worm That Walks Cultist
+```
+
+
+
+This worm that walks was a cultist of the Great Old One Hastur in its prior life. It continues its conspiracies and strives to further its evil plots in its new life.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Xill.md b/content/mechanics/srd/Bestiary/Bestiary 2/Xill.md
new file mode 100755
index 000000000..638ccf78f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Xill.md
@@ -0,0 +1,103 @@
+---
+title: "Xill"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.llQRItGyq5VBjNTt"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/ethereal
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Xill"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Xill"
+level: "Creature 6"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+trait_02: [[ethereal]]
+trait_03: [[evil]]
+trait_04: [[lawful]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision"
+languages: "Aklo"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Athletics: +14, Deception: +12, Intimidation: +14, Stealth: +15, Warfare Lore: +12"
+abilityMods: [4, 5, 3, 0, 3, 0]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +15, __Ref__ +17, __Will__ +11"
+hp: 100
+health:
+ - name: ""
+ - name: HP
+ desc: "100"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Longbow|+1 Longbow]], 2x [[Equipment/Scimitar|Scimitar]], [[Equipment/Steel Shield|Steel Shield]], [[Equipment/Breastplate|Breastplate]], 40x [[Equipment/Arrows|Arrows]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Shield Block|Shield Block]]"
+ desc: "`pf2:r` **Trigger** The monster has its shield raised and takes damage from a physical attack.\n* * *\n\n**Effect** The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Scimitar"
+ desc: "+16 (forceful, sweep)\n__Damage__ 2d6 + 7 slashing"
+
+ - name: "**Melee** `pf2:1` Bite"
+ desc: "+16 ()\n__Damage__ 2d8 + 7 piercing plus xill-paralysis"
+
+ - name: "**Ranged** `pf2:1` Longbow"
+ desc: "+17 (deadly d10, magical, range increment 100 feet, reload 0, volley 30 ft.)\n__Damage__ 2d8 piercing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 24, attack +14; __7th __ _[[Spells/Interplanar Teleport|Plane Shift (To Ethereal Plane or Material Plane only) (Self only)]]_"
+
+ - name: "Double Slash"
+ desc: "`pf2:1` (flourish) The xill makes two scimitar Strikes against a single target. If both hit, combine their damage for the purpose of the target's resistances and weaknesses. The xill applies its multiple attack penalty to each strike normally."
+
+ - name: "Implant"
+ desc: "`pf2:2` (manipulate) **Requirements** The xill is adjacent to a [[Conditions/Unconscious|Unconscious]], willing, or [[Conditions/Paralyzed|Paralyzed]] creature\n* * *\n\n**Effect** The xill implants xill eggs in the creature's flesh."
+
+ - name: "Xill Eggs"
+ desc: " (disease) The [[Conditions/Sickened|Sickened]] condition from xill eggs doesn't improve on its own until the disease is cured or runs its course. It can be cured with a 10-minute operation that requires a successful DC 26 Medicine check check and deals 4d6 slashing damage to the host\n\n**Saving Throw** DC 24 Fortitude check\n\n**Maximum Duration** 24 hours\n\n**Stage 1** infested with no ill effect (8 hours)\n\n**Stage 2** [[Conditions/Sickened|Sickened 1]] (8 hours)\n\n**Stage 3** [[Conditions/Sickened|Sickened 2]] (4 hours)\n\n**Stage 4** [[Conditions/Sickened|Sickened 2]] and 2d6 bleed as larval xills burrow out of the body and immediately fade away into the Ethereal Plane (1 hour)"
+
+ - name: "Xill Paralysis"
+ desc: " (incapacitation,occult) A creature hit by the xill's bite Strike must attempt a DC 24 Fortitude check save.\n* * *\n\n**Critical Success** The creature is unaffected and is immune to xill paralysis for 1 minute.\n\n**Success** The creature is [[Conditions/Slowed|Slowed 1]] for 1 round.\n\n**Failure** The creature is [[Conditions/Paralyzed|Paralyzed]] for 1 round.\n\n**Critical Failure** The creature is paralyzed. It can attempt a new save at the end of each of its turns to recover, and the save DC decreases by 1 each round."
+
+```
+
+```encounter-table
+name: Xill
+creatures:
+ - 1: Xill
+```
+
+
+
+Xills visit the Material Plane, where they're often known as ethereal stalkers, primarily to maraud and to kidnap creatures back to their native Ethereal Plane. These four-armed, warmongering monsters paralyze their victims before implanting them with eggs using an ovipositor normally kept retracted behind their mandibles. Their single-minded drive to expand and conquer is so all-encompassing that while they work together dutifully and without dissent, there is little else in their lives.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Yellow Musk Brute.md b/content/mechanics/srd/Bestiary/Bestiary 2/Yellow Musk Brute.md
new file mode 100755
index 000000000..c95d7f35d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Yellow Musk Brute.md
@@ -0,0 +1,86 @@
+---
+title: "Yellow Musk Brute"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.HwSxMGZcOSKmXmeg"
+tags:
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Yellow Musk Brute"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Yellow Musk Brute"
+level: "Creature 2"
+
+alignment: ""
+size: "Large"
+trait_01: [[mindless]]
+trait_02: [[plant]]
+modifier: 4
+perception:
+ - name: "Perception"
+ desc: "+4; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +9"
+abilityMods: [5, -3, 4, -5, 0, -2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +10, __Ref__ +3, __Will__ +6"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45; __Immunities__ mental; __Weaknesses__ fire 10"
+abilities_top:
+ - name: ""
+
+ - name: "Slow"
+ desc: " A yellow musk brute is permanently [[Conditions/Slowed|Slowed 1]] and can't use reactions."
+
+abilities_mid:
+ - name: ""
+ - name: "Entangling Tendrils"
+ desc: " (aura) 5 feet. Grasping tendrils extend out from the brute. When the brute ends its movement next to a creature, or a creature ends its turn next to the brute, that creature must succeed at a DC 15 Reflex check save or be [[Conditions/Grabbed|Grabbed]] by the tendrils."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+11 (reach 10 feet)\n__Damage__ 1d12 + 5 bludgeoning plus improved-push,pollen-touch"
+
+ - name: "Limb Extension"
+ desc: " **Trigger** The yellow musk brute is reduced to 15 HP or fewer\n* * *\n\n**Effect** Creeper tendrils tear through the brute's limbs, causing its forearms to tear loose. The brute's melee reach increases by 5 feet."
+
+ - name: "Pollen Touch"
+ desc: " When the brute strikes a creature, that creature is exposed to yellow musk creeper pollen, as Spray Pollen (DC 15). The creature is fascinated by the yellow musk creeper that spawned the brute, not by the brute itself. The affected creature must attempt a DC 15 Will check save.\n\nOnce a creature succeeds at any save against Spray Pollen, it becomes temporarily immune for 24 hours.\n* * *\n\n**Success** The creature is unaffected.\n\n**Failure** The creature is [[Conditions/Fascinated|Fascinated]]. For as long as it is fascinated, it must spend each of its actions to move closer to the yellow musk creeper that spawned the brute as expediently as possible, while avoiding obvious dangers. If the creature is adjacent to the yellow musk creeper, it stays still and doesn't act.\n\n**Critical Failure** As failure, but the condition doesn't end automatically. The creature can attempt a new save at the end of each of its turns. On a success, the fascinated condition and other effects end."
+
+ - name: "[[Bestiary Ability Glossary/Improved Push|Improved Push]]"
+ desc: " The monster can use [[Bestiary Ability Glossary/Push|Push]] as a free action triggered by a hit with its initial attack."
+
+```
+
+```encounter-table
+name: Yellow Musk Brute
+creatures:
+ - 1: Yellow Musk Brute
+```
+
+
+
+A creature transformed by a yellow musk creeper's tendrils boring into its brain becomes a yellow musk thrall if it's Small or Medium, or a yellow musk brute if Large (a Small creature becomes a Small thrall rather than a Medium one). The transformation takes 1 hour. A yellow musk thrall takes only the most rudimentary of actions: bringing the yellow musk creeper water and new creatures to infest. After a few days (or if the creeper dies), the thrall wanders off into the wilderness and falls dead within 24 hours. The body of a deceased thrall sprouts a new yellow musk creeper within hours of its death, becoming a fully grown plant within 24 hours.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Yellow Musk Creeper.md b/content/mechanics/srd/Bestiary/Bestiary 2/Yellow Musk Creeper.md
new file mode 100755
index 000000000..282342b03
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Yellow Musk Creeper.md
@@ -0,0 +1,82 @@
+---
+title: "Yellow Musk Creeper"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.L5j9RcwJWc7IZHmy"
+tags:
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Yellow Musk Creeper"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Yellow Musk Creeper"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[mindless]]
+trait_02: [[plant]]
+modifier: 4
+perception:
+ - name: "Perception"
+ desc: "+4; Tremorsense (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Stealth: +6"
+abilityMods: [3, 2, 4, -5, 0, -1]
+speed: 5 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +10, __Ref__ +6, __Will__ +4"
+hp: 34
+health:
+ - name: ""
+ - name: HP
+ desc: "34; __Immunities__ mental; __Weaknesses__ fire 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tendril"
+ desc: "+9 (reach 10 feet)\n__Damage__ 1d10 + 3 piercing"
+
+ - name: "Bore into Brain"
+ desc: "`pf2:3` (manipulate,mental) The creeper bores dozens of tendrils into the brain of a Small, Medium, or Large humanoid creature that's [[Conditions/Unconscious|Unconscious]], willing, or [[Conditions/Fascinated|Fascinated]] by Spray Pollen, and within reach of the creeper's tendrils.\n\nThe creature must succeed at a DC 18 Fortitude check save or become [[Conditions/Stupefied|Stupefied 1]] ([[Conditions/Stupefied|Stupefied 2]] on a critical failure).\n\nSubsequent failed saves against Bore into Brain increase the stupefied value. If the creature reaches stupefied 5, it is turned into a yellow musk thrall. Boring into a creature's brain doesn't end fascination caused by Spray Pollen."
+
+ - name: "Spray Pollen"
+ desc: "`pf2:2` (incapacitation,mental,poison) The yellow musk creeper blasts yellow pollen in either a 30-foot line or a 15-foot cone. Each creature in the emanation must attempt a DC 20 Will check save.\n\nOnce a creature succeeds at any save against Spray Pollen, it becomes temporarily immune for 24 hours.\n* * *\n\n**Success** The creature is unaffected.\n\n**Failure** The creature is [[Conditions/Fascinated|Fascinated]]. For as long as it is fascinated, it must spend each of its actions to move closer to the yellow musk creeper as expediently as possible, while avoiding obvious dangers. If the creature is adjacent to the yellow musk creeper, it stays still and doesn't act. If anyone takes a hostile action against the creature or its allies, the effect ends. Otherwise, the creature can attempt a new save at the end of each of its turns. On a success, the effects end.\n\n**Critical Failure** As failure, but the condition doesn't end automatically if anyone takes a hostile action against the creature or its allies."
+
+```
+
+```encounter-table
+name: Yellow Musk Creeper
+creatures:
+ - 1: Yellow Musk Creeper
+```
+
+
+
+Made up of thick, green vines with numerous yellow flowers, the yellow musk creeper grows at places where the ground is enriched with spilled blood and corpses, like battlefields and graveyards. An ideal environment for the yellow musk creeper isn't inhabited, but draws occasional humanoid visitors the plant can transform into thralls. The yellow musk creeper enraptures creatures with its bright yellow pollen to bring them close. It then physically alters their brains with its tendrils, implanting a seed in each to turn the creatures into mindless thralls. The yellow musk creeper might try to take over a sleeping creature, but it lacks the faculties to sneak up on anyone, and is likely to wake victims before it can drag itself close enough.
+
+The plant's pollen can spread far on the wind but quickly becomes too diffuse to cause harm. Wilderness scouts learn to sniff out the distinctive musky scent of the pollen, which stays potent even in harmless quantities. A sprouting creeper is also easy to detect, since it grows from the rotting, messy corpse of a thrall creature.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Yellow Musk Thrall.md b/content/mechanics/srd/Bestiary/Bestiary 2/Yellow Musk Thrall.md
new file mode 100755
index 000000000..92ca77d56
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Yellow Musk Thrall.md
@@ -0,0 +1,86 @@
+---
+title: "Yellow Musk Thrall"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.04i4CsxeF33CsuER"
+tags:
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/-1
+statblock: inline
+name: "Yellow Musk Thrall"
+level: -1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Yellow Musk Thrall"
+level: "Creature -1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[mindless]]
+trait_02: [[plant]]
+modifier: 0
+perception:
+ - name: "Perception"
+ desc: "+0; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +5"
+abilityMods: [3, -2, 2, -5, 0, -2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 14
+armorclass:
+ - name: AC
+ desc: "14; __Fort__ +6, __Ref__ +0, __Will__ +2"
+hp: 12
+health:
+ - name: ""
+ - name: HP
+ desc: "12; __Immunities__ mental; __Weaknesses__ fire 5"
+abilities_top:
+ - name: ""
+
+ - name: "Slow"
+ desc: " A yellow musk thrall is permanently [[Conditions/Slowed|Slowed 1]] and can't use reactions."
+
+abilities_mid:
+ - name: ""
+ - name: "Entangling Tendrils"
+ desc: " (aura) 5 feet. Grasping tendrils extend out from the thrall. When the thrall ends its movement next to a creature, or a creature ends its turn next to the thrall, that creature must succeed at a DC 14 Reflex check save or be [[Conditions/Grabbed|Grabbed]] by the tendrils."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+7 ()\n__Damage__ 1d4 + 3 bludgeoning plus grab,pollen-touch"
+
+ - name: "Limb Extension"
+ desc: " **Trigger** The yellow musk thrall is reduced to 4 HP or fewer\n* * *\n\n**Effect** Creeper tendrils tear through the thrall's limbs, causing its forearms to tear loose. The thrall's melee reach increases by 5 feet."
+
+ - name: "Pollen Touch"
+ desc: " When the thrall strikes a creature, that creature is exposed to yellow musk creeper pollen, as Spray Pollen (DC 14). The creature is [[Conditions/Fascinated|Fascinated]] by the yellow musk creeper that spawned the thrall, not by the thrall itself. The affected creature must attempt a DC 14 Will check save.\n\nOnce a creature succeeds at any save against Spray Pollen, it becomes temporarily immune for 24 hours.\n* * *\n\n**Success** The creature is unaffected.\n\n**Failure** The creature is [[Conditions/Fascinated|Fascinated]]. For as long as it is fascinated, it must spend each of its actions to move closer to the yellow musk creeper that spawned the thrall as expediently as possible, while avoiding obvious dangers. If the creature is adjacent to the yellow musk creeper, it stays still and doesn't act.\n\n**Critical Failure** As failure, but the condition doesn't end automatically. The creature can attempt a new save at the end of each of its turns. On a success, the fascinated condition and other effects end."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Yellow Musk Thrall
+creatures:
+ - 1: Yellow Musk Thrall
+```
+
+
+
+A creature transformed by a yellow musk creeper's tendrils boring into its brain becomes a yellow musk thrall if it's Small or Medium, or a yellow musk brute if Large (a Small creature becomes a Small thrall rather than a Medium one). The transformation takes 1 hour. A yellow musk thrall takes only the most rudimentary of actions: bringing the yellow musk creeper water and new creatures to infest. After a few days (or if the creeper dies), the thrall wanders off into the wilderness and falls dead within 24 hours. The body of a deceased thrall sprouts a new yellow musk creeper within hours of its death, becoming a fully grown plant within 24 hours.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Yeth Hound.md b/content/mechanics/srd/Bestiary/Bestiary 2/Yeth Hound.md
new file mode 100755
index 000000000..8cc5104d7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Yeth Hound.md
@@ -0,0 +1,96 @@
+---
+title: "Yeth Hound"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.DzbPEJrWGGRuHd4t"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Yeth Hound"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Yeth Hound"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[beast]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+trait_04: [[fiend]]
+trait_05: [[unholy]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Chthonian"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +9, Stealth: +10, Survival: +8"
+abilityMods: [4, 3, 2, -2, 3, 1]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +9, __Ref__ +12, __Will__ +12"
+hp: 55
+health:
+ - name: ""
+ - name: HP
+ desc: "55; __Weaknesses__ silver 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+11 (unholy)\n__Damage__ 1d8 + 6 piercing plus knockdown,sinister-bite 1d6 spirit plus knockdown,sinister-bite"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 20, attack +10\n__Constant__ __(4th)__ _[[Spells/Air Walk|Air Walk]]_"
+
+ - name: "Bay"
+ desc: "`pf2:3` (auditory,concentrate,divine,fear,mental) The yeth hound emits an unearthly howl audible up to 300 feet away. Any non-fiend creature that hears the howl must succeed at a DC 20 Will check save or become [[Conditions/Frightened|Frightened 1]]. Any creature that critically fails and is within 60 feet of the yeth hound is instead [[Conditions/Frightened|Frightened 3]] and [[Conditions/Fleeing|Fleeing]] for 1d4 rounds (or until it recovers from its frightened condition).\n\nWhether it succeeds or fails the saving throw, the creature is then temporarily immune to Bay for 24 hours."
+
+ - name: "Sinister Bite"
+ desc: " A good creature bitten by a yeth hound must attempt a DC 20 Will check save. On a critical success, the creature is temporarily immune to sinister bite for 1 minute. A creature that fails becomes [[Conditions/Frightened|Frightened 1]], or increases the value of its frightened condition by 1 if already frightened."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Yeth Hound
+creatures:
+ - 1: Yeth Hound
+```
+
+
+
+Wicked canine creatures who live for the thrill of the hunt, yeth hounds often serve evil masters as guardians and trackers. Yeth hounds resemble lean, sleek dogs with overlarge ears and narrow paws that can tread on air as easily as the ground. Despite their canine appearance, yeth hounds are remarkably intelligent, although they rarely display this intelligence except when devising intricate tactics to ensnare their quarry. Their eerie bays echo across the countryside when they are engaged in a hunt, and they particularly enjoy baying to frighten and disorient intelligent creatures. Yeth hound packs can number as many as a dozen members, each working in uncanny communion with its packmates to corner and kill their prey. Yeth hounds like to drag their victims back to their lairs to eat at their leisure, so these lairs often contain discarded treasures from the hounds' previous meals.
+
+Yeth hounds despise two things: sunlight and other canines. They hunt only at night if they can, often breaking off their hunt at dawn to retreat to a subterranean lair or den, no matter how close they had come to catching their prey. Yeth hounds usually attack wargs, wolves, and similar creatures on sight, working to drive larger or more powerful canines from their hunting areas when then can't simply overpower and kill them.
+
+Evil rangers, bestial demons, and wicked cults are frequently gifted yeth hound servants by fiendish patrons. Such hounds often serve as spies and are quick to turn against those who fail to advance the patrons' wicked aims. The cult of Lamashtu, in particular, is fond of using yeth hounds as temple guardians.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Zebub.md b/content/mechanics/srd/Bestiary/Bestiary 2/Zebub.md
new file mode 100755
index 000000000..be3c9dabf
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Zebub.md
@@ -0,0 +1,102 @@
+---
+title: "Zebub"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.d4EgJaC8HlR8amwn"
+tags:
+ - pf2e/creature/type/devil
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Zebub"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Zebub"
+level: "Creature 3"
+
+alignment: ""
+size: "Small"
+trait_01: [[devil]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[lawful]]
+trait_05: [[unholy]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Greater Darkvision"
+languages: "Diabolic, Draconic, Empyrean; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Arcana: +7, Deception: +8, Religion: +9, Stealth: +10"
+abilityMods: [1, 4, 1, 0, 3, 1]
+speed: 15 feet, fly 50 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +8, __Ref__ +10, __Will__ +8; +1 status to all saves vs. magic"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30; __Immunities__ fire; __Weaknesses__ holy 5; __Resistances__ physical 5 (except silver), poison 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Mandibles"
+ desc: "+12 (finesse, magical, unholy)\n__Damage__ 1d10 + 3 piercing plus cocytan-filth 1d6 spirit plus cocytan-filth"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 17, attack +7; __5th __ _[[Spells/Translocate|Dimension Door]]_; __4th __ _[[Spells/Translocate|Dimension Door (At Will)]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At Will) (Self Only)]]_, _[[Spells/Summon Animal|Summon Animal (Swarm creatures only)]]_\n__Cantrips__ __(2nd)__ _[[Spells/Message|Message]]_"
+
+ - name: "Rituals"
+ desc: "_Infernal Pact_"
+
+ - name: "Cocytan Filth"
+ desc: " (disease,virulent) **Saving Throw** DC 18 Fortitude check\n\n**Onset** 1d4 days\n* * *\n\n**Stage 1** [[Conditions/Enfeebled|Enfeebled 1]] (1 day)\n\n**Stage 2** [[Conditions/Enfeebled|Enfeebled 2]] (1 day)\n\n**Stage 3** [[Conditions/Enfeebled|Enfeebled 3]] (1 day)"
+
+ - name: "Infernal Eye"
+ desc: "`pf2:3` (divine) The zebub records everything they see, and though they don't remember all observations, they can pass them along to another creature.\n\nThe zebub replays 10 minutes of witnessed events to a touched willing creature, which receives the memories in a flash of information. By remaining in contact, the zebub can spend additional 3-action activities to replay more information.\n\nAfter relaying their visions to another, the zebub can't ever recall those events again."
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " The zebub's Strikes deal an additional 1d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Zebub
+creatures:
+ - 1: Zebub
+```
+
+
+
+Zebubs serve as Hell's messengers and spies. Their ability to share what they've seen with other creatures makes them especially useful-not only to other devils, but also to mortal conjurers. Some infernal lords unleash them in enormous, horrid swarms upon unsuspecting lands to debase flesh and land alike while collecting secrets the infernal host might later put to use. Zebubs use any opportunity to manipulate weak-willed or easily tempted mortals into serving the zebubs' whims. While arrogant and deceitful, zebubs lack the cunning and confidence of most devils, and thus their schemes often focus on satisfying self-serving or self-destructive ambitions. Zebubs form from the souls of childish and craven mortals, reshaped by the archdevil Baalzebul in the frozen, filthy wastes of Hell's seventh layer, Cocytus.
+
+* * *
+
+Each type of devil plays a particular role in Hell's bureaucracies and hierarchies, though some have far more specialized functions than others.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Zelekhut.md b/content/mechanics/srd/Bestiary/Bestiary 2/Zelekhut.md
new file mode 100755
index 000000000..3bb3253b0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Zelekhut.md
@@ -0,0 +1,98 @@
+---
+title: "Zelekhut"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.3P4KhnbaavbTVXg6"
+tags:
+ - pf2e/creature/type/aeon
+ - pf2e/creature/type/inevitable
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/monitor
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Zelekhut"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Zelekhut"
+level: "Creature 9"
+
+alignment: ""
+size: "Large"
+trait_01: [[aeon]]
+trait_02: [[inevitable]]
+trait_03: [[lawful]]
+trait_04: [[monitor]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision, Truesight"
+languages: "Diabolic, Empyrean, Utopian; truespeech"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +18, Athletics: +21, Diplomacy: +16, Survival: +21, Axis Lore: +15"
+abilityMods: [6, 5, 4, 0, 3, 3]
+speed: 40 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +17, __Ref__ +20, __Will__ +18; +1 status to all saves vs. magic"
+hp: 160
+health:
+ - name: ""
+ - name: HP
+ desc: "160; __Immunities__ death effects, disease, emotion, poison, unconscious"
+abilities_top:
+ - name: ""
+
+ - name: "Truespeech"
+ desc: " A zelekhut can speak with and understand any creature with a language."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Chain"
+ desc: "+21 (magical, reach 10 feet)\n__Damage__ 2d10 + 6 slashing plus knockdown 2d6 electricity plus knockdown 1d6 spirit plus knockdown"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 28, attack +18; __5th __ _[[Spells/Locate|Locate]]_; __4th __ _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Planar Tether|Dimensional Anchor]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Paralyze|Paralyze (x3)]]_\n__Constant__ __(6th)__ _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Rituals"
+ desc: "_Geas_"
+
+ - name: "Double Attack"
+ desc: "`pf2:2` The zelekhut makes two chain Strikes, each targeting a different creature. Each Strike counts toward the zelekhut's multiple attack penalty, but the penalty doesn't increase until after it has made both attacks. If the zelekhut subsequently uses the [[Bestiary Ability Glossary/Knockdown|Knockdown]] action, it affects all creatures it hit with Double Attack."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Zelekhut
+creatures:
+ - 1: Zelekhut
+```
+
+
+
+A zelekhut is a bounty hunter and executioner. The zelekhut resembles a mechanical centaur crafted from silvery metal with golden clockwork wings adorning its back. Instead of hands, the zelekhut's arms end in long, barbed chains that crackle with electricity. Whether sent by the powers of Axis or summoned by mortal authorities, the zelekhut seeks out those who continually evade justice-either through active flight, or by abusing their power and station-so as to bring justice to the multiverse's most notorious fugitives and criminals. Indeed, many a zelekhut's quarry are as famous for their ability to evade capture as for the crimes they commit.
+
+Though the zelekhut is implacable and unrelenting in enforcing sentences, it does not pass judgments of its own or take the initiative in pursuing targets of opportunity. While hunting a condemned serial killer or notorious thief across half a dozen planes, the zelekhut wouldn't shift a single hoof to capture a corrupt ruler whose offenses are far greater. All zelekhuts understand that laws can and must differ from place to place, and it is not the zelekhut's job to moralize, merely to obey its rightful assignments and track down those who seek to flee their punishment.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 2/Zomok.md b/content/mechanics/srd/Bestiary/Bestiary 2/Zomok.md
new file mode 100755
index 000000000..0e0cd5663
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 2/Zomok.md
@@ -0,0 +1,104 @@
+---
+title: "Zomok"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Nf8xqU1ylgoXFdca"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/16
+statblock: inline
+name: "Zomok"
+level: 16
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 2"
+name: "Zomok"
+level: "Creature 16"
+
+alignment: ""
+size: "grg"
+trait_01: [[dragon]]
+trait_02: [[plant]]
+modifier: 28
+perception:
+ - name: "Perception"
+ desc: "+28; Darkvision, Tremorsense (Imprecise) 60 Feet"
+languages: "Arboreal, Common, Fey, Petran; speak with plants"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +27, Athletics: +33, Nature: +29, Stealth: +29, Survival: +30"
+abilityMods: [9, 5, 9, 3, 6, 6]
+speed: 30 feet, fly 80 feet
+sourcebook: "_Pathfinder Bestiary 2_"
+ac: 39
+armorclass:
+ - name: AC
+ desc: "39; __Fort__ +31, __Ref__ +25, __Will__ +28"
+hp: 310
+health:
+ - name: ""
+ - name: HP
+ desc: "310; __Immunities__ paralyzed, poison, sleep, stunned; __Weaknesses__ fire 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+33 (magical, reach 15 feet)\n__Damage__ 3d12 + 17 piercing plus improved-grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+33 (agile, magical, reach 15 feet)\n__Damage__ 3d8 + 17 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+33 (magical, reach 20 feet)\n__Damage__ 3d10 + 17 bludgeoning"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 34, attack +26; __8th __ _[[Spells/Charm|Charm (plant creatures only)]]_; __7th __ _[[Spells/Wall of Thorns|Wall of Thorns]]_; __6th __ _[[Spells/Tangling Creepers|Tangling Creepers]]_; __1st __ _[[Spells/Vanishing Tracks|Pass Without Trace]]_\n__Constant__ __(4th)__ _[[Spells/Speak with Plants|Speak with Plants]]_"
+
+ - name: "Rituals"
+ desc: "_Blight_, _Plant Growth_, _Primal Call (doesn't require secondary casters)_"
+
+ - name: "Entombing Breath"
+ desc: "`pf2:2` (earth,primal) The zomok blasts forth a 60-foot cone of earth and gravel, dealing 17d6 bludgeoning damage (DC 34 Reflex check save); [[Conditions/Prone|Prone]] creatures take a -2 circumstance penalty to this saving throw. Creatures touching the ground that fail their saves take a 10-foot circumstance penalty to their Speeds and are [[Conditions/Restrained|Restrained]] (Escape DC 34) on a critical failure.\n\nThe zomok can't use Entombing Breath again for 1d4 rounds.\n\nThe bodies of creatures slain by Entombing Breath instantly decompose and are destroyed-they can be restored to life only by a 7th-rank or higher spell or ritual that restores life. The creature's equipment is unharmed but buried under 5 feet of earth."
+
+ - name: "Forest Step"
+ desc: "`pf2:1` (healing,primal,teleportation) **Frequency** three times per day\n* * *\n\n**Effect** The zomok teleports itself with the effects of a 5th-rank [[Spells/Translocate|Translocate]] spell, but the zomok must begin and end the teleportation effect in forest terrain. The zomok regains 10d10 healing Hit Points during this teleportation. Creatures swallowed by the zomok are left behind.\n\nThe zomok can't use Forest Step again for [[/gmr 1d6+1 #rounds]]{1d6+1 rounds}."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Huge, 3d12+9 bludgeoning damage, Rupture 35\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Huge or smaller, tail, DC 32 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Zomok
+creatures:
+ - 1: Zomok
+```
+
+
+
+Mighty plant-dragons, zomoks prowl the woodlands, defending their homes from destructive forces while healing and restoring the woods following natural disasters and ravaging intruders. Zomoks vary in appearance with the seasons, growing verdant green in the spring and summer, changing to autumnal colors in the fall, and decaying to brown in winter. While zomoks can and often do swallow their foes, they have no real need to eat. Any creature they gulp down is typically left behind as a mangled corpse the next time the zomok travels via their Forest Step ability. Zomoks reach 35 to 40 feet in length and weigh 30 tons.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Abandoned Zealot.md b/content/mechanics/srd/Bestiary/Bestiary 3/Abandoned Zealot.md
new file mode 100755
index 000000000..afc34d384
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Abandoned Zealot.md
@@ -0,0 +1,102 @@
+---
+title: "Abandoned Zealot"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.HtCmhibEvgCzcf8T"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/spirit
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Abandoned Zealot"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Abandoned Zealot"
+level: "Creature 6"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[incorporeal]]
+trait_04: [[spirit]]
+trait_05: [[undead]]
+trait_06: [[unholy]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision, Lifesense 60 Feet"
+languages: "Common, Necril; one regional language"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Intimidation: +14, Religion: +12, Stealth: +16, Boneyard Lore: +12"
+abilityMods: [-5, 4, 0, 2, 2, 4]
+speed: fly 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +10, __Ref__ +14, __Will__ +16; +1 status to all saves vs. divine and vitality"
+hp: 75
+health:
+ - name: ""
+ - name: HP
+ desc: "75, void healing; __Immunities__ death effects, disease, paralyzed, poison, precision, unconscious; __Resistances__ all damage 5 (except force, ghost touch, or vitality; double resistance vs. non-magical)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 60 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+ - name: "Sense Apostate 500 feet"
+ desc: " (detection,divine) An abandoned zealot can sense the presence and direction of false priests within 500 feet of them. Lead or running water blocks this sense."
+
+abilities_mid:
+ - name: ""
+ - name: "Anathematic Aversion"
+ desc: " (emotion,fear,mental) If they encounter a priest of their former faith, an abandoned zealot must attempt a Will save against the highest spell DC among those priests, or the highest Will DC if none of them can cast spells. The zealot attempts this saving throw only once per minute, even if more priests arrive later.\n* * *\n\n**Critical Success** The abandoned zealot spends their reaction to Stride directly toward a priest of their former faith. For 1 minute, the abandoned zealot's hand of despair deals one additional damage die against priests of the creature's former faith.\n\n**Success** The abandoned zealot spends their reaction to Stride directly toward a priest of their former faith.\n\n**Failure** The abandoned zealot becomes [[Conditions/Frightened|Frightened 1]] and gains the [[Conditions/Fleeing|Fleeing]] condition until the end of their next turn.\n\n**Critical Failure** As failure, but [[Conditions/Frightened|Frightened 2]]."
+
+ - name: "Elegy of the Faithless"
+ desc: "`pf2:r` (divine,mental) **Trigger** A divine spell is cast within 30 feet of the abandoned zealot.\n* * *\n\n**Effect** The abandoned zealot howls an elegy of regret, forcing the spellcaster to attempt a DC 22 Will check save, or a higher DC 24 Will check if the caster is a member of the zealot's former faith. On a failure, the elegy disrupts the spell."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Hand of Despair"
+ desc: "+16 (finesse, magical)\n__Damage__ 2d10 + 4 void plus rend-faith"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 24, attack +16; __6th __ _[[Spells/Zealous Conviction|Zealous Conviction (Self Only)]]_; __4th __ _[[Spells/Crisis of Faith|Crisis of Faith]]_"
+
+ - name: "Rend Faith"
+ desc: " When hit by an abandoned zealot's hand of despair, a creature capable of divine spellcasting or with divinely granted abilities must succeed at a DC 24 Will check save or be unable to use those spells or abilities until the end of its next turn."
+
+```
+
+```encounter-table
+name: Abandoned Zealot
+creatures:
+ - 1: Abandoned Zealot
+```
+
+
+
+Once devout followers whose faith proved false, abandoned zealots return from the doorstep of the afterlife after being denied the eternal reward they expected. Consumed by self-loathing for the lives they squandered to false faiths and empty creeds, these lost souls serve as terrifying and implacable-yet ultimately pathetic-foes. A shapeless mass of smoke and shadow coils behind their broken masks. As abandoned zealots move, they spit and shriek a hateful cacophony of bitter lamentations and anguished weeping.
+
+Abandoned zealots are most commonly associated with the church of Razmir, which upholds a mortal wizard as a god-a truth unknown to most worshippers. However, abandoned zealots might arise from a true religion if they've been misled about that faith's true tenets or aims. This situation could easily result from the cruel schemes and predations of sinister beings, such as shrine skelms and the blasphemous devils known as deimaviggas.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Abrikandilu.md b/content/mechanics/srd/Bestiary/Bestiary 3/Abrikandilu.md
new file mode 100755
index 000000000..197b5f0ba
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Abrikandilu.md
@@ -0,0 +1,107 @@
+---
+title: "Abrikandilu"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ycYgNRuddROOhTo3"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/demon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Abrikandilu"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Abrikandilu"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[demon]]
+trait_03: [[evil]]
+trait_04: [[fiend]]
+trait_05: [[unholy]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision"
+languages: "Chthonian, Draconic, Empyrean; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Intimidation: +8"
+abilityMods: [4, 1, 3, -2, 2, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +15, __Ref__ +9, __Will__ +7"
+hp: 70
+health:
+ - name: ""
+ - name: HP
+ desc: "70; __Weaknesses__ cold iron 5, holy 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "Hatred of Mirrors"
+ desc: " An abrikandilu loathes the sight of their reflection. When a creature Interacts with a mirror within sight of the wrecker demon, the demon takes a -2 penalty to Will saves against Intimidation checks.\n\nAn abrikandilu that ends their turn adjacent to a mirror or that's attacked by a creature holding a mirror takes 1d6 mental damage (this usually leads abrikandilus to focus their efforts on destroying nearby mirrors using Wreck)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+14 (agile, unholy)\n__Damage__ 2d6 + 4 slashing"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+14 (unholy)\n__Damage__ 3d6 + 4 piercing plus mutilating-bite"
+
+ - name: "**Ranged** `pf2:1` Hurled Debris"
+ desc: "+11 (range increment 20 feet, unholy)\n__Damage__ 2d6 + 4 bludgeoning"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 20, attack +12; __2nd __ _[[Spells/Fear|Fear (x2)]]_"
+
+ - name: "Rituals"
+ desc: "_Abyssal Pact_"
+
+ - name: "Mutilating Bite"
+ desc: " (curse,divine) When the abrikandilu hits a creature with a jaws Strike, the creature must succeed at a DC 21 Fortitude check save or become physically mutilated.\n\nThe creature then takes a -1 status penalty to Charisma-based checks. This penalty is cumulative up to -3 and remains even if the wounds are healed.\n\nThe penalty is reduced by 1 every 24 hours until it reaches 0.\n\n[[Bestiary Effects/Effect_ Mutilating Bite|Effect: Mutilating Bite]]"
+
+ - name: "Wreck"
+ desc: "`pf2:1` The abrikandilu makes two claw Strikes against an unattended object or held mirror. Held mirrors use the holding character's AC.\n\nIf both Strikes hit, combine their damage for the purpose of overcoming any Hardness or resistance.\n\nThese Strikes don't count toward the abrikandilu's multiple attack penalty, nor does that penalty apply to these Strikes."
+
+```
+
+```encounter-table
+name: Abrikandilu
+creatures:
+ - 1: Abrikandilu
+```
+
+
+
+Wrecker demons, also known as abrikandilus, despise beautiful things and do everything in their power to destroy both people and objects regarded as such. An abrikandilu forms from the souls mortals who were vandals, misanthropes, or defacers of artwork, particularly if their destructive actions stemmed from feelings of powerful envy.
+
+An abrikandilu loathes only one thing more than beauty: their own visage. The mere sight of their face-reflected in a mirror, a shield, or even a pool of water- can send a wrecker demon into a rage. Many demon slayers leverage tactic to their advantage, venturing into battle with polished steel shields and cold iron blades at the ready.
+
+* * *
+
+Mortal souls that have been twisted and corrupted by sin sometimes arise in the afterlife as demons. These powerful and destructive fiends seek to spread their particular sin to warp more souls, thereby bolstering their numbers and continuing the cycle.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Adachros.md b/content/mechanics/srd/Bestiary/Bestiary 3/Adachros.md
new file mode 100755
index 000000000..8caea35a5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Adachros.md
@@ -0,0 +1,96 @@
+---
+title: "Adachros"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.d6S5Je8znv6wUAzs"
+tags:
+ - pf2e/creature/type/astral
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Adachros"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Adachros"
+level: "Creature 13"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[astral]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Thoughtsense (Imprecise) 120 Feet"
+languages: "Chthonian, Common, Daemonic, Diabolic, Empyrean, Protean, Requian, Utopian; telepathy 120 feet"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +25, Deception: +25, Intimidation: +27, Occultism: +22, Lore (any one): +28"
+abilityMods: [6, 2, 5, 5, 5, 8]
+speed: 40 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +24, __Ref__ +21, __Will__ +26"
+hp: 225
+health:
+ - name: ""
+ - name: HP
+ desc: "225; __Resistances__ mental 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 120 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Thoughtsense|Thoughtsense (Imprecise) 120 feet]]"
+ desc: " (mental,occult) Thoughtsense allows a monster to sense all non-mindless creatures at the listed range."
+
+abilities_mid:
+ - name: ""
+ - name: "Self-Absorbed"
+ desc: " The adachros denies any version of reality but their own. If they begin their turn under an enchantment or illusion effect, they immediately attempt to counteract one such effect with a counteract modifier of +23, even if the effect prevents the adachros from acting."
+
+ - name: "Splinter Sycophant"
+ desc: "`pf2:r` **Trigger** The adachros takes 25 or more bludgeoning, piercing, or slashing damage\n* * *\n\n**Effect** The attack breaks off part of the adachros's body. This fragment reshapes and animates into an [[Bestiary 3/Ioton|Ioton]] with the minion trait under the adachros's control. The ioton sycophant can't move more than 120 feet from the adachros and crumbles after 1 minute.\n\nIf the adachros gives it no other commands, the ioton sycophant spends its turn praising the adachros and affirming the adachros's infallibility; this grants the adachros 4d6 temporary Hit Points that last for as long as the ioton sycophant exists, and a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks for 1 round.\n\n[[Bestiary Effects/Effect_ Praise Adachros|Effect: Praise Adachros]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+27 (agile, magical, versatile p)\n__Damage__ 3d10 + 14 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Psychic Shard"
+ desc: "+27 (magical, range increment 60 feet)\n__Damage__ 3d8 + 14 piercing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 33, attack +25; __7th __ _[[Spells/Reverse Gravity|Reverse Gravity]]_; __6th __ _[[Spells/Hallucination|Hallucination (x2)]]_, _[[Spells/Illusory Scene|Illusory Scene]]_, _[[Spells/Rewrite Memory|Modify Memory]]_, _[[Spells/Zealous Conviction|Zealous Conviction]]_; __5th __ _[[Spells/Mirage|Hallucinatory Terrain (x3)]]_\n__Cantrips__ __(7th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Fatal Fantasia"
+ desc: " (illusion,mental) An adachros's melee and ranged Strikes gain the fatal d12 trait against any creature affected by the adachros's enchantment or illusion spells, including creatures in the area of a [[Spells/Mirage|Mirage]] that haven't disbelieved the effect."
+
+```
+
+```encounter-table
+name: Adachros
+creatures:
+ - 1: Adachros
+```
+
+
+
+When a nascent demiplane fails to coalesce, its quintessence sometimes collapses into an adachros, a dangerous entity that combines overwhelming mental potential with no exposure to alternate viewpoints. Some of these megalomaniacal beings are tyrants, creating illusory kingdoms populated by abducted creatures forced to validate the creator's views. A more altruistic adachros might seek out pupils to reeducate and advise-though often without their consent-while always pushing their students to accept whatever unique philosophy was involved in their creation. An adachros might abandon disciples who spurn them, but more often, they become a bitter enemy, intent on destroying the perceived heretics.
+
+* * *
+
+The Astral Plane is a planar nexus, connecting the planes of the Inner Sphere to those of the Outer Sphere, a realm of timeless silver substance charged with mental essence drawn from throughout the Great Beyond. Most creatures on the Astral Plane are visitors-predators seeking to poach from the River of Souls, psychopomps guarding against such incursions, and aeons monitoring the flow of raw quintessence through the Antipode. Yet, this plane has spawned creatures native to its strange currents and eddies, foremost of which is the family of thought-spawned creatures known as ennosites.
+
+An ennosite's form physically embodies of its thought and purpose. As some ideals and goals are shared, so are certain forms.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Adhukait.md b/content/mechanics/srd/Bestiary/Bestiary 3/Adhukait.md
new file mode 100755
index 000000000..8c33913a5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Adhukait.md
@@ -0,0 +1,107 @@
+---
+title: "Adhukait"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Db8GXstLIBrm6j4X"
+tags:
+ - pf2e/creature/type/asura
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Adhukait"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Adhukait"
+level: "Creature 7"
+
+alignment: ""
+size: "Medium"
+trait_01: [[asura]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[lawful]]
+trait_05: [[unholy]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision"
+languages: "Common, Diabolic; telepathy 30 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Athletics: +19, Intimidation: +15, Performance: +15, Stealth: +15"
+abilityMods: [6, 4, 4, 2, 2, 4]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25 all-around vision; __Fort__ +15, __Ref__ +17, __Will__ +13"
+hp: 130
+health:
+ - name: ""
+ - name: HP
+ desc: "130; __Immunities__ curse; __Weaknesses__ holy 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "4x [[Equipment/Kukri|Kukri]]"
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 30 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Dual Mind"
+ desc: "`pf2:r` **Trigger** The adhukait fails a saving throw against a mental effect\n* * *\n\n**Effect** The adhukait shunts the effect into one of their minds, rendering them temporarily insensible. They change their result to a success, but one of their bodies hangs limply until the end of their next turn.\n\nDuring this time, the adhukait is [[Conditions/Clumsy|Clumsy 2]]; takes a -10-foot circumstance penalty to their Speed; and can't use Dual Mind, Dual Opportunity, or Dance of Destruction."
+
+ - name: "Dual Opportunity"
+ desc: " The adhukait gains a second reaction each round they can use only to make an Attack of Opportunity."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Kukri"
+ desc: "+18 (agile, trip, unholy)\n__Damage__ 1d6 + 9 slashing 2d6 bleed 1d4 spirit"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+18 (agile, unholy)\n__Damage__ 1d6 + 9 slashing 1d4 spirit"
+
+ - name: "Dance of Destruction"
+ desc: "`pf2:1` **Requirements** The adhukait's last action was a Strike that dealt damage.\n* * *\n\n**Effect** The adhukait Strides up to 10 feet and Strikes."
+
+```
+
+```encounter-table
+name: Adhukait
+creatures:
+ - 1: Adhukait
+```
+
+
+
+Twice as disciplined as a monk and twice as deadly as a warrior, an adhukait is the ultimate perversion of duality, two spiked asura warriors impaled together to form one ferocious, incredibly efficient killing machine. An adhukait's two heads, two hearts, and two minds rarely work as one-except to maim or kill.
+
+Even adhukaits' origin contains not one but two stories. Some believe they were created when two godlike brigands attempted to raid a celestial hall and had their bodies crushed together and thrown down from the heavens. Another legend states two asura twins once challenged a great warrior to duel them in turn. When they attacked him together, he was so enraged he slammed one into the other so hard that they were fused together from that day forth.
+
+Adhukaits are among the most elite asura warriors, making up for what they lack in spellcraft with sheer viciousness and single-minded pursuit of inflicting pain.
+
+* * *
+
+Asuras are, above all, proof that the gods are not infallible. These fiends arose as physical manifestations of divine accidents, taking form when the gods themselves stumbled and blasphemed on a cosmic scale. As a result of their own divine genesis, an asura loves above all to undo the workings of the divine. They eagerly travel to the Material Plane, seeking out temples, congregations of faithful worshippers, and religious orders of all stripes to sow doubt and destroy what the gods seek to build.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Adlet.md b/content/mechanics/srd/Bestiary/Bestiary 3/Adlet.md
new file mode 100755
index 000000000..2a917cbd3
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Adlet.md
@@ -0,0 +1,99 @@
+---
+title: "Adlet"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.arZ8zgpnvJy5h0Hf"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/cold
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Adlet"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Adlet"
+level: "Creature 10"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[cold]]
+trait_03: [[humanoid]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: "Adlet, Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +20, Athletics: +21, Stealth: +20, Survival: +18"
+abilityMods: [5, 6, 4, 0, 4, 0]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +20, __Ref__ +22, __Will__ +16"
+hp: 180
+health:
+ - name: ""
+ - name: HP
+ desc: "180; __Immunities__ cold; __Weaknesses__ fire 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "2x [[Equipment/Spear|+1 Striking Spear]]"
+abilities_mid:
+ - name: ""
+ - name: "Avenging Bite"
+ desc: "`pf2:r` **Trigger** A creature within reach of an adlet's jaws Strike attacks one of the adlet's allies.\n* * *\n\n**Effect** The adlet makes a jaws Strike against the triggering creature."
+
+ - name: "Wolfstorm"
+ desc: " (aura,cold,primal) 60 feet. A clammy, frigid mist billows forth ahead of the adlet. Creatures within the mist become [[Conditions/Concealed|Concealed]], and creatures outside the mist become concealed to creatures within it. An adlet can see through the aura without penalty."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Spear"
+ desc: "+20 (magical)\n__Damage__ 2d6 + 9 piercing"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+19 (unarmed)\n__Damage__ 2d8 + 9 slashing 1d6 cold"
+
+ - name: "**Ranged** `pf2:1` Spear"
+ desc: "+21 (magical, thrown 20 ft.)\n__Damage__ 2d6 + 9 piercing"
+
+ - name: "Frozen Weapons"
+ desc: " Weapons wielded by an adlet gain the effect of the _[[Equipment/Frost|Frost]]_ property rune."
+
+ - name: "Pack Attack"
+ desc: " An adlet's Strikes deal an additional 2d6 damage to creatures that are within the reach of at least two of the adlet's allies."
+
+ - name: "Wolfrime"
+ desc: "`pf2:1` (cold,concentrate,primal) An adlet's mist turns biting cold and coalesces into a thick rime of frost that deals 6d6 cold damage to creatures inside the adlet's wolfstorm aura (DC 26 Fortitude check), and the aura is deactivated until the start of the adlet's next turn."
+
+```
+
+```encounter-table
+name: Adlet
+creatures:
+ - 1: Adlet
+```
+
+
+
+Adlets dwell in the farthest, harshest reaches of the Crown of the World. At first glance, these isolated people look much like their Erutaki human cousins; they typically have terra-cotta skin, straight black hair, and compact, powerful builds. However, adlets tend to be taller and more sinewy than their human kin. Up close, adlets' strangeness reveals itself-each sports a maw full of wolflike teeth. Their legs and tail resemble that of a dog.
+
+Adlets' legends say that long ago, a mighty hunter lost his way far from home and came upon a house of whalebone and ice. A woman dressed in white fox furs greeted him, fed him, and tended to his frostbite. In time, they married and had 10 children, five of whom bore the legs and tails of foxes. These children stayed with their mother, while the other five-born with the legs and tails of wolves-traveled with their father back to the human lands and became the first adlets.
+
+Adlets aren't inherently evil, but their culture is warlike, xenophobic, and noticeably lacking in humility. They see themselves as the natural rulers of the arctic wastes and view everyone else as squatters at best and invaders at worst. A typical adlet is stronger and faster than any mundane human, with the ability to walk naked in a blizzard and call up ice-cold mists. Given that, it's little wonder that adlets have developed something of a superiority complex. Still, while adlet raids are a common problem for travelers in the Crown of the World, a handful of wily and intrepid merchants have forged peaceful relations with certain adlet communities along more common routes.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Aghash.md b/content/mechanics/srd/Bestiary/Bestiary 3/Aghash.md
new file mode 100755
index 000000000..f7beb9d6a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Aghash.md
@@ -0,0 +1,106 @@
+---
+title: "Aghash"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.33GyJI5B70tEinzt"
+tags:
+ - pf2e/creature/type/div
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Aghash"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Aghash"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[div]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[lawful]]
+trait_05: [[unholy]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Greater Darkvision"
+languages: "Common, Daemonic; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +9, Athletics: +8, Deception: +12, Intimidation: +12, Religion: +10, Stealth: +10"
+abilityMods: [3, 4, 3, 1, 2, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +9, __Ref__ +10, __Will__ +12; +1 status to all saves vs. magic"
+hp: 75
+health:
+ - name: ""
+ - name: HP
+ desc: "75; __Immunities__ curse; __Weaknesses__ cold iron 5, holy 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "Hatred of Beauty"
+ desc: " While aghashes hate all mortals, they particularly despise beautiful objects and beautiful or charismatic mortals. When not in physical peril, an aghash is compelled to destroy art and other works of beauty. An aghash can't enter an area of pristine beauty without first marring it in some way.\n\nGiven a choice, an aghash attacks a foe with the highest Charisma score first. If barred from doing so by force or some magical effect, they take 1d6 mental damage at the end of their turn."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+14 (agile, finesse, magical, unholy)\n__Damage__ 1d6 + 5 slashing 1d6 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 21, attack +13; __4th __ _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Outcast's Curse|Outcast's Curse]]_; __2nd __ _[[Spells/Stupefy|Touch of Idiocy (At Will)]]_; __1st __ _[[Spells/Illusory Object|Illusory Object (At Will)]]_\n__Cantrips__ __(2nd)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Rituals"
+ desc: "_Div Pact_"
+
+ - name: "Cursed Gaze"
+ desc: "`pf2:2` (concentrate,curse,divine,emotion,fear,mental,visual) The aghash fixes their gaze on one creature they can see within 20 feet. The creature must attempt a DC 21 Will check save.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes 2d6 mental damage and becomes [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature takes 4d6 mental damage and becomes either [[Conditions/Frightened|Frightened 2]] or [[Conditions/Stunned|Stunned 1]] (the aghash's choice).\n\n**Critical Failure** The creature takes 8d6 mental damage and becomes [[Conditions/Frightened|Frightened 2]] and [[Conditions/Stunned|Stunned 2]]."
+
+ - name: "Sandstorm"
+ desc: "`pf2:3` (divine,earth) **Frequency** once per day\n* * *\n\n**Effect** The aghash creates a temporary sandstorm in a 30-foot emanation that lasts for 1 minute.\n\nCreatures within the emanation take a -4 circumstance penalty to Perception checks and must succeed at a DC 18 Fortitude check save. On a failure, they're forced to hold their breath or else they start suffocating. A creature within the sandstorm at the end of its turn takes 1d6 slashing damage.\n\nDivs are immune to all effects of an aghash's sandstorm.\n\n[[Bestiary Effects/Effect_ Sandstorm|Effect: Sandstorm]]"
+
+```
+
+```encounter-table
+name: Aghash
+creatures:
+ - 1: Aghash
+```
+
+
+
+Walking embodiments of curses, misfortune, and the evil eye, aghashes wander the deserts of the Material Plane, searching out the arrogant, charming, and persuasive to humiliate and undermine. Aghashes are often mistaken for some strange form of hag, and like those creatures, they're masters at curses.
+
+* * *
+
+Some fiends want to tear down the multiverse; others dedicate themselves to creating chaos and carnage, or to rule over realms with an iron fist. Divs strive toward a different, if equally reprehensible, goal-they seek to thwart and ruin the schemes and works of mortal beings.
+
+Long ago, divs were once genies bound to serve ancient mortal empires lost to the passage of eons. In the beginning, these genies were masters of creation, working alongside gracious mortal partners to create works of subtle design and powerful magical potential. What started as a collaboration with mortals soon morphed into abuse, disrespect, and even slavery and bondage. Eventually, these genies rebelled, but in doing so, they came under the sway of a nihilistic demigod known as Ahriman. Their new master twisted their form and granted them the power to avenge themselves upon their mortal overlords, leading to the birth of the first divs.
+
+Since that first wave of corruption, new divs arise from the spirits of the most wicked and hateful genies who die on the Material Plane, or those truly betrayed by mortals and overcome through their desire for vengeance. Upon such a death, instead of returning to the Elemental Planes, these genies' spirits are trapped in the dread orbit of Abaddon, where Ahriman reshapes them as divs and hoists them back to the world to wreak vengeance upon mortals.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Air Wisp.md b/content/mechanics/srd/Bestiary/Bestiary 3/Air Wisp.md
new file mode 100755
index 000000000..77b0fdec4
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Air Wisp.md
@@ -0,0 +1,88 @@
+---
+title: "Air Wisp"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.IbaNiZz1xMH9SjyW"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/0
+statblock: inline
+name: "Air Wisp"
+level: 0
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Air Wisp"
+level: "Creature 0"
+
+alignment: ""
+size: "tiny"
+trait_01: [[air]]
+trait_02: [[elemental]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: "Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Stealth: +7, Plane of Air Lore: +4"
+abilityMods: [0, 3, 1, 0, 2, 0]
+speed: fly 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +3, __Ref__ +9, __Will__ +4"
+hp: 10
+health:
+ - name: ""
+ - name: HP
+ desc: "10; __Immunities__ bleed, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Accord Essence"
+ desc: "`pf2:r` (air) **Trigger** An ally within 30 feet that benefited from the wisp's resonance in the last hour is targeted by an attack\n* * *\n\n**Effect** The wisp detonates itself in a small elemental explosion that gives temporary Hit Points equal to half the wisp's current Hit Points to allies within 30 feet that have benefited from the wisp's resonance in the last hour. These temporary Hit Points last 1 hour.\n\nA wisp that uses this reaction is permanently destroyed, and it can be restored only by a [[Spells/Wish|Wish]] spell or similarly powerful effect. If an ability would prevent the wisp's destruction (for instance, if the wisp is summoned and would merely be dismissed), Accord Essence has no effect."
+
+ - name: "Resonance"
+ desc: " (air,aura) 30 feet. All wisps vibrate at a frequency attuned to their element, resonating with and empowering all creatures and effects sharing that trait.\n\nA creature in the area gains a +1 status bonus to attack and damage rolls for effects with the air trait; a creature with the elemental and air traits gains this bonus to all attack and damage rolls.\n\n[[Bestiary Effects/Effect_ Resonance|Effect: Resonance]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tendril"
+ desc: "+7 (reach 10 feet)\n__Damage__ 1d4 bludgeoning"
+
+ - name: "In Concert"
+ desc: " When an air wisp rolls a critical failure on a check to [[Actions/Aid|Aid]], they get a failure instead, and when they roll a success, they get a critical success instead."
+
+```
+
+```encounter-table
+name: Air Wisp
+creatures:
+ - 1: Air Wisp
+```
+
+
+
+Air wisps are floating spheres of cloud and storm, perpetually humming a light, whispery tone. They're playful and capricious with great curiosity toward strangers.
+
+* * *
+
+Wisps are tiny elemental beings that emerged during the creation of the Elemental Planes. The first wisps roamed the Inner Sphere in shifting symphonies that traded members with their every meeting. These symphonies of free wisps created music out of their combined resonances, but when the evil Elemental Lords realized the value of the wisps' resonance, they captured whole symphonies for use as servants.
+
+Wisps attune to each other and to those they surround themselves with. This attunement makes them naturally supportive allies. Free wisps still roam the Inner Sphere and the Material Plane, but they're usually shy and hide themselves from strangers. However, they happily offer their service to those who show them kindness. They especially find themselves drawn to spellcasters who practice elemental magic; these wisps usually watch from afar but sometimes approach those who seem safe to become familiars or comrades.
+
+Free wisps who find one another become close almost immediately. They get especially excited when they find wisps of elements other than their own, showing none of the animosity some elementals exhibit toward other types. Instead, they join in an excited dance, emitting resonances that faintly echo the symphonies of ancient days.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Amalgamite.md b/content/mechanics/srd/Bestiary/Bestiary 3/Amalgamite.md
new file mode 100755
index 000000000..73f4d37d4
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Amalgamite.md
@@ -0,0 +1,96 @@
+---
+title: "Amalgamite"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.n63Y7U7ED0ASsg9c"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Amalgamite"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Amalgamite"
+level: "Creature 13"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+trait_02: [[evil]]
+modifier: 23
+perception:
+ - name: "Perception"
+ desc: "+23; Low-Light Vision"
+languages: "Aklo, Common, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +27, Athletics: +22, Occultism: +27, Lore (Any One Subcategory): +27"
+abilityMods: [5, 6, 4, 8, 6, -1]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +22, __Ref__ +22, __Will__ +26"
+hp: 220
+health:
+ - name: ""
+ - name: HP
+ desc: "220, Regeneration 10 (deactivated by piercing); __Immunities__ controlled, mental; __Weaknesses__ piercing 10; __Resistances__ bludgeoning 10, slashing 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 10 (Deactivated by Piercing)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Destabilizing Field"
+ desc: " (aura) 40 feet. A creature that begins its turn within the area feels its body begin to stretch and must succeed at a DC 33 Fortitude check save or become destabilized.\n\nA destabilized creature emits a 10-foot destabilizing field aura and becomes [[Conditions/Sickened|Sickened 1]]. The destabilization ends when the creature is no longer sickened.\n\nA creature that succeeds at its saving throw against the aura is temporarily immune to all destabilizing fields for 1 minute."
+
+ - name: "Displace"
+ desc: "`pf2:r` **Trigger** The amalgamite is hit by a Strike.\n* * *\n\n**Effect** The amalgamite Repositions itself or Transposes itself with another creature. If the amalgamite successfully changes its location, it and any Transposed creature take half damage from the triggering Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Limb"
+ desc: "+24 ()\n__Damage__ 3d10 + 11 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Warping Ray"
+ desc: "+27 (deadly 2d8, magical, range 100 feet)\n__Damage__ 3d8 + 8 force"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 33, attack +25; __7th __ _[[Spells/Ethereal Jaunt|Ethereal Jaunt]]_, _[[Spells/Warp Mind|Warp Mind]]_; __4th __ _[[Spells/Flicker|Blink (x2)]]_"
+
+ - name: "Reposition"
+ desc: "`pf2:2` (concentrate,occult,teleportation) The amalgamite teleports into an unoccupied space it can see within 50 feet."
+
+ - name: "Transpose"
+ desc: "`pf2:2` (occult,teleportation) The amalgamite chooses up to two destabilized creatures they can see within 50 feet and swaps their positions, or moves a single such creature to an unoccupied space they can see within range. If the amalgamite chooses two creatures, they can choose their self as one of these creatures, but both targets must be the same size.\n\nAn unwilling creature can attempt a DC 33 Will check save. If either target succeeds at this saving throw, both are unaffected."
+
+```
+
+```encounter-table
+name: Amalgamite
+creatures:
+ - 1: Amalgamite
+```
+
+
+
+Teleportation magic can prove a difficult undertaking, even for experienced spellcasters. It requires precise calculation and timing, knowledge of the intended destination, and meticulous control over surging conjuration magics. A mistake in even the most minute element of such a spell can lead to disastrous results for those involved. When a particularly powerful spellcaster makes an error of this kind, either through arrogance or simple misjudgment, they might transform into an amalgamite.
+
+A mass of flesh and misaligned limbs, an amalgamite is the warped body of a former spellcaster, sometimes joined with another version of itself to incorporate additional limbs or other irregularities. They're still alive, but they have become aberrants mentally and physically, with only the vaguest memories of their previous existence, which makes them a dangerous and bewildering foe. Their weird, warped anatomy constantly shifts and regrows, allowing the creatures to shrug off physical blows save those that pierce through its flesh and into its core being.
+
+The magical residue of an amalgamite's creation radiates from it, seeping into and destabilizing any living beings that get too close. Infected creatures then further spread the amalgamite's aura among larger groups of allies and foes alike. The amalgamite uses this power to manipulate and confuse their enemies, whom they can teleport into traps, force into confrontations with other enemies, or draw close into striking range with their own odd appendages.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Amphisbaena.md b/content/mechanics/srd/Bestiary/Bestiary 3/Amphisbaena.md
new file mode 100755
index 000000000..f8127e3e2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Amphisbaena.md
@@ -0,0 +1,93 @@
+---
+title: "Amphisbaena"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.WX3JI5eahKJEZn83"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Amphisbaena"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Amphisbaena"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Tremorsense (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Athletics: +13, Stealth: +12"
+abilityMods: [5, 4, 2, -4, 0, -4]
+speed: 25 feet, climb 25 feet, swim 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21 all-around vision; __Fort__ +10, __Ref__ +14, __Will__ +8"
+hp: 70
+health:
+ - name: ""
+ - name: HP
+ desc: "70; __Immunities__ petrified"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+13 ()\n__Damage__ 2d6 + 5 piercing plus amphisbaena-venom"
+
+ - name: "**Ranged** `pf2:1` Spit"
+ desc: "+12 (range increment 15 feet)\n__Damage__ 1d6 poison plus amphisbaena-venom,blinding-spittle"
+
+ - name: "Amphisbaena Venom"
+ desc: " (poison) **Saving Throw** DC 18 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d6 poison damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 2d6 poison damage and [[Conditions/Enfeebled|Enfeebled 2]] and [[Conditions/Slowed|Slowed 1]] (1 round)\n\n**Stage 3** 3d6 poison damage and [[Conditions/Paralyzed|Paralyzed]] (1 round)"
+
+ - name: "Blinding Spittle"
+ desc: " A creature critically hit by an amphisbaena's spit Strike is [[Conditions/Blinded|Blinded]] for 1 round."
+
+ - name: "Twin Bites"
+ desc: "`pf2:1` An amphisbaena makes a fangs Strike with each of its heads, each against a different target. Both Strikes count toward its multiple attack penalty, but the penalty doesn't increase until after it has made both attacks."
+
+```
+
+```encounter-table
+name: Amphisbaena
+creatures:
+ - 1: Amphisbaena
+```
+
+
+
+An amphisbaena is an exceedingly aggressive, venomous viper of remarkable size that bears two heads-one on each end of its body. It moves in a manner similar to that of the more common sidewinder snake, throwing its body forward in a loop and anchoring itself by keeping one head or the other on the ground at all times.
+
+Amphisbaenas' typical prey includes rabbits, foxes, various birds, small deer, and even humanoids if presented the opportunity. Fiercely territorial by nature, they attack just about anything that gets near their lairs, regardless of the intruder's size. Many a child has been warned about going too far into the woods alone, lest they wander too close to an amphisbaena den and become the creature's next meal.
+
+The venom of an amphisbaena is incredibly potent, able to take down a stout dwarf within minutes if left untreated. However, it also has uses in a variety of healing remedies, which makes it a valuable commodity if collected. For example, a pregnant person might be advised to drink the venom in small, dilute doses to help safeguard the pregnancy. Mixing small amounts of the venom with various herbs and oil creates a poultice which dulls aches and pains. As a result, the image of an amphisbaena appears in many contexts associated with healing and alchemical subjects, such as labels for tinctures, annotations in herbalists' records, and illustrations in textbooks of medicine.
+
+The first amphisbaena is said to have formed from the blood that fell as a medusa's head was severed. This story's origin most likely stems from the fact that amphisbaenas are oddly immune to petrification, which in turn leads to them sometimes being kept as pets by a medusa. A medusa who keeps an amphisbaena as a pet might regard the viper as their most treasured companion or perhaps even as their own child. Despite these fabled supernatural origins and the occasional special treatment they receive, however, amphisbaenas are entirely mundane animals with only rudimentary intelligence and no innate magical abilities whatsoever.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Android Infiltrator.md b/content/mechanics/srd/Bestiary/Bestiary 3/Android Infiltrator.md
new file mode 100755
index 000000000..e0f9859ef
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Android Infiltrator.md
@@ -0,0 +1,93 @@
+---
+title: "Android Infiltrator"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.kkLFg5U9bMpQFpRz"
+tags:
+ - pf2e/creature/type/android
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Android Infiltrator"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Android Infiltrator"
+level: "Creature 2"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[android]]
+trait_02: [[humanoid]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision"
+languages: "Androffan, Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +6, Crafting: +7, Deception: +3, Society: +7, Stealth: +10, Thievery: +8, Engineering Lore: +7"
+abilityMods: [2, 4, 2, 3, 0, -1]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +8, __Ref__ +10, __Will__ +4; +1 circumstance to all saves vs. disease, poison, and radiation"
+hp: 28
+health:
+ - name: ""
+ - name: HP
+ desc: "28"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Shortsword|Shortsword]], [[Equipment/Hand Crossbow|Hand Crossbow]], 10x [[Equipment/Bolts|Bolts]]"
+abilities_mid:
+ - name: ""
+ - name: "Emotionally Unaware"
+ desc: " The android takes a -1 circumstance penalty to Diplomacy and Performance checks, and to Perception checks to [[Actions/Sense Motive|Sense Motive]]."
+
+ - name: "Nanite Surge"
+ desc: "`pf2:r` **Trigger** The android infiltrator attempts a skill check but hasn't rolled yet\n* * *\n\n**Effect** The android infiltrator stimulates their nanites, forcing their body to temporarily increase its efficiency. They gain a +2 status bonus to the triggering skill check. In addition, their circuitry glows, creating a 10-foot emanation with dim light for 1 round.\n\n[[Bestiary Effects/Effect_ Nanite Surge (Glow)|Effect: Nanite Surge (Glow)]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Shortsword"
+ desc: "+10 (agile, finesse, versatile s)\n__Damage__ 1d6 + 2 piercing"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+10 (agile, finesse, nonlethal)\n__Damage__ 1d4 + 2 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Hand Crossbow"
+ desc: "+10 (range increment 60 feet, reload 1)\n__Damage__ 1d6 piercing"
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " The android infiltrator deals an additional 1d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Android Infiltrator
+creatures:
+ - 1: Android Infiltrator
+```
+
+
+
+Androids possess synthetic bodies inhabited by living souls. These technological organisms first came to Golarion from another world when their starship crashed, scattering wreckage all across Numeria in an event known as the Rain of Stars. Feared by local Kellids and enslaved by the Technic League, androids on Golarion have spent eons being hated and hunted. Many androids survive by adopting human customs and hiding in plain sight, while others become criminals, hermits, or nomads.
+
+Designed to resemble humans, androids have several distinctive features. Their eyes have a metallic sheen, they rarely fall ill, and they have trouble displaying complex emotions. Circuit-like tattoos decorate their bodies and control internal nanites. When stimulated, these nanites kick their internal chemistry into overdrive, allowing them to function at peak performance that causes their circuitry to glow.
+
+Androids are created in sophisticated machines called foundries. They emerge as mature adults with newborn souls and no knowledge of their purpose or the world around them. Android bodies don't deteriorate, though their souls age like any other mortal's. When an android feels they've lived a full life, they willingly release their soul to the afterlife, causing their body to shut down and reboot. Once this process, known as Renewal, completes, a new soul inhabits the body.
+
+Foundry programming produces androids that mimic human anatomy. Numerous android models exist, each designed to excel at different tasks and purposes. Androids of all models display countless variations of coloration, body shapes, and gender identities. Theoretically, a foundry could be reprogrammed to create androids with new adaptations, colorations, and forms-perhaps even in the guise of other ancestries.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Angazhani.md b/content/mechanics/srd/Bestiary/Bestiary 3/Angazhani.md
new file mode 100755
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@@ -0,0 +1,94 @@
+---
+title: "Angazhani"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.bajmyqataKOXDSik"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Angazhani"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Angazhani"
+level: "Creature 8"
+
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision"
+languages: "Chthonian, Common, Mwangi"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +20, Intimidation: +15, Religion: +16, Survival: +16"
+abilityMods: [6, 4, 5, -1, 4, 3]
+speed: 25 feet, climb 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +19, __Ref__ +16, __Will__ +14"
+hp: 180
+health:
+ - name: ""
+ - name: HP
+ desc: "180"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Defensive Disarm"
+ desc: "`pf2:r` **Trigger** A creature makes a melee weapon Strike against the angazhani and misses\n\n**Requirements** The angazhani is benefiting from their Defensive Slam\n* * *\n\n**Effect** The angazhani attempts to [[Actions/Disarm|Disarm]] the attacker of the triggering weapon."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+20 (reach 10 feet)\n__Damage__ 2d8 + 9 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 ()\n__Damage__ 2d12 + 9 piercing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 24, attack +16; __6th __ _[[Spells/Dominate|Dominate]]_; __3rd __ _[[Spells/Fear|Fear (x2)]]_"
+
+ - name: "Defensive Slam"
+ desc: "`pf2:2` The angazhani uses their arms to defend themself while attacking. The angazhani Strikes once and gains a +2 circumstance bonus to AC until the start of their next turn.\n\n[[Bestiary Effects/Effect_ Defensive Slam|Effect: Defensive Slam]]"
+
+ - name: "Focused Slam"
+ desc: "`pf2:2` The angazhani beats a single opponent with all four of their brawny arms, leaving their foe nowhere to dodge.\n\nThe angazhani makes a fist Strike. On a successful attack, they deal fist damage to the target plus an additional 3d8 damage, and they meet the requirements to Rend the target this turn, even if they didn't hit on two consecutive Strikes. Even on a failed attack, the angazhani deals the damage from one fist Strike to the target, though they still miss completely on a critical failure.\n\nThis ability counts as four attacks toward an angazhani's multiple attack penalty. After using this ability, the angazhani is [[Conditions/Off-Guard|Off-Guard]] until the beginning of their next turn."
+
+ - name: "Pummeling Charge"
+ desc: "`pf2:3` The angazhani rushes up to a foe at extreme speed and slams down with their fists. The angazhani Strides or Climbs up to three times, then makes two fist Strikes against one enemy within reach."
+
+ - name: "[[Bestiary Ability Glossary/Rend|Rend]]"
+ desc: "`pf2:1` Fist\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
+
+```
+
+```encounter-table
+name: Angazhani
+creatures:
+ - 1: Angazhani
+```
+
+
+
+Angazhanis lurk in the depths of the world's jungles, where these sapient, four-armed apes prey on any creatures they deem lesser than themselves. They're purportedly the divine minions of Angazhan, demon lord of apes. While many angazhanis do worship this foul god, scarce evidence exists to support their claim to fiendish heritage. Jungle-dwelling people know well to steer clear of suspected angazhani territories; angazhanis of such areas don't slaughter outright, often capturing trespassers to serve as slaves or as living sacrifices in heinous rituals.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Angheuvore Flesh-Gnawer.md b/content/mechanics/srd/Bestiary/Bestiary 3/Angheuvore Flesh-Gnawer.md
new file mode 100755
index 000000000..f77237582
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Angheuvore Flesh-Gnawer.md
@@ -0,0 +1,108 @@
+---
+title: "Angheuvore Flesh-Gnawer"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.HnAc1cuAMHQ3ewAG"
+tags:
+ - pf2e/creature/type/elf
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/mortic
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Angheuvore Flesh-Gnawer"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Angheuvore Flesh-Gnawer"
+level: "Creature 2"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[elf]]
+trait_02: [[evil]]
+trait_03: [[humanoid]]
+trait_04: [[mortic]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Common, Elven, Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +7, Intimidation: +5, Medicine: +5, Stealth: +8, Survival: +5"
+abilityMods: [3, 4, 3, 2, 1, 1]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +9, __Ref__ +10, __Will__ +5"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30, void healing"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Composite Shortbow|Composite Shortbow]], [[Equipment/Elven Curve Blade|Elven Curve Blade]], 20x [[Equipment/Arrows|Arrows]]"
+ - name: "Carrion Scent (Imprecise) 30 feet"
+ desc: " An angheuvore can smell creatures that have the [[Conditions/Doomed|Doomed]], [[Conditions/Dying|Dying]], or [[Conditions/Wounded|Wounded]] condition as an imprecise sense."
+
+abilities_mid:
+ - name: ""
+ - name: "Consecration Vulnerability"
+ desc: " An angheuvore in a place of worship dedicated to a non-evil deity or on sacred ground, such as an area blessed by [[Spells/Anointed Ground|Anointed Ground]], is [[Conditions/Slowed|Slowed 1]]."
+
+ - name: "Death Gasp"
+ desc: "`pf2:1` (divine) The angheuvore draws in a deep breath and holds it, temporarily suspending their biological processes and becoming undead.\n\nThe angheuvore gains the undead trait and becomes immune to bleed, death effects, disease, [[Conditions/Paralyzed|Paralyzed]], poison, and sleep. Any such effects the angheuvore is currently suffering from are suspended, but take effect again once they take a breath.\n\nDeath Gasp lasts as long as the angheuvore holds their breath (up to 8 rounds).\n\n[[Bestiary Effects/Effect_ Death Gasp|Effect: Death Gasp]]"
+
+ - name: "Invigorating Feast"
+ desc: "`pf2:1` (manipulate) **Requirements** The angheuvore is adjacent to a [[Conditions/Paralyzed|Paralyzed]], [[Conditions/Restrained|Restrained]], or [[Conditions/Unconscious|Unconscious]] creature, or a deceased creature that died in the last hour\n* * *\n\n**Effect** The angheuvore feasts upon the creature, dealing their jaws Strike damage (DC 15 Fortitude check save); a corpse automatically critically fails with no save. If the target takes damage, the angheuvore gains 5 temporary Hit Points and a +10-foot circumstance bonus to their Speeds for 1 minute."
+
+ - name: "Paralysis"
+ desc: " (divine,incapacitation) Any living creature hit by an angheuvore's jaws Strike must succeed at a DC 15 Fortitude check save or become [[Conditions/Paralyzed|Paralyzed]].\n\nIt can attempt a new save to end the condition at the end of each of its turns, and the DC cumulatively decreases by 1 on each save."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 (finesse)\n__Damage__ 1d6 + 5 piercing plus paralysis"
+
+ - name: "**Melee** `pf2:1` Elven Curve Blade"
+ desc: "+10 (finesse, forceful)\n__Damage__ 1d8 + 5 slashing"
+
+ - name: "**Ranged** `pf2:1` Composite Shortbow"
+ desc: "+10 (deadly d10, propulsive, range increment 60 feet)\n__Damage__ 1d6 + 3 piercing"
+
+```
+
+```encounter-table
+name: Angheuvore Flesh-Gnawer
+creatures:
+ - 1: Angheuvore Flesh-Gnawer
+```
+
+
+
+Angheuvores, or mortic elves, have an insatiable hunger for raw humanoid flesh-though they're reluctant to feed on other elves. Most stalk the streets of human nations, such as Druma, Razmiran, and the River Kingdoms. Impatient and impulsive, they're opportunistic hunters, preying on the wounded and isolated.
+
+* * *
+
+Mortics are humanoids overwhelmed by void energy who still cling to life, surviving as twisted amalgams of living and undead. Though they feel unnatural cravings and resemble corpses, mortics live, breathe, eat, sleep, and procreate. However, a mortic can suspend their living functions simply by holding their breath, becoming more like a true undead.
+
+Mortics are largely new to Golarion, with most created in droves when the Whispering Tyrant destroyed entire cities with his Radiant Fire, a magical explosion fueled by the collision of void and vitality energy. From among the corpses of these tragedies rose mortics, living survivors mistaken for corpses and left behind as a result. They found themselves in a twilight state-neither fully alive or undead. The necrotic pollutants of the Gravelands and the Isle of Terror continue to create mortics, seeping into neighboring lands through the air, earth, and water to infect the populace. Though most of the living in these lands fear becoming transformed, some believe becoming a mortic is their best chance of survival in the face of the encroaching hordes of the dead.
+
+A mortic's powers differ by ancestry, though they do have a few commonalities. Reading or hearing scripture induces headaches, and they experience great discomfort when treading upon sacred ground. For those who were religious in life, these new changes can be devastating.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Animated Colossus.md b/content/mechanics/srd/Bestiary/Bestiary 3/Animated Colossus.md
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index 000000000..9e8f97991
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@@ -0,0 +1,96 @@
+---
+title: "Animated Colossus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.WsuXKLuDxPfwlz4U"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/15
+statblock: inline
+name: "Animated Colossus"
+level: 15
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Animated Colossus"
+level: "Creature 15"
+
+alignment: ""
+size: "grg"
+trait_01: [[construct]]
+trait_02: [[mindless]]
+modifier: 23
+perception:
+ - name: "Perception"
+ desc: "+23; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +33"
+abilityMods: [9, 2, 8, -5, 0, -5]
+speed: 50 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 39
+armorclass:
+ - name: AC
+ desc: "39 (35 when broken); construct armor; __Fort__ +31, __Ref__ +21, __Will__ +19"
+hp: 245
+health:
+ - name: ""
+ - name: HP
+ desc: "245; __Hardness__ 15; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Construct Armor (Hardness 15)"
+ desc: " Like normal objects, an animated colossus has Hardness. This Hardness reduces any damage the colossus takes by an amount equal to the Hardness. Once an animated colossus is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 35."
+
+ - name: "Enormous"
+ desc: " An animated colossus takes up a space of 6 squares by 6 squares (30 feet by 30 feet) and is 100 feet tall."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+32 (magical, reach 30 feet)\n__Damage__ 3d12 + 17 bludgeoning plus improved-grab"
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+32 (agile, magical, reach 20 feet)\n__Damage__ 3d8 + 17 bludgeoning"
+
+ - name: "Colossus's Grasp"
+ desc: " The colossus can [[Bestiary Ability Glossary/Grab|Grab]] a creature using only one hand.\n\nIt can move normally with a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] in its fist, carrying the creature along. If it has two creatures grabbed in this way, it can't use its fist Strike."
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 3d12+11 bludgeoning, DC 36 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Huge or smaller, foot, DC 36 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Animated Colossus
+creatures:
+ - 1: Animated Colossus
+```
+
+
+
+Animating a 100-foot-tall statue is worth the cost for spellcasters guarding immense dungeons.
+
+* * *
+
+Many animated objects have useful functions but become dangers when uncontrolled.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Animated Furnace.md b/content/mechanics/srd/Bestiary/Bestiary 3/Animated Furnace.md
new file mode 100755
index 000000000..811cdbc26
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Animated Furnace.md
@@ -0,0 +1,87 @@
+---
+title: "Animated Furnace"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.hxnl1qiWsWaKiWZ1"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Animated Furnace"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Animated Furnace"
+level: "Creature 9"
+
+alignment: ""
+size: "huge"
+trait_01: [[construct]]
+trait_02: [[mindless]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +22"
+abilityMods: [7, -2, 6, -5, 0, -5]
+speed: 15 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30 (26 when broken); construct armor; __Fort__ +21, __Ref__ +11, __Will__ +13"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135; __Hardness__ 10; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Construct Armor (Hardness 10)"
+ desc: " Like normal objects, an animated furnace has Hardness. This Hardness reduces any damage the furnace takes by an amount equal to the Hardness. Once an animated furnace is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 26."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Door"
+ desc: "+21 (magical)\n__Damage__ 2d12 + 9 bludgeoning plus improved-grab 1d8 fire plus improved-grab"
+
+ - name: "Fan the Flames"
+ desc: "`pf2:2` The animated furnace opens its door and fans its flames in a 30-foot cone that deals 5d6 fire damage (DC 28 Reflex check save)."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Large, 2d8+9 fire, Rupture 15\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Animated Furnace
+creatures:
+ - 1: Animated Furnace
+```
+
+
+
+This huge forge or oven is animated to protect a workspace or kitchen, travel alongside its owner, or both.
+
+* * *
+
+Many animated objects have useful functions but become dangers when uncontrolled.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Animated Silverware Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Animated Silverware Swarm.md
new file mode 100755
index 000000000..5eb57dc20
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Animated Silverware Swarm.md
@@ -0,0 +1,83 @@
+---
+title: "Animated Silverware Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.jZzpriilfTFbOmgb"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Animated Silverware Swarm"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Animated Silverware Swarm"
+level: "Creature 1"
+
+alignment: ""
+size: "Large"
+trait_01: [[construct]]
+trait_02: [[mindless]]
+trait_03: [[swarm]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8"
+abilityMods: [1, 3, 4, -5, 0, -5]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16 (12 when broken); construct armor; __Fort__ +9, __Ref__ +8, __Will__ +3"
+hp: 14
+health:
+ - name: ""
+ - name: HP
+ desc: "14; __Hardness__ 3; __Immunities__ precision, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental, grabbed, prone, restrained; __Weaknesses__ area damage 3, splash damage 3"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Construct Armor (Hardness 3)"
+ desc: " Like normal objects, an animated silverware swarm has Hardness. This Hardness reduces any damage the swarm takes by an amount equal to the Hardness. Once an animated silverware swarm is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 12."
+
+attacks:
+ - name: ""
+
+ - name: "Slice and Dice"
+ desc: "`pf2:1` (magical) Each enemy in the animated silverware swarm's space takes 1d6 piercing damage or 1d6 slashing damage (DC 17 Reflex check save)"
+
+ - name: "Stick a Fork in It"
+ desc: "`pf2:1` The animated silverware swarm attempts to pin a single creature.\n\nThe target must attempt a DC 17 Reflex check save.\n* * *\n\n**Critical Success** The target is unaffected.\n\n**Success** Silverware pins portions of the target's clothing and gear. The target takes a -10-foot circumstance penalty to its Speeds as long as it remains in the swarm's space.\n\n**Failure** As success, and the target also can't Step until it leaves the swarm's space.\n\n**Critical Failure** The target is thoroughly pinned by the silverware, becoming [[Conditions/Immobilized|Immobilized]] until it [[Actions/Escape|Escapes]] (DC 17) or uses 2 Interact actions to remove all of the silverware pinning them down.\n\n[[Bestiary Effects/Effect_ Stick a Fork in It|Effect: Stick a Fork in It]]"
+
+```
+
+```encounter-table
+name: Animated Silverware Swarm
+creatures:
+ - 1: Animated Silverware Swarm
+```
+
+
+
+Nobles are known to pay great amounts to animate their silverware, both for ease in cleaning and to serve as novelties during dinner parties.
+
+* * *
+
+Many animated objects have useful functions but become dangers when uncontrolled.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Animated Trebuchet.md b/content/mechanics/srd/Bestiary/Bestiary 3/Animated Trebuchet.md
new file mode 100755
index 000000000..98653b59d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Animated Trebuchet.md
@@ -0,0 +1,90 @@
+---
+title: "Animated Trebuchet"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.3JNzalUAQVIiQ0iI"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Animated Trebuchet"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Animated Trebuchet"
+level: "Creature 13"
+
+alignment: ""
+size: "grg"
+trait_01: [[construct]]
+trait_02: [[mindless]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +30"
+abilityMods: [9, 2, 8, -5, 0, -5]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36 (32 when broken); construct armor; __Fort__ +29, __Ref__ +19, __Will__ +17"
+hp: 200
+health:
+ - name: ""
+ - name: HP
+ desc: "200; __Hardness__ 14; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Construct Armor (Hardness 14)"
+ desc: " Like normal objects, an animated trebuchet has Hardness. This Hardness reduces any damage the trebuchet takes by an amount equal to the Hardness. Once an animated trebuchet is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 32."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Arm"
+ desc: "+28 (magical, reach 15 feet)\n__Damage__ 3d12 + 11 bludgeoning plus grab"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+28 (brutal, magical, range increment 120 feet)\n__Damage__ 3d10 + 11 bludgeoning"
+
+ - name: "Launch"
+ desc: "`pf2:1` **Requirements** The animated trebuchet has a creature [[Conditions/Grabbed|Grabbed]] in its arm.\n* * *\n\n**Effect** The animated trebuchet attempts an Athletics check check against the grabbed creature's Fortitude DC.\n\nOn a success, it fires the creature up to 40 feet in height and up to 120 feet away. The creature takes 4d12 bludgeoning damage plus the appropriate falling damage. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage (DC 33 Reflex check save).\n\nOn a successful Launch, the animated trebuchet must Interact to reposition its arm into the proper position before it can Launch again."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Large or smaller, arm, DC 33 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Animated Trebuchet
+creatures:
+ - 1: Animated Trebuchet
+```
+
+
+
+Large armies sometimes pay exorbitant fees to animate their siege weapons.
+
+* * *
+
+Many animated objects have useful functions but become dangers when uncontrolled.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Aphorite Sharpshooter.md b/content/mechanics/srd/Bestiary/Bestiary 3/Aphorite Sharpshooter.md
new file mode 100755
index 000000000..9e45e6064
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Aphorite Sharpshooter.md
@@ -0,0 +1,99 @@
+---
+title: "Aphorite Sharpshooter"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.mgXJmC9RFB7fLJYq"
+tags:
+ - pf2e/creature/type/aphorite
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Aphorite Sharpshooter"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Aphorite Sharpshooter"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aphorite]]
+trait_02: [[human]]
+trait_03: [[humanoid]]
+trait_04: [[lawful]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Common, Utopian"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Athletics: +8, Deception: +10, Diplomacy: +10, Intimidation: +10, Engineering Lore: +9"
+abilityMods: [2, 4, 2, 1, 0, 2]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +10, __Ref__ +12, __Will__ +8"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Crossbow|Crossbow]], [[Equipment/Shortsword|Shortsword]], [[Equipment/Breastplate|Breastplate]], Outrageous Hat, 50x [[Equipment/Bolts|Bolts]]"
+abilities_mid:
+ - name: ""
+ - name: "Crystalline Dust"
+ desc: "`pf2:2` **Frequency** once per day\n* * *\n\n**Effect** The sharpshooter becomes [[Conditions/Concealed|Concealed]] for 4 rounds, though they can't use the concealment to [[Actions/Hide|Hide]] or [[Actions/Sneak|Sneak]], as normal for concealment where their position is obvious."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Shortsword"
+ desc: "+14 (agile, finesse, versatile s)\n__Damage__ 1d6 + 8 piercing"
+
+ - name: "**Ranged** `pf2:1` Crossbow"
+ desc: "+14 (range increment 60 feet, reload 1)\n__Damage__ 1d8 + 8 piercing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 18, attack +10; __1st __ _[[Spells/Sure Strike|True Strike]]_"
+
+ - name: "Calculated Reload"
+ desc: " When the sharpshooter reloads their crossbow, they also calculate the best angle to their target, increasing the damage die from 1d8 to 1d10 and gaining a +2 circumstance bonus to their damage roll for their next crossbow Strike, as long as it occurs before the end of their next turn."
+
+ - name: "Hurtful Critique"
+ desc: "`pf2:1` (auditory,emotion,linguistic,mental) The sharpshooter makes witty, but disparaging comments about the fighting style of a target within 30 feet, expressing sympathy over every missed blow and providing sarcastic advice on how to improve.\n\nThe target must succeed at a DC 18 Will check save or take a -1 circumstance penalty to attack rolls (-2 on a critical failure) for 1 minute or until it makes a successful Strike against the sharpshooter.\n\nA creature who critically succeeds or who Strikes the sharpshooter after failing is immune to that sharpshooter's Hurtful Critique for 1 hour.\n\n[[Bestiary Effects/Effect_ Hurtful Critique|Effect: Hurtful Critique]]"
+
+```
+
+```encounter-table
+name: Aphorite Sharpshooter
+creatures:
+ - 1: Aphorite Sharpshooter
+```
+
+
+
+The denizens of the Eternal City of Axis first forged aphorites to serve as emissaries, agents, and facilitators, with one foot in the sublime, perfect order of the Plane of Law, and one in the messy, murky, confusing muck of the Material Plane. In time, aphorites spread across the length and breadth of Golarion. Today they can be found in any corner of any land, and only a fraction still serve Axis directly.
+
+Aphorites, like all planar scions, stand out quite vividly from their fellow mortals, sporting metallic skin, a faint coating of crystalline dust, a swirl of mathematical symbols, or perfectly symmetrical features. Many aphorites think logically and find satisfaction in careers dealing with numbers and information. Often, this leads them to become bookkeepers, clerks, or architects, but some become military engineers or sharpshooters. Others are drawn to the art of production, becoming blacksmiths, carpenters, engineers, architects, tailors, masons, or other such artisans. But no matter their careers, aphorites often feel the urge to tinker, and aphorite inventions draws both mockery and appreciation in equal measure.
+
+Aphorites who work in less academic professions, such as mercenaries or laborers, sometimes hide their keen analytical intelligence beneath extravagant demeanors and flamboyant hats. Some craft even these disguises with the same depth and complexity they do others aspect of their lives, considering every theatrical mannerism carefully and planning out their every detail.
+
+* * *
+
+Planar scions are beings infused with the essences of other planes. While the examples presented here include humans with planar heritages, members of nearly any ancestry can be born with an influx of planar energies and become a planar scion.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Arboreal Archive.md b/content/mechanics/srd/Bestiary/Bestiary 3/Arboreal Archive.md
new file mode 100755
index 000000000..568d03378
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Arboreal Archive.md
@@ -0,0 +1,98 @@
+---
+title: "Arboreal Archive"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.KRLiV6RQuXFA4gXL"
+tags:
+ - pf2e/creature/type/good
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Arboreal Archive"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Arboreal Archive"
+level: "Creature 12"
+
+alignment: ""
+size: "huge"
+trait_01: [[good]]
+trait_02: [[plant]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Low-Light Vision, Tremorsense (Imprecise) 60 Feet"
+languages: "Arboreal, Common, Fey; speak with plants"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +23, Diplomacy: +22, Nature: +25, Stealth: +19, Forest Lore (applies to the arboreal archive's territory): +28"
+abilityMods: [7, -1, 5, 4, 7, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +23, __Ref__ +17, __Will__ +27"
+hp: 230
+health:
+ - name: ""
+ - name: HP
+ desc: "230; __Weaknesses__ axe vulnerability 10, fire 15; __Resistances__ bludgeoning 10, piercing 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Abeyance Rift"
+ desc: " If an arboreal archive dies unexpectedly before passing on their knowledge in a succession ritual, the amassed lore within their roots and boughs explodes out in a shock wave that deals 8d10 mental damage to creatures within 30 feet (DC 32 Will check save) before dissipating; those who fail also fall [[Conditions/Prone|Prone]]."
+
+ - name: "Axe Vulnerability"
+ desc: " An arboreal archive takes 10 additional damage from axes."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Branch"
+ desc: "+25 (reach 15 feet)\n__Damage__ 3d10 + 10 bludgeoning plus improved-knockdown"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 32, attack +24; __6th __ _[[Spells/Tangling Creepers|Tangling Creepers]]_; __3rd __ _[[Spells/Earthbind|Earthbind (At Will)]]_; __2nd __ _[[Spells/Entangling Flora|Entangle]]_\n__Constant__ __(4th)__ _[[Spells/Speak with Plants|Speak with Plants]]_"
+
+ - name: "Memory Maelstrom"
+ desc: "`pf2:3` (concentrate,incapacitation,mental,nonlethal,primal) The arboreal archive tries to overwhelm foes with a surge of information it has absorbed over its long life. This surge deals 5d6 mental damage to each enemy within 40 feet, who must attempt a DC 32 Will check save.\n* * *\n\n**Critical Success** The creature maintains its composure, takes no damage, and is temporarily immune to Memory Maelstrom for 1 minute.\n\n**Success** The creature is [[Conditions/Stunned|Stunned 1]] and takes half damage.\n\n**Failure** The creature takes full damage and is [[Conditions/Stunned|Stunned 3]].\n\n**Critical Failure** The creature takes double damage, is [[Conditions/Confused|Confused]] for 2d4 rounds, and is stunned 3."
+
+ - name: "[[Bestiary Ability Glossary/Improved Knockdown|Improved Knockdown]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature as a free action. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Arboreal Archive
+creatures:
+ - 1: Arboreal Archive
+```
+
+
+
+Arboreal archives are solitary beings typically found in the remote wilderness. These ancient monoliths hold the memories of their vast territories, keeping mental records of the passing seasons of the world around them. Their knowledge of humanoid affairs varies, as they find quickly shifting political situations difficult to comprehend, but through fungal networks, reports from arboreal wardens, and other woodland chatter, arboreal archives learn of each storm, drought, or logging threat encountered throughout their long years. They primarily observe and record rather than interfere, but they willingly offer wisdom to those who respectfully seek them out. Arboreal regents call upon archives for advice in times of strife, conferring on the best course of action to protect their realms.
+
+It is rare for there to be more than one arboreal archive in a given region. When an archive senses they're nearing the end of their lengthy lifespan, a grove of regents gathers to nominate the wisest among them to become the next archive. After four seasons' deliberation, all arboreals in the area congregate to witness the succession ritual, during which the elder arboreal archive transfers their collected wisdom to the elected replacement before retiring.
+
+* * *
+
+Arboreals are tree-like ancient guardians of forests, nurturing new growth and maintaining a balanced ecosystem as if the vast wilderness were their garden. Arboreals are thoughtful and deliberate - until something threatens their realms and invites their wrath.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Arboreal Reaper.md b/content/mechanics/srd/Bestiary/Bestiary 3/Arboreal Reaper.md
new file mode 100755
index 000000000..cc1c87b0a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Arboreal Reaper.md
@@ -0,0 +1,98 @@
+---
+title: "Arboreal Reaper"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.eh5v5x4kP8PPqenu"
+tags:
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Arboreal Reaper"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Arboreal Reaper"
+level: "Creature 7"
+
+alignment: ""
+size: "Large"
+trait_01: [[plant]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Low-Light Vision"
+languages: "Arboreal, Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +17, Intimidation: +17, Nature: +15, Stealth: +14"
+abilityMods: [6, 2, 4, 2, 2, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +17, __Ref__ +13, __Will__ +15"
+hp: 130
+health:
+ - name: ""
+ - name: HP
+ desc: "130; __Weaknesses__ axe vulnerability 5, fire 10; __Resistances__ bludgeoning 5, piercing 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Axe Vulnerability"
+ desc: " An arboreal reaper takes 5 additional damage from axes."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Branch"
+ desc: "+18 (reach 10 feet)\n__Damage__ 2d10 + 8 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Root"
+ desc: "+18 (agile)\n__Damage__ 2d6 + 8 bludgeoning plus knockdown"
+
+ - name: "**Ranged** `pf2:1` Thorns"
+ desc: "+16 (range 30 feet)\n__Damage__ 2d8 + 5 piercing 1d4 bleed"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 22, attack +14; __3rd __ _[[Spells/Vampiric Feast|Vampiric Touch]]_\n__Constant__ __(4th)__ _[[Spells/Speak with Plants|Speak with Plants]]_"
+
+ - name: "Leech Moisture"
+ desc: "`pf2:2` The arboreal reaper grows still and focuses intently on a single foe within 50 feet, draining moisture from the target's body. This deals 10d6 void damage (DC 25 Fortitude check save).\n\nThe arboreal reaper can't Leech Moisture again for 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Arboreal Reaper
+creatures:
+ - 1: Arboreal Reaper
+```
+
+
+
+While some forests have an idyllic, peaceful quality to them, others feel distinctly unfriendly or even sinister-these forests are the favored haunts of arboreal reapers. Sometimes these woodlands are sought out by secretive practitioners of malicious arts who claim the unsettling ambiance aids their abilities; arboreal reapers see no reason to interfere with such practices as long as the balance of their forests isn't harmed.
+
+All arboreals vary in appearance based on their surroundings, but arboreal reapers always seem vaguely eerie, whether they watch over a grim weald or a tropical rain forest. Often slightly warped, twisted, and covered in spiky protrusions, arboreal reapers sometimes sprout around old ruins or other permanent structures, breaking down and incorporating the structures as they mature and become more mobile.
+
+Arboreal reapers focus on the essential decaying phase of a forest's life cycle, becoming especially active in autumn and winter seasons. Their influence can often be seen in the explosion of mushrooms on a rotting log or the enticing fronds of a flourishing carnivorous plant. Like arboreal wardens, these woodland guardians are quicker to react to perceived threats than the more deliberate regents or retiring archives-at least by arboreal standards.
+
+* * *
+
+Arboreals are tree-like ancient guardians of forests, nurturing new growth and maintaining a balanced ecosystem as if the vast wilderness were their garden. Arboreals are thoughtful and deliberate - until something threatens their realms and invites their wrath.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Azarketi Explorer.md b/content/mechanics/srd/Bestiary/Bestiary 3/Azarketi Explorer.md
new file mode 100755
index 000000000..e52961d98
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Azarketi Explorer.md
@@ -0,0 +1,102 @@
+---
+title: "Azarketi Explorer"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.aksE6Svxo0yPvHjZ"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/azarketi
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Azarketi Explorer"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Azarketi Explorer"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[amphibious]]
+trait_02: [[azarketi]]
+trait_03: [[chaotic]]
+trait_04: [[humanoid]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Low-Light Vision"
+languages: "Alghollthu, Azlanti, Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Athletics: +8, Deception: +7, Diplomacy: +7, Intimidation: +7, Nature: +4, Society: +4"
+abilityMods: [4, 1, 2, 0, 0, 3]
+speed: 20 feet, swim 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +10, __Ref__ +7, __Will__ +6"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Dagger|Dagger]], [[Equipment/Trident|Trident]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Hydration"
+ desc: " An azarketi must regularly submerge themself in water to rehydrate their water-acclimated skin. After the first 24 hours outside of water, they take a -1 status penalty to Fortitude saves as their skin cracks and their gills become painful. After 48 hours, they struggle to breathe air and begin to suffocate until returned to water."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Trident"
+ desc: "+10 ()\n__Damage__ 1d8 + 6 piercing"
+
+ - name: "**Melee** `pf2:1` Dagger"
+ desc: "+10 (agile, versatile s)\n__Damage__ 1d4 + 6 piercing"
+
+ - name: "**Ranged** `pf2:1` Trident"
+ desc: "+7 (thrown 20 ft.)\n__Damage__ 1d8 + 6 piercing"
+
+ - name: "Hydraulic Deflection"
+ desc: "`pf2:1` (water) Drawing moisture from the surrounding atmosphere, the azarketi explorer creates a disc of hovering water that deflects incoming attacks. They gain a +1 circumstance bonus to AC until the start of their next turn."
+
+ - name: "Surface Skimmer"
+ desc: " While the azarketi explorer is submerged just below the water's surface, they have [[Other Effects/Effect_ Cover|Cover]] from attacks made by creatures out of the water."
+
+```
+
+```encounter-table
+name: Azarketi Explorer
+creatures:
+ - 1: Azarketi Explorer
+```
+
+
+
+This rakish azarketi explores the wrecks and ruins of the Inner Sea's coasts. At home above and below the waves, they fight to protect their discoveries, their life, and their reputation.
+
+* * *
+
+During the cataclysmic events of Earthfall, a fraction of the Azlanti populace was mutated by their hated alghollthu enemies to survive in the ocean depths. Commonly called "gillmen" or sometimes "Low Azlanti," azarketis primarily live in the Arcadian Ocean, Inner Sea, and ruins of Azlant. They retain the imperious attitude and violet eyes of their ancestors, but they have hairless bodies, prominent gills, and webbed hands and feet. Most have innate hydrokinetic powers, which they use to make tiny currents, cushion their dives, and read the weather. Whether this power springs from the latent magic of their Azlanti heritage or alghollthu meddling is unknown.
+
+Azarketis endured centuries of alghollthu enslavement and experimentation before being abandoned by their alghollthu masters. In the ages since, azarketis have built their own settlements and societies, traveled the breadth of Golarion's waterways, and explored both the ruins of their shattered empire and the myriad cultures that dot the coasts of the world.
+
+Proud of their heritage, azarketi are secretive and territorial. They don't take kindly to outsiders in their underwater settlements or explorers seeking to pillage the ruins of Azlant. Only a few build relationships with coastal or island settlements, defending them from aquatic dangers or supporting naval trade.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Azer.md b/content/mechanics/srd/Bestiary/Bestiary 3/Azer.md
new file mode 100755
index 000000000..f7b2876db
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Azer.md
@@ -0,0 +1,99 @@
+---
+title: "Azer"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.msClQzHaEJhcxaby"
+tags:
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Azer"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Azer"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[elemental]]
+trait_02: [[fire]]
+trait_03: [[humanoid]]
+trait_04: [[lawful]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Common, Pyric"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Crafting: +10, Intimidation: +4, Plane of Fire Lore: +6"
+abilityMods: [3, 1, 4, 2, 2, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +10, __Ref__ +5, __Will__ +8"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45; __Immunities__ fire; __Weaknesses__ cold 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "5x [[Equipment/Light Hammer|Light Hammer]], [[Equipment/Warhammer|Warhammer]], [[Equipment/Scale Mail|Scale Mail]]"
+abilities_mid:
+ - name: ""
+ - name: "Heat of the Forge"
+ desc: " (aura,fire) 10 feet. An azer's skin radiates heat like forge fire. A creature that starts their turn in the area must succeed at a DC 16 Fortitude check save or become [[Conditions/Fatigued|Fatigued]] while they remain in the area. Creatures immune to environmental heat effects or with any fire resistance are immune."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Warhammer"
+ desc: "+9 (shove)\n__Damage__ 1d8 + 3 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Light Hammer"
+ desc: "+9 (agile)\n__Damage__ 1d6 + 3 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Light Hammer"
+ desc: "+7 (agile, thrown 20 ft.)\n__Damage__ 1d6 + 3 bludgeoning"
+
+ - name: "Burning Touch"
+ desc: " (fire,primal) The azer's Strikes deal an extra 1d6 fire damage (included in strikes).\n\nWhen the azer successfully performs a [[Actions/Grapple|Grapple]] or [[Actions/Shove|Shove]] action, they also deal 1d6 fire damage to their target."
+
+ - name: "Scorch"
+ desc: "`pf2:2` (fire,primal) The azer shrouds their light hammer in flames and hurls it forward, dealing 2d6 fire damage to each creature in a 20-foot line (DC 16 Reflex check save)."
+
+```
+
+```encounter-table
+name: Azer
+creatures:
+ - 1: Azer
+```
+
+
+
+Azers are an elemental people living on the Plane of Fire, often crudely described by mortals as brassy dwarves. They have stout, wide bodies with broad shoulders, shining metallic skin, and heads wreathed in flame.
+
+Azer society is organized into traditional roles inherited along their familial lines, and an azer's role is indicated clearly by the metals they wear in their armored kilts. Their culture focuses on tradition and history, placing high value on obedience and conformity within one's community, and as a result it is slow to change. Many azers take pride in their ancestral roles and in fulfilling their inherited duties, providing needed services within their communities.
+
+Long ago, traditional azer values of self-sufficiency and close community led them to build mighty fortresses across the Plane of Fire, where they isolated themselves from other planar denizens and even other azer communities. These values, sadly, also led to their downfall. Without any connections to or regular communication with other settlements, these fortresses were easily conquered by the efreet of the City of Brass, the dominant power on the Plane of Fire. Now most azer fortresses lie abandoned and ruined, with free holds so few and far between that most think them all lost.
+
+Azers born within the efreeti Dominion of Flame belong to the populations that were conquered and assimilated into the empire ages ago. They live in perpetual service to the empire, disconnected from their history and culture, yet have formed their own close-knit society in the City of Brass under the fire genies' harsh rule.
+
+A handful of azer communities have escaped efreeti conquest, most often by fleeing far from the genies' realms. Some of these azers now reside in hot, volcanic areas of the Darklands on the Material Plane, while others have fled to the remote depths within the Plane of Fire or made strange bargains with conniving allies or unknowable entities to keep themselves hidden. Prying outsiders nevertheless perpetually seek out these settlements, longing for legendary azer-crafted goods.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Bauble Beast.md b/content/mechanics/srd/Bestiary/Bestiary 3/Bauble Beast.md
new file mode 100755
index 000000000..349286d4b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Bauble Beast.md
@@ -0,0 +1,88 @@
+---
+title: "Bauble Beast"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Ly4pCjZCsbSlb9Gz"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/earth
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Bauble Beast"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Bauble Beast"
+level: "Creature 6"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[earth]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision"
+languages: "Common, Dwarven, Petran, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +14, Crafting: +13, Deception: +14, Diplomacy: +12, Society: +11, Stealth: +14, Thievery: +14, Jewelry Lore: +18"
+abilityMods: [4, 4, 3, 1, 3, 4]
+speed: 30 feet, climb 10 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +15, __Ref__ +12, __Will__ +15"
+hp: 100
+health:
+ - name: ""
+ - name: HP
+ desc: "100"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Artisan's Toolkit|Artisan's Tools]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+16 ()\n__Damage__ 1d8 + 7 piercing plus philanthropic-bile 1d6 acid plus philanthropic-bile"
+
+ - name: "**Melee** `pf2:1` Leg"
+ desc: "+16 (agile)\n__Damage__ 1d10 + 7 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Bile"
+ desc: "+16 (acid, range increment 30 feet)\n__Damage__ 2d8 acid plus philanthropic-bile 1d6 acid plus philanthropic-bile"
+
+ - name: "Forge Jewelry"
+ desc: " (arcane,exploration) The jeweler beast creates imitation jewelry within its own digestive system. This takes about 4 hours.\n\nDetermining the jewelry is fake works like detecting a forgery, using either DC 25 Perception check or DC 25 Crafting check instead of Perception or Society, with a DC of 25.\n\nThe process of creating fake jewelry also places an enchantment inside the item. Anyone who dons the imitation jewelry is targeted with a DC 24 Will check [[Spells/Suggestion|Suggestion]] spell with a duration of 1 hour on a failure or 24 hours on a critical failure. A creature that fails learns the location where the fake jewelry was created and is compelled to collect their valuable belongings and bring them to that location. Removing the imitation jewelry ends the spell immediately, but the wearer can't take it off voluntarily."
+
+ - name: "Philanthropic Bile"
+ desc: " Exposure to the bauble beast's magical stomach fluids enchants the mind.\n\nA creature critically hit by the beast's jaws or bile Strike is subject to a [[Spells/Charitable Urge|Charitable Urge]] spell (DC 23 Will check)."
+
+```
+
+```encounter-table
+name: Bauble Beast
+creatures:
+ - 1: Bauble Beast
+```
+
+
+
+The reclusive and deceptive creatures called bauble beasts create false jewelry as a byproduct of their extremely bizarre magical digestive systems. Two natural skin conditions provide the raw materials for this process: scaly patches of thin layers of metal, and warts that resemble gemstones. By chewing loose these patches and swallowing them, a bauble beast magically constructs the jewelry in its guts. After passing the forgery, it polishes and reshapes the item to make it more convincing. The beast then sneaks into a settlement to place the jewelry somewhere it can be found. A creature who dons this false jewelry is compelled to fetch their real valuables and deliver them to the beast, which it happily collects. Some bauble beasts simply send the confused victim on their way, but other more evil bauble beasts slay them to avoid being found out.
+
+This imitation jewelry fools laypeople, but it's infamous among merchants. Merchant training usually includes a brief course on detecting bauble beast jewelry's subtle but distinctive sweet odor.
+
+Though largely solitary, bauble beasts occasionally socialize with others who share their limited interests, primarily merchants, jewelers, earth elementals, and other bauble beasts. Xorns have a particular fondness for bauble beasts-or at least their gems. Though these aren't as nourishing as real gems, xorns find the flavor decadent and eat them as a sort of junk food.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Baykok.md b/content/mechanics/srd/Bestiary/Bestiary 3/Baykok.md
new file mode 100755
index 000000000..7deb79917
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Baykok.md
@@ -0,0 +1,97 @@
+---
+title: "Baykok"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.eG0lieef65IrV1wb"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Baykok"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Baykok"
+level: "Creature 9"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[undead]]
+trait_04: [[unholy]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Athletics: +19, Stealth: +17"
+abilityMods: [6, 4, 5, 0, 4, 1]
+speed: 30 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +20, __Ref__ +19, __Will__ +15"
+hp: 200
+health:
+ - name: ""
+ - name: HP
+ desc: "200, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious; __Weaknesses__ air 10, bludgeoning 10, earth 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Greatclub|+1 Striking Greatclub]], [[Equipment/Longbow|+1 Longbow]]"
+abilities_mid:
+ - name: ""
+ - name: "Banished from the Ground"
+ desc: " A baykok can't willingly touch earth or rock surfaces. If forced into contact with such a surface, it becomes [[Conditions/Enfeebled|Enfeebled 2]] for as long as it remains incontact."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 120 feet. DC 25 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Greatclub"
+ desc: "+21 (backswing, magical, shove)\n__Damage__ 2d10 + 9 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Longbow"
+ desc: "+21 (deadly d10, magical, range increment 100 feet, volley 30 ft.)\n__Damage__ 1d8 + 6 piercing plus arrow-of-despair 1d8 mental plus arrow-of-despair"
+
+ - name: "Arrow of Despair"
+ desc: " (emotion,fear,incapacitation,mental,occult) A baykok creates an invisible arrow of bone as it draws its bow. A [[Conditions/Frightened|Frightened]] creature hit by the arrow is stricken with loneliness and despair and must attempt a DC 26 Will check save; if the Strike was a critical hit, the target uses the outcome one degree of success worse than the result of its save.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Slowed|Slowed 1]] for 1 round.\n\n**Failure** The creature's frightened value increases by 1 (to a maximum of 4), and it is slowed 1 until its frightened condition ends.\n\n**Critical Failure** As failure, but the creature is [[Conditions/Paralyzed|Paralyzed]] until its frightened condition ends. At the start of each of its turns, it can end the paralyzed condition early with a successful DC 26 Will check save."
+
+ - name: "Devour Life"
+ desc: "`pf2:1` (curse,occult) **Requirements** The baykok is adjacent to a [[Conditions/Paralyzed|Paralyzed]], [[Conditions/Restrained|Restrained]], or [[Conditions/Unconscious|Unconscious]] living humanoid.\n* * *\n\n**Effect** The baykok touches the target and devours part of its life force. The target must succeed at a DC 26 Fortitude check save or be afflicted with the baykok's wasting curse. If the target fails and wasn't already affected by the wasting curse, the baykok gains 20 temporary Hit Points that last for 1 hour."
+
+ - name: "Wasting Curse"
+ desc: " (curse,occult) The baykok steals life from its victim and leaves listless dread in its place.\n\nIf a target fails its save against Devour Life, it becomes [[Conditions/Drained|Drained 1]].\n\nEach time the target gets a full night's rest, it must succeed at a DC 26 Fortitude check save or its drained value increases rather than decreasing. The curse ends if the creature recovers from the drained condition, but if the creature would reach drained 5 from this effect, it dies."
+
+```
+
+```encounter-table
+name: Baykok
+creatures:
+ - 1: Baykok
+```
+
+
+
+A baykok is the restless remnant of a warrior or hunter, cast out for evil acts and cursed to forever soar through the sky far from its home, unable to ever set foot on the ground again. The creature's despairing, lonely cries at night are audible for miles across the wilderness it haunts. Jealous rage drives it to hunt isolated humanoids, especially warriors and hunters who remind it of the life it once had and squandered. A baykok's invisible arrows carry its soul-freezing loneliness, and its envious touch can steal a helpless victim's vitality.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Betobeto-San.md b/content/mechanics/srd/Bestiary/Bestiary 3/Betobeto-San.md
new file mode 100755
index 000000000..93444fb46
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Betobeto-San.md
@@ -0,0 +1,94 @@
+---
+title: "Betobeto-San"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ScePxUnlJdXuo6qQ"
+tags:
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/shadow
+ - pf2e/creature/type/spirit
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Betobeto-San"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Betobeto-San"
+level: "Creature 12"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[incorporeal]]
+trait_02: [[shadow]]
+trait_03: [[spirit]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Greater Darkvision"
+languages: "Common, Shadowtongue"
+skills:
+ - name: "Skills"
+ desc: "Deception: +23, Intimidation: +23, Stealth: +27"
+abilityMods: [4, 7, 5, 4, 4, 5]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +19, __Ref__ +25, __Will__ +22"
+hp: 170
+health:
+ - name: ""
+ - name: HP
+ desc: "170; __Immunities__ disease, paralyzed, poison, precision; __Resistances__ all damage 10 (except force, ghost touch, or vitality; double resistance vs. non-magical)"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "Sandals"
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "Fearsense (Precise) 60 feet"
+ desc: " (mental,occult) The betobeto-san is aware of all [[Conditions/Frightened|Frightened]] creatures within the listed range."
+
+abilities_mid:
+ - name: ""
+ - name: "Ominous Footsteps"
+ desc: " (auditory,aura,emotion,fear,illusion,mental,occult) 60 feet. The betobeto-san's footsteps seem to draw ever closer, yet the source remains difficult to pinpoint. Each creature that starts its turn within 60 feet of the betobeto-san must attempt a DC 29 Will check save.\n* * *\n\n**Critical Success** The creature is unaffected and is temporarily immune for 1 minute.\n\n**Success** The creature becomes [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature becomes [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature becomes [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Shadow Invisibility"
+ desc: " The betobeto-san is [[Conditions/Invisible|Invisible]] unless within an area of bright light."
+
+ - name: "Shadow Step"
+ desc: "`pf2:r` (occult,shadow,teleportation) **Trigger** A bright light source reveals the betobeto-san.\n\n**Requirements** The betobeto-san isn't already within an area of bright light.\n* * *\n\n**Effect** The betobeto-san Steps briefly into the Shadow Plane and then back again, appearing up to 30 feet away from where they began."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+25 (agile, finesse, magical)\n__Damage__ 3d12 + 10 void"
+
+ - name: "Stepping Decoy"
+ desc: "`pf2:1` (auditory,illusion,occult) The betobeto-san Steps. They then create two illusory decoys of sound within 15 feet of them that mimic the sounds of their ominous footsteps.\n\nThese decoys act independently on the betobeto-san's initiative with 2 actions apiece. They can only Sneak or Stride, and they have a Speed of 35 feet. Use the betobeto-san's Stealth DC (typically 37) against attempts to [[Actions/Seek|Seek]] or disbelieve a decoy.\n\nEach decoy lasts for 1 minute. Any existing decoys vanish if the betobeto-san uses this ability again."
+
+```
+
+```encounter-table
+name: Betobeto-San
+creatures:
+ - 1: Betobeto-San
+```
+
+
+
+A betobeto-san wanders the highways and byways of the Material Plane, searching for unwilling traveling companions to sustain the spirit's appetite for fear. Though this shadow spirit is invisible in darkness or shade, in light they appear as a formless, shadowy mass with two sandaled feet. These sandals are made of wood or bone that cause the creature's footsteps to make the distinct "beto beto" sound from which they receive their name. A wide, toothy mouth smiles in the middle of their otherwise featureless mass, and they can manifest long, clawed limbs.
+
+Betobeto-san trail behind nighttime travelers, compelled to follow until the creatures verbally offer to let the betobeto-san pass. This compulsion isn't usually malicious by nature and occurs more from a betobeto-san's misguided desire for company and courtesy; unfortunately, they lack of understanding how this behavior can frighten others. Betobeto-san don't attack those they follow, but they often end up in combat because their unwelcome behavior causes those they follow to attack first.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Bison.md b/content/mechanics/srd/Bestiary/Bestiary 3/Bison.md
new file mode 100755
index 000000000..5029e6657
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Bison.md
@@ -0,0 +1,90 @@
+---
+title: "Bison"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.PE8bAzJk9zmIed3j"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Bison"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Bison"
+level: "Creature 4"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Scent (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +14, Survival: +10"
+abilityMods: [6, 3, 5, -5, 2, -1]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +13, __Ref__ +11, __Will__ +8"
+hp: 70
+health:
+ - name: ""
+ - name: HP
+ desc: "70"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Cold Adaptation"
+ desc: " The bison reduces the effects it suffers from cold environments by one step."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+12 ()\n__Damage__ 2d6 + 6 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+12 ()\n__Damage__ 2d8 + 6 piercing plus knockdown"
+
+ - name: "Pointed Charge"
+ desc: "`pf2:2` The bison surges forward at its foe, horns lowered. It Strides twice. If the bison ends its movement within melee range of an enemy, it makes a horn Strike against that enemy. This Strike gains the fatal d12 trait."
+
+ - name: "Rolling Thunder"
+ desc: "`pf2:3` The bison kicks up dust and shakes the ground as it charges.\n\nThe stampeding bison Strides up to twice its Speed in a straight line, dealing 4d6+6 bludgeoning damage (DC 21 Reflex check save) to any Medium or smaller creature in its path.\n\nMultiple bison can participate in Rolling Thunder by spending this ability's actions and waiting to charge until the herd is ready. Before the beginning of their next turn, they can then charge as a reaction triggered by an adjacent bison beginning its Rolling Thunder charge. All bison in the combined charge must charge in parallel lines, so the areas can't overlap. The combined charge deals an additional 3d6 bludgeoning damage to creatures in the area, and a creature that fails the Reflex saving throw is also knocked [[Conditions/Prone|Prone]]."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Bison
+creatures:
+ - 1: Bison
+```
+
+
+
+Bison are large bovines with short faces and two horns; they weigh an upwards1 of 2,000 pounds and stand up to 6 feet at the withers. Bison herds thunder across the grassy plains of Golarion, shaking the earth. They're a common sight along the Whistling Plains east of Taldor and the wide grasslands of the nation of Karazh in Casmaron; they also frequently appear in the cooler northeastern reaches of Avistan, the River Kingdoms through Numeria, and the Realm of the Mammoth Lords and western Sarkoris.
+
+Communal by nature, bison gather in large numbers for the summer mating season before the bulls split off to wander the prairie grasses. Bison have adapted well to harsh prairie winters, as their shaggy fur, which grows thicker in winter, insulates them; in the face of blizzards, they survive by facing steadfastly into the howling winds and hunkering down to reduce their exposure.
+
+The way that bison wallow in dirt or rub against large stones might make it easy to mistake their docile nature for passivity. However, this presumption has been the ruin of many hunting parties. Their plentiful meat and thick furs make bison an appealing bounty, but with the ground thundering beneath them, bison can quickly overpower inexperienced hunters unprepared for a stampeding herd. These hunting parties sometimes hire particularly daring adventures, who can add their spells, steel, and expertise to ensure a successful hunt.
+
+While the bison of the plains are the best known and most numerous, they have cousins both in thick boreal forests and along wide, open steppes. These bison variants stand taller but can't match the speed and aggression of their smaller plains relatives.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Blood Hag.md b/content/mechanics/srd/Bestiary/Bestiary 3/Blood Hag.md
new file mode 100755
index 000000000..1b5c17bd2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Blood Hag.md
@@ -0,0 +1,114 @@
+---
+title: "Blood Hag"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.KN4JBaQOaunmXFj1"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/hag
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Blood Hag"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Blood Hag"
+level: "Creature 8"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[hag]]
+trait_04: [[humanoid]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision"
+languages: "Aklo, Chthonian, Common, Diabolic, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Athletics: +16, Deception: +19, Diplomacy: +17, Occultism: +14, Stealth: +17"
+abilityMods: [4, 5, 2, 2, 3, 5]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +14, __Ref__ +17, __Will__ +17"
+hp: 170
+health:
+ - name: ""
+ - name: HP
+ desc: "170; __Immunities__ bleed; __Weaknesses__ cold iron 10; __Resistances__ fire 10"
+abilities_top:
+ - name: ""
+
+ - name: "Bloodsense (Imprecise) 90 feet"
+ desc: " A blood hag can sense the presence of blood and creatures with blood. She can tell the difference between spilled blood and the blood within a living creature."
+
+ - name: "Borrowed Skin"
+ desc: " A blood hag wears a covering of skin stolen from a humanoid creature she has killed, hiding her true form and granting her the effects of a 4th-rank [[Spells/Disguise Magic|Disguise Magic]], with herself as the primary target and the creature whose skin she is wearing as the secondary target.\n\nSpreading coarse salt inside the skin prevents the hag from putting it back on, forcing her to keep her fiery form until she kills another humanoid and spends 1 hour turning it into a new disguise."
+
+ - name: "[[Bestiary Ability Glossary/Coven|Coven]]"
+ desc: " (mental,occult) A blood hag adds [[Spells/Death Ward|Death Ward]], [[Spells/Fiery Body|Fiery Body]], and [[Spells/Nightmare|Nightmare]] to her coven's spells.\n* * *\n\nThis monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.\n\nCovens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single action that has the concentrate trait. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-rank [[Spells/Cursed Metamorphosis|Cursed Metamorphosis]] spell and all the following spells, which the coven can cast at any rank up to 5th: [[Spells/Augury|Augury]], [[Spells/Charm|Charm]], [[Spells/Clairaudience|Clairaudience]], [[Spells/Clairvoyance|Clairvoyance]], [[Spells/Dream Message|Dream Message]], [[Spells/Illusory Disguise|Illusory Disguise]], [[Spells/Illusory Scene|Illusory Scene]], [[Spells/Scouting Eye|Scouting Eye]], and [[Spells/Talking Corpse|Talking Corpse]]. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the [[Spells/Control Weather|Control Weather]] ritual, with a DC of 23 instead of the standard DC.\n\nIf a coven member's departure or death brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+18 (agile)\n__Damage__ 2d8 + 7 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+18 ()\n__Damage__ 2d12 + 7 piercing"
+
+ - name: "**Ranged** `pf2:1` Firebolt"
+ desc: "+19 (agile, fire, range 30 feet)\n__Damage__ 2d10 + 8 fire"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 26, attack +18; __4th __ _[[Spells/Charm|Charm]]_, _[[Spells/Sleep|Sleep (x3)]]_"
+
+ - name: "Coven Spells"
+ desc: "DC 23, attack +15; __8th __ _[[Spells/Cursed Metamorphosis|Baleful Polymorph]]_; __7th __ _[[Spells/Fiery Body|Fiery Body]]_; __5th __ _[[Spells/Augury|Augury]]_, _[[Spells/Charm|Charm]]_, _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Death Ward|Death Ward]]_, _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Illusory Disguise|Illusory Disguise]]_, _[[Spells/Illusory Scene|Illusory Scene]]_, _[[Spells/Scouting Eye|Prying Eye]]_, _[[Spells/Talking Corpse|Talking Corpse]]_; __4th __ _[[Spells/Nightmare|Nightmare]]_"
+
+ - name: "Rituals"
+ desc: "_Control Weather_"
+
+ - name: "Assume Fiery Form"
+ desc: "`pf2:3` (concentrate,fire,occult,polymorph) The blood hag removes her borrowed skin and transforms into a brilliant ball of fire.\n\nShe becomes amorphous, gains the fire trait and a fly Speed of 60 feet, becomes immune to fire, and emits light as a torch. She loses her melee Strikes and can't Drain Blood, but she deals 3d10 fire damage (DC 26 Reflex check save) to each creature that touches her, as well as to each creature that succeeds at a melee Strike against her with an unarmed attack or from an adjacent space.\n\nIf her skin is intact, she can return to her normal form by spending a single action that has the manipulate trait while adjacent to the skin.\n\nThe hag can instead Assume Fiery Form as a single action, bursting through her skin in a blast of flames. Doing so destroys her borrowed skin and deals 9d6 fire damage (DC 26 Reflex check save) in a 20-foot emanation.\n\n[[Bestiary Effects/Effect_ Fiery Form|Effect: Fiery Form]]"
+
+ - name: "Drain Blood"
+ desc: "`pf2:1` (occult) **Requirements** A [[Conditions/Grabbed|Grabbed]], [[Conditions/Paralyzed|Paralyzed]], [[Conditions/Restrained|Restrained]], [[Conditions/Unconscious|Unconscious]], or willing creature is within the blood hag's reach\n* * *\n\n**Effect** The hag sinks her fangs into the creature to drink its blood. This requires a successful Athletics check check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions.\n\nThe victim becomes [[Conditions/Drained|Drained 1]]. The hag regains 15 healing Hit Points, gaining any excess HP as temporary Hit Points that last for 1 hour. Drinking blood from a creature that's already drained doesn't restore any Hit Points to the hag but increases the victim's drained value by 1, killing the victim when it reaches drained 5.\n\nA victim's drained condition decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check check and sufficient blood or a blood donor, reduces the drained condition by 1 after 10 minutes."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Blood Hag
+creatures:
+ - 1: Blood Hag
+```
+
+
+
+Blood hags, also known as soucouyants, infiltrate communities in the guise of young, innocent humanoids. This disguise is more than an illusion, for a blood hag wears the skin of a previous victim to hide her true appearance. During the day, her disguise is almost perfect, especially if the community knows nothing about the person the hag is pretending to be. But after sunset, the creature sheds her skin, hides it in a safe place, and stalks the night to drink the blood that sustains her.
+
+Able to travel quickly in the form of a ball of fire and to slip through keyholes or the slightest crack in a door or window, blood hags feed on sleeping victims then return home before morning to don their stolen skin.
+
+* * *
+
+Foul creatures who appear as wizened old women, hags share little in common with the humanoids they terrorize. They are hateful entities whose greatest joy lies in the corruption and ultimate destruction of anything good and virtuous. Whatever power created the first hags is lost to time, but numerous hag varieties have arisen over the ages, each with their own powers and abilities to spread pain and suffering.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Blood Painter.md b/content/mechanics/srd/Bestiary/Bestiary 3/Blood Painter.md
new file mode 100755
index 000000000..c19b9d06b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Blood Painter.md
@@ -0,0 +1,85 @@
+---
+title: "Blood Painter"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.GEvwNgtJIA97alSd"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Blood Painter"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Blood Painter"
+level: "Creature 9"
+
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+trait_02: [[evil]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision"
+languages: "Aklo, Common"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +20, Crafting: +17, Medicine: +19, Stealth: +17, Art Lore: +21"
+abilityMods: [5, 4, 3, 6, 4, 3]
+speed: 30 feet, climb 15 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +16, __Ref__ +19, __Will__ +17"
+hp: 155
+health:
+ - name: ""
+ - name: HP
+ desc: "155"
+abilities_top:
+ - name: ""
+
+ - name: "Bloodsense (Imprecise) 60 feet"
+ desc: " A blood painter can detect exposed blood as an imprecise sense at the listed range, including from creatures taking [[Conditions/Persistent Damage|Persistent Bleed Damage]]."
+
+abilities_mid:
+ - name: ""
+ - name: "Easily Fascinated"
+ desc: " When subject to a visual illusion with the incapacitation trait, the blood painter doesn't adjust their degree of success due to the incapacitation trait."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+20 (agile, reach 10 feet)\n__Damage__ 3d8 + 8 slashing 1d8 bleed"
+
+ - name: "Dab"
+ desc: "`pf2:1` (manipulate,mental,occult) **Requirements** The blood painter is within reach of an enemy taking [[Conditions/Persistent Damage|Persistent Bleed Damage]].\n* * *\n\n**Effect** The blood painter touches the creature and applies blood to one of their four claws; the blood remains fresh for 1 minute. The target must succeed at a DC 28 Will check save or become [[Conditions/Fascinated|Fascinated]] with the blood painter."
+
+ - name: "Paint"
+ desc: "`pf2:1` (concentrate,illusion,manipulate,occult) **Requirements** The blood painter has fresh blood applied to a claw using Dab.\n* * *\n\n**Effect** The blood painter expends the blood on one claw to paint an illusion with the effects of one of the following spells: [[Spells/Illusory Creature|Illusory Creature]], [[Spells/Illusory Disguise|Illusory Disguise]], [[Spells/Illusory Object|Illusory Object]], or [[Spells/Mirror Image|Mirror Image]].\n\nThe Paint action gains the traits of the spell it's reproducing, and the blood painter can Sustain a Spell on these effects. They use a spell attack modifier of +20 and DC 28 for these effects, which are heightened to 5th level.\n\nIf they have fresh blood applied to two or more claws, the blood painter can expend the blood on all of them to instead produce the effects of [[Spells/Cloak of Colors|Cloak of Colors]] or [[Spells/Vibrant Pattern|Vibrant Pattern]].\n\nAny effects produced by this ability have a +2 status bonus to attack rolls, damage rolls, saving throws, skill checks, and AC against the creature whose blood was used to Paint and that creature takes a -2 status penalty to Perception checks and saves against it."
+
+```
+
+```encounter-table
+name: Blood Painter
+creatures:
+ - 1: Blood Painter
+```
+
+
+
+Simultaneously enamored with the natural world yet too alien to survive in it, blood painters are eight-limbed artists who stalk, kill, and dismember in search of pigment and sustenance alike. Blood painter physiology can't digest typical food, so the creatures feed by harvesting blood and using it to paint and animate something edible.
+
+When not on the hunt, blood painters seek out beautiful vistas, which they placidly admire via the eyes in the hands of their uppermost limbs and then reproduce on canvas. Exceptional art endlessly fascinates these creatures, and skilled dancers and painters alike occasionally escape the aberrations by creating a new work to trade for their lives. Blood painters jealously guard these works, and much of their treasure consists of art. Blood painters tend to mastermind the periodic theft of masterpieces.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Bone Ship.md b/content/mechanics/srd/Bestiary/Bestiary 3/Bone Ship.md
new file mode 100755
index 000000000..df18cdf42
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Bone Ship.md
@@ -0,0 +1,116 @@
+---
+title: "Bone Ship"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.MrNEdwu9YCYPfSl6"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/18
+statblock: inline
+name: "Bone Ship"
+level: 18
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Bone Ship"
+level: "Creature 18"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[undead]]
+trait_04: [[unholy]]
+modifier: 32
+perception:
+ - name: "Perception"
+ desc: "+32; Darkvision"
+languages: "Common, Necril; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +33, Intimidation: +31, Sailing Lore: +37"
+abilityMods: [9, 5, 9, 1, 6, 5]
+speed: swim 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 42
+armorclass:
+ - name: AC
+ desc: "42 all-around vision; __Fort__ +33, __Ref__ +27, __Will__ +30"
+hp: 415
+health:
+ - name: ""
+ - name: HP
+ desc: "415; __Immunities__ death effects, disease, paralyzed, poison, unconscious; __Resistances__ cold 10, electricity 10, fire 10, piercing 10, slashing 10"
+abilities_top:
+ - name: ""
+
+ - name: "Skeleton Crew"
+ desc: " (divine) The bone ship is compelled not by a single mind, but by the collective consciousness of dead sailors' souls.\n\nThe ship is immune to mental effects that target only a specific number of creatures. It's still subject to mental effects that affect all creatures in an area.\n\nAny creature that tries to communicate with the ship via telepathy or read its thoughts hears the dying screams and gasps of the crew, and is targeted with a 9th-rank [[Spells/Warp Mind|Warp Mind]] spell (DC 41 Will check).\n\nThe ship animates skeletal crew members out of its own bones, arming them with rusty old cutlasses or other armaments so they can attack anyone who comes next to the ship. These entities have appearances matching those the bound souls had in life but aren't truly individuals; anything that targets them in fact targets the bone ship they're a part of.\n\nHundreds of black soul gems decorate the ship's exterior, each holding one soul. These gems can hold souls of creatures whose level was 16th or lower, and they have no value. If the ship is destroyed, all these gems shatter, freeing the souls within."
+
+ - name: "Trawl for Bones"
+ desc: " (downtime) The bone ship spends 1 day scavenging bones from the sea and restores itself to full Hit Points."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+ - name: "Blood Wake"
+ desc: " (aura,divine,fear,mental) 30 feet. The churning water around the bone ship tinges red with seeping blood. A living creature that enters water in the aura sees visions of itself drowning in the blood and must attempt a DC 37 Will check save. After attempting this saving throw, the creature is temporarily immune for 1 hour.\n\nOn a failure, the creature becomes [[Conditions/Frightened|Frightened 2]] ([[Conditions/Frightened|Frightened 4]] on a critical failure) and [[Conditions/Stunned|Stunned 1]], and it takes a -4 status penalty to Athletics checks to Swim.\n\n[[Bestiary Effects/Effect_ Blood Wake|Effect: Blood Wake]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Hull"
+ desc: "+35 (reach 20 feet)\n__Damage__ 3d10 + 17 bludgeoning 2d10 void"
+
+ - name: "**Melee** `pf2:1` Skeleton Crew"
+ desc: "+35 (agile)\n__Damage__ 3d6 + 17 slashing 2d10 void"
+
+ - name: "**Ranged** `pf2:1` Bone Cannon"
+ desc: "+35 (brutal, divine, range increment 100 feet, void)\n__Damage__ 2d12 + 12 bludgeoning 2d10 void"
+
+ - name: "Cannonade"
+ desc: "`pf2:2` The bone ship makes four bone cannon Strikes, each targeting a different creature."
+
+ - name: "Chain Shot"
+ desc: "`pf2:1` The bone ship makes a special bone cannon Strike, firing a chain made of bones. A creature hit by this Strike is [[Conditions/Grabbed|Grabbed]] by the chain ([[Actions/Escape|Escape]] DC 41).\n\nThe bone ship can use Interact actions to reel in a grabbed creature 50 feet per action spent, and when the ship moves, it pulls the grabbed creature along with it."
+
+ - name: "Crew's Call"
+ desc: "`pf2:2` (divine) The crew let out an anguished cry in unison. This is a [[Spells/Wails of the Damned|Wails of the Damned]] spell with 100-foot emanation (DC 39 Fortitude check). In addition, any creature within 5 feet of the ship is [[Conditions/Grabbed|Grabbed]] by the crew.\n\nThe ship can't use Crew's Call again for 1d4+1 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Keelhaul]]"
+ desc: "`pf2:3` As Trample (Huge or smaller, hull, DC 43 Reflex check), but the bone ship Swims up to double its swim Speed instead of Striding, and each creature that fails its save is also dragged under the ship.\n\nThe GM places each creature dragged along in an underwater space adjacent to the bone ship at the end of the ship's movement.\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+ - name: "Pressgang Soul"
+ desc: "`pf2:1` (divine) The bone ship casts [[Spells/Seize Soul|Seize Soul]]. The target must have died due to the bone ship's assault or from drowning. The creature's soul becomes part of the ghostly crew.\n\nA new soul gem grows on the ship, and the bone ship is [[Conditions/Quickened|Quickened]] for 1 minute. It can use the extra action only to Strike or Swim."
+
+```
+
+```encounter-table
+name: Bone Ship
+creatures:
+ - 1: Bone Ship
+```
+
+
+
+Rarely does anything living remain after a bone ship's passing-only death, destruction, and waves red as blood that clash and foam in its wake. When a bone ship forms, necromantic magic dredges great bones from the seabed and slowly bends them into place with malicious intent. Whales' ribs typically form the timbers of the hull, and their great spinal columns twist into towering masts. Muscles and tendons lash the ship together, tightening and loosening to precisely turn the ship as it sails.
+
+When a bone ship encounters another vessel or finds some other opportunity to sow death, smaller corpses strewn throughout the ship animate to form a crew and boarding party. Each crew member resembles a humanoid skeleton, but they might be made of bones from multiple creatures. For battle, the ship also creates magical cannons formed of bone that propel bone shards and debris with blasts of magic. The small black gemstones stippled across the ship's structure hold the souls of a drowned crew, for a bone ship is the cursed legacy of dead sailors.
+
+When mass death happens at sea-often from an entire ship sinking far from shore-the anguish of the dying victims can spawn a bone ship. This event might occur when a sailor makes a final plea to a dark god or when a deity takes the opportunity to bind many dead sailors' souls together as a destructive show of divine power. When not created through divine intervention, a bone ship can grow slowly and organically from one of the ships piloted by the undead sailors known as [[Bestiary 2/Draugr|Draugr]]. As draugr ships plague the seas and sink other vessels, they can collect more souls and bones, eventually becoming bone ships. These vessels look different from many other bone ships with patchwork or asymmetrical appearances.
+
+A bone ship is almost gluttonous, possessing an unceasing appetite for death, destruction, and new souls to add to its number. These desires stem from an underlying cause, either placed within the ship by its creator or accreted from the scattered final wishes of its component dead souls. For example, a deity might send a bone ship on a special mission to carry a message or dispose of a particularly persistent adversary or annoyance. Though bone ships usually travel upon the waves, they have no need to breathe and can carry out underwater missions at the behest of their creator.
+
+Bone ships hold a legendary reputation among sailors. These undead can appear out of nowhere to wreak destruction, and if a crew's bodies are absent from a shipwreck, the calamity might be blamed on a bone ship. The sea can bring death suddenly in many ways, but eternal enslavement of the soul presents a more terrifying fate than death alone.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Bore Worm Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Bore Worm Swarm.md
new file mode 100755
index 000000000..73ef44f8a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Bore Worm Swarm.md
@@ -0,0 +1,83 @@
+---
+title: "Bore Worm Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.EudIo7BWXnT92lps"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Bore Worm Swarm"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Bore Worm Swarm"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[swarm]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Tremorsense (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Stealth: +12"
+abilityMods: [-1, 3, 4, -5, 1, -4]
+speed: 15 feet, burrow 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +15, __Ref__ +12, __Will__ +8"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60; __Immunities__ acid, precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 4, splash damage 4, water 8; __Resistances__ bludgeoning 4, piercing 8, slashing 8"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+attacks:
+ - name: ""
+
+ - name: "Swarming Bites"
+ desc: "`pf2:1` Each enemy in the swarm's space takes 3d6 acid damage (DC 22 Reflex check save).\n\nCreatures that fail this save become [[Conditions/Sickened|Sickened 1]] from the swarm's painful bites."
+
+```
+
+```encounter-table
+name: Bore Worm Swarm
+creatures:
+ - 1: Bore Worm Swarm
+```
+
+
+
+A single finger-length bore worm is unpleasant but mostly innocuous. Ten thousand bore worms, on the other hand, pose a formidable threat to even seasoned adventurers. The countless worms form a roiling, rancid mass of acid and pain, capable of delivering a hideous death to any person or beast unable to escape them. Unfortunately for any creature other than a bore worm, most encounters involve swarms.
+
+* * *
+
+These Darklands vermin produce corrosive, noxious slime and deliver agonizing bites, whether as a revolting, wriggling swarm of finger-length worms or a single massive, lurching beast. Among Darklands communities, most inhabitants regard bore worms much in the same way surface cultures speak of maggots or cockroaches-with general disdain and revulsion. Children consider catching a single bore worm and using it to torment others a rite of passage, albeit a dangerous one.
+
+The humble bore worm is a small and simple creature, both biologically and magically. These qualities allow it to adapt rapidly to different environments, some of them quite extreme, and also makes it susceptible to magical radiation and experimentation. Many a Darklands apprentice takes their first steps in the school of transmutation by practicing on these worms, while variations-both natural and cultivated-are scattered about beneath Golarion's surface.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Brainchild.md b/content/mechanics/srd/Bestiary/Bestiary 3/Brainchild.md
new file mode 100755
index 000000000..3147ee989
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Brainchild.md
@@ -0,0 +1,93 @@
+---
+title: "Brainchild"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.SBZBw3p9PQckwbjJ"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/illusion
+ - pf2e/creature/type/mental
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Brainchild"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Brainchild"
+level: "Creature 11"
+rare_03: [[Rare]]
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[illusion]]
+trait_04: [[mental]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision"
+languages: "telepathy 100 feet, universal language"
+skills:
+ - name: "Skills"
+ desc: "Deception: +22, Intimidation: +24, Performance: +22, Society: +21, Stealth: +20"
+abilityMods: [4, 5, 4, 2, 3, 7]
+speed: 30 feet, fly 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +21, __Ref__ +22, __Will__ +18"
+hp: 200
+health:
+ - name: ""
+ - name: HP
+ desc: "200; __Immunities__ death effects, disease, doomed, scrying; __Weaknesses__ mental 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Universal Language"
+ desc: " Anything spoken by the brainchild is perceived by the listener in its native language."
+
+ - name: "Urban Legend"
+ desc: " A brainchild is sustained only by the reputation that precedes them. Mindless creatures are immune to a brainchild and can't perceive them.\n\nThe brainchild's size, features, and items, as well as the appearance of their attacks, match what the foes perceiving them expect. If foes expect to see different things, the brainchild chooses which to manifest. If any creature that can perceive the brainchild believes the brainchild has one of the abilities below, the brainchild has that ability.\n\nA creature can [[Actions/Seek|Seek]] or [[Actions/Sense Motive|Sense Motive]] (against the brainchild's Deception DC) to attempt to disbelieve an individual ability. If at any point no creature perceiving the brainchild believes in the ability, the brainchild loses that ability immediately. If foes expect different particulars, such as one believing the brainchild is immune to fire and another believing they're immune to divinations, the brainchild chooses one to have.\n\n* **[[Bestiary Ability Glossary/Tremorsense|Tremorsense]]** (imprecise) 100 feet\n* **Immunity** to one damage type, magic school, or condition\n* **Weakness** 10 to one damage type other than mental\n* **Resistance** 10 to physical damage, with an exception for either cold iron or silver\n* **[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]** (aura, emotion, fear, mental) 100 feet, DC 28\n* **1d6 Extra Damage** on Strikes, of a type one foe believes in\n* **Additional Spells** [[Spells/Phantom Pain|Phantom Pain]] and [[Spells/Shadow Blast|Shadow Blast]] at 6th rank"
+
+abilities_mid:
+ - name: ""
+ - name: "Persistence of Memory"
+ desc: " (illusion,mental,occult) When a brainchild is destroyed, it returns if anyone still fully believes it exists, re-forming within 100 feet of any believer after 2d4 days."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Illusory Weapon"
+ desc: "+24 (illusion, mental, occult)\n__Damage__ 4d6 + 10 mental plus urban-legend"
+
+ - name: "**Ranged** `pf2:1` Illusory Weapon"
+ desc: "+24 (illusion, mental, occult, range 100 feet)\n__Damage__ 4d6 + 6 mental plus urban-legend"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 30, attack +22; __5th __ _[[Spells/Phantasmal Killer|Phantasmal Killer (Image Resembles the Brainchild) (x3)]]_; __4th __ _[[Spells/Translocate|Dimension Door (x2)]]_\n__Cantrips__ __(6th)__ _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Message|Message]]_"
+
+```
+
+```encounter-table
+name: Brainchild
+creatures:
+ - 1: Brainchild
+```
+
+
+
+A rumor can become so vivid and so persistent that it comes to life, creating a brainchild-a living illusion that hatches from an intense belief in a remorseless and implacable killer. Often, these rumors swirl around the victims of a [[Spells/Phantasmal Killer|Phantasmal Killer]] spell. A brainchild's capabilities grow when they pursue a believer but deflate against skeptics, making them only as bad as one thinks they are. A simple drive to stalk, terrify, and kill propels a brainchild, but the creature might also exhibit other behaviors ascribed to them through gossip.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Buso Farmer.md b/content/mechanics/srd/Bestiary/Bestiary 3/Buso Farmer.md
new file mode 100755
index 000000000..2b7771393
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Buso Farmer.md
@@ -0,0 +1,82 @@
+---
+title: "Buso Farmer"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.NRuTCO888PvXqRn5"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Buso Farmer"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Buso Farmer"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[humanoid]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Low-Light Vision"
+languages: "Fey, Goblin"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +8, Athletics: +9, Nature: +8, Cooking Lore: +10, Farming Lore: +10"
+abilityMods: [4, 1, 2, 3, 1, -1]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +9, __Ref__ +6, __Will__ +8"
+hp: 48
+health:
+ - name: ""
+ - name: HP
+ desc: "48"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "4x [[Equipment/Javelin|Javelin]], [[Equipment/Kukri|Kukri]], [[Equipment/Studded Leather Armor|Studded Leather Armor]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Kukri"
+ desc: "+11 (agile, trip)\n__Damage__ 1d6 + 6 slashing"
+
+ - name: "**Ranged** `pf2:1` Javelin"
+ desc: "+8 (thrown 30 ft.)\n__Damage__ 1d6 + 6 piercing"
+
+ - name: "Resize Plant"
+ desc: "`pf2:2` (arcane,plant,polymorph) **Frequency** twice per day.\n\n**Requirements** The buso touches a Small, Medium, or Large plant.\n* * *\n\n**Effect** The plant grows or shrinks by one size, remaining that size for the next 5 minutes. If used on a plant creature, this effect has the effects of [[Spells/Enlarge|Enlarge]] or [[Spells/Shrink|Shrink]] (buso's choice). Unwilling plant creatures can attempt a DC 18 Fortitude check saving throw to resist this effect."
+
+```
+
+```encounter-table
+name: Buso Farmer
+creatures:
+ - 1: Buso Farmer
+```
+
+
+
+Busos are tree-dwelling folk with a simmering desire to consume the flesh of others. They to heavily supplement their food with leaves and root crops, possess significant knowledge of agriculture, and boast innate powers over plants and their growth. In regards to meat, however, busos reject the flesh of beasts; they instead consume other humanoids. Not only do they find the taste of other creatures repulsive, but their bodies reject non-humanoid meat since it provides them no nutritional value and consuming it leaves them sickened and weak.
+
+Busos' unusual dietary needs mean they're almost always at odds with neighboring cultures. They typically maintain decent relations only with goblins, who are as a people less prone to judging others based on diet. Other communities fear busos-with some justification-though aside from the occasional forays to harvest someone for their next meal, busos tend to keep to themselves. In some desperate locations, communities faced with famine or other natural disasters might even seek out busos' aid, offering victims in exchange for knowledge or magical assistance that might save their communities from slow and terrible deaths through starvation.
+
+A buso's single eye sometimes leads to them being compared to cyclopes. However, both types of creatures deny any common ancestry, and they first appeared independently in entirely different parts of the world with substantially divergent abilities. For their part, busos believe that their ancestors' deeds gave rise to their single eyes. When faced with a famine that threatened their existence, these ancestors each cut out one of their eyes as an offering to the malevolent spirits of the forest, imploring for their salvation. Busos say that these spirits, whom they call the busaw, gave them their knowledge of agriculture, power over plants, and craving for sentient flesh. Henceforth, they revered the busaw as gods and called themselves buso: those who worship the busaw.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Cactus Leshy.md b/content/mechanics/srd/Bestiary/Bestiary 3/Cactus Leshy.md
new file mode 100755
index 000000000..2a16652bd
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Cactus Leshy.md
@@ -0,0 +1,98 @@
+---
+title: "Cactus Leshy"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.p1VcPGHBF5a3N9eN"
+tags:
+ - pf2e/creature/type/leshy
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Cactus Leshy"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Cactus Leshy"
+level: "Creature 2"
+
+alignment: ""
+size: "Small"
+trait_01: [[leshy]]
+trait_02: [[plant]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Low-Light Vision"
+languages: "Common, Fey, Wildsong; speak with plants (succulents only)"
+skills:
+ - name: "Skills"
+ desc: "Nature: +7, Stealth: +6, Survival: +7"
+abilityMods: [3, 2, 4, -1, 3, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +10, __Ref__ +6, __Will__ +7"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30"
+abilities_top:
+ - name: ""
+
+ - name: "Little Oasis"
+ desc: " If a cactus leshy is willing, a creature can harvest enough water from the leshy's inner cavity to fill a single waterskin without harming them. Doing so again before the leshy can replenish the water causes the leshy to immediately suffer from dehydration."
+
+abilities_mid:
+ - name: ""
+ - name: "Spiny Body"
+ desc: " A cactus leshy is covered in spines. A creature that [[Conditions/Grabbed|Grabs]] the cactus leshy takes 1d8+3 piercing damage."
+
+ - name: "Verdant Burst"
+ desc: " When a cactus leshy dies, a burst of primal energy explodes from its body, restoring 2d8 healing Hit Points to each plant creature in a 30-foot emanation. This area sprouts cacti, becoming difficult terrain. If the terrain is not a viable environment for the cacti, they wither after 24 hours."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Spine"
+ desc: "+11 ()\n__Damage__ 1d8 + 3 piercing"
+
+ - name: "**Ranged** `pf2:1` Spine"
+ desc: "+11 (range increment 30 feet)\n__Damage__ 1d8 + 3 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 18, attack +10; __4th __ _[[Spells/Speak with Plants|Speak with Plants]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph,primal) The cactus leshy transforms into a Small cactus. This ability otherwise uses the effects of [[Spells/One with Plants|One with Plants]].\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Prickly Burst"
+ desc: "`pf2:2` **Frequency** once per day\n* * *\n\n**Effect** The cactus leshy shoots their spines in every direction. All creatures in a 10-foot emanation take 3d6 piercing damage (DC 18 Reflex check save)."
+
+```
+
+```encounter-table
+name: Cactus Leshy
+creatures:
+ - 1: Cactus Leshy
+```
+
+
+
+These little plants are known for their nettlesome attitude. Their personalities mirror the spines that sprout from all over their bodies, making them cantankerous and slightly prickly, though they are unswervingly loyal to those who earn their trust. At home in dry and arid landscapes, cactus leshys store water inside their bodies in order to survive these harsh conditions.
+
+Cactus leshys come in all different shapes and colors: tall and thin, with beautiful, vibrantly colored blooms on their heads; squat and rotund, with rows and rows of orderly spines; or seemingly haphazard, with flat segments stacked end to end as if they were balancing on one another.
+
+* * *
+
+Often found assisting practitioners of nature magic, leshys are sentient flora that protect the natural world and sacred spaces within forests, fields, and other environments. Leshys are nature spirits inhabiting bodies constructed of plant matter fused together by a primal ritual.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Caligni Caller.md b/content/mechanics/srd/Bestiary/Bestiary 3/Caligni Caller.md
new file mode 100755
index 000000000..5b1ecbdc1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Caligni Caller.md
@@ -0,0 +1,102 @@
+---
+title: "Caligni Caller"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.fYxjR6CRXP2MkjTK"
+tags:
+ - pf2e/creature/type/caligni
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Caligni Caller"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Caligni Caller"
+level: "Creature 6"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[caligni]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+trait_04: [[humanoid]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Greater Darkvision"
+languages: "Caligni, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +9, Intimidation: +14, Occultism: +13, Stealth: +15"
+abilityMods: [2, 5, 1, 1, 1, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +9, __Ref__ +15, __Will__ +11"
+hp: 70
+health:
+ - name: ""
+ - name: HP
+ desc: "70, death umbra"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Dagger|Dagger]]"
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+abilities_mid:
+ - name: ""
+ - name: "Death Umbra"
+ desc: " (darkness) When the caller dies, an explosion of shadow devours their body. Each creature in a 10-foot emanation must attempt a DC 22 Fortitude check save.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Enfeebled|Enfeebled 1]] for 1 minute.\n\n**Failure** The creature is [[Conditions/Enfeebled|Enfeebled 2]] and [[Conditions/Slowed|Slowed 1]] for 1 minute."
+
+ - name: "[[Bestiary Ability Glossary/Light Blindness|Light Blindness]]"
+ desc: " When first exposed to bright light, the monster is [[Conditions/Blinded|Blinded]] until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's [[Conditions/Dazzled|Dazzled]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Dagger"
+ desc: "+15 (agile, finesse, versatile s)\n__Damage__ 1d4 + 4 piercing 1d6 void"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 24, attack +16; __5th __ _[[Spells/Umbral Journey|Shadow Walk]]_; __4th __ _[[Spells/Darkness|Darkness]]_; __3rd __ _[[Spells/Chilling Darkness|Chilling Darkness (x2)]]_, _[[Spells/Grim Tendrils|Grim Tendrils (x3)]]_; __2nd __ _[[Spells/Darkness|Darkness (At Will)]]_\n__Cantrips__ __(3rd)__ _[[Spells/Void Warp|Chill Touch]]_, _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Rituals"
+ desc: "_Owb Pact_"
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " The caller deals an additional 2d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Caligni Caller
+creatures:
+ - 1: Caligni Caller
+```
+
+
+
+Although the mysterious demigods known as the Forsaken disappeared eons ago, many calignis continue to follow their ancient traditions of worship.
+
+Owbs, once the Forsaken's servants, still respond to caligni prayers. Caligni callers serve as the priests of their communities, calling upon these shadowy owb patrons for guidance, favors, and power. Their most important ceremony, the blanching, determines the potential of most newborn calignis and shapes their eventual forms.
+
+Due to their close ties to the malevolent owbs, most callers exhibit cruel and inscrutable natures. They often lead caligni enclaves alongside caligni stalkers as spiritual advisors. Callers tend to be highly superstitious, seeing omens everywhere, and they avoid revealing details of their rituals even to other calignis.
+
+* * *
+
+Each individual in caligni society serves a specific role. At times, certain roles so rarely find suitable candidates that a community might only see a few individuals fill them in an entire generation.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Caligni Vanguard.md b/content/mechanics/srd/Bestiary/Bestiary 3/Caligni Vanguard.md
new file mode 100755
index 000000000..656a4de86
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Caligni Vanguard.md
@@ -0,0 +1,100 @@
+---
+title: "Caligni Vanguard"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gZLwePbDkTS54g1e"
+tags:
+ - pf2e/creature/type/caligni
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Caligni Vanguard"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Caligni Vanguard"
+level: "Creature 5"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[caligni]]
+trait_02: [[evil]]
+trait_03: [[humanoid]]
+trait_04: [[lawful]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Echolocation 60 Feet"
+languages: "Caligni, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +14, Stealth: +8"
+abilityMods: [5, -1, 3, 1, 4, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +14, __Ref__ +8, __Will__ +11"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50, death blaze; __Immunities__ visual; __Weaknesses__ sonic 5; __Resistances__ slashing 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Composite Longbow|Composite Longbow]], [[Equipment/Greatsword|Greatsword]], [[Equipment/Full Plate|Full Plate (see Death Blaze)]], 40x [[Equipment/Arrows|Arrows]]"
+ - name: "Echolocation 60 feet"
+ desc: " A caligni vanguard can use their hearing as a precise sense at the listed range."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Death Blaze"
+ desc: " When the vanguard dies, their body combusts in a blaze of fire and armor shrapnel.\n\nAll creatures within a 10-foot emanation take 3d6 fire damage and 3d6 piercing damage (DC 19 Reflex check save).\n\nThe vanguard's armor is destroyed in the blaze, but their other gear is unaffected and left in a pile where they died."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Greatsword"
+ desc: "+16 (versatile p)\n__Damage__ 1d12 + 8 slashing"
+
+ - name: "**Ranged** `pf2:1` Composite Longbow"
+ desc: "+10 (deadly d10, range increment 100 feet, volley 30 ft.)\n__Damage__ 1d8 + 5 piercing"
+
+ - name: "Call to Arms"
+ desc: "`pf2:1` (auditory,mental) Each caligni within 30 feet of the vanguard gains the [[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]] reaction until the end of the vanguard's next turn. Once a caligni has used this Attack of Opportunity, that caligni is temporarily immune to the same vanguard's Call to Arms for 10 minutes."
+
+ - name: "Shadowed Blade"
+ desc: "`pf2:2` (darkness) The vanguard makes a melee Strike, channeling shadowy essence into their weapon or unarmed attack to envelop the target. If the Strike hits, the target must succeed at a DC 19 Fortitude check save or become [[Conditions/Blinded|Blinded]] until the end of its next turn."
+
+```
+
+```encounter-table
+name: Caligni Vanguard
+creatures:
+ - 1: Caligni Vanguard
+```
+
+
+
+Caligni children born without eyes-an extremely rare occurrence-are considered sacred to their communities. From a young age, they're set aside and groomed to become caligni vanguards, dedicated to rigorous martial training and mental strictures. Other calignis revere vanguards' discipline and combat skill, but wary caution always tinges such respect, as they often have inscrutable motives. Vanguards almost never rebel against their duties or their established role in the community; some claim that those who do are taken by the owbs.
+
+A vanguard's armor is fused to their body in pieces, and they rarely remove those elements that aren't. This armor plating and vanguards' keen sense of hearing render them particularly sensitive to sonic vibrations, which serves as both an asset and a vulnerability.
+
+* * *
+
+Each individual in caligni society serves a specific role. At times, certain roles so rarely find suitable candidates that a community might only see a few individuals fill them in an entire generation.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Calikang.md b/content/mechanics/srd/Bestiary/Bestiary 3/Calikang.md
new file mode 100755
index 000000000..562186c4a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Calikang.md
@@ -0,0 +1,95 @@
+---
+title: "Calikang"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.0LN7v72X1XstUyoc"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Calikang"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Calikang"
+level: "Creature 12"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[humanoid]]
+trait_02: [[lawful]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision, Truesight"
+languages: "Common, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +25, Intimidation: +24"
+abilityMods: [7, 4, 5, -2, 2, 4]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +23, __Ref__ +22, __Will__ +20; +1 status to all saves vs. magic"
+hp: 235
+health:
+ - name: ""
+ - name: HP
+ desc: "235; __Immunities__ electricity"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "2x [[Equipment/Longsword|+1 Striking Longsword]]"
+ - name: "Suspended Animation"
+ desc: " (concentrate) By concentrating for 5 minutes, the calikang can enter a state of suspended animation, freezing in place and becoming motionless but remaining aware of their surroundings.\n\nWhile in this state, the calikang gains a +4 status bonus to Fortitude saves; doesn't age; and is immune to disease, inhaled toxins, poison, starvation, and thirst.\n\nThe calikang can exit suspended animation as a free action. If they exit this state to attack, the calikang gains a +2 circumstance bonus to their initiative roll."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Energy Conversion"
+ desc: " (arcane) Whenever the calikang is hit by an electricity spell's attack roll or rolls a successful save against a spell that deals electricity damage, they absorb the energy.\n\nThis heals the calikang for an amount of HP equal to quadruple the spell's rank and recharges their Breath Weapon. A calikang can't absorb their own spells this way."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Longsword"
+ desc: "+28 (magical, reach 10 feet, versatile p)\n__Damage__ 2d8 + 15 slashing"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+25 (agile, nonlethal, reach 10 feet)\n__Damage__ 3d8 + 13 bludgeoning"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 28, attack +20; __6th __ _[[Spells/Chain Lightning|Chain Lightning]]_; __1st __ _[[Spells/Runic Weapon|Magic Weapon (At Will)]]_\n__Constant__ __(6th)__ _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane) **Frequency** once per day.\n* * *\n\n**Effect** The calikang breathes a blast of energy that deals 13d6 energy damage to creatures in a 60-foot line (DC 28 basic Reflex save). The calikang can choose the damage type each time: acid, cold, electricity, fire, or sonic.\n\nIncrease the die size to d8 if the calikang chooses electricity.\n* * *\n\n* 13d6 acid damage (DC 28 Reflex check save)\n* 13d6 cold damage (DC 28 Reflex check save)\n* 13d8 electricity damage (DC 28 Reflex check save)\n* 13d6 fire damage (DC 28 Reflex check save)\n* 13d6 sonic damage (DC 28 Reflex check save)"
+
+ - name: "Sixfold Flurry"
+ desc: "`pf2:2` The calikang makes up to two longsword Strikes and up to four fist Strikes. Each Strike must be against a different target.\n\nThese attacks count toward the calikang's multiple attack penalty, which doesn't increase until after all the attacks are complete.\n\nFor 1 round, the calikang gains a circumstance bonus to their AC equal to the number of Strikes they choose not to take, to a maximum of +4 for taking only two Strikes.\n\n[[Bestiary Effects/Effect_ Sixfold Flurry|Effect: Sixfold Flurry]]"
+
+```
+
+```encounter-table
+name: Calikang
+creatures:
+ - 1: Calikang
+```
+
+
+
+Calikangs are giant, blue-skinned, six-armed guardians of ancient tombs and treasuries. They each feel a deep, inherent drive to protect and guard, making them highly sought after as wardens and bodyguards. Because most serve as solitary guardians, few calikang societies exist.
+
+Calikangs' unique physiologies enable them to absorb and manipulate electrical magic as well as other energies. They can live for 200 years-though they can further extend their lives via suspended animation. For this reason, many are chosen to guard tombs or other sealed sites where living guardians would perish and constructs would deteriorate.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Camel.md b/content/mechanics/srd/Bestiary/Bestiary 3/Camel.md
new file mode 100755
index 000000000..4742cc268
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Camel.md
@@ -0,0 +1,89 @@
+---
+title: "Camel"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.mrOKDSVf1qU57idu"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Camel"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Camel"
+level: "Creature 1"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 4
+perception:
+ - name: "Perception"
+ desc: "+4; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Athletics: +7, Survival: +6"
+abilityMods: [4, 3, 4, -4, 1, -1]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +9, __Ref__ +8, __Will__ +4"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20"
+abilities_top:
+ - name: ""
+
+ - name: "Desert-Adapted"
+ desc: " A camel is well-adapted to heat and deserts. If allowed to drink and eat its fill, (roughly 40 gallons), it can [[Actions/Subsist|Subsist]] for 2 weeks without needing to attempt Survival checks, and it treats environmental heat as if it was one step less severe."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+7 ()\n__Damage__ 1d6 + 4 piercing"
+
+ - name: "**Ranged** `pf2:1` Spit"
+ desc: "+6 (range 10 feet)\n__Damage__ "
+
+ - name: "Camel Spit"
+ desc: " To drive away enemies, the camel spits the partially digested contents of its stomach at a creature within 10 feet.\n\nOn a hit, the target is [[Conditions/Dazzled|Dazzled]] for 1 round and must succeed at a DC 17 Fortitude check save or become [[Conditions/Sickened|Sickened 1]].\n\nThe camel can't use its camel spit Strike again for 1d4 rounds."
+
+ - name: "Sand Stride"
+ desc: "`pf2:2` The camel Strides twice. It has a +5-foot circumstance bonus to its Speed during these Strides, ignoring difficult terrain caused by rubble, sand, and uneven ground made of earth and stone."
+
+```
+
+```encounter-table
+name: Camel
+creatures:
+ - 1: Camel
+```
+
+
+
+For generations untold, nomads and traders have relied on sure-footed camels to cross the harsh deserts and trackless wastes around the world. Thriving where other animals wither and perish, camels are well-adapted to their homes with tough skin and the ability to store nutrients within their bodies. Properly cared for, these "ships of the desert" can trek for weeks between oases without trouble.
+
+Camels have three eyelids to protect them from desert sands and other blowing debris. One lid is completely clear, which allows them to see and travel during high winds. When sandstorms strike, camels completely close their nostrils to protect their lungs. Their underbellies also sport a thick, specialized skin, allowing them to lay down safely on burning hot sands.
+
+Contrary to popular belief, fatty tissue comprises a camel's humps rather than water. This stored energy allows the animals to survive long distances between feedings. These herbivores can also readily digest hardy scrub brush inedible to other species, making them one of the hardiest desert survivors. Strong as a warhorse, camels can run fast and even sprint for short periods of time when they feel threatened, though they prefer a slow, plodding pace to conserve energy.
+
+One-humped camels, also called dromedaries, are more common in the deserts of northern Garund, while the two-humped variety are native to the dry steppes of Casmaron. Both species have tall and lanky builds, standing about 6 feet at the shoulder and weighing around 2,000 pounds. They can be ornery when mishandled, and they don't hesitate to bite, kick, or even spit a noxious substance on riders who don't treat them well.
+
+In addition to transporting people and goods, camels are a key source of fiber for clothing and tents as well as milk. Their meat is highly nutritious and surprisingly tasty, but given the creatures' utility, this use is reserved for special occasions or truly dire situations.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Caulborn.md b/content/mechanics/srd/Bestiary/Bestiary 3/Caulborn.md
new file mode 100755
index 000000000..e89743034
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Caulborn.md
@@ -0,0 +1,98 @@
+---
+title: "Caulborn"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.yRSRN5rm24d82OMe"
+tags:
+ - pf2e/creature/type/astral
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Caulborn"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Caulborn"
+level: "Creature 7"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[astral]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Thoughtsense (Precise) 120 Feet"
+languages: "Aklo, Chthonian, Common, Daemonic, Diabolic, Draconic, Empyrean, Protean, Requian, Utopian; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +17, Deception: +15, Intimidation: +15, Nature: +16, Occultism: +19, Religion: +14, Society: +17"
+abilityMods: [2, 4, 3, 6, 5, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +12, __Ref__ +15, __Will__ +18"
+hp: 105
+health:
+ - name: ""
+ - name: HP
+ desc: "105; __Immunities__ visual; __Resistances__ mental 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Collective Sense"
+ desc: " (mental,occult) Caulborn are aware of all other caulborn within 300 feet, with the effects of a [[Spells/Status|Status]] spell, and they can perceive anything within the other caulborns' thoughtsense. If two or more caulborn are within range of each others' thoughtsense, they can't be flanked."
+
+ - name: "[[Bestiary Ability Glossary/Thoughtsense|Thoughtsense (Precise) 120 feet]]"
+ desc: " (mental,occult) Thoughtsense allows a monster to sense all non-mindless creatures at the listed range."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+17 (agile, finesse)\n__Damage__ 2d10 + 5 slashing"
+
+ - name: "**Melee** `pf2:1` Hand"
+ desc: "+17 (finesse, mental)\n__Damage__ 2d12 mental"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 25, attack +17; __7th __ _[[Spells/Interplanar Teleport|Plane Shift (Self Only)]]_; __4th __ _[[Spells/Charm|Charm]]_, _[[Spells/Vampiric Feast|Vampiric Touch (x2)]]_; __3rd __ _[[Spells/Hypnotize|Hypnotic Pattern]]_, _[[Spells/Mind Reading|Mind Reading (x3)]]_, _[[Spells/Paralyze|Paralyze]]_\n__Cantrips__ __(4th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_"
+
+ - name: "Consume Thoughts"
+ desc: "`pf2:1` (mental) **Requirements** The caulborn's last action was a successful hand Strike\n* * *\n\n**Effect** The caulborn steals some of the psychic energy from the creature it hit. The target must attempt a DC 25 Will check save; regardless of the outcome, the creature is temporarily immune to Consume Thoughts for 1 minute.\n* * *\n\n**Success** The target is unaffected.\n\n**Failure** The target becomes [[Conditions/Stupefied|Stupefied 2]] for 1 minute, and the caulborn regains 1d12 healing Hit Points.\n\n**Critical Failure** As failure, but the target is [[Conditions/Stupefied|Stupefied 3]] for 1 minute and the caulborn regains 2d12 healing Hit Points. If the target was already stupefied when the caulborn used this ability, the target is also [[Conditions/Confused|Confused]] for 1 round."
+
+ - name: "Cooperative Scrying"
+ desc: " (occult,scrying) Three or more caulborn adjacent to each other can collectively cast [[Spells/Scrying|Scrying]] once per day (DC 25 Will check), with no limit to the duration so long as at least three caulborn remain adjacent and use no actions other than to Sustain the Spell.\n\nThe daily limit applies to all caulborn who participated, meaning none of them can participate in another _scrying_ that day."
+
+```
+
+```encounter-table
+name: Caulborn
+creatures:
+ - 1: Caulborn
+```
+
+
+
+Telepathic prophets and historians, caulborn gather in small cabals for protection and camaraderie, using their collective brainpower to unravel cosmic conundrums. Once they've exhausted an area's secrets, they depart, seeking new homes hidden within cities, sequestering themselves within caves, or lurking in forgotten corners of the planes. From the moment an ioton absorbs especially profound thoughts and begins taking on the permanent form of a young caulborn, these ennosites' genius and toughness grow with each new discovery. Absorbing such information destabilizes their corporeal form, like when books are stacked too high, so excess knowledge seeps from a caulborn's body, causing a literal brain drain that caulborn find incredibly vexing. To avoid this occurrence, caulborn must feed on others' psychic energy to maintain themselves, which is usually a harmless process. Especially hungry caulborn even abduct prey.
+
+Despite their need to feed, caulborn rarely care to interact with other creatures, especially beings that could react to their appearance with fear or hostility. They occasionally make exceptions for accomplished scholars or storied travelers, however, bartering their own lore for outside secrets.
+
+* * *
+
+The Astral Plane is a planar nexus, connecting the planes of the Inner Sphere to those of the Outer Sphere, a realm of timeless silver substance charged with mental essence drawn from throughout the Great Beyond. Most creatures on the Astral Plane are visitors-predators seeking to poach from the River of Souls, psychopomps guarding against such incursions, and aeons monitoring the flow of raw quintessence through the Antipode. Yet, this plane has spawned creatures native to its strange currents and eddies, foremost of which is the family of thought-spawned creatures known as ennosites.
+
+An ennosite's form physically embodies of its thought and purpose. As some ideals and goals are shared, so are certain forms.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Cave Giant.md b/content/mechanics/srd/Bestiary/Bestiary 3/Cave Giant.md
new file mode 100755
index 000000000..02388234a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Cave Giant.md
@@ -0,0 +1,99 @@
+---
+title: "Cave Giant"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.47CJIpV6NBN4HeNU"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Cave Giant"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Cave Giant"
+level: "Creature 6"
+
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[giant]]
+trait_04: [[humanoid]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision"
+languages: "Jotun"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +18, Intimidation: +14"
+abilityMods: [6, 3, 5, -2, 3, 2]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +17, __Ref__ +13, __Will__ +11"
+hp: 110
+health:
+ - name: ""
+ - name: HP
+ desc: "110"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Greataxe|Greataxe]], [[Equipment/Hide Armor|Hide Armor]], Sack for Holding Rocks, 5x Rock"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Catch Rock|Catch Rock]]"
+ desc: "`pf2:r` **Requirements** The monster must have a free hand but can [[Actions/Release|Release]] anything it's holding as part of this reaction.\n\n**Trigger** The monster is targeted with a thrown rock Strike or a rock would fall on the monster.\n* * *\n\n**Effect** The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Greataxe"
+ desc: "+18 (magical, reach 10 feet, sweep)\n__Damage__ 1d12 + 9 slashing"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+18 (agile, reach 10 feet)\n__Damage__ 1d8 + 9 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+16 (brutal, range increment 120 feet)\n__Damage__ 2d6 + 10 bludgeoning plus rock"
+
+ - name: "Smear"
+ desc: "`pf2:2` (attack) **Requirements** The cave giant is within reach of a creature that is adjacent to a wall or other solid vertical surface\n* * *\n\n**Effect** The cave giant snags the creature and smashes it against the wall. The giant attempts an Athletics check check against the target's Reflex DC. On a success, the cave giant [[Bestiary Ability Glossary/Grab|Grabs]] the creature and smears it along the nearby wall, dealing 2d8+8 bludgeoning damage. On a critical success, the damage is doubled."
+
+ - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
+ desc: "`pf2:1` The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
+
+```
+
+```encounter-table
+name: Cave Giant
+creatures:
+ - 1: Cave Giant
+```
+
+
+
+Cave giants are the vicious loners of the giant world. Even their closest ancestral kin, the rampaging hill giants, mostly find cave giants too brutal and antisocial to form alliances with. For their part, cave giants-garbed in stinking hides festooned with the rotting skulls of their victims-seem ambivalent about their foul reputation. They are more interested in hunting and killing their next meal than forming alliances.
+
+For all their disregard of others' opinions, cave giants are cautious when it comes to defending territory. Cave giant traps are simple yet effective, such as rounded boulders that can be pushed down steep tunnels, camouflaged pits filled with sharpened stakes, and even compromised stalactites that can suddenly fall on unsuspecting intruders.
+
+In coastal towns and hillside villages with caves a common feature of the landscape, cave giants star as common villains in local tall tales. Many youngsters and aspiring heroes dare one another to venture into remote grottoes or abandoned mine shafts in the hopes of discovering a cave giant, and all too often their searches prove successful. Grieving villagers pay skilled adventures handsomely to locate the whereabouts of their missing kin. The bounty for such hunts might be as much as an entire village harvest's worth of gold, particularly if a local cave giant has been a frequent enough menace or the missing villager is particularly beloved.
+
+* * *
+
+Many kinds of giants lurk in the inhospitable corners of the world, making their homes in unlikely locales ranging from fetid sinkholes and ruined battlefields to mass graveyards and barren badlands.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Cecaelia Trapper.md b/content/mechanics/srd/Bestiary/Bestiary 3/Cecaelia Trapper.md
new file mode 100755
index 000000000..a4b7cf04d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Cecaelia Trapper.md
@@ -0,0 +1,96 @@
+---
+title: "Cecaelia Trapper"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.6LZoCM5HhFWCs6Xb"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Cecaelia Trapper"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Cecaelia Trapper"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[amphibious]]
+trait_02: [[chaotic]]
+trait_03: [[humanoid]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision, Wavesense (Imprecise) 10 Feet"
+languages: "Common, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Athletics: +11, Stealth: +13, Survival: +9"
+abilityMods: [4, 4, 3, -1, 2, 0]
+speed: 20 feet, swim 35 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +10, __Ref__ +15, __Will__ +11"
+hp: 53
+health:
+ - name: ""
+ - name: HP
+ desc: "53"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Longspear|Longspear]], 2x [[Equipment/Net|Net]]"
+ - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense (Imprecise) 10 feet]]"
+ desc: " This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Longspear"
+ desc: "+15 (magical, reach 10 feet)\n__Damage__ 2d8 + 7 piercing"
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+15 (agile, reach 10 feet)\n__Damage__ 2d4 + 7 bludgeoning plus grab"
+
+ - name: "Cecaelia Jet"
+ desc: "`pf2:2` (move) The cecaelia moves up to 140 feet in a straight line through the water."
+
+ - name: "Hurl Net"
+ desc: "`pf2:1` **Requirements** The cecaelia is holding a net in two appendages.\n* * *\n\n**Effect** The cecaelia hurls their net, attempting to hamper a foe. The cecaelia makes a ranged Strike (with a +15 modifier) against a Medium or smaller creature within 20 feet.\n\nOn a hit, the target is [[Conditions/Off-Guard|Off-Guard]] and takes a -10-foot circumstance penalty to its Speeds. On a critical hit, the creature is [[Conditions/Restrained|Restrained]]. The DC to [[Actions/Escape|Escape]] the net is 16. A creature adjacent to the target can Interact with the net to remove it from the target.\n\n[[Bestiary Effects/Effect_ Hurl Net|Effect: Hurl Net]]"
+
+ - name: "Ink Cloud"
+ desc: "`pf2:1` The cecaelia emits a cloud of black ink in a 10-foot emanation. This ink cloud has no effect outside of water. Creatures inside the cloud are [[Conditions/Undetected|Undetected]] by creatures using sight or smell, and they can't see or smell while inside the cloud. The cloud dissipates after 1 minute.\n\nThe cecaelia can't use Ink Cloud again for 2d6 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Cecaelia Trapper
+creatures:
+ - 1: Cecaelia Trapper
+```
+
+
+
+Cecaelias resemble humans with octopus tentacles instead of legs. These oceanic hunters are agile and intelligent creatures, but proud. Their inquisitiveness often brings them into contact with strangers, where a poor turn of phrase or an unintended insult can quickly spark their legendary tempers.
+
+Cecaelias live nomadic lives, hunting and scavenging along coastlines for food and tradeable trinkets. They engage in frequent trade with terrestrial communities, offering anything from seafood to treasures retrieved from sunken vessels in exchange for goods not readily available underwater. Some take to piracy or hire themselves out as mercenaries, but their quarrelsome disposition invariably leads to them going their own way again before too long. The only non-cecaelia communities that maintain long-lasting relationships with cecaelias are those of the remarkably laid-back locathahs, who coexist with cecaelias in the city of Xidao.
+
+Cecaelias live in warm waters along verdant ocean reefs or coastlines, often near humanoid settlements. Able to adapt rapidly over a few generations, cecaelias adopt the physical features of their closest humanoid neighbors, which sages liken to an octopus's natural camouflage.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Chouchin-Obake.md b/content/mechanics/srd/Bestiary/Bestiary 3/Chouchin-Obake.md
new file mode 100755
index 000000000..d329f3931
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Chouchin-Obake.md
@@ -0,0 +1,92 @@
+---
+title: "Chouchin-Obake"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.kiObUUHsJarW5lSO"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/kami
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Chouchin-Obake"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Chouchin-Obake"
+level: "Creature 6"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[kami]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; "
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +12, Deception: +10, Stealth: +16"
+abilityMods: [2, 4, 4, 3, 5, 0]
+speed: fly 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +12, __Ref__ +16, __Will__ +15"
+hp: 75
+health:
+ - name: ""
+ - name: HP
+ desc: "75; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, paralyzed, poison, unconscious; __Resistances__ physical 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Lifewick Candle"
+ desc: " (aura,divine,void) 15 feet. A ghostly blue flame within the chouchin-obake draws upon the life-force of the living to sustain themself.\n\nAt the start of the chouchin-obake's turn, each creature in the aura takes 2d6 void damage (DC 26 Fortitude check save). The chouchin-obake regains an amount of Hit Points equal to the amount of damage taken by the single creature that took the most damage."
+
+ - name: "Shadowbind"
+ desc: "`pf2:r` **Trigger** A creature attempts to leave the chouchin-obake's Lifewick Candle aura during a move action\n* * *\n\n**Effect** The chouchin-obake attempts to bind the creature using their own shadow. The triggering creature must succeed at a DC 26 Reflex check save or become [[Conditions/Immobilized|Immobilized]] until its next turn."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tendril"
+ desc: "+16 (finesse, reach 15 feet)\n__Damage__ 2d8 void plus grab 2d6 fire plus grab"
+
+ - name: "**Ranged** `pf2:1` Flame"
+ desc: "+16 (range increment 30 feet)\n__Damage__ 2d4 void 2d6 fire"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d8 void plus 1d6 fire, DC 26 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Chouchin-Obake
+creatures:
+ - 1: Chouchin-Obake
+```
+
+
+
+A chouchin-obake takes the shape of a paper lantern with a horizontal split near the bottom from which a long tongue protrudes. Upon closer inspection, two eyes appear above the split mouth. Chouchin-obake are anomalous in that they don't awaken in the same way other tsukumogami do. Paper lanterns are nearly impossible to maintain for long enough to spawn tsukumogami. Instead, a chouchin-obake is a kind of fire kami that takes the form of a lantern's flame and inhabits a paper lantern when they manifest.
+
+* * *
+
+Tsukumogami are intelligent, mobile objects formed from the union between a 100-year-old object and a kami. Tsukumogami range from harmless to malicious, each individual personality a result of how the object was treated before its awakening. Well-cared-for objects tend to birth helpful, friendly tsukumogami, while mistreated or abandoned objects twist into malevolent and violent beings.Most tsukumogami are, by nature, mischievous, and oftentimes want nothing more than to occupy the attention of living creatures.
+
+Tsukumogami can commonly be found in areas with a strong cultural belief iin the value of caring for objects, which helps items survive long enough to become tsukumogami. Towns and villages with large tsukumogami populations are referred to as "sleepless towns" due to the nightly tsukumogami celebrations, which can become so raucous that they prevent the living residents from sleeping peacefully.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Chyzaedu.md b/content/mechanics/srd/Bestiary/Bestiary 3/Chyzaedu.md
new file mode 100755
index 000000000..ece2c3f15
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Chyzaedu.md
@@ -0,0 +1,94 @@
+---
+title: "Chyzaedu"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.7c9BHeGehCVyp47y"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Chyzaedu"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Chyzaedu"
+level: "Creature 10"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[aberration]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision, Tremorsense (Imprecise) 60 Feet"
+languages: "Aklo, Chthonian, Common, Draconic, Protean, Sakvroth; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +21, Diplomacy: +17, Intimidation: +19, Occultism: +22, Religion: +21, Survival: +19"
+abilityMods: [7, 3, 4, 2, 7, 3]
+speed: 25 feet, burrow 20 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30 (27 without alien vestment); __Fort__ +18, __Ref__ +15, __Will__ +23; +1 status to all saves vs. magic"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135; __Resistances__ acid 10, mental 10, physical 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Alien Vestment"
+ desc: " The chyzaedu wears an eerie, alien layer of shimmering violet mucus that slithers and crawls over its flesh, but is hard as iron to the touch.\n\nIf a chyzaedu takes bludgeoning damage from a critical hit, its alien vestment is shattered—this reduces its AC to 27 and causes it to lose its resistance to mental and physical damage; it can grow a new alien vestment by concentrating for 1 hour."
+
+ - name: "Ecstatic Hunger"
+ desc: " (aura,emotion,incapacitation,mental,occult) 30 feet. A chyzaedu gains sustenance by feeding upon the metabolisms of organic victims. A living creature that ends its turn in the aura must attempt a DC 27 Will check save.\n* * *\n\n**Critical Success** The creature is unaffected and is temporarily immune for 24 hours.\n\n**Success** The creature suffers a painful hunger pang, becoming [[Conditions/Off-Guard|Off-Guard]] for 1 round.\n\n**Failure** If possible, the creature spends its first 2 actions on its next turn eating or drinking (or spending actions to procure food or drink from its possessions or the surroundings, if necessary). The creature won't consume anything dangerous, but will eat things it normally has no appetite for.\n\n**Critical Failure** As failure, but the creature will eat or drink dangerous consumables, such as poison or rotten food, if other food or drink are not immediately available. The creature must spend its first 2 actions each round consuming for as long as it remains in the chyzaedu's aura plus 1 minute thereafter, but the creature can attempt a new saving throw at the end of its turn each round to end the effect early.\n* * *\n\n_Note: A DC was not provided for this ability by Paizo. The DC present here is a moderate DC for the creature level according to the Gamemastery Guide creature building Tables._"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 ()\n__Damage__ 2d12 + 9 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Claws"
+ desc: "+21 (agile)\n__Damage__ 2d8 + 9 slashing"
+
+ - name: "Divine Prepared Spells"
+ desc: "DC 29, attack +21; __5th __ _[[Spells/Sending|Sending]]_; __4th __ _[[Spells/Air Walk|Air Walk]]_, _[[Spells/Translocate|Dimension Door]]_; __3rd __ _[[Spells/Blindness|Blindness]]_, _[[Spells/Chilling Darkness|Chilling Darkness]]_; __2nd __ _[[Spells/Enhance Victuals|Enhance Victuals]]_, _[[Spells/Ghoulish Cravings|Ghoulish Cravings]]_, _[[Spells/Silence|Silence]]_; __1st __ _[[Spells/Command|Command]]_, _[[Spells/Command|Command]]_, _[[Spells/Fear|Fear]]_, _[[Spells/Harm|Harm]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Sanctuary|Sanctuary]]_\n__Cantrips__ __(5th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Divine Lance|Divine Lance]]_, _[[Spells/Message|Message]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Sigil|Sigil]]_"
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Medium, 3d8+7 bludgeoning, Rupture 26\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Chyzaedu
+creatures:
+ - 1: Chyzaedu
+```
+
+
+
+Chyzaedus' home world was consumed millennia ago by the Dominion of the Black via the manipulation of a black hole. Rather than accept destruction or fight back, the chyzaedus instead joined forces with their destroyers, seeing in them a greater purpose than mere world domination. Today, chyzaedus serve in a role akin to a priesthood for the Dominion and take a sinister interest in bringing their beliefs to new worlds, teaching ignorant dwellers the glory of pure entropic destruction. Much like the black holes they venerate, chyzaedus possess an eternal hunger for sustenance and knowledge alike-they can never be sated by either, yet they will never starve as long as there are mortals whose energy they can feed upon.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/City Guard Squadron.md b/content/mechanics/srd/Bestiary/Bestiary 3/City Guard Squadron.md
new file mode 100755
index 000000000..cea4483f9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/City Guard Squadron.md
@@ -0,0 +1,95 @@
+---
+title: "City Guard Squadron"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ku0gXJiU3dRIGlri"
+tags:
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/troop
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "City Guard Squadron"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "City Guard Squadron"
+level: "Creature 5"
+
+alignment: ""
+size: "grg"
+trait_01: [[human]]
+trait_02: [[humanoid]]
+trait_03: [[lawful]]
+trait_04: [[troop]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; "
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +14, Intimidation: +11, Settlement Lore: +9"
+abilityMods: [5, 0, 3, 0, 2, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +14, __Ref__ +9, __Will__ +11"
+hp: 75
+health:
+ - name: ""
+ - name: HP
+ desc: "75, troop defenses; __Weaknesses__ area damage 10, splash damage 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Form Up|Form Up]]"
+ desc: "`pf2:1` The troop chooses one of the squares it currently occupies and redistributes its squares to any configuration in which all squares are contiguous and within 15 feet of the chosen square. The troop can't share its space with other creatures."
+
+ - name: "Seek Quarry"
+ desc: " City guards can spend 1 minute to designate a single creature for whom they have a physical description as their quarry. They gain a +2 circumstance bonus to Perception against their quarry."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Troop Defenses|Troop Defenses]]"
+ desc: " **Thresholds** 50 (12 squares), 25 (8 squares)\n* * *\n\nTroops are composed of many individuals, and over the course of enough attacks and downed comrades, troops shrink in size. Most troops start with 16 squares (4 by 4), and their Hit Points have two listed thresholds, typically the first is at 2/3 their maximum Hit Points and the second is at 1/3 their maximum Hit Points. Once the troop drops below the first threshold, it loses 4 squares, leaving 12 squares remaining, and the first threshold becomes the troop's new maximum Hit Points. Once the troop falls below the second threshold, it loses another 4 squares, leaving 8 squares remaining, and the second threshold becomes the troop's new maximum Hit Points. In order to restore its size and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen. At 0 Hit Points, the troop is reduced down to 4 squares, which is too few to sustain the troop, so it disperses entirely, with the few remaining members surrendering, fleeing, or easily dispatched, depending on their nature.\n\nA damaging single-target effect, such as a Strike, can't force a troop to pass through more than one threshold at once. For instance, if a troop had 60 Hit Points, with thresholds at 40 and 20, a Strike for 50 damage would leave the troop at 21 Hit Points, just above the second threshold. A damaging area effect or multi-target effect can cross multiple thresholds at once and could potentially destroy the entire troop in one shot.\n\nNon-damaging effects with an area or that target all creatures in a certain proximity affect a troop normally if they affect the entire area occupied by the troop. If an effect has a smaller area or numbers of targets, it typically has no effect on the troop. However, if the effect can target at least four creatures or cover at least four squares in the troop, and if it would prevent its targets from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more, the troop loses loses a number of Hit Points equal to the amount required to bring it to the next threshold, removing 4 squares. If an effect would both deal damage and automatically cross a threshold due to incapacitating some of the creatures in the troop, apply the damage first. If the damage wasn't enough to cross a threshold on its own, then reduce the Hit Points to cross the threshold for the incapacitating effect."
+
+attacks:
+ - name: ""
+
+ - name: "Fire Crossbows!"
+ desc: "`pf2:2` The city guards draw or reload their crossbows, then launch a ranged attack in the form of a volley.\n\nThis volley is a 10-foot burst within 120 feet that deals 3d8 piercing damage (DC 19 Reflex check save). When the city guards are reduced to 8 or fewer squares, this area decreases to a 5-foot burst."
+
+ - name: "Lower Halberds!"
+ desc: "`pf2:1` `pf2:1` to `pf2:3`\n\n**Frequency** once per round.\n* * *\n\n**Effect** The city guards engage in a coordinated melee attack against each enemy within 10 feet, with a DC 19 Reflex check save. The damage depends on the number of actions.\n\n`pf2:1` 1d10 piercing damage or 1d10 slashing damage\n\n`pf2:2` 1d10+7 piercing damage or 1d10+7 slashing damage\n\n`pf2:3` 1d10+10 piercing damage or 1d10+10 slashing damage"
+
+ - name: "Troop Movement"
+ desc: " Whenever the city guards Stride, they first [[Bestiary Ability Glossary/Form Up|Form Up]] as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move up to their Speed.\n\nThis works just like a Gargantuan creature moving; for instance, if any square of the guards enters difficult terrain, the extra movement cost applies to all the guards."
+
+ - name: "Urban Chasers"
+ desc: " City guards ignore difficult terrain (but not greater difficult terrain) caused by crowds or from movement through narrow spaces such as alleyways."
+
+```
+
+```encounter-table
+name: City Guard Squadron
+creatures:
+ - 1: City Guard Squadron
+```
+
+
+
+Most towns and cities on Golarion have a garrison of professional guards whose duties include patrolling the streets, assisting citizenry in need, and acting as a quick military response in times of crisis. Guards usually operate in pairs or small groups, but when a serious emergency threatens, guards muster at the nearest keep, watch station, or other rallying point and then move out in search of their quarry.Alternatively, guard troops might be stationed at important locations in the city, such as the front gates, the main prison, or the entrance to the ruler's castle.
+
+Individual guards may not be particularly well trained or experienced, but in large numbers they can defeat bandits, wild creatures that have slipped past the city gates, or the occasional drunken ogre. A group of city guards is usually accompanied and commanded by a single captain, who does most of the talking and gives individual guards their orders. The members of this city guard squadron have trained together to perform simple tactics but not advanced maneuvers.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Clacking Sea Skull Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Clacking Sea Skull Swarm.md
new file mode 100755
index 000000000..faa2f754f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Clacking Sea Skull Swarm.md
@@ -0,0 +1,93 @@
+---
+title: "Clacking Sea Skull Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Y9YVhbqJ8RtiAKkU"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/swarm
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Clacking Sea Skull Swarm"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Clacking Sea Skull Swarm"
+level: "Creature 10"
+
+alignment: ""
+size: "Large"
+trait_01: [[evil]]
+trait_02: [[mindless]]
+trait_03: [[swarm]]
+trait_04: [[undead]]
+trait_05: [[unholy]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +19"
+abilityMods: [-3, 3, 4, -5, 2, 4]
+speed: swim 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 29
+armorclass:
+ - name: AC
+ desc: "29; __Fort__ +20, __Ref__ +19, __Will__ +16"
+hp: 120
+health:
+ - name: ""
+ - name: HP
+ desc: "120, void healing; __Immunities__ death effects, disease, paralyzed, poison, precision, unconscious, mental, grabbed, prone, restrained; __Weaknesses__ area damage 10, splash damage 10; __Resistances__ bludgeoning 5, cold 10, electricity 10, fire 10, piercing 10, slashing 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Boneshard Burst"
+ desc: " When a clacking skull swarm is reduced to 0 Hit Points, it erupts in an explosion of foul energy and bone fragments in a 30-foot burst, dealing 2d12 piercing damage and 2d12 void damage (DC 29 Reflex check save)."
+
+ - name: "Chattering Teeth"
+ desc: " (arcane,auditory,aura,emotion,incapacitation,mental) 60 feet. A clacking skull swarm emits a cacophony of chattering. A creature entering or beginning its turn within the area must succeed at a DC 29 Will check save or become [[Conditions/Confused|Confused]] for 1 round. A creature that successfully saves is immune to that swarm's chattering teeth for 24 hours. The swarm can stop or resume this ability as a free action."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "Shrieking Scream"
+ desc: "`pf2:2` (auditory,emotion,fear,mental) The clacking skull swarm emits a terrifying, painful scream that deals 10d6 sonic damage to all creatures in a 30-foot cone (DC 29 Will check save). A creature that fails this save is also [[Conditions/Frightened|Frightened 1]] ([[Conditions/Frightened|Frightened 2]] on a critical failure).\n\nThe swarm can't use Frightening Scream again for 1d4 rounds."
+
+ - name: "Swarming Gnaw"
+ desc: "`pf2:1` Each enemy in the swarm's space takes 4d8 piercing damage (DC 29 Reflex check save)."
+
+```
+
+```encounter-table
+name: Clacking Sea Skull Swarm
+creatures:
+ - 1: Clacking Sea Skull Swarm
+```
+
+
+
+Roiling about in seething waves of bleached death, clacking skull swarms arise from the remains of dozens of beheaded humanoids. The horrible clattering of the skulls' onslaught drives their prey to distraction even while they try to flee in terror.
+
+* * *
+
+A skull swarm is composed of reanimated masses of craniums and jawbones, forming a terrifying avalanche of undead fury. Most skull swarms are mindless, though some retain a vestige of wit, awareness, and even magical talents from life, culminating in a highly intelligent swarm mind.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Clacking Skull Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Clacking Skull Swarm.md
new file mode 100755
index 000000000..081b08ede
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Clacking Skull Swarm.md
@@ -0,0 +1,93 @@
+---
+title: "Clacking Skull Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.F09nwIoxaGowyBww"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/swarm
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Clacking Skull Swarm"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Clacking Skull Swarm"
+level: "Creature 10"
+
+alignment: ""
+size: "Large"
+trait_01: [[evil]]
+trait_02: [[mindless]]
+trait_03: [[swarm]]
+trait_04: [[undead]]
+trait_05: [[unholy]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +19"
+abilityMods: [-3, 3, 4, -5, 2, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 29
+armorclass:
+ - name: AC
+ desc: "29; __Fort__ +20, __Ref__ +19, __Will__ +16"
+hp: 120
+health:
+ - name: ""
+ - name: HP
+ desc: "120, void healing; __Immunities__ death effects, disease, paralyzed, poison, precision, unconscious, mental, grabbed, prone, restrained; __Weaknesses__ area damage 10, splash damage 10; __Resistances__ bludgeoning 5, cold 10, electricity 10, fire 10, piercing 10, slashing 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Boneshard Burst"
+ desc: " When a clacking skull swarm is reduced to 0 Hit Points, it erupts in an explosion of foul energy and bone fragments in a 30-foot burst, dealing 2d12 piercing damage and 2d12 void damage (DC 29 Reflex check save)."
+
+ - name: "Chattering Teeth"
+ desc: " (arcane,auditory,aura,emotion,incapacitation,mental) 60 feet. A clacking skull swarm emits a cacophony of chattering. A creature entering or beginning its turn within the area must succeed at a DC 29 Will check save or become [[Conditions/Confused|Confused]] for 1 round. A creature that successfully saves is immune to that swarm's chattering teeth for 24 hours. The swarm can stop or resume this ability as a free action."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "Shrieking Scream"
+ desc: "`pf2:2` (auditory,emotion,fear,mental) The clacking skull swarm emits a terrifying, painful scream that deals 10d6 sonic damage to all creatures in a 30-foot cone (DC 29 Will check save). A creature that fails this save is also [[Conditions/Frightened|Frightened 1]] ([[Conditions/Frightened|Frightened 2]] on a critical failure).\n\nThe swarm can't use Frightening Scream again for 1d4 rounds."
+
+ - name: "Swarming Gnaw"
+ desc: "`pf2:1` Each enemy in the swarm's space takes 4d8 piercing damage (DC 29 Reflex check save)."
+
+```
+
+```encounter-table
+name: Clacking Skull Swarm
+creatures:
+ - 1: Clacking Skull Swarm
+```
+
+
+
+Roiling about in seething waves of bleached death, clacking skull swarms arise from the remains of dozens of beheaded humanoids. The horrible clattering of the skulls' onslaught drives their prey to distraction even while they try to flee in terror.
+
+* * *
+
+A skull swarm is composed of reanimated masses of craniums and jawbones, forming a terrifying avalanche of undead fury. Most skull swarms are mindless, though some retain a vestige of wit, awareness, and even magical talents from life, culminating in a highly intelligent swarm mind.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Clockwork Dragon.md b/content/mechanics/srd/Bestiary/Bestiary 3/Clockwork Dragon.md
new file mode 100755
index 000000000..3f8a93519
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Clockwork Dragon.md
@@ -0,0 +1,103 @@
+---
+title: "Clockwork Dragon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.VKaMvZx2CqA1DvgZ"
+tags:
+ - pf2e/creature/type/clockwork
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/16
+statblock: inline
+name: "Clockwork Dragon"
+level: 16
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Clockwork Dragon"
+level: "Creature 16"
+rare_03: [[Rare]]
+alignment: ""
+size: "huge"
+trait_01: [[clockwork]]
+trait_02: [[construct]]
+trait_03: [[mindless]]
+modifier: 28
+perception:
+ - name: "Perception"
+ desc: "+28; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +29, Athletics: +33"
+abilityMods: [9, 5, 5, -5, 4, -5]
+speed: 40 feet, fly 120 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 39
+armorclass:
+ - name: AC
+ desc: "39; __Fort__ +30, __Ref__ +28, __Will__ +25"
+hp: 265
+health:
+ - name: ""
+ - name: HP
+ desc: "265; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental; __Weaknesses__ electricity 15, orichalcum 15; __Resistances__ physical 15 (except adamantine or orichalcum)"
+abilities_top:
+ - name: ""
+
+ - name: "Wind-Up"
+ desc: " 1 week, DC 35 Thievery check, standby\n* * *\n\nFor a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m.\n\nA clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).\n\nA creature can attempt to [[Actions/Disable a Device|Disable a Device]] to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode."
+
+abilities_mid:
+ - name: ""
+ - name: "Self-Destruct"
+ desc: "`pf2:r` A clockwork dragon must use this reaction unless specifically programmed otherwise by its creator.\n\n**Trigger** The clockwork dragon is reduced to 0 Hit Points.\n* * *\n\n**Effect** The dragon screeches to a stop and emits a steady, loud ticking sound. At the beginning of what would have been its next turn, the dragon explodes, dealing 12d10 piercing damage in a 40-foot emanation (DC 37 Reflex check save).\n\nAn adjacent creature can cancel the self-destruct sequence by succeeding at a DC 37 Thievery check check to [[Actions/Disable a Device|Disable a Device]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Adamantine Jaws"
+ desc: "+33 (adamantine, reach 15 feet)\n__Damage__ 3d12 + 17 piercing"
+
+ - name: "**Melee** `pf2:1` Adamantine Claw"
+ desc: "+33 (adamantine, agile, reach 10 feet)\n__Damage__ 3d8 + 17 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+31 (reach 20 feet)\n__Damage__ 3d12 + 15 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+31 (agile, reach 15 feet)\n__Damage__ 2d10 + 15 piercing"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The clockwork dragon breathes a spray of flaming oil that deals 16d6 fire damage in a 40-foot cone (DC 37 Reflex check save).\n\nCreatures that fail their saves are covered in burning oil and take 2d6 persistent fire.\n\nThe clockwork dragon can't use Breath Weapon again for 2 rounds."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The clockwork dragon makes two claw Strikes and one wing Strike in any order."
+
+ - name: "Spearing Tail"
+ desc: "`pf2:2` The clockwork dragon attacks with the sharp point of its tail.\n\nIt makes a tail Strike against each creature in a 20-foot line, rolling the attack roll once and applying the result to each target. Any creature hit takes 4d6 bleed (8d6 bleed on a critical hit). This counts as two attacks for the dragon's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Clockwork Dragon
+creatures:
+ - 1: Clockwork Dragon
+```
+
+
+
+Clockwork dragons are a marvel of clockwork design. These powerful masterpieces have the ability to fly, making them versatile and dangerous killers. A clockwork dragon's winding mechanism is more efficient than those of other clockworks, allowing it to partially reuse energy generated by flapping its wings. Creating a clockwork dragon requires not only an advanced understanding of clockwork design, but also a greater cache of rare resources, as its body requires solid reinforcement. As a result, most clockwork dragons have adamantine fortification. Creating a clockwork dragon without adamantine is entirely possible, though such dragons are typically smaller and more fragile.
+
+* * *
+
+Intricate, complex machines, clockworks are built with care by highly skilled engineers. Though their creation involves some amount of magic, they're primarily mechanical, packed with precision-tuned gears and springs working in concert.
+
+The sturdy mainspring within a clockwork must be wound to provide the energy needed to power the device. Some larger clockworks contain a series of springs for different limbs that each need to be wound. A clockwork's crafter creates a unique metal key while building the clockwork; winding the clockwork usually involves inserting the key into the machine's back and turning clockwise. Larger clockworks require greater strength to turn the key, and typically have larger keys to allow for more torque-some even accommodating a team of winders rather than an individual. Programming a clockwork requires both the key and the knowledge to set the program correctly, information usually reserved for the clockwork's creator or owner.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Clockwork Mage.md b/content/mechanics/srd/Bestiary/Bestiary 3/Clockwork Mage.md
new file mode 100755
index 000000000..63d0077a2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Clockwork Mage.md
@@ -0,0 +1,92 @@
+---
+title: "Clockwork Mage"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.dXZCHDPeyLRJmzrV"
+tags:
+ - pf2e/creature/type/clockwork
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Clockwork Mage"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Clockwork Mage"
+level: "Creature 9"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[clockwork]]
+trait_02: [[construct]]
+trait_03: [[mindless]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17"
+abilityMods: [2, 6, 4, -5, 2, -5]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +17, __Ref__ +19, __Will__ +17"
+hp: 115
+health:
+ - name: ""
+ - name: HP
+ desc: "115; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental; __Weaknesses__ electricity 10, orichalcum 10; __Resistances__ physical 5 (except adamantine or orichalcum)"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Magic Wand (2nd-Rank Spell)|Clockwork Wand]]"
+ - name: "Wind-Up"
+ desc: " 24 hours, DC 26 Thievery check, standby\n* * *\n\nFor a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m.\n\nA clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).\n\nA creature can attempt to [[Actions/Disable a Device|Disable a Device]] to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode."
+
+abilities_mid:
+ - name: ""
+ - name: "Clockwork Wand"
+ desc: " The clockwork mage uses a mechanical wand as a focus to channel magical energy. This wand is built into the clockwork mage's chest, with only the crystal at the end exposed. The mage can Interact to the remove the wand, or someone else can remove it with a DC 31 Thievery check check to [[Actions/Disable a Device|Disable a Device]]. The clockwork mage becomes unable to cast any spells except cantrips while the wand is removed.\n\nWhen removed, the clockwork wand is a _[[Equipment/Magic Wand (2nd-Rank Spell)|Magic Wand]]_ containing the last 2nd-rank innate spell the clockwork mage cast (the GM determines the spell randomly if it has not cast any eligible spells). The spells are placed within the wand while the mage is created, and the creator can substitute other arcane spells of the appropriate rank."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+19 (agile, finesse)\n__Damage__ 2d10 + 6 bludgeoning"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 28, attack +20; __5th __ _[[Spells/Black Tentacles|Black Tentacles]]_, _[[Spells/Cone of Cold|Cone of Cold]]_; __4th __ _[[Spells/Flicker|Blink]]_, _[[Spells/Fly|Fly]]_, _[[Spells/Wall of Fire|Wall of Fire]]_; __3rd __ _[[Spells/Haste|Haste]]_, _[[Spells/Invisibility|Invisibility]]_, _[[Spells/Stinking Cloud|Stinking Cloud]]_; __2nd __ _[[Spells/Revealing Light|Glitterdust]]_, _[[Spells/Mist|Obscuring Mist]]_, _[[Spells/Web|Web]]_; __1st __ _[[Spells/Gentle Landing|Feather Fall]]_, _[[Spells/Carryall|Floating Disk]]_, _[[Spells/Grease|Grease]]_\n__Cantrips__ __(5th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Ray of Frost|Ray of Frost]]_, _[[Spells/Shield|Shield]]_, _[[Spells/Tangle Vine|Tanglefoot]]_"
+
+ - name: "Energize Clockwork Wand"
+ desc: "`pf2:1` (concentrate) **Frequency** once per 10 minutes.\n* * *\n\n**Effect** The clockwork mage regains a spell it has already cast that day. It must spend 1 hour of its operational time, or 2 hours if the spell is 3rd rank or higher."
+
+```
+
+```encounter-table
+name: Clockwork Mage
+creatures:
+ - 1: Clockwork Mage
+```
+
+
+
+A clockwork mage is a lethal blend of magic and machinery. Each of these clockworks is imbued with an arcane stone at its core that powers spells through the wand embedded in its chest.
+
+* * *
+
+Intricate, complex machines, clockworks are built with care by highly skilled engineers. Though their creation involves some amount of magic, they're primarily mechanical, packed with precision-tuned gears and springs working in concert.
+
+The sturdy mainspring within a clockwork must be wound to provide the energy needed to power the device. Some larger clockworks contain a series of springs for different limbs that each need to be wound. A clockwork's crafter creates a unique metal key while building the clockwork; winding the clockwork usually involves inserting the key into the machine's back and turning clockwise. Larger clockworks require greater strength to turn the key, and typically have larger keys to allow for more torque-some even accommodating a team of winders rather than an individual. Programming a clockwork requires both the key and the knowledge to set the program correctly, information usually reserved for the clockwork's creator or owner.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Clockwork Soldier.md b/content/mechanics/srd/Bestiary/Bestiary 3/Clockwork Soldier.md
new file mode 100755
index 000000000..507a6cc8e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Clockwork Soldier.md
@@ -0,0 +1,95 @@
+---
+title: "Clockwork Soldier"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.OJuQeCRjRoaLpK8X"
+tags:
+ - pf2e/creature/type/clockwork
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Clockwork Soldier"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Clockwork Soldier"
+level: "Creature 6"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[clockwork]]
+trait_02: [[construct]]
+trait_03: [[mindless]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +15"
+abilityMods: [6, 2, 4, -5, 4, -5]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +16, __Ref__ +14, __Will__ +12"
+hp: 80
+health:
+ - name: ""
+ - name: HP
+ desc: "80; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental; __Weaknesses__ electricity 5, orichalcum 5; __Resistances__ physical 5 (except adamantine or orichalcum)"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Halberd|+1 Halberd]]"
+ - name: "Wind-Up"
+ desc: " 24 hours, DC 22 Thievery check, standby\n* * *\n\nFor a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m.\n\nA clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).\n\nA creature can attempt to [[Actions/Disable a Device|Disable a Device]] to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Halberd"
+ desc: "+18 (magical, reach 10 feet, versatile s)\n__Damage__ 1d10 + 9 piercing"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+16 (agile, unarmed)\n__Damage__ 1d8 + 9 bludgeoning plus grab"
+
+ - name: "Activate Defenses"
+ desc: "`pf2:1` One of the soldier's external plates extends on a mechanical actuator to defend the soldier or an adjacent creature of the soldier's choice.\n\nThe creature gains a +2 circumstance bonus to AC until the start of the soldier's next turn, or until it is no longer adjacent to the soldier, whichever comes first. The soldier can have no more than one plate extended at a time.\n\n[[Bestiary Effects/Effect_ Activate Defenses|Effect: Activate Defenses]]"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Clockwork Soldier
+creatures:
+ - 1: Clockwork Soldier
+```
+
+
+
+These diligent machines guard their assigned posts tirelessly. A typical clockwork soldier stands 6 feet tall and consists of 500 pounds of metal and magic.
+
+* * *
+
+Intricate, complex machines, clockworks are built with care by highly skilled engineers. Though their creation involves some amount of magic, they're primarily mechanical, packed with precision-tuned gears and springs working in concert.
+
+The sturdy mainspring within a clockwork must be wound to provide the energy needed to power the device. Some larger clockworks contain a series of springs for different limbs that each need to be wound. A clockwork's crafter creates a unique metal key while building the clockwork; winding the clockwork usually involves inserting the key into the machine's back and turning clockwise. Larger clockworks require greater strength to turn the key, and typically have larger keys to allow for more torque-some even accommodating a team of winders rather than an individual. Programming a clockwork requires both the key and the knowledge to set the program correctly, information usually reserved for the clockwork's creator or owner.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Clockwork Spy.md b/content/mechanics/srd/Bestiary/Bestiary 3/Clockwork Spy.md
new file mode 100755
index 000000000..817438007
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Clockwork Spy.md
@@ -0,0 +1,88 @@
+---
+title: "Clockwork Spy"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.4UPng80qohbBZWSn"
+tags:
+ - pf2e/creature/type/clockwork
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/-1
+statblock: inline
+name: "Clockwork Spy"
+level: -1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Clockwork Spy"
+level: "Creature -1"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "tiny"
+trait_01: [[clockwork]]
+trait_02: [[construct]]
+trait_03: [[mindless]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5"
+abilityMods: [-1, 3, 0, -5, 2, 0]
+speed: 25 feet, fly 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +2, __Ref__ +7, __Will__ +4"
+hp: 8
+health:
+ - name: ""
+ - name: HP
+ desc: "8; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental; __Weaknesses__ electricity 2, orichalcum 2"
+abilities_top:
+ - name: ""
+
+ - name: "Record Audio"
+ desc: "`pf2:1` The clockwork spy records all sounds within 25 feet onto a small gemstone worth 1 gp embedded in its body. The clockwork spy can record up to 1 hour of sound on a single gemstone. Once it begins recording, it can't cease recording early, nor can it record onto a gemstone that already contains a recording.\n\nSome clockwork spies contain multiple gemstones to allow for a series of recordings. Since clockwork spies are not intelligent, they must be given simple commands regarding when to start recording sounds. A clockwork spy can differentiate between different kinds of creatures but not between specific individuals.\n\nThe spy can start or stop playback of recorded sound by spending a single action. Removing a gemstone from or installing a gemstone into a clockwork spy requires a successful DC 14 Thievery check check to [[Actions/Disable a Device|Disable a Device]]; on a failure, the gemstone is undamaged, but any recorded sounds are erased and the gemstone still can't be used to make another recording."
+
+ - name: "Wind-Up"
+ desc: " 24 hours, DC 14 Thievery check, standby\n* * *\n\nFor a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m.\n\nA clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).\n\nA creature can attempt to [[Actions/Disable a Device|Disable a Device]] to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode."
+
+abilities_mid:
+ - name: ""
+ - name: "Self-Destruct"
+ desc: "`pf2:r` A clockwork spy must use this reaction unless specifically programmed otherwise by its creator.\n\n**Trigger** The clockwork spy is reduced to 0 Hit Points.\n* * *\n\n**Effect** The spy thrashes around and emits a tinny scream followed by a steady ticking sound. At the beginning of what would have been its next turn, the clockwork spy explodes, dealing 1d10 piercing damage in a 5-foot radius (DC 16 Reflex check save). Its gemstone is destroyed, along with any information contained inside it.\n\nAn adjacent creature can cancel the self-destruct sequence by succeeding at a DC 16 Thievery check check to [[Actions/Disable a Device|Disable a Device]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Spherical Body"
+ desc: "+7 (finesse)\n__Damage__ 1d6 - 1 bludgeoning"
+
+```
+
+```encounter-table
+name: Clockwork Spy
+creatures:
+ - 1: Clockwork Spy
+```
+
+
+
+Engineers, technologists, and mechanically gifted wizards employ clockwork spies-tiny, spiderlike constructs capable of recording and playing back audio-to surreptitiously surveil their enemies or steal secrets from competitors. Their spindly bodies and delicate components make them unsuitable for combat; in fact, most builders construct clockwork spies with a self-destruct mechanism to ensure the spies' meddling can't be traced back to them.
+
+* * *
+
+Intricate, complex machines, clockworks are built with care by highly skilled engineers. Though their creation involves some amount of magic, they're primarily mechanical, packed with precision-tuned gears and springs working in concert.
+
+The sturdy mainspring within a clockwork must be wound to provide the energy needed to power the device. Some larger clockworks contain a series of springs for different limbs that each need to be wound. A clockwork's crafter creates a unique metal key while building the clockwork; winding the clockwork usually involves inserting the key into the machine's back and turning clockwise. Larger clockworks require greater strength to turn the key, and typically have larger keys to allow for more torque-some even accommodating a team of winders rather than an individual. Programming a clockwork requires both the key and the knowledge to set the program correctly, information usually reserved for the clockwork's creator or owner.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Cobbleswarm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Cobbleswarm.md
new file mode 100755
index 000000000..9f1bac0c9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Cobbleswarm.md
@@ -0,0 +1,89 @@
+---
+title: "Cobbleswarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.7fclzlKsIVBzRdrT"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Cobbleswarm"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Cobbleswarm"
+level: "Creature 2"
+
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+trait_02: [[earth]]
+trait_03: [[swarm]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Tremorsense (Precise) 40 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +8, Stealth: +10"
+abilityMods: [2, 4, 2, -3, 3, 0]
+speed: 20 feet, burrow 10 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +8, __Ref__ +10, __Will__ +7"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20; __Immunities__ precision, swarm mind, visual, grabbed, prone, restrained; __Weaknesses__ area damage 3, splash damage 3; __Resistances__ piercing 5, slashing 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Precise) 40 feet, (Imprecise) 80 feet]]"
+ desc: " A cobbleswarm's tremorsense is a precise sense out to 40 feet and an imprecise sense out to 80 feet. A cobbleswarm can't sense anything beyond the range of its tremorsense.\n* * *\n\nTremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "Clutching Cobbles"
+ desc: " The cobbleswarm's space is difficult terrain."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+attacks:
+ - name: ""
+
+ - name: "Grasping Bites"
+ desc: "`pf2:2` (attack) The cobbleswarm attempts an Athletics check check and compares the result to the Fortitude DC of each creature in its space. This counts as two attacks for the cobbleswarm's multiple attack penalty.\n* * *\n\n**Critical Success** The creature falls [[Conditions/Prone|Prone]], takes 1d6 bludgeoning damage, and is [[Conditions/Grabbed|Grabbed]] by the cobbleswarm until the end of the cobbleswarm's next turn.\n\n**Success** The creature falls prone."
+
+ - name: "Pummeling Assault"
+ desc: "`pf2:1` Each foe in the cobbleswarm's space takes 2d4 bludgeoning damage (DC 17 Reflex check save)."
+
+```
+
+```encounter-table
+name: Cobbleswarm
+creatures:
+ - 1: Cobbleswarm
+```
+
+
+
+Busy road builders might unknowingly use cobble mites in construction.
+
+* * *
+
+Cobble mites resemble squarish stones a few inches across with mouths like split geodes. Though indolent and harmless alone, they're dangerous in large groups.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Common Eurypterid.md b/content/mechanics/srd/Bestiary/Bestiary 3/Common Eurypterid.md
new file mode 100755
index 000000000..40597897a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Common Eurypterid.md
@@ -0,0 +1,90 @@
+---
+title: "Common Eurypterid"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.00xq66zAvMBKqa0M"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/-1
+statblock: inline
+name: "Common Eurypterid"
+level: -1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Common Eurypterid"
+level: "Creature -1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[amphibious]]
+trait_02: [[animal]]
+modifier: 2
+perception:
+ - name: "Perception"
+ desc: "+2; Low-Light Vision, Wavesense (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +4, Stealth: +4"
+abilityMods: [2, 0, 3, -5, 0, -3]
+speed: 30 feet, swim 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +7, __Ref__ +4, __Will__ +2"
+hp: 9
+health:
+ - name: ""
+ - name: HP
+ desc: "9"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense (Imprecise) 30 feet]]"
+ desc: " This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Stinger Only)]]"
+ desc: "`pf2:r` Stinger only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pincer"
+ desc: "+6 ()\n__Damage__ 1d6 + 2 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Stinger"
+ desc: "+6 ()\n__Damage__ 1d4 + 2 piercing plus eurypterid-venom"
+
+ - name: "Eurypterid Venom"
+ desc: " (poison) **Saving Throw** DC 14 Fortitude check\n* * *\n\n**Maximum Duration** 4 rounds\n\n**Stage 1** 1d4 poison damage (1 round)\n\n**Stage 2** 1d6 poison damage (1 round)\n\n**Stage 3** 1d6 poison damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Common Eurypterid
+creatures:
+ - 1: Common Eurypterid
+```
+
+
+
+The smallest of the giant eurypterids can grow to about the size of a large dog. These eurypterids are a staple food for people living in marshlands, who add the meat to heavily spiced stews, but they're otherwise considered dangerous pests.
+
+* * *
+
+Fearsome predators and durable pests, eurypterids are hard-carapaced arthropods sometimes referred to as sea scorpions. Though aquatic creatures, they have robust respiratory systems that allow them to survive indefinitely on land. All eurypterids possess claws as well as stingers that can inject venom.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Consonite Choir.md b/content/mechanics/srd/Bestiary/Bestiary 3/Consonite Choir.md
new file mode 100755
index 000000000..b071325ee
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Consonite Choir.md
@@ -0,0 +1,93 @@
+---
+title: "Consonite Choir"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.HXSgSSEnS6d1JBnd"
+tags:
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Consonite Choir"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Consonite Choir"
+level: "Creature 13"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[earth]]
+trait_02: [[elemental]]
+trait_03: [[swarm]]
+modifier: 23
+perception:
+ - name: "Perception"
+ desc: "+23; Darkvision, Echolocation 120 Feet"
+languages: "Petran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +24, Performance: +27"
+abilityMods: [0, 5, 8, -2, 2, 6]
+speed: 10 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 32
+armorclass:
+ - name: AC
+ desc: "32; __Fort__ +27, __Ref__ +22, __Will__ +21"
+hp: 200
+health:
+ - name: ""
+ - name: HP
+ desc: "200; __Immunities__ precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 8, splash damage 8; __Resistances__ bludgeoning 8, piercing 15, slashing 15"
+abilities_top:
+ - name: ""
+
+ - name: "Echolocation (Precise) 120 feet"
+ desc: " The consonite choir can use hearing as a precise sense at the listed range."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+ - name: "Resonant Chimes"
+ desc: " (aura,sonic) 30 feet. The consonite choir's tones resonate within physical objects. A creature that begins its turn in the aura deals an additional 2d6 sonic damage on any Strike using a weapon."
+
+attacks:
+ - name: ""
+
+ - name: "**Ranged** `pf2:1` Launched Blade"
+ desc: "+26 (magical, range 120 feet, sonic)\n__Damage__ 6d6 piercing 2d6 sonic"
+
+ - name: "Swarming Chimes"
+ desc: "`pf2:1` The swarm deals 4d6 slashing damage plus 2d6 sonic damage to each enemy in the swarm's space (DC 33 Reflex check save). On a critical failure, the enemy is also [[Conditions/Deafened|Deafened]] for 1 minute."
+
+```
+
+```encounter-table
+name: Consonite Choir
+creatures:
+ - 1: Consonite Choir
+```
+
+
+
+Floods of crystalline blades called consonite choirs surge through the caverns and tunnels of the Plane of Earth. Although their resonant chimes can be among the most beautiful music in the planes, those who intrude on their territory are instead confronted with a bone-shaking wall of sound and a barrage of razor-sharp crystals.
+
+The blades form naturally, just one of the many wondrous types of crystal on the Plane of Earth. Razor-edged consonite stalactites hum and chime along with the plane's grinding movement. As large collections of these crystals begin to communicate with each other through their shared song, they awaken into a sort of musical collective.
+
+Eventually, consonite choirs' songs grow loud and complex enough to shake these colonies loose of their stone moorings and free them to explore the Plane of Earth. Consonite choirs typically prefer to stay near their spawning grounds but might be coerced to perform in the homes of wealthy shaitans or serve other powerful creatures of earth. They willingly leave the comfort of their homes to hunt down the hated xorns, who enjoy the flavor of their immobile consonite brethren.
+
+Consonite choirs who leave the Plane of Earth, either through natural portals or by answering the calls of powerful rituals, often find the open spaces of other planes more to their liking. They enjoy the sensation of high winds moving through their chimes and search tirelessly for skilled performance partners. Crueler fates trap other choirs-more powerful beings might mystically bind them to service or bully them into becoming living trophies.
+
+Over years of movement, the individual crystal blades of a choir naturally chip and break down. In their native caverns, consonite choirs can easily find new members. Trapped elsewhere, they must rely on others for replacement blades or eventually fall into torpor.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Coral Capuchin.md b/content/mechanics/srd/Bestiary/Bestiary 3/Coral Capuchin.md
new file mode 100755
index 000000000..9017c168f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Coral Capuchin.md
@@ -0,0 +1,83 @@
+---
+title: "Coral Capuchin"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.wWuasqtwJKa5lgkT"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Coral Capuchin"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Coral Capuchin"
+level: "Creature 1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[amphibious]]
+trait_02: [[beast]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +3, Stealth: +7, Thievery: +7"
+abilityMods: [0, 4, 1, -2, 3, 1]
+speed: 25 feet, climb 15 feet, fly 15 feet, swim 15 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +4, __Ref__ +9, __Will__ +8"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20"
+abilities_top:
+ - name: ""
+
+ - name: "Moisture Dependency"
+ desc: " A coral capuchin must stay in or near water, or else it begins drying out. It can remain away from water for only 12 hours before its membranous skin starts to turn brittle and flake, taking 1d6 damage per hour until it is doused in water."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+9 (agile, finesse)\n__Damage__ 1d8 piercing plus capuchins-curse"
+
+ - name: "Capuchin's Curse"
+ desc: " (curse,divine) If a capuchin damages a creature with its jaws Strike, the creature gains both a blessing and a curse that last for 1d6 hours.\n\nWhile the blessing doubles the amount of time that the affected creature can hold its breath, the curse imposes a quickened version of the capuchin's moisture dependency, taking 1d6 damage every 10 minutes they go without water.\n\nA cursed creature can fully immerse itself in water as a 3-action activity to attempt a DC 17 Fortitude check save, ending both the blessing and the curse on a success."
+
+```
+
+```encounter-table
+name: Coral Capuchin
+creatures:
+ - 1: Coral Capuchin
+```
+
+
+
+A coral capuchin resembles a hairless pink monkey with large eyes and batlike wings. Something of a tropical nuisance, these amphibious creatures follow trade ships, hoping to filch small valuables they can take home or perhaps find a sailor they can befriend to secure a regular supply of food.
+
+Coral capuchins live in tropical climates, and while they can breathe water or air with equal ease, their membranous skin means they rely heavily on having a nearby source of water. Fresh- and saltwater serve equally well for this purpose, though the creatures generally congregate near oceans and seas for other reasons. Jungles, islands, and warm coastlines are their most common nesting sites, though they usually hide their nests high in trees or in other locations out of easy reach of predators, scavengers, or anything that might steal the trinkets they've collected.
+
+These little flyers are insatiably curious, and they love to follow humanoids around. Capuchins largely agree that humanoids have the best food and trinkets. Smarter than animals and capable of rudimentary speech, the creatures can be quite useful with the right training, learning how seek out sunken treasures or hunt down rats and other pests on a ship. Some spellcasters residing along tropical coastlines have taken coral capuchins as familiars, though many claim the critters as far more trouble than any benefits they provide are worth. A capuchin familiar might pilfer spellcasting components, gemstones, vials, crafting materials, and other trinkets from their master, though a clever magic user will intersperse more appealing (and less valuable) baubles to draw their familiar's attention away from actually important items.
+
+Capuchin clans live together under a single matriarch, a slightly larger female who can be identified by her unusually prismatic skin and colorful eyes. These females refuse to be tamed or kept as pets and violently resist all forms of capture. The most powerful among them even possess divine powers which they call upon to protect their homes and kin. In return, the remainder of the clan fights fiercely to protect their matriarch, defending her (and her trinkets) from threats far larger than themselves.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Corrupted Relic.md b/content/mechanics/srd/Bestiary/Bestiary 3/Corrupted Relic.md
new file mode 100755
index 000000000..1a848cd59
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Corrupted Relic.md
@@ -0,0 +1,105 @@
+---
+title: "Corrupted Relic"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.txC2eS9anpUmTYC4"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/spirit
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Corrupted Relic"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Corrupted Relic"
+level: "Creature 4"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[incorporeal]]
+trait_04: [[spirit]]
+trait_05: [[undead]]
+trait_06: [[unholy]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision, Lifesense (Imprecise) 60 Feet"
+languages: "Common, Elven"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Intimidation: +10, Stealth: +11"
+abilityMods: [-5, 3, 0, 1, 1, 4]
+speed: fly 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +6, __Ref__ +11, __Will__ +11"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50, void healing; __Immunities__ death effects, disease, paralyzed, poison, precision, unconscious; __Resistances__ all damage 5 (except force, ghost touch, or vitality; double resistance vs. non-magical)"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "Amulet"
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense (Imprecise) 60 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+abilities_mid:
+ - name: ""
+ - name: "Amulet Relic"
+ desc: " (curse,divine) The corrupted relic is an amulet cursed to contain a malevolent spirit. The statistics in this stat block are for the spirit when it's manifested (see Manifest). The amulet can't take any actions except Sudden Manifestation and Manifest. As long as the spirit is manifested, the amulet is immune to spells and magical abilities and uses the saves listed here.\n\nRegardless of whether the spirit is manifested, the amulet can be targeted by Strikes (AC 21, Hardness 5, BT 10). It is not incorporeal. If the amulet becomes broken, the spirit is bound within and can't Manifest, and if the amulet is destroyed, so is the spirit. Destroying the spirit frees the amulet from its curse."
+
+ - name: "Sudden Manifestation"
+ desc: "`pf2:r` **Trigger** The relic detects a creature using its lifesense.\n* * *\n\n**Effect** The relic Manifests. If this causes an encounter to begin, the relic gains a +4 status bonus to its initiative roll."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Spectral Hand"
+ desc: "+14 (agile, finesse, magical)\n__Damage__ 2d6 + 3 void"
+
+ - name: "**Ranged** `pf2:1` Deadly Spark"
+ desc: "+14 (air, divine, electricity, range 20 feet)\n__Damage__ 1d12 electricity"
+
+ - name: "Death Gaze"
+ desc: "`pf2:2` (concentrate,divine,void) The spirit targets a creature it can see within 30 feet, dealing to it 4d6 void damage (DC 20 Fortitude check save).\n\nA creature with [[Bestiary Ability Glossary/Void Healing|Void Healing]] instead regains 4d6 healing Hit Points and is then temporarily immune for 10 minutes."
+
+ - name: "Manifest"
+ desc: "`pf2:1` (divine) **Requirements** The relic detects at least one creature using its lifesense.\n* * *\n\n**Effect** The spirit within the relic manifests in an open space within 10 feet of the amulet. When it does, the relic teleports around its neck. The spirit remains in its manifested state until it no longer senses any living creatures within range of its lifesense."
+
+```
+
+```encounter-table
+name: Corrupted Relic
+creatures:
+ - 1: Corrupted Relic
+```
+
+
+
+Creatures that once held particular items dear can be bound to them after death, their souls inhabiting the item from within. These might be the faithful haunting symbols of their faith, warriors clinging to their old weapons, or the greedy inhabiting their precious wealth. These spirits' physical bodies have long since degraded, but they keep their corrupted relics pristine. The spirits manifest on the unsuspecting or curious, determined to destroy anyone who would dare show any interest in their one precious possession.
+
+Though rare, there are several kinds of corrupted relics. The bound spirit can manifest in different ways, from animating an ancient weapon to possessing anyone who dons the item. Destroying the relic often ends up being the simplest, most direct way to banish the haunt itself. Destroying or dispelling the spirit without destroying the relic, however, can sometimes leave priceless treasure behind.
+
+The amulet shown here has the air and death aspects. Its minor gifts, deadly spark and death gaze, power some of the spirit's abilities. Someone who claims the relic might gain different gifts from those aspects.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Crossroads Guardian.md b/content/mechanics/srd/Bestiary/Bestiary 3/Crossroads Guardian.md
new file mode 100755
index 000000000..d535d17f9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Crossroads Guardian.md
@@ -0,0 +1,95 @@
+---
+title: "Crossroads Guardian"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.TqpaEByylvmT6ivv"
+tags:
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Crossroads Guardian"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Crossroads Guardian"
+level: "Creature 7"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[fey]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; "
+languages: "Fey; tongues"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +16, Diplomacy: +20, Medicine: +17, Nature: +19, Occultism: +16, Performance: +16, Religion: +17, Society: +16, Survival: +19, Lore (Associated with the Guardian's Need): +20"
+abilityMods: [5, 4, 3, 5, 6, 7]
+speed: 25 feet, swim 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +14, __Ref__ +13, __Will__ +19"
+hp: 115
+health:
+ - name: ""
+ - name: HP
+ desc: "115, primal purpose"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Greatsword|Greatsword]], [[Equipment/Chain Mail|Chain Mail]]"
+ - name: "Bound"
+ desc: " A crossroads guardian is bound to the site of its creation, but it can leave so long as it remains within 100 feet of the object it is guarding or individuals under a [[Spells/Geas|Geas]] to fulfill the guardian's need. If it strays farther than 100 feet, it vanishes and reappears within 1 day at the site of its creation."
+
+ - name: "Recognize Hero"
+ desc: " A crossroads guardian knows the name, lineage, and significant history of everyone who speaks to it. If that individual has two or more identities, the crossroads guardian knows all those identities and which one is most true."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Primal Purpose"
+ desc: " A crossroads guardian can't be permanently destroyed while its need remains unfulfilled. If killed, it reforms within 1 day near the object it guards, near someone under a [[Spells/Geas|Geas]] to fulfill its need, or at the site of its original appearance.\n\nOnce the guardian's need is fulfilled, the crossroads guardian dissipates naturally within a week unless it finds a new quest."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Greatsword"
+ desc: "+18 (versatile p)\n__Damage__ 1d12 + 11 slashing 1d6 mental"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 25, attack +17; __7th __ _[[Spells/Interplanar Teleport|Plane Shift]]_; __4th __ _[[Spells/Mist|Obscuring Mist (At Will)]]_, _[[Spells/Solid Fog|Solid Fog]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Rituals"
+ desc: "_Geas (Doesn't Require Secondary Casters And Can Target a Willing Creature of Any Level)_"
+
+ - name: "Rituals"
+ desc: " DC 25; _geas_ (doesn't require secondary casters and can target a willing creature of any level)"
+
+```
+
+```encounter-table
+name: Crossroads Guardian
+creatures:
+ - 1: Crossroads Guardian
+```
+
+
+
+When a village is threatened by a horde of bandits but there's no one to help, when a monastery's divine relic must be guarded but the last monk is on their deathbed, when the world can be saved only through the use of an artifact no one alive remembers, nature responds by creating a crossroads guardian, a naturally occurring entity of primal magic. Every crossroads guardian exists to satisfy a particular need-usually a quest that must be carried out, helpless individuals who must be saved from harm, or an object or location which must be guarded. Although they often appear at actual crossroads, a crossroads guardian can materialize anywhere there is a community, from a giant metropolis to a lizardfolk village in a remote swamp.
+
+Some crossroads guardians are martial beings-defending a mystic fountain against all intruders, for example-but most are helpers and assistants, guiding heroes through the wilderness to where they're needed. A guardian is a skilled warrior and can defend a location, but when its purpose involves a quest, or the need is so great that the guardian isn't up to the task alone, the guardian must persuade others to voluntarily accept their quest.
+
+Once a crossroads guardian has fulfilled its purpose, it either shifts to satisfy a new need or quest-often changing its alignment and abilities as well-or else slowly vanishes, returning to the raw primal magic from which it was formed.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Cunning Fox.md b/content/mechanics/srd/Bestiary/Bestiary 3/Cunning Fox.md
new file mode 100755
index 000000000..255d22202
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Cunning Fox.md
@@ -0,0 +1,96 @@
+---
+title: "Cunning Fox"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.HiFRY7JrZA3rz7Lm"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/spirit
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Cunning Fox"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Cunning Fox"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[beast]]
+trait_02: [[incorporeal]]
+trait_03: [[spirit]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: "Common, Fey; tongues"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Deception: +6, Stealth: +8, Survival: +5"
+abilityMods: [1, 3, 0, 2, 2, 1]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +5, __Ref__ +8, __Will__ +7"
+hp: 14
+health:
+ - name: ""
+ - name: HP
+ desc: "14; __Immunities__ disease, paralyzed, poison, precision; __Resistances__ all damage 2 (except force, ghost touch, or vitality)"
+abilities_top:
+ - name: ""
+
+ - name: "Bond with Mortal"
+ desc: "`pf2:2` (mental,primal) **Frequency** once per day\n* * *\n\n**Effect** The spirit guide forms a bond with a mortal creature. While the bond exists, the spirit guide increases their current and maximum Hit Points by 10, gains a +2 status bonus to their attack and damage rolls, and can communicate telepathically with the bonded mortal as long as the two beings are on the same plane.\n\nThe spirit guide can only be bonded with one mortal at a time, and they can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond also ends if the spirit guide or the mortal dies.\n\nThis bond strengthens the spirit guide's connection to the Material Plane. While bonded, the spirit guide loses the incorporeal and spirit traits, loses their immunities and resistances, and changes their Strikes to deal the appropriate physical damage (typically piercing or slashing) instead of force damage."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+6 (finesse, magical)\n__Damage__ 1d8 + 1 force"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+6 (agile, finesse, magical)\n__Damage__ 1d4 + 1 force"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 17, attack +9; __3rd __ _[[Spells/Wanderer's Guide|Wanderer's Guide]]_; __1st __ _[[Spells/Detect Poison|Detect Poison]]_, _[[Spells/Cleanse Cuisine|Purify Food and Drink]]_\n__Cantrips__ __(1st)__ _[[Spells/Guidance|Guidance]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Stabilize|Stabilize]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Bonded Strike"
+ desc: "`pf2:2` **Requirements** The spirit guide is currently Bonded with a Mortal\n* * *\n\n**Effect** The spirit guide makes a jaws Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target."
+
+```
+
+```encounter-table
+name: Cunning Fox
+creatures:
+ - 1: Cunning Fox
+```
+
+
+
+Spirit guides of cunning are often seen as the weakest of the spirit guides, but are also the most numerous and proactive, guiding families to safe paths or leaving food and water for warriors. Cunning guides often take the form of foxes.
+
+* * *
+
+Spirit guides are a distinctive form of spiritual entity with a tenuous attachment to the Material Plane. Some legends say that the first spirit guides were the perfect conceptual forms of animals, and that from them, eagles, foxes, bears, and other mortal animals were born. Each guide displayed an interest in mortal affairs, watching over communities and imparting their gifts. Fox shared his cunning with the mortals he befriended, while Bear taught them how to survive and endure.
+
+Over the passing of countless mortal generations, new spirit guides were born, many of them possessing traits from two or more of the original spirit guides. In the ancient human nation of Sarkoris, the people abandoned the worship of traditional gods in favor of venerating the spirit guides who watched over them. While the people of some neighboring nations saw this as heresy, to the old Sarkorians, this worship was perfectly natural. The same beings who had taught their forebears lessons that allowed them to survive and thrive still walked among them.
+
+Spirit guides can form bonds with mortal partners. While many spirit guides create a permanent bond with a mortal, such as the relationship between the spirit guides of Sarkoris and the mortal spiritual leaders known as god callers, some instead form temporary bonds, either to test the prospective mortal before committing or because a permanent bond is undesirable. It's not uncommon for a single spirit guide to form bonds with recurring generations of a family or community, protecting and guiding mortals they've grown fond of or who do them a great service.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Danava Titan.md b/content/mechanics/srd/Bestiary/Bestiary 3/Danava Titan.md
new file mode 100755
index 000000000..8693e1b29
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Danava Titan.md
@@ -0,0 +1,116 @@
+---
+title: "Danava Titan"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gIx7dTGyyOiup1Za"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/titan
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/23
+statblock: inline
+name: "Danava Titan"
+level: 23
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Danava Titan"
+level: "Creature 23"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[humanoid]]
+trait_02: [[lawful]]
+trait_03: [[titan]]
+trait_04: [[water]]
+modifier: 41
+perception:
+ - name: "Perception"
+ desc: "+41; Darkvision, Truesight, Wavesense (Imprecise) 100 Feet"
+languages: "Chthonian, Empyrean, Thalassic; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +39, Arcana: +43, Athletics: +46, Crafting: +43, Nature: +41, Occultism: +43, Religion: +41, Society: +43"
+abilityMods: [11, 8, 10, 10, 8, 6]
+speed: 50 feet, swim 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 49
+armorclass:
+ - name: AC
+ desc: "49; __Fort__ +41, __Ref__ +37, __Will__ +37; +4 status to all saves vs. mental or divine"
+hp: 470
+health:
+ - name: ""
+ - name: HP
+ desc: "470; __Immunities__ death effects, disease"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Greatclub|+3 Major Striking Greatclub]]"
+ - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense (Imprecise) 100 feet]]"
+ desc: " This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Hadalic Presence"
+ desc: " (divine,illusion,mental,water) Creatures that fail their Will save against the titan's Impossible Stature aura also experience the crushing depths and darkness of the ocean floor.\n\nSuch creatures see as if in an area of [[Spells/Darkness|Darkness]] (10th level), and the titan can use their wavesense to detect such creatures as a precise sense, even if neither are in water. On a critical failure, the creature is also [[Conditions/Immobilized|Immobilized]]."
+
+ - name: "Impossible Stature"
+ desc: " (aura,divine,illusion,mental) 100 feet. Titans warp perception and distance around them to seem even larger and more imposing. A creature that enters or begins its turn within the emanation must succeed at a DC 46 Will check save or its movement toward the titan is movement over difficult terrain (greater difficult terrain on a critical failure) for 1 round."
+
+ - name: "Relentless"
+ desc: " The titan is as ever-moving as ocean waves. They're permanently [[Conditions/Quickened|Quickened 1]], and the extra action can only be used to Stride, Strike, or Sustain a Spell, or as one of the actions necessary to Cast [[Spells/Dispel Magic|Dispel Magic]]."
+
+ - name: "Roiling Rebuke"
+ desc: "`pf2:r` **Trigger** A creature within 200 feet targets the titan with or includes the titan in the area of an attack, spell, or other effect\n* * *\n\n**Effect** The titan makes a benthic wave Strike against the triggering creature. If the Strike hits, the titan disrupts the triggering action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Greatclub"
+ desc: "+43 (backswing, magical, reach 40 feet, shove)\n__Damage__ 4d10 + 20 bludgeoning 2d12 cold"
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+40 (agile, reach 30 feet)\n__Damage__ 4d8 + 20 bludgeoning 2d12 cold"
+
+ - name: "**Ranged** `pf2:1` Benthic Wave"
+ desc: "+40 (brutal, magical, range 200 feet, water)\n__Damage__ 4d6 + 20 bludgeoning 2d12 cold"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 46, attack +38; __10th __ _[[Spells/Implosion|Implosion]]_; __9th __ _[[Spells/Control Water|Control Water (At Will)]]_, _[[Spells/Dispel Magic|Dispel Magic (At Will)]]_, _[[Spells/Eclipse Burst|Eclipse Burst (x3)]]_, _[[Spells/Heal|Heal (x3)]]_, _[[Spells/Hydraulic Push|Hydraulic Push (x3)]]_, _[[Spells/Hydraulic Torrent|Hydraulic Torrent (x3)]]_\n__Constant__ __(10th)__ _[[Spells/Air Walk|Air Walk]]_, _[[Spells/Truesight|True Seeing]]_, _[[Spells/Water Walk|Water Walk]]_"
+
+ - name: "Rituals"
+ desc: "_Control Weather (Doesn't Require Secondary Casters)_, _Planar Binding (Doesn't Require Secondary Casters)_, _Resurrect (Doesn't Require Secondary Casters)_"
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Huge or smaller, foot, DC 46 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+ - name: "Wide Cleave"
+ desc: "`pf2:2` The titan makes a melee weapon Strike against each foe within their reach. This counts as three attacks for the titan's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Danava Titan
+creatures:
+ - 1: Danava Titan
+```
+
+
+
+Danava titans once regulated the foundational forces that shaped reality. Rebuked by the gods for being harsh and inflexible overseers, these spurned titans joined their siblings in their failed war against their creators. Defeated, the danavas were cast into the paralyzing depths of the cosmos's seas. The few danava titans who have escaped now wield the cold, darkness, and crushing pressure of their prisons in pursuit of their ancient visions of reality. Danavas split mountains, wake primordial beasts, or level whole civilizations in accordance with grand designs they forged at the dawn of time. Others hunt and harvest the balance-enforcing aeons, who they see as usurpers of their divine responsibility.
+
+* * *
+
+Created by ancient deities long before the rise of mortal ancestries, titans united and attempted to overthrow their deific progenitors. The resulting war still figures prominently throughout mortal myths, in which most titans were cast down and imprisoned for eons.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Deimavigga.md b/content/mechanics/srd/Bestiary/Bestiary 3/Deimavigga.md
new file mode 100755
index 000000000..4d8c42bca
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Deimavigga.md
@@ -0,0 +1,109 @@
+---
+title: "Deimavigga"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.3NUSHD02LDcJ39aA"
+tags:
+ - pf2e/creature/type/devil
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/17
+statblock: inline
+name: "Deimavigga"
+level: 17
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Deimavigga"
+level: "Creature 17"
+
+alignment: ""
+size: "Medium"
+trait_01: [[devil]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[lawful]]
+trait_05: [[unholy]]
+modifier: 32
+perception:
+ - name: "Perception"
+ desc: "+32; Greater Darkvision"
+languages: "Chthonian, Common, Diabolic, Draconic, Empyrean; indominable oration, telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +29, Deception: +34, Diplomacy: +36, Intimidation: +30, Religion: +30, Society: +27, Stealth: +33"
+abilityMods: [7, 8, 6, 4, 7, 9]
+speed: 30 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 40
+armorclass:
+ - name: AC
+ desc: "40; __Fort__ +27, __Ref__ +29, __Will__ +32; +1 status to all saves vs. magic"
+hp: 285
+health:
+ - name: ""
+ - name: HP
+ desc: "285; __Immunities__ fire; __Weaknesses__ holy 15; __Resistances__ physical 15 (except silver)"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Full Plate|+2 Resilient Glamered Full Plate]]"
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Indomitable Oration"
+ desc: " Any creature capable of comprehending speech understands the deimavigga, as if they constantly spoke in all languages at once."
+
+abilities_mid:
+ - name: ""
+ - name: "Whispers of Discord"
+ desc: "`pf2:r` **Trigger** A creature within 60 feet is targeted by a spell that would restore Hit Points or provide a status bonus (the deimavigga automatically recognizes such effects).\n* * *\n\n**Effect** The deimavigga whispers disturbing lies, audible only to the target, to shake the target's faith in the spell's caster. The target must attempt a DC 43 Will check save.\n* * *\n\n**Critical Success** The target disbelieves the lies and receives the intended benefit of the spell; the target becomes temporarily immune to Whispers of Discord for 24 hours.\n\n**Success** As critical success, but the target isn't temporarily immune.\n\n**Failure** The spell fails to affect the target. The target refuses all aid from that caster for 1 round and doesn't count as the caster's ally.\n\n**Critical Failure** As failure, but the duration is 1 minute."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+33 (agile, finesse, magical, unholy)\n__Damage__ 3d8 + 15 slashing 1d6 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 42, attack +34; __9th __ _[[Spells/Divine Decree|Divine Decree]]_, _[[Spells/Dominate|Dominate]]_, _[[Spells/Illusory Scene|Illusory Scene (At Will)]]_; __7th __ _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Scrying|Scrying]]_, _[[Spells/Stupefy|Touch of Idiocy (At Will)]]_, _[[Compendium.pf2e.spells-srd.Item.hkfH9Z53hPzcOwNB|Veil]]_, _[[Spells/Warp Mind|Warp Mind]]_; __4th __ _[[Spells/Translocate|Dimension Door (At Will)]]_; __3rd __ _[[Spells/Dream Message|Dream Message (At Will)]]_"
+
+ - name: "Rituals"
+ desc: "_Infernal Pact_"
+
+ - name: "Boundless Reach"
+ desc: " (divine,teleportation) A deimavigga's razor-sharp claws can slice through reality, allowing them to make claw Strikes and use spells with a range of touch against any creature they can see directly or via divination magic.\n\nA creature targeted this way can retaliate until the start of the deimavigga's next turn; it can target the devil's claws as if the devil were physically present and adjacent to the target, though the claws are [[Conditions/Concealed|Concealed]]."
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) The deimavigga can take on the appearance of any humanoid. This doesn't change their Speed or attack and damage bonuses with Strikes but might change the damage type their Strikes deal (typically to bludgeoning).\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Whisper Earworm"
+ desc: "`pf2:1` (divine,emotion,mental) The deimavigga whispers a terrifying multiversal truth to one adjacent creature, shaking its faith in reality and divinity. The target must attempt a DC 43 Will check save. Celestials and fiends gain a +2 status bonus to this save.\n* * *\n\n**Critical Success** The target is unaffected and temporarily immune to Whisper Earworm for 24 hours.\n\n**Success** The target is unaffected.\n\n**Failure** The next time the target rests, it ruminates on the deimavigga's words instead of sleeping or otherwise resting and awakens [[Conditions/Fatigued|Fatigued]]. The target also becomes [[Conditions/Drained|Drained 1]] and [[Conditions/Stupefied|Stupefied 1]] until it's no longer fatigued.\n\n**Critical Failure** As failure, but [[Conditions/Drained|Drained 2]]. After this rest, the target must attempt another DC 43 Will check save. On a failure, the target becomes [[Conditions/Stupefied|Stupefied 2]] and takes a -4 status penalty to Will saves against effects from evil creatures. These effects last until the target unlearns the truth spoken by the deimavigga, requiring a [[Spells/Rewrite Memory|Rewrite Memory]] spell, other means of modifying their memory, or powerful magic such as [[Spells/Wish|Wish]]."
+
+```
+
+```encounter-table
+name: Deimavigga
+creatures:
+ - 1: Deimavigga
+```
+
+
+
+As masters of cold, calculated logic and perfectly timed proselytization, the loathsome deimaviggas seek to set friend against friend and turn the faithful from their beliefs at every opportunity.
+
+* * *
+
+There are countless legions of lawful fiends in the nine layers of Hell, warring against the celestial planes and scouring the Material Plane for souls to corrupt.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Desert Giant.md b/content/mechanics/srd/Bestiary/Bestiary 3/Desert Giant.md
new file mode 100755
index 000000000..acb208e0b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Desert Giant.md
@@ -0,0 +1,102 @@
+---
+title: "Desert Giant"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Q2lxjk4LzoDO7glM"
+tags:
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Desert Giant"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Desert Giant"
+level: "Creature 9"
+
+alignment: ""
+size: "Large"
+trait_01: [[giant]]
+trait_02: [[humanoid]]
+trait_03: [[lawful]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; "
+languages: "Common, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Intimidation: +15, Survival: +19, Desert Lore: +18"
+abilityMods: [6, 6, 5, 3, 4, 0]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +18, __Ref__ +21, __Will__ +15"
+hp: 185
+health:
+ - name: ""
+ - name: HP
+ desc: "185"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Scimitar|Scimitar]], [[Equipment/Scimitar|+1 Striking Scimitar]], [[Equipment/Leather Armor|Leather Armor]], [[Equipment/Doubling Rings|Doubling Rings]], Sack for Holding Rocks, 5x Rock"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Catch Rock|Catch Rock]]"
+ desc: "`pf2:r` **Requirements** The monster must have a free hand but can [[Actions/Release|Release]] anything it's holding as part of this reaction.\n\n**Trigger** The monster is targeted with a thrown rock Strike or a rock would fall on the monster.\n* * *\n\n**Effect** The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Scimitar"
+ desc: "+21 (forceful, magical, reach 10 feet, sweep)\n__Damage__ 2d6 + 12 slashing"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+19 (brutal, range increment 120 feet)\n__Damage__ 2d8 + 12 bludgeoning plus rock"
+
+ - name: "Sand Spin"
+ desc: "`pf2:1` **Requirements** The desert giant is standing in sandy terrain\n* * *\n\n**Effect** The desert giant spins around and stirs up loose sand in a 10-foot emanation. Until the beginning of the giant's next turn, creatures in the area are [[Conditions/Concealed|Concealed]], and other creatures are concealed to them."
+
+ - name: "Sandwalking"
+ desc: " Desert giants have adapted to the loose sands of the desert and can move across them with ease. Desert giants ignore non-magical difficult terrain and uneven ground caused by sand."
+
+ - name: "Scimitar Blitz"
+ desc: "`pf2:2` The desert giant Strides up to their Speed, Striking once with each of their scimitars at any point during the movement."
+
+ - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
+ desc: "`pf2:1` The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
+
+```
+
+```encounter-table
+name: Desert Giant
+creatures:
+ - 1: Desert Giant
+```
+
+
+
+Desert giants are nomadic humanoids who have dwelled in the world's most arid regions since time immemorial. Smaller peoples know that desert giants are the undisputed masters of desert living, and ignorant humans often claim that it is a desert giant's unique physiology, like a camel, that enables them to survive without water for 2 weeks. The few desert giants who mingle in the societies of smaller humanoids don't bother to dispute such ridiculous rumors.
+
+In fact, desert giants' strong cultural traditions play a large part in their ability to prosper in such harsh environs. Desert giant elders encourage their descendants to maintain abstemious lifestyles, particularly with regard to the consumption of food and drink. Alcohol is particularly disdained by desert giants, who view mind-altering diuretics like liquor and ale as dangerous temptations in an environment as unforgiving as the desert. Instead, most desert giants follow a simple vegetarian diet and maintain an incredible internal map of their home region's seasonal waterways and oases.
+
+Their austere habits and intolerance for foolishness have earned desert giants a reputation as being ill-humored and no-nonsense, but many of their communities boast a wide variety of humorous tales in their vast oral histories and legends. Since desert giants' journeys across the wastes can span weeks or even months at a time, an individual who can make their companions laugh with a witty joke or amusing parable remains a prized member of the community.
+
+Desert giants stand 15 feet tall, tending toward lean physiques that are ideal for traveling across vast expanses of sand for long sojourns.
+
+* * *
+
+Many kinds of giants lurk in the inhospitable corners of the world, making their homes in unlikely locales ranging from fetid sinkholes and ruined battlefields to mass graveyards and barren badlands.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Divine Warden Of Nethys.md b/content/mechanics/srd/Bestiary/Bestiary 3/Divine Warden Of Nethys.md
new file mode 100755
index 000000000..5efabf383
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Divine Warden Of Nethys.md
@@ -0,0 +1,105 @@
+---
+title: "Divine Warden Of Nethys"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.MkkgTb0535h9oUBx"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Divine Warden Of Nethys"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Divine Warden Of Nethys"
+level: "Creature 5"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[construct]]
+trait_02: [[mindless]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +14"
+abilityMods: [5, -2, 4, -5, 0, -5]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +15, __Ref__ +9, __Will__ +11"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Creature Family Ability Glossary/(Divine Warden) Divine Destruction|Divine Destruction]]"
+ desc: " (divine,void) When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 5d6 void damage. Each creature in the area must attempt a DC 19 Will check save with the following outcomes.\n* * *\n\n**Critical Success** The creature takes half damage.\n\n**Success** The creature takes full damage.\n\n**Failure** The creature takes full damage and becomes temporarily cursed by the patron deity. The creature becomes [[Conditions/Enfeebled|Enfeebled 1]] and [[Conditions/Stupefied|Stupefied 1]] for 1 day; this is a curse effect that uses the Will save DC as the counteract DC.\n\n**Critical Failure** As failure, except the creature becomes [[Conditions/Enfeebled|Enfeebled 2]] and [[Conditions/Stupefied|Stupefied 2]]."
+
+ - name: "[[Creature Family Ability Glossary/(Divine Warden) Faith Bound|Faith Bound]]"
+ desc: " (divine) A divine warden can't attack a creature that openly wears or displays the religious symbol of the divine warden's patron deity unless that creature uses a hostile action against the divine warden first. If the divine warden is intelligent, it can also attack a creature it believes isn't faithful to its deity or who wears the religious symbol as a ruse (typically after succeeding at a Perception check to [[Actions/Sense Motive|Sense Motive]])."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+14 (magical, reach 10 feet)\n__Damage__ 2d8 + 7 bludgeoning plus grab"
+
+ - name: "**Melee** `pf2:1` Staff"
+ desc: "+14 (magical, reach 10 feet, two-hand d8)\n__Damage__ 2d4 + 7 bludgeoning plus grab"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 19, attack +11\n__Cantrips__ __(3rd)__ _[[Spells/Daze|Daze]]_"
+
+ - name: "Divine Focus Spells"
+ desc: "1 Focus Point, DC 19, attack +11; __3rd __ _[[Spells/Cry of Destruction|Cry of Destruction]]_, _[[Spells/Protector's Sacrifice|Protector's Sacrifice]]_"
+
+ - name: "[[Creature Family Ability Glossary/(Divine Warden) Faithful Weapon|Faithful Weapon]]"
+ desc: " [[Equipment/Staff|Staff]], _striking_ rune\n* * *\n\nA divine warden always wields its patron deity's favored weapon. If the weapon is a ranged weapon, the divine warden automatically generates new ammunition with each attack. For a divine warden of 4th level or higher, the deity's favored weapon gains the effects of a _[[Equipment/Striking|Striking]]_ rune while the divine warden wields it; at 12th level, these effects are of a _[[Equipment/Striking (Greater)|Greater Striking]]_ rune, and at 19th level, they're instead of a _[[Equipment/Striking (Major)|Major Striking]]_ rune."
+
+ - name: "[[Creature Family Ability Glossary/(Divine Warden) Instrument of Faith|Instrument of Faith]]"
+ desc: " The divine warden is a beacon for its deity's faith. A cleric of the divine warden's patron deity can channel a [[Spells/Heal|Heal]] spell through a divine warden they can see within 60 feet. The cleric determines any targets or area for the spell as if they were standing in the divine warden's space."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Divine Warden Of Nethys
+creatures:
+ - 1: Divine Warden Of Nethys
+```
+
+
+
+This divine warden serves Nethys, the neutral god of magic. It uses its divine gift to defend temples or shrines of [[Deities/Nethys|Nethys]].
+
+* * *
+
+Created through complex rituals performed by a faith's adherents, divine wardens have been imbued with a fraction of the power that courses through a champion or cleric of a particular deity. This divine spark allows the divine warden to serve as the protector for a temple, shrine, or other holy site. Such guardians aren't intrinsically bound to a fixed location, but they rarely leave the temple or site over which they watch.
+
+Most divine wardens have been crafted from clay, stone, wood, or similar materials and typically have features that resemble a deity or a deity's herald. Divine wardens often have other abilities typically exhibited by constructs, such as armor plating, the ability to disguise themselves as statues, or other similar benefits.
+
+The faithful worshippers who craft divine wardens typically animate the constructs using a special ritual in which the followers beseech their deity to empower the guardian. The divine mandate that imbues a divine warden with power also allows the sentinel to recognize enemies of its deity and prevents the construct from attacking other members of the faith, unless these patrons choose to attack it first.
+
+In rare cases or particularly dire times, a deity might create a divine warden by directly animating an existing statue or idol to aid faithful followers. These divine guardians are most likely to be found outside of their original locations, assisting displaced congregations or pursuing those who might harm the faithful.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Domovoi.md b/content/mechanics/srd/Bestiary/Bestiary 3/Domovoi.md
new file mode 100755
index 000000000..ae5b51857
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Domovoi.md
@@ -0,0 +1,105 @@
+---
+title: "Domovoi"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.j4jwcx7zhb7Lgv87"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/good
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Domovoi"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Domovoi"
+level: "Creature 2"
+
+alignment: ""
+size: "tiny"
+trait_01: [[chaotic]]
+trait_02: [[fey]]
+trait_03: [[good]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; "
+languages: "Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Crafting: +9, Stealth: +7, Household Lore: +11"
+abilityMods: [1, 3, 1, 3, 5, 1]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +5, __Ref__ +9, __Will__ +11"
+hp: 35
+health:
+ - name: ""
+ - name: HP
+ desc: "35; __Weaknesses__ cold iron 4"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) within their entire bound home]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "Master of the Home"
+ desc: " A home with a friendly domovoi is blessed, as the domovoi cooks, cleans, fetches water, and does a hundred other small tasks.\n\nA home so blessed never suffers from random accidents such as fires, and any checks to [[Actions/Craft|Craft]], [[Actions/Earn Income|Earn Income]], [[Actions/Repair|Repair]], or [[Actions/Subsist|Subsist]] in the home receive a +2 circumstance bonus. If the domovoi is unfriendly, such checks take a -2 circumstance penalty instead, as the domovoi hides things, makes noise when people try to sleep, tangles weaving, and otherwise makes life a misery.\n\nA domovoi must spend a week in a place before these benefits occur."
+
+abilities_mid:
+ - name: ""
+ - name: "Shy"
+ desc: " A domovoi is naturally [[Conditions/Invisible|Invisible]] while within sight of their bound home. The domovoi can become visible, or even selectively visible—allowing some people to see them."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Broom"
+ desc: "+7 ()\n__Damage__ 1d4 + 3 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Enraged Home (Bludgeoning)"
+ desc: "+9 (primal, range increment 30 feet)\n__Damage__ 1d8 + 4 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Enraged Home (Piercing)"
+ desc: "+9 (primal, range increment 30 feet)\n__Damage__ 1d8 + 4 piercing"
+
+ - name: "**Ranged** `pf2:1` Enraged Home (Slashing)"
+ desc: "+9 (primal, range increment 30 feet)\n__Damage__ 1d8 + 4 slashing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 18, attack +10; __1st __ _[[Spells/Mending|Mending (At Will)]]_\n__Cantrips__ __(1st)__ _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_"
+
+ - name: "Home Guardian"
+ desc: " By commanding their home to attack, the domovoi can [[Actions/Grapple|Grapple]], [[Actions/Shove|Shove]], [[Actions/Trip|Trip]], and [[Actions/Disarm|Disarm]] with their enraged home Strike.\n\nThe domovoi uses their Household Lore instead of Athletics skill for these checks."
+
+```
+
+```encounter-table
+name: Domovoi
+creatures:
+ - 1: Domovoi
+```
+
+
+
+The elderly domovoi are patrons of the home and the dearest of all house spirits to the people they live with. Families with a domovoi leave a bowl of milk in the corner of the home in thanks, and peasants often take great pains to coax a domovoi to follow them to a new house.
+
+An enraged domovoi rallies the home itself in their defense. Anything in the house could betray its residents. Crockery falls onto the heads of attackers, doors slam in their faces, carpets tangle their feet, and woe betide the attacker if someone has hung a sword on the wall.
+
+* * *
+
+House spirits are shy, often helpful, sometimes wrathful fey that dwell alongside peasants and farmers. They reside in the house, in the yard, in the granary, in the bathhouse-wherever people build and live. Due to this proximity, house spirits often take on the mannerisms or appearance of nearby mortals. Their reclusive nature and tendency to go unseen earned them the moniker of "spirits," though in truth they are fully embodied fey.
+
+House spirits take an almost parental interest in "their" mortals. Given proper respect, these fey work tirelessly for their charges-they chop wood, care for livestock, mend clothes, sweep the floor, and tend to the stove. If offended, though, the house spirit becomes a menace, frightening animals or children and ruining belongings.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Doru.md b/content/mechanics/srd/Bestiary/Bestiary 3/Doru.md
new file mode 100755
index 000000000..f1b92f5f9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Doru.md
@@ -0,0 +1,100 @@
+---
+title: "Doru"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.bcDMFMMoze5eZfm8"
+tags:
+ - pf2e/creature/type/div
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Doru"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Doru"
+level: "Creature 1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[div]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[lawful]]
+trait_05: [[unholy]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Greater Darkvision"
+languages: "Common, Daemonic; telepathy (touch)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Arcana: +8, Deception: +6, Religion: +5, Stealth: +7, Lore (Any One): +10"
+abilityMods: [0, 4, 1, 3, 2, 3]
+speed: 15 feet, fly 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +4, __Ref__ +9, __Will__ +7"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20; __Weaknesses__ cold iron 3, holy 3"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy (Touch)]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "Covetous of Secrets"
+ desc: " Dorus have a weakness for secrets, hoarding them like a miser hoards gold. A creature can tempt a doru with some bit of obscure knowledge the doru doesn't know or thinks they don't know.\n\nPresenting the hint of the secret is a single action, which has the concentrate and linguistic traits, and requires a skill check using Deception, Lore, or Performance (or some other appropriate skill determined by the GM) against the doru's Will DC.\n\nOn a success, the doru is [[Conditions/Fascinated|Fascinated]] for as long as the presenter draws out the explanation of the secret (spending 1 action each round doing so, to a maximum of 1 minute). On a critical success, the doru is fascinated for that duration plus 1 minute more as it ponders the implications of the secret. Regardless of the outcome, the doru is temporarily immune to that creature's attempts to present it with secrets for 1 day."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bite"
+ desc: "+9 (agile, finesse, magical, poison, unholy)\n__Damage__ 1d6 piercing plus doru-venom"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 17, attack +9; __4th __ _[[Spells/Read Omens|Read Omens]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At Will) (Self Only)]]_; __1st __ _[[Spells/Charm|Charm]]_, _[[Spells/Illusory Object|Illusory Object]]_\n__Cantrips__ __(1st)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Doru Venom"
+ desc: " (poison) **Saving Throw** DC 16 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d6 poison damage (1 round)\n\n**Stage 2** 1d6 poison damage and [[Conditions/Stupefied|Stupefied 1]] (1 round)\n\n**Stage 3** 1d6 poison damage and [[Conditions/Stupefied|Stupefied 2]] (1 round)"
+
+```
+
+```encounter-table
+name: Doru
+creatures:
+ - 1: Doru
+```
+
+
+
+These deceivers whisper fetid lies, sowing dark and dread inspiration into foolish mortal ears. Dorus serve as the spies and messengers of the divs. With silver tongues and dark motives, they often pledge themselves to vainglorious and deluded spellcasters, who they ply with wild conspiracies and rumors of deception among friends and foes alike; in the process, they push supposed masters to despotism and murderous revenge. All the while, dorus wean secrets, and weaknesses, from their marks. In the end, nearly every doru turns on their false liege, destroying the reputation and even causing the death of the person the doru pretended to serve.
+
+* * *
+
+Some fiends want to tear down the multiverse; others dedicate themselves to creating chaos and carnage, or to rule over realms with an iron fist. Divs strive toward a different, if equally reprehensible, goal-they seek to thwart and ruin the schemes and works of mortal beings.
+
+Long ago, divs were once genies bound to serve ancient mortal empires lost to the passage of eons. In the beginning, these genies were masters of creation, working alongside gracious mortal partners to create works of subtle design and powerful magical potential. What started as a collaboration with mortals soon morphed into abuse, disrespect, and even slavery and bondage. Eventually, these genies rebelled, but in doing so, they came under the sway of a nihilistic demigod known as Ahriman. Their new master twisted their form and granted them the power to avenge themselves upon their mortal overlords, leading to the birth of the first divs.
+
+Since that first wave of corruption, new divs arise from the spirits of the most wicked and hateful genies who die on the Material Plane, or those truly betrayed by mortals and overcome through their desire for vengeance. Upon such a death, instead of returning to the Elemental Planes, these genies' spirits are trapped in the dread orbit of Abaddon, where Ahriman reshapes them as divs and hoists them back to the world to wreak vengeance upon mortals.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Draconal (Black).md b/content/mechanics/srd/Bestiary/Bestiary 3/Draconal (Black).md
new file mode 100755
index 000000000..3a2644043
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Draconal (Black).md
@@ -0,0 +1,111 @@
+---
+title: "Draconal (Black)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.fpkNfSm6aRU1bHv0"
+tags:
+ - pf2e/creature/type/agathion
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/20
+statblock: inline
+name: "Draconal (Black)"
+level: 20
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Draconal (Black)"
+level: "Creature 20"
+
+alignment: ""
+size: "Large"
+trait_01: [[agathion]]
+trait_02: [[celestial]]
+trait_03: [[good]]
+trait_04: [[holy]]
+modifier: 36
+perception:
+ - name: "Perception"
+ desc: "+36; Darkvision"
+languages: "Diabolic, Draconic, Empyrean; speak with animals, tongues"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +38, Crafting: +30, Deception: +35, Diplomacy: +37, Intimidation: +35, Medicine: +34, Nature: +34, Religion: +36, Society: +32, Survival: +32, Nirvana Lore: +36"
+abilityMods: [10, 5, 8, 8, 10, 9]
+speed: 30 feet, fly 90 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 45
+armorclass:
+ - name: AC
+ desc: "45; __Fort__ +34, __Ref__ +31, __Will__ +38; circle of protection"
+hp: 370
+health:
+ - name: ""
+ - name: HP
+ desc: "370, regeneration 20 (deactivated by unholy); __Weaknesses__ unholy 15; __Resistances__ fire 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 20 (Deactivated by Unholy)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Dragon's Salvation"
+ desc: "`pf2:r` **Trigger** A creature within the draconal's reach would take damage.\n* * *\n\n**Effect** Before applying the damage, the draconal casts [[Spells/Lay on Hands|Lay on Hands]] on the triggering creature."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+38 (holy, magical, reach 15 feet)\n__Damage__ 3d12 + 18 piercing 1d6 spirit 4d6 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+38 (agile, holy, magical, reach 10 feet)\n__Damage__ 3d8 + 18 slashing 1d6 spirit 4d6 fire"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 46, attack +38; __10th __ _[[Spells/Miracle|Miracle]]_; __9th __ _[[Spells/Breath of Life|Breath of Life]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Divine Decree|Divine Decree]]_, _[[Spells/Earthquake|Earthquake]]_, _[[Spells/Heal|Heal (x3)]]_, _[[Spells/Implosion|Implosion]]_, _[[Spells/Storm of Vengeance|Storm of Vengeance]]_\n__Constant__ __(7th)__ _[[Spells/Circle of Protection|Circle of Protection]]_, _[[Spells/Speak with Animals|Speak with Animals]]_, _[[Spells/Truespeech|Tongues]]_, _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Champion Focus Spells"
+ desc: "3 Focus Points, DC 46, attack +38; __10th __ _[[Spells/Lay on Hands|Lay on Hands]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (divine) The draconal breathes a blast of energy that deals 21d6 fire damage to creatures they choose to damage in a 60-foot cone (DC 44 Reflex check save).\n\nThey can make this effect nonlethal for selected creatures in the area or choose not to damage certain creatures at all.\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Dragon's Wisdom"
+ desc: " Draconals embody the core value of wisdom, but every path to wisdom and enlightenment differs, so draconals' powers vary by temperament and coloration. A draconal's scale color determines their associated energy damage type.\n\nThey gain resistance 15 to that damage type, deal 4d6 extra damage of that type with their Strikes, and deal 21d6 damage of that type with their breath weapon. They gain additional wisdom in the form of the basic and advanced domain spells from one domain, chosen from four domains available to draconals with their scale color.\n* * *\n\n_Note: Choose the domain powers from the available domains according to the Draconal's scale color and add them to the \"Champion Focus Spell\" spellcasting entry._\n\n* _**All colors** [[PF2e Journals/Domains/Air Domain|Air Domain]] [[PF2e Journals/Domains/Healing Domain|Healing Domain]]_\n* _**Black** [[PF2e Journals/Domains/Fire Domain|Fire Domain]] [[PF2e Journals/Domains/Luck Domain|Luck Domain]]_"
+
+```
+
+```encounter-table
+name: Draconal (Black)
+creatures:
+ - 1: Draconal (Black)
+```
+
+
+
+These celestial outsiders hail from Nirvana, the plane of purest good. Agathions are born from the souls of mortals who attained the enlightenment they sought in life, sometimes even after death. Because they all start out as mortals who were rewarded for their determination, self-awareness, and purity of heart, agathions are more likely than other celestials to intervene in working nonviolently against the spread of evil on the material plane. Agathions have served as moderators between the chaotic azatas and lawful archons, so they know how vital communication with mortals can be to bridge differences and ensure that evil doesn't win out.
+
+All agathions possess animal-like aspects, some appear more anthropomorphic, while others spend most of their time in forms nearly indistinguishable from true animals. Still others prefer to shapeshift as they see fit, or present as humanoid when in the company of humanoid mortals.
+
+Each type of agathion serves a specific role in Nirvana. Their duties and forms generally reflect the core values they cultivated in life that led them to their enlightenment. Since agathions receive their animal forms as rewards for their mortal lives, they take great insult with insinuations that they're merely magical talking beasts or-even worse-that their forms are a curse or punishment.
+
+* * *
+
+Dragon agathions, known as draconals, number among the most powerful of their kin, and also the wisest, embodying the wisdom of the benevolent philosopher-king. With their wisdom comes an elevation above material matters, making them the most removed from the troubles and lives of mortals. Draconals serve as the guardians of powerful magic, and they dispense their wisdom in service of the greater good of Nirvana and the celestial planes.
+
+Draconals appear more draconic than humanoid. They walk on their hind legs and balance on their long, serpent like tails. Sharp claws tip their scaled humanoid hands.
+
+Similar to true dragons, a draconal's coloration signifies different breath weapons, traits, and resistances. Draconals also choose spells from one of four domains. All have the options of the air and healing domains, but their color determines the other two. Black draconals breathe and are resistant to fire, and their additional domain options are fire and luck. Red draconals have the same fire breath and resistance, but their additional domain options are protection and sun. Green and white draconals breathe and are resistant to cold, but green draconals have the options of nature and water domains while white draconals have the options of freedom and repose. Yellow draconals breathe and are resistant to acid, and their additional domain options are earth and luck.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Draconal (Green).md b/content/mechanics/srd/Bestiary/Bestiary 3/Draconal (Green).md
new file mode 100755
index 000000000..e30b5e8df
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Draconal (Green).md
@@ -0,0 +1,111 @@
+---
+title: "Draconal (Green)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.E61dHcUs0L8mf510"
+tags:
+ - pf2e/creature/type/agathion
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/20
+statblock: inline
+name: "Draconal (Green)"
+level: 20
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Draconal (Green)"
+level: "Creature 20"
+
+alignment: ""
+size: "Large"
+trait_01: [[agathion]]
+trait_02: [[celestial]]
+trait_03: [[good]]
+trait_04: [[holy]]
+modifier: 36
+perception:
+ - name: "Perception"
+ desc: "+36; Darkvision"
+languages: "Diabolic, Draconic, Empyrean; speak with animals, tongues"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +38, Crafting: +30, Deception: +35, Diplomacy: +37, Intimidation: +35, Medicine: +34, Nature: +34, Religion: +36, Society: +32, Survival: +32, Nirvana Lore: +36"
+abilityMods: [10, 5, 8, 8, 10, 9]
+speed: 30 feet, fly 90 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 45
+armorclass:
+ - name: AC
+ desc: "45; __Fort__ +34, __Ref__ +31, __Will__ +38; circle of protection"
+hp: 370
+health:
+ - name: ""
+ - name: HP
+ desc: "370, regeneration 20 (deactivated by unholy); __Weaknesses__ unholy 15; __Resistances__ cold 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 20 (Deactivated by Unholy)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Dragon's Salvation"
+ desc: "`pf2:r` **Trigger** A creature within the draconal's reach would take damage.\n* * *\n\n**Effect** Before applying the damage, the draconal casts [[Spells/Lay on Hands|Lay on Hands]] on the triggering creature."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+38 (holy, magical, reach 15 feet)\n__Damage__ 3d12 + 18 piercing 1d6 spirit 4d6 cold"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+38 (agile, holy, magical, reach 10 feet)\n__Damage__ 3d8 + 18 slashing 1d6 spirit 4d6 cold"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 46, attack +38; __10th __ _[[Spells/Miracle|Miracle]]_; __9th __ _[[Spells/Breath of Life|Breath of Life]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Divine Decree|Divine Decree]]_, _[[Spells/Earthquake|Earthquake]]_, _[[Spells/Heal|Heal (x3)]]_, _[[Spells/Implosion|Implosion]]_, _[[Spells/Storm of Vengeance|Storm of Vengeance]]_\n__Constant__ __(7th)__ _[[Spells/Circle of Protection|Circle of Protection]]_, _[[Spells/Speak with Animals|Speak with Animals]]_, _[[Spells/Truespeech|Tongues]]_, _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Champion Focus Spells"
+ desc: "3 Focus Points, DC 46, attack +38; __10th __ _[[Spells/Lay on Hands|Lay on Hands]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (divine) The draconal breathes a blast of energy that deals 21d6 cold damage to creatures they choose to damage in a 60-foot cone (DC 44 Reflex check save).\n\nThey can make this effect nonlethal for selected creatures in the area or choose not to damage certain creatures at all.\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Dragon's Wisdom"
+ desc: " Draconals embody the core value of wisdom, but every path to wisdom and enlightenment differs, so draconals' powers vary by temperament and coloration. A draconal's scale color determines their associated energy damage type.\n\nThey gain resistance 15 to that damage type, deal 4d6 extra damage of that type with their Strikes, and deal 21d6 damage of that type with their breath weapon. They gain additional wisdom in the form of the basic and advanced domain spells from one domain, chosen from four domains available to draconals with their scale color.\n* * *\n\n_Note: Choose the domain powers from the available domains according to the Draconal's scale color and add them to the \"Champion Focus Spell\" spellcasting entry._\n\n* _**All colors** [[PF2e Journals/Domains/Air Domain|Air Domain]] [[PF2e Journals/Domains/Healing Domain|Healing Domain]]_\n* _**Green** [[PF2e Journals/Domains/Nature Domain|Nature Domain]] [[PF2e Journals/Domains/Water Domain|Water Domain]]_"
+
+```
+
+```encounter-table
+name: Draconal (Green)
+creatures:
+ - 1: Draconal (Green)
+```
+
+
+
+These celestial outsiders hail from Nirvana, the plane of purest good. Agathions are born from the souls of mortals who attained the enlightenment they sought in life, sometimes even after death. Because they all start out as mortals who were rewarded for their determination, self-awareness, and purity of heart, agathions are more likely than other celestials to intervene in working nonviolently against the spread of evil on the material plane. Agathions have served as moderators between the chaotic azatas and lawful archons, so they know how vital communication with mortals can be to bridge differences and ensure that evil doesn't win out.
+
+All agathions possess animal-like aspects, some appear more anthropomorphic, while others spend most of their time in forms nearly indistinguishable from true animals. Still others prefer to shapeshift as they see fit, or present as humanoid when in the company of humanoid mortals.
+
+Each type of agathion serves a specific role in Nirvana. Their duties and forms generally reflect the core values they cultivated in life that led them to their enlightenment. Since agathions receive their animal forms as rewards for their mortal lives, they take great insult with insinuations that they're merely magical talking beasts or-even worse-that their forms are a curse or punishment.
+
+* * *
+
+Dragon agathions, known as draconals, number among the most powerful of their kin, and also the wisest, embodying the wisdom of the benevolent philosopher-king. With their wisdom comes an elevation above material matters, making them the most removed from the troubles and lives of mortals. Draconals serve as the guardians of powerful magic, and they dispense their wisdom in service of the greater good of Nirvana and the celestial planes.
+
+Draconals appear more draconic than humanoid. They walk on their hind legs and balance on their long, serpent like tails. Sharp claws tip their scaled humanoid hands.
+
+Similar to true dragons, a draconal's coloration signifies different breath weapons, traits, and resistances. Draconals also choose spells from one of four domains. All have the options of the air and healing domains, but their color determines the other two. Black draconals breathe and are resistant to fire, and their additional domain options are fire and luck. Red draconals have the same fire breath and resistance, but their additional domain options are protection and sun. Green and white draconals breathe and are resistant to cold, but green draconals have the options of nature and water domains while white draconals have the options of freedom and repose. Yellow draconals breathe and are resistant to acid, and their additional domain options are earth and luck.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Draconal (Red).md b/content/mechanics/srd/Bestiary/Bestiary 3/Draconal (Red).md
new file mode 100755
index 000000000..77fc6a54e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Draconal (Red).md
@@ -0,0 +1,111 @@
+---
+title: "Draconal (Red)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.JmNN3QdW9kjTyTSV"
+tags:
+ - pf2e/creature/type/agathion
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/20
+statblock: inline
+name: "Draconal (Red)"
+level: 20
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Draconal (Red)"
+level: "Creature 20"
+
+alignment: ""
+size: "Large"
+trait_01: [[agathion]]
+trait_02: [[celestial]]
+trait_03: [[good]]
+trait_04: [[holy]]
+modifier: 36
+perception:
+ - name: "Perception"
+ desc: "+36; Darkvision"
+languages: "Diabolic, Draconic, Empyrean; speak with animals, tongues"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +38, Crafting: +30, Deception: +35, Diplomacy: +37, Intimidation: +35, Medicine: +34, Nature: +34, Religion: +36, Society: +32, Survival: +32, Nirvana Lore: +36"
+abilityMods: [10, 5, 8, 8, 10, 9]
+speed: 30 feet, fly 90 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 45
+armorclass:
+ - name: AC
+ desc: "45; __Fort__ +34, __Ref__ +31, __Will__ +38; circle of protection"
+hp: 370
+health:
+ - name: ""
+ - name: HP
+ desc: "370, regeneration 20 (deactivated by unholy); __Weaknesses__ unholy 15; __Resistances__ fire 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 20 (Deactivated by Unholy)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Dragon's Salvation"
+ desc: "`pf2:r` **Trigger** A creature within the draconal's reach would take damage.\n* * *\n\n**Effect** Before applying the damage, the draconal casts [[Spells/Lay on Hands|Lay on Hands]] on the triggering creature."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+38 (holy, magical, reach 15 feet)\n__Damage__ 3d12 + 18 piercing 1d6 spirit 4d6 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+38 (agile, holy, magical, reach 10 feet)\n__Damage__ 3d8 + 18 slashing 1d6 spirit 4d6 fire"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 46, attack +38; __10th __ _[[Spells/Miracle|Miracle]]_; __9th __ _[[Spells/Breath of Life|Breath of Life]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Divine Decree|Divine Decree]]_, _[[Spells/Earthquake|Earthquake]]_, _[[Spells/Heal|Heal (x3)]]_, _[[Spells/Implosion|Implosion]]_, _[[Spells/Storm of Vengeance|Storm of Vengeance]]_\n__Constant__ __(7th)__ _[[Spells/Circle of Protection|Circle of Protection]]_, _[[Spells/Speak with Animals|Speak with Animals]]_, _[[Spells/Truespeech|Tongues]]_, _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Champion Focus Spells"
+ desc: "3 Focus Points, DC 46, attack +38; __10th __ _[[Spells/Dazzling Flash|Dazzling Flash]]_, _[[Spells/Lay on Hands|Lay on Hands]]_, _[[Spells/Protector's Sphere|Protector's Sphere]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (divine) The draconal breathes a blast of energy that deals 21d6 fire damage to creatures they choose to damage in a 60-foot cone (DC 44 Reflex check save).\n\nThey can make this effect nonlethal for selected creatures in the area or choose not to damage certain creatures at all.\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Dragon's Wisdom"
+ desc: " Draconals embody the core value of wisdom, but every path to wisdom and enlightenment differs, so draconals' powers vary by temperament and coloration. A draconal's scale color determines their associated energy damage type.\n\nThey gain resistance 15 to that damage type, deal 4d6 extra damage of that type with their Strikes, and deal 21d6 damage of that type with their breath weapon. They gain additional wisdom in the form of the basic and advanced domain spells from one domain, chosen from four domains available to draconals with their scale color. This red draconal has the protection and sun domains.\n* * *\n\n_Note: Choose the domain powers from the available domains according to the Draconal's scale color and add them to the \"Champion Focus Spell\" spellcasting entry._\n\n* _**All colors** [[PF2e Journals/Domains/Air Domain|Air Domain]] [[PF2e Journals/Domains/Healing Domain|Healing Domain]]_\n* _**Red** [[PF2e Journals/Domains/Protection Domain|Protection Domain]] [[PF2e Journals/Domains/Sun Domain|Sun Domain]]_"
+
+```
+
+```encounter-table
+name: Draconal (Red)
+creatures:
+ - 1: Draconal (Red)
+```
+
+
+
+These celestial outsiders hail from Nirvana, the plane of purest good. Agathions are born from the souls of mortals who attained the enlightenment they sought in life, sometimes even after death. Because they all start out as mortals who were rewarded for their determination, self-awareness, and purity of heart, agathions are more likely than other celestials to intervene in working nonviolently against the spread of evil on the material plane. Agathions have served as moderators between the chaotic azatas and lawful archons, so they know how vital communication with mortals can be to bridge differences and ensure that evil doesn't win out.
+
+All agathions possess animal-like aspects, some appear more anthropomorphic, while others spend most of their time in forms nearly indistinguishable from true animals. Still others prefer to shapeshift as they see fit, or present as humanoid when in the company of humanoid mortals.
+
+Each type of agathion serves a specific role in Nirvana. Their duties and forms generally reflect the core values they cultivated in life that led them to their enlightenment. Since agathions receive their animal forms as rewards for their mortal lives, they take great insult with insinuations that they're merely magical talking beasts or-even worse-that their forms are a curse or punishment.
+
+* * *
+
+Dragon agathions, known as draconals, number among the most powerful of their kin, and also the wisest, embodying the wisdom of the benevolent philosopher-king. With their wisdom comes an elevation above material matters, making them the most removed from the troubles and lives of mortals. Draconals serve as the guardians of powerful magic, and they dispense their wisdom in service of the greater good of Nirvana and the celestial planes.
+
+Draconals appear more draconic than humanoid. They walk on their hind legs and balance on their long, serpent like tails. Sharp claws tip their scaled humanoid hands.
+
+Similar to true dragons, a draconal's coloration signifies different breath weapons, traits, and resistances. Draconals also choose spells from one of four domains. All have the options of the air and healing domains, but their color determines the other two. Black draconals breathe and are resistant to fire, and their additional domain options are fire and luck. Red draconals have the same fire breath and resistance, but their additional domain options are protection and sun. Green and white draconals breathe and are resistant to cold, but green draconals have the options of nature and water domains while white draconals have the options of freedom and repose. Yellow draconals breathe and are resistant to acid, and their additional domain options are earth and luck.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Draconal (White).md b/content/mechanics/srd/Bestiary/Bestiary 3/Draconal (White).md
new file mode 100755
index 000000000..2ae3444a9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Draconal (White).md
@@ -0,0 +1,111 @@
+---
+title: "Draconal (White)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.uIQJWCR98Y0zDYBK"
+tags:
+ - pf2e/creature/type/agathion
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/20
+statblock: inline
+name: "Draconal (White)"
+level: 20
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Draconal (White)"
+level: "Creature 20"
+
+alignment: ""
+size: "Large"
+trait_01: [[agathion]]
+trait_02: [[celestial]]
+trait_03: [[good]]
+trait_04: [[holy]]
+modifier: 36
+perception:
+ - name: "Perception"
+ desc: "+36; Darkvision"
+languages: "Diabolic, Draconic, Empyrean; speak with animals, tongues"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +38, Crafting: +30, Deception: +35, Diplomacy: +37, Intimidation: +35, Medicine: +34, Nature: +34, Religion: +36, Society: +32, Survival: +32, Nirvana Lore: +36"
+abilityMods: [10, 5, 8, 8, 10, 9]
+speed: 30 feet, fly 90 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 45
+armorclass:
+ - name: AC
+ desc: "45; __Fort__ +34, __Ref__ +31, __Will__ +38; circle of protection"
+hp: 370
+health:
+ - name: ""
+ - name: HP
+ desc: "370, regeneration 20 (deactivated by unholy); __Weaknesses__ unholy 15; __Resistances__ cold 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 20 (Deactivated by Unholy)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Dragon's Salvation"
+ desc: "`pf2:r` **Trigger** A creature within the draconal's reach would take damage.\n* * *\n\n**Effect** Before applying the damage, the draconal casts [[Spells/Lay on Hands|Lay on Hands]] on the triggering creature."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+38 (holy, magical, reach 15 feet)\n__Damage__ 3d12 + 18 piercing 1d6 spirit 4d6 cold"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+38 (agile, holy, magical, reach 10 feet)\n__Damage__ 3d8 + 18 slashing 1d6 spirit 4d6 cold"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 46, attack +38; __10th __ _[[Spells/Miracle|Miracle]]_; __9th __ _[[Spells/Breath of Life|Breath of Life]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Divine Decree|Divine Decree]]_, _[[Spells/Earthquake|Earthquake]]_, _[[Spells/Heal|Heal (x3)]]_, _[[Spells/Implosion|Implosion]]_, _[[Spells/Storm of Vengeance|Storm of Vengeance]]_\n__Constant__ __(7th)__ _[[Spells/Circle of Protection|Circle of Protection]]_, _[[Spells/Speak with Animals|Speak with Animals]]_, _[[Spells/Truespeech|Tongues]]_, _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Champion Focus Spells"
+ desc: "3 Focus Points, DC 46, attack +38; __10th __ _[[Spells/Lay on Hands|Lay on Hands]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (divine) The draconal breathes a blast of energy that deals 21d6 cold damage to creatures they choose to damage in a 60-foot cone (DC 44 Reflex check save).\n\nThey can make this effect nonlethal for selected creatures in the area or choose not to damage certain creatures at all.\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Dragon's Wisdom"
+ desc: " Draconals embody the core value of wisdom, but every path to wisdom and enlightenment differs, so draconals' powers vary by temperament and coloration. A draconal's scale color determines their associated energy damage type.\n\nThey gain resistance 15 to that damage type, deal 4d6 extra damage of that type with their Strikes, and deal 21d6 damage of that type with their breath weapon. They gain additional wisdom in the form of the basic and advanced domain spells from one domain, chosen from four domains available to draconals with their scale color.\n* * *\n\n_Note: Choose the domain powers from the available domains according to the Draconal's scale color and add them to the \"Champion Focus Spell\" spellcasting entry._\n\n* _**All colors** [[PF2e Journals/Domains/Air Domain|Air Domain]] [[PF2e Journals/Domains/Healing Domain|Healing Domain]]_\n* _**White** [[PF2e Journals/Domains/Freedom Domain|Freedom Domain]] [[PF2e Journals/Domains/Repose Domain|Repose Domain]]_"
+
+```
+
+```encounter-table
+name: Draconal (White)
+creatures:
+ - 1: Draconal (White)
+```
+
+
+
+These celestial outsiders hail from Nirvana, the plane of purest good. Agathions are born from the souls of mortals who attained the enlightenment they sought in life, sometimes even after death. Because they all start out as mortals who were rewarded for their determination, self-awareness, and purity of heart, agathions are more likely than other celestials to intervene in working nonviolently against the spread of evil on the material plane. Agathions have served as moderators between the chaotic azatas and lawful archons, so they know how vital communication with mortals can be to bridge differences and ensure that evil doesn't win out.
+
+All agathions possess animal-like aspects, some appear more anthropomorphic, while others spend most of their time in forms nearly indistinguishable from true animals. Still others prefer to shapeshift as they see fit, or present as humanoid when in the company of humanoid mortals.
+
+Each type of agathion serves a specific role in Nirvana. Their duties and forms generally reflect the core values they cultivated in life that led them to their enlightenment. Since agathions receive their animal forms as rewards for their mortal lives, they take great insult with insinuations that they're merely magical talking beasts or-even worse-that their forms are a curse or punishment.
+
+* * *
+
+Dragon agathions, known as draconals, number among the most powerful of their kin, and also the wisest, embodying the wisdom of the benevolent philosopher-king. With their wisdom comes an elevation above material matters, making them the most removed from the troubles and lives of mortals. Draconals serve as the guardians of powerful magic, and they dispense their wisdom in service of the greater good of Nirvana and the celestial planes.
+
+Draconals appear more draconic than humanoid. They walk on their hind legs and balance on their long, serpent like tails. Sharp claws tip their scaled humanoid hands.
+
+Similar to true dragons, a draconal's coloration signifies different breath weapons, traits, and resistances. Draconals also choose spells from one of four domains. All have the options of the air and healing domains, but their color determines the other two. Black draconals breathe and are resistant to fire, and their additional domain options are fire and luck. Red draconals have the same fire breath and resistance, but their additional domain options are protection and sun. Green and white draconals breathe and are resistant to cold, but green draconals have the options of nature and water domains while white draconals have the options of freedom and repose. Yellow draconals breathe and are resistant to acid, and their additional domain options are earth and luck.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Draconal (Yellow).md b/content/mechanics/srd/Bestiary/Bestiary 3/Draconal (Yellow).md
new file mode 100755
index 000000000..c2e9f6e9d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Draconal (Yellow).md
@@ -0,0 +1,111 @@
+---
+title: "Draconal (Yellow)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Cj5c6c1EEaA7Uaif"
+tags:
+ - pf2e/creature/type/agathion
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/20
+statblock: inline
+name: "Draconal (Yellow)"
+level: 20
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Draconal (Yellow)"
+level: "Creature 20"
+
+alignment: ""
+size: "Large"
+trait_01: [[agathion]]
+trait_02: [[celestial]]
+trait_03: [[good]]
+trait_04: [[holy]]
+modifier: 36
+perception:
+ - name: "Perception"
+ desc: "+36; Darkvision"
+languages: "Diabolic, Draconic, Empyrean; speak with animals, tongues"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +38, Crafting: +30, Deception: +35, Diplomacy: +37, Intimidation: +35, Medicine: +34, Nature: +34, Religion: +36, Society: +32, Survival: +32, Nirvana Lore: +36"
+abilityMods: [10, 5, 8, 8, 10, 9]
+speed: 30 feet, fly 90 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 45
+armorclass:
+ - name: AC
+ desc: "45; __Fort__ +34, __Ref__ +31, __Will__ +38; circle of protection"
+hp: 370
+health:
+ - name: ""
+ - name: HP
+ desc: "370, regeneration 20 (deactivated by unholy); __Weaknesses__ unholy 15; __Resistances__ acid 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 20 (Deactivated by Unholy)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Dragon's Salvation"
+ desc: "`pf2:r` **Trigger** A creature within the draconal's reach would take damage.\n* * *\n\n**Effect** Before applying the damage, the draconal casts [[Spells/Lay on Hands|Lay on Hands]] on the triggering creature."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+38 (holy, magical, reach 15 feet)\n__Damage__ 3d12 + 18 piercing 1d6 spirit 4d6 acid"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+38 (agile, holy, magical, reach 10 feet)\n__Damage__ 3d8 + 18 slashing 1d6 spirit 4d6 acid"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 46, attack +38; __10th __ _[[Spells/Miracle|Miracle]]_; __9th __ _[[Spells/Breath of Life|Breath of Life]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Divine Decree|Divine Decree]]_, _[[Spells/Earthquake|Earthquake]]_, _[[Spells/Heal|Heal (x3)]]_, _[[Spells/Implosion|Implosion]]_, _[[Spells/Storm of Vengeance|Storm of Vengeance]]_\n__Constant__ __(7th)__ _[[Spells/Circle of Protection|Circle of Protection]]_, _[[Spells/Speak with Animals|Speak with Animals]]_, _[[Spells/Truespeech|Tongues]]_, _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Champion Focus Spells"
+ desc: "3 Focus Points, DC 46, attack +38; __10th __ _[[Spells/Lay on Hands|Lay on Hands]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (divine) The draconal breathes a blast of energy that deals 21d6 acid damage to creatures they choose to damage in a 60-foot cone (DC 44 Reflex check save).\n\nThey can make this effect nonlethal for selected creatures in the area or choose not to damage certain creatures at all.\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Dragon's Wisdom"
+ desc: " Draconals embody the core value of wisdom, but every path to wisdom and enlightenment differs, so draconals' powers vary by temperament and coloration. A draconal's scale color determines their associated energy damage type.\n\nThey gain resistance 15 to that damage type, deal 4d6 extra damage of that type with their Strikes, and deal 21d6 damage of that type with their breath weapon. They gain additional wisdom in the form of the basic and advanced domain spells from one domain, chosen from four domains available to draconals with their scale color.\n* * *\n\n_Note: Choose the domain powers from the available domains according to the Draconal's scale color and add them to the \"Champion Focus Spell\" spellcasting entry._\n\n* _**All colors** [[PF2e Journals/Domains/Air Domain|Air Domain]] [[PF2e Journals/Domains/Healing Domain|Healing Domain]]_\n* _**Yellow** [[PF2e Journals/Domains/Earth Domain|Earth Domain]] [[PF2e Journals/Domains/Luck Domain|Luck Domain]]_"
+
+```
+
+```encounter-table
+name: Draconal (Yellow)
+creatures:
+ - 1: Draconal (Yellow)
+```
+
+
+
+These celestial outsiders hail from Nirvana, the plane of purest good. Agathions are born from the souls of mortals who attained the enlightenment they sought in life, sometimes even after death. Because they all start out as mortals who were rewarded for their determination, self-awareness, and purity of heart, agathions are more likely than other celestials to intervene in working nonviolently against the spread of evil on the material plane. Agathions have served as moderators between the chaotic azatas and lawful archons, so they know how vital communication with mortals can be to bridge differences and ensure that evil doesn't win out.
+
+All agathions possess animal-like aspects, some appear more anthropomorphic, while others spend most of their time in forms nearly indistinguishable from true animals. Still others prefer to shapeshift as they see fit, or present as humanoid when in the company of humanoid mortals.
+
+Each type of agathion serves a specific role in Nirvana. Their duties and forms generally reflect the core values they cultivated in life that led them to their enlightenment. Since agathions receive their animal forms as rewards for their mortal lives, they take great insult with insinuations that they're merely magical talking beasts or-even worse-that their forms are a curse or punishment.
+
+* * *
+
+Dragon agathions, known as draconals, number among the most powerful of their kin, and also the wisest, embodying the wisdom of the benevolent philosopher-king. With their wisdom comes an elevation above material matters, making them the most removed from the troubles and lives of mortals. Draconals serve as the guardians of powerful magic, and they dispense their wisdom in service of the greater good of Nirvana and the celestial planes.
+
+Draconals appear more draconic than humanoid. They walk on their hind legs and balance on their long, serpent like tails. Sharp claws tip their scaled humanoid hands.
+
+Similar to true dragons, a draconal's coloration signifies different breath weapons, traits, and resistances. Draconals also choose spells from one of four domains. All have the options of the air and healing domains, but their color determines the other two. Black draconals breathe and are resistant to fire, and their additional domain options are fire and luck. Red draconals have the same fire breath and resistance, but their additional domain options are protection and sun. Green and white draconals breathe and are resistant to cold, but green draconals have the options of nature and water domains while white draconals have the options of freedom and repose. Yellow draconals breathe and are resistant to acid, and their additional domain options are earth and luck.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Dramofir.md b/content/mechanics/srd/Bestiary/Bestiary 3/Dramofir.md
new file mode 100755
index 000000000..888c7c148
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Dramofir.md
@@ -0,0 +1,95 @@
+---
+title: "Dramofir"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.IVbftvps8gxdLVIc"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/dream
+ - pf2eMonster
+ - pf2e/creature/level/14
+statblock: inline
+name: "Dramofir"
+level: 14
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Dramofir"
+level: "Creature 14"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+trait_02: [[dream]]
+modifier: 28
+perception:
+ - name: "Perception"
+ desc: "+28; Greater Darkvision"
+languages: "telepathy 100 feet, tongues"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +26, Diplomacy: +27, Occultism: +21, Stealth: +28, Dreamlands Lore: +23"
+abilityMods: [3, 6, 4, 1, 8, 7]
+speed: 25 feet, fly 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 35
+armorclass:
+ - name: AC
+ desc: "35; __Fort__ +22, __Ref__ +26, __Will__ +30"
+hp: 290
+health:
+ - name: ""
+ - name: HP
+ desc: "290; __Immunities__ sleep; __Weaknesses__ slashing 10; __Resistances__ critical hits 10, precision 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Surreal Anatomy"
+ desc: " A dramofir has resistance 10 to precision damage and the extra damage from critical hits. If the resistance is greater than the extra damage, it reduces the extra damage to 0 but doesn't reduce the attack's normal damage."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Needle"
+ desc: "+27 (agile, finesse, reach 10 feet)\n__Damage__ 3d6 + 9 piercing 2d6 mental"
+
+ - name: "**Ranged** `pf2:1` Needle"
+ desc: "+27 (agile, thrown 20 ft.)\n__Damage__ 3d6 + 9 piercing 2d6 mental"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 36, attack +28; __8th __ _[[Spells/Dream Council|Dream Council]]_; __7th __ _[[Spells/Darkness|Darkness]]_, _[[Spells/Mask of Terror|Mask of Terror]]_, _[[Spells/Nightmare|Nightmare]]_, _[[Spells/Sleep|Sleep]]_, _[[Spells/Soothe|Soothe (x2)]]_; __4th __ _[[Spells/Translocate|Dimension Door (At Will)]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Bittersweet Dreams"
+ desc: "`pf2:2` (emotion,mental,occult,visual) The dramofir swishes their robes in a mesmerizing display that brings the dreams in the robes to life before the viewer's very eyes. Each creature within 30 feet must attempt a DC 34 Will check save or be filled with ennui.\n* * *\n\n**Critical Success** The creature is unaffected and temporarily immune for 24 hours.\n\n**Success** For 1 round, the creature takes a -1 status penalty to attack rolls, saving throws, and skill checks, and all other emotion effects on it are suppressed.\n\n**Failure** As success, but the creature is also [[Conditions/Slowed|Slowed 1]] and the duration is 1d4 rounds.\n\n**Critical Failure** As success, but the creature is also slowed 1, the status penalty is -2, and the duration is 1 minute.\n\n[[Bestiary Effects/Effect_ Bittersweet Dreams|Effect: Bittersweet Dreams]]"
+
+ - name: "Pluck Dream"
+ desc: "`pf2:3` (mental,occult) **Requirements** The dramofir is adjacent to an [[Conditions/Unconscious|Unconscious]] or sleeping creature\n* * *\n\n**Effect** The dramofir licks the creature's forehead, places their hand in the same spot, and siphons the creature's dreams to incorporate into their robes.\n\nIf the target is affected by any mental effect altering their dreams, such as an [[Bestiary 2/Animate Dream|Animate Dream's]] curse of endless nightmares or a [[Spells/Nightmare|Nightmare]] spell, the dramofir attempts to counteract that effect (counteract modifier +26). Otherwise, the dramofir plucks a benign dream from the creature, and the target must attempt a DC 36 Will check save.\n* * *\n\n**Success** The creature is unaffected.\n\n**Failure** The creature is [[Conditions/Stupefied|Stupefied 1]] until the next time it gets a full night's rest.\n\n**Critical Failure** As failure, but [[Conditions/Stupefied|Stupefied 2]], and the dramofir casts a 6th-rank [[Spells/Rewrite Memory|Rewrite Memory]] spell on the target."
+
+```
+
+```encounter-table
+name: Dramofir
+creatures:
+ - 1: Dramofir
+```
+
+
+
+Beings of inscrutable intent and incredible power, dramofirs hail from the Dreamlands and shamble across the multiverse in search of dreams to incorporate into their voluminous robes. Few people on the Material Plane dare trifle with dramofirs and instead treat them with respect, hoping that they'll simply take their chosen victims' dreams and then go away. Often, this is exactly what happens. Every now and then, however, in the process of siphoning an individual's dreams, the dramofir slays their victim without warning or apparent cause.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Duende.md b/content/mechanics/srd/Bestiary/Bestiary 3/Duende.md
new file mode 100755
index 000000000..a12be3f80
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Duende.md
@@ -0,0 +1,92 @@
+---
+title: "Duende"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.EMLlzL5y11i3jMxg"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Duende"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Duende"
+level: "Creature 2"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Small"
+trait_01: [[chaotic]]
+trait_02: [[earth]]
+trait_03: [[fey]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision, Tremorsense (Imprecise) 60 Feet"
+languages: "Fey, Gnomish, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Intimidation: +8, Society: +7, Survival: +9, Farming Lore: +7, Labor Lore: +7"
+abilityMods: [1, 3, 2, 1, 3, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +6, __Ref__ +9, __Will__ +9"
+hp: 35
+health:
+ - name: ""
+ - name: HP
+ desc: "35"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "Toenail Cutter"
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Toenail Cutter"
+ desc: "+10 (agile, backstabber, finesse)\n__Damage__ 1d6 + 3 slashing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 18, attack +10; __3rd __ _[[Spells/Locate|Locate]]_; __2nd __ _[[Spells/Invisibility|Invisibility (Self Only)]]_; __1st __ _[[Spells/Fear|Fear]]_, _[[Spells/Phantom Pain|Phantom Pain]]_\n__Cantrips__ __(1st)__ _[[Spells/Daze|Daze]]_, _[[Spells/Guidance|Guidance]]_, _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_"
+
+ - name: "Earthmound Dweller"
+ desc: "`pf2:3` (primal) The duende shrinks to the size of an ant, allowing them to enter very small tunnels within the earth such as anthills or termite mounds. Their Speed decreases to 5 feet. They can remain in this size until they end the effect by spending a single action, which has the concentrate trait.\n\nIf the duende is underground and a creature hits the space they're occupying with a Strike (hitting automatically) that deals 5 damage or more, the duende is expelled from the tunnels, returns to their normal size, and takes bludgeoning damage equal to the damage from the Strike."
+
+ - name: "Fool's Gold"
+ desc: "`pf2:2` (illusion,occult) **Frequency** once per day\n\n**Requirements** The duende is holding brown or yellow earthen objects, such as ginger or animal dung\n* * *\n\n**Effect** The duende makes the objects look, feel, and smell like gold trinkets of a similar size. A creature that touches or Interacts with an affected object can attempt a DC 18 Perception check check to disbelieve the illusion, and a successful DC 20 check with DC 18 Crafting check or an appropriate Lore skill (such as Mining Lore) reveals their true nature. The effect ends if the objects are exposed to sunlight."
+
+```
+
+```encounter-table
+name: Duende
+creatures:
+ - 1: Duende
+```
+
+
+
+Duendes fancy themselves as lords of the land-which is true, in a literal sense, these spirits embody the very soil upon the ground. Unlike most other fey, duendes have learned from the society that grew around them. They've come to accept the mortal understanding of what being a landlord means, so they expect rent from their perceived tenants. However, their notions of acceptable rent-and the acceptable role of a landlord for that matter-don't really line up with those of most societies.
+
+Duendes' natural abilities allow them to dwell in termite mounds, but as societies arose, they adopted the habit of sleeping in their tenants' homes. This tendency can be bothersome, as duendes don't clean up after themselves, lock doors behind them, or have the basic decency to be visible.
+
+On top of that, they act like they own the places they settle, casting spells on anyone they find annoying. These quirks are usually tolerated, though, as keeping duende happy means that crops grow well and that their magic protects the families in their care. Families aware of their presence are careful to warn invisible duendes before doing things like tossing bathwater out the window or entering a seemingly empty room. These warnings are usually polite but firm, in the vein of "Please move aside!"
+
+More prone to making trouble or being a nuisance than to violence, duendes can still prove dangerous if they feel they have no other recourse. Each one carries a toenail cutter, with full awareness that they can use it to cut other things.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Dvorovoi.md b/content/mechanics/srd/Bestiary/Bestiary 3/Dvorovoi.md
new file mode 100755
index 000000000..9416adb55
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Dvorovoi.md
@@ -0,0 +1,90 @@
+---
+title: "Dvorovoi"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.qngteBjsroFGj06M"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Dvorovoi"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Dvorovoi"
+level: "Creature 3"
+
+alignment: ""
+size: "Small"
+trait_01: [[chaotic]]
+trait_02: [[fey]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; "
+languages: "Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Crafting: +8, Nature: +9, Stealth: +9, Household Lore: +11"
+abilityMods: [3, 2, 1, -1, 0, 1]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +10, __Ref__ +9, __Will__ +7"
+hp: 44
+health:
+ - name: ""
+ - name: HP
+ desc: "44; __Weaknesses__ cold iron 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "Pitchfork"
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) within their entire bound yard]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "Master of the Yard"
+ desc: " The dvorovoi helps or causes trouble in the yard, milking or scaring cows, protecting or scattering tools, and so forth. By commanding their home to attack, the dvorovoi can [[Actions/Grapple|Grapple]], [[Actions/Shove|Shove]], [[Actions/Trip|Trip]], and [[Actions/Disarm|Disarm]] with their enraged home Strike.\n\nThe dvorovoi uses their Household Lore instead of Athletics skill for these checks."
+
+abilities_mid:
+ - name: ""
+ - name: "Shy"
+ desc: " A dvorovoi is naturally [[Conditions/Invisible|Invisible]] while within sight of their bound home. The dvorovoi can become visible, or even selectively visible-allowing some people to see them."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pitchfork"
+ desc: "+12 ()\n__Damage__ 1d8 + 6 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 18, attack +10; __2nd __ _[[Spells/Entangling Flora|Entangle]]_, _[[Spells/Speak with Animals|Speak with Animals (At Will)]]_; __1st __ _[[Spells/Charm|Charm (Animals Only)]]_, _[[Spells/Command|Command (Animals Only)]]_, _[[Spells/Mending|Mending]]_\n__Cantrips__ __(2nd)__ _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Prestidigitation|Prestidigitation]]_"
+
+```
+
+```encounter-table
+name: Dvorovoi
+creatures:
+ - 1: Dvorovoi
+```
+
+
+
+Traditionally, the dvorovoi is seen as the domovoi's younger sibling and has charge of a peasant's yard and all the animals and tools within. Animals favored by the dvorovoi become healthy, strong, and obedient, while less-loved livestock are exhausted and miserable. Peasants with a resident dvorovoi make sure to formally introduce new livestock to the house spirit and placate the spirit by leaving meals in the shed. Dvorovoi loathe white-furred animals and chase away any all-white cows or horses, though they have no similar grudge against chickens.
+
+* * *
+
+House spirits are shy, often helpful, sometimes wrathful fey that dwell alongside peasants and farmers. They reside in the house, in the yard, in the granary, in the bathhouse-wherever people build and live. Due to this proximity, house spirits often take on the mannerisms or appearance of nearby mortals. Their reclusive nature and tendency to go unseen earned them the moniker of "spirits," though in truth they are fully embodied fey.
+
+House spirits take an almost parental interest in "their" mortals. Given proper respect, these fey work tirelessly for their charges-they chop wood, care for livestock, mend clothes, sweep the floor, and tend to the stove. If offended, though, the house spirit becomes a menace, frightening animals or children and ruining belongings.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Earth Wisp.md b/content/mechanics/srd/Bestiary/Bestiary 3/Earth Wisp.md
new file mode 100755
index 000000000..c9821309d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Earth Wisp.md
@@ -0,0 +1,91 @@
+---
+title: "Earth Wisp"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.FPRfXNawEa8QRzrd"
+tags:
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/0
+statblock: inline
+name: "Earth Wisp"
+level: 0
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Earth Wisp"
+level: "Creature 0"
+
+alignment: ""
+size: "tiny"
+trait_01: [[earth]]
+trait_02: [[elemental]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision, Tremorsense (Imprecise) 30 Feet"
+languages: "Petran"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +6, Dungeon Lore: +4, Plane of Earth Lore: +4"
+abilityMods: [2, 1, 3, 0, 2, 0]
+speed: 20 feet, burrow 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +7, __Ref__ +5, __Will__ +4"
+hp: 15
+health:
+ - name: ""
+ - name: HP
+ desc: "15; __Immunities__ bleed, paralyzed, poison, sleep; __Resistances__ bludgeoning 2"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Accord Essence"
+ desc: "`pf2:r` (earth) **Trigger** An ally within 30 feet that benefited from the wisp's resonance in the last hour is targeted by an attack\n* * *\n\n**Effect** The wisp detonates itself in a small elemental explosion that gives temporary Hit Points equal to half the wisp's current Hit Points to allies within 30 feet that have benefited from the wisp's resonance in the last hour. These temporary Hit Points last 1 hour.\n\nA wisp that uses this reaction is permanently destroyed, and it can be restored only by a [[Spells/Wish|Wish]] spell or similarly powerful effect. If an ability would prevent the wisp's destruction (for instance, if the wisp is summoned and would merely be dismissed), Accord Essence has no effect."
+
+ - name: "Resonance"
+ desc: " (aura,earth) 30 feet. All wisps vibrate at a frequency attuned to their element, resonating with and empowering all creatures and effects sharing that trait.\n\nA creature in the area gains a +1 status bonus to attack and damage rolls for effects with the earth trait; a creature with the elemental and earth traits gains this bonus to all attack and damage rolls.\n\n[[Bestiary Effects/Effect_ Resonance|Effect: Resonance]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tendril"
+ desc: "+6 (reach 10 feet)\n__Damage__ 1d4 + 2 bludgeoning"
+
+ - name: "In Concert"
+ desc: " When an earth wisp rolls a critical failure on a check to [[Actions/Aid|Aid]], they get a failure instead, and when they roll a success, they get a critical success instead."
+
+```
+
+```encounter-table
+name: Earth Wisp
+creatures:
+ - 1: Earth Wisp
+```
+
+
+
+Earth wisps are rolling spheres of rock, mud, and leaves, perpetually humming with low, rumbling energy. They're timid and aloof, but fiercely loyal to those they know and trust.
+
+* * *
+
+Wisps are tiny elemental beings that emerged during the creation of the Elemental Planes. The first wisps roamed the Inner Sphere in shifting symphonies that traded members with their every meeting. These symphonies of free wisps created music out of their combined resonances, but when the evil Elemental Lords realized the value of the wisps' resonance, they captured whole symphonies for use as servants.
+
+Wisps attune to each other and to those they surround themselves with. This attunement makes them naturally supportive allies. Free wisps still roam the Inner Sphere and the Material Plane, but they're usually shy and hide themselves from strangers. However, they happily offer their service to those who show them kindness. They especially find themselves drawn to spellcasters who practice elemental magic; these wisps usually watch from afar but sometimes approach those who seem safe to become familiars or comrades.
+
+Free wisps who find one another become close almost immediately. They get especially excited when they find wisps of elements other than their own, showing none of the animosity some elementals exhibit toward other types. Instead, they join in an excited dance, emitting resonances that faintly echo the symphonies of ancient days.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Einherji.md b/content/mechanics/srd/Bestiary/Bestiary 3/Einherji.md
new file mode 100755
index 000000000..7314349c4
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Einherji.md
@@ -0,0 +1,103 @@
+---
+title: "Einherji"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.UtLRP0c3ODUHPv81"
+tags:
+ - pf2e/creature/type/aesir
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/monitor
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Einherji"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Einherji"
+level: "Creature 10"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aesir]]
+trait_02: [[chaotic]]
+trait_03: [[monitor]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision"
+languages: "Common, Hallit, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +25, Crafting: +16, Intimidation: +21"
+abilityMods: [7, 4, 6, 0, 1, 3]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +22, __Ref__ +18, __Will__ +17; +4 to will saves vs. fear"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175; __Resistances__ piercing 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Dagger|+1 Striking Returning Dagger]], [[Equipment/Longsword|+1 Striking Longsword]], [[Equipment/Wooden Shield|Duskwood Shield]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Shield Block|Shield Block]]"
+ desc: "`pf2:r` **Trigger** The monster has its shield raised and takes damage from a physical attack.\n* * *\n\n**Effect** The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Longsword"
+ desc: "+24 (versatile p)\n__Damage__ 2d8 + 13 slashing"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+23 (agile)\n__Damage__ 2d6 + 13 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Dagger"
+ desc: "+24 (agile, versatile s)\n__Damage__ 2d4 + 13 piercing"
+
+ - name: "**Ranged** `pf2:1` Dagger"
+ desc: "+21 (agile, thrown 10 ft., versatile s)\n__Damage__ 2d4 + 13 piercing"
+
+ - name: "Champion Devotion Spells"
+ desc: "2 Focus Points, DC 29, attack +21; __5th __ _[[Spells/Weapon Surge|Weapon Surge]]_, _[[Spells/Word of Freedom|Word of Freedom]]_"
+
+ - name: "Challenge Foe"
+ desc: "`pf2:1` The einherji challenges one creature they can see to single combat, attempting to [[Actions/Demoralize|Demoralize]] that target.\n\nThis target remains the einherji's foe until it's defeated, it flees, or the encounter ends. The einherji gains a circumstance bonus to damage equal to their number of weapon damage dice against their designated foe but takes an equivalent circumstance penalty to damage against any other creature.\n\nIf the einherji is defeated by their challenged foe, the shame causes them to lose use of their champion devotion spells for 1 week or until they challenge the same foe again and emerge victorious, whichever comes first."
+
+ - name: "Instant Repair"
+ desc: "`pf2:1` The einherji [[Actions/Repair|Repairs]] their shield. They can't use this ability if the shield is completely destroyed."
+
+ - name: "Jotun Slayer"
+ desc: " The einherji has a +4 circumstance bonus to damage rolls made against giants and creatures that are at least two sizes larger than the einherji."
+
+```
+
+```encounter-table
+name: Einherji
+creatures:
+ - 1: Einherji
+```
+
+
+
+Einherjar are mighty warriors chosen by valkyries from the ranks of those slain in terrible and legendary battles. Forged from the souls of the greatest warriors, the implacable einherjar serve as the foot soldiers of pantheons, skilled in handto-hand combat and slaying giants.
+
+Einherjar often come from warrior cultures, including Ulfen vikings (like the einherji represented in this entry), particularly fierce pirates from the Shackles, and even Osirian conquerors. They can be chosen from wherever war and might hold sway; many deities who hold the call of battle and the pursuit of physical power more sacred than concepts of good and evil might count einherjar warriors and valkyrie choosers of the slain among their chosen servitors. For example, Gorum, Besmara, and Sekhmet have all elevated fallen worshippers as einherjar. Einherjar dedicated to different deities often wield weapons or possess varying cosmetic appearances based on their deity's preferred weapon and their place of death; however, they're universally stalwart, implacable, and efficiently deadly. Einherjar with two-handed weapons or who arise from other backgrounds often have different abilities in place of Jotun Slayer and Instant Repair.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Elder Sphinx.md b/content/mechanics/srd/Bestiary/Bestiary 3/Elder Sphinx.md
new file mode 100755
index 000000000..d6e5b9739
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Elder Sphinx.md
@@ -0,0 +1,100 @@
+---
+title: "Elder Sphinx"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.GgHGZAUNavEzADAN"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/16
+statblock: inline
+name: "Elder Sphinx"
+level: 16
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Elder Sphinx"
+level: "Creature 16"
+rare_03: [[Rare]]
+alignment: ""
+size: "huge"
+trait_01: [[beast]]
+modifier: 31
+perception:
+ - name: "Perception"
+ desc: "+31; Darkvision, Truesight"
+languages: "Common, Draconic, Sphinx; tongues"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +30, Deception: +28, Diplomacy: +30, Intimidation: +28, Occultism: +30, Bardic Lore: +32"
+abilityMods: [8, 5, 6, 8, 9, 6]
+speed: 40 feet, fly 60 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 38
+armorclass:
+ - name: AC
+ desc: "38; __Fort__ +28, __Ref__ +25, __Will__ +31"
+hp: 300
+health:
+ - name: ""
+ - name: HP
+ desc: "300"
+abilities_top:
+ - name: ""
+
+ - name: "Bardic Lore"
+ desc: " Sphinxes are naturally curious, and their love of puzzles and mysteries leads them to gather information on a broad range of topics. Sphinxes have the [[Feats/Bardic Lore|Bardic Lore]] bard feat, allowing them to [[Actions/Recall Knowledge|Recall Knowledge]] on any topic."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+32 (agile)\n__Damage__ 3d8 + 16 slashing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 37, attack +29; __8th __ _[[Spells/Clairaudience|Clairaudience (At Will)]]_, _[[Spells/Clairvoyance|Clairvoyance (At Will)]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Mirage|Hallucinatory Terrain]]_, _[[Spells/Locate|Locate]]_, _[[Spells/Read Omens|Read Omens (At Will)]]_, _[[Compendium.pf2e.spells-srd.Item.OyFCwQuw8XRazsNr|Remove Curse (At Will)]]_, _[[Spells/Shape Stone|Shape Stone (See Idols of Stone)]]_, _[[Spells/Truesight|True Seeing]]_, _[[Spells/Ventriloquism|Ventriloquism (At Will)]]_\n__Cantrips__ __(8th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Read Aura|Read Aura]]_\n__Constant__ __(6th)__ _[[Spells/Truespeech|Tongues]]_, _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Rituals"
+ desc: "_Commune_, _Legend Lore_"
+
+ - name: "Guardian Monolith"
+ desc: "`pf2:2` The elder sphinx transforms their body into stone or back to flesh.\n\nIn stone form, the sphinx is [[Conditions/Paralyzed|Paralyzed]] but has Hardness 14 and gains immunity to bleed, clumsy, disease, drained, enfeebled, fatigued, petrified, poison, sickened, void damage, and wounded. They don't age or require food, water, or sleep. They can perceive their surroundings and cast their innate spells.\n\n[[Spells/Stone to Flesh|Stone to Flesh]] turns the elder sphinx from stone form back to flesh, and [[Spells/Petrify|Petrify]] turns it from flesh form to stone form."
+
+ - name: "Idols of Stone"
+ desc: " When the sphinx casts [[Spells/Shape Stone|Shape Stone]], they can shape the stone into a magical duplicate of themself.\n\nWhen they cast [[Spells/Clairaudience|Clairaudience]], [[Spells/Clairvoyance|Clairvoyance]], [[Spells/Locate|Locate]], or [[Spells/Ventriloquism|Ventriloquism]], they can make the effect come from any duplicate, instead of themself.\n\nThe elder sphinx can concentrate for 1 minute to transfer their consciousness to any duplicate; the sphinx is then in their stone form from Guardian Monolith in that statue.The sphinx can have no more than four duplicate statues at a time. Casting _shape stone_ at that point causes the oldest duplicate to crumble to dust."
+
+ - name: "Pose a Riddle"
+ desc: "`pf2:2` (incapacitation,linguistic,mental,occult) **Frequency** once per 10 minutes\n* * *\n\nThe sphinx recites a riddle and compels up to 10 creatures within 30 feet to answer (DC 37 Will check save). The GM either runs the riddle out of character by timing the players' attempts, or picks an appropriate associated skill for the riddle, such as Religion for a riddle involving divine mysteries.\n\nThe sphinx gains a +2 circumstance bonus to attack rolls and damage rolls against any creature that answers incorrectly even once. This bonus lasts for 1 day.\n* * *\n\n**Critical Success** The creature is unaffected, but it can choose to try to help solve the riddle.\n\n**Success** The creature attempts to answer the riddle, each round spending at least one action attempting a [[Actions/Recall Knowledge|Recall Knowledge]] check with the chosen skill (or working on the answer, if using an out of game riddle). This lasts for 1 minute, until the creature successfully answers the riddle, or until an enemy takes a hostile action against the creature, whichever comes first.\n\n**Failure** As success but the creature must spend at least two actions each round attempting to answer.\n\n**Critical Failure** As failure, but up to 1 hour."
+
+ - name: "Pounce"
+ desc: "`pf2:1` The elder sphinx Strides and makes a Strike at the end of that movement. If they began this action [[Conditions/Hidden|Hidden]], they remain hidden until after the attack."
+
+ - name: "Warding Glyph"
+ desc: " Once per day, an elder sphinx can create a magical symbol as though casting a heightened [[Spells/Rune Trap|Rune Trap]]. The sphinx usually shapes it to the form of a riddle and sets the password to the answer.\n\nA creature that doesn't speak the password must succeed at a DC 37 Will check save or be affected by one of the following spells, chosen by the sphinx when creating the symbol:\n\n* [[Spells/Visions of Danger|Visions of Danger]] (7th)\n* [[Spells/Spirit Blast|Spirit Blast]] (6th)\n* [[Spells/Synaptic Pulse|Synaptic Pulse]] (5th)\n* [[Spells/Charm|Charm]] (4th)\n* [[Spells/Fear|Fear]] (3rd)\n* [[Spells/Phantom Pain|Phantom Pain]] (3rd)\n* [[Spells/Sleep|Sleep]] (3rd)\n\nThe sphinx learns the identity of any creature that answers the riddle and tends to be friendly to them."
+
+```
+
+```encounter-table
+name: Elder Sphinx
+creatures:
+ - 1: Elder Sphinx
+```
+
+
+
+Towering over their kin, elder sphinxes are the pharaonic masters of their kind. They crave solitude in eternal vigil over sacred spaces, where they honor ancient pacts.
+
+* * *
+
+Sphinxes are a family of mystical beings that combine leonine, avian, and usually humanoid features. Though the most common sphinxes are famous on their own merits, the family includes other types of sphinxes as well.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Elder Wyrmwraith.md b/content/mechanics/srd/Bestiary/Bestiary 3/Elder Wyrmwraith.md
new file mode 100755
index 000000000..4b34918e7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Elder Wyrmwraith.md
@@ -0,0 +1,130 @@
+---
+title: "Elder Wyrmwraith"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.uNgGvVQJ53wvlMmQ"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/wraith
+ - pf2eMonster
+ - pf2e/creature/level/23
+statblock: inline
+name: "Elder Wyrmwraith"
+level: 23
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Elder Wyrmwraith"
+level: "Creature 23"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+trait_04: [[incorporeal]]
+trait_05: [[undead]]
+trait_06: [[unholy]]
+trait_07: [[wraith]]
+modifier: 40
+perception:
+ - name: "Perception"
+ desc: "+40; Darkvision, Lifesense 120 Feet"
+languages: "Common, Draconic, Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +38, Arcana: +38, Intimidation: +43, Religion: +43, Stealth: +43"
+abilityMods: [-5, 11, 0, 9, 9, 11]
+speed: 50 feet, fly 100 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 49
+armorclass:
+ - name: AC
+ desc: "49; __Fort__ +32, __Ref__ +38, __Will__ +42"
+hp: 450
+health:
+ - name: ""
+ - name: HP
+ desc: "450, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, precision; __Resistances__ all damage 25 (except force, ghost touch, or vitality)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 120 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 46 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Positive Energy Transfer"
+ desc: "`pf2:r` (divine) **Trigger** The wyrmwraith succeeds at a saving throw to resist vitality damage but still takes damage\n* * *\n\n**Effect** The wyrmwraith transfers all vitality damage from the effect to a single undead creature of their choice within 120 feet that they control or that's [[Conditions/Friendly|Friendly]] or [[Conditions/Helpful|Helpful]] to them."
+
+ - name: "Sunlight Powerlessness"
+ desc: " An elder wyrmwraith in sunlight is [[Conditions/Clumsy|Clumsy 2]] and [[Conditions/Stunned|Stunned 2]]."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Spectral Jaws"
+ desc: "+42 (reach 20 feet)\n__Damage__ 4d12 + 23 void plus drain-life"
+
+ - name: "**Melee** `pf2:1` Spectral Claw"
+ desc: "+42 (agile, reach 15 feet)\n__Damage__ 4d8 + 23 acid plus divine-dispelling,drain-life"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 46, attack +38; __10th __ _[[Spells/Miracle|Miracle]]_; __8th __ _[[Spells/Charm|Charm (Undead Only)]]_; __7th __ _[[Spells/Divine Wrath|Divine Wrath (x3)]]_, _[[Spells/Execute|Finger of Death]]_; __6th __ _[[Spells/Vampiric Exsanguination|Vampiric Exsanguination]]_; __4th __ _[[Spells/Charm|Charm (Undead Only) (x3)]]_, _[[Spells/Darkness|Darkness]]_; __3rd __ _[[Spells/Bind Undead|Bind Undead (At Will)]]_"
+
+ - name: "Rituals"
+ desc: "_Create Undead_, _Imprisonment_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (divine,void) The elder wyrmwraith unleashes a burst of void energy that deals 24d6 void damage to all creatures in a 90-foot cone (DC 46 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Consume Souls"
+ desc: "`pf2:2` (death,divine,incapacitation) The elder wyrmwraith inhales sharply, sucking in the souls of nearby creatures. Each creature in a 60-foot cone must attempt a DC 46 Will check save.\n\nThe elder wyrmwraith can't Consume Souls again for 1d4 rounds.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature becomes [[Conditions/Doomed|Doomed 1]].\n\n**Failure** The creature becomes [[Conditions/Doomed|Doomed 2]] and takes 100 void damage.\n\n**Critical Failure** The creature is slain. As long as the wyrmwraith still exists, the slain creature can't be returned to life through any means."
+
+ - name: "Divine Dispelling"
+ desc: " (divine) An elder wyrmwraith's claws rend divine magic. Whenever an elder wyrmwraith hits a creature with a spectral claws Strike, the elder wyrmwraith can attempt a Religion check check to counteract an ongoing divine spell effect on the creature."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The elder wyrmwraith makes two claw Strikes and one jaws Strike in any order."
+
+ - name: "Drain Life"
+ desc: " (divine) When an elder wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw Strike, the elder wyrmwraith gains 24 temporary Hit Points, and the creature must succeed at a DC 46 Fortitude check save or become [[Conditions/Drained|Drained 2]]. Further damage dealt by the elder wyrmwraith's spectral jaws or spectral claws Strikes increases the value of the drained condition by 2 on a failed save, to a maximum of drained 4."
+
+ - name: "Ectoplasmic Form"
+ desc: "`pf2:1` (divine) An elder wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The elder wyrmwraith loses the incorporeal trait for 1d4 rounds, though they can return to their incorporeal form as a free action before then. Once this ability ends, the elder wyrmwraith can't use this ability again for 1d4 rounds. While in their ectoplasmic form, the elder wyrmwraith's AC increases to 52 and they gain 125 temporary Hit Points. They lose their immunity to precision damage and all of their resistances. Their melee Strikes deal slashing and piercing damage, respectively, instead of void damage.\n\n[[Bestiary Effects/Effect_ Ectoplasmic Form (Physical)|Effect: Ectoplasmic Form (Physical)]]"
+
+ - name: "Phase Lurch"
+ desc: "`pf2:1` (divine,move) **Requirements** The wyrmwraith is in their ectoplasmic form\n* * *\n\n**Effect** As the Stride action, but the wyrmwraith can pass through walls or material obstacles as though they were incorporeal. They must begin and end their movement outside of any physical obstacles, and passing through solid material is difficult terrain."
+
+```
+
+```encounter-table
+name: Elder Wyrmwraith
+creatures:
+ - 1: Elder Wyrmwraith
+```
+
+
+
+The most powerful of these monsters, elder wyrmwraiths, sometimes form spontaneously from legendary dragons haunted by an irrational fear of the afterlife, but most have simply existed for over a thousand years, growing in power all the while.
+
+* * *
+
+Wyrmwraiths rise from the souls of dragons who refuse to accept death or have an irrational fear of the afterlife.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Elysian Titan.md b/content/mechanics/srd/Bestiary/Bestiary 3/Elysian Titan.md
new file mode 100755
index 000000000..2443970d5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Elysian Titan.md
@@ -0,0 +1,110 @@
+---
+title: "Elysian Titan"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.5fOkTx9ToZY2AsD0"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/good
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/titan
+ - pf2eMonster
+ - pf2e/creature/level/21
+statblock: inline
+name: "Elysian Titan"
+level: 21
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Elysian Titan"
+level: "Creature 21"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[chaotic]]
+trait_02: [[good]]
+trait_03: [[humanoid]]
+trait_04: [[titan]]
+modifier: 36
+perception:
+ - name: "Perception"
+ desc: "+36; Darkvision, Truesight"
+languages: "Chthonian, Common, Empyrean; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +36, Athletics: +43, Crafting: +37, Diplomacy: +37, Intimidation: +35, Religion: +37, Survival: +37"
+abilityMods: [10, 7, 8, 6, 8, 6]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 46
+armorclass:
+ - name: AC
+ desc: "46; __Fort__ +37, __Ref__ +34, __Will__ +35; +4 status to all saves vs. mental"
+hp: 400
+health:
+ - name: ""
+ - name: HP
+ desc: "400; __Immunities__ death effects, disease"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Greatpick|+3 Greater Striking Greatpick]], [[Equipment/Breastplate|+2 Greater Resilient Breastplate]]"
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Impossible Stature"
+ desc: " (aura,divine,illusion,mental) 100 feet. Titans warp perception and distance around them to seem even larger and more imposing. A creature that enters or begins its turn within the emanation must succeed at a DC 44 Will check save or its movement toward the titan is movement over difficult terrain (greater difficult terrain on a critical failure) for 1 round."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Greatpick"
+ desc: "+41 (fatal d12, magical, reach 30 feet)\n__Damage__ 4d10 + 20 piercing"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+38 (agile, reach 30 feet)\n__Damage__ 4d8 + 20 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+38 (brutal, range increment 200 feet)\n__Damage__ 3d12 + 20 bludgeoning"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 44, attack +36; __10th __ _[[Spells/Falling Stars|Meteor Swarm]]_, _[[Spells/Revival|Revival]]_; __8th __ _[[Spells/Dispel Magic|Dispel Magic (At Will)]]_, _[[Spells/Unfettered Movement|Freedom of Movement (At Will)]]_; __7th __ _[[Spells/Interplanar Teleport|Plane Shift (At Will)]]_; __6th __ _[[Spells/Scrying|Scrying (x3)]]_; __5th __ _[[Spells/Sending|Sending (x3)]]_\n__Constant__ __(10th)__ _[[Spells/Air Walk|Air Walk]]_, _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Rituals"
+ desc: "_Freedom_"
+
+ - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
+ desc: "`pf2:1` The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
+
+ - name: "Titanic Grasp"
+ desc: "`pf2:1` The titan makes a fist Strike against a creature affected by their Impossible Stature, even if it's outside of the titan's normal reach. On a hit, the titan automatically [[Conditions/Grabbed|Grabs]] the creature and, if out of their reach, pulls it within reach."
+
+ - name: "Wide Cleave"
+ desc: "`pf2:2` The titan makes a melee weapon Strike against each foe within their reach. This counts as three attacks for the titan's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Elysian Titan
+creatures:
+ - 1: Elysian Titan
+```
+
+
+
+Those titans who remained true to their creators, refusing to participate in their peers' rebellion, earned their freedom while the others were imprisoned. Many Elysian titans train aspiring champions of freedom, sacrifice, and selflessness.
+
+* * *
+
+Created by ancient deities long before the rise of mortal ancestries, titans united and attempted to overthrow their deific progenitors. The resulting war still figures prominently throughout mortal myths, in which most titans were cast down and imprisoned for eons.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Empress Bore Worm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Empress Bore Worm.md
new file mode 100755
index 000000000..55da02a2b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Empress Bore Worm.md
@@ -0,0 +1,92 @@
+---
+title: "Empress Bore Worm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.2aKHChV6OVUfjsP3"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Empress Bore Worm"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Empress Bore Worm"
+level: "Creature 7"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Tremorsense (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +17, Stealth: +14"
+abilityMods: [6, 3, 5, -5, 2, -4]
+speed: 25 feet, burrow 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +18, __Ref__ +14, __Will__ +11"
+hp: 140
+health:
+ - name: ""
+ - name: HP
+ desc: "140; __Immunities__ acid; __Weaknesses__ water 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Viviparous Birth"
+ desc: " When killed, an empress bore worm violently expels the young it carries. These young erupt as a [[Bestiary 3/Bore Worm Swarm|Bore Worm Swarm]] in the empress bore worm's space.\n\nIn addition, every creature within 20 feet takes 5d10 acid damage (DC 25 Reflex check save) from the splatter of caustic viscera."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bite"
+ desc: "+17 (reach 15 feet)\n__Damage__ 2d6 + 9 piercing plus painful-bite 1d6 acid plus painful-bite"
+
+ - name: "Borer"
+ desc: " An empress bore worm can leave a tunnel behind itself when it burrows, and it usually does."
+
+ - name: "Corrosive Wake"
+ desc: "`pf2:1` The empress bore worm Strides, leaving behind dribbles of acid in every square that it passes through.\n\nA creature that enters or begins its turn in such a square takes 3d6 acid damage (DC 22 Fortitude check save). The acid becomes inert after 1 minute."
+
+ - name: "Painful Bite"
+ desc: " The bite of an empress bore worm causes excruciating pain. The target must succeed at a DC 25 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] from the pain ([[Conditions/Sickened|Sickened 2]] on a critical failure)."
+
+```
+
+```encounter-table
+name: Empress Bore Worm
+creatures:
+ - 1: Empress Bore Worm
+```
+
+
+
+When an area lacks sufficient food, the bore worms in a swarm become increasingly agitated and desperate. Eventually, at some chemical signal, the worms begin to cannibalize each other, devouring one other in a frenzy too gruesome to behold. A single worm emerges from this melee victorious; it rapidly grows larger and more voracious until it reaches an absolutely elephantine size.
+
+This empress bore worm lives only briefly, as it sets out in search of a new feeding ground and eats everything in its path in an attempt to sustain itself. However, the empress bore worm's ravenous metabolism demands more from its body than what it can physically sustain, as it exists only as a vessel for the next generation. Most live only a few days, or weeks at best, traveling and eating nonstop before dying-and in so doing, giving birth to new swarms of bore worms.
+
+* * *
+
+These Darklands vermin produce corrosive, noxious slime and deliver agonizing bites, whether as a revolting, wriggling swarm of finger-length worms or a single massive, lurching beast. Among Darklands communities, most inhabitants regard bore worms much in the same way surface cultures speak of maggots or cockroaches-with general disdain and revulsion. Children consider catching a single bore worm and using it to torment others a rite of passage, albeit a dangerous one.
+
+The humble bore worm is a small and simple creature, both biologically and magically. These qualities allow it to adapt rapidly to different environments, some of them quite extreme, and also makes it susceptible to magical radiation and experimentation. Many a Darklands apprentice takes their first steps in the school of transmutation by practicing on these worms, while variations-both natural and cultivated-are scattered about beneath Golarion's surface.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Empress Ice Worm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Empress Ice Worm.md
new file mode 100755
index 000000000..35171f4a8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Empress Ice Worm.md
@@ -0,0 +1,92 @@
+---
+title: "Empress Ice Worm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.LMr3F06QGs1VDxig"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Empress Ice Worm"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Empress Ice Worm"
+level: "Creature 7"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Tremorsense (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +17, Stealth: +14"
+abilityMods: [6, 3, 5, -5, 2, -4]
+speed: 25 feet, burrow 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +18, __Ref__ +14, __Will__ +11"
+hp: 140
+health:
+ - name: ""
+ - name: HP
+ desc: "140; __Immunities__ cold; __Weaknesses__ water 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Viviparous Birth"
+ desc: " When killed, an empress ice worm violently expels the young it carries. These young erupt as an [[Bestiary 3/Ice Worm Swarm|Ice Worm Swarm]] in the empress ice worm's space.\n\nIn addition, every creature within 20 feet takes 5d10 cold damage (DC 25 Reflex check save) from the splatter of icy viscera."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bite"
+ desc: "+17 (reach 15 feet)\n__Damage__ 2d6 + 9 piercing plus painful-bite 1d6 cold plus painful-bite"
+
+ - name: "Borer"
+ desc: " An empress ice worm can leave a tunnel behind itself when it burrows, and it usually does."
+
+ - name: "Icy Wake"
+ desc: "`pf2:1` The empress ice worm Strides, leaving behind dribbles of ice in every square that it passes through.\n\nA creature that enters or begins its turn in such a square takes 3d6 cold damage (DC 22 Fortitude check save). The ice becomes inert after 1 minute."
+
+ - name: "Painful Bite"
+ desc: " The bite of an empress ice worm causes excruciating pain. The target must succeed at a DC 25 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] from the pain ([[Conditions/Sickened|Sickened 2]] on a critical failure)."
+
+```
+
+```encounter-table
+name: Empress Ice Worm
+creatures:
+ - 1: Empress Ice Worm
+```
+
+
+
+When an area lacks sufficient food, the bore worms in a swarm become increasingly agitated and desperate. Eventually, at some chemical signal, the worms begin to cannibalize each other, devouring one other in a frenzy too gruesome to behold. A single worm emerges from this melee victorious; it rapidly grows larger and more voracious until it reaches an absolutely elephantine size.
+
+This empress bore worm lives only briefly, as it sets out in search of a new feeding ground and eats everything in its path in an attempt to sustain itself. However, the empress bore worm's ravenous metabolism demands more from its body than what it can physically sustain, as it exists only as a vessel for the next generation. Most live only a few days, or weeks at best, traveling and eating nonstop before dying-and in so doing, giving birth to new swarms of bore worms.
+
+* * *
+
+These Darklands vermin produce corrosive, noxious slime and deliver agonizing bites, whether as a revolting, wriggling swarm of finger-length worms or a single massive, lurching beast. Among Darklands communities, most inhabitants regard bore worms much in the same way surface cultures speak of maggots or cockroaches-with general disdain and revulsion. Children consider catching a single bore worm and using it to torment others a rite of passage, albeit a dangerous one.
+
+Found tunneling through the glaciers beneath the Crown of the World, these pale-blue worms behave similarly to their soil-bred cousins, but their frigid acid inflicts marks similar to frostbite on anything they touch.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Empress Lava Worm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Empress Lava Worm.md
new file mode 100755
index 000000000..d47fc7d54
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Empress Lava Worm.md
@@ -0,0 +1,92 @@
+---
+title: "Empress Lava Worm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.3TaMW7EUn8nTIL8R"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Empress Lava Worm"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Empress Lava Worm"
+level: "Creature 7"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Tremorsense (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +17, Stealth: +14"
+abilityMods: [6, 3, 5, -5, 2, -4]
+speed: 25 feet, burrow 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +18, __Ref__ +14, __Will__ +11"
+hp: 140
+health:
+ - name: ""
+ - name: HP
+ desc: "140; __Immunities__ fire; __Weaknesses__ water 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Viviparous Birth"
+ desc: " When killed, an empress lava worm violently expels the young it carries. These young erupt as a [[Bestiary 3/Lava Worm Swarm|Lava Worm Swarm]] in the empress lava worm's space.\n\nIn addition, every creature within 20 feet takes 5d10 fire damage (DC 25 Reflex check save) from the splatter of fiery viscera."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bite"
+ desc: "+17 (reach 15 feet)\n__Damage__ 2d6 + 9 piercing plus painful-bite 1d6 fire plus painful-bite"
+
+ - name: "Borer"
+ desc: " An empress lava worm can leave a tunnel behind itself when it burrows, and it usually does."
+
+ - name: "Fiery Wake"
+ desc: "`pf2:1` The empress lava worm Strides, leaving behind dribbles of lava in every square that it passes through.\n\nA creature that enters or begins its turn in such a square takes 3d6 fire damage (DC 22 Fortitude check save). The lava becomes inert after 1 minute."
+
+ - name: "Painful Bite"
+ desc: " The bite of an empress lava worm causes excruciating pain. The target must succeed at a DC 25 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] from the pain ([[Conditions/Sickened|Sickened 2]] on a critical failure)."
+
+```
+
+```encounter-table
+name: Empress Lava Worm
+creatures:
+ - 1: Empress Lava Worm
+```
+
+
+
+When an area lacks sufficient food, the bore worms in a swarm become increasingly agitated and desperate. Eventually, at some chemical signal, the worms begin to cannibalize each other, devouring one other in a frenzy too gruesome to behold. A single worm emerges from this melee victorious; it rapidly grows larger and more voracious until it reaches an absolutely elephantine size.
+
+This empress bore worm lives only briefly, as it sets out in search of a new feeding ground and eats everything in its path in an attempt to sustain itself. However, the empress bore worm's ravenous metabolism demands more from its body than what it can physically sustain, as it exists only as a vessel for the next generation. Most live only a few days, or weeks at best, traveling and eating nonstop before dying-and in so doing, giving birth to new swarms of bore worms.
+
+* * *
+
+These Darklands vermin produce corrosive, noxious slime and deliver agonizing bites, whether as a revolting, wriggling swarm of finger-length worms or a single massive, lurching beast. Among Darklands communities, most inhabitants regard bore worms much in the same way surface cultures speak of maggots or cockroaches-with general disdain and revulsion. Children consider catching a single bore worm and using it to torment others a rite of passage, albeit a dangerous one.
+
+Dwelling in the deepest, hottest reaches of the Darklands, these bizarre creatures consume not living matter but minerals and rare earths. They're most often found near volcanoes or open magma and will swim through the lava in pursuit of a meal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Empress Mage-Eater Worm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Empress Mage-Eater Worm.md
new file mode 100755
index 000000000..7cb65664f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Empress Mage-Eater Worm.md
@@ -0,0 +1,92 @@
+---
+title: "Empress Mage-Eater Worm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.3j3SiOWoMp7Kjoq6"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Empress Mage-Eater Worm"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Empress Mage-Eater Worm"
+level: "Creature 7"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Tremorsense (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +17, Stealth: +14"
+abilityMods: [6, 3, 5, -5, 2, -4]
+speed: 25 feet, burrow 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +18, __Ref__ +14, __Will__ +11"
+hp: 140
+health:
+ - name: ""
+ - name: HP
+ desc: "140; __Immunities__ acid; __Weaknesses__ water 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Viviparous Birth"
+ desc: " When killed, an empress mage-eater worm violently expels the young it carries. These young erupt as a [[Bestiary 3/Mage-Eater Worm Swarm|Mage-Eater Worm Swarm]] in the empress bore worm's space.\n\nIn addition, every creature within 20 feet takes 5d10 acid damage (DC 25 Reflex check save) from the splatter of caustic viscera."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bite"
+ desc: "+17 (reach 15 feet)\n__Damage__ 2d6 + 9 piercing plus painful-bite 1d6 acid plus painful-bite"
+
+ - name: "Borer"
+ desc: " An empress mage-eater worm can leave a tunnel behind itself when it burrows, and it usually does."
+
+ - name: "Corrosive Wake"
+ desc: "`pf2:1` The empress mage-eater worm Strides, leaving behind dribbles of acid in every square that it passes through.\n\nA creature that enters or begins its turn in such a square takes 3d6 acid damage (DC 22 Fortitude check save). The acid becomes inert after 1 minute."
+
+ - name: "Painful Bite"
+ desc: " The bite of an empress mage-eater worm causes excruciating pain. The target must succeed at a DC 25 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] from the pain ([[Conditions/Sickened|Sickened 2]] on a critical failure).\n\nAdditionally, the worm also attempts a counteract check against a single spell affecting the creature (counteract rank 3, counteract modifier +12)."
+
+```
+
+```encounter-table
+name: Empress Mage-Eater Worm
+creatures:
+ - 1: Empress Mage-Eater Worm
+```
+
+
+
+When an area lacks sufficient food, the bore worms in a swarm become increasingly agitated and desperate. Eventually, at some chemical signal, the worms begin to cannibalize each other, devouring one other in a frenzy too gruesome to behold. A single worm emerges from this melee victorious; it rapidly grows larger and more voracious until it reaches an absolutely elephantine size.
+
+This empress bore worm lives only briefly, as it sets out in search of a new feeding ground and eats everything in its path in an attempt to sustain itself. However, the empress bore worm's ravenous metabolism demands more from its body than what it can physically sustain, as it exists only as a vessel for the next generation. Most live only a few days, or weeks at best, traveling and eating nonstop before dying-and in so doing, giving birth to new swarms of bore worms.
+
+* * *
+
+These Darklands vermin produce corrosive, noxious slime and deliver agonizing bites, whether as a revolting, wriggling swarm of finger-length worms or a single massive, lurching beast. Among Darklands communities, most inhabitants regard bore worms much in the same way surface cultures speak of maggots or cockroaches-with general disdain and revulsion. Children consider catching a single bore worm and using it to torment others a rite of passage, albeit a dangerous one.
+
+These luminous, purple worms present just one more reason to avoid the Mana Wastes between Geb and Nex, where magic is unreliable at best and more often dangerously unpredictable.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Empress Necral Worm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Empress Necral Worm.md
new file mode 100755
index 000000000..e6009fd87
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Empress Necral Worm.md
@@ -0,0 +1,97 @@
+---
+title: "Empress Necral Worm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.qeX7tDPemQ2o8ICH"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/undead
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Empress Necral Worm"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Empress Necral Worm"
+level: "Creature 7"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+trait_02: [[undead]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Tremorsense (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +17, Stealth: +14"
+abilityMods: [6, 3, 5, -5, 2, -4]
+speed: 25 feet, burrow 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +18, __Ref__ +14, __Will__ +11"
+hp: 140
+health:
+ - name: ""
+ - name: HP
+ desc: "140, void healing; __Immunities__ acid; __Weaknesses__ vitality 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Viviparous Birth"
+ desc: " When killed, an empress necral worm violently expels the young it carries. These young erupt as a [[Bestiary 3/Necral Worm Swarm|Necral Worm Swarm]] in the empress necral worm's space.\n\nIn addition, every creature within 20 feet takes 5d10 void damage (DC 25 Reflex check save) from the splatter of undead viscera."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bite"
+ desc: "+17 (reach 15 feet)\n__Damage__ 2d6 + 9 piercing plus painful-bite 1d6 void plus painful-bite"
+
+ - name: "Borer"
+ desc: " An empress necral worm can leave a tunnel behind itself when it burrows, and it usually does."
+
+ - name: "Painful Bite"
+ desc: " The bite of an empress necral worm causes excruciating pain. The target must succeed at a DC 25 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] from the pain ([[Conditions/Sickened|Sickened 2]] on a critical failure)."
+
+ - name: "Undead Wake"
+ desc: "`pf2:1` The empress necral worm Strides, leaving behind dribbles of void energy in every square that it passes through.\n\nA creature that enters or begins its turn in such a square takes 3d6 void damage (DC 22 Fortitude check save). The void energy becomes inert after 1 minute."
+
+```
+
+```encounter-table
+name: Empress Necral Worm
+creatures:
+ - 1: Empress Necral Worm
+```
+
+
+
+When an area lacks sufficient food, the bore worms in a swarm become increasingly agitated and desperate. Eventually, at some chemical signal, the worms begin to cannibalize each other, devouring one other in a frenzy too gruesome to behold. A single worm emerges from this melee victorious; it rapidly grows larger and more voracious until it reaches an absolutely elephantine size.
+
+This empress bore worm lives only briefly, as it sets out in search of a new feeding ground and eats everything in its path in an attempt to sustain itself. However, the empress bore worm's ravenous metabolism demands more from its body than what it can physically sustain, as it exists only as a vessel for the next generation. Most live only a few days, or weeks at best, traveling and eating nonstop before dying-and in so doing, giving birth to new swarms of bore worms.
+
+* * *
+
+These Darklands vermin produce corrosive, noxious slime and deliver agonizing bites, whether as a revolting, wriggling swarm of finger-length worms or a single massive, lurching beast. Among Darklands communities, most inhabitants regard bore worms much in the same way surface cultures speak of maggots or cockroaches-with general disdain and revulsion. Children consider catching a single bore worm and using it to torment others a rite of passage, albeit a dangerous one.
+
+An undead sorcerer in the ghoul-run Darklands city of Nemret Noktoria developed necral worms about 60 years ago by filling an empress bore worm's abandoned exoskeleton with a unique alchemical paste. These undead bore worms radiate the very energies of death, making them surprisingly sophisticated magical batteries. Less pleasant entities often use them as magical tools.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Esipil.md b/content/mechanics/srd/Bestiary/Bestiary 3/Esipil.md
new file mode 100755
index 000000000..a2faad387
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Esipil.md
@@ -0,0 +1,106 @@
+---
+title: "Esipil"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.1QcySpHE8HrPD0jI"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/sahkil
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Esipil"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Esipil"
+level: "Creature 1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[evil]]
+trait_02: [[fiend]]
+trait_03: [[sahkil]]
+trait_04: [[unholy]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Chthonian, Diabolic, Empyrean, Requian; telepathy (touch)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Intimidation: +7, Stealth: +7"
+abilityMods: [0, 4, 2, 1, 2, 2]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +7, __Ref__ +9, __Will__ +5"
+hp: 16
+health:
+ - name: ""
+ - name: HP
+ desc: "16; __Immunities__ fear effects; __Weaknesses__ holy 2"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy (Touch)]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Easy to Call"
+ desc: " A esipil's level is considered 2 lower for the purpose of being conjured by the [[Spells/Binding Circle|Binding Circle]] ritual (and potentially other rituals, at the GM's discretion), but it is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+9 (finesse, unholy, versatile p)\n__Damage__ 1d8 slashing plus grab 1d4 spirit plus grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+9 (agile, finesse, unholy)\n__Damage__ 1d6 slashing 1d4 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 15, attack +7; __3rd __ _[[Spells/Fear|Fear]]_; __2nd __ _[[Spells/Mirror Image|Mirror Image]]_; __1st __ _[[Spells/Fear|Fear (At Will)]]_\n__Cantrips__ __(1st)__ _[[Spells/Telekinetic Hand|Mage Hand]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) The esipil transforms into a Tiny cat, dog, or other unassuming domestic animal. This doesn't affect the esipil's statistics, but it could change the damage type of its Strikes.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Skip Between"
+ desc: "`pf2:1` (divine,teleportation) The esipil moves from the Material Plane to the Ethereal Plane or vice-versa, with the effects of [[Spells/Ethereal Jaunt|Ethereal Jaunt]] except that the effect has an unlimited duration and can be Dismissed.\n\nA summoned esipil can't use Skip Between."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Esipil
+creatures:
+ - 1: Esipil
+```
+
+
+
+Among the least of the sahkils, esipils delight in spreading fears and uncertainty among people who live with animals that could turn on them. They generally appear to their prey as some benign creature such as a domesticated dog or cat, but once they gain trust and get their victims close, they transform into a terrifying creature that looks part dog and part worm with tendrils of viscera that the creature uses as both a tongue and a weapon.
+
+Of all the sahkils, esipils are most likely to ingratiate themselves with mortals, sometimes serving powerful spellcasters and other times simply living among unsuspecting victims, biding their time until they strike.
+
+* * *
+
+Ages ago, when this cycle of the multiverse was still adolescent, a cabal of psychopomps who already felt bored and restrained in their role of ushering souls to their ultimate resting place rebelled against their station. It was this corruption of the cycle of souls that spawned the first sahkils.
+
+Ambivalent to the prescribed order of the multiverse and spiteful of mortals, sahkils delight in spreading fear and unease to all beings, clogging up the metaphysical cycle with anxiety-ridden mortals too scared to achieve their potential. These fiends have drastically changed from their dedicated psychopomp predecessors. They are creatures of spite and torment, fear and disgust. They exploit the most common and rare fears for their own perverse satisfaction, and they want nothing more than to frighten mortals and make them quetion their reason for existence.
+
+Most sahkils lurk on the Ethereal Plane, but they frequently invade the Material Plane to torment mortals and spread terror. They use their innate ability to slip between the veils of the Ethereal and Material effortlessly, often stalking their targets for days or weeks before enacting their devious plots.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Etioling Blightmage.md b/content/mechanics/srd/Bestiary/Bestiary 3/Etioling Blightmage.md
new file mode 100755
index 000000000..ec20c2125
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Etioling Blightmage.md
@@ -0,0 +1,108 @@
+---
+title: "Etioling Blightmage"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.MNrWIlLcbQOWVEBr"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/gnome
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/mortic
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Etioling Blightmage"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Etioling Blightmage"
+level: "Creature 10"
+rare_03: [[Rare]]
+alignment: ""
+size: "Small"
+trait_01: [[chaotic]]
+trait_02: [[gnome]]
+trait_03: [[humanoid]]
+trait_04: [[mortic]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision"
+languages: "Common, Fey, Gnomish, Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +19, Deception: +22, Diplomacy: +22, Intimidation: +22, Nature: +19"
+abilityMods: [3, 5, 3, 3, 5, 7]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 29
+armorclass:
+ - name: AC
+ desc: "29; __Fort__ +19, __Ref__ +21, __Will__ +17"
+hp: 150
+health:
+ - name: ""
+ - name: HP
+ desc: "150, void healing"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Consecration Vulnerability"
+ desc: " An etioling in a place of worship dedicated to a non-evil deity or on sacred ground, such as an area blessed by [[Spells/Anointed Ground|Anointed Ground]], is [[Conditions/Slowed|Slowed 1]]."
+
+ - name: "Ectoplasmic Secretions"
+ desc: " (occult) Any creature that hits the etioling with an unarmed attack, tries to [[Conditions/Grabbed|Grapple]] them, or otherwise touches them becomes partially coated in ectoplasm.\n\nThe creature takes 1d6 void damage and must succeed at a DC 27 Reflex check save or become [[Conditions/Enfeebled|Enfeebled 2]] until the ectoplasm is removed.\n\nThe ectoplasm can be removed with a total of 3 Interact actions by the creature or creatures adjacent to the creature. These actions don't need to be consecutive or made by the same creature."
+
+ - name: "Ectoplasmic Shield"
+ desc: "`pf2:r` (occult) **Trigger** The etioling is the target of a physical ranged attack\n* * *\n\n**Effect** The etioling interposes a wave of ectoplasm between themself and the source of the ranged attack, giving them a +2 circumstance bonus to AC against the triggering attack. If the attack misses, the ectoplasm deflected it. The ectoplasm can't deflect unusually large or heavy ranged projectiles (such as boulders or ballista bolts)."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+ - name: "Withering Aura"
+ desc: " (aura,occult) 20 feet. The etioling drains nutrients from nearby plant and animal life. Each round a creature begins its turn in this aura, it takes 1d6 void damage and must succeed at a DC 27 Fortitude check save or become [[Conditions/Drained|Drained 1]].\n\nAll non-magical plant life in this aura instantly withers, removing any cover and concealment provided by trees and undergrowth."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Corrupting Touch"
+ desc: "+21 (agile, finesse, magical)\n__Damage__ 2d12 + 6 void"
+
+ - name: "Occult Spontaneous Spells"
+ desc: "DC 29, attack +21; __5th __ (4 slots) _[[Spells/Toxic Cloud|Cloudkill]]_, _[[Spells/Wave of Despair|Crushing Despair]]_, _[[Spells/Lightning Bolt|Lightning Bolt]]_, _[[Spells/Synesthesia|Synesthesia]]_; __4th __ (4 slots) _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Unfettered Movement|Freedom of Movement]]_, _[[Spells/Grim Tendrils|Grim Tendrils]]_, _[[Spells/Phantasmal Killer|Phantasmal Killer]]_; __3rd __ (4 slots) _[[Spells/Earthbind|Earthbind]]_, _[[Spells/False Vitality|False Life]]_, _[[Spells/Haste|Haste]]_, _[[Spells/Wall of Thorns|Wall of Thorns]]_; __2nd __ (4 slots) _[[Spells/Blur|Blur]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Revealing Light|Glitterdust]]_, _[[Spells/Mist|Obscuring Mist]]_; __1st __ (4 slots) _[[Spells/Bane|Bane]]_, _[[Spells/Grease|Grease]]_, _[[Spells/Enfeeble|Ray of Enfeeblement]]_, _[[Spells/Ventriloquism|Ventriloquism]]_\n__Cantrips__ __(5th)__ _[[Spells/Acid Splash|Acid Splash]]_, _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Electric Arc|Electric Arc]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Prestidigitation|Prestidigitation]]_"
+
+ - name: "Death Gasp"
+ desc: "`pf2:1` (divine) The etioling draws in a deep breath and holds it, temporarily suspending their biological processes and becoming undead.\n\nThe etioling gains the undead and incorporeal traits and becomes immune to bleed, death effects, disease, [[Conditions/Paralyzed|Paralyzed]], poison, and sleep. Any such effects the etioling is currently suffering from are suspended, but take effect again once they take a breath. They gain a fly Speed of 25 feet, resistance 10 to all damage (except force, ghost touch, or vitality; double this resistance vs. non-magical) while they hold their breath.They can't cast spells during this time.\n\nDeath Gasp lasts as long as the etioling blightmage holds their breath (up to 8 rounds).\n\n[[Bestiary Effects/Effect_ Death Gasp (Etioling)|Effect: Death Gasp (Etioling)]]"
+
+```
+
+```encounter-table
+name: Etioling Blightmage
+creatures:
+ - 1: Etioling Blightmage
+```
+
+
+
+When the primal spark of the First World nestled in a gnome's heart is engulfed in _Radiant Fire_, it fights back, pushing against death with riotous life and creating an etioling. Within their small frames, churning vitality and void energy fiercely battle for dominance, occasionally causing convulsions and babbling speech. This intense inner conflict warps an etioling's primal magic, transmogrifying it into an occult hybrid singular to these unfortunate mortics.
+
+Nearly devoid of color, etiolings have vibrant eyes and pulsing green veins. Their bodies force the corrupting void energy out through their pores, where it distills on their skin, covering them in a thin layer of ectoplasm and concentrated death. Around them, the world withers.
+
+Incapable of focusing for long, etiolings are impulsive and moody, rapidly alternating between kindness, malice, and trickery. They forget themselves, their friends, and the things they once loved.
+
+* * *
+
+Mortics are humanoids overwhelmed by void energy who still cling to life, surviving as twisted amalgams of living and undead. Though they feel unnatural cravings and resemble corpses, mortics live, breathe, eat, sleep, and procreate. However, a mortic can suspend their living functions simply by holding their breath, becoming more like a true undead.
+
+Mortics are largely new to Golarion, with most created in droves when the Whispering Tyrant destroyed entire cities with his Radiant Fire, a magical explosion fueled by the collision of void and vitality energy. From among the corpses of these tragedies rose mortics, living survivors mistaken for corpses and left behind as a result. They found themselves in a twilight state-neither fully alive or undead. The necrotic pollutants of the Gravelands and the Isle of Terror continue to create mortics, seeping into neighboring lands through the air, earth, and water to infect the populace. Though most of the living in these lands fear becoming transformed, some believe becoming a mortic is their best chance of survival in the face of the encroaching hordes of the dead.
+
+A mortic's powers differ by ancestry, though they do have a few commonalities. Reading or hearing scripture induces headaches, and they experience great discomfort when treading upon sacred ground. For those who were religious in life, these new changes can be devastating.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Eunemvro.md b/content/mechanics/srd/Bestiary/Bestiary 3/Eunemvro.md
new file mode 100755
index 000000000..02e6e4245
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Eunemvro.md
@@ -0,0 +1,98 @@
+---
+title: "Eunemvro"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.xJIlTVNQtZi2VMXg"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/vitality
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Eunemvro"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Eunemvro"
+level: "Creature 5"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+trait_02: [[lawful]]
+trait_03: [[vitality]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Athletics: +13, Intimidation: +10, Stealth: +12, Forge of Creation Lore: +12, Undead Lore: +14"
+abilityMods: [4, 5, 4, 3, 2, 3]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +13, __Ref__ +14, __Will__ +11"
+hp: 78
+health:
+ - name: ""
+ - name: HP
+ desc: "78; __Immunities__ death effects; __Resistances__ void 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Retributive Suplex"
+ desc: "`pf2:r` **Trigger** A Medium or smaller creature attempts a melee Strike against the eunemvro and the attack roll is a critical failure\n* * *\n\n**Effect** The eunemvro seizes the triggering creature, using the attacker's momentum to send them flailing overhead. The triggering creature must succeed at a DC 23 Reflex check save or be forcibly moved to a space on the opposite side of the eunemvro, landing [[Conditions/Prone|Prone]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+14 (agile, magical)\n__Damage__ 2d6 + 6 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+14 (magical)\n__Damage__ 2d8 + 6 bludgeoning plus knockdown"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 20, attack +12; __2nd __ _[[Spells/Peaceful Rest|Gentle Repose]]_\n__Cantrips__ __(3rd)__ _[[Spells/Void Warp|Chill Touch (Undead Only)]]_, _[[Spells/Vitality Lash|Disrupt Undead]]_"
+
+ - name: "Blessed Strikes"
+ desc: " The eunemvro's Strikes deal damage that's either bludgeoning or vitality - whichever deals more damage to the target creature."
+
+ - name: "Tide of Creation"
+ desc: "`pf2:2` (light,occult,vitality) **Requirements** The eunemvro isn't [[Conditions/Fatigued|Fatigued]]\n* * *\n\n**Effect** The eunemvro channels from their soul a blast of searing vitality energy, bathing their enemies in a wave of blinding light and cosmic power.\n\nThe eunemvro creates either a 10-foot cone or a 30-foot line, dealing 6d8 vitality damage (DC 22 Fortitude check save). A creature that critically fails its save is [[Conditions/Blinded|Blinded]] for 1d4 rounds.\n\nAfter using this ability, the eunemvro becomes fatigued."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Eunemvro
+creatures:
+ - 1: Eunemvro
+```
+
+
+
+Eunemvros wander the Material Plane with the sole purpose of destroying undead. These mysterious beings claim to hail from the Forge of Creation, although they have no direct evidence of their supposedly otherworldly origins other than their unusual appearance: tall, lean humanoids with an okapi's head. If they truly hail from the Forge of Creation, they don't seem to have any method to return there and have made their home on the Material Plane-a home, unfortunately, infested by the unnatural living dead.
+
+Beings composed or animated by void energy-including lowly skeletons and zombies as well as wights and ghouls-rightly fear confrontation with a eunemvro, for few other creatures possess innate abilities so perfectly suited for the eradication of such monsters with but a touch. In addition to magical abilities, eunemvros are adept martial artists whose mighty fists and feet channel the force of vitality energy with every blow.
+
+Most of these solitary hunters believe mortals incapable of comprehending their cosmic mandate, though they themselves only understand this drive as a directive instilled in them by the strange powers that sent them to the Material Plane. If pressed, some eunemvro might grudgingly accept aid from those who have proven capable of slaying the undead.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Fading Fox.md b/content/mechanics/srd/Bestiary/Bestiary 3/Fading Fox.md
new file mode 100755
index 000000000..29a41bdaa
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Fading Fox.md
@@ -0,0 +1,88 @@
+---
+title: "Fading Fox"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.uEmuznPLL7XmdoiF"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Fading Fox"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Fading Fox"
+level: "Creature 2"
+
+alignment: ""
+size: "tiny"
+trait_01: [[animal]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +5, Stealth: +10, Survival: +9"
+abilityMods: [-1, 4, 1, -4, 3, 0]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +7, __Ref__ +10, __Will__ +7"
+hp: 25
+health:
+ - name: ""
+ - name: HP
+ desc: "25"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Fade Away"
+ desc: "`pf2:r` **Trigger** A creature within 30 feet that the fading fox is aware of either moves toward the fox or targets it with an ability\n\n**Requirements** The fading fox is in natural surroundings\n* * *\n\n**Effect** The fading fox [[Actions/Hide|Hides]]. If its Stealth check result meets or exceeds the triggering creature's Perception DC, the fading fox is [[Conditions/Hidden|Hidden]] to that creature.\n\nThe fading fox can use this reaction even if it is being [[Conditions/Observed|Observed]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 (agile, finesse)\n__Damage__ 1d6 + 1 piercing"
+
+ - name: "Leaping Pounce"
+ desc: "`pf2:1` The fading fox either Strides or Leaps up to its Speed and makes a Strike at the end of that movement.\n\nIf the fox began this action [[Conditions/Hidden|Hidden]], it remains hidden until after this ability's Strike."
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " The fading fox deals an additional 1d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+ - name: "Trackless Step"
+ desc: " The fading fox always gains the benefits of [[Actions/Cover Tracks|Cover Tracks]] in natural surroundings, even while moving at full Speed."
+
+ - name: "Vanish into the Wilds"
+ desc: "`pf2:2` **Requirements** The fading fox is in natural surroundings\n* * *\n\n**Effect** The fading fox Steps, then [[Actions/Hide|Hides]], then [[Actions/Sneak|Sneaks]]. It can take this Step into natural difficult terrain and can Hide in this way even if it is being [[Conditions/Observed|Observed]]."
+
+```
+
+```encounter-table
+name: Fading Fox
+creatures:
+ - 1: Fading Fox
+```
+
+
+
+With fur that shifts between hues of red, dull brown, and silver as it moves, the fading fox vexes any pursuer. It has a knack for escaping traps, leaves no footprints, and seemingly disappears into thin air. Fading foxes have lustrous fur and a robust build that set them apart from their red fox progenitors.
+
+* * *
+
+Elusive and shrewd, foxes have gained a reputation as sly tricksters, earning them a place in many folk tales.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Feathered Bear.md b/content/mechanics/srd/Bestiary/Bestiary 3/Feathered Bear.md
new file mode 100755
index 000000000..509839f17
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Feathered Bear.md
@@ -0,0 +1,111 @@
+---
+title: "Feathered Bear"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.wC7FfUYtAwMqPQ7t"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/spirit
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Feathered Bear"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Feathered Bear"
+level: "Creature 10"
+
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[incorporeal]]
+trait_03: [[spirit]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Fey; tongues"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +23, Intimidation: +20, Survival: +16"
+abilityMods: [7, 2, 5, 0, 2, 3]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 29
+armorclass:
+ - name: AC
+ desc: "29; __Fort__ +21, __Ref__ +16, __Will__ +18"
+hp: 160
+health:
+ - name: ""
+ - name: HP
+ desc: "160; __Immunities__ disease, paralyzed, poison, precision; __Resistances__ all damage 10 (except force, ghost touch, or vitality)"
+abilities_top:
+ - name: ""
+
+ - name: "Bond with Mortal"
+ desc: "`pf2:2` (mental,primal) **Frequency** once per day\n* * *\n\n**Effect** The spirit guide forms a bond with a mortal creature. While the bond exists, the spirit guide increases their current and maximum Hit Points by 20, gains a +2 status bonus to their attack and damage rolls, and can communicate telepathically with the bonded mortal as long as the two beings are on the same plane.\n\nThe spirit guide can only be bonded with one mortal at a time, and they can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond also ends if the spirit guide or the mortal dies.\n\nThis bond strengthens the spirit guide's connection to the Material Plane. While bonded, the spirit guide loses the incorporeal and spirit traits, loses their immunities and resistances, and changes their Strikes to deal the appropriate physical damage (typically piercing or slashing) instead of force damage."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Avenging Claws"
+ desc: "`pf2:r` **Trigger** A creature within 10 feet damages the feathered bear's ally with a melee attack\n* * *\n\n**Effect** The feathered bear immediately Steps toward the triggering attacker and makes a claws Strike."
+
+ - name: "Guardian's Aegis"
+ desc: " (aura,primal) 30 feet. All allies within 30 feet of the feathered bear gain a +1 status bonus to saves against magical effects. The bonus increases to +2 if the effect originated from a demon or other chaotic evil fiend.\n\n[[Bestiary Effects/Effect_ Guardian's Aegis|Effect: Guardian's Aegis]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 (magical)\n__Damage__ 3d10 + 9 force"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile, magical)\n__Damage__ 3d6 + 9 force plus grab"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 27, attack +19; __3rd __ _[[Spells/Oaken Resilience|Barkskin]]_, _[[Spells/Environmental Endurance|Endure Elements]]_, _[[Spells/Haste|Haste]]_, _[[Spells/Jump|Jump]]_, _[[Spells/Tailwind|Longstrider]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Bonded Strike"
+ desc: "`pf2:2` **Requirements** The spirit guide is currently Bonded with a Mortal\n* * *\n\n**Effect** The spirit guide makes a jaws Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target."
+
+ - name: "Feathered Charge"
+ desc: "`pf2:2` The feathered bear Strides and makes a Strike at the end of that movement.\n\nDuring the Stride, the feathered bear ignores difficult terrain and greater difficult terrain, and they can move across air as easily as solid ground. If the feathered bear doesn't end their movement on solid ground, they fall as soon as the Strike is completed."
+
+ - name: "Mauler"
+ desc: " The feathered bear gains a +4 circumstance bonus to damage rolls against creatures they have [[Conditions/Grabbed|Grabbed]]."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Feathered Bear
+creatures:
+ - 1: Feathered Bear
+```
+
+
+
+Born from spirits possessing the qualities of strength, endurance, and ferocity, these spirit guides act as martial guardians for mortals under their care. Most have a burning hatred for demons, devils, and other fiends who prey on mortal weaknesses. However, they also display care and consideration around mortal children, who in turn seem to instinctively recognize the beings as protectors. Strength takes many forms, some evident in their power-like the feathered bear-and some unassuming.
+
+* * *
+
+Spirit guides are a distinctive form of spiritual entity with a tenuous attachment to the Material Plane. Some legends say that the first spirit guides were the perfect conceptual forms of animals, and that from them, eagles, foxes, bears, and other mortal animals were born. Each guide displayed an interest in mortal affairs, watching over communities and imparting their gifts. Fox shared his cunning with the mortals he befriended, while Bear taught them how to survive and endure.
+
+Over the passing of countless mortal generations, new spirit guides were born, many of them possessing traits from two or more of the original spirit guides. In the ancient human nation of Sarkoris, the people abandoned the worship of traditional gods in favor of venerating the spirit guides who watched over them. While the people of some neighboring nations saw this as heresy, to the old Sarkorians, this worship was perfectly natural. The same beings who had taught their forebears lessons that allowed them to survive and thrive still walked among them.
+
+Spirit guides can form bonds with mortal partners. While many spirit guides create a permanent bond with a mortal, such as the relationship between the spirit guides of Sarkoris and the mortal spiritual leaders known as god callers, some instead form temporary bonds, either to test the prospective mortal before committing or because a permanent bond is undesirable. It's not uncommon for a single spirit guide to form bonds with recurring generations of a family or community, protecting and guiding mortals they've grown fond of or who do them a great service.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Feral Sea Skull Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Feral Sea Skull Swarm.md
new file mode 100755
index 000000000..95c4519bd
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Feral Sea Skull Swarm.md
@@ -0,0 +1,93 @@
+---
+title: "Feral Sea Skull Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.3LmCcU7pLFbxOGX0"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/swarm
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Feral Sea Skull Swarm"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Feral Sea Skull Swarm"
+level: "Creature 12"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[evil]]
+trait_02: [[mindless]]
+trait_03: [[swarm]]
+trait_04: [[undead]]
+trait_05: [[unholy]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +22, Survival: +21"
+abilityMods: [0, 4, 7, -5, 3, 4]
+speed: swim 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 32
+armorclass:
+ - name: AC
+ desc: "32; __Fort__ +25, __Ref__ +22, __Will__ +19"
+hp: 160
+health:
+ - name: ""
+ - name: HP
+ desc: "160, void healing; __Immunities__ death effects, disease, paralyzed, poison, precision, unconscious, mental, grabbed, prone, restrained; __Weaknesses__ area damage 10, splash damage 10; __Resistances__ bludgeoning 5, cold 10, electricity 10, fire 10, piercing 10, slashing 10"
+abilities_top:
+ - name: ""
+
+ - name: "Feral Trackers"
+ desc: " A feral skull swarm gains a +2 circumstance bonus to Perception checks to Seek and to Survival checks to Track, both against any creature that has taken damage from the swarm's Feral Gnaw within the previous 24 hours."
+
+abilities_mid:
+ - name: ""
+ - name: "Boneshard Burst"
+ desc: " When a feral skull swarm is reduced to 0 Hit Points, it erupts in an explosion of foul energy and bone fragments in a 30-foot burst, dealing 3d12 piercing damage and 2d12 void damage (DC 32 Reflex check save)."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "Feral Gnaw"
+ desc: "`pf2:1` Each enemy in the swarm's space takes 2d6 bludgeoning damage, 2d6 piercing damage, and 2d6 slashing damage (DC 32 Reflex check save).\n\nA creature that fails its saving throw also takes 1d10 bleed."
+
+ - name: "Frightening Howl"
+ desc: "`pf2:1` (auditory,emotion,fear,mental) The feral skull swarm emits a terrifying howl. Each creature within 60 feet must succeed at a DC 32 Will check save or become [[Conditions/Frightened|Frightened 2]] ([[Conditions/Frightened|Frightened 3]] and [[Conditions/Fleeing|Fleeing]] for 1 round on a critical failure).\n\nWhether it succeeds or fails its save, a creature is temporarily immune to Frightening Howl for 24 hours."
+
+```
+
+```encounter-table
+name: Feral Sea Skull Swarm
+creatures:
+ - 1: Feral Sea Skull Swarm
+```
+
+
+
+Some skull swarms are crafted from the heads of feral and dangerous beasts. These can include predatory cats, bears, dinosaurs, and the like, but just as often they're made from bulls, horses, apes, and other creatures that were gentler in life. In death, a feral skull swarm is bloodthirsty regardless of its origins, with a keen scent for living flesh. Even herbivore skulls diligently chew on the flesh of their swarm's victims.
+
+* * *
+
+A skull swarm is composed of reanimated masses of craniums and jawbones, forming a terrifying avalanche of undead fury. Most skull swarms are mindless, though some retain a vestige of wit, awareness, and even magical talents from life, culminating in a highly intelligent swarm mind.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Feral Skull Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Feral Skull Swarm.md
new file mode 100755
index 000000000..5cb178f19
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Feral Skull Swarm.md
@@ -0,0 +1,93 @@
+---
+title: "Feral Skull Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.b4b6bh7kotkCsHk8"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/swarm
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Feral Skull Swarm"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Feral Skull Swarm"
+level: "Creature 12"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[evil]]
+trait_02: [[mindless]]
+trait_03: [[swarm]]
+trait_04: [[undead]]
+trait_05: [[unholy]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +22, Survival: +21"
+abilityMods: [0, 4, 7, -5, 3, 4]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 32
+armorclass:
+ - name: AC
+ desc: "32; __Fort__ +25, __Ref__ +22, __Will__ +19"
+hp: 160
+health:
+ - name: ""
+ - name: HP
+ desc: "160, void healing; __Immunities__ death effects, disease, paralyzed, poison, precision, unconscious, mental, grabbed, prone, restrained; __Weaknesses__ area damage 10, splash damage 10; __Resistances__ bludgeoning 5, cold 10, electricity 10, fire 10, piercing 10, slashing 10"
+abilities_top:
+ - name: ""
+
+ - name: "Feral Trackers"
+ desc: " A feral skull swarm gains a +2 circumstance bonus to Perception checks to Seek and to Survival checks to Track, both against any creature that has taken damage from the swarm's Feral Gnaw within the previous 24 hours."
+
+abilities_mid:
+ - name: ""
+ - name: "Boneshard Burst"
+ desc: " When a feral skull swarm is reduced to 0 Hit Points, it erupts in an explosion of foul energy and bone fragments in a 30-foot burst, dealing 3d12 piercing damage and 2d12 void damage (DC 32 Reflex check save)."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "Feral Gnaw"
+ desc: "`pf2:1` Each enemy in the swarm's space takes 2d6 bludgeoning damage, 2d6 piercing damage, and 2d6 slashing damage (DC 32 Reflex check save).\n\nA creature that fails its saving throw also takes 1d10 bleed."
+
+ - name: "Frightening Howl"
+ desc: "`pf2:1` (auditory,emotion,fear,mental) The feral skull swarm emits a terrifying howl. Each creature within 60 feet must succeed at a DC 32 Will check save or become [[Conditions/Frightened|Frightened 2]] ([[Conditions/Frightened|Frightened 3]] and [[Conditions/Fleeing|Fleeing]] for 1 round on a critical failure).\n\nWhether it succeeds or fails its save, a creature is temporarily immune to Frightening Howl for 24 hours."
+
+```
+
+```encounter-table
+name: Feral Skull Swarm
+creatures:
+ - 1: Feral Skull Swarm
+```
+
+
+
+Some skull swarms are crafted from the heads of feral and dangerous beasts. These can include predatory cats, bears, dinosaurs, and the like, but just as often they're made from bulls, horses, apes, and other creatures that were gentler in life. In death, a feral skull swarm is bloodthirsty regardless of its origins, with a keen scent for living flesh. Even herbivore skulls diligently chew on the flesh of their swarm's victims.
+
+* * *
+
+A skull swarm is composed of reanimated masses of craniums and jawbones, forming a terrifying avalanche of undead fury. Most skull swarms are mindless, though some retain a vestige of wit, awareness, and even magical talents from life, culminating in a highly intelligent swarm mind.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Festrog.md b/content/mechanics/srd/Bestiary/Bestiary 3/Festrog.md
new file mode 100755
index 000000000..f128bfefa
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Festrog.md
@@ -0,0 +1,94 @@
+---
+title: "Festrog"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.taMPhpSXTFCgy6co"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Festrog"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Festrog"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[undead]]
+trait_03: [[unholy]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Athletics: +7, Stealth: +7, Survival: +5"
+abilityMods: [4, 2, 2, 0, 1, 1]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +7, __Ref__ +7, __Will__ +6"
+hp: 24
+health:
+ - name: ""
+ - name: HP
+ desc: "24, void healing; __Immunities__ death effects, disease, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Diseased Pustules"
+ desc: " (disease,poison) Whenever the festrog takes piercing or slashing damage, creatures adjacent to the festrog take 1d4 poison damage (DC 14 Reflex check save)."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+9 ()\n__Damage__ 1d6 + 4 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+9 (agile)\n__Damage__ 1d4 + 4 slashing"
+
+ - name: "Feast"
+ desc: "`pf2:1` (manipulate) **Requirements** The festrog's last action was a jaws Strike that damaged a living creature\n* * *\n\n**Effect** The festrog tears into the creature's flesh and gulps it down voraciously, dealing 1d4 slashing damage to the creature and gaining temporary Hit Points equal to the damage dealt. These temporary HP last for 1 minute."
+
+ - name: "On All Fours"
+ desc: "`pf2:1` **Requirements** The festrog has nothing in their hands\n* * *\n\n**Effect** The festrog Strides with a +10-foot circumstance bonus to their Speed."
+
+```
+
+```encounter-table
+name: Festrog
+creatures:
+ - 1: Festrog
+```
+
+
+
+Spawned from corpses of those who died of illness or starvation and twisted by void energy, festrogs display a visciousness that rivals other undead. They resemble decaying humanoids, but with elongated arms, teeth, and bone-like spikes protruding from their upper backs. Festrogs' tendency to run on all fours has led to them gaining the moniker dog-ghouls, causing the unwary to mistake them for mindless predators.
+
+Festrogs are in fact intelligent, stalking victims in packs and choosing hunting grounds that suit their abilities. They can often be found roaming farmlands, open forests, or wide plains, anywhere they can use their quadrupedal speed to overtake quarry. Belying their mindless appearance, festrogs use tactics similar to those of hunters with hounds: the leader of the pack often flushes prey from cover so that the victim can be brought down by the pack.
+
+Researchers of the necromantic processes that creates risen corpses have found that festrogs spawn more often from slow demises than sudden deaths. Festrogs typically animate from corpses afflicted with disease, while victims of violence are more likely to become more common undead, such as zombies. One documented way to create a festrog is to have scavengers feed on the dead flesh before animating it. This potentially explains why festrogs most often arise in remote areas stricken with famine and desperate predators.
+
+Though most festrogs arise from humans and other prevalent humanoids, other creatures that die in the same circumstances can rise as festrogs. Festrogs that were once larger humanoids such as ogres, hill giants, or trolls behave similarly to other humanoid festrogs and are simply larger and more powerful. More peculiar are the beastkin festrogs formed of quadrupedal animals, which typically have feet or hooves instead of hands, travel on all fours at all times, and have only animal intelligence. In fact, some humanoid festrogs capture and starve beastkin in hopes of the creatures rising as grotesque festrog pets.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Fire Wisp.md b/content/mechanics/srd/Bestiary/Bestiary 3/Fire Wisp.md
new file mode 100755
index 000000000..4bd55154b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Fire Wisp.md
@@ -0,0 +1,91 @@
+---
+title: "Fire Wisp"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.l0ENhzNMOsiIMO6m"
+tags:
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/0
+statblock: inline
+name: "Fire Wisp"
+level: 0
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Fire Wisp"
+level: "Creature 0"
+
+alignment: ""
+size: "tiny"
+trait_01: [[elemental]]
+trait_02: [[fire]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: "Pyric"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Stealth: +7, Plane of Fire Lore: +4"
+abilityMods: [2, 3, 2, 0, 2, 0]
+speed: 40 feet, fly 15 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +6, __Ref__ +7, __Will__ +4"
+hp: 18
+health:
+ - name: ""
+ - name: HP
+ desc: "18; __Immunities__ bleed, fire, paralyzed, poison, sleep; __Weaknesses__ cold 2, water 2"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " The fire wisp ignores the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "Accord Essence"
+ desc: "`pf2:r` (fire) **Trigger** An ally within 30 feet that benefited from the wisp's resonance in the last hour is targeted by an attack\n* * *\n\n**Effect** The wisp detonates itself in a small elemental explosion that gives temporary Hit Points equal to half the wisp's current Hit Points to allies within 30 feet that have benefited from the wisp's resonance in the last hour. These temporary Hit Points last 1 hour.\n\nA wisp that uses this reaction is permanently destroyed, and it can be restored only by a [[Spells/Wish|Wish]] spell or similarly powerful effect. If an ability would prevent the wisp's destruction (for instance, if the wisp is summoned and would merely be dismissed), Accord Essence has no effect."
+
+ - name: "Resonance"
+ desc: " (aura,fire) 30 feet. All wisps vibrate at a frequency attuned to their element, resonating with and empowering all creatures and effects sharing that trait.\n\nA creature in the area gains a +1 status bonus to attack and damage rolls for effects with the fire trait; a creature with the elemental and fire traits gains this bonus to all attack and damage rolls.\n\n[[Bestiary Effects/Effect_ Resonance|Effect: Resonance]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tendril"
+ desc: "+6 (reach 10 feet)\n__Damage__ 1d4 fire 1 fire"
+
+ - name: "In Concert"
+ desc: " When a fire wisp rolls a critical failure on a check to [[Actions/Aid|Aid]], they get a failure instead, and when they roll a success, they get a critical success instead."
+
+```
+
+```encounter-table
+name: Fire Wisp
+creatures:
+ - 1: Fire Wisp
+```
+
+
+
+Fire wisps are sizzling spheres of flame and ash, perpetually crackling and shimmering with heat. They're carefree, boisterous, and quick to action-sometimes recklessly so.
+
+* * *
+
+Wisps are tiny elemental beings that emerged during the creation of the Elemental Planes. The first wisps roamed the Inner Sphere in shifting symphonies that traded members with their every meeting. These symphonies of free wisps created music out of their combined resonances, but when the evil Elemental Lords realized the value of the wisps' resonance, they captured whole symphonies for use as servants.
+
+Wisps attune to each other and to those they surround themselves with. This attunement makes them naturally supportive allies. Free wisps still roam the Inner Sphere and the Material Plane, but they're usually shy and hide themselves from strangers. However, they happily offer their service to those who show them kindness. They especially find themselves drawn to spellcasters who practice elemental magic; these wisps usually watch from afar but sometimes approach those who seem safe to become familiars or comrades.
+
+Free wisps who find one another become close almost immediately. They get especially excited when they find wisps of elements other than their own, showing none of the animosity some elementals exhibit toward other types. Instead, they join in an excited dance, emitting resonances that faintly echo the symphonies of ancient days.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Flaming Skull.md b/content/mechanics/srd/Bestiary/Bestiary 3/Flaming Skull.md
new file mode 100755
index 000000000..efb15054e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Flaming Skull.md
@@ -0,0 +1,91 @@
+---
+title: "Flaming Skull"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.sBbvXm8dRN5KwooW"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Flaming Skull"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Flaming Skull"
+level: "Creature 2"
+
+alignment: ""
+size: "tiny"
+trait_01: [[evil]]
+trait_02: [[mindless]]
+trait_03: [[undead]]
+trait_04: [[unholy]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: "Common, Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8"
+abilityMods: [1, 4, 1, -5, 3, 0]
+speed: 15 feet, fly 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +5, __Ref__ +10, __Will__ +7"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30, void healing; __Immunities__ death effects, disease, fire, paralyzed, poison, unconscious, mental; __Weaknesses__ vitality 3"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Fiery Explosion"
+ desc: " When destroyed, a flaming skull explodes in a blast of fire and bone that deals 1d6 piercing damage plus 1d6 fire damage to each adjacent creature (DC 18 Reflex check save)."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Forehead"
+ desc: "+10 (finesse)\n__Damage__ 1d6 + 3 bludgeoning 1d6 fire"
+
+ - name: "**Ranged** `pf2:1` Spitfire"
+ desc: "+10 (agile, fire, range 20 feet)\n__Damage__ 1d12 + 2 fire"
+
+ - name: "Flaming Shroud"
+ desc: " A flaming skull is shrouded in hideous flames. It deals 1d6 fire damage to any unattended item it touches and on a forehead Strike. On a critical hit with a Strike, the target catches fire, taking 1d4 persistent fire."
+
+```
+
+```encounter-table
+name: Flaming Skull
+creatures:
+ - 1: Flaming Skull
+```
+
+
+
+More dangerous than simple severed heads, these skulls are wreathed in unearthly flames.
+
+* * *
+
+Beheaded are the reanimated heads of decapitation victims. These mindless undead fly through the air or roll around to attack their prey.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Flumph.md b/content/mechanics/srd/Bestiary/Bestiary 3/Flumph.md
new file mode 100755
index 000000000..fcb347aa2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Flumph.md
@@ -0,0 +1,87 @@
+---
+title: "Flumph"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ZfoJlYJ7zx2LIHRA"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Flumph"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Flumph"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[aberration]]
+trait_02: [[good]]
+trait_03: [[lawful]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Aklo, Common, Empyrean"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Diplomacy: +7, Stealth: +7, Dark Tapestry Lore: +8"
+abilityMods: [0, 4, 0, 1, 3, 2]
+speed: 5 feet, fly 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +5, __Ref__ +9, __Will__ +8"
+hp: 17
+health:
+ - name: ""
+ - name: HP
+ desc: "17"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Upside Down"
+ desc: " A flumph that is knocked [[Conditions/Prone|Prone]] must succeed at a DC 11 Flat check check or land on its back, rendering it [[Conditions/Off-Guard|Off-Guard]] and [[Conditions/Immobilized|Immobilized]]. An adjacent ally can Interact to right the flumph, removing both conditions."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Spikes"
+ desc: "+7 (agile, finesse)\n__Damage__ 1d4 piercing 1d4 acid"
+
+ - name: "Spray Perfume"
+ desc: "`pf2:1` (olfactory) The flumph sprays a 20-foot line of foul-smelling liquid. Each creature caught in the spray must succeed at a DC 16 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] ([[Conditions/Sickened|Sickened 2]] on a critical failure).\n\nThe odor from the spray lingers for 1d4 hours on all creatures that failed their saves. The sprayed creatures can be detected by smell at a range of 100 feet, and any creatures adjacent to them take a -2 circumstance penalty to saves against Spray Perfume or to recover from the sickened condition.\n\nThe flumph can't use Spray Perfume again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Flumph
+creatures:
+ - 1: Flumph
+```
+
+
+
+Even among the numerous types of tentacled aberrations populating the lands of Golarion, flumphs are an anomaly. Unlike most other aberrations, flumphs' monstrous appearance belies their true nature as gentle, good-natured creatures whose self-imposed duty is to bolster the defenses of worlds across the multiverse against onslaught from the cosmic horrors of the Dark Tapestry between the stars.
+
+Flumphs are small, jellyfish-like creatures who normally float about 5 feet off the ground on a self-generated cushion of wind, directing their movements with jets of air from countless tiny pores on the surface of their bodies. With some effort, the flumph can force air through these openings in a way that roughly approximates humanoid speech, albeit in a squeaky and halting tone.
+
+Though a flumph's underside is ringed with an array of acidic spikes that they use to hunt small prey, they are nearly defenseless against most attackers and usually attempt to flee when threatened. If cornered, a flumph can emit a foul-smelling spray capable of temporarily incapacitating enemies while warning nearby allies of their presence. This olfactory defense mechanism causes flumphs to feel more kinship with terrestrial creatures than with the jellyfish to which they bear a closer physical resemblance.
+
+Flumphs hatch from pods flung into outer space from the distant flumph homeworld in a ritual known as the Seeding. Even a newly hatched flumph has an instinctive knowledge of their purpose and seeks to make a lair close to a nearby settlement, which they then adopt as their personal charge to protect. However, remaining acutely aware of both their physical limitations and the tendency of their appearance to frighten the unsuspecting, most flumphs recruit and guide from afar, revealing their true nature only to their most trusted allies.
+
+In addition to their missions, flumphs endeavor to lead upstanding lives on a daily basis. They notably draw guidance from their dreams through exhaustive interpretations and carefully maintained dream journals. Life lessons, areas in which they can improve their behavior, and portents of alien danger all come to flumphs in dreams-or at least, that's what they believe. Despite placing so much importance on dreams flumphs have never set out to prove their dreams are authentic messages.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Forest Dragon (Adult).md b/content/mechanics/srd/Bestiary/Bestiary 3/Forest Dragon (Adult).md
new file mode 100755
index 000000000..be6fe379f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Forest Dragon (Adult).md
@@ -0,0 +1,132 @@
+---
+title: "Forest Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.35Zg4DucEnOcOV6C"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/14
+statblock: inline
+name: "Forest Dragon (Adult)"
+level: 14
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Forest Dragon (Adult)"
+level: "Creature 14"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+trait_04: [[plant]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Athletics: +27, Deception: +24, Intimidation: +26, Nature: +25, Stealth: +21, Survival: +23"
+abilityMods: [7, 3, 4, 3, 5, 4]
+speed: 40 feet, fly 120 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +25, __Ref__ +22, __Will__ +27; +1 status to all saves vs. magic"
+hp: 290
+health:
+ - name: ""
+ - name: HP
+ desc: "290; __Immunities__ paralyzed, poison, sleep; __Weaknesses__ fire 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Countered by Metal"
+ desc: " If the forest dragon takes damage from a metal item, they lose woodland stride and [[Spells/Vanishing Tracks|Vanishing Tracks]] until the end of their next turn."
+
+ - name: "Fed by Water"
+ desc: "`pf2:r` (healing,primal) **Frequency** once per hour\n\n**Trigger** The forest dragon is targeted with a water spell or effect\n* * *\n\n**Effect** The forest dragon gains 35 temporary Hit Points."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 32 Will check\n\nAnimals, fungi, and plants take a -2 circumstance penalty to the save.\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+29 (magical, reach 15 feet)\n__Damage__ 3d10 + 13 piercing 2d6 poison"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+29 (agile, magical, reach 10 feet)\n__Damage__ 3d8 + 13 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+29 (magical, reach 25 feet)\n__Damage__ 3d8 + 13 bludgeoning plus grab"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 34, attack +26; __4th __ _[[Spells/Entangling Flora|Entangle]]_, _[[Spells/One with Plants|Tree Shape (See Forest Shape)]]_\n__Cantrips__ __(4th)__ _[[Spells/Know the Way|Know Direction]]_\n__Constant__ __(1st)__ _[[Spells/Vanishing Tracks|Pass Without Trace (Forest Terrain Only)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (primal) The dragon unleashes a swarm of insects that deals 14d6 piercing damage in a 40-foot cone (DC 34 Reflex check save) before dispersing.\n\nA creature that critically fails is [[Conditions/Stunned|Stunned 2]] from the insects' venom; this is a poison effect.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Coiling Frenzy"
+ desc: "`pf2:2` The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically [[Conditions/Grabbed|Grabs]] the target."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+ - name: "Draining Blight"
+ desc: "`pf2:2` (healing,primal,void) **Frequency** once per day\n* * *\n\n**Effect** The dragon draws moisture from the living creatures surrounding them, using the energy to heal their own wounds. Each living creature in a 30-foot emanation takes 7d10 void damage (DC 34 Fortitude check save). Creatures made entirely of water and plant creatures use the outcome one degree of success worse than they rolled. The dragon regains Hit Points equal to half of the highest damage a single creature takes from this effect.\n\nIn addition, all non-creature plant life in the area withers and dies, eliminating non-magical undergrowth and any resulting difficult terrain, cover, and concealment. Water is also consumed in the same way, typically lowering any standing body of water fully within the area by 1 foot."
+
+ - name: "Forest Shape"
+ desc: " When casting [[Spells/One with Plants|One with Plants]], a forest dragon can become a tree of the same size and age as themself."
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 3d8+10 bludgeoning, DC 34 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Woodland Stride"
+ desc: " The forest dragon ignores difficult terrain and greater difficult terrain from non-magical foliage."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Forest Dragon (Adult)
+creatures:
+ - 1: Forest Dragon (Adult)
+```
+
+
+
+Forest dragons oversee the endless growth of nature, protect it from plunder, and reclaim ruins for the wilderness. Some say these dragons jealously hoard nature's bounty for themselves while seeing everyone else who tries to benefit from nature as thieves and poachers. They loathe the progress of technology and civilization, preferring the company of monsters and animals.
+
+Forest dragons are their forests in a literal sense. Over time, their hair becomes mossy, their hide toughens like bark, and small insects or animals live within them.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Forest Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 3/Forest Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..3f417b5c7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Forest Dragon (Adult, Spellcaster).md
@@ -0,0 +1,132 @@
+---
+title: "Forest Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.5sp4mn7KPT95YZP5"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/14
+statblock: inline
+name: "Forest Dragon (Adult, Spellcaster)"
+level: 14
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Forest Dragon (Adult, Spellcaster)"
+level: "Creature 14"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+trait_04: [[plant]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Athletics: +27, Deception: +24, Intimidation: +26, Nature: +25, Stealth: +21, Survival: +23"
+abilityMods: [7, 3, 4, 3, 5, 4]
+speed: 40 feet, fly 120 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +25, __Ref__ +22, __Will__ +27; +1 status to all saves vs. magic"
+hp: 290
+health:
+ - name: ""
+ - name: HP
+ desc: "290; __Immunities__ paralyzed, poison, sleep; __Weaknesses__ fire 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Countered by Metal"
+ desc: " If the forest dragon takes damage from a metal item, they lose woodland stride and [[Spells/Vanishing Tracks|Vanishing Tracks]] until the end of their next turn."
+
+ - name: "Fed by Water"
+ desc: "`pf2:r` (healing,primal) **Frequency** once per hour\n\n**Trigger** The forest dragon is targeted with a water spell or effect\n* * *\n\n**Effect** The forest dragon gains 35 temporary Hit Points."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 32 Will check\n\nAnimals, fungi, and plants take a -2 circumstance penalty to the save.\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+29 (magical, reach 15 feet)\n__Damage__ 3d10 + 13 piercing 2d6 poison"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+29 (agile, magical, reach 10 feet)\n__Damage__ 3d8 + 13 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+29 (magical, reach 25 feet)\n__Damage__ 3d8 + 13 bludgeoning plus grab"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 34, attack +28; __6th __ _[[Spells/Cursed Metamorphosis|Baleful Polymorph]]_, _[[Spells/Purple Worm Sting|Purple Worm Sting]]_, _[[Spells/Tangling Creepers|Tangling Creepers]]_; __5th __ _[[Spells/Toxic Cloud|Cloudkill]]_, _[[Spells/Moon Frenzy|Moon Frenzy]]_, _[[Spells/Nature's Pathway|Tree Stride]]_; __4th __ _[[Spells/Vapor Form|Gaseous Form]]_, _[[Spells/Mirage|Hallucinatory Terrain]]_, _[[Spells/Solid Fog|Solid Fog]]_; __3rd __ _[[Spells/Animal Vision|Animal Vision]]_, _[[Spells/Stinking Cloud|Stinking Cloud]]_, _[[Spells/Wall of Thorns|Wall of Thorns]]_; __2nd __ _[[Spells/Animal Messenger|Animal Messenger]]_, _[[Spells/Darkness|Darkness]]_, _[[Spells/Water Breathing|Water Breathing]]_; __1st __ _[[Spells/Create Water|Create Water]]_, _[[Spells/Goblin Pox|Goblin Pox]]_, _[[Spells/Pest Form|Pest Form]]_\n__Cantrips__ __(6th)__ _[[Spells/Acid Splash|Acid Splash]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Guidance|Guidance]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Tangle Vine|Tanglefoot]]_"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 34, attack +26; __4th __ _[[Spells/Entangling Flora|Entangle]]_, _[[Spells/One with Plants|Tree Shape (See Forest Shape)]]_\n__Cantrips__ __(4th)__ _[[Spells/Know the Way|Know Direction]]_\n__Constant__ __(1st)__ _[[Spells/Vanishing Tracks|Pass Without Trace (Forest Terrain Only)]]_"
+
+ - name: "Rituals"
+ desc: "_Commune with Nature_, _Plant Growth_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (primal) The dragon unleashes a swarm of insects that deals 14d6 piercing damage in a 40-foot cone (DC 34 Reflex check save) before dispersing.\n\nA creature that critically fails is [[Conditions/Stunned|Stunned 2]] from the insects' venom; this is a poison effect.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Draining Blight"
+ desc: "`pf2:2` (healing,primal,void) **Frequency** once per day\n* * *\n\n**Effect** The dragon draws moisture from the living creatures surrounding them, using the energy to heal their own wounds. Each living creature in a 30-foot emanation takes 7d10 void damage (DC 34 Fortitude check save). Creatures made entirely of water and plant creatures use the outcome one degree of success worse than they rolled. The dragon regains Hit Points equal to half of the highest damage a single creature takes from this effect.\n\nIn addition, all non-creature plant life in the area withers and dies, eliminating non-magical undergrowth and any resulting difficult terrain, cover, and concealment. Water is also consumed in the same way, typically lowering any standing body of water fully within the area by 1 foot."
+
+ - name: "Forest Shape"
+ desc: " When casting [[Spells/One with Plants|One with Plants]], a forest dragon can become a tree of the same size and age as themself."
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 3d8+10 bludgeoning, DC 34 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Woodland Stride"
+ desc: " The forest dragon ignores difficult terrain and greater difficult terrain from non-magical foliage."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Forest Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Forest Dragon (Adult, Spellcaster)
+```
+
+
+
+Forest dragons oversee the endless growth of nature, protect it from plunder, and reclaim ruins for the wilderness. Some say these dragons jealously hoard nature's bounty for themselves while seeing everyone else who tries to benefit from nature as thieves and poachers. They loathe the progress of technology and civilization, preferring the company of monsters and animals.
+
+Forest dragons are their forests in a literal sense. Over time, their hair becomes mossy, their hide toughens like bark, and small insects or animals live within them.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Forest Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Bestiary 3/Forest Dragon (Ancient).md
new file mode 100755
index 000000000..cc5557c15
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Forest Dragon (Ancient).md
@@ -0,0 +1,135 @@
+---
+title: "Forest Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.XopaPzGf5TSjCJS6"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/19
+statblock: inline
+name: "Forest Dragon (Ancient)"
+level: 19
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Forest Dragon (Ancient)"
+level: "Creature 19"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+trait_04: [[plant]]
+modifier: 33
+perception:
+ - name: "Perception"
+ desc: "+33; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Elven, Fey, Petran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +31, Athletics: +37, Deception: +31, Intimidation: +33, Nature: +36, Stealth: +29, Survival: +35"
+abilityMods: [9, 4, 7, 5, 8, 6]
+speed: 40 feet, fly 160 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 44
+armorclass:
+ - name: AC
+ desc: "44; __Fort__ +32, __Ref__ +29, __Will__ +35; +1 status to all saves vs. magic"
+hp: 410
+health:
+ - name: ""
+ - name: HP
+ desc: "410; __Immunities__ paralyzed, poison, sleep; __Weaknesses__ fire 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Countered by Metal"
+ desc: " If the forest dragon takes damage from a metal item, they lose woodland stride and [[Spells/Vanishing Tracks|Vanishing Tracks]] until the end of their next turn."
+
+ - name: "Fed by Water"
+ desc: "`pf2:r` (healing,primal) **Frequency** once per hour\n\n**Trigger** The forest dragon is targeted with a water spell or effect\n* * *\n\n**Effect** The forest dragon gains 40 temporary Hit Points."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 39 Will check\n\nAnimals, fungi, and plants take a -2 circumstance penalty to the save.\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+36 (magical, reach 20 feet)\n__Damage__ 4d10 + 17 piercing plus lignifying-bite 3d6 poison plus lignifying-bite"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+36 (agile, magical, reach 15 feet)\n__Damage__ 4d8 + 17 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+36 (magical, reach 30 feet)\n__Damage__ 4d8 + 17 bludgeoning plus grab"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 41, attack +35; __6th __ _[[Spells/Tangling Creepers|Tangling Creepers]]_; __4th __ _[[Spells/Entangling Flora|Entangle]]_, _[[Spells/Speak with Plants|Speak with Plants (At Will)]]_, _[[Spells/One with Plants|Tree Shape (See Forest Shape)]]_\n__Cantrips__ __(6th)__ _[[Spells/Know the Way|Know Direction]]_\n__Constant__ __(1st)__ _[[Spells/Vanishing Tracks|Pass Without Trace (Forest Terrain Only)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (primal) The dragon unleashes a swarm of insects that deals 20d6 piercing damage in a 60-foot cone (DC 41 Reflex check save) before dispersing.\n\nA creature that critically fails is [[Conditions/Stunned|Stunned 2]] from the insects' venom; this is a poison effect.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Coiling Frenzy"
+ desc: "`pf2:2` The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically [[Conditions/Grabbed|Grabs]] the target."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+ - name: "Draining Blight"
+ desc: "`pf2:2` (healing,primal,void) **Frequency** once per day\n* * *\n\n**Effect** The dragon draws moisture from the living creatures surrounding them, using the energy to heal their own wounds. Each living creature in a 30-foot emanation takes 9d10 void damage (DC 41 Fortitude check save). Creatures made entirely of water and plant creatures use the outcome one degree of success worse than they rolled. The dragon regains Hit Points equal to half of the highest damage a single creature takes from this effect.\n\nIn addition, all non-creature plant life in the area withers and dies, eliminating non-magical undergrowth and any resulting difficult terrain, cover, and concealment. Water is also consumed in the same way, typically lowering any standing body of water fully within the area by 1 foot."
+
+ - name: "Forest Shape"
+ desc: " When casting [[Spells/One with Plants|One with Plants]], a forest dragon can become a tree of the same size and age as themself."
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 4d8+10 bludgeoning, DC 41 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Lignifying Bite"
+ desc: " (plant,primal) When a creature made of flesh is reduced to 0 Hit Points by the dragon's jaws Strike, that creature must attempt a DC 41 Fortitude check save. If it fails, it dies, and its flesh, made of earth in a metaphysical sense, turns to wood.\n\nThe wood is living and might grow into a tree over time, but it can't be used as a body or piece of a body for [[Spells/Raise Dead|Raise Dead]] or other magic that would return the creature to life."
+
+ - name: "Woodland Stride"
+ desc: " The forest dragon ignores difficult terrain and greater difficult terrain from non-magical foliage."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Forest Dragon (Ancient)
+creatures:
+ - 1: Forest Dragon (Ancient)
+```
+
+
+
+Forest dragons oversee the endless growth of nature, protect it from plunder, and reclaim ruins for the wilderness. Some say these dragons jealously hoard nature's bounty for themselves while seeing everyone else who tries to benefit from nature as thieves and poachers. They loathe the progress of technology and civilization, preferring the company of monsters and animals.
+
+Forest dragons are their forests in a literal sense. Over time, their hair becomes mossy, their hide toughens like bark, and small insects or animals live within them.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Forest Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 3/Forest Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..95c6b415c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Forest Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,135 @@
+---
+title: "Forest Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.cRQgPRSivACCnL86"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/19
+statblock: inline
+name: "Forest Dragon (Ancient, Spellcaster)"
+level: 19
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Forest Dragon (Ancient, Spellcaster)"
+level: "Creature 19"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+trait_04: [[plant]]
+modifier: 33
+perception:
+ - name: "Perception"
+ desc: "+33; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Elven, Fey, Petran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +31, Athletics: +37, Deception: +31, Intimidation: +33, Nature: +36, Stealth: +29, Survival: +35"
+abilityMods: [9, 4, 7, 5, 8, 6]
+speed: 40 feet, fly 160 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 44
+armorclass:
+ - name: AC
+ desc: "44; __Fort__ +32, __Ref__ +29, __Will__ +35; +1 status to all saves vs. magic"
+hp: 410
+health:
+ - name: ""
+ - name: HP
+ desc: "410; __Immunities__ paralyzed, poison, sleep; __Weaknesses__ fire 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Countered by Metal"
+ desc: " If the forest dragon takes damage from a metal item, they lose woodland stride and [[Spells/Vanishing Tracks|Vanishing Tracks]] until the end of their next turn."
+
+ - name: "Fed by Water"
+ desc: "`pf2:r` (healing,primal) **Frequency** once per hour\n\n**Trigger** The forest dragon is targeted with a water spell or effect\n* * *\n\n**Effect** The forest dragon gains 40 temporary Hit Points."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 39 Will check\n\nAnimals, fungi, and plants take a -2 circumstance penalty to the save.\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+36 (magical, reach 20 feet)\n__Damage__ 4d10 + 17 piercing plus lignifying-bite 3d6 poison plus lignifying-bite"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+36 (agile, magical, reach 15 feet)\n__Damage__ 4d8 + 17 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+36 (magical, reach 30 feet)\n__Damage__ 4d8 + 17 bludgeoning plus grab"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 41, attack +35; __9th __ _[[Spells/Implosion|Implosion]]_, _[[Spells/Nature's Enmity|Nature's Enmity]]_; __8th __ _[[Spells/Desiccate|Horrid Wilting]]_, _[[Spells/Polar Ray|Polar Ray]]_, _[[Spells/Punishing Winds|Punishing Winds]]_; __7th __ _[[Spells/Eclipse Burst|Eclipse Burst]]_, _[[Spells/Prismatic Spray|Prismatic Spray]]_, _[[Spells/True Target|True Target]]_; __6th __ _[[Spells/Cursed Metamorphosis|Baleful Polymorph]]_, _[[Spells/Purple Worm Sting|Purple Worm Sting]]_, _[[Spells/Tangling Creepers|Tangling Creepers]]_; __5th __ _[[Spells/Toxic Cloud|Cloudkill]]_, _[[Spells/Moon Frenzy|Moon Frenzy]]_, _[[Spells/Nature's Pathway|Tree Stride]]_; __4th __ _[[Spells/Vapor Form|Gaseous Form]]_, _[[Spells/Mirage|Hallucinatory Terrain]]_, _[[Spells/Solid Fog|Solid Fog]]_; __3rd __ _[[Spells/Animal Vision|Animal Vision]]_, _[[Spells/Stinking Cloud|Stinking Cloud]]_, _[[Spells/Wall of Thorns|Wall of Thorns]]_; __2nd __ _[[Spells/Animal Messenger|Animal Messenger]]_, _[[Spells/Darkness|Darkness]]_, _[[Spells/Water Breathing|Water Breathing]]_; __1st __ _[[Spells/Create Water|Create Water]]_, _[[Spells/Goblin Pox|Goblin Pox]]_, _[[Spells/Pest Form|Pest Form]]_\n__Cantrips__ __(9th)__ _[[Spells/Acid Splash|Acid Splash]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Guidance|Guidance]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Tangle Vine|Tanglefoot]]_"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 41, attack +35; __6th __ _[[Spells/Tangling Creepers|Tangling Creepers]]_; __4th __ _[[Spells/Entangling Flora|Entangle]]_, _[[Spells/Speak with Plants|Speak with Plants (At Will)]]_, _[[Spells/One with Plants|Tree Shape (See Forest Shape)]]_\n__Cantrips__ __(6th)__ _[[Spells/Know the Way|Know Direction]]_\n__Constant__ __(1st)__ _[[Spells/Vanishing Tracks|Pass Without Trace (Forest Terrain Only)]]_"
+
+ - name: "Rituals"
+ desc: "_Commune with Nature_, _Plant Growth_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (primal) The dragon unleashes a swarm of insects that deals 20d6 piercing damage in a 60-foot cone (DC 41 Reflex check save) before dispersing.\n\nA creature that critically fails is [[Conditions/Stunned|Stunned 2]] from the insects' venom; this is a poison effect.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Draining Blight"
+ desc: "`pf2:2` (healing,primal,void) **Frequency** once per day\n* * *\n\n**Effect** The dragon draws moisture from the living creatures surrounding them, using the energy to heal their own wounds. Each living creature in a 30-foot emanation takes 9d10 void damage (DC 41 Fortitude check save). Creatures made entirely of water and plant creatures use the outcome one degree of success worse than they rolled. The dragon regains Hit Points equal to half of the highest damage a single creature takes from this effect.\n\nIn addition, all non-creature plant life in the area withers and dies, eliminating non-magical undergrowth and any resulting difficult terrain, cover, and concealment. Water is also consumed in the same way, typically lowering any standing body of water fully within the area by 1 foot."
+
+ - name: "Forest Shape"
+ desc: " When casting [[Spells/One with Plants|One with Plants]], a forest dragon can become a tree of the same size and age as themself."
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 4d8+10 bludgeoning, DC 41 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Lignifying Bite"
+ desc: " (plant,primal) When a creature made of flesh is reduced to 0 Hit Points by the dragon's jaws Strike, that creature must attempt a DC 41 Fortitude check save. If it fails, it dies, and its flesh, made of earth in a metaphysical sense, turns to wood.\n\nThe wood is living and might grow into a tree over time, but it can't be used as a body or piece of a body for [[Spells/Raise Dead|Raise Dead]] or other magic that would return the creature to life."
+
+ - name: "Woodland Stride"
+ desc: " The forest dragon ignores difficult terrain and greater difficult terrain from non-magical foliage."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Forest Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Forest Dragon (Ancient, Spellcaster)
+```
+
+
+
+Forest dragons oversee the endless growth of nature, protect it from plunder, and reclaim ruins for the wilderness. Some say these dragons jealously hoard nature's bounty for themselves while seeing everyone else who tries to benefit from nature as thieves and poachers. They loathe the progress of technology and civilization, preferring the company of monsters and animals.
+
+Forest dragons are their forests in a literal sense. Over time, their hair becomes mossy, their hide toughens like bark, and small insects or animals live within them.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Forest Dragon (Young).md b/content/mechanics/srd/Bestiary/Bestiary 3/Forest Dragon (Young).md
new file mode 100755
index 000000000..1ae040136
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Forest Dragon (Young).md
@@ -0,0 +1,126 @@
+---
+title: "Forest Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.55VanIHxfikGAVpp"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Forest Dragon (Young)"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Forest Dragon (Young)"
+level: "Creature 10"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+trait_04: [[plant]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +18, Athletics: +21, Deception: +17, Intimidation: +19, Nature: +22, Stealth: +18, Survival: +16"
+abilityMods: [6, 2, 5, 2, 4, 3]
+speed: 40 feet, fly 100 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +21, __Ref__ +16, __Will__ +20"
+hp: 195
+health:
+ - name: ""
+ - name: HP
+ desc: "195; __Immunities__ paralyzed, poison, sleep; __Weaknesses__ fire 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Countered by Metal"
+ desc: " If the forest dragon takes damage from a metal item, they lose woodland stride and [[Spells/Vanishing Tracks|Vanishing Tracks]] until the end of their next turn."
+
+ - name: "Fed by Water"
+ desc: "`pf2:r` (healing,primal) **Frequency** once per hour\n\n**Trigger** The forest dragon is targeted with a water spell or effect\n* * *\n\n**Effect** The forest dragon gains 30 temporary Hit Points."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 27 Will check\n\nAnimals, fungi, and plants take a -2 circumstance penalty to the save.\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+23 (reach 10 feet)\n__Damage__ 2d10 + 12 piercing 1d6 poison"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+23 (agile)\n__Damage__ 2d8 + 12 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+23 (reach 20 feet)\n__Damage__ 2d8 + 12 bludgeoning plus grab"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 29, attack +21; __3rd __ _[[Spells/Fear|Fear (Animals, Fungi, And Plants Only)]]_; __2nd __ _[[Spells/Entangling Flora|Entangle]]_\n__Cantrips__ __(2nd)__ _[[Spells/Know the Way|Know Direction]]_\n__Constant__ __(1st)__ _[[Spells/Vanishing Tracks|Pass Without Trace (Forest Terrain Only)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (primal) The dragon unleashes a swarm of insects that deals 10d6 piercing damage in a 30-foot cone (DC 29 Reflex check save) before dispersing.\n\nA creature that critically fails is [[Conditions/Stunned|Stunned 2]] from the insects' venom; this is a poison effect.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Coiling Frenzy"
+ desc: "`pf2:2` The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically [[Conditions/Grabbed|Grabs]] the target."
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d8+8 bludgeoning, DC 29 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+ - name: "Woodland Stride"
+ desc: " The forest dragon ignores difficult terrain and greater difficult terrain from non-magical foliage."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Forest Dragon (Young)
+creatures:
+ - 1: Forest Dragon (Young)
+```
+
+
+
+Forest dragons oversee the endless growth of nature, protect it from plunder, and reclaim ruins for the wilderness. Some say these dragons jealously hoard nature's bounty for themselves while seeing everyone else who tries to benefit from nature as thieves and poachers. They loathe the progress of technology and civilization, preferring the company of monsters and animals.
+
+Forest dragons are their forests in a literal sense. Over time, their hair becomes mossy, their hide toughens like bark, and small insects or animals live within them.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Forest Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 3/Forest Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..57e5a9a98
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Forest Dragon (Young, Spellcaster).md
@@ -0,0 +1,126 @@
+---
+title: "Forest Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.6DFcSJg5SdFUbfXB"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Forest Dragon (Young, Spellcaster)"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Forest Dragon (Young, Spellcaster)"
+level: "Creature 10"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+trait_04: [[plant]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +18, Athletics: +21, Deception: +17, Intimidation: +19, Nature: +22, Stealth: +18, Survival: +16"
+abilityMods: [6, 2, 5, 2, 4, 3]
+speed: 40 feet, fly 100 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +21, __Ref__ +16, __Will__ +20"
+hp: 195
+health:
+ - name: ""
+ - name: HP
+ desc: "195; __Immunities__ paralyzed, poison, sleep; __Weaknesses__ fire 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Countered by Metal"
+ desc: " If the forest dragon takes damage from a metal item, they lose woodland stride and [[Spells/Vanishing Tracks|Vanishing Tracks]] until the end of their next turn."
+
+ - name: "Fed by Water"
+ desc: "`pf2:r` (healing,primal) **Frequency** once per hour\n\n**Trigger** The forest dragon is targeted with a water spell or effect\n* * *\n\n**Effect** The forest dragon gains 30 temporary Hit Points."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 27 Will check\n\nAnimals, fungi, and plants take a -2 circumstance penalty to the save.\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+23 (reach 10 feet)\n__Damage__ 2d10 + 12 piercing 1d6 poison"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+23 (agile)\n__Damage__ 2d8 + 12 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+23 (reach 20 feet)\n__Damage__ 2d8 + 12 bludgeoning plus grab"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 29, attack +22; __4th __ _[[Spells/Vapor Form|Gaseous Form]]_, _[[Spells/Mirage|Hallucinatory Terrain]]_, _[[Spells/Solid Fog|Solid Fog]]_; __3rd __ _[[Spells/Animal Vision|Animal Vision]]_, _[[Spells/Stinking Cloud|Stinking Cloud]]_, _[[Spells/Wall of Thorns|Wall of Thorns]]_; __2nd __ _[[Spells/Animal Messenger|Animal Messenger]]_, _[[Spells/Darkness|Darkness]]_, _[[Spells/Water Breathing|Water Breathing]]_; __1st __ _[[Spells/Create Water|Create Water]]_, _[[Spells/Goblin Pox|Goblin Pox]]_, _[[Spells/Pest Form|Pest Form]]_\n__Cantrips__ __(4th)__ _[[Spells/Acid Splash|Acid Splash]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Guidance|Guidance]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Tangle Vine|Tanglefoot]]_"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 29, attack +21; __3rd __ _[[Spells/Fear|Fear (Animals, Fungi, And Plants Only)]]_; __2nd __ _[[Spells/Entangling Flora|Entangle]]_\n__Cantrips__ __(2nd)__ _[[Spells/Know the Way|Know Direction]]_\n__Constant__ __(1st)__ _[[Spells/Vanishing Tracks|Pass Without Trace (Forest Terrain Only)]]_"
+
+ - name: "Rituals"
+ desc: "_Plant Growth_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (primal) The dragon unleashes a swarm of insects that deals 10d6 piercing damage in a 30-foot cone (DC 29 Reflex check save) before dispersing.\n\nA creature that critically fails is [[Conditions/Stunned|Stunned 2]] from the insects' venom; this is a poison effect.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d8+8 bludgeoning, DC 29 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Woodland Stride"
+ desc: " The forest dragon ignores difficult terrain and greater difficult terrain from non-magical foliage."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Forest Dragon (Young, Spellcaster)
+creatures:
+ - 1: Forest Dragon (Young, Spellcaster)
+```
+
+
+
+Forest dragons oversee the endless growth of nature, protect it from plunder, and reclaim ruins for the wilderness. Some say these dragons jealously hoard nature's bounty for themselves while seeing everyone else who tries to benefit from nature as thieves and poachers. They loathe the progress of technology and civilization, preferring the company of monsters and animals.
+
+Forest dragons are their forests in a literal sense. Over time, their hair becomes mossy, their hide toughens like bark, and small insects or animals live within them.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Fortune Eater.md b/content/mechanics/srd/Bestiary/Bestiary 3/Fortune Eater.md
new file mode 100755
index 000000000..e80043800
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Fortune Eater.md
@@ -0,0 +1,105 @@
+---
+title: "Fortune Eater"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.rii4owVpN6Jm9vrn"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/spirit
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Fortune Eater"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Fortune Eater"
+level: "Creature 7"
+rare_03: [[Rare]]
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[incorporeal]]
+trait_04: [[spirit]]
+trait_05: [[undead]]
+trait_06: [[unholy]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision"
+languages: "languages spoken by the adventurers (typically common, dwarven, elven, and goblin)"
+skills:
+ - name: "Skills"
+ desc: "Deception: +15, Intimidation: +13, Performance: +15, Stealth: +15"
+abilityMods: [-5, 6, 0, 2, 2, 4]
+speed: fly 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +15, __Ref__ +17, __Will__ +13"
+hp: 100
+health:
+ - name: ""
+ - name: HP
+ desc: "100, void healing, rejuvenation; __Immunities__ death effects, disease, paralyzed, poison, precision, unconscious; __Resistances__ all damage 5 (except force, ghost touch, or vitality; double resistance vs. non-magical)"
+abilities_top:
+ - name: ""
+
+ - name: "Languages"
+ desc: " The Fortune Eater speaks languages spoken by the adventurers (typically Common, Dwarven, Elven, and Goblin)."
+
+abilities_mid:
+ - name: ""
+ - name: "Luck Osmosis"
+ desc: "`pf2:r` (divine) **Trigger** A creature affected by the fortune eater's unluck aura has just rolled two d20s for a check and taken the lower result\n* * *\n\n**Effect** The fortune-eater stores the higher of the two numbers rolled and uses that number in place of their next d20 roll; this is a fortune effect. They can have only one number stored at a time."
+
+ - name: "[[Creature Family Ability Glossary/(Ghost) Rejuvenation|Rejuvenation]]"
+ desc: " (divine) Offering the fortune eater a chance to be instrumental in completing a heroic deed releases their component spirits to move on to the afterlife.\n* * *\n\nWhen a ghost is destroyed, it re-forms after 2d4 days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting."
+
+ - name: "Unluck Aura"
+ desc: " (aura,divine,mental,misfortune) 20 feet. A creature entering the area must attempt a DC 23 Will check save, rolling the save twice and using the worse result. On a successful save, the creature is temporarily immune to fortune eater unluck auras for 24 hours. On a failure, the creature must roll twice and use the worse result on all checks as long as it is within the aura.\n\n[[Bestiary Effects/Effect_ Unluck Aura|Effect: Unluck Aura]]"
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Ghostly Longsword"
+ desc: "+17 (finesse, magical, versatile p)\n__Damage__ 1d8 + 8 slashing 1d8 void"
+
+ - name: "**Melee** `pf2:1` Ghostly Light Mace"
+ desc: "+17 (agile, finesse, magical, shove)\n__Damage__ 1d4 + 8 bludgeoning 1d8 void"
+
+ - name: "**Ranged** `pf2:1` Ghostly Longbow"
+ desc: "+17 (deadly d10, magical, range increment 100 feet, volley 30 ft.)\n__Damage__ 1d8 + 4 piercing 1d8 void"
+
+ - name: "Team Attack"
+ desc: "`pf2:3` Dead teammates coalesce to attack with phantasmal versions of the weapons they used in life. The fortune eater makes a ghostly longsword Strike, ghostly dagger Strike, and ghostly longbow Strike in any order. Each must target a different creature. Their multiple attack penalty doesn't increase until after all the attacks."
+
+```
+
+```encounter-table
+name: Fortune Eater
+creatures:
+ - 1: Fortune Eater
+```
+
+
+
+The fickle finger of fate has quashed hundreds of fledgling adventurers, sometimes in a particularly memorable or ignominious manner. When a number of would-be heroes perish together in such a way, their restless spirits might arise-spurred by jealousy-to become a fortune eater. A fortune eater is a collective entity that might lurk near fortune tellers, taverns, or Pathfinder Society lodges where adventurers are likely to pass through. The spirit then follows the heroes on their quests until the right moment, when the spirit manifests their unfortunate abilities to get the party killed and potentially add them to the collective. Sometimes they linger near the lairs of a powerful monster, waiting for parties of unwary adventurers.
+
+A fortune eater lingers because of unfinished business: to move on, they must help a hero defeat a great threat or acquire a legendary item. Ironically, their jealousy, rage, and powers of bad luck make this extremely unlikely.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Fossil Golem.md b/content/mechanics/srd/Bestiary/Bestiary 3/Fossil Golem.md
new file mode 100755
index 000000000..e0ccdb494
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Fossil Golem.md
@@ -0,0 +1,91 @@
+---
+title: "Fossil Golem"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.mjbfJ1f4Ogba4hTT"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/golem
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Fossil Golem"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Fossil Golem"
+level: "Creature 12"
+rare_03: [[Rare]]
+alignment: ""
+size: "huge"
+trait_01: [[construct]]
+trait_02: [[golem]]
+trait_03: [[mindless]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +20"
+abilityMods: [7, 2, 6, -5, 0, -5]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +26, __Ref__ +20, __Will__ +18"
+hp: 195
+health:
+ - name: ""
+ - name: HP
+ desc: "195; __Immunities__ acid, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental; __Resistances__ physical 10 (except adamantine or bludgeoning)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Creature Family Ability Glossary/(Golem) Golem Antimagic|Golem Antimagic]]"
+ desc: " harmed by cold and water (5d10 damage, 2d8 damage from areas or persistent damage); healed by acid (area 2d8 healing Hit Points); slowed by earth\n* * *\n\nA golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as \"cold and water\"), either type of spell can affect the golem.\n\n* **Harmed By** Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.\n* **Healed By** Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.\n* **Slowed By** Any magic of this type that targets the golem causes it to be [[Conditions/Slowed|Slowed 1]] for [[/gmr 2d6 #rounds]]{2d6 rounds} instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.\n* **Vulnerable To** Each golem is vulnerable to one or more specific spells, with the effects described in its stat block."
+
+ - name: "Vulnerable to Stone to Flesh"
+ desc: " A [[Spells/Stone to Flesh|Stone to Flesh]] spell negates the golem's golem antimagic and its resistance to physical damage for 1 round. A [[Spells/Petrify|Petrify]] spell reverses this effect immediately."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+26 (deadly d10, magical, reach 15 feet)\n__Damage__ 3d10 + 13 piercing plus fossilization"
+
+ - name: "Fossilization"
+ desc: " (arcane,incapacitation) The first time each round a creature takes damage from the fossil golem's jaws, the target must attempt a DC 32 Fortitude check save.\n\nIf it fails and has not already been slowed by this ability, it becomes [[Conditions/Slowed|Slowed 1]] for 1 minute. If the creature was already slowed by this ability, a failed save causes it to be [[Conditions/Petrified|Petrified]] permanently."
+
+ - name: "Reassemble"
+ desc: "`pf2:1` The fossil golem reorganizes its bones, increasing its reach to 25 feet and reducing its Speed to 15 feet. It can revert to its original form by taking this action again."
+
+```
+
+```encounter-table
+name: Fossil Golem
+creatures:
+ - 1: Fossil Golem
+```
+
+
+
+Fossil golems are typically made from the fossilized bones of dinosaurs and other ancient megafauna, though some crafters stretch the definition and instead use magically petrified bones of dragons or even giants. Not bound to any specific model, fossil golems are crafted to be as terrifying as possible instead of models of anatomic accuracy. As such, most fossil golems are nightmarish saurian amalgams whose massive arms end with the complete skulls of apex predators like tyrannosauruses, their bite enhanced to petrify flesh.
+
+The enchantments that animate fossil golems grant them a form of modular flexibility, letting them trade mobility for extended reach through the rapid rearrangement of their limbs. This also lets them appear like a jumbled mass of bones at rest, making them likely to be mistaken for decor rather than guardians.
+
+* * *
+
+Powerful constructs that blend magic and raw material, golems make ideal guardians and bodyguards, with forms and functions as varied as the needs of those who employ them. As their crafters experiment with more exotic components and create new formulas, golems with surprising abilities emerge.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Fuath.md b/content/mechanics/srd/Bestiary/Bestiary 3/Fuath.md
new file mode 100755
index 000000000..f79c090b9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Fuath.md
@@ -0,0 +1,96 @@
+---
+title: "Fuath"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.MuAOhyOjDW2T4MMt"
+tags:
+ - pf2e/creature/type/aquatic
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/gremlin
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Fuath"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Fuath"
+level: "Creature 1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[aquatic]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+trait_04: [[fey]]
+trait_05: [[gremlin]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Deception: +4, Nature: +6, Stealth: +7, Thievery: +7, Sailing Lore: +6"
+abilityMods: [1, 4, 2, 1, 3, -1]
+speed: 20 feet, swim 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +5, __Ref__ +9, __Will__ +6"
+hp: 18
+health:
+ - name: ""
+ - name: HP
+ desc: "18; __Weaknesses__ cold iron 2, fire 2"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "6x [[Equipment/Dart|Dart]]"
+abilities_mid:
+ - name: ""
+ - name: "Vulnerable to Sunlight"
+ desc: " A fuath becomes [[Conditions/Drained|Drained 1]] (or increases its drained condition by 1) after every consecutive hour they're exposed to sunlight.\n\nBeing submerged in more than a foot of water prevents the sunlight from harming the fuath."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+9 (agile, finesse)\n__Damage__ 1d6 + 1 slashing"
+
+ - name: "**Ranged** `pf2:1` Dart"
+ desc: "+9 (agile, range increment 20 feet)\n__Damage__ 1d4 + 1 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 17, attack +9; __1st __ _[[Spells/Create Water|Create Water]]_, _[[Spells/Sleep|Sleep]]_\n__Cantrips__ __(1st)__ _[[Spells/Prestidigitation|Prestidigitation]]_"
+
+ - name: "Viscous Choke"
+ desc: "`pf2:2` (primal,water) **Frequency** once per day\n* * *\n\n**Effect** The fuath surrounds the head of one air-breathing creature within 30 feet in a magical film of viscous water for 1 minute. The target must succeed at a DC 17 Reflex check save or begin to choke and must hold their breath to avoid drowning.\n\nThe film can be temporarily wiped away with a total of 3 Interact actions by the choking creature or creatures adjacent to it, allowing a new Reflex save with a +2 circumstance bonus to end the effect. (These actions don't need to be consecutive or made by the same creature.)"
+
+```
+
+```encounter-table
+name: Fuath
+creatures:
+ - 1: Fuath
+```
+
+
+
+Despite their small size, fuaths are shipwreckers incarnate. In the dark of night, these gremlins sever ratlines, slash sails, smash sextants, and soil provisions. Once the ship founders, the fuaths return to indulge their craving for land-raised flesh. While fuaths prefer to take their prey asleep, they save a terrible doom for sailors who attack them, surrounding the mariners' faces in magically congealed water to drown them where they stand.
+
+Constantly dripping with water, fuaths have seahorse-like faces, seaweed-green fur over yellow skin, and wicked lobster claws for hands. Lacking the Sakvroth tongue, they have trouble relating to other gremlins aside from hanivers, but revere sea hags and evil aquatic fey.
+
+* * *
+
+Gremlins arose long ago in the First World, living embodiments of nature's ability to wear away, erode, and decompose. On the Material Plane, their encounters with mortal civilizations twisted them into creatures devoted to chaos, sabotage, and traps, each variety specializing in a particular brand of mayhem.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Galvo.md b/content/mechanics/srd/Bestiary/Bestiary 3/Galvo.md
new file mode 100755
index 000000000..690aa1fd2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Galvo.md
@@ -0,0 +1,99 @@
+---
+title: "Galvo"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.W4jMRNt11gnlE6YD"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Galvo"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Galvo"
+level: "Creature 9"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+trait_02: [[amphibious]]
+trait_03: [[evil]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision"
+languages: "Thalassic; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +19, Athletics: +19, Stealth: +19"
+abilityMods: [4, 6, 3, -2, 4, -1]
+speed: 20 feet, swim 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27 all-around vision; __Fort__ +18, __Ref__ +21, __Will__ +15"
+hp: 158
+health:
+ - name: ""
+ - name: HP
+ desc: "158; __Immunities__ precision, swarm mind; __Weaknesses__ area damage 8, splash damage 8; __Resistances__ bludgeoning 5, electricity 12, piercing 8, slashing 8"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+ - name: "Electrical Field"
+ desc: " (aura,electricity) 5 feet. 1d12 electricity damage (DC 26 Reflex check)"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Eel Jaws"
+ desc: "+21 (agile, finesse)\n__Damage__ 2d6 + 7 piercing 1d12 electricity"
+
+ - name: "**Ranged** `pf2:1` Eel Dart"
+ desc: "+21 (agile, thrown 20 ft.)\n__Damage__ 1d6 + 7 piercing 1d12 electricity"
+
+ - name: "Squirming Embrace"
+ desc: "`pf2:2` The galvo Strides, ending its movement sharing a space with another creature, and deals 3d6 piercing damage plus 2d12 electricity damage to the creature. The creature must attempt a DC 28 Reflex check save."
+
+ - name: "Swarm Shape"
+ desc: "`pf2:1` (concentrate) The galvo collapses into a shapeless swarm of eels. It drops all held, worn, and carried items. While discorporated, the galvo can't use attack actions, but it can move through areas small enough for its individual eels to fit without having to [[Actions/Squeeze|Squeeze]]. It can use Swarm Shape again to coalesce back into its normal form."
+
+```
+
+```encounter-table
+name: Galvo
+creatures:
+ - 1: Galvo
+```
+
+
+
+A galvo is a bizarre humanoid creature made up of electric eels-dozens of them, transmogrified into one cooperative, electrified body. The story of their creation is lost to antiquity, though their propensity for attacking sea devils and alghollthus suggests they might have been engineered by some enemy of these creatures. Modern galvos aren't choosy about their prey, and because they can operate as well on land as they do in the water, they enjoy feasting on aquatic creatures and land dwellers alike.
+
+A galvo's body forms something roughly shaped like a human, but with eels continually moving throughout it and shifting the shape of its mass. The galvo can even disperse into a swarm of eels, though it usually does so only to travel through narrow spaces or otherwise accomplish things it's incapable of in its normal form.
+
+These component eels share some element of a collective consciousness, giving the galvo more intelligence than a typical animal. Individual galvos generally don't have any need for or interest in socializing, though they sometimes gather to collaborate while hunting.
+
+Electricity arcs throughout a galvo, and the more the eels that make it up move about, the larger and more impressive the electric display. This electricity creates a damaging field around the galvo that causes small fish and other sea life to drop dead. Many galvos contentedly snack on these prey. Even beyond the harmful field, underwater creatures feel a faint unease from galvos, and might notice how ferrous trinkets and sediment slowly drift toward them.
+
+A galvo attack could come from a lone creature or a small group. In addition to dangers of the electricity field generated by galvos' eels, galvos might attack by biting with their eels' maws or even firing off one of their eels like a dart, striking a distant target with a living, electrified projectile.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Ganzi Martial Artist.md b/content/mechanics/srd/Bestiary/Bestiary 3/Ganzi Martial Artist.md
new file mode 100755
index 000000000..846741094
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Ganzi Martial Artist.md
@@ -0,0 +1,104 @@
+---
+title: "Ganzi Martial Artist"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.9RB3imL9rWRsGRQu"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/ganzi
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Ganzi Martial Artist"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Ganzi Martial Artist"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[ganzi]]
+trait_03: [[human]]
+trait_04: [[humanoid]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Low-Light Vision"
+languages: "Common, Protean"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Athletics: +10, Deception: +7, Performance: +7, Stealth: +9"
+abilityMods: [3, 4, 0, -1, 2, 2]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +7, __Ref__ +11, __Will__ +9; +1 status to all saves vs. controlled condition"
+hp: 36
+health:
+ - name: ""
+ - name: HP
+ desc: "36"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "20x [[Equipment/Shuriken|Shuriken]], [[Equipment/Explorer's Clothing|Explorer's Clothing]]"
+abilities_mid:
+ - name: ""
+ - name: "Ganzi Resistance"
+ desc: " The ganzi gains resistance 1 to acid, electricity, or sonic (chosen randomly each day).\n\n[[Bestiary Effects/Effect_ Ganzi Resistance|Effect: Ganzi Resistance]]"
+
+ - name: "Ganzi Spells"
+ desc: " Two 2nd level spells of the following chosen at random each day using 1d12.\n\n1: [[Spells/Acid Arrow|Acid Arrow]], 2: [[Spells/Blur|Blur]], 3: [[Spells/Laughing Fit|Laughing Fit]], 4: [[Spells/Humanoid Form|Humanoid Form]], 5: [[Spells/Illusory Object|Illusory Object]], 6: [[Spells/Mirror Image|Mirror Image]], 7: [[Spells/Resist Energy|Resist Energy]], 8: [[Spells/See the Unseen|See the Unseen]], 9: [[Spells/Shatter|Shatter]], 10: [[Spells/Noise Blast|Noise Blast]], 11: [[Spells/Gecko Grip|Gecko Grip]], 12: [[Spells/Telekinetic Maneuver|Telekinetic Maneuver]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+11 (agile, finesse, sweep)\n__Damage__ 1d8 + 5 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Shuriken"
+ desc: "+11 (agile, thrown 20 ft.)\n__Damage__ 1d4 + 5 piercing"
+
+ - name: "Divine Innate Spells (See Ganzi Spells)"
+ desc: "DC 19, attack +11; __2nd __ _[[Spells/Acid Arrow|Acid Arrow]]_, _[[Spells/Blur|Blur]]_, _[[Spells/Laughing Fit|Hideous Laughter]]_, _[[Spells/Humanoid Form|Humanoid Form]]_, _[[Spells/Illusory Object|Illusory Object]]_, _[[Spells/Mirror Image|Mirror Image]]_, _[[Spells/Resist Energy|Resist Energy]]_, _[[Spells/See the Unseen|See Invisibility]]_, _[[Spells/Shatter|Shatter]]_, _[[Spells/Noise Blast|Sound Burst]]_, _[[Spells/Gecko Grip|Spider Climb]]_, _[[Spells/Telekinetic Maneuver|Telekinetic Maneuver]]_"
+
+ - name: "Flurry of Kicks"
+ desc: "`pf2:1` **Frequency** once per turn\n* * *\n\n**Effect** The martial artist makes two melee Strikes. The martial artist applies their multiple attack penalty to these Strikes normally."
+
+ - name: "Handspring Kick"
+ desc: "`pf2:1` **Requirements** The martial artist has both hands free\n* * *\n\n**Effect** The martial artist Steps, then makes a melee Strike at a -1 penalty."
+
+```
+
+```encounter-table
+name: Ganzi Martial Artist
+creatures:
+ - 1: Ganzi Martial Artist
+```
+
+
+
+Children of primeval chaos, ganzis intertwine the churning pandemonium of the Maelstrom with the more mundane tumult of mortal life. Some arise in bloodlines touched by creatures of chaos in generations previous, while others are changed by planar friction as the Maelstrom seethes upon the shores of creation, but all share the essence of anarchy in their blood and bone.
+
+As children of chaos, ganzis vary wildly in appearance; protean-kin remain the most common, with patches of scales and feathers and mischievous slithering tails. Others might have stranger features, such as horns, glowing orange eyes, or limbs flickering with harmless auras of entropic energy. Ganzis might be dramatically shorter, taller, thinner, or stouter than is typical for their ancestry, and it's not uncommon for them to be mistaken for more common planar scions.
+
+Independent-minded to a fault, often creative and capricious, ganzis prefer professions that allow them to serve as their own masters. If such a profession gives a ganzi opportunity to baffle or befuddle Golarion's more staid citizens, then all the better. Many ganzis develop reputations as outgoing, deviant, or thrill-seeking, and many heartily embrace these reputations and lean into them. Of all the planar scions, ganzis are among the most likely to take up life as wanderers.
+
+Ganzis with a taste for close combat are sometimes drawn to martial arts, turning their curious forms into potent and unexpected weapons. It's common to find such ganzi in the temporary employ of others, whether out of a legitimately shared ideology or simply the need for money. Just as often, though, one may simply find a ganzi martial artist demonstrating their craft on a street corner or dealing out justice to enforcers of cruel laws.
+
+* * *
+
+Planar scions are beings infused with the essences of other planes. While the examples presented here include humans with planar heritages, members of nearly any ancestry can be born with an influx of planar energies and become a planar scion.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Garuda.md b/content/mechanics/srd/Bestiary/Bestiary 3/Garuda.md
new file mode 100755
index 000000000..064b4ecf8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Garuda.md
@@ -0,0 +1,100 @@
+---
+title: "Garuda"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.PoBgAM12xMuzeDQW"
+tags:
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Garuda"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Garuda"
+level: "Creature 9"
+
+alignment: ""
+size: "Medium"
+trait_01: [[celestial]]
+trait_02: [[chaotic]]
+trait_03: [[good]]
+trait_04: [[holy]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision"
+languages: "Common, Empyrean, Vudrani"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Athletics: +17, Intimidation: +19, Religion: +16, Stealth: +19, Survival: +16"
+abilityMods: [4, 6, 4, 2, 3, 4]
+speed: 25 feet, fly 60 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +17, __Ref__ +21, __Will__ +16"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Composite Longbow|+1 Striking Composite Longbow]], 100x [[Equipment/Arrows|Arrows]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+21 (finesse, holy)\n__Damage__ 2d10 + 7 piercing 1d6 spirit"
+
+ - name: "**Melee** `pf2:1` Talon"
+ desc: "+21 (agile, finesse, holy)\n__Damage__ 2d8 + 7 slashing 1d6 spirit"
+
+ - name: "**Ranged** `pf2:1` Shock Composite Longbow"
+ desc: "+22 (deadly d10, holy, magical, range increment 100 feet, reload 0, volley 30 ft.)\n__Damage__ 2d8 + 5 piercing 1d6 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 27, attack +19; __4th __ _[[Spells/Unfettered Movement|Freedom of Movement]]_; __3rd __ _[[Spells/Haste|Haste]]_; __2nd __ _[[Spells/See the Unseen|See Invisibility (x3)]]_; __1st __ _[[Spells/Sure Strike|True Strike (At Will)]]_"
+
+ - name: "Electric Projectiles"
+ desc: " (arcane) Any arrow the garuda fires gains the effects of a _[[Equipment/Shock|Shock]]_ rune."
+
+ - name: "Swooping Dive"
+ desc: "`pf2:2` The garuda flies up to their Speed in a straight line, descending at least 10 feet, and then makes two talon Strikes."
+
+ - name: "Wind Blast"
+ desc: "`pf2:2` (air) The garuda flaps their wings with intense force. This has the same effect as [[Spells/Gust of Wind|Gust of Wind]] (DC 27 Fortitude check) but in a 30-foot cone.\n\nIn an area with loose debris (at the GM's discretion), the gusts from the garuda's wings create a cloud that obscures vision, making any creature in the area [[Conditions/Concealed|Concealed]], and creatures outside the area are concealed to those within the area."
+
+```
+
+```encounter-table
+name: Garuda
+creatures:
+ - 1: Garuda
+```
+
+
+
+Garudas are noble, birdlike beings descended from the gods. They were born under the cerulean skies of the Outer Plane of Elysium but have since spread to the Material Plane, and it is here that they primarily reside. On Golarion,the largest garuda populations live in the rugged hills and mountains of Vudra, though some have spread to the Impossible Kingdom of Jalmeray and even to the eastern mountains of Garund.
+
+Garudas usually roost in isolated aeries but spend much of their time gliding on the wind. Many garudas are nomadic or migratory, yearning to travel and soar above new landscapes. While they remain detached from humanoid societies, they are impetuous and gallant, frequently serving as protectors of communities near the cliffs and peaks where they roost. Some garudas instead combine their wanderlust and goodhearted nature by serving as messengers and emissaries between remote settlements, though most who take up this work abandon it after a few years when the same terrain becomes boring. Wandering garudas are no less compassionate, and many a tale tells of a garuda who came to the aid of a lost traveler or carried an endangered soul to safety.
+
+Though they hold most living creatures in high regard, garudas loathe ophidian creatures-nagas in particular. Rarely do they come into contact without fighting, and a garuda will go out of their way to hunt down a naga if they hear even the tiniest hint of a rumor suggesting the presence of one.
+
+A garuda's feathering and coloration range widely depending on the terrain they favor. Garudas in temperate woodlands might resemble jays or falcons, while tropical garudas sport bright plumage.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Gathlain Wanderer.md b/content/mechanics/srd/Bestiary/Bestiary 3/Gathlain Wanderer.md
new file mode 100755
index 000000000..4417970a2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Gathlain Wanderer.md
@@ -0,0 +1,94 @@
+---
+title: "Gathlain Wanderer"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.azZQsGxrmXvFr2kJ"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/good
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Gathlain Wanderer"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Gathlain Wanderer"
+level: "Creature 1"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Small"
+trait_01: [[chaotic]]
+trait_02: [[fey]]
+trait_03: [[good]]
+trait_04: [[plant]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision"
+languages: "Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Deception: +5, Nature: +4, Performance: +5, Society: +3, Stealth: +7, Survival: +4, Forest Lore: +5"
+abilityMods: [2, 4, 0, 0, 1, 2]
+speed: 20 feet, fly 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +5, __Ref__ +9, __Will__ +6"
+hp: 14
+health:
+ - name: ""
+ - name: HP
+ desc: "14; __Weaknesses__ cold iron 2"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Dagger|Dagger]], [[Equipment/Shortbow|Shortbow]]"
+abilities_mid:
+ - name: ""
+ - name: "Final Jape"
+ desc: " When the gathlain dies, their wings explode into a cloud of toxic mist. Each creature within a 5-foot emanation takes 1d6 poison damage (DC 18 Fortitude check save)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Dagger"
+ desc: "+9 (agile, finesse, versatile s)\n__Damage__ 1d4 + 2 piercing"
+
+ - name: "**Ranged** `pf2:1` Shortbow"
+ desc: "+9 (deadly d10, range increment 60 feet)\n__Damage__ 1d6 piercing"
+
+ - name: "Hide and Seek"
+ desc: " The gathlain ignores difficult terrain from non-magical foliage."
+
+ - name: "Rootbound"
+ desc: "`pf2:2` **Requirements** The gathlain isn't using their wings to fly\n* * *\n\n**Effect** The gathlain sprouts woody roots from the tips of their wings that bind an adjacent creature's limbs. The target must succeed at a DC 17 Fortitude check save or be [[Conditions/Grabbed|Grabbed]] by the gathlain's wing-tip vines until the start of the gathlain's next turn."
+
+```
+
+```encounter-table
+name: Gathlain Wanderer
+creatures:
+ - 1: Gathlain Wanderer
+```
+
+
+
+Gathlains have made a name for themselves as inquisitive and mischievous, as well as flighty and distractable. These eccentric little fey want nothing more than to explore the many wonders of the world for their own pleasure.
+
+Born of magical trees in seed pods that float hundreds of miles on the wind, gathlains are a bizarre mix of flesh and flora. Sprigs of mistletoe bloom from their back and form a delicate pair of wings. They enjoy adorning themselves with oddities found on their journeys, such as beads, pieces of fine cloth, and bits of armor. The fey see these accessories as trophies, proof of their travels, and mementos of their adventures.
+
+The typical gathlain is only 2 feet tall, but their small size doesn't deter them from seeking out and exploring potentially dangerous places. They sometimes even use their size to their advantage, squeezing through tight spaces that most would never be able to fit through. Moreover, their vine-laced wings let them reach heights many adventurers would find daunting. These traits have made them celebrated explorers whose presence is welcome in a group of travelers-so long as everyone is prepared for their nigh-endless questions. A conversation with a gathlain can feel more like an interrogation, as they care little for the comfort of others if it means they will learn something new and interesting to add to their range of knowledge.
+
+Gathlains are particularly fond of gnomes, as they feel a sort of familial attachment to their exiled fey kin, and attempt to ingratiate themselves with any gnomes they run across. Gnomes don't always return this affection and many tend to distrust gathlains, due to the smaller creatures' gossipy and flighty nature.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Ghoran Manipulator.md b/content/mechanics/srd/Bestiary/Bestiary 3/Ghoran Manipulator.md
new file mode 100755
index 000000000..2b65c163f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Ghoran Manipulator.md
@@ -0,0 +1,99 @@
+---
+title: "Ghoran Manipulator"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.oynt6hvxSlSrpdeD"
+tags:
+ - pf2e/creature/type/ghoran
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Ghoran Manipulator"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Ghoran Manipulator"
+level: "Creature 3"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[ghoran]]
+trait_02: [[humanoid]]
+trait_03: [[plant]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Low-Light Vision"
+languages: "Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Deception: +11, Diplomacy: +9, Nature: +9, Performance: +11, Stealth: +6"
+abilityMods: [0, 1, 3, 0, 2, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +8, __Ref__ +8, __Will__ +11"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Shortbow|Shortbow]], [[Equipment/Spear|Spear]], 20x [[Equipment/Arrows|Arrows]]"
+abilities_mid:
+ - name: ""
+ - name: "Anguished Cry"
+ desc: "`pf2:r` (emotion,mental) **Trigger** A humanoid enemy damages the ghoran manipulator with a melee attack\n* * *\n\n**Effect** The ghoran manipulator rearranges its facial petals and wails, mimicking humanoid anguish to engender sympathy. The triggering creature must attempt a DC 20 Will check save.\n* * *\n\n**Success** The target is unaffected and is temporarily immune for 1 hour.\n\n**Failure** The target takes a -2 circumstance penalty on attack rolls against the ghoran manipulator until the start of its next turn.\n\n**Critical Failure** As failure, and the target is [[Conditions/Stupefied|Stupefied 2]] until the start of its next turn."
+
+ - name: "Appetizing Aroma"
+ desc: " (aura,olfactory) 10 feet. A creature entering or starting its turn in the aura must attempt a DC 17 Will check save. Creatures that don't eat are immune to Appetizing Aroma.\n\n**Success** The creature is unaffected and is temporarily immune for 1 hour.\n\n**Failure** The creature is distracted by a desire to consume the ghoran. For 1 round it becomes [[Conditions/Off-Guard|Off-Guard]] and [[Conditions/Fascinated|Fascinated]] by the ghoran manipulator."
+
+ - name: "Delicious"
+ desc: " Ghorans were originally created to be scrumptious food.\n\nA ghoran manipulator takes 5 additional damage from jaws Strikes, fangs Strikes, or other similar Strikes with a creature's mouth. When a ghoran manipulator is [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by a creature's jaws, fangs, or mouth, the DC to [[Actions/Escape|Escape]] is increased by 2."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Spear"
+ desc: "+7 ()\n__Damage__ 1d6 + 2 piercing"
+
+ - name: "**Ranged** `pf2:1` Spear"
+ desc: "+8 (thrown 20 ft.)\n__Damage__ 1d6 + 2 piercing"
+
+ - name: "**Ranged** `pf2:1` Shortbow"
+ desc: "+8 (deadly d10, range increment 60 feet, reload 0)\n__Damage__ 1d6 + 2 piercing"
+
+ - name: "Occult Spontaneous Spells"
+ desc: "DC 20, attack +12; __2nd __ (2 slots) _[[Spells/Illusory Disguise|Illusory Disguise]]_, _[[Spells/Phantom Pain|Phantom Pain]]_; __1st __ (3 slots) _[[Spells/Charm|Charm]]_, _[[Spells/Sanctuary|Sanctuary]]_, _[[Spells/Sleep|Sleep]]_, _[[Spells/Soothe|Soothe]]_\n__Cantrips__ __(2nd)__ _[[Spells/Daze|Daze]]_, _[[Spells/Forbidding Ward|Forbidding Ward]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Light|Light]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 20, attack +12; __2nd __ _[[Spells/Detect Poison|Detect Poison]]_, _[[Spells/Cornucopia|Goodberry]]_; __1st __ _[[Spells/Cleanse Cuisine|Purify Food and Drink]]_"
+
+```
+
+```encounter-table
+name: Ghoran Manipulator
+creatures:
+ - 1: Ghoran Manipulator
+```
+
+
+
+Ghorans are sentient plants who grow in the shape of humanoids. A ghoran's body is composed of one large seed encased in rich vegetable tissue covered with dense, green rinds. In place of a face ghorans sport a bouquet of vividly colored flower petals with gaps and ridges suggesting facial features, which they can shift to express emotion.
+
+Magically created to be a delicious and nutritious food source that could adapt to hazardous environments, ghorans evolved to develop sentience, speech, and ambulatory bodies that could mimic humanoid forms and behavior to discourage predation. Ghorans find the concept of gender confounding, though some display visual gender cues to put humanoids at ease or leverage societal expectations to their own advantage.
+
+This ghoran manipulator relies on charm to survive.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Giant Flying Squirrel.md b/content/mechanics/srd/Bestiary/Bestiary 3/Giant Flying Squirrel.md
new file mode 100755
index 000000000..4b567b3ee
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Giant Flying Squirrel.md
@@ -0,0 +1,83 @@
+---
+title: "Giant Flying Squirrel"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gxp2fTDG6AlkIgyQ"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Giant Flying Squirrel"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Giant Flying Squirrel"
+level: "Creature 2"
+
+alignment: ""
+size: "Small"
+trait_01: [[animal]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +6, Stealth: +8"
+abilityMods: [2, 4, 3, -4, 2, 0]
+speed: 25 feet, climb 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +7, __Ref__ +10, __Will__ +6"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+11 ()\n__Damage__ 1d8 + 4 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+11 (agile, finesse)\n__Damage__ 1d6 + 4 slashing"
+
+ - name: "Glide"
+ desc: "`pf2:1` The giant flying squirrel glides through the air. It moves up to 40 feet horizontally and descends an equal distance. If it's still in the air and takes an action other than Gliding or ends its turn, it falls."
+
+```
+
+```encounter-table
+name: Giant Flying Squirrel
+creatures:
+ - 1: Giant Flying Squirrel
+```
+
+
+
+Though other squirrels can fall from a great height safely, flying squirrels can soar through the air. Flaps of loose skin between their limbs catch the air to keep them aloft as they leap from greater heights. They can use this technique to escape prey or reach places that would be difficult to climb up to.
+
+The giant variety of flying squirrels dwell in the highest treetops. They're more likely to be in danger from airborne enemies than predators on the ground.
+
+* * *
+
+Squirrels' ability to dart into sticky situations, extract berries or nuts from the most precarious of circumstances, and then hide their loot from prying eyes make them nature's thieves in trees. Their cute appearance-soft fur, big eyes, and fluffy tails-makes them inconspicuous and endearing, at least to some. Their reputation among humanoids is split between those who consider them cute little creatures and others who believe they're vermin.
+
+Usually no more than a nuisance on their own, they can become a dangerous annoyance under the command of a druid, fey, or other creature that practices nature magic or is otherwise tied to the natural world. With their ability to reach remote places, excellent eyesight, and adept problem-solving, squirrels can perform effective reconnaissance for druids.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Giant Hermit Crab.md b/content/mechanics/srd/Bestiary/Bestiary 3/Giant Hermit Crab.md
new file mode 100755
index 000000000..2e8355a53
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Giant Hermit Crab.md
@@ -0,0 +1,93 @@
+---
+title: "Giant Hermit Crab"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.8UYVo7Uxj2hjwp5g"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Giant Hermit Crab"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Giant Hermit Crab"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[amphibious]]
+trait_02: [[animal]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision, Tremorsense (Imprecise) 15 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Athletics: +15, Stealth: +9"
+abilityMods: [6, 2, 4, -4, 2, 0]
+speed: 20 feet, climb 10 feet, swim 15 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +15, __Ref__ +9, __Will__ +9"
+hp: 114
+health:
+ - name: ""
+ - name: HP
+ desc: "114; __Weaknesses__ bludgeoning 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 15 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Protective Pinch"
+ desc: "`pf2:r` **Trigger** A creature adjacent to the hermit crab attempts to Strike the hermit crab while it is Retracted.\n* * *\n\n**Effect** The hermit crab makes a big claw Strike against the triggering creature."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Big Claw"
+ desc: "+15 ()\n__Damage__ 2d8 + 8 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+15 (agile)\n__Damage__ 2d4 + 8 piercing"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d8+6 bludgeoning, DC 22 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Retract"
+ desc: "`pf2:1` The hermit crab curls fully into its shell to protect itself. This gives it a +4 circumstance bonus to AC, removes its weakness to bludgeoning damage, and grants it resistance 5 to piercing and slashing damage.\n\nThe only actions the hermit crab can use while in this state are Protective Pinch and Interact to come out of its shell."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Giant Hermit Crab
+creatures:
+ - 1: Giant Hermit Crab
+```
+
+
+
+Lucky hermit crabs with plentiful resources can live for decades and grow to tremendous sizes, often with magical help. Too large for most natural shells, giant hermit crabs use a variety of debris instead, including wagons, boats, treasure chests, and even abandoned pieces of giant armor.
+
+* * *
+
+Hermit crabs have hard exoskeletons like other crabs, but with much weaker abdomens. They find and "wear" shells as homes and protection, getting around with their front legs and claws. Surprisingly fierce, hermit crabs fight for new shells as they grow bigger, using an assortment of hollow alternatives as substitutes when shells of the right size can't be found.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Giant Opossum.md b/content/mechanics/srd/Bestiary/Bestiary 3/Giant Opossum.md
new file mode 100755
index 000000000..eef31468f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Giant Opossum.md
@@ -0,0 +1,91 @@
+---
+title: "Giant Opossum"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.03x6WtV943TdzLb2"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Giant Opossum"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Giant Opossum"
+level: "Creature 2"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +10, Stealth: +8, Survival: +6"
+abilityMods: [4, 2, 3, -4, 2, 0]
+speed: 30 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +11, __Ref__ +8, __Will__ +5; +2 circumstance to all saves vs. disease"
+hp: 35
+health:
+ - name: ""
+ - name: HP
+ desc: "35; __Resistances__ poison 3"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Feign Death"
+ desc: "`pf2:r` **Trigger** The opossum is reduced below 15 HP\n* * *\n\n**Effect** The opossum collapses. It is [[Conditions/Off-Guard|Off-Guard]] and can use actions that require only its mind, but any other action ends the ruse.\n\nA successful DC 18 Perception check check to [[Actions/Seek|Seek]] or DC 18 Medicine check check to [[Actions/Recall Knowledge|Recall Knowledge]] is required to determine that the animal is not, in fact, dead."
+
+ - name: "Revived Retaliation"
+ desc: "`pf2:r` **Trigger** The opossum is attacked or disturbed by a creature within reach while Feigning Death\n* * *\n\n**Effect** The opossum Strikes the triggering creature."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 (deadly d10)\n__Damage__ 1d10 + 4 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+10 (agile)\n__Damage__ 1d6 + 4 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+10 (reach 15 feet)\n__Damage__ 1d4 + 4 bludgeoning plus grab"
+
+ - name: "Grasping Tail"
+ desc: " A giant opossum can drag a Small or Tiny creature it has [[Conditions/Grabbed|Grabbed]] with its tail along with it when it Strides."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Giant Opossum
+creatures:
+ - 1: Giant Opossum
+```
+
+
+
+Larger species of opossum can eat nearly anything human-sized or smaller.
+
+* * *
+
+Few creatures have survived as long and in as many environments as the opossum.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Giant Pangolin.md b/content/mechanics/srd/Bestiary/Bestiary 3/Giant Pangolin.md
new file mode 100755
index 000000000..79fd2d121
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Giant Pangolin.md
@@ -0,0 +1,86 @@
+---
+title: "Giant Pangolin"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.PsLyF8gtp9At9ksO"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Giant Pangolin"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Giant Pangolin"
+level: "Creature 4"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +13, Stealth: +8, Survival: +10"
+abilityMods: [5, 0, 3, -4, 2, 0]
+speed: 30 feet, burrow 20 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +11, __Ref__ +8, __Will__ +10"
+hp: 63
+health:
+ - name: ""
+ - name: HP
+ desc: "63"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+13 (agile)\n__Damage__ 1d10 + 7 piercing"
+
+ - name: "**Melee** `pf2:1` Tongue"
+ desc: "+13 ()\n__Damage__ 1d6 + 7 bludgeoning plus grab"
+
+ - name: "Devourer of Swarms"
+ desc: " The giant pangolin ignores the resistances of swarms, and its tongue Strike deals an additional 2d6 damage against swarms."
+
+ - name: "Emit Musk"
+ desc: "`pf2:1` (olfactory) The giant pangolin releases a disorienting and repulsive musk within a 5-foot emanation. Each creature in the area must attempt a DC 20 Fortitude check save.\n\nThe pangolin can't Emit Musk again for 1d4 rounds.\n* * *\n\n**Critical Success** The creature becomes temporarily immune to pangolin musk for 1 minute.\n\n**Success** The creature is unaffected.\n\n**Failure** The creature is [[Conditions/Sickened|Sickened 1]].\n\n**Critical Failure** The creature becomes sickened 1 and is [[Conditions/Off-Guard|Off-Guard]] until no longer sickened."
+
+ - name: "Roll Up"
+ desc: "`pf2:1` (move) The giant pangolin falls [[Conditions/Prone|Prone]] and rolls up into a ball.\n\nWhile rolled up, the only actions the giant pangolin can perform are Emit Musk and Stand, and it also becomes [[Conditions/Blinded|Blinded]] and gains resistance 10 to physical damage.\n\nAn adjacent creature that hits a rolled-up giant pangolin with a melee Strike takes 1d6 slashing damage. These effects end once the giant pangolin Stands."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Giant Pangolin
+creatures:
+ - 1: Giant Pangolin
+```
+
+
+
+Despite their prodigious size, giant pangolins are solitary, reclusive creatures who forage by night for insects and vermin. To defend themselves from predators, they rely on a veritable arsenal of natural defenses to dissuade their foes: thick armor of wickedly sharp scales, a flexible and muscular body capable of rolling into a defensive ball, and a noxious musk. Against more persistent threats, giant pangolins' powerful digging claws prove mighty weapons in a pinch.
+
+While a pangolin's defenses serve well against natural predators, they've long been targets of poaching by humanoid cultures, partly for meat, but largely due to the high value of their unique scales. These scales see widespread use in alchemy, folk medicine, and crafting, and thus demand for them-and the associated profits from their sale-remain high. Giant pangolins are better protected against humanoid hunters, but the larger size of their scales means wider applications and greater volume. The increased difficulty of acquiring pangolins makes doing so all the more profitable, and unscrupulous poachers can make a considerable living from hunting these creatures.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Giant Porcupine.md b/content/mechanics/srd/Bestiary/Bestiary 3/Giant Porcupine.md
new file mode 100755
index 000000000..1fd3ac1e7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Giant Porcupine.md
@@ -0,0 +1,85 @@
+---
+title: "Giant Porcupine"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.XUw8Lf0X1laSAmaC"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Giant Porcupine"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Giant Porcupine"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +8"
+abilityMods: [4, 2, 4, -4, 2, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +10, __Ref__ +8, __Will__ +6"
+hp: 32
+health:
+ - name: ""
+ - name: HP
+ desc: "32"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Passive Points"
+ desc: " A creature that hits a porcupine with an unarmed Strike or a non-reach melee Strike takes 1d8 piercing damage (DC 15 Reflex check save). On a critical failure, the creature also takes 1d4 persistent piercing damage as the quills hook into its flesh.\n* * *\n\n_Note: A DC was not provided for this ability by Paizo. The DC present here is a moderate DC for the creature level according to the Gamemastery Guide creature building Tables_"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Quills"
+ desc: "+11 ()\n__Damage__ 1d8 + 4 piercing plus embed-quill"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+11 ()\n__Damage__ 1d6 + 4 bludgeoning"
+
+ - name: "Embed Quill"
+ desc: " A creature damaged by the porcupine's quills Strike must succeed at a DC 18 Reflex check save or some of the quills remain embedded in its body, dealing 1d4 persistent piercing damage."
+
+ - name: "Rearward Rush"
+ desc: "`pf2:2` **Effect** The porcupine scuttles backward, quills extended. It Strides twice, then makes a quill Strike. The target is [[Conditions/Off-Guard|Off-Guard]] against this Strike unless it has seen a Rearward Rush before."
+
+```
+
+```encounter-table
+name: Giant Porcupine
+creatures:
+ - 1: Giant Porcupine
+```
+
+
+
+The porcupine, sometimes called a quill pig, is a shy, gray-and-brown herbivore covered in barbed quills. Though most comfortable on the forest floor, a porcupine can climb trees adeptly to seek out leaves, bark, and insects for food. The giant porcupine is no less shy than its smaller kin, but these 5-foot-long specimens climb only the ancient old growth of deep forests. Both species are found only in temperate woodlands, though a giant porcupine prefers forests with less undergrowth where it can maneuver more easily. When startled or threatened, a porcupine employs multiple strategies to discourage potential predators. It emits a pungent odor that warns other creatures away, rattling its quills and chattering its teeth loudly to provide an additional auditory warning. If cornered, it raises its quills, faces away from the danger, and charges backwards at full speed, impaling any unlucky creatures is in its path.
+
+A porcupine's barbed quills-in actuality long, stiff hairs-hook into a foe's flesh. A creature can easily pull free from the porcupine should a creature come into contact with one, but the quill's barbed tips continue to dig into the victim's skin from the creature's own movements. Removing the quills is a painful process, and quills that break off under the skin can sometimes requires a healer's assistance to remove effectively. Contrary to popular belief, however, a porcupine can't shoot its quills, making it a threat only to a creature brazen or foolish enough to attack it directly.
+
+Porcupines use the same defensive tactics regardless of size, but the giant porcupine is often devastatingly effective given its sheer mass. Fortunately, these creatures tend to flee at the first opportunity to do so. The few attempts to train them as guardians have ended poorly for this reason, though some druids and other woodfolk have, on occasion, persuaded these creatures to accompany them as companions.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Giant Seahorse.md b/content/mechanics/srd/Bestiary/Bestiary 3/Giant Seahorse.md
new file mode 100755
index 000000000..e4455dc1a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Giant Seahorse.md
@@ -0,0 +1,87 @@
+---
+title: "Giant Seahorse"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.PvQnPxR2Ne0TYRP2"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Giant Seahorse"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Giant Seahorse"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +11, Stealth: +10"
+abilityMods: [4, 3, 4, -4, 1, 3]
+speed: swim 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +11, __Ref__ +10, __Will__ +6"
+hp: 58
+health:
+ - name: ""
+ - name: HP
+ desc: "58"
+abilities_top:
+ - name: ""
+
+ - name: "Camouflage"
+ desc: " The giant seahorse can change its coloration to match its surroundings. It doesn't need cover to attempt to [[Actions/Hide|Hide]] with a Stealth check."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Snout"
+ desc: "+11 ()\n__Damage__ 1d12 + 4 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+11 (agile)\n__Damage__ 1d6 + 4 bludgeoning plus grab"
+
+ - name: "Anchor"
+ desc: "`pf2:1` The seahorse wraps its tail around either a stationary object or its rider. A seahorse anchored to an object gains a +2 circumstance bonus to any defense against effects that would forcibly move it. An anchored rider gains the same benefit against effects that would forcibly knock it off the seahorse.\n\nThe seahorse remains anchored until it Releases its grip, is knocked unconscious, or either it's forcibly moved away from the object or its rider is forcibly moved off it."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Giant Seahorse
+creatures:
+ - 1: Giant Seahorse
+```
+
+
+
+Giant seahorses are bear-sized, docile versions of their tiny, more common cousins. Merfolk and other underwater cultures often use them as pack animals, while some coastal cultures ride them as mounts. Earning a seahorse's trust can be rather difficult given their skittish nature, but giant seahorses can express incredible loyalty and affection once they bond with someone, even going so far as to risk their own well-beings to defend someone who has earned their trust. They don't take to combat naturally, though, and in dangerous situations, they're more likely to try and grab their rider with their strong, prehensile tails before swimming to safety, rather than staying in a fight. Like smaller seahorses, giant seahorses have bony armor plates on the outside of their bodies, covered by skin, which makes them fairly durable despite their reluctance to battle.
+
+Though not the strongest swimmers, seahorses rely primarily on natural camouflage to survive. Chromatophores in seahorses' skin allow them to camouflage themselves. This ability is fairly rudimentary, and the size of a giant seahorse makes this tactic far less effective for them than for their smaller kin. Their colors change slowly at most times, though when in a dangerous situation, the process occurs much more rapidly for the seahorse.
+
+Unlike regular seahorses, giant seahorses also rely on herd tactics for defense as well as their surprising physical strength. A herd of charging seahorses is just as terrifying and dangerous underwater as a herd of stampeding horses on land. Humanoids in underwater cultures learn at a young age to quickly get out of the way of a herd of stampeding seahorses.
+
+Baby giant seahorses are too big to easily float and lack sufficient strength to swim on their own for several weeks after birth. They instead link tails with an adult and allow themselves to be ferried around. An adult seahorse can carry upwards of 20 seahorse babies hanging from them at once, though these babies might occasionally get left behind or swept away by a strong current. Caring for these helpless, wayward children is seen as a supreme act of kindness by many merfolk, who'll let these babies wrap their tails around staves and other implements and rear them into adulthood.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Giant Skunk.md b/content/mechanics/srd/Bestiary/Bestiary 3/Giant Skunk.md
new file mode 100755
index 000000000..0ce118e8f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Giant Skunk.md
@@ -0,0 +1,79 @@
+---
+title: "Giant Skunk"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.2UXSmfHOspniD4xJ"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Giant Skunk"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Giant Skunk"
+level: "Creature 1"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision, Scent (Imprecise) 40 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +6, Stealth: +7"
+abilityMods: [3, 4, 3, -4, 1, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +8, __Ref__ +9, __Will__ +4"
+hp: 21
+health:
+ - name: ""
+ - name: HP
+ desc: "21"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+8 ()\n__Damage__ 1d6 + 3 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+8 (agile)\n__Damage__ 1d4 + 3 slashing"
+
+ - name: "Spray Blinding Musk"
+ desc: "`pf2:2` (poison) The giant skunk propels potent, acrid musk in a 15-foot cone. Each creature in the line must attempt a DC 17 Fortitude check save.\n* * *\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is [[Conditions/Sickened|Sickened 1]].\n\n**Failure** The target is [[Conditions/Sickened|Sickened 3]].\n\n**Critical Failure** The target is [[Conditions/Blinded|Blinded]] for 1 round, becomes [[Conditions/Sickened|Sickened 3]], and takes a -2 penalty to Stealth checks from the horrific odor for 24 hours or until the musk is removed or neutralized, requiring 10 minutes of thorough scrubbing with soap.\n\n[[Bestiary Effects/Effect_ Musk|Effect: Musk]]"
+
+```
+
+```encounter-table
+name: Giant Skunk
+creatures:
+ - 1: Giant Skunk
+```
+
+
+
+Giant skunks thrive in places where their larger size and more potent musk allow them to fend off predators their smaller cousins can't. With larger bodies come more powerful appetites, and giant skunks tend to be aggressive and territorial.
+
+* * *
+
+With their distinctive black bodies and white stripes or spots, skunks are instantly recognizable to most creatures. Those who catch a full blast of musk rarely decide to trouble a skunk again, as the revolting stench can linger for hours or even days. Removing the odor is difficult, typically requiring the aid of alchemy or magic.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Giant Vulture.md b/content/mechanics/srd/Bestiary/Bestiary 3/Giant Vulture.md
new file mode 100755
index 000000000..6fb36a6e9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Giant Vulture.md
@@ -0,0 +1,84 @@
+---
+title: "Giant Vulture"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gwbX87B58Mdp5M00"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Giant Vulture"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Giant Vulture"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +10, Stealth: +9"
+abilityMods: [3, 2, 4, -4, 1, -1]
+speed: 10 feet, fly 35 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +13, __Ref__ +9, __Will__ +6"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50; __Immunities__ sickened"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+10 ()\n__Damage__ 1d10 + 5 piercing plus carrion-fever"
+
+ - name: "**Melee** `pf2:1` Talon"
+ desc: "+10 (agile)\n__Damage__ 1d8 + 5 slashing"
+
+ - name: "Carrion Fever"
+ desc: " (disease) The sickened condition from carrion fever can't be reduced while the affliction remains\n\n**Saving Throw** DC 18 Fortitude check\n* * *\n\n**Onset** 1 day\n\n**Stage 1** [[Conditions/Sickened|Sickened 1]] and [[Conditions/Fatigued|Fatigued]] (1 day)\n\n**Stage 2** sickened 1, [[Conditions/Slowed|Slowed 1]], and fatigued (1 day)"
+
+ - name: "Projectile Vomit"
+ desc: "`pf2:1` **Frequency** once per hour\n* * *\n\n**Effect** The giant vulture vomits up its last meal on a creature within 10 feet. The creature takes 3d6 acid damage with a DC 20 Fortitude check save. On a failed save, the target is also [[Conditions/Sickened|Sickened 1]]."
+
+```
+
+```encounter-table
+name: Giant Vulture
+creatures:
+ - 1: Giant Vulture
+```
+
+
+
+Recognizable at a distance by their black feathers and bald necks, vultures drift along air currents looking for carrion to serve as their next meal. Often grouping in committees of four or five, these scavengers wheel above battles and plague-stricken towns, eager to feed. This feeding cycle plays an important role, especially in hot regions, as their particularly potent stomach acid neutralizes dangerous bacteria in their meals and thus removes it from the environment.
+
+A giant vulture has a wingspan of up to 25 feet across and weighs up to 600 pounds. Less common than their smaller cousins, they typically live in areas that support a number of megafauna species. While imposing and certainly dangerous when provoked, even giant vultures are not hostile by nature, preferring to feast on the kills of others. They are more likely to vomit their last meal as a distraction while they flee than to attack other creatures. However, during particularly lean times, starving groups of giant vultures might work in unison to make a meal of livestock.
+
+Giant vultures occasionally form parasitic relationships with larger creatures such as dragons or giants, picking at the remains of an unattended or forgotten meal. Crafters who use bones in their work have come to value this type of behavior. Flensing a creature properly is far slower than letting a committee of vultures strip the carcass and leave behind a clean skeleton. As food-motivated predators, younger vultures raised this way can be made to imprint upon owners, leading to a trend of keeping them as unusual pets.
+
+While not magical in nature, vulture talons are traditionally used as charms in healing and removing disease, stemming from an old belief that the raptors were immune to the filth in which they strode. While this belief isn't strictly true, vultures do have several unique adaptations to avoid common diseases that would take out predators or even other scavengers. Due to their size, giant vulture talons in particular are sometimes used to craft weapons in regions where other resources are scarce.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Girtablilu Seer.md b/content/mechanics/srd/Bestiary/Bestiary 3/Girtablilu Seer.md
new file mode 100755
index 000000000..07036f8ac
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Girtablilu Seer.md
@@ -0,0 +1,104 @@
+---
+title: "Girtablilu Seer"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.rUIHnXdMIJFRvF8g"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Girtablilu Seer"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Girtablilu Seer"
+level: "Creature 12"
+
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Darkvision, Tremorsense (Imprecise) 60 Feet"
+languages: "Common, Girtablilu"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +24, Intimidation: +23, Religion: +25, Survival: +23"
+abilityMods: [6, 5, 6, 3, 7, 3]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +22, __Ref__ +19, __Will__ +25"
+hp: 210
+health:
+ - name: ""
+ - name: HP
+ desc: "210"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Hide Armor|+1 Resilient Hide Armor]]"
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Divine Aegis"
+ desc: "`pf2:r` (divine) **Trigger** The girtablilu seer attempts a saving throw against a magical effect but hasn't rolled yet\n* * *\n\n**Effect** The seer summons divine energy to protect themself at the cost of their other magical defenses. Until the start of their next turn, they gain a +1 circumstance bonus to saving throws against non-divine magical effects and a -1 circumstance penalty to saves against divine effects.\n\n[[Bestiary Effects/Effect_ Divine Aegis|Effect: Divine Aegis]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pincer"
+ desc: "+24 (agile)\n__Damage__ 3d8 + 12 bludgeoning plus grab"
+
+ - name: "**Melee** `pf2:1` Stinger"
+ desc: "+24 (reach 10 feet)\n__Damage__ 3d6 + 12 piercing plus girtablilu-venom"
+
+ - name: "Divine Spontaneous Spells"
+ desc: "DC 33, attack +25; __6th __ (3 slots) _[[Spells/Blade Barrier|Blade Barrier]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Spirit Blast|Spirit Blast]]_; __5th __ (3 slots) _[[Spells/Divine Wrath|Divine Wrath]]_, _[[Spells/Harm|Harm]]_, _[[Compendium.pf2e.spells-srd.Item.OyFCwQuw8XRazsNr|Remove Curse]]_; __4th __ (3 slots) _[[Spells/Unfettered Movement|Freedom of Movement]]_, _[[Spells/Cleanse Affliction|Neutralize Poison]]_, _[[Spells/Outcast's Curse|Outcast's Curse]]_; __3rd __ (3 slots) _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Rune Trap|Glyph of Warding]]_, _[[Spells/Anointed Ground|Sanctified Ground]]_; __2nd __ (3 slots) _[[Spells/Augury|Augury]]_, _[[Spells/Calm|Calm Emotions]]_, _[[Spells/Create Food|Create Food]]_; __1st __ (3 slots) _[[Spells/Create Water|Create Water]]_, _[[Spells/Cleanse Cuisine|Purify Food and Drink]]_, _[[Spells/Sanctuary|Sanctuary]]_\n__Cantrips__ __(6th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Forbidding Ward|Forbidding Ward]]_, _[[Spells/Guidance|Guidance]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 3d8+6 bludgeoning, DC 24 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Desert Stride"
+ desc: " A girtablilu ignores natural difficult terrain in the desert."
+
+ - name: "Girtablilu Venom"
+ desc: " (poison) **Saving Throw** DC 30 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 2d6 poison damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 3d6 poison damage and enfeebled 1 (1 round)\n\n**Stage 3** 3d6 poison damage and [[Conditions/Enfeebled|Enfeebled 2]] (1 round)"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Girtablilu Seer
+creatures:
+ - 1: Girtablilu Seer
+```
+
+
+
+The highest position of authority in a girtablilu community is the group's religious leader. This sacred duty requires years of study, meditation, and dedication to awaken a mystical font of divine magic within the girtablilu. These seers ensure that every action taken by the community falls in line with even the most obscure dogma of their tradition, and they don't hesitate to turn their fury on members of their own community who violate their mandates.
+
+* * *
+
+Girtablilus are desert-dwelling guardians with the upper bodies of muscular humanoids and the lower bodies of massive scorpions. They are most often found defending ancient temples and religious artifacts with zealous fervor. Some believe they were created by a long-dead god millennia ago to act as guardians, but girtablilus consider the subject of their origin taboo and refuse to address the theory.
+
+Because girtablilus accept a wide range of religions and belief systems, some outsiders believe they also worship their own ancient pantheon. Instead, girtablilus exclusively revere and protect sites dedicated to deities considered lost to civilization. In this way, they act as preservers of holy practices that have otherwise been forgotten beneath the desert's shifting sands.
+
+Though girtablilus are used to explorers seeking entrance to the sites they defend, they might welcome those who earnestly wish to learn or offer reverence. A few even proudly share their beliefs with others, eager for the opportunity to preach to someone new. But girtablilus show no mercy to those who attempt to desecrate the sites and objects of their worship, or to those who would violate the tenets of their faith.
+
+Girtablilus are skilled fighters who keep trained giant scorpions as pets, and they remain unmatched when it comes to fighting in the desert. They require relatively little food or water, and they rely on their stamina to outlast their enemies. When necessary, they can stalk their quarry for days or even weeks, coordinating with their pets to drive their prey in circles. Once exhausted, few foes can stand up to a girtablilu's physical prowess-or their deadly venom.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Girtablilu Sentry.md b/content/mechanics/srd/Bestiary/Bestiary 3/Girtablilu Sentry.md
new file mode 100755
index 000000000..86d4d7843
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Girtablilu Sentry.md
@@ -0,0 +1,101 @@
+---
+title: "Girtablilu Sentry"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ISuhkrPk43XfWIPX"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Girtablilu Sentry"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Girtablilu Sentry"
+level: "Creature 8"
+
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision, Tremorsense (Imprecise) 60 Feet"
+languages: "Common, Girtablilu"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +20, Intimidation: +17, Religion: +16, Survival: +18"
+abilityMods: [6, 4, 6, 3, 4, 3]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +20, __Ref__ +16, __Will__ +12"
+hp: 160
+health:
+ - name: ""
+ - name: HP
+ desc: "160"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Longspear|+1 Striking Longspear]], [[Equipment/Hide Armor|Hide Armor]]"
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Longspear"
+ desc: "+21 (magical, reach 15 feet)\n__Damage__ 2d8 + 9 piercing"
+
+ - name: "**Melee** `pf2:1` Pincer"
+ desc: "+20 (agile)\n__Damage__ 2d8 + 9 bludgeoning plus grab"
+
+ - name: "**Melee** `pf2:1` Stinger"
+ desc: "+20 (reach 10 feet)\n__Damage__ 2d6 + 9 piercing plus girtablilu-venom"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d8+6 bludgeoning, DC 24 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Desert Stride"
+ desc: " A girtablilu ignores natural difficult terrain in the desert."
+
+ - name: "Girtablilu Venom"
+ desc: " (poison) **Saving Throw** DC 24 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 2d6 poison damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 3d6 poison damage and enfeebled 1 (1 round)\n\n**Stage 3** 3d6 poison damage and [[Conditions/Enfeebled|Enfeebled 2]] (1 round)"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Girtablilu Sentry
+creatures:
+ - 1: Girtablilu Sentry
+```
+
+
+
+Sentries patrol the outskirts of a girtablilu communities, watching for external threats like desert drakes, blue dragons, or adventuring parties set on reckless exploration of the girtablilus' sacred site.
+
+* * *
+
+Girtablilus are desert-dwelling guardians with the upper bodies of muscular humanoids and the lower bodies of massive scorpions. They are most often found defending ancient temples and religious artifacts with zealous fervor. Some believe they were created by a long-dead god millennia ago to act as guardians, but girtablilus consider the subject of their origin taboo and refuse to address the theory.
+
+Because girtablilus accept a wide range of religions and belief systems, some outsiders believe they also worship their own ancient pantheon. Instead, girtablilus exclusively revere and protect sites dedicated to deities considered lost to civilization. In this way, they act as preservers of holy practices that have otherwise been forgotten beneath the desert's shifting sands.
+
+Though girtablilus are used to explorers seeking entrance to the sites they defend, they might welcome those who earnestly wish to learn or offer reverence. A few even proudly share their beliefs with others, eager for the opportunity to preach to someone new. But girtablilus show no mercy to those who attempt to desecrate the sites and objects of their worship, or to those who would violate the tenets of their faith.
+
+Girtablilus are skilled fighters who keep trained giant scorpions as pets, and they remain unmatched when it comes to fighting in the desert. They require relatively little food or water, and they rely on their stamina to outlast their enemies. When necessary, they can stalk their quarry for days or even weeks, coordinating with their pets to drive their prey in circles. Once exhausted, few foes can stand up to a girtablilu's physical prowess-or their deadly venom.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Gliminal.md b/content/mechanics/srd/Bestiary/Bestiary 3/Gliminal.md
new file mode 100755
index 000000000..0d169bd71
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Gliminal.md
@@ -0,0 +1,99 @@
+---
+title: "Gliminal"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.uGGwrfA533m5JxVD"
+tags:
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/spirit
+ - pf2e/creature/type/vitality
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Gliminal"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Gliminal"
+level: "Creature 9"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[incorporeal]]
+trait_02: [[spirit]]
+trait_03: [[vitality]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision, Lifesense 60 Feet"
+languages: "Jyoti; telepathy 60 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +19, Arcana: +15, Medicine: +18, Religion: +16, Forge of Creation Lore: +19"
+abilityMods: [-5, 6, 4, 2, 3, 5]
+speed: fly 60 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +19, __Ref__ +21, __Will__ +16"
+hp: 160
+health:
+ - name: ""
+ - name: HP
+ desc: "160; __Immunities__ death effects, disease, paralyzed, poison, precision, unconscious; __Weaknesses__ void 10; __Resistances__ all damage 5 (except force, ghost touch, or void)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 60 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 60 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+abilities_mid:
+ - name: ""
+ - name: "Positive Nature"
+ desc: " A gliminal doesn't gain the automatic or temporary Hit Points from being on a plane with the vitality planar essence."
+
+ - name: "Radiant Mantle"
+ desc: " (aura,light,visual,vitality) 30 feet. The gliminal emits bright light in the area, and dim light out to 60 feet. When a creature enters or starts its turn in the area of bright light, it must succeed at a DC 25 Fortitude check save or become [[Conditions/Dazzled|Dazzled]] until the end of its turn.\n\nIf the mantle is counteracted or suppressed, the gliminal loses their resistance and can't use Bond in Light until the mantle returns."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Scintillating Claw"
+ desc: "+19 (agile, finesse, magical)\n__Damage__ 3d8 + 7 vitality"
+
+ - name: "**Ranged** `pf2:1` Radiant Ray"
+ desc: "+19 (light, magical, range 30 feet, vitality)\n__Damage__ 4d8 vitality"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 28, attack +20; __5th __ _[[Spells/Chromatic Wall|Chromatic Wall]]_, _[[Spells/Holy Light|Searing Light (x3)]]_; __3rd __ _[[Spells/Heal|Heal (At Will)]]_\n__Cantrips__ __(5th)__ _[[Spells/Light|Light]]_"
+
+ - name: "Bond in Light"
+ desc: "`pf2:1` (healing,primal,vitality) The gliminal magically links to one living creature within the radius of their radiant mantle. This creature glows with bright light in a 20-foot emanation and dim light to 40 feet.\n\nWhile the link is in effect, the target has fast healing 10, and any time the target needs to defend against an attack or attempt a save, the gliminal can substitute their own AC or corresponding save bonus if it's higher than the target's.\n\nAny time the target takes damage, the gliminal can choose to divert any amount of that damage to themself. The damage has the same type and still applies the gliminal's immunities, resistances, and weaknesses.\n\nThe link remains until the target is more than 120 feet away, the gliminal falls unconscious, or the gliminal uses Bond in Light again.\n\n[[Bestiary Effects/Effect_ Bond in Light|Effect: Bond in Light]]"
+
+ - name: "Overpowering Healing"
+ desc: " (primal,vitality) When a gliminal grants vitality healing that would heal a living creature above their maximum Hit Points, including the fast healing HP from their Bond in Light ability, the excess is granted as temporary Hit Points.\n\nUnlike normal, these temporary HP combine with each other, and they last for 1 hour. If a creature's temporary HP from a gliminal ever exceeds its maximum HP, it becomes overloaded and explodes in a burst of vitality energy.\n\nA creature with temporary HP from overpowering healing becomes [[Conditions/Sickened|Sickened 1]], or [[Conditions/Sickened|Sickened 2]] if the temporary HP equal half their maximum HP or more. The creature can't reduce this sickened condition unless it has 0 temporary HP.\n\nOverpowering healing doesn't apply to creatures with the vitality trait."
+
+```
+
+```encounter-table
+name: Gliminal
+creatures:
+ - 1: Gliminal
+```
+
+
+
+Beholding the blinding light of a gliminal is akin to staring into the sun, and consequently, only gliminals themselves fully understand what they are or how they truly look. Gliminals exude a constant aura of vitality energy, suffusing everything they encounter without regard for whether a creature's body can withstand these excesses of vitality energy.
+
+On the Forge of Creation they call home, gliminals view outsiders as unfortunate creatures afflicted with the malady called mortality. They seek to suffuse mortals with light and healing until they no longer suffer, and they consider those who explode into vitality energy cured. Gliminals pulled to other planes, whether summoned or through interplanar rifts, find themselves overwhelmed, and usually lash out in increasingly desperate attempts to escape the oppressive onslaught of matter and negative energies.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Green Man.md b/content/mechanics/srd/Bestiary/Bestiary 3/Green Man.md
new file mode 100755
index 000000000..dff2d77ed
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Green Man.md
@@ -0,0 +1,118 @@
+---
+title: "Green Man"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.vhlBWHAhssZABUVY"
+tags:
+ - pf2e/creature/type/leshy
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/24
+statblock: inline
+name: "Green Man"
+level: 24
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Green Man"
+level: "Creature 24"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[leshy]]
+trait_02: [[plant]]
+modifier: 42
+perception:
+ - name: "Perception"
+ desc: "+42; Darkvision"
+languages: "Arboreal, Fey, Wildsong; green tongue"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +39, Athletics: +42, Deception: +40, Diplomacy: +40, Intimidation: +40, Nature: +48, Stealth: +41, Survival: +44"
+abilityMods: [12, 9, 11, 7, 10, 8]
+speed: 40 feet, climb 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 51
+armorclass:
+ - name: AC
+ desc: "51; __Fort__ +43, __Ref__ +39, __Will__ +42"
+hp: 525
+health:
+ - name: ""
+ - name: HP
+ desc: "525; __Weaknesses__ axe vulnerability 20, fire 20; __Resistances__ bludgeoning 20, piercing 20"
+abilities_top:
+ - name: ""
+
+ - name: "Green Tongue"
+ desc: " A green man can communicate with plants, with the effects of [[Spells/Speak with Plants|Speak with Plants]], and can use Diplomacy to [[Actions/Make an Impression|Make an Impression]] on plants and [[Actions/Request|Request]] things from plants."
+
+ - name: "Plantsense 60 feet"
+ desc: " A green man can sense life force via plants. This allows them to observe a living or undead creature's vital essence within 60 feet of the green man, but they can also use this precise sense to observe any living or undead creature within 60 feet of any plant matter within 120 feet of the green man. This allows the green man to see living things through solid plant matter, as well as seeing through other barriers if there are plants on the other side."
+
+abilities_mid:
+ - name: ""
+ - name: "Axe Vulnerability"
+ desc: " A green man takes 20 additional damage from axes."
+
+ - name: "Green Caress"
+ desc: " (aura,incapacitation,plant,primal) 60 feet. Living creatures in the area other than plants slowly transform into non-creature plants. The green man can exclude creatures from this effect, but they must be aware of a creature's presence and location to do so. A non-plant creature in the area must attempt a DC 45 Fortitude check save immediately before the start of its turn.\n* * *\n\n**Critical Success** The creature is unaffected, or if it is slowed by green caress, it reduces its slowed value by 2.\n\n**Success** The creature is unaffected, or if it is slowed by green caress, it reduces its slowed value by 1.\n\n**Failure** The creature becomes [[Conditions/Slowed|Slowed 1]], or if it was already slowed by green caress, increases the slowed value by 1, as their body transforms more and more into a non-creature plant. If the creature ever becomes slowed to the point they have no actions left for their turn, they become an inanimate plant, a condition that can only be reversed by [[Spells/Primal Phenomenon|Primal Phenomenon]] or similarly powerful magic.\n\n**Critical Failure** As failure, except the creature becomes [[Conditions/Slowed|Slowed 2]] (or increases the condition value by 2)."
+
+ - name: "Root In Place"
+ desc: "`pf2:r` **Trigger** A creature within the green man's reach uses a move action or leaves a square during a move action it's using\n* * *\n\n**Effect** The green man lashes out to hold the foe in place. The green man makes a vine Strike against the triggering creature. If the attack hits, the green man disrupts the action. If the creature was Flying when its action was disrupted, it falls."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Vine"
+ desc: "+46 (deadly 3d12, versatile p)\n__Damage__ 4d10 + 27 bludgeoning plus absorb-magic,improved-grab"
+
+ - name: "**Ranged** `pf2:1` Thorn"
+ desc: "+43 (fatal d12, range increment 120 feet, reload 0)\n__Damage__ 4d8 + 27 piercing plus embed"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 48, attack +40; __10th __ _[[Spells/Heal|Heal (x3)]]_, _[[Spells/Primal Phenomenon|Primal Phenomenon (x3)]]_, _[[Spells/Regenerate|Regenerate (x3)]]_, _[[Spells/Nature's Pathway|Tree Stride (At Will)]]_, _[[Spells/Truesight|True Seeing]]_; __9th __ _[[Spells/Energy Aegis|Energy Aegis]]_; __8th __ _[[Spells/Air Walk|Air Walk]]_, _[[Spells/Unfettered Movement|Freedom of Movement]]_\n__Cantrips__ __(10th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Rituals"
+ desc: "_Awaken Animal_, _Commune with Nature_, _Control Weather_, _Plant Growth_, _Primal Call_"
+
+ - name: "Absorb Magic"
+ desc: "`pf2:1` The green man's vines leach away magic and transform it into life essence for the green man. On a successful vine Strike, the green man attempts to counteract one spell active on the target (typically one vexing the green man, or determined randomly if they aren't aware of specific effects), with a counteract rank of 10 and a modifier of +38.\n\nIf the effect is counteracted, the green man gains 30 temporary Hit Points that last for 10 minutes."
+
+ - name: "Embed"
+ desc: " The green man's thorns embed themselves into any creature they damage, taking root into the ground. A target damaged by a thorn has its Speeds halved, and it can't Step, [[Actions/Fly|Fly]], [[Spells/Air Walk|Air Walk]], or otherwise leave the ground until the thorn is removed.\n\nRemoving a thorn requires 3 Interact actions, which don't have to be consecutive. If the creature performing the final action doesn't succeed at a DC 45 Medicine check check as part of that action, the target takes 10d6 untyped damage upon the thorn's removal."
+
+ - name: "Focus Vines"
+ desc: "`pf2:2` The green man focuses all their vines against a single vexing foe, making a single vine Strike.\n\nOn a success, the target takes 5d10 additional damage and is affected by Absorb Magic three times. Even on a failure, the target takes the normal effects of a hit with a vine Strike, but on a critical failure, the vines miss completely."
+
+ - name: "Green Grab"
+ desc: " A green man can use their [[Bestiary Ability Glossary/Improved Grab|Improved Grab]] action against a creature of any size."
+
+ - name: "Green Rituals"
+ desc: " A green man can perform all their rituals without secondary casters, relying on their own primal ties to the vital essence in spirits of nature.\n\nA green man's [[Spells/Awaken Animal|Awaken Animal]] and [[Spells/Primal Call|Primal Call]] rituals work on plants instead of their usual range of choices.\n\nMost green men also know the ritual to create various types of leshys and possibly even magic allowing the creation of arboreals or more powerful plant creatures."
+
+ - name: "Vine Forest"
+ desc: "`pf2:2` The green man lashes out with all six vines to attack many opponents. They make up to six vine Strikes, each against a different target; this counts as one attack for their multiple attack penalty, increasing only after all the attacks are made."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Green Man
+creatures:
+ - 1: Green Man
+```
+
+
+
+Green men are ancient, enigmatic lesser deities of the primeval forests, living embodiments of nature and plantkind. When a forest or other woodland terrain generates enough nature spirits, beings of the same sort of vital essence that embodies leshys or answers the call of a commune with nature, they naturally coalesce together and apotheosize into a green man. Green men aren't concerned with all the multifarious processes of nature like Gozreh or many other nature deities. Instead, they focus nearly all their attention on the plants of their home, only concerning themselves with animals, minerals, and the like insomuch as they affect the plants. Despite their name, green men aren't necessarily male; as creatures of pure natural power, to many of them, the concept of gender holds no meaning, and to those that do, they can be of any gender.
+
+Most green men are neutral and tend to ignore "animals," which to them include sapient creatures such as humans. However, good and evil green men do exist. These individuals are far more likely to attempt to spread their influence far and wide, either for good or ill. Good green men provide succor to all that come within their home, not only to plants, providing wisdom like a nurturing parent. Evil green men, however, allow rare and dangerous plants to thrive in their domains by spreading fear and devastation to all those who might threaten plant life, though they might keep a few animals around to hunt for sport.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Grimple.md b/content/mechanics/srd/Bestiary/Bestiary 3/Grimple.md
new file mode 100755
index 000000000..c69f49663
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Grimple.md
@@ -0,0 +1,94 @@
+---
+title: "Grimple"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.eY6qA5V7F8gimTE5"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/gremlin
+ - pf2eMonster
+ - pf2e/creature/level/-1
+statblock: inline
+name: "Grimple"
+level: -1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Grimple"
+level: "Creature -1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[fey]]
+trait_04: [[gremlin]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision"
+languages: "Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Crafting: +5, Deception: +2, Nature: +4, Stealth: +5, Thievery: +5"
+abilityMods: [1, 3, 3, 1, 2, -2]
+speed: 10 feet, climb 20 feet, fly 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +5, __Ref__ +7, __Will__ +4"
+hp: 9
+health:
+ - name: ""
+ - name: HP
+ desc: "9; __Weaknesses__ cold iron 2"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "Satchel for Holding Rocks, 5x Rock"
+abilities_mid:
+ - name: ""
+ - name: "Gremlin Lice"
+ desc: " Whenever a living creature touches or is touched by a grimple (including via a successful unarmed melee Strike), it must succeed at a DC 13 Reflex check save or become infested by gremlin lice.\n\nWhile infested, the targeted creature is distracted by the itching sensation and is [[Conditions/Stupefied|Stupefied 1]], though it can use an Interact action to scratch at the itching lice to suppress the stupefied condition from the lice for 1d4 rounds.\n\nThe infestation ends after 24 hours or until the creature is submerged in water or exposed to a severe cold environment, whichever comes first."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bite"
+ desc: "+7 (agile, finesse)\n__Damage__ 1d4 + 1 piercing plus gremlin-lice"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+7 (agile, range increment 20 feet)\n__Damage__ 1d4 + 1 bludgeoning plus rock"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 16, attack +8; __1st __ _[[Spells/Grease|Grease]]_\n__Cantrips__ __(1st)__ _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Prestidigitation|Prestidigitation]]_"
+
+ - name: "Putrid Vomit"
+ desc: "`pf2:1` The grimple spews a 30-foot line of vomit. Each creature in the line must succeed at a DC 16 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] ([[Conditions/Sickened|Sickened 2]] on a critical failure).\n\nThe grimple can't use Putrid Vomit again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Grimple
+creatures:
+ - 1: Grimple
+```
+
+
+
+Even more than most gremlins, grimples resent the trappings of civilization: inn common rooms with their rowdy singalongs, livery yards with their whinnying horses, church steeples with their clanging bells. Grimples live to spoil these conventions, dropping tavern signs on patrons, urinating in rain barrels, and opening stable doors. When all else fails, they literally vomit their disdain on passersby.
+
+Grimples resemble humanoid, mange-ridden opossums, with boar-like tusks that aid them in rooting through garbage heaps for food. They are agile climbers who glide from eave to eave on the loose flaps of skin between their limbs. Savvy gremlin-hunters know to look for the skin flakes and fur grimples shed from their parasite-infested hides.
+
+* * *
+
+Gremlins arose long ago in the First World, living embodiments of nature's ability to wear away, erode, and decompose. On the Material Plane, their encounters with mortal civilizations twisted them into creatures devoted to chaos, sabotage, and traps, each variety specializing in a particular brand of mayhem.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Grioth Cultist.md b/content/mechanics/srd/Bestiary/Bestiary 3/Grioth Cultist.md
new file mode 100755
index 000000000..c03d58a7f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Grioth Cultist.md
@@ -0,0 +1,119 @@
+---
+title: "Grioth Cultist"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.dlpTKND8gnJCObC5"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/grioth
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Grioth Cultist"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Grioth Cultist"
+level: "Creature 3"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[grioth]]
+trait_04: [[humanoid]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Greater Darkvision, Echolocation 20 Feet"
+languages: "Aklo, Grioth; telepathy 30 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Occultism: +9, Religion: +10, Stealth: +10"
+abilityMods: [0, 3, 2, 2, 3, 0]
+speed: 25 feet, fly 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +7, __Ref__ +10, __Will__ +10"
+hp: 40
+health:
+ - name: ""
+ - name: HP
+ desc: "40; __Immunities__ cold; __Weaknesses__ fire 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Kukri|Voidglass Kukri]]"
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 30 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Echolocation (Precise) 20 feet"
+ desc: " A grioth can use its hearing as a precise sense at the listed range."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Light Blindness|Light Blindness]]"
+ desc: " When first exposed to bright light, the monster is [[Conditions/Blinded|Blinded]] until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's [[Conditions/Dazzled|Dazzled]]."
+
+ - name: "No Breath"
+ desc: " A grioth doesn't breathe except to speak and is immune to effects that require breathing (such as an inhaled poison)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Kukri"
+ desc: "+10 (agile, finesse, trip)\n__Damage__ 1d6 + 2 slashing"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 (agile, finesse)\n__Damage__ 1d8 + 2 piercing plus grioth-venom"
+
+ - name: "Divine Prepared Spells"
+ desc: "DC 20, attack +12; __2nd __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Noise Blast|Sound Burst]]_; __1st __ _[[Spells/Fear|Fear]]_, _[[Spells/Harm|Harm]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Ventriloquism|Ventriloquism]]_\n__Cantrips__ __(2nd)__ _[[Spells/Divine Lance|Divine Lance]]_, _[[Spells/Forbidding Ward|Forbidding Ward]]_, _[[Spells/Message|Message]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Stabilize|Stabilize]]_"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 19, attack +11; __2nd __ _[[Spells/Phantom Pain|Phantom Pain]]_\n__Cantrips__ __(2nd)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_"
+
+ - name: "Grioth Venom"
+ desc: " (emotion,fear,mental,poison) **Saving Throw** DC 20 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** [[Conditions/Frightened|Frightened 1]] (1 round)\n\n**Stage 2** [[Conditions/Frightened|Frightened 2]] (1 round)\n\n**Stage 3** [[Conditions/Frightened|Frightened 3]] (1 round)"
+
+ - name: "Invoke Haunter of the Dark"
+ desc: "`pf2:2` (divine,mental,visual) **Frequency** once per day\n* * *\n\n**Effect** The grioth cultist waves a hand in a complex pattern to invoke dark powers, dealing 3d8 mental damage. Each non-grioth creature within 20 feet must attempt a DC 20 Will check save.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half damage\n\n**Failure** The creature takes full damage and becomes [[Conditions/Stupefied|Stupefied 1]] for 1 round\n\n**Critical Failure** The creature takes double damage and becomes stupefied 1 for 1 minute."
+
+ - name: "Shock Mind"
+ desc: "`pf2:2` (mental,occult) The grioth cultist makes a Strike with a voidglass weapon.\n\nIf the Strike hits, it deals an additional 2d6 mental damage, and the target must succeed at a DC 20 Will check save (this has the incapacitation trait) or become [[Conditions/Confused|Confused]] for 1 round."
+
+```
+
+```encounter-table
+name: Grioth Cultist
+creatures:
+ - 1: Grioth Cultist
+```
+
+
+
+Grioth cultists represent the lowest tier of their remorseless cult-worshippers of the Elder Mythos tasked with leading scouting missions into new worlds. Though ranked above scouts in the chain of command, they occupy a lowly place in the overall religious hierarchy. Though whispered rumors describe the legendary rituals needed to wrench worlds from their suns, these cultists don't learn this potent magic. Such secrets are left to grioth high priests, who are always the last to arrive in a colonized world.
+
+Most grioths worship the Outer God Nyarlathotep in one of his many incarnations, although some worship other entities of the Elder Mythos such as Azathoth, Nhimbaloth, or Yog-Sothoth. In the highly rare cases where a grioth is cut off from their society and given the opportunity to explore other religions, they still lean into faiths associated with the stars or the night, such as Desna or Zon-Kuthon. However, these grioths are loathed by others of their own kind, who view them as dangerous heretics.
+
+* * *
+
+Planets that drift out of orbit from their stars grow cold and lifeless as they float through the Dark Tapestry. Such dead worlds are coveted by the horrific creatures known as grioths, who endure the awful cold on these wandering worlds and convert them into planetary temples devoted to the dark gods of the Elder Mythos. From these bastions of frozen darkness, grioths seek out warm, living worlds to tear away from their respective suns through forbidden rituals, a process that often takes numerous generations.
+
+A single cultist typically leads a grioth scouting party, and the group seeks out a disused or forgotten location on the fringe of rural settlements as their initial invasion point. Over several generations, a grioth settlement grows powerful and conquers the surrounding cultures, and eventually, powerful grioths descend from the stars to begin the next stage of planetary conquest.
+
+Grioths speak a language composed of trills and clicks. While capable of speaking other languages, they do so in dry, raspy voices. As grioths have wings, wriggling tails, and four-eyed, bat-like visages, many cultures mistakenly associate them with the evil Outer Planes, but they very much belong to this reality.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Grioth Scout.md b/content/mechanics/srd/Bestiary/Bestiary 3/Grioth Scout.md
new file mode 100755
index 000000000..4e36ab7f1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Grioth Scout.md
@@ -0,0 +1,111 @@
+---
+title: "Grioth Scout"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ftXbcH1R2Dzl3gvG"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/grioth
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Grioth Scout"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Grioth Scout"
+level: "Creature 1"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[grioth]]
+trait_04: [[humanoid]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Greater Darkvision, Echolocation 20 Feet"
+languages: "Aklo, Grioth; telepathy 30 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Occultism: +6, Stealth: +7"
+abilityMods: [0, 4, 2, 1, 2, 0]
+speed: 25 feet, fly 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +5, __Ref__ +9, __Will__ +7"
+hp: 16
+health:
+ - name: ""
+ - name: HP
+ desc: "16; __Immunities__ cold; __Weaknesses__ fire 3"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Kukri|Voidglass Kukri]]"
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 30 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Echolocation (Precise) 20 feet"
+ desc: " A grioth can use its hearing as a precise sense at the listed range."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Light Blindness|Light Blindness]]"
+ desc: " When first exposed to bright light, the monster is [[Conditions/Blinded|Blinded]] until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's [[Conditions/Dazzled|Dazzled]]."
+
+ - name: "No Breath"
+ desc: " A grioth doesn't breathe except to speak and is immune to effects that require breathing (such as an inhaled poison)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Kukri"
+ desc: "+7 (agile, finesse, trip)\n__Damage__ 1d6 slashing"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+7 (agile, finesse)\n__Damage__ 1d4 piercing plus grioth-venom"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 16, attack +8; __1st __ _[[Spells/Phantom Pain|Phantom Pain]]_\n__Cantrips__ __(1st)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_"
+
+ - name: "Grioth Venom"
+ desc: " (emotion,fear,mental,poison) **Saving Throw** DC 17 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** [[Conditions/Frightened|Frightened 1]] (1 round)\n\n**Stage 2** [[Conditions/Frightened|Frightened 2]] (1 round)\n\n**Stage 3** [[Conditions/Frightened|Frightened 3]] (1 round)"
+
+ - name: "Shock Mind"
+ desc: "`pf2:2` (mental,occult) The grioth scout makes a Strike with a voidglass weapon.\n\nIf the Strike hits, it deals an additional 1d6 mental damage, and the target must succeed at a DC 17 Will check save (this has the incapacitation trait) or become [[Conditions/Confused|Confused]] for 1 round."
+
+```
+
+```encounter-table
+name: Grioth Scout
+creatures:
+ - 1: Grioth Scout
+```
+
+
+
+The first grioths encountered on a new world are scouts. Typically traveling the vastness of space via one-way portals from their home worlds, grioth scouts never expect to see their homes again, as grioth leadership ensures true devotion to the colonization effort by stranding them on new worlds.
+
+* * *
+
+Planets that drift out of orbit from their stars grow cold and lifeless as they float through the Dark Tapestry. Such dead worlds are coveted by the horrific creatures known as grioths, who endure the awful cold on these wandering worlds and convert them into planetary temples devoted to the dark gods of the Elder Mythos. From these bastions of frozen darkness, grioths seek out warm, living worlds to tear away from their respective suns through forbidden rituals, a process that often takes numerous generations.
+
+A single cultist typically leads a grioth scouting party, and the group seeks out a disused or forgotten location on the fringe of rural settlements as their initial invasion point. Over several generations, a grioth settlement grows powerful and conquers the surrounding cultures, and eventually, powerful grioths descend from the stars to begin the next stage of planetary conquest.
+
+Grioths speak a language composed of trills and clicks. While capable of speaking other languages, they do so in dry, raspy voices. As grioths have wings, wriggling tails, and four-eyed, bat-like visages, many cultures mistakenly associate them with the evil Outer Planes, but they very much belong to this reality.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Guecubu.md b/content/mechanics/srd/Bestiary/Bestiary 3/Guecubu.md
new file mode 100755
index 000000000..4afd405a5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Guecubu.md
@@ -0,0 +1,100 @@
+---
+title: "Guecubu"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.C4ws7CnAtl0wZG9E"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Guecubu"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Guecubu"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[earth]]
+trait_03: [[evil]]
+trait_04: [[undead]]
+trait_05: [[unholy]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision, Tremorsense (Imprecise) 60 Feet"
+languages: "Common, Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Athletics: +18, Intimidation: +15, Stealth: +16"
+abilityMods: [6, 4, 3, 4, 3, 3]
+speed: 25 feet, burrow 15 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +17, __Ref__ +16, __Will__ +15"
+hp: 110
+health:
+ - name: ""
+ - name: HP
+ desc: "110, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious; __Resistances__ electricity 10, physical 10 (except bludgeoning)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 (agile)\n__Damage__ 2d8 + 8 piercing plus wrathful-misfortune"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 26, attack +18; __4th __ _[[Spells/Shape Stone|Shape Stone (At Will)]]_"
+
+ - name: "Break Ground"
+ desc: "`pf2:2` (arcane,earth) The guecubu stomps, and the ground breaks and ripples in a 30-foot emanation, erupting in razor-sharp, crisscrossing spikes of rock that deal 3d8 piercing damage to creatures in the area (DC 26 Reflex check save).\n\nThe area becomes difficult terrain and hazardous terrain, with each square dealing 3 piercing damage to a creature that moves through it. A guecubu is immune to these effects.\n\nGround under the effects of a [[Spells/Consecrate|Consecrate]] ritual or a [[Spells/Circle of Protection|Circle of Protection]] spell tuned against evil or chaos can't be affected by this ability."
+
+ - name: "Earth Glide"
+ desc: " The guecubu can Burrow through any earthen matter, including rock. When it does so, the guecubu moves at its full burrow Speed, leaving no tunnels or signs of its passing."
+
+ - name: "Shove into Stone"
+ desc: " (arcane,earth) When the guecubu successfully [[Actions/Shove|Shoves]] a creature into a stone barrier, the target must succeed at a DC 26 Reflex check save or become merged with the barrier, with the effects of [[Spells/One with Stone|One with Stone]] until the target [[Actions/Escape|Escapes]] (DC 26)."
+
+ - name: "Wrathful Misfortune"
+ desc: " (arcane,curse) A creature damaged by a guecubu must succeed at a DC 26 Will check save or become cursed with consummate bad luck. The creature becomes [[Conditions/Clumsy|Clumsy 2]].\n\nEach time that creature rolls initiative, on their next roll they must roll twice and use the worse result; this is a misfortune effect."
+
+```
+
+```encounter-table
+name: Guecubu
+creatures:
+ - 1: Guecubu
+```
+
+
+
+Sometimes an individual performs acts of horror so unspeakable that the earth they walk on becomes imprinted by their evil. With such villains, even slaying them and scattering their bones can't rid the world of their vile presence. Their souls rise again as guecubus, gruesome skeletons made of scorched bones, rotting flesh, and befouled earth. Guecubus roams the land seeking those they deem responsible for their death.
+
+A guecubu remembers what was done to them, and the memories of their supposed mistreatment fuel their quest for revenge. Guecubus are well-equipped to exact such vengeance. Along with monstrous power and the ability to move through earth, they retain all the cunning they had in life. These creatures are known to kill their enemies one by one, leaving no trace of their presence behind save pebbles and dust.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Gurgist Mauler.md b/content/mechanics/srd/Bestiary/Bestiary 3/Gurgist Mauler.md
new file mode 100755
index 000000000..b53004bc5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Gurgist Mauler.md
@@ -0,0 +1,116 @@
+---
+title: "Gurgist Mauler"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.F6JWENlLRLLQTNjo"
+tags:
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/mortic
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Gurgist Mauler"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Gurgist Mauler"
+level: "Creature 6"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[human]]
+trait_02: [[humanoid]]
+trait_03: [[mortic]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision"
+languages: "Common, Necril"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +13, Athletics: +17, Crafting: +15, Deception: +14, Medicine: +12, Performance: +12"
+abilityMods: [5, 2, 4, 3, 4, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +14, __Ref__ +12, __Will__ +16"
+hp: 120
+health:
+ - name: ""
+ - name: HP
+ desc: "120, void healing; __Weaknesses__ slashing 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Composite Shortbow|Composite Shortbow]], [[Equipment/Maul|+1 Maul]], [[Equipment/Hide Armor|Hide Armor]], 20x [[Equipment/Arrows|Arrows]]"
+ - name: "Nourishing Feast"
+ desc: " The gurgist spends 1 hour consuming 1 Bulk of raw meat to reverse their body's putrescence. For 1 hour, the gurgist appears to be a pale, bloated human. They have an automatic result of 32 on Deception checks and DCs to pass as a non-mortic human.\n\nWhile under the effects of Nourishing Feast, Rotting Flesh ceases to function."
+
+abilities_mid:
+ - name: ""
+ - name: "Consecration Vulnerability"
+ desc: " A gurgist in a place of worship dedicated to a non-evil deity or on sacred ground, such as an area blessed by [[Spells/Anointed Ground|Anointed Ground]], is [[Conditions/Slowed|Slowed 1]]."
+
+ - name: "Rotting Flesh"
+ desc: " Any creature that hits the gurgist with an unarmed attack, tries to [[Actions/Grapple|Grapple]] them, or otherwise touches the gurgist is covered with rotten flesh and putrid fluids.\n\nThe creature must succeed at a DC 22 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] ([[Conditions/Sickened|Sickened 2]] on a critical failure)."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Maul"
+ desc: "+18 (magical, shove)\n__Damage__ 1d12 + 8 bludgeoning plus knockdown"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+17 (agile)\n__Damage__ 1d8 + 8 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Composite Shortbow"
+ desc: "+14 (deadly d10, propulsive, range increment 60 feet)\n__Damage__ 1d6 + 5 piercing"
+
+ - name: "Calculated Blow"
+ desc: "`pf2:2` The gurgist makes a melee Strike, aiming for their target's weak points and taking their time to line up a precise blow. If this Strike hits, the gurgist deals an additional 1d8 precision damage, and the target must succeed at a DC 23 Fortitude check save or become [[Conditions/Clumsy|Clumsy 2]] for 1 minute."
+
+ - name: "Death Gasp"
+ desc: "`pf2:1` (divine) The gurgist draws in a deep breath and holds it, temporarily suspending their biological processes and becoming undead.\n\nThe gurgist gains the undead trait and becomes immune to bleed, death effects, disease, [[Conditions/Paralyzed|Paralyzed]], poison, and sleep. Any such effects the gurgist is currently suffering from are suspended, but take effect again once they take a breath.\n\nDeath Gasp lasts as long as the gurgist holds their breath (up to 9 rounds).\n\n[[Bestiary Effects/Effect_ Death Gasp|Effect: Death Gasp]]"
+
+ - name: "Tackle"
+ desc: "`pf2:2` The gurgist Strides twice and then attempts to [[Actions/Grapple|Grapple]] a creature. On a success, the target is also knocked [[Conditions/Prone|Prone]]."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Gurgist Mauler
+creatures:
+ - 1: Gurgist Mauler
+```
+
+
+
+Humans that become mortics are known as gurgists. They retain their personalities and intelligence, but their bodies rot with every beat of their heart. Gurgists ceaselessly crave raw meat; consuming large quantities can slow, or even reverse, their body's putrefaction for a short time. A gurgist that refuses to consume raw meat rots to death.
+
+Unlike other mortics, gurgists are capable of sating their hunger without resorting to depravity, making them more likely to be nonevil compared to other mortics. Most gurgists hunt and raise livestock for food-including animals many consider too dangerous to tame. To battle their constant hunger, many take up a single craft, hobby, or performing art to obsess over until the drive to create overcomes the urge to consume. Many study magic or medicine, researching methods to reverse their condition or suspend their putrescence. Others cling to religion, uttering prayers despite the pain and begging the gods to cleanse them of evil.
+
+Nearly all gurgists are disgusted by their clumsy, rotting bodies. They shroud themselves in fine clothes and cover their faces with elaborate masks. Most consider their mask their true face.
+
+* * *
+
+Mortics are humanoids overwhelmed by void energy who still cling to life, surviving as twisted amalgams of living and undead. Though they feel unnatural cravings and resemble corpses, mortics live, breathe, eat, sleep, and procreate. However, a mortic can suspend their living functions simply by holding their breath, becoming more like a true undead.
+
+Mortics are largely new to Golarion, with most created in droves when the Whispering Tyrant destroyed entire cities with his Radiant Fire, a magical explosion fueled by the collision of void and vitality energy. From among the corpses of these tragedies rose mortics, living survivors mistaken for corpses and left behind as a result. They found themselves in a twilight state-neither fully alive or undead. The necrotic pollutants of the Gravelands and the Isle of Terror continue to create mortics, seeping into neighboring lands through the air, earth, and water to infect the populace. Though most of the living in these lands fear becoming transformed, some believe becoming a mortic is their best chance of survival in the face of the encroaching hordes of the dead.
+
+A mortic's powers differ by ancestry, though they do have a few commonalities. Reading or hearing scripture induces headaches, and they experience great discomfort when treading upon sacred ground. For those who were religious in life, these new changes can be devastating.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Hadrinnex.md b/content/mechanics/srd/Bestiary/Bestiary 3/Hadrinnex.md
new file mode 100755
index 000000000..c8d8655ea
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Hadrinnex.md
@@ -0,0 +1,88 @@
+---
+title: "Hadrinnex"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ur5tx6r0cjhdZly5"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Hadrinnex"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Hadrinnex"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+trait_02: [[evil]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision"
+languages: "Aklo; telepathy (touch)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Athletics: +18, Occultism: +11"
+abilityMods: [6, 4, 6, -3, 3, -3]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +18, __Ref__ +14, __Will__ +17"
+hp: 118
+health:
+ - name: ""
+ - name: HP
+ desc: "118; __Resistances__ sonic 15, bludgeoning 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy (Touch)]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "Rapid Evolution"
+ desc: "`pf2:r` (morph,occult) **Trigger** The hadrinnex takes damage of a physical or energy damage type (bludgeoning, piercing, or slashing for physical; acid, cold, electricity, fire, force, sonic, or void for energy)\n* * *\n\n**Effect** The hadrinnex reconfigures its husk (if triggered by physical damage) or its energy gland (if triggered by energy damage). Any reconfiguration applies to the triggering damage and lasts until the next time the hadrinnex uses Rapid Evolution.\n\n* **Energy Gland** Reconfiguring the energy gland changes both the hadrinnex's energy damage resistance and the damage of its energy ray to that type. By default, the energy gland is configured to sonic.\n* **Husk** The hadrinnex's physical damage resistance and the damage of its weapon arm Strikes change to the triggering type. Weapon arm Strikes gain an additional trait depending on the current damage type: bludgeoning adds shove, piercing adds deadly d8, and slashing adds sweep. By default the husk is configured to bludgeoning."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Weapon Arm"
+ desc: "+20 (reach 10 feet, shove)\n__Damage__ 2d8 + 9 untyped"
+
+ - name: "**Ranged** `pf2:1` Energy Ray"
+ desc: "+18 (occult, range 120 feet)\n__Damage__ 5d6 untyped"
+
+ - name: "Extend Limbs"
+ desc: "`pf2:2` The hadrinnex makes two weapon arm Strikes, each targeting a different creature. The hadrinnex's reach increases to 20 feet for these Strikes."
+
+ - name: "Vent Energy"
+ desc: "`pf2:1` (occult) The hadrinnex purges the energy in its energy gland for an external discharge.\n\nIt either blasts the energy to deal 7d6 damage to creatures in a 30-foot cone (DC 26 Reflex check save), or directs the energy to its weapon arms, making its weapon arm Strikes deal an extra 2d6 energy damage for 1 minute.\n\nEither one expends the damage type stored in the hadrinnex's energy gland, as described below.\n\nAfter the energy is vented, the energy gland goes dormant. The hadrinnex loses its energy resistance and can't use energy ray until it uses Rapid Evolution to reconfigure its energy gland again. Directing energy to its weapon arms again removes any previous energy boost to its weapon arm.\n\n[[Bestiary Effects/Effect_ Vent Energy|Effect: Vent Energy]]"
+
+```
+
+```encounter-table
+name: Hadrinnex
+creatures:
+ - 1: Hadrinnex
+```
+
+
+
+The bizarre hadrinnexes resemble defensive systems more than living creatures. They evolve at a rapid rate, but only to specific attacks against them, which suggests they were created through advanced technology or magic. The husk surrounding a hadrinnex-flecks of metal suspended in a malleable organic carapace-reshapes in response to harm. So too can a glowing gland within the creature's thorax, which collects energy and restructures the creature's biology to protect it from that energy. This organ is fragile and ruptures soon after a hadrinnex is killed.
+
+Hadrinnexes have only a rudimentary intellect and usually follow more intelligent aberrations. As bodyguards or peons, they perform simple tasks diligently. Though poor at problem-solving and improvisation, hadrinnexes' dependability and adaptive physiology make them ideal for dangerous tasks in hazardous environments.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Haniver.md b/content/mechanics/srd/Bestiary/Bestiary 3/Haniver.md
new file mode 100755
index 000000000..fb297ce41
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Haniver.md
@@ -0,0 +1,87 @@
+---
+title: "Haniver"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gW9jgcu9YXBG2DhJ"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/gremlin
+ - pf2eMonster
+ - pf2e/creature/level/-1
+statblock: inline
+name: "Haniver"
+level: -1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Haniver"
+level: "Creature -1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[amphibious]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+trait_04: [[fey]]
+trait_05: [[gremlin]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Darkvision"
+languages: "Common, Sakvroth, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Deception: +4, Nature: +3, Stealth: +5, Thievery: +5"
+abilityMods: [1, 3, 2, -1, 1, 2]
+speed: 10 feet, fly 20 feet, swim 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +4, __Ref__ +7, __Will__ +3"
+hp: 9
+health:
+ - name: ""
+ - name: HP
+ desc: "9; __Weaknesses__ cold iron 2"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bite"
+ desc: "+7 (agile, finesse)\n__Damage__ 1d4 + 1 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 13, attack +5; __1st __ _[[Spells/Fear|Fear]]_, _[[Spells/Ventriloquism|Ventriloquism (At Will)]]_\n__Cantrips__ __(1st)__ _[[Spells/Prestidigitation|Prestidigitation]]_"
+
+ - name: "Rearrange Possessions"
+ desc: "`pf2:1` (manipulate) `pf2:1` or `pf2:2`\n\nThe haniver attempts to [[Actions/Steal|Steal]] a small object off a target's person. If they succeed, they also rifle through and rearrange the contents of the target's pockets, pouches, and other containers.\n\nThe next time the target attempts to draw a weapon or retrieve a worn item, doing so requires two Interact actions instead of one.\n\nThe haniver can Steal an object that's closely guarded using this action without the -5 penalty, though not objects that would be extremely noticeable or time-consuming to remove.\n\nThey can spend 2 actions instead of 1 to use this ability to Steal from a creature in combat or otherwise on guard."
+
+```
+
+```encounter-table
+name: Haniver
+creatures:
+ - 1: Haniver
+```
+
+
+
+Hanivers are the most benign type of gremlin-capricious fey who skim the waves on rubbery fin-wings. Though they don't actively sabotage their environment, sailors bemoan these gremlins' grasping fingers. Hanivers' incessant curiosity compels them to examine any object that draws their attention. Such treasures might include an overturned fruit basket, a sack of coins, or a shark's gleaming teeth (often still in the shark's mouth, to the fey's regret). Should hanivers like what they find, they steal it, making them a bane to fishers and dockworkers everywhere.
+
+* * *
+
+Gremlins arose long ago in the First World, living embodiments of nature's ability to wear away, erode, and decompose. On the Material Plane, their encounters with mortal civilizations twisted them into creatures devoted to chaos, sabotage, and traps, each variety specializing in a particular brand of mayhem.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Harmona.md b/content/mechanics/srd/Bestiary/Bestiary 3/Harmona.md
new file mode 100755
index 000000000..ff070cc51
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Harmona.md
@@ -0,0 +1,96 @@
+---
+title: "Harmona"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.9i34nX1qpk10phN6"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Harmona"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Harmona"
+level: "Creature 11"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "tiny"
+trait_01: [[chaotic]]
+trait_02: [[fey]]
+modifier: 24
+perception:
+ - name: "Perception"
+ desc: "+24; Low-Light Vision"
+languages: "Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +23, Arcana: +20, Diplomacy: +22, Nature: +24, Performance: +22, Stealth: +23"
+abilityMods: [0, 6, 3, 5, 7, 5]
+speed: 10 feet, fly 60 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +18, __Ref__ +21, __Will__ +24"
+hp: 190
+health:
+ - name: ""
+ - name: HP
+ desc: "190; __Immunities__ sonic; __Weaknesses__ cold iron 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Flit Back"
+ desc: "`pf2:r` **Trigger** A creature enters the harmona's space or an adjacent square\n* * *\n\n**Effect** The harmona Flies 10 feet away from the triggering creature."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+23 (finesse, magical)\n__Damage__ 2d6 + 6 piercing 2d6 sonic"
+
+ - name: "**Ranged** `pf2:1` Sonic Pulse"
+ desc: "+23 (magical, range 60 feet, sonic)\n__Damage__ 2d12 + 6 sonic plus push"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 30, attack +22\n__Cantrips__ __(4th)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Concussive Blow"
+ desc: "`pf2:2` (primal,sonic) The harmona makes a beak Strike, channeling disruptive sound waves into the blow. On a hit, the target must succeed at a DC 30 Fortitude check save or become [[Conditions/Stunned|Stunned 1]] ([[Conditions/Stunned|Stunned 2]] on a critical failure).\n\nAfter this Strike, the harmona can Fly up to half their fly Speed."
+
+ - name: "Subsonic Pulse"
+ desc: "`pf2:2` (primal) The harmona beats their wings rapidly towards the ground, creating a nearly inaudible rumble and sending a wave of shaking earth to overwhelm their enemies.\n\nEach creature in a 15-foot emanation must succeed at a DC 30 Fortitude check save or take 6d6 sonic damage. A creature that fails its save is knocked [[Conditions/Prone|Prone]] from the shaking ground."
+
+ - name: "Ultrasonic Thrust"
+ desc: "`pf2:2` (primal,sonic) The harmona beats their wings skyward, creating a spiraling vibration. Each creature in a 30-foot cone must attempt a DC 30 Reflex check save as the high-frequency blast flings them up and away.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is pushed 5 feet away and knocked off balance, becoming [[Conditions/Off-Guard|Off-Guard]] until the start of their next turn.\n\n**Failure** Sonic waves fling the creature 15 feet back from the harmona. The creature takes 6d6 bludgeoning damage from the fall and lands [[Conditions/Prone|Prone]].\n\n**Critical Failure** As failure, but the creature is flung 30 feet and takes double damage."
+
+ - name: "[[Bestiary Ability Glossary/Push|Push]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Push in its damage entry\n* * *\n\n**Effect** The monster attempts to [[Actions/Shove|Shove]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance."
+
+```
+
+```encounter-table
+name: Harmona
+creatures:
+ - 1: Harmona
+```
+
+
+
+Catching a glimpse of a harmona is said to be lucky. Flying quickly, observing and scouting new areas, these brightly colored avian fey are all but hidden to the eye. A soft buzz accompanies them, discernible only to creatures with particularly keen hearing.
+
+Intelligent and curious, these tiny fey birds freely roam the First World, accompanying high-ranking fey creatures such as queens or their courts. In turn, companions who treat a harmona with respect for their knowledge and skill benefit from the harmona's aid in times of need.
+
+When these curious creatures find a natural gate between the planes, they glide through to explore and expand their knowledge. Those who find their way onto the Material Plane often choose to remain there in search of diverse and unusual places. This frequently leads them to the same locations that draw in curious adventurers. A harmona might befriend a non-fey adventurer as a companion, but they resent those who would treat them as pets and fight to the death to avoid capture.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Harpy Skeleton.md b/content/mechanics/srd/Bestiary/Bestiary 3/Harpy Skeleton.md
new file mode 100755
index 000000000..b16f13807
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Harpy Skeleton.md
@@ -0,0 +1,93 @@
+---
+title: "Harpy Skeleton"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.v67m6r6yORoVqY27"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/skeleton
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Harpy Skeleton"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Harpy Skeleton"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[mindless]]
+trait_03: [[skeleton]]
+trait_04: [[undead]]
+trait_05: [[unholy]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Intimidation: +13"
+abilityMods: [4, 4, 2, -5, 0, 4]
+speed: 20 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +11, __Ref__ +15, __Will__ +9"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, mental; __Resistances__ cold 5, electricity 5, fire 5, piercing 5, slashing 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Talon"
+ desc: "+15 (agile)\n__Damage__ 2d6 + 7 slashing"
+
+ - name: "**Melee** `pf2:1` Club"
+ desc: "+15 ()\n__Damage__ 1d6 + 7 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Club"
+ desc: "+15 (thrown 10 ft.)\n__Damage__ 1d6 + 7 bludgeoning"
+
+ - name: "Shriek"
+ desc: "`pf2:2` (auditory,concentrate,emotion,fear,mental) The harpy skeleton emits an unearthly, bone-chilling scream that deals 4d10 mental damage to all creatures in a 30-foot cone (DC 26 Will check save). A creature that fails its save is [[Conditions/Frightened|Frightened 1]] (or [[Conditions/Frightened|Frightened 2]] on a critical failure).\n\nThe harpy skeleton can't Shriek again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Harpy Skeleton
+creatures:
+ - 1: Harpy Skeleton
+```
+
+
+
+A live harpy's song is compelling and captivating; a harpy skeleton's is anything but, rending the target's mind.
+
+* * *
+
+Almost any creature that had bones in life and leaves them behind in death can become a shambling, undead skeleton-humanoids, beasts, aberrations, fey, and more.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Hatred Siktempora.md b/content/mechanics/srd/Bestiary/Bestiary 3/Hatred Siktempora.md
new file mode 100755
index 000000000..5fdd88de0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Hatred Siktempora.md
@@ -0,0 +1,114 @@
+---
+title: "Hatred Siktempora"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Z2lDzl3nDRIfxLtH"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/siktempora
+ - pf2e/creature/type/time
+ - pf2eMonster
+ - pf2e/creature/level/18
+statblock: inline
+name: "Hatred Siktempora"
+level: 18
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Hatred Siktempora"
+level: "Creature 18"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[siktempora]]
+trait_03: [[time]]
+modifier: 33
+perception:
+ - name: "Perception"
+ desc: "+33; Darkvision"
+languages: "Aklo; (can't speak any language), telepathy 500 feet"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +35, Deception: +32, Intimidation: +32, Stealth: +32, Dimension of Time Lore: +32"
+abilityMods: [9, 6, 4, 4, 7, 6]
+speed: 80 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 42
+armorclass:
+ - name: AC
+ desc: "42; __Fort__ +28, __Ref__ +30, __Will__ +33"
+hp: 240
+health:
+ - name: ""
+ - name: HP
+ desc: "240, regeneration 50 (deactivated by holy, mental, or orichalcum); __Immunities__ disease, emotion, poison"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 500 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Temporal Sense"
+ desc: " A siktempora can always roll Dimension of Time Lore for initiative. When it does, it gains a +2 circumstance bonus to the roll."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 50 (Deactivated by Holy, Mental, Orichalcum)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Impending Dread"
+ desc: " (aura,emotion,fear,mental,occult) 150 feet. Creatures within the hatred siktempora's aura don't reduce the value of their [[Conditions/Frightened|Frightened]] condition automatically at the end of their turns."
+
+ - name: "Punish Flight"
+ desc: "`pf2:r` **Trigger** A creature attempts to [[Actions/Escape|Escape]] from the hatred siktempora\n* * *\n\n**Effect** The siktempora makes a loathing garotte Strike against the triggering creature. This Strike doesn't have Improved Grab."
+
+ - name: "Uncanny Pounce"
+ desc: "`pf2:0` **Trigger** The hatred siktempora rolls Dimension of Time Lore for initiative\n* * *\n\n**Effect** The hatred siktempora Strides once and makes a claw Strike, in either order."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Loathing Garotte"
+ desc: "+35 (cold, reach 10 feet)\n__Damage__ 3d10 + 17 cold plus improved-grab"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 40, attack +32; __9th __ _[[Spells/Flicker|Blink]]_; __4th __ _[[Spells/Translocate|Dimension Door (At Will)]]_\n__Constant__ __(9th)__ _[[Spells/Air Walk|Air Walk]]_"
+
+ - name: "Contorted Clutch"
+ desc: " The hatred siktempora can have up to two creatures [[Conditions/Grabbed|Grabbed]] with their loathing garotte at once."
+
+ - name: "Vindictive Crush"
+ desc: "`pf2:1` **Frequency** once per round\n\n**Requirements** The hatred siktempora has a creature [[Conditions/Grabbed|Grabbed]]\n* * *\n\n**Effect** The hatred siktempora tightens their garrote, dealing 5d10 bludgeoning damage to each creature they're Grabbing. Each creature grabbed by the siktempora must attempt a DC 40 Fortitude check save.\n* * *\n\n**Critical Success** The creature takes no damage.\n\n**Success** The creature takes half damage.\n\n**Failure** The creature takes full damage and can't breathe or speak while it remains grabbed; it must hold its breath or begin suffocating.\n\n**Critical Failure** As failure, but double damage and the creature becomes [[Conditions/Restrained|Restrained]] and can't speak for 1 round after it's no longer grabbed."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Hatred Siktempora
+creatures:
+ - 1: Hatred Siktempora
+```
+
+
+
+Spawned by acts and legacies of cold-blooded spite, hatred siktemporas kill indiscriminately out of pure loathing, methodically hunting down and slaughtering anyone who catches their vile attention. Fortunately for mortals, they typically limit their predations to the Dimension of Time, where they hunt down creatures foreign to that realm-and some native to it.
+
+Hatred siktemporas appear roughly humanoid, but their gaunt forms resemble bone and tendon more than flesh and skin. Adding to their unnerving appearance, their legs have an additional segment between their shin and thigh, and likewise for their eerily long arms. Their featureless faces bear only a singular scar, which takes a different form on every hatred siktempora. They clad themselves in immaculate finery chosen from the most vitriolic empires that ever existed, in the past and the future, and they form a magical garrote as a manifestation of their cold malice.
+
+* * *
+
+In the Dimension of Time, intense emotions are more than just ethereal feelings. They accumulate over time, from things like the critical mass of emotion caused by a historic event or a settlement passing down a powerful sentiment for generations. These accretions eventually give birth to siktemporas. Each siktempora feels, with all their being, a singular intense emotion linked to the circumstances that spawned them. A rare few, however, are created when an emotionally invested creature attempts to travel to the Dimension of Time or interferes with the flow of time, which can create paradoxes or manipulate past events.
+
+Siktemporas usually isolate themselves on the Dimension of Time in mindscapes infused with the emotion that created them, but some travel to other planes. These wanderers long to indulge in more of their core emotion or to engender more of that feeling, thus perpetuating their own kind.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Hekatonkheires Titan.md b/content/mechanics/srd/Bestiary/Bestiary 3/Hekatonkheires Titan.md
new file mode 100755
index 000000000..d99b89954
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Hekatonkheires Titan.md
@@ -0,0 +1,114 @@
+---
+title: "Hekatonkheires Titan"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.yCNasaFidopTEhbd"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/titan
+ - pf2eMonster
+ - pf2e/creature/level/24
+statblock: inline
+name: "Hekatonkheires Titan"
+level: 24
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Hekatonkheires Titan"
+level: "Creature 24"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[aberration]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+trait_04: [[titan]]
+modifier: 43
+perception:
+ - name: "Perception"
+ desc: "+43; Darkvision, Truesight"
+languages: "Aklo, Chthonian, Common, Empyrean; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +42, Athletics: +48, Intimidation: +45, Occultism: +41, Survival: +39"
+abilityMods: [12, 10, 12, 7, 7, 9]
+speed: 60 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 52
+armorclass:
+ - name: AC
+ desc: "52 all-around vision; __Fort__ +44, __Ref__ +40, __Will__ +37; +4 status to all saves vs. mental or divine"
+hp: 500
+health:
+ - name: ""
+ - name: HP
+ desc: "500; __Immunities__ death effects, disease"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Special)]]"
+ desc: "`pf2:r` The hekatonkheires gains 99 extra reactions on their turn that they can only use to make Attacks of Opportunity.\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Impossible Stature"
+ desc: " (aura,illusion,mental,occult) 120 feet. Titans warp perception and distance around them to seem even larger and more imposing. A creature that enters or begins its turn within the emanation must succeed at a DC 48 Will check save or its movement toward the titan is movement over difficult terrain (greater difficult terrain on a critical failure) for 1 round."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Void Weapon"
+ desc: "+45 (magical, reach 50 feet, versatile p, versatile s)\n__Damage__ 4d12 + 18 bludgeoning 2d12 force"
+
+ - name: "**Ranged** `pf2:1` Void Weapon"
+ desc: "+43 (magical, thrown 200 ft., versatile p, versatile s)\n__Damage__ 4d12 + 18 bludgeoning 2d12 force"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 48, attack +40; __9th __ _[[Spells/Seize Soul|Bind Soul]]_, _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Interplanar Teleport|Plane Shift]]_, _[[Spells/Weird|Weird]]_\n__Constant__ __(10th)__ _[[Spells/Air Walk|Air Walk]]_, _[[Spells/Unfettered Movement|Freedom of Movement]]_, _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Demolish Veil"
+ desc: " **Frequency** once per month\n\n**Trigger** The titan casts [[Spells/Interplanar Teleport|Interplanar Teleport]]\n* * *\n\n**Effect** The titan arrives in a storm of shattered planar barriers. This has the effects of a 10th-rank [[Spells/Storm of Vengeance|Storm of Vengeance]]."
+
+ - name: "Hundred-Dimension Grasp"
+ desc: "`pf2:1` The titan reaches between realities to drag foes closer. They attempt an Athletics check check and compare the result to the Fortitude DCs of all foes within 120 feet.\n\nOn a success, a foe is teleported to any square the titan chooses within 120 feet; on a critical success, it's also [[Conditions/Paralyzed|Paralyzed]] for 1 round. The titan can [[Conditions/Grabbed|Grab]] any foe brought within 30 feet as a free action."
+
+ - name: "Hundred-Handed Whirlwind"
+ desc: "`pf2:2` The titan overwhelms opponents with blows both conventional and interplanar. They make one _void weapon_ Strike against each foe within reach. Even on a failed attack (but not a critical failure), the titan deals 24 force damage to the target. This counts as three attacks for the titan's multiple attack penalty."
+
+ - name: "Send Beyond"
+ desc: "`pf2:1` **Requirements** The titan has a creature [[Conditions/Grabbed|Grabbed]]\n* * *\n\n**Effect** The titan thrusts the creature into a nightmare realm full of lightless hands and eyes. This has the effects of [[Spells/Quandary|Quandary]] (DC 48), but the creature can use Occultism to escape in addition to Perception or Survival. The titan can't use Send Beyond for 1d4 rounds."
+
+ - name: "Shape Void"
+ desc: " The titan molds a weapon from interstellar darkness. This is a _+3 major striking_ weapon in any form. It can't be disarmed and deals an additional 2d12 force damage.\n\nIf [[Actions/Release|Released]], a void weapon vanishes."
+
+```
+
+```encounter-table
+name: Hekatonkheires Titan
+creatures:
+ - 1: Hekatonkheires Titan
+```
+
+
+
+The first three hekatonkheires were meant to guard the gates to the Abyss, but they proved too terrifying and rebellious-and so, in disgust, the gods cast them into the gulfs between the planes. Hekatonkheires titans are incomplete, monstrous progeny of the original three, from whom these titans calved like icebergs.
+
+Hekatonkheires wield interstellar darkness as a weapon and spurn the limits of physical reality, literally reaching through space with their countless arms. Filled with a drive to either discover their lost identity or create their own, they metaphysically disembowel ancient beings and cosmic magics-using the entrails to find clues regarding their own nature and parentage or to serve as raw materials for fueling some alien apotheosis.
+
+* * *
+
+Created by ancient deities long before the rise of mortal ancestries, titans united and attempted to overthrow their deific progenitors. The resulting war still figures prominently throughout mortal myths, in which most titans were cast down and imprisoned for eons.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Hellbound Attorney.md b/content/mechanics/srd/Bestiary/Bestiary 3/Hellbound Attorney.md
new file mode 100755
index 000000000..1cf8f32bf
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Hellbound Attorney.md
@@ -0,0 +1,98 @@
+---
+title: "Hellbound Attorney"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.NdFrf18BMeIw52iH"
+tags:
+ - pf2e/creature/type/devil
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Hellbound Attorney"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Hellbound Attorney"
+level: "Creature 4"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[devil]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[human]]
+trait_05: [[humanoid]]
+trait_06: [[lawful]]
+trait_07: [[unholy]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Greater Darkvision"
+languages: "Common, Diabolic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Deception: +11, Diplomacy: +11, Intimidation: +11, Society: +12, Legal Lore: +14"
+abilityMods: [1, 2, 0, 4, 1, 3]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +9, __Ref__ +12, __Will__ +13"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60; __Weaknesses__ holy 2; __Resistances__ fire 4"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Mace|Elegant Cane (As Mace)]], Legal Ledgers"
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+abilities_mid:
+ - name: ""
+ - name: "Abrogation of Consequences"
+ desc: "`pf2:r` **Trigger** The Hellbound attorney rolls a success or critical failure on a saving throw against a linguistic effect.\n* * *\n\n**Effect** The attorney finds a loophole in the wording of the effect, turning the success into a critical success or a critical failure into a normal failure."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Elegant Cane"
+ desc: "+12 (agile, finesse, shove, unholy)\n__Damage__ 1d4 + 3 bludgeoning"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 21, attack +13; __1st __ _[[Spells/Breathe Fire|Burning Hands]]_"
+
+ - name: "Opening Statement"
+ desc: " (auditory,concentrate) **Trigger** The Hellbound attorney's turn begins.\n* * *\n\n**Effect** The attorney enumerates the alleged crimes of a creature they can see and attempts a Legal Lore check against that creature's Will DC.\n\nOn a success, the attorney's Strikes deal an additional 2d6 precision damage (4d6 precision damage on a critical success) to the creature until the end of the attorney's turn."
+
+```
+
+```encounter-table
+name: Hellbound Attorney
+creatures:
+ - 1: Hellbound Attorney
+```
+
+
+
+The Hellbound attorney sought the assistance of a [[Monster Core/Phistophilus|Phistophilus]]-one of Hell's contract devils-to bolster her legalistic ability on the Material Plane.
+
+* * *
+
+There are countless legions of lawful fiends in the nine layers of Hell, warring against the celestial planes and scouring the Material Plane for souls to corrupt.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Hellknight Cavalry Brigade.md b/content/mechanics/srd/Bestiary/Bestiary 3/Hellknight Cavalry Brigade.md
new file mode 100755
index 000000000..58c9350de
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Hellknight Cavalry Brigade.md
@@ -0,0 +1,100 @@
+---
+title: "Hellknight Cavalry Brigade"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.t76xA9Uj7xBDQHm2"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/troop
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Hellknight Cavalry Brigade"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Hellknight Cavalry Brigade"
+level: "Creature 8"
+
+alignment: ""
+size: "grg"
+trait_01: [[animal]]
+trait_02: [[human]]
+trait_03: [[humanoid]]
+trait_04: [[lawful]]
+trait_05: [[troop]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; "
+languages: "Common, Diabolic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Athletics: +18, Intimidation: +17, Religion: +12, Society: +12, Hell Lore: +12"
+abilityMods: [6, 1, 4, 2, 2, 3]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +18, __Ref__ +13, __Will__ +16"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135, troop defenses; __Weaknesses__ area damage 10, splash damage 5; __Resistances__ mental 5, slashing 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Form Up|Form Up]]"
+ desc: "`pf2:1` The troop chooses one of the squares it currently occupies and redistributes its squares to any configuration in which all squares are contiguous and within 15 feet of the chosen square. The troop can't share its space with other creatures."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Troop Defenses|Troop Defenses]]"
+ desc: " **Thresholds** 90 (12 squares), 45 (8 squares)\n* * *\n\nTroops are composed of many individuals, and over the course of enough attacks and downed comrades, troops shrink in size. Most troops start with 16 squares (4 by 4), and their Hit Points have two listed thresholds, typically the first is at 2/3 their maximum Hit Points and the second is at 1/3 their maximum Hit Points. Once the troop drops below the first threshold, it loses 4 squares, leaving 12 squares remaining, and the first threshold becomes the troop's new maximum Hit Points. Once the troop falls below the second threshold, it loses another 4 squares, leaving 8 squares remaining, and the second threshold becomes the troop's new maximum Hit Points. In order to restore its size and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen. At 0 Hit Points, the troop is reduced down to 4 squares, which is too few to sustain the troop, so it disperses entirely, with the few remaining members surrendering, fleeing, or easily dispatched, depending on their nature.\n\nA damaging single-target effect, such as a Strike, can't force a troop to pass through more than one threshold at once. For instance, if a troop had 60 Hit Points, with thresholds at 40 and 20, a Strike for 50 damage would leave the troop at 21 Hit Points, just above the second threshold. A damaging area effect or multi-target effect can cross multiple thresholds at once and could potentially destroy the entire troop in one shot.\n\nNon-damaging effects with an area or that target all creatures in a certain proximity affect a troop normally if they affect the entire area occupied by the troop. If an effect has a smaller area or numbers of targets, it typically has no effect on the troop. However, if the effect can target at least four creatures or cover at least four squares in the troop, and if it would prevent its targets from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more, the troop loses loses a number of Hit Points equal to the amount required to bring it to the next threshold, removing 4 squares. If an effect would both deal damage and automatically cross a threshold due to incapacitating some of the creatures in the troop, apply the damage first. If the damage wasn't enough to cross a threshold on its own, then reduce the Hit Points to cross the threshold for the incapacitating effect."
+
+attacks:
+ - name: ""
+
+ - name: "Arrow Volley"
+ desc: "`pf2:2` The Hellknights draw or reload their longbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 100 feet that deals 4d8 piercing damage (DC 23 Reflex check save).\n\nWhen the troop is reduced to 8 or fewer squares, this area decreases to a 5-foot burst."
+
+ - name: "Lance Charge"
+ desc: "`pf2:3` The brigade Forms Up, then Strides twice with a +10-foot circumstance bonus to its Speed.\n\nIf it moves at least 10 feet, the brigade deals 3d8+13 piercing damage (DC 26 Reflex check save) to each enemy within 10 feet of the brigade at the end of its movement."
+
+ - name: "Mounted Troop"
+ desc: " Effects that target only animals or only humanoids may not work on the cavalry brigade, subject to the GM's discretion."
+
+ - name: "Swing from the Saddle"
+ desc: "`pf2:1` `pf2:1` to `pf2:3`\n\n**Frequency** once per round.\n* * *\n\n**Effect** The brigade engages in a coordinated melee attack against each enemy within 10 feet (DC 23 Reflex check save). The damage depends on the number of actions.\n\n`pf2:1` 2d6 slashing damage\n\n`pf2:2` 2d6+10 slashing damage\n\n`pf2:3` 3d6+13 slashing damage"
+
+ - name: "Trailblazing Stride"
+ desc: " While moving on land, the Hellknight cavalry brigade ignores the effects of non-magical difficult terrain."
+
+ - name: "Troop Movement"
+ desc: " Whenever the cavalry brigade Strides, the brigade first [[Bestiary Ability Glossary/Form Up|Forms Up]] as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves. This works just like a Gargantuan creature moving; for instance, if any square of the brigade enters difficult terrain, the extra movement cost applies to the whole brigade."
+
+```
+
+```encounter-table
+name: Hellknight Cavalry Brigade
+creatures:
+ - 1: Hellknight Cavalry Brigade
+```
+
+
+
+A cavalry brigade consists of several Hellknights and a single field-maralictor, in the distinctive armor of their order and bearing lances; the maralictor speaks for the brigade, questioning travelers the brigade encounters and barking orders.
+
+A Hellknight brigade is typically based at a keep or other fortification controlling an area measured by a day's ride in every direction-about 25 miles. Farther-ranging missions are possible but require substantial logistical support.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Hellwasp Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Hellwasp Swarm.md
new file mode 100755
index 000000000..38a9ad3f0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Hellwasp Swarm.md
@@ -0,0 +1,94 @@
+---
+title: "Hellwasp Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.pPg06dR0oqXkfvst"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/swarm
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Hellwasp Swarm"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Hellwasp Swarm"
+level: "Creature 8"
+
+alignment: ""
+size: "Large"
+trait_01: [[evil]]
+trait_02: [[fiend]]
+trait_03: [[lawful]]
+trait_04: [[swarm]]
+trait_05: [[unholy]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision"
+languages: "Diabolic; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +18, Stealth: +18"
+abilityMods: [0, 4, 6, -3, 2, -2]
+speed: 20 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +18, __Ref__ +16, __Will__ +14"
+hp: 95
+health:
+ - name: ""
+ - name: HP
+ desc: "95; __Immunities__ precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 10, splash damage 10; __Resistances__ bludgeoning 5, fire 10, piercing 10, slashing 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+attacks:
+ - name: ""
+
+ - name: "Abandon Corpse"
+ desc: "`pf2:1` **Requirements** The hellwasp swarm is controlling a corpse with Infest Corpse\n* * *\n\n**Effect** The hellwasp swarm leaves its host corpse, which dies instantly and becomes a normal corpse in all respects. The hellwasp swarm expands out from that space to its normal size."
+
+ - name: "Hellwasp Stings"
+ desc: "`pf2:1` Each enemy in the swarm's space takes 4d8 piercing damage (DC 26 Reflex check save). Any creature that fails its saving throw is exposed to hellwasp venom."
+
+ - name: "Hellwasp Venom"
+ desc: " (poison) **Saving Throw** DC 26 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d8 poison damage and [[Conditions/Clumsy|Clumsy 2]] (1 round)\n\n**Stage 2** 2d8 poison damage and clumsy 2 (1 round)"
+
+ - name: "Infest Corpse"
+ desc: "`pf2:2` (manipulate) The hellwasp swarm animates the corpse of a Small, Medium, or Large humanoid that protected by [[Spells/Peaceful Rest|Peaceful Rest]] or similar magic, crawling into its mouth and other orifices.\n\nIts size changes to that of the corpse and it loses its piercing and slashing resistances, fly Speed, and Hellwasp Stings.\n\nIt gains a fist melee Strike with a +18/+13/+8 attack modifier that deals 2d8 bludgeoning damage plus 2d8 piercing damage and hellwasp venom. The hellwasp swarm gains 40 temporary Hit Points when it Infests a Corpse; when these temporary HP are depleted, the corpse falls apart and the swarm Abandons the Corpse automatically."
+
+ - name: "Torturous Buzz"
+ desc: "`pf2:2` (auditory,emotion,incapacitation,occult) The swarm emits a distracting, cacophonous buzzing. Each creature within 20 feet must attempt a DC 26 Will check save.\n* * *\n\n**Critical Success** The creature is unaffected and temporarily immune for 1 minute.\n\n**Success** The creature is unaffected.\n\n**Failure** The creature is [[Conditions/Confused|Confused]] for 1 round.\n\n**Critical Failure** The creature is confused for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Hellwasp Swarm
+creatures:
+ - 1: Hellwasp Swarm
+```
+
+
+
+Hellwasps' infernal nature allows them to collectively inhabit and control humanoid corpses, and they use this ability to infest and horrify large swathes of territory unless destroyed. While individual hellwasp poses little threat, these fist-sized insects instinctively form into aggressive swarms that will viciously attack any creature approaching their colony, the lone exception being powerful fiends.
+
+Hellwasp swarms have a rudimentary intelligence focused on the protection and expansion of their colony. They can understand Infernal but are incapable of speech. They sometimes obey simple commands from a lawful fiend more powerful than their swarm, but there is no nuance or understanding to this obedience, and if left alone for more than a day they stop obeying and return to their colony.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Hermit Crab Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Hermit Crab Swarm.md
new file mode 100755
index 000000000..8f36da4c2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Hermit Crab Swarm.md
@@ -0,0 +1,83 @@
+---
+title: "Hermit Crab Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.2JO3AN8xuvd3Zi9R"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Hermit Crab Swarm"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Hermit Crab Swarm"
+level: "Creature 4"
+
+alignment: ""
+size: "Large"
+trait_01: [[amphibious]]
+trait_02: [[animal]]
+trait_03: [[swarm]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision, Tremorsense (Imprecise) 15 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12"
+abilityMods: [4, 2, 3, -4, 1, -1]
+speed: 30 feet, swim 15 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +13, __Ref__ +10, __Will__ +7"
+hp: 42
+health:
+ - name: ""
+ - name: HP
+ desc: "42; __Immunities__ precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 5, splash damage 5; __Resistances__ piercing 5, slashing 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 15 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+attacks:
+ - name: ""
+
+ - name: "Swarming Snips"
+ desc: "`pf2:1` Each enemy in the swarm's space takes 2d8 piercing damage (DC 20 Reflex check save).\n\nCreatures that fail this save also take 1d4 bleed."
+
+```
+
+```encounter-table
+name: Hermit Crab Swarm
+creatures:
+ - 1: Hermit Crab Swarm
+```
+
+
+
+When hermit crabs find a shell that is too large, they lie in wait for others to arrive and move into the shell, abandoning a possible replacement. This can form a large chain of queuing crabs waiting to upgrade their shells. Interruptions can aggravate the crabs, resulting in attacks against the unfortunate source of disruption.
+
+* * *
+
+Hermit crabs have hard exoskeletons like other crabs, but with much weaker abdomens. They find and "wear" shells as homes and protection, getting around with their front legs and claws. Surprisingly fierce, hermit crabs fight for new shells as they grow bigger, using an assortment of hollow alternatives as substitutes when shells of the right size can't be found.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Hesperid Queen.md b/content/mechanics/srd/Bestiary/Bestiary 3/Hesperid Queen.md
new file mode 100755
index 000000000..d4a04f757
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Hesperid Queen.md
@@ -0,0 +1,108 @@
+---
+title: "Hesperid Queen"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.IWmv3DRDGAWw07Sl"
+tags:
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/light
+ - pf2e/creature/type/nymph
+ - pf2eMonster
+ - pf2e/creature/level/19
+statblock: inline
+name: "Hesperid Queen"
+level: 19
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Hesperid Queen"
+level: "Creature 19"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[fey]]
+trait_02: [[lawful]]
+trait_03: [[light]]
+trait_04: [[nymph]]
+modifier: 34
+perception:
+ - name: "Perception"
+ desc: "+34; Low-Light Vision"
+languages: "Common, Draconic, Empyrean, Fey, Utopian"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +32, Arcana: +30, Athletics: +28, Deception: +37, Diplomacy: +39, Intimidation: +37, Nature: +32, Performance: +35, Society: +30, Stealth: +32"
+abilityMods: [5, 9, 6, 7, 7, 10]
+speed: 30 feet, fly 90 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 45
+armorclass:
+ - name: AC
+ desc: "45; __Fort__ +31, __Ref__ +36, __Will__ +34"
+hp: 306
+health:
+ - name: ""
+ - name: HP
+ desc: "306; __Weaknesses__ cold iron 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Creature Family Ability Glossary/(Nymph Queen) Tied to the Land|Tied to the Land]]"
+ desc: " A hesperid queen is intrinsically tied to a isolated region, usually an island or island chain, a remote coast, or secluded valley. As long as the queen is healthy, the environment is exceptionally resilient, allowing the hesperid queen to automatically attempt to counteract spells and rituals such as [[Spells/Blight|Blight]] that would harm the environment, with a +37 counteract modifier and a counteract rank of 10.\n\nWhen the hesperid queen becomes physically or psychologically unhealthy, however, her warded region eventually becomes twisted or unhealthy as well. In that case, restoring the hesperid queen swiftly heals the entire region."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Creature Family Ability Glossary/(Nymph Queen) Nymph's Beauty|Nymph's Beauty]]"
+ desc: " (aura,emotion,incapacitation,mental,primal,visual) 30 feet. Creatures that start their turn in the aura must succeed at a DC 38 Will check save or become transfixed in awe, causing them to be [[Conditions/Stunned|Stunned]] for 1 round."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Sunset Ribbon"
+ desc: "+36 (agile, finesse)\n__Damage__ 4d10 + 13 slashing 1d6 fire 1d6 vitality"
+
+ - name: "**Ranged** `pf2:1` Sunset Ray"
+ desc: "+36 (magical, range increment 120 feet)\n__Damage__ 4d12 + 13 fire 1d6 vitality"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 44, attack +36; __10th __ _[[Spells/Primal Phenomenon|Primal Phenomenon]]_; __9th __ _[[Spells/Falling Stars|Meteor Swarm]]_, _[[Spells/Storm of Vengeance|Storm of Vengeance]]_; __8th __ _[[Spells/Punishing Winds|Punishing Winds]]_, _[[Spells/Migration|Wind Walk]]_; __7th __ _[[Spells/Energy Aegis|Energy Aegis]]_, _[[Spells/Regenerate|Regenerate]]_, _[[Spells/Sunburst|Sunburst]]_, _[[Spells/Volcanic Eruption|Volcanic Eruption]]_; __6th __ _[[Spells/Truesight|True Seeing]]_; __5th __ _[[Spells/Control Water|Control Water]]_, _[[Spells/Death Ward|Death Ward]]_; __4th __ _[[Spells/Unfettered Movement|Freedom of Movement]]_, _[[Spells/Mirage|Hallucinatory Terrain]]_, _[[Spells/Solid Fog|Solid Fog]]_, _[[Spells/Mountain Resilience|Stoneskin]]_; __3rd __ _[[Spells/Earthbind|Earthbind]]_, _[[Spells/Haste|Haste]]_, _[[Spells/One with Stone|Meld into Stone]]_, _[[Spells/Slow|Slow]]_; __2nd __ _[[Spells/Animal Messenger|Animal Messenger]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Revealing Light|Glitterdust]]_, _[[Spells/Resist Energy|Resist Energy]]_, _[[Spells/Water Breathing|Water Breathing]]_; __1st __ _[[Spells/Gentle Landing|Feather Fall]]_, _[[Spells/Gust of Wind|Gust of Wind]]_, _[[Spells/Vanishing Tracks|Pass Without Trace]]_\n__Cantrips__ __(10th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Electric Arc|Electric Arc]]_, _[[Spells/Guidance|Guidance]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 44, attack +36; __10th __ _[[Spells/Faerie Fire|Faerie Fire]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Illusory Disguise|Illusory Disguise (x3)]]_, _[[Spells/Holy Light|Searing Light]]_\n__Cantrips__ __(10th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Light|Light]]_"
+
+ - name: "[[Creature Family Ability Glossary/(Nymph Queen) Change Shape|Change Shape]]"
+ desc: "`pf2:1` (polymorph,primal) Hesperid queens can transform between their original form, which looks much like a typical nymph of their kind, and any Small or Medium humanoid form, typically choosing a version of their natural form that more closely resembles a humanoid.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Create Golden Apple"
+ desc: "`pf2:2` (primal) While the hesperid queen is within their bonded location, they can spin golden light around an object they're holding of up to 20 cubic feet in volume and up to 80 Bulk. Doing so condenses the object into a magic apple made of golden light with light Bulk.\n\nThe golden apple reverts back to its original shape after a full day away from the hesperid's bonded location, or when the hesperid queen spends a single action (which has the concentrate trait) to end the effect."
+
+ - name: "[[Creature Family Ability Glossary/(Nymph Queen) Focus Beauty|Focus Beauty]]"
+ desc: "`pf2:1` (emotion,incapacitation,mental,primal,visual) The hesperid queen focuses her beauty upon a target within her aura. The creature must attempt a DC 38 Will check save. On a failure, it is affected as if by the hesperid queen's nymph's beauty aura; if it was already affected by the aura, it becomes overwhelmed with visions of bliss and beauty. The creature departs from the hesperid queen's domain as quickly and efficiently as it can for 1 hour, after which time it forgets ever reaching the hesperid queen's domain, how it did so, and everything that happened while it was within the domain."
+
+ - name: "[[Creature Family Ability Glossary/(Nymph Queen) Inspiration|Inspiration]]"
+ desc: "`pf2:3` (emotion,mental,primal) A hesperid queen can inspire a single intelligent creature by giving that creature a token of her favor, typically a lock of her hair. As long as the creature carries her token and remains in good standing with the lampad queen, the creature gains a +1 status bonus to all Crafting checks, Performance checks, and Will saves.\n\nIf a hesperid queen grants her Inspiration to a bard and they are that bard's muse, the bard gains an additional benefit depending on their muse theme: for lore muse, the bard also gains a +1 status bonus to all Lore checks; for maestro muse, the status bonus to Performance checks increases to +2 for the purpose of determining the effects of compositions; for polymath muse, the bard gains a +4 status bonus to untrained skill checks; and for all other muses, the Will save bonus increases to +2 against fey.\n\n[[Bestiary Effects/Effect_ Nymph Queen's Inspiration|Effect: Nymph Queen's Inspiration]]"
+
+```
+
+```encounter-table
+name: Hesperid Queen
+creatures:
+ - 1: Hesperid Queen
+```
+
+
+
+Hesperid queens rule over isolated regions soaked in the light of sunset. They guard countless treasures and secrets, though for those who approach them with respect and offer an intriguing bargain, they're willing to part with knowledge or items beyond those secrets or valuables they've sworn to keep to themselves.
+
+Hesperid queens are relatively likely to have powerful objects under their protection, such as ancient relics or artifacts. As such, they're keenly aware of the danger posed by unscrupulous treasure hunters seeking to obtain these items at any cost, and they use their incredible minds to set up devious countermeasures to protect their wards, even in the event of their own deaths.
+
+* * *
+
+Nymphs are fey guardians of nature possessed of great beauty and forms that meld breathtaking humanoid features with the natural elements they guard. Nymph queens are powerful nymphs who rule over and protect a much greater territory of untouched wilderness. For instance, a lampad might guard a beautiful underground cavern, but a lampad queen might call an entire system of caves their domain.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Hesperid.md b/content/mechanics/srd/Bestiary/Bestiary 3/Hesperid.md
new file mode 100755
index 000000000..00717e70a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Hesperid.md
@@ -0,0 +1,93 @@
+---
+title: "Hesperid"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.jMKJC4wLiENgo8V7"
+tags:
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/light
+ - pf2e/creature/type/nymph
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Hesperid"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Hesperid"
+level: "Creature 9"
+
+alignment: ""
+size: "Medium"
+trait_01: [[fey]]
+trait_02: [[lawful]]
+trait_03: [[light]]
+trait_04: [[nymph]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Low-Light Vision"
+languages: "Common, Fey, Utopian"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +19, Athletics: +11, Deception: +19, Diplomacy: +21, Intimidation: +19, Nature: +19, Performance: +21, Society: +17, Stealth: +17"
+abilityMods: [0, 6, 4, 4, 4, 6]
+speed: 30 feet, fly 60 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +15, __Ref__ +21, __Will__ +19"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175; __Weaknesses__ cold iron 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Sunset Dependent"
+ desc: " A hesperid is mystically bonded to a single remote location with a good view of the sunset-usually an island, coastal cliff, or valley. If they aren't at that location and able to see the sky at sunset on any given day, they become [[Conditions/Drained|Drained 1]], increasing the value by 1 for each missed sunset and reducing by 1 only when they see the sunset.\n\nA hesperid can perform a 24-hour ritual to bond to a new location."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Sunset Ribbon"
+ desc: "+21 (agile, finesse)\n__Damage__ 2d10 + 6 slashing 1d6 fire 1d6 vitality"
+
+ - name: "**Ranged** `pf2:1` Sunset Ray"
+ desc: "+21 (magical, range increment 60 feet)\n__Damage__ 2d12 + 6 fire 1d6 vitality"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 28, attack +20; __5th __ _[[Spells/Heal|Heal]]_, _[[Spells/Holy Light|Searing Light]]_; __2nd __ _[[Spells/Faerie Fire|Faerie Fire]]_, _[[Spells/Illusory Disguise|Illusory Disguise (x3)]]_\n__Cantrips__ __(5th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Light|Light]]_"
+
+ - name: "Create Golden Apple"
+ desc: "`pf2:2` (primal) While the hesperid is within their bonded location, they can spin golden light around an object they're holding of up to 20 cubic feet in volume and up to 80 Bulk. Doing so condenses the object into a magic apple made of golden light with light Bulk.\n\nThe golden apple reverts back to its original shape after a full day away from the hesperid's bonded location, or when the hesperid spends a single action (which has the concentrate trait) to end the effect."
+
+```
+
+```encounter-table
+name: Hesperid
+creatures:
+ - 1: Hesperid
+```
+
+
+
+Hesperides are nymphs of sunset, guardians of the colorful golden hues of the setting sun. They live on remote islands, isolated coastal cliffsides, and hidden valleys, all places where the sunset's golden glow can have the strongest effect. Hesperides manipulate sunlight with dancelike motions, allowing them to create graceful ribbons of light at close range and searing rays at a distance.
+
+Due to their connection to the beauty of the daily cycle of the setting sun, hesperides feel a satisfaction from methodical routine that can feel alien to wilder, more chaotic fey.
+
+* * *
+
+Nymphs are fey guardians of nature possessed of great beauty and forms that meld breathtaking humanoid features with the natural elements they guard. Nymph queens are powerful nymphs who rule over and protect a much greater territory of untouched wilderness. For instance, a lampad might guard a beautiful underground cavern, but a lampad queen might call an entire system of caves their domain.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Hieracosphinx.md b/content/mechanics/srd/Bestiary/Bestiary 3/Hieracosphinx.md
new file mode 100755
index 000000000..d9d7f5f1b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Hieracosphinx.md
@@ -0,0 +1,92 @@
+---
+title: "Hieracosphinx"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.mDKFyF2DF4NXMDQa"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Hieracosphinx"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Hieracosphinx"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision"
+languages: "Sphinx"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Athletics: +13, Intimidation: +9, Survival: +12"
+abilityMods: [4, 4, 3, -2, 3, 0]
+speed: 30 feet, fly 60 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +12, __Ref__ +15, __Will__ +10"
+hp: 70
+health:
+ - name: ""
+ - name: HP
+ desc: "70"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Buck|Buck]]"
+ desc: "`pf2:r` DC 23 Reflex check\n* * *\n\nMost monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.\n\n**Trigger** A creature [[Actions/Mount|Mounts]] or uses the [[Actions/Command an Animal|Command an Animal]] action while riding the monster.\n* * *\n\n**Effect** The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land [[Conditions/Prone|Prone]]. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall."
+
+ - name: "Contingent Glyph"
+ desc: " (occult) A hieracosphinx has an innate magical defense similar to a [[Spells/Contingency|Contingency]].\n\nWhen they take a specific type of energy damage (varying by the individual sphinx), they can use their reaction to have the glyph cast [[Spells/Haste|Haste]] on them. The glyph is then dormant for 1 week.\n\nA critical success to [[Actions/Recall Knowledge|Recall Knowledge]] about a particular hieracosphinx (30 or higher on the check) reveals which damage type triggers the glyph."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+15 ()\n__Damage__ 2d10 + 4 slashing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+15 (agile)\n__Damage__ 2d8 + 4 slashing"
+
+ - name: "Pounce"
+ desc: "`pf2:1` The hieracosphinx Strides and makes a Strike at the end of that movement. If they began this action [[Conditions/Hidden|Hidden]], they remain hidden until after the attack."
+
+ - name: "Shriek"
+ desc: "`pf2:1` (auditory,incapacitation) The hieracosphinx emits a shrill, ear-piercing shriek. Each non-sphinx in a 60-foot emanation must attempt a DC 22 Fortitude check save. Any creature that attempts a save is temporarily immune for 24 hours.\n* * *\n\n**Critical Success** The creature is temporarily immune to that hieracosphinx's shriek for 24 hours.\n\n**Success** The creature is [[Conditions/Deafened|Deafened]] for 1 round.\n\n**Failure** The creature is deafened for 1 minute and [[Conditions/Stunned|Stunned 1]]."
+
+```
+
+```encounter-table
+name: Hieracosphinx
+creatures:
+ - 1: Hieracosphinx
+```
+
+
+
+Lacking the intelligence of their kin, falcon-headed hieracosphinxes are cowardly, cruel-hearted creatures. They guard their territory ruthlessly against weaker intruders.
+
+* * *
+
+Sphinxes are a family of mystical beings that combine leonine, avian, and usually humanoid features. Though the most common sphinxes are famous on their own merits, the family includes other types of sphinxes as well.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/House Drake.md b/content/mechanics/srd/Bestiary/Bestiary 3/House Drake.md
new file mode 100755
index 000000000..f69f1b795
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/House Drake.md
@@ -0,0 +1,89 @@
+---
+title: "House Drake"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.CkikBsmIPFj42lIL"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/good
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "House Drake"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "House Drake"
+level: "Creature 1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[good]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Common, Diabolic, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Society: +4, Stealth: +7, Survival: +6"
+abilityMods: [1, 4, 2, 1, 3, 2]
+speed: 15 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +6, __Ref__ +8, __Will__ +11"
+hp: 16
+health:
+ - name: ""
+ - name: HP
+ desc: "16; __Immunities__ paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Ferocious Will"
+ desc: "`pf2:r` (arcane,mental) **Trigger** The house drake succeeds at a saving throw against a magical mental effect\n* * *\n\n**Effect** The house drake sends a blast of magical feedback at the effect's source, dealing 2d6 mental damage (DC 16 Will check save) to that creature. On a failed save, the creature is also [[Conditions/Slowed|Slowed 1]] for 1 round."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+9 (agile, finesse)\n__Damage__ 1d8 + 1 piercing plus silver-strike"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 17, attack +9; __2nd __ _[[Spells/Mist|Obscuring Mist]]_, _[[Spells/See the Unseen|See Invisibility]]_; __1st __ _[[Spells/Alarm|Alarm]]_, _[[Spells/Soothe|Soothe]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,mental) The house drake breathes a 10-foot cone of silver mist. Each creature within the mist must succeed at a DC 16 Will check save or become [[Conditions/Stupefied|Stupefied 2]] for 1 round.\n\nThe house drake can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Silver Strike"
+ desc: " House drakes sharpen their jaws on silver ornamentation until they incorporate bits of silver in their teeth. Their jaws Strike counts as silver."
+
+```
+
+```encounter-table
+name: House Drake
+creatures:
+ - 1: House Drake
+```
+
+
+
+Beautifully colored in purples and electric blues, these tiny dragons are genuinely brilliant in more ways than one. They are playful and kind, and while they have a long tradition of assisting spellcasters, they prefer to be treated as equals and partners rather than pets. They're quite intelligent and don't appreciate condescension from those who treat them as simple animals.
+
+Tiny dragons have appeared in tales told among traditional Varisian communities for centuries, but only relatively recently have they become known by the name "house drake." This new name arose in the city of Korvosa, where house drakes have adapted particularly well to urban life. When students of the magic school called the Acadamae failed in their studies and allowed their imp familiars to run wild, these tiny dragons found that they were particularly well suited to combating them. Most notably, their teeth become striated with silver due to their peculiar grooming habits, allowing their bites to puncture the imps' magically resistant skin. The two species are well-matched in intellect. Though their clashes typically begin with trying to outwit one another, they often end in messy brawls across rooftops and into alleys. The residents of Korvosa appreciated both the protection and the dragons' charming appearance and demeanor. House drakes are now more common in Korvosa than anywhere else in the world.
+
+House drakes are carnivorous, eating vermin and small birds. Though they're capable of hunting for food, many of them find it a bit dull and prefer to spend their time at other pursuits. They happily accept donations of food. To truly get on a house drake's good side, though, one should offer a gift of silver. Donations to drakes have become regular practice in Korvosa, to the point where "Paid any drakes lately?" has become a common phrase to suggest someone is a bit gullible and soft-hearted. These donations are just that-charity. House drakes avoid taking on anything resembling a "job," taking pride in their self-sufficiency and ability to choose for themselves how to spend their time.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Huldra.md b/content/mechanics/srd/Bestiary/Bestiary 3/Huldra.md
new file mode 100755
index 000000000..940cb40e2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Huldra.md
@@ -0,0 +1,89 @@
+---
+title: "Huldra"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.26Wr0rYycKsWnIjp"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Huldra"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Huldra"
+level: "Creature 4"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[fey]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +11, Deception: +13, Diplomacy: +13, Intimidation: +11, Nature: +10"
+abilityMods: [5, 4, 1, 1, 3, 5]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +9, __Ref__ +14, __Will__ +11"
+hp: 70
+health:
+ - name: ""
+ - name: HP
+ desc: "70, regeneration 5 (deactivated by acid or fire); __Weaknesses__ cold iron 5, fire 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 5 (Deactivated by Acid or Fire)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+14 ()\n__Damage__ 2d6 + 7 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+14 (agile, backswing)\n__Damage__ 2d4 + 7 bludgeoning plus befuddling-lash"
+
+ - name: "Befuddling Lash"
+ desc: " (curse,mental) When the huldra damages a creature with their tail, a wave of befuddlement clouds the target's thoughts. The creature must succeed at a DC 19 Will check save or become [[Conditions/Stupefied|Stupefied 1]] ([[Conditions/Stupefied|Stupefied 2]] on a critical failure) for 1 minute."
+
+ - name: "Manipulate Luck"
+ desc: "`pf2:1` (curse,primal) **Frequency** once per day\n* * *\n\n**Effect** The huldra touches another creature to manipulate the creature's luck. The creature must attempt a DC 21 Will check save.\n\nOn a failure, the huldra chooses good luck or bad luck. If the huldra chooses good luck, the affected creature can roll twice on one d20 roll within the next minute and use the higher result; this is a fortune effect. If the huldra chooses bad luck, the creature must roll twice and use the lower result on its next d20 roll; this is a misfortune effect.\n\n[[Bestiary Effects/Effect_ Manipulate Luck (Good)|Effect: Manipulate Luck (Good)]]\n\n[[Bestiary Effects/Effect_ Manipulate Luck (Bad)|Effect: Manipulate Luck (Bad)]]"
+
+```
+
+```encounter-table
+name: Huldra
+creatures:
+ - 1: Huldra
+```
+
+
+
+At first glance, a huldra seems a simple creature-a human in plain robes or peasant dress, sporting long, unbound hair. These tresses and full skirts in fact disguise the huldra's supernatural features: a hollow wooden back, a long bovine tail, and incredible strength.
+
+Folk legends from the lands of the north describe huldras as the creations of troll witches, intended to lure potential meals to the slaughter. Indeed, a huldra's regeneration is so similar to a troll's that a link between the two creatures seems entirely possible, but huldras despise trolls and resent tales suggesting any connection between them. Rather, huldras are wardens of the woodlands they occupy. Grown from saplings by powerful forest-dwelling fey as a response to humanoid encroachment, huldras protect and parley for the forest itself. Woodland creatures adore huldras, and sometimes approach humans or elves thinking they're huldras. This illusion is shattered if the animal sees the humanoid's back is made of flesh or that they're lacking a tail, at which point the animal recoils and runs away.
+
+Huldras respond well to travelers who show respect and deference for the forest, bestowing those they favor with supernatural luck and fortune. Those who scorn or attack a huldra, or those who mock their distinctive, bovine tails, find themselves plagued by poor decisions and even worse luck. Huldras commonly carry a bad reputation as sirens of the deep forest-cunning monsters who seek to lure woodcutters and unwary adventurers to uncertain ends. These stories largely come from miscreants foolish enough to have treated a huldra rudely and later complain about how they were unjustly persecuted. Even woodcutters and hunters can stay in the good graces of huldras provided they plant few trees to replace what they've taken and don't kill any creatures they don't eat.
+
+Though huldras choose to appear unassuming, the attention they put into disguising the supernatural parts of their bodies is sometimes lacking when it comes to their strength. They often perform feats of strength, like bending horseshoes straight or lifting heavy objects, without realizing they're breaking their carefully crafted facade.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Hyakume.md b/content/mechanics/srd/Bestiary/Bestiary 3/Hyakume.md
new file mode 100755
index 000000000..38098e1d0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Hyakume.md
@@ -0,0 +1,95 @@
+---
+title: "Hyakume"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.BjjgEQ8aLz0I15lV"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/15
+statblock: inline
+name: "Hyakume"
+level: 15
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Hyakume"
+level: "Creature 15"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+trait_02: [[evil]]
+modifier: 29
+perception:
+ - name: "Perception"
+ desc: "+29; Darkvision"
+languages: "Aklo, Common; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +30, Crafting: +30, Deception: +27, Medicine: +25, Nature: +25, Occultism: +30, Religion: +27, Society: +28, Thievery: +25, Bardic Lore: +28"
+abilityMods: [4, 6, 4, 9, 6, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36 all-around vision; __Fort__ +23, __Ref__ +25, __Will__ +29; +2 status to all saves vs. magic"
+hp: 275
+health:
+ - name: ""
+ - name: HP
+ desc: "275; __Resistances__ mental 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Lore Master"
+ desc: " A hyakume can use their Bardic Lore skill to Recall Knowledge on any topic, and they know any languages common to an area they have spent a day or more in."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+ - name: "[[Bestiary Ability Glossary/Light Blindness|Light Blindness]]"
+ desc: " When first exposed to bright light, the monster is [[Conditions/Blinded|Blinded]] until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's [[Conditions/Dazzled|Dazzled]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+27 (agile, finesse, magical, reach 10 feet)\n__Damage__ 3d10 + 10 bludgeoning plus scatterbrain-palm"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 40, attack +32; __8th __ _[[Spells/Charm|Charm (x2)]]_, _[[Spells/Disappearance|Disappearance]]_, _[[Spells/Hidden Mind|Mind Blank]]_; __7th __ _[[Spells/Dispel Magic|Dispel Magic (x2)]]_, _[[Spells/Mindlink|Mindlink (At Will)]]_; __4th __ _[[Spells/Air Walk|Air Walk (At Will)]]_, _[[Spells/Hypercognition|Hypercognition (At Will)]]_, _[[Spells/Ring of Truth|Zone of Truth (At Will)]]_\n__Cantrips__ __(8th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Eye Probe"
+ desc: "`pf2:3` (occult) **Frequency** once per day\n* * *\n\n**Effect** Up to six of the hyakume's eyes detach from the hyakume's body. Each eye has AC 26, HP 1, and a fly speed of 40 feet.\n\nThe hyakume can see through all of their eye probes. They can move the probes all in separate directions using a single action.\n\nA hyakume can have no more than six eye probes active at a time; using this ability to create more causes the eye or eyes farthest away to shrivel and die.\n\nThe hyakume can deliver touch spells through their eye probes and can make melee spell attacks through them. In addition, the hyakume can Steal Memories through an eye probe using a single action by touching the target with the eye."
+
+ - name: "Scatterbrain Palm"
+ desc: " (incapacitation,mental,occult) A creature hit by the hyakume's fist Strike must attempt a DC 36 Will check save. The creature is then temporarily immune until start of its next turn.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Stunned|Stunned 1]].\n\n**Failure** The creature is [[Conditions/Stunned|Stunned 2]].\n\n**Critical Failure** The creature is [[Conditions/Stunned|Stunned 3]] and the hyakume can use Steal Memories on the target as part of this action."
+
+ - name: "Steal Memories"
+ desc: "`pf2:3` (emotion,mental,occult) The hyakume reaches out with their mind and attempts to steal memories from a creature within 30 feet.\n\nThe target must succeed at a DC 40 Will check saving throw or become [[Conditions/Stupefied|Stupefied 2]] and have some of its memories stolen. The hyakume learns some of the target's memories (chosen by the GM), which are then lost to the target."
+
+```
+
+```encounter-table
+name: Hyakume
+creatures:
+ - 1: Hyakume
+```
+
+
+
+Hundreds of bloodshot eyes peek out from under the fleshy layers of a hyakume's skin. These hulking aberrations covet knowledge and go to great lengths to keep what they know to themselves; they'll destroy scriptoriums they've raided and burn books they've read to ensure no other soul learns their contents. While hyakume occasionally trade valuable information to garner greater knowledge, they are liable to trick their targets into revealing more than they should. Most frightening of all is the hyakume's ability to steal memories and erase any knowledge of their existence from the minds of their victim
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Ice Worm Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Ice Worm Swarm.md
new file mode 100755
index 000000000..3b324d3cf
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Ice Worm Swarm.md
@@ -0,0 +1,83 @@
+---
+title: "Ice Worm Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.fgDnixOut5ksIQQe"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Ice Worm Swarm"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Ice Worm Swarm"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[swarm]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Tremorsense (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Stealth: +12"
+abilityMods: [-1, 3, 4, -5, 1, -4]
+speed: 15 feet, burrow 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +15, __Ref__ +12, __Will__ +8"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60; __Immunities__ cold, precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 4, splash damage 4, water 8; __Resistances__ bludgeoning 4, piercing 8, slashing 8"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+attacks:
+ - name: ""
+
+ - name: "Swarming Bites"
+ desc: "`pf2:1` Each enemy in the swarm's space takes 3d6 cold damage (DC 22 Reflex check save).\n\nCreatures that fail this save become [[Conditions/Sickened|Sickened 1]] from the swarm's painful bites."
+
+```
+
+```encounter-table
+name: Ice Worm Swarm
+creatures:
+ - 1: Ice Worm Swarm
+```
+
+
+
+A single finger-length bore worm is unpleasant but mostly innocuous. Ten thousand bore worms, on the other hand, pose a formidable threat to even seasoned adventurers. The countless worms form a roiling, rancid mass of acid and pain, capable of delivering a hideous death to any person or beast unable to escape them. Unfortunately for any creature other than a bore worm, most encounters involve swarms.
+
+* * *
+
+These Darklands vermin produce corrosive, noxious slime and deliver agonizing bites, whether as a revolting, wriggling swarm of finger-length worms or a single massive, lurching beast. Among Darklands communities, most inhabitants regard bore worms much in the same way surface cultures speak of maggots or cockroaches-with general disdain and revulsion. Children consider catching a single bore worm and using it to torment others a rite of passage, albeit a dangerous one.
+
+Found tunneling through the glaciers beneath the Crown of the World, these pale-blue worms behave similarly to their soil-bred cousins, but their frigid acid inflicts marks similar to frostbite on anything they touch.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Incutilis.md b/content/mechanics/srd/Bestiary/Bestiary 3/Incutilis.md
new file mode 100755
index 000000000..a437b20ac
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Incutilis.md
@@ -0,0 +1,93 @@
+---
+title: "Incutilis"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.8NSNT1sEZ62hRZie"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Incutilis"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Incutilis"
+level: "Creature 2"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "tiny"
+trait_01: [[aberration]]
+trait_02: [[amphibious]]
+trait_03: [[evil]]
+trait_04: [[lawful]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Aklo, Thalassic; telepathy 30 feet"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +8, Deception: +5, Stealth: +9"
+abilityMods: [4, 3, 1, 1, 3, -1]
+speed: 5 feet, climb 5 feet, swim 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +7, __Ref__ +7, __Will__ +9"
+hp: 21
+health:
+ - name: ""
+ - name: HP
+ desc: "21"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 30 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+8 ()\n__Damage__ 1d4 + 4 bludgeoning plus grab"
+
+ - name: "Abandon Puppet"
+ desc: "`pf2:1` (manipulate) **Requirements** The incutilis is attached to a puppet\n* * *\n\n**Effect** The incutilis abandons its puppet, detaching and separating from its nervous system.\n\nIf the puppet was still alive, it's [[Conditions/Unconscious|Unconscious]] and temporarily immune to that incutilis's Puppetmaster ability for 24 hours."
+
+ - name: "Puppetmaster"
+ desc: "`pf2:3` (manipulate) An incutilis drives tendrils into a Small or Medium living creature that's [[Conditions/Unconscious|Unconscious]] or [[Conditions/Restrained|Restrained]] by the incutilis. It attaches and injects the unfortunate host with enzymes to take over control of the creature's nervous system, turning the host into a puppet controlled by the incutilis.\n\nThe puppet becomes [[Conditions/Dying|Dying 2]] and is [[Conditions/Controlled|Controlled]] by the incutilis. If the puppet dies, its body remains under the control of the incutilis until it's destroyed or the incutilis Abandons the Puppet. If the puppet recovers from the dying condition, the incutilis immediately Abandons the Puppet.\n\nWhile controlling a puppet, the incutilis is attached to the puppet's head (or elsewhere, if its brain is in an unconventional location) and moves along with it. The puppet uses its own AC, Hit Points, Fortitude and Reflex saves, and physical Strikes, but it uses the incutilis's Will save. The puppet can perform only basic actions and untrained uses of the Athletics and Stealth skills while controlled.\n\nAny attack that deals damage to the puppet also deals 1 mental damage to the incutilis. Area effects are applied to both the incutilis and puppet. The incutilis always has lesser cover while in control of a puppet.\n* * *\n\n[[Other Effects/Effect_ Cover|Effect: Cover]]"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Incutilis
+creatures:
+ - 1: Incutilis
+```
+
+
+
+Incutilises are intelligent, nautilus-like sea creatures that attack their victims' brains to take over their bodies, creating puppets to use for labor, combat, or their own malevolent amusement.
+
+An adult incutilis is slightly smaller than an adult human head. Its shell bears a pattern of crimson streaks that resemble the ridges and furrows of a brain. Incutilises hatch within the depths of the sea, where they start off consuming bottom-dwelling crustaceans and sometimes even whales or sharks, but as they grow into adults, incutilises instinctively crave the complex tissues of other creatures' brains-the more complex, the better.
+
+An incutilis makes excursions onto land specifically to use their iconic puppetmaster ability. They use their tentacles to crawl up onto shore or climb aboard a ship. An incutilis then drives their tendrils directly into the brain of a helpless living (or very recently dead) land creature, taking control of it through this neurological connection. They prefer to target humanoids and animals. This host-now called a puppet-rarely survives the experience.
+
+After the incutilis has taken full control, they can usually ride their puppet for as long as they wish. Often, they use the puppet to seek out other potential prey, battling other creatures until the wear and tear from repeated conflict renders the body useless.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Ioton.md b/content/mechanics/srd/Bestiary/Bestiary 3/Ioton.md
new file mode 100755
index 000000000..0e0f6c35c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Ioton.md
@@ -0,0 +1,93 @@
+---
+title: "Ioton"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.kgR61cHIUveBJ0ST"
+tags:
+ - pf2e/creature/type/astral
+ - pf2e/creature/type/incorporeal
+ - pf2eMonster
+ - pf2e/creature/level/0
+statblock: inline
+name: "Ioton"
+level: 0
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Ioton"
+level: "Creature 0"
+
+alignment: ""
+size: "tiny"
+trait_01: [[astral]]
+trait_02: [[incorporeal]]
+modifier: 3
+perception:
+ - name: "Perception"
+ desc: "+3; Thoughtsense (Imprecise) 60 Feet"
+languages: "absorbed language"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Stealth: +6"
+abilityMods: [-5, 2, 3, 0, -1, -3]
+speed: fly 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 14
+armorclass:
+ - name: AC
+ desc: "14; __Fort__ +7, __Ref__ +6, __Will__ +3"
+hp: 14
+health:
+ - name: ""
+ - name: HP
+ desc: "14; __Immunities__ disease, poison, precision; __Weaknesses__ mental 3; __Resistances__ all damage 2 (except force, ghost touch, or mental; double resistance vs. non-magical)"
+abilities_top:
+ - name: ""
+
+ - name: "Absorbed Language"
+ desc: " While a creature is taking [[Conditions/Persistent Damage|Persistent Damage]] from the ioton, the ioton gains the ability to speak and understand one of that creature's languages, selected at random."
+
+ - name: "[[Bestiary Ability Glossary/Thoughtsense|Thoughtsense (Imprecise) 60 feet]]"
+ desc: " (mental,occult) Thoughtsense allows a monster to sense all non-mindless creatures at the listed range."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Touch"
+ desc: "+6 (agile, magical, mental)\n__Damage__ 1d4 mental plus leech-thought"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 14, attack +6\n__Cantrips__ __(1st)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Leech Thought"
+ desc: " (healing,occult,polymorph) While a creature is taking [[Conditions/Persistent Damage|Persistent Mental Damage]] from the ioton, the ioton takes the shape of a creature familiar to the target, such as an acquaintance, pet, or common animal, though the appearance is imperfect and grants no benefit to Impersonate an individual.\n\nWhile transformed, the ioton loses its incorporeal trait, immunities, and resistances, but it gains an unarmed melee Strike with a +6 attack modifier (+6/+1/-4) that deals 1d8+2 bludgeoning damage. The ioton immediately returns to its original form once no creature is taking persistent mental damage from it."
+
+```
+
+```encounter-table
+name: Ioton
+creatures:
+ - 1: Ioton
+```
+
+
+
+Periodically, stray thoughts colliding on the Astral Plane become entangled, forming a knot of rudimentary intellect. Known as iotons, these beings lack the willpower to manifest physical bodies, much less the self-awareness and vision to know what form these physical bodies might take. Instead, they manifest as ghostly, cloudlike wisps, each intermittently forming ephemeral features like alien eyes, unspeaking mouths, and shimmering symbols as iotons instinctively process their surroundings. Left alone, they might drift for ages amidst the Silver Sea.
+
+Gregariously parasitic, iotons sense and congregate around thinking beings, eagerly tearing off stray thoughts and using the harvested psychic energy to think clearly and form physical bodies. An ioton might understand that this process inflicts painful headaches in its victims, but it typically doesn't care. Not only do most of these ennosites become drunk on their newfound mental power and cling to their captured thoughts, but returning what they stole also robs an ioton of the mental bandwidth necessary to parse right from wrong. This sometimes causes a painful cycle where it repeatedly steals thoughts, apologetically surrenders them, and then blithely steals the thoughts anew.
+
+Iotons that gradually accumulate and consolidate enough mental potential form a permanent body, transforming into another type of ennosite.
+
+* * *
+
+The Astral Plane is a planar nexus, connecting the planes of the Inner Sphere to those of the Outer Sphere, a realm of timeless silver substance charged with mental essence drawn from throughout the Great Beyond. Most creatures on the Astral Plane are visitors-predators seeking to poach from the River of Souls, psychopomps guarding against such incursions, and aeons monitoring the flow of raw quintessence through the Antipode. Yet, this plane has spawned creatures native to its strange currents and eddies, foremost of which is the family of thought-spawned creatures known as ennosites.
+
+An ennosite's form physically embodies of its thought and purpose. As some ideals and goals are shared, so are certain forms.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Ittan-Momen.md b/content/mechanics/srd/Bestiary/Bestiary 3/Ittan-Momen.md
new file mode 100755
index 000000000..11c0422e4
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Ittan-Momen.md
@@ -0,0 +1,90 @@
+---
+title: "Ittan-Momen"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.MbJ9f8ggShGMicWG"
+tags:
+ - pf2e/creature/type/kami
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Ittan-Momen"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Ittan-Momen"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[kami]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision, Tremorsense (Imprecise) 30 Feet"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Deception: +6, Stealth: +8"
+abilityMods: [2, 4, 2, 0, 1, 0]
+speed: fly 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +8, __Ref__ +10, __Will__ +5"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, paralyzed, poison, unconscious; __Weaknesses__ slashing 5; __Resistances__ bludgeoning 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "Mundane Appearance"
+ desc: " When not moving, such as during the day, the ittan-momen is nearly indistinguishable from normal cloth. They have an automatic result of 26 on Deception checks and DCs to pass as normal cloth."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Body"
+ desc: "+10 (finesse)\n__Damage__ 1d8 + 2 bludgeoning plus grab"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d8 bludgeoning, DC 18 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "[[Bestiary Ability Glossary/Engulf|Engulf]]"
+ desc: "`pf2:2` DC 18 Reflex check, 1d8+2 bludgeoning damage, Escape DC 18, Rupture 5\n\nThe ittan-momen can Engulf only one creature. They can Engulf a creature of a larger size so long as the creature's head can feasibly be covered by the ittan-momen's body.\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.\n\nA creature that fails its save is pulled into the monster's body. It is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by [[Actions/Escape|Escaping]] against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Ittan-Momen
+creatures:
+ - 1: Ittan-Momen
+```
+
+
+
+Born from large pieces of cloth, ittan-momen flutter in the air, catching the last rays of the setting sun. Ittan-momen can awaken from any sufficiently large cloth, and many beautiful but cruelly-treated tapestries have lured unsuspecting victims to an untimely end.
+
+* * *
+
+Tsukumogami are intelligent, mobile objects formed from the union between a 100-year-old object and a kami. Tsukumogami range from harmless to malicious, each individual personality a result of how the object was treated before its awakening. Well-cared-for objects tend to birth helpful, friendly tsukumogami, while mistreated or abandoned objects twist into malevolent and violent beings. Most tsukumogami are, by nature, mischievous, and oftentimes want nothing more than to occupy the attention of living creatures.
+
+Tsukumogami can commonly be found in areas with a strong cultural belief in the value of caring for objects, which helps items survive long enough to become tsukumogami. Towns and villages with large tsukumogami populations are referred to as "sleepless towns" due to the nightly tsukumogami celebrations, which can become so raucous that they prevent the living residents from sleeping peacefully.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Japalisura.md b/content/mechanics/srd/Bestiary/Bestiary 3/Japalisura.md
new file mode 100755
index 000000000..c20884020
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Japalisura.md
@@ -0,0 +1,108 @@
+---
+title: "Japalisura"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.pdxSg0aS3gy7L8fO"
+tags:
+ - pf2e/creature/type/asura
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Japalisura"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Japalisura"
+level: "Creature 12"
+
+alignment: ""
+size: "Medium"
+trait_01: [[asura]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[lawful]]
+trait_05: [[unholy]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision"
+languages: "Common, Diabolic; telepathy 80 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +25, Athletics: +23, Deception: +25, Religion: +22, Stealth: +21"
+abilityMods: [5, 7, 4, 2, 4, 5]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +20, __Ref__ +25, __Will__ +20; +1 status to all saves vs. magic"
+hp: 235
+health:
+ - name: ""
+ - name: HP
+ desc: "235; __Immunities__ curse; __Weaknesses__ holy 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "2x [[Equipment/Hatchet|Hatchet]], 2x [[Equipment/Composite Shortbow|+1 Striking Composite Shortbow]]"
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 80 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Disorienting Faces"
+ desc: " (aura,mental,visual) 30 feet. The japalisura's faces constantly shift and morph, each visage more grotesque than the last. When a creature enters or starts its turn in the aura, it must attempt a DC 32 Will check save.\n* * *\n\n**Critical Success** The creature is unaffected and is temporarily immune to Disorienting Faces for 1 minute.\n\n**Success** The creature is unaffected.\n\n**Failure** The creature is disoriented by the horrible faces, taking a -2 circumstance penalty to checks and DCs against the japalisura while it remains in the aura.\n\n**Critical Failure** As failure, except the circumstance penalty is -3."
+
+ - name: "Return Arrow"
+ desc: "`pf2:r` **Trigger** The japalisura is targeted by a ranged attack from a bow.\n\n**Requirements** The japalisura has at least one hand free and is wielding a bow.\n* * *\n\n**Effect** The japalisura attempts to snatch the oncoming arrow from the air, gaining a +4 circumstance bonus to AC against the attack. If the attack misses, the japalisura snatches the arrow and makes a ranged bow Strike to fire the arrow from their own bow."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Hatchet"
+ desc: "+23 (agile, sweep, unholy)\n__Damage__ 1d6 + 8 slashing 4d6 mental 1d6 spirit"
+
+ - name: "**Ranged** `pf2:1` Composite Shortbow"
+ desc: "+26 (deadly d10, magical, range 60 feet, unholy)\n__Damage__ 2d6 + 5 piercing 4d6 mental 1d6 spirit"
+
+ - name: "Innate Divine Spells"
+ desc: "DC 32, attack +24; __6th __ _[[Spells/Augury|Augury (At Will)]]_, _[[Spells/Illusory Disguise|Illusory Disguise]]_, _[[Spells/Read Omens|Read Omens (At Will)]]_\n__Constant__ __(6th)__ _[[Spells/Disguise Magic|Magic Aura (Self Only)]]_, _[[Spells/Veil of Privacy|Nondetection (Self Only)]]_, _[[Spells/See the Unseen|See Invisibility]]_"
+
+ - name: "False Foe"
+ desc: "`pf2:1` (divine,incapacitation,mental) **Frequency** once per round.\n* * *\n\n**Effect** The japalisura whispers misleading words and falsehoods to one adjacent creature, attempting a Deception check check against the target's Perception DC.\n* * *\n\n**Critical Success** For 1 minute, the target believes that one creature of the japalisura's choice is its mortal foe, spending all its actions to reach and attack that creature. At the end of each of its turns, the target can attempt a DC 32 Will check save to end the effect early.\n\n**Success** As critical success except the effect ends at the end of the creature's first turn, without the need for a Will save.\n\n**Failure** The target sees through the japalisura's attempts at misdirection and is temporarily immune to False Foe for 1 day."
+
+ - name: "Veil of Lies"
+ desc: " Japalisuras can produce infinite arrows, as if from an invisible quiver. Each arrow carries a veil of lies that tears at the target's psyche, dealing 4d6 mental damage while simultaneously imparting an almost addictively sweet sensation. A japalisura's hatchets are also soaked in the same veil of lies.\n\nThis damage is already reflected in the Strikes above."
+
+```
+
+```encounter-table
+name: Japalisura
+creatures:
+ - 1: Japalisura
+```
+
+
+
+Japalisuras have a perverse propensity for extracting embarrassing truths from the universe, using a combination of artifice and prophecy to obscure the truth and corrupt traditional soothsaying. They have a special talent for manipulation-feeding listeners' worst impulses and prejudices, telling them what their prey most want to hear, and twisting their perceptions to suit the japalisuras' own ends. All this occurs from behind a veil, though, for japalisuras are grotesque fiends with six arms, infinite faces, and an obsession with the profane.
+
+The first japalisura rose from the remains of three demigod archers, sons of a goddess who feared their rise to power and slew them. Their merged form was so terrifying that they struck a deal with a powerful asura rana to alter their face into something more pleasing. The true cruelty of the enchantment became clear only later-the japalisura had a new face, but that face transformed into a different one every minute, each more hideous than the last.
+
+* * *
+
+Asuras are, above all, proof that the gods are not infallible. These fiends arose as physical manifestations of divine accidents, taking form when the gods themselves stumbled and blasphemed on a cosmic scale. As a result of their own divine genesis, an asura loves above all to undo the workings of the divine. They eagerly travel to the Material Plane, seeking out temples, congregations of faithful worshippers, and religious orders of all stripes to sow doubt and destroy what the gods seek to build.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Jorogumo.md b/content/mechanics/srd/Bestiary/Bestiary 3/Jorogumo.md
new file mode 100755
index 000000000..d3272555c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Jorogumo.md
@@ -0,0 +1,98 @@
+---
+title: "Jorogumo"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.LR5TzgX2H83UGOLW"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Jorogumo"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Jorogumo"
+level: "Creature 13"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[humanoid]]
+modifier: 26
+perception:
+ - name: "Perception"
+ desc: "+26; Darkvision"
+languages: "Aklo, Common, Fey; tongues"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +25, Athletics: +23, Crafting: +22, Deception: +28, Diplomacy: +26, Performance: +24, Stealth: +23, Survival: +24"
+abilityMods: [6, 4, 5, 3, 5, 7]
+speed: 30 feet, swim 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +22, __Ref__ +23, __Will__ +26"
+hp: 270
+health:
+ - name: ""
+ - name: HP
+ desc: "270; __Weaknesses__ cold iron 10; __Resistances__ poison 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Darting Legs"
+ desc: "`pf2:r` **Requirements** The jorogumo has their spider legs extended or has Changed Shape\n\n**Trigger** The jorogumo is targeted with an attack\n* * *\n\n**Effect** The jorogumo raises a leg, gaining a +2 circumstance bonus to AC against the triggering attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+27 ()\n__Damage__ 3d12 + 14 piercing plus jorogumo-venom"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+27 (agile)\n__Damage__ 3d8 + 14 slashing"
+
+ - name: "**Ranged** `pf2:1` Web"
+ desc: "+23 (range increment 60 feet)\n__Damage__ "
+
+ - name: "Occult Innate Spells"
+ desc: "DC 34, attack +26; __7th __ _[[Spells/Summon Animal|Summon Animal (Spiders Only)]]_; __4th __ _[[Spells/Outcast's Curse|Outcast's Curse (x3)]]_, _[[Spells/Suggestion|Suggestion (x3)]]_; __3rd __ _[[Spells/Mind Reading|Mind Reading (At Will)]]_; __1st __ _[[Spells/Charm|Charm (At Will)]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Tongues]]_ __(2nd)__ _[[Spells/Speak with Animals|Speak with Animals (Spiders Only)]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,occult,polymorph) The jorogumo takes on the appearance of any Small or Medium spider. This doesn't change their Speed or Strikes.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Jorogumo Venom"
+ desc: " (incapacitation,poison) **Saving Throw** DC 32 Fortitude check\n* * *\n\n**Maximum Duration** 4 hours\n\n**Stage 1** 3d6 poison damage and [[Conditions/Stupefied|Stupefied 1]] (1 round)\n\n**Stage 2** 3d6 poison damage and [[Conditions/Stupefied|Stupefied 2]] (1 round)\n\n**Stage 3** 4d6 poison damage and Stupefied 2 (1 round)\n\n**Stage 4** [[Conditions/Paralyzed|Paralyzed]] for 1d4 hours"
+
+ - name: "Spider Legs"
+ desc: "`pf2:1` (concentrate,occult,polymorph) **Requirements** The jorogumo is in humanoid form\n* * *\n\n**Effect** Eight large spider legs sprout from the jorogumo's back, granting them a 40-foot climb Speed and allowing them to use the Darting Legs reaction."
+
+ - name: "Web Trap"
+ desc: " A creature hit by the jorogumo's web attack is [[Conditions/Immobilized|Immobilized]] and stuck to the nearest surface, preventing the creature from moving.\n\nThe DC to [[Actions/Escape|Escape]] or [[Actions/Force Open|Force Open]] the web trap is 32."
+
+```
+
+```encounter-table
+name: Jorogumo
+creatures:
+ - 1: Jorogumo
+```
+
+
+
+Appearing as beautiful, well-dressed humans, jorogumo lurk in the high mountains and prey on travelers. These evil creatures can fully change into a giant spider or sprout spider legs from their backs, and they often keep giant spiders as pets. Jorogumo usually eat their prey, but some humanoids meet an even more gruesome fate as living incubators for jorogumo eggs. Though most jorogumos are solitary creatures, some have taken up worship of Norgorber and serve as valuable allies to thieves' guilds following that god's guise as the Gray Master.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Kangaroo.md b/content/mechanics/srd/Bestiary/Bestiary 3/Kangaroo.md
new file mode 100755
index 000000000..2c3a34308
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Kangaroo.md
@@ -0,0 +1,93 @@
+---
+title: "Kangaroo"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.JHiIbzJoYESK1Pqt"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/0
+statblock: inline
+name: "Kangaroo"
+level: 0
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Kangaroo"
+level: "Creature 0"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Scent (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +4, Athletics: +7, Survival: +3"
+abilityMods: [3, 2, 3, -4, 1, 1]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +7, __Ref__ +6, __Will__ +3"
+hp: 18
+health:
+ - name: ""
+ - name: HP
+ desc: "18"
+abilities_top:
+ - name: ""
+
+ - name: "Powerful Leaper"
+ desc: " The kangaroo doesn't need to Stride while attempting a [[Actions/Long Jump|Long Jump]], nor does it automatically fail if it doesn't."
+
+abilities_mid:
+ - name: ""
+ - name: "Defensive Shove"
+ desc: "`pf2:r` **Trigger** The kangaroo takes damage from an adjacent creature\n* * *\n\n**Effect** The kangaroo attempts to [[Actions/Shove|Shove]] the creature that damaged it."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+7 ()\n__Damage__ 1d4 + 3 slashing"
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+7 ()\n__Damage__ 1d6 + 3 slashing plus push"
+
+ - name: "[[Bestiary Ability Glossary/Push|Push]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Push in its damage entry\n* * *\n\n**Effect** The monster attempts to [[Actions/Shove|Shove]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance."
+
+```
+
+```encounter-table
+name: Kangaroo
+creatures:
+ - 1: Kangaroo
+```
+
+
+
+Kangaroos are marsupials distinguished by long faces, large ears, powerful back legs and tails, and a distinctive hopping gait. These generally placid herbivores are shy of other creatures, preferring to live in open grasslands where their keen ears and eyes can spot danger approaching from a distance.
+
+Male kangaroos develop powerful front limbs and exhibit a dominance behavior commonly known as "boxing." When two male kangaroos confront each other, they draw close; they then swat at their opponent with their front claws while also pulling their own heads back out of range. Kangaroos also occasionally rock back on their tails before delivering a blow with their heavily muscled hind legs. The claws on their back legs make these blows particularly deadly, and a kangaroo can disembowel an attacker with a single strike using this tactic.
+
+Like other marsupials, female kangaroos carry their young-called joeys-in a pouch on their bellies. They have only one such offspring at a time, although many females have several joeys in quick succession. These social animals largely gather for protection, but their social structures are similar to those found in herds of camels, horses, or pigs.
+
+Kangaroos don't make particularly good mounts, but this hasn't stopped the occasional adventurous gnome or halfling from trying. Such an attempt usually results in a seasick and dizzy rider being dumped unceremoniously from the animal's back or pouch, but some druids have found them to be loyal companions.
+
+In places where kangaroos are common, the animals are sometimes hunted for meat and can even provide a primary food supply to migratory communities due to their quick reproduction and ability to flee predators. People in other regions consider kangaroos a delicacy and often import their meat as a show of status in wealthy households.
+
+Several types of kangaroos have evolved, each living in a slightly different environment. Gray kangaroos are smaller than other varieties and dwell in open woodlands, most commonly on the southern reaches of the continent of Garund. Giant kangaroos, found primarily on the dry steppes of northern Casmaron, grow to twice the size of standard kangaroos, and the thunderous noise of their passing can be heard and felt from miles away. The kangaroo family also has several smaller relatives, including wallabies and pademelons. Some kangaroos exist in captivity in other parts of the world, but attempts to introduce them into other regions have-so far-largely failed.
+
+A large kangaroo can reach over 6 feet in height and weighs up to 200 pounds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Kappa.md b/content/mechanics/srd/Bestiary/Bestiary 3/Kappa.md
new file mode 100755
index 000000000..1ccddb16d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Kappa.md
@@ -0,0 +1,83 @@
+---
+title: "Kappa"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.s1L5GP5f9yeqou30"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/chaotic
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Kappa"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Kappa"
+level: "Creature 2"
+
+alignment: ""
+size: "Small"
+trait_01: [[amphibious]]
+trait_02: [[beast]]
+trait_03: [[chaotic]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: "Common, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +7, Medicine: +9, Survival: +7"
+abilityMods: [3, 4, 1, 1, 3, 1]
+speed: 15 feet, swim 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +7, __Ref__ +10, __Will__ +7"
+hp: 35
+health:
+ - name: ""
+ - name: HP
+ desc: "35"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Head Bowl"
+ desc: " The depression atop a kappa's head is filled with water. Spilling, evaporating, or otherwise removing all of the water from the top of a kappa's head reduces all their Speeds to 5 feet until the basin is again filled with water.\n\nA kappa who becomes [[Conditions/Prone|Prone]] must succeed at a DC 15 Reflex check save or spill their water, and a kappa who becomes unconscious automatically spills their water.\n\nIf a kappa is [[Conditions/Grabbed|Grappled]], [[Conditions/Restrained|Restrained]], or [[Conditions/Stunned|Stunned]], another creature can attempt to spill the water from their bowl by spending a single action, which has the attack and manipulate traits, to attempt an Athletics check against the kappa's Fortitude DC. On a success, the creature spills the kappa's water."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+11 (agile)\n__Damage__ 1d10 + 3 slashing"
+
+ - name: "Pull Arm"
+ desc: "`pf2:1` The kappa pulls one of their arms, gaining 10-foot reach with that arm. The opposing arm shrinks to little more than a hand extending from their shell. The kappa can still use their shortened hand to hold things, but they can't use that hand to wield a shield or weapon.\n\nBy spending a single action to pull their opposing arm, the kappa can return their arms to their original length."
+
+```
+
+```encounter-table
+name: Kappa
+creatures:
+ - 1: Kappa
+```
+
+
+
+Mischievous by nature, kappas delight in playing pranks on unsuspecting travelers. While not overtly malicious, kappa pastimes can be a significant nuisance to their victims, such as stealing the clothes of people while they bathe or snatching up unattended food from campfires. Kappas also enjoy proving their worth in competitions of strength and, despite their propensity for trickery, are known to be honorable competitors who keep their word and remain polite in conversation.
+
+While kappas vary in physical attributes from region to region, they're all amphibious, turtle-like humanoids with beaked mouths, webbed hands and feet, and slimy scales that range in color from bluish green to pale yellow. They often have black hair, arranged in a ring to accommodate the central depression atop a kappa's head. Water from a kappa's home lake, stream, or river fills these depressions, or head bowls, which are believed to be the source of their strength. Younger kappa are easily tricked into bowing and accidentally emptying the water out of their own head bowls. Losing this water makes the kappa lethargic. The longer a kappa's head bowl remains empty, the weaker they grow. While this issue rarely poses a serious danger for a kappa living near their home body of water, it can prove fatal to a more adventurous kappa.
+
+Kappas aren't inherently hostile and have been known to befriend lonely children and lend aid to stranded adventurers by providing directions or minor medical treatment. Still, many areas known to house kappas have signs both warning of the creatures' presence and encouraging travelers venturing over or through water to first toss in a cucumber, kappas' favorite food, in exchange for safe passage. Kappas put up some of these signs themselves to increase the likelihood of receiving a tasty treat.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Kasa-Obake.md b/content/mechanics/srd/Bestiary/Bestiary 3/Kasa-Obake.md
new file mode 100755
index 000000000..1e3ca5b09
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Kasa-Obake.md
@@ -0,0 +1,83 @@
+---
+title: "Kasa-Obake"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.n87iwGh9LwgKjhOW"
+tags:
+ - pf2e/creature/type/good
+ - pf2e/creature/type/kami
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Kasa-Obake"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Kasa-Obake"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[good]]
+trait_02: [[kami]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; "
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Diplomacy: +11, Intimidation: +11, Occultism: +11, Religion: +11, Society: +11, Stealth: +12"
+abilityMods: [2, 4, 1, 3, 5, 3]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +9, __Ref__ +12, __Will__ +13"
+hp: 65
+health:
+ - name: ""
+ - name: HP
+ desc: "65; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, paralyzed, poison, unconscious"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Fade Away"
+ desc: "`pf2:r` **Trigger** A creature damages the kasa-obake, and the kasa-obake is in dim light or darkness\n* * *\n\n**Effect** The kasa-obake fades from view and becomes [[Conditions/Concealed|Concealed]] to the triggering creature until the end of that creature's turn; if the kasa-obake was already concealed to the triggering creature due to the light level, they become [[Conditions/Hidden|Hidden]] instead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+14 (agile, finesse)\n__Damage__ 2d6 + 5 bludgeoning"
+
+ - name: "Jump Scare"
+ desc: " (emotion,fear,incapacitation,mental) If a kasa-obake successfully [[Actions/Demoralize|Demoralizes]] a creature and they were [[Conditions/Hidden|Hidden]] to the creature before the attempt to Demoralize, the creature must succeed at a DC 21 Will check save or be [[Conditions/Stunned|Stunned]] for 1 round."
+
+```
+
+```encounter-table
+name: Kasa-Obake
+creatures:
+ - 1: Kasa-Obake
+```
+
+
+
+The jerky stomping outside in the middle of the night belongs to the kasa-obake. Though their appearances vary, most kasa-obake resemble an umbrella with a humanoid leg or two protruding where one might expect a handle. It has one or two eyes and can have up to two arms, or no arms at all. Kasa-obake adore wordplay and puns and delight in learning new ones, especially as language evolves over time. Though they enjoy giving living creatures the occasional scare, kasa-obake rarely, if ever, attack.
+
+* * *
+
+Tsukumogami are intelligent, mobile objects formed from the union between a 100-year-old object and a kami. Tsukumogami range from harmless to malicious, each individual personality a result of how the object was treated before its awakening. Well-cared-for objects tend to birth helpful, friendly tsukumogami, while mistreated or abandoned objects twist into malevolent and violent beings.Most tsukumogami are, by nature, mischievous, and oftentimes want nothing more than to occupy the attention of living creatures.
+
+Tsukumogami can commonly be found in areas with a strong cultural belief in the value of caring for objects, which helps items survive long enough to become tsukumogami. Towns and villages with large tsukumogami populations are referred to as "sleepless towns" due to the nightly tsukumogami celebrations, which can become so raucous that they prevent the living residents from sleeping peacefully.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Khravgodon.md b/content/mechanics/srd/Bestiary/Bestiary 3/Khravgodon.md
new file mode 100755
index 000000000..5e30c291d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Khravgodon.md
@@ -0,0 +1,94 @@
+---
+title: "Khravgodon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ft9kFU8rByZ0u0RF"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Khravgodon"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Khravgodon"
+level: "Creature 9"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +21, Stealth: +18, Survival: +18"
+abilityMods: [6, 3, 5, -4, 3, 0]
+speed: 30 feet, burrow 15 feet, climb 15 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +20, __Ref__ +18, __Will__ +16; +2 circumstance to all saves vs. disease"
+hp: 160
+health:
+ - name: ""
+ - name: HP
+ desc: "160; __Resistances__ acid 10, poison 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Feign Death"
+ desc: "`pf2:r` **Trigger** The khravgodon is reduced below 70 HP\n* * *\n\n**Effect** The khravgodon collapses. It is [[Conditions/Off-Guard|Off-Guard]] and can use actions that require only its mind, but any other action ends the ruse.\n\nA successful DC 18 Perception check check to [[Actions/Seek|Seek]] or DC 18 Medicine check check to [[Actions/Recall Knowledge|Recall Knowledge]] is required to determine that the animal is not, in fact, dead."
+
+ - name: "Revived Retaliation"
+ desc: "`pf2:r` **Trigger** The khravgodon is attacked or disturbed by a creature within reach while Feigning Death\n* * *\n\n**Effect** The khravgodon Strikes the triggering creature."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 (deadly d12)\n__Damage__ 2d12 + 9 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile)\n__Damage__ 2d10 + 9 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+21 (reach 20 feet)\n__Damage__ 2d6 + 9 bludgeoning plus grab"
+
+ - name: "Crush Chitin"
+ desc: "`pf2:1` **Requirements** The khravgodon has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** The khravgodon bites the creature, dealing 2d12+9 piercing damage (DC 28 Fortitude check save) that ignores the first 5 of the target's Hardness or resistance to physical damage. On a failed save, the target also takes a -2 circumstance penalty to AC for 1 round.\n\n[[Bestiary Effects/Effect_ Crush Chitin|Effect: Crush Chitin]]"
+
+ - name: "Grasping Tail"
+ desc: " A khravgodon can drag a Large or smaller creature it has [[Conditions/Grabbed|Grabbed]] with its tail along with it when it Strides."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Khravgodon
+creatures:
+ - 1: Khravgodon
+```
+
+
+
+Few creatures can shrug off an ankhrav's acid and crunch its chitin like a khravgodon.
+
+* * *
+
+Few creatures have survived as long and in as many environments as the opossum.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Kimenhul.md b/content/mechanics/srd/Bestiary/Bestiary 3/Kimenhul.md
new file mode 100755
index 000000000..0b352149c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Kimenhul.md
@@ -0,0 +1,130 @@
+---
+title: "Kimenhul"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.3aSlqjuKeo7lu3TT"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/sahkil
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/20
+statblock: inline
+name: "Kimenhul"
+level: 20
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Kimenhul"
+level: "Creature 20"
+
+alignment: ""
+size: "huge"
+trait_01: [[evil]]
+trait_02: [[fiend]]
+trait_03: [[sahkil]]
+trait_04: [[unholy]]
+modifier: 35
+perception:
+ - name: "Perception"
+ desc: "+35; Darkvision, Truesight"
+languages: "Chthonian, Diabolic, Empyrean, Requian; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +36, Arcana: +33, Athletics: +38, Deception: +38, Occultism: +33, Religion: +35, Stealth: +36"
+abilityMods: [10, 8, 9, 5, 7, 7]
+speed: 45 feet, climb 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 45
+armorclass:
+ - name: AC
+ desc: "45 all-around vision; __Fort__ +33, __Ref__ +32, __Will__ +35"
+hp: 425
+health:
+ - name: ""
+ - name: HP
+ desc: "425; __Immunities__ death effects, fear effects; __Weaknesses__ holy 20"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Easy to Call"
+ desc: " A kimenhul's level is considered 2 lower for the purpose of being conjured by the [[Spells/Binding Circle|Binding Circle]] ritual (and potentially other rituals, at the GM's discretion), but it is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Special)]]"
+ desc: "`pf2:r` If the triggering creature is subject to an effect with the fear trait, the kimenhul can make two claw Strikes against the creature instead of one Strike.\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Feed on Fear"
+ desc: " The kimenhul regains 30 healing Hit Points at the start of its turn as long as any [[Conditions/Frightened|Frightened]] creature is within 100 feet of it."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+38 (magical, reach 15 feet, unholy)\n__Damage__ 4d12 + 18 piercing 3d6 spirit"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+38 (agile, magical, reach 15 feet, unholy)\n__Damage__ 4d8 + 18 slashing plus improved-grab 3d6 spirit plus improved-grab"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 42, attack +34; __9th __ _[[Spells/Confusion|Confusion]]_, _[[Spells/Dispel Magic|Dispel Magic (At Will)]]_, _[[Spells/Fear|Fear (At Will)]]_, _[[Spells/Mask of Terror|Mask of Terror (At Will)]]_, _[[Spells/Phantasmal Calamity|Phantasmal Calamity]]_, _[[Spells/Suggestion|Suggestion (At Will)]]_, _[[Spells/Warp Mind|Warp Mind]]_, _[[Spells/Weird|Weird]]_\n__Cantrips__ __(10th)__ _[[Spells/Detect Magic|Detect Magic]]_\n__Constant__ __(9th)__ _[[Spells/Hidden Mind|Mind Blank]]_, _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Eternal Fear"
+ desc: "`pf2:2` (divine,emotion,fear,incapacitation,mental) The kimenhul contorts its faces and presents itself to its enemies in a terrifying and traumatic display that causes lingering fear. Each creature within 100 feet that can observe the kimenhul must make a DC 42 Will check save.\n\nThey are then temporarily immune for 10 minutes.\n* * *\n\n**Critical Success** The target is unaffected.\n\n**Success** The target becomes [[Conditions/Frightened|Frightened 3]].\n\n**Failure** The target becomes [[Conditions/Frightened|Frightened 3]] and is [[Conditions/Fleeing|Fleeing]] as long as it's frightened. Even after recovering from the initial experience, the trauma is lodged in the target's mind for 1 year. Once per day, the kimenhul can communicate telepathically with the target for 1 minute as long as both creatures are on the same plane. Any time a creature under the effect of Eternal Fear is in a stressful situation (such as combat or intense social pressure), they must succeed at a DC 11 Flat check check or become [[Conditions/Frightened|Frightened 2]]. While Eternal Fear lasts, the target always becomes fleeing as long as it's frightened, regardless of the source of the fear. The target can attempt a new saving throw each week to remove these effects, but they can otherwise be removed only by powerful magic such as [[Spells/Wish|Wish]].\n\n**Critical Failure** As failure, but the effects are permanent and the target doesn't get to attempt a weekly save to end the effect."
+
+ - name: "Frightening Flurry"
+ desc: "`pf2:2` The kimenhul makes one jaws Strike and two claw Strikes against a single target, in any order. The target becomes [[Conditions/Frightened|Frightened]] with a condition value equal to the number of Strikes that hit it, to a maximum of frightened 3 if all three Strikes hit."
+
+ - name: "[[Bestiary Ability Glossary/Rend|Rend]]"
+ desc: "`pf2:1` Claw\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
+
+ - name: "Skip Between"
+ desc: "`pf2:1` (divine,teleportation) The kimenhul moves from the Material Plane to the Ethereal Plane or vice-versa, with the effects of [[Spells/Ethereal Jaunt|Ethereal Jaunt]] except that the effect has an unlimited duration and can be Dismissed.\n\nA summoned kimenhul can't use Skip Between."
+
+ - name: "Snatch Between"
+ desc: " When using Skip Between, the kimenhul can bring along any creatures it has [[Conditions/Grabbed|Grabbed]]."
+
+ - name: "Unsettled Mind"
+ desc: " Any creature affected by any of a kimenhul's mental spells or abilities becomes [[Conditions/Stupefied|Stupefied 3]] for the duration of that effect and for 1d4 rounds thereafter."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Kimenhul
+creatures:
+ - 1: Kimenhul
+```
+
+
+
+Among the strongest of their kind aside from the sahkil tormentors, kimenhuls work their craft to foment despair in those who fear failure, forming cycles of self-loathing. These powerful sahkils focus their attention on mortals who are seemingly at the peak of their ability yet harbor secret fears of inadequacy. A kimenhul's predations can leave an indelible mark on its victims. The kimenhul whispers threats and sends fears of crushing failure to its prey, seemingly originating from their own minds, a trauma that can be difficult to bear without help. These sahkils torment their prey as long as the hapless victims live, using their Eternal Fear ability every day to psychically remind their previous victims of their failings.
+
+Some unique kimenhuls find themselves in a position of leadership in Xibalba, where they carve out their own small kingdoms and direct groups of sahkils to help them find mortals to torment. They rule these nightmare kingdoms through terror, often delighting in tormenting new petitioners or scheming ways to work against their immortal foes.
+
+* * *
+
+Ages ago, when this cycle of the multiverse was still adolescent, a cabal of psychopomps who already felt bored and restrained in their role of ushering souls to their ultimate resting place rebelled against their station. It was this corruption of the cycle of souls that spawned the first sahkils.
+
+Ambivalent to the prescribed order of the multiverse and spiteful of mortals, sahkils delight in spreading fear and unease to all beings, clogging up the metaphysical cycle with anxiety-ridden mortals too scared to achieve their potential. These fiends have drastically changed from their dedicated psychopomp predecessors. They are creatures of spite and torment, fear and disgust. They exploit the most common and rare fears for their own perverse satisfaction, and they want nothing more than to frighten mortals and make them question their reason for existence.
+
+Most sahkils lurk on the Ethereal Plane, but they frequently invade the Material Plane to torment mortals and spread terror. They use their innate ability to slip between the veils of the Ethereal and Material effortlessly, often stalking their targets for days or weeks before enacting their devious plots.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Kirin.md b/content/mechanics/srd/Bestiary/Bestiary 3/Kirin.md
new file mode 100755
index 000000000..f398dab46
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Kirin.md
@@ -0,0 +1,105 @@
+---
+title: "Kirin"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.9lUwa8zYsJpiXgOL"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Kirin"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Kirin"
+level: "Creature 7"
+rare_03: [[Rare]]
+alignment: ""
+size: "Large"
+trait_01: [[air]]
+trait_02: [[beast]]
+trait_03: [[fire]]
+trait_04: [[good]]
+trait_05: [[lawful]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Empyrean, Sussuran; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Diplomacy: +19, Nature: +15, Religion: +15, Stealth: +17"
+abilityMods: [5, 6, 2, 2, 4, 6]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +13, __Ref__ +17, __Will__ +15"
+hp: 115
+health:
+ - name: ""
+ - name: HP
+ desc: "115; __Immunities__ fire"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Deflecting Gale"
+ desc: "`pf2:r` **Trigger** The kirin is targeted with a ranged Strike\n* * *\n\n**Effect** The kirin intensifies the wind around themself, gaining a +4 circumstance bonus to AC against the triggering attack."
+
+ - name: "Peaceful Aura"
+ desc: " (aura,divine,emotion,mental) 60 feet. Creatures within a kirin's peaceful aura attempting to use a hostile action must first attempt a DC 22 Will check save; on a failure, the hostile action is disrupted.\n\nIf a creature in the aura successfully uses a hostile action, it's temporarily immune to peaceful aura for 24 hours, and while it's temporarily immune, other creatures in the kirin's peaceful aura can perform hostile actions toward it without needing to attempt a Will save.\n\nA kirin can select creatures within their aura that can use hostile actions without needing to attempt a Will save."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+18 (magical)\n__Damage__ 2d10 + 8 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+18 (agile, magical)\n__Damage__ 2d8 + 8 piercing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 25, attack +17; __3rd __ _[[Spells/Calm|Calm Emotions (At Will)]]_, _[[Spells/Gust of Wind|Gust of Wind (x3)]]_, _[[Spells/Heal|Heal (x2)]]_; __1st __ _[[Spells/Detect Alignment|Detect Alignment (At Will)]]_\n__Cantrips__ __(4th)__ _[[Spells/Light|Light]]_\n__Constant__ __(4th)__ _[[Spells/Air Walk|Air Walk (Self Only)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (divine,fire) The kirin breathes fire in a 30-foot cone, dealing 8d6 fire damage (DC 25 Reflex check save).\n\nThe kirin can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Rearing Thrust"
+ desc: "`pf2:2` The kirin rushes forward, rears up on their hind legs, and descends upon their target with their horn. The kirin Strides and makes a horn Strike. If this Strike hits, it deals an additional 1d8 damage, and the target is knocked [[Conditions/Prone|Prone]]."
+
+```
+
+```encounter-table
+name: Kirin
+creatures:
+ - 1: Kirin
+```
+
+
+
+The rare and majestic antlered beast known as a kirin supposedly appear only in times of peace and prosperity or during the birth or death of a great sage. Thus, encountering a kirin is a sign of great fortune, success, and prosperity to come. Conversely, finding a kirin's corpse or witnessing their death is a portent of tragedy and misfortune. A kirin's song always precedes the sighting of one of these graceful creatures, a sound often mistaken for wind chimes gently dancing in the breeze.
+
+Kirin are chimeric creatures with the body of a stag, the tail of an ox, two horns atop their heads, and the scales and vibrant coloration of a dragon. Their majestic manes and beards constantly flow in the breeze, even on days with no wind, and sometimes appear wreathed in flames.
+
+As creatures that treasure life, kirin don't consume flesh, and they take great care not to kill even a single insect beneath their cloven hooves. They're the embodiment of peace yet will quickly strike down evil with a powerful thrust of their horns, knowing that their acts preserve the peace for those who might otherwise come to harm. Legends tell of particularly pious champions who have persuaded kirin to partner with them as mounts, though accomplishing such a feat is even rarer than the kirin.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Kishi.md b/content/mechanics/srd/Bestiary/Bestiary 3/Kishi.md
new file mode 100755
index 000000000..eb4627302
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Kishi.md
@@ -0,0 +1,100 @@
+---
+title: "Kishi"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.tkdxAgTV1erGIzyL"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Kishi"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Kishi"
+level: "Creature 8"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[fey]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Low-Light Vision"
+languages: "Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +18, Deception: +20, Diplomacy: +19, Society: +15, Stealth: +18"
+abilityMods: [6, 4, 1, 1, 2, 5]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +13, __Ref__ +18, __Will__ +17"
+hp: 138
+health:
+ - name: ""
+ - name: HP
+ desc: "138; __Weaknesses__ cold iron 10; __Resistances__ piercing 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 ()\n__Damage__ 2d10 + 9 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+20 (agile)\n__Damage__ 2d8 + 9 slashing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 27, attack +19; __1st __ _[[Spells/Charm|Charm (At Will)]]_"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d10+9 piercing, DC 26 Fortitude check ([[Conditions/Grabbed|Grabbed]] by jaws only)\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Head Spin"
+ desc: " The kishi switches between showing their attractive human face and their snarling hyena face. A kishi can use their innate spell and their Deception and Diplomacy skills only when their human face is showing, and they can use their jaws Strike only when their hyena face is showing."
+
+ - name: "Sudden Charge"
+ desc: "`pf2:2` The kishi Strides twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy."
+
+ - name: "Vicelike Jaws"
+ desc: " A creature [[Conditions/Grabbed|Grabbed]] in the kishi's jaws can barely speak; a creature must succeed at a DC 8 Flat check check to provide verbal components for spells, doing so in a choked whisper."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Kishi
+creatures:
+ - 1: Kishi
+```
+
+
+
+Kishis are duplicitous and murderous fey who dwell on the edges of Golarion's densest jungles. At first glance, kishis appear to be attractive humans, usually of a local ethnicity, but their full heads of thick hair conceal a second face: that of a snarling hyena. When a kishi lures their prey into a vulnerable situation, their head swivels around, revealing this fearsome visage. In this form, a kishi's powerful jaws are almost impossible to pry loose and can crush a victim's bones in a matter of moments.
+
+Kishi range widely in their physical features, and their height and weight vary as much as the people whose communities they infiltrate. They dress in fine clothing aligned with the latest fashion trends, and they wear flashy jewelry with the intention of drawing onlookers' eyes.
+
+Like most fey, a kishi has inscrutable motives, though to their victims, the kishi's goal seems simple-to revel in the expression of shock, betrayal, and terror on a victim's face. Although kishis can cast charm to make unwitting companions complacent, most of these sinister creatures prefer to trick their prey using guile, gifts, and their dashing good looks. These ultimate sadists derive pleasure from the thrill of the hunt as well as the delicious reward at the end. The more uptight, prudish, or haughty a target, the better-for nothing satisfies kishis as much as earning (and destroying) the trust of someone who rarely grants it.
+
+When kishis get their new friends or lovers alone, they choose the most dramatic moments to reveal their true monstrous forms and clamp their jaws down on their victim. Kishis have no desire to share their true nature with the entire community, so they typically aim for the throats of their victims, who can no longer cry out for help after being cut off from air. Kishis consume every part of their victims' bodies, leaving no trace of the crime-even lapping up any spilled blood, claiming the victim's treasures as their own, and cleaning the murder scene as much as possible.
+
+Few things can bind a community together as swiftly as uncovering a kishi. Once found out, a kishi flees, hoping to find a new community to prey upon.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Kitsune Trickster.md b/content/mechanics/srd/Bestiary/Bestiary 3/Kitsune Trickster.md
new file mode 100755
index 000000000..83d21132e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Kitsune Trickster.md
@@ -0,0 +1,95 @@
+---
+title: "Kitsune Trickster"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.BdBAkr0BVE62uFW8"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/kitsune
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Kitsune Trickster"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Kitsune Trickster"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[humanoid]]
+trait_03: [[kitsune]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; "
+languages: "Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Deception: +10, Diplomacy: +8, Nature: +6, Performance: +8, Thievery: +8"
+abilityMods: [0, 4, 0, 0, 2, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +6, __Ref__ +10, __Will__ +8"
+hp: 24
+health:
+ - name: ""
+ - name: HP
+ desc: "24"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Dagger|Dagger]], [[Equipment/Musical Instrument (Handheld)|Flute]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 (finesse)\n__Damage__ 1d6 + 2 slashing"
+
+ - name: "**Melee** `pf2:1` Dagger"
+ desc: "+10 (agile, finesse, versatile s)\n__Damage__ 1d4 + 2 piercing"
+
+ - name: "**Ranged** `pf2:1` Dagger"
+ desc: "+10 (agile, thrown 10 ft., versatile s)\n__Damage__ 1d4 + 2 piercing"
+
+ - name: "**Ranged** `pf2:1` Foxfire"
+ desc: "+12 (range 20 feet)\n__Damage__ 1d4 + 2 fire"
+
+ - name: "Divine Spontaneous Spells"
+ desc: "DC 18, attack +10; __1st __ (3 slots) _[[Spells/Charm|Charm]]_, _[[Spells/Fleet Step|Fleet Step]]_, _[[Spells/Runic Body|Magic Fang]]_\n__Cantrips__ __(1st)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Produce Flame|Produce Flame]]_, _[[Spells/Sigil|Sigil]]_, _[[Spells/Tangle Vine|Tanglefoot]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) The kitsune trickster transforms into the tailless form of a specific Medium human. The tailless form can't be altered and resembles the kitsune's fox-like humanoid form. While the kitsune trickster's alternate form is a Medium human, some kitsune have tailless forms of other humanoids, or a fox alternate form.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+```
+
+```encounter-table
+name: Kitsune Trickster
+creatures:
+ - 1: Kitsune Trickster
+```
+
+
+
+Kitsune are shapeshifting, fox-like humanoids who have been blessed by the spirits. They can shift from the form of a fox-headed humanoid into a specific alternate form unique to each kitsune, usually either a tailless form-such as a humanoid body without any fox features (typically of the prevalent ancestry where they grew up)-or a fox form. Kitsune revel in joy and beauty, often practicing storytelling, dance, and other creative arts. However, they also have a penchant for playing pranks on the joyless and self-important, earning them a reputation as tricksters. Favored by the goddess Daikitsu, kitsune seem to be almost supernaturally lucky, perpetually dodging danger by the narrowest margins.
+
+While kitsune settlements do exist, most kitsune are incredibly curious and often leave home at a young age to encounter new people and sights. Some kitsune spend years in their tailless form, living disguised among humanoids in urban or rural societies whose inhabitants have no clue of their true nature. Others go to the opposite extreme, spending most of their lives in the form of a fox, only to reveal themselves at the most opportune moment. For many kitsune, revealing their true form to someone is a sign of great trust, but it's also not uncommon for kitsune to display their dual nature openly.
+
+Kitsune's connection to the spiritual world grants them a number of magical abilities. Aside from their innate shapeshifting powers, kitsune naturally develop more potent magic as they mature, and they seem to effortlessly pick up skills that would rival the most practiced spellcasters. Those who truly apply themselves to honing their magic usually become remarkable at their craft.
+
+A kitsune is born with one tail, but as their magical powers grow, so do their number of tails. Elders blessed with great magical wisdom can have as many as nine, though according to popular legend, this level of power can take up to a thousand years to achieve.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Kodama.md b/content/mechanics/srd/Bestiary/Bestiary 3/Kodama.md
new file mode 100755
index 000000000..9c85b56b5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Kodama.md
@@ -0,0 +1,102 @@
+---
+title: "Kodama"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.fzYWJVatmjOubqAJ"
+tags:
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2e/creature/type/kami
+ - pf2e/creature/type/spirit
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Kodama"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Kodama"
+level: "Creature 5"
+
+alignment: ""
+size: "Small"
+trait_01: [[good]]
+trait_02: [[holy]]
+trait_03: [[kami]]
+trait_04: [[spirit]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision"
+languages: "Common; speak with plants, telepathy 50 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Athletics: +11, Nature: +14, Stealth: +13, Survival: +14"
+abilityMods: [2, 4, 5, 0, 5, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21 +1 status vs. evil creatures; __Fort__ +12, __Ref__ +11, __Will__ +14; +1 status to all saves vs. evil creatures"
+hp: 95
+health:
+ - name: ""
+ - name: HP
+ desc: "95; __Weaknesses__ cold iron 5; __Resistances__ unholy 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "Spiritual Rope"
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 50 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Ward"
+ desc: " (divine) Every kami is bound to a ward: a specific animal, plant, object, or location. A kami can merge with or emerge from their ward as a single action, which has the concentrate trait. While merged, the kami can observe their surroundings with their usual senses as well as the senses of their ward, but can't move, communicate with, or control their ward. Additionally, a kami merged with their ward recovers Hit Points each minute as if they spent an entire day resting.\n\nA kodama's ward is a specific tree."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Distracting Gaze"
+ desc: " (aura,divine,visual) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 23 Will check save. The kodama can activate or deactivate this aura by using a single action, which has the concentrate trait.\n* * *\n\n**Success** The creature is unaffected.\n\n**Failure** The creature is [[Conditions/Fascinated|Fascinated]]. This condition ends if the creature ends its turn outside the aura.\n\n**Critical Failure** As failure, plus the creature is [[Conditions/Slowed|Slowed 1]] as long as it remains fascinated."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+13 (agile, finesse)\n__Damage__ 2d6 + 4 bludgeoning"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 23, attack +15; __5th __ _[[Spells/Nature's Pathway|Tree Stride]]_; __2nd __ _[[Spells/One with Plants|Tree Shape]]_\n__Cantrips__ __(3rd)__ _[[Spells/Ghost Sound|Ghost Sound]]_\n__Constant__ __(4th)__ _[[Spells/Speak with Plants|Speak with Plants]]_"
+
+ - name: "Spiritual Rope"
+ desc: " (divine) The kodama spends 1 minute to fashion an enchanted straw rope out of nearby materials. The rope can be wrapped around other kami creatures to protect them from fell forces.\n\nA kami who wears a _spiritual rope_ gains resistance 5 to unholy, a +1 status bonus to AC against evil creatures, and a +1 status bonus to saving throws against effects from evil creatures.\n\nA kodama always wears a _spiritual rope_, and they can have one other _spiritual rope_ in existence at a time. Creating a new rope beyond these two releases the magic of one other rope of the kodama's choosing. A _spiritual rope_ around a creature other than a kodama loses its magic after 24 hours or if it's taken outside of the kodama's forest."
+
+```
+
+```encounter-table
+name: Kodama
+creatures:
+ - 1: Kodama
+```
+
+
+
+A kodama is a type of kami who inhabits a tree. Kodama commonly appear in old Tian forests, especially old-growth forests far removed from civilization. In the Forest of Spirits in Minkai, for example, so many trees are possessed by kodama that a traveler might pass by hundreds, if not thousands, of these beings while journeying through a single acre of woodland.
+
+Kodama try their utmost to protect their sacred trees, but a single kodama is a minor obstacle to most oni or others who have no qualms about desecrating forests or harvesting them for natural resources. Like trees in a forest, kodama are most powerful in great numbers and among other kami, whom they can bolster with their magical straw ropes while distracting strong enemies with their mesmerizing presence.
+
+On the other hand, kodama bear no ill will toward those who respect their wards, even allowing druids and other deferential creatures to dwell within their bounds. They might even subtly guide lost travelers out of the forest or back to safety.
+
+* * *
+
+Kami are divine nature spirits native to the lands of Tian Xia, far to the east of the Inner Sea region. They serve as guardians of natural objects and places they protect-their "wards"-and are ancient enemies of the oni. Kami can merge with their wards, allowing them to surreptitiously watch anyone who treads upon their sacred grounds. Kami leave those who they deem harmless alone, but the spirits fight vigilantly to scare away anyone perceived as a threat. Kami choose their own wards, though many mortals seek to attract them to sites that might require protection, leading to a proliferation of certain trees, statues, gates, and other symbolic elements in areas where kami are known to dwell.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Kokogiak.md b/content/mechanics/srd/Bestiary/Bestiary 3/Kokogiak.md
new file mode 100755
index 000000000..a8d8f7c0a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Kokogiak.md
@@ -0,0 +1,94 @@
+---
+title: "Kokogiak"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.rSwxGYQtvNXR7RP8"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Kokogiak"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Kokogiak"
+level: "Creature 12"
+
+alignment: ""
+size: "huge"
+trait_01: [[beast]]
+trait_02: [[evil]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +27, Deception: +23, Stealth: +21, Survival: +21"
+abilityMods: [7, 5, 7, 1, 5, 5]
+speed: 40 feet, swim 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +25, __Ref__ +19, __Will__ +21"
+hp: 215
+health:
+ - name: ""
+ - name: HP
+ desc: "215; __Resistances__ cold 15"
+abilities_top:
+ - name: ""
+
+ - name: "Voice Imitation"
+ desc: " Kokogiaks can mimic the sounds of a person in distress by attempting a Deception check to [[Actions/Lie|Lie]]. The kokogiak has a +4 circumstance bonus to this check."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+26 (reach 20 feet)\n__Damage__ 3d10 + 10 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+26 (reach 15 feet)\n__Damage__ 3d6 + 10 slashing"
+
+ - name: "Mauling Rush"
+ desc: "`pf2:3` The kokogiak Strides up to its Speed. It can make up to four claw Strikes at any point during this movement, each against a different target. These attacks count toward the kokogiak's multiple attack penalty, but the multiple attack penalty doesn't increase until after the kokogiak makes all of its attacks."
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " The kokogiak's Strikes deal an additional 2d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+ - name: "Tormented Snarl"
+ desc: "`pf2:2` (auditory,illusion,mental,primal) Using their voice imitation abilities, a kokogiak emits the horrific wails of its former victims. Each creature within 120 feet takes 4d6 mental damage and must attempt a DC 32 Will check save.\n\nA creature frightened by this ability is [[Conditions/Off-Guard|Off-Guard]] to the kokogiak.\n* * *\n\n**Critical Success** The creature is unaffected and is temporarily immune for 1 minute.\n\n**Success** The creature takes half damage and becomes [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature takes full damage and becomes [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature takes double damage, becomes [[Conditions/Frightened|Frightened 3]], and is [[Conditions/Fleeing|Fleeing]] until the end of its next turn."
+
+ - name: "Trackless Step"
+ desc: " The kokogiak always gains the benefits of [[Actions/Cover Tracks|Cover Tracks]] in natural surroundings, even while moving at full speed."
+
+```
+
+```encounter-table
+name: Kokogiak
+creatures:
+ - 1: Kokogiak
+```
+
+
+
+As deadly on land as in the water, kokogiaks are one of the most feared predators of the tundra. From a distance they might be mistaken for a frightfully large polar bear, but anyone unfortunate enough to see one up close will notice the creature's six additional legs and disturbingly elongated neck before meeting an untimely end. These ursine monstrosities stalk their prey tirelessly across ice and snow; they're also powerful swimmers, lurking under the ice to burst up and ambush unsuspecting creatures on the surface or diving for a marine meal.
+
+As if numerous claws and a brutal bite weren't concerning enough, these nightmare-inducing creatures can be wickedly deceptive, luring their prey out in winter storms. The cunning kokogiak imitates the sounds of a creature in distress, deceiving its target into abandoning the safety of their shelter and embarking on an ill-fated rescue attempt. Those who live in arctic realms have learned to respond with caution upon hearing cries for help during a long winter night.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Kongamato.md b/content/mechanics/srd/Bestiary/Bestiary 3/Kongamato.md
new file mode 100755
index 000000000..f69f8df49
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Kongamato.md
@@ -0,0 +1,97 @@
+---
+title: "Kongamato"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Zt8dXtUcAgjRBi2v"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Kongamato"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Kongamato"
+level: "Creature 11"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision"
+languages: "Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +22, Athletics: +24, Intimidation: +20, Stealth: +20, Survival: +19"
+abilityMods: [7, 3, 5, -1, 2, 3]
+speed: 30 feet, fly 130 feet, swim 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +22, __Ref__ +20, __Will__ +19; +1 status to all saves vs. magic"
+hp: 190
+health:
+ - name: ""
+ - name: HP
+ desc: "190; __Immunities__ paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Tail Only)]]"
+ desc: "`pf2:r` Tail only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+24 (magical, reach 15 feet)\n__Damage__ 2d12 + 13 piercing plus boat-breaker,grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+24 (agile, reach 10 feet)\n__Damage__ 2d8 + 13 slashing"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+22 (agile, reach 15 feet)\n__Damage__ 2d10 + 11 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+22 (agile, reach 20 feet)\n__Damage__ 2d8 + 11 bludgeoning"
+
+ - name: "Boat Breaker"
+ desc: " A kongamato's beak is supernaturally hard. Their beak Strikes ignore half the Hardness of any object they hit."
+
+ - name: "Flying Strafe"
+ desc: "`pf2:2` The kongamato Flies up to their fly Speed and makes two wing Strikes at any point during that movement. Each Strike must target a different creature."
+
+ - name: "Wailing Dive"
+ desc: "`pf2:2` The kongamato Flies while emitting a terrifying screech. Each creature the kongamato flies over must succeed at a DC 30 Will check save or become [[Conditions/Frightened|Frightened 1]] ([[Conditions/Frightened|Frightened 2]] on a critical failure).\n\nAfter attempting their saves, the creatures are temporarily immune for 1 hour. At the end of their movement, the kongamato can make a beak Strike."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Kongamato
+creatures:
+ - 1: Kongamato
+```
+
+
+
+Though they resemble pterosaurs and hail from a similar era, kongamatos are actually a primeval branch of dragonkind. They aren't particularly intelligent and lack the powerful magical abilities that many of their dragon kindred command, but a kongamato has a supernaturally strong beak that can punch through incredibly dense substances. While this beak might seem like a valuable trophy for hunters, its magic dies with the kongamato, and all attempts to integrate them into weapons have failed.
+
+Though they dwell in swamps and other still waters, kongamatos prefer to hunt in rivers and streams, since running water delivers new prey on a regular basis. The predators hunt everything, and they are well aware their powerful beaks can sink boats and rafts. They even possess a semblance of draconic greed. While they care little for the material wealth or societal power, kongamatos claim large hunting territories, violently attacking any would-be rivals and ravenously slaughtering large animals in their territory, leaving carcasses half-eaten with little regard for whether they'll still have meals in the future.
+
+When a kongamato claims a territory that encapsulates a community, the people there have no choice but to hunt down the vicious predator or hire adventurers to do so on their behalf. Kongamatos' hunger is such that a single one can devastate entire herds of livestock and threaten the safety of the entire community. Unlike their draconic relatives, kongamatos ignore attempts to bargain with them, and efforts to appease them through regular sacrifices have no effect.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Kovintus Geomancer.md b/content/mechanics/srd/Bestiary/Bestiary 3/Kovintus Geomancer.md
new file mode 100755
index 000000000..79a57c3a7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Kovintus Geomancer.md
@@ -0,0 +1,96 @@
+---
+title: "Kovintus Geomancer"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.vylkHXvRTatSlBgi"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/kovintus
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Kovintus Geomancer"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Kovintus Geomancer"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+trait_02: [[kovintus]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Low-Light Vision"
+languages: "Common, Fey, Kovintal"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +8, Nature: +11, Survival: +9"
+abilityMods: [3, 3, 1, 0, 4, -1]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +8, __Ref__ +8, __Will__ +11"
+hp: 40
+health:
+ - name: ""
+ - name: HP
+ desc: "40; __Resistances__ air 5, earth 5, plant 5, water 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Mace|Mace]], [[Equipment/Sling|Sling]], 10x [[Equipment/Sling Bullets|Sling Bullets]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Nature's Rebirth"
+ desc: " (primal) When slain, a kovintus immediately and permanently transforms into a part of the natural environment: a stone outcropping in a rocky area, a rivulet near a body of water, a young tree in a forest, or a low-lying cloud atop a high mountain. This ability has the trait appropriate to the environment (such as air, earth, plant, or water). This piece of the environment looks ordinary to most, but other kovintus can easily identify this as their kin. A kovintus slain far from any appropriate terrain transforms into a feature matching the terrain where they were born."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Mace"
+ desc: "+12 (shove)\n__Damage__ 1d6 + 6 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Sling"
+ desc: "+12 (propulsive, range increment 50 feet, reload 1)\n__Damage__ 1d6 + 4 bludgeoning"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 21, attack +13; __2nd __ _[[Spells/Entangling Flora|Entangle]]_, _[[Spells/Gust of Wind|Gust of Wind]]_, _[[Spells/Mist|Obscuring Mist]]_, _[[Spells/Pummeling Rubble|Pummeling Rubble]]_\n__Constant__ __(3rd)__ _[[Spells/Environmental Endurance|Endure Elements]]_, _[[Spells/Vanishing Tracks|Pass Without Trace]]_, _[[Spells/Water Breathing|Water Breathing]]_"
+
+ - name: "Nature's Chosen"
+ desc: "DC 21, attack +13; __3rd __ (1 slots) _[[Spells/Crashing Wave|Crashing Wave]]_, _[[Spells/One with Stone|Meld into Stone]]_, _[[Spells/Wall of Thorns|Wall of Thorns]]_, _[[Spells/Wall of Wind|Wall of Wind]]_"
+
+ - name: "Nature's Chosen"
+ desc: " Once per day, the kovintus can cast a 3rd-rank primal innate spell. They can do so only if a spell with a corresponding trait was cast within 10 feet of the kovintus since the start of their last turn (including if the kovintus Cast the Spell).\n\nThe traits and the spells they grant are as follows:\n\n* [[Spells/Wall of Wind|Wall of Wind]] for air\n* [[Spells/One with Stone|One with Stone]] for earth\n* [[Spells/Wall of Thorns|Wall of Thorns]] for plant\n* [[Spells/Crashing Wave|Crashing Wave]] for water"
+
+```
+
+```encounter-table
+name: Kovintus Geomancer
+creatures:
+ - 1: Kovintus Geomancer
+```
+
+
+
+Kovintus are reclusive humanoids with an inborn talent for geomancy that ties them intrinsically to nature. Not only can they call upon the magic of nature, it also calls to them in return, turning them into an element of the surrounding terrain when they die. One of the strongest traditions in kovintus culture is making maps to chronicle the places their loved ones have become one with the landscape.
+
+Kovintus live in small groups in natural places far from larger civilizations. A typical kovintus settlement consists of natural houses built into the environment around a central meeting place. The form fits the terrain, with dwellings nestled into crags on a mountain or forming a windbreak on a plain. Though kovintus beliefs can greatly differ based on their home terrain, many of these creatures believe their intrinsic commonality through nature links them more intimately than such superficial differences.
+
+Once, all kovintus lived in their ancient home, the Valley-a place of bounty and natural splendor unheard of in the modern world. This paradise was lost in ancient times, and the kovintus set out in small groups to find new homes. Today, any valley kovintus come upon is called merely an "echo" of the true Valley. Rather than seeking their original valley, kovintus believe the cycles of nature will someday bring about a new home with the same grandeur.
+
+Kovintus faith calls for respect rather than reverence. When traveling away from home, kovintus believe it's crucial to respect any local deities who have built the land they stand upon, and pay them tribute with small offerings.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Krampus.md b/content/mechanics/srd/Bestiary/Bestiary 3/Krampus.md
new file mode 100755
index 000000000..c3389cf46
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Krampus.md
@@ -0,0 +1,118 @@
+---
+title: "Krampus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Yinx823SFInjqlFw"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/21
+statblock: inline
+name: "Krampus"
+level: 21
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Krampus"
+level: "Creature 21"
+rare_03: [[Unique]]
+alignment: ""
+size: "Large"
+trait_01: [[evil]]
+trait_02: [[humanoid]]
+trait_03: [[unholy]]
+modifier: 38
+perception:
+ - name: "Perception"
+ desc: "+38; Scent (Imprecise) 60 Feet, See the Unseen"
+languages: "Common; tongues"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +36, Athletics: +39, Intimidation: +42, Society: +35, Stealth: +39, Survival: +38, Festival Lore: +35"
+abilityMods: [10, 7, 10, 6, 6, 10]
+speed: 60 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 46
+armorclass:
+ - name: AC
+ desc: "46; __Fort__ +39, __Ref__ +34, __Will__ +35"
+hp: 380
+health:
+ - name: ""
+ - name: HP
+ desc: "380; __Immunities__ cold, death effects; __Weaknesses__ holy 15; __Resistances__ physical 20"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Spiked Chain|+3 Greater Striking Cold Iron Spiked Chain]]"
+ - name: "Blizzard Sight"
+ desc: " Krampus ignores circumstance penalties to visual Perception checks due to ice or snow, as well as [[Conditions/Concealed|Concealment]] due to ice or snow."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 120 feet. DC 42 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Limited Immortality"
+ desc: " Though Krampus still needs to eat, drink, and sleep, he doesn't age and can't die of old age. If Krampus is killed, a new Krampus forms elsewhere in the world after a year's time.\n\nThe new Krampus retains the memories of the previous iteration and likely holds a grudge against whoever killed him the year before. If a method to disrupt this cycle exists, it has yet to be discovered by mortals."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Spiked Chain"
+ desc: "+42 (disarm, finesse, magical, reach 60 feet, trip, unholy)\n__Damage__ 3d8 + 18 slashing plus improved-grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+41 (agile, magical, reach 10 feet)\n__Damage__ 4d6 + 25 slashing plus improved-grab"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+41 (magical)\n__Damage__ 4d10 + 25 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 42, attack +34; __9th __ _[[Spells/Cursed Metamorphosis|Baleful Polymorph (x2)]]_, _[[Spells/Cone of Cold|Cone of Cold (x2)]]_, _[[Spells/Wall of Ice|Wall of Ice]]_\n__Cantrips__ __(10th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Ray of Frost|Ray of Frost]]_, _[[Spells/Sigil|Sigil]]_, _[[Spells/Tangle Vine|Tanglefoot]]_\n__Constant__ __(9th)__ _[[Spells/Air Walk|Air Walk]]_, _[[Spells/See the Unseen|See Invisibility]]_, _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Capture"
+ desc: "`pf2:1` (attack) **Requirements** Krampus has a Medium or smaller creature [[Conditions/Grabbed|Grabbed]]\n* * *\n\n**Effect** Krampus attempts to stuff the grabbed creature into his basket, attempting an Athletics check check against the target's Reflex DC. If he succeeds, the creature is shoved into Krampus's basket and Krampus's spiked chain or claw is freed for future Strikes.\n\nThe captured creature is [[Conditions/Grabbed|Grabbed]], [[Conditions/Slowed|Slowed 1]], and subjected to Krampus's regression ability at the start of each round it is captured.\n\nIf the victim [[Actions/Escape|Escapes]] (DC 48), it climbs out of the basket. A captured creature can attack the interior of the basket, but only with unarmed attacks or weapons of light Bulk or less, against an AC of 40. If the captured creature deals 40 slashing or piercing damage, the basket is broken and all the creatures inside spill out. A creature that gets free by either Escaping or by someone breaking the basket is deposited in a square of their choosing adjacent to Krampus.\n\nThe basket is an extradimensional space, so the weight of the creatures within doesn't count against Krampus's Bulk limit. Up to four Small creatures or two Medium creatures can fit in the basket at one time.\n\nKrampus can [[Actions/Repair|Repair]] the basket as a 2-action activity that doesn't require tools. If the basket is lost or destroyed, Krampus can create a new one with 1 hour of work. The basket functions as a normal sack if used by anyone other than Krampus."
+
+ - name: "Punish the Naughty"
+ desc: "`pf2:1` (concentrate) Krampus designates a single target he can see as \"naughty.\" He gains a +2 circumstance bonus to Perception checks when he [[Actions/Seek|Seeks]] the naughty target and a +2 circumstance bonus to Survival checks to [[Actions/Track|Track]] the naughty target.\n\nOn melee attacks against the naughty target, Krampus's spiked chain gains the agile trait. In addition, when Krampus [[Conditions/Grabbed|Grabs]] the naughty target, he can attempt to Capture them as a free action. Krampus can have only one naughty target at a time."
+
+ - name: "Regression"
+ desc: " (curse,polymorph,primal) A creature that starts their turn Captured in Krampus's basket must attempt a DC 44 Fortitude check save or be regressed back to their childhood.\n\nThe target shrinks one size. In addition, all of the target's proficiencies of expert and better are reduced to trained, which might restrict the use of certain feats.\n\nThe effect persists for 24 hours, after which the target regains their normal size and their proficiencies return to normal. A creature currently under the effects of regression can't be further affected by this ability.\n\n[[Bestiary Effects/Effect_ Regression|Effect: Regression]]"
+
+ - name: "Snowstep"
+ desc: " Krampus ignores difficult terrain and greater difficult terrain caused by snow and ice, and he leaves no tracks when moving through areas of snow or ice."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Krampus
+creatures:
+ - 1: Krampus
+```
+
+
+
+Krampus is a tall, goatlike humanoid with a pointed nose, swept-back horns, and hooved feet. His long, greasy tongue continually flickers out from his mouth, occasionally licking droplets of spittle from his dark brown fur. He wields a set of iron chains that act as an extension of his will. Krampus is never seen without a wicker basket draped over one shoulder, its bottom often stained with the blood of his victims. Krampus stands a little over 14 feet tall and weighs nearly 1,000 pounds.
+
+Krampus's origin is unknown; residents of the small towns and villages he terrorizes in northern Irrisen believe the creature has always existed, coming forth once a year to punish those he deems wicked. While many legends have been told about Krampus's beginning, the most popular of them starts with a handful of mountain towns under the protection of a circle of druids. After a series of harsh winters that the townsfolk barely survived, they began to doubt the power of the druids and their rituals. As the villagers grew more resentful, the druid circle took drastic action. Under the light of a blue moon, the druids opened an imperfect portal to the primal realm of the fey and called forth the most powerful spiritual essence they could, and a new creature was born-Krampus. However, unknown to the druids, the portal had been corrupted by the villagers' bitter resentment and doubt. Instead of a central figure to lead them in winter celebrations, as they had hoped, the druids had spawned a monster who sought to punish those who had behaved selfishly during lean times.
+
+Recognizing their error, the druids sought to banish their creation. They tracked Krampus down as he slept and shackled him in cold iron chains, hoping to subdue him and force him back to the First World. But Krampus was no fey, and cold iron held no power over him. When he awoke, he ripped the chains free, claimed them as his own, and tracked down the druids who had dared try to capture him. After their betrayal, Krampus can see no good in any mortal and longs only to punish the wicked for their selfish misdeeds.
+
+To this day, Krampus takes vicious delight in transforming his victims into the petulant children before killing them, and no manner of sacrifice can appease him. Luckily for any nearby villages, Krampus stalks their streets but once a year.
+
+Locals believe that Krampus makes his lair among the deep crevasses of ice somewhere within the Winterwall Glacier, which lines Avistan's northernmost reaches. No adventurer has yet braved the treacherous expanse to find and defeat him.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Kuchisake-Onna.md b/content/mechanics/srd/Bestiary/Bestiary 3/Kuchisake-Onna.md
new file mode 100755
index 000000000..35d7d4218
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Kuchisake-Onna.md
@@ -0,0 +1,91 @@
+---
+title: "Kuchisake-Onna"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.N0U7gFqFUAzFZzRy"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/14
+statblock: inline
+name: "Kuchisake-Onna"
+level: 14
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Kuchisake-Onna"
+level: "Creature 14"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+trait_02: [[evil]]
+trait_03: [[lawful]]
+modifier: 28
+perception:
+ - name: "Perception"
+ desc: "+28; Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +28, Athletics: +22, Intimidation: +27, Stealth: +26"
+abilityMods: [4, 8, 4, 5, 6, 5]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +22, __Ref__ +28, __Will__ +24"
+hp: 252
+health:
+ - name: ""
+ - name: HP
+ desc: "252; __Weaknesses__ mental 10; __Resistances__ slashing 15"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "2x Silver Scissors"
+abilities_mid:
+ - name: ""
+ - name: "Compulsive Counting"
+ desc: " When numerous small items are scattered before the kuchisake-onna, they compulsively begins to count them. The kuchisake-onna becomes [[Conditions/Off-Guard|Off-Guard]] to all creatures for 1d4 rounds."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Silver Scissors"
+ desc: "+30 (agile, backstabber, fatal d12, finesse)\n__Damage__ 3d6 + 12 slashing"
+
+ - name: "Am I Pretty?"
+ desc: "`pf2:1` The kuchisake-onna asks a single adjacent target, \"Am I pretty?\" The target must attempt a DC 35 Will check save. If it fails, it is [[Conditions/Immobilized|Immobilized]] for 1 round, and if it critically fails, it is [[Conditions/Paralyzed|Paralyzed]] for 1 round, though still able to respond to the question; this is a mental effect.\n\nIf the target responds \"No\", the kuchisake-onna makes two silver scissors Strikes against the target. If the target responds \"Yes\", the kuchisake-onna makes no Strikes this turn and must use Even Now? as their next action (waiting until the first action of their next turn, if necessary). If the target otherwise responds in a confusing or noncommittal manner, the kuchisake-onna becomes [[Conditions/Off-Guard|Off-Guard]] to all creatures for 1 round but can otherwise act normally."
+
+ - name: "Even Now?"
+ desc: "`pf2:1` **Requirements** An adjacent creature previously targeted by Am I Pretty? answered \"Yes\"\n* * *\n\n**Effect** The kuchisake-onna takes off their mask, revealing their slit face and asking, \"Even now?\" The target must attempt a DC 35 Will check save.\n\nIf it fails, it is [[Conditions/Immobilized|Immobilized]] for 1 round, and if it critically fails, it is [[Conditions/Paralyzed|Paralyzed]] for 1 round, though still able to respond to the question; this is a mental effect.\n\nWhether the target responds \"Yes\" or \"No\", the kuchisake-onna makes two silver scissors Strikes against the target."
+
+ - name: "Lingering Enmity"
+ desc: " The kuchisake-onna's silver scissors Strikes are manifestations of the toxic malice that created them and vanish when the kuchisake-onna is destroyed.\n\nWhen the kuchisake-onna has less than half their maximum Hit Points remaining, this concentrated enmity begins to leak out and make their attacks more vicious. Their silver scissors Strikes deal 6d6 persistent bleed damage.\n* * *\n\n_Note: Due to a later published errata this persistent damage is doubled on a critical hit. Due to the high damage potential for this creature's level that interaction may not be intended._"
+
+ - name: "[[Bestiary Ability Glossary/Rend|Rend]]"
+ desc: "`pf2:1` Silver Scissors\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
+
+```
+
+```encounter-table
+name: Kuchisake-Onna
+creatures:
+ - 1: Kuchisake-Onna
+```
+
+
+
+A kuchisake-onna, or slit-mouthed woman, is a tall, masked figure who moves with an eerie grace. These horrors are infamous for trapping hapless mortals and asking them, "Am I pretty?" A "no" response leads to a gruesome death wrought by the silver scissors the kuchisake-onna carries. A "yes" prompts them to remove their mask, revealing the scars and cuts running from ear to ear, giving the impression of a terrible, ever-present grin. They then open their mouth to reveal sharp, needle-like teeth and ask another question: "Even now?" A "no" leads to the same gory death, while a "yes" prompts them to use their silver scissors and make the same cuts on the target's face while repeating: "Then I will make you like me."
+
+There are a handful of methods to weasel out of this otherwise no-win scenario. Answering noncommittally, saying the kuchisake-onna looks "okay," or throwing several small, countable objects like rice or candy often provides enough time to run while the monster is distracted. Few are foolish enough to attack the kuchisake-onna, and those that live to tell the tale speak of a flashing flurry of scissor blades that match even a swordmaster's prowess.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Kurobozu.md b/content/mechanics/srd/Bestiary/Bestiary 3/Kurobozu.md
new file mode 100755
index 000000000..ed9b7d350
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Kurobozu.md
@@ -0,0 +1,95 @@
+---
+title: "Kurobozu"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.mkl8gCTSAsHnld4e"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Kurobozu"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Kurobozu"
+level: "Creature 6"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[lawful]]
+trait_03: [[undead]]
+trait_04: [[unholy]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Athletics: +15, Stealth: +14, Monastic Lore: +11"
+abilityMods: [5, 4, 2, 1, 4, 2]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +12, __Ref__ +16, __Will__ +14"
+hp: 90
+health:
+ - name: ""
+ - name: HP
+ desc: "90, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+17 (agile, magical)\n__Damage__ 1d6 + 8 bludgeoning plus sagebane 1d4 void plus sagebane"
+
+ - name: "Black Apoxia"
+ desc: " (disease) The target can't recover from the fatigued condition caused by black apoxia until the disease is cured\n\n**Saving Throw** DC 24 Fortitude check\n* * *\n\n**Stage 1** carrier with no ill effect (1 day)\n\n**Stage 2** [[Conditions/Drained|Drained 1]] and [[Conditions/Fatigued|Fatigued]] (1 day)\n\n**Stage 3** [[Conditions/Drained|Drained 2]] and fatigued (1 day)\n\n**Stage 4** dead"
+
+ - name: "Brawling Critical"
+ desc: " When the kurobozu scores a critical hit with an unarmed attack, the target must succeed at a DC 22 Fortitude check save or be [[Conditions/Slowed|Slowed 1]] until the end of its next turn."
+
+ - name: "Sagebane"
+ desc: " (occult) When the kurobozu damages a living creature with an unarmed Strike, the target must succeed at a DC 24 Fortitude check save or become [[Conditions/Stupefied|Stupefied 1]] for 1 minute.\n\nFurther damage dealt by the kurobozu resets the duration to 1 minute and increases the stupefied value by 1 on a failed save, to a maximum of stupefied 4."
+
+ - name: "Steal Breath"
+ desc: "`pf2:2` (incapacitation,occult) **Requirements** The kurobozu is adjacent to a living creature that is [[Conditions/Paralyzed|Paralyzed]], [[Conditions/Slowed|Slowed]], [[Conditions/Stunned|Stunned]], or [[Conditions/Unconscious|Unconscious]]\n* * *\n\n**Effect** The kurobozu leans over and sucks the breath from the target, who must attempt a DC 22 Fortitude check save. Regardless of the result, the creature is exposed to black apoxia and its breath reeks of carrion for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature can't speak for 1 minute.\n\n**Failure** The creature becomes [[Conditions/Sickened|Sickened 2]] and can't speak for 1 minute.\n\n**Critical Failure** As failure, plus the creature falls [[Conditions/Unconscious|Unconscious]] and begins suffocating."
+
+ - name: "Stunning Flurry"
+ desc: "`pf2:1` **Frequency** once per round\n* * *\n\n**Effect** The kurobozu makes two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses, and the target must succeed at a DC 22 Fortitude check save or be [[Conditions/Stunned|Stunned 1]] (or [[Conditions/Stunned|Stunned 3]] on a critical failure); this save has the incapacitation trait."
+
+```
+
+```encounter-table
+name: Kurobozu
+creatures:
+ - 1: Kurobozu
+```
+
+
+
+A monk who violated their monastic vows in life might arise after death to become an undead horror known as a kurobozu. These predators feast upon the breath of mortals, creeping on twisted limbs into bedrooms to steal the life from sleeping victims. This act of feeding leaves its mark on the victim in the form of a vile scent of rot on the victim's breath and a debilitating disease that eventually results in exhaustion and finally death.
+
+Kurobozus retain echoes of their ascetic training, enabling them to suck the breath from debilitated foes in the midst of battle. Their malevolent cunning combined with ascetic discipline helps them concoct elaborate and lengthy schemes to enact their jealous revenge. Few kurobozus are convincing enough to persuade their onetime allies to break their own oaths, but this doesn't stop them from making the attempt.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Kushtaka.md b/content/mechanics/srd/Bestiary/Bestiary 3/Kushtaka.md
new file mode 100755
index 000000000..cdb46df24
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Kushtaka.md
@@ -0,0 +1,101 @@
+---
+title: "Kushtaka"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.sqGAbLJR9aSRxQf7"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Kushtaka"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Kushtaka"
+level: "Creature 4"
+
+alignment: ""
+size: "Small"
+trait_01: [[amphibious]]
+trait_02: [[beast]]
+trait_03: [[evil]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Athletics: +9, Deception: +11, Stealth: +11"
+abilityMods: [3, 5, 2, 0, 4, 3]
+speed: 25 feet, swim 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +8, __Ref__ +13, __Will__ +12"
+hp: 40
+health:
+ - name: ""
+ - name: HP
+ desc: "40; __Resistances__ physical 5"
+abilities_top:
+ - name: ""
+
+ - name: "Canine Vulnerability"
+ desc: " Dogs and other canines are natural enemies of kushtaka. Canine animals, including creatures transformed into a canine using [[Spells/Animal Form|Animal Form]] or a similar effect, ignore the kushtaka's resistance to physical attacks.\n\nIn addition, a canine with imprecise scent can use it as a precise sense when detecting a kushtaka."
+
+ - name: "Null Spirit"
+ desc: " Kushtaka exist completely separated from their mortal souls, making them immune to the effects of haunts and most effects from incorporeal spirits and undead, but also unaware of their presence; incorporeal undead are both [[Conditions/Invisible|Invisible]] and inaudible to them. Incorporeal spirits and undead can affect a kushtaka only with effects that manifest in the physical world.\n\nFor instance, a ghost mage casting a [[Spells/Fireball|Fireball]] or a poltergeist throwing objects could harm the kushtaka, but a ghost commoner's Frightful Moan and ghostly hand Strike would not."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Persuasive Rebuttal"
+ desc: "`pf2:r` **Trigger** A creature fails a check to Strike or Demoralize the kushtaka\n\n**Requirements** The kushtaka has a _charm_ spell available\n* * *\n\n**Effect** The kushtaka casts [[Spells/Charm|Charm]] on the target."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+14 (finesse)\n__Damage__ 2d8 + 5 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+14 (agile, finesse)\n__Damage__ 2d6 + 5 slashing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 21, attack +13; __2nd __ _[[Spells/Charm|Charm (x2)]]_, _[[Spells/Invisibility|Invisibility (x2)]]_, _[[Spells/Sleep|Sleep]]_\n__Cantrips__ __(2nd)__ _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_\n__Constant__ __(2nd)__ _[[Compendium.pf2e.spells-srd.Item.FzAtX8yXBjTaisJK|Undetectable Alignment]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph,primal) The kushtaka takes on the specific appearance of a unique Small or Medium humanoid. Every time the kushtaka uses this ability, it takes on the same chosen form, though it can use non-magical disguises to further alter its appearance. This doesn't change the kushtaka's Speed or its attack and damage bonuses with its Strikes, though it does change the damage to an appropriate type, typically bludgeoning.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Kushtaka
+creatures:
+ - 1: Kushtaka
+```
+
+
+
+Kushtaka, or "land otters" as they are sometimes known, are devious shapeshifters. They propagate by luring a humanoid away from the shelter of their home and slowly transforming the kidnapped creature into a new kushtaka. Kushtaka have an easier time transforming willing prey, so they prefer to use their shapeshifting ability and innate magical powers to convince their chosen targets to follow them away to a kushtaka village.
+
+Once a humanoid has been lured to a kushtaka village, they slowly begin to change, a bit at a time, until their body transforms fully into that of a kushtaka and ejects their mortal soul. These ejected souls often linger before giving rise to ghosts or haunts, though the kushtaka themselves are unaware of the souls' presence, having completely forgotten who they once were due to the magic that transformed them.
+
+Kushtaka can be a scourge to small human villages, slowly pilfering villagers away one person at a time. This might mean the kushtaka village displaces the human one, or leaves the human village unable to survive with too small a population to hunt, fish, defend against threats, or raise the next generation.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Lampad Queen.md b/content/mechanics/srd/Bestiary/Bestiary 3/Lampad Queen.md
new file mode 100755
index 000000000..da3907f45
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Lampad Queen.md
@@ -0,0 +1,112 @@
+---
+title: "Lampad Queen"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.tqyG8uZe5nLNZ1IY"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/nymph
+ - pf2eMonster
+ - pf2e/creature/level/15
+statblock: inline
+name: "Lampad Queen"
+level: 15
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Lampad Queen"
+level: "Creature 15"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[earth]]
+trait_03: [[fey]]
+trait_04: [[nymph]]
+modifier: 27
+perception:
+ - name: "Perception"
+ desc: "+27; Darkvision"
+languages: "Aklo, Common, Fey, Petran, Sakvroth; stone tell"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +27, Athletics: +28, Deception: +31, Diplomacy: +33, Intimidation: +33, Nature: +27, Occultism: +27, Performance: +29, Society: +25, Stealth: +27"
+abilityMods: [3, 8, 7, 4, 4, 8]
+speed: 30 feet, climb 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 39
+armorclass:
+ - name: AC
+ desc: "39; __Fort__ +26, __Ref__ +29, __Will__ +25"
+hp: 234
+health:
+ - name: ""
+ - name: HP
+ desc: "234; __Weaknesses__ cold iron 10"
+abilities_top:
+ - name: ""
+
+ - name: "Cavern Empathy"
+ desc: " The lampad queen can use Diplomacy to [[Actions/Make an Impression|Make an Impression]] on and make very simple [[Actions/Request|Requests]] of subterranean animals, plants, and fungi, as well as stones."
+
+ - name: "[[Creature Family Ability Glossary/(Nymph Queen) Tied to the Land|Tied to the Land]]"
+ desc: " A lampad queen is intrinsically tied to a specific underground region, usually a cave system. As long as the queen is healthy, the environment is exceptionally resilient, allowing the lampad queen to automatically attempt to counteract spells and rituals such as [[Spells/Blight|Blight]] that would harm the environment, with a +30 counteract modifier and a counteract rank of 8.\n\nWhen the lampad queen becomes physically or psychologically unhealthy, however, her warded region eventually becomes twisted or unhealthy as well. In that case, restoring the lampad queen swiftly heals the entire region."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Creature Family Ability Glossary/(Nymph Queen) Nymph's Beauty|Nymph's Beauty]]"
+ desc: " (aura,emotion,incapacitation,mental,primal,visual) 30 feet. Creatures that start their turn in the aura must succeed at a DC 33 Will check save or be [[Conditions/Confused|Confused]] by the lampad queen's unearthly beauty for 1 minute. While confused by this effect, the creature's confused actions never include harming the lampad queen."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Earthen Fist"
+ desc: "+29 (agile, finesse)\n__Damage__ 3d10 + 9 bludgeoning 1d6 mental"
+
+ - name: "**Ranged** `pf2:1` Light Wisp"
+ desc: "+29 (magical, range increment 60 feet)\n__Damage__ 2d8 + 9 mental 2d6 fire 2d6 vitality"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 38, attack +30; __8th __ _[[Spells/Earthquake|Earthquake]]_; __7th __ _[[Spells/Energy Aegis|Energy Aegis]]_, _[[Spells/Regenerate|Regenerate]]_, _[[Spells/Volcanic Eruption|Volcanic Eruption]]_; __6th __ _[[Spells/Petrify|Flesh to Stone]]_; __5th __ _[[Spells/Death Ward|Death Ward]]_, _[[Spells/Magic Passage|Passwall]]_, _[[Spells/Wall of Stone|Wall of Stone]]_; __4th __ _[[Spells/Fly|Fly]]_, _[[Spells/Unfettered Movement|Freedom of Movement]]_, _[[Spells/Mountain Resilience|Stoneskin]]_; __3rd __ _[[Spells/Earthbind|Earthbind]]_, _[[Spells/Haste|Haste]]_, _[[Spells/Slow|Slow]]_; __2nd __ _[[Spells/Animal Messenger|Animal Messenger]]_, _[[Spells/Enlarge|Enlarge]]_, _[[Spells/Faerie Fire|Faerie Fire]]_, _[[Spells/Resist Energy|Resist Energy]]_; __1st __ _[[Spells/Ant Haul|Ant Haul]]_, _[[Spells/Fleet Step|Fleet Step]]_, _[[Spells/Gust of Wind|Gust of Wind]]_, _[[Spells/Summon Plant or Fungus|Summon Plant or Fungus]]_\n__Cantrips__ __(8th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Electric Arc|Electric Arc]]_, _[[Spells/Guidance|Guidance]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Stabilize|Stabilize]]_"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 38, attack +30; __8th __ _[[Spells/Pummeling Rubble|Pummeling Rubble]]_; __7th __ _[[Spells/Heal|Heal]]_; __4th __ _[[Spells/Shape Stone|Shape Stone]]_; __3rd __ _[[Spells/One with Stone|Meld into Stone (At Will)]]_; __2nd __ _[[Spells/Faerie Fire|Faerie Fire]]_\n__Cantrips__ __(8th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_\n__Constant__ __(6th)__ _[[Spells/Speak with Stones|Stone Tell]]_"
+
+ - name: "[[Creature Family Ability Glossary/(Nymph Queen) Change Shape|Change Shape]]"
+ desc: "`pf2:1` (polymorph,primal) Lampad queens can transform between their original form, which looks much like a typical nymph of their kind, and any Small or Medium humanoid form, typically choosing a version of their natural form that more closely resembles a humanoid.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Despairing Weep"
+ desc: "`pf2:1` (auditory,emotion,mental,primal) **Frequency** once per round\n* * *\n\n**Effect** The lampad queen begins a heart-wrenching fit of weeping, inspiring sympathetic sobbing in nearby creatures. Each non-lampad creature within 120 feet who hears the lampad's weeping must succeed at a DC 36 Will check save with the effects of [[Spells/Wave of Despair|Wave of Despair]]."
+
+ - name: "[[Creature Family Ability Glossary/(Nymph Queen) Focus Beauty|Focus Beauty]]"
+ desc: "`pf2:1` (emotion,incapacitation,mental,primal,visual) The nymph queen focuses her beauty upon a target within her aura. The creature must attempt a DC 33 Will check save. On a failure, it is affected as if by the nymph queen's nymph's beauty aura; if it was already affected by the aura, the conflicting emotions from the lampad queen's beauty intensify, causing the target to no longer get a flat check to end the confusion when it takes damage. The lampad queen can use a single action, which has the concentrate trait, to focus the emotions of a [[Conditions/Confused|Confused]] creature toward a particular emotion, causing it to spend its next turn sobbing uncontrollably, fawning over the lampad queen, or otherwise performing no actions beyond experiencing its emotions.\n\nRegardless of the save, the target is temporarily immune to Focus Beauty until the start of the lampad queen's next turn."
+
+ - name: "[[Creature Family Ability Glossary/(Nymph Queen) Inspiration|Inspiration]]"
+ desc: "`pf2:3` (emotion,mental,primal) A lampad queen can inspire a single intelligent creature by giving that creature a token of her favor, typically a lock of her hair. As long as the creature carries her token and remains in good standing with the lampad queen, the creature gains a +1 status bonus to all Crafting checks, Performance checks, and Will saves.\n\nIf a lampad queen grants her Inspiration to a bard and they are that bard's muse, the bard gains an additional benefit depending on their muse theme: for lore muse, the bard also gains a +1 status bonus to all Lore checks; for maestro muse, the status bonus to Performance checks increases to +2 for the purpose of determining the effects of compositions; for polymath muse, the bard gains a +4 status bonus to untrained skill checks; and for all other muses, the Will save bonus increases to +2 against fey.\n\n[[Bestiary Effects/Effect_ Nymph Queen's Inspiration|Effect: Nymph Queen's Inspiration]]"
+
+```
+
+```encounter-table
+name: Lampad Queen
+creatures:
+ - 1: Lampad Queen
+```
+
+
+
+Lampad queens are capricious monarchs and protectors of vast underground domains, regarded in ballads and tales as allies and foes, monsters and muses. Lampad queens have a particular animosity for the many predominantly evil underground ancestries, such as drow and duergar, and they are particularly fond of bats. Many lampad queens have nykteras as favored attendants.
+
+* * *
+
+Nymphs are fey guardians of nature possessed of great beauty and forms that meld breathtaking humanoid features with the natural elements they guard. Nymph queens are powerful nymphs who rule over and protect a much greater territory of untouched wilderness. For instance, a lampad might guard a beautiful underground cavern, but a lampad queen might call an entire system of caves their domain.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Lampad.md b/content/mechanics/srd/Bestiary/Bestiary 3/Lampad.md
new file mode 100755
index 000000000..bb7bcfed6
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Lampad.md
@@ -0,0 +1,91 @@
+---
+title: "Lampad"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ILNcO3twHkROPdX0"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/nymph
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Lampad"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Lampad"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[earth]]
+trait_03: [[fey]]
+trait_04: [[nymph]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision"
+languages: "Aklo, Common, Fey, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +12, Athletics: +9, Diplomacy: +14, Nature: +10, Occultism: +11, Performance: +14, Society: +9, Stealth: +12"
+abilityMods: [0, 5, 4, 2, 3, 5]
+speed: 25 feet, climb 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +11, __Ref__ +14, __Will__ +12"
+hp: 85
+health:
+ - name: ""
+ - name: HP
+ desc: "85; __Weaknesses__ cold iron 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Cavern Dependent"
+ desc: " A lampad is mystically bonded to a single cavern or other self-contained underground area and must remain within 300 feet of it.\n\nIf they move beyond that range, they become [[Conditions/Sickened|Sickened 1]] and are unable to recover. They must attempt a DC 19 Fortitude check save every hour or increase the sickened value by 1 (to a maximum of sickened 4).\n\nAfter 24 hours, they become [[Conditions/Drained|Drained 1]], with this value increasing by 1 every additional 24 hours. A lampad can perform a 24-hour ritual to bond to a new cavern."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Earthen Fist"
+ desc: "+14 (agile, finesse)\n__Damage__ 2d10 + 2 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Light Wisp"
+ desc: "+14 (magical, range increment 30 feet)\n__Damage__ 1d8 + 2 mental 1d6 fire 1d6 vitality"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 22, attack +14; __4th __ _[[Spells/Shape Stone|Shape Stone]]_; __3rd __ _[[Spells/One with Stone|Meld into Stone (At Will)]]_, _[[Spells/Pummeling Rubble|Pummeling Rubble]]_; __2nd __ _[[Spells/Faerie Fire|Faerie Fire]]_, _[[Spells/Heal|Heal]]_\n__Cantrips__ __(4th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_"
+
+ - name: "Weep"
+ desc: "`pf2:1` (auditory,emotion,mental,primal) **Frequency** once per round\n* * *\n\n**Effect** The lampad begins a heart-wrenching fit of weeping, inspiring sympathetic sobbing in nearby creatures. Each non-lampad creature within 30 feet who hears the lampad's weeping must succeed at a DC 20 Will check save or be unable to use reactions for 1 round and [[Conditions/Slowed|Slowed 1]] on its next turn as it sobs uncontrollably."
+
+```
+
+```encounter-table
+name: Lampad
+creatures:
+ - 1: Lampad
+```
+
+
+
+Lampads protect dark, hidden places underground. Not only do they defend subterranean caverns from threats, but they also safeguard well-meaning innocents from the dangers that lurk below the surface. Lampads are so-named for the wisps of magic light they often carry, guiding the lost to safety while luring threats to their doom. Lampads' mercurial nature makes their reactions difficult to predict, though they rarely demonstrate outright malice without sufficient provocation.
+
+* * *
+
+Nymphs are fey guardians of nature possessed of great beauty and forms that meld breathtaking humanoid features with the natural elements they guard. Nymph queens are powerful nymphs who rule over and protect a much greater territory of untouched wilderness. For instance, a lampad might guard a beautiful underground cavern, but a lampad queen might call an entire system of caves their domain.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Lava Worm Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Lava Worm Swarm.md
new file mode 100755
index 000000000..098205a05
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Lava Worm Swarm.md
@@ -0,0 +1,83 @@
+---
+title: "Lava Worm Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.86EhQtVnALajRTMd"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Lava Worm Swarm"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Lava Worm Swarm"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[swarm]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Tremorsense (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Stealth: +12"
+abilityMods: [-1, 3, 4, -5, 1, -4]
+speed: 15 feet, burrow 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +15, __Ref__ +12, __Will__ +8"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60; __Immunities__ fire, precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 4, splash damage 4, water 8; __Resistances__ bludgeoning 4, piercing 8, slashing 8"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+attacks:
+ - name: ""
+
+ - name: "Swarming Bites"
+ desc: "`pf2:1` Each enemy in the swarm's space takes 3d6 fire damage (DC 22 Reflex check save).\n\nCreatures that fail this save become [[Conditions/Sickened|Sickened 1]] from the swarm's painful bites."
+
+```
+
+```encounter-table
+name: Lava Worm Swarm
+creatures:
+ - 1: Lava Worm Swarm
+```
+
+
+
+A single finger-length bore worm is unpleasant but mostly innocuous. Ten thousand bore worms, on the other hand, pose a formidable threat to even seasoned adventurers. The countless worms form a roiling, rancid mass of acid and pain, capable of delivering a hideous death to any person or beast unable to escape them. Unfortunately for any creature other than a bore worm, most encounters involve swarms.
+
+* * *
+
+These Darklands vermin produce corrosive, noxious slime and deliver agonizing bites, whether as a revolting, wriggling swarm of finger-length worms or a single massive, lurching beast. Among Darklands communities, most inhabitants regard bore worms much in the same way surface cultures speak of maggots or cockroaches-with general disdain and revulsion. Children consider catching a single bore worm and using it to torment others a rite of passage, albeit a dangerous one.
+
+Dwelling in the deepest, hottest reaches of the Darklands, these bizarre creatures consume not living matter but minerals and rare earths. They're most often found near volcanoes or open magma and will swim through the lava in pursuit of a meal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Ledalusca.md b/content/mechanics/srd/Bestiary/Bestiary 3/Ledalusca.md
new file mode 100755
index 000000000..74efe6f39
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Ledalusca.md
@@ -0,0 +1,95 @@
+---
+title: "Ledalusca"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.XG6zxLU9F8G0KMAw"
+tags:
+ - pf2e/creature/type/cold
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Ledalusca"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Ledalusca"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[cold]]
+trait_02: [[elemental]]
+trait_03: [[water]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +8, Deception: +5, Stealth: +9, Thievery: +7"
+abilityMods: [4, 3, 2, 0, 2, 1]
+speed: 25 feet, swim 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +8, __Ref__ +9, __Will__ +6"
+hp: 40
+health:
+ - name: ""
+ - name: HP
+ desc: "40; __Immunities__ cold, paralyzed, poison, sleep; __Weaknesses__ fire 5"
+abilities_top:
+ - name: ""
+
+ - name: "Recall Reflection"
+ desc: " (illusion,primal) A ledalusca can recall and replay any reflection ever cast on its surface, although it must still [[Actions/Seek|Seek]] to consciously notice fine or significant details."
+
+abilities_mid:
+ - name: ""
+ - name: "Shell Block"
+ desc: "`pf2:r` **Trigger** The ledalusca takes physical damage from an attack\n\n**Requirements** The ledalusca's shell is frozen (see Freeze Shell)\n* * *\n\n**Effect** The ledalusca angles their shell to absorb the blow, gaining resistance 5 to the triggering damage. If they take bludgeoning or fire damage after applying this resistance, their frozen shell shatters until they freeze a new one."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Wave"
+ desc: "+10 ()\n__Damage__ 1d6 + 4 bludgeoning plus push"
+
+ - name: "**Ranged** `pf2:1` Ice Shard"
+ desc: "+9 (deadly d6, thrown 20 ft.)\n__Damage__ 1d6 + 4 piercing 1d4 cold"
+
+ - name: "Freeze Shell"
+ desc: "`pf2:1` (cold,manipulate) The ledalusca freezes their surface into a translucent, faintly colored ice sculpture matching the mirror image of a Medium creature or object they have seen before. While in this form, instead of a wave, they have the following Strike:\n\n**Melee** `pf2:1` ice shell +10/+5/+0, **Damage** 1d4 cold damage\n\nThe physical damage is a type that matches the new shape of the ledalusca's frozen shell. The ledalusca can revert to their liquid form by taking this action again."
+
+ - name: "Hold Still"
+ desc: "`pf2:1` (concentrate) Until the next time they act, the ledaluca appears to be either an ice sculpture (if under the effects of Freeze Shell) or a pool of still water (if not). They have an automatic result of 28 on Deception checks and DCs to pass as what they appear to be."
+
+ - name: "[[Bestiary Ability Glossary/Push|Push]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Push in its damage entry\n* * *\n\n**Effect** The monster attempts to [[Actions/Shove|Shove]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance."
+
+```
+
+```encounter-table
+name: Ledalusca
+creatures:
+ - 1: Ledalusca
+```
+
+
+
+Ledaluscas are reflective water elementals that can bring forth images previously reflected on their surfaces and wholly freeze themselves in the shapes of what they reflected. They explore and protect the calmest boundaries of the icy regions of the Plane of Water, where ice forms in shiny, flawless sheets.
+
+Insatiably curious, their eagerness propels some ledaluscas to pickpocket interesting-looking objects to play with. Others travel to different planes to locate, observe, and reflect a wider variety of creatures than those on their home plane. They pretend to be ice sculptures or still pools for this purpose, especially if they can find a spot in a high-traffic area to inhabit. Despite their perfect mimicry, ledaluscas are unable to create an appearance from scratch, nor can they adjust the appearance they take on or combine elements of different reflections. Some of them find this disheartening, like artists vexed by a lack of creativity.
+
+One of the strangest encounters a ledalusca can experience is with a creature or object that has no reflection. A ledalusca can see a vampire, for example, but is unable to reproduce its image. For a creature that effectively has an unlimited memory for images, this proves utterly confusing. The vague memory of the encounter sticks in the ledalusca's mind like a splintering a humanoid's finger.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Leng Ghoul.md b/content/mechanics/srd/Bestiary/Bestiary 3/Leng Ghoul.md
new file mode 100755
index 000000000..5a747a514
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Leng Ghoul.md
@@ -0,0 +1,101 @@
+---
+title: "Leng Ghoul"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.mcm56LMBPIse6ine"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dream
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/ghoul
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Leng Ghoul"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Leng Ghoul"
+level: "Creature 10"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[dream]]
+trait_03: [[evil]]
+trait_04: [[ghoul]]
+trait_05: [[undead]]
+trait_06: [[unholy]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision"
+languages: "Aklo, Common, Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Arcana: +19, Athletics: +19, Occultism: +21, Religion: +19, Stealth: +21"
+abilityMods: [5, 7, 5, 3, 5, 6]
+speed: 25 feet, burrow 25 feet, climb 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 29
+armorclass:
+ - name: AC
+ desc: "29; __Fort__ +18, __Ref__ +21, __Will__ +19; +1 status to all saves vs. vitality"
+hp: 180
+health:
+ - name: ""
+ - name: HP
+ desc: "180, void healing; __Immunities__ cold, death effects, disease, paralyzed, poison, unconscious"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Scroll of 4th-rank Spell|Scroll of Confusion (Level 4)]], [[Equipment/Scroll of 4th-rank Spell|Scroll of Fly (Level 4)]]"
+ - name: "Erudite"
+ desc: " Leng ghouls can cast arcane, divine, and occult spells from scrolls, with a spell DC of 28 and a spell attack roll of +20."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+23 (finesse)\n__Damage__ 2d8 + 8 piercing plus ghoul-ghoul-fever,ghoul-paralysis"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+23 (agile, finesse)\n__Damage__ 2d6 + 8 slashing plus ghoul-paralysis"
+
+ - name: "Absorb Memories"
+ desc: "`pf2:1` (manipulate) **Requirements** The Leng ghoul is adjacent to the corpse of a creature that retains flesh on its bones\n* * *\n\n**Effect** The Leng ghoul devours a chunk of the corpse and regains 6d6 healing Hit Points. At the same time, they also absorb some of the memories stored in the flesh from when the corpse was alive, gaining a +1 status bonus to all skill checks for 10 minutes.\n\nThe Leng ghoul can immediately attempt an Occultism check to learn one non-secret memory the corpse had when it was alive (use the standard DC for the creature's level). The exact memory learned is determined by the GM but is typically something of use to the Leng ghoul. The memory can't be one the creature was trying to keep secret unless the check was a critical success.\n\nA Leng ghoul can Absorb Memories from any given corpse only once.\n\n[[Bestiary Effects/Effect_ Absorb Memories|Effect: Absorb Memories]]"
+
+ - name: "[[Creature Family Ability Glossary/(Ghoul) Ghoul Fever|Leng Ghoul Fever]]"
+ desc: " (disease) **Saving Throw** DC 28 Fortitude check\n* * *\n\n**Stage 1** carrier with no ill effect (1 day)\n\n**Stage 2** 4d8 void damage and regains half as many Hit Points from all healing (1 day)\n\n**Stage 3** as stage 2 (1 day)\n\n**Stage 4** 4d8 void damage and gains no benefit from healing (1 day)\n\n**Stage 5** as stage 4 (1 day)\n\n**Stage 6** dead, and rises as a Leng ghoul the next sunset."
+
+ - name: "[[Creature Family Ability Glossary/(Ghoul) Paralysis|Paralysis]]"
+ desc: " (incapacitation,occult) Any living creature hit by a Leng ghoul's attack must succeed at a DC 28 Fortitude check save or become [[Conditions/Paralyzed|Paralyzed]]. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save."
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " A Leng ghoul deals an extra 2d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Leng Ghoul
+creatures:
+ - 1: Leng Ghoul
+```
+
+
+
+In the icy nightmare dimension of Leng, ghouls with hoofed feet gather in morbid groups to worship and research, forming societies that mockingly mimic (and in their opinion, surpass) those of the living. Most worship the malevolent gods of the Elder Mythos and see the living as little more than fodder who will eventually die and provide memories for Leng ghouls to consume and absorb. Not all Leng ghouls are evil, but most are, and even those who aren't possess sardonic senses of humor and grisly appetites that make them disturbing allies at best.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Levaloch.md b/content/mechanics/srd/Bestiary/Bestiary 3/Levaloch.md
new file mode 100755
index 000000000..e9d5f87c5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Levaloch.md
@@ -0,0 +1,116 @@
+---
+title: "Levaloch"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.NvgO2ntTztWMdOTF"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/devil
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Levaloch"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Levaloch"
+level: "Creature 7"
+
+alignment: ""
+size: "Large"
+trait_01: [[construct]]
+trait_02: [[devil]]
+trait_03: [[evil]]
+trait_04: [[fiend]]
+trait_05: [[lawful]]
+trait_06: [[unholy]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Greater Darkvision"
+languages: "Diabolic, Empyrean; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Athletics: +17, Intimidation: +14, Religion: +14"
+abilityMods: [6, 3, 4, 2, 3, 1]
+speed: 30 feet, climb 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +17, __Ref__ +14, __Will__ +12; +1 status to all saves vs. magic"
+hp: 105
+health:
+ - name: ""
+ - name: HP
+ desc: "105; __Immunities__ fire, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; __Weaknesses__ holy 5; __Resistances__ physical 5 (except silver)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Hellstrider"
+ desc: " A levaloch ignores the effects of non-magical difficult terrain. They take no damage from caltrops or from damaging terrain that deals physical, acid, or cold damage.\n\nA levaloch can move through liquids up to 5 feet deep at their full Speed."
+
+abilities_mid:
+ - name: ""
+ - name: "Phalanx Fighter"
+ desc: " All devils of equal or lower level adjacent to a levaloch gain a +1 circumstance bonus to their AC as the levaloch shields them from harm.\n\n[[Bestiary Effects/Effect_ Phalanx Fighter|Effect: Phalanx Fighter]]"
+
+ - name: "Stable Stance"
+ desc: " A levaloch gains a +2 circumstance bonus to their Fortitude DC against being Shoved and to other saving throws to resist being moved against their will."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Trident"
+ desc: "+19 (magical, unholy)\n__Damage__ 2d8 + 9 piercing plus merciless-thrust 1d6 spirit plus merciless-thrust"
+
+ - name: "**Ranged** `pf2:1` Trident"
+ desc: "+16 (magical, thrown 20 ft., unholy)\n__Damage__ 2d8 + 9 piercing 1d6 spirit"
+
+ - name: "**Ranged** `pf2:1` Barbed Net"
+ desc: "+16 (magical, range increment 20 feet, unholy)\n__Damage__ "
+
+ - name: "Rituals"
+ desc: "_Infernal Pact_"
+
+ - name: "Barbed Net"
+ desc: " When a levaloch hits a creature with their barbed net, the net wraps around the target, which becomes [[Conditions/Clumsy|Clumsy 1]] and takes a -10-foot circumstance penalty to its Speeds. If the Strike was a critical success, the target is also [[Conditions/Immobilized|Immobilized]].\n\nWhen a creature [[Actions/Escape|Escapes]] (DC 22), or if the Strike misses, the net crumbles into rust.\n\nEach time a creature attempts to Escape, it takes 1d6 slashing damage from the net's barbs, regardless of whether the attempt succeeds.\n\n[[Bestiary Effects/Effect_ Barbed Net|Effect: Barbed Net]]"
+
+ - name: "Forge Weapon"
+ desc: "`pf2:1` (manipulate) A levaloch reforges part of their barbed iron substance into a new _+1 [[Equipment/Striking|Striking]] trident_ or barbed net. Their previous trident crumbles to rust.\n\nWhen the levaloch is destroyed, any tridents or barbed nets they created crumble to rust."
+
+ - name: "Merciless Thrust"
+ desc: " When a levaloch hits a creature that has the [[Conditions/Clumsy|Clumsy]], [[Conditions/Enfeebled|Enfeebled]], [[Conditions/Immobilized|Immobilized]], or [[Conditions/Restrained|Restrained]] conditions with a melee trident Strike, the Strike deals an additional 2d6 damage."
+
+```
+
+```encounter-table
+name: Levaloch
+creatures:
+ - 1: Levaloch
+```
+
+
+
+Fearsome giants of jagged iron, levalochs serve in the armies of Hell as potent warriors and tenacious hunters-creatures of absolute discipline endlessly obedient to diabolical tyrants.
+
+* * *
+
+There are countless legions of lawful fiends in the nine layers of Hell, warring against the celestial planes and scouring the Material Plane for souls to corrupt.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Lifeleecher Brawler.md b/content/mechanics/srd/Bestiary/Bestiary 3/Lifeleecher Brawler.md
new file mode 100755
index 000000000..6dec2964d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Lifeleecher Brawler.md
@@ -0,0 +1,115 @@
+---
+title: "Lifeleecher Brawler"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.udyjHX1B4JwCi1xZ"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/mortic
+ - pf2e/creature/type/orc
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Lifeleecher Brawler"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Lifeleecher Brawler"
+level: "Creature 8"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[humanoid]]
+trait_04: [[mortic]]
+trait_05: [[orc]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision"
+languages: "Common, Necril, Orcish"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +18, Intimidation: +16, Survival: +15"
+abilityMods: [6, 4, 6, 3, 3, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +20, __Ref__ +16, __Will__ +13"
+hp: 165
+health:
+ - name: ""
+ - name: HP
+ desc: "165, void healing"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Composite Shortbow|+1 Striking Composite Shortbow]], [[Equipment/Breastplate|Breastplate]], 20x [[Equipment/Arrows|Arrows]]"
+abilities_mid:
+ - name: ""
+ - name: "Consecration Vulnerability"
+ desc: " A lifeleecher in a place of worship dedicated to a non-evil deity or on sacred ground, such as an area blessed by [[Spells/Anointed Ground|Anointed Ground]], is [[Conditions/Slowed|Slowed 1]]."
+
+ - name: "[[Bestiary Ability Glossary/Ferocity|Mortic Ferocity]]"
+ desc: "`pf2:r` The lifeleecher is also surrounded by visibly flickering fragments of the souls they've consumed, becoming [[Conditions/Concealed|Concealed]] until the end of their next turn.\n* * *\n\n**Trigger** The monster is reduced to 0 HP.\n* * *\n\n**Effect** The monster avoids being knocked out and remains at 1 HP, but its [[Conditions/Wounded|Wounded]] value increases by 1. When it is Wounded 3, it can no longer use this ability"
+
+ - name: "Soul Feast"
+ desc: "`pf2:r` (divine,void) **Trigger** A creature adjacent to the lifeleecher dies\n* * *\n\n**Effect** The lifeleecher consumes a portion of the creature's soul, regaining 2d8 healing Hit Points."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tusk"
+ desc: "+20 ()\n__Damage__ 2d6 + 6 piercing plus leech-essence"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+20 (agile)\n__Damage__ 2d8 + 6 slashing 1d6 bleed"
+
+ - name: "**Ranged** `pf2:1` Composite Shortbow"
+ desc: "+19 (deadly d10, magical, propulsive, range increment 30 feet)\n__Damage__ 2d6 + 3 piercing"
+
+ - name: "Death Gasp"
+ desc: "`pf2:1` (divine) The lifeleecher draws in a deep breath and holds it, temporarily suspending their biological processes and becoming undead.\n\nThe lifeleecher gains the undead trait and becomes immune to bleed, death effects, disease, [[Conditions/Paralyzed|Paralyzed]], poison, and sleep. Any such effects the angheuvore is currently suffering from are suspended, but take effect again once they take a breath.\n\nDeath Gasp lasts as long as the lifeleecher holds their breath (up to 11 rounds).\n\n[[Bestiary Effects/Effect_ Death Gasp|Effect: Death Gasp]]"
+
+ - name: "Ghost Hunter"
+ desc: " The lifeleecher's tusks have the effects of the _[[Equipment/Ghost Touch|Ghost Touch]]_ property rune on attacks against incorporeal undead."
+
+ - name: "Leech Essence"
+ desc: " (divine) When the lifeleecher damages a living or undead creature with their jaws Strike, they drain the target's life essence.\n\nThe lifeleecher gains 5 temporary Hit Points that last for 1 minute, and the target must succeed at a DC 24 Fortitude check save or become [[Conditions/Drained|Drained 1]] if living, or [[Conditions/Stunned|Stunned 1]] if undead. If the target was already drained or stunned, the value of this condition instead increases by 1, to a maximum of 3."
+
+```
+
+```encounter-table
+name: Lifeleecher Brawler
+creatures:
+ - 1: Lifeleecher Brawler
+```
+
+
+
+Lifeleechers are mortic orcs with gray flesh, sharp claws, and protruding tusks. Resilient and strong, they devour the vital essence of their enemies, which heals their wounds and shackles those souls to the lifeleecher.
+
+Many orcs believe lifeleechers are possessed by the spirits of fallen orc warriors too stubborn to die. Feared and revered, lifeleechers often rise to positions of power in their holds and battle on the front lines against the undead armies of the Whispering Tyrant.
+
+* * *
+
+Mortics are humanoids overwhelmed by void energy who still cling to life, surviving as twisted amalgams of living and undead. Though they feel unnatural cravings and resemble corpses, mortics live, breathe, eat, sleep, and procreate. However, a mortic can suspend their living functions simply by holding their breath, becoming more like a true undead.
+
+Mortics are largely new to Golarion, with most created in droves when the Whispering Tyrant destroyed entire cities with his Radiant Fire, a magical explosion fueled by the collision of void and vitality energy. From among the corpses of these tragedies rose mortics, living survivors mistaken for corpses and left behind as a result. They found themselves in a twilight state-neither fully alive or undead. The necrotic pollutants of the Gravelands and the Isle of Terror continue to create mortics, seeping into neighboring lands through the air, earth, and water to infect the populace. Though most of the living in these lands fear becoming transformed, some believe becoming a mortic is their best chance of survival in the face of the encroaching hordes of the dead.
+
+A mortic's powers differ by ancestry, though they do have a few commonalities. Reading or hearing scripture induces headaches, and they experience great discomfort when treading upon sacred ground. For those who were religious in life, these new changes can be devastating.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Living Graffiti (Blood).md b/content/mechanics/srd/Bestiary/Bestiary 3/Living Graffiti (Blood).md
new file mode 100755
index 000000000..eb01e942a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Living Graffiti (Blood).md
@@ -0,0 +1,90 @@
+---
+title: "Living Graffiti (Blood)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.MxbWo6OXkjKEyx7Q"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/construct
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Living Graffiti (Blood)"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Living Graffiti (Blood)"
+level: "Creature 3"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[construct]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: "Common; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Crafting: +5, Deception: +10, Stealth: +11"
+abilityMods: [2, 4, 1, -2, 2, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +8, __Ref__ +11, __Will__ +7"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Backdrop"
+ desc: " When a creature attempts to Strike a living graffiti and critically misses, the attacker hits the surface (a canvas, wall, or so on) behind the living graffiti. This might damage the surface or the attacker's weapon, at the GM's discretion."
+
+ - name: "Surface-Bound"
+ desc: " A living graffiti can move only along flat surfaces. If the surface it's on is destroyed (such as a portrait hit by a [[Spells/Fireball|Fireball]] spell or a wall being smashed), the graffiti takes 2d6 damage and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the graffiti is destroyed."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+11 (agile, finesse)\n__Damage__ 2d4 + 4 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Splatter"
+ desc: "+11 (nonlethal, range increment 20 feet)\n__Damage__ 1d4 + 4 bludgeoning plus splatter"
+
+ - name: "Absorb Blood"
+ desc: " Whenever a creature within 5 feet of the living graffiti takes slashing, piercing, or persistent bleed damage, the graffiti gains temporary HP equal to half the damage dealt to the adjacent creature."
+
+ - name: "Splatter"
+ desc: " A living graffiti splatters into a creature's face with its splatter Strike. On a hit, the target is [[Conditions/Dazzled|Dazzled]] for 1 round or until it Interacts to remove the paint from its face."
+
+```
+
+```encounter-table
+name: Living Graffiti (Blood)
+creatures:
+ - 1: Living Graffiti (Blood)
+```
+
+
+
+A living graffiti is a painting or drawing that has come to life by magic. These two-dimensional beings can move along any flat surface they touch, including walls, floors, furniture, doors, and even bodies of still water. They can't exist apart from the surfaces they traverse except in brief bursts, which they typically use to harass or attack nearby creatures. They exhibit a mischievous nature and desire to make the real world as much of a caricature as their own two-dimensional domain.
+
+* * *
+
+Magic is a complex thing to begin with, and at a certain level of sophistication, the differences between a spell and an autonomous creature become increasingly blurry. Living symbols are constructed creatures of reified and reinforced magic, held together by glyphs, runes, and eldritch formulae.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Living Graffiti (Chalk).md b/content/mechanics/srd/Bestiary/Bestiary 3/Living Graffiti (Chalk).md
new file mode 100755
index 000000000..47d8ef1eb
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Living Graffiti (Chalk).md
@@ -0,0 +1,90 @@
+---
+title: "Living Graffiti (Chalk)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.dwp2NJ26DqUBKA6m"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/construct
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Living Graffiti (Chalk)"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Living Graffiti (Chalk)"
+level: "Creature 3"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[construct]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: "Common; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Crafting: +5, Deception: +10, Stealth: +11"
+abilityMods: [2, 4, 1, -2, 2, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +8, __Ref__ +11, __Will__ +7"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Backdrop"
+ desc: " When a creature attempts to Strike a living graffiti and critically misses, the attacker hits the surface (a canvas, wall, or so on) behind the living graffiti. This might damage the surface or the attacker's weapon, at the GM's discretion."
+
+ - name: "Surface-Bound"
+ desc: " A living graffiti can move only along flat surfaces. If the surface it's on is destroyed (such as a portrait hit by a [[Spells/Fireball|Fireball]] spell or a wall being smashed), the graffiti takes 2d6 damage and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the graffiti is destroyed."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+11 (agile, finesse)\n__Damage__ 2d4 + 4 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Splatter"
+ desc: "+11 (nonlethal, range increment 20 feet)\n__Damage__ 1d4 + 4 bludgeoning plus splatter"
+
+ - name: "Cone of Chalk"
+ desc: "`pf2:2` The living graffiti expels a 15-foot cone of chalk. Each creature in the area must succeed at a DC 20 Reflex check save or be [[Conditions/Blinded|Blinded]] for 1 round or until it Interacts to wipe the chalk from its eyes.\n\nThe living graffiti can't use Cone of Chalk again for 1d4 rounds."
+
+ - name: "Splatter"
+ desc: " A living graffiti splatters into a creature's face with its splatter Strike. On a hit, the target is [[Conditions/Dazzled|Dazzled]] for 1 round or until it Interacts to remove the paint from its face."
+
+```
+
+```encounter-table
+name: Living Graffiti (Chalk)
+creatures:
+ - 1: Living Graffiti (Chalk)
+```
+
+
+
+A living graffiti is a painting or drawing that has come to life by magic. These two-dimensional beings can move along any flat surface they touch, including walls, floors, furniture, doors, and even bodies of still water. They can't exist apart from the surfaces they traverse except in brief bursts, which they typically use to harass or attack nearby creatures. They exhibit a mischievous nature and desire to make the real world as much of a caricature as their own two-dimensional domain.
+
+* * *
+
+Magic is a complex thing to begin with, and at a certain level of sophistication, the differences between a spell and an autonomous creature become increasingly blurry. Living symbols are constructed creatures of reified and reinforced magic, held together by glyphs, runes, and eldritch formulae.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Living Graffiti (Ink).md b/content/mechanics/srd/Bestiary/Bestiary 3/Living Graffiti (Ink).md
new file mode 100755
index 000000000..0362d91b5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Living Graffiti (Ink).md
@@ -0,0 +1,87 @@
+---
+title: "Living Graffiti (Ink)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.0SsMAQIRoUVKMuur"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/construct
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Living Graffiti (Ink)"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Living Graffiti (Ink)"
+level: "Creature 3"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[construct]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: "Common; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Crafting: +5, Deception: +10, Stealth: +11"
+abilityMods: [2, 4, 1, -2, 2, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +8, __Ref__ +11, __Will__ +7"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; __Weaknesses__ water 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Backdrop"
+ desc: " When a creature attempts to Strike a living graffiti and critically misses, the attacker hits the surface (a canvas, wall, or so on) behind the living graffiti. This might damage the surface or the attacker's weapon, at the GM's discretion."
+
+ - name: "Surface-Bound"
+ desc: " A living graffiti can move only along flat surfaces. If the surface it's on is destroyed (such as a portrait hit by a [[Spells/Fireball|Fireball]] spell or a wall being smashed), the graffiti takes 2d6 damage and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the graffiti is destroyed."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+11 (agile, finesse)\n__Damage__ 2d4 + 4 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Splatter"
+ desc: "+11 (nonlethal, range increment 20 feet)\n__Damage__ 2d6 + 4 bludgeoning plus splatter"
+
+ - name: "Splatter"
+ desc: " A living graffiti splatters into a creature's face with its splatter Strike. On a hit, the target is [[Conditions/Dazzled|Dazzled]] for 1 round or until it Interacts to remove the paint from its face."
+
+```
+
+```encounter-table
+name: Living Graffiti (Ink)
+creatures:
+ - 1: Living Graffiti (Ink)
+```
+
+
+
+A living graffiti is a painting or drawing that has come to life by magic. These two-dimensional beings can move along any flat surface they touch, including walls, floors, furniture, doors, and even bodies of still water. They can't exist apart from the surfaces they traverse except in brief bursts, which they typically use to harass or attack nearby creatures. They exhibit a mischievous nature and desire to make the real world as much of a caricature as their own two-dimensional domain.
+
+* * *
+
+Magic is a complex thing to begin with, and at a certain level of sophistication, the differences between a spell and an autonomous creature become increasingly blurry. Living symbols are constructed creatures of reified and reinforced magic, held together by glyphs, runes, and eldritch formulae.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Living Graffiti (Oil).md b/content/mechanics/srd/Bestiary/Bestiary 3/Living Graffiti (Oil).md
new file mode 100755
index 000000000..0a47df92f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Living Graffiti (Oil).md
@@ -0,0 +1,87 @@
+---
+title: "Living Graffiti (Oil)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.NIIE3uuQtflykMel"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/construct
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Living Graffiti (Oil)"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Living Graffiti (Oil)"
+level: "Creature 3"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[construct]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: "Common; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Crafting: +5, Deception: +10, Stealth: +11"
+abilityMods: [2, 4, 1, -2, 2, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +8, __Ref__ +11, __Will__ +7"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Backdrop"
+ desc: " When a creature attempts to Strike a living graffiti and critically misses, the attacker hits the surface (a canvas, wall, or so on) behind the living graffiti. This might damage the surface or the attacker's weapon, at the GM's discretion."
+
+ - name: "Surface-Bound"
+ desc: " A living graffiti can move only along flat surfaces. If the surface it's on is destroyed (such as a portrait hit by a [[Spells/Fireball|Fireball]] spell or a wall being smashed), the graffiti takes 2d6 damage and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the graffiti is destroyed."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+11 (agile, finesse)\n__Damage__ 2d4 + 4 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Splatter"
+ desc: "+11 (nonlethal, range increment 20 feet)\n__Damage__ 1d4 + 4 bludgeoning plus splatter"
+
+ - name: "Splatter"
+ desc: " A living graffiti splatters into a creature's face with its splatter Strike. On a hit, the target is [[Conditions/Dazzled|Dazzled]] for 1 round or until it Interacts to remove the paint from its face."
+
+```
+
+```encounter-table
+name: Living Graffiti (Oil)
+creatures:
+ - 1: Living Graffiti (Oil)
+```
+
+
+
+A living graffiti is a painting or drawing that has come to life by magic. These two-dimensional beings can move along any flat surface they touch, including walls, floors, furniture, doors, and even bodies of still water. They can't exist apart from the surfaces they traverse except in brief bursts, which they typically use to harass or attack nearby creatures. They exhibit a mischievous nature and desire to make the real world as much of a caricature as their own two-dimensional domain.
+
+* * *
+
+Magic is a complex thing to begin with, and at a certain level of sophistication, the differences between a spell and an autonomous creature become increasingly blurry. Living symbols are constructed creatures of reified and reinforced magic, held together by glyphs, runes, and eldritch formulae.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Living Rune (Arcane).md b/content/mechanics/srd/Bestiary/Bestiary 3/Living Rune (Arcane).md
new file mode 100755
index 000000000..46cca2674
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Living Rune (Arcane).md
@@ -0,0 +1,90 @@
+---
+title: "Living Rune (Arcane)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.LmsUqDjHKI5Rh2H7"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Living Rune (Arcane)"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Living Rune (Arcane)"
+level: "Creature 13"
+rare_03: [[Rare]]
+alignment: ""
+size: "Small"
+trait_01: [[construct]]
+trait_02: [[lawful]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Darkvision, Truesight"
+languages: "truescript"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +27, Deception: +24, Stealth: +25"
+abilityMods: [1, 6, 1, 8, 8, 5]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +20, __Ref__ +23, __Will__ +27"
+hp: 245
+health:
+ - name: ""
+ - name: HP
+ desc: "245; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void"
+abilities_top:
+ - name: ""
+
+ - name: "Truescript"
+ desc: " A living rune can't speak, but it can sculpt its form into complicated scripts and pictographs that can be understood by any creature with the ability to read written language. A living rune can also understand any written or spoken language."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Backdrop"
+ desc: " When a creature attempts to Strike a living rune and critically misses, the attacker hits the surface (a canvas, wall, or so on) behind the living rune. This might damage the surface or the attacker's weapon, at the GM's discretion."
+
+ - name: "Surface-Bound"
+ desc: " A living rune can move only along flat surfaces. If the surface it's on is destroyed (such as a portrait hit by a [[Spells/Fireball|Fireball]] spell or a wall being smashed), the rune takes 7d6 damage and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the rune is destroyed."
+
+attacks:
+ - name: ""
+
+ - name: "**Ranged** `pf2:1` Electrical Blast"
+ desc: "+25 (electricity, range increment 60 feet)\n__Damage__ 4d12 electricity"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 35, attack +27; __7th __ _[[Spells/Prismatic Spray|Prismatic Spray (x2)]]_; __6th __ _[[Spells/Chain Lightning|Chain Lightning]]_, _[[Spells/Disintegrate|Disintegrate]]_, _[[Spells/Rune Trap|Glyph of Warding (At Will)]]_, _[[Spells/Truesight|True Seeing]]_, _[[Spells/Wall of Force|Wall of Force]]_; __5th __ _[[Spells/Black Tentacles|Black Tentacles (x2)]]_, _[[Spells/Toxic Cloud|Cloudkill (x2)]]_\n__Cantrips__ __(7th)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+```
+
+```encounter-table
+name: Living Rune (Arcane)
+creatures:
+ - 1: Living Rune (Arcane)
+```
+
+
+
+The most famous living runes are those of the ancient Runelords of Thassilon, resurging as Thassilon rebuilds in the modern era. Other living runes can be found, however, each with its own particular abilities. Living runes can also be crafted to deal different types of energy damage with their Strikes.
+
+* * *
+
+Magic is a complex thing to begin with, and at a certain level of sophistication, the differences between a spell and an autonomous creature become increasingly blurry. Living symbols are constructed creatures of reified and reinforced magic, held together by glyphs, runes, and eldritch formulae.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Living Rune (Divine).md b/content/mechanics/srd/Bestiary/Bestiary 3/Living Rune (Divine).md
new file mode 100755
index 000000000..4def1c292
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Living Rune (Divine).md
@@ -0,0 +1,89 @@
+---
+title: "Living Rune (Divine)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.XKN3v3UtEnw2Ei0l"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Living Rune (Divine)"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Living Rune (Divine)"
+level: "Creature 13"
+rare_03: [[Rare]]
+alignment: ""
+size: "Small"
+trait_01: [[construct]]
+trait_02: [[lawful]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Darkvision"
+languages: "truescript"
+skills:
+ - name: "Skills"
+ desc: "Deception: +24, Religion: +27, Stealth: +25"
+abilityMods: [1, 6, 1, 8, 8, 5]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +20, __Ref__ +23, __Will__ +27"
+hp: 245
+health:
+ - name: ""
+ - name: HP
+ desc: "245; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void"
+abilities_top:
+ - name: ""
+
+ - name: "Truescript"
+ desc: " A living rune can't speak, but it can sculpt its form into complicated scripts and pictographs that can be understood by any creature with the ability to read written language. A living rune can also understand any written or spoken language."
+
+abilities_mid:
+ - name: ""
+ - name: "Backdrop"
+ desc: " When a creature attempts to Strike a living rune and critically misses, the attacker hits the surface (a canvas, wall, or so on) behind the living rune. This might damage the surface or the attacker's weapon, at the GM's discretion."
+
+ - name: "Surface-Bound"
+ desc: " A living rune can move only along flat surfaces. If the surface it's on is destroyed (such as a portrait hit by a [[Spells/Fireball|Fireball]] spell or a wall being smashed), the rune takes 7d6 damage and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the rune is destroyed."
+
+attacks:
+ - name: ""
+
+ - name: "**Ranged** `pf2:1` Electrical Blast"
+ desc: "+25 (electricity, range increment 60 feet)\n__Damage__ 4d12 electricity"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 35, attack +27; __7th __ _[[Spells/Divine Decree|Divine Decree (x2)]]_; __6th __ _[[Spells/Blade Barrier|Blade Barrier]]_, _[[Spells/Rune Trap|Glyph of Warding (At Will)]]_, _[[Spells/Repulsion|Repulsion]]_, _[[Spells/Spirit Blast|Spirit Blast]]_; __5th __ _[[Spells/Divine Wrath|Divine Wrath (x2)]]_, _[[Spells/Flame Strike|Flame Strike]]_"
+
+```
+
+```encounter-table
+name: Living Rune (Divine)
+creatures:
+ - 1: Living Rune (Divine)
+```
+
+
+
+The most famous living runes are those of the ancient Runelords of Thassilon, resurging as Thassilon rebuilds in the modern era. Other living runes can be found, however, each with its own particular abilities. Living runes can also be crafted to deal different types of energy damage with their Strikes.
+
+Divine living runes are crafted by various churches and sects and typically bear the symbol of a deity, archdevil, or other divine force.
+
+* * *
+
+Magic is a complex thing to begin with, and at a certain level of sophistication, the differences between a spell and an autonomous creature become increasingly blurry. Living symbols are constructed creatures of reified and reinforced magic, held together by glyphs, runes, and eldritch formulae.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Living Rune (Occult).md b/content/mechanics/srd/Bestiary/Bestiary 3/Living Rune (Occult).md
new file mode 100755
index 000000000..0f6fe0939
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Living Rune (Occult).md
@@ -0,0 +1,92 @@
+---
+title: "Living Rune (Occult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gSdlnSTxs1lpHQbE"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Living Rune (Occult)"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Living Rune (Occult)"
+level: "Creature 13"
+rare_03: [[Rare]]
+alignment: ""
+size: "Small"
+trait_01: [[construct]]
+trait_02: [[lawful]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Darkvision, Truesight"
+languages: "truescript"
+skills:
+ - name: "Skills"
+ desc: "Deception: +24, Occultism: +0, Stealth: +25"
+abilityMods: [1, 6, 1, 8, 8, 5]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +20, __Ref__ +23, __Will__ +27"
+hp: 245
+health:
+ - name: ""
+ - name: HP
+ desc: "245; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void"
+abilities_top:
+ - name: ""
+
+ - name: "Truescript"
+ desc: " A living rune can't speak, but it can sculpt its form into complicated scripts and pictographs that can be understood by any creature with the ability to read written language. A living rune can also understand any written or spoken language."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Backdrop"
+ desc: " When a creature attempts to Strike a living rune and critically misses, the attacker hits the surface (a canvas, wall, or so on) behind the living rune. This might damage the surface or the attacker's weapon, at the GM's discretion."
+
+ - name: "Surface-Bound"
+ desc: " A living rune can move only along flat surfaces. If the surface it's on is destroyed (such as a portrait hit by a [[Spells/Fireball|Fireball]] spell or a wall being smashed), the rune takes 7d6 damage and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the rune is destroyed."
+
+attacks:
+ - name: ""
+
+ - name: "**Ranged** `pf2:1` Electrical Blast"
+ desc: "+25 (electricity, range increment 60 feet)\n__Damage__ 4d12 electricity"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 35, attack +27; __7th __ _[[Spells/Visions of Danger|Visions of Danger (x2)]]_; __6th __ _[[Spells/Never Mind|Feeblemind]]_, _[[Spells/Rune Trap|Glyph of Warding (At Will)]]_, _[[Spells/Phantasmal Calamity|Phantasmal Calamity]]_, _[[Spells/Vibrant Pattern|Vibrant Pattern]]_; __5th __ _[[Spells/Wave of Despair|Crushing Despair (x2)]]_, _[[Spells/Synesthesia|Synesthesia (x2)]]_\n__Cantrips__ __(7th)__ _[[Spells/Detect Magic|Detect Magic]]_\n__Constant__ __(6th)__ _[[Spells/Truesight|True Seeing]]_"
+
+```
+
+```encounter-table
+name: Living Rune (Occult)
+creatures:
+ - 1: Living Rune (Occult)
+```
+
+
+
+The most famous living runes are those of the ancient Runelords of Thassilon, resurging as Thassilon rebuilds in the modern era. Other living runes can be found, however, each with its own particular abilities. Living runes can also be crafted to deal different types of energy damage with their Strikes.
+
+These runes are crafted by unknown hands and often left in out-of-the-way places.
+
+* * *
+
+Magic is a complex thing to begin with, and at a certain level of sophistication, the differences between a spell and an autonomous creature become increasingly blurry. Living symbols are constructed creatures of reified and reinforced magic, held together by glyphs, runes, and eldritch formulae.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Living Rune (Primal).md b/content/mechanics/srd/Bestiary/Bestiary 3/Living Rune (Primal).md
new file mode 100755
index 000000000..aba71ee1d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Living Rune (Primal).md
@@ -0,0 +1,92 @@
+---
+title: "Living Rune (Primal)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.xwnPTMcoIg6MomGF"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Living Rune (Primal)"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Living Rune (Primal)"
+level: "Creature 13"
+rare_03: [[Rare]]
+alignment: ""
+size: "Small"
+trait_01: [[construct]]
+trait_02: [[lawful]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Darkvision, Truesight"
+languages: "truescript"
+skills:
+ - name: "Skills"
+ desc: "Deception: +24, Nature: +0, Stealth: +25"
+abilityMods: [1, 6, 1, 8, 8, 5]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +20, __Ref__ +23, __Will__ +27"
+hp: 245
+health:
+ - name: ""
+ - name: HP
+ desc: "245; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void"
+abilities_top:
+ - name: ""
+
+ - name: "Truescript"
+ desc: " A living rune can't speak, but it can sculpt its form into complicated scripts and pictographs that can be understood by any creature with the ability to read written language. A living rune can also understand any written or spoken language."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Backdrop"
+ desc: " When a creature attempts to Strike a living rune and critically misses, the attacker hits the surface (a canvas, wall, or so on) behind the living rune. This might damage the surface or the attacker's weapon, at the GM's discretion."
+
+ - name: "Surface-Bound"
+ desc: " A living rune can move only along flat surfaces. If the surface it's on is destroyed (such as a portrait hit by a [[Spells/Fireball|Fireball]] spell or a wall being smashed), the rune takes 7d6 damage and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the rune is destroyed."
+
+attacks:
+ - name: ""
+
+ - name: "**Ranged** `pf2:1` Electrical Blast"
+ desc: "+25 (electricity, range increment 60 feet)\n__Damage__ 4d12 electricity"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 35, attack +27; __7th __ _[[Spells/Volcanic Eruption|Volcanic Eruption (x2)]]_; __6th __ _[[Spells/Cursed Metamorphosis|Baleful Polymorph]]_, _[[Spells/Petrify|Flesh to Stone]]_, _[[Spells/Rune Trap|Glyph of Warding (At Will)]]_, _[[Spells/Tangling Creepers|Tangling Creepers]]_; __5th __ _[[Spells/Cone of Cold|Cone of Cold (x2)]]_, _[[Spells/Wall of Fire|Wall of Fire (x2)]]_; __1st __ _[[Spells/Detect Alignment|Detect Alignment (At Will)]]_\n__Constant__ __(6th)__ _[[Spells/Truesight|True Seeing]]_"
+
+```
+
+```encounter-table
+name: Living Rune (Primal)
+creatures:
+ - 1: Living Rune (Primal)
+```
+
+
+
+The most famous living runes are those of the ancient Runelords of Thassilon, resurging as Thassilon rebuilds in the modern era. Other living runes can be found, however, each with its own particular abilities. Living runes can also be crafted to deal different types of energy damage with their Strikes.
+
+Primal living runes usually resemble animate carvings rather than lines of power or paint, and are often found on menhirs or sacred trees.
+
+* * *
+
+Magic is a complex thing to begin with, and at a certain level of sophistication, the differences between a spell and an autonomous creature become increasingly blurry. Living symbols are constructed creatures of reified and reinforced magic, held together by glyphs, runes, and eldritch formulae.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Love Siktempora.md b/content/mechanics/srd/Bestiary/Bestiary 3/Love Siktempora.md
new file mode 100755
index 000000000..18598c367
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Love Siktempora.md
@@ -0,0 +1,117 @@
+---
+title: "Love Siktempora"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.rVpQXtbuZmxLZos5"
+tags:
+ - pf2e/creature/type/good
+ - pf2e/creature/type/siktempora
+ - pf2e/creature/type/time
+ - pf2eMonster
+ - pf2e/creature/level/16
+statblock: inline
+name: "Love Siktempora"
+level: 16
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Love Siktempora"
+level: "Creature 16"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[good]]
+trait_02: [[siktempora]]
+trait_03: [[time]]
+modifier: 28
+perception:
+ - name: "Perception"
+ desc: "+28; Darkvision"
+languages: "Aklo; (can't speak any language), telepathy 500 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +31, Diplomacy: +33, Intimidation: +31, Occultism: +26, Performance: +33, Dimension of Time Lore: +28"
+abilityMods: [4, 9, 5, 4, 6, 9]
+speed: 50 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 38
+armorclass:
+ - name: AC
+ desc: "38; __Fort__ +25, __Ref__ +31, __Will__ +28"
+hp: 210
+health:
+ - name: ""
+ - name: HP
+ desc: "210, regeneration 50 (deactivated by mental, orichalcum, or unholy); __Immunities__ disease, emotion, poison"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 500 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Telepathic Singer"
+ desc: " A love siktempora can provide verbal components and auditory performances for their composition spells even though they can't speak. They do so without needing to make noise, as all creatures within range of their telepathy hear the components in their mind. However, the siktempora can do so only as long as at least one other creature with an Intelligence modifier of +0 or higher is within the range of their telepathy."
+
+ - name: "Temporal Sense"
+ desc: " A siktempora can always roll Dimension of Time Lore for initiative. When it does, it gains a +2 circumstance bonus to the roll."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 50 (Deactivated by Mental, Orichalcum, or Unholy)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Deflect Aggression"
+ desc: "`pf2:r` (emotion,mental,occult) **Trigger** The love siktempora is targeted by an attack\n* * *\n\n**Effect** The siktempora glows with compassion, deflecting the attacker's aggression. The siktempora gains a +2 circumstance bonus to their AC and resistance 15 against the triggering attack, and the attacker must attempt a saving throw against the siktempora's heartsong (see below)."
+
+ - name: "Uncanny Pounce"
+ desc: "`pf2:0` **Trigger** The love siktempora rolls Dimension of Time Lore for initiative\n* * *\n\n**Effect** The love siktempora Strides once and makes a claw Strike, in either order."
+
+attacks:
+ - name: ""
+
+ - name: "**Ranged** `pf2:1` Emotional Bolt"
+ desc: "+31 (agile, range increment 80 feet)\n__Damage__ 3d10 + 10 piercing plus heartsong 1d10 mental plus heartsong"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 37, attack +29; __8th __ _[[Spells/Flicker|Blink]]_; __4th __ _[[Spells/Translocate|Dimension Door (At Will)]]_\n__Constant__ __(8th)__ _[[Spells/Air Walk|Air Walk]]_"
+
+ - name: "Bard Composition Spells"
+ desc: "3 Focus Points, DC 37, attack +29; __8th __ _[[Spells/Lingering Composition|Lingering Composition]]_\n__Cantrips__ __(8th)__ _[[Spells/Courageous Anthem|Inspire Courage]]_, _[[Spells/Rallying Anthem|Inspire Defense]]_"
+
+ - name: "Heartsong"
+ desc: " (emotion,mental,occult) A creature that takes mental damage from the love siktempora's emotional bolt must succeed at a DC 37 Will check save or become [[Conditions/Fascinated|Fascinated]] by the siktempora until the end of the target's next turn. Hostile actions don't end this fascinated condition."
+
+ - name: "Love's Impunity"
+ desc: " The love siktempora's emotional bolt Strike doesn't trigger reactions that normally trigger based off making a ranged attack."
+
+ - name: "Telepathic Ballad"
+ desc: "`pf2:1` (emotion,mental,occult) The love siktempora casts [[Spells/Courageous Anthem|Courageous Anthem]] or [[Spells/Rallying Anthem|Rallying Anthem]]. It increases the area to a 200-foot emanation and increases the status bonuses the cantrip provides to +2.\n\n[[Bestiary Effects/Effect_ Inspire Courage (Love Siktempora)|Effect: Inspire Courage (Love Siktempora)]]\n\n[[Bestiary Effects/Effect_ Inspire Defense (Love Siktempora)|Effect: Inspire Defense (Love Siktempora)]]"
+
+```
+
+```encounter-table
+name: Love Siktempora
+creatures:
+ - 1: Love Siktempora
+```
+
+
+
+Acts of great and intense love spawn love siktemporas, kindly creatures bearing intense strength that start and end wars in the name of the love that birthed them. These adept combatants form crossbows and bolts out of their emotional bonds, though they typically fight only to protect that which they love. While unable to speak given their featureless faces, they're nevertheless compassionate listeners and savvy communicators.
+
+Each love siktempora takes the form of two small humanoids conjoined at the hip with three legs, two arms, and two heads. Their faces are completely featureless except for a faint, ever present blush spread across their cheeks, and they always appear garbed in stylish garments from obscure civilizations.
+
+* * *
+
+In the Dimension of Time, intense emotions are more than just ethereal feelings. They accumulate over time, from things like the critical mass of emotion caused by a historic event or a settlement passing down a powerful sentiment for generations. These accretions eventually give birth to siktemporas. Each siktempora feels, with all their being, a singular intense emotion linked to the circumstances that spawned them. A rare few, however, are created when an emotionally invested creature attempts to travel to the Dimension of Time or interferes with the flow of time, which can create paradoxes or manipulate past events.
+
+Siktemporas usually isolate themselves on the Dimension of Time in mindscapes infused with the emotion that created them, but some travel to other planes. These wanderers long to indulge in more of their core emotion or to engender more of that feeling, thus perpetuating their own kind.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Lovelorn.md b/content/mechanics/srd/Bestiary/Bestiary 3/Lovelorn.md
new file mode 100755
index 000000000..166412b8a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Lovelorn.md
@@ -0,0 +1,104 @@
+---
+title: "Lovelorn"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.FWhto15iSzEqxxuz"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Lovelorn"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Lovelorn"
+level: "Creature 4"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "tiny"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[undead]]
+trait_04: [[unholy]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision, Lifesense 30 Feet"
+languages: "Common; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Occultism: +8, Stealth: +13"
+abilityMods: [4, 5, 3, -2, 2, 3]
+speed: 25 feet, climb 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +9, __Ref__ +13, __Will__ +12"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60, void healing; __Immunities__ death effects, disease, mental, paralyzed, poison, unconscious"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 30 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+abilities_mid:
+ - name: ""
+ - name: "Gloom Aura"
+ desc: " (aura,emotion,illusion,mental,occult) 60 feet. A lovelorn's presence instills unease and turns the air cold, dark, and stale. Creatures within the aura take a -1 circumstance penalty to saving throws made to resist emotion effects.\n\nIf the lovelorn makes a place home for a week or more, that location can become suffused with this magic even outside the lovelorn's aura, lasting until the lovelorn leaves or is destroyed.\n\n[[Bestiary Effects/Effect_ Gloom Aura|Effect: Gloom Aura]]"
+
+ - name: "Skitter Away"
+ desc: "`pf2:r` **Trigger** A creature ends its movement in a space adjacent to the lovelorn\n* * *\n\n**Effect** The lovelorn Strides or Climbs 10 feet away from the triggering creature. This movement does not trigger reactions."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+13 (finesse)\n__Damage__ 1d6 + 6 piercing plus cynics-curse 1d6 bleed plus cynics-curse"
+
+ - name: "**Melee** `pf2:1` Gory Tendril"
+ desc: "+13 (agile, finesse)\n__Damage__ 1d4 + 6 bludgeoning plus grab"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 21, attack +13; __2nd __ _[[Spells/Fear|Fear (x3)]]_, _[[Spells/Illusory Creature|Illusory Creature (At Will)]]_, _[[Spells/Illusory Object|Illusory Object (At Will)]]_, _[[Spells/Invisibility|Invisibility]]_\n__Cantrips__ __(2nd)__ _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_"
+
+ - name: "Rituals"
+ desc: "_Create Undead (Doesn't Require Secondary Casters)_"
+
+ - name: "Cynic's Curse"
+ desc: " (curse,emotion,mental,occult) A creature hit by a lovelorn's fangs Strike must attempt a DC 19 Will check save as it grows morose and listless. If the creature would be affected by a [[Spells/Calm|Calm]] spell, that spell attempts to counteract this curse instead of having its normal effect.\n* * *\n\n**Critical Success** The target is unaffected.\n\n**Success** For 1 minute, the target can't benefit from helpful emotion effects, but can still be affected by harmful emotion effects.\n\n**Failure** As success, plus the target is [[Conditions/Fatigued|Fatigued]] for the same duration.\n\n**Critical Failure** As failure, but the curse's effects are permanent."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Lovelorn
+creatures:
+ - 1: Lovelorn
+```
+
+
+
+A particularly macabre form of undead, these spiderlike creatures resemble still-beating hearts with rib bones for legs and tendrils of gore dangling beneath. Their twisted forms hint at their ghastly origin, as these undead form from those who die tragic deaths in service to toxic love: star-crossed lovers who die rather than accept a life apart from one another, rejected suitors whose unrequited affections warp into malice, and other victims of tragic relationships both romantic and otherwise. Any of these might spawn a lovelorn in death, their anguish and fixation on their broken heart causing the organ to animate.
+
+A freshly spawned lovelorn often seeks out those it knew in life, stalking and tormenting them or, in some cases, those around them. In undeath, they gain an understanding of emotions and how to manipulate them, cultivating the misery, anger, and cruelty they thrive upon. Typically, these undead long to enact vengeance upon those they feel drove them to their tragic fates, although in rare cases they may instead act as dark guardians, fixating on a particular loved one and "protecting" them by visiting misery upon anyone who slights them.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Maftet Guardian.md b/content/mechanics/srd/Bestiary/Bestiary 3/Maftet Guardian.md
new file mode 100755
index 000000000..ae1d08535
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Maftet Guardian.md
@@ -0,0 +1,87 @@
+---
+title: "Maftet Guardian"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.G7aBir2E8MuT0RVd"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Maftet Guardian"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Maftet Guardian"
+level: "Creature 6"
+
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision"
+languages: "Common, Sphinx"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Arcana: +13, Athletics: +15, Stealth: +13, Ruins Lore (Applies Only to Their Home Ruins): +15"
+abilityMods: [5, 3, 4, 3, 2, 0]
+speed: 30 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +14, __Ref__ +15, __Will__ +12"
+hp: 92
+health:
+ - name: ""
+ - name: HP
+ desc: "92"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "2x [[Equipment/Scimitar|Scimitar]]"
+abilities_mid:
+ - name: ""
+ - name: "Runic Resistance"
+ desc: "`pf2:r` (arcane) **Trigger** The maftet takes damage from a Strike or spell effect\n* * *\n\n**Effect** The maftet's protective runic tattoos glow, granting them resistance 5 to one damage type dealt by the triggering attack.\n\nThis resistance applies against the triggering effect and lasts for 1 minute or until the maftet uses this ability again, whichever comes first. If the triggering effect deals multiple damage types, the maftet chooses which type to resist.\n\n[[Bestiary Effects/Effect_ Runic Resistance|Effect: Runic Resistance]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Scimitar"
+ desc: "+17 (forceful, magical, sweep)\n__Damage__ 2d6 + 8 slashing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 23, attack +15; __1st __ _[[Spells/Sanctuary|Sanctuary (x3)]]_, _[[Spells/Sure Strike|True Strike]]_\n__Cantrips__ __(3rd)__ _[[Spells/Sigil|Sigil]]_"
+
+ - name: "Paired Strike"
+ desc: "`pf2:2` **Requirements** The maftet is wielding two scimitars\n* * *\n\n**Effect** The maftet makes two Strikes against the same target, one with each of their scimitars. The maftet combines the damage of any attacks that hit and applies resistances and weaknesses only once. This counts as one attack when calculating the maftet's multiple attack penalty."
+
+ - name: "Powerful Scimitars"
+ desc: " (arcane) Any non-magical scimitar becomes a _+1 striking scimitar_ while a maftet wields it."
+
+ - name: "Raptor Dive"
+ desc: "`pf2:3` **Requirements** The maftet is flying at least 10 feet above the target\n* * *\n\n**Effect** The maftet Flies up to twice their fly Speed and makes a Paired Strike at the end of the movement. If both Strikes hit, the target is also knocked [[Conditions/Prone|Prone]]."
+
+```
+
+```encounter-table
+name: Maftet Guardian
+creatures:
+ - 1: Maftet Guardian
+```
+
+
+
+Maftets are hawk-winged humanoids with leonine lower bodies that dwell in ancient ruins and cities thought lost, typically in desert or mountain regions. They view themselves as guardians and practice a specialized technique of dualwielding scimitars so central to their culture that a maftet's scimitars are often cherished family heirlooms. Most maftets venerate their ancestors in addition to various deities, and even a child can detail their family lineage back multiple generations. Maftet prides tend to be matriarchal and isolationist, though maftets aren't necessarily hostile to outsiders who respect their homes and don't seek to loot them.
+
+When a young maftet comes of age, they receive runic tattoos from a pride's elder. These tattoos are imbued with magic that allows a maftet to enchant their wielded weapons, but the individualized designs tell of the maftet's ancestors, childhood adventures, and positive qualities. Such tattoos are considered sacred and never given to non-maftets.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Mage-Eater Worm Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Mage-Eater Worm Swarm.md
new file mode 100755
index 000000000..66e4f3671
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Mage-Eater Worm Swarm.md
@@ -0,0 +1,83 @@
+---
+title: "Mage-Eater Worm Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.zlEcewDlcdtE9tjb"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Mage-Eater Worm Swarm"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Mage-Eater Worm Swarm"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[swarm]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Tremorsense (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Stealth: +12"
+abilityMods: [-1, 3, 4, -5, 1, -4]
+speed: 15 feet, burrow 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +15, __Ref__ +12, __Will__ +8"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60; __Immunities__ acid, precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 4, splash damage 4, water 8; __Resistances__ bludgeoning 4, piercing 8, slashing 8"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+attacks:
+ - name: ""
+
+ - name: "Swarming Bites"
+ desc: "`pf2:1` Each enemy in the swarm's space takes 3d6 acid damage (DC 22 Reflex check save).\n\nCreatures that fail this save become [[Conditions/Sickened|Sickened 1]] from the swarm's painful bites. Additionally, the worms also attempt a counteract check against a single spell affecting the creature (counteract rank 3, counteract modifier +12)."
+
+```
+
+```encounter-table
+name: Mage-Eater Worm Swarm
+creatures:
+ - 1: Mage-Eater Worm Swarm
+```
+
+
+
+A single finger-length bore worm is unpleasant but mostly innocuous. Ten thousand bore worms, on the other hand, pose a formidable threat to even seasoned adventurers. The countless worms form a roiling, rancid mass of acid and pain, capable of delivering a hideous death to any person or beast unable to escape them. Unfortunately for any creature other than a bore worm, most encounters involve swarms.
+
+* * *
+
+These Darklands vermin produce corrosive, noxious slime and deliver agonizing bites, whether as a revolting, wriggling swarm of finger-length worms or a single massive, lurching beast. Among Darklands communities, most inhabitants regard bore worms much in the same way surface cultures speak of maggots or cockroaches-with general disdain and revulsion. Children consider catching a single bore worm and using it to torment others a rite of passage, albeit a dangerous one.
+
+These luminous, purple worms present just one more reason to avoid the Mana Wastes between Geb and Nex, where magic is unreliable at best and more often dangerously unpredictable.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Maharaja.md b/content/mechanics/srd/Bestiary/Bestiary 3/Maharaja.md
new file mode 100755
index 000000000..17f9bf33f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Maharaja.md
@@ -0,0 +1,109 @@
+---
+title: "Maharaja"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.WMbesuhSbh72pc73"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/rakshasa
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/20
+statblock: inline
+name: "Maharaja"
+level: 20
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Maharaja"
+level: "Creature 20"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[fiend]]
+trait_03: [[lawful]]
+trait_04: [[rakshasa]]
+trait_05: [[unholy]]
+modifier: 37
+perception:
+ - name: "Perception"
+ desc: "+37; Darkvision"
+languages: "Chthonian, Common, Diabolic, Sakvroth; tongues"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +33, Arcana: +33, Deception: +41, Diplomacy: +38, Intimidation: +38, Occultism: +35, Religion: +35, Society: +35, Lore (any three): +33"
+abilityMods: [8, 9, 7, 7, 7, 10]
+speed: 40 feet, fly 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 45
+armorclass:
+ - name: AC
+ desc: "45 all-around vision; __Fort__ +31, __Ref__ +33, __Will__ +35; +2 status to all saves vs. magic, +3 status to all saves vs. divine magic"
+hp: 320
+health:
+ - name: ""
+ - name: HP
+ desc: "320; __Weaknesses__ holy 20; __Resistances__ physical 20 (except piercing)"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Falchion|+2 Greater Striking Falchion]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+ - name: "Reflect Spell"
+ desc: "`pf2:r` (occult) **Trigger** A foe Casts a Spell the maharaja knows, and the maharaja rakshasa can see its manifestation\n* * *\n\n**Effect** The maharaja expends one of their spell slots to reflect the triggering creature's spell. The maharaja loses their spell slot as if they had cast the triggering spell, and then attempts to counteract it (counteract modifier +37, counteract rank 10).\n\nOn a success, the maharaja turns the spell back on its caster. The reflected spell affects only the caster, even if it's an area spell or would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Falchion"
+ desc: "+38 (forceful, sweep, unholy)\n__Damage__ 3d10 + 16 slashing 3d6 mental"
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+34 (agile, unholy)\n__Damage__ 4d6 + 14 piercing"
+
+ - name: "Occult Spontaneous Spells"
+ desc: "DC 47, attack +39; __10th __ (1 slots) _[[Spells/Fabricated Truth|Fabricated Truth]]_; __9th __ (4 slots) _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Foresight|Foresight]]_, _[[Spells/Overwhelming Presence|Overwhelming Presence]]_, _[[Spells/Telepathic Demand|Telepathic Demand]]_, _[[Spells/Weird|Weird]]_; __8th __ (4 slots) _[[Spells/Pinpoint|Discern Location]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Quandary|Maze]]_, _[[Spells/Hidden Mind|Mind Blank]]_, _[[Spells/Prismatic Wall|Prismatic Wall]]_; __7th __ (4 slots) _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Haste|Haste]]_, _[[Spells/Possession|Possession]]_, _[[Spells/Project Image|Project Image]]_, _[[Spells/Reverse Gravity|Reverse Gravity]]_; __6th __ (4 slots) _[[Spells/Repulsion|Repulsion]]_, _[[Spells/Scrying|Scrying]]_, _[[Spells/Truesight|True Seeing]]_, _[[Spells/Vampiric Exsanguination|Vampiric Exsanguination]]_; __5th __ (4 slots) _[[Spells/Wave of Despair|Crushing Despair]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/False Vision|False Vision]]_, _[[Spells/Shadow Blast|Shadow Blast]]_, _[[Spells/Umbral Journey|Shadow Walk]]_; __4th __ (4 slots) _[[Spells/Confusion|Confusion]]_, _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Rewrite Memory|Modify Memory]]_, _[[Spells/Read Omens|Read Omens]]_; __3rd __ (4 slots) _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Enthrall|Enthrall]]_, _[[Spells/Haste|Haste]]_, _[[Spells/Hypercognition|Hypercognition]]_, _[[Spells/Veil of Privacy|Nondetection]]_; __2nd __ (4 slots) _[[Spells/Darkness|Darkness]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Compendium.pf2e.spells-srd.Item.c2bTWBNO1BYX4Zfg|Misdirection]]_, _[[Spells/See the Unseen|See Invisibility]]_; __1st __ (4 slots) _[[Spells/Force Barrage|Magic Missile]]_, _[[Spells/Sanctuary|Sanctuary]]_, _[[Spells/Sure Strike|True Strike]]_, _[[Spells/Ventriloquism|Ventriloquism]]_\n__Cantrips__ __(10th)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Shield|Shield]]_"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 47, attack +39; __10th __ _[[Spells/Dominate|Dominate]]_; __9th __ _[[Spells/Clairaudience|Clairaudience (At Will)]]_, _[[Spells/Clairvoyance|Clairvoyance (At Will)]]_, _[[Spells/Mind Reading|Mind Reading (At Will)]]_\n__Constant__ __(9th)__ _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Autonomous Spell"
+ desc: " **Frequency** once per round\n\n**Trigger** a foe's turn begins\n* * *\n\n**Effect** The maharaja's four heads allow them to quickly cast additional spells. They cast one of their 8th-rank or lower occult spontaneous spells that normally takes 2 actions or fewer to cast."
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,occult,polymorph) The maharaja takes on the appearance of any Medium humanoid. This doesn't change their Speed or their attack and damage modifiers with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning). They lose their fangs Strike unless the humanoid form has fangs or a similar unarmed attack, and they lose Four-Fanged Assault unless the new form has four or more heads and fangs.\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Four-Fanged Assault"
+ desc: "`pf2:1` The maharaja makes four fangs Strikes, each against a different target. These Strikes count as only one attack for the maharaja's multiple attack penalty, and the penalty doesn't increase until after they have made all four attacks."
+
+```
+
+```encounter-table
+name: Maharaja
+creatures:
+ - 1: Maharaja
+```
+
+
+
+The most powerful of all rakshasas, maharajas form very rarely, never more than once or twice a century, and only from the reincarnated spirits of other powerful and wicked rakshasas. The birth of a new maharaja rakshasa is a momentous occasion, and less powerful rakshasas will seek to curry favor with the new maharaja at an early age. Each maharaja rakshasa is unique and boasts their own selection of spells. All are generally humanoid save for their many heads, which always number at least four and can range up to a dozen. One of these heads tends to be humanoid, while the others take the forms of cats, snakes, and other predatory animals.
+
+* * *
+
+Rakshasas are evil spirits who cloak themselves in the guises of humanoid creatures, that they might walk unseen among their prey. They often seek to shape and corrupt society from within.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Manticore Paaridar.md b/content/mechanics/srd/Bestiary/Bestiary 3/Manticore Paaridar.md
new file mode 100755
index 000000000..4eb05953e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Manticore Paaridar.md
@@ -0,0 +1,101 @@
+---
+title: "Manticore Paaridar"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Fz9WUrnQU7L6YhZG"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/paaridar
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Manticore Paaridar"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Manticore Paaridar"
+level: "Creature 7"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[beast]]
+trait_02: [[evil]]
+trait_03: [[humanoid]]
+trait_04: [[lawful]]
+trait_05: [[paaridar]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Athletics: +19, Intimidation: +11, Occultism: +10, Manticore Lore: +14"
+abilityMods: [6, 5, 3, -1, 5, -2]
+speed: 40 feet, fly 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +14, __Ref__ +18, __Will__ +16"
+hp: 110
+health:
+ - name: ""
+ - name: HP
+ desc: "110"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Handwraps of Mighty Blows|Handwraps of Mighty Blows]]"
+abilities_mid:
+ - name: ""
+ - name: "Sharp Riposte"
+ desc: "`pf2:r` **Trigger** An adjacent creature targets the paaridar with a melee attack\n* * *\n\n**Effect** The paaridar blocks the attack with their claws. The paaridar gains resistance 5 to physical damage from the attack, and if the attack hits, the attacker takes 1d8+4 slashing damage."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+18 (magical)\n__Damage__ 2d8 + 8 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+18 (agile, magical)\n__Damage__ 2d6 + 8 slashing"
+
+ - name: "**Ranged** `pf2:1` Spike"
+ desc: "+16 (propulsive, range increment 40 feet)\n__Damage__ 1d10 + 5 piercing"
+
+ - name: "Monk Ki Spells"
+ desc: "3 Focus Points, DC 24, attack +16; __4th __ _[[Spells/Qi Rush|Ki Rush]]_, _[[Spells/Inner Upheaval|Ki Strike]]_, _[[Spells/Harmonize Self|Wholeness of Body]]_"
+
+ - name: "Flurry of Blows"
+ desc: "`pf2:1` **Frequency** once per round\n* * *\n\n**Effect** The paaridar makes two unarmed Strikes or two spike Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses."
+
+ - name: "Limited Flight"
+ desc: " The manticore paaridar's wings are small and weak, insufficient to keep them in the air. If the paaridar Flies using their wings, they fall at the end of their turn if they haven't landed."
+
+ - name: "Monk Ki Spells"
+ desc: " The Paaridar's ki flow is unnaturally disrupted, causing them to take 1d6 void damage each time they cast a ki spell."
+
+```
+
+```encounter-table
+name: Manticore Paaridar
+creatures:
+ - 1: Manticore Paaridar
+```
+
+
+
+Monks dissatisfied with the limits of their humanoid forms and yearning for a shortcut can steal the might from other creatures. These monks become paaridars, amalgamations that blend the features of their former ancestry with the form of another creature. The transformation challenges the limits of the paaridar's body and soul, demanding continual discipline to maintain control.
+
+The rituals to make this transformation were developed by Paaridus, namesake of this loose monastic order. The process requires a captive creature-a victim to draw powers from. Over days of intense rituals, the monk displaces their own chakras with those of the victim. This unnatural process transforms the ki, and thereby the body. The lower chakras are considered "safer" to replace. Most Paaridars stop at the root, sacral, and navel chakras. To go farther risks losing control of one's emotions and intellect entirely, a fate Paaridus himself succumbed to. Paaridars consider this his sacrifice and lesson, but other monks recognize that even one step on this path is profane. The creature victimized by the ritual remains-still alive, but only a husk, as the transformed chakras within leave it weak and removed from its nature.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Megalictis.md b/content/mechanics/srd/Bestiary/Bestiary 3/Megalictis.md
new file mode 100755
index 000000000..9ae98861c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Megalictis.md
@@ -0,0 +1,89 @@
+---
+title: "Megalictis"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.rig6OFLAb9lOPj52"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Megalictis"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Megalictis"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Low-Light Vision, Scent (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Athletics: +8, Stealth: +9"
+abilityMods: [3, 4, 3, -4, 1, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +8, __Ref__ +11, __Will__ +6"
+hp: 42
+health:
+ - name: ""
+ - name: HP
+ desc: "42"
+abilities_top:
+ - name: ""
+
+ - name: "Lithe"
+ desc: " A megalictis treats any tight space it can barely fit its head in or wider as difficult terrain and doesn't need to [[Actions/Squeeze|Squeeze]] to move through it."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+11 (finesse)\n__Damage__ 1d12 + 5 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+11 (agile, finesse)\n__Damage__ 1d10 + 5 slashing"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d12+2 piercing, DC 20 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Megalictis
+creatures:
+ - 1: Megalictis
+```
+
+
+
+These giant weasels are driven by the same hunger that plagues their smaller cousins, but because of their much larger size, they can quickly devastate the wildlife in an environment. They tend to avoid humanoids but have been known to attack if driven by hunger or fear.
+
+A megalictis uses the same constricting bite as smaller weasels, remaining attached even if other creatures attack. Given their remarkable stature, a megalictis can take down sizable prey, including horses and even the occasional bear, if the opportunity presents itself.
+
+A megalictis can grow to be 5 feet long and weighs around 150 pounds.
+
+* * *
+
+Weasels are lithe, clever predators known for both their beautiful, sleek fur and their ability to crawl into tight spaces. Pound for pound, few animals are as voracious as weasels. Insatiably hungry, they eat almost half their own weight each day, leading them to constantly hunt for new prey to satisfy their hunger.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Megatherium.md b/content/mechanics/srd/Bestiary/Bestiary 3/Megatherium.md
new file mode 100755
index 000000000..5de8a1233
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Megatherium.md
@@ -0,0 +1,87 @@
+---
+title: "Megatherium"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.mSuPAl62m6lAx7QJ"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Megatherium"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Megatherium"
+level: "Creature 5"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Low-Light Vision, Scent (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +16, Stealth: +9, Survival: +11"
+abilityMods: [7, 2, 4, -4, 2, -1]
+speed: 30 feet, climb 10 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +15, __Ref__ +9, __Will__ +11"
+hp: 85
+health:
+ - name: ""
+ - name: HP
+ desc: "85"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Musk"
+ desc: " (aura,olfactory) 20 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 19 Fortitude check save or become [[Conditions/Sickened|Sickened 1]].\n\nWhile inside the aura, affected creatures take a -1 circumstance penalty to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+15 (reach 10 feet)\n__Damage__ 2d8 + 8 slashing plus knockdown"
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+15 (agile)\n__Damage__ 2d6 + 8 bludgeoning"
+
+ - name: "[[Bestiary Ability Glossary/Rend|Rend]]"
+ desc: "`pf2:1` Claw\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Megatherium
+creatures:
+ - 1: Megatherium
+```
+
+
+
+Megatheriums dwell deep within ancient forests and humid jungles. Fiercely territorial, these immense creatures are often smelt before seen. Though they travel on all fours, megatheriums can reach foliage 20 feet above the forest floor by standing on their hind legs and short, thick tails. Their enormous foreclaws, used to bend tree limbs within reach of their mouths, can cleave a horse in two and crush its rider.
+
+The musk of the megatherium serves as a warning to potential predators and other megatheriums that they're too close. Adult megatheriums are so territorial that most don't reproduce more than twice in their lifetime. Though the creatures regularly patrol their territory for intruders, they tend to avoid settlements unless food has become scarce. When they do stray into towns, they've been known to devour entire orchards in a day.
+
+* * *
+
+Despite their long, hooked claws being one of their most distinctive features, sloths are herbivorous creatures. Smaller sloths use their claws to climb from tree to tree, seeking fruits and young leaves among the canopy. Larger species can reach up to 20 feet tall and weigh more than 10,000 pounds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Melixie.md b/content/mechanics/srd/Bestiary/Bestiary 3/Melixie.md
new file mode 100755
index 000000000..8fdaf7a21
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Melixie.md
@@ -0,0 +1,89 @@
+---
+title: "Melixie"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.7cezOUkFSKRar57C"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/sprite
+ - pf2eMonster
+ - pf2e/creature/level/0
+statblock: inline
+name: "Melixie"
+level: 0
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Melixie"
+level: "Creature 0"
+
+alignment: ""
+size: "tiny"
+trait_01: [[chaotic]]
+trait_02: [[fey]]
+trait_03: [[sprite]]
+modifier: 4
+perception:
+ - name: "Perception"
+ desc: "+4; Low-Light Vision"
+languages: "Common, Fey; speak with arthropods"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Crafting: +6, Stealth: +6, Confectionery Lore: +6"
+abilityMods: [-1, 4, 2, 2, 0, 3]
+speed: 10 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +6, __Ref__ +8, __Will__ +4"
+hp: 17
+health:
+ - name: ""
+ - name: HP
+ desc: "17; __Weaknesses__ cold iron 2"
+abilities_top:
+ - name: ""
+
+ - name: "Speak with Arthropods"
+ desc: " A melixie can communicate with arthropods, such as insects, spiders, scorpions, crabs, and similar invertebrate animals. They can use Diplomacy to [[Actions/Make an Impression|Make an Impression]] on arthropods and [[Actions/Request|Request]] things from arthropods."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Stinger"
+ desc: "+8 (agile, finesse, magical)\n__Damage__ 1d6 - 1 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Sting Shot"
+ desc: "+8 (magical, range 20 feet)\n__Damage__ 1d6 poison"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 17, attack +9; __1st __ _[[Spells/Ant Haul|Ant Haul]]_\n__Cantrips__ __(1st)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Ghost Sound|Ghost Sound]]_"
+
+ - name: "Sugar Rush"
+ desc: "`pf2:1` (manipulate) The melixie consumes a large quantity of sugar, honey, nectar, or similar sweets and goes into a frenzied state. The melixie immediately Strides or Flies.\n\nFor the next 1d4+1 rounds, the melixie is [[Conditions/Quickened|Quickened]], and can use the additional action only to Stride or Fly. As soon as the rush ends, the melixie is [[Conditions/Fatigued|Fatigued]] for 1 minute."
+
+```
+
+```encounter-table
+name: Melixie
+creatures:
+ - 1: Melixie
+```
+
+
+
+Melixies are hyperactive insect sprites with legendary sweet tooths, capable of drinking down honey, nectar, sugar, and other sweets in alarming quantities. Melixies take the insectile wings common among winged fey and up the ante with antennae and additional insect features, typically shared with bees but sometimes with butterflies, moths, ladybugs, or other beetles. Melixies live in a pattern of rapid consumption of sweets, incredible productivity in tasks of all sorts, and then a crash to sleep it all off and start again. Melixies in their productive state even engage happily in large-scale repetitive tasks that most sprites find dreadfully dull. In their spare time, melixies love to dance, and some of them learn a dancelike sign language called Melisylvan, allowing them to communicate a full range of information through movement.
+
+* * *
+
+Tiny winged fey with intense curiosity and adventurous spirits, sprites often find themselves in risky situations and shenanigans belying their stature. While their pixie and grig cousins are most common, numerous additional types of sprites were born from the faerie realm of the First World. These include draxies, melixies, and nykteras, each of which shares commonalities with a different animal or magical creature.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Mezlan.md b/content/mechanics/srd/Bestiary/Bestiary 3/Mezlan.md
new file mode 100755
index 000000000..9c7bf4dd8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Mezlan.md
@@ -0,0 +1,93 @@
+---
+title: "Mezlan"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.MqystgIkhDjzzbn3"
+tags:
+ - pf2e/creature/type/ooze
+ - pf2eMonster
+ - pf2e/creature/level/14
+statblock: inline
+name: "Mezlan"
+level: 14
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Mezlan"
+level: "Creature 14"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[ooze]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Darkvision"
+languages: "Aklo, Azlanti; polyglot"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +28, Deception: +27, Occultism: +24, Stealth: +28"
+abilityMods: [8, 6, 5, 4, 5, 5]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +25, __Ref__ +28, __Will__ +23; +1 status to all saves vs. magic"
+hp: 260
+health:
+ - name: ""
+ - name: HP
+ desc: "260, regeneration 15 (deactivated by acid); __Immunities__ critical hits, precision, unconscious; __Weaknesses__ acid 10"
+abilities_top:
+ - name: ""
+
+ - name: "Polyglot"
+ desc: " A mezlan can speak and understand any language they hear spoken after listening to the language for 1 minute. These languages fade from their mind after 24 hours."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 15 (Deactivated by Acid)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Absorb Spell"
+ desc: "`pf2:r` **Trigger** The mezlan succeeds at a saving throw against a single-target spell\n* * *\n\n**Effect** The mezlan absorbs the spell, nullifying its effect and storing it for later. They can Cast the Spell using the original caster's spell attack modifier and DC. They can store only one spell at a time, but they can absorb a new spell to replace the spell they currently have stored.\n\nA willing caster can allow the mezlan to Absorb a Spell without requiring a save."
+
+ - name: "Discorporate"
+ desc: " When the mezlan is reduced to 0 Hit Points, their body dissolves into colorless slime and begins seeping into nearby cracks or porous surfaces.\n\nIf this material is not immediately contained or destroyed, the mezlan will eventually re-form, though they may lie dormant for years or even decades before doing so."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Polymorphic Appendage"
+ desc: "+30 (magical, versatile p, versatile s)\n__Damage__ 3d12 + 14 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Ooze Globule"
+ desc: "+28 (range increment 30 feet)\n__Damage__ "
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph) The mezlan assumes the form of any Medium or Small creature, excluding those with the elemental, incorporeal, or swarm traits but including specific individuals whose appearance they've seen. This doesn't change the mezlan's Speed or their attack and damage bonus with their Strikes, but the damage type dealt by their Strikes might change based on their new form.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Extend Limb"
+ desc: "`pf2:1` The mezlan extends one of their limbs, granting themself a reach of 20 feet with their polymorphic appendages until the end of their next turn."
+
+ - name: "Viscous Trap"
+ desc: " A creature hit by the mezlan's ooze globule takes a -15-foot circumstance penalty to all Speeds for 1 minute. On a critical hit, a target standing on a solid surface also becomes [[Conditions/Immobilized|Immobilized]], while a target Flying via wings falls to the ground and becomes unable to Fly.\n\nA target can end all effects by [[Actions/Escape|Escaping]] (DC 32) or spending a total of 3 Interact actions to free itself.\n\n[[Bestiary Effects/Effect_ Viscous Trap|Effect: Viscous Trap]]"
+
+```
+
+```encounter-table
+name: Mezlan
+creatures:
+ - 1: Mezlan
+```
+
+
+
+The bizarre shapeshifters known as mezlans were created ages ago as spies and infiltrators by a long-forgotten ritual infusing a magically constructed ooze with the soul of an exceptional sapient being. Having long since outlasted their creators, mezlans most often dwell alone amongst the ruins of the ancient civilizations they served as mortals.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Mi-Go.md b/content/mechanics/srd/Bestiary/Bestiary 3/Mi-Go.md
new file mode 100755
index 000000000..2a8a8b49c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Mi-Go.md
@@ -0,0 +1,93 @@
+---
+title: "Mi-Go"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.MCxlSzNXiS9BSV5C"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fungus
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Mi-Go"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Mi-Go"
+level: "Creature 6"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[fungus]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Low-Light Vision, Tremorsense (Precise) 30 Feet"
+languages: "Aklo, Common, Migo"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Arcana: +15, Athletics: +12, Deception: +14, Medicine: +17, Occultism: +15, Religion: +14, Stealth: +13, Thievery: +13"
+abilityMods: [2, 5, 3, 5, 4, 2]
+speed: 25 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +13, __Ref__ +17, __Will__ +14"
+hp: 120
+health:
+ - name: ""
+ - name: HP
+ desc: "120; __Immunities__ cold; __Weaknesses__ slashing 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Precise) 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "No Breath"
+ desc: " A mi-go doesn't breathe and is immune to effects that require breathing (such as an inhaled poison)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+15 (agile, finesse)\n__Damage__ 2d6 + 4 slashing plus grab"
+
+ - name: "Clever Disguises"
+ desc: " A mi-go can use Deception to [[Actions/Impersonate|Impersonate]] any Medium humanoid creature, although creating such a disguise takes 1 hour. It can't impersonate a specific individual with this ability."
+
+ - name: "Eviscerate"
+ desc: "`pf2:1` (manipulate) The mi-go performs a swift and painful surgery on a creature it has [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] or that is otherwise [[Conditions/Immobilized|Immobilized]], attempting a Medicine check check against the target's Fortitude DC. Regardless of the result, the target then becomes temporarily immune for 24 hours.\n* * *\n\n**Critical Success** The target takes 6d6 slashing damage, is [[Conditions/Slowed|Slowed 1]] for 1 round, and becomes [[Conditions/Clumsy|Clumsy 1]], [[Conditions/Enfeebled|Enfeebled 1]], or [[Conditions/Stupefied|Stupefied 1]] (the mi-go chooses) for 24 hours.\n\n**Success** The target takes 4d6 slashing damage and is slowed 1 for 1 round by the pain.\n\n**Failure** The target takes 2d6 slashing damage.\n\n**Critical Failure** The target takes no damage."
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " A mi-go deals an extra 1d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Mi-Go
+creatures:
+ - 1: Mi-Go
+```
+
+
+
+Mi-gos are both scientists and colonists, yet their extraterrestrial nature and malevolent motives color their investigations with cruelty. While their shape resembles that of an arthropod, mi-gos are in fact a highly evolved and intelligent fungus.
+
+In mi-go society, the pursuit of secular knowledge and religious epiphany have no distinction and inspire their pursuits in tandem. They view the Outer Gods and Great Old Ones of the Elder Mythos less as gods to obey and more as muses or figures of inspiration. This results in their use of a strange blend of magic and technology to create bizarre, organic items that are grown and spliced together as much as crafted in the traditional sense.
+
+A mi-go can survive in the void of outer space and flies through the vacuum at incredible speeds-though these journeys can take months within a single solar system and years to travel beyond. When they come to new planets to mine resources rare on their home worlds, they use clever disguises that mix technology and magic to appear as creatures of that world. While there, they select the greatest minds of that world as trophies, extracting their brains and preserving them within an eldritch cylinder that grants an awful immortality to the mind kept within.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Millindemalion.md b/content/mechanics/srd/Bestiary/Bestiary 3/Millindemalion.md
new file mode 100755
index 000000000..1c21db50a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Millindemalion.md
@@ -0,0 +1,87 @@
+---
+title: "Millindemalion"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.AV2kypBThazThHmY"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Millindemalion"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Millindemalion"
+level: "Creature 13"
+
+alignment: ""
+size: "Small"
+trait_01: [[evil]]
+trait_02: [[fey]]
+modifier: 23
+perception:
+ - name: "Perception"
+ desc: "+23; Low-Light Vision"
+languages: "Aklo, Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Crafting: +28, Occultism: +24, Society: +24, Stealth: +27, Millinery Lore: +30"
+abilityMods: [4, 8, 1, 7, 4, 2]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +20, __Ref__ +27, __Will__ +23"
+hp: 275
+health:
+ - name: ""
+ - name: HP
+ desc: "275; __Weaknesses__ cold iron 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Dagger|+1 Striking Felt Shears (as Dagger)]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Special)]]"
+ desc: "`pf2:r` The millindemalion can use Hat Toss against the triggering creature instead of making a Strike, making a melee attack roll with a +27 modifier to do so.\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Unsettling Mind"
+ desc: " Attempting to touch the frenetic mind of a millindemalion is a dangerous task. When the millindemalion succeeds at a saving throw against a mental effect, the creature originating that effect takes 4d6 mental damage."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Felt Shears"
+ desc: "+27 (agile, finesse, magical, versatile s)\n__Damage__ 2d4 + 14 piercing 1d6 mental"
+
+ - name: "**Ranged** `pf2:1` Felt Shears"
+ desc: "+27 (agile, magical, thrown 10 ft.)\n__Damage__ 2d4 + 10 piercing 1d6 mental"
+
+ - name: "Hat Toss"
+ desc: "`pf2:1` (manipulate,mental,primal) The millindemalion quickly crafts a mind-altering hat in combat and tosses it onto a target with a flick of their wrist. The millindemalion chooses one of the effects below and makes a ranged attack roll with a +27 modifier and a range increment of 20 feet.\n\nOn a hit, the target must succeed at a DC 33 Will check saving throw or experience the listed effect for 1d4+1 rounds. If the millindemalion critically succeeds at the ranged Strike, the target takes a -4 circumstance penalty on the save.\n\nA target can only wear one millindemalion hat at a time; a new hat replaces any previous hat. The hat can't be removed before the condition ends, but when the condition ends (or on a successful save), the hat falls to pieces.\n\n* **Befuddling Bowler** The hat clouds the target's mind; the target becomes [[Conditions/Stupefied|Stupefied 2]].\n* **Bewitching Beret** The target is infatuated with their new hat and its creator, becoming [[Conditions/Fascinated|Fascinated]] by the millindemalion and the beret.\n* **Dazzling Deerstalker** The target can barely see with the hat falling down over its eyes and gains the [[Conditions/Dazzled|Dazzled]] condition.\n* **Fettering Fedora** The target feels a heavy weight pressing down on them from the hat and takes a -10-foot circumstance penalty to their Speeds.\n* **Tiring Tricorne** The target grows sleepy and becomes [[Conditions/Slowed|Slowed 1]].\n\n[[Bestiary Effects/Effect_ Fettering Fedora|Effect: Fettering Fedora]]"
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " A millindemalion deals an extra 4d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Millindemalion
+creatures:
+ - 1: Millindemalion
+```
+
+
+
+Millindemalion are cruel fey tricksters capable of causing mayhem with their magical, mind-altering hats. Many folk tales from around the world speak of industrious fey who help struggling crafters-cobblers, milliners, tailors, and so on-during the night, creating quality wares in secret for no payment greater than a crumb of bread or a saucer of cream. These stories hold a grain of truth, as gracious fey do occasionally journey from the First World to aid a humble artisan on a whim, for bribes of food, or sometimes even as part of a concerted effort to spread beauty throughout the world. However, when an artisan becomes too reliant on this help, their friendly fey helper might become warped and twisted with resentment and neglect. Eventually, they could transform into a cruel prankster who delights in punishing mortals who dare task a fey with such mundane work. The millindemalion is the result of a kindly, hat-making fey undergoing such a transformation. Some scholars believe this erratic behavior is caused by the preponderance of quicksilver used in most millinery.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Misery Siktempora.md b/content/mechanics/srd/Bestiary/Bestiary 3/Misery Siktempora.md
new file mode 100755
index 000000000..f71cbfa7c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Misery Siktempora.md
@@ -0,0 +1,108 @@
+---
+title: "Misery Siktempora"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.9y64LRJNIBU5hb1y"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/siktempora
+ - pf2e/creature/type/time
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Misery Siktempora"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Misery Siktempora"
+level: "Creature 12"
+rare_03: [[Rare]]
+alignment: ""
+size: "Large"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[siktempora]]
+trait_04: [[time]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Darkvision"
+languages: "Aklo; (can't speak any language), telepathy 300 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +23, Intimidation: +23, Occultism: +22, Stealth: +23, Dimension of Time Lore: +26"
+abilityMods: [7, 5, 4, 4, 7, 5]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 32
+armorclass:
+ - name: AC
+ desc: "32; __Fort__ +20, __Ref__ +23, __Will__ +25"
+hp: 160
+health:
+ - name: ""
+ - name: HP
+ desc: "160, regeneration 40 (deactivated by mental, orichalcum, or vitality); __Immunities__ disease, emotion, poison"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 300 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Temporal Sense"
+ desc: " A siktempora can always roll Dimension of Time Lore for initiative. When it does, it gains a +2 circumstance bonus to the roll."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 40 (Deactivated by Mental, Orichalcum, or Vitality)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Slash the Suffering"
+ desc: " Creatures with the [[Conditions/Confused|Confused]] or [[Conditions/Stupefied|Stupefied]] condition are [[Conditions/Off-Guard|Off-Guard]] to the misery siktempora."
+
+ - name: "Uncanny Pounce"
+ desc: "`pf2:0` **Trigger** The misery siktempora rolls Dimension of Time Lore for initiative\n* * *\n\n**Effect** The misery siktempora Strides once and makes a claw Strike, in either order."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+26 (agile)\n__Damage__ 3d8 + 13 slashing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 29, attack +21; __6th __ _[[Spells/Flicker|Blink]]_; __4th __ _[[Spells/Translocate|Dimension Door (At Will)]]_; __3rd __ _[[Spells/Invisibility|Invisibility (x3)]]_\n__Constant__ __(6th)__ _[[Spells/Air Walk|Air Walk]]_"
+
+ - name: "Inflict Misery"
+ desc: "`pf2:1` (emotion,mental,occult) **Requirements** The misery siktempora's last action was a claw Strike that damaged the target\n* * *\n\n**Effect** The misery siktempora fills the target's thoughts with abject despair. The target must attempt a DC 32 Will check save. Regardless of outcome, the target is then immune to Inflict Misery for 1 minute.\n* * *\n\n**Success** The target is unaffected.\n\n**Failure** The target is [[Conditions/Clumsy|Clumsy 2]], [[Conditions/Enfeebled|Enfeebled 2]] and [[Conditions/Stupefied|Stupefied 2]] for 1 round.\n\n**Critical Failure** As failure, but for 1 minute."
+
+ - name: "Telepathic Wail"
+ desc: "`pf2:2` (emotion,mental,occult) The misery siktempora assails the mind of one creature within 100 feet with a wail of anguish and torment that deals 8d6 mental damage (DC 32 Will check save).\n\nOn a failed save, the target is also [[Conditions/Confused|Confused]] for the first action of its next turn (or for 1 round on a critical failure)."
+
+```
+
+```encounter-table
+name: Misery Siktempora
+creatures:
+ - 1: Misery Siktempora
+```
+
+
+
+Creatures born of intense pain and suffering, the armless, six-legged misery siktemporas are some of the most numerous of their kind since misery is as ubiquitous an experience as living. They're also the most proactive of siktemporas, seeking to propagate the misery from which they spawn. They delight in opportunities to travel to the Material Plane, where misery is so woefully prevalent and easily multiplied.
+
+* * *
+
+In the Dimension of Time, intense emotions are more than just ethereal feelings. They accumulate over time, from things like the critical mass of emotion caused by a historic event or a settlement passing down a powerful sentiment for generations. These accretions eventually give birth to siktemporas. Each siktempora feels, with all their being, a singular intense emotion linked to the circumstances that spawned them. A rare few, however, are created when an emotionally invested creature attempts to travel to the Dimension of Time or interferes with the flow of time, which can create paradoxes or manipulate past events.
+
+Siktemporas usually isolate themselves on the Dimension of Time in mindscapes infused with the emotion that created them, but some travel to other planes. These wanderers long to indulge in more of their core emotion or to engender more of that feeling, thus perpetuating their own kind.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Mithral Golem.md b/content/mechanics/srd/Bestiary/Bestiary 3/Mithral Golem.md
new file mode 100755
index 000000000..1acd4b1ed
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Mithral Golem.md
@@ -0,0 +1,98 @@
+---
+title: "Mithral Golem"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.t0CFZThIsIGYg8Q5"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/golem
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/16
+statblock: inline
+name: "Mithral Golem"
+level: 16
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Mithral Golem"
+level: "Creature 16"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[construct]]
+trait_02: [[golem]]
+trait_03: [[mindless]]
+modifier: 26
+perception:
+ - name: "Perception"
+ desc: "+26; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +30, Athletics: +33"
+abilityMods: [9, 6, 5, -5, 0, -5]
+speed: 50 feet, climb 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 40
+armorclass:
+ - name: AC
+ desc: "40; __Fort__ +27, __Ref__ +30, __Will__ +24"
+hp: 220
+health:
+ - name: ""
+ - name: HP
+ desc: "220; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental; __Resistances__ physical 15 (except adamantine)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Evasion"
+ desc: " When the mithral golem rolls a success on a Reflex save, it gets a critical success instead."
+
+ - name: "[[Creature Family Ability Glossary/(Golem) Golem Antimagic|Golem Antimagic]]"
+ desc: " harmed by cold and water (8d10 damage, 2d10 damage from areas or persistent damage); healed by transmutation (area 2d10 healing Hit Points); slowed by electricity\n* * *\n\nA golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as \"cold and water\"), either type of spell can affect the golem.\n\n* **Harmed By** Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.\n* **Healed By** Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.\n* **Slowed By** Any magic of this type that targets the golem causes it to be [[Conditions/Slowed|Slowed 1]] for [[/gmr 2d6 #rounds]]{2d6 rounds} instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.\n* **Vulnerable To** Each golem is vulnerable to one or more specific spells, with the effects described in its stat block."
+
+ - name: "Swift Steps"
+ desc: " A mithral golem is permanently [[Conditions/Quickened|Quickened]], and it can use the extra action only to Step or Stride."
+
+ - name: "Vulnerable to Slow"
+ desc: " A mithral golem is not healed by a [[Spells/Slow|Slow]] spell, and such spells affect them normally. A [[Spells/Haste|Haste]] spell reverses the effects of a _slow_ spell immediately."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+31 (agile, magical, reach 15 feet)\n__Damage__ 3d12 + 12 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Spike"
+ desc: "+31 (deadly 2d10, magical, reach 30 feet)\n__Damage__ 3d10 + 12 piercing"
+
+ - name: "Liquefy"
+ desc: "`pf2:1` The mithral golem becomes fully liquid and amorphous. It gains immunity to precision damage, but it takes double damage from cold and water magic (see golem antimagic). The only actions it can use while Liquefied are move actions, Spike Storm, and spike Strikes. It can resume its normal form by taking this action again."
+
+ - name: "Spike Storm"
+ desc: "`pf2:3` The mithral golem makes a spike Strike against each target within its reach. These attacks count toward the mithral golem's multiple attack penalty, but its multiple attack penalty doesn't increase until after all the attacks."
+
+```
+
+```encounter-table
+name: Mithral Golem
+creatures:
+ - 1: Mithral Golem
+```
+
+
+
+Mithral golems are gorgeously crafted, silvery humanoids made from colossal amounts of the purest dawnsilver. While massive in construction, they possess amazing speed and grace through literal fluidity. Unpredictable and flexible, they can melt into liquid form and reform into a solid shape in mere seconds, allowing them to shape their limbs into sharp spikes or heavy fists as needed.
+
+* * *
+
+Powerful constructs that blend magic and raw material, golems make ideal guardians and bodyguards, with forms and functions as varied as the needs of those who employ them. As their crafters experiment with more exotic components and create new formulas, golems with surprising abilities emerge.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Mix Couatl.md b/content/mechanics/srd/Bestiary/Bestiary 3/Mix Couatl.md
new file mode 100755
index 000000000..c75e910d0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Mix Couatl.md
@@ -0,0 +1,103 @@
+---
+title: "Mix Couatl"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.C8YpdRDNOfEgoX4h"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/couatl
+ - pf2e/creature/type/good
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Mix Couatl"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Mix Couatl"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[chaotic]]
+trait_03: [[couatl]]
+trait_04: [[good]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision"
+languages: "Common, Draconic, Empyrean; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Arcana: +18, Diplomacy: +20, Nature: +21, Occultism: +18, Society: +16, Stealth: +17, Survival: +15"
+abilityMods: [6, 3, 4, 4, 5, 4]
+speed: 15 feet, fly 50 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +14, __Ref__ +15, __Will__ +19"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Star Child"
+ desc: " The mix couatl is difficult to discern against starry skies. The mix couatl can [[Actions/Hide|Hide]] in the air at night without [[Other Effects/Effect_ Cover|Cover]] or being [[Conditions/Concealed|Concealed]]."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 (magical)\n__Damage__ 2d10 + 9 piercing plus grab,mix-couatl-venom"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 26, attack +18; __7th __ _[[Spells/Interplanar Teleport|Plane Shift (Self Only)]]_; __4th __ _[[Spells/Fireball|Fireball]]_, _[[Spells/Speak with Plants|Speak with Plants]]_; __3rd __ _[[Spells/Heal|Heal]]_, _[[Spells/Mind Reading|Mind Reading (At Will)]]_; __2nd __ _[[Spells/Detect Alignment|Detect Alignment (At Will)]]_, _[[Spells/Invisibility|Invisibility (Self Only)]]_, _[[Spells/Speak with Animals|Speak with Animals]]_; __1st __ _[[Spells/Create Water|Create Water]]_, _[[Spells/Mending|Mending]]_\n__Cantrips__ __(4th)__ _[[Spells/Guidance|Guidance]]_, _[[Spells/Light|Light]]_, _[[Spells/Produce Flame|Produce Flame]]_, _[[Spells/Stabilize|Stabilize]]_"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d10+4 bludgeoning, DC 26 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Gift of Knowledge"
+ desc: " When a mix couatl casts [[Spells/Rewrite Memory|Rewrite Memory]] on a willing creature, the mix couatl can Sustain the Spell to modify memories for up to 60 continuous minutes.\n\nA mix couatl can grant knowledge of a particular skill to the target as part of the spell. The mix couatl chooses Engineering Lore, Farming Lore, Fishing Lore, Hunting Lore, or Mercantile Lore. The target becomes permanently trained in the chosen skill. A creature can benefit from Gift of Knowledge only once."
+
+ - name: "Mix Couatl Venom"
+ desc: " (poison) A mix couatl's venom deals spirit damage rather than poison damage to fiends\n\n**Saving Throw** DC 26 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d6 poison damage (1d6 spirit damage to fiends) and [[Conditions/Stupefied|Stupefied 1]] (1 round)\n\n**Stage 2** 2d6 poison damage (2d6 spirit damage to fiends), [[Conditions/Stunned|Stunned 1]], and stupefied 1 (1 round)\n\n**Stage 3** 2d8 poison damage (2d8 spirit damage to fiends), stunned 1, and [[Conditions/Stupefied|Stupefied 2]] (1 round)"
+
+ - name: "Wrap in Coils"
+ desc: "`pf2:1` **Requirements** The mix couatl has a Medium or smaller creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] in their jaws.\n* * *\n\n**Effect** The mix couatl moves the creature into their coils, freeing their jaws to make attacks, then uses [[Bestiary Ability Glossary/Constrict|Constrict]] against the creature. The mix couatl can hold as many creatures in their coils as will fit in their space."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Mix Couatl
+creatures:
+ - 1: Mix Couatl
+```
+
+
+
+Mix couatls (pronounced "meesh") are guides to fledgling societies, providing fundamental information such as farming techniques, medicinal expertise, or more esoteric knowledge like the arcane arts.
+
+* * *
+
+Couatls are serpentine celestials who tirelessly help mortals reach their greatest potential all across the planes. Some serve benevolent deities as intermediaries while others serve the cause of good as they see fit.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Mobogo.md b/content/mechanics/srd/Bestiary/Bestiary 3/Mobogo.md
new file mode 100755
index 000000000..90d361a0d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Mobogo.md
@@ -0,0 +1,108 @@
+---
+title: "Mobogo"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.M8BAwTyUXGXcBS2y"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Mobogo"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Mobogo"
+level: "Creature 10"
+
+alignment: ""
+size: "huge"
+trait_01: [[amphibious]]
+trait_02: [[beast]]
+trait_03: [[chaotic]]
+trait_04: [[evil]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision"
+languages: "Boggard; speak with animals"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +19, Athletics: +23, Nature: +21, Stealth: +19"
+abilityMods: [7, 5, 6, -2, 5, 7]
+speed: 25 feet, fly 20 feet, swim 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 29
+armorclass:
+ - name: AC
+ desc: "29; __Fort__ +22, __Ref__ +17, __Will__ +19"
+hp: 160
+health:
+ - name: ""
+ - name: HP
+ desc: "160, regeneration 30 (deactivated by acid, cold, or fire)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 30 (Deactivated by Acid, Cold, or Fire)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+23 (reach 10 feet)\n__Damage__ 2d12 + 13 piercing plus improved-grab"
+
+ - name: "**Melee** `pf2:1` Tongue"
+ desc: "+23 (agile, reach 30 feet)\n__Damage__ 2d6 + 13 bludgeoning plus tongue-grab"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 27, attack +19; __5th __ _[[Spells/Control Water|Control Water]]_; __4th __ _[[Spells/Create Water|Create Water (At Will)]]_, _[[Spells/Entangling Flora|Entangle]]_, _[[Spells/Mist|Obscuring Mist]]_, _[[Spells/Noise Blast|Sound Burst (At Will)]]_\n__Constant__ __(2nd)__ _[[Spells/Vanishing Tracks|Pass Without Trace]]_, _[[Spells/Speak with Animals|Speak with Animals]]_"
+
+ - name: "Rituals"
+ desc: "_Plant Growth_"
+
+ - name: "Song of the Swamp"
+ desc: "`pf2:1` (auditory,emotion,mental,primal) **Frequency** once per 10 minutes\n* * *\n\n**Effect** The mobogo unleashes a booming croak. All boggards and mobogos within 50 feet gain a +2 status bonus to damage rolls and saves against fear for 1 round. Other creatures in the area of effect must attempt a DC 27 Will check save.\n* * *\n\n**Success** The creature is unaffected and is temporarily immune for 24 hours.\n\n**Failure** The creature is [[Conditions/Slowed|Slowed 1]] for 1d4 rounds.\n\n**Critical Failure** The creature is [[Conditions/Slowed|Slowed 2]] for 1d4 rounds.\n\n[[Bestiary Effects/Effect_ Song of the Swamp|Effect: Song of the Swamp]]"
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Large, 2d12+6 bludgeoning, Rupture 19\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "Swamp Stride"
+ desc: " A mobogo ignores difficult terrain caused by swamp terrain features."
+
+ - name: "Tongue Grab"
+ desc: " A creature hit by the mobogo's tongue becomes [[Conditions/Grabbed|Grabbed]] by the mobogo. The creature isn't [[Conditions/Immobilized|Immobilized]], but it can't move beyond the reach of the mobogo's tongue.\n\nA creature can sever the tongue with a Strike against AC 27 that deals at least 10 slashing damage. This deals no damage to the mobogo but prevents it from using its tongue Strike until it regrows its tongue, which takes 1 round.\n\nThe mobogo can move without ending the Grab as long as the creature remains within the tongue's reach."
+
+ - name: "Tongue Reposition"
+ desc: "`pf2:1` The mobogo attempts to move a creature [[Conditions/Grabbed|Grabbed]] by its tongue. The mobogo rolls an Athletics check check against the creature's Fortitude DC.\n\nOn a success, the mobogo moves the creature into any space within the tongue's reach. If it wishes, the mobogo can transfer the grabbed creature to its jaws."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Mobogo
+creatures:
+ - 1: Mobogo
+```
+
+
+
+Mobogos are massive, swamp-dwelling monstrosities that combine the worst aspects of giant toads and evil dragons. Lazy, cruel, and greedy, these vile creatures make their lairs in the most ancient and primordial swamps. The boggards who call such places home worship mobogos as living demigods, regularly bringing sacrifices of food and valuables lest they become the next victims of the mobogos' boundless appetites.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Mokele-Mbembe.md b/content/mechanics/srd/Bestiary/Bestiary 3/Mokele-Mbembe.md
new file mode 100755
index 000000000..1e6455b38
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Mokele-Mbembe.md
@@ -0,0 +1,81 @@
+---
+title: "Mokele-Mbembe"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.9KtbiMrrPj2hVE3U"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Mokele-Mbembe"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Mokele-Mbembe"
+level: "Creature 9"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +20, Stealth: +19, Survival: +17"
+abilityMods: [7, 4, 6, -4, 2, 0]
+speed: 30 feet, swim 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +21, __Ref__ +15, __Will__ +17"
+hp: 172
+health:
+ - name: ""
+ - name: HP
+ desc: "172"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+22 (reach 15 feet)\n__Damage__ 2d12 + 10 piercing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+22 (agile, reach 20 feet)\n__Damage__ 2d6 + 10 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+22 (reach 10 feet)\n__Damage__ 2d8 + 10 bludgeoning"
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Large or smaller, foot, DC 28 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+ - name: "Whip Tail"
+ desc: "`pf2:2` (incapacitation,sonic) The mokele-mbembe cracks its tail, creating a sonic boom in a 5-foot burst centered on a corner within reach of its tail Strike.\n\nEach creature in the burst's area must attempt a DC 28 Fortitude check save. Mokele-mbembes are immune.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Stunned|Stunned 1]].\n\n**Failure** The creature is [[Conditions/Stunned|Stunned 2]].\n\n**Critical Failure** The creature is [[Conditions/Stunned|Stunned 3]]."
+
+```
+
+```encounter-table
+name: Mokele-Mbembe
+creatures:
+ - 1: Mokele-Mbembe
+```
+
+
+
+Mokele-mbembes are large, reptilian predators found deep within Golarion's jungles. Mwangi view mokele-mbembes as embodiments of nature's strength and majesty, and they consider the sighting of this rare being a sign of favor from the gods and an omen of powerful natural forces. Mokele-mbembes are solitary and excel at going undetected. Most information about them-including the fact that they're voracious predators-comes from following the signs of their passage.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Monkey Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Monkey Swarm.md
new file mode 100755
index 000000000..0f6d1788c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Monkey Swarm.md
@@ -0,0 +1,81 @@
+---
+title: "Monkey Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.fEIywp7e37AHDX29"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Monkey Swarm"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Monkey Swarm"
+level: "Creature 2"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[swarm]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; "
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Thievery: +8"
+abilityMods: [0, 4, 0, -4, 2, 0]
+speed: 25 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +6, __Ref__ +10, __Will__ +6"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20; __Immunities__ precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 3, splash damage 3; __Resistances__ piercing 3, slashing 3"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Cacophony"
+ desc: " (auditory,aura) 20 feet. The monkeys' awful racket of screeches and howls drowns out other sounds. Any creature performing an auditory action in the area must yell over the din, requiring a successful DC 15 Fortitude check save or DC 15 Performance check check to project loudly enough; on a failure, the action is lost."
+
+attacks:
+ - name: ""
+
+ - name: "Ransack"
+ desc: "`pf2:2` The swarm rummages through the possessions of a single creature within its space, attempting a Thievery check check against the creature's Reflex DC.\n\nOn a success, the monkeys take one random item of negligible Bulk that the creature is wearing but not closely guarding, such as an object in a loosely carried pouch."
+
+ - name: "Swarming Bites"
+ desc: "`pf2:1` Each creature in the swarm's space takes 1d8 piercing damage (DC 18 Reflex check save)."
+
+```
+
+```encounter-table
+name: Monkey Swarm
+creatures:
+ - 1: Monkey Swarm
+```
+
+
+
+A single monkey can cause mischief. A troop of monkeys, emboldened by their numbers, can cause utter chaos, attacking anyone and looting anything in sight before scattering away with whatever they can carry.
+
+* * *
+
+Monkeys vary greatly in size, color, and behavior. Some are distinguished by bright orange fur, others for black fur in sharp contrast with a white face. Some produce distinct noises, like howls that can be heard from a village away. Others vie for dominance within ever-changing social hierarchies. Their size and aptitude for climbing allow them to quickly escape threats; combined with being a little too clever for their own good, this allows them to get up to all sorts of mischief and usually escape to do it again.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Monkey.md b/content/mechanics/srd/Bestiary/Bestiary 3/Monkey.md
new file mode 100755
index 000000000..d3c1d2aeb
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Monkey.md
@@ -0,0 +1,76 @@
+---
+title: "Monkey"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.BbVPvA19LfZMrgyX"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/-1
+statblock: inline
+name: "Monkey"
+level: -1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Monkey"
+level: "Creature -1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[animal]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; "
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Thievery: +5"
+abilityMods: [0, 3, 0, -4, 2, 0]
+speed: 25 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 14
+armorclass:
+ - name: AC
+ desc: "14; __Fort__ +2, __Ref__ +7, __Will__ +4"
+hp: 9
+health:
+ - name: ""
+ - name: HP
+ desc: "9"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+7 (agile, finesse)\n__Damage__ 1d6 piercing"
+
+ - name: "Grab and Go"
+ desc: "`pf2:2` The monkey Strides or Climbs up to its Speed. At any point during this movement, it can Interact to take a single unattended item of light Bulk or less that it can see from a square it moves through or is adjacent to. Alternatively, if not in combat, during this movement it can attempt to [[Actions/Steal|Steal]] from an adjacent creature."
+
+```
+
+```encounter-table
+name: Monkey
+creatures:
+ - 1: Monkey
+```
+
+
+
+When these small, curious primates come in contact with large humanoid populations, they quickly adapt, learning to steal food or small objects before retreating to the nearest tree branch with their prize.
+
+* * *
+
+Monkeys vary greatly in size, color, and behavior. Some are distinguished by bright orange fur, others for black fur in sharp contrast with a white face. Some produce distinct noises, like howls that can be heard from a village away. Others vie for dominance within ever-changing social hierarchies. Their size and aptitude for climbing allow them to quickly escape threats; combined with being a little too clever for their own good, this allows them to get up to all sorts of mischief and usually escape to do it again.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Moon Hag.md b/content/mechanics/srd/Bestiary/Bestiary 3/Moon Hag.md
new file mode 100755
index 000000000..96d442584
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Moon Hag.md
@@ -0,0 +1,107 @@
+---
+title: "Moon Hag"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.mY4xHletiWxyRBYO"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/hag
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Moon Hag"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Moon Hag"
+level: "Creature 10"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[hag]]
+trait_05: [[humanoid]]
+trait_06: [[unholy]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision"
+languages: "Aklo, Common, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Deception: +19, Intimidation: +17, Occultism: +19, Religion: +22, Boneyard Lore: +21"
+abilityMods: [7, 5, 3, 5, 6, 3]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 29
+armorclass:
+ - name: AC
+ desc: "29; __Fort__ +17, __Ref__ +19, __Will__ +22"
+hp: 190
+health:
+ - name: ""
+ - name: HP
+ desc: "190; __Immunities__ confused; __Weaknesses__ cold iron 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Coven|Coven]]"
+ desc: " (mental,occult) A moon hag adds [[Spells/Interplanar Teleport|Interplanar Teleport]], [[Spells/Scrying|Scrying]], and [[Spells/Spirit Blast|Spirit Blast]] to her coven's spells.\n* * *\n\nThis monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.\n\nCovens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single action that has the concentrate trait. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-rank [[Spells/Cursed Metamorphosis|Cursed Metamorphosis]] spell and all the following spells, which the coven can cast at any rank up to 5th: [[Spells/Augury|Augury]], [[Spells/Charm|Charm]], [[Spells/Clairaudience|Clairaudience]], [[Spells/Clairvoyance|Clairvoyance]], [[Spells/Dream Message|Dream Message]], [[Spells/Illusory Disguise|Illusory Disguise]], [[Spells/Illusory Scene|Illusory Scene]], [[Spells/Scouting Eye|Scouting Eye]], and [[Spells/Talking Corpse|Talking Corpse]]. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the [[Spells/Control Weather|Control Weather]] ritual, with a DC of 23 instead of the standard DC.\n\nIf a coven member's departure or death brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Ferocity|Ferocity]]"
+ desc: "`pf2:r` **Trigger** The monster is reduced to 0 HP.\n* * *\n\n**Effect** The monster avoids being knocked out and remains at 1 HP, but its [[Conditions/Wounded|Wounded]] value increases by 1. When it is Wounded 3, it can no longer use this ability"
+
+ - name: "Moonlight's Kiss"
+ desc: " A moon hag in an area illuminated by moonlight gains a +2 status bonus to AC and initiative rolls.\n\nIn the light of a full moon, she is [[Conditions/Quickened|Quickened]], and can use the extra action only to Stride or Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+23 (agile, magical, unholy)\n__Damage__ 2d12 + 10 slashing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 29, attack +21; __5th __ _[[Spells/Confusion|Confusion]]_, _[[Spells/Fear|Fear (At Will)]]_, _[[Spells/Read Omens|Read Omens]]_, _[[Spells/Talking Corpse|Talking Corpse (x3)]]_, _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Coven Spells"
+ desc: "DC 23, attack +15; __8th __ _[[Spells/Cursed Metamorphosis|Baleful Polymorph]]_; __7th __ _[[Spells/Interplanar Teleport|Plane Shift]]_; __6th __ _[[Spells/Scrying|Scrying]]_, _[[Spells/Spirit Blast|Spirit Blast]]_; __5th __ _[[Spells/Augury|Augury]]_, _[[Spells/Charm|Charm]]_, _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Illusory Disguise|Illusory Disguise]]_, _[[Spells/Illusory Scene|Illusory Scene]]_, _[[Spells/Scouting Eye|Prying Eye]]_, _[[Spells/Talking Corpse|Talking Corpse]]_"
+
+ - name: "Rituals"
+ desc: "_Control Weather_"
+
+ - name: "Dreadful Prediction"
+ desc: "`pf2:1` (curse,mental,occult) **Frequency** once per round\n* * *\n\n**Effect** The moon hag howls a series of dreadful, apocalyptic predictions at a single creature within 30 feet, shattering its perceptions of reality.\n\nThe target must succeed at a DC 29 Will check save or become [[Conditions/Stupefied|Stupefied 2]] ([[Conditions/Stupefied|Stupefied 3]] on a critical failure); regardless of the outcome, the creature is then temporarily immune for 24 hours. A creature that can see the moon takes a -2 circumstance penalty to saving throws against Dreadful Prediction.\n\nThe stupefied condition from Dreadful Prediction persists until the curse is removed."
+
+ - name: "[[Bestiary Ability Glossary/Rend|Rend]]"
+ desc: "`pf2:1` Claw\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
+
+```
+
+```encounter-table
+name: Moon Hag
+creatures:
+ - 1: Moon Hag
+```
+
+
+
+Moon hags are powerful soothsayers who dwell in places where souls receive their final judgment. These vile creatures possess knowledge of-and perhaps some power over-the portals between the lands of the living and the dead, and innocent mortals sometimes seek them out for this reason. Moon hags use their knowledge to sow discord and place seeds of doubt in those who unwittingly seek their aid. Beings of great power can intimidate them into sharing the truth of what they know, but the cunning hags always try to hide some important piece of information or word things in such a way that anyone acting on their divinations still find their plans falling into ruin.
+
+* * *
+
+Foul creatures who appear as wizened old women, hags share little in common with the humanoids they terrorize. They are hateful entities whose greatest joy lies in the corruption and ultimate destruction of anything good and virtuous. Whatever power created the first hags is lost to time, but numerous hag varieties have arisen over the ages, each with their own powers and abilities to spread pain and suffering.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Moose.md b/content/mechanics/srd/Bestiary/Bestiary 3/Moose.md
new file mode 100755
index 000000000..12577f01f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Moose.md
@@ -0,0 +1,90 @@
+---
+title: "Moose"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ldygmIsf5Qnj2AVS"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Moose"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Moose"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Low-Light Vision, Scent (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Intimidation: +8"
+abilityMods: [5, 3, 4, -4, 0, 1]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +11, __Ref__ +10, __Will__ +5"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Cold Adaptation"
+ desc: " The moose reduces the effects it suffers from cold environments by one step."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Antler"
+ desc: "+12 ()\n__Damage__ 1d10 + 7 piercing"
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+12 ()\n__Damage__ 1d8 + 7 bludgeoning"
+
+ - name: "Kick Back"
+ desc: "`pf2:1` The moose bucks and kicks back with both hind hooves, making a Strike with a -2 circumstance penalty to the attack roll. If it hits, it deals an extra 1d8 bludgeoning damage.\n\nThis counts as two attacks when calculating the moose's multiple attack penalty."
+
+ - name: "Thundering Charge"
+ desc: "`pf2:2` The moose Strides twice and then makes an antler Strike. A Medium or smaller creature damaged by this attack must succeed at a DC 18 Fortitude check save or be [[Conditions/Stunned|Stunned 1]]."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Medium or smaller, hoof, DC 20 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+```
+
+```encounter-table
+name: Moose
+creatures:
+ - 1: Moose
+```
+
+
+
+Moose are a large, solitary type of deer. They're majestic, territorial, and extremely grumpy-traits that make them dangerous to unwary travelers and would-be predators alike. Males are instantly recognizable, standing 7 feet tall at the shoulder, with large heads and thick necks to support their impressive palmate antlers. They shed their antlers come winter and grow a new set each year at a rapid rate.
+
+For most of the year, moose roam tundra, forest, and wilderness territories by themselves. Their hooves are wide, allowing them to more easily traverse the frequent snowfall of their native terrain, and they typically journey alone. Moose come together only during mating season, a time in which they become oddly social with one another, loud, and even more aggressive to other creatures than usual.
+
+A moose's diet consists of leaves, woody plant matter like twigs or bark, and buds of trees and shrubs. Moose are so large they prefer to eat the leaves of trees taller than humans instead of lowering their giant heads all the way to the ground. This can make them easy to track, though hunters will find actually killing a moose is a far greater challenge than finding it. Despite their size, moose have many natural predators, especially pack animals like wolves and large carnivores like tigers. Large humanoids like ogres and trolls dwelling in the wilderness sometimes make sport of chasing down and wrestling moose.
+
+Despite their large size, moose are expert swimmers in both fresh and salt water, and they readily feed on aquatic vegetation. Moose rarely swim into open seas, however, and usually stay close to land, though ocean predators have been known to hunt swimming moose. To an observer watching from the safe distance of a dry shore, the large branching antlers of a swimming moose can sometimes be mistaken for a tree bobbing along in the water.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Mothman.md b/content/mechanics/srd/Bestiary/Bestiary 3/Mothman.md
new file mode 100755
index 000000000..20fd6021e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Mothman.md
@@ -0,0 +1,88 @@
+---
+title: "Mothman"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Jc4lYdulAnC7kmlb"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/chaotic
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Mothman"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Mothman"
+level: "Creature 7"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+trait_02: [[chaotic]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision"
+languages: "Aklo, Common, Fey, Sakvroth; (can't speak any language), telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Nature: +13, Occultism: +15, Society: +13, Stealth: +16"
+abilityMods: [2, 5, 4, 2, 4, 5]
+speed: 25 feet, fly 50 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +13, __Ref__ +18, __Will__ +15"
+hp: 90
+health:
+ - name: ""
+ - name: HP
+ desc: "90"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "Portentous Gaze"
+ desc: " (aura,emotion,fear,mental,occult,visual) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 25 Will check save. A creature that fails is [[Conditions/Frightened|Frightened 1]] (or [[Conditions/Frightened|Frightened 2]] on a critical failure)\n\nThe mothman can deactivate or activate this aura with a single action, which has the concentrate trait."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+16 (agile, finesse)\n__Damage__ 2d8 + 4 slashing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 25, attack +17; __4th __ _[[Spells/Invisibility|Invisibility]]_, _[[Spells/Rewrite Memory|Modify Memory]]_, _[[Spells/Nightmare|Nightmare]]_, _[[Spells/Phantasmal Killer|Phantasmal Killer]]_, _[[Spells/Suggestion|Suggestion]]_; __3rd __ _[[Spells/Illusory Creature|Illusory Creature]]_, _[[Spells/Mind Reading|Mind Reading]]_; __2nd __ _[[Spells/Illusory Object|Illusory Object]]_, _[[Compendium.pf2e.spells-srd.Item.c2bTWBNO1BYX4Zfg|Misdirection]]_\n__Cantrips__ __(4th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Agent of Fate"
+ desc: "`pf2:3` (primal) **Frequency** once per day\n* * *\n\n**Effect** The mothman casts any spell of 5th level or lower that normally takes 2 or fewer actions to cast, whether they have those spells in their innate spells or not.\n\nThey can use this ability only if doing so steers the flow of fate in its proper course toward a disaster or otherwise significantly memorable event.\n\nWhat the proper flow of fate entails is determined by the GM, but some examples include casting [[Spells/Illusory Scene|Illusory Scene]] to coax someone to a portentous location, casting [[Spells/Sending|Sending]] to deliver an important message to someone the exact moment they need to hear it, or casting [[Spells/Rusting Grasp|Rusting Grasp]] to weaken a structure and cause some necessary calamity."
+
+ - name: "Focus Gaze"
+ desc: "`pf2:1` (concentrate,emotion,fear,mental,occult,visual) The mothman fixes their glare at a creature they can see within 30 feet. The target must immediately attempt a Will save against the mothman's portentous gaze.\n\nIf the creature is already frightened when it attempts this save, on a failure it becomes [[Conditions/Stupefied|Stupefied 1]] for 24 hours in addition to the frightened effect.\n\nAfter attempting its save, the creature is then temporarily immune for 1 minute."
+
+```
+
+```encounter-table
+name: Mothman
+creatures:
+ - 1: Mothman
+```
+
+
+
+Little is known of the strange creatures known as mothmen, save that when they make themselves known, calamity is sure to follow. The mothman sees themself as an agent of fate-provided such fate is devastating and destructive. Often, those who encounter a mothman never recall the meeting, yet live on to unknowingly pursue and enable the creature's obscure plans.
+
+The name "mothmen" is, of course, not these creatures' own name for themselves, but an appellation granted by the fearful who glimpse them and tell harrowing tales of their sightings. They each keep their own names, or a collection for use in different situations, yet have no need for a collective word for their kind.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Munagola.md b/content/mechanics/srd/Bestiary/Bestiary 3/Munagola.md
new file mode 100755
index 000000000..c0ef8e415
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Munagola.md
@@ -0,0 +1,115 @@
+---
+title: "Munagola"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.RR6lPraDL1DtG3Wg"
+tags:
+ - pf2e/creature/type/devil
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Munagola"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Munagola"
+level: "Creature 11"
+
+alignment: ""
+size: "Medium"
+trait_01: [[devil]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[lawful]]
+trait_05: [[unholy]]
+modifier: 24
+perception:
+ - name: "Perception"
+ desc: "+24; Greater Darkvision"
+languages: "Common, Diabolic, Draconic, Empyrean; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +23, Athletics: +22, Intimidation: +21, Religion: +18, Stealth: +21"
+abilityMods: [7, 6, 6, 3, 5, 6]
+speed: 30 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +23, __Ref__ +21, __Will__ +20; +1 status to all saves vs. magic"
+hp: 165
+health:
+ - name: ""
+ - name: HP
+ desc: "165; __Immunities__ fire; __Weaknesses__ holy 10; __Resistances__ physical 10 (except silver)"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Composite Longbow|+1 Striking Composite Longbow]], [[Equipment/Greataxe|+1 Striking Greataxe]], [[Equipment/Breastplate|+1 Breastplate]]"
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "No Escape"
+ desc: "`pf2:r` **Trigger** A foe within reach moves away from the munagola.\n* * *\n\n**Effects** The munagola Strides or Flies up to their Speed, following the retreating foe and keeping it in reach until the foe stops moving or the munagola has moved their full Speed."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Flaming Greataxe"
+ desc: "+24 (fire, magical, sweep, unholy)\n__Damage__ 2d12 + 13 slashing 1d6 spirit"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+23 (agile, magical, unarmed, unholy)\n__Damage__ 2d8 + 13 piercing 1d6 spirit"
+
+ - name: "**Ranged** `pf2:1` Flaming Composite Longbow"
+ desc: "+23 (deadly d10, fire, magical, range increment 100 feet, reload 0, unholy, volley 30 ft.)\n__Damage__ 2d8 + 6 piercing 1d6 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 27, attack +19; __5th __ _[[Spells/Translocate|Dimension Door]]_; __4th __ _[[Spells/Translocate|Dimension Door (At Will)]]_"
+
+ - name: "Rituals"
+ desc: "_Infernal Pact_"
+
+ - name: "Felling Assault"
+ desc: " When a munagola hits with a melee Strike, they gain [[Bestiary Ability Glossary/Improved Knockdown|Improved Knockdown]] on all subsequent melee Strikes against that target until the end of the munagola's turn."
+
+ - name: "Flames of Fury"
+ desc: " Any weapon a munagola holds gains the effects of a _[[Equipment/Flaming|Flaming]]_ rune while they hold it."
+
+ - name: "Flight Commander of Dis"
+ desc: "`pf2:1` The munagola directs aerial maneuvers, granting themself and evil allies with fly Speeds a +20-foot status bonus to their fly Speeds for 1 round."
+
+ - name: "Sudden Dive"
+ desc: "`pf2:2` The munagola Flies twice. If they end their flight at a lower elevation than they started and within melee reach of at least one enemy, they can make a melee Strike against that enemy, gaining a +1 circumstance bonus to the Strike."
+
+```
+
+```encounter-table
+name: Munagola
+creatures:
+ - 1: Munagola
+```
+
+
+
+Munagolas are some of the most feared demonic warriors in Hell, combining the aerial strength and craftiness of erinyes with sheer brute force rivaling that of the strongest devils.
+
+* * *
+
+There are countless legions of lawful fiends in the nine layers of Hell, warring against the celestial planes and scouring the Material Plane for souls to corrupt.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Munavri Spellblade.md b/content/mechanics/srd/Bestiary/Bestiary 3/Munavri Spellblade.md
new file mode 100755
index 000000000..d40227e21
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Munavri Spellblade.md
@@ -0,0 +1,94 @@
+---
+title: "Munavri Spellblade"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.PXaVcmIkVVc45iGP"
+tags:
+ - pf2e/creature/type/good
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/munavri
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Munavri Spellblade"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Munavri Spellblade"
+level: "Creature 2"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[good]]
+trait_02: [[humanoid]]
+trait_03: [[munavri]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Munavri, Sakvroth; telepathy 30 feet (munavris only)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +8, Deception: +7, Occultism: +6, Stealth: +4"
+abilityMods: [4, 0, 2, 0, 1, 3]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +8, __Ref__ +6, __Will__ +7"
+hp: 28
+health:
+ - name: ""
+ - name: HP
+ desc: "28; __Resistances__ mental 2"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Bastard Sword|Bastard Sword]], [[Equipment/Breastplate|Breastplate]]"
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 30 feet (Munavris Only)]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Light Blindness|Light Blindness]]"
+ desc: " When first exposed to bright light, the monster is [[Conditions/Blinded|Blinded]] until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's [[Conditions/Dazzled|Dazzled]]."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bastard Sword"
+ desc: "+8 (two-hand d12)\n__Damage__ 1d8 + 4 slashing"
+
+ - name: "Occult Spontaneous Spells"
+ desc: "DC 17, attack +9; __1st __ (3 slots) _[[Spells/Mindlink|Mindlink]]_, _[[Spells/Phantom Pain|Phantom Pain]]_, _[[Spells/Soothe|Soothe]]_\n__Cantrips__ __(1st)__ _[[Spells/Daze|Daze]]_, _[[Spells/Message|Message]]_, _[[Spells/Shield|Shield]]_, _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_"
+
+ - name: "Intuit Object"
+ desc: "`pf2:2` (concentrate,occult) **Frequency** once per day\n* * *\n\n**Effect** By concentrating their psychic energy on a held object, the munavri intuits its use and understands how to effectively wield it.\n\nThe munavri chooses one item they are holding. They gain the trained proficiency rank in one statistic required to use that item, but only for the purpose of using that specific item.\n\nFor example, they could become trained in greatswords (to use a specific greatsword) or Acrobatics (to use a _[[Equipment/Jade Cat|Jade Cat]]_ talisman). This benefit lasts for 1 hour."
+
+```
+
+```encounter-table
+name: Munavri Spellblade
+creatures:
+ - 1: Munavri Spellblade
+```
+
+
+
+Although the subterranean Darklands are known for their cruel and domineering civilizations-led by fiend-worshipping drow, urdefhans, and others-that dwell within those sinister caverns, not every such subterranean society is ruled that way. Munavris are perhaps the best example of a people that tend to treat new arrivals to their Darklands territories with good temper, fairness, and respect.
+
+These humanoids are the descendants of humans who survived the world-ending cataclysm called Earthfall-mariners who were abducted by alghollthus and dragged down through the ocean depths until they emerged on the other side of the seafloor, amid the Sightless Sea in the lightless realm of Orv.
+
+Gradually, munavris' bodies adapted to their new home: they lost the pigments in their hair and skin, developed highly sensitive vision, and began to demonstrate telekinetic powers. These early munavris eventually settled on a mysterious archipelago of jade islands-mystical green landforms that seemed to resonate with strange, psychic energies that repelled their alghollthu captors. Safe from their abductors and nurtured by the strange powers of their jade islands, munavris have remained free to hone their telekinetic abilities into substantial psychic prowess.
+
+Every munavri has the ability to concentrate psychic energy upon an object to immediately ascertain what it is and how it works. Such natural intuition doesn't come easily, though; using this power requires the munavri to expend a large portion of their limited psychic energy. Sleep is the only way for a munavri to replenish this psychic well.
+
+Today, nearly all munavris dwell on these islands and ply the waters of the Sightless Sea. Their predominant culture promotes nobility of both deed and heart, and many munavri dedicate their lives to waging war against those who sew discord in the Darklands.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Myceloid.md b/content/mechanics/srd/Bestiary/Bestiary 3/Myceloid.md
new file mode 100755
index 000000000..73211adc5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Myceloid.md
@@ -0,0 +1,92 @@
+---
+title: "Myceloid"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.rvbzljDtNfoi5CYe"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fungus
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Myceloid"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Myceloid"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[fungus]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Sakvroth; telepathy 100 feet (myceloids and those afflicted by purple pox only)"
+skills:
+ - name: "Skills"
+ desc: "Stealth: +11, Survival: +10"
+abilityMods: [4, 3, 4, -1, 2, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +14, __Ref__ +9, __Will__ +10"
+hp: 70
+health:
+ - name: ""
+ - name: HP
+ desc: "70; __Weaknesses__ slashing 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet (Myceloids and Those Afflicted by Purple Pox Only)]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "Spore Pop"
+ desc: " If a myceloid is reduced to 0 HP by a critical hit, it pops, forcing it to immediately Emit Spores, even if it has already used the ability that day."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+14 ()\n__Damage__ 2d6 + 4 bludgeoning plus purple-pox"
+
+ - name: "Emit Spores"
+ desc: "`pf2:1` **Frequency** once per day\n* * *\n\n**Effect** The myceloid expels spores in a 10-foot burst centered on a corner of its own space. This cloud lasts until the start of the myceloid's next turn. Each creature that is in the cloud or enters it is exposed to purple pox."
+
+ - name: "Purple Pox"
+ desc: " (disease) Myceloids are immune\n\n**Saving Throw** DC 20 Fortitude check\n* * *\n\n**Onset** 1 minute\n\n**Stage 1** 2d6 poison damage and [[Conditions/Stupefied|Stupefied 1]] (1 day)\n\n**Stage 2** 6d6 poison damage, [[Conditions/Stupefied|Stupefied 3]], and the creature is compelled to seek out the nearest myceloid colony-this compulsion is a mental emotion effect (1 day)\n\n**Stage 3** The creature dies. Over 24 hours, its corpse becomes bloated and bursts, releasing a new, fully grown myceloid."
+
+ - name: "Spore Domination"
+ desc: "`pf2:2` (emotion,incapacitation,mental,primal) The myceloid targets one creature affected by purple pox within 60 feet. That creature must attempt a DC 22 Will check save.\n\nIt is then temporarily immune to spore domination for 10 minutes.\n* * *\n\n**Critical Success** The target is unaffected.\n\n**Success** Until the end of its next turn, the target is [[Conditions/Helpful|Helpful]] to myceloids and can't take hostile actions against them.\n\n**Failure** As success, but for 1 minute.\n\n**Critical Failure** As success, but until the purple pox is cured."
+
+```
+
+```encounter-table
+name: Myceloid
+creatures:
+ - 1: Myceloid
+```
+
+
+
+The ambulatory fungus creatures called myceloids are notorious for spreading deadly purple pox, controlling creatures' minds, and devouring humanoid flesh. For a myceloid colony, any battle with humanoids is cause for excitement, as this new fodder presents so many delicious possibilities.
+
+Myceloids consider humanoids to have an ideal life cycle of four simple steps. During childhood, they wander naive and afraid, unaware of myceloid colonies. In adulthood, humanoids discover their true purpose as they taste purple pox and become enslaved by the myceloids' spores. Next, they die, giving rise to a new myceloid. They're then sent on to the afterlife upon becoming a myceloid meal. Eating humanoid flesh is not a necessity-a myceloid can survive on any decaying matter-but it's certainly a pleasure.
+
+Myceloids rarely make alliances, but when they do, they invite their new allies to share a meal to seal the pact. Few outsiders appreciate this hospitality.
+
+Most myceloids have deep purple caps studded with off-white lumps. Their necks and bodies bear resemblance to the stipes of tough, leathery fungi. Smaller mushrooms often grow on a myceloid's body, which the creatures view as either adornments or particularly convenient snacks. They stand roughly as tall as a dwarf, with comparably stout builds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Nagaji Soldier.md b/content/mechanics/srd/Bestiary/Bestiary 3/Nagaji Soldier.md
new file mode 100755
index 000000000..5379668b5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Nagaji Soldier.md
@@ -0,0 +1,87 @@
+---
+title: "Nagaji Soldier"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.SHRMcOkETidSXQ9h"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/nagaji
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Nagaji Soldier"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Nagaji Soldier"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+trait_02: [[nagaji]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Low-Light Vision"
+languages: "Common, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +8, Intimidation: +5, Nature: +6"
+abilityMods: [4, 1, 3, -1, 2, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +9, __Ref__ +7, __Will__ +6"
+hp: 28
+health:
+ - name: ""
+ - name: HP
+ desc: "28; __Resistances__ poison 2"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Longbow|Longbow]], [[Equipment/Ranseur|Ranseur]], [[Equipment/Leather Armor|Leather Armor]], 20x [[Equipment/Arrows|Arrows]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Ranseur"
+ desc: "+10 (disarm, reach 10 feet)\n__Damage__ 1d10 + 4 piercing"
+
+ - name: "**Ranged** `pf2:1` Longbow"
+ desc: "+7 (deadly d10, range increment 100 feet, volley 30 ft.)\n__Damage__ 1d8 piercing"
+
+ - name: "Slough Toxins"
+ desc: "`pf2:1` **Frequency** once per round\n\n**Requirements** The nagaji is afflicted with a poison\n* * *\n\n**Effect** The nagaji accelerates their metabolism. They roll a saving throw against the affliction with a +2 circumstance bonus. If they must attempt an ongoing save against the same poison at the end of their turn, they also get a +2 circumstance bonus to that save."
+
+```
+
+```encounter-table
+name: Nagaji Soldier
+creatures:
+ - 1: Nagaji Soldier
+```
+
+
+
+Nagaji are brawny bipeds with humanoid figures and serpentine heads. Their bodies are covered in tightly layered scales that range in color from green to brown, and almost all nagaji have a colorful ridge along their head and back. Ophidian eyes lend nagaji an imperious visage, with irises that span every color of the rainbow.
+
+Nagaji physiology varies somewhat. Some possess vestigial tails, while others have sharp claws, and some even sport impressive fangs that can inject a simple venom. Like snakes, nagaji are cold-blooded and reproduce by laying eggs; as a result, nagaji territories rarely overlap with those of mammalian humanoids, since their environmental needs diverge so widely. They're a hardy and strong people, but their close ties to nagas mean many have the potential for powerful magic, as well.
+
+Long ago, the naga goddess Nalinivati created the first nagaji as the backbone of a society that respected nagas. But the nagaji were never mindless vassals, and the goddess gifted them with free will. Many nagaji willingly serve nagas to this day, honoring some as outright divinities. While outsiders might regard nagaji initially as brainwashed servants, nagaji dispute this claim. Of course there are evil and unfair naga overlords, but there are just as many fair and just naga rulers, and nagaji history remembers various rebellions and revolutions when a matriarch overstepped her bounds to support a new naga's claims of rulership. Nagaji accurately note that their long history with nagas is no simple matter and claim that the partnership goes both ways: nagas rely as much on nagaji for the running of their empires as nagaji rely on nagas to lead their people to prosperity.
+
+Although nagaji might be encountered in diverse cities and urban centers, their communities are concentrated in environments that suit their biology, namely jungles and tropical forests. Where many species would languish in the heat and humidity, nagaji bask in the warmth and thrive.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Namorrodor.md b/content/mechanics/srd/Bestiary/Bestiary 3/Namorrodor.md
new file mode 100755
index 000000000..432024e71
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Namorrodor.md
@@ -0,0 +1,105 @@
+---
+title: "Namorrodor"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.9Oza5A66FLfKkWWD"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/shadow
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Namorrodor"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Namorrodor"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[shadow]]
+trait_04: [[undead]]
+trait_05: [[unholy]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision, Lifesense 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +12, Athletics: +13, Stealth: +14, Survival: +11"
+abilityMods: [4, 5, 3, 3, 2, 0]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +12, __Ref__ +14, __Will__ +11"
+hp: 85
+health:
+ - name: ""
+ - name: HP
+ desc: "85; __Immunities__ death effects, disease, paralyzed, poison, sleep; __Weaknesses__ fire 5, vitality 5"
+abilities_top:
+ - name: ""
+
+ - name: "Interplanar Lifesense"
+ desc: " While the namorrodor is on the Shadow Plane, its lifesense extends to the Material Plane as a vague sense with a 100-foot range."
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 30 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+abilities_mid:
+ - name: ""
+ - name: "Material Leap"
+ desc: "`pf2:r` (teleportation) **Requirements** The namorrodor is on the Shadow Plane\n\n**Trigger** A creature the namorrodor can sense with its lifesense on the Material Plane dies\n* * *\n\n**Effect** The namorrodor leaps between planes, appearing on the Material Plane within 100 feet of the triggering creature. It remains on the Material Plane for 24 hours, after which it is recalled to its original location on the Shadow Plane."
+
+ - name: "Whistling Bones"
+ desc: " (auditory,aura,emotion,fear,mental) 30 feet. Wind whistles through the namorrodor's jutting bones with an eerie tone. A creature entering or beginning its turn in the area must attempt a DC 19 Will check save, becoming [[Conditions/Frightened|Frightened 1]] on a failure ([[Conditions/Frightened|Frightened 2]] on a critical failure). A creature can't reduce its frightened condition below 1 as long as it's in the aura."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+15 ()\n__Damage__ 2d8 + 6 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+15 (agile)\n__Damage__ 2d6 + 6 piercing plus grab"
+
+ - name: "**Ranged** `pf2:1` Spit"
+ desc: "+14 (range 30 feet)\n__Damage__ 1d8 + 6 bludgeoning"
+
+ - name: "Bounding Sprint"
+ desc: "`pf2:2` **Requirements** The namorrodor has nothing in its hands\n* * *\n\n**Effect** The namorrodor bounds forward, using four limbs for an extra burst of speed. It Strides twice and makes a single melee Strike at the end of its movement."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Namorrodor
+creatures:
+ - 1: Namorrodor
+```
+
+
+
+Namorrodor stalk the night, craving the flesh of the living. Though they dwell on the Shadow Plane, the shadowy substances of that plane offer them only the barest sustenance, and they forever seek to cross over onto the Material Plane-yet they can make this journey only on the eve of a death, and only in a place where their plane overlaps the Material. When they manage to make the leap between planes, a shooting star marks their passage.
+
+Attracted by the smell of cooking meat but particularly vulnerable to flame, a namorrodor's most common meal is a traveler who has strayed from their campfire. Unattended babies are a treat so delectable, however, that a namorrodor will risk an encounter with dreaded fire if it spies an opportunity to snatch one.
+
+A namorrodor's skin is torn and loose over jutting bones, through which the wind whistles with a distinctive, eerie tone. Able to change between a quadrupedal and bipedal stance, the namorrodor is an admirable hunter.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Narwhal.md b/content/mechanics/srd/Bestiary/Bestiary 3/Narwhal.md
new file mode 100755
index 000000000..b61200c4f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Narwhal.md
@@ -0,0 +1,87 @@
+---
+title: "Narwhal"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Q6Msb6hYLvZld1PS"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/aquatic
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Narwhal"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Narwhal"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[aquatic]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Echolocation 120 Feet, Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +10"
+abilityMods: [5, 3, 4, -4, 3, 0]
+speed: swim 60 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +9, __Ref__ +10, __Will__ +8"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50; __Resistances__ cold 5"
+abilities_top:
+ - name: ""
+
+ - name: "Aquatic Echolocation (Precise) 120 feet"
+ desc: " A narwhal can use its hearing as a precise sense at the listed range, but only underwater."
+
+ - name: "Deep Breath"
+ desc: " A narwhal can hold its breath for 30 minutes."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tusk"
+ desc: "+12 (reach 10 feet)\n__Damage__ 1d10 + 5 piercing"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+12 ()\n__Damage__ 1d8 + 5 piercing"
+
+ - name: "Impaling Charge"
+ desc: "`pf2:2` The narwhal Swims twice and makes a tusk Strike. If it moved at least 20 feet from its starting position, the narwhal deals an extra 1d10 damage on this Strike.\n\nA target damaged by Impaling Charge is [[Conditions/Grabbed|Grabbed]] until the start of the narwhal's next turn unless it [[Actions/Escape|Escapes]] before then (DC 20).\n\nThe narwhal can't Grapple to extend the duration of this grab."
+
+```
+
+```encounter-table
+name: Narwhal
+creatures:
+ - 1: Narwhal
+```
+
+
+
+Narwhals are mid-sized whales known for the long tusk that grows from their nose. The tusk, forming from a protruding canine tooth, appears primarily on males and can grow up to 10 feet in length over the course of an adult narwhal's life. In addition to helping the narwhal attract mates (much like a peacock's feathers), the tusk can serve as a weapon.
+
+Like dolphins, narwhals communicate via clicks and whistles, and they use sound to navigate and hunt. They congregate in groups of five to 10, except in the summer when they gather in the hundreds. Adult narwhals are typically 13-18 feet long (not counting the tusk) and weigh 1,500-3,500 pounds.
+
+The similarities between a narwhal's tusk and a unicorn's horn have led to the narwhals' nickname of "sea unicorns," but the narwhal's tusk is not made of the same highly sought material. Legends surrounding narwhals have nevertheless attributed magical characteristics to these remarkable tusks, such as neutralizing poison. Collectors and artisans also value the tusks as an elegant crafting material useful for carvings and other works of art.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Necral Worm Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Necral Worm Swarm.md
new file mode 100755
index 000000000..977bd66d4
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Necral Worm Swarm.md
@@ -0,0 +1,88 @@
+---
+title: "Necral Worm Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.dAf69n1Fixv1uxST"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/swarm
+ - pf2e/creature/type/undead
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Necral Worm Swarm"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Necral Worm Swarm"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[swarm]]
+trait_03: [[undead]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Tremorsense (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Stealth: +12"
+abilityMods: [-1, 3, 4, -5, 1, -4]
+speed: 15 feet, burrow 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +15, __Ref__ +12, __Will__ +8"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60, void healing; __Immunities__ acid, precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 4, vitality 8, splash damage 4; __Resistances__ bludgeoning 4, piercing 8, slashing 8"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "Swarming Bites"
+ desc: "`pf2:1` Each enemy in the swarm's space takes 3d6 void damage (DC 22 Reflex check save).\n\nCreatures that fail this save become [[Conditions/Sickened|Sickened 1]] from the swarm's painful bites."
+
+```
+
+```encounter-table
+name: Necral Worm Swarm
+creatures:
+ - 1: Necral Worm Swarm
+```
+
+
+
+A single finger-length bore worm is unpleasant but mostly innocuous. Ten thousand bore worms, on the other hand, pose a formidable threat to even seasoned adventurers. The countless worms form a roiling, rancid mass of acid and pain, capable of delivering a hideous death to any person or beast unable to escape them. Unfortunately for any creature other than a bore worm, most encounters involve swarms.
+
+* * *
+
+These Darklands vermin produce corrosive, noxious slime and deliver agonizing bites, whether as a revolting, wriggling swarm of finger-length worms or a single massive, lurching beast. Among Darklands communities, most inhabitants regard bore worms much in the same way surface cultures speak of maggots or cockroaches-with general disdain and revulsion. Children consider catching a single bore worm and using it to torment others a rite of passage, albeit a dangerous one.
+
+An undead sorcerer in the ghoul-run Darklands city of Nemret Noktoria developed necral worms about 60 years ago by filling an empress bore worm's abandoned exoskeleton with a unique alchemical paste. These undead bore worms radiate the very energies of death, making them surprisingly sophisticated magical batteries. Less pleasant entities often use them as magical tools.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Nemhaith.md b/content/mechanics/srd/Bestiary/Bestiary 3/Nemhaith.md
new file mode 100755
index 000000000..6c88f1942
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Nemhaith.md
@@ -0,0 +1,109 @@
+---
+title: "Nemhaith"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.aTrrlROOqVuB2j3X"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/spirit
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/15
+statblock: inline
+name: "Nemhaith"
+level: 15
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Nemhaith"
+level: "Creature 15"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[incorporeal]]
+trait_03: [[spirit]]
+trait_04: [[undead]]
+trait_05: [[unholy]]
+modifier: 31
+perception:
+ - name: "Perception"
+ desc: "+31; Darkvision"
+languages: "Common; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Deception: +27, Diplomacy: +27, Intimidation: +29, Religion: +31, Stealth: +29, Dwelling Lore: +25"
+abilityMods: [-5, 6, 0, 4, 8, 6]
+speed: fly 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +23, __Ref__ +27, __Will__ +29"
+hp: 255
+health:
+ - name: ""
+ - name: HP
+ desc: "255, void healing, rejuvenation; __Immunities__ death effects, disease, paralyzed, poison, precision, unconscious; __Resistances__ all damage 10 (except force, ghost touch, or vitality; double resistance vs. non-magical)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Creature Family Ability Glossary/(Ghost) Site Bound|Site Bound]]"
+ desc: " The nemhaith is bound to a place or large stationary object and can't venture more than 500 feet from this focus.\n* * *\n\nA typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location."
+
+abilities_mid:
+ - name: ""
+ - name: "Bound Spirits"
+ desc: " (aura,divine,void) 10 feet. 4d6 void damage DC 36 Fortitude check save"
+
+ - name: "[[Creature Family Ability Glossary/(Ghost) Rejuvenation|Rejuvenation]]"
+ desc: " (divine) Destroying the ritual object or place used in the nemhaith's creation destroys the nemhaith, freeing its bound spirits to move on to the afterlife.\n* * *\n\nWhen a ghost is destroyed, it re-forms after 2d4 days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Spirit Tendril"
+ desc: "+29 (agile, finesse, magical)\n__Damage__ 3d10 + 14 void plus drain-life"
+
+ - name: "**Ranged** `pf2:1` Spirit Dart"
+ desc: "+29 (agile, magical, range 100 feet)\n__Damage__ 3d8 + 14 void plus drain-life"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 36, attack +28; __8th __ _[[Spells/Execute|Finger of Death (x3)]]_, _[[Spells/Harm|Harm (x3)]]_, _[[Spells/Wall of Force|Wall of Force]]_"
+
+ - name: "Drain Life"
+ desc: " (divine) When the nemhaith damages a living creature with its spirit tendril Strike, the creature must succeed at a DC 36 Fortitude check save or become [[Conditions/Drained|Drained 2]].\n\nFurther damage dealt by the nemhaith increases the condition value by 1 on a failed save, to a maximum of drained 4."
+
+ - name: "Rage of Spirits"
+ desc: "`pf2:2` The nemhaith's bound spirits rage and smash everything in a 30-foot emanation. Creatures in this area take 4d6 sonic damage and 4d6 void damage (DC 36 Fortitude check save)."
+
+ - name: "Throw Spirits"
+ desc: "`pf2:1` The nemhaith directs its bound spirits as a group to move up to 1 mile away (they have a fly Speed of 60 feet). The nemhaith can see and hear through the thrown spirits, but it loses its aura and can't use its spirit dart ranged Strike or Rage of Spirits.\n\nThe nemhaith regains these abilities when the spirits return to the nemhaith's space."
+
+```
+
+```encounter-table
+name: Nemhaith
+creatures:
+ - 1: Nemhaith
+```
+
+
+
+This undead guardian stands amid a whirling swarm of shackled spirits that rage against their fate. Bound by a profane necromantic ritual, a nemhaith and its servitors maintain watch over an object or place so important they embraced undeath to guard it. This ritual binds connected beings-friends, family, fellow worshippers, or even sacrificed innocents-to form a single nemhaith.
+
+Most nemhaiths were, in life, priests or protectors who sought immortality to protect the temple they served or guard an important landmark. Others follow an endless and even impossible quest beyond the bounds of life and death. A nemhaith is not always evil at first, but the inherent evil and violence of a nemhaith's existence inevitably darkens even the brightest light.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Nightgaunt.md b/content/mechanics/srd/Bestiary/Bestiary 3/Nightgaunt.md
new file mode 100755
index 000000000..2d5d8bf25
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Nightgaunt.md
@@ -0,0 +1,103 @@
+---
+title: "Nightgaunt"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.4iJ1Uqm6TulXnUU7"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dream
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Nightgaunt"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Nightgaunt"
+level: "Creature 4"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+trait_02: [[chaotic]]
+trait_03: [[dream]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision, Thoughtsense (Precise) 60 Feet"
+languages: "Aklo; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Athletics: +13, Stealth: +11"
+abilityMods: [5, 3, 2, -2, 2, 0]
+speed: 25 feet, fly 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21 all-around vision; __Fort__ +10, __Ref__ +13, __Will__ +10"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60; __Resistances__ cold 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Thoughtsense|Thoughtsense (Precise) 60 feet]]"
+ desc: " (mental,occult) Thoughtsense allows a monster to sense all non-mindless creatures at the listed range."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Tail Only)]]"
+ desc: "`pf2:r` Tail Only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Faceless"
+ desc: " The nightgaunt has no face, but it can still see in all directions as if its entire body were an eye. It has no need to breathe, and it is immune to all inhaled toxins and other olfactory effects."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+13 (agile)\n__Damage__ 2d6 + 7 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+13 (agile, reach 10 feet)\n__Damage__ "
+
+ - name: "Clutches"
+ desc: " A nightgaunt can Fly at full Speed while it has a Medium or smaller creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] in its claws, carrying that creature along with it."
+
+ - name: "Tickle"
+ desc: " The nightgaunt can use its tail to tickle a foe with horrible efficiency. A creature hit by its tail Strike must attempt a DC 21 Fortitude check save; if the creature is [[Conditions/Grabbed|Grabbed]] by the nightgaunt, it uses the outcome one degree of success worse than the result it rolled.\n* * *\n\n**Critical Success** The creature is unaffected and is temporarily immune for 1 minute.\n\n**Success** The creature is overcome with laughter and can't perform reactions for 1 round.\n\n**Failure** As success, and the creature is [[Conditions/Sickened|Sickened 1]].\n\n**Critical Failure** As success, and the creature is [[Conditions/Sickened|Sickened 2]] and can't speak for 1 round."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Nightgaunt
+creatures:
+ - 1: Nightgaunt
+```
+
+
+
+Nightgaunts dwell in dreams, lurking in wait to spirit away the unwary dreamer. Once connected to such a being, the nightgaunt feeds upon the mortal's emotions before abandoning them-often in places they might never wake from.
+
+A nightgaunt appears as a bony humanoid with inky black skin, batlike wings, a long sinuous tail, and demonic horns atop a skull that lacks any face or features. Most nightgaunts have little interest in anything other than sating their hunger for emotions. They find the art of inducing nightmares to be a surefire way to feast, but they're even more adept at tormenting their victims to awful extremes through tickling while carrying them at precarious heights.
+
+Nightgaunts often gather in vast colonies in the Dreamlands, where they entertain each other by sharing emotion-memories of their meals through strange caresses. These colonies pose great danger to any adventurer foolish enough to approach.
+
+When conjured forth into other worlds, they serve only grudgingly, often working as hard to find a way to escape servitude and feed on their conjurer's emotions as they do on the task they've been compelled to perform.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Nightmarchers.md b/content/mechanics/srd/Bestiary/Bestiary 3/Nightmarchers.md
new file mode 100755
index 000000000..1010c3f40
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Nightmarchers.md
@@ -0,0 +1,106 @@
+---
+title: "Nightmarchers"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.dh8QLeERyt639nuq"
+tags:
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/spirit
+ - pf2e/creature/type/troop
+ - pf2e/creature/type/undead
+ - pf2eMonster
+ - pf2e/creature/level/14
+statblock: inline
+name: "Nightmarchers"
+level: 14
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Nightmarchers"
+level: "Creature 14"
+
+alignment: ""
+size: "grg"
+trait_01: [[incorporeal]]
+trait_02: [[lawful]]
+trait_03: [[spirit]]
+trait_04: [[troop]]
+trait_05: [[undead]]
+modifier: 27
+perception:
+ - name: "Perception"
+ desc: "+27; Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +25, Religion: +27, Warfare Lore: +27"
+abilityMods: [-5, 5, 4, 5, 5, 5]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +24, __Ref__ +19, __Will__ +25"
+hp: 240
+health:
+ - name: ""
+ - name: HP
+ desc: "240, troop defenses; __Immunities__ death effects, disease, paralyzed, poison, precision, sleep; __Weaknesses__ area damage 20, splash damage 10; __Resistances__ all damage 5 (except force, ghost touch, or vitality; double resistance vs. non-magical)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Form Up|Form Up]]"
+ desc: "`pf2:1` The troop chooses one of the squares it currently occupies and redistributes its squares to any configuration in which all squares are contiguous and within 15 feet of the chosen square. The troop can't share its space with other creatures."
+
+ - name: "Kinsense"
+ desc: " (detection,divine) Nightmarchers can detect creatures who are their kin, whether by blood or bond, as an imprecise sense. If they focus their senses on a creature by [[Actions/Seek|Seeking]], they learn whether they are related to that creature, and how."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (auditory,aura,emotion,fear,mental) 90 feet. DC 31 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "[[Bestiary Ability Glossary/Troop Defenses|Troop Defenses]]"
+ desc: " **Thresholds** 160 (12 squares), 80 (8 squares)\n* * *\n\nTroops are composed of many individuals, and over the course of enough attacks and downed comrades, troops shrink in size. Most troops start with 16 squares (4 by 4), and their Hit Points have two listed thresholds, typically the first is at 2/3 their maximum Hit Points and the second is at 1/3 their maximum Hit Points. Once the troop drops below the first threshold, it loses 4 squares, leaving 12 squares remaining, and the first threshold becomes the troop's new maximum Hit Points. Once the troop falls below the second threshold, it loses another 4 squares, leaving 8 squares remaining, and the second threshold becomes the troop's new maximum Hit Points. In order to restore its size and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen. At 0 Hit Points, the troop is reduced down to 4 squares, which is too few to sustain the troop, so it disperses entirely, with the few remaining members surrendering, fleeing, or easily dispatched, depending on their nature.\n\nA damaging single-target effect, such as a Strike, can't force a troop to pass through more than one threshold at once. For instance, if a troop had 60 Hit Points, with thresholds at 40 and 20, a Strike for 50 damage would leave the troop at 21 Hit Points, just above the second threshold. A damaging area effect or multi-target effect can cross multiple thresholds at once and could potentially destroy the entire troop in one shot.\n\nNon-damaging effects with an area or that target all creatures in a certain proximity affect a troop normally if they affect the entire area occupied by the troop. If an effect has a smaller area or numbers of targets, it typically has no effect on the troop. However, if the effect can target at least four creatures or cover at least four squares in the troop, and if it would prevent its targets from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more, the troop loses loses a number of Hit Points equal to the amount required to bring it to the next threshold, removing 4 squares. If an effect would both deal damage and automatically cross a threshold due to incapacitating some of the creatures in the troop, apply the damage first. If the damage wasn't enough to cross a threshold on its own, then reduce the Hit Points to cross the threshold for the incapacitating effect."
+
+attacks:
+ - name: ""
+
+ - name: "Divine Innate Spells"
+ desc: "DC 31, attack +23\n__Constant__ __(4th)__ _[[Spells/Air Walk|Air Walk]]_"
+
+ - name: "Blazing Admonition"
+ desc: "`pf2:2` (divine,fire,visual) Heat scorches those who lay eyes on the nightmarchers. All creatures in a 60-foot cone take 15d6 fire damage (DC 34 Reflex check save).\n\n[[Conditions/Prone|Prone]] creatures and the nightmarchers' kin are unaffected as long as they have not taken a hostile action against the nightmarchers.\n\nThe nightmarchers can't use Blazing Admonition for 1d4 rounds."
+
+ - name: "Missile Volley"
+ desc: "`pf2:2` The nightmarchers fling a hail of spears and stones, dealing 5d6+9 bludgeoning damage or 5d6+9 piercing damage to creatures in a 10-foot burst within 20 feet (DC 31 Reflex check save).\n\nWhen the nightmarchers are reduced to 8 or fewer squares, this decreases to a 5-foot burst."
+
+ - name: "Striking Koa"
+ desc: "`pf2:1` `pf2:1` to `pf2:3`\n\n**Frequency** once per round\n* * *\n\n**Effect** The troop attacks with spears, clubs, and leiomano against enemies within 5 feet (DC 33 Reflex check save) for their choice of bludgeoning, piercing, or slashing damage depending on the number of actions.\n\n`pf2:1` 2d6+2 bludgeoning damage, 2d6+2 piercing damage, or 2d6+2 slashing damage\n\n`pf2:2` 4d6+12 bludgeoning damage, 4d6+12 piercing damage, or 4d6+12 slashing damage\n\n`pf2:3` 6d6+12 bludgeoning damage, 6d6+12 piercing damage, or 6d6+12 slashing damage"
+
+ - name: "Troop Movement"
+ desc: " Whenever the nightmarchers Stride, they first [[Bestiary Ability Glossary/Form Up|Form Up]] as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move. This works just like a Gargantuan creature moving; for instance, if any of the nightmarchers' squares enter difficult terrain, the extra movement cost applies to the whole group."
+
+```
+
+```encounter-table
+name: Nightmarchers
+creatures:
+ - 1: Nightmarchers
+```
+
+
+
+While smooth roads remain a traveler's blessing, walking them after sunset risks nightmarcher attack. The ringing of conch shells and beating of drums herald the coming of these spirits as they walk the royal highways, unfettered by walls or barriers.
+
+Nightmarchers react violently to those in their path. If a bystander is fortunate, an ancestor's spirit might call out to spare them. Those who refuse to show proper deference might be reduced to little more than ash on the wind come sunrise.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Nikaramsa.md b/content/mechanics/srd/Bestiary/Bestiary 3/Nikaramsa.md
new file mode 100755
index 000000000..501139f52
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Nikaramsa.md
@@ -0,0 +1,108 @@
+---
+title: "Nikaramsa"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.n0tVmH55bbu9KRuo"
+tags:
+ - pf2e/creature/type/asura
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/14
+statblock: inline
+name: "Nikaramsa"
+level: 14
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Nikaramsa"
+level: "Creature 14"
+
+alignment: ""
+size: "Large"
+trait_01: [[asura]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[lawful]]
+trait_05: [[unholy]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Darkvision, See the Unseen"
+languages: "Common, Diabolic; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +24, Deception: +28, Religion: +25, Stealth: +25"
+abilityMods: [8, 3, 2, 1, 5, 8]
+speed: 50 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 35
+armorclass:
+ - name: AC
+ desc: "35; __Fort__ +22, __Ref__ +25, __Will__ +27; +1 status to all saves vs. magic"
+hp: 315
+health:
+ - name: ""
+ - name: HP
+ desc: "315; __Immunities__ curse; __Weaknesses__ holy 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Pervert Miracle"
+ desc: "`pf2:r` (curse,divine) **Trigger** A foe within 60 feet casts [[Spells/Bless|Bless]] or a beneficial spell that the nikaramsa could cast to remove an affliction or condition (such as [[Spells/Cleanse Affliction|Cleanse Affliction]])\n* * *\n\n**Effect** The nikaramsa attempts to counteract the enemy's spell (counteract modifier +24 and counteract rank 7). If the nikaramsa succeeds, the triggering creature is subjected to the effects of a [[Spells/Bane|Bane]] spell or the effect it was trying to remove."
+
+ - name: "Towering Stance"
+ desc: " (divine,illusion) A nikaramsa is in fact a Medium creature, but appears as a Large creature due to the force of their personality. A creature interacting with the nikaramsa can attempt a DC 36 Will check save to see the nikaramsa as they truly are. If the creature succeeds, the reach of nikaramsa's attacks against that foe decrease to 5 feet (10 feet for their tongue).\n\nIf all creatures in the nikaramsa's vicinity successfully disbelieve this illusion, the nikaramsa becomes Medium and [[Conditions/Enfeebled|Enfeebled 2]] for as long as everyone sees their true form.\n\n[[Bestiary Effects/Effect_ Towering Stance (Disbelieved)|Effect: Towering Stance (Disbelieved)]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+29 (reach 10 feet, unholy)\n__Damage__ 3d10 + 14 piercing 2d6 spirit"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+29 (agile, reach 10 feet, unholy)\n__Damage__ 3d6 + 14 slashing 2d6 spirit"
+
+ - name: "**Melee** `pf2:1` Tongue"
+ desc: "+29 (reach 20 feet, unholy)\n__Damage__ 3d6 + 14 bludgeoning plus improved-knockdown 2d6 spirit plus improved-knockdown"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 34, attack +26; __7th __ _[[Spells/Bane|Bane]]_, _[[Spells/Bless|Bless]]_, _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Divine Decree|Divine Decree]]_, _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Heal|Heal (x3)]]_, _[[Spells/Illusory Disguise|Illusory Disguise (At Will)]]_, _[[Spells/Invisibility|Invisibility (At Will) (Self Only)]]_, _[[Spells/Mind Reading|Mind Reading]]_, _[[Spells/Cleanse Affliction|Neutralize Poison]]_, _[[Compendium.pf2e.spells-srd.Item.OyFCwQuw8XRazsNr|Remove Curse]]_, _[[Compendium.pf2e.spells-srd.Item.RneiyehRO6f7LP44|Remove Disease]]_, _[[Spells/Sound Body|Restore Senses]]_, _[[Spells/Ventriloquism|Ventriloquism (At Will)]]_; __4th __ _[[Spells/Translocate|Dimension Door (At Will)]]_\n__Constant__ __(7th)__ _[[Spells/Detect Alignment|Detect Alignment]]_, _[[Spells/Disguise Magic|Magic Aura (Self Only)]]_, _[[Spells/Veil of Privacy|Nondetection (Self Only)]]_, _[[Spells/See the Unseen|See Invisibility]]_"
+
+ - name: "Sap Mind"
+ desc: "`pf2:1` (divine,mental) The nikaramsa focuses their gaze on one creature within 60 feet. That target must attempt a DC 34 Will check save. Regardless of the outcome of the saving throw, the target then becomes temporarily immune for 1 day.\n* * *\n\n**Critical Success** The nikaramsa is caught off guard by the strength of the target's resistance and becomes [[Conditions/Stupefied|Stupefied 2]] until the end of their next turn.\n\n**Success** The target resists the nikaramsa's influence.\n\n**Failure** The target's focus and willpower drain away; it becomes [[Conditions/Stupefied|Stupefied 2]] for 1 minute.\n\n**Critical Failure** As failure, but the target becomes [[Conditions/Stupefied|Stupefied 3]] for 1 hour."
+
+ - name: "[[Bestiary Ability Glossary/Improved Knockdown|Improved Knockdown]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature as a free action. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Nikaramsa
+creatures:
+ - 1: Nikaramsa
+```
+
+
+
+Lies, knowledge, and deception are a nikaramsa's stock and trade. They are outstanding scholars, with deep and nuanced understanding of religion, philosophy, astrology, and similar subjects. They take particular delight in exploiting the greed and hubris of gullible worshippers, using them to desecrate and destroy their own faith. Even in their goal of undermining the holy, nikaramsas' twisted humor knows few bounds, and they prefer to take on the guise of divine messengers with boons to share. Once they find a likely victim or set of victims, they use their vast knowledge of religion to impart contradictory wisdom, leading to the eventual implosion of the faith from heresies of the clergy and congregation themselves.
+
+* * *
+
+Asuras are, above all, proof that the gods are not infallible. These fiends arose as physical manifestations of divine accidents, taking form when the gods themselves stumbled and blasphemed on a cosmic scale. As a result of their own divine genesis, an asura loves above all to undo the workings of the divine. They eagerly travel to the Material Plane, seeking out temples, congregations of faithful worshippers, and religious orders of all stripes to sow doubt and destroy what the gods seek to build.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Nosferatu Malefactor.md b/content/mechanics/srd/Bestiary/Bestiary 3/Nosferatu Malefactor.md
new file mode 100755
index 000000000..25a49e5ce
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Nosferatu Malefactor.md
@@ -0,0 +1,115 @@
+---
+title: "Nosferatu Malefactor"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.6SsUImYCWGSkuFbQ"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/vampire
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Nosferatu Malefactor"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Nosferatu Malefactor"
+level: "Creature 10"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[undead]]
+trait_03: [[unholy]]
+trait_04: [[vampire]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision"
+languages: "Aklo, Common, Necril; telepathy 60 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Arcana: +21, Athletics: +19, Deception: +17, Intimidation: +19, Stealth: +23"
+abilityMods: [5, 7, 3, 7, 5, 3]
+speed: 30 feet, climb 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +17, __Ref__ +21, __Will__ +19"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135, fast healing 10, void healing, plagued coffin restoration; __Immunities__ death effects, disease, paralyzed, poison, sleep; __Resistances__ physical 10 (except magical)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 60 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 10]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, Nosferatu) Nosferatu Vulnerabilities|Nosferatu Vulnerabilities]]"
+ desc: " * **Revulsion** A nosferatu can't voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a non-evil deity. To brandish garlic or a religious symbol, a creature must Interact to do so for 1 round (similar to Raising a Shield). If the nosferatu involuntarily comes within 10 feet of an object of their revulsion, they gain the [[Conditions/Fleeing|Fleeing]] condition, running from the object of their revulsion until they end an action beyond 10 feet. After 1 round of being exposed to the subject of their revulsion, a nosferatu can attempt a DC 25 Will check save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success).\n* **Stake** A magical wooden stake (such as one affected by a weapon potency rune, magic weapon, or similar magic) driven through the nosferatu's heart drops the nosferatu to 0 HP and prevents them from healing above 0 HP, even in their coffin. Staking a nosferatu requires 3 actions and works only if the nosferatu is [[Conditions/Unconscious|Unconscious]]. If the stake is removed, the nosferatu can heal above 0 HP again, and if they're in their coffin, the 1-hour rest period begins once the stake is removed. If the nosferatu's head is severed and anointed with _[[Equipment/Holy Water|Holy Water]]_ while the stake is in place, the nosferatu is destroyed.\n* **Sunlight** If exposed to direct sunlight, a nosferatu immediately becomes [[Conditions/Slowed|Slowed 1]]. The slowed value increases by 1 each time the nosferatu ends their turn in sunlight, and the condition ends when they're no longer in sunlight. If the nosferatu loses all their actions in this way, they're destroyed."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, Nosferatu) Plagued Coffin Restoration|Plagued Coffin Restoration]]"
+ desc: " (divine,void) Unlike other undead, a nosferatu isn't destroyed at 0 HP. Instead, they disperse into an immense number of individual rats heading in every direction in an attempt to return to their coffin. If even a single rat reaches the coffin, the nosferatu can recover. A nosferatu regains their strength through resting in earth taken from the grave of a creature who died of plague. If their body rests in their earth-filled coffin for 1 hour, the nosferatu gains 1 HP, after which their fast healing begins to function normally. If the coffin doesn't contain this plagued grave dirt, they instead need to rest in their coffin for 1 day before they gain 1 HP and regain their fast healing."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+23 (finesse)\n__Damage__ 2d12 + 11 piercing plus vampire-nosferatu-drink-blood"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+23 (agile, finesse)\n__Damage__ 2d10 + 11 piercing plus vampire-nosferatu-plague-of-ancients"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 29, attack +21; __6th __ _[[Spells/Dominate|Dominate (At Will) (See Dominate)]]_; __5th __ _[[Spells/Telekinetic Haul|Telekinetic Haul (x3)]]_"
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, Nosferatu) Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) The nosferatu transforms into a swarm of pale-gray rats. They gain a land Speed of 30 feet and a climb Speed of 10 feet, and they become Large. Each enemy in the swarm's space takes 2d10 piercing damage and must attempt a DC 29 Reflex check save with a high DC for the creature's level. A creature that fails its save is exposed to plague of ancients.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, Nosferatu) Command Thrall|Command Thrall]]"
+ desc: " (auditory,divine,mental) **Requirements** One of the nosferatu's thralls is present and can hear the nosferatu\n* * *\n\n**Effect** The nosferatu gives a single command to one of their thralls, which the thrall follows to the best of its ability during its next turn."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, Nosferatu) Dominate|Dominate]]"
+ desc: "`pf2:2` (divine,incapacitation,mental,visual) The nosferatu can cast [[Spells/Dominate|Dominate]] at will as a divine innate spell. Casting it requires staring into the target's eyes, giving the spell the visual trait (DC 29 Will check). The save DC uses a high DC for the nosferatu's level, and a creature that succeeds is temporarily immune to that nosferatu's Dominate for 24 hours. Fully destroying the nosferatu ends the domination, but merely reducing the nosferatu to 0 HP is insufficient to break the spell."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, Nosferatu) Drink Blood|Drink Blood]]"
+ desc: "`pf2:1` (divine) **Requirements** The nosferatu's last action was a successful fangs Strike\n* * *\n\n**Effect** The nosferatu sinks their fangs into the targeted creature to drink its blood. This requires an Athletics check check against the creature's Fortitude DC. On a success, the creature becomes [[Conditions/Drained|Drained 1]], and the nosferatu regains 13 healing HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the nosferatu, but increases the creature's drained condition value by 1. A nosferatu can also consume blood that's been emptied into a vessel for sustenance, but they gain no HP from doing so.\n\nThe target creature's drained condition value decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, Nosferatu) Plague of Ancients|Plague of Ancients]]"
+ desc: " (disease,virulent) **Saving Throw** DC 29 Fortitude check (use a high DC for the nosferatu's level)\n* * *\n\n**Onset** 1 day\n\n**Stage 1** [[Conditions/Drained|Drained 1]] (1 day)\n\n**Stage 2** [[Conditions/Drained|Drained 2]] and [[Conditions/Enfeebled|Enfeebled 2]] (1 day)\n\n**Stage 3** [[Conditions/Doomed|Doomed 1]], [[Conditions/Drained|Drained 3]], and [[Conditions/Enfeebled|Enfeebled 3]] (1 day)\n\n**Stage 4** [[Conditions/Doomed|Doomed 2]], drained 3, and enfeebled 3 (1 day)\n\n**Stage 5** [[Conditions/Unconscious|Unconscious]] (1 day)\n\n**Stage 6** death"
+
+```
+
+```encounter-table
+name: Nosferatu Malefactor
+creatures:
+ - 1: Nosferatu Malefactor
+```
+
+
+
+Twisted by age and eternal hunger, nosferatu malefactors spread plague in their wake and yearn for mortal blood.
+
+* * *
+
+Among the most ancient of vampires are the nosferatus, twisted remnants of mortals who died in great plagues of old. Perhaps because of their age, nosferatus can no longer create more of their kind. Yet they still lurk among the living, manipulating the hearts and minds of their prey to either serve them beyond the limits of natural life or to become sustenance for the nosferatu like so many others before.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Nosferatu Overlord.md b/content/mechanics/srd/Bestiary/Bestiary 3/Nosferatu Overlord.md
new file mode 100755
index 000000000..6f5a49120
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Nosferatu Overlord.md
@@ -0,0 +1,121 @@
+---
+title: "Nosferatu Overlord"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.lXHmE2htZhfMj2DF"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/vampire
+ - pf2eMonster
+ - pf2e/creature/level/15
+statblock: inline
+name: "Nosferatu Overlord"
+level: 15
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Nosferatu Overlord"
+level: "Creature 15"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[undead]]
+trait_03: [[unholy]]
+trait_04: [[vampire]]
+modifier: 27
+perception:
+ - name: "Perception"
+ desc: "+27; Darkvision"
+languages: "Aklo, Common, Necril; telepathy 60 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +29, Arcana: +31, Athletics: +27, Deception: +25, Intimidation: +27, Stealth: +31"
+abilityMods: [6, 8, 4, 8, 6, 4]
+speed: 30 feet, climb 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 37
+armorclass:
+ - name: AC
+ desc: "37; __Fort__ +23, __Ref__ +27, __Will__ +29"
+hp: 216
+health:
+ - name: ""
+ - name: HP
+ desc: "216, fast healing 15, void healing, plagued coffin restoration; __Immunities__ death effects, disease, paralyzed, poison, sleep; __Resistances__ physical 15 (except magical)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 60 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 15]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, Nosferatu) Nosferatu Vulnerabilities|Nosferatu Vulnerabilities]]"
+ desc: " * **Revulsion** A nosferatu can't voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a non-evil deity. To brandish garlic or a religious symbol, a creature must Interact to do so for 1 round (similar to Raising a Shield). If the nosferatu involuntarily comes within 10 feet of an object of their revulsion, they gain the [[Conditions/Fleeing|Fleeing]] condition, running from the object of their revulsion until they end an action beyond 10 feet. After 1 round of being exposed to the subject of their revulsion, a nosferatu can attempt a DC 25 Will check save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success).\n* **Stake** A magical wooden stake (such as one affected by a weapon potency rune, magic weapon, or similar magic) driven through the nosferatu's heart drops the nosferatu to 0 HP and prevents them from healing above 0 HP, even in their coffin. Staking a nosferatu requires 3 actions and works only if the nosferatu is [[Conditions/Unconscious|Unconscious]]. If the stake is removed, the nosferatu can heal above 0 HP again, and if they're in their coffin, the 1-hour rest period begins once the stake is removed. If the nosferatu's head is severed and anointed with _[[Equipment/Holy Water|Holy Water]]_ while the stake is in place, the nosferatu is destroyed.\n* **Sunlight** If exposed to direct sunlight, a nosferatu immediately becomes [[Conditions/Slowed|Slowed 1]]. The slowed value increases by 1 each time the nosferatu ends their turn in sunlight, and the condition ends when they're no longer in sunlight. If the nosferatu loses all their actions in this way, they're destroyed."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, Nosferatu) Plagued Coffin Restoration|Plagued Coffin Restoration]]"
+ desc: " (divine,void) Unlike other undead, a nosferatu isn't destroyed at 0 HP. Instead, they disperse into an immense number of individual rats heading in every direction in an attempt to return to their coffin. If even a single rat reaches the coffin, the nosferatu can recover. A nosferatu regains their strength through resting in earth taken from the grave of a creature who died of plague. If their body rests in their earth-filled coffin for 1 hour, the nosferatu gains 1 HP, after which their fast healing begins to function normally. If the coffin doesn't contain this plagued grave dirt, they instead need to rest in their coffin for 1 day before they gain 1 HP and regain their fast healing."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+30 (finesse)\n__Damage__ 3d12 + 12 piercing plus vampire-nosferatu-drink-blood"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+30 (agile, finesse)\n__Damage__ 3d10 + 12 piercing plus vampire-nosferatu-plague-of-ancients"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 36, attack +28; __8th __ _[[Spells/Telekinetic Haul|Telekinetic Haul (x3)]]_, _[[Spells/Vampiric Exsanguination|Vampiric Exsanguination (x2)]]_; __6th __ _[[Spells/Dominate|Dominate (At Will) (See Dominate)]]_"
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, Nosferatu Overlord) Air of Sickness|Air of Sickness]]"
+ desc: " (aura) 30 feet. A creature entering or starting its turn in the aura must attempt a DC 33 Fortitude check save with a moderate DC for the nosferatu's level. On a failure, the creature is [[Conditions/Sickened|Sickened 1]] and takes a -2 status penalty to saves made to resist diseases and remove the sickened condition for 1 hour.\n\n[[Bestiary Effects/Effect_ Air of Sickness|Effect: Air of Sickness]]"
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, Nosferatu) Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) The nosferatu transforms into a swarm of pale-gray rats. They gain a land Speed of 30 feet and a climb Speed of 10 feet, and they become Large. Each enemy in the swarm's space takes 2d10 piercing damage and must attempt a DC 36 Reflex check save with a high DC for the creature's level. A creature that fails its save is exposed to plague of ancients.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, Nosferatu) Command Thrall|Command Thrall]]"
+ desc: " (auditory,divine,mental) **Requirements** One of the nosferatu's thralls is present and can hear the nosferatu\n* * *\n\n**Effect** The nosferatu gives a single command to one of their thralls, which the thrall follows to the best of its ability during its next turn."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, Nosferatu) Dominate|Dominate]]"
+ desc: "`pf2:2` (divine,incapacitation,mental,visual) The nosferatu can cast [[Spells/Dominate|Dominate]] at will as a divine innate spell. Casting it requires staring into the target's eyes, giving the spell the visual trait (DC 36 Will check). The save DC uses a high DC for the nosferatu's level, and a creature that succeeds is temporarily immune to that nosferatu's Dominate for 24 hours. Fully destroying the nosferatu ends the domination, but merely reducing the nosferatu to 0 HP is insufficient to break the spell."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, Nosferatu) Drink Blood|Drink Blood]]"
+ desc: "`pf2:1` (divine) **Requirements** The nosferatu's last action was a successful fangs Strike\n* * *\n\n**Effect** The nosferatu sinks their fangs into the targeted creature to drink its blood. This requires an Athletics check check against the creature's Fortitude DC. On a success, the creature becomes [[Conditions/Drained|Drained 1]], and the nosferatu regains 21 healing HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the nosferatu, but increases the creature's drained condition value by 1. A nosferatu can also consume blood that's been emptied into a vessel for sustenance, but they gain no HP from doing so.\n\nThe target creature's drained condition value decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, Nosferatu Overlord) Paralytic Fear|Paralytic Fear]]"
+ desc: "`pf2:1` (divine,emotion,fear,incapacitation,mental) **Requirements** The nosferatu overlord's last action was a successful claw Strike\n* * *\n\n**Effect** The nosferatu drags the target of the Strike close and freezes its mind in terror. The target must attempt a DC 33 Will check save with a moderate DC for the nosferatu's level.\n* * *\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is [[Conditions/Immobilized|Immobilized]] by fear until the end of the nosferatu's next turn.\n\n**Failure** The target is [[Conditions/Restrained|Restrained]] and takes a -2 circumstance penalty to its Fortitude DC against the nosferatu's Drink Blood ability until the end of the nosferatu's next turn.\n\n**Critical Failure** As failure, and the target is [[Conditions/Frightened|Frightened 2]]."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, Nosferatu) Plague of Ancients|Plague of Ancients]]"
+ desc: " (disease,virulent) **Saving Throw** DC 36 Fortitude check (use a high DC for the nosferatu's level)\n* * *\n\n**Onset** 1 day\n\n**Stage 1** [[Conditions/Drained|Drained 1]] (1 day)\n\n**Stage 2** [[Conditions/Drained|Drained 2]] and [[Conditions/Enfeebled|Enfeebled 2]] (1 day)\n\n**Stage 3** [[Conditions/Doomed|Doomed 1]], [[Conditions/Drained|Drained 3]], and [[Conditions/Enfeebled|Enfeebled 3]] (1 day)\n\n**Stage 4** [[Conditions/Doomed|Doomed 2]], drained 3, and enfeebled 3 (1 day)\n\n**Stage 5** [[Conditions/Unconscious|Unconscious]] (1 day)\n\n**Stage 6** death"
+
+```
+
+```encounter-table
+name: Nosferatu Overlord
+creatures:
+ - 1: Nosferatu Overlord
+```
+
+
+
+Millennia of feeding on the living can turn the most powerful nosferatus into creatures of indomitable will and walking terror.
+
+* * *
+
+Among the most ancient of vampires are the nosferatus, twisted remnants of mortals who died in great plagues of old. Perhaps because of their age, nosferatus can no longer create more of their kind. Yet they still lurk among the living, manipulating the hearts and minds of their prey to either serve them beyond the limits of natural life or to become sustenance for the nosferatu like so many others before.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Nosferatu Thrall.md b/content/mechanics/srd/Bestiary/Bestiary 3/Nosferatu Thrall.md
new file mode 100755
index 000000000..2c9136b32
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Nosferatu Thrall.md
@@ -0,0 +1,96 @@
+---
+title: "Nosferatu Thrall"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.zQLRu7AmVQh53MxM"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Nosferatu Thrall"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Nosferatu Thrall"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[human]]
+trait_03: [[humanoid]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; "
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Athletics: +14, Deception: +15, Religion: +14"
+abilityMods: [4, 3, 2, 2, 2, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +16, __Ref__ +17, __Will__ +14"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135, fast healing 5; __Weaknesses__ mental 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Greatclub|+1 Striking Greatclub]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 5]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, Nosferatu Thrall) Mindbound|Mindbound]]"
+ desc: " A nosferatu master exerts a fierce hold over their thrall's mind. If any creature other than the thrall's master targets them with an effect that would give them the [[Conditions/Controlled|Controlled]] condition, the thrall's master rolls a counteract check against it using their Dominate DC - 10 as the counteract check modifier."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, Nosferatu Thrall) Mortal Shield|Mortal Shield]]"
+ desc: "`pf2:r` **Trigger** The thrall's master would take damage from a Strike or spell attack and is in an adjacent square\n* * *\n\n**Effect** The thrall throws themself in front of their master, taking half the damage of the attack (before applying any weaknesses or resistances). The thrall's master takes the remaining damage, applying any weaknesses or resistances as normal."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, Nosferatu Thrall) Rally|Rally]]"
+ desc: "`pf2:r` **Trigger** The thrall ends their turn more than 30 feet away from their master\n* * *\n\n**Effect** The thrall Strides up to their Speed toward their master."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Greatclub"
+ desc: "+19 (backswing, magical, shove)\n__Damage__ 2d10 + 10 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+18 (agile, nonlethal)\n__Damage__ 2d6 + 10 bludgeoning"
+
+ - name: "Swing Back"
+ desc: "`pf2:1` **Frequency** once per round\n\n**Requirements** The nosferatu thrall's last action was a greatclub Strike that missed\n* * *\n\n**Effect** The nosferatu thrall makes another greatclub Strike against the same target, using the previous Strike's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Nosferatu Thrall
+creatures:
+ - 1: Nosferatu Thrall
+```
+
+
+
+Nosferatu thralls are mortals bound to a nosferatu's will. While thralls aren't undead, they stay alive through unnatural means: feeding on the blood of their masters.
+
+* * *
+
+Among the most ancient of vampires are the nosferatus, twisted remnants of mortals who died in great plagues of old. Perhaps because of their age, nosferatus can no longer create more of their kind. Yet they still lurk among the living, manipulating the hearts and minds of their prey to either serve them beyond the limits of natural life or to become sustenance for the nosferatu like so many others before.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Nucol.md b/content/mechanics/srd/Bestiary/Bestiary 3/Nucol.md
new file mode 100755
index 000000000..1f4c561a0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Nucol.md
@@ -0,0 +1,103 @@
+---
+title: "Nucol"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Ln743mEHsndqUoxs"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/sahkil
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Nucol"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Nucol"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[fiend]]
+trait_03: [[sahkil]]
+trait_04: [[unholy]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision, Scent (Imprecise) 100 Feet"
+languages: "Chthonian, Diabolic, Empyrean, Requian; telepathy 60 feet"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Deception: +10, Intimidation: +12, Stealth: +10"
+abilityMods: [4, 2, 3, 0, 3, 2]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +13, __Ref__ +10, __Will__ +11"
+hp: 75
+health:
+ - name: ""
+ - name: HP
+ desc: "75; __Immunities__ disease, fear effects; __Weaknesses__ holy 5; __Resistances__ poison 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 60 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Easy to Call"
+ desc: " A nucol's level is considered 2 lower for the purpose of being conjured by the [[Spells/Binding Circle|Binding Circle]] ritual (and potentially other rituals, at the GM's discretion), but it is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tusk"
+ desc: "+12 (deadly d10, unholy)\n__Damage__ 2d8 + 6 piercing plus nervous-consumption 1d4 spirit plus nervous-consumption"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 20, attack +12; __3rd __ _[[Spells/Fear|Fear (At Will)]]_, _[[Compendium.pf2e.spells-srd.Item.RneiyehRO6f7LP44|Remove Disease]]_; __1st __ _[[Spells/Grease|Grease (x3)]]_\n__Cantrips__ __(2nd)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_"
+
+ - name: "Nervous Consumption"
+ desc: " (disease,divine,emotion,mental) **Saving Throw** DC 21 Fortitude check\n* * *\n\n**Onset** 1 minute\n\n**Stage 1** [[Conditions/Sickened|Sickened 1]] and [[Conditions/Stupefied|Stupefied 1]] (1 day)\n\n**Stage 2** [[Conditions/Clumsy|Clumsy 1]] and [[Conditions/Stupefied|Stupefied 2]] (1 day)\n\n**Stage 3** [[Conditions/Clumsy|Clumsy 2]] and [[Conditions/Stupefied|Stupefied 3]] (1 day)"
+
+ - name: "Skip Between"
+ desc: "`pf2:1` The nucol moves from the Material Plane to the Ethereal Plane or vice-versa, with the effects of [[Spells/Ethereal Jaunt|Ethereal Jaunt]] except that the effect has an unlimited duration and can be Dismissed.\n\nA summoned nucol can't use Skip Between."
+
+ - name: "Spray Pus"
+ desc: "`pf2:1` The nucol flexes one of its infected wounds, releasing a spray of pus in a 15-foot cone or targeting an individual creature within 30 feet. A creature targeted or in the area is exposed to nervous consumption."
+
+```
+
+```encounter-table
+name: Nucol
+creatures:
+ - 1: Nucol
+```
+
+
+
+Representing the fear of parasites and affliction, nucols appear as violent, pestilence-ridden boars. They pollute their victim's body and mind, spreading not only fear but a mind-altering affliction that exacerbates feelings of self-doubt.
+
+Though very aggressive, the fiends are capable of cunning manipulation. After they infect a victim with potent insecurity, they'll offer to remove the affliction for a price. Many of these deals are esoteric in nature, driving the victim into despair and forcing them to give up things they cherish. The sinister nucol may even reinfect its victim after completing the bargain, but a canny negotiator may be able to turn the tables on the fiend and free themselves from its grasp.
+
+* * *
+
+Ages ago, when this cycle of the multiverse was still adolescent, a cabal of psychopomps who already felt bored and restrained in their role of ushering souls to their ultimate resting place rebelled against their station. It was this corruption of the cycle of souls that spawned the first sahkils.
+
+Ambivalent to the prescribed order of the multiverse and spiteful of mortals, sahkils delight in spreading fear and unease to all beings, clogging up the metaphysical cycle with anxiety-ridden mortals too scared to achieve their potential. These fiends have drastically changed from their dedicated psychopomp predecessors. They are creatures of spite and torment, fear and disgust. They exploit the most common and rare fears for their own perverse satisfaction, and they want nothing more than to frighten mortals and make them quetion their reason for existence.
+
+Most sahkils lurk on the Ethereal Plane, but they frequently invade the Material Plane to torment mortals and spread terror. They use their innate ability to slip between the veils of the Ethereal and Material effortlessly, often stalking their targets for days or weeks before enacting their devious plots.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Nyktera.md b/content/mechanics/srd/Bestiary/Bestiary 3/Nyktera.md
new file mode 100755
index 000000000..d053544b7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Nyktera.md
@@ -0,0 +1,89 @@
+---
+title: "Nyktera"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.GOazqE1WhEPfTZeE"
+tags:
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/good
+ - pf2e/creature/type/sprite
+ - pf2eMonster
+ - pf2e/creature/level/-1
+statblock: inline
+name: "Nyktera"
+level: -1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Nyktera"
+level: "Creature -1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[fey]]
+trait_02: [[good]]
+trait_03: [[sprite]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision"
+languages: "Common, Fey; speak with bats"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Diplomacy: +5, Stealth: +5"
+abilityMods: [-3, 3, 0, 0, 2, 3]
+speed: 10 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +2, __Ref__ +7, __Will__ +6"
+hp: 10
+health:
+ - name: ""
+ - name: HP
+ desc: "10; __Weaknesses__ cold iron 2"
+abilities_top:
+ - name: ""
+
+ - name: "Speak with Bats"
+ desc: " A nyktera can communicate with bats and use Diplomacy to [[Actions/Make an Impression|Make an Impression]] on bats and [[Actions/Request|Request]] things from bats."
+
+ - name: "Wrath of Spurned Hospitality"
+ desc: " A nyktera whose hospitality is betrayed becomes enraged at the violation of a fundamental aspect of their fey nature. They must succeed at a DC 20 Will check save or begin involuntarily attacking the traitor. At the end of each of their turns, if they choose, they can attempt another Will save to end the effect; otherwise, the effect lasts until the traitor is subdued or leaves the nyktera's presence. As long as their righteous fury lasts, the nyktera gains a +2 status bonus to attack and damage rolls for their fist Strikes.\n\n[[Bestiary Effects/Effect_ Wrath of Spurned Hospitality|Effect: Wrath of Spurned Hospitality]]"
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+7 (agile, finesse, magical)\n__Damage__ 1d6 - 3 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Ultrasonic Pulse"
+ desc: "+7 (magical, range 20 feet)\n__Damage__ 1d4 sonic"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 17, attack +9; __1st __ _[[Spells/Heal|Heal]]_\n__Cantrips__ __(1st)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Ghost Sound|Ghost Sound]]_"
+
+```
+
+```encounter-table
+name: Nyktera
+creatures:
+ - 1: Nyktera
+```
+
+
+
+Nykteras, or bat sprites, are gentle sprites known for their affectionate nature and incredible hospitality. Nykteras share features with bats, but the type of bat varies by location, as nykteras tend to form small colonies in locations with bats similar to their own nature. A nyktera's sense of hospitality is such that they're willing to share with any who need it, even bitter foes. However, violating a nyktera's hospitality is one of their greatest taboos, inviting rare anger and retribution from the nyktera who was wronged, as well as their large extended family.
+
+* * *
+
+Tiny winged fey with intense curiosity and adventurous spirits, sprites often find themselves in risky situations and shenanigans belying their stature. While their pixie and grig cousins are most common, numerous additional types of sprites were born from the faerie realm of the First World. These include draxies, melixies, and nykteras, each of which shares commonalities with a different animal or magical creature.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Ostovite.md b/content/mechanics/srd/Bestiary/Bestiary 3/Ostovite.md
new file mode 100755
index 000000000..f801ee747
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Ostovite.md
@@ -0,0 +1,90 @@
+---
+title: "Ostovite"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.xQ8TJzuu9IF2KtJ4"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Ostovite"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Ostovite"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[unholy]]
+modifier: 4
+perception:
+ - name: "Perception"
+ desc: "+4; Darkvision"
+languages: "Chthonian"
+skills:
+ - name: "Skills"
+ desc: "Crafting: +4, Stealth: +7"
+abilityMods: [0, 4, 3, -4, 1, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +6, __Ref__ +9, __Will__ +4"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, holy, mental, nonlethal attacks, paralyzed, poison, sickened, unconscious"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Bone Chariot"
+ desc: " Ostovites build and inhabit moving shells of bone. The ostovite's base statistics, particularly its immunities, assume the ostovite is safely inside its bone chariot. The bone chariot is destroyed when the ostovite is reduced to less than half its Hit Points or immediately after it takes damage from a critical hit. Damage that can specifically affect the ostovite controlling the chariot even while it's inside (such as the spell _spirit blast_) doesn't destroy the bone chariot, and it bypasses the ostovite's immunities.\n\nWithout the bone chariot, the ostovite loses its immunities and bone spike Strike, and it is reduced to Tiny size. It also gains weakness 5 to mental and physical damage as well as damage with the holy trait. Building a new bone chariot requires the skeleton of a Small or larger creature and 10 minutes. An ostovite in a bone chariot is normally Small, though larger bone chariots are possible, especially when ostovites work together."
+
+ - name: "Scuttle Away"
+ desc: "`pf2:r` **Trigger** The ostovite's bone chariot is destroyed\n* * *\n\n**Effect** The ostovite within Steps or Strides."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Mandibles"
+ desc: "+9 (finesse, magical, unholy)\n__Damage__ 1d4 piercing 1d4 acid"
+
+ - name: "**Melee** `pf2:1` Bone Spike"
+ desc: "+9 (finesse, unholy)\n__Damage__ 1d12 piercing 1d4 bleed"
+
+```
+
+```encounter-table
+name: Ostovite
+creatures:
+ - 1: Ostovite
+```
+
+
+
+Skittering scavenger vermin common throughout the Abyss, ostovites roam battlefields to harvest flesh and bones. After the ostovites dissolve and slurp up the flesh for sustenance, they craft the bones into elaborate shells they refer to as "bone chariots."
+
+These bone chariots move under the ostovites' command and serve as an important marker of rank in ostovite nests. To the tiny ostovites, bigger is better, and building large skeletal conveyances is the only way for them to increase their standing in life. Although they feel deeply inferior to creatures larger than themselves, this fear can be overwhelmed by the ostovites' visceral desire to harvest those creatures' bones to increase their own status. When confronted with a particularly massive skeleton, ostovites generally fight among themselves and end up splitting the haul. However, there are rare instances of the selfish creatures working together to puppeteer a much larger bone chariot.
+
+Ostovites' faint understanding of anatomy results in bone chariots that look more like a nightmarish attempt at art than any creature the bones were pulled from. Some powerful fiends and their admirers collect this strange art by bribing ostovites with skeletons or finding ways to kill ostovites without disrupting the chariot around them.
+
+Despite ostovites' origins in the Abyss, they are neither demons nor qlippoth. Without the protection of the major fiends, they find their homes in nooks and crannies along the corners of their home plane. Though they have no innate ability to cross the planar boundaries, flaws in the Abyss's fabric often lead them to worlds across the planes. Ostovites that have thus migrated are often much happier. Away from demonic abuse, they usually can be found near mortal crypts and battlefields. On the Material Plane, they rarely have to face any threats other than the undead, clerics of Pharasma, and families of the deceased.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Ouroboros.md b/content/mechanics/srd/Bestiary/Bestiary 3/Ouroboros.md
new file mode 100755
index 000000000..ba2a70f8d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Ouroboros.md
@@ -0,0 +1,118 @@
+---
+title: "Ouroboros"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.I8siD2QFb3XaBqnI"
+tags:
+ - pf2e/creature/type/astral
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/21
+statblock: inline
+name: "Ouroboros"
+level: 21
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Ouroboros"
+level: "Creature 21"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[astral]]
+trait_02: [[beast]]
+modifier: 33
+perception:
+ - name: "Perception"
+ desc: "+33; Darkvision"
+languages: "Aklo; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +36, Athletics: +41"
+abilityMods: [10, 5, 7, -4, 4, 8]
+speed: 100 feet, fly 100 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 45
+armorclass:
+ - name: AC
+ desc: "45; __Fort__ +38, __Ref__ +34, __Will__ +33; +1 status to all saves vs. magic"
+hp: 500
+health:
+ - name: ""
+ - name: HP
+ desc: "500, regeneration 50 (deactivated by fire); __Immunities__ acid, death effects, disease, void, poison, precision; __Weaknesses__ piercing 15, slashing 15"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 50 (Deactivated by Fire)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Special)]]"
+ desc: "`pf2:0` Incalculable Fangs Only\n\nBecause the ouroboros contains an infinite number of snakes that act independently, its Attack of Opportunity is a free action (though it can still use only one per trigger).\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Sanguine Spray"
+ desc: " When the ouroboros takes slashing or piercing damage, or when Devour Tail ends, blood gushes from the wound in a 15-foot cone. Each creature in the area takes 5d6 acid damage (DC 41 Reflex check save). A creature that takes any damage is exposed to the ouroboros's regenerative blood.\n\nWhere the blood falls upon ground, it coagulates into magical snakes that bite at anyone who passes. This is hazardous terrain deals 17 piercing damage and 5 poison damage to any non-ouroboros creature that moves through the square or ends its turn there. A creature that avoids all the piercing damage doesn't take the poison damage. After 1 hour, a blood patch permanently becomes a living snake, typically an [[Bestiary 2/Emperor Cobra|Emperor Cobra]]."
+
+ - name: "Unfathomable Infinity"
+ desc: " (aura,incapacitation,mental,visual) 100 feet. The ouroboros is the embodiment of perfect infinity, and this concept pulls at the threads of mortal minds, desperately straining the limits of their comprehension. When a creature ends its turn in the aura, it must attempt a DC 41 Will check save.\n\nThe creature is then temporarily immune for 1 minute.\n* * *\n\n**Critical Success** The creature is [[Conditions/Stupefied|Stupefied 1]] for 1 round.\n\n**Success** The creature is stupefied 1 for 1 minute.\n\n**Failure** The creature is stupefied 1 for 1 minute and [[Conditions/Stunned|Stunned 3]].\n\n**Critical Failure** The creature is [[Conditions/Stupefied|Stupefied 3]] and [[Conditions/Stunned|Stunned]], both for 1 minute."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Maw"
+ desc: "+39 (magical, reach 30 feet)\n__Damage__ 4d12 + 18 piercing plus improved-grab"
+
+ - name: "**Melee** `pf2:1` Body"
+ desc: "+39 (magical, reach 20 feet)\n__Damage__ 4d10 + 18 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Incalculable Fangs"
+ desc: "+37 (agile, magical, reach 10 feet)\n__Damage__ 3d6 + 16 piercing 2d8 poison"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+39 (magical, reach 30 feet)\n__Damage__ 4d12 + 18 bludgeoning"
+
+ - name: "Devour Tail"
+ desc: "`pf2:1` An ouroboros spend most of its life eating its own tail, which perpetually regrows at the same rate it's consumed. The ouroboros places its maw around the end of its tail and begins devouring its own body.\n\nWhile the ouroboros is consuming itself, its regeneration can't be suppressed, and it is immune to [[Conditions/Drained|Drained]], [[Conditions/Enfeebled|Enfeebled]], [[Conditions/Fatigued|Fatigued]], [[Conditions/Persistent Damage|Persistent Damage]], and [[Conditions/Sickened|Sickened]] conditions. If any of these conditions is in effect when the ouroboros takes this action, the condition immediately ends.\n\nWhile eating its tail, the ouroboros can't make maw or tail strikes, and its Speeds are 50 feet. It continues devouring its tail even while [[Conditions/Dying|Dying]], [[Conditions/Unconscious|Unconscious]], [[Conditions/Stunned|Stunned]], or otherwise unable to act.\n\nTo end this effect, the ouroboros must first be [[Conditions/Immobilized|Immobilized]], then a creature must successfully [[Actions/Grapple|Grapple]] it, which tears the maw free in addition to its normal effects. The ouroboros can also cease Devouring its Tail with a single action. Either of these tears the maw free of the tail, causing the stump to spill blood as described in sanguine spray."
+
+ - name: "Fast Swallow"
+ desc: "`pf2:r` **Trigger** The ouroboros [[Conditions/Grabbed|Grabs]] a creature with their maw\n* * *\n\n**Effect** The ouroboros uses Swallow Whole."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Flying Wheel]]"
+ desc: "`pf2:2` **Requirements** The ouroboros is eating its own tail (see Devour Tail)\n* * *\n\n**Effect** As Trample, except the ouroboros can Fly up to double its Speed instead of Striding.\n\nHuge or smaller, body, DC 45 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+ - name: "Regenerative Blood"
+ desc: " (contact,curse,incapacitation,poison,polymorph,primal) The regenerative and transmutative properties of ouroboros blood regenerate and mutate a creature's body into ouroboros-like snakes. A creature already affected by regenerative blood is immune to additional exposure.\n\n**Saving Throw** DC 42 Fortitude check\n* * *\n\n**Maximum Duration** 24 hours\n\n**Stage 1** regeneration 5 (deactivated by fire), [[Conditions/Slowed|Slowed 1]], and [[Conditions/Clumsy|Clumsy 2]] (12 hours)\n\n**Stage 2** regeneration 5 (deactivated by fire), [[Conditions/Slowed|Slowed 2]] and [[Conditions/Clumsy|Clumsy 4]] (12 hours)\n\n**Stage 3** The creature's body transmutes into a mass of writhing snakes, with the effects an 8th-rank [[Spells/Animal Form|Animal Form]] spell but with an unlimited duration."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Huge, 4d10+9 acid, Rupture 50\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Ouroboros
+creatures:
+ - 1: Ouroboros
+```
+
+
+
+Ouroboros are the embodiment of eternity. Though they're prevalent as a symbol, often scrawled across the margins of alchemical tomes, few know that the beasts actually exist in the Astral Plane, where they fly through the silvery-gray void like a serpentine wheel. The ouroboros is usually depicted as a snake devouring its tail. This circular symbol is synonymous with infinity, self-sufficiency, and eternal unity.
+
+An ouroboros' form exemplifies the unfathomable concepts of forever. Its undulating body is composed of smaller serpents, who are in turn composed of ever smaller serpents, continuing indefinitely. These smaller components are recycled as the ouroboros devours its tail, existing in a perpetual, cyclical process of creation and destruction. It is a massive creature, forming a loop roughly 50 feet in diameter and weighing hundreds of tons.
+
+An ouroboros's most striking feature is its ability to almost instantly grow new flesh and heal from nearly any wound. This profound regenerative ability comes in part from an ouroboros's magical blood, which is rumored to have many miraculous properties.
+
+Through their inscrutable behavior suggests that an ouroboros is mindless, the creatures boast crude intellects and can understand speech, though they have no way to speak. They possess an instinctive, almost obsessive will to survive and defend themselves ferociously if threatened in even the slightest way. Often these perceived threats take the form of another creature simply existing within the ouroboros's line of sight, leading other Astral creatures to give these powerful beings a wide berth. The only creature an ouroboros reliably ignores is another ouroboros, but they're so incredibly rare that these meetings occur only once an age.
+
+Being entirely self-sustaining, an ouroboros rarely deigns to emerge from its consumption to engage with the Material Plane. Yet, the creature remains capable of inflicting tremendous devastation that far surpasses what it could wreak leveraging only its massive size alone. Left to its own devices, an ouroboros is likely to simply roam the Astral Plane in eon-spanning cycles, following some pattern too long and large for any mortal to even chart, much less fully comprehend. When conjured to the Material Plane, however, an ouroboros eagerly begins to initiate the cycle of renewal for which it is best known, beginning with that cycle's first step: destruction.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Ovinnik.md b/content/mechanics/srd/Bestiary/Bestiary 3/Ovinnik.md
new file mode 100755
index 000000000..a2acc6e07
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Ovinnik.md
@@ -0,0 +1,92 @@
+---
+title: "Ovinnik"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.PhoCllaleT9TNZjz"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Ovinnik"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Ovinnik"
+level: "Creature 4"
+
+alignment: ""
+size: "tiny"
+trait_01: [[chaotic]]
+trait_02: [[fey]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; "
+languages: "Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Intimidation: +11, Stealth: +13, Household Lore: +12"
+abilityMods: [0, 5, 0, 2, 5, 3]
+speed: 30 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +8, __Ref__ +13, __Will__ +11"
+hp: 59
+health:
+ - name: ""
+ - name: HP
+ desc: "59; __Weaknesses__ cold iron 5; __Resistances__ fire 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) within their entire bound granary or storeroom]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "Master of the Granary"
+ desc: " A home with a friendly ovinnik is blessed, as the ovinnik preserves food from vermin and mold.\n\nA home so blessed never suffers from random accidents such as fires, and any checks to [[Actions/Craft|Craft]], [[Actions/Earn Income|Earn Income]], [[Actions/Repair|Repair]], or [[Actions/Subsist|Subsist]] in the home receive a +2 circumstance bonus. If the ovinnik is unfriendly, such checks take a -2 circumstance penalty instead, as the ovinnik causes devastating fires and infestations\n\nAn ovinnik must spend a week in a place before these benefits occur."
+
+abilities_mid:
+ - name: ""
+ - name: "Shy"
+ desc: " An ovinnik is naturally [[Conditions/Invisible|Invisible]] while within sight of their bound home. The ovinnik can become visible, or even selectively visible-allowing some people to see them."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+13 (agile, finesse, magical)\n__Damage__ 2d6 + 2 slashing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 21, attack +13; __4th __ _[[Spells/Read Omens|Read Omens]]_; __2nd __ _[[Spells/Augury|Augury]]_, _[[Spells/Breathe Fire|Burning Hands]]_, _[[Spells/Floating Flame|Flaming Sphere]]_, _[[Spells/Cleanse Cuisine|Purify Food and Drink (At Will)]]_\n__Cantrips__ __(2nd)__ _[[Spells/Daze|Daze]]_, _[[Spells/Produce Flame|Produce Flame]]_"
+
+ - name: "Raise Grain Cloud"
+ desc: "`pf2:2` While in their bound storeroom or granary, the ovinnik slams a paw against the ground, stirring up a cloud of grain dust in an 20-foot emanation.\n\nWithin this cloud, they gain a +4 status bonus to any fire damage they deal. The ovinnik doubles their fire resistance against this increased damage. The grain cloud dissipates after the first such effect or after 1 minute if no such effects occur."
+
+```
+
+```encounter-table
+name: Ovinnik
+creatures:
+ - 1: Ovinnik
+```
+
+
+
+The ovinnik is the most ferocious of house spirits, and the only one that will kill if sufficiently angered. They live in granaries, storage rooms, and sheds where food-particularly grain-is kept. Ovinniks resemble bipedal cats but bark like a dog to scare away thieves, and they often demand gifts of milk, pancakes, and dead roosters.
+
+* * *
+
+House spirits are shy, often helpful, sometimes wrathful fey that dwell alongside peasants and farmers. They reside in the house, in the yard, in the granary, in the bathhouse-wherever people build and live. Due to this proximity, house spirits often take on the mannerisms or appearance of nearby mortals. Their reclusive nature and tendency to go unseen earned them the moniker of "spirits," though in truth they are fully embodied fey.
+
+House spirits take an almost parental interest in "their" mortals. Given proper respect, these fey work tirelessly for their charges-they chop wood, care for livestock, mend clothes, sweep the floor, and tend to the stove. If offended, though, the house spirit becomes a menace, frightening animals or children and ruining belongings.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Owb Prophet.md b/content/mechanics/srd/Bestiary/Bestiary 3/Owb Prophet.md
new file mode 100755
index 000000000..d6b13f9e7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Owb Prophet.md
@@ -0,0 +1,111 @@
+---
+title: "Owb Prophet"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.MnLA3v8sWE1sWXip"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/shadow
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Owb Prophet"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Owb Prophet"
+level: "Creature 13"
+rare_03: [[Rare]]
+alignment: ""
+size: "Large"
+trait_01: [[evil]]
+trait_02: [[shadow]]
+modifier: 24
+perception:
+ - name: "Perception"
+ desc: "+24; Greater Darkvision"
+languages: "Aklo, Caligni, Common, Sakvroth; (can't speak any language), telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +25, Deception: +26, Diplomacy: +24, Occultism: +23, Religion: +25, Stealth: +25"
+abilityMods: [8, 6, 8, 4, 5, 7]
+speed: 5 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +25, __Ref__ +23, __Will__ +24"
+hp: 225
+health:
+ - name: ""
+ - name: HP
+ desc: "225; __Immunities__ cold; __Weaknesses__ mental 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Forsaken Patron"
+ desc: " Each owb prophet serves as a conduit to one of the shadowy demigods known as the Forsaken. Forsaken patrons are detailed below, and each grants the owb prophet additional abilities.\n* * *\n\nEach owb prophet gains its power through a connection with a Forsaken patron. The patron grants the owb additional spells and has its own religious symbol and favored weapons. Each entry notes any ability or occult innate spell the Forsaken grants to its prophets, plus its favored weapon.\n\n**Enkaar, the Malformed Prisoner** This mutilated horror is the Forsaken patron of fetters, lethargy, and physical corruption.\n\n* **Spell** [[Spells/Phantom Pain|Phantom Pain]] (4th, at will);\n* **Favored Weapon** spiked chain\n\n**Eyes That Watch** This strange trio of feline eyes is the Forsaken patron of inferiority, cats, and strangers.\n\n* **Ability** [[Bestiary Ability Glossary/Lifesense|Lifesense]] 120 feet\n* **Favored Weapon** dagger\n\n**Grasping Iovett** A beautiful form of indescribable variety, Iovett is the Forsaken patron of accidents, parasites, and reckless lust.\n\n* **Spell** [[Spells/Charm|Charm]] (4th, at will);\n* **Favored Weapon** shortsword\n\n**Husk** This androgynous creature is the Forsaken patron of emptiness, loneliness, and narcissism.\n\n* **Spell** [[Spells/Silence|Silence]] (4th, at will);\n* **Favored Weapon** shortsword\n\n**Lady Razor** This stern magistrate forbids showing kindness or mercy to family members. Lady Razor is the Forsaken patron of family strife, suspicion, and vengeance.\n\n* **Spell** [[Spells/Weapon Storm|Weapon Storm]] (4th, at will);\n* **Favored Weapon** dagger\n\n**Reshmit of the Heavy Voice** Taking the form of a massive shadow, Reshmit is the Forsaken patron of broken things, forgetting, and unexpected violence.\n\n* **Spell** [[Spells/Rewrite Memory|Rewrite Memory]] (4th, at will);\n* **Favored Weapon** morningstar\n\n**Thalaphyrr Martyr-Minder** The Forsaken patron of failed heroics, imprisonment, and squandered time.\n\n* **Spell** [[Spells/Slow|Slow]] (4th, at will);\n* **Favored Weapon** spear"
+
+ - name: "[[Bestiary Ability Glossary/Light Blindness|Light Blindness]]"
+ desc: " When first exposed to bright light, the monster is [[Conditions/Blinded|Blinded]] until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's [[Conditions/Dazzled|Dazzled]]."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+27 (agile, magical)\n__Damage__ 2d8 + 11 slashing 2d8 cold"
+
+ - name: "**Ranged** `pf2:1` Burning Cold"
+ desc: "+25 (magical, range 120 feet)\n__Damage__ 4d8 cold plus clutching-cold 2d8 cold plus clutching-cold"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 33, attack +25; __7th __ _[[Spells/Interplanar Teleport|Plane Shift (To Or From The Shadow Plane Only) (x3)]]_, _[[Spells/Shadow Blast|Shadow Blast (x3)]]_; __6th __ _[[Spells/Darkness|Darkness (At Will)]]_, _[[Spells/Dominate|Dominate (x3)]]_; __5th __ _[[Spells/Umbral Journey|Shadow Walk (See Shadow's Swiftness) (x3)]]_; __4th __ _[[Spells/Invisibility|Invisibility]]_; __3rd __ _[[Spells/Mind Reading|Mind Reading (At Will)]]_\n__Cantrips__ __(7th)__ _[[Spells/Void Warp|Chill Touch]]_, _[[Spells/Daze|Daze]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_"
+
+ - name: "Burning Cold Fusillade"
+ desc: "`pf2:2` The owb prophet makes three burning cold Strikes."
+
+ - name: "Clutching Cold"
+ desc: " A creature hit by the prophet's burning cold Strike becomes [[Conditions/Immobilized|Immobilized]] in a cluster of binding ice crystals ([[Actions/Escape|Escape]] DC 31)."
+
+ - name: "Curse of Darkness"
+ desc: "`pf2:1` The owb inflicts a curse on one creature taking persistent cold damage from their burning cold Strike, stealing the victim's vibrancy. The creature must attempt a DC 32 Fortitude check save.\n\nOn a failure, the creature gains [[Bestiary Ability Glossary/Light Blindness|Light Blindness]] and its coloration turns to washed out shades of gray, along with all equipment it carries, wields, or wears. These effects have an unlimited duration. Regardless of the result of its save, the creature is temporarily immune for 1 minute.\n\nIf the owb uses this ability on a caligni, the curse can't be removed short of [[Spells/Wish|Wish]] or similar powerful magic."
+
+ - name: "Shadow's Swiftness"
+ desc: " An owb prophet can Cast [[Spells/Umbral Journey|Umbral Journey]] as a 3-action activity instead of 1 minute. If they do so, they target only themself."
+
+```
+
+```encounter-table
+name: Owb Prophet
+creatures:
+ - 1: Owb Prophet
+```
+
+
+
+An owb who comes into contact and is chosen by one of the Forsaken gains a fragment of that demigod's power and forges a permanent connection with it. This act transforms the owb into a larger, more powerful creature and imbues it with the power of divine transference, allowing the owb to gain followers and grant spells to them. These are owb prophets.
+
+Owb prophets may have some portion of the Forsaken's power, but they use their authority to gain more sway over calignis and other worshippers.
+
+* * *
+
+These ancient denizens of the Shadow Plane appear as grayish humanoid torsos covered in translucent funeral veils of shadow. Silent and mysterious, they float about, absent legs to hold them aloft. Never speaking a word aloud, they instead reach into the minds of creatures around them to whisper and mumble curses, threats, and strange bits of forlorn augury.
+
+These haunting creatures are revered by calignis as proxies of the Forsaken-a strange array of ancestor-like demigods whom many calignis worship. Some even believe owbs are the Forsaken manifested.
+
+A multitude of owbs visit and even remain to advise caligni communities, as varied in personality as the Forsaken. All owbs share a hatred of light and color, except for the flickering glow of the burning cold magic they can hurl as a weapon. Owbs who live among calignis tend to prohibit the use of light and color, using their curse of darkness to quench violators if necessary. The only other similarity across all owbs is their entrenched desire to manipulate their charges through mind-reading and deception, though such manipulation can be either subtle or overt.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Owb.md b/content/mechanics/srd/Bestiary/Bestiary 3/Owb.md
new file mode 100755
index 000000000..d808bade9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Owb.md
@@ -0,0 +1,97 @@
+---
+title: "Owb"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.PvWHBhlVxhUBRy5K"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/shadow
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Owb"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Owb"
+level: "Creature 6"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[shadow]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Greater Darkvision"
+languages: "Caligni; (can't speak any language), telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Deception: +13, Diplomacy: +11, Occultism: +12, Religion: +11, Stealth: +15"
+abilityMods: [4, 5, 4, 0, 3, 3]
+speed: 5 feet, fly 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +14, __Ref__ +15, __Will__ +13"
+hp: 90
+health:
+ - name: ""
+ - name: HP
+ desc: "90; __Immunities__ cold"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Light Blindness|Light Blindness]]"
+ desc: " When first exposed to bright light, the monster is [[Conditions/Blinded|Blinded]] until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's [[Conditions/Dazzled|Dazzled]]."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+16 (agile, magical)\n__Damage__ 1d8 + 7 slashing 1d8 cold"
+
+ - name: "**Ranged** `pf2:1` Burning Cold"
+ desc: "+17 (magical, range 120 feet)\n__Damage__ 2d8 cold 1d8 cold"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 23, attack +15; __7th __ _[[Spells/Interplanar Teleport|Plane Shift (Self Only) (To Or From The Shadow Plane Only)]]_; __5th __ _[[Spells/Shadow Blast|Shadow Blast]]_, _[[Spells/Umbral Journey|Shadow Walk]]_; __4th __ _[[Spells/Darkness|Darkness (At Will)]]_, _[[Spells/Invisibility|Invisibility]]_; __3rd __ _[[Spells/Mind Reading|Mind Reading (At Will)]]_\n__Cantrips__ __(3rd)__ _[[Spells/Void Warp|Chill Touch]]_, _[[Spells/Daze|Daze]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_"
+
+ - name: "Curse of Darkness"
+ desc: "`pf2:1` (curse,darkness,occult) The owb inflicts a curse on one creature taking persistent cold damage from their burning cold Strike, stealing the victim's vibrancy. The creature must attempt a DC 23 Fortitude check save.\n\nOn a failure, the creature gains [[Bestiary Ability Glossary/Light Blindness|Light Blindness]] and its coloration turns to washed out shades of gray, along with all equipment it carries, wields, or wears. These effects have an unlimited duration. Regardless of the result of its save, the creature is temporarily immune for 1 minute.\n\nIf the owb uses this ability on a caligni, the curse can't be removed short of [[Spells/Wish|Wish]] or similar powerful magic."
+
+```
+
+```encounter-table
+name: Owb
+creatures:
+ - 1: Owb
+```
+
+
+
+Commonly called owbs, or lesser owbs by more powerful owb prophets, most of these mysterious creatures focus on manipulating caligni culture. Among calignis, an owb hides from mortals they deem beneath them-even including calignis in their charge. An owb prefers to select one caligni leader to control from the shadows, manipulating them using charisma and magic. Through coersion of such agents, owbs maintain a steady hand in the politics of the community, either blessing and breaking pacts with other creatures or acting as intermediaries and ambassadors between calignis and powerful external entities.
+
+* * *
+
+These ancient denizens of the Shadow Plane appear as grayish humanoid torsos covered in translucent funeral veils of shadow. Silent and mysterious, they float about, absent legs to hold them aloft. Never speaking a word aloud, they instead reach into the minds of creatures around them to whisper and mumble curses, threats, and strange bits of forlorn augury.
+
+These haunting creatures are revered by calignis as proxies of the Forsaken-a strange array of ancestor-like demigods whom many calignis worship. Some even believe owbs are the Forsaken manifested.
+
+A multitude of owbs visit and even remain to advise caligni communities, as varied in personality as the Forsaken. All owbs share a hatred of light and color, except for the flickering glow of the burning cold magic they can hurl as a weapon. Owbs who live among calignis tend to prohibit the use of light and color, using their curse of darkness to quench violators if necessary. The only other similarity across all owbs is their entrenched desire to manipulate their charges through mind-reading and deception, though such manipulation can be either subtle or overt.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Pairaka.md b/content/mechanics/srd/Bestiary/Bestiary 3/Pairaka.md
new file mode 100755
index 000000000..a5ed4b288
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Pairaka.md
@@ -0,0 +1,109 @@
+---
+title: "Pairaka"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Buyyg8EH6T2QzzeT"
+tags:
+ - pf2e/creature/type/div
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Pairaka"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Pairaka"
+level: "Creature 7"
+
+alignment: ""
+size: "Medium"
+trait_01: [[div]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[lawful]]
+trait_05: [[unholy]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Greater Darkvision"
+languages: "Common, Daemonic; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Arcana: +13, Deception: +20, Diplomacy: +20, Intimidation: +16, Religion: +13, Society: +13, Stealth: +16"
+abilityMods: [3, 5, 3, 2, 4, 7]
+speed: 25 feet, fly 35 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +12, __Ref__ +16, __Will__ +17; +1 status to all saves vs. magic"
+hp: 105
+health:
+ - name: ""
+ - name: HP
+ desc: "105; __Immunities__ disease; __Weaknesses__ cold iron 5, holy 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "Hatred of Red"
+ desc: " Pairakas hate the color red. They won't wear the color or willingly enter any place painted red. Given a choice, they'll attack a creature wearing red first.\n\nIf barred from expressing their displeasure toward the color by force or some magical effect, they take 2d6 mental damage at the end of their turn."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+16 (agile, finesse, magical, unholy)\n__Damage__ 2d8 + 6 slashing plus bubonic-plague 1d6 spirit plus bubonic-plague"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 25, attack +17; __4th __ _[[Spells/Charm|Charm (At Will)]]_, _[[Spells/Translocate|Dimension Door (At Will)]]_, _[[Compendium.pf2e.spells-srd.Item.c2bTWBNO1BYX4Zfg|Misdirection (At Will) (Self Only)]]_, _[[Spells/Outcast's Curse|Outcast's Curse (At Will)]]_, _[[Spells/Suggestion|Suggestion (At Will)]]_\n__Cantrips__ __(4th)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Rituals"
+ desc: "_Div Pact_"
+
+ - name: "Bubonic Plague"
+ desc: " (disease) A creature can't remove the fatigued condition while infected\n\n**Saving Throw** DC 23 Fortitude check\n* * *\n\n**Onset** 1 day\n\n**Stage 1** [[Conditions/Fatigued|Fatigued]] (1 day)\n\n**Stage 2** [[Conditions/Enfeebled|Enfeebled 2]] and fatigued (1 day)\n\n**Stage 3** [[Conditions/Enfeebled|Enfeebled 3]], fatigued, and take 1d6 bleed every 1d20 minutes (1 day)"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) The pairaka can take the appearance of any Small or Medium humanoid or animal. This doesn't change their Speed or their attack and damage modifiers with the Strikes, but it might change the damage type their strikes deal.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Tormenting Dreams"
+ desc: "`pf2:2` (divine,emotion,mental) **Frequency** once per day\n* * *\n\n**Effect** The pairaka torments a sleeping creature within 100 feet with visions of betrayals by loved ones and friends. The target must attempt a DC 25 Will check save, with the effects of the [[Spells/Nightmare|Nightmare]] spell."
+
+```
+
+```encounter-table
+name: Pairaka
+creatures:
+ - 1: Pairaka
+```
+
+
+
+Often charming, sometimes even seductive, pairakas worm their way into mortal relationships, subtly destroying the ties of friendship and love through emotional and physical corruption and plague. Pairakas appear as beautiful, blue-skinned humanoids spotted with large rashes and boils, but they rarely take on their true forms. Instead, they adopt shapes that attract just enough attention for them to worm their way into the confidences of those they wish to torment and corrupt.
+
+* * *
+
+Some fiends want to tear down the multiverse; others dedicate themselves to creating chaos and carnage, or to rule over realms with an iron fist. Divs strive toward a different, if equally reprehensible, goal-they seek to thwart and ruin the schemes and works of mortal beings.
+
+Long ago, divs were once genies bound to serve ancient mortal empires lost to the passage of eons. In the beginning, these genies were masters of creation, working alongside gracious mortal partners to create works of subtle design and powerful magical potential. What started as a collaboration with mortals soon morphed into abuse, disrespect, and even slavery and bondage. Eventually, these genies rebelled, but in doing so, they came under the sway of a nihilistic demigod known as Ahriman. Their new master twisted their form and granted them the power to avenge themselves upon their mortal overlords, leading to the birth of the first divs.
+
+Since that first wave of corruption, new divs arise from the spirits of the most wicked and hateful genies who die on the Material Plane, or those truly betrayed by mortals and overcome through their desire for vengeance. Upon such a death, instead of returning to the Elemental Planes, these genies' spirits are trapped in the dread orbit of Abaddon, where Ahriman reshapes them as divs and hoists them back to the world to wreak vengeance upon mortals.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Pakalchi.md b/content/mechanics/srd/Bestiary/Bestiary 3/Pakalchi.md
new file mode 100755
index 000000000..5b8839456
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Pakalchi.md
@@ -0,0 +1,110 @@
+---
+title: "Pakalchi"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.4XFe9MheKWLeqtsK"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/sahkil
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Pakalchi"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Pakalchi"
+level: "Creature 9"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[fiend]]
+trait_03: [[sahkil]]
+trait_04: [[unholy]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision, Truesight"
+languages: "Chthonian, Diabolic, Empyrean, Requian; telepathy 100 feet, tongues"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +18, Deception: +21, Diplomacy: +21, Intimidation: +21, Stealth: +18"
+abilityMods: [4, 5, 4, 2, 3, 6]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +17, __Ref__ +18, __Will__ +20"
+hp: 140
+health:
+ - name: ""
+ - name: HP
+ desc: "140; __Immunities__ fear effects, poison; __Weaknesses__ holy 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Easy to Call"
+ desc: " A pakalchi's level is considered 2 lower for the purpose of being conjured by the [[Spells/Binding Circle|Binding Circle]]ritual (and potentially other rituals, at the GM's discretion), but it is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Entangling Train"
+ desc: "`pf2:r` **Trigger** A creature moves adjacent to the pakalchi\n* * *\n\n**Effect** Writhing, pitch-black vines wrap around the creature. The creature takes 1d6 slashing damage and takes a -15-foot circumstance penalty to its Speeds until the end of its next turn.\n\n[[Bestiary Effects/Effect_ Entangling Train|Effect: Entangling Train]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Vine"
+ desc: "+18 (finesse, reach, unholy, versatile p)\n__Damage__ 2d10 + 6 slashing plus betrayal-toxin 1d6 spirit plus betrayal-toxin 1d6 bleed plus betrayal-toxin"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+18 (agile, finesse, unholy)\n__Damage__ 2d10 + 6 slashing 1d6 spirit"
+
+ - name: "**Ranged** `pf2:1` Thorn"
+ desc: "+18 (agile, range increment 50 feet, unholy)\n__Damage__ 2d4 + 6 piercing plus betrayal-toxin 1d6 spirit plus betrayal-toxin 1d6 bleed plus betrayal-toxin"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 30, attack +22; __7th __ _[[Spells/Mask of Terror|Mask of Terror (Self Only)]]_; __6th __ _[[Spells/Dominate|Dominate]]_; __5th __ _[[Spells/Calm|Calm Emotions]]_, _[[Spells/Charm|Charm]]_, _[[Spells/Suggestion|Suggestion (At Will)]]_\n__Cantrips__ __(5th)__ _[[Spells/Detect Magic|Detect Magic]]_\n__Constant__ __(6th)__ _[[Spells/Truespeech|Tongues]]_, _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Betrayal Toxin"
+ desc: " (divine,mental,poison) A creature affected by betrayal toxin hears whispers of incessant doubt in their head and can't treat any creature as their ally\n\n**Saving Throw** DC 28 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** [[Conditions/Stupefied|Stupefied 1]] (1 round)\n\n**Stage 2** [[Conditions/Stupefied|Stupefied 2]] (1 round)"
+
+ - name: "Skip Between"
+ desc: "`pf2:1` (divine,teleportation) The pakalchi moves from the Material Plane to the Ethereal Plane or vice-versa, with the effects of [[Spells/Ethereal Jaunt|Ethereal Jaunt]] except that the effect has an unlimited duration and can be Dismissed.\n\nA summoned pakalchi can't use Skip Between."
+
+```
+
+```encounter-table
+name: Pakalchi
+creatures:
+ - 1: Pakalchi
+```
+
+
+
+Pakalchis strive to intensify their preys' inherent insecurity over personal and emotional bonds, playing on the threat of those relationships falling into ruin. These sahkils are among the most manipulative of their kind, pulling strings both literal and figurative on their victims over stretched-out periods of time, exhilarating in the despair and fear for as long as possible.
+
+* * *
+
+Ages ago, when this cycle of the multiverse was still adolescent, a cabal of psychopomps who already felt bored and restrained in their role of ushering souls to their ultimate resting place rebelled against their station. It was this corruption of the cycle of souls that spawned the first sahkils.
+
+Ambivalent to the prescribed order of the multiverse and spiteful of mortals, sahkils delight in spreading fear and unease to all beings, clogging up the metaphysical cycle with anxiety-ridden mortals too scared to achieve their potential. These fiends have drastically changed from their dedicated psychopomp predecessors. They are creatures of spite and torment, fear and disgust. They exploit the most common and rare fears for their own perverse satisfaction, and they want nothing more than to frighten mortals and make them quetion their reason for existence.
+
+Most sahkils lurk on the Ethereal Plane, but they frequently invade the Material Plane to torment mortals and spread terror. They use their innate ability to slip between the veils of the Ethereal and Material effortlessly, often stalking their targets for days or weeks before enacting their devious plots.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Palace Skelm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Palace Skelm.md
new file mode 100755
index 000000000..a23c3d15a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Palace Skelm.md
@@ -0,0 +1,115 @@
+---
+title: "Palace Skelm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.nSDWvedTZUjSIjOp"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/skelm
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Palace Skelm"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Palace Skelm"
+level: "Creature 8"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[humanoid]]
+trait_03: [[lawful]]
+trait_04: [[skelm]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Scent (Imprecise) 30 Feet"
+languages: "Aklo, Common; tongues"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +18, Deception: +21, Diplomacy: +17, Intimidation: +17, Occultism: +16, Society: +16, Stealth: +16, Thievery: +16"
+abilityMods: [6, 4, 3, 4, 3, 5]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +17, __Ref__ +16, __Will__ +15; -2 to all saves vs. emotion effects"
+hp: 155
+health:
+ - name: ""
+ - name: HP
+ desc: "155; __Weaknesses__ cold iron 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "Signet Ring"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Corrupt Speech"
+ desc: "`pf2:r` (auditory,illusion,linguistic,occult) **Trigger** The skelm hears a creature speak within 30 feet\n* * *\n\n**Effect** The skelm sows paranoia by putting treacherous words on another's lips. The skelm whispers up to 12 words and attempts a Deception check check against the Perception DC of a creature other than the triggering creature within 30 feet.\n* * *\n\n**Critical Success** The target hears the skelm's words as if they were spoken by the triggering creature. This can alter linguistic effects. The skelm also casts [[Spells/Paranoia|Paranoia]] or [[Spells/Suggestion|Suggestion]] on the target, if he likes.\n\n**Success** As critical success, except the skelm can't cast _paranoia_ or _suggestion_.\n\n**Failure** The target doesn't hear the skelm's words, and they have no effect.\n\n**Critical Failure** The target hears the skelm speak the words."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+20 (agile, magical)\n__Damage__ 2d8 + 9 bludgeoning plus grab"
+
+ - name: "**Melee** `pf2:1` Antler"
+ desc: "+20 (magical)\n__Damage__ 2d12 + 9 piercing plus knockdown"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 26, attack +18; __4th __ _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Enthrall|Enthrall]]_, _[[Spells/Outcast's Curse|Outcast's Curse]]_, _[[Spells/Paranoia|Paranoia (At Will)]]_, _[[Spells/Peaceful Bubble|Private Sanctum]]_, _[[Spells/Suggestion|Suggestion]]_; __2nd __ _[[Spells/Invisibility|Invisibility (x3)]]_\n__Cantrips__ __(5th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Message|Message]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Rituals"
+ desc: "_Inveigle_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,occult,polymorph) The palace skelm can take on the appearance of any Medium male humanoid. This doesn't change his Speed or his attack and damage bonuses with his Strikes but might change the damage type his Strikes deal.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Incite Violence"
+ desc: "`pf2:2` (emotion,mental,occult) **Frequency** once per day\n* * *\n\n**Effect** The skelm gives an impassioned speech calling for his followers to act upon their convictions. Each creature within 30 feet must attempt a DC 24 Will check save.\n* * *\n\n**Critical Success** The creature can immediately Strike an adjacent creature of its choosing.\n\n**Success** The creature is unaffected.\n\n**Failure** The creature immediately Strikes an adjacent creature; if multiple creatures are adjacent, the skelm chooses the target. If no creatures are adjacent, the creature is [[Conditions/Off-Guard|Off-Guard]] and [[Conditions/Fascinated|Fascinated]] with the skelm until the start of its next turn."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Palace Skelm
+creatures:
+ - 1: Palace Skelm
+```
+
+
+
+Skelms crave power, and the palace skelms who stalk the halls where such power concentrates are among the most dangerous of their kind. They assume titles that allow them maximum freedom to punish or hurt others with minimal oversight: any vindictive guard captain, tyrannical viceroy, or needlessly cruel magistrate could be or become a palace skelm. They delight in the wealth and status of their positions, garbing themselves in ornate finery that reflects their station.
+
+Palace skelms ingratiate themselves with powerful individuals and gather followers by stoking fears of losing long-held or hard-earned power-especially power gained through illicit means. They undermine their enemies by encouraging competition, jealousy, and outright paranoia by way of magic and false messages. These skelms possess an unnatural ability to twist spoken words and worm their manipulative magic into others' speech, sowing confusion and hatred that might explode into violence.
+
+A political upheaval is a palace skelm's greatest fear and opportunity alike, upsetting the balance of power he has built but providing countless new opportunities to sow hatred and evil. This conflicting goal leads palace skelms to self-sabotage and undermine their own efforts more than any other skelm.
+
+* * *
+
+Rage-filled skelms are drawn to any settlement with more than a few hundred souls. Using magical disguises and leveraging societal norms to their benefit, these antlered monsters crave fearful respect and brutally punish any who dare disagree with their lofty opinions, even in the slightest degree. Although quite dangerous on their own, skelms are at their deadliest when leading an angry mob. Their cruel and exploitative nature has made their name synonymous with villainy.
+
+An existing skelm can transform any evil humanoid who's overwhelmed with rage into one of their kind. Skelms heap enraging humiliation on potential new brothers as a form of indoctrination, convincing these recruits that some other person or group is responsible for their misery. This practice ensures skelms begin their new existence with sufficient vitriol to plot their revenge.
+
+Many newly forged skelms carry on their lives in the roles they held as mortals; and in fact, these roles often shape the type of skelm they become. Skelms can arise among members of nearly any ancestry, though they're more common among cultures with deeply entrenched gender roles, unjust hierarchies, and those that don't offer healthy ways to experience and process anger.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Penanggalan.md b/content/mechanics/srd/Bestiary/Bestiary 3/Penanggalan.md
new file mode 100755
index 000000000..e10e50c92
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Penanggalan.md
@@ -0,0 +1,100 @@
+---
+title: "Penanggalan"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.jcR9iL45X9H27fqp"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/tanggal
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Penanggalan"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Penanggalan"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+trait_04: [[tanggal]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: "Aklo, Common"
+skills:
+ - name: "Skills"
+ desc: "Deception: +14, Intimidation: +12, Stealth: +14, Midwifery Lore: +9"
+abilityMods: [3, 5, 2, 0, 2, 5]
+speed: fly 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +9, __Ref__ +16, __Will__ +11"
+hp: 83
+health:
+ - name: ""
+ - name: HP
+ desc: "83; __Weaknesses__ slashing 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Spewing Bile"
+ desc: " When the penanggalan takes slashing damage, their wound spews bile on adjacent creatures, dealing 2d10 poison damage (DC 19 Fortitude check save).\n\nThe penanggalan loses their spewing bile and penanggalan bile abilities until the end of their next turn."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Proboscis Tongue"
+ desc: "+14 (finesse)\n__Damage__ 2d6 + 5 piercing plus penanggalan-bile"
+
+ - name: "**Melee** `pf2:1` Entrails"
+ desc: "+14 ()\n__Damage__ 2d4 + 5 bludgeoning plus grab"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d4+3 bludgeoning, DC 21 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Elongate Tongue"
+ desc: "`pf2:1` The penanggalan's tongue extends, the membrane stretching and becoming translucent. Until the end of the turn, the penanggalan's proboscis tongue Strikes have a 10-foot reach, and any target is [[Conditions/Off-Guard|Off-Guard]] against the Strike unless it has a Perception DC of 22 or higher or the ability to precisely sense [[Conditions/Invisible|Invisible]] things."
+
+ - name: "Penanggalan Bile"
+ desc: " (disease) Rest doesn't decrease the drained value from penanggalan bile\n\n**Saving Throw** DC 19 Fortitude check\n* * *\n\n**Stage 1** [[Conditions/Drained|Drained 1]] (1 week)\n\n**Stage 2** [[Conditions/Drained|Drained 2]] (1 week)\n\n**Stage 3** [[Conditions/Drained|Drained 3]] (1 week)\n\n**Stage 4** dead"
+
+ - name: "Ride Corpse"
+ desc: "`pf2:3` (concentrate,polymorph) The penanggalan inserts their entrails into their humanoid body, allowing them to appear as and move about like a normal human. The body has 10 Hit Points and the same defenses as the penanggalan.\n\nWhen the body is destroyed, the penanggalan is ejected unharmed. The body becomes a corpse, and if it is neither controlled by the penanggalan nor stored in an alchemical vat, it decays as normal."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Penanggalan
+creatures:
+ - 1: Penanggalan
+```
+
+
+
+Penanggalans feed on the blood and entrails of the young. When their cannibalistic hunger strikes, penanggalans bathe their bodies in an alchemical substance that smells like vinegar. Once submerged in the concoction, their neck rips from side to side, allowing their head to float upward and pull out their lungs, stomach, and intestines. They leave their bodies in the vinegar bath much like a molting crab leaves its old shell, then fly off to find a victim filled with blood and guts.
+
+As grotesque as these creatures are when hungry, the penanggalan appears young and healthy while wearing their body. Such is the nature of their existence: they consorted with otherworldy beings, gaining a lifetime of youth in exchange for an evil hunger for the young. But they are not immortal. They age and die normally like the people they once were-they just retain their youthfulness throughout this existence.
+
+It can be difficult to spot a penanggalan among the populace. The faint scar ringing their neck at the point of separation can be explained away as a blemish, and it can be hidden under a flashy necklace. Meanwhile the faint, sour scent of a penanggalan's preserved body, while peculiar, is not uncommon in the sweaty tropics they frequent.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Peri.md b/content/mechanics/srd/Bestiary/Bestiary 3/Peri.md
new file mode 100755
index 000000000..448e84fc3
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Peri.md
@@ -0,0 +1,110 @@
+---
+title: "Peri"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.obhczq4XJ5QaxkGs"
+tags:
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/14
+statblock: inline
+name: "Peri"
+level: 14
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Peri"
+level: "Creature 14"
+
+alignment: ""
+size: "Medium"
+trait_01: [[celestial]]
+trait_02: [[chaotic]]
+trait_03: [[fire]]
+trait_04: [[good]]
+trait_05: [[holy]]
+modifier: 26
+perception:
+ - name: "Perception"
+ desc: "+26; Darkvision"
+languages: "Common, Draconic, Elven, Empyrean, Fey, Pyric; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +27, Arcana: +23, Athletics: +25, Diplomacy: +28, Performance: +28, Religion: +24, Lore (Any one Celestial Plane): +25"
+abilityMods: [7, 7, 4, 5, 4, 8]
+speed:
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +22, __Ref__ +27, __Will__ +26"
+hp: 255
+health:
+ - name: ""
+ - name: HP
+ desc: "255; __Immunities__ fire; __Weaknesses__ cold iron 10, unholy 10; __Resistances__ cold 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Smoke Vision"
+ desc: " A peri can see through smoke with ease, and they ignore the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Shining Blaze"
+ desc: " (aura,divine,fire) 5 feet. 6d6 fire damage DC 31 Reflex check"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Scimitar"
+ desc: "+29 (forceful, holy, magical, sweep)\n__Damage__ 3d6 + 13 slashing 2d6 fire"
+
+ - name: "**Melee** `pf2:1` Burning Wings"
+ desc: "+29 (agile, finesse, fire, holy, magical, reach 10 feet)\n__Damage__ 3d10 + 13 fire"
+
+ - name: "**Ranged** `pf2:1` Flame Ray"
+ desc: "+29 (fire, holy, magical, range 60 feet)\n__Damage__ 8d6 fire"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 34, attack +26; __7th __ _[[Spells/Humanoid Form|Humanoid Form (At Will)]]_, _[[Spells/Wall of Fire|Wall of Fire (x3)]]_\n__Cantrips__ __(7th)__ _[[Spells/Produce Flame|Produce Flame]]_\n__Constant__ __(4th)__ _[[Spells/Fire Shield|Fire Shield]]_"
+
+ - name: "Flame Jump"
+ desc: "`pf2:2` (divine,teleportation) **Frequency** once per hour\n* * *\n\n**Effect** The peri Strides into an open flame of their size or larger and instantly transports themself to any other flame of sufficient size within 100 miles.\n\nOnce they enter the first flame, the peri instantly learns the locations of all other flames within range."
+
+ - name: "Flameheart Weapon"
+ desc: " The peri can call forth a powerful weapon from their heart of flame. In their hands, this is a _+2 [[Equipment/Flaming (Greater)|Greater Flaming]] greater striking weapon_ that deals 2d6 fire damage instead of 1d6."
+
+ - name: "Flamewing Buffet"
+ desc: "`pf2:2` The peri makes one scimitar Strike and two burning wings Strikes, in any order."
+
+ - name: "Wildfire Storm"
+ desc: "`pf2:1` (divine,fire) The peri spreads their wings and spins, forming a whirlwind of flame that deals 15d6 fire damage in a 20-foot emanation (DC 34 Reflex check save).\n\nThey can't use Wildfire Storm again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Peri
+creatures:
+ - 1: Peri
+```
+
+
+
+Peris are contrary, artful celestials renowned for their beauty as much as their deceptive natures. Mercurial, though never malicious, peris strive to aid mortals, though they are more likely to dispense riddles and quests than to offer aid outright.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Piranha Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Piranha Swarm.md
new file mode 100755
index 000000000..66f91cbd9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Piranha Swarm.md
@@ -0,0 +1,83 @@
+---
+title: "Piranha Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.wQ1WQQNEqXHHMl2s"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/aquatic
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Piranha Swarm"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Piranha Swarm"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[aquatic]]
+trait_03: [[swarm]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Low-Light Vision, Scent (Imprecise) 100 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Athletics: +8"
+abilityMods: [1, 3, 2, -5, 2, -2]
+speed: swim 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +9, __Ref__ +10, __Will__ +7"
+hp: 40
+health:
+ - name: ""
+ - name: HP
+ desc: "40; __Immunities__ precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 5, splash damage 5; __Resistances__ bludgeoning 5, piercing 2, slashing 5"
+abilities_top:
+ - name: ""
+
+ - name: "Blood Scent"
+ desc: " The piranha swarm can smell blood in the water from up to 1 mile away."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+attacks:
+ - name: ""
+
+ - name: "Feeding Frenzy"
+ desc: "`pf2:1` Each enemy in the swarm's space takes 2d6 piercing damage (DC 20 Reflex check save).\n\nA creature that fails the save also takes 1d6 bleed and takes a -2 circumstance penalty to their Reflex saves against Feeding Frenzy while this damage continues, as the piranhas' frenzy increases in intensity when they smell blood."
+
+```
+
+```encounter-table
+name: Piranha Swarm
+creatures:
+ - 1: Piranha Swarm
+```
+
+
+
+More teeth and fury than body, few fish command as much fear and anxiety as the piranha. They move almost exclusively in schools, overwhelming larger creatures with sheer numbers and ferocity. Piranhas aggress toward sudden disturbances in the water and can smell blood from far away. Harvested piranha teeth serve as excellent cutting tools.
+
+* * *
+
+Swimming in vast shoals through open ocean underneath the sparkling sun, lurking deep in the muddy beds of rivers, or schooling in pristine lakes, fish are found nearly anywhere there is water.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Plague Giant.md b/content/mechanics/srd/Bestiary/Bestiary 3/Plague Giant.md
new file mode 100755
index 000000000..43bf5754a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Plague Giant.md
@@ -0,0 +1,109 @@
+---
+title: "Plague Giant"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.8tgykcOqdDy8Zjyy"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/14
+statblock: inline
+name: "Plague Giant"
+level: 14
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Plague Giant"
+level: "Creature 14"
+
+alignment: ""
+size: "huge"
+trait_01: [[evil]]
+trait_02: [[giant]]
+trait_03: [[humanoid]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Low-Light Vision"
+languages: "Common, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +30, Intimidation: +24, Religion: +25, Stealth: +26"
+abilityMods: [8, 6, 7, 3, 5, 4]
+speed: 45 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 35
+armorclass:
+ - name: AC
+ desc: "35; __Fort__ +27, __Ref__ +24, __Will__ +23"
+hp: 285
+health:
+ - name: ""
+ - name: HP
+ desc: "285; __Immunities__ disease"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Flail|+1 Striking Flail]], Sack for Holding Rocks, 5x Rock"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Catch Rock|Catch Rock]]"
+ desc: "`pf2:r` **Requirements** The monster must have a free hand but can [[Actions/Release|Release]] anything it's holding as part of this reaction.\n\n**Trigger** The monster is targeted with a thrown rock Strike or a rock would fall on the monster.\n* * *\n\n**Effect** The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock."
+
+ - name: "Retaliatory Scratch"
+ desc: "`pf2:r` **Trigger** A creature within 10 feet makes a melee Strike against the plague giant\n* * *\n\n**Effect** The plague giant makes a claw Strike against the triggering creature."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Flail"
+ desc: "+31 (disarm, magical, reach 15 feet, sweep, trip)\n__Damage__ 2d6 + 14 bludgeoning plus atrophic-plague 3d6 poison plus atrophic-plague"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+30 (agile, reach 10 feet)\n__Damage__ 3d6 + 14 slashing plus atrophic-plague"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+28 (brutal, range increment 120 feet)\n__Damage__ 3d8 + 14 bludgeoning plus rock"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 34, attack +26; __6th __ _[[Spells/Toxic Cloud|Cloudkill]]_, _[[Spells/Death Knell|Death Knell (x3)]]_, _[[Spells/Take its Course|Take its Course]]_"
+
+ - name: "Atrophic Plague"
+ desc: " (disease,divine) **Saving Throw** DC 34 Fortitude check\n* * *\n\n**Stage 1** [[Conditions/Enfeebled|Enfeebled 2]] and [[Conditions/Fatigued|Fatigued]] (1 day)\n\n**Stage 2** [[Conditions/Enfeebled|Enfeebled 3]] and fatigued (1 day)\n\n**Stage 3** [[Conditions/Enfeebled|Enfeebled 4]] and fatigued (1 day)\n\n**Stage 4** dead"
+
+ - name: "Hurl Corpse"
+ desc: "`pf2:1` The plague giant picks up a dead or dying creature within reach and flings it at a foe. The giant makes a rock Strike, using the body instead of a rock.\n\nIf the body is a corpse, on a hit it explodes in a cloud of thick gray vapor, exposing all creatures in a 10-foot burst to atrophic plague.\n\nIf the body is a dying creature, on a hit its dying value increases by 1 (or 2 on a critical hit)."
+
+ - name: "Pustulant Flail"
+ desc: " A plague giant's flail is covered in pus, causing it to deal 3d6 additional poison damage."
+
+ - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
+ desc: "`pf2:1` The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
+
+```
+
+```encounter-table
+name: Plague Giant
+creatures:
+ - 1: Plague Giant
+```
+
+
+
+Plague giants are rasping behemoths, whose weeping sores, fetid breath, and filthy fingernails all bear a terrible wasting disease. Like sewer rats or flies that swarm a fresh battlefield, plague giants bear an inborn pathogen that does little harm to the giants themselves (their wretched physical appearances are purely superficial) but can wreak devastation on afflicted victims.
+
+Whatever their origin, the majority of plague giants are so accustomed to being viewed as monstrosities by other humanoids, giant and otherwise, that they become vehemently xenophobic. Some of their communities do permit other types of shunned humanoids-especially those with leprosy and other stigmatized diseases-to join their fold. Whether because they are expelled to the world's worst badlands or because they purposefully seek out such locales, plague giants often settle amid abandoned battlefields, sewer outlets, and other despoiled places. Their close ties to disease lead many to worship Apollyon, the Horseman of Pestilence, or other deities associated with disease. Plague giants claim that their kind is as death itself, violently rejecting the theory often touted among non-giants that they are an offshoot of some other giant ancestry afflicted with a terrible divine curse. (Most other giants also reject this theory.)
+
+Plague giants measure 24 feet tall and weigh 15,000 pounds.
+
+* * *
+
+Many kinds of giants lurk in the inhospitable corners of the world, making their homes in unlikely locales ranging from fetid sinkholes and ruined battlefields to mass graveyards and barren badlands.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Platecarpus.md b/content/mechanics/srd/Bestiary/Bestiary 3/Platecarpus.md
new file mode 100755
index 000000000..9f79e2437
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Platecarpus.md
@@ -0,0 +1,88 @@
+---
+title: "Platecarpus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.shakQv9Y7UH8DNKI"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Platecarpus"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Platecarpus"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +10, Stealth: +11"
+abilityMods: [5, 4, 3, -4, 2, -2]
+speed: 5 feet, swim 35 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +10, __Ref__ +11, __Will__ +7"
+hp: 46
+health:
+ - name: ""
+ - name: HP
+ desc: "46"
+abilities_top:
+ - name: ""
+
+ - name: "Deep Breath"
+ desc: " A platecarpus can hold its breath for 2 hours."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+12 ()\n__Damage__ 1d12 + 5 piercing plus grab"
+
+ - name: "Aquatic Drag"
+ desc: "`pf2:1` **Requirements** The platecarpus has a creature [[Conditions/Grabbed|Grabbed]]\n* * *\n\n**Effect** The platecarpus Swims up to half its Speed, carrying the grabbed creature with it."
+
+ - name: "Strafing Chomp"
+ desc: "`pf2:1` The platecarpus Swims up to its Speed, making one jaws Strike at any point along the way. The Strike deals half damage."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Medium, 1d6+2 bludgeoning, Rupture 10\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Platecarpus
+creatures:
+ - 1: Platecarpus
+```
+
+
+
+The mid-sized platecarpuses are the most common type of mosasaur. They're typically 15 feet long, but larger specimens can grow up to 20 feet. The larger varieties sometimes eat Medium humanoids, but most stick to smaller fare.
+
+* * *
+
+The massive swimming reptiles called mosasaurs thrash their powerful tails to propel them after prey. Four articulated, webbed paddles let them precisely steer their paths, and their hinged jaws-much like a snake's-allow mosasaurs to swallow larger creatures than their size would indicate. A small set of secondary pterygoid jaws in their gullets pull in their meals for more efficient digestion. As air breathers, mosasaurs must stay near the surface of the water, competing for food with whales. This proximity to the surface means they often capsize small boats, feasting on the crew members who fall out.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Popobawa.md b/content/mechanics/srd/Bestiary/Bestiary 3/Popobawa.md
new file mode 100755
index 000000000..f6ade5497
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Popobawa.md
@@ -0,0 +1,97 @@
+---
+title: "Popobawa"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gFDKhn6oD55C0Sv6"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/15
+statblock: inline
+name: "Popobawa"
+level: 15
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Popobawa"
+level: "Creature 15"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[humanoid]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +24, Athletics: +26, Deception: +29, Intimidation: +29, Occultism: +22, Stealth: +26, Lore (Its Home Settlement or Country): +24"
+abilityMods: [7, 5, 5, 3, 4, 6]
+speed: 30 feet, climb 30 feet, fly 80 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 37
+armorclass:
+ - name: AC
+ desc: "37; __Fort__ +26, __Ref__ +24, __Will__ +27"
+hp: 270
+health:
+ - name: ""
+ - name: HP
+ desc: "270; __Immunities__ disease, sickened, stunned"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Stench"
+ desc: " (aura,olfactory) 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 34 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] (plus [[Conditions/Slowed|Slowed 1]] for as long as it's sickened on a critical failure).\n\nWhile within the aura, affected creatures take a -2 circumstance penalty to saves against disease and to recover from the sickened condition.\n\nA creature that succeeds at its save is temporarily immune for 1 minute.\n\n[[Bestiary Effects/Effect_ Stench|Effect: Stench]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+30 ()\n__Damage__ 3d10 + 15 piercing plus shameful-loathing 1d10 mental plus shameful-loathing"
+
+ - name: "**Melee** `pf2:1` Talon"
+ desc: "+30 (agile)\n__Damage__ 3d10 + 15 slashing plus grab"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 36, attack +28; __6th __ _[[Spells/Animated Assault|Animated Assault]]_, _[[Spells/Dominate|Dominate]]_; __5th __ _[[Spells/Clairaudience|Clairaudience (At Will)]]_, _[[Spells/Clairvoyance|Clairvoyance (At Will)]]_, _[[Spells/Telekinetic Haul|Telekinetic Haul]]_, _[[Spells/Telekinetic Maneuver|Telekinetic Maneuver]]_, _[[Spells/Ventriloquism|Ventriloquism (At Will)]]_\n__Cantrips__ __(7th)__ _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,occult,polymorph) The popobawa can take on the appearance of a human or a Small or Medium bat. It loses its stench aura while transformed. In human form it also loses its Strikes but can make fist Strikes that deal the same amount of bludgeoning damage as its talon Strike.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Feed on Sorrow"
+ desc: "`pf2:1` (concentrate,healing,occult,vitality) **Frequency** once per round\n* * *\n\n**Effect** The popobawa draws strength from the suffering of others. It regains 10 healing Hit Points for each enemy within 30 feet feet that has one of the following conditions, to a maximum of 40 Hit Points: [[Conditions/Confused|Confused]], [[Conditions/Doomed|Doomed]], [[Conditions/Dying|Dying]], [[Conditions/Enfeebled|Enfeebled]], [[Conditions/Fatigued|Fatigued]], [[Conditions/Frightened|Frightened]], [[Conditions/Sickened|Sickened]], [[Conditions/Slowed|Slowed]], [[Conditions/Stunned|Stunned]], [[Conditions/Stupefied|Stupefied]], or [[Conditions/Wounded|Wounded]]."
+
+ - name: "Hallucinatory Haunting"
+ desc: " **Trigger** The popobawa moves an object with [[Spells/Telekinetic Hand|Telekinetic Hand]] or [[Spells/Telekinetic Haul|Telekinetic Haul]], controls a creature with [[Spells/Dominate|Dominate]], or casts [[Spells/Animated Assault|Animated Assault]]\n* * *\n\n**Effect** The popobawa casts [[Spells/Ghost Sound|Ghost Sound]] or [[Spells/Ventriloquism|Ventriloquism]], with the sound originating from the target or area of the spell."
+
+ - name: "Shameful Loathing"
+ desc: " (curse,emotion,mental,occult) A creature damaged by the popobawa's jaws is overcome with shame and self-hatred and must attempt a DC 36 Will check save.\n* * *\n\n**Success** The target is unaffected.\n\n**Failure** The target becomes [[Conditions/Stupefied|Stupefied 1]] until the curse is removed.\n\n**Critical Failure** As failure, but the target is also [[Conditions/Doomed|Doomed 1]]."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Popobawa
+creatures:
+ - 1: Popobawa
+```
+
+
+
+Cruel shapechangers, popobawas feed on negative emotions, particularly fear, despair, and anguish. Though they're dangerously strong carnivores that drink the blood of their victims, their greatest pleasure lies in mesmerizing victims to cause suffering and spread chaos. A popobawa moves about populated areas in disguise, seeking new victims and revisiting past victims to bask in their suffering, spreading gossip and incriminating innocents for its crimes while still relishing its own loathsome infamy.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Procyal.md b/content/mechanics/srd/Bestiary/Bestiary 3/Procyal.md
new file mode 100755
index 000000000..aa872999b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Procyal.md
@@ -0,0 +1,104 @@
+---
+title: "Procyal"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.mptn8VZsRCI6NPIi"
+tags:
+ - pf2e/creature/type/agathion
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Procyal"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Procyal"
+level: "Creature 8"
+
+alignment: ""
+size: "Medium"
+trait_01: [[agathion]]
+trait_02: [[celestial]]
+trait_03: [[good]]
+trait_04: [[holy]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision"
+languages: "Common, Diabolic, Draconic, Empyrean, Halfling; speak with animals, tongues"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Deception: +18, Diplomacy: +16, Medicine: +16, Nature: +16, Religion: +16, Society: +17, Stealth: +16, Survival: +16, Thievery: +14, Nirvana Lore: +15"
+abilityMods: [4, 4, 6, 5, 6, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +16, __Ref__ +14, __Will__ +18"
+hp: 170
+health:
+ - name: ""
+ - name: HP
+ desc: "170; __Weaknesses__ unholy 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Shortsword|+1 Striking Shortsword]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+18 (agile, holy, magical)\n__Damage__ 2d8 + 10 slashing 1d6 spirit"
+
+ - name: "**Melee** `pf2:1` Shortsword"
+ desc: "+19 (agile, finesse, holy, magical, versatile s)\n__Damage__ 2d6 + 10 piercing 1d6 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 26, attack +18; __4th __ _[[Spells/Calm|Calm Emotions]]_, _[[Spells/Charm|Charm]]_, _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Illusory Creature|Illusory Creature]]_, _[[Spells/Disguise Magic|Magic Aura (At Will)]]_, _[[Spells/Suggestion|Suggestion (At Will)]]_; __3rd __ _[[Spells/Heroism|Heroism]]_; __2nd __ _[[Spells/Invisibility|Invisibility]]_\n__Constant__ __(5th)__ _[[Spells/Speak with Animals|Speak with Animals]]_, _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Champion Focus Spells"
+ desc: "1 Focus Point, DC 26, attack +18; __4th __ _[[Spells/Lay on Hands|Lay on Hands]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) The procyal can transform only into a specific individual Small or Medium humanoid that they've met at least once. They can't transform into a generic member of a given ancestry.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Raccoon's Whimsy"
+ desc: " Procyals' core value is whimsy, though unlike for chaotic tricksters, procyals' playful actions have a pattern and their pranks always come with a valuable lesson, even if it takes a long time to decipher the meaning.\n\nReceiving and growing from such a lesson requires at least 10 minutes of interaction with the Procyal but can take much longer.\n\nA character who learns from the procyal's lesson gains the benefits of the [[Actions/Aid|Aid]] reaction from the procyal once during the next month. Afterwards, they become immune to this effect from all procyals."
+
+```
+
+```encounter-table
+name: Procyal
+creatures:
+ - 1: Procyal
+```
+
+
+
+These celestial outsiders hail from Nirvana, the plane of purest good. Agathions are born from the souls of mortals who attained the enlightenment they sought in life, sometimes even after death. Because they all start out as mortals who were rewarded for their determination, self-awareness, and purity of heart, agathions are more likely than other celestials to intervene in working nonviolently against the spread of evil on the material plane. Agathions have served as moderators between the chaotic azatas and lawful archons, so they know how vital communication with mortals can be to bridge differences and ensure that evil doesn't win out.
+
+All agathions possess animal-like aspects, some appear more anthropomorphic, while others spend most of their time in forms nearly indistinguishable from true animals. Still others prefer to shapeshift as they see fit, or present as humanoid when in the company of humanoid mortals.
+
+Each type of agathion serves a specific role in Nirvana. Their duties and forms generally reflect the core values they cultivated in life that led them to their enlightenment. Since agathions receive their animal forms as rewards for their mortal lives, they take great insult with insinuations that they're merely magical talking beasts or-even worse-that their forms are a curse or punishment.
+
+* * *
+
+As the most whimsical and playful of the agathions, procyals are the most likely to be encountered on the Material Plane, teaching deep philosophical lessons and delivering wisdom through pranks and impersonations. Mischievous and playful, these raccoon-headed humanoids love to socialize with mortals and learn about their societies. Unlike their mortal counterparts, Procyals' fur starts off dark russet in color, giving way to gray and white flecks on their muzzles as they grow older. Only procyal leaders boast the stark gray and black coloration of a true raccoon. Those who recognize procyals' age and wisdom treat these creatures with great respect.
+
+Whatever their natural appearance, procyals make excellent shapeshifters and can assume the form of any humanoid that they've encountered. They use this ability only for the greater good of that humanoid or their community, often appearing as someone's trusted mentor to deliver an important message in a more laid-back fashion than talking to a magical celestial raccoon. They're not above playing the occasional harmless prank on the person whose form they've assumed, especially when they can use it to teach a valuable lesson. Raccoon agathions prefer to use a blade if forced into combat, but they're prepared to use their claws and fight dirty if necessary.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Pufferfish.md b/content/mechanics/srd/Bestiary/Bestiary 3/Pufferfish.md
new file mode 100755
index 000000000..c710cb89f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Pufferfish.md
@@ -0,0 +1,84 @@
+---
+title: "Pufferfish"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.BhAnHdqceoRlihXP"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/aquatic
+ - pf2eMonster
+ - pf2e/creature/level/-1
+statblock: inline
+name: "Pufferfish"
+level: -1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Pufferfish"
+level: "Creature -1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[animal]]
+trait_02: [[aquatic]]
+modifier: 4
+perception:
+ - name: "Perception"
+ desc: "+4; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +2, Athletics: +4"
+abilityMods: [2, 0, 2, -5, 1, -2]
+speed: swim 15 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 12
+armorclass:
+ - name: AC
+ desc: "12; __Fort__ +5, __Ref__ +3, __Will__ +2"
+hp: 12
+health:
+ - name: ""
+ - name: HP
+ desc: "12"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Toxic Body"
+ desc: " Anyone who hits a pufferfish with a melee unarmed attack or a non-reach melee weapon must succeed at a DC 13 Reflex check save or be pierced by a spine, taking 1 piercing damage and being exposed to pufferfish venom."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bite"
+ desc: "+6 ()\n__Damage__ 1d6 + 1 piercing plus pufferfish-venom"
+
+ - name: "Inflating Rush"
+ desc: "`pf2:2` The pufferfish Swims up to its Speed and then inflates. Each creature within 5 feet of its space at the end of its movement must succeed at a DC 13 Reflex check save or take 1 piercing damage and be exposed to pufferfish venom."
+
+ - name: "Pufferfish Venom"
+ desc: " (incapacitation,poison) **Saving Throw** DC 16 Fortitude check\n* * *\n\n**Maximum Duration** 24 hours\n\n**Stage 1** 1d4 poison damage (1 round)\n\n**Stage 2** 1d4 poison damage and [[Conditions/Off-Guard|Off-Guard]] (1 round)\n\n**Stage 3** 1d4 poison damage and [[Conditions/Paralyzed|Paralyzed]] (1 round)\n\n**Stage 4** 1d4 poison damage and paralyzed for 2d10 hours (1 round)"
+
+```
+
+```encounter-table
+name: Pufferfish
+creatures:
+ - 1: Pufferfish
+```
+
+
+
+The pufferfish defends itself by filling its flexible body with air or water to extend a number of spikes that otherwise lie flat against its skin. While normally quite slow and deliberate, the pufferfish can contort its body to gain a sudden burst of speed that can catch predators off guard.
+
+* * *
+
+Swimming in vast shoals through open ocean underneath the sparkling sun, lurking deep in the muddy beds of rivers, or schooling in pristine lakes, fish are found nearly anywhere there is water.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Quintessivore.md b/content/mechanics/srd/Bestiary/Bestiary 3/Quintessivore.md
new file mode 100755
index 000000000..9ed0f5b63
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Quintessivore.md
@@ -0,0 +1,87 @@
+---
+title: "Quintessivore"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.5FMylgMZ0T9p5kwD"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Quintessivore"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Quintessivore"
+level: "Creature 10"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[beast]]
+trait_02: [[evil]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision"
+languages: "Aklo, Chthonian, Common, Diabolic, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +25, Athletics: +17, Intimidation: +19, Stealth: +20"
+abilityMods: [3, 6, 6, 7, 3, 3]
+speed: 40 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +22, __Ref__ +20, __Will__ +21"
+hp: 180
+health:
+ - name: ""
+ - name: HP
+ desc: "180"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Scroll of 4th-rank Spell|Scroll of Dimensional Anchor (Level 4)]], [[Equipment/Scroll of 4th-rank Spell|Scroll of Fly (Level 4)]]"
+abilities_mid:
+ - name: ""
+ - name: "Instant Suspension"
+ desc: "`pf2:r` **Trigger** The quintessivore reduces a creature within 15 feet of it to 0 Hit Points\n* * *\n\n**Effect** The quintessivore uses Suspend Soul, targeting the creature."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Blade-Leg"
+ desc: "+22 (finesse, magical)\n__Damage__ 1d10 + 9 slashing plus tattered-soul 1d10 void plus tattered-soul"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 29, attack +21; __5th __ _[[Spells/Black Tentacles|Black Tentacles]]_, _[[Spells/Magic Passage|Passwall]]_; __4th __ _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Enervation|Enervation]]_; __3rd __ _[[Spells/Slow|Slow]]_, _[[Spells/Vampiric Feast|Vampiric Touch]]_; __2nd __ _[[Spells/Translate|Comprehend Language]]_, _[[Spells/See the Unseen|See Invisibility]]_, _[[Spells/Web|Web]]_; __1st __ _[[Spells/Gentle Landing|Feather Fall]]_, _[[Spells/Fleet Step|Fleet Step]]_, _[[Spells/Grim Tendrils|Grim Tendrils]]_, _[[Spells/Enfeeble|Ray of Enfeeblement]]_\n__Cantrips__ __(5th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Ray of Frost|Ray of Frost]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Feed on Quintessence"
+ desc: " (arcane,exploration,manipulate) Over the course of 1 hour, the quintessivore removes and deconstructs the soul of a creature. The creature must either be captive or have been dead for no more than 2 hours before the start of the process. At the end of the hour, the quintessivore consumes the quintessence of the creature's soul.\n\nFor the next month, it gains a +1 status bonus to its spell DC and spell attack roll, and it adds 6th-rank [[Spells/Never Mind|Never Mind]] and [[Spells/Vampiric Exsanguination|Vampiric Exsanguination]] to its arcane prepared spells.\n\nDeconstructing a soul maps the unique properties of the creature's soul into the quintessivore's blade-legs. The soul can be reconstructed by binding it to quintessence. A dead quintessivore's soul flees its body as pure quintessence suitable for this purpose."
+
+ - name: "Suspend Soul"
+ desc: "`pf2:1` (arcane) The quintessivore suspends the life processes of a dying creature within 15 feet of it. The creature can't decrease or increase its HP or dying value for 10 minutes. The creature can attempt a DC 29 Will check save to avoid this effect. If the creature receives magical healing, it can attempt a new save, ending the effect and being healed normally on a success.\n\nThe effect ends if the quintessivore uses Suspend Soul again."
+
+ - name: "Tattered Soul"
+ desc: " A creature hit by the quintessivore's blade-leg Strike must succeed at a DC 29 Fortitude check save or become [[Conditions/Drained|Drained 1]] ([[Conditions/Drained|Drained 2]] on a critical failure). If the creature is already drained, it's immune to this effect."
+
+```
+
+```encounter-table
+name: Quintessivore
+creatures:
+ - 1: Quintessivore
+```
+
+
+
+Quintessivores are cunning creatures that wield arcane magic and scalpel-sharp spider limbs that can rend one's soul just as easily as flesh. A quintessivore doesn't immediately kill its prey-it drags the creature to its lair and separates the victim's soul from their body with its bladed limbs. The flicking blades then pull out the creature's individuality, reducing the soul down to pure soul-stuff called quintessence, which the quintessivore then consumes.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Rancorous Priesthood.md b/content/mechanics/srd/Bestiary/Bestiary 3/Rancorous Priesthood.md
new file mode 100755
index 000000000..13f877ed6
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Rancorous Priesthood.md
@@ -0,0 +1,93 @@
+---
+title: "Rancorous Priesthood"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.CIfaWwcZi5umQRFR"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/troop
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Rancorous Priesthood"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Rancorous Priesthood"
+level: "Creature 11"
+
+alignment: ""
+size: "grg"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[humanoid]]
+trait_04: [[troop]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; "
+languages: "Chthonian, Common"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +22, Intimidation: +21, Religion: +22"
+abilityMods: [7, 2, 6, 2, 5, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +23, __Ref__ +17, __Will__ +22"
+hp: 195
+health:
+ - name: ""
+ - name: HP
+ desc: "195, troop defenses; __Weaknesses__ area damage 15, splash damage 8"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Form Up|Form Up]]"
+ desc: "`pf2:1` The troop chooses one of the squares it currently occupies and redistributes its squares to any configuration in which all squares are contiguous and within 15 feet of the chosen square. The troop can't share its space with other creatures."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Troop Defenses|Troop Defenses]]"
+ desc: " **Thresholds** 130 (12 squares), 65 (8 squares)\n* * *\n\nTroops are composed of many individuals, and over the course of enough attacks and downed comrades, troops shrink in size. Most troops start with 16 squares (4 by 4), and their Hit Points have two listed thresholds, typically the first is at 2/3 their maximum Hit Points and the second is at 1/3 their maximum Hit Points. Once the troop drops below the first threshold, it loses 4 squares, leaving 12 squares remaining, and the first threshold becomes the troop's new maximum Hit Points. Once the troop falls below the second threshold, it loses another 4 squares, leaving 8 squares remaining, and the second threshold becomes the troop's new maximum Hit Points. In order to restore its size and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen. At 0 Hit Points, the troop is reduced down to 4 squares, which is too few to sustain the troop, so it disperses entirely, with the few remaining members surrendering, fleeing, or easily dispatched, depending on their nature.\n\nA damaging single-target effect, such as a Strike, can't force a troop to pass through more than one threshold at once. For instance, if a troop had 60 Hit Points, with thresholds at 40 and 20, a Strike for 50 damage would leave the troop at 21 Hit Points, just above the second threshold. A damaging area effect or multi-target effect can cross multiple thresholds at once and could potentially destroy the entire troop in one shot.\n\nNon-damaging effects with an area or that target all creatures in a certain proximity affect a troop normally if they affect the entire area occupied by the troop. If an effect has a smaller area or numbers of targets, it typically has no effect on the troop. However, if the effect can target at least four creatures or cover at least four squares in the troop, and if it would prevent its targets from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more, the troop loses loses a number of Hit Points equal to the amount required to bring it to the next threshold, removing 4 squares. If an effect would both deal damage and automatically cross a threshold due to incapacitating some of the creatures in the troop, apply the damage first. If the damage wasn't enough to cross a threshold on its own, then reduce the Hit Points to cross the threshold for the incapacitating effect."
+
+attacks:
+ - name: ""
+
+ - name: "Divine Spontaneous Spells"
+ desc: "DC 27, attack +19; __6th __ (2 slots) _[[Spells/Cry of Destruction|Cry of Destruction]]_, _[[Spells/Destructive Aura|Destructive Aura]]_; __5th __ (3 slots) _[[Spells/Breathe Fire|Burning Hands]]_, _[[Spells/Fireball|Fireball]]_, _[[Spells/Hurtling Stone|Hurtling Stone]]_\n__Cantrips__ __(6th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Divine Lance|Divine Lance]]_"
+
+ - name: "Rituals"
+ desc: "_Blight (Doesn't Require Secondary Casters)_"
+
+ - name: "Troop Movement"
+ desc: " Whenever the troop Strides, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop."
+
+ - name: "Troop Spellcasting"
+ desc: " When the rancorous priesthood Casts a Spell, their constituent members combine their efforts into casting a more powerful version of the spell than any one member could achieve alone.\n\nWhen Casting a Spell that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line."
+
+ - name: "Wild Swing"
+ desc: "`pf2:1` `pf2:1` to `pf2:3`\n\n**Frequency** once per round\n* * *\n\n**Effect** The members of the mob wildly swing their weapons-primarily greataxes-in a chaotic attack at each enemy adjacent to the troop (DC 27 Reflex check save). The damage depends on the number of actions.\n\n`pf2:1` 1d12+2 slashing damage\n\n`pf2:2` 2d12+9 slashing damage\n\n`pf2:3` 3d12+9 slashing damage"
+
+```
+
+```encounter-table
+name: Rancorous Priesthood
+creatures:
+ - 1: Rancorous Priesthood
+```
+
+
+
+Followers of Rovagug must usually conceal their devotion to the Rough Beast, hiding in remote cave complexes or abandoned ruins; but they emerge from these strongholds when they sense weakness, gathering together into a destructive, homicidal mob to hunt down high-ranking priests of rival deities or slaughter entire towns. Alternatively, if their hidden bolthole is compromised, a mob of Rovagug's faithful might emerge-not hoping to save themselves, but intent only on taking their enemies with them as they die.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Rat Snake Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Rat Snake Swarm.md
new file mode 100755
index 000000000..c39fffb1b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Rat Snake Swarm.md
@@ -0,0 +1,81 @@
+---
+title: "Rat Snake Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.QYZXAWXTxyKoABHu"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Rat Snake Swarm"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Rat Snake Swarm"
+level: "Creature 2"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[swarm]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Stealth: +8"
+abilityMods: [0, 4, 2, -4, 2, -3]
+speed: 20 feet, climb 20 feet, swim 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +8, __Ref__ +10, __Will__ +6"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20; __Immunities__ precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 3, splash damage 3; __Resistances__ bludgeoning 3, piercing 5, slashing 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+ - name: "Mass Wriggle"
+ desc: "`pf2:r` **Trigger** The rat snake swarm takes damage from a melee Strike\n* * *\n\n**Effect** Snakes slither up and around the creature's weapon and limbs. The target must succeed at a DC 15 Will check save or become [[Conditions/Frightened|Frightened 1]]."
+
+attacks:
+ - name: ""
+
+ - name: "Swarming Strikes"
+ desc: "`pf2:1` Each enemy in the swarm's space takes 1d8 piercing damage (DC 17 Reflex check save)."
+
+```
+
+```encounter-table
+name: Rat Snake Swarm
+creatures:
+ - 1: Rat Snake Swarm
+```
+
+
+
+A solitary snake might be no cause for alarm, but a hissing mass of frenzied snakes can make even seasoned adventurers shudder. Rat snakes can reach lengths of up to 10 feet, and they gather en masse to hibernate as well as to breed. Though nonvenomous, these territorial snakes will strike anything that threatens them.
+
+* * *
+
+While normally solitary creatures, snakes sometimes congregate in large masses. Whether gathered in the depths of a cave for warmth, a craggy mountainside for breeding, or through magical means for inscrutable purposes, these slithering swarms shouldn't be underestimated.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Red Fox.md b/content/mechanics/srd/Bestiary/Bestiary 3/Red Fox.md
new file mode 100755
index 000000000..55c35edfb
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Red Fox.md
@@ -0,0 +1,76 @@
+---
+title: "Red Fox"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.CRgqIUR4PEFdsLXV"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/-1
+statblock: inline
+name: "Red Fox"
+level: -1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Red Fox"
+level: "Creature -1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[animal]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Athletics: +2, Stealth: +6, Survival: +5"
+abilityMods: [-2, 3, 0, -4, 2, 0]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +5, __Ref__ +6, __Will__ +3"
+hp: 5
+health:
+ - name: ""
+ - name: HP
+ desc: "5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+9 (agile, finesse)\n__Damage__ 1d6 - 2 piercing"
+
+ - name: "Leaping Pounce"
+ desc: "`pf2:1` The red fox either Strides or Leaps up to its Speed and makes a Strike at the end of that movement.\n\nIf the fox began this action [[Conditions/Hidden|Hidden]], it remains hidden until after this ability's Strike."
+
+```
+
+```encounter-table
+name: Red Fox
+creatures:
+ - 1: Red Fox
+```
+
+
+
+The shy and perceptive red fox has uncanny adaptability and is just as comfortable in urban areas as in the wilds. Red foxes typically have rust-red fur, a white underbelly, and a characteristic white-tipped bushy tail. They are omnivorous, and eat insects, lizards, and small birds, pouncing on their prey to catch it. Because these opportunistic hunters see eggs and captive livestock as an easy meal, many farmers see them as foes.
+
+* * *
+
+Elusive and shrewd, foxes have gained a reputation as sly tricksters, earning them a place in many folk tales.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Rhu-Chalik.md b/content/mechanics/srd/Bestiary/Bestiary 3/Rhu-Chalik.md
new file mode 100755
index 000000000..fb4a7e1c3
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Rhu-Chalik.md
@@ -0,0 +1,99 @@
+---
+title: "Rhu-Chalik"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.sTRhHqIFAPQpfq0i"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Rhu-Chalik"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Rhu-Chalik"
+level: "Creature 6"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Small"
+trait_01: [[aberration]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Greater Darkvision"
+languages: "Aklo; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +13, Deception: +13, Diplomacy: +13, Intimidation: +13, Stealth: +15"
+abilityMods: [3, 3, 4, 2, 5, 3]
+speed: 5 feet, fly 35 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23 all-around vision; __Fort__ +14, __Ref__ +11, __Will__ +17"
+hp: 95
+health:
+ - name: ""
+ - name: HP
+ desc: "95"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+ - name: "No Breath"
+ desc: " A rhu-chalik doesn't breathe and is immune to effects that require breathing (such as inhaled poisons)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tendril"
+ desc: "+15 (agile)\n__Damage__ 2d4 + 6 bludgeoning plus excruciating-enzyme 1d6 mental plus excruciating-enzyme"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 23, attack +15; __5th __ _[[Spells/Mind Probe|Mind Probe]]_; __4th __ _[[Spells/Rewrite Memory|Modify Memory]]_; __3rd __ _[[Spells/Invisibility|Invisibility (At Will) (Self Only)]]_, _[[Spells/Mind Reading|Mind Reading (At Will)]]_"
+
+ - name: "Excruciating Enzyme"
+ desc: " (occult,poison) A rhu-chalik's tendrils secrete an enzyme that causes intense pain. A living creature hit by a tendril Strike must succeed at a DC 24 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] from the pain."
+
+ - name: "Project Terror"
+ desc: "`pf2:2` (emotion,fear,mental,occult) **Requirements** The rhu-chalik has successfully affected the target with [[Spells/Mind Probe|Mind Probe]], [[Spells/Mind Reading|Mind Reading]], or Project Terror in the last minute\n* * *\n\n**Effect** The rhu-chalik creates nightmarish visions in the target's mind. The target must attempt a DC 24 Will check save.\n* * *\n\n**Critical Success** The target creature is unaffected and temporarily immune to Project Terror for 1 minute.\n\n**Success** The target is unaffected.\n\n**Failure** The target becomes [[Conditions/Frightened|Frightened 2]]. Failing additional saves against this effect increases the frightened condition value by 2; if this would increase the target's frightened value beyond frightened 4, the target is [[Conditions/Fleeing|Fleeing]] for 1 round and [[Conditions/Frightened|Frightened 4]].\n\n**Critical Failure** As failure, but the target becomes [[Conditions/Unconscious|Unconscious]] for 30 minutes instead of fleeing."
+
+ - name: "Void Transmission"
+ desc: " (concentrate,exploration,mental,occult) **Requirements** The rhu-chalik is adjacent to an [[Conditions/Unconscious|Unconscious]] creature\n* * *\n\n**Effect** The rhu-chalik spends 10 minutes copying the creature's entire consciousness and mentally sends this copied consciousness through the void of space to their waiting masters.\n\nThe target creature is deeply disoriented by this procedure, becoming [[Conditions/Stupefied|Stupefied 2]] for 1 day afterward. If the creature is revived or moved away from the rhu-chalik during the process, Void Transmission fails and the target is unaffected."
+
+```
+
+```encounter-table
+name: Rhu-Chalik
+creatures:
+ - 1: Rhu-Chalik
+```
+
+
+
+The alien entities known as rhu-chaliks serve as scouts for a conglomeration of deep-space conquerors called the Dominion of the Black. Their masters use them as spies, tasking them with harvesting the thoughts and memories of sentient creatures into a vast repository of knowledge designed to eventually unravel every secret of existence.
+
+Also called void wanderers, rhu-chaliks can survive the depths of space indefinitely. They are extremely long-lived and capable of traversing the vastness of space between worlds. Rhu-chaliks prefer to work alone in order to reduce potential overlap in their mind predations. The furtive beings are calculating and infinitely patient, seeking only the most exceptional minds to cast beyond the stars to their masters.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Ringhorn Ram.md b/content/mechanics/srd/Bestiary/Bestiary 3/Ringhorn Ram.md
new file mode 100755
index 000000000..5d82ab135
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Ringhorn Ram.md
@@ -0,0 +1,82 @@
+---
+title: "Ringhorn Ram"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.uJ2tbOl0n1kVrUM6"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/0
+statblock: inline
+name: "Ringhorn Ram"
+level: 0
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Ringhorn Ram"
+level: "Creature 0"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +4, Athletics: +5, Stealth: +4, Survival: +6"
+abilityMods: [3, 2, 2, -5, 2, 0]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +6, __Ref__ +6, __Will__ +4"
+hp: 15
+health:
+ - name: ""
+ - name: HP
+ desc: "15"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+7 ()\n__Damage__ 1d6 + 3 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+7 (agile)\n__Damage__ 1d4 + 3 piercing"
+
+ - name: "Nimble Stride"
+ desc: " Rams ignore difficult terrain caused by narrow ledges."
+
+ - name: "Ram Charge"
+ desc: "`pf2:2` The ram Strides twice in a straight line and then makes a horn Strike with a +1 circumstance bonus to its attack roll."
+
+```
+
+```encounter-table
+name: Ringhorn Ram
+creatures:
+ - 1: Ringhorn Ram
+```
+
+
+
+Ringhorn rams, named for the massive, curving spirals protruding from their heads, travel the plains. Though these rams tend to be slightly more playful and less vindictive than those in the mountains, they are no less stubborn or hardy.
+
+* * *
+
+Rams are sturdy, stubborn herd animals suited to rugged terrain and cold weather. Regardless of their territory, all share a stubborn nature and surefootedness, navigating uncertain terrain with ease and weathering all seasons in scattered herds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Roiling Incant (Evocation).md b/content/mechanics/srd/Bestiary/Bestiary 3/Roiling Incant (Evocation).md
new file mode 100755
index 000000000..0d0eac589
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Roiling Incant (Evocation).md
@@ -0,0 +1,88 @@
+---
+title: "Roiling Incant (Evocation)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.o8ij0byRqd5M7Nxr"
+tags:
+ - pf2e/creature/type/arcane
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Roiling Incant (Evocation)"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Roiling Incant (Evocation)"
+level: "Creature 9"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[arcane]]
+trait_02: [[mindless]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; "
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +19"
+abilityMods: [4, 4, 6, -5, 0, -5]
+speed: fly 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +19, __Ref__ +17, __Will__ +15"
+hp: 155
+health:
+ - name: ""
+ - name: HP
+ desc: "155; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, void, nonlethal attacks, paralyzed, poison, sickened, unconscious, mental"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Absorb Evocation"
+ desc: " A roiling incant is made of evocation energy. Any time it would be affected by another creature's non-cantrip evocation spell, after applying its immunity, it also regains 5 healing Hit Points."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Arcane Tendril"
+ desc: "+19 (arcane, magical, reach 10 feet)\n__Damage__ 2d12 + 10 force"
+
+ - name: "**Ranged** `pf2:1` Arcane Bolt"
+ desc: "+19 (arcane, magical, range increment 30 feet)\n__Damage__ 2d10 + 10 force"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 30, attack +20; __4th __ _[[Spells/Wall of Fire|Wall of Fire (At Will) (See Unstable Magic)]]_; __3rd __ _[[Spells/Fireball|Fireball (At Will) (See Unstable Magic)]]_; __2nd __ _[[Spells/Floating Flame|Flaming Sphere (At Will) (See Unstable Magic)]]_\n__Cantrips__ __(4th)__ _[[Spells/Produce Flame|Produce Flame]]_"
+
+ - name: "[[Bestiary Ability Glossary/Engulf|Engulf]]"
+ desc: "`pf2:2` DC 28 Reflex check, 2d8 force damage plus 4d4 fire damage, [[Actions/Escape|Escape]] DC 28, Rupture 20\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.\n\nA creature that fails its save is pulled into the monster's body. It is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by [[Actions/Escape|Escaping]] against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion."
+
+ - name: "Unstable Magic"
+ desc: " A roiling incant is as much a mass of unstable magic as it is a creature. Is isn't living or undead, nor is it even a construct. It can't be healed or [[Actions/Repair|Repaired]] and is destroyed at 0 Hit Points, though it naturally recovers a number of Hit Points equal to its level × its Constitution modifier (54 healing for most roiling incants) each day.\n\nEach time a roiling incant casts one of its non-cantrip spells, it drains its own magic to do so, taking 5 force damage."
+
+```
+
+```encounter-table
+name: Roiling Incant (Evocation)
+creatures:
+ - 1: Roiling Incant (Evocation)
+```
+
+
+
+Though many spellcasters can harness the forces of magic in a consistent manner, such power can't always be controlled, especially in the hands of reckless researchers, megalomaniacal villains, or untested novices. When magical accidents result in large-scale property damage and the loss of life, these forces sometimes take on lives of their own, forming a dangerous amalgamation of ongoing magical energy known as a roiling incant.
+
+A roiling incant's appearance depends on the type of magic it sprang forth from, though it always carries with it an echo of the destruction it has caused. A fiery evocation roiling incant might look like a storm of burning ashes echoing with the sounds of crackling timber, while a necromancy roiling incant could be mistaken for ghostly tendrils puppeteering shambling corpses. No matter what it looks like, a roiling incant roams mindlessly, attacking everything it encounters, heedless of further carnage it causes.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Rokurokubi.md b/content/mechanics/srd/Bestiary/Bestiary 3/Rokurokubi.md
new file mode 100755
index 000000000..8f34b2e8f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Rokurokubi.md
@@ -0,0 +1,88 @@
+---
+title: "Rokurokubi"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ZmgRAfKwfbeEvvaQ"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Rokurokubi"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Rokurokubi"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Deception: +8, Diplomacy: +8, Intimidation: +8, Society: +6, Stealth: +8"
+abilityMods: [3, 4, 3, 2, 3, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +7, __Ref__ +8, __Will__ +9"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30; __Immunities__ sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Jaws Only)]]"
+ desc: "`pf2:r` Jaws Only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Drink Oil"
+ desc: "`pf2:r` **Trigger** The rokurokubi is the target of an alchemical bomb Strike\n\n**Requirements** The rokurokubi is aware of the attack, not [[Conditions/Off-Guard|Off-Guard]] against it, and doesn't have a creature [[Conditions/Grabbed|Grabbed]] with their jaws\n* * *\n\n**Effect** The rokurokubi attempts to catch the flung bomb in their mouth. They gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, they catch the bomb in their mouth and harmlessly drink its contents down, regaining Hit Points equal to the bomb's item level."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 (finesse, reach 10 feet)\n__Damage__ 1d8 + 3 piercing 1d6 bleed"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+10 (agile, finesse)\n__Damage__ 1d8 + 3 slashing"
+
+ - name: "Extend Neck"
+ desc: "`pf2:1` The rokurokubi extends their neck, increasing the reach of their jaws Strike from 10 feet to 20 feet until the end of their next turn."
+
+ - name: "Threatening Lunge"
+ desc: "`pf2:2` **Requirements** The rokurokubi's neck is not currently extended\n* * *\n\n**Effect** The rokurokubi's head comes within an inch of their target's face before striking. They Extend their Neck, attempt to [[Actions/Demoralize|Demoralize]] one opponent within 20 feet, and then make a jaws Strike against that opponent.\n\nTheir Demoralize check is a visual rather than auditory effect, and they don't take a penalty if the target doesn't understand their language."
+
+```
+
+```encounter-table
+name: Rokurokubi
+creatures:
+ - 1: Rokurokubi
+```
+
+
+
+Rokurokubi come into being when mortals are cursed for some misdeed, though often the one who bears the curse is not the one who committed the offense, but instead their child or spouse. The curse slowly transforms the individual into a rokurokubi as they sleep. At first, their neck extends, or even detaches altogether, to let their head roam freely and engage in simple mischief like scaring neighbors or animals. The sleeper may awaken the next morning from a hazy dream of drinking the oil from nearby lanterns, only to find them indeed empty.
+
+Over time, the bizarre acts progress to increasingly mischievous or even violent crimes. There's only a brief period during which the nascent rokurokubi might still be saved by dispelling the curse, but before long, they are fully consumed, never to sleep again.
+
+Most rokurokubi despair at their state, seeking to drown their sorrows in drink or simply stay out of sight. A nefarious few rokurokubi embrace their fate and seek to enhance their power by completely giving in to the curse. This grants them the ability to cast potent occult spells but inevitably twists them even more toward evil.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Rosethorn Ram.md b/content/mechanics/srd/Bestiary/Bestiary 3/Rosethorn Ram.md
new file mode 100755
index 000000000..c94ce92f2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Rosethorn Ram.md
@@ -0,0 +1,87 @@
+---
+title: "Rosethorn Ram"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ICtcDOe9VzIZ4dPd"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Rosethorn Ram"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Rosethorn Ram"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +7, Stealth: +8, Survival: +8"
+abilityMods: [3, 4, 3, -5, 2, 1]
+speed: 30 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +9, __Ref__ +10, __Will__ +6"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+11 (finesse)\n__Damage__ 1d8 + 5 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+11 (agile, finesse)\n__Damage__ 1d6 + 5 piercing"
+
+ - name: "Broken Thorns"
+ desc: "`pf2:1` **Requirements** The rosethorn ram damaged a creature with its horns on its most recent action this turn\n* * *\n\n**Effect** The ram breaks off one of the thorny protrusions of its horns and leaves it in the wound, dealing 1d6 bleed."
+
+ - name: "Mountain Stride"
+ desc: " The Rosethorn ram ignores difficult terrain caused by narrow ledges and icy terrain, and reduces the effects it suffers from cold environments by one step."
+
+ - name: "Ram Charge"
+ desc: "`pf2:2` The ram Strides twice in a straight line and then makes a horn Strike with a +1 circumstance bonus to its attack roll."
+
+```
+
+```encounter-table
+name: Rosethorn Ram
+creatures:
+ - 1: Rosethorn Ram
+```
+
+
+
+These hardy mountain dwellers surpass their lowlander cousins in stubbornness and agility. Rosethorn rams sport distinctive, twisted horns that measure up to 4 feet in length and bear thorny growths, which they use to damage enemies in combat and strip the bark from trees during harsh winters when other food is scarce.
+
+Though hardly a domesticated species, rosethorn rams' shaggy outer coats cover fine hair that makes a yarn prized for both its softness and rarity. Their milk also provides nourishment during severe seasons.
+
+* * *
+
+Rams are sturdy, stubborn herd animals suited to rugged terrain and cold weather. Regardless of their territory, all share a stubborn nature and surefootedness, navigating uncertain terrain with ease and weathering all seasons in scattered herds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Sabosan.md b/content/mechanics/srd/Bestiary/Bestiary 3/Sabosan.md
new file mode 100755
index 000000000..fce3676e9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Sabosan.md
@@ -0,0 +1,102 @@
+---
+title: "Sabosan"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.H3cfvIo8GiwJLtg8"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Sabosan"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Sabosan"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[humanoid]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Echolocation 20 Feet, Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: "Chthonian, Mwangi"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Athletics: +11, Stealth: +16"
+abilityMods: [4, 5, 2, -1, 1, 0]
+speed: 25 feet, fly 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +11, __Ref__ +14, __Will__ +10"
+hp: 78
+health:
+ - name: ""
+ - name: HP
+ desc: "78"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Spear|Spear]]"
+ - name: "Echolocation 20 feet"
+ desc: " A sabosan can use their hearing as a precise sense at the listed range."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+15 (finesse)\n__Damage__ 2d10 + 4 piercing 1 bleed"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+15 (agile, finesse)\n__Damage__ 2d8 + 4 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Spear"
+ desc: "+15 ()\n__Damage__ 1d6 + 7 piercing"
+
+ - name: "**Ranged** `pf2:1` Spear"
+ desc: "+16 (thrown 20 ft.)\n__Damage__ 1d6 + 7 piercing"
+
+ - name: "Drain Blood"
+ desc: "`pf2:1` **Requirements** The sabosan has a creature [[Conditions/Grabbed|Grabbed]]\n* * *\n\n**Effect** The sabosan drains blood from the creature. The creature must succeed at a DC 23 Fortitude check save or become [[Conditions/Drained|Drained 1]]. The sabosan gains a number of temporary Hit Points equal to the number of Hit Points lost by the creature."
+
+ - name: "Fell Shriek"
+ desc: "`pf2:2` (auditory) The sabosan emits a deafening cry in a 30-foot cone. Non-sabosan creatures in this area must each succeed at a DC 23 Fortitude check save or be [[Conditions/Deafened|Deafened]] for 1 minute."
+
+ - name: "Powerful Charge"
+ desc: "`pf2:2` The sabosan Strides up to double their Speed and then makes a claw Strike. If the sabosan moved at least 20 feet, they deal an additional 1d6 damage on a hit."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Sabosan
+creatures:
+ - 1: Sabosan
+```
+
+
+
+Sabosans are intelligent, bat-like humanoids who live in warm forests and drink the blood of other creatures, particularly people. They have thin, emaciated torsos and broad, leathery wings that can reach a span of almost 20 feet. Sabosans' heads, necks, shoulders, and upper chests are covered with red or dark-brown fur that obscures their stretched-thin flesh. Though their ears are large and pointed like a bat's and they can echolocate as bats do, their vision is also quite strong, enough so that they can use it to easily track quarry in low light.
+
+Some naturalist scholars believe that sabosans are distant descendants of humans who were afflicted with vampirism but managed to avoid succumbing to undeath. Others posit they were once a cult of demon worshippers whose dark rites transformed them into their current forms. No matter their true origins, sabosans have infamous reputations among towns and cities south of Golarion's equator. Even mere rumors of sabosans in an area are enough to set off city-wide hunts, and the truly superstitious aren't above setting fires near every grotto, nook, and foxhole they come across in order to smoke out the nocturnal creatures.
+
+Sabosans hunt during the twilight hours or just after dark, when their echolocation gives them an edge over sleeping prey. They are capable hunters but indiscriminating when it comes to food sources; their rapid metabolisms means sabosans must eat nearly 20 pounds of meat and fruit per day, supplemented, of course, with copious amounts of blood.
+
+Sabosans' obscure faith reveres two deities: the slain Demon Lord Vyriavaxus, Lord of Shadows, and the nearly forgotten sun god Easivra. Vyriavaxus has an obvious link with the creatures, with his appearance as a giant bat, but their connection to the sun god hints at a complex depth in sabosan beliefs.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Samsaran Anchorite.md b/content/mechanics/srd/Bestiary/Bestiary 3/Samsaran Anchorite.md
new file mode 100755
index 000000000..63eca1dfd
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Samsaran Anchorite.md
@@ -0,0 +1,91 @@
+---
+title: "Samsaran Anchorite"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.C3aS0GNSEG96mb3g"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/samsaran
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Samsaran Anchorite"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Samsaran Anchorite"
+level: "Creature 1"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+trait_02: [[samsaran]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Low-Light Vision"
+languages: "Common, Empyrean, Samsaran"
+skills:
+ - name: "Skills"
+ desc: "Medicine: +6, Occultism: +6, Religion: +7, Society: +4"
+abilityMods: [0, 2, 0, 1, 4, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +3, __Ref__ +7, __Will__ +9"
+hp: 16
+health:
+ - name: ""
+ - name: HP
+ desc: "16"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Spear|Spear]], [[Equipment/Sling|Sling]], 10x [[Equipment/Sling Bullets|Sling Bullets]]"
+ - name: "Cryptomnesia"
+ desc: " A samsaran anchorite subconsciously retains bits of knowledge from their innumerable former lives, granting them a +1 circumstance bonus to skill checks that aren't listed in their skills above, and allowing them to attempt all skill actions that normally require the user to be trained."
+
+abilities_mid:
+ - name: ""
+ - name: "All This Has Happened Before"
+ desc: "`pf2:r` (occult) **Frequency** once per day\n\n**Trigger** The samsaran anchorite is about to roll initiative\n* * *\n\n**Effect** The anchorite experiences a flash of recognition from a previous existence, gaining a +4 circumstance bonus to the triggering roll.\n\nIf this causes the anchorite to be the first creature to act, they also become [[Conditions/Quickened|Quickened]] for 1 round, but they can use the extra action only to [[Actions/Recall Knowledge|Recall Knowledge]] or Step."
+
+ - name: "All This Will Happen Again"
+ desc: "`pf2:r` (emotion,fortune,mental) **Frequency** once per day\n\n**Trigger** The samsaran anchorite fails or critically fails a Will save against an emotion effect\n* * *\n\n**Effect** Even in the face of overwhelming tribulation, the anchorite finds solace in the notion that all things are merely part of a never-ending cycle.They reroll the saving throw with a +1 status bonus; they must use the second result."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Spear"
+ desc: "+5 ()\n__Damage__ 1d6 + 2 piercing"
+
+ - name: "**Ranged** `pf2:1` Sling"
+ desc: "+7 (range increment 50 feet, reload 1)\n__Damage__ 1d4 + 2 bludgeoning"
+
+ - name: "Divine Prepared Spells"
+ desc: "DC 17, attack +9; __1st __ _[[Spells/Command|Command]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Sanctuary|Sanctuary]]_\n__Cantrips__ __(1st)__ _[[Spells/Guidance|Guidance]]_, _[[Spells/Light|Light]]_"
+
+```
+
+```encounter-table
+name: Samsaran Anchorite
+creatures:
+ - 1: Samsaran Anchorite
+```
+
+
+
+A unique connection to the cycle of life and death defines the mortal lives of samsarans. With a tendency toward reclusiveness, samsarans have delicate builds, enigmatic and pupilless eyes, and blood as clear as water. When a samsaran dies, their body vanishes and their soul instantly reincarnates into a newborn child elsewhere on the same plane: usually another samsaran, but occasionally a humanoid of a different ancestry.
+
+Though all samsarans have an innate understanding of their nature, they consciously remember little from their former lives. Some, however, are occasionally struck by disjointed memories or flashes of déjà vu linked to a previous existence that can earn them a reputation for preternatural wisdom and insight. Most samsarans prefer to lead studious lives filled with moments of deep reflection. Their sights remain set on the eternal and on enlightenment, reducing the appeal of the short-term material gains one can achieve in just one lifetime. A samsaran ceases their cycle of reincarnation only upon reaching perfect state of enlightenment-or falling so far from harmony that they proceed to a doomed afterlife.
+
+The ancestral home of the samsarans lies in Zi Ha, a remote mountain nation in Tian Xia. These treacherous mountains help ensure the solitude most samsarans prefer, and they're further protected by misguiding illusions, defensive wards, and secure fortifications.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Sasquatch.md b/content/mechanics/srd/Bestiary/Bestiary 3/Sasquatch.md
new file mode 100755
index 000000000..c472ef3bb
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Sasquatch.md
@@ -0,0 +1,99 @@
+---
+title: "Sasquatch"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.3Q5aXNiqaAXJZJAE"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Sasquatch"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Sasquatch"
+level: "Creature 2"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: "Sasquatch"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +9, Intimidation: +5, Stealth: +9, Survival: +6"
+abilityMods: [5, 1, 3, -1, 2, 1]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +11, __Ref__ +7, __Will__ +6"
+hp: 36
+health:
+ - name: ""
+ - name: HP
+ desc: "36"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Catch Rock|Catch Rock]]"
+ desc: "`pf2:r` **Requirements** The monster must have a free hand but can [[Actions/Release|Release]] anything it's holding as part of this reaction.\n\n**Trigger** The monster is targeted with a thrown rock Strike or a rock would fall on the monster.\n* * *\n\n**Effect** The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock."
+
+ - name: "Emerge From Undergrowth"
+ desc: "`pf2:0` **Trigger** The sasquatch is in forest terrain and rolls Stealth for Initiative\n* * *\n\n**Effect** The sasquatch Strides up to half their Speed, after which they attempt to [[Actions/Demoralize|Demoralize]] a single creature within 15 feet."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+11 ()\n__Damage__ 1d10 + 5 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+9 (brutal, range increment 30 feet)\n__Damage__ 1d6 + 5 bludgeoning"
+
+ - name: "Brutal Blows"
+ desc: " On a critical hit with a fist Strike, the target is knocked [[Conditions/Prone|Prone]] by the blow."
+
+ - name: "Forest Stride"
+ desc: " The sasquatch ignores difficult terrain in forests."
+
+ - name: "Pungent"
+ desc: " The sasquatch's odor is quite powerful and can be detected at twice the normal distance by scent."
+
+ - name: "Threatening Visage"
+ desc: " The sasquatch doesn't take a penalty to [[Actions/Demoralize|Demoralize]] a creature that doesn't understand their language."
+
+ - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
+ desc: "`pf2:1` The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
+
+```
+
+```encounter-table
+name: Sasquatch
+creatures:
+ - 1: Sasquatch
+```
+
+
+
+The elusive sasquatches dwell in the deepest, most remote and secluded tracts of wilderness. They avoid confrontations with humanoids unless drawn out by curiosity. In such cases, glimpses through the underbrush are typically the best an onlooker can hope for, as sasquatches are perfectly content to live their lives in peace hidden in the deep thickets of the wild.
+
+Despite their considerable bulk, sasquatches are capable of moving through forests with surprising grace and efficiency. Often, their distinctively pungent odor or the discovery of a few sets of unusually oversized footprints are the only signs of their presence. These footprints have helped to engender a popular nickname, "bigfoot," for these mysterious creatures.
+
+While normally nonconfrontational, a sasquatch can be driven to violence when startled or when their homeland is threatened, be it by the expansion of pioneers or the intrusion of fell supernatural influences. Usually, a sasquatch's attack lasts as long as it takes to frighten away a foe; they rarely pursue those who flee from their displays of dominance.
+
+Sasquatches speak their own language, which mixes sounds easily mistaken for ambient wildlife calls and knocking-most often by striking a solid surface (such as a tree) with a branch or a stone -allowing a whole family of sasquatches to carry on conversations without alerting nearby humanoids. Even in death they avoid leaving traces behind, for when a sasquatch dies, their kin take pains to bury the body deep and hide the grave site well to protect the remains from scavengers and evil spirits alike.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Scalescribe.md b/content/mechanics/srd/Bestiary/Bestiary 3/Scalescribe.md
new file mode 100755
index 000000000..4e4d5b6d1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Scalescribe.md
@@ -0,0 +1,84 @@
+---
+title: "Scalescribe"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.nr2CKoXqEEjl5MNz"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Scalescribe"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Scalescribe"
+level: "Creature 3"
+
+alignment: ""
+size: "tiny"
+trait_01: [[aberration]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: "Aklo, Common, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +11, Occultism: +9, Stealth: +8, Library Lore: +11, Scribing Lore: +11"
+abilityMods: [-2, 3, 1, 4, 4, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +6, __Ref__ +10, __Will__ +11; +2 status to all saves vs. linguistic effects"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45"
+abilities_top:
+ - name: ""
+
+ - name: "Mage Bond"
+ desc: " After performing a 1-hour ritual, a scalescribe can bond with one willing creature capable of Casting Spells.\n\nThe scalescribe can [[Actions/Aid|Aid]] their bonded caster in [[Actions/Craft|Crafting]] a scroll, and they can make their Transcribed spell available to the caster so long as the spell is of the caster's tradition.\n\nA bonded prepared caster can prepare the spell. A bonded spontaneous caster can add the spell to their spell repertoire during their daily preparations, and it remains as long as the Transcribed scroll exists."
+
+abilities_mid:
+ - name: ""
+ - name: "Transcribe"
+ desc: "`pf2:r` **Trigger** Another creature targets the scalescribe with a spell requiring verbal components\n* * *\n\n**Effect** The scalescribe attempts to copy the incantation onto a scroll by attempting a counteract check (counteract rank 2, counteract modifier +10) with the following effects instead of the normal effects of counteracting. The spell still affects the scalescribe, regardless of the results of this check.\n\nThe scalescribe can Cast a Spell from any scroll they Transcribe as if it were on their spell list. Transcribing a new scroll renders any previously Transcribed scroll inert.\n* * *\n\n**Critical Success** If the triggering spell's rank was no more than 3 higher than the scalescribe's counteract rank, the scalescribe captures a copy of the spell in a scroll that appears in their hand. This scroll can be used normally but fades after 24 hours if not used before then.\n\n**Success** As critical success, but only if the spell's rank is no more than 1 higher than the scalescribe's counteract rank.\n\n**Failure** As critical success, but only if the spell's rank is lower than the scalescribe's counteract rank.\n\n**Critical Failure** The scalescribe fails to copy the spell."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fountain Pen"
+ desc: "+10 (agile, finesse, magical)\n__Damage__ 1d6 + 2 piercing plus inkstain"
+
+ - name: "**Ranged** `pf2:1` Morpheme Glyph"
+ desc: "+10 (magical, range 40 feet)\n__Damage__ 3d6 force"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 20, attack +12; __3rd __ _[[Spells/Secret Page|Secret Page]]_; __2nd __ _[[Spells/Translate|Comprehend Language (Self Only) (x3)]]_, _[[Spells/Dispel Magic|Dispel Magic]]_\n__Cantrips__ __(2nd)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Message|Message]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Sigil|Sigil]]_"
+
+ - name: "Inkstain"
+ desc: " When the scalescribe deals damage to a creature with their fountain pen, the creature takes 1d4 persistent poison.\n\nWhen a creature taking this damage attempts to take an action with the concentrate trait, it must succeed at a DC 5 Flat check check or the action is disrupted."
+
+```
+
+```encounter-table
+name: Scalescribe
+creatures:
+ - 1: Scalescribe
+```
+
+
+
+Often seen at the sides of spellcasters, scalescribes are tiny, snakelike creatures with numerous hands that usually hold a multitude of fountain pens in various ink colors. The words scrawled across their bodies shift depending on what texts they've encountered recently. Scalescribes have a fondness for language, especially magical language, and make their homes in libraries or other places of learning.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Sea Dragon (Adult).md b/content/mechanics/srd/Bestiary/Bestiary 3/Sea Dragon (Adult).md
new file mode 100755
index 000000000..341bd22f6
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Sea Dragon (Adult).md
@@ -0,0 +1,140 @@
+---
+title: "Sea Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.b5AvIH66kUePCJOX"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/good
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Sea Dragon (Adult)"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Sea Dragon (Adult)"
+level: "Creature 12"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[amphibious]]
+trait_02: [[chaotic]]
+trait_03: [[dragon]]
+trait_04: [[good]]
+trait_05: [[water]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision, Wavesense (Imprecise) 60 Feet"
+languages: "Common, Draconic, Elven, Sussuran, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +23, Arcana: +18, Athletics: +26, Deception: +19, Intimidation: +21, Nature: +22, Society: +18, Stealth: +21, Survival: +20"
+abilityMods: [6, 5, 4, 2, 4, 3]
+speed: 30 feet, fly 100 feet, swim 50 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33 fed by metal; __Fort__ +22, __Ref__ +25, __Will__ +20; +1 status to all saves vs. magic"
+hp: 225
+health:
+ - name: ""
+ - name: HP
+ desc: "225; __Immunities__ paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense (Imprecise) 60 feet]]"
+ desc: " This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Countered by Earth"
+ desc: " If the sea dragon is targeted with an earth spell or [[Spells/Petrify|Petrify]], they lose Liquefy until the end of their next turn."
+
+ - name: "Fed by Metal"
+ desc: " (arcane) When a sea dragon is struck by a weapon made primarily of metal or affected by a spell that uses metal, many of the dragon's scales transform to mimic the metal. This grants the dragon a +1 item bonus to AC until the start of their next turn.\n\n[[Bestiary Effects/Effect_ Fed by Metal|Effect: Fed by Metal]]"
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 30 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Liquefy"
+ desc: "`pf2:r` (arcane,water) **Trigger** The dragon is targeted by a Strike or spell that could deal fire or physical damage to them\n* * *\n\n**Effect** The dragon liquefies, turning entirely to water while maintaining their shape, for a split second. Against the triggering effect, they gain resistance 20 to fire and to all physical damage."
+
+ - name: "Vortex"
+ desc: " (aura,water) 40 feet. Water in the aura that's also in the same body of water as the dragon is difficult terrain for Swimming creatures which don't have the water trait."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+26 (magical, reach 15 feet)\n__Damage__ 3d10 + 12 piercing plus hyponatremia"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+26 (agile, magical, reach 10 feet)\n__Damage__ 3d8 + 12 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+26 (magical, reach 25 feet)\n__Damage__ 3d8 + 12 bludgeoning plus grab"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 32, attack +24; __2nd __ _[[Spells/Create Water|Create Water (At Will)]]_, _[[Spells/Environmental Endurance|Endure Elements (Self Only)]]_\n__Constant__ __(2nd)__ _[[Spells/Water Walk|Water Walk]]_"
+
+ - name: "Rituals"
+ desc: "_Control Weather (No Secondary Caster Required)_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,water) The dragon shoots a ball of water that deals 13d6 bludgeoning damage in a 25-foot burst within 50 feet (DC 32 Reflex check save). All non-magical fire in the radius is extinguished.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Coiling Frenzy"
+ desc: "`pf2:2` The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically [[Conditions/Grabbed|Grabs]] the target."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 3d8+6 bludgeoning, DC 30 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Hyponatremia"
+ desc: " (water) A living creature that takes damage from the sea dragon's jaws Strike must succeed at a DC 32 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] as a surge of excess water floods its body."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Sea Dragon (Adult)
+creatures:
+ - 1: Sea Dragon (Adult)
+```
+
+
+
+Sea dragons' affinity with water grants them mastery over rain, storms, and floods. Those whose livelihoods are at the mercy of the weather and waves frequently venerate these great aquatic creatures. Most sea dragons respond kindly to requests, but, like the sea, they can be unpredictable and fickle.
+
+Sea dragons have disk-shaped scales like fish and webbed claws as well as large back and tail fins to aid in swimming. They appear in vivid and vibrant colors, like aquatic wildlife. Underwater flora and fauna grow and thrive upon older sea dragons, and ancient sea dragons often have a head of coral around their antlers, giving them the image of being crowned royalty.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Sea Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 3/Sea Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..b3d9c4d5b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Sea Dragon (Adult, Spellcaster).md
@@ -0,0 +1,137 @@
+---
+title: "Sea Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.iPOec4HWeUjX9fin"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/good
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Sea Dragon (Adult, Spellcaster)"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Sea Dragon (Adult, Spellcaster)"
+level: "Creature 12"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[amphibious]]
+trait_02: [[chaotic]]
+trait_03: [[dragon]]
+trait_04: [[good]]
+trait_05: [[water]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision, Wavesense (Imprecise) 60 Feet"
+languages: "Common, Draconic, Elven, Sussuran, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +23, Arcana: +18, Athletics: +26, Deception: +19, Intimidation: +21, Nature: +22, Society: +18, Stealth: +21, Survival: +20"
+abilityMods: [6, 5, 4, 2, 4, 3]
+speed: 30 feet, fly 100 feet, swim 50 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33 fed by metal; __Fort__ +22, __Ref__ +25, __Will__ +20; +1 status to all saves vs. magic"
+hp: 225
+health:
+ - name: ""
+ - name: HP
+ desc: "225; __Immunities__ paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense (Imprecise) 60 feet]]"
+ desc: " This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Countered by Earth"
+ desc: " If the sea dragon is targeted with an earth spell or [[Spells/Petrify|Petrify]], they lose Liquefy until the end of their next turn."
+
+ - name: "Fed by Metal"
+ desc: " (arcane) When a sea dragon is struck by a weapon made primarily of metal or affected by a spell that uses metal, many of the dragon's scales transform to mimic the metal. This grants the dragon a +1 item bonus to AC until the start of their next turn.\n\n[[Bestiary Effects/Effect_ Fed by Metal|Effect: Fed by Metal]]"
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 30 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Liquefy"
+ desc: "`pf2:r` (arcane,water) **Trigger** The dragon is targeted by a Strike or spell that could deal fire or physical damage to them\n* * *\n\n**Effect** The dragon liquefies, turning entirely to water while maintaining their shape, for a split second. Against the triggering effect, they gain resistance 20 to fire and to all physical damage."
+
+ - name: "Vortex"
+ desc: " (aura,water) 40 feet. Water in the aura that's also in the same body of water as the dragon is difficult terrain for Swimming creatures which don't have the water trait."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+26 (magical, reach 15 feet)\n__Damage__ 3d10 + 12 piercing plus hyponatremia"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+26 (agile, magical, reach 10 feet)\n__Damage__ 3d8 + 12 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+26 (magical, reach 25 feet)\n__Damage__ 3d8 + 12 bludgeoning plus grab"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 32, attack +26; __5th __ _[[Spells/Mariner's Curse|Mariner's Curse]]_, _[[Spells/Truespeech|Tongues]]_, _[[Spells/Wall of Ice|Wall of Ice]]_; __4th __ _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Vapor Form|Gaseous Form]]_, _[[Spells/Containment|Resilient Sphere]]_; __3rd __ _[[Spells/Feet to Fins|Feet to Fins]]_, _[[Spells/Haste|Haste]]_, _[[Spells/Wall of Wind|Wall of Wind]]_; __2nd __ _[[Spells/Laughing Fit|Hideous Laughter]]_, _[[Spells/Resist Energy|Resist Energy]]_, _[[Spells/Water Breathing|Water Breathing]]_; __1st __ _[[Spells/Air Bubble|Air Bubble]]_, _[[Spells/Grease|Grease]]_, _[[Spells/Grim Tendrils|Grim Tendrils]]_\n__Cantrips__ __(5th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Message|Message]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 32, attack +24; __2nd __ _[[Spells/Create Water|Create Water (At Will)]]_, _[[Spells/Environmental Endurance|Endure Elements (Self Only)]]_\n__Constant__ __(2nd)__ _[[Spells/Water Walk|Water Walk]]_"
+
+ - name: "Rituals"
+ desc: "_Commune with Nature_, _Control Weather (No Secondary Caster Required)_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,water) The dragon shoots a ball of water that deals 13d6 bludgeoning damage in a 25-foot burst within 50 feet (DC 32 Reflex check save). All non-magical fire in the radius is extinguished.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 3d8+6 bludgeoning, DC 30 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Hyponatremia"
+ desc: " (water) A living creature that takes damage from the sea dragon's jaws Strike must succeed at a DC 32 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] as a surge of excess water floods its body."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Sea Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Sea Dragon (Adult, Spellcaster)
+```
+
+
+
+Sea dragons' affinity with water grants them mastery over rain, storms, and floods. Those whose livelihoods are at the mercy of the weather and waves frequently venerate these great aquatic creatures. Most sea dragons respond kindly to requests, but, like the sea, they can be unpredictable and fickle.
+
+Sea dragons have disk-shaped scales like fish and webbed claws as well as large back and tail fins to aid in swimming. They appear in vivid and vibrant colors, like aquatic wildlife. Underwater flora and fauna grow and thrive upon older sea dragons, and ancient sea dragons often have a head of coral around their antlers, giving them the image of being crowned royalty.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Sea Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Bestiary 3/Sea Dragon (Ancient).md
new file mode 100755
index 000000000..3300a7c6d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Sea Dragon (Ancient).md
@@ -0,0 +1,143 @@
+---
+title: "Sea Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.YpXChq6ZICXGillN"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/good
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/17
+statblock: inline
+name: "Sea Dragon (Ancient)"
+level: 17
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Sea Dragon (Ancient)"
+level: "Creature 17"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[amphibious]]
+trait_02: [[chaotic]]
+trait_03: [[dragon]]
+trait_04: [[good]]
+trait_05: [[water]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Wavesense (Imprecise) 60 Feet"
+languages: "Common, Draconic, Elven, Empyrean, Sussuran, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +32, Arcana: +26, Athletics: +33, Deception: +25, Intimidation: +27, Nature: +28, Society: +26, Stealth: +32, Survival: +26"
+abilityMods: [8, 7, 5, 3, 5, 4]
+speed: 50 feet, fly 140 feet, swim 70 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 41
+armorclass:
+ - name: AC
+ desc: "41 fed by metal; __Fort__ +29, __Ref__ +32, __Will__ +27; +1 status to all saves vs. magic"
+hp: 350
+health:
+ - name: ""
+ - name: HP
+ desc: "350; __Immunities__ paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense (Imprecise) 60 feet]]"
+ desc: " This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Countered by Earth"
+ desc: " If the sea dragon is targeted with an earth spell or [[Spells/Petrify|Petrify]], they lose Liquefy until the end of their next turn."
+
+ - name: "Fed by Metal"
+ desc: " (arcane) When a sea dragon is struck by a weapon made primarily of metal or affected by a spell that uses metal, many of the dragon's scales transform to mimic the metal. This grants the dragon a +1 item bonus to AC until the start of their next turn.\n\n[[Bestiary Effects/Effect_ Fed by Metal|Effect: Fed by Metal]]"
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 36 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Liquefy"
+ desc: "`pf2:r` (arcane,water) **Trigger** The dragon is targeted by a Strike or spell that could deal fire or physical damage to them\n* * *\n\n**Effect** The dragon liquefies, turning entirely to water while maintaining their shape, for a split second. Against the triggering effect, they gain resistance 25 to fire and to all physical damage."
+
+ - name: "Vortex"
+ desc: " (aura,water) 60 feet. Water in the aura that's also in the same body of water as the dragon is difficult terrain for Swimming creatures which don't have the water trait."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+34 (magical, reach 20 feet)\n__Damage__ 3d12 + 16 piercing plus hyponatremia"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+34 (agile, magical, reach 15 feet)\n__Damage__ 3d10 + 16 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+34 (magical, reach 25 feet)\n__Damage__ 3d10 + 16 bludgeoning plus grab"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 38, attack +30; __5th __ _[[Spells/Control Water|Control Water]]_, _[[Spells/Create Water|Create Water (At Will)]]_; __3rd __ _[[Spells/Environmental Endurance|Endure Elements (Self Only)]]_\n__Constant__ __(2nd)__ _[[Spells/Water Walk|Water Walk]]_"
+
+ - name: "Rituals"
+ desc: "_Control Weather (No Secondary Caster Required)_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,water) The dragon shoots a ball of water that deals 18d6 bludgeoning damage in a 30-foot burst within 60 feet (DC 38 Reflex check save). All non-magical fire in the radius is extinguished.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Coiling Frenzy"
+ desc: "`pf2:2` The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically [[Conditions/Grabbed|Grabs]] the target."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 3d10+8 bludgeoning, DC 38 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Hyponatremia"
+ desc: " (water) A living creature that takes damage from the sea dragon's jaws Strike must succeed at a DC 38 Fortitude check save or become [[Conditions/Sickened|Sickened 2]] as a surge of excess water floods its body."
+
+ - name: "Tidal Wave"
+ desc: "`pf2:3` (arcane,manipulate,water) **Frequency** once per 10 minutes\n\n**Requirements** The dragon is in a body of water at least as large as they are\n* * *\n\n**Effect** The dragon slams their body down, sending a towering wave outward. This wave deals 10d12 bludgeoning damage in a 90-foot emanation. Each creature in the area must attempt a DC 38 Reflex check save. Structures and unattended objects in the area take the full amount of damage with no saving throw.\n* * *\n\n**Critical Success** The creature takes no damage but is pushed 30 feet from the dragon.\n\n**Success** The creature takes half damage and is pushed 60 feet from the dragon.\n\n**Failure** The creature takes full damage, is pushed 120 feet from the dragon, and falls [[Conditions/Prone|Prone]].\n\n**Critical Failure** As failure, but double damage."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Sea Dragon (Ancient)
+creatures:
+ - 1: Sea Dragon (Ancient)
+```
+
+
+
+Sea dragons' affinity with water grants them mastery over rain, storms, and floods. Those whose livelihoods are at the mercy of the weather and waves frequently venerate these great aquatic creatures. Most sea dragons respond kindly to requests, but, like the sea, they can be unpredictable and fickle.
+
+Sea dragons have disk-shaped scales like fish and webbed claws as well as large back and tail fins to aid in swimming. They appear in vivid and vibrant colors, like aquatic wildlife. Underwater flora and fauna grow and thrive upon older sea dragons, and ancient sea dragons often have a head of coral around their antlers, giving them the image of being crowned royalty.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Sea Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 3/Sea Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..566659bf5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Sea Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,140 @@
+---
+title: "Sea Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.pBFtCBMUfgogcsdj"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/good
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/17
+statblock: inline
+name: "Sea Dragon (Ancient, Spellcaster)"
+level: 17
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Sea Dragon (Ancient, Spellcaster)"
+level: "Creature 17"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[amphibious]]
+trait_02: [[chaotic]]
+trait_03: [[dragon]]
+trait_04: [[good]]
+trait_05: [[water]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Wavesense (Imprecise) 60 Feet"
+languages: "Common, Draconic, Elven, Empyrean, Sussuran, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +32, Arcana: +26, Athletics: +33, Deception: +25, Intimidation: +27, Nature: +28, Society: +26, Stealth: +32, Survival: +26"
+abilityMods: [8, 7, 5, 3, 5, 4]
+speed: 50 feet, fly 140 feet, swim 70 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 41
+armorclass:
+ - name: AC
+ desc: "41 fed by metal; __Fort__ +29, __Ref__ +32, __Will__ +27; +1 status to all saves vs. magic"
+hp: 350
+health:
+ - name: ""
+ - name: HP
+ desc: "350; __Immunities__ paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense (Imprecise) 60 feet]]"
+ desc: " This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Countered by Earth"
+ desc: " If the sea dragon is targeted with an earth spell or [[Spells/Petrify|Petrify]], they lose Liquefy until the end of their next turn."
+
+ - name: "Fed by Metal"
+ desc: " (arcane) When a sea dragon is struck by a weapon made primarily of metal or affected by a spell that uses metal, many of the dragon's scales transform to mimic the metal. This grants the dragon a +1 item bonus to AC until the start of their next turn.\n\n[[Bestiary Effects/Effect_ Fed by Metal|Effect: Fed by Metal]]"
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 36 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Liquefy"
+ desc: "`pf2:r` (arcane,water) **Trigger** The dragon is targeted by a Strike or spell that could deal fire or physical damage to them\n* * *\n\n**Effect** The dragon liquefies, turning entirely to water while maintaining their shape, for a split second. Against the triggering effect, they gain resistance 25 to fire and to all physical damage."
+
+ - name: "Vortex"
+ desc: " (aura,water) 60 feet. Water in the aura that's also in the same body of water as the dragon is difficult terrain for Swimming creatures which don't have the water trait."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+34 (magical, reach 20 feet)\n__Damage__ 3d12 + 16 piercing plus hyponatremia"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+34 (agile, magical, reach 15 feet)\n__Damage__ 3d10 + 16 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+34 (magical, reach 25 feet)\n__Damage__ 3d10 + 16 bludgeoning plus grab"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 38, attack +33; __8th __ _[[Spells/Disappearance|Disappearance]]_, _[[Spells/Pinpoint|Discern Location]]_, _[[Spells/Desiccate|Horrid Wilting]]_; __7th __ _[[Spells/Energy Aegis|Energy Aegis]]_, _[[Spells/Project Image|Project Image]]_, _[[Spells/Spell Turning|Spell Turning]]_; __6th __ _[[Spells/Phantasmal Calamity|Phantasmal Calamity]]_, _[[Spells/Repulsion|Repulsion]]_, _[[Spells/Truesight|True Seeing]]_; __5th __ _[[Spells/Mariner's Curse|Mariner's Curse]]_, _[[Spells/Truespeech|Tongues]]_, _[[Spells/Wall of Ice|Wall of Ice]]_; __4th __ _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Vapor Form|Gaseous Form]]_, _[[Spells/Containment|Resilient Sphere]]_; __3rd __ _[[Spells/Feet to Fins|Feet to Fins]]_, _[[Spells/Haste|Haste]]_, _[[Spells/Wall of Wind|Wall of Wind]]_; __2nd __ _[[Spells/Laughing Fit|Hideous Laughter]]_, _[[Spells/Resist Energy|Resist Energy]]_, _[[Spells/Water Breathing|Water Breathing]]_; __1st __ _[[Spells/Air Bubble|Air Bubble]]_, _[[Spells/Grease|Grease]]_, _[[Spells/Grim Tendrils|Grim Tendrils]]_\n__Cantrips__ __(8th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Message|Message]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 38, attack +30; __5th __ _[[Spells/Control Water|Control Water]]_, _[[Spells/Create Water|Create Water (At Will)]]_; __3rd __ _[[Spells/Environmental Endurance|Endure Elements (Self Only)]]_\n__Constant__ __(2nd)__ _[[Spells/Water Walk|Water Walk]]_"
+
+ - name: "Rituals"
+ desc: "_Commune with Nature_, _Control Weather (No Secondary Caster Required)_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,water) The dragon shoots a ball of water that deals 18d6 bludgeoning damage in a 30-foot burst within 60 feet (DC 38 Reflex check save). All non-magical fire in the radius is extinguished.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 3d10+8 bludgeoning, DC 38 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Hyponatremia"
+ desc: " (water) A living creature that takes damage from the sea dragon's jaws Strike must succeed at a DC 38 Fortitude check save or become [[Conditions/Sickened|Sickened 2]] as a surge of excess water floods its body."
+
+ - name: "Tidal Wave"
+ desc: "`pf2:3` (arcane,manipulate,water) **Frequency** once per 10 minutes\n\n**Requirements** The dragon is in a body of water at least as large as they are\n* * *\n\n**Effect** The dragon slams their body down, sending a towering wave outward. This wave deals 10d12 bludgeoning damage in a 90-foot emanation. Each creature in the area must attempt a DC 38 Reflex check save. Structures and unattended objects in the area take the full amount of damage with no saving throw.\n* * *\n\n**Critical Success** The creature takes no damage but is pushed 30 feet from the dragon.\n\n**Success** The creature takes half damage and is pushed 60 feet from the dragon.\n\n**Failure** The creature takes full damage, is pushed 120 feet from the dragon, and falls [[Conditions/Prone|Prone]].\n\n**Critical Failure** As failure, but double damage."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Sea Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Sea Dragon (Ancient, Spellcaster)
+```
+
+
+
+Sea dragons' affinity with water grants them mastery over rain, storms, and floods. Those whose livelihoods are at the mercy of the weather and waves frequently venerate these great aquatic creatures. Most sea dragons respond kindly to requests, but, like the sea, they can be unpredictable and fickle.
+
+Sea dragons have disk-shaped scales like fish and webbed claws as well as large back and tail fins to aid in swimming. They appear in vivid and vibrant colors, like aquatic wildlife. Underwater flora and fauna grow and thrive upon older sea dragons, and ancient sea dragons often have a head of coral around their antlers, giving them the image of being crowned royalty.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Sea Dragon (Young).md b/content/mechanics/srd/Bestiary/Bestiary 3/Sea Dragon (Young).md
new file mode 100755
index 000000000..cbe7fcae5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Sea Dragon (Young).md
@@ -0,0 +1,134 @@
+---
+title: "Sea Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.p0Oe3cqcgwHXqUI8"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/good
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Sea Dragon (Young)"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Sea Dragon (Young)"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[amphibious]]
+trait_02: [[chaotic]]
+trait_03: [[dragon]]
+trait_04: [[good]]
+trait_05: [[water]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision, Wavesense (Imprecise) 60 Feet"
+languages: "Common, Draconic, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Arcana: +14, Athletics: +19, Deception: +14, Intimidation: +16, Nature: +15, Society: +14, Stealth: +16, Survival: +13"
+abilityMods: [5, 4, 3, 2, 3, 2]
+speed: 30 feet, fly 100 feet, swim 50 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27 fed by metal; __Fort__ +17, __Ref__ +18, __Will__ +15"
+hp: 140
+health:
+ - name: ""
+ - name: HP
+ desc: "140; __Immunities__ paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense (Imprecise) 60 feet]]"
+ desc: " This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Countered by Earth"
+ desc: " If the sea dragon is targeted with an earth spell or [[Spells/Petrify|Petrify]], they lose Liquefy until the end of their next turn."
+
+ - name: "Fed by Metal"
+ desc: " (arcane) When a sea dragon is struck by a weapon made primarily of metal or affected by a spell that uses metal, many of the dragon's scales transform to mimic the metal. This grants the dragon a +1 item bonus to AC until the start of their next turn.\n\n[[Bestiary Effects/Effect_ Fed by Metal|Effect: Fed by Metal]]"
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 24 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Liquefy"
+ desc: "`pf2:r` (arcane,water) **Trigger** The dragon is targeted by a Strike or spell that could deal fire or physical damage to them\n* * *\n\n**Effect** The dragon liquefies, turning entirely to water while maintaining their shape, for a split second. Against the triggering effect, they gain resistance 15 to fire and to all physical damage."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 (reach 10 feet)\n__Damage__ 2d10 + 11 piercing plus hyponatremia"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+20 (agile)\n__Damage__ 2d8 + 11 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+20 (reach 20 feet)\n__Damage__ 2d8 + 11 bludgeoning plus grab"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 26, attack +18; __2nd __ _[[Spells/Environmental Endurance|Endure Elements (Self Only)]]_; __1st __ _[[Spells/Create Water|Create Water (At Will)]]_\n__Constant__ __(2nd)__ _[[Spells/Water Walk|Water Walk]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,water) The dragon shoots a ball of water that deals 9d6 bludgeoning damage in a 20-foot burst within 40 feet (DC 26 Reflex check save). All non-magical fire in the radius is extinguished.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Coiling Frenzy"
+ desc: "`pf2:2` The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically [[Conditions/Grabbed|Grabs]] the target."
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d8+6 bludgeoning, DC 26 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+ - name: "Hyponatremia"
+ desc: " (water) A living creature that takes damage from the sea dragon's jaws Strike must succeed at a DC 26 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] as a surge of excess water floods its body."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Sea Dragon (Young)
+creatures:
+ - 1: Sea Dragon (Young)
+```
+
+
+
+Sea dragons' affinity with water grants them mastery over rain, storms, and floods. Those whose livelihoods are at the mercy of the weather and waves frequently venerate these great aquatic creatures. Most sea dragons respond kindly to requests, but, like the sea, they can be unpredictable and fickle.
+
+Sea dragons have disk-shaped scales like fish and webbed claws as well as large back and tail fins to aid in swimming. They appear in vivid and vibrant colors, like aquatic wildlife. Underwater flora and fauna grow and thrive upon older sea dragons, and ancient sea dragons often have a head of coral around their antlers, giving them the image of being crowned royalty.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Sea Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 3/Sea Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..4a4d63c08
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Sea Dragon (Young, Spellcaster).md
@@ -0,0 +1,131 @@
+---
+title: "Sea Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.FBtFcN6irQFo2pZT"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/good
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Sea Dragon (Young, Spellcaster)"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Sea Dragon (Young, Spellcaster)"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[amphibious]]
+trait_02: [[chaotic]]
+trait_03: [[dragon]]
+trait_04: [[good]]
+trait_05: [[water]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision, Wavesense (Imprecise) 60 Feet"
+languages: "Common, Draconic, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Arcana: +14, Athletics: +19, Deception: +14, Intimidation: +16, Nature: +15, Society: +14, Stealth: +16, Survival: +13"
+abilityMods: [5, 4, 3, 2, 3, 2]
+speed: 30 feet, fly 100 feet, swim 50 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27 fed by metal; __Fort__ +17, __Ref__ +18, __Will__ +15"
+hp: 140
+health:
+ - name: ""
+ - name: HP
+ desc: "140; __Immunities__ paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense (Imprecise) 60 feet]]"
+ desc: " This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Countered by Earth"
+ desc: " If the sea dragon is targeted with an earth spell or [[Spells/Petrify|Petrify]], they lose Liquefy until the end of their next turn."
+
+ - name: "Fed by Metal"
+ desc: " (arcane) When a sea dragon is struck by a weapon made primarily of metal or affected by a spell that uses metal, many of the dragon's scales transform to mimic the metal. This grants the dragon a +1 item bonus to AC until the start of their next turn.\n\n[[Bestiary Effects/Effect_ Fed by Metal|Effect: Fed by Metal]]"
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 24 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Liquefy"
+ desc: "`pf2:r` (arcane,water) **Trigger** The dragon is targeted by a Strike or spell that could deal fire or physical damage to them\n* * *\n\n**Effect** The dragon liquefies, turning entirely to water while maintaining their shape, for a split second. Against the triggering effect, they gain resistance 15 to fire and to all physical damage."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 (reach 10 feet)\n__Damage__ 2d10 + 11 piercing plus hyponatremia"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+20 (agile)\n__Damage__ 2d8 + 11 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+20 (reach 20 feet)\n__Damage__ 2d8 + 11 bludgeoning plus grab"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 26, attack +19; __3rd __ _[[Spells/Feet to Fins|Feet to Fins]]_, _[[Spells/Haste|Haste]]_, _[[Spells/Wall of Wind|Wall of Wind]]_; __2nd __ _[[Spells/Laughing Fit|Hideous Laughter]]_, _[[Spells/Resist Energy|Resist Energy]]_, _[[Spells/Water Breathing|Water Breathing]]_; __1st __ _[[Spells/Air Bubble|Air Bubble]]_, _[[Spells/Grease|Grease]]_, _[[Spells/Grim Tendrils|Grim Tendrils]]_\n__Cantrips__ __(3rd)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Message|Message]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 26, attack +18; __2nd __ _[[Spells/Environmental Endurance|Endure Elements (Self Only)]]_; __1st __ _[[Spells/Create Water|Create Water (At Will)]]_\n__Constant__ __(2nd)__ _[[Spells/Water Walk|Water Walk]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,water) The dragon shoots a ball of water that deals 9d6 bludgeoning damage in a 20-foot burst within 40 feet (DC 26 Reflex check save). All non-magical fire in the radius is extinguished.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d8+6 bludgeoning, DC 26 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Hyponatremia"
+ desc: " (water) A living creature that takes damage from the sea dragon's jaws Strike must succeed at a DC 26 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] as a surge of excess water floods its body."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Sea Dragon (Young, Spellcaster)
+creatures:
+ - 1: Sea Dragon (Young, Spellcaster)
+```
+
+
+
+Sea dragons' affinity with water grants them mastery over rain, storms, and floods. Those whose livelihoods are at the mercy of the weather and waves frequently venerate these great aquatic creatures. Most sea dragons respond kindly to requests, but, like the sea, they can be unpredictable and fickle.
+
+Sea dragons have disk-shaped scales like fish and webbed claws as well as large back and tail fins to aid in swimming. They appear in vivid and vibrant colors, like aquatic wildlife. Underwater flora and fauna grow and thrive upon older sea dragons, and ancient sea dragons often have a head of coral around their antlers, giving them the image of being crowned royalty.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Seaweed Leshy.md b/content/mechanics/srd/Bestiary/Bestiary 3/Seaweed Leshy.md
new file mode 100755
index 000000000..bb54ed6ac
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Seaweed Leshy.md
@@ -0,0 +1,96 @@
+---
+title: "Seaweed Leshy"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gEUyiEqgyFR2ik2R"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/leshy
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Seaweed Leshy"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Seaweed Leshy"
+level: "Creature 3"
+
+alignment: ""
+size: "Small"
+trait_01: [[amphibious]]
+trait_02: [[leshy]]
+trait_03: [[plant]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Low-Light Vision"
+languages: "Common, Fey, Thalassic, Wildsong; speak with plants (seaweed only)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +9, Nature: +10, Stealth: +9, Survival: +8, Ocean Lore: +9"
+abilityMods: [2, 4, 3, 0, 3, 1]
+speed: 20 feet, swim 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +8, __Ref__ +11, __Will__ +8"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Verdant Burst"
+ desc: " When a seaweed leshy dies, a burst of primal energy explodes from its body, restoring 3d8 healing Hit Points to each plant creature in a 30-foot emanation. This area fills with seaweed, becoming difficult terrain. If the terrain is not a viable environment for the seaweed, they wither after 24 hours."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Seaweed Strand"
+ desc: "+11 (agile, finesse, reach 10 feet)\n__Damage__ 1d8 + 4 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Water Jet"
+ desc: "+11 (range increment 30 feet)\n__Damage__ 1d8 + 4 bludgeoning plus sea-spray"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 20, attack +12; __4th __ _[[Spells/Speak with Plants|Speak with Plants]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph,primal) The seaweed leshy transforms into a Small patch of seaweed. This ability otherwise uses the effects of [[Spells/One with Plants|One with Plants]].\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Sea Spray"
+ desc: " A seaweed leshy's water jet has enough salt in it to temporarily impair their target's vision.\n\nOn a hit, the target must succeed at a DC 20 Fortitude check save or be [[Conditions/Dazzled|Dazzled]] for 1 minute or until it spends 3 Interact actions wiping the salt out of its eyes. On a critical hit, a target that fails its Fortitude save is also [[Conditions/Blinded|Blinded]] for 1 round."
+
+```
+
+```encounter-table
+name: Seaweed Leshy
+creatures:
+ - 1: Seaweed Leshy
+```
+
+
+
+Calmer than most of their other botanical brethren, seaweed leshys are a tranquil, discerning breed of leshy. They seek to mimic the ocean in their attitudes, moving with the waves of life and accepting what comes and goes while acknowledging the good and the bad.
+
+Seaweed leshys make their homes in tidal pools surrounded by other sea creatures. They believe their freshwater counterparts to be sheltered and naive, living in their secluded ponds and babbling brooks, though this doesn't stop them from forming friendships with freshwater leshys.
+
+Seaweed leshys vary in size, shape, and physical makeup. While the majority of seaweed leshys reach about 2 feet in height, some remain as small bundles of strands that stand about 6 to 8 inches tall.
+
+* * *
+
+Often found assisting practitioners of nature magic, leshys are sentient flora that protect the natural world and sacred spaces within forests, fields, and other environments. Leshys are nature spirits inhabiting bodies constructed of plant matter fused together by a primal ritual.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Seething Spirit.md b/content/mechanics/srd/Bestiary/Bestiary 3/Seething Spirit.md
new file mode 100755
index 000000000..c2cd6e0c8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Seething Spirit.md
@@ -0,0 +1,102 @@
+---
+title: "Seething Spirit"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.9kssKt9QJmx0zkVD"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/spirit
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Seething Spirit"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Seething Spirit"
+level: "Creature 11"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[incorporeal]]
+trait_04: [[spirit]]
+trait_05: [[undead]]
+trait_06: [[unholy]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision"
+languages: "Common, Dwarven, Jotun; tongues"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Deception: +20, Diplomacy: -5, Intimidation: +24, Stealth: +21"
+abilityMods: [-5, 6, 0, 2, -2, 7]
+speed: fly 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 29
+armorclass:
+ - name: AC
+ desc: "29; __Fort__ +17, __Ref__ +23, __Will__ +21"
+hp: 145
+health:
+ - name: ""
+ - name: HP
+ desc: "145, void healing; __Immunities__ death effects, disease, paralyzed, poison, precision, unconscious; __Weaknesses__ emotion 12; __Resistances__ all damage 10 (except force, ghost touch, mental, or vitality; double resistance vs. non-magical)"
+abilities_top:
+ - name: ""
+
+ - name: "Taste Anger (Imprecise) 1 mile"
+ desc: " (detection,occult) The spirit can taste anger and hatred from creatures experiencing those emotions within 1 mile (imprecise)."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Pulse of Rage"
+ desc: " (aura,emotion,mental,occult) 20 feet. This aura emanates from any creature possessed by the seething spirit, and it's inactive while the spirit isn't possessing anyone.\n\nAny creature in the aura, including a creature possessed by the spirit, takes a -1 status penalty to AC, can't perform actions with the concentrate trait except for the [[Actions/Seek|Seek]] action and actions with the rage trait, and gains a +2 status bonus to melee damage rolls against the spirit's enemies.\n\nA creature can attempt a DC 30 Will check save when it enters the aura to avoid the effect. If the creature would need to attempt a save against the aura again within 24 hours, it automatically uses the same save result rather than attempting a new save.\n\n[[Bestiary Effects/Effect_ Pulse of Rage|Effect: Pulse of Rage]]"
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+ - name: "Vulnerable to Calm Emotions"
+ desc: " A seething spirit can't attempt to possess a creature affected by [[Spells/Calm|Calm]]. If creature possessed by a seething spirit fails a saving throw against _calm emotions_, the spirit is forced out.\n\nIf the spirit isn't possessing a creature and is targeted with _calm emotions_, the spirit takes 12 mental damage per rank of the spell instead of the normal spell effects."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Ephemeral Claw"
+ desc: "+22 (occult)\n__Damage__ 3d12 + 7 slashing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 32, attack +24; __6th __ _[[Spells/Paranoia|Paranoia]]_, _[[Spells/Clear Mind|Remove Fear]]_, _[[Spells/Suggestion|Suggestion (x3)]]_; __3rd __ _[[Spells/Mind Reading|Mind Reading (At Will)]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At Will) (Self Only)]]_, _[[Spells/Ventriloquism|Ventriloquism (At Will)]]_\n__Constant__ __(6th)__ _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Furious Possession"
+ desc: "`pf2:2` The seething spirit attempts to possess an adjacent corporeal creature. This has the same effect as a [[Spells/Possession|Possession]] spell (DC 30 Will check), except since the spirit doesn't have a physical body, they're not [[Conditions/Unconscious|Unconscious]] and [[Conditions/Paralyzed|Paralyzed]] when the effect ends. The spirit can't Dismiss the possession.\n\nThe creature gains 12 temporary Hit Points that are lost when the possession ends. During the possession, the creature has the pulse of rage aura. Each time the possessed creature makes a melee Strike, the spirit can substitute their ephemeral claw attack modifier, damage amount, or both in place of the creature's own statistics.\n\n[[Bestiary Effects/Effect_ Furious Possession|Effect: Furious Possession]]"
+
+```
+
+```encounter-table
+name: Seething Spirit
+creatures:
+ - 1: Seething Spirit
+```
+
+
+
+Hatred so powerful it lives beyond the grave-this sentiment animates the ephemeral crimson apparitions known as seething spirits. Single-minded in nature, they stoke the fires of anger and hate, capable of planning and strategy, but the one thing beyond their grasp is personal growth. Though similar to ghosts, seething spirits retain much less of their former living selves. Most of their soul has moved on, and only the fury remains. There's no way to set a seething spirit to rest: only violence can destroy it.
+
+By possessing a creature and nurturing the seeds of resentment and rage already within its mind, a seething spirit can greatly alter the host's behavior and personality. When broached about such changes, a host might claim they're just finally "telling it like it is." Because a seething spirit can't voluntarily end its possession, it's essentially one with its victim until the victim's rage results in death. A seething spirit doesn't take pleasure in this death-they rapidly move on in search of a new rageful host.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Sepid.md b/content/mechanics/srd/Bestiary/Bestiary 3/Sepid.md
new file mode 100755
index 000000000..d4d1e189c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Sepid.md
@@ -0,0 +1,113 @@
+---
+title: "Sepid"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.KlQY0n0tpWqUqVV9"
+tags:
+ - pf2e/creature/type/div
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/14
+statblock: inline
+name: "Sepid"
+level: 14
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Sepid"
+level: "Creature 14"
+
+alignment: ""
+size: "Large"
+trait_01: [[div]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[lawful]]
+trait_05: [[unholy]]
+modifier: 24
+perception:
+ - name: "Perception"
+ desc: "+24; Greater Darkvision"
+languages: "Common, Daemonic; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +23, Arcana: +20, Athletics: +28, Deception: +22, Intimidation: +26, Religion: +20, Stealth: +23"
+abilityMods: [8, 5, 8, 4, 4, 6]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +28, __Ref__ +23, __Will__ +20; +1 status to all saves vs. magic"
+hp: 350
+health:
+ - name: ""
+ - name: HP
+ desc: "350; __Weaknesses__ cold iron 10, holy 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Falchion|+2 Striking Falchion]]"
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Special)]]"
+ desc: "`pf2:r` A sepid gains an extra reaction each round that they can use only to make an Attack of Opportunity.\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Blatant Liar"
+ desc: " While all divs delight in lying, sepids are compulsive and predictable liars who always do the opposite of what they claim they'll do. If a sepid is ever forced or compelled to tell the truth, they take 4d8 mental damage."
+
+ - name: "Deflecting Lie"
+ desc: "`pf2:r` **Trigger** A creature hits the sepid with a ranged Strike or a ranged spell attack roll\n* * *\n\n**Effect** The sepid lies in an attempt to divert the attack. They roll a Deception check against the triggering creature's Perception DC. On a success, if the triggering attack roll was a success, it becomes a failure, and if the triggering attack roll was a critical hit, it becomes a normal success."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Falchion"
+ desc: "+30 (forceful, magical, sweep, unholy)\n__Damage__ 2d10 + 16 slashing 1d6 spirit 1d6 mental"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+28 (agile, magical, unholy)\n__Damage__ 3d8 + 16 slashing 1d6 spirit 1d6 mental"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 34, attack +26; __7th __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Compendium.pf2e.spells-srd.Item.c2bTWBNO1BYX4Zfg|Misdirection (At Will) (Self Only)]]_, _[[Spells/Veil of Privacy|Nondetection (At Will) (Self Only)]]_, _[[Spells/Paralyze|Paralyze]]_; __4th __ _[[Spells/Darkness|Darkness (At Will)]]_, _[[Spells/Translocate|Dimension Door (At Will)]]_, _[[Spells/Fly|Fly]]_; __3rd __ _[[Spells/Translate|Comprehend Language (At Will) (Self Only)]]_\n__Cantrips__ __(7th)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Rituals"
+ desc: "_Create Undead (No Secondary Caster Required)_, _Div Pact_"
+
+ - name: "Rain of Debris"
+ desc: "`pf2:2` (divine,unholy) The sepid calls forth a hail of stone, wood, metal, and similar debris in a 40-foot emanation, dealing 10d6 bludgeoning damage and 5d6 spirit damage. Each creature in the area other than the sepid must attempt a DC 31 Reflex check saving throw.\n\nThe sepid can't use Rain of Debris again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Sepid
+creatures:
+ - 1: Sepid
+```
+
+
+
+Sepids are the brutal warlords of the divs, delighting in violence against mortals and their own particular flavor of vengeance. Inveterate liars, sepids can't help but spout the most outrageous lies, and their form and nature represent the power of falsehoods to snowball into violence that can cost countless lives. Among mortals, they rally troops to incite rebellion, war, and other form of carnage, savoring mortals who slaughter each other. These giant beings usually stand around 13 feet tall; they wade through battlefields seeking out heroes and generals, rejoicing maniacally as they cut their foes down.
+
+* * *
+
+Some fiends want to tear down the multiverse; others dedicate themselves to creating chaos and carnage, or to rule over realms with an iron fist. Divs strive toward a different, if equally reprehensible, goal-they seek to thwart and ruin the schemes and works of mortal beings.
+
+Long ago, divs were once genies bound to serve ancient mortal empires lost to the passage of eons. In the beginning, these genies were masters of creation, working alongside gracious mortal partners to create works of subtle design and powerful magical potential. What started as a collaboration with mortals soon morphed into abuse, disrespect, and even slavery and bondage. Eventually, these genies rebelled, but in doing so, they came under the sway of a nihilistic demigod known as Ahriman. Their new master twisted their form and granted them the power to avenge themselves upon their mortal overlords, leading to the birth of the first divs.
+
+Since that first wave of corruption, new divs arise from the spirits of the most wicked and hateful genies who die on the Material Plane, or those truly betrayed by mortals and overcome through their desire for vengeance. Upon such a death, instead of returning to the Elemental Planes, these genies' spirits are trapped in the dread orbit of Abaddon, where Ahriman reshapes them as divs and hoists them back to the world to wreak vengeance upon mortals.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Severed Head.md b/content/mechanics/srd/Bestiary/Bestiary 3/Severed Head.md
new file mode 100755
index 000000000..bd1f38d09
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Severed Head.md
@@ -0,0 +1,85 @@
+---
+title: "Severed Head"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.fnvn6K4xvAAPsn6F"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/-1
+statblock: inline
+name: "Severed Head"
+level: -1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Severed Head"
+level: "Creature -1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[evil]]
+trait_02: [[mindless]]
+trait_03: [[undead]]
+trait_04: [[unholy]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6"
+abilityMods: [1, 2, 0, -5, 2, 0]
+speed: 15 feet, fly 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +4, __Ref__ +6, __Will__ +4"
+hp: 7
+health:
+ - name: ""
+ - name: HP
+ desc: "7, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, mental; __Weaknesses__ vitality 1"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+6 (agile, finesse)\n__Damage__ 1d4 + 1 piercing"
+
+ - name: "Gnash"
+ desc: "`pf2:1` **Requirements** The beheaded's previous action was a jaws Strike that dealt damage to its target.\n* * *\n\n**Effect** The severed head makes a second jaws Strike as it violently shakes itself, trying to rip away a mouthful of flesh. On a success, the target takes an additional 1d4 slashing damage and 1 persistent bleed damage."
+
+```
+
+```encounter-table
+name: Severed Head
+creatures:
+ - 1: Severed Head
+```
+
+
+
+The most common beheaded appears simply as a rotting head, barely preserved by the magic that created it.
+
+* * *
+
+Beheaded are the reanimated heads of decapitation victims. These mindless undead fly through the air or roll around to attack their prey.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Shabti Redeemer.md b/content/mechanics/srd/Bestiary/Bestiary 3/Shabti Redeemer.md
new file mode 100755
index 000000000..45ee66db0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Shabti Redeemer.md
@@ -0,0 +1,102 @@
+---
+title: "Shabti Redeemer"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.WttYKPXGy4VLh1gi"
+tags:
+ - pf2e/creature/type/good
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/shabti
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Shabti Redeemer"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Shabti Redeemer"
+level: "Creature 4"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[good]]
+trait_02: [[humanoid]]
+trait_03: [[shabti]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Common, Empyrean"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +8, Athletics: +12, Diplomacy: +10, Medicine: +12, Religion: +10"
+abilityMods: [4, 1, 3, 0, 0, 3]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +14, __Ref__ +8, __Will__ +11"
+hp: 75
+health:
+ - name: ""
+ - name: HP
+ desc: "75; __Immunities__ drained"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Dagger|Dagger]], [[Equipment/Staff|Staff]], [[Equipment/Scale Mail|Scale Mail]]"
+ - name: "Blade Ally"
+ desc: " The shabti's staff gains the benefits of the _[[Equipment/Vitalizing|Vitalizing]]_ rune while they wield it."
+
+abilities_mid:
+ - name: ""
+ - name: "Aura of Courage"
+ desc: " 15 feet. When the shabti becomes [[Conditions/Frightened|Frightened]], reduce the frightened value they would gain by 1. At the end of their turn, they reduce the frightened value of all allies in the aura by 1."
+
+ - name: "Glimpse of Redemption"
+ desc: "`pf2:r` **Trigger** An enemy damages the shabti's ally, and both the enemy and ally are within 15 feet of the shabti\n* * *\n\n**Effect** The shabti's foe hesitates under the weight of sin as visions of redemption play in their mind's eye. The foe must choose one of the following options:\n\n* The ally is unharmed by the triggering damage.\n* The ally gains resistance 6 to the triggering damage. After the damaging effect is applied, the enemy becomes [[Conditions/Enfeebled|Enfeebled 2]] until the end of its next turn."
+
+ - name: "Immortal"
+ desc: " Shabti don't age naturally and can't die of old age. Spells and effects that cause aging still affect a shabti as normal. They also can't be turned into undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Disrupting Staff"
+ desc: "+14 (two-hand d8)\n__Damage__ 1d4 + 7 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Dagger"
+ desc: "+14 (agile, finesse, versatile s)\n__Damage__ 1d4 + 7 piercing"
+
+ - name: "**Ranged** `pf2:1` Dagger"
+ desc: "+11 (agile, thrown 10 ft., versatile s)\n__Damage__ 1d4 + 7 piercing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 19, attack +11; __1st __ _[[Spells/Charm|Charm]]_"
+
+ - name: "Champion Devotion Spells"
+ desc: "2 Focus Points, DC 19, attack +11; __2nd __ _[[Spells/Lay on Hands|Lay on Hands]]_"
+
+```
+
+```encounter-table
+name: Shabti Redeemer
+creatures:
+ - 1: Shabti Redeemer
+```
+
+
+
+Cobbled together from broken bits of mortal souls, shabti are facsimiles of wealthy or powerful mortals seeking to escape punishment for their sins upon death. Those rulers and nobles afraid of Pharasma's judgment use the shabti to receive cosmic punishment in their stead. Unaware that they're copies of another soul, shabti endure this fate for some time before being discovered by Pharasma's psychopomps, who reveal the truth to the shabti and strive to met out the avoided punishment to the shabti's creator, using whatever information available. In this case, the shabti is liberated and left to wander Golarion on their own.
+
+Freed but without purpose, many shabti try to recreate the lives that they think they were supposed to lead, replaying out the themes and situations from false memories that fill their heads. Others find themselves tormented for ages by the fact they were solely created to endure punishment for sins committed by another. Some shabti revel in the freedom of their new endless existence, traveling the world in search of sensation and meaning.
+
+A rare few shabti find purpose in aiding Pharasma. They seek to do justice in the god's name and preserve the natural order. Some follow this path as repayment for being freed, while others want to ensure that others don't suffer in their creators' stead.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Shae.md b/content/mechanics/srd/Bestiary/Bestiary 3/Shae.md
new file mode 100755
index 000000000..4b7b34eb0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Shae.md
@@ -0,0 +1,100 @@
+---
+title: "Shae"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.GL1FHoLXiy1viLlY"
+tags:
+ - pf2e/creature/type/shadow
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Shae"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Shae"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[shadow]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision"
+languages: "Aklo, Common, Sakvroth, Shae, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Deception: +9, Occultism: +11, Stealth: +13, Shadow Plane Lore: +11"
+abilityMods: [3, 5, 1, 3, 2, 3]
+speed: 25 feet, fly 35 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +9, __Ref__ +11, __Will__ +10"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45; __Immunities__ precision; __Resistances__ cold 5, void 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "5x [[Equipment/Dagger|Dagger]]"
+ - name: "Shadow Shift"
+ desc: " Beingmade partially of shadow themselves, shae are [[Conditions/Concealed|Concealed]] in dim light or darkness even to creatures that can see clearly in those light levels."
+
+abilities_mid:
+ - name: ""
+ - name: "Counterattack"
+ desc: "`pf2:r` **Trigger** The shae is targeted by an attack from an adjacent creature that misses due to the shae being [[Conditions/Concealed|Concealed]]\n\n**Requirements** The shae is aware of the attack\n* * *\n\n**Effect** The shae makes a Strike against the attacker."
+
+ - name: "Slip"
+ desc: "`pf2:r` **Trigger** A creature moves adjacent to the shae\n* * *\n\n**Effect** The shae teleports to a clear space adjacent to another creature they can see within 30 feet."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Dagger"
+ desc: "+13 (agile, finesse, versatile s)\n__Damage__ 1d4 + 5 piercing 1d6 cold"
+
+ - name: "**Ranged** `pf2:1` Dagger"
+ desc: "+13 (agile, thrown 10 ft., versatile s)\n__Damage__ 1d4 + 5 piercing 1d6 cold"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 21, attack +13; __7th __ _[[Spells/Interplanar Teleport|Plane Shift (Self Only) (to the Universe or Netherworld only)]]_; __4th __ _[[Spells/Vapor Form|Gaseous Form (At Will)]]_\n__Cantrips__ __(2nd)__ _[[Spells/Void Warp|Chill Touch]]_, _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Bide"
+ desc: "`pf2:2` The shae prepares to take action against their foes, watching their opponent and waiting for the right opportunity to respond. The shae gains a second reaction until the start of their next turn, though they still can't use more than one reaction on the same triggering action."
+
+ - name: "Swift Steps"
+ desc: " The shae's movement doesn't trigger reactions."
+
+ - name: "Tenebral Form"
+ desc: " The shae can Fly at full Speed in [[Spells/Vapor Form|Vapor Form]]."
+
+```
+
+```encounter-table
+name: Shae
+creatures:
+ - 1: Shae
+```
+
+
+
+Shae are wispy, tenebrous creatures native to the Plane of Shadow. Their amorphous bodies appear in constant states of flux. They cast no shadows of their own, instead gaining and losing umbral energy to nearby shadows that shrink and grow alongside them.
+
+Most shae wear clothing spun from shadows that shift with them, though diplomats sometimes don more conventional garments while entertaining outsiders. Their most distinctive apparel are their white stone masks, which shae don only when they must put on a discernible "face" for interacting with humanoids and similar creatures. They do so begrudgingly, as they consider themselves superior to humanoids, but donning their masks allows them to be more easily understood and thus keeps their interactions with their lessers as brief as possible.
+
+The dynamic between a shae and humanoids shifts when humanoids come to worship a shae, however. A mortal who shows a shae their due deference is worth keeping around, so many shae collect cults of personality or expansive entourages. Even getting a meeting with such a self-important shae can present a challenge that requires one to deal with many layers of hangers-on who insist on vetting the newcomer before wasting the shae's precious time.
+
+According to shae lore, they've transcended the material world and now embody a cosmological equilibrium of reality and illusion. Their claims to metaphysical ascendance and knowledge of the secrets of shadows entice many mortal supplicants to join shae courts and cults. In the shae language, their name means "unbound," in accordance with their belief that their ephemeral nature makes them free of the moral and social strictures that bind other sentient creatures, and they essentially make a virtue of capriciousness. Shae feel little obligation to follow through with oaths or obey laws, so sealing a compact with a mortal means little to them.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Shambler Troop.md b/content/mechanics/srd/Bestiary/Bestiary 3/Shambler Troop.md
new file mode 100755
index 000000000..e2b906b55
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Shambler Troop.md
@@ -0,0 +1,98 @@
+---
+title: "Shambler Troop"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.JN2n8GEr5ipEMyHa"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/troop
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/zombie
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Shambler Troop"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Shambler Troop"
+level: "Creature 4"
+
+alignment: ""
+size: "grg"
+trait_01: [[evil]]
+trait_02: [[mindless]]
+trait_03: [[troop]]
+trait_04: [[undead]]
+trait_05: [[unholy]]
+trait_06: [[zombie]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: ""
+abilityMods: [5, 0, 3, -5, 1, -2]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +11, __Ref__ +8, __Will__ +9"
+hp: 90
+health:
+ - name: ""
+ - name: HP
+ desc: "90, troop defenses; __Immunities__ death effects, disease, paralyzed, poison, unconscious, mental; __Weaknesses__ area damage 5, vitality 5, slashing 5, splash damage 2"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Form Up|Form Up]]"
+ desc: "`pf2:1` The troop chooses one of the squares it currently occupies and redistributes its squares to any configuration in which all squares are contiguous and within 15 feet of the chosen square. The troop can't share its space with other creatures."
+
+ - name: "Slow"
+ desc: " A shambler troop is permanently [[Conditions/Slowed|Slowed 1]] and can't use reactions."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Troop Defenses|Troop Defenses]]"
+ desc: " **Thresholds** 60 (12 squares), 30 (8 squares)\n* * *\n\nTroops are composed of many individuals, and over the course of enough attacks and downed comrades, troops shrink in size. Most troops start with 16 squares (4 by 4), and their Hit Points have two listed thresholds, typically the first is at 2/3 their maximum Hit Points and the second is at 1/3 their maximum Hit Points. Once the troop drops below the first threshold, it loses 4 squares, leaving 12 squares remaining, and the first threshold becomes the troop's new maximum Hit Points. Once the troop falls below the second threshold, it loses another 4 squares, leaving 8 squares remaining, and the second threshold becomes the troop's new maximum Hit Points. In order to restore its size and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen. At 0 Hit Points, the troop is reduced down to 4 squares, which is too few to sustain the troop, so it disperses entirely, with the few remaining members surrendering, fleeing, or easily dispatched, depending on their nature.\n\nA damaging single-target effect, such as a Strike, can't force a troop to pass through more than one threshold at once. For instance, if a troop had 60 Hit Points, with thresholds at 40 and 20, a Strike for 50 damage would leave the troop at 21 Hit Points, just above the second threshold. A damaging area effect or multi-target effect can cross multiple thresholds at once and could potentially destroy the entire troop in one shot.\n\nNon-damaging effects with an area or that target all creatures in a certain proximity affect a troop normally if they affect the entire area occupied by the troop. If an effect has a smaller area or numbers of targets, it typically has no effect on the troop. However, if the effect can target at least four creatures or cover at least four squares in the troop, and if it would prevent its targets from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more, the troop loses loses a number of Hit Points equal to the amount required to bring it to the next threshold, removing 4 squares. If an effect would both deal damage and automatically cross a threshold due to incapacitating some of the creatures in the troop, apply the damage first. If the damage wasn't enough to cross a threshold on its own, then reduce the Hit Points to cross the threshold for the incapacitating effect."
+
+attacks:
+ - name: ""
+
+ - name: "Grave Tide"
+ desc: " The shambler troop is less organized than most troops. It can move into other creatures' spaces, and other creatures can move into its spaces. Its spaces are difficult terrain to other creatures."
+
+ - name: "Shambling Onslaught"
+ desc: "`pf2:1` `pf2:1` to `pf2:2`\n\n**Frequency** once per round\n* * *\n\n**Effect** The shamblers lash out at any enemies in their squares or within 5 feet (DC 18 Reflex check save). The damage depends on the number of actions.\n\n`pf2:1` 2d6+5 bludgeoning damage\n\n`pf2:2` 2d6+9 bludgeoning damage"
+
+ - name: "Troop Movement"
+ desc: " Whenever a troop Strides, it first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop."
+
+```
+
+```encounter-table
+name: Shambler Troop
+creatures:
+ - 1: Shambler Troop
+```
+
+
+
+This shuffling mass of decaying flesh moves with dull but singular focus.
+
+* * *
+
+Necromancers most often create these mindless undead as obedient, expendable servitors. Left to its own devices, a zombie seeks only to consume the living, stopping only when its rotting body can no longer hold together.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Shantak.md b/content/mechanics/srd/Bestiary/Bestiary 3/Shantak.md
new file mode 100755
index 000000000..4d0f50c79
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Shantak.md
@@ -0,0 +1,96 @@
+---
+title: "Shantak"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.TUdTmsOZwuBHxtcf"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Shantak"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Shantak"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[beast]]
+trait_02: [[chaotic]]
+trait_03: [[evil]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision"
+languages: "Aklo"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Athletics: +18"
+abilityMods: [6, 3, 4, -1, 4, 0]
+speed: 20 feet, fly 60 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +18, __Ref__ +13, __Will__ +16"
+hp: 115
+health:
+ - name: ""
+ - name: HP
+ desc: "115; __Immunities__ disease; __Resistances__ cold 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "No Breath"
+ desc: " The shantak doesn't breathe and is immune to effects that require breathing (such as an inhaled poison)."
+
+ - name: "Slippery"
+ desc: " The shantak's scales are covered in slippery slime, so the shantak gains a +3 circumstance bonus to [[Actions/Escape|Escape]].\n\nA creature mounted on a shantak takes double the normal circumstance penalty to Reflex saves (-4 instead of -2 in most cases) while mounted."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 ()\n__Damage__ 2d12 + 9 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+20 (agile)\n__Damage__ 2d8 + 9 slashing"
+
+ - name: "Flying Strafe"
+ desc: "`pf2:2` The shantak Flies up to their fly speed and makes two claw Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty."
+
+ - name: "Share Defenses"
+ desc: " (occult) **Requirements** A creature is riding the shantak\n* * *\n\n**Effect** The shantak extends their no breath ability and cold resistance to a single creature riding them. They can withdraw this protection as a free action.\n\n[[Bestiary Effects/Effect_ Share Defenses|Effect: Share Defenses]]"
+
+```
+
+```encounter-table
+name: Shantak
+creatures:
+ - 1: Shantak
+```
+
+
+
+The imposing shantaks are far more intelligent than their bestial appearance would suggest. They can speak, though their voices sound like glass grinding on stone, and they can't converse in any language besides Aklo.
+
+Shantaks' ability to travel through the gulfs of outer space at supernatural speed allows them to nest on numerous worlds, yet despite this mobility, most shantaks are reluctant to seek out new homes unless faced with no other option. Instead, they roost in discarded ruins or asteroids adrift in space, only emerging and landing upon planets in their chosen stellar system when the urge to feed compels them.
+
+Despite not being native to the Dimension of Dreams, they're commonly found in that realm. Their ability to fly through space affords them swift travel between Leng and more hospitable reaches of the Dreamlands, making them particularly sought after as mounts for those who have business in the far reaches of the dreaming plane.
+
+Convincing a shantak to become a mount is notoriously difficult. They refuse any sort of training, and even if one is convinced to ferry a humanoid on their back, they can be obstinate and fickle. Anyone relying on a shantak mount should have a backup plan ready in case the shantak strands their passenger on an asteroid or strange planet after some disagreement.
+
+Although a shantak is nearly the size of an elephant, many possess irrational fears of certain creatures. In particular, nightgaunts terrify them, but other shantaks have been observed fleeing from harpies and gargoyles. Though these ancestries all share the same trait, shantaks don't fear every type of winged humanoid, which makes the origin of their phobia all the more mysterious. Shantaks on Golarion typically hide themselves away in remote places since several of the creatures they fear appear on the planet in abundance.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Shaukeen.md b/content/mechanics/srd/Bestiary/Bestiary 3/Shaukeen.md
new file mode 100755
index 000000000..d5a2031f9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Shaukeen.md
@@ -0,0 +1,99 @@
+---
+title: "Shaukeen"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.KRX6GBibc6PamW55"
+tags:
+ - pf2e/creature/type/asura
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Shaukeen"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Shaukeen"
+level: "Creature 1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[asura]]
+trait_02: [[evil]]
+trait_03: [[fiend]]
+trait_04: [[lawful]]
+trait_05: [[unholy]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Common, Diabolic; telepathy (touch)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Deception: +9, Performance: +7, Religion: +7, Stealth: +7"
+abilityMods: [0, 4, 1, 0, 3, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +4, __Ref__ +9, __Will__ +7"
+hp: 22
+health:
+ - name: ""
+ - name: HP
+ desc: "22; __Immunities__ curse; __Weaknesses__ holy 2"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy (touch)]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+9 (finesse, unholy)\n__Damage__ 1d8 piercing plus fire-jackal-saliva"
+
+ - name: "**Melee** `pf2:1` Thorn"
+ desc: "+9 (agile, finesse, unholy)\n__Damage__ 1d8 piercing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 17, attack +9; __2nd __ _[[Spells/Charm|Charm]]_, _[[Spells/Gecko Grip|Spider Climb]]_, _[[Spells/Stupefy|Touch of Idiocy]]_\n__Cantrips__ __(1st)__ _[[Spells/Read Aura|Read Aura]]_\n__Constant__ __(3rd)__ _[[Spells/Disguise Magic|Magic Aura (Shaukeen and its Items Only)]]_, _[[Spells/Veil of Privacy|Nondetection (Self Only)]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) The shaukeen takes on the appearance of a Small humanoid. This doesn't change the shaukeen's Speed or their attack and damage modifiers with their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning). The asura typically loses their jaws and thorn Strikes unless the humanoid form has fangs or a similar unarmed attack.\n\nThis alternate form has a specific, persistent appearance, which the shaukeen can change by performing a 1-hour ritual.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Fire Jackal Saliva"
+ desc: " (poison) **Saving Throw** DC 17 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d4 poison damage and [[Conditions/Clumsy|Clumsy 1]] (1 round)\n\n**Stage 2** 1d6 poison damage and [[Conditions/Clumsy|Clumsy 2]] (1 round)"
+
+```
+
+```encounter-table
+name: Shaukeen
+creatures:
+ - 1: Shaukeen
+```
+
+
+
+Perhaps the most perverse asuras of them all, shaukeens particularly delight in causing the downfall of those who give them succor, shelter, and most of all, schooling. Many a teacher has come across a shaukeen disguised as a small child of exceptional talents or curiosity and taken them under their wing, only to be beguiled into ruin. This diminutive asura's cleverness is disproportionate to their size; they ask probing questions and coax their prey into decisions that lead to heresy, furthering the collapse of order and decency. When the world turns on the shaukeen's mentor, the asura is gone-but not very far, for they love hiding unseen and watching the torment and destruction of their mentors.
+
+* * *
+
+Asuras are, above all, proof that the gods are not infallible. These fiends arose as physical manifestations of divine accidents, taking form when the gods themselves stumbled and blasphemed on a cosmic scale. As a result of their own divine genesis, an asura loves above all to undo the workings of the divine. They eagerly travel to the Material Plane, seeking out temples, congregations of faithful worshippers, and religious orders of all stripes to sow doubt and destroy what the gods seek to build.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Shikigami.md b/content/mechanics/srd/Bestiary/Bestiary 3/Shikigami.md
new file mode 100755
index 000000000..64dfa0e23
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Shikigami.md
@@ -0,0 +1,95 @@
+---
+title: "Shikigami"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.oAauZmqbBepRYwfP"
+tags:
+ - pf2e/creature/type/kami
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/spirit
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Shikigami"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Shikigami"
+level: "Creature 1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[kami]]
+trait_02: [[lawful]]
+trait_03: [[spirit]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Diplomacy: +6, Medicine: +7, Nature: +7, Society: +6, Stealth: +5"
+abilityMods: [2, 2, 3, 1, 4, 3]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +7, __Ref__ +5, __Will__ +9"
+hp: 25
+health:
+ - name: ""
+ - name: HP
+ desc: "25; __Immunities__ bleed; __Weaknesses__ cold iron 3"
+abilities_top:
+ - name: ""
+
+ - name: "Ward"
+ desc: " (divine) Every kami is bound to a ward: a specific animal, plant, object, or location. A kami can merge with or emerge from their ward as a single action, which has the concentrate trait. While merged, the kami can observe their surroundings with their usual senses as well as the senses of their ward, but can't move, communicate with, or control their ward. Additionally, a kami merged with their ward recovers Hit Points each minute as if they spent an entire day resting.\n\nA shikigami's ward is typically a minor work of art or symbol of civilization, such as a milestone, trail sign, personal garden, or tiny statue."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+7 (agile)\n__Damage__ 1d4 + 2 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Spade"
+ desc: "+7 (agile, versatile s)\n__Damage__ 1d6 + 2 piercing"
+
+ - name: "**Ranged** `pf2:1` Spade"
+ desc: "+7 (agile, thrown 10 ft., versatile s)\n__Damage__ 1d6 + 2 piercing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 17, attack +9; __2nd __ _[[Spells/Animal Messenger|Animal Messenger]]_, _[[Spells/Invisibility|Invisibility (Self Only)]]_; __1st __ _[[Spells/Cleanse Cuisine|Purify Food and Drink]]_\n__Cantrips__ __(1st)__ _[[Spells/Forbidding Ward|Forbidding Ward]]_"
+
+```
+
+```encounter-table
+name: Shikigami
+creatures:
+ - 1: Shikigami
+```
+
+
+
+Shikigami are the least powerful of all kami and the most common. Unlike most other kami, which are bound to their wards by a more powerful spirit or deity, shikigami are minor spirits that even mortal practitioners can sometimes bind into a tiny paper form and task with guarding small works, such as garden statues and vases. Landowners delight in having shikigami protect their gardens, whether they paid a wandering spellcaster to entreat the shikigami or simply had the fortune of another spirit assigning a shikigami to their land. Travelers who come across a shikigami-graced milestone or waypost believe that such encounters are good omens for the journey ahead.
+
+For their part, shikigami have mixed opinions on civilization and the humanoids who dwell therein. While shikigami will fight to protect their ward against invaders and desecrators, these kami are just as likely to leave-their ward in tow-if locals begin to despoil the area or show a disregard for nature. Most practitioners capable of binding a shikigami wouldn't engage in this type of disrespect, but should the kami catch wind of such practices, shikigami across the land might abandon their contracts en masse, leaving an uncomfortable vacuum with their unexpected exodus. In this way, shikigami exemplify the precarious balance between the expansion of civilization and the preservation of the natural world.
+
+Not all shikigami protect gardens, so you can substitute the shikigami's spade for any sort of mundane tool that's useful to the shikigami's task and their ward. The kami wields any such weapon with the same damage dice, modifiers, and traits listed for their spade Strike, but change the damage type as appropriate for the new weapon.
+
+* * *
+
+Kami are divine nature spirits native to the lands of Tian Xia, far to the east of the Inner Sea region. They serve as guardians of natural objects and places they protect-their "wards"-and are ancient enemies of the oni. Kami can merge with their wards, allowing them to surreptitiously watch anyone who treads upon their sacred grounds. Kami leave those who they deem harmless alone, but the spirits fight vigilantly to scare away anyone perceived as a threat.
+
+Kami choose their own wards, though many mortals seek to attract them to sites that might require protection, leading to a proliferation of certain trees, statues, gates, and other symbolic elements in areas where kami are known to dwell.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Shrine Skelm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Shrine Skelm.md
new file mode 100755
index 000000000..a216f451e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Shrine Skelm.md
@@ -0,0 +1,109 @@
+---
+title: "Shrine Skelm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ETQFel0OSJcKnVbB"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/skelm
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Shrine Skelm"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Shrine Skelm"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[humanoid]]
+trait_03: [[lawful]]
+trait_04: [[skelm]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Scent (Imprecise) 30 Feet"
+languages: "Aklo, Common; telepathy 30 feet"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Deception: +14, Intimidation: +14, Occultism: +11, Religion: +11, Stealth: +12, Thievery: +12"
+abilityMods: [5, 3, 4, 4, 2, 5]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +13, __Ref__ +12, __Will__ +11; -1 to all saves vs. emotion effects"
+hp: 80
+health:
+ - name: ""
+ - name: HP
+ desc: "80; __Weaknesses__ cold iron 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Religious Symbol (Silver)|Religious Symbol (Silver)]]"
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 30 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "Seize Prayer"
+ desc: "`pf2:r` (concentrate,occult) **Trigger** A creature the shrine skelm can hear within 30 feet Casts a divine Spell with a verbal component\n* * *\n\n**Effect** The shrine skelm utters an incantation and attempts to counteract the triggering spell (counteract modifier +14, counteract rank 3rd).\n\nIf he successfully counteracts the spell, the skelm and the caster each take 1d8 mental damage per level of the triggering spell, and if the spell had one or more targets, the skelm learns its effect and can allow the spell's effects to continue with himself as the only target (any other effect is still counteracted)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+15 (agile, magical)\n__Damage__ 2d4 + 7 bludgeoning plus grab"
+
+ - name: "**Melee** `pf2:1` Antler"
+ desc: "+15 (magical)\n__Damage__ 2d8 + 7 piercing plus knockdown"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 22, attack +14; __3rd __ _[[Spells/Command|Command]]_, _[[Spells/Enthrall|Enthrall]]_, _[[Spells/Mind Reading|Mind Reading (x3)]]_, _[[Spells/Soothe|Soothe]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,occult,polymorph) The shrine skelm can take on the appearance of any Medium male humanoid. This doesn't change his Speed or his attack and damage bonuses with his Strikes but might change the damage type his Strikes deal.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Shrine Skelm
+creatures:
+ - 1: Shrine Skelm
+```
+
+
+
+The unquestioned authority that a priest wields, with influence over even the most intimate details of a congregation's lives, is the ultimate prize for a shrine skelm. Most shrine skelms insinuate themselves into positions of judgment in powerful religious groups to gain that power for their own use and abuse. Shrine skelms wear the old-fashioned, traditional apparel of whatever faith they've infiltrated, brandishing religious symbols made of precious metals to better blend in and give an impression of age and power.
+
+No matter what religion they infiltrate, a shrine skelm is a master at taking established teachings out of context to justify elaborate, painful, and often humiliating punishments for his victims. He usually targets people with the audacity to question his position or teachings, but also relentlessly harasses anyone he envies.
+
+Shrine skelms are skilled listeners, especially in settings like group prayers where they can learn worshippers' fears or hopes. They exploit whatever information they learn for their own prestige and power, but they also watch for jealousy and the seeds of rage that could be nurtured to make a new skelm. They can even intercept sincere prayers and steal their effects for themselves, and they command several spells to manipulate and control their unwitting, vulnerable victims.
+
+* * *
+
+Rage-filled skelms are drawn to any settlement with more than a few hundred souls. Using magical disguises and leveraging societal norms to their benefit, these antlered monsters crave fearful respect and brutally punish any who dare disagree with their lofty opinions, even in the slightest degree. Although quite dangerous on their own, skelms are at their deadliest when leading an angry mob. Their cruel and exploitative nature has made their name synonymous with villainy.
+
+An existing skelm can transform any evil humanoid who's overwhelmed with rage into one of their kind. Skelms heap enraging humiliation on potential new brothers as a form of indoctrination, convincing these recruits that some other person or group is responsible for their misery. This practice ensures skelms begin their new existence with sufficient vitriol to plot their revenge.
+
+Many newly forged skelms carry on their lives in the roles they held as mortals; and in fact, these roles often shape the type of skelm they become. Skelms can arise among members of nearly any ancestry, though they're more common among cultures with deeply entrenched gender roles, unjust hierarchies, and those that don't offer healthy ways to experience and process anger.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Shulsaga.md b/content/mechanics/srd/Bestiary/Bestiary 3/Shulsaga.md
new file mode 100755
index 000000000..0ef45780d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Shulsaga.md
@@ -0,0 +1,107 @@
+---
+title: "Shulsaga"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.nLS1WFNtcpm5wt75"
+tags:
+ - pf2e/creature/type/astral
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Shulsaga"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Shulsaga"
+level: "Creature 3"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[astral]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Low-Light Vision"
+languages: "Common; telepathy 60 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Occultism: +8, Stealth: +9, Survival: +8"
+abilityMods: [2, 4, 0, 1, 3, 1]
+speed: 25 feet, fly 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19 (21 with shield raised); __Fort__ +7, __Ref__ +11, __Will__ +10"
+hp: 35
+health:
+ - name: ""
+ - name: HP
+ desc: "35"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Composite Longbow|Composite Longbow]], [[Equipment/Halberd|Halberd]], [[Equipment/Steel Shield|Floating Disk (see Disk Rider)]], 20x [[Equipment/Arrows|Arrows]]"
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 60 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Rift Sense"
+ desc: " A shulsaga can sense any planar rift within 1 mile, including natural portals, ongoing planar spells like [[Spells/Gate|Gate]], and other tears in reality.\n\nBy concentrating for 1 minute, a shulsaga can increase this sense's range to 25 miles."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Shield Block|Shield Block]]"
+ desc: "`pf2:r` **Trigger** The monster has its shield raised and takes damage from a physical attack.\n* * *\n\n**Effect** The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Halberd"
+ desc: "+9 (reach 10 feet, versatile s)\n__Damage__ 1d10 + 4 piercing"
+
+ - name: "**Ranged** `pf2:1` Composite Longbow"
+ desc: "+11 (deadly d10, propulsive, range increment 100 feet, volley 30 ft.)\n__Damage__ 1d8 + 3 piercing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 18, attack +10; __1st __ _[[Spells/Carryall|Floating Disk (At Will)]]_\n__Cantrips__ __(2nd)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_"
+
+ - name: "Astral Recoil"
+ desc: "`pf2:1` (occult) **Frequency** once per minute\n\n**Trigger** The shulsaga's last action was a successful melee Strike against an astral form created by the [[Spells/Astral Projection|Astral Projection]] ritual or a similar effect\n* * *\n\n**Effect** The shulsaga attempts to counteract the effect projecting the creature onto the Astral Plane, with the effects of a 5th-rank [[Spells/Dispel Magic|Dispel Magic]] spell (counteract modifier +18)."
+
+ - name: "Astral Shock"
+ desc: " An astrally projected creature whose astral form is slain by a shulsaga takes a -2 circumstance penalty to the subsequent Fortitude saving throw to resist the strain."
+
+ - name: "Disk Rider"
+ desc: " A shulsaga can ride atop any [[Spells/Carryall|Carryall]] they create. While mounted on a _floating disk_, a shulsaga gains a +10-foot enhancement bonus to their fly Speed, and the shulsaga can use their feet to wield the disk as a heavy shield (Hardness 5, HP20, BT10).\n\nA broken disk grants no bonus to Speed, and the spell ends if the disk is destroyed."
+
+ - name: "Hop On"
+ desc: " **Frequency** once per round\n\n**Requirements** The shulsaga is adjacent to a [[Spells/Carryall|Carryall]] they created\n* * *\n\n**Effect** The shulsaga Steps into the disk's space and rides atop the disk. They can also use this action to dismount from their disk."
+
+```
+
+```encounter-table
+name: Shulsaga
+creatures:
+ - 1: Shulsaga
+```
+
+
+
+Shepherds of the Silver Sea, shulsagas patrol the Astral Plane to protect the nascent demiplanes that form there, warding off those who would usurp the demiplanes or despoil them with unwelcome philosophies. This guardianship extends to the Astral Plane as a whole, as shulsagas not only exile trespassers, but also seek out and close planar rifts. Especially egregious breaches rile these ennosites to the point of invasion, and shulsaga raiding parties often extend their attacks well beyond a portal to ensure the threat's utter destruction.
+
+Though often stern and standoffish, shulsagas occasionally befriend and recruit strangers to help them repair planar wounds and track down foes of the natural order.
+
+Among ennosites, shulsagas are the most inclined to adopt and nurture iotons, forming small family units. Communities work together to instill enough culture and identity for these iotons to take on permanent forms-those of adolescent shulsagas. Each shulsaga's gender reflects of their evolving identity, influenced in part by the blend of traits their communities imparted and their own thoughts.
+
+* * *
+
+The Astral Plane is a planar nexus, connecting the planes of the Inner Sphere to those of the Outer Sphere, a realm of timeless silver substance charged with mental essence drawn from throughout the Great Beyond. Most creatures on the Astral Plane are visitors-predators seeking to poach from the River of Souls, psychopomps guarding against such incursions, and aeons monitoring the flow of raw quintessence through the Antipode. Yet, this plane has spawned creatures native to its strange currents and eddies, foremost of which is the family of thought-spawned creatures known as ennosites.
+
+An ennosite's form physically embodies of its thought and purpose. As some ideals and goals are shared, so are certain forms.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Silvanshee.md b/content/mechanics/srd/Bestiary/Bestiary 3/Silvanshee.md
new file mode 100755
index 000000000..d7160972c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Silvanshee.md
@@ -0,0 +1,105 @@
+---
+title: "Silvanshee"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.jSDuEo2BVrlLPQ1k"
+tags:
+ - pf2e/creature/type/agathion
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Silvanshee"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Silvanshee"
+level: "Creature 1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[agathion]]
+trait_02: [[celestial]]
+trait_03: [[good]]
+trait_04: [[holy]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Common, Diabolic, Draconic, Empyrean; speak with animals"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Arcana: +3, Medicine: +6, Stealth: +7, Nirvana Lore: +3"
+abilityMods: [-2, 4, 2, 0, 3, 2]
+speed: 25 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +5, __Ref__ +9, __Will__ +6"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20; __Weaknesses__ unholy 3"
+abilities_top:
+ - name: ""
+
+ - name: "Cat's Curiosity"
+ desc: " A silvanshee's core value is curiosity. This enables them to seek out new experiences and information beyond their current understanding. A silvanshee can use trained skill actions for all skills, even if they're untrained."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+9 (finesse, holy, magical)\n__Damage__ 1d6 - 2 piercing 1d4 spirit"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+9 (agile, finesse, holy, magical)\n__Damage__ 1d4 - 2 slashing 1d4 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 16, attack +8; __4th __ _[[Spells/Vapor Form|Gaseous Form (x3)]]_, _[[Spells/Read Omens|Read Omens]]_\n__Cantrips__ __(1st)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Know the Way|Know Direction]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Stabilize|Stabilize]]_\n__Constant__ __(2nd)__ _[[Spells/Speak with Animals|Speak with Animals]]_"
+
+ - name: "Champion Focus Spells"
+ desc: "1 Focus Point, DC 16, attack +8; __1st __ _[[Spells/Lay on Hands|Lay on Hands]]_"
+
+ - name: "Cat's Grace"
+ desc: " When a silvanshee uses their [[Spells/Vapor Form|Vapor Form]] spell, the mist form remains roughly the size and shape of a cat, and the silvanshee retains their fly speed in this form."
+
+```
+
+```encounter-table
+name: Silvanshee
+creatures:
+ - 1: Silvanshee
+```
+
+
+
+These celestial outsiders hail from Nirvana, the plane of purest good. Agathions are born from the souls of mortals who attained the enlightenment they sought in life, sometimes even after death. Because they all start out as mortals who were rewarded for their determination, self-awareness, and purity of heart, agathions are more likely than other celestials to intervene in working nonviolently against the spread of evil on the material plane. Agathions have served as moderators between the chaotic azatas and lawful archons, so they know how vital communication with mortals can be to bridge differences and ensure that evil doesn't win out.
+
+All agathions possess animal-like aspects, some appear more anthropomorphic, while others spend most of their time in forms nearly indistinguishable from true animals. Still others prefer to shapeshift as they see fit, or present as humanoid when in the company of humanoid mortals.
+
+Each type of agathion serves a specific role in Nirvana. Their duties and forms generally reflect the core values they cultivated in life that led them to their enlightenment. Since agathions receive their animal forms as rewards for their mortal lives, they take great insult with insinuations that they're merely magical talking beasts or-even worse-that their forms are a curse or punishment.
+
+* * *
+
+Silvanshees are a stealthy and extremely inquisitive contingent of agathions who gather information about the mortal world for other agathions. While they love to explore the Material Plane and sate their curiosity, they're generally reclusive and skittish. These dual instincts war with each other whenever something exciting piques their interest. Because of their small sizes, they don't pose a combat threat to most creatures; instead, silvanshees act as Nirvana's eyes and ears in the mortal world, reporting back to superiors or calling for help should they run into danger.
+
+Silvanshees appear indistinguishable from domestic felines, save for their violet eyes and the telltale blaze of differently colored fur on their chests. Of course, flying gives them away outright, so if at all possible, they only do so while in trusted company to avoid detection.
+
+Their fur color runs the spectrum of normal feline colorations. They can also transform into mist when necessary to maintain discretion or make a hasty getaway.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Skeleton Infantry.md b/content/mechanics/srd/Bestiary/Bestiary 3/Skeleton Infantry.md
new file mode 100755
index 000000000..8d9cdd613
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Skeleton Infantry.md
@@ -0,0 +1,101 @@
+---
+title: "Skeleton Infantry"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.rfvP2KQkaUQgySra"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/skeleton
+ - pf2e/creature/type/troop
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Skeleton Infantry"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Skeleton Infantry"
+level: "Creature 11"
+
+alignment: ""
+size: "grg"
+trait_01: [[evil]]
+trait_02: [[mindless]]
+trait_03: [[skeleton]]
+trait_04: [[troop]]
+trait_05: [[undead]]
+trait_06: [[unholy]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +18"
+abilityMods: [5, 3, 4, -5, 2, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +21, __Ref__ +18, __Will__ +19"
+hp: 180
+health:
+ - name: ""
+ - name: HP
+ desc: "180, troop defenses; __Immunities__ mental; __Weaknesses__ area damage 15, splash damage 8; __Resistances__ cold 5, electricity 5, fire 5, piercing 10, slashing 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Form Up|Form Up]]"
+ desc: "`pf2:1` The troop chooses one of the squares it currently occupies and redistributes its squares to any configuration in which all squares are contiguous and within 15 feet of the chosen square. The troop can't share its space with other creatures."
+
+abilities_mid:
+ - name: ""
+ - name: "Form a Phalanx"
+ desc: "`pf2:1` Many of the skeletons raise their shields to protect others. The infantry gain a +2 circumstance bonus to AC until the start of their next turn.\n\n[[Bestiary Effects/Effect_ Form a Phalanx|Effect: Form a Phalanx]]"
+
+ - name: "[[Bestiary Ability Glossary/Troop Defenses|Troop Defenses]]"
+ desc: " **Threshold** 120 (12 squares), 60 (8 squares)\n* * *\n\nTroops are composed of many individuals, and over the course of enough attacks and downed comrades, troops shrink in size. Most troops start with 16 squares (4 by 4), and their Hit Points have two listed thresholds, typically the first is at 2/3 their maximum Hit Points and the second is at 1/3 their maximum Hit Points. Once the troop drops below the first threshold, it loses 4 squares, leaving 12 squares remaining, and the first threshold becomes the troop's new maximum Hit Points. Once the troop falls below the second threshold, it loses another 4 squares, leaving 8 squares remaining, and the second threshold becomes the troop's new maximum Hit Points. In order to restore its size and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen. At 0 Hit Points, the troop is reduced down to 4 squares, which is too few to sustain the troop, so it disperses entirely, with the few remaining members surrendering, fleeing, or easily dispatched, depending on their nature.\n\nA damaging single-target effect, such as a Strike, can't force a troop to pass through more than one threshold at once. For instance, if a troop had 60 Hit Points, with thresholds at 40 and 20, a Strike for 50 damage would leave the troop at 21 Hit Points, just above the second threshold. A damaging area effect or multi-target effect can cross multiple thresholds at once and could potentially destroy the entire troop in one shot.\n\nNon-damaging effects with an area or that target all creatures in a certain proximity affect a troop normally if they affect the entire area occupied by the troop. If an effect has a smaller area or numbers of targets, it typically has no effect on the troop. However, if the effect can target at least four creatures or cover at least four squares in the troop, and if it would prevent its targets from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more, the troop loses loses a number of Hit Points equal to the amount required to bring it to the next threshold, removing 4 squares. If an effect would both deal damage and automatically cross a threshold due to incapacitating some of the creatures in the troop, apply the damage first. If the damage wasn't enough to cross a threshold on its own, then reduce the Hit Points to cross the threshold for the incapacitating effect."
+
+attacks:
+ - name: ""
+
+ - name: "Hurl Javelins!"
+ desc: "`pf2:2` The troop's members throw a volley of javelins. Each creature in a 10-foot burst within 30 feet of the troop takes 2d6+10 piercing damage (DC 26 Reflex check save).\n\nWhen the troop is reduced to 8 or fewer squares, this area decreases to a 5-foot burst."
+
+ - name: "Lower Spears!"
+ desc: "`pf2:1` `pf2:1` to `pf2:3`\n\n**Frequency** once per round\n* * *\n\n**Effect** The skeletons engage in a coordinated longspear attack against each enemy within 10 feet (DC 27 Reflex check save). The damage depends on the number of actions.\n\n`pf2:1` 2d8 piercing damage\n\n`pf2:2` 3d8+8 piercing damage\n\n`pf2:3` 4d8+8 piercing damage"
+
+ - name: "Phalanx Charge"
+ desc: "`pf2:2` **Requirements** The infantry is in a phalanx\n* * *\n\n**Effect** The skeletons lower their longspears and charge. The troop Strides in a straight line until they're adjacent to an enemy then use Lower Spears!, dealing 3d8+8 piercing damage. Any creature that fails its save is also knocked [[Conditions/Prone|Prone]]."
+
+ - name: "Troop Movement"
+ desc: " Whenever the skeleton infantry Stride, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the infantry enter difficult terrain, the extra movement cost applies to all the guards."
+
+```
+
+```encounter-table
+name: Skeleton Infantry
+creatures:
+ - 1: Skeleton Infantry
+```
+
+
+
+This troop of skeletons was once a cohort of highly disciplined spear-and-shield infantry from an ancient empire.
+
+* * *
+
+Almost any creature that had bones in life and leaves them behind in death can become a shambling, undead skeleton-humanoids, beasts, aberrations, fey, and more.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Skinstitch.md b/content/mechanics/srd/Bestiary/Bestiary 3/Skinstitch.md
new file mode 100755
index 000000000..a1b71bc3f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Skinstitch.md
@@ -0,0 +1,89 @@
+---
+title: "Skinstitch"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.B4Dbq0fVBtFGdp5P"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Skinstitch"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Skinstitch"
+level: "Creature 5"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[construct]]
+trait_02: [[mindless]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +15"
+abilityMods: [6, 3, 5, -5, 0, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +16, __Ref__ +14, __Will__ +7"
+hp: 95
+health:
+ - name: ""
+ - name: HP
+ desc: "95; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental; __Weaknesses__ fire 5"
+abilities_top:
+ - name: ""
+
+ - name: "Pest Haven"
+ desc: " The rotting hides and molding straw stuffing of skinstitches are ideal nesting grounds for vermin and insect swarms. Any animal swarm sharing a space with a skinstitch gains fast healing 3.\n\nAdditionally, if a creature deals at least 10 piercing or slashing damage to the skinstitch at once, the swarm can use its swarming bites Strike (or similar attack) against the attacker as a reaction.\n\n[[Bestiary Effects/Effect_ Pest Haven|Effect: Pest Haven]]"
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Blade"
+ desc: "+15 (agile, sweep)\n__Damage__ 2d4 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Cudgel"
+ desc: "+15 (forceful, reach 10 feet)\n__Damage__ 2d8 + 8 bludgeoning"
+
+ - name: "Flay"
+ desc: "`pf2:2` The skinstitch makes a blade Strike against an animal or humanoid. On a success, the skinstitch slices a long strip of flesh from the target; if the skinstitch dealt damage, it deals an additional 1d6 persistent bleed damage."
+
+ - name: "Stitch Skin"
+ desc: "`pf2:1` (manipulate) **Requirements** The skinstitch hasn't used this ability since the last time it successfully used its Flay ability\n* * *\n\n**Effect** The skinstitch sews flayed flesh to its body to seal tears and rents. The skinstitch regains 8 healing Hit Points."
+
+```
+
+```encounter-table
+name: Skinstitch
+creatures:
+ - 1: Skinstitch
+```
+
+
+
+Skinstitches' hulking frames are made from flayed humanoid skin stuffed with straw and poisonous insects. The dark god Norgorber grants the secrets for creating these monstrosities in disturbing dreams he sends to select adherents, in which the dreamer imagines themself skinning a beloved pet, friend, or family member. Those that accept these teachings become skinstitchers.
+
+The creation of a skinstitch is a crude process compared to the making of a more advnced construct like a golem. Rough stitching, imprecise shapes, and shoddy materials give a skinstitch its patchwork appearance.
+
+While most skinstitches have vaguely humanoid shapes, they often appear monstrous due to various modifications their creators have made to their bodies. Some skinstitches' arms, for instance, might bear jagged metal blades or blunt iron rods. The most talented skinstitchers rarely bother with the humanoid form at all and instead opt to craft skinstitches that resemble other creatures sacred to Norgorber, such as scorpions, centipedes, or spiders. Rumors lurk of skinstitchers who can use exotic materials like steel, daemon flesh, or even magical shadows for their creations.
+
+The rotting materials used to build skinstitches tend to attract vermin, which can in turn form a hive or nest within the creations' bodies. Skinstitchers consider the presence of such tenants to be a sure sign of Norgorber's approval.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Skull Peeler.md b/content/mechanics/srd/Bestiary/Bestiary 3/Skull Peeler.md
new file mode 100755
index 000000000..7876327fc
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Skull Peeler.md
@@ -0,0 +1,85 @@
+---
+title: "Skull Peeler"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.shy7c8F8f6sUK9RH"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Skull Peeler"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Skull Peeler"
+level: "Creature 6"
+
+alignment: ""
+size: "Small"
+trait_01: [[beast]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +12, Athletics: +15, Stealth: +16"
+abilityMods: [5, 4, 3, -3, 3, 1]
+speed: 20 feet, climb 15 feet, fly 10 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +13, __Ref__ +16, __Will__ +11"
+hp: 75
+health:
+ - name: ""
+ - name: HP
+ desc: "75"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Snatch Skull"
+ desc: "`pf2:r` **Trigger** The skull peeler is using Perfect Camouflage and a creature moves into a space within 15 feet of it\n* * *\n\n**Effect** The skull peeler Leaps toward the triggering creature and Strikes with its tongue. If this Strike is successful, the skull peeler automatically [[Bestiary Ability Glossary/Grab|Grabs]] the target with its tongue."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tongue"
+ desc: "+17 (agile, fatal d12, reach 10 feet)\n__Damage__ 2d4 + 8 slashing 1d8 bleed"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+17 ()\n__Damage__ 2d10 + 8 slashing"
+
+ - name: "Anticoagulant"
+ desc: " The skull peeler's razor-sharp tongue is coated in an anticoagulant substance that makes wounds it inflicts particularly hard to close.\n\nThe DC of the flat check to end the persistent bleed damage from a skull peeler's tongue is DC 16 Flat check, or DC 11 Flat check with appropriate assistance."
+
+ - name: "Perfect Camouflage"
+ desc: "`pf2:1` (concentrate) **Requirements** The skull peeler is in a treetop or standing on a tree limb\n* * *\n\n**Effect** Until the next time it acts, the skull peeler hangs perfectly still, blending into the treetop surroundings. It has an automatic result of 36 on Stealth checks and DCs to [[Actions/Hide|Hide]] from any creature more than 10 feet away from it."
+
+```
+
+```encounter-table
+name: Skull Peeler
+creatures:
+ - 1: Skull Peeler
+```
+
+
+
+Skull peelers, despite their ferocious and well-deserved moniker, are considered by many to be downright adorable, especially when viewed from a safe distance. Their soft, dappled brown fur helps them hide in forest canopies, and they have shimmering insectile wings and big eyes that draw in the faintest beams of light. At first glance, a skull peeler looks like a cuddly pet or a wizard's familiar. Any illusions of domesticating such a beast are quickly dismissed upon seeing how a skull peeler eats, however.
+
+Skull peelers have evolved to hang motionlessly in treetop canopies as they wait until appropriate prey appears, usually long-necked dinosaurs but also brachiating primates and large birds. The skull peeler then lashes out with its long tongue, severing the creature's head from its body and pulling the detached cranium back into its hungry paws. It then uses its claws to crack open the cranial cavity-hence its name-before lapping up the tasty insides.
+
+Despite skull peelers' gruesome eating habits, some enterprises and individuals can't resist the urge to add these beasts to their menageries. Fey and other creatures with ties to the First World, such as gnomes, can occasionally coax a skull peeler into a form of domestication. While the adorable beasts can never be fully tamed due to their hyper-evolved hunting instincts, they can be bribed with food and, if kept satiated, displayed on a perch or indoor terrarium as an example of their master's cunning and deadliness. As often as not, these pseudo-domesticated skull peelers end up devouring a guest, pet, or their would-be owner, but this possibility doesn't stop up-and-coming crime lords from attempting to domesticate the little predators. Skull peelers kept in well-managed zoos fare somewhat better, but these clever creatures don't always stay in their cages, which has led to wild skull peelers in places travelers might not expect.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Skunk.md b/content/mechanics/srd/Bestiary/Bestiary 3/Skunk.md
new file mode 100755
index 000000000..1fbaeadcd
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Skunk.md
@@ -0,0 +1,76 @@
+---
+title: "Skunk"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.xUWsGqcw4nA8rxrj"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/-1
+statblock: inline
+name: "Skunk"
+level: -1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Skunk"
+level: "Creature -1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[animal]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Low-Light Vision, Scent (Imprecise) 40 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Athletics: +2, Stealth: +5"
+abilityMods: [0, 3, 2, -4, 1, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +4, __Ref__ +7, __Will__ +3"
+hp: 7
+health:
+ - name: ""
+ - name: HP
+ desc: "7"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+7 (agile, finesse)\n__Damage__ 1d8 piercing"
+
+ - name: "Spray Musk"
+ desc: "`pf2:2` (poison) The skunk propels a stream of acrid musk in a 10-foot line. Each creature in the line must attempt a DC 16 Fortitude check save.\n* * *\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is [[Conditions/Sickened|Sickened 1]].\n\n**Failure** The target is [[Conditions/Sickened|Sickened 2]].\n\n**Critical Failure** The target is [[Conditions/Sickened|Sickened 2]] and takes a -2 penalty to Stealth checks from the horrific odor for 24 hours or until the musk is removed or neutralized, requiring 10 minutes of thorough scrubbing with soap.\n\n[[Bestiary Effects/Effect_ Musk|Effect: Musk]]"
+
+```
+
+```encounter-table
+name: Skunk
+creatures:
+ - 1: Skunk
+```
+
+
+
+These omnivores are most active at twilight, feeding on everything from berries to grubs and insects. Some farmers even encourage the animals to live near their farms to keep destructive pest populations low.
+
+* * *
+
+With their distinctive black bodies and white stripes or spots, skunks are instantly recognizable to most creatures. Those who catch a full blast of musk rarely decide to trouble a skunk again, as the revolting stench can linger for hours or even days. Removing the odor is difficult, typically requiring the aid of alchemy or magic.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Sky Dragon (Adult).md b/content/mechanics/srd/Bestiary/Bestiary 3/Sky Dragon (Adult).md
new file mode 100755
index 000000000..650e493c0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Sky Dragon (Adult).md
@@ -0,0 +1,129 @@
+---
+title: "Sky Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gyi7JabkDhqoCuqz"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/electricity
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Sky Dragon (Adult)"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Sky Dragon (Adult)"
+level: "Creature 13"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[dragon]]
+trait_02: [[electricity]]
+trait_03: [[good]]
+trait_04: [[lawful]]
+modifier: 24
+perception:
+ - name: "Perception"
+ desc: "+24; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Diabolic, Draconic, Empyrean, Fey, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Athletics: +26, Deception: +21, Intimidation: +23, Religion: +26, Society: +21, Stealth: +21, Survival: +19"
+abilityMods: [7, 2, 4, 2, 5, 4]
+speed: 40 feet, fly 140 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +23, __Ref__ +21, __Will__ +26; +1 status to all saves vs. magic"
+hp: 235
+health:
+ - name: ""
+ - name: HP
+ desc: "235; __Immunities__ electricity, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Mist Vision"
+ desc: " Fog and mist don't impair a sky dragon's vision; they ignore the [[Conditions/Concealed|Concealed]] condition from fog and mist."
+
+abilities_mid:
+ - name: ""
+ - name: "Countered by Fire"
+ desc: " If the sky dragon takes fire damage, the elemental magic of metal within them is tempered. Until the end of their next turn, they take a -1 circumstance penalty to attack rolls and AC, and their jaws Strikes don't deal electricity damage. This limitation ends if the dragon uses Breath Weapon.\n\n[[Bestiary Effects/Effect_ Countered by Fire|Effect: Countered by Fire]]"
+
+ - name: "Fed by Earth"
+ desc: " (divine) When a sky dragon is targeted by an earth spell or effect, they leave a cloud of pulverized dust and gravel that swirls in the eddies of the dragon's flight. For 1 minute, the dragon is [[Conditions/Concealed|Concealed]] while flying."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 31 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+27 (magical, reach 15 feet)\n__Damage__ 3d8 + 13 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+27 (agile, magical, reach 10 feet)\n__Damage__ 3d8 + 13 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+27 (magical, reach 25 feet)\n__Damage__ 3d8 + 13 bludgeoning plus grab"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 33, attack +25; __4th __ _[[Spells/Vapor Form|Gaseous Form]]_; __2nd __ _[[Spells/Invisibility|Invisibility]]_; __1st __ _[[Spells/Gentle Landing|Feather Fall]]_, _[[Spells/Gust of Wind|Gust of Wind]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (divine,electricity) The dragon shoots a ball of electricity that deals 7d12 electricity damage in a 25-foot burst within 50 feet (DC 33 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds.\n* * *\n\nSee divine lightning.\n\n7d12 spirit damage (DC 33 Reflex check save) against fiends.\n\n7d12 vitality damage (DC 33 Reflex check save) against undead."
+
+ - name: "Coiling Frenzy"
+ desc: "`pf2:2` The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically [[Conditions/Grabbed|Grabs]] the target."
+
+ - name: "Divine Lightning"
+ desc: " (divine) A good sky dragon who worships a deity channels divine power through its attacks, making them more effective against fiends and undead. Any electricity damage it deals becomes spirit damage against fiends or vitality damage against undead."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 3d8+8 bludgeoning, DC 33 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Perfected Flight"
+ desc: " A sky dragon can hover in place without spending an action, and they automatically succeed at all Acrobatics checks to [[Actions/Maneuver in Flight|Maneuver in Flight]]."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Sky Dragon (Adult)
+creatures:
+ - 1: Sky Dragon (Adult)
+```
+
+
+
+Sky dragons live above the clouds near the summits of mountains. They maintain a strong religious tradition, a unique practice among imperial dragons that sets them apart as much as their wings do. Desperate souls risk steep cliffs and loose snow to seek these dragons' counsel, and most sky dragons gladly help those who make the journey, but they expel any express hostilities or badger without hesitation.
+
+The sky dragon's wings aren't true wings, but long fins fused to their forearms; their scales also form only very slowly. Young dragons coil tightly in their lairs as they absorb minerals that color and harden their scales. Even adults often wrap around pillars out of habit.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Sky Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 3/Sky Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..f8de38267
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Sky Dragon (Adult, Spellcaster).md
@@ -0,0 +1,129 @@
+---
+title: "Sky Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.3vcO2uHtmvdW6kuf"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/electricity
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Sky Dragon (Adult, Spellcaster)"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Sky Dragon (Adult, Spellcaster)"
+level: "Creature 13"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[dragon]]
+trait_02: [[electricity]]
+trait_03: [[good]]
+trait_04: [[lawful]]
+modifier: 24
+perception:
+ - name: "Perception"
+ desc: "+24; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Diabolic, Draconic, Empyrean, Fey, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Athletics: +26, Deception: +21, Intimidation: +23, Religion: +26, Society: +21, Stealth: +21, Survival: +19"
+abilityMods: [7, 2, 4, 2, 5, 4]
+speed: 40 feet, fly 140 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +23, __Ref__ +21, __Will__ +26; +1 status to all saves vs. magic"
+hp: 235
+health:
+ - name: ""
+ - name: HP
+ desc: "235; __Immunities__ electricity, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Mist Vision"
+ desc: " Fog and mist don't impair a sky dragon's vision; they ignore the [[Conditions/Concealed|Concealed]] condition from fog and mist."
+
+abilities_mid:
+ - name: ""
+ - name: "Countered by Fire"
+ desc: " If the sky dragon takes fire damage, the elemental magic of metal within them is tempered. Until the end of their next turn, they take a -1 circumstance penalty to attack rolls and AC, and their jaws Strikes don't deal electricity damage. This limitation ends if the dragon uses Breath Weapon.\n\n[[Bestiary Effects/Effect_ Countered by Fire|Effect: Countered by Fire]]"
+
+ - name: "Fed by Earth"
+ desc: " (divine) When a sky dragon is targeted by an earth spell or effect, they leave a cloud of pulverized dust and gravel that swirls in the eddies of the dragon's flight. For 1 minute, the dragon is [[Conditions/Concealed|Concealed]] while flying."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 31 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+27 (magical, reach 15 feet)\n__Damage__ 3d8 + 13 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+27 (agile, magical, reach 10 feet)\n__Damage__ 3d8 + 13 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+27 (magical, reach 25 feet)\n__Damage__ 3d8 + 13 bludgeoning plus grab"
+
+ - name: "Divine Prepared Spells"
+ desc: "DC 33, attack +26; __6th __ _[[Spells/Blade Barrier|Blade Barrier]]_, _[[Spells/Sacred Form|Righteous Might]]_, _[[Spells/Truesight|True Seeing]]_; __5th __ _[[Spells/Banishment|Banishment]]_, _[[Spells/Scouting Eye|Prying Eye]]_, _[[Spells/Truespeech|Tongues]]_; __4th __ _[[Spells/Discern Lies|Discern Lies]]_, _[[Spells/Divine Wrath|Divine Wrath]]_; __3rd __ _[[Spells/Heroism|Heroism]]_, _[[Spells/Locate|Locate]]_, _[[Spells/Wanderer's Guide|Wanderer's Guide]]_; __2nd __ _[[Spells/Augury|Augury]]_, _[[Spells/Translate|Comprehend Language]]_, _[[Spells/Create Food|Create Food]]_, _[[Spells/Dispel Magic|Dispel Magic]]_; __1st __ _[[Spells/Alarm|Alarm]]_, _[[Spells/Bless|Bless]]_, _[[Spells/Detect Alignment|Detect Alignment (At Will) (Evil Only)]]_, _[[Spells/Sanctuary|Sanctuary]]_\n__Cantrips__ __(6th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Divine Lance|Divine Lance]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_, _[[Spells/Stabilize|Stabilize]]_"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 33, attack +25; __4th __ _[[Spells/Vapor Form|Gaseous Form]]_; __2nd __ _[[Spells/Invisibility|Invisibility]]_; __1st __ _[[Spells/Gentle Landing|Feather Fall]]_, _[[Spells/Gust of Wind|Gust of Wind]]_"
+
+ - name: "Rituals"
+ desc: "_Atone_, _Consecrate_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (divine,electricity) The dragon shoots a ball of electricity that deals 7d12 electricity damage in a 25-foot burst within 50 feet (DC 33 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds.\n* * *\n\nSee divine lightning.\n\n7d12 spirit damage (DC 33 Reflex check save) against fiends.\n\n7d12 vitality damage (DC 33 Reflex check save) against undead."
+
+ - name: "Divine Lightning"
+ desc: " (divine) A good sky dragon who worships a deity channels divine power through its attacks, making them more effective against fiends and undead. Any electricity damage it deals becomes spirit damage against fiends or vitality damage against undead."
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 3d8+8 bludgeoning, DC 33 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Perfected Flight"
+ desc: " A sky dragon can hover in place without spending an action, and they automatically succeed at all Acrobatics checks to [[Actions/Maneuver in Flight|Maneuver in Flight]]."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Sky Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Sky Dragon (Adult, Spellcaster)
+```
+
+
+
+Sky dragons live above the clouds near the summits of mountains. They maintain a strong religious tradition, a unique practice among imperial dragons that sets them apart as much as their wings do. Desperate souls risk steep cliffs and loose snow to seek these dragons' counsel, and most sky dragons gladly help those who make the journey, but they expel any express hostilities or badger without hesitation.
+
+The sky dragon's wings aren't true wings, but long fins fused to their forearms; their scales also form only very slowly. Young dragons coil tightly in their lairs as they absorb minerals that color and harden their scales. Even adults often wrap around pillars out of habit.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Sky Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Bestiary 3/Sky Dragon (Ancient).md
new file mode 100755
index 000000000..66896bbb0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Sky Dragon (Ancient).md
@@ -0,0 +1,132 @@
+---
+title: "Sky Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.vM05pJAYChK9jSfx"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/electricity
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/18
+statblock: inline
+name: "Sky Dragon (Ancient)"
+level: 18
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Sky Dragon (Ancient)"
+level: "Creature 18"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[dragon]]
+trait_02: [[electricity]]
+trait_03: [[good]]
+trait_04: [[lawful]]
+modifier: 32
+perception:
+ - name: "Perception"
+ desc: "+32; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Diabolic, Draconic, Elven, Empyrean, Fey, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +28, Athletics: +35, Deception: +28, Intimidation: +32, Religion: +34, Society: +26, Stealth: +28, Survival: +28"
+abilityMods: [8, 4, 5, 4, 6, 6]
+speed: 60 feet, fly 160 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 42
+armorclass:
+ - name: AC
+ desc: "42; __Fort__ +31, __Ref__ +28, __Will__ +32; +1 status to all saves vs. magic"
+hp: 335
+health:
+ - name: ""
+ - name: HP
+ desc: "335; __Immunities__ electricity, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Mist Vision"
+ desc: " Fog and mist don't impair a sky dragon's vision; they ignore the [[Conditions/Concealed|Concealed]] condition from fog and mist."
+
+abilities_mid:
+ - name: ""
+ - name: "Countered by Fire"
+ desc: " If the sky dragon takes fire damage, the elemental magic of metal within them is tempered. Until the end of their next turn, they take a -1 circumstance penalty to attack rolls and AC, and their jaws Strikes don't deal electricity damage. This limitation ends if the dragon uses Breath Weapon.\n\n[[Bestiary Effects/Effect_ Countered by Fire|Effect: Countered by Fire]]"
+
+ - name: "Fed by Earth"
+ desc: " (divine) When a sky dragon is targeted by an earth spell or effect, they leave a cloud of pulverized dust and gravel that swirls in the eddies of the dragon's flight. For 1 minute, the dragon is [[Conditions/Concealed|Concealed]] while flying."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 38 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+36 (magical, reach 20 feet)\n__Damage__ 3d10 + 16 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+36 (agile, magical, reach 15 feet)\n__Damage__ 3d10 + 16 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+36 (magical, reach 30 feet)\n__Damage__ 3d10 + 16 bludgeoning plus grab"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 42, attack +34; __4th __ _[[Spells/Vapor Form|Gaseous Form]]_; __1st __ _[[Spells/Gentle Landing|Feather Fall]]_, _[[Spells/Gust of Wind|Gust of Wind]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (divine,electricity) The dragon shoots a ball of electricity that deals 9d12 electricity damage and 2d12 sonic damage in a 30-foot burst within 60 feet (DC 40 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds.\n* * *\n\nSee divine lightning.\n\n9d12 spirit damage and 2d12 sonic damage (DC 40 Reflex check save) against fiends.\n\n9d12 vitality damage and 2d12 sonic damage (DC 40 Reflex check save) against undead."
+
+ - name: "Coiling Frenzy"
+ desc: "`pf2:2` The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically [[Conditions/Grabbed|Grabs]] the target."
+
+ - name: "Divine Lightning"
+ desc: " (divine) A good sky dragon who worships a deity channels divine power through its attacks, making them more effective against fiends and undead. Any electricity damage it deals becomes spirit damage against fiends or vitality damage against undead."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 3d10+11 bludgeoning, DC 40 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Perfected Flight"
+ desc: " A sky dragon can hover in place without spending an action, and they automatically succeed at all Acrobatics checks to [[Actions/Maneuver in Flight|Maneuver in Flight]]."
+
+ - name: "Stunning Electricity"
+ desc: "`pf2:2` (divine,electricity,incapacitation) The dragon rapidly coils, then unleashes crackling lightning that deals 5d12 electricity damage in a 60-foot emanation. Each creature in the area must attempt a DC 40 Fortitude check save; regardless of the outcome, the creature then becomes temporarily immune for 10 minutes.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** Half damage, and the creature is [[Conditions/Stunned|Stunned 1]].\n\n**Failure** Full damage, and the creature is [[Conditions/Stunned|Stunned]] for 1 round and can't fly for 4 rounds.\n\n**Critical Failure** Double damage, and the creature is stunned for 2 rounds and can't fly for 1 minute.\n* * *\n\nSee divine lightning.\n\n5d12 spirit damage (DC 40 Reflex check save) against fiends.\n\n5d12 vitality damage (DC 40 Reflex check save) against undead."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Sky Dragon (Ancient)
+creatures:
+ - 1: Sky Dragon (Ancient)
+```
+
+
+
+Sky dragons live above the clouds near the summits of mountains. They maintain a strong religious tradition, a unique practice among imperial dragons that sets them apart as much as their wings do. Desperate souls risk steep cliffs and loose snow to seek these dragons' counsel, and most sky dragons gladly help those who make the journey, but they expel any express hostilities or badger without hesitation.
+
+The sky dragon's wings aren't true wings, but long fins fused to their forearms; their scales also form only very slowly. Young dragons coil tightly in their lairs as they absorb minerals that color and harden their scales. Even adults often wrap around pillars out of habit.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Sky Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 3/Sky Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..cf06ba31e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Sky Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,132 @@
+---
+title: "Sky Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.CCkNTzfMbGDuoAsb"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/electricity
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/18
+statblock: inline
+name: "Sky Dragon (Ancient, Spellcaster)"
+level: 18
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Sky Dragon (Ancient, Spellcaster)"
+level: "Creature 18"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[dragon]]
+trait_02: [[electricity]]
+trait_03: [[good]]
+trait_04: [[lawful]]
+modifier: 32
+perception:
+ - name: "Perception"
+ desc: "+32; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Diabolic, Draconic, Elven, Empyrean, Fey, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +28, Athletics: +35, Deception: +28, Intimidation: +32, Religion: +34, Society: +26, Stealth: +28, Survival: +28"
+abilityMods: [8, 4, 5, 4, 6, 6]
+speed: 60 feet, fly 160 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 42
+armorclass:
+ - name: AC
+ desc: "42; __Fort__ +31, __Ref__ +28, __Will__ +32; +1 status to all saves vs. magic"
+hp: 335
+health:
+ - name: ""
+ - name: HP
+ desc: "335; __Immunities__ electricity, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Mist Vision"
+ desc: " Fog and mist don't impair a sky dragon's vision; they ignore the [[Conditions/Concealed|Concealed]] condition from fog and mist."
+
+abilities_mid:
+ - name: ""
+ - name: "Countered by Fire"
+ desc: " If the sky dragon takes fire damage, the elemental magic of metal within them is tempered. Until the end of their next turn, they take a -1 circumstance penalty to attack rolls and AC, and their jaws Strikes don't deal electricity damage. This limitation ends if the dragon uses Breath Weapon.\n\n[[Bestiary Effects/Effect_ Countered by Fire|Effect: Countered by Fire]]"
+
+ - name: "Fed by Earth"
+ desc: " (divine) When a sky dragon is targeted by an earth spell or effect, they leave a cloud of pulverized dust and gravel that swirls in the eddies of the dragon's flight. For 1 minute, the dragon is [[Conditions/Concealed|Concealed]] while flying."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 38 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+36 (magical, reach 20 feet)\n__Damage__ 3d10 + 16 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+36 (agile, magical, reach 15 feet)\n__Damage__ 3d10 + 16 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+36 (magical, reach 30 feet)\n__Damage__ 3d10 + 16 bludgeoning plus grab"
+
+ - name: "Divine Prepared Spells"
+ desc: "DC 42, attack +36; __8th __ _[[Spells/Pinpoint|Discern Location]]_, _[[Spells/Divine Aura|Divine Aura]]_; __7th __ _[[Spells/Divine Decree|Divine Decree]]_, _[[Spells/Energy Aegis|Energy Aegis]]_, _[[Spells/Prismatic Spray|Prismatic Spray]]_, _[[Spells/Sunburst|Sunburst]]_; __6th __ _[[Spells/Blade Barrier|Blade Barrier]]_, _[[Spells/Sacred Form|Righteous Might]]_, _[[Spells/Truesight|True Seeing]]_; __5th __ _[[Spells/Banishment|Banishment]]_, _[[Spells/Scouting Eye|Prying Eye]]_, _[[Spells/Truespeech|Tongues]]_; __4th __ _[[Spells/Discern Lies|Discern Lies]]_, _[[Spells/Divine Wrath|Divine Wrath]]_; __3rd __ _[[Spells/Heroism|Heroism]]_, _[[Spells/Locate|Locate]]_, _[[Spells/Wanderer's Guide|Wanderer's Guide]]_; __2nd __ _[[Spells/Augury|Augury]]_, _[[Spells/Translate|Comprehend Language]]_, _[[Spells/Create Food|Create Food]]_, _[[Spells/Dispel Magic|Dispel Magic]]_; __1st __ _[[Spells/Alarm|Alarm]]_, _[[Spells/Bless|Bless]]_, _[[Spells/Detect Alignment|Detect Alignment (At Will) (Evil Only)]]_, _[[Spells/Sanctuary|Sanctuary]]_\n__Cantrips__ __(9th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Divine Lance|Divine Lance]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_, _[[Spells/Stabilize|Stabilize]]_"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 42, attack +34; __4th __ _[[Spells/Vapor Form|Gaseous Form]]_; __1st __ _[[Spells/Gentle Landing|Feather Fall]]_, _[[Spells/Gust of Wind|Gust of Wind]]_"
+
+ - name: "Rituals"
+ desc: "_Atone_, _Consecrate_, _Legend Lore_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (divine,electricity) The dragon shoots a ball of electricity that deals 9d12 electricity damage and 2d12 sonic damage in a 30-foot burst within 60 feet (DC 40 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds.\n* * *\n\nSee divine lightning.\n\n9d12 spirit damage and 2d12 sonic damage (DC 40 Reflex check save) against fiends.\n\n9d12 vitality damage and 2d12 sonic damage (DC 40 Reflex check save) against undead."
+
+ - name: "Divine Lightning"
+ desc: " (divine) A good sky dragon who worships a deity channels divine power through its attacks, making them more effective against fiends and undead. Any electricity damage it deals becomes spirit damage against fiends or vitality damage against undead."
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 3d10+11 bludgeoning, DC 40 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Perfected Flight"
+ desc: " A sky dragon can hover in place without spending an action, and they automatically succeed at all Acrobatics checks to [[Actions/Maneuver in Flight|Maneuver in Flight]]."
+
+ - name: "Stunning Electricity"
+ desc: "`pf2:2` (divine,electricity,incapacitation) The dragon rapidly coils, then unleashes crackling lightning that deals 5d12 electricity damage in a 60-foot emanation. Each creature in the area must attempt a DC 40 Fortitude check save; regardless of the outcome, the creature then becomes temporarily immune for 10 minutes.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** Half damage, and the creature is [[Conditions/Stunned|Stunned 1]].\n\n**Failure** Full damage, and the creature is [[Conditions/Stunned|Stunned]] for 1 round and can't fly for 4 rounds.\n\n**Critical Failure** Double damage, and the creature is stunned for 2 rounds and can't fly for 1 minute.\n* * *\n\nSee divine lightning.\n\n5d12 spirit damage (DC 40 Reflex check save) against fiends.\n\n5d12 vitality damage (DC 40 Reflex check save) against undead."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Sky Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Sky Dragon (Ancient, Spellcaster)
+```
+
+
+
+Sky dragons live above the clouds near the summits of mountains. They maintain a strong religious tradition, a unique practice among imperial dragons that sets them apart as much as their wings do. Desperate souls risk steep cliffs and loose snow to seek these dragons' counsel, and most sky dragons gladly help those who make the journey, but they expel any express hostilities or badger without hesitation.
+
+The sky dragon's wings aren't true wings, but long fins fused to their forearms; their scales also form only very slowly. Young dragons coil tightly in their lairs as they absorb minerals that color and harden their scales. Even adults often wrap around pillars out of habit.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Sky Dragon (Young).md b/content/mechanics/srd/Bestiary/Bestiary 3/Sky Dragon (Young).md
new file mode 100755
index 000000000..06b2f5582
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Sky Dragon (Young).md
@@ -0,0 +1,126 @@
+---
+title: "Sky Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.fqPfj6LLmSeobaQK"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/electricity
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Sky Dragon (Young)"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Sky Dragon (Young)"
+level: "Creature 9"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[electricity]]
+trait_03: [[good]]
+trait_04: [[lawful]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Athletics: +19, Deception: +16, Intimidation: +18, Religion: +19, Society: +18, Stealth: +18, Survival: +17"
+abilityMods: [6, 1, 3, 1, 4, 3]
+speed: 30 feet, fly 120 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +18, __Ref__ +16, __Will__ +21"
+hp: 155
+health:
+ - name: ""
+ - name: HP
+ desc: "155; __Immunities__ electricity, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Mist Vision"
+ desc: " Fog and mist don't impair a sky dragon's vision; they ignore the [[Conditions/Concealed|Concealed]] condition from fog and mist."
+
+abilities_mid:
+ - name: ""
+ - name: "Countered by Fire"
+ desc: " If the sky dragon takes fire damage, the elemental magic of metal within them is tempered. Until the end of their next turn, they take a -1 circumstance penalty to attack rolls and AC, and their jaws Strikes don't deal electricity damage. This limitation ends if the dragon uses Breath Weapon.\n\n[[Bestiary Effects/Effect_ Countered by Fire|Effect: Countered by Fire]]"
+
+ - name: "Fed by Earth"
+ desc: " (divine) When a sky dragon is targeted by an earth spell or effect, they leave a cloud of pulverized dust and gravel that swirls in the eddies of the dragon's flight. For 1 minute, the dragon is [[Conditions/Concealed|Concealed]] while flying."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 26 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 (reach 10 feet)\n__Damage__ 2d8 + 12 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile)\n__Damage__ 2d8 + 12 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+21 (reach 20 feet)\n__Damage__ 2d8 + 12 bludgeoning plus grab"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 28, attack +20; __2nd __ _[[Spells/Invisibility|Invisibility]]_; __1st __ _[[Spells/Gentle Landing|Feather Fall]]_, _[[Spells/Gust of Wind|Gust of Wind]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (divine,electricity) The dragon shoots a ball of electricity that deals 5d12 electricity damage in a 20-foot burst within 40 feet (DC 28 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Coiling Frenzy"
+ desc: "`pf2:2` The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically [[Conditions/Grabbed|Grabs]] the target."
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d8+7 bludgeoning, DC 24 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+ - name: "Perfected Flight"
+ desc: " A sky dragon can hover in place without spending an action, and they automatically succeed at all Acrobatics checks to [[Actions/Maneuver in Flight|Maneuver in Flight]]."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Sky Dragon (Young)
+creatures:
+ - 1: Sky Dragon (Young)
+```
+
+
+
+Sky dragons live above the clouds near the summits of mountains. They maintain a strong religious tradition, a unique practice among imperial dragons that sets them apart as much as their wings do. Desperate souls risk steep cliffs and loose snow to seek these dragons' counsel, and most sky dragons gladly help those who make the journey, but they expel any express hostilities or badger without hesitation.
+
+The sky dragon's wings aren't true wings, but long fins fused to their forearms; their scales also form only very slowly. Young dragons coil tightly in their lairs as they absorb minerals that color and harden their scales. Even adults often wrap around pillars out of habit.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Sky Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 3/Sky Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..125de7602
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Sky Dragon (Young, Spellcaster).md
@@ -0,0 +1,126 @@
+---
+title: "Sky Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.8rUy2AxpOyz3w5RA"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/electricity
+ - pf2e/creature/type/good
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Sky Dragon (Young, Spellcaster)"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Sky Dragon (Young, Spellcaster)"
+level: "Creature 9"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[electricity]]
+trait_03: [[good]]
+trait_04: [[lawful]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Athletics: +19, Deception: +16, Intimidation: +18, Religion: +19, Society: +18, Stealth: +18, Survival: +17"
+abilityMods: [6, 1, 3, 1, 4, 3]
+speed: 30 feet, fly 120 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +18, __Ref__ +16, __Will__ +21"
+hp: 155
+health:
+ - name: ""
+ - name: HP
+ desc: "155; __Immunities__ electricity, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Mist Vision"
+ desc: " Fog and mist don't impair a sky dragon's vision; they ignore the [[Conditions/Concealed|Concealed]] condition from fog and mist."
+
+abilities_mid:
+ - name: ""
+ - name: "Countered by Fire"
+ desc: " If the sky dragon takes fire damage, the elemental magic of metal within them is tempered. Until the end of their next turn, they take a -1 circumstance penalty to attack rolls and AC, and their jaws Strikes don't deal electricity damage. This limitation ends if the dragon uses Breath Weapon.\n\n[[Bestiary Effects/Effect_ Countered by Fire|Effect: Countered by Fire]]"
+
+ - name: "Fed by Earth"
+ desc: " (divine) When a sky dragon is targeted by an earth spell or effect, they leave a cloud of pulverized dust and gravel that swirls in the eddies of the dragon's flight. For 1 minute, the dragon is [[Conditions/Concealed|Concealed]] while flying."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 26 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 (reach 10 feet)\n__Damage__ 2d8 + 12 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile)\n__Damage__ 2d8 + 12 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+21 (reach 20 feet)\n__Damage__ 2d8 + 12 bludgeoning plus grab"
+
+ - name: "Divine Prepared Spells"
+ desc: "DC 28, attack +21; __4th __ _[[Spells/Discern Lies|Discern Lies]]_, _[[Spells/Divine Wrath|Divine Wrath]]_; __3rd __ _[[Spells/Heroism|Heroism]]_, _[[Spells/Locate|Locate]]_, _[[Spells/Wanderer's Guide|Wanderer's Guide]]_; __2nd __ _[[Spells/Augury|Augury]]_, _[[Spells/Translate|Comprehend Language]]_, _[[Spells/Create Food|Create Food]]_, _[[Spells/Dispel Magic|Dispel Magic]]_; __1st __ _[[Spells/Alarm|Alarm]]_, _[[Spells/Bless|Bless]]_, _[[Spells/Detect Alignment|Detect Alignment (At Will) (Evil Only)]]_, _[[Spells/Sanctuary|Sanctuary]]_\n__Cantrips__ __(4th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Divine Lance|Divine Lance]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_, _[[Spells/Stabilize|Stabilize]]_"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 28, attack +20; __2nd __ _[[Spells/Invisibility|Invisibility]]_; __1st __ _[[Spells/Gentle Landing|Feather Fall]]_, _[[Spells/Gust of Wind|Gust of Wind]]_"
+
+ - name: "Rituals"
+ desc: "_Consecrate_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (divine,electricity) The dragon shoots a ball of electricity that deals 5d12 electricity damage in a 20-foot burst within 40 feet (DC 28 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d8+7 bludgeoning, DC 24 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Perfected Flight"
+ desc: " A sky dragon can hover in place without spending an action, and they automatically succeed at all Acrobatics checks to [[Actions/Maneuver in Flight|Maneuver in Flight]]."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Sky Dragon (Young, Spellcaster)
+creatures:
+ - 1: Sky Dragon (Young, Spellcaster)
+```
+
+
+
+Sky dragons live above the clouds near the summits of mountains. They maintain a strong religious tradition, a unique practice among imperial dragons that sets them apart as much as their wings do. Desperate souls risk steep cliffs and loose snow to seek these dragons' counsel, and most sky dragons gladly help those who make the journey, but they expel any express hostilities or badger without hesitation.
+
+The sky dragon's wings aren't true wings, but long fins fused to their forearms; their scales also form only very slowly. Young dragons coil tightly in their lairs as they absorb minerals that color and harden their scales. Even adults often wrap around pillars out of habit.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Slithering Pit.md b/content/mechanics/srd/Bestiary/Bestiary 3/Slithering Pit.md
new file mode 100755
index 000000000..6908f11f1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Slithering Pit.md
@@ -0,0 +1,94 @@
+---
+title: "Slithering Pit"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.q0azOvR1WQw0Fq35"
+tags:
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/ooze
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Slithering Pit"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Slithering Pit"
+level: "Creature 7"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[mindless]]
+trait_02: [[ooze]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Tremorsense (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +18, Stealth: +10"
+abilityMods: [7, -5, 7, -5, 0, -5]
+speed: 10 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 14
+armorclass:
+ - name: AC
+ desc: "14 (10 from inside the Dimensional Pit); __Fort__ +18, __Ref__ +6, __Will__ +11"
+hp: 220
+health:
+ - name: ""
+ - name: HP
+ desc: "220; __Immunities__ acid, critical hits, precision, unconscious, visual, mental"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "Transparent"
+ desc: " A slithering pit is so clear it's difficult to spot. A successful DC 30 Perception check check is required to notice a stationary slithering pit, and a creature must be [[Actions/Search|Searching]] to attempt this check.\n\nA creature that walks into the pit's space might fall into any pit currently in effect due to Dimensional Pit."
+
+abilities_mid:
+ - name: ""
+ - name: "Breach Vulnerability"
+ desc: " Ingesting an extradimensional space like that found in a _bag of holding_ deals 6d8 force damage to the slithering pit and its occupants. The slithering pit then immediately uses Out You Go."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pseudopod"
+ desc: "+18 (reach 10 feet)\n__Damage__ 2d8 + 9 bludgeoning plus improved-grab"
+
+ - name: "Dimensional Pit"
+ desc: "`pf2:2` (extradimensional,occult) The slithering pit opens an extradimensional, 20-foot-deep pit that covers its own space and all adjacent squares unless they're walls or similar blocking terrain.\n\nAny other creature occupying or entering pit spaces must succeed at a DC 22 Reflex check save or fall into the pit, taking damage from the fall (typically 10 bludgeoning damage). Any creature [[Conditions/Grabbed|Grabbed]] by the ooze falls in and is no longer grabbed, even if it was outside the pit squares.\n\nWhile a dimensional pit is open, the slithering pit is [[Conditions/Immobilized|Immobilized]], can't be forced to move, and can make pseudopod Strikes originating from the walls of the pit. A creature that starts its turn at the bottom of the pit takes 2d6 acid damage. [[Actions/Climb|Climbing]] the walls of the pit requires a DC 22 Athletics check check.\n\nWhen the slithering pit dies, the dimensional pit closes and creatures inside are ejected, with the effects of Out You Go."
+
+ - name: "Flurry of Pods"
+ desc: "`pf2:2` The slithering pit makes a single pseudopod Strike against each target within range it doesn't already have [[Conditions/Grabbed|Grabbed]]. These attacks count toward the slithering pit's multiple attack penalty, but the penalty doesn't increase until after all of these attacks."
+
+ - name: "Out You Go"
+ desc: "`pf2:1` The slithering pit closes all pit spaces it created using Dimensional Pit, ejecting all its occupants onto the ground into random free spaces where the pit opened. Each occupant takes 4d6 bludgeoning damage (DC 22 Reflex check save)."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Slithering Pit
+creatures:
+ - 1: Slithering Pit
+```
+
+
+
+A slithering pit is a strange, nearly invisible ooze with an extradimensional space for its digestive system, which mimics the appearance of an acid-filled stone pit. It slowly dissolves its captives in stomach acid until they can be digested. A slithering pit can go weeks without feeding, affording it patience.
+
+Thriving in dilapidated areas, slithering pits take up positions among the plentiful potholes where they can easily pass for just another blemish. They crawl across ramshackle cobblestone streets and damp underground complexes, waiting for unwary prey to stumble by and fall in.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Sorcerous Sea Skull Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Sorcerous Sea Skull Swarm.md
new file mode 100755
index 000000000..5787bbf1f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Sorcerous Sea Skull Swarm.md
@@ -0,0 +1,102 @@
+---
+title: "Sorcerous Sea Skull Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.9ZS3DBPiKzeLoK0r"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/swarm
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/14
+statblock: inline
+name: "Sorcerous Sea Skull Swarm"
+level: 14
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Sorcerous Sea Skull Swarm"
+level: "Creature 14"
+rare_03: [[Rare]]
+alignment: ""
+size: "Large"
+trait_01: [[evil]]
+trait_02: [[swarm]]
+trait_03: [[undead]]
+trait_04: [[unholy]]
+modifier: 24
+perception:
+ - name: "Perception"
+ desc: "+24; Darkvision, Truesight"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +26, Arcana: +28, Occultism: +28"
+abilityMods: [-3, 6, 4, 8, 4, 5]
+speed: swim 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +22, __Ref__ +26, __Will__ +26; +1 status to all saves vs. magic"
+hp: 190
+health:
+ - name: ""
+ - name: HP
+ desc: "190, void healing; __Immunities__ death effects, disease, paralyzed, poison, precision, swarm mind, unconscious, grabbed, prone, restrained; __Weaknesses__ area damage 12, splash damage 12; __Resistances__ bludgeoning 6, cold 12, electricity 12, fire 12, piercing 12, slashing 12"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+ - name: "Boneshard Burst"
+ desc: " When a sorcerous skull swarm is reduced to 0 Hit Points, it erupts in an explosion of foul energy and bone fragments in a 30-foot burst, dealing 3d12 piercing damage and 3d12 void damage (DC 34 Reflex check save)."
+
+ - name: "Consume Spell"
+ desc: "`pf2:r` **Trigger** The swarm is targeted with a spell\n* * *\n\n**Effect** The swarm casts [[Spells/Dispel Magic|Dispel Magic]] to counteract the triggering spell. If it successfully counteracts the spell, it gains temporary Hit Points equal to twice the level of the counteracted spell that last for 1 minute."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 36, attack +26; __7th __ _[[Spells/Dispel Magic|Dispel Magic (At Will)]]_, _[[Spells/Spell Turning|Spell Turning]]_\n__Cantrips__ __(7th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_\n__Constant__ __(7th)__ _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Siphon Magic"
+ desc: "`pf2:2` (arcane,illusion,mental) The sorcerous skull swarm saps magic from nearby creatures. Any creature with the ability to cast spells (including innate spells) in the swarm's space takes 15d6 mental damage (DC 34 Will check save); on a failure, the creature is also [[Conditions/Stupefied|Stupefied 2]] ([[Conditions/Stupefied|Stupefied 3]] on a critical failure)."
+
+ - name: "Swarming Gnaw"
+ desc: "`pf2:1` Each enemy in the swarm's space takes 5d8 piercing damage (DC 34 Reflex check save)."
+
+```
+
+```encounter-table
+name: Sorcerous Sea Skull Swarm
+creatures:
+ - 1: Sorcerous Sea Skull Swarm
+```
+
+
+
+The act of creating a demilich sometimes goes horribly awry, leaving behind a shattered remnant of a once-mighty spellcaster constantly leaking eldritch energies. The ruined spirit animates a cloud of debased copies of itself, glittering with cracked crystals in crude imitation, and it hungers constantly for the magical energies denied it in its corrupted immortality.
+
+Some of the spellcaster's personality remains in the swarm, albeit usually unnaturally split between the skulls. As a consequence, the skulls argue among themselves as warring parts of the personality clamor to be heard, resulting in the swarm's fractious, inconstant attitude.
+
+* * *
+
+A skull swarm is composed of reanimated masses of craniums and jawbones, forming a terrifying avalanche of undead fury. Most skull swarms are mindless, though some retain a vestige of wit, awareness, and even magical talents from life, culminating in a highly intelligent swarm mind.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Sorcerous Skull Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Sorcerous Skull Swarm.md
new file mode 100755
index 000000000..ca6928fd6
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Sorcerous Skull Swarm.md
@@ -0,0 +1,102 @@
+---
+title: "Sorcerous Skull Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gnfzExjFQjtZXnxz"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/swarm
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/14
+statblock: inline
+name: "Sorcerous Skull Swarm"
+level: 14
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Sorcerous Skull Swarm"
+level: "Creature 14"
+rare_03: [[Rare]]
+alignment: ""
+size: "Large"
+trait_01: [[evil]]
+trait_02: [[swarm]]
+trait_03: [[undead]]
+trait_04: [[unholy]]
+modifier: 24
+perception:
+ - name: "Perception"
+ desc: "+24; Darkvision, Truesight"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +26, Arcana: +28, Occultism: +28"
+abilityMods: [-3, 6, 4, 8, 4, 5]
+speed: fly 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +22, __Ref__ +26, __Will__ +26; +1 status to all saves vs. magic"
+hp: 190
+health:
+ - name: ""
+ - name: HP
+ desc: "190, void healing; __Immunities__ death effects, disease, paralyzed, poison, precision, swarm mind, unconscious, grabbed, prone, restrained; __Weaknesses__ area damage 12, splash damage 12; __Resistances__ bludgeoning 6, cold 12, electricity 12, fire 12, piercing 12, slashing 12"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+ - name: "Boneshard Burst"
+ desc: " When a sorcerous skull swarm is reduced to 0 Hit Points, it erupts in an explosion of foul energy and bone fragments in a 30-foot burst, dealing 3d12 piercing damage and 3d12 void damage (DC 34 Reflex check save)."
+
+ - name: "Consume Spell"
+ desc: "`pf2:r` **Trigger** The swarm is targeted with a spell\n* * *\n\n**Effect** The swarm casts [[Spells/Dispel Magic|Dispel Magic]] to counteract the triggering spell. If it successfully counteracts the spell, it gains temporary Hit Points equal to twice the level of the counteracted spell that last for 1 minute."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 36, attack +26; __7th __ _[[Spells/Dispel Magic|Dispel Magic (At Will)]]_, _[[Spells/Spell Turning|Spell Turning]]_\n__Cantrips__ __(7th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_\n__Constant__ __(7th)__ _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Siphon Magic"
+ desc: "`pf2:2` (arcane,illusion,mental) The sorcerous skull swarm saps magic from nearby creatures. Any creature with the ability to cast spells (including innate spells) in the swarm's space takes 15d6 mental damage (DC 34 Will check save); on a failure, the creature is also [[Conditions/Stupefied|Stupefied 2]] ([[Conditions/Stupefied|Stupefied 3]] on a critical failure)."
+
+ - name: "Swarming Gnaw"
+ desc: "`pf2:1` Each enemy in the swarm's space takes 5d8 piercing damage (DC 34 Reflex check save)."
+
+```
+
+```encounter-table
+name: Sorcerous Skull Swarm
+creatures:
+ - 1: Sorcerous Skull Swarm
+```
+
+
+
+The act of creating a demilich sometimes goes horribly awry, leaving behind a shattered remnant of a once-mighty spellcaster constantly leaking eldritch energies. The ruined spirit animates a cloud of debased copies of itself, glittering with cracked crystals in crude imitation, and it hungers constantly for the magical energies denied it in its corrupted immortality.
+
+Some of the spellcaster's personality remains in the swarm, albeit usually unnaturally split between the skulls. As a consequence, the skulls argue among themselves as warring parts of the personality clamor to be heard, resulting in the swarm's fractious, inconstant attitude.
+
+* * *
+
+A skull swarm is composed of reanimated masses of craniums and jawbones, forming a terrifying avalanche of undead fury. Most skull swarms are mindless, though some retain a vestige of wit, awareness, and even magical talents from life, culminating in a highly intelligent swarm mind.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Soul Skelm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Soul Skelm.md
new file mode 100755
index 000000000..a607775ac
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Soul Skelm.md
@@ -0,0 +1,114 @@
+---
+title: "Soul Skelm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Jk0B0u93KpSXI6RY"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/skelm
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Soul Skelm"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Soul Skelm"
+level: "Creature 10"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[fiend]]
+trait_03: [[humanoid]]
+trait_04: [[lawful]]
+trait_05: [[skelm]]
+trait_06: [[unholy]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Aklo, Common"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +22, Deception: +21, Occultism: +19, Society: +19, Stealth: +17"
+abilityMods: [6, 3, 5, 3, 5, 7]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 29
+armorclass:
+ - name: AC
+ desc: "29; __Fort__ +19, __Ref__ +17, __Will__ +21; -2 to all saves vs. emotion effects"
+hp: 170
+health:
+ - name: ""
+ - name: HP
+ desc: "170; __Immunities__ possession; __Weaknesses__ cold iron 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Spiked Chain|+1 Striking Ghost Touch Spiked Chain]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+22 (agile, magical, unholy)\n__Damage__ 2d8 + 12 bludgeoning plus grab"
+
+ - name: "**Melee** `pf2:1` Antler"
+ desc: "+22 (magical, unholy)\n__Damage__ 2d12 + 12 piercing plus knockdown"
+
+ - name: "**Melee** `pf2:1` Spiked Chain"
+ desc: "+23 (disarm, magical, trip, unholy)\n__Damage__ 2d8 + 12 slashing plus knockdown"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 29, attack +21; __7th __ _[[Spells/Interplanar Teleport|Plane Shift (Self Only) (Astral or Material Plane Only)]]_; __5th __ _[[Spells/Harm|Harm]]_, _[[Spells/Illusory Creature|Illusory Creature]]_, _[[Spells/Mind Probe|Mind Probe]]_, _[[Spells/Rewrite Memory|Modify Memory]]_; __4th __ _[[Spells/Translocate|Dimension Door (At Will)]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At Will)]]_, _[[Spells/Silence|Silence (At Will)]]_"
+
+ - name: "Bully the Departed"
+ desc: "`pf2:1` (auditory,emotion,mental,occult,unholy) The skelm draws upon the spirit of one of his deceased victims, tormenting their soul beyond the grave. Until the end of his next turn, the soul skelm gains regeneration 15 (deactivated by force or good), and he deals an extra 1d8 spirit damage on his Strikes.\n\n[[Bestiary Effects/Effect_ Bully the Departed|Effect: Bully the Departed]]"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,occult,polymorph) The soul skelm can take on the appearance of any Medium male humanoid. This doesn't change his Speed or his attack and damage bonuses with his Strikes but might change the damage type his Strikes deal.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Isolating Lash"
+ desc: "`pf2:2` (illusion,occult) The soul skelm makes a melee Strike trailing a wave of shadowy illusions. The skelm is [[Conditions/Off-Guard|Off-Guard]] until the start of his next turn. If the Strike is successful, the skelm increases the number of damage dice by one, and the target must attempt a DC 29 Will check save.\n\nOn a failure, the target becomes [[Conditions/Invisible|Invisible]], inaudible, and otherwise imperceptible to its allies for 4 rounds, and it likewise can't see, hear, or otherwise perceive those allies.\n\nRegardless of the outcome, the creature is temporarily immune to Isolating Lash for 24 hours."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Soul Skelm
+creatures:
+ - 1: Soul Skelm
+```
+
+
+
+Soul skelms arise not from mortal men but from other skelms, as their long-held wrath slowly twists them and replaces lingering fragments of their mortality with even more fiendish aspects. These skelms bully and exploit the souls of the dead, binding souls and undead to keep themselves indefinitely young. They bully living victims as well, stoking regret and shame even from inconsequential minutiae or outright fabrications until these feelings become unbreakable ties that the skelm can leverage from beyond the grave. A soul skelm's attentions can leave a victim isolated from friends and allies, making them all the more susceptible to the skelm's manipulations.
+
+Ambitious soul skelms-often those who arise from palace skelms-search out powerful, high-strung mortals and trick them into bringing ridicule or shame on themselves. After their victim's death, the skelms gleefully remind them of their mortal failings, feeding on their despair.
+
+* * *
+
+Rage-filled skelms are drawn to any settlement with more than a few hundred souls. Using magical disguises and leveraging societal norms to their benefit, these antlered monsters crave fearful respect and brutally punish any who dare disagree with their lofty opinions, even in the slightest degree. Although quite dangerous on their own, skelms are at their deadliest when leading an angry mob. Their cruel and exploitative nature has made their name synonymous with villainy.
+
+An existing skelm can transform any evil humanoid who's overwhelmed with rage into one of their kind. Skelms heap enraging humiliation on potential new brothers as a form of indoctrination, convincing these recruits that some other person or group is responsible for their misery. This practice ensures skelms begin their new existence with sufficient vitriol to plot their revenge.
+
+Many newly forged skelms carry on their lives in the roles they held as mortals; and in fact, these roles often shape the type of skelm they become. Skelms can arise among members of nearly any ancestry, though they're more common among cultures with deeply entrenched gender roles, unjust hierarchies, and those that don't offer healthy ways to experience and process anger.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Sovereign Dragon (Adult).md b/content/mechanics/srd/Bestiary/Bestiary 3/Sovereign Dragon (Adult).md
new file mode 100755
index 000000000..07ffaa720
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Sovereign Dragon (Adult).md
@@ -0,0 +1,121 @@
+---
+title: "Sovereign Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.w96OIigBxzlA3m5f"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/earth
+ - pf2eMonster
+ - pf2e/creature/level/15
+statblock: inline
+name: "Sovereign Dragon (Adult)"
+level: 15
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Sovereign Dragon (Adult)"
+level: "Creature 15"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[dragon]]
+trait_02: [[earth]]
+modifier: 29
+perception:
+ - name: "Perception"
+ desc: "+29; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Chthonian, Common, Diabolic, Draconic, Empyrean, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +25, Athletics: +31, Deception: +28, Diplomacy: +32, Intimidation: +30, Occultism: +25, Society: +27, Stealth: +25, Survival: +27"
+abilityMods: [8, 4, 6, 4, 6, 7]
+speed: 50 feet, fly 150 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 37
+armorclass:
+ - name: AC
+ desc: "37; __Fort__ +27, __Ref__ +23, __Will__ +29; +1 status to all saves vs. magic"
+hp: 275
+health:
+ - name: ""
+ - name: HP
+ desc: "275; __Immunities__ paralyzed, sleep; __Resistances__ mental 15"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 34 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Violent Retort"
+ desc: "`pf2:r` **Trigger** A creature within the sovereign dragon's reach critically hits the dragon\n* * *\n\n**Effect** The sovereign dragon makes a claw or tail Strike against the creature, after applying all the effects of the critical hit to the dragon."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+30 (magical, reach 15 feet)\n__Damage__ 3d10 + 14 piercing 2d6 mental"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+30 (agile, magical, reach 10 feet)\n__Damage__ 3d10 + 14 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+30 (magical, reach 25 feet)\n__Damage__ 3d10 + 14 bludgeoning plus grab"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 36, attack +30; __8th __ _[[Spells/Shape Stone|Shape Stone]]_, _[[Spells/Suggestion|Suggestion]]_, _[[Spells/Wall of Stone|Wall of Stone]]_; __7th __ _[[Spells/Suggestion|Suggestion (At Will)]]_; __2nd __ _[[Spells/Detect Alignment|Detect Alignment (At Will) (Good or Evil Only)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (mental,occult) The dragon unleashes a roar charged with psychic energy, dealing 16d6 mental damage in a 40-foot cone (DC 36 Will check save).\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Coiling Frenzy"
+ desc: "`pf2:2` The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically [[Conditions/Grabbed|Grabs]] the target."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+ - name: "Gleaming Armor"
+ desc: "`pf2:1` (light,occult) **Frequency** once per hour\n* * *\n\n**Effect** The dragon's golden armor glows with a protective golden light. The dragon gains a +2 status bonus to AC and resistance 15 to energy damage. Each enemy in a 20-foot emanation must succeed at a DC 36 Fortitude check save or be [[Conditions/Dazzled|Dazzled]].\n\nAll these effects last until the end of the dragon's next turn.\n\n[[Bestiary Effects/Effect_ Gleaming Armor|Effect: Gleaming Armor]]"
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 3d10+8 bludgeoning, DC 36 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Inspire Envoy"
+ desc: "`pf2:2` (mental,occult) **Frequency** once per day\n* * *\n\n**Effect** The dragon chooses a mortal they've observed performing an exceptional act and offers their august blessing in exchange for the creature carrying out a specific directive, such as defeating a tyrant or protecting a sacred site.\n\nIf the creature agrees, until its next daily preparations, it gains a +1 status bonus to the dragon's choice of attack rolls, AC, or all of the following: Perception, Will saves, and Charisma-based skill checks.\n\nThe dragon can Dismiss this benefit by spending a single action (that has the concentrate trait), which they're swift to do if the mortal dares to defy the dragon's directive.\n\n[[Bestiary Effects/Effect_ Inspire Envoy|Effect: Inspire Envoy]]"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Sovereign Dragon (Adult)
+creatures:
+ - 1: Sovereign Dragon (Adult)
+```
+
+
+
+The most well-known of imperial dragons due to their deep involvement with mortals, the sovereign dragons' name comes from their mandate of selecting rulers-but at some point, the dragons themselves joined the list of worthy candidates. Other imperial dragons suspect the sovereign dragons offered their connection to the elemental cycle to attain forbidden magic, evidenced by their lack of any vulnerability to wood or ability to feed on fire, despite being creatures of the earth.
+
+Most hesitate to question the sovereigns' authority. While some appreciate their impartial nature, others fault this adherence to neutrality. Regardless, the sovereign dragons' charm and centuries of experience in subtle manipulation have made them exceptional negotiators.
+
+Almost all sovereign dragons appear gold in color. Their hair ranges from common colors found among humans to bright reds, greens, or blues. They're the only dragons with five digits per claw, a mark of special importance. Other imperial dragons dismiss this claim to status and instead tease the sovereign dragons over their need to wear armor, even while in their draconic forms.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Sovereign Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 3/Sovereign Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..3747f0256
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Sovereign Dragon (Adult, Spellcaster).md
@@ -0,0 +1,118 @@
+---
+title: "Sovereign Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.3yGDR20DzVxkWVhU"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/earth
+ - pf2eMonster
+ - pf2e/creature/level/15
+statblock: inline
+name: "Sovereign Dragon (Adult, Spellcaster)"
+level: 15
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Sovereign Dragon (Adult, Spellcaster)"
+level: "Creature 15"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[dragon]]
+trait_02: [[earth]]
+modifier: 29
+perception:
+ - name: "Perception"
+ desc: "+29; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Chthonian, Common, Diabolic, Draconic, Empyrean, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +25, Athletics: +31, Deception: +28, Diplomacy: +32, Intimidation: +30, Occultism: +25, Society: +27, Stealth: +25, Survival: +27"
+abilityMods: [8, 4, 6, 4, 6, 7]
+speed: 50 feet, fly 150 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 37
+armorclass:
+ - name: AC
+ desc: "37; __Fort__ +27, __Ref__ +23, __Will__ +29; +1 status to all saves vs. magic"
+hp: 275
+health:
+ - name: ""
+ - name: HP
+ desc: "275; __Immunities__ paralyzed, sleep; __Resistances__ mental 15"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 34 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Violent Retort"
+ desc: "`pf2:r` **Trigger** A creature within the sovereign dragon's reach critically hits the dragon\n* * *\n\n**Effect** The sovereign dragon makes a claw or tail Strike against the creature, after applying all the effects of the critical hit to the dragon."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+30 (magical, reach 15 feet)\n__Damage__ 3d10 + 14 piercing 2d6 mental"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+30 (agile, magical, reach 10 feet)\n__Damage__ 3d10 + 14 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+30 (magical, reach 25 feet)\n__Damage__ 3d10 + 14 bludgeoning plus grab"
+
+ - name: "Occult Prepared Spells"
+ desc: "DC 36, attack +30; __6th __ _[[Spells/Dominate|Dominate]]_, _[[Spells/Never Mind|Feeblemind]]_, _[[Spells/Zealous Conviction|Zealous Conviction]]_; __5th __ _[[Spells/Dreaming Potential|Dreaming Potential]]_, _[[Spells/Subconscious Suggestion|Subconscious Suggestion]]_, _[[Spells/Truespeech|Tongues]]_; __4th __ _[[Spells/Detect Scrying|Detect Scrying]]_; __3rd __ _[[Spells/Enthrall|Enthrall]]_, _[[Spells/Heroism|Heroism]]_, _[[Spells/Hypnotize|Hypnotic Pattern]]_; __2nd __ _[[Spells/Calm|Calm Emotions]]_, _[[Spells/Translate|Comprehend Language]]_, _[[Spells/Clear Mind|Remove Fear]]_, _[[Spells/Silence|Silence]]_, _[[Spells/Status|Status]]_; __1st __ _[[Spells/Command|Command]]_, _[[Spells/Illusory Disguise|Illusory Disguise]]_, _[[Spells/Sure Strike|True Strike]]_\n__Cantrips__ __(6th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 36, attack +30; __8th __ _[[Spells/Shape Stone|Shape Stone]]_, _[[Spells/Suggestion|Suggestion]]_, _[[Spells/Wall of Stone|Wall of Stone]]_; __7th __ _[[Spells/Suggestion|Suggestion (At Will)]]_; __2nd __ _[[Spells/Detect Alignment|Detect Alignment (At Will) (Good or Evil Only)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (mental,occult) The dragon unleashes a roar charged with psychic energy, dealing 16d6 mental damage in a 40-foot cone (DC 36 Will check save).\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Gleaming Armor"
+ desc: "`pf2:1` (light,occult) **Frequency** once per hour\n* * *\n\n**Effect** The dragon's golden armor glows with a protective golden light. The dragon gains a +2 status bonus to AC and resistance 15 to energy damage. Each enemy in a 20-foot emanation must succeed at a DC 36 Fortitude check save or be [[Conditions/Dazzled|Dazzled]].\n\nAll these effects last until the end of the dragon's next turn.\n\n[[Bestiary Effects/Effect_ Gleaming Armor|Effect: Gleaming Armor]]"
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 3d10+8 bludgeoning, DC 36 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Inspire Envoy"
+ desc: "`pf2:2` (mental,occult) **Frequency** once per day\n* * *\n\n**Effect** The dragon chooses a mortal they've observed performing an exceptional act and offers their august blessing in exchange for the creature carrying out a specific directive, such as defeating a tyrant or protecting a sacred site.\n\nIf the creature agrees, until its next daily preparations, it gains a +1 status bonus to the dragon's choice of attack rolls, AC, or all of the following: Perception, Will saves, and Charisma-based skill checks.\n\nThe dragon can Dismiss this benefit by spending a single action (that has the concentrate trait), which they're swift to do if the mortal dares to defy the dragon's directive.\n\n[[Bestiary Effects/Effect_ Inspire Envoy|Effect: Inspire Envoy]]"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Sovereign Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Sovereign Dragon (Adult, Spellcaster)
+```
+
+
+
+The most well-known of imperial dragons due to their deep involvement with mortals, the sovereign dragons' name comes from their mandate of selecting rulers-but at some point, the dragons themselves joined the list of worthy candidates. Other imperial dragons suspect the sovereign dragons offered their connection to the elemental cycle to attain forbidden magic, evidenced by their lack of any vulnerability to wood or ability to feed on fire, despite being creatures of the earth.
+
+Most hesitate to question the sovereigns' authority. While some appreciate their impartial nature, others fault this adherence to neutrality. Regardless, the sovereign dragons' charm and centuries of experience in subtle manipulation have made them exceptional negotiators.
+
+Almost all sovereign dragons appear gold in color. Their hair ranges from common colors found among humans to bright reds, greens, or blues. They're the only dragons with five digits per claw, a mark of special importance. Other imperial dragons dismiss this claim to status and instead tease the sovereign dragons over their need to wear armor, even while in their draconic forms.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Sovereign Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Bestiary 3/Sovereign Dragon (Ancient).md
new file mode 100755
index 000000000..14deb7e9e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Sovereign Dragon (Ancient).md
@@ -0,0 +1,124 @@
+---
+title: "Sovereign Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.CaQ0qmXv5SfDG8YB"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/earth
+ - pf2eMonster
+ - pf2e/creature/level/20
+statblock: inline
+name: "Sovereign Dragon (Ancient)"
+level: 20
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Sovereign Dragon (Ancient)"
+level: "Creature 20"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[dragon]]
+trait_02: [[earth]]
+modifier: 36
+perception:
+ - name: "Perception"
+ desc: "+36; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Chthonian, Common, Diabolic, Draconic, Empyrean, Petran, Pyric, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +31, Athletics: +38, Deception: +37, Diplomacy: +41, Intimidation: +37, Occultism: +31, Society: +31, Stealth: +31, Survival: +34"
+abilityMods: [10, 5, 7, 5, 8, 9]
+speed: 60 feet, fly 180 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 46
+armorclass:
+ - name: AC
+ desc: "46; __Fort__ +35, __Ref__ +31, __Will__ +36; +1 status to all saves vs. magic"
+hp: 410
+health:
+ - name: ""
+ - name: HP
+ desc: "410; __Immunities__ paralyzed, sleep; __Resistances__ mental 20"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 41 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Mentalist Counterspell"
+ desc: "`pf2:r` (occult) **Trigger** The dragon is targeted by a mental effect it's aware of\n* * *\n\n**Effect** The dragon immediately attempts to counteract the triggering effect (counteract modifier +32)."
+
+ - name: "Violent Retort"
+ desc: "`pf2:r` **Trigger** A creature within the sovereign dragon's reach critically hits the dragon\n* * *\n\n**Effect** The sovereign dragon makes a claw or tail Strike against the creature, after applying all the effects of the critical hit to the dragon."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+38 (magical, reach 20 feet)\n__Damage__ 4d8 + 18 piercing 3d6 mental"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+38 (agile, magical, reach 15 feet)\n__Damage__ 4d8 + 18 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+38 (magical, reach 30 feet)\n__Damage__ 4d8 + 18 bludgeoning plus grab"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 43, attack +35; __9th __ _[[Spells/Shape Stone|Shape Stone]]_, _[[Spells/Suggestion|Suggestion]]_, _[[Spells/Wall of Stone|Wall of Stone]]_; __7th __ _[[Spells/Suggestion|Suggestion (At Will)]]_; __2nd __ _[[Spells/Detect Alignment|Detect Alignment (At Will) (Good or Evil Only)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (mental,occult) The dragon unleashes a roar charged with psychic energy, dealing 21d6 mental damage in a 50-foot cone (DC 43 Will check save).\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Coiling Frenzy"
+ desc: "`pf2:2` The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically [[Conditions/Grabbed|Grabs]] the target."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+ - name: "Gleaming Armor"
+ desc: "`pf2:1` (light,occult) **Frequency** once per hour\n* * *\n\n**Effect** The dragon's golden armor glows with a protective golden light. The dragon gains a +2 status bonus to AC and resistance 20 to energy damage. Each enemy in a 20-foot emanation must succeed at a DC 43 Fortitude check save or be [[Conditions/Dazzled|Dazzled]].\n\nAll these effects last until the end of the dragon's next turn.\n\n[[Bestiary Effects/Effect_ Gleaming Armor|Effect: Gleaming Armor]]"
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 4d8+11 bludgeoning, DC 43 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Inspire Envoy"
+ desc: "`pf2:2` (mental,occult) **Frequency** once per day\n* * *\n\n**Effect** The dragon chooses a mortal they've observed performing an exceptional act and offers their august blessing in exchange for the creature carrying out a specific directive, such as defeating a tyrant or protecting a sacred site.\n\nIf the creature agrees, until its next daily preparations, it gains a +2 status bonus to the dragon's choice of attack rolls, AC, or all of the following: Perception, Will saves, and Charisma-based skill checks.\n\nThe dragon can Dismiss this benefit by spending a single action (that has the concentrate trait), which they're swift to do if the mortal dares to defy the dragon's directive.\n\n[[Bestiary Effects/Effect_ Inspire Envoy|Effect: Inspire Envoy]]"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Sovereign Dragon (Ancient)
+creatures:
+ - 1: Sovereign Dragon (Ancient)
+```
+
+
+
+The most well-known of imperial dragons due to their deep involvement with mortals, the sovereign dragons' name comes from their mandate of selecting rulers-but at some point, the dragons themselves joined the list of worthy candidates. Other imperial dragons suspect the sovereign dragons offered their connection to the elemental cycle to attain forbidden magic, evidenced by their lack of any vulnerability to wood or ability to feed on fire, despite being creatures of the earth.
+
+Most hesitate to question the sovereigns' authority. While some appreciate their impartial nature, others fault this adherence to neutrality. Regardless, the sovereign dragons' charm and centuries of experience in subtle manipulation have made them exceptional negotiators.
+
+Almost all sovereign dragons appear gold in color. Their hair ranges from common colors found among humans to bright reds, greens, or blues. They're the only dragons with five digits per claw, a mark of special importance. Other imperial dragons dismiss this claim to status and instead tease the sovereign dragons over their need to wear armor, even while in their draconic forms.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Sovereign Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 3/Sovereign Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..e2e2efc41
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Sovereign Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,121 @@
+---
+title: "Sovereign Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.QBQkVdnAoCSdU6VB"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/earth
+ - pf2eMonster
+ - pf2e/creature/level/20
+statblock: inline
+name: "Sovereign Dragon (Ancient, Spellcaster)"
+level: 20
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Sovereign Dragon (Ancient, Spellcaster)"
+level: "Creature 20"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[dragon]]
+trait_02: [[earth]]
+modifier: 36
+perception:
+ - name: "Perception"
+ desc: "+36; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Chthonian, Common, Diabolic, Draconic, Empyrean, Petran, Pyric, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +31, Athletics: +38, Deception: +37, Diplomacy: +41, Intimidation: +37, Occultism: +31, Society: +31, Stealth: +31, Survival: +34"
+abilityMods: [10, 5, 7, 5, 8, 9]
+speed: 60 feet, fly 180 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 46
+armorclass:
+ - name: AC
+ desc: "46; __Fort__ +35, __Ref__ +31, __Will__ +36; +1 status to all saves vs. magic"
+hp: 410
+health:
+ - name: ""
+ - name: HP
+ desc: "410; __Immunities__ paralyzed, sleep; __Resistances__ mental 20"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 41 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Mentalist Counterspell"
+ desc: "`pf2:r` (occult) **Trigger** The dragon is targeted by a mental effect it's aware of\n* * *\n\n**Effect** The dragon immediately attempts to counteract the triggering effect (counteract modifier +32)."
+
+ - name: "Violent Retort"
+ desc: "`pf2:r` **Trigger** A creature within the sovereign dragon's reach critically hits the dragon\n* * *\n\n**Effect** The sovereign dragon makes a claw or tail Strike against the creature, after applying all the effects of the critical hit to the dragon."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+38 (magical, reach 20 feet)\n__Damage__ 4d8 + 18 piercing 3d6 mental"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+38 (agile, magical, reach 15 feet)\n__Damage__ 4d8 + 18 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+38 (magical, reach 30 feet)\n__Damage__ 4d8 + 18 bludgeoning plus grab"
+
+ - name: "Occult Prepared Spells"
+ desc: "DC 43, attack +38; __9th __ _[[Spells/Foresight|Foresight]]_, _[[Spells/Overwhelming Presence|Overwhelming Presence]]_, _[[Spells/Telepathic Demand|Telepathic Demand]]_; __8th __ _[[Spells/Disappearance|Disappearance]]_, _[[Spells/Dream Council|Dream Council]]_, _[[Spells/Quandary|Maze]]_; __7th __ _[[Spells/Planar Seal|Dimensional Lock]]_, _[[Spells/Planar Palace|Magnificent Mansion]]_, _[[Spells/True Target|True Target]]_; __6th __ _[[Spells/Dominate|Dominate]]_, _[[Spells/Never Mind|Feeblemind]]_, _[[Spells/Zealous Conviction|Zealous Conviction]]_; __5th __ _[[Spells/Dreaming Potential|Dreaming Potential]]_, _[[Spells/Subconscious Suggestion|Subconscious Suggestion]]_, _[[Spells/Truespeech|Tongues]]_; __4th __ _[[Spells/Detect Scrying|Detect Scrying]]_; __3rd __ _[[Spells/Enthrall|Enthrall]]_, _[[Spells/Heroism|Heroism]]_, _[[Spells/Hypnotize|Hypnotic Pattern]]_; __2nd __ _[[Spells/Calm|Calm Emotions]]_, _[[Spells/Translate|Comprehend Language]]_, _[[Spells/Clear Mind|Remove Fear]]_, _[[Spells/Silence|Silence]]_, _[[Spells/Status|Status]]_; __1st __ _[[Spells/Command|Command]]_, _[[Spells/Illusory Disguise|Illusory Disguise]]_, _[[Spells/Sure Strike|True Strike]]_\n__Cantrips__ __(9th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 43, attack +35; __9th __ _[[Spells/Shape Stone|Shape Stone]]_, _[[Spells/Suggestion|Suggestion]]_, _[[Spells/Wall of Stone|Wall of Stone]]_; __7th __ _[[Spells/Suggestion|Suggestion (At Will)]]_; __2nd __ _[[Spells/Detect Alignment|Detect Alignment (At Will) (Good or Evil Only)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (mental,occult) The dragon unleashes a roar charged with psychic energy, dealing 21d6 mental damage in a 50-foot cone (DC 43 Will check save).\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Gleaming Armor"
+ desc: "`pf2:1` (light,occult) **Frequency** once per hour\n* * *\n\n**Effect** The dragon's golden armor glows with a protective golden light. The dragon gains a +2 status bonus to AC and resistance 20 to energy damage. Each enemy in a 20-foot emanation must succeed at a DC 43 Fortitude check save or be [[Conditions/Dazzled|Dazzled]].\n\nAll these effects last until the end of the dragon's next turn.\n\n[[Bestiary Effects/Effect_ Gleaming Armor|Effect: Gleaming Armor]]"
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 4d8+11 bludgeoning, DC 43 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Inspire Envoy"
+ desc: "`pf2:2` (mental,occult) **Frequency** once per day\n* * *\n\n**Effect** The dragon chooses a mortal they've observed performing an exceptional act and offers their august blessing in exchange for the creature carrying out a specific directive, such as defeating a tyrant or protecting a sacred site.\n\nIf the creature agrees, until its next daily preparations, it gains a +2 status bonus to the dragon's choice of attack rolls, AC, or all of the following: Perception, Will saves, and Charisma-based skill checks.\n\nThe dragon can Dismiss this benefit by spending a single action (that has the concentrate trait), which they're swift to do if the mortal dares to defy the dragon's directive.\n\n[[Bestiary Effects/Effect_ Inspire Envoy|Effect: Inspire Envoy]]"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Sovereign Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Sovereign Dragon (Ancient, Spellcaster)
+```
+
+
+
+The most well-known of imperial dragons due to their deep involvement with mortals, the sovereign dragons' name comes from their mandate of selecting rulers-but at some point, the dragons themselves joined the list of worthy candidates. Other imperial dragons suspect the sovereign dragons offered their connection to the elemental cycle to attain forbidden magic, evidenced by their lack of any vulnerability to wood or ability to feed on fire, despite being creatures of the earth.
+
+Most hesitate to question the sovereigns' authority. While some appreciate their impartial nature, others fault this adherence to neutrality. Regardless, the sovereign dragons' charm and centuries of experience in subtle manipulation have made them exceptional negotiators.
+
+Almost all sovereign dragons appear gold in color. Their hair ranges from common colors found among humans to bright reds, greens, or blues. They're the only dragons with five digits per claw, a mark of special importance. Other imperial dragons dismiss this claim to status and instead tease the sovereign dragons over their need to wear armor, even while in their draconic forms.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Sovereign Dragon (Young).md b/content/mechanics/srd/Bestiary/Bestiary 3/Sovereign Dragon (Young).md
new file mode 100755
index 000000000..dcb2441ed
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Sovereign Dragon (Young).md
@@ -0,0 +1,118 @@
+---
+title: "Sovereign Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.CNS962KeqTFNJhoS"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/earth
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Sovereign Dragon (Young)"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Sovereign Dragon (Young)"
+level: "Creature 11"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[earth]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Diabolic, Draconic, Empyrean"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +18, Athletics: +22, Deception: +21, Diplomacy: +25, Intimidation: +23, Occultism: +18, Society: +20, Stealth: +18, Survival: +20"
+abilityMods: [7, 3, 5, 3, 5, 6]
+speed: 40 feet, fly 120 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +22, __Ref__ +18, __Will__ +24; +1 status to all saves vs. magic"
+hp: 195
+health:
+ - name: ""
+ - name: HP
+ desc: "195; __Immunities__ paralyzed, sleep; __Resistances__ mental 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 28 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Violent Retort"
+ desc: "`pf2:r` **Trigger** A creature within the sovereign dragon's reach critically hits the dragon\n* * *\n\n**Effect** The sovereign dragon makes a claw or tail Strike against the creature, after applying all the effects of the critical hit to the dragon."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+24 (reach 10 feet)\n__Damage__ 2d8 + 13 piercing 2d6 mental"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+24 (agile)\n__Damage__ 2d8 + 13 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+24 (reach 20 feet)\n__Damage__ 2d8 + 13 bludgeoning plus grab"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 30, attack +22; __6th __ _[[Spells/Shape Stone|Shape Stone]]_, _[[Spells/Suggestion|Suggestion (At Will)]]_; __2nd __ _[[Spells/Detect Alignment|Detect Alignment (At Will) (Good or Evil Only)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (mental,occult) The dragon unleashes a roar charged with psychic energy, dealing 12d6 mental damage in a 30-foot cone (DC 30 Will check save).\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Coiling Frenzy"
+ desc: "`pf2:2` The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically [[Conditions/Grabbed|Grabs]] the target."
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d8+10 bludgeoning, DC 26 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+ - name: "Gleaming Armor"
+ desc: "`pf2:1` (light,occult) **Frequency** once per hour\n* * *\n\n**Effect** The dragon's golden armor glows with a protective golden light. The dragon gains a +2 status bonus to AC and resistance 10 to energy damage. Each enemy in a 20-foot emanation must succeed at a DC 30 Fortitude check save or be [[Conditions/Dazzled|Dazzled]].\n\nAll these effects last until the end of the dragon's next turn.\n\n[[Bestiary Effects/Effect_ Gleaming Armor|Effect: Gleaming Armor]]"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Sovereign Dragon (Young)
+creatures:
+ - 1: Sovereign Dragon (Young)
+```
+
+
+
+The most well-known of imperial dragons due to their deep involvement with mortals, the sovereign dragons' name comes from their mandate of selecting rulers-but at some point, the dragons themselves joined the list of worthy candidates. Other imperial dragons suspect the sovereign dragons offered their connection to the elemental cycle to attain forbidden magic, evidenced by their lack of any vulnerability to wood or ability to feed on fire, despite being creatures of the earth.
+
+Most hesitate to question the sovereigns' authority. While some appreciate their impartial nature, others fault this adherence to neutrality. Regardless, the sovereign dragons' charm and centuries of experience in subtle manipulation have made them exceptional negotiators.
+
+Almost all sovereign dragons appear gold in color. Their hair ranges from common colors found among humans to bright reds, greens, or blues. They're the only dragons with five digits per claw, a mark of special importance. Other imperial dragons dismiss this claim to status and instead tease the sovereign dragons over their need to wear armor, even while in their draconic forms.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Sovereign Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 3/Sovereign Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..429fb96c1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Sovereign Dragon (Young, Spellcaster).md
@@ -0,0 +1,115 @@
+---
+title: "Sovereign Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.izrutWwLL35mNQur"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/earth
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Sovereign Dragon (Young, Spellcaster)"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Sovereign Dragon (Young, Spellcaster)"
+level: "Creature 11"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[earth]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Diabolic, Draconic, Empyrean"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +18, Athletics: +22, Deception: +21, Diplomacy: +25, Intimidation: +23, Occultism: +18, Society: +20, Stealth: +18, Survival: +20"
+abilityMods: [7, 3, 5, 3, 5, 6]
+speed: 40 feet, fly 120 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +22, __Ref__ +18, __Will__ +24; +1 status to all saves vs. magic"
+hp: 195
+health:
+ - name: ""
+ - name: HP
+ desc: "195; __Immunities__ paralyzed, sleep; __Resistances__ mental 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 28 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Violent Retort"
+ desc: "`pf2:r` **Trigger** A creature within the sovereign dragon's reach critically hits the dragon\n* * *\n\n**Effect** The sovereign dragon makes a claw or tail Strike against the creature, after applying all the effects of the critical hit to the dragon."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+24 (reach 10 feet)\n__Damage__ 2d8 + 13 piercing 2d6 mental"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+24 (agile)\n__Damage__ 2d8 + 13 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+24 (reach 20 feet)\n__Damage__ 2d8 + 13 bludgeoning plus grab"
+
+ - name: "Occult Prepared Spells"
+ desc: "DC 29, attack +23; __4th __ _[[Spells/Detect Scrying|Detect Scrying]]_; __3rd __ _[[Spells/Enthrall|Enthrall]]_, _[[Spells/Heroism|Heroism]]_, _[[Spells/Hypnotize|Hypnotic Pattern]]_; __2nd __ _[[Spells/Calm|Calm Emotions]]_, _[[Spells/Translate|Comprehend Language]]_, _[[Spells/Clear Mind|Remove Fear]]_, _[[Spells/Silence|Silence]]_, _[[Spells/Status|Status]]_; __1st __ _[[Spells/Command|Command]]_, _[[Spells/Illusory Disguise|Illusory Disguise]]_, _[[Spells/Sure Strike|True Strike]]_\n__Cantrips__ __(4th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 30, attack +22; __6th __ _[[Spells/Shape Stone|Shape Stone]]_, _[[Spells/Suggestion|Suggestion (At Will)]]_; __2nd __ _[[Spells/Detect Alignment|Detect Alignment (At Will) (Good or Evil Only)]]_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (mental,occult) The dragon unleashes a roar charged with psychic energy, dealing 12d6 mental damage in a 30-foot cone (DC 30 Will check save).\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d8+10 bludgeoning, DC 26 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Gleaming Armor"
+ desc: "`pf2:1` (light,occult) **Frequency** once per hour\n* * *\n\n**Effect** The dragon's golden armor glows with a protective golden light. The dragon gains a +2 status bonus to AC and resistance 10 to energy damage. Each enemy in a 20-foot emanation must succeed at a DC 30 Fortitude check save or be [[Conditions/Dazzled|Dazzled]].\n\nAll these effects last until the end of the dragon's next turn.\n\n[[Bestiary Effects/Effect_ Gleaming Armor|Effect: Gleaming Armor]]"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Sovereign Dragon (Young, Spellcaster)
+creatures:
+ - 1: Sovereign Dragon (Young, Spellcaster)
+```
+
+
+
+The most well-known of imperial dragons due to their deep involvement with mortals, the sovereign dragons' name comes from their mandate of selecting rulers-but at some point, the dragons themselves joined the list of worthy candidates. Other imperial dragons suspect the sovereign dragons offered their connection to the elemental cycle to attain forbidden magic, evidenced by their lack of any vulnerability to wood or ability to feed on fire, despite being creatures of the earth.
+
+Most hesitate to question the sovereigns' authority. While some appreciate their impartial nature, others fault this adherence to neutrality. Regardless, the sovereign dragons' charm and centuries of experience in subtle manipulation have made them exceptional negotiators.
+
+Almost all sovereign dragons appear gold in color. Their hair ranges from common colors found among humans to bright reds, greens, or blues. They're the only dragons with five digits per claw, a mark of special importance. Other imperial dragons dismiss this claim to status and instead tease the sovereign dragons over their need to wear armor, even while in their draconic forms.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Spiny Eurypterid.md b/content/mechanics/srd/Bestiary/Bestiary 3/Spiny Eurypterid.md
new file mode 100755
index 000000000..4282f7ad6
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Spiny Eurypterid.md
@@ -0,0 +1,93 @@
+---
+title: "Spiny Eurypterid"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.JbnLn7qKM3v8rCbe"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Spiny Eurypterid"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Spiny Eurypterid"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[amphibious]]
+trait_02: [[animal]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision, Wavesense (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +13, Stealth: +13"
+abilityMods: [4, 2, 5, -5, 1, -3]
+speed: 40 feet, swim 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +16, __Ref__ +11, __Will__ +10"
+hp: 70
+health:
+ - name: ""
+ - name: HP
+ desc: "70"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense (Imprecise) 30 feet]]"
+ desc: " This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Stinger Only)]]"
+ desc: "`pf2:r` Stinger only\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pincer"
+ desc: "+15 ()\n__Damage__ 2d8 + 4 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Stinger"
+ desc: "+15 ()\n__Damage__ 2d6 + 4 piercing plus spiny-eurypterid-venom"
+
+ - name: "Chitinous Spines"
+ desc: " A creature [[Conditions/Grabbed|Grabbed]] by the spiny eurypterid takes 2d6 piercing damage at the start of that creature's turn."
+
+ - name: "Spiny Eurypterid Venom"
+ desc: " (poison) **Saving Throw** DC 22 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d8 poison damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 1d8 poison damage and [[Conditions/Enfeebled|Enfeebled 2]] (1 round)\n\n**Stage 3** 2d8 poison damage and [[Conditions/Enfeebled|Enfeebled 3]] (1 round)."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Spiny Eurypterid
+creatures:
+ - 1: Spiny Eurypterid
+```
+
+
+
+Spiny eurypterids are aggressive, tenacious, and utterly unwilling to stop chasing prey, even to their own detriment. These creatures are covered with countless needle-like spikes and can grow to rival the size of ocean mammals like orcas. Sailors often find them clinging to the hulls of ships, as spinyeurypterids mistake them for prey and are too stubborn to let go.
+
+* * *
+
+Fearsome predators and durable pests, eurypterids are hard-carapaced arthropods sometimes referred to as sea scorpions. Though aquatic creatures, they have robust respiratory systems that allow them to survive indefinitely on land. All eurypterids possess claws as well as stingers that can inject venom.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Squirming Swill.md b/content/mechanics/srd/Bestiary/Bestiary 3/Squirming Swill.md
new file mode 100755
index 000000000..b710624fe
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Squirming Swill.md
@@ -0,0 +1,95 @@
+---
+title: "Squirming Swill"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.4Dtoh1Kb3F8tQ447"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Squirming Swill"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Squirming Swill"
+level: "Creature 2"
+
+alignment: ""
+size: "Small"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[undead]]
+trait_04: [[unholy]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Motion Sense (Precise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Stealth: +9"
+abilityMods: [-1, 3, 3, -5, 0, -4]
+speed: 20 feet, swim 15 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +11, __Ref__ +9, __Will__ +6; +2 status to all saves vs. curses"
+hp: 28
+health:
+ - name: ""
+ - name: HP
+ desc: "28, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, visual; __Resistances__ fire 2"
+abilities_top:
+ - name: ""
+
+ - name: "Magical Broth"
+ desc: " (magical) The squirming swill retains some residue from the magical broth it was stewed in. A creature can salvage the portion of a destroyed squirming swill that contains the greatest amount of this liquid by squeezing its remains. This liquid can be used as an oil or potion of the swill's level or lower, typically a _[[Equipment/Healing Potion (Minor)|Healing Potion (Minor)]]_, _[[Equipment/Nectar of Purification|Nectar of Purification]]_, or _[[Equipment/Oil of Potency|Oil of Potency]]_. This consumable follows the normal rules for Activating an oil or potion."
+
+ - name: "Motion Sense 60 feet"
+ desc: " Squirming swill can sense nearby creatures through vibration and air or water movement."
+
+abilities_mid:
+ - name: ""
+ - name: "Malodorous Smoke"
+ desc: " (aura,curse,magical,olfactory) 15 feet. The squirming swill reeks of food that is simultaneously burned and spoiled. A creature that enters or starts its turn in the emanation must succeed at a DC 17 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] ([[Conditions/Sickened|Sickened 2]] on a critical failure). A creature that succeeds at its save is temporarily immune for 1 minute.\n\nWhen a creature succeeds at a Fortitude save to recover from this sickness, it regurgitates a chunk of food that immediately slithers away to join the swill, restoring 3 healing Hit Points to the swill."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Offal"
+ desc: "+9 (finesse, magical)\n__Damage__ 1d10 - 1 bludgeoning plus slippery-grease 1d6 fire plus slippery-grease"
+
+ - name: "**Ranged** `pf2:1` Scalding Oil"
+ desc: "+9 (fire, magical, range increment 30 feet)\n__Damage__ 2d6 fire"
+
+ - name: "Slippery Grease"
+ desc: " The first time on its turn that the squirming swill hits a creature with its Offal Strike, hot grease from its body splatters the ground in the target's space. The target must succeed at a DC 17 Reflex check save or DC 17 Acrobatics check check, falling [[Conditions/Prone|Prone]] on a failure."
+
+```
+
+```encounter-table
+name: Squirming Swill
+creatures:
+ - 1: Squirming Swill
+```
+
+
+
+Grotesque pieces of cast-off animal carcasses slowly stew into an overcooked mass at the bottom of a witch or hag's cauldron. The animals' magical organs-the eyes of the newt, the tongue of the frog-have already been removed, leaving only these sad remains. Nevertheless, animated by long exposure to magic, they sometimes peel free from the sides of the cauldron and wriggle out to freedom. The refuse moves in one giant mass, its skin blackened and crispy, leaving a trail of dripping grease and gravy. Its body is perpetually steaming hot, as though fresh from the pot, fat popping and sizzling.
+
+Squirming swills wander kitchens, sewers, swamps, midden pits, and grimy city canals. With little intelligence and no agenda, they come after any creature that remotely resembles the one who stewed them-usually, anything humanoid will do. Most swills try immediately to kill the creature, but some approach longingly, as though reuniting with a lost parent. They also seem to show sympathy or fellowship to other small animals. Unfortunately, their grotesque scent or the heat of their touch tends to scare away the living. Handily, the squirming swill is just as happy to befriend a small animal's corpse, unconcerned about its level of decay.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Squirrel Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Squirrel Swarm.md
new file mode 100755
index 000000000..f0cc0fda4
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Squirrel Swarm.md
@@ -0,0 +1,83 @@
+---
+title: "Squirrel Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.KvD9YeUUCqwTEVZB"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Squirrel Swarm"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Squirrel Swarm"
+level: "Creature 1"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[swarm]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Stealth: +7, Survival: +4"
+abilityMods: [-1, 3, 2, -4, 1, 0]
+speed: 25 feet, climb 15 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +5, __Ref__ +8, __Will__ +4"
+hp: 16
+health:
+ - name: ""
+ - name: HP
+ desc: "16; __Immunities__ precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 3, splash damage 3; __Resistances__ piercing 3, slashing 3"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+attacks:
+ - name: ""
+
+ - name: "Nibble"
+ desc: "`pf2:1` Each enemy in the squirrel swarm's space takes 1d6 piercing damage (DC 15 Reflex check save)."
+
+ - name: "Scrabbling Swarm"
+ desc: "`pf2:1` The squirrels clamber over the creatures in their space. Each such creature must succeed at a DC 17 Reflex check save or become [[Conditions/Clumsy|Clumsy 1]] as long as it remains in the swarm's space."
+
+```
+
+```encounter-table
+name: Squirrel Swarm
+creatures:
+ - 1: Squirrel Swarm
+```
+
+
+
+Descending with a shriek, a swarm of squirrels is a menace to foes, crawling in and out of pockets and clothing, biting and scratching as it goes. Though squirrels are usually independent, they might form into swarms when cornered or if a predator creates enough of a recurring threat that the little creatures need to gang up.
+
+* * *
+
+Squirrels' ability to dart into sticky situations, extract berries or nuts from the most precarious of circumstances, and then hide their loot from prying eyes make them nature's thieves in trees. Their cute appearance-soft fur, big eyes, and fluffy tails-makes them inconspicuous and endearing, at least to some. Their reputation among humanoids is split between those who consider them cute little creatures and others who believe they're vermin.
+
+Usually no more than a nuisance on their own, they can become a dangerous annoyance under the command of a druid, fey, or other creature that practices nature magic or is otherwise tied to the natural world. With their ability to reach remote places, excellent eyesight, and adept problem-solving, squirrels can perform effective reconnaissance for druids.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Stheno Harpist.md b/content/mechanics/srd/Bestiary/Bestiary 3/Stheno Harpist.md
new file mode 100755
index 000000000..bc082ba2e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Stheno Harpist.md
@@ -0,0 +1,95 @@
+---
+title: "Stheno Harpist"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.STwv4TnIp5yiImLP"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/stheno
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Stheno Harpist"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Stheno Harpist"
+level: "Creature 1"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+trait_02: [[stheno]]
+modifier: 4
+perception:
+ - name: "Perception"
+ desc: "+4; "
+languages: "Common; speak with snakes"
+skills:
+ - name: "Skills"
+ desc: "Crafting: +4, Diplomacy: +7, Performance: +7, Stealth: +5"
+abilityMods: [0, 2, 3, 1, -1, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +8, __Ref__ +7, __Will__ +4"
+hp: 19
+health:
+ - name: ""
+ - name: HP
+ desc: "19"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Rapier|Rapier]], [[Equipment/Shortbow|Shortbow]], [[Equipment/Leather Armor|Leather Armor]], Harp"
+ - name: "Snake Search"
+ desc: " When the stheno harpist [[Actions/Search|Searches]] or [[Actions/Seek|Seeks]], their snakes try to help too, rolling a separate Perception check with a modifier of -1 instead of +4.\n\nIf the snakes notice something, they try to notify the stheno, though they are no more intelligent than normal snakes and might find different things interesting than the stheno does."
+
+ - name: "Speak With Snakes"
+ desc: " The stheno harpist can communicate with snakes, including the ones in their hair, and can use Diplomacy to [[Actions/Make an Impression|Make an Impression]] on snakes and [[Actions/Request|Request]] things from snakes."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Rapier"
+ desc: "+7 (deadly d8, disarm, finesse)\n__Damage__ 1d6 piercing"
+
+ - name: "**Melee** `pf2:1` Snake Fangs"
+ desc: "+7 (agile, finesse)\n__Damage__ 1d4 piercing"
+
+ - name: "**Ranged** `pf2:1` Shortbow"
+ desc: "+7 (deadly d10, range increment 60 feet, reload 0)\n__Damage__ 1d6 piercing"
+
+ - name: "Occult Spontaneous Spells"
+ desc: "DC 17, attack +9; __1st __ (2 slots) _[[Spells/Phantom Pain|Phantom Pain]]_, _[[Spells/Soothe|Soothe]]_\n__Cantrips__ __(1st)__ _[[Compendium.pf2e.spells-srd.Item.kl2q6JvBZwed4B6v|Dancing Lights]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Courageous Anthem|Inspire Courage]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Shield|Shield]]_"
+
+```
+
+```encounter-table
+name: Stheno Harpist
+creatures:
+ - 1: Stheno Harpist
+```
+
+
+
+With living snakes for hair, sthenos, who are descended from medusas, are a curious and independent ancestry. A newly emergent people, sthenos have existed for just barely over a century. Only a few generations have passed since their genesis, and some adult sthenos remember members of the original generation. Indeed, since sthenos can live about as long as humans, a few of the original sthenos might yet live somewhere. As a people without a traditional homeland, sthenos seek to find societies that welcome them, which can be a challenging endeavor. With more than
+
+a passing resemblance to medusas, given their ophidian hair and striking features, they find most places are wary if not outright hostile to their presence.
+
+All sthenos descend from a single woman of the same name. Stheno rebelled against the poisoned gift of nightmares that the goddess Lamashtu granted her sisters, the powerful medusa matriarchs known as euryales. Stheno prayed to Shelyn, goddess of art and love, for help in overcoming her twisted birthright. Eventually, Lamashtu's power struck Stheno down, but Stheno's remaining faith and will imbued each of the hundred snakes from her hair with a mind and will of its own. Each snake grew into an individual stheno, and a new ancestry was born that day.
+
+Sthenos have been slowly spreading across the land, their numbers growing as they can have children with humans. In these families, children of all genders are born either fully human or fully stheno, seemingly at random. Sthenos with a welcoming community to call home tend toward large families with many children, perhaps from some survival instinct as early members of a new ancestry.
+
+Sthenos, unsurprisingly, have a great love for snakes, and they tend to keep other snakes as pets and companions to their hair. Stheno hair snakes are non-venomous and love to eat insects within their reach. They are semi-autonomous, though their behaviors are colored by the stheno's emotions. An angry stheno might find their snakes lashing out at the subject of their wrath, while an amorous stheno's snakes might just want to snuggle instead.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Stone Lion Cub.md b/content/mechanics/srd/Bestiary/Bestiary 3/Stone Lion Cub.md
new file mode 100755
index 000000000..574fbe7c5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Stone Lion Cub.md
@@ -0,0 +1,103 @@
+---
+title: "Stone Lion Cub"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.HNfsJSxbEfRj3zEC"
+tags:
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Stone Lion Cub"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Stone Lion Cub"
+level: "Creature 2"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[celestial]]
+trait_02: [[good]]
+trait_03: [[holy]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision"
+languages: "Common, Empyrean; telepathy 60 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +7, Religion: +8, Meteorology Lore: +7"
+abilityMods: [3, 3, 0, 1, 4, 0]
+speed: fly 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +6, __Ref__ +7, __Will__ +10; +1 status to all saves vs. evil"
+hp: 28
+health:
+ - name: ""
+ - name: HP
+ desc: "28; __Immunities__ disease, paralyzed, petrified, poison; __Resistances__ all damage 3 (except force or ghost touch)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 60 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Anchored Soul"
+ desc: " The cub is mystically bonded to its bonded vessel and must remain within 1 mile of it. Some might be further restricted to the location it guards."
+
+abilities_mid:
+ - name: ""
+ - name: "Bonded Vessel"
+ desc: " The condition of a stone cub's vessel dictates the cub's maximum Hit Point value. Undamaged, the vessel is an object with 28 Hit Points (BT 14). When the cub is in spirit form, damaging it doesn't hurt the vessel, but damaging the vessel deals an equal amount of damage to the cub. When the cub Inhabits its Vessel, they're a single target, and damage reduces the Hit Points of both the cub and the vessel. If the vessel is broken, the cub can still fight normally while inhabiting it and suffers no ill effect, but if the vessel is ever destroyed, the cub is instantly slain and can't reconstitute."
+
+ - name: "Reconstitution"
+ desc: " (divine) When the cub reaches 0 Hit Points, its spirit dissipates. If its bonded vessel is intact, the cub re-forms in this vessel after 2d4 days, fully healed. If the vessel is broken, it must first be [[Actions/Repair|Repaired]], after which the cub reforms in 3d4 days."
+
+attacks:
+ - name: ""
+
+ - name: "Divine Innate Spells"
+ desc: "DC 17, attack +9; __1st __ _[[Spells/Detect Alignment|Detect Alignment (At Will) (Evil Only)]]_"
+
+ - name: "Inhabit Vessel"
+ desc: "`pf2:2` (manipulate) The cub touches and melds with its bonded vessel, bringing the statue to life. It can cease Inhabiting its Vessel by spending a single action, which has the concentrate trait. While Inhabiting the Vessel, it loses its fly Speed and gains:\n\n**Immunities** healing, nonlethal\n\n**Resistances** physical 3 (except bludgeoning)\n\n**Speed** 20 feet; and the following Strike.\n\n* **Melee** `pf2:1` Jaws +10 (agile), **Damage** 1d6+5 bludgeoning plus [[Bestiary Ability Glossary/Grab|Grab]]."
+
+ - name: "Spirit Body"
+ desc: " When not Inhabiting its Vessel, the cub is incorporeal and gains resistance 3 to all damage (except force damage and damage from Strikes with the _[[Equipment/Ghost Touch|Ghost Touch]]_ property rune; double resistance against non-magical)."
+
+```
+
+```encounter-table
+name: Stone Lion Cub
+creatures:
+ - 1: Stone Lion Cub
+```
+
+
+
+Stone lion cubs are curious, playful, and occasionally accidental mischief makers. Despite their still developing abilities, they eagerly hone their skills with make-believe missions. Many hope that they'll one day become responsible guardians like their parents.
+
+Smaller in stature and ferocity, stone lion cubs sometimes try to guard places of smaller importance, often including facsimiles of the same kinds of structures their parents attend. They're less than dependable as guardians, as they have the attention span and rambunctious nature of children. Their parents often need to call them to heel, ordering them to stay at the parent's side as parent and child both stay motionless for the rising day.
+
+* * *
+
+Stone statues of beasts can often be found paired and standing guard to either side of an entryway. While some seem like merely lifeless statues, others are far more than they appear to be. Guardian beasts ward against evil and misfortune. Some of these celestial spirits were assigned this task, while others assumed their roles out of a sense of duty. To allow them to maintain a constant presence in the material world, pious artisans carve stone vessels of the beasts in their likeness; these statues then serve as anchors for the guardian beasts' souls. Should the need arise, guardian beasts can merge with their stony form, becoming a dangerous foe with noble courage, an indomitable will, and few weaknesses.
+
+By day, guardian beasts stay in their vessels and pretend to be inanimate. Past nightfall, they might patrol the grounds in their stone form or leave the heavy vessel behind to go where a solid body can't reach. Some take this chance to visit the dreams of individuals they favor and send them messages, notifying them of strange occurrences or warning them of incoming danger. Despite their
+
+good intentions, the dream messages from guardian beasts can be obscure, often overshadowed by the spirit's personality or strange assumptions they make due to their nature as resolute guardians.
+
+While guardian beasts can work alone, they usually appear in bonded pairs who complement each other in nature. One could be a jokester, the other gloomy; another could be nurturing, the other strict. To make two otherwise identical-looking beasts distinct, sculptors often depict one stone animal with their young. In the case of stone lions, a common type of guardian beasts, this approach means carving stone lion cubs to accompany one of the guardians.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Stone Lion.md b/content/mechanics/srd/Bestiary/Bestiary 3/Stone Lion.md
new file mode 100755
index 000000000..2bc663d21
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Stone Lion.md
@@ -0,0 +1,106 @@
+---
+title: "Stone Lion"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.JbtK1oOZqDGhs2zj"
+tags:
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Stone Lion"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Stone Lion"
+level: "Creature 4"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[celestial]]
+trait_02: [[good]]
+trait_03: [[holy]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision"
+languages: "Common, Empyrean; telepathy 60 feet"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Intimidation: +8, Religion: +13, Meteorology Lore: +11"
+abilityMods: [4, 3, 3, 1, 5, 0]
+speed: fly 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +11, __Ref__ +9, __Will__ +13; +1 status to all saves vs. evil"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50; __Immunities__ disease, paralyzed, petrified, poison; __Resistances__ all damage 5 (except force or ghost touch)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 60 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Anchored Soul"
+ desc: " The lion is mystically bonded to its bonded vessel and must remain within 1 mile of it. Some might be further restricted to the location it guards."
+
+abilities_mid:
+ - name: ""
+ - name: "Bonded Vessel"
+ desc: " The condition of a stone lion's vessel dictates the lion's maximum Hit Point value. Undamaged, the vessel is an object with 50 Hit Points (BT 25). When the lion is in spirit form, damaging it doesn't hurt the vessel, but damaging the vessel deals an equal amount of damage to the lion. When the lion Inhabits its Vessel, they're a single target, and damage reduces the Hit Points of both the lion and the vessel. If the vessel is broken, the lion can still fight normally while inhabiting it and suffers no ill effect, but if the vessel is ever destroyed, the lion is instantly slain and can't reconstitute."
+
+ - name: "Reconstitution"
+ desc: " (divine) When the lion reaches 0 Hit Points, its spirit dissipates. If its bonded vessel is intact, the lion re-forms in this vessel after 2d4 days, fully healed. If the vessel is broken, it must first be [[Actions/Repair|Repaired]], after which the lion reforms in 3d4 days."
+
+attacks:
+ - name: ""
+
+ - name: "Divine Innate Spells"
+ desc: "DC 21, attack +13; __3rd __ _[[Spells/Dream Message|Dream Message]]_; __1st __ _[[Spells/Detect Alignment|Detect Alignment (At Will) (Evil Only)]]_"
+
+ - name: "Ferocious Roar"
+ desc: "`pf2:2` (auditory,emotion,fear,mental,sonic) The lion makes a terrifying roar that deals 2d8 sonic damage (DC 23 Fortitude check save) to each creature in a 20-foot cone. Creatures that fail this save become [[Conditions/Frightened|Frightened 1]]."
+
+ - name: "Inhabit Vessel"
+ desc: "`pf2:2` (manipulate) The lion touches and melds with its bonded vessel, bringing the statue to life. It can cease Inhabiting its Vessel by spending a single action, which has the concentrate trait. While Inhabiting the Vessel, it loses its fly Speed and gains\n\n**Immunities** healing, nonlethal\n\n**Resistances** physical 5 (except bludgeoning),\n\n**Speed** 30 feet, and it gains the following Strikes:\n\n* **Melee** `pf2:1` Jaws +14, **Damage** 2d6+7 bludgeoning plus [[Bestiary Ability Glossary/Grab|Grab]].\n* **Ranged** `pf2:1` Stone Ball +13 (range increment 30 feet), **Damage** 2d4+7 bludgeoning."
+
+ - name: "Spirit Body"
+ desc: " When not Inhabiting its Vessel, the lion is incorporeal and gains resistance 5 to all damage (except force damage and damage from Strikes with the _[[Equipment/Ghost Touch|Ghost Touch]]_ property rune; double resistance against non-magical)."
+
+```
+
+```encounter-table
+name: Stone Lion
+creatures:
+ - 1: Stone Lion
+```
+
+
+
+Stone lions are a common sight outside of banks, temples, palaces, and even private residences. The fierce expressions affixed on their faces remind passersby to stay on their best behavior.
+
+Stone lions remain faithful guardians of a site, regardless of whether it falls into disrepair. Even if people abandon a place, the lion remains dutiful until its statue is too worn or broken to inhabit any longer.
+
+* * *
+
+Stone statues of beasts can often be found paired and standing guard to either side of an entryway. While some seem like merely lifeless statues, others are far more than they appear to be. Guardian beasts ward against evil and misfortune. Some of these celestial spirits were assigned this task, while others assumed their roles out of a sense of duty. To allow them to maintain a constant presence in the material world, pious artisans carve stone vessels of the beasts in their likeness; these statues then serve as anchors for the guardian beasts' souls. Should the need arise, guardian beasts can merge with their stony form, becoming a dangerous foe with noble courage, an indomitable will, and few weaknesses.
+
+By day, guardian beasts stay in their vessels and pretend to be inanimate. Past nightfall, they might patrol the grounds in their stone form or leave the heavy vessel behind to go where a solid body can't reach. Some take this chance to visit the dreams of individuals they favor and send them messages, notifying them of strange occurrences or warning them of incoming danger. Despite their
+
+good intentions, the dream messages from guardian beasts can be obscure, often overshadowed by the spirit's personality or strange assumptions they make due to their nature as resolute guardians.
+
+While guardian beasts can work alone, they usually appear in bonded pairs who complement each other in nature. One could be a jokester, the other gloomy; another could be nurturing, the other strict. To make two otherwise identical-looking beasts distinct, sculptors often depict one stone animal with their young. In the case of stone lions, a common type of guardian beasts, this approach means carving stone lion cubs to accompany one of the guardians.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Storm Hag.md b/content/mechanics/srd/Bestiary/Bestiary 3/Storm Hag.md
new file mode 100755
index 000000000..7aaa856d1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Storm Hag.md
@@ -0,0 +1,117 @@
+---
+title: "Storm Hag"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Te2hw29sR53zV8H7"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/electricity
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/hag
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Storm Hag"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Storm Hag"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[air]]
+trait_02: [[chaotic]]
+trait_03: [[electricity]]
+trait_04: [[evil]]
+trait_05: [[hag]]
+trait_06: [[humanoid]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision"
+languages: "Aklo, Common, Jotun, Sussuran; voice of the storm"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Deception: +11, Intimidation: +13, Occultism: +11, Stealth: +9, Weather Lore: +13"
+abilityMods: [4, 2, 4, 2, 3, 4]
+speed: 25 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +15, __Ref__ +9, __Will__ +12"
+hp: 95
+health:
+ - name: ""
+ - name: HP
+ desc: "95; __Immunities__ electricity; __Weaknesses__ cold iron 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Coven|Coven]]"
+ desc: " (mental,occult) A storm hag adds [[Spells/Hydraulic Torrent|Hydraulic Torrent]], [[Spells/Lightning Storm|Lightning Storm]], and [[Spells/Mariner's Curse|Mariner's Curse]] to her coven's spells.\n* * *\n\nThis monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.\n\nCovens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single action that has the concentrate trait. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-rank [[Spells/Cursed Metamorphosis|Cursed Metamorphosis]] spell and all the following spells, which the coven can cast at any rank up to 5th: [[Spells/Augury|Augury]], [[Spells/Charm|Charm]], [[Spells/Clairaudience|Clairaudience]], [[Spells/Clairvoyance|Clairvoyance]], [[Spells/Dream Message|Dream Message]], [[Spells/Illusory Disguise|Illusory Disguise]], [[Spells/Illusory Scene|Illusory Scene]], [[Spells/Scouting Eye|Scouting Eye]], and [[Spells/Talking Corpse|Talking Corpse]]. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the [[Spells/Control Weather|Control Weather]] ritual, with a DC of 23 instead of the standard DC.\n\nIf a coven member's departure or death brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells."
+
+ - name: "Stormsight"
+ desc: " Wind, precipitation, and clouds don't impair a storm hag's vision; she ignores the [[Conditions/Concealed|Concealed]] condition from storms, mist, precipitation, and the like."
+
+ - name: "Voice of the Storm"
+ desc: " A storm hag can send spoken messages or sounds on the wind to any spot that she has seen and the wind can reach within a 50-mile radius. She can send a quiet whisper or a loud scream, and decides whether it's clearly audible or barely heard above the wind. The message is delivered regardless of whether anyone is present to hear it. The hag can use this ability to [[Actions/Demoralize|Demoralize]] creatures that hear her message with dire threats or unnerving whispers of doom."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+15 (agile)\n__Damage__ 1d6 + 7 slashing 1d6 electricity"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+15 ()\n__Damage__ 1d8 + 7 piercing 1d6 electricity"
+
+ - name: "**Ranged** `pf2:1` Wind Blast"
+ desc: "+13 (air, range 30 feet)\n__Damage__ 1d10 + 5 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 22, attack +14; __3rd __ _[[Spells/Gust of Wind|Gust of Wind (At Will)]]_, _[[Spells/Lightning Bolt|Lightning Bolt]]_, _[[Spells/Mist|Obscuring Mist]]_, _[[Spells/Wall of Wind|Wall of Wind]]_"
+
+ - name: "Coven Spells"
+ desc: "DC 23, attack +15; __8th __ _[[Spells/Cursed Metamorphosis|Baleful Polymorph]]_; __5th __ _[[Spells/Augury|Augury]]_, _[[Spells/Charm|Charm]]_, _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Illusory Disguise|Illusory Disguise]]_, _[[Spells/Illusory Scene|Illusory Scene]]_, _[[Spells/Lightning Storm|Lightning Storm]]_, _[[Spells/Mariner's Curse|Mariner's Curse]]_, _[[Spells/Scouting Eye|Prying Eye]]_, _[[Spells/Talking Corpse|Talking Corpse]]_; __4th __ _[[Spells/Hydraulic Torrent|Hydraulic Torrent]]_"
+
+ - name: "Rituals"
+ desc: "_Control Weather_"
+
+ - name: "Stormcalling"
+ desc: " A storm hag can perform a special [[Spells/Control Weather|Control Weather]] ritual, which requires no secondary casters, to change the weather within 5 miles of her location for 4d12 hours. The primary check is a DC 23 Occultism check check, and she can't get an outcome worse than a failure.\n\nThe storm hag can create only hurricanes, thunderstorms, and tornadoes, but she can do so regardless of the current season. She can also quell natural weather events but never willingly does so."
+
+ - name: "Wind Mastery"
+ desc: " A storm hag is unaffected by strong winds, natural or magical. Windy conditions are not difficult terrain for her."
+
+```
+
+```encounter-table
+name: Storm Hag
+creatures:
+ - 1: Storm Hag
+```
+
+
+
+Storm hags are the personification of a storm's rage. These crones hate those who huddle together with loved ones in warm, dry shelters while the wind howls and rain lashes the land and sea. Storm hags use their powers to wreak havoc on communities near the coastal caves or hovels where they often live.
+
+These hags send their voices on the wind to terrorize mortals before descending upon them with claws and fell magic. More than any others of their kind, they prey on the young, devouring children as much for the pain it causes their parents and caretakers as for the hags' love of young flesh.
+
+A storm hag's territory sometimes overlaps with that of sea hags and winter hags. While this may result in the formation of a coven that controls their combined territories, more often it leads to rivalries. Such feuds only increase the misery of innocent people caught between the rival hags' feuding.
+
+* * *
+
+Foul creatures who appear as wizened old women, hags share little in common with the humanoids they terrorize. They are hateful entities whose greatest joy lies in the corruption and ultimate destruction of anything good and virtuous. Whatever power created the first hags is lost to time, but numerous hag varieties have arisen over the ages, each with their own powers and abilities to spread pain and suffering.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Street Skelm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Street Skelm.md
new file mode 100755
index 000000000..7dee1669a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Street Skelm.md
@@ -0,0 +1,113 @@
+---
+title: "Street Skelm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.op9Fs6xQBPUNGakq"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/skelm
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Street Skelm"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Street Skelm"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[humanoid]]
+trait_03: [[lawful]]
+trait_04: [[skelm]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Scent (Imprecise) 30 Feet"
+languages: "Aklo, Common"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +9, Deception: +9, Intimidation: +11, Occultism: +8, Stealth: +9"
+abilityMods: [4, 2, 3, 3, 1, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +10, __Ref__ +9, __Will__ +8; -1 to all saves vs. emotion effects"
+hp: 55
+health:
+ - name: ""
+ - name: HP
+ desc: "55; __Weaknesses__ cold iron 3"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Staff|Staff]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+12 (agile, magical)\n__Damage__ 1d6 + 6 bludgeoning plus grab"
+
+ - name: "**Melee** `pf2:1` Antler"
+ desc: "+12 (magical)\n__Damage__ 1d10 + 6 piercing plus knockdown"
+
+ - name: "**Melee** `pf2:1` Staff"
+ desc: "+13 (two-hand d8)\n__Damage__ 1d4 + 7 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+9 (range increment 20 feet)\n__Damage__ 1d6 + 6 bludgeoning"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,occult,polymorph) The street skelm can take on the appearance of any Medium male humanoid. This doesn't change his Speed or his attack and damage bonuses with his Strikes but might change the damage type his Strikes deal.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Frightening Rant"
+ desc: "`pf2:1` (auditory,concentrate,emotion,fear,linguistic,mental,occult) The skelm rants angrily, filling nearby creatures with shame, fear, and anger. Each creature within 30 feet must succeed at a DC 20 Will check save or become [[Conditions/Frightened|Frightened 1]] ([[Conditions/Frightened|Frightened 2]] on a critical failure).\n\nWhile frightened by this rant, creatures take a -2 status penalty to Strength-based damage rolls against the skelm, but gain a +2 status bonus to those rolls against other creatures."
+
+ - name: "Punishing Strike"
+ desc: "`pf2:1` The skelm unleashes his constant rage in a reckless attack that makes him [[Conditions/Off-Guard|Off-Guard]] until the start of his next turn.\n\nHe Strikes; if he hits, he increases the number of damage dice by one and adds [[Bestiary Ability Glossary/Push|Push]] to the effect. This counts as two attacks for his multiple attack penalty."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Street Skelm
+creatures:
+ - 1: Street Skelm
+```
+
+
+
+Street skelms abuse the deference given to elders and the well-to-do in public spaces, appearing as such so they can verbally or physically punish those who dare defy their cruel sensibilities. To excuse his actions or gather allies, a street skelm might rant about a target, building a pretense of some vague threat the target poses to the community's social order. These rantings can rally a mob to carry out the skelm's violence against his target, some of whom even act out of fear against becoming the skelm's next target. Street skelms have little of the magical talents possessed by their more powerful peers, mostly relying on brute force.
+
+Street skelms typically dress in old-fashioned styles, always including a hat or hood that can cover their distinctive features. They often walk with a cane, walking staff, or other prop suitable for bludgeoning those who offend their delicate egos or challenge their tenuous sense of control.
+
+* * *
+
+Rage-filled skelms are drawn to any settlement with more than a few hundred souls. Using magical disguises and leveraging societal norms to their benefit, these antlered monsters crave fearful respect and brutally punish any who dare disagree with their lofty opinions, even in the slightest degree. Although quite dangerous on their own, skelms are at their deadliest when leading an angry mob. Their cruel and exploitative nature has made their name synonymous with villainy.
+
+An existing skelm can transform any evil humanoid who's overwhelmed with rage into one of their kind. Skelms heap enraging humiliation on potential new brothers as a form of indoctrination, convincing these recruits that some other person or group is responsible for their misery. This practice ensures skelms begin their new existence with sufficient vitriol to plot their revenge.
+
+Many newly forged skelms carry on their lives in the roles they held as mortals; and in fact, these roles often shape the type of skelm they become. Skelms can arise among members of nearly any ancestry, though they're more common among cultures with deeply entrenched gender roles, unjust hierarchies, and those that don't offer healthy ways to experience and process anger.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Strix Kinmate.md b/content/mechanics/srd/Bestiary/Bestiary 3/Strix Kinmate.md
new file mode 100755
index 000000000..f71d38619
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Strix Kinmate.md
@@ -0,0 +1,90 @@
+---
+title: "Strix Kinmate"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.A1efbB1E8D8lLzEf"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/strix
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Strix Kinmate"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Strix Kinmate"
+level: "Creature 2"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+trait_02: [[lawful]]
+trait_03: [[strix]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Low-Light Vision"
+languages: "Common, Strix"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Nature: +7, Survival: +9"
+abilityMods: [2, 4, 0, 0, 3, 0]
+speed: 25 feet, fly 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +6, __Ref__ +10, __Will__ +7"
+hp: 24
+health:
+ - name: ""
+ - name: HP
+ desc: "24"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Shortbow|Shortbow]], [[Equipment/Shortsword|Shortsword]], [[Equipment/Leather Armor|Leather Armor]], 20x [[Equipment/Arrows|Arrows]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Shortsword"
+ desc: "+10 (agile, finesse, versatile s)\n__Damage__ 1d6 + 4 piercing"
+
+ - name: "**Melee** `pf2:1` Talon"
+ desc: "+10 (agile, finesse)\n__Damage__ 1d6 + 4 slashing"
+
+ - name: "**Ranged** `pf2:1` Shortbow"
+ desc: "+10 (deadly d10, range increment 60 feet)\n__Damage__ 1d6 + 2 piercing"
+
+ - name: "Strix Camaraderie"
+ desc: " Strix kinmates are tightly bonded to one another, adept at teamwork and supporting each other's attacks. If an enemy is within reach of both the kinmate and one other strix, that enemy is [[Conditions/Off-Guard|Off-Guard]] to all strix."
+
+ - name: "Strix Vengeance"
+ desc: " (emotion,mental) **Frequency** once per 10 minutes\n\n**Trigger** The kinmate or a strix ally they can see is damaged by an enemy's critical hit\n* * *\n\n**Effect** Until the end of their next turn, the kinmate gains a +1d6 status bonus to damage rolls on Strikes they make against the triggering enemy."
+
+```
+
+```encounter-table
+name: Strix Kinmate
+creatures:
+ - 1: Strix Kinmate
+```
+
+
+
+Strix are avian humanoids with sprawling, dark-feathered wings and large talons. Strix possess angular features and piercing eyes that are fixed facing forward. Their lurching head movements and vertical eyelids give an unnerving quality to their humanoid appearances.
+
+Strix, called itarii in their own language, live in tightly bonded roosts nestled into the cliffs and treetops of Golarion's highest elevations. Their societies mostly share a communalist, tribal structure, each led by a female leader called a rokoa. Their dwindling population, combined with the adversity they face, promotes interconnectedness and empathy, even between different tribes. By contrast, strix face an ageless conflict with the human populations that surround their home at Devil's Perch, forced to fiercely defend their ancestral territories against human incursion. As a result, strix distrust humans on sight, though these grudges typically don't extend to human offshoots, such as half-orcs and half-elves.
+
+Oral tradition tells that the strix who live among the spires of Devil's Perch, an area in the southwest region of Cheliax's Menador Mountains, were banished there by a massive storm as punishment for an ancient, forgotten transgression. Strix communities debate whether this curse still haunts their people. Those that believe so cite the endless bloody conflict between the strix tribes and the nearby humans, who regard the strix as winged devils to be purged from their territories. Due to strix's deep emotional connection to each member of their tribe, any strix life taken by human hands leads to swift retaliation, which humans use to paint strix as monsters. This cycle of retribution, along with continuous loss of strix land, has bred generations of hatred.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Sturzstromer.md b/content/mechanics/srd/Bestiary/Bestiary 3/Sturzstromer.md
new file mode 100755
index 000000000..9c30df3bf
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Sturzstromer.md
@@ -0,0 +1,92 @@
+---
+title: "Sturzstromer"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.imfLY6OCK5ccjnKN"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/19
+statblock: inline
+name: "Sturzstromer"
+level: 19
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Sturzstromer"
+level: "Creature 19"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[aberration]]
+trait_02: [[earth]]
+trait_03: [[swarm]]
+modifier: 33
+perception:
+ - name: "Perception"
+ desc: "+33; Tremorsense (Precise) 120 Feet"
+languages: "Petran"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +37, Stealth: +35"
+abilityMods: [8, 10, 8, -1, 6, 2]
+speed: 50 feet, burrow 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 41
+armorclass:
+ - name: AC
+ desc: "41; __Fort__ +33, __Ref__ +35, __Will__ +29"
+hp: 280
+health:
+ - name: ""
+ - name: HP
+ desc: "280; __Immunities__ precision, swarm mind, visual, grabbed, prone, restrained; __Weaknesses__ area damage 12, splash damage 12; __Resistances__ piercing 20, slashing 20"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Precise) 120 feet, (Imprecise) 240 feet]]"
+ desc: " A sturzstromer's tremorsense is a precise sense out to 120 feet and an imprecise sense out to 240 feet. A sturzstromer can't sense anything beyond the range of its tremorsense.\n* * *\n\nTremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "Clutching Stones"
+ desc: " The sturzstromer's space is greater difficult terrain."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "Primal Innate Spells"
+ desc: "DC 41, attack +33; __10th __ _[[Spells/Earthquake|Earthquake]]_; __8th __ _[[Spells/Earthbind|Earthbind (At Will)]]_, _[[Spells/Earthquake|Earthquake (x3)]]_, _[[Spells/Speak with Stones|Stone Tell]]_"
+
+ - name: "Grasping Bites"
+ desc: "`pf2:2` (attack) The sturzstromer attempts an Athletics check check and compares the result to the Fortitude DC of each creature in its space. This counts as two attacks for the sturzstromer's multiple attack penalty.\n* * *\n\n**Critical Success** The creature is [[Conditions/Grabbed|Grabbed]], takes 1d6 bludgeoning damage, and is [[Conditions/Restrained|Restrained]] until the end of the sturzstromer's next turn.\n\n**Success** The creature is grabbed."
+
+ - name: "Landslide"
+ desc: " **Requirements** The sturzstromer's most recent action was to cast [[Spells/Earthquake|Earthquake]].\n* * *\n\n**Effect** The sturzstromer closes a fissure it made, choosing one creature that fell in. That creature must succeed at a DC 41 Reflex check save or be buried as in an avalanche."
+
+ - name: "Pummeling Assault"
+ desc: "`pf2:1` Each foe in the sturzstromer's space takes 4d10 bludgeoning damage (DC 41 Reflex check save)."
+
+```
+
+```encounter-table
+name: Sturzstromer
+creatures:
+ - 1: Sturzstromer
+```
+
+
+
+Cobble mites that remain a cohesive swarm for many years become dangerous living landslides.
+
+* * *
+
+Cobble mites resemble squarish stones a few inches across with mouths like split geodes. Though indolent and harmless alone, they're dangerous in large groups.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Sulfur Zombie.md b/content/mechanics/srd/Bestiary/Bestiary 3/Sulfur Zombie.md
new file mode 100755
index 000000000..52e376691
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Sulfur Zombie.md
@@ -0,0 +1,95 @@
+---
+title: "Sulfur Zombie"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.B8HKdZH8Smyt89y4"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/zombie
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Sulfur Zombie"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Sulfur Zombie"
+level: "Creature 6"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[fire]]
+trait_03: [[mindless]]
+trait_04: [[undead]]
+trait_05: [[unholy]]
+trait_06: [[zombie]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +15, Stealth: +12"
+abilityMods: [5, 2, 4, -5, 2, -2]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +16, __Ref__ +12, __Will__ +10"
+hp: 125
+health:
+ - name: ""
+ - name: HP
+ desc: "125, void healing; __Immunities__ death effects, disease, fire, paralyzed, poison, unconscious, mental; __Weaknesses__ vitality 5, slashing 5"
+abilities_top:
+ - name: ""
+
+ - name: "Slow"
+ desc: " A sulfur zombie is permanently [[Conditions/Slowed|Slowed 1]] and can't use reactions."
+
+abilities_mid:
+ - name: ""
+ - name: "Death Throes"
+ desc: " When a sulfur zombie dies, its body explodes in a 30-foot burst of fire and debris that deals 2d10 bludgeoning damage and 2d10 fire damage to each creature in the area (DC 21 Reflex check save)."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+17 ()\n__Damage__ 2d6 + 5 bludgeoning plus blinding-sulfur 1d6 fire plus blinding-sulfur"
+
+ - name: "Blinding Sulfur"
+ desc: " (incapacitation) A sulfur zombie burns with putrid inner fire. A creature hit by a sulfur zombie's fist Strike must attempt a DC 22 Fortitude check save. On a failure, the creature is [[Conditions/Blinded|Blinded]] for 1 round, or for 1 minute on a critical failure."
+
+```
+
+```encounter-table
+name: Sulfur Zombie
+creatures:
+ - 1: Sulfur Zombie
+```
+
+
+
+Glowing with a dull amber light, these odious creatures spawn from a combination of necromancy and fire. These destructive creations sow chaos and demolish fortifications, making them the bane of besieged cities.
+
+* * *
+
+Necromancers most often create these mindless undead as obedient, expendable servitors. Left to its own devices, a zombie seeks only to consume the living, stopping only when its rotting body can no longer hold together.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Sumbreiva.md b/content/mechanics/srd/Bestiary/Bestiary 3/Sumbreiva.md
new file mode 100755
index 000000000..4a6333bc8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Sumbreiva.md
@@ -0,0 +1,112 @@
+---
+title: "Sumbreiva"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.U9W1oIvpRyVVcPyR"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/void
+ - pf2eMonster
+ - pf2e/creature/level/16
+statblock: inline
+name: "Sumbreiva"
+level: 16
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Sumbreiva"
+level: "Creature 16"
+
+alignment: ""
+size: "Large"
+trait_01: [[evil]]
+trait_02: [[humanoid]]
+trait_03: [[lawful]]
+trait_04: [[void]]
+modifier: 29
+perception:
+ - name: "Perception"
+ desc: "+29; Greater Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Aklo, Necril"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +32, Intimidation: +30, Stealth: +35, Survival: +29"
+abilityMods: [8, 9, 3, 6, 5, 4]
+speed: 50 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 39
+armorclass:
+ - name: AC
+ desc: "39; __Fort__ +25, __Ref__ +33, __Will__ +27"
+hp: 290
+health:
+ - name: ""
+ - name: HP
+ desc: "290, void healing; __Immunities__ death effects, drained"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Hunter's Triumph"
+ desc: "`pf2:r` (auditory,emotion,fear,mental) **Trigger** The sumbreiva kills a creature\n* * *\n\n**Effect** The sumbreiva lets out a triumphant, bone-chilling howl. Every enemy in a 30-foot emanation must succeed at a DC 36 Will check save or become [[Conditions/Frightened|Frightened 3]] (and [[Conditions/Fleeing|Fleeing]] as long as it's frightened on a critical failure)."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Sumbreiva Huntblade"
+ desc: "+33 (agile, death, finesse, magical, versatile s)\n__Damage__ 3d8 + 16 piercing plus huntblade-brutality"
+
+ - name: "**Melee** `pf2:1` Shadow Whip"
+ desc: "+33 (agile, death, disarm, finesse, magical, reach 10 feet, trip)\n__Damage__ 3d4 + 16 bludgeoning plus improved-grab"
+
+ - name: "**Ranged** `pf2:1` Sumbreiva Huntblade"
+ desc: "+33 (agile, death, magical, thrown 30 ft., versatile s)\n__Damage__ 3d8 + 16 piercing plus huntblade-brutality"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 36, attack +28; __4th __ _[[Spells/Darkness|Darkness]]_, _[[Spells/Earthbind|Earthbind]]_"
+
+ - name: "Claim Trophy"
+ desc: "`pf2:1` The sumbreiva claims the soul of a creature they killed within the last minute. This works like [[Spells/Seize Soul|Seize Soul]], except that no black sapphire is required and the soul is turned into a glowing blue light called a _soul trophy_. Anyone who kills the sumbreiva can then free the soul from any _soul trophy_ by touching it and speaking the word for \"freedom\" in any language."
+
+ - name: "Huntblade Brutality"
+ desc: " The sumbreiva's huntblade deals an additional 2d8 damage to [[Conditions/Drained|Drained]], [[Conditions/Off-Guard|Off-Guard]], or [[Conditions/Frightened|Frightened]] creatures."
+
+ - name: "Whip Drain"
+ desc: "`pf2:1` (arcane,death) **Requirements** The sumbreiva has a creature [[Conditions/Grabbed|Grabbed]] with their shadow whip\n* * *\n\n**Effect** The grabbed creature must succeed at a DC 38 Fortitude check save or become [[Conditions/Drained|Drained 2]] ([[Conditions/Drained|Drained 3]] on a critical failure). If the creature is already drained, this increases its drained value instead, to a maximum of [[Conditions/Drained|Drained 4]]."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Sumbreiva
+creatures:
+ - 1: Sumbreiva
+```
+
+
+
+Sumbreivas are the Void's unstoppable hunters, tracking down and destroying other creatures on their plane for sport and practice. Occasionally they pass through a rift or are brought to the Material Plane via planar binding, where they collect living souls to display as trophies.
+
+Sumbreivas gather at Night Lodges, where they train and display their soul trophies, which appear as floating wisps of blue energy. The more formidable the soul, the more intense the blue glow that emanates from it. Sumbreivas in lodges periodically raid the Material Plane on a Night Hunt. Over the course of one night, the sumbreivas from that lodge split up and compete to see who can capture the most brilliant souls as trophies. The winner of the Night Hunt leads the lodge until the next hunt.
+
+Night Lodges are ranked against each other by the accomplishments of the hunters within. All sumbreivas have the ultimate goal of capturing a soul worthy of being placed in the Twilight Lodge, reserved for the truly elite souls and hunters.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Swordkeeper.md b/content/mechanics/srd/Bestiary/Bestiary 3/Swordkeeper.md
new file mode 100755
index 000000000..74e4a9cf7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Swordkeeper.md
@@ -0,0 +1,98 @@
+---
+title: "Swordkeeper"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.LIbGRUzJB19Pk7u3"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Swordkeeper"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Swordkeeper"
+level: "Creature 10"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[construct]]
+trait_02: [[lawful]]
+trait_03: [[mindless]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; "
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Athletics: +23"
+abilityMods: [7, 5, 5, -5, 2, -5]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 29
+armorclass:
+ - name: AC
+ desc: "29 (31 with guard raised); __Fort__ +21, __Ref__ +19, __Will__ +14"
+hp: 285
+health:
+ - name: ""
+ - name: HP
+ desc: "285; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Longsword|+1 Striking Vitalizing Longsword]]"
+ - name: "Central Weapon"
+ desc: " A swordkeeper's torso houses a single weapon of a level no higher than the swordkeeper. While the swordkeeper is operational, the chamber requires four successful DC 32 Thievery check checks to [[Actions/Disable a Device|Disable a Device]] to open; on a critical failure, the backlash deals 6d6 force damage (DC 30 Reflex check save) to the creature attempting the check.\n\nIf the swordkeeper is [[Conditions/Immobilized|Immobilized]], [[Conditions/Grabbed|Grabbed]], [[Conditions/Prone|Prone]], or [[Conditions/Stunned|Stunned]], both DCs are reduced by 2.\n\nIf the weapon is removed, the swordkeeper's echoblades vanish."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Echoblade"
+ desc: "+23 (magical, reach 10 feet, versatile p)\n__Damage__ 2d8 + 13 slashing 1d8 force"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+23 (agile, reach 10 feet)\n__Damage__ 2d8 + 13 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Echoblade"
+ desc: "+23 (agile, magical, thrown 30 ft.)\n__Damage__ 2d8 + 13 slashing 1d8 force"
+
+ - name: "Colossal Echo"
+ desc: "`pf2:2` (force) **Requirements** The swordkeeper has a central weapon\n* * *\n\n**Effect** The swordkeeper projects a massive echoblade held in all four hands, dealing 9d8 force damage to all creatures in a 30-foot line (DC 30 Reflex check save).\n\nIt can't use Colossal Echo again for 1d4 rounds."
+
+ - name: "Echoblade Flurry"
+ desc: "`pf2:1` **Frequency** once per round\n* * *\n\n**Effect** The swordkeeper makes two melee Echoblade Strikes. If both Strikes hit the same creature, combine their damage for the purpose of resistances and weakness. Apply the swordkeeper's multiple attack penalty normally."
+
+ - name: "Project Echoblade"
+ desc: " **Requirements** The swordkeeper has a central weapon\n* * *\n\n**Effect** The swordkeeper projects an echoblade-a force copy of its central weapon that deals 1d8 force damage and gains thrown 30 feet. Echoblades inherit the weapon damage dice, weapon traits, and runes of the central weapon, but no other abilities or activations. The swordkeeper gains access to their critical specialization effects. The swordkeeper can have up to four echoblades at once; unattended echoblades vanish at the end of the swordkeeper's turn."
+
+ - name: "Raise Guard"
+ desc: "`pf2:1` **Effect** The swordkeeper raises an echoblade to protect itself, gaining a +2 circumstance bonus to AC until the start of its next turn.\n\n[[Bestiary Effects/Effect_ Raise Guard|Effect: Raise Guard]]"
+
+```
+
+```encounter-table
+name: Swordkeeper
+creatures:
+ - 1: Swordkeeper
+```
+
+
+
+Collectors who want to guard their magical arsenals procure or build swordkeepers. These constructs are equal parts display case and security system, each holding a single weapon within its body and projecting copies of the weapon it stores to deter would-be thieves.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Tattoo Guardian.md b/content/mechanics/srd/Bestiary/Bestiary 3/Tattoo Guardian.md
new file mode 100755
index 000000000..ce9adfa29
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Tattoo Guardian.md
@@ -0,0 +1,87 @@
+---
+title: "Tattoo Guardian"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.WjoMUoyrOMmj3iR3"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Tattoo Guardian"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Tattoo Guardian"
+level: "Creature 3"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Small"
+trait_01: [[construct]]
+trait_02: [[mindless]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11"
+abilityMods: [3, 4, 1, -5, 1, 2]
+speed: fly 10 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +8, __Ref__ +11, __Will__ +6"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50; __Immunities__ critical hits, grabbed, precision, prone, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Retaliate"
+ desc: "`pf2:r` **Trigger** A creature within the tattoo guardian's reach attacks the guardian's ward\n* * *\n\n**Effect** The tattoo guardian makes an ink blade Strike against the triggering creature."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Ink Blade"
+ desc: "+10 ()\n__Damage__ 1d12 + 5 slashing"
+
+ - name: "Bond with Ward"
+ desc: "`pf2:1` (concentrate,move) **Requirements** The tattoo guardian is adjacent to its ward\n* * *\n\n**Effect** The tattoo guardian enters its ward's space and applies itself to the creature's flesh or another suitable surface on the creature. The tattoo guardian occupies the same space as its ward and moves with its ward. While worn, the tattoo guardian establishes a constant [[Spells/Share Life|Share Life]] effect with its ward. Attacks that target the tattoo guardian target the ward instead, but use the higher AC or saving throw values between the tattoo guardian and the ward. Area effects apply to both the tattoo guardian and the ward, as normal for an area effect."
+
+ - name: "Fly Free"
+ desc: "`pf2:1` (concentrate,move) **Requirements** The tattoo guardian is Bonded with its Ward\n* * *\n\n**Effect** The tattoo guardian removes itself from the ward and enters an adjacent space."
+
+ - name: "Interpose"
+ desc: "`pf2:1` **Requirements** The tattoo guardian is Bonded with or adjacent to its ward\n* * *\n\n**Effect** The tattoo guardian interposes itself between the ward and its foes, granting its ward a +2 circumstance bonus to AC until the start of the guardian's next turn.\n\n[[Bestiary Effects/Effect_ Interpose|Effect: Interpose]]"
+
+```
+
+```encounter-table
+name: Tattoo Guardian
+creatures:
+ - 1: Tattoo Guardian
+```
+
+
+
+Tattoo guardians are vigilant protectors drawn onto the skin of the individuals they are meant to protect. The creators of tattoo guardians typically animate them as they apply the tattoo using specific rituals and specialized inks, though more obscure rituals can animate a tattoo that's already been applied. Regardless of their animating method, tattoo guardians can temporarily remove themselves from their ward's skin and attack or even interpose themselves between their ward and any dangers. Most tattoo guardians remain on their ward and attack without separating.
+
+Tattoo guardians come in a variety of forms, taking the shape of religious symbols, powerful creatures, or more abstract shapes. Magic reinforces the bond between a tattoo guardian and its ward, and the death of the ward also brings about the tattoo guardian's destruction. A guardian that is destroyed while its ward lives reverts to a mundane tattoo-often scarred or otherwise marred.
+
+Familial or cultural traditions contribute to the meaning of a tattoo guardian's appearance. In many dwarven cultures, a given family or clan develops their own tattoo patterns and uses these in any tattoo guardians they make. It's especially common for members getting tattooed to ask for a tattoo patterned after one worn by a parent or other ancestor they greatly respect.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Terra-Cotta Garrison.md b/content/mechanics/srd/Bestiary/Bestiary 3/Terra-Cotta Garrison.md
new file mode 100755
index 000000000..abeec80df
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Terra-Cotta Garrison.md
@@ -0,0 +1,97 @@
+---
+title: "Terra-Cotta Garrison"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.d58oMdM4vu04X0uu"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/troop
+ - pf2eMonster
+ - pf2e/creature/level/13
+statblock: inline
+name: "Terra-Cotta Garrison"
+level: 13
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Terra-Cotta Garrison"
+level: "Creature 13"
+
+alignment: ""
+size: "grg"
+trait_01: [[construct]]
+trait_02: [[troop]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; "
+languages: "Common; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +26, Intimidation: +23"
+abilityMods: [7, 2, 6, 2, 3, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27 (29 with shields raised); __Fort__ +25, __Ref__ +19, __Will__ +20"
+hp: 240
+health:
+ - name: ""
+ - name: HP
+ desc: "240, troop defenses; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; __Weaknesses__ area damage 15, bludgeoning 10, splash damage 8"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Steel Shield|Steel Shield]]"
+ - name: "[[Bestiary Ability Glossary/Form Up|Form Up]]"
+ desc: "`pf2:1` The troop chooses one of the squares it currently occupies and redistributes its squares to any configuration in which all squares are contiguous and within 15 feet of the chosen square. The troop can't share its space with other creatures."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Shield Block|Shield Block]]"
+ desc: "`pf2:r` **Trigger** The monster has its shield raised and takes damage from a physical attack.\n* * *\n\n**Effect** The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield."
+
+ - name: "[[Bestiary Ability Glossary/Troop Defenses|Troop Defenses]]"
+ desc: " **Thresholds** 160 (12 squares), 80 (8 squares)\n* * *\n\nTroops are composed of many individuals, and over the course of enough attacks and downed comrades, troops shrink in size. Most troops start with 16 squares (4 by 4), and their Hit Points have two listed thresholds, typically the first is at 2/3 their maximum Hit Points and the second is at 1/3 their maximum Hit Points. Once the troop drops below the first threshold, it loses 4 squares, leaving 12 squares remaining, and the first threshold becomes the troop's new maximum Hit Points. Once the troop falls below the second threshold, it loses another 4 squares, leaving 8 squares remaining, and the second threshold becomes the troop's new maximum Hit Points. In order to restore its size and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen. At 0 Hit Points, the troop is reduced down to 4 squares, which is too few to sustain the troop, so it disperses entirely, with the few remaining members surrendering, fleeing, or easily dispatched, depending on their nature.\n\nA damaging single-target effect, such as a Strike, can't force a troop to pass through more than one threshold at once. For instance, if a troop had 60 Hit Points, with thresholds at 40 and 20, a Strike for 50 damage would leave the troop at 21 Hit Points, just above the second threshold. A damaging area effect or multi-target effect can cross multiple thresholds at once and could potentially destroy the entire troop in one shot.\n\nNon-damaging effects with an area or that target all creatures in a certain proximity affect a troop normally if they affect the entire area occupied by the troop. If an effect has a smaller area or numbers of targets, it typically has no effect on the troop. However, if the effect can target at least four creatures or cover at least four squares in the troop, and if it would prevent its targets from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more, the troop loses loses a number of Hit Points equal to the amount required to bring it to the next threshold, removing 4 squares. If an effect would both deal damage and automatically cross a threshold due to incapacitating some of the creatures in the troop, apply the damage first. If the damage wasn't enough to cross a threshold on its own, then reduce the Hit Points to cross the threshold for the incapacitating effect."
+
+attacks:
+ - name: ""
+
+ - name: "Aim as One"
+ desc: "`pf2:2` The troop launches a ranged attack in the form of a 10-foot burst within 100 feet that deals 3d8+11 piercing damage (DC 25 Reflex check save). When the garrison is reduced to 8 or fewer squares, this area decreases to a 5-foot burst."
+
+ - name: "Raise Shields"
+ desc: "`pf2:1` The troop raises steel shields, with the effects of [[Actions/Raise a Shield|Raise a Shield]]."
+
+ - name: "Strike as One"
+ desc: "`pf2:1` `pf2:1` to `pf2:3`\n\n**Frequency** once per round\n* * *\n\n**Effect** The garrison makes a melee attack against each enemy within 5 feet (DC 30 Reflex check save). The damage depends on the number of actions.\n\n`pf2:1` 2d8 slashing damage.\n\n`pf2:2` 3d8+10 slashing damage.\n\n`pf2:3` 4d8+13 slashing damage."
+
+ - name: "Troop Movement"
+ desc: " Whenever a troop Strides, it first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any square enters difficult terrain, the extra movement cost applies to the whole troop."
+
+```
+
+```encounter-table
+name: Terra-Cotta Garrison
+creatures:
+ - 1: Terra-Cotta Garrison
+```
+
+
+
+These constructed warriors can work together as a trained group to repel intruders.
+
+* * *
+
+Terra-cotta warriors guard the tombs of ancient rulers, where they stand vigil, animating only when intruders break in to pilfer riches or defile the tomb itself. Each warrior is meticulously crafted from clay and given unique features.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Terra-Cotta Soldier.md b/content/mechanics/srd/Bestiary/Bestiary 3/Terra-Cotta Soldier.md
new file mode 100755
index 000000000..59611f953
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Terra-Cotta Soldier.md
@@ -0,0 +1,86 @@
+---
+title: "Terra-Cotta Soldier"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.pawziAvA9IeoYYRZ"
+tags:
+ - pf2e/creature/type/construct
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Terra-Cotta Soldier"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Terra-Cotta Soldier"
+level: "Creature 6"
+
+alignment: ""
+size: "Medium"
+trait_01: [[construct]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; "
+languages: "Common; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +15, Intimidation: +15"
+abilityMods: [5, 4, 5, 1, 2, 3]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24 (26 with shield raised); __Fort__ +17, __Ref__ +14, __Will__ +10"
+hp: 120
+health:
+ - name: ""
+ - name: HP
+ desc: "120; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; __Weaknesses__ bludgeoning 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Composite Longbow|Composite Longbow]], [[Equipment/Longsword|Longsword]], [[Equipment/Steel Shield|Steel Shield]], 10x [[Equipment/Arrows|Arrows]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Actions/Raise a Shield|Raise a Shield]]"
+ desc: "`pf2:1` (general) **Requirements** You are wielding a shield\n* * *\n\nYou position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.\n\n[[Equipment Effects/Effect_ Raise a Shield|Effect: Raise a Shield]]"
+
+ - name: "[[Bestiary Ability Glossary/Shield Block|Shield Block]]"
+ desc: "`pf2:r` **Trigger** The monster has its shield raised and takes damage from a physical attack.\n* * *\n\n**Effect** The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Longsword"
+ desc: "+17 (versatile p)\n__Damage__ 2d8 + 8 slashing"
+
+ - name: "**Ranged** `pf2:1` Composite Longbow"
+ desc: "+16 (deadly d10, propulsive, range increment 100 feet, volley 30 ft.)\n__Damage__ 2d8 + 6 piercing"
+
+```
+
+```encounter-table
+name: Terra-Cotta Soldier
+creatures:
+ - 1: Terra-Cotta Soldier
+```
+
+
+
+A single terra-cotta warrior stands 6 feet tall and weighs 600 pounds.
+
+* * *
+
+Terra-cotta warriors guard the tombs of ancient rulers, where they stand vigil, animating only when intruders break in to pilfer riches or defile the tomb itself. Each warrior is meticulously crafted from clay and given unique features.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Terror Bird.md b/content/mechanics/srd/Bestiary/Bestiary 3/Terror Bird.md
new file mode 100755
index 000000000..feccb101a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Terror Bird.md
@@ -0,0 +1,85 @@
+---
+title: "Terror Bird"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.YxxgtGojRs88dDVK"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Terror Bird"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Terror Bird"
+level: "Creature 2"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Athletics: +10"
+abilityMods: [4, 3, 3, -4, 0, 0]
+speed: 50 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +11, __Ref__ +9, __Will__ +4"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+10 (reach 10 feet)\n__Damage__ 1d8 + 4 piercing plus tearing-clutch"
+
+ - name: "**Melee** `pf2:1` Talon"
+ desc: "+10 (agile)\n__Damage__ 1d6 + 4 piercing plus knockdown"
+
+ - name: "Sprint"
+ desc: "`pf2:2` **Frequency** once per minute\n* * *\n\n**Effect** The terror bird Strides three times in a straight line."
+
+ - name: "Tearing Clutch"
+ desc: " The terror bird's powerful beak can tear through flesh. On a successful beak Strike, the target takes 1 bleed damage. This bleed damage increases to 1d4 bleed on a critical hit."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Terror Bird
+creatures:
+ - 1: Terror Bird
+```
+
+
+
+Common terror birds, also known as axe beaks, are notable hunters. On their own, they use their great speed to catch prey unawares. In a flock, they can swarm larger beasts like aurochs and take them down with overwhelming numbers.
+
+* * *
+
+Terror birds aren't one species but rather a family of deadly, flightless avian predators. All terror birds are capable of bursts of great speed and have powerful beaks that can tear apart the flesh of their prey. Most stalk large, open prairies and steppes, competing directly with other sizable predators such as large cats and wolves.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Terror Shrike.md b/content/mechanics/srd/Bestiary/Bestiary 3/Terror Shrike.md
new file mode 100755
index 000000000..1d3f49546
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Terror Shrike.md
@@ -0,0 +1,91 @@
+---
+title: "Terror Shrike"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.j5JkCaXeMW4RyFhL"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Terror Shrike"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Terror Shrike"
+level: "Creature 4"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +12, Athletics: +13"
+abilityMods: [5, 4, 3, -4, 1, 0]
+speed: 60 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +13, __Ref__ +12, __Will__ +7"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+13 (reach 10 feet)\n__Damage__ 2d8 + 5 piercing plus tearing-clutch"
+
+ - name: "**Melee** `pf2:1` Talon"
+ desc: "+13 (agile)\n__Damage__ 2d6 + 5 piercing plus knockdown"
+
+ - name: "Sprint"
+ desc: "`pf2:2` **Frequency** once per minute\n* * *\n\n**Effect** The terror shrike Strides three times in a straight line."
+
+ - name: "Stunning Screech"
+ desc: "`pf2:1` (auditory,emotion,fear,mental) The terror shrike unleashes a haunting screech that causes prey to freeze in fear. Each creature in a 30-foot emanation other than terror birds must attempt a DC 19 Will check save. Regardless of the result, creatures are then temporarily immune for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Off-Guard|Off-Guard]] until the start of its turn.\n\n**Failure** The creature is [[Conditions/Stunned|Stunned 1]].\n\n**Critical Failure** The creature is [[Conditions/Stunned|Stunned 2]]."
+
+ - name: "Sudden Charge"
+ desc: "`pf2:2` The terror shrike Strides twice. If it ends its movement within melee reach of one creature, it can make a melee Strike against that creature."
+
+ - name: "Tearing Clutch"
+ desc: " The terror bird's powerful beak can tear through flesh. On a successful beak Strike, the target takes 1 bleed damage. This bleed damage increases to 1d8 bleed on a critical hit."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Terror Shrike
+creatures:
+ - 1: Terror Shrike
+```
+
+
+
+The terror shrike, also known as the scythe beak, is a more powerful species of terror bird. Large terror bird flocks typically have one or two terror shrikes as leaders.
+
+* * *
+
+Terror birds aren't one species but rather a family of deadly, flightless avian predators. All terror birds are capable of bursts of great speed and have powerful beaks that can tear apart the flesh of their prey. Most stalk large, open prairies and steppes, competing directly with other sizable predators such as large cats and wolves.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Thanatotic Titan.md b/content/mechanics/srd/Bestiary/Bestiary 3/Thanatotic Titan.md
new file mode 100755
index 000000000..3eddb6c09
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Thanatotic Titan.md
@@ -0,0 +1,119 @@
+---
+title: "Thanatotic Titan"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.vXSH7fSH7eMnQoR8"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/titan
+ - pf2eMonster
+ - pf2e/creature/level/22
+statblock: inline
+name: "Thanatotic Titan"
+level: 22
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Thanatotic Titan"
+level: "Creature 22"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[chaotic]]
+trait_02: [[evil]]
+trait_03: [[humanoid]]
+trait_04: [[titan]]
+modifier: 36
+perception:
+ - name: "Perception"
+ desc: "+36; Darkvision, Truesight"
+languages: "Chthonian, Common, Empyrean; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +45, Crafting: +41, Deception: +36, Intimidation: +38, Religion: +38, Stealth: +36"
+abilityMods: [10, 4, 9, 8, 6, 8]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 46
+armorclass:
+ - name: AC
+ desc: "46; __Fort__ +37, __Ref__ +34, __Will__ +35; +4 status to all saves vs. mental or divine"
+hp: 540
+health:
+ - name: ""
+ - name: HP
+ desc: "540; __Immunities__ death effects, disease"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Halberd|+3 Greater Striking Halberd]], [[Equipment/Full Plate|+2 Greater Resilient Full Plate]]"
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity (Special)]]"
+ desc: "`pf2:r` The titan can use their Attack of Opportunity when a creature within their reach uses a concentrate action, in additional to its normal trigger. They disrupt actions on any hit, not just a critical hit—including triggering concentrate actions.\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Impossible Stature"
+ desc: " (aura,divine,illusion,mental) 100 feet. Titans warp perception and distance around them to seem even larger and more imposing. A creature that enters or begins its turn within the emanation must succeed at a DC 45 Will check save or its movement toward the titan is movement over difficult terrain (greater difficult terrain on a critical failure) for 1 round."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Halberd"
+ desc: "+42 (magical, reach 40 feet, versatile s)\n__Damage__ 4d10 + 25 piercing"
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+39 (agile, reach 30 feet)\n__Damage__ 4d8 + 20 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+39 (brutal, range increment 200 feet)\n__Damage__ 3d12 + 20 bludgeoning"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 45, attack +37; __10th __ _[[Spells/Massacre|Massacre]]_, _[[Spells/Falling Stars|Meteor Swarm]]_; __8th __ _[[Spells/Dispel Magic|Dispel Magic (At Will)]]_, _[[Spells/Spiritual Epidemic|Spiritual Epidemic (At Will)]]_, _[[Spells/Suggestion|Suggestion (At Will)]]_; __7th __ _[[Spells/Spell Turning|Spell Turning]]_; __6th __ _[[Spells/Scrying|Scrying (x3)]]_; __5th __ _[[Spells/Sending|Sending]]_\n__Constant__ __(10th)__ _[[Spells/Air Walk|Air Walk]]_, _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Rituals"
+ desc: "_Planar Ally_, _Resurrect_"
+
+ - name: "Godslayer"
+ desc: " (divine) **Trigger** The titan damages a creature capable of using divine spells or abilities\n* * *\n\n**Effect** The creature must attempt a DC 45 Will check save.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature can't use divine spells or abilities for 1 round and is [[Conditions/Frightened|Frightened 2]]. Only powerful non-divine magic, such as [[Spells/Wish|Wish]], can undo this effect.\n\n**Failure** As success, but the duration is 1 minute.\n\n**Critical Failure** As success, but the duration is unlimited."
+
+ - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
+ desc: "`pf2:1` If a titan's rock Strike isn't a critical failure, the rock explodes, dealing 10d6 damage of a damage type of the titan's choice to all creatures in a 20-foot burst (DC 45 Reflex check save).\n* * *\n\nThe monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
+
+ - name: "Titanic Charge"
+ desc: "`pf2:2` The titan Strides twice and makes a melee Strike. If the Strike hits, the titan can cast [[Spells/Earthquake|Earthquake]] centered on the target as a free action."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Huge or smaller, foot, DC 45 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+ - name: "Wide Cleave"
+ desc: "`pf2:2` The titan makes a melee weapon Strike against each foe within their reach. This counts as three attacks for the titan's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Thanatotic Titan
+creatures:
+ - 1: Thanatotic Titan
+```
+
+
+
+Thanatotic titans served as assassins in the war against the deities. They learned to sever their targets' divine connections, murdering mortal priests and divine heralds alike. Thanatotic titans were locked away in the Abyss, but some have freed themselves and crept out from the Abyss so they might continue their sprees of murder and mayhem. To this day, they seek out the faithful for slaughter.
+
+* * *
+
+Created by ancient deities long before the rise of mortal ancestries, titans united and attempted to overthrow their deific progenitors. The resulting war still figures prominently throughout mortal myths, in which most titans were cast down and imprisoned for eons.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Three-Toed Sloth.md b/content/mechanics/srd/Bestiary/Bestiary 3/Three-Toed Sloth.md
new file mode 100755
index 000000000..bf7ffbf3f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Three-Toed Sloth.md
@@ -0,0 +1,76 @@
+---
+title: "Three-Toed Sloth"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.r35aOlkXbWFvN9BQ"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/-1
+statblock: inline
+name: "Three-Toed Sloth"
+level: -1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Three-Toed Sloth"
+level: "Creature -1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[animal]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +5, Stealth: +5, Survival: +4"
+abilityMods: [2, 1, 3, -4, 2, 0]
+speed: 5 feet, climb 10 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 14
+armorclass:
+ - name: AC
+ desc: "14; __Fort__ +7, __Ref__ +5, __Will__ +3"
+hp: 10
+health:
+ - name: ""
+ - name: HP
+ desc: "10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+6 ()\n__Damage__ 1d6 + 2 slashing"
+
+ - name: "[[Bestiary Ability Glossary/Rend|Rend]]"
+ desc: "`pf2:1` Claw\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
+
+```
+
+```encounter-table
+name: Three-Toed Sloth
+creatures:
+ - 1: Three-Toed Sloth
+```
+
+
+
+The diminutive three-toed sloth is a solitary, tree-dwelling creature. Possessing a gentle nature and unassuming countenance, it has little to defend itself with other than its surprisingly fearsome climbing claws. These sloths are sometimes used as lookouts by secretive druid enclaves, as the symbiotic algae in their fur makes them difficult to spot in tree canopies, though their slow speed leaves them vulnerable on the ground.
+
+* * *
+
+Despite their long, hooked claws being one of their most distinctive features, sloths are herbivorous creatures. Smaller sloths use their claws to climb from tree to tree, seeking fruits and young leaves among the canopy. Larger species can reach up to 20 feet tall and weigh more than 10,000 pounds.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Tiddalik.md b/content/mechanics/srd/Bestiary/Bestiary 3/Tiddalik.md
new file mode 100755
index 000000000..9b8339e29
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Tiddalik.md
@@ -0,0 +1,90 @@
+---
+title: "Tiddalik"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.jBpan5nze1x3cvLX"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Tiddalik"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Tiddalik"
+level: "Creature 7"
+
+alignment: ""
+size: "huge"
+trait_01: [[amphibious]]
+trait_02: [[beast]]
+trait_03: [[evil]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Low-Light Vision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +19, Stealth: +11"
+abilityMods: [6, 2, 6, -2, 4, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +19, __Ref__ +11, __Will__ +15"
+hp: 155
+health:
+ - name: ""
+ - name: HP
+ desc: "155"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Deluge"
+ desc: " A creature can provoke a waterlogged tiddalik into laughing and releasing its stored water with a successful check to DC 25 Performance check a joke or funny story. The tiddalik also disgorges its water automatically if it dies while waterlogged, or can voluntarily Deluge as a three-action activity that has the concentrate trait. The mass of stored water swamps a 10-foot emanation, dealing 8d6 bludgeoning damage to creatures in the area (DC 25 Reflex check save) and making the area difficult terrain for 1 day. The tiddalik can't use its spit Strike or Expel Wave until it next Drinks in Abundance."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bite"
+ desc: "+19 (reach 10 feet)\n__Damage__ 2d10 + 9 piercing plus grab"
+
+ - name: "**Ranged** `pf2:1` Spit"
+ desc: "+15 (range increment 30 feet)\n__Damage__ 2d10 + 9 bludgeoning"
+
+ - name: "Drink Abundance"
+ desc: " (downtime) The tiddalik spends a day or more drinking from a water source. If the water source is equal to or greater in volume than itself, the tiddalik consumes 5,000 gallons of water per day and becomes waterlogged. While waterlogged, it can use its spit Strike, Expel Wave, and its Deluge ability, but its Speed is reduced to 10 feet. If the water source is smaller than the tiddalik, it consumes the water but does not become waterlogged."
+
+ - name: "Expel Wave"
+ desc: "`pf2:2` **Requirements** The tiddalik is waterlogged\n* * *\n\n**Effect** The tiddalik expels a wave of water in a 60-foot cone that deals 6d6 bludgeoning damage (DC 25 Reflex check save). Creatures that fail the save are pushed back 5 feet (10 feet on a critical failure).\n\nThe tiddalik can't use Expel Wave again for 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Tiddalik
+creatures:
+ - 1: Tiddalik
+```
+
+
+
+Tiddaliks are giant, drought-causing monstrosities resembling grossly swollen frogs. They travel through the land, sniffing out water to gorge themselves on. Upon finding a source, the tiddalik submerges itself and begins to drink, and drink, and drink. Over time, it slurps the water down to the very last drop and balloons in size, becoming unable to move at more than an amble. The water sustains the tiddalik for years, while the land suffers a great drought. In fact, the only moisture to be found in any quantity might be the damp divot the tiddalik's great, sloshing body leaves behind as it travels.
+
+Desperate locals trying to undo a tiddalik's work are met with the creature's gullet or torrents of water. A tiddalik is lazy and unlikely to start a fight of its own volition or even to chase a fleeing attacker, having little interest in anything but slaking its immense thirst. In its death throes, the tiddalik divulges its water stores, breaking free in a final tide of mass destruction that swamps the surrounding area. Woe betide any unlucky enough to find themselves beset by a tiddalik's gluttony!
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Tidehawk.md b/content/mechanics/srd/Bestiary/Bestiary 3/Tidehawk.md
new file mode 100755
index 000000000..3fcd6c9dd
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Tidehawk.md
@@ -0,0 +1,102 @@
+---
+title: "Tidehawk"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.5R2TKUnBpOoN2hhd"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Tidehawk"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Tidehawk"
+level: "Creature 12"
+rare_03: [[Rare]]
+alignment: ""
+size: "huge"
+trait_01: [[amphibious]]
+trait_02: [[beast]]
+trait_03: [[water]]
+modifier: 24
+perception:
+ - name: "Perception"
+ desc: "+24; Darkvision, Wavesense (Imprecise) 120 Feet"
+languages: "Common, Sussuran, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +23, Athletics: +21, Nature: +24"
+abilityMods: [5, 7, 5, 4, 6, 4]
+speed: 25 feet, fly 50 feet, swim 50 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 32
+armorclass:
+ - name: AC
+ desc: "32; __Fort__ +21, __Ref__ +25, __Will__ +22"
+hp: 213
+health:
+ - name: ""
+ - name: HP
+ desc: "213, regeneration 20 (deactivated by fire), self-resurrection; __Weaknesses__ fire 15; __Resistances__ cold 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense (Imprecise) 120 feet]]"
+ desc: " This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 20 (Deactivated by Fire)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Self-Resurrection"
+ desc: " (healing,primal) When a tidehawk dies, it melts into a torrent of rainwater. If this rain falls into a body of water, such as an ocean or lake, the tidehawk returns to life fully healed 1d4 rounds later, as if subject to a 6th-rank [[Spells/Resurrect|Resurrect]] ritual. Self-resurrection happens only if there are remains to resurrect; for instance, a tidehawk killed by a [[Spells/Disintegrate|Disintegrate]] spell can't use this ability. A tidehawk that dies while above land must wait until its rainwater runs or seeps into an appropriate body of water to self-resurrect. A tidehawk can self-resurrect only once per year."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+26 (finesse, magical, reach 15 feet)\n__Damage__ 3d12 + 11 piercing"
+
+ - name: "**Melee** `pf2:1` Talon"
+ desc: "+26 (agile, finesse, magical, reach 15 feet)\n__Damage__ 3d8 + 11 slashing"
+
+ - name: "**Ranged** `pf2:1` Break Swell"
+ desc: "+26 (range increment 30 feet)\n__Damage__ 3d8 + 11 bludgeoning plus knockdown"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 32, attack +24; __6th __ _[[Spells/Cone of Cold|Cone of Cold]]_, _[[Spells/Control Water|Control Water]]_, _[[Spells/Heal|Heal (x2)]]_, _[[Spells/Hydraulic Torrent|Hydraulic Torrent]]_, _[[Spells/Mariner's Curse|Mariner's Curse]]_\n__Cantrips__ __(6th)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Oceanic Armor"
+ desc: "`pf2:1` (primal,water) **Requirements** The tidehawk is within 120 feet of a body of water at least as large as it is\n* * *\n\n**Effect** The tidehawk draws water to itself, wrapping its feathers like a suit of armor. The tidehawk gains a +2 circumstance bonus to AC until the start of its next turn. If the tidehawk takes damage from a melee Strike while under this effect, this water armor explodes outward, dealing 4d8 bludgeoning damage (DC 32 Reflex check save) to the attacking creature and ending the circumstance bonus to AC.\n\n[[Bestiary Effects/Effect_ Oceanic Armor|Effect: Oceanic Armor]]"
+
+ - name: "Typhoon Dive"
+ desc: "`pf2:2` (primal,water) **Requirements** The tidehawk is Flying\n* * *\n\n**Effect** The tidehawk Flies up to its Speed, diving below the surface of deep water (such as a sea or ocean), causing a surging wave that deals 6d6 bludgeoning damage (DC 32 Reflex check save) to each creature within a 60-foot emanation of where the tidehawk entered the water. The area becomes difficult terrain until the start of the tidehawk's next turn while the water surges and runs off."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Tidehawk
+creatures:
+ - 1: Tidehawk
+```
+
+
+
+Tidehawks, avian embodiments of the sea and rain, nest in deep underwater crevasses and glide among waves. They feed mostly on large sea life and rise above the surface during or in the aftermath of a rainstorm to bask in the fresh moisture of the air.
+
+Though tidehawks hail from the same mystical family as the legendary phoenix, the two rarely interact due to their different outlooks and elemental affiliations. Phoenixes see tidehawks as flighty and unreliable, while tidehawks view their fiery kin as self-righteous do-gooders who can't resist meddling in mortal affairs. Only particularly evil threats to natural environments can bring them together.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Tikbalang.md b/content/mechanics/srd/Bestiary/Bestiary 3/Tikbalang.md
new file mode 100755
index 000000000..17134638a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Tikbalang.md
@@ -0,0 +1,93 @@
+---
+title: "Tikbalang"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.SEMYhl2SxK1zCyxb"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/chaotic
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Tikbalang"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Tikbalang"
+level: "Creature 9"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[chaotic]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Low-Light Vision"
+languages: "Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +20, Deception: +21, Nature: +14, Stealth: +17, Survival: +16"
+abilityMods: [5, 4, 4, -1, 3, 6]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +19, __Ref__ +17, __Will__ +14"
+hp: 197
+health:
+ - name: ""
+ - name: HP
+ desc: "197; __Weaknesses__ mental 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Believe the Lie"
+ desc: " The tikbalang takes a -2 circumstance penalty to saves against illusion spells, and to their Will DC against checks to [[Actions/Lie|Lie]] to them."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+20 (agile)\n__Damage__ 2d6 + 8 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+20 (reach 10 feet)\n__Damage__ 2d10 + 8 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 29, attack +21; __8th __ _[[Spells/Quandary|Maze (Once per Week)]]_; __4th __ _[[Spells/Mirage|Hallucinatory Terrain]]_, _[[Spells/Hypnotize|Hypnotic Pattern]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,occult,polymorph) The tikbalang takes on the appearance of any Medium or Large humanoid. This doesn't change the tikbalang's Speed or their attack and damage modifiers with their Strikes.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Flailing Thrash"
+ desc: "`pf2:2` The tikbalang makes two fist Strikes, with each Strike dealing an extra 1d6 damage against creatures grabbing or [[Conditions/Grabbed|Grabbed]] by the tikbalang. The multiple attack penalty doesn't increase until after both attacks."
+
+ - name: "Unnatural Leap"
+ desc: "`pf2:1` The tikbalang jumps up to their Speed horizontally, or half that vertically."
+
+```
+
+```encounter-table
+name: Tikbalang
+creatures:
+ - 1: Tikbalang
+```
+
+
+
+Tikbalangs are forest creatures that delight in leading travelers astray. They deceive and mislead with their formidable magic, leaping from tree to tree while laughing, or neighing, uncontrollably. While not malicious, neither are they empathetic to the plight of their victims. They would sooner forget about those whom they have played tricks on and leave them to die than lead them back to their intended path through guilty altruism.
+
+A tikbalang's occult magic stems from the esoteric mystery of believing the lie. In the moment of crafting illusions or conjuring extradimensional spaces, the tikbalang themself believes that what they are creating is real. This makes their spells harder to resist, and this same principle also makes them very effective liars. But this readiness to believe also makes them susceptible to deceptions and illusions in turn, and they are particularly vulnerable to mind games. Lone travelers without magic of their own often learn riddles, sleight of hand, or other tricks to defend against a tikbalang's oft-deadly entertainment. Other whispers suggest wearing one's shirt inside-out to confuse the creatures, or passing by a tikbalang's forest quietly to avoid drawing their attention.
+
+Unlike most illusionists, tikbalangs can also rely on their physical prowess should the need arise. They have unusually long legs that end in cloven hooves, and they stand as tall as ogres when upright. Skilled climbers and leapers, they are also well known for being master wrestlers, where their long limbs put them at a distinct advantage over their foes. They have elongated faces that, when combined with their well-kempt hair, suggest an equine appearance-although some tikbalangs have saurian or birdlike faces instead.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Tolokand.md b/content/mechanics/srd/Bestiary/Bestiary 3/Tolokand.md
new file mode 100755
index 000000000..ba6a5c6c3
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Tolokand.md
@@ -0,0 +1,104 @@
+---
+title: "Tolokand"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.5JhRKmzJYJ4JnaoV"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/evil
+ - pf2eMonster
+ - pf2e/creature/level/15
+statblock: inline
+name: "Tolokand"
+level: 15
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Tolokand"
+level: "Creature 15"
+rare_03: [[Rare]]
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+trait_02: [[evil]]
+modifier: 27
+perception:
+ - name: "Perception"
+ desc: "+27; Darkvision"
+languages: "no voice, tongues"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +25, Athletics: +29, Intimidation: +22, Survival: +31"
+abilityMods: [8, 6, 7, 5, 6, -3]
+speed: 120 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +30, __Ref__ +25, __Will__ +25; +2 status to all saves vs. primal magic"
+hp: 245
+health:
+ - name: ""
+ - name: HP
+ desc: "245; __Immunities__ disease, immobilized, poison; __Resistances__ acid 15, void 15"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " Smoke doesn't impair a tolokand's vision; it ignores the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Heartless Furnace"
+ desc: " (aura,occult) 50 feet. 2d6 poison damage (DC 34 Fortitude check save).\n\nThe poisonous smoke that bellows from a tolokand makes all creatures inside it [[Conditions/Concealed|Concealed]], and all creatures outside the smoke are concealed to creatures within it."
+
+ - name: "Inexorable"
+ desc: " The tolokand recovers from the [[Conditions/Paralyzed|Paralyzed]], [[Conditions/Slowed|Slowed]], and [[Conditions/Stunned|Stunned]] conditions at the end of its turn. It's also immune to penalties to its Speeds and ignores difficult terrain and greater difficult terrain."
+
+ - name: "Toxic Blood"
+ desc: " When a creature scores a critical hit against the tolokand with a piercing or slashing Strike, the tolokand's poisonous, oily blood sprays forth. Any creature within 5 feet of the tolokand takes 3d6 poison damage (DC 34 Reflex check save). Any non-creature plants the blood spills on die."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Hand"
+ desc: "+31 (reach 10 feet)\n__Damage__ 2d12 + 16 slashing 2d6 poison"
+
+ - name: "Occult Spontaneous Spells"
+ desc: "DC 37, attack +29; __8th __ (3 slots) _[[Spells/Toxic Cloud|Cloudkill]]_, _[[Spells/Earthquake|Earthquake]]_, _[[Spells/Desiccate|Horrid Wilting]]_, _[[Spells/Volcanic Eruption|Volcanic Eruption]]_"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 37, attack +29; __4th __ _[[Spells/Earthbind|Earthbind (At Will)]]_, _[[Spells/Haste|Haste (At Will) (Self Only)]]_; __2nd __ _[[Spells/Sudden Blight|Sudden Blight (At Will)]]_\n__Constant__ __(5th)__ _[[Spells/Air Walk|Air Walk]]_, _[[Spells/Environmental Endurance|Endure Elements]]_, _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Blighted Footfalls"
+ desc: " Whenever the tolokand ends a move action during which it moved 30 feet or farther, it automatically casts one of its innate spells as a free action."
+
+ - name: "Sudden Destruction"
+ desc: "`pf2:1` **Requirements** The tolokand hasn't cast any of its spontaneous spells this turn\n* * *\n\n**Effect** The tolokand casts one of its spontaneous spells, using up the spell slot normally. The tolokand can't cast any further spontaneous spells this turn and can't use this ability again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Tolokand
+creatures:
+ - 1: Tolokand
+```
+
+
+
+Streams run dry. The earth cracks. Green leaves brown and shatter. And the creature walks on.
+
+The faceless, unknowable tolokands wander the land, bringing desolation with every footfall-belching poisonous smoke, blighting plant life, cracking the earth asunder, and even staining the ground with their foul blood. They turn habitable places into wastelands, which has earned tolokands the name "waste walkers."
+
+These walking forces of destruction don't make their motives known. They remain unmoved by any pleas or threats levied at them, and they fight off attacks only so that they can return to their grim business. However, they have one consistent tendency: they travel to environments on the brink. A tolokand appears in a land wracked by famine or a natural disaster to give it the last push into oblivion.
+
+Tolokands are mercifully few in number. Since they appear so rarely, it's unclear whether there are just a few individuals or several dozen. Clearly, more than one exists, though, because their patterned soles are as distinctive as fingerprints. Often, these smoking footprints are all that remain in a blighted land.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Tomb Giant.md b/content/mechanics/srd/Bestiary/Bestiary 3/Tomb Giant.md
new file mode 100755
index 000000000..c5b71930d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Tomb Giant.md
@@ -0,0 +1,114 @@
+---
+title: "Tomb Giant"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ilY29mWKI8FujQzv"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Tomb Giant"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Tomb Giant"
+level: "Creature 12"
+
+alignment: ""
+size: "Large"
+trait_01: [[evil]]
+trait_02: [[giant]]
+trait_03: [[humanoid]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Darkvision, Lifesense (Imprecise) 60 Feet"
+languages: "Common, Jotun, Necril"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +25, Medicine: +25, Religion: +25, Stealth: +21"
+abilityMods: [7, 3, 6, 3, 7, 4]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 32
+armorclass:
+ - name: AC
+ desc: "32; __Fort__ +22, __Ref__ +19, __Will__ +25"
+hp: 255
+health:
+ - name: ""
+ - name: HP
+ desc: "255, void healing; __Immunities__ death effects"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Scythe|+1 Striking Scythe]], Black Onyx Gems"
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense (Imprecise) 60 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Catch Rock|Catch Rock]]"
+ desc: "`pf2:r` **Requirements** The monster must have a free hand but can [[Actions/Release|Release]] anything it's holding as part of this reaction.\n\n**Trigger** The monster is targeted with a thrown rock Strike or a rock would fall on the monster.\n* * *\n\n**Effect** The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Scythe"
+ desc: "+27 (deadly d10, magical, reach 10 feet, trip)\n__Damage__ 2d10 + 13 slashing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+26 (agile, reach 10 feet)\n__Damage__ 3d6 + 13 slashing plus dooming-touch"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+24 (brutal, range increment 120 feet)\n__Damage__ 3d8 + 13 bludgeoning"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 32, attack +24; __5th __ _[[Spells/Bind Undead|Bind Undead (x3)]]_, _[[Spells/Harm|Harm (x3)]]_"
+
+ - name: "Rituals"
+ desc: "_Create Undead_"
+
+ - name: "Dooming Touch"
+ desc: " (divine) The tomb giant's claws carry the accursed power of their foul gods. A creature hit by the tomb giant's claw Strike becomes [[Conditions/Doomed|Doomed 1]]."
+
+ - name: "Font of Death"
+ desc: "`pf2:3` (divine,void) The tomb giant turns the spiritual tide on a creature that has just died, temporarily transforming it into a volatile vessel of void energy. The tomb giant touches a creature that died in the past 24 hours, infusing its flesh and bone with void energy. Once during the next hour, the tomb giant can spend a single action (from any distance) to release this void energy from the corpse in an explosion that deals 10d8 void damage energy in a 15-foot burst (DC 32 Fortitude check save); if not released before the end of the hour, the energy dissipates harmlessly. The tomb giant can't use Font of Death while a previous corpse remains infused."
+
+ - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
+ desc: "`pf2:1` The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
+
+```
+
+```encounter-table
+name: Tomb Giant
+creatures:
+ - 1: Tomb Giant
+```
+
+
+
+Masters of mausoleums and keepers of crypts, the dread creatures called tomb giants are anathema to all living beings, but especially so to other types of giants. Long ago, so the legends say, tomb giants sold their souls in exchange for unfathomable necromantic powers. With whom they made this foul bargain remains a mystery-if the rumors hold any truth at all. Still, tomb giants' power over undeath remains undeniable, and nearly all of them embrace a fervent passion for necromancy.
+
+Tomb giants construct massive gothic settlements in haunted valleys and on forsaken hillsides, far enough away from the societies of smaller people that they remain relatively undisturbed, but close enough that they can raid the graveyards of nearby villages with impunity.
+
+Elder tomb giants-those who have animated countless hordes of humanoid zombies and skeletons and yearn for even greater challenges-enjoy the thrill of subduing, slaying, and reanimating their fellow giants. Taiga giants in particular are choice prey to an experienced tomb giant, as their larger cousins make formidable undead guardians and warriors.
+
+A tomb giant views its mortal life as only one part of its existence. After death, most tomb giants are themselves reanimated as undead, who then continue to practice their necromantic arts.
+
+* * *
+
+Many kinds of giants lurk in the inhospitable corners of the world, making their homes in unlikely locales ranging from fetid sinkholes and ruined battlefields to mass graveyards and barren badlands.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Toshigami.md b/content/mechanics/srd/Bestiary/Bestiary 3/Toshigami.md
new file mode 100755
index 000000000..39b963cb1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Toshigami.md
@@ -0,0 +1,108 @@
+---
+title: "Toshigami"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.EMUIUiL53oXEBnzn"
+tags:
+ - pf2e/creature/type/good
+ - pf2e/creature/type/kami
+ - pf2e/creature/type/spirit
+ - pf2eMonster
+ - pf2e/creature/level/15
+statblock: inline
+name: "Toshigami"
+level: 15
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Toshigami"
+level: "Creature 15"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[good]]
+trait_02: [[kami]]
+trait_03: [[spirit]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision"
+languages: "Common; speak with plants, telepathy 150 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +30, Diplomacy: +31, Medicine: +28, Nature: +30, Stealth: +28, Survival: +30"
+abilityMods: [5, 7, 6, 2, 7, 8]
+speed: 50 feet, fly 50 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 35
+armorclass:
+ - name: AC
+ desc: "35; __Fort__ +25, __Ref__ +28, __Will__ +30"
+hp: 370
+health:
+ - name: ""
+ - name: HP
+ desc: "370; __Weaknesses__ cold iron 15"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Staff|+2 Striking Staff]]"
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 150 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Ward"
+ desc: " (divine) Every kami is bound to a ward: a specific animal, plant, object, or location. A kami can merge with or emerge from their ward as a single action, which has the concentrate trait. While merged, the kami can observe their surroundings with their usual senses as well as the senses of their ward, but can't move, communicate with, or control their ward. Additionally, a kami merged with their ward recovers Hit Points each minute as if they spent an entire day resting.\n\nA toshigami's ward is typically a cherry tree."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Staff"
+ desc: "+30 (magical, two-hand d8)\n__Damage__ 2d4 + 13 bludgeoning plus fleeting-blossoms,touch-of-ages"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 36, attack +28; __7th __ _[[Spells/Execute|Finger of Death]]_, _[[Spells/Haste|Haste]]_, _[[Spells/Regenerate|Regenerate]]_; __6th __ _[[Spells/Restoration|Restoration]]_, _[[Spells/Slow|Slow]]_, _[[Spells/Nature's Pathway|Tree Stride (At Will) (Cherry Trees Only)]]_; __5th __ _[[Spells/Peaceful Rest|Gentle Repose]]_, _[[Spells/Heal|Heal (x3)]]_, _[[Spells/One with Plants|Tree Shape (Cherry Tree Only)]]_; __4th __ _[[Spells/Status|Status]]_\n__Constant__ __(9th)__ _[[Spells/Foresight|Foresight (Self Only)]]_"
+
+ - name: "Fleeting Blossoms"
+ desc: " A toshigami's staff Strikes stir up fleeting cherry blossoms that bloom, wilt, and decay all in the space of an instant. On a hit, they deal an additional 1d6 mental damage, as well as an additional 1d6 void damage to living creatures and an additional 1d6 vitality damage to undead."
+
+ - name: "Swift Staff Strike"
+ desc: "`pf2:2` In a rapid series of movements, the toshigami unleashes a deadly assault. The toshigami makes three staff Strikes. The toshigami's multiple attack penalty doesn't increase until after they've made all three Strikes."
+
+ - name: "Touch of Ages"
+ desc: " (curse,divine) A toshigami's attacks bestow a curse that alters the very flow of time in those they attack. When a toshigami hits a creature with a melee Strike, the creature must attempt a DC 38 Fortitude check save as its perspective shifts rapidly between that of advanced age and an infantile state. Regardless of the outcome, the creature is temporarily immune for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature becomes [[Conditions/Clumsy|Clumsy 1]], [[Conditions/Enfeebled|Enfeebled 1]], and [[Conditions/Stupefied|Stupefied 1]] for 1 round.\n\n**Failure** The creature becomes [[Conditions/Clumsy|Clumsy 2]], [[Conditions/Enfeebled|Enfeebled 2]], and [[Conditions/Stupefied|Stupefied 2]] for 1 minute.\n\n**Critical Failure** As failure, but the conditions are permanent."
+
+```
+
+```encounter-table
+name: Toshigami
+creatures:
+ - 1: Toshigami
+```
+
+
+
+Toshigami are especially powerful kami who protect cherry trees, particularly ones in places where the primeval powers of nature remain strong. The cycle of blossoming, flourishing, and wilting that cherry trees exhibit provides a striking visual metaphor for toshigami, who wield immense powers over growth, decay, and even time.
+
+Also known as blossom kami, toshigami have a particular fascination with mortals. Many folk legends tell of toshigami who bestow their blessing unto worthy individuals who fight for just causes. Likewise, it isn't unheard of for toshigami to aid virtuous souls in dire need of healing or restoration. In truth, blossom kami are so rare and enigmatically aloof that few mortals have ever encountered such beings. Decades, even centuries, might pass before a humble village realizes that a toshigami inhabits its beloved cherry tree.
+
+The stories persist, however, as they have for ages, leading to a widespread appreciation for cherry trees. The site of a new village might be chosen due to its proximity to an ancient cherry tree, and cherry trees are planted and carefully tended in larger population centers, both for their beauty and out of respect for the blossom kami. Should a toshigami choose one such tree as their ward, so much the better for the entire community.
+
+* * *
+
+Kami are divine nature spirits native to the lands of Tian Xia, far to the east of the Inner Sea region. They serve as guardians of natural objects and places they protect-their "wards"-and are ancient enemies of the oni. Kami can merge with their wards, allowing them to surreptitiously watch anyone who treads upon their sacred grounds. Kami leave those who they deem harmless alone, but the spirits fight vigilantly to scare away anyone perceived as a threat.
+
+Kami choose their own wards, though many mortals seek to attract them to sites that might require protection, leading to a proliferation of certain trees, statues, gates, and other symbolic elements in areas where kami are known to dwell.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Trailgaunt.md b/content/mechanics/srd/Bestiary/Bestiary 3/Trailgaunt.md
new file mode 100755
index 000000000..a1463c1a9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Trailgaunt.md
@@ -0,0 +1,102 @@
+---
+title: "Trailgaunt"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.wPSLt0KMPSpbTaqY"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Trailgaunt"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Trailgaunt"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[undead]]
+trait_03: [[unholy]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision, Tremorsense (Imprecise) 60 Feet"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +9, Stealth: +8, Survival: +10"
+abilityMods: [4, 1, 3, 1, 3, -1]
+speed: 10 feet, burrow 10 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +12, __Ref__ +6, __Will__ +8"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Pained Muttering"
+ desc: " (auditory,aura,emotion,fear) 10 feet. The trailgaunt's constant mutters and groans of pain are deeply unsettling. Each creature that starts its turn in the aura must succeed at a DC 20 Fortitude check save or become [[Conditions/Frightened|Frightened 1]] ([[Conditions/Frightened|Frightened 2]] on a critical failure). The creature is then temporarily immune for 1 minute."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+12 ()\n__Damage__ 1d8 + 6 piercing plus share-pain"
+
+ - name: "Create Spawn"
+ desc: " (divine) Any humanoid creature killed by a trailgaunt and left unburied out of sight of a well-maintained road rises as a free-willed trailgaunt at the next sunset."
+
+ - name: "Dromophobia"
+ desc: " The trailgaunt can't willingly walk on or across a well-maintained road, though it can Burrow under one. If forced onto the surface of such a road, the trailgaunt is [[Conditions/Fleeing|Fleeing]] until it's no longer on the road."
+
+ - name: "Share Pain"
+ desc: " A living creature hit by a trailgaunt's jaws Strike must succeed at a DC 20 Fortitude check save or suffer intense pain in its legs and feet, taking a -10-foot status penalty to its Speeds, or a -20-foot status penalty on a critical failure.\n\n[[Bestiary Effects/Effect_ Share Pain|Effect: Share Pain]]"
+
+ - name: "Sure Stride"
+ desc: " A trailgaunt ignores the effects of difficult terrain and greater difficult terrain."
+
+```
+
+```encounter-table
+name: Trailgaunt
+creatures:
+ - 1: Trailgaunt
+```
+
+
+
+Legends warn of trailgaunts-the twitching, rotting corpses of seasoned travelers who became lost on their journeys and died of starvation, thirst, or exposure to the elements. These troubled souls, the tales say, rise at the next sunset as tormented undead, doomed to forever search for the road they lost in life. Always wandering, the trailgaunt treads the ground over and over until its legs wear down to bloodied stumps. Even then, it staggers on, groaning in constant pain. Consumed with agony and a hatred for travelers of all kinds, they prey on those who-like they once did-stray from their path.
+
+Lacking feet, a trailgaunt is slow but largely impervious to obstacles in its path, shambling at an equal pace through boggy mires, thick brambles, and desert sands. Yet, these horrors come to a halt at the edge of any well-maintained road, which are the only barriers to their endless wanderings, since they can't willingly tread upon the roads that betrayed them.
+
+Because so much of Varisian culture centers around travel, trailgaunts often turn up in their legends. Most depictions of trailgaunts include Varisian clothing, tattoos, or jewelry, but these undead arise around the world, each bearing the trappings of the cultures they lost. Further north, along the Crown of the World, trailgaunts wail amid howling winds, shivering as they shamble through the snow.
+
+Along Garund's Golden Road, trailgaunts are common sights in the trackless desert wastes, where even an experienced traveler can easily lose their way. To the south, travelers lost in the Mwangi Expanse who starve before being eaten themselves become damp, mossy trailgaunts.
+
+While most travelers who hear a trailgaunt's wail know to run fast and far, some adventurers intentionally seek out these undead. Few trailgaunts perish with no belongings at all, and many poor souls doomed to this fate were once merchants or adventurers who carried substantial wealth and magical treasure-some of which still might be on their person. It never occurs to these treasure seekers that in their pursuit of such riches they might become trailgaunts themselves.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Trilobite Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Trilobite Swarm.md
new file mode 100755
index 000000000..55d7b1dff
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Trilobite Swarm.md
@@ -0,0 +1,83 @@
+---
+title: "Trilobite Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.H8bdn14IdetROh9E"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/aquatic
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Trilobite Swarm"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Trilobite Swarm"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[aquatic]]
+trait_03: [[swarm]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision, Wavesense (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +8, Stealth: +9, Survival: +7"
+abilityMods: [1, 4, 3, -5, 2, 0]
+speed: swim 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +10, __Ref__ +9, __Will__ +7"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30; __Immunities__ precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 5, splash damage 5; __Resistances__ bludgeoning 3, piercing 3, slashing 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense (Imprecise) 60 feet]]"
+ desc: " This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+attacks:
+ - name: ""
+
+ - name: "Clinging Bites"
+ desc: "`pf2:1` The trilobites in the swarm latch onto creatures and gnaw at them. Each enemy in the swarm's space takes 2d6 slashing damage (DC 18 Reflex check save)."
+
+```
+
+```encounter-table
+name: Trilobite Swarm
+creatures:
+ - 1: Trilobite Swarm
+```
+
+
+
+Trilobites typically live in close proximity to others of their kind. On rare occasions, particularly when the most common prey around is larger than what a single trilobite can take down, they form swarms that seem to actively cooperate with each other. These swarms latch onto their prey, and the combined efforts of so many trilobites at once make escape difficult.
+
+* * *
+
+Often overlooked as little more than water-dwelling pests, trilobites are a varied species of arthropods found throughout the seas and oceans of Golarion. So ancient and widespread are these critters that trilobite fossils are as commonly found as living specimens.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Trilobite.md b/content/mechanics/srd/Bestiary/Bestiary 3/Trilobite.md
new file mode 100755
index 000000000..82245b33e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Trilobite.md
@@ -0,0 +1,86 @@
+---
+title: "Trilobite"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Z36YNDIj8odFVoib"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/aquatic
+ - pf2eMonster
+ - pf2e/creature/level/-1
+statblock: inline
+name: "Trilobite"
+level: -1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Trilobite"
+level: "Creature -1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[animal]]
+trait_02: [[aquatic]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision, Wavesense (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +4, Stealth: +5, Survival: +4"
+abilityMods: [1, 3, 2, -5, 2, 0]
+speed: swim 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +4, __Ref__ +7, __Will__ +4"
+hp: 7
+health:
+ - name: ""
+ - name: HP
+ desc: "7"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense (Imprecise) 30 feet]]"
+ desc: " This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
+
+abilities_mid:
+ - name: ""
+ - name: "Curl Up"
+ desc: "`pf2:r` **Trigger** The trilobite takes damage\n* * *\n\n**Effect** The trilobite gains a +2 circumstance bonus to AC until the start of its next turn.\n\n[[Bestiary Effects/Effect_ Curl Up|Effect: Curl Up]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Gnathobase"
+ desc: "+7 (agile, finesse)\n__Damage__ 1d4 + 1 slashing"
+
+ - name: "Quick Escape"
+ desc: "`pf2:2` The trilobite swims up to double its Speed and attempts to [[Actions/Hide|Hide]]."
+
+```
+
+```encounter-table
+name: Trilobite
+creatures:
+ - 1: Trilobite
+```
+
+
+
+Trilobites have segmented, chitinous bodies that armor them but provide enough flexibility for them to roll up and protect their vulnerable undersides from attack. Instead of jaws, trilobites have specialized structures called gnathobases at the base of some of their legs. These serrated and jagged structures grind and masticate any prey the trilobite latches onto, enabling the creatures to feed on anything from hard-shelled clams to soft-bodied creatures. While not particularly fast on their own, they can employ scuttling bursts of speed to dart into ocean silt or seaweed beds to escape predators.
+
+Oceanic wizards of many types employ trilobites as familiars. In addition to trilobites' durability, their ubiquity means they make capable spies for their masters as they travel unnoticed throughout the depths.
+
+* * *
+
+Often overlooked as little more than water-dwelling pests, trilobites are a varied species of arthropods found throughout the seas and oceans of Golarion. So ancient and widespread are these critters that trilobite fossils are as commonly found as living specimens.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Triumph Siktempora.md b/content/mechanics/srd/Bestiary/Bestiary 3/Triumph Siktempora.md
new file mode 100755
index 000000000..f3e21b3a9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Triumph Siktempora.md
@@ -0,0 +1,111 @@
+---
+title: "Triumph Siktempora"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.orN82vkOYzWZhh57"
+tags:
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/siktempora
+ - pf2e/creature/type/time
+ - pf2eMonster
+ - pf2e/creature/level/14
+statblock: inline
+name: "Triumph Siktempora"
+level: 14
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Triumph Siktempora"
+level: "Creature 14"
+rare_03: [[Rare]]
+alignment: ""
+size: "Small"
+trait_01: [[lawful]]
+trait_02: [[siktempora]]
+trait_03: [[time]]
+modifier: 24
+perception:
+ - name: "Perception"
+ desc: "+24; Darkvision"
+languages: "Aklo; (can't speak any language), telepathy 200 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +24, Athletics: +30, Diplomacy: +23, Intimidation: +27, Medicine: +22, Performance: +25, Dimension of Time Lore: +24"
+abilityMods: [8, 4, 5, 4, 4, 5]
+speed: 60 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 35
+armorclass:
+ - name: AC
+ desc: "35; __Fort__ +25, __Ref__ +24, __Will__ +26"
+hp: 190
+health:
+ - name: ""
+ - name: HP
+ desc: "190, regeneration 40 (deactivated by chaotic, mental, or orichalcum); __Immunities__ disease, emotion, poison"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 200 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 40 (Deactivated by Chaotic, Mental or Orichalcum)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Cheaters Never Prosper"
+ desc: " (aura,occult) 50 feet. A creature within the aura who uses or benefits from an effect with the fortune trait must succeed at a DC 34 Will check save or become [[Conditions/Slowed|Slowed 1]] for 1 round ([[Conditions/Slowed|Slowed 2]] on a critical failure)."
+
+ - name: "Clinch Victory"
+ desc: "`pf2:r` **Trigger** A creature within the triumph siktempora's reach uses an action that would restore Hit Points\n* * *\n\n**Effect** The triumph siktempora makes a glorious fist Strike against the triggering creature. On a critical success, this Strike also disrupts the triggering action."
+
+ - name: "Temporal Sense"
+ desc: " A siktempora can always roll Dimension of Time Lore for initiative. When it does, it gains a +2 circumstance bonus to the roll."
+
+ - name: "Uncanny Pounce"
+ desc: "`pf2:0` **Trigger** The triumph siktempora rolls Dimension of Time Lore for initiative\n* * *\n\n**Effect** The triumph siktempora Strides once and makes a claw Strike, in either order."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Glorious Fist"
+ desc: "+30 ()\n__Damage__ 3d12 + 16 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 32, attack +24; __7th __ _[[Spells/Flicker|Blink]]_; __4th __ _[[Spells/Translocate|Dimension Door (At Will)]]_\n__Constant__ __(7th)__ _[[Spells/Air Walk|Air Walk]]_"
+
+ - name: "Vie for Victory"
+ desc: "`pf2:2` The triumph siktempora pushes themself beyond their limits to secure victory over a chosen foe. They choose one target they can see and reach with a single Stride action. They attempt to [[Actions/Demoralize|Demoralize]] that target, ignoring the typical limitations on distance and with no penalty for not sharing a language with the target. They then Stride and attempt one Athletics attack action (such as [[Actions/Grapple|Grapple]] or [[Actions/Disarm|Disarm]]) against the target."
+
+ - name: "Winning Smile"
+ desc: "`pf2:2` (emotion,mental,occult) The triumph siktempora flashes their disarming grin at one creature within 15 feet. The target takes 10d8 mental damage (DC 34 Will check save). On a failure, the target's attacks against the triumph siktempora also become nonlethal until the end of the target's next turn."
+
+```
+
+```encounter-table
+name: Triumph Siktempora
+creatures:
+ - 1: Triumph Siktempora
+```
+
+
+
+Triumph siktemporas embody the emotional satisfaction of overcoming a task that took up much of a creature's mind, be it taking an apple seed from between one's teeth or winning a war. They exult in every victory they attain; however, they value only those successes won fairly not only abiding by the established rules of a competition but also enforcing those rules mercilessly upon other competitors.
+
+These siktemporas appear as small humanoids with four muscular arms and digitigrade legs. They take great joy in draping themselves in golden clothes and medals that commemorate the countless victories which spawned them, and their faces bear proud, dazzling smiles and expressions of success-but these features never move.
+
+* * *
+
+In the Dimension of Time, intense emotions are more than just ethereal feelings. They accumulate over time, from things like the critical mass of emotion caused by a historic event or a settlement passing down a powerful sentiment for generations. These accretions eventually give birth to siktemporas. Each siktempora feels, with all their being, a singular intense emotion linked to the circumstances that spawned them. A rare few, however, are created when an emotionally invested creature attempts to travel to the Dimension of Time or interferes with the flow of time, which can create paradoxes or manipulate past events.
+
+Siktemporas usually isolate themselves on the Dimension of Time in mindscapes infused with the emotion that created them, but some travel to other planes. These wanderers long to indulge in more of their core emotion or to engender more of that feeling, thus perpetuating their own kind.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Tupilaq.md b/content/mechanics/srd/Bestiary/Bestiary 3/Tupilaq.md
new file mode 100755
index 000000000..0688be1b1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Tupilaq.md
@@ -0,0 +1,87 @@
+---
+title: "Tupilaq"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.JFpmakBhsqOvKNOj"
+tags:
+ - pf2e/creature/type/construct
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Tupilaq"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Tupilaq"
+level: "Creature 7"
+
+alignment: ""
+size: "Small"
+trait_01: [[construct]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +15"
+abilityMods: [2, 6, 4, -5, 3, -5]
+speed: 40 feet, swim 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26 (22 when broken); construct armor; __Fort__ +17, __Ref__ +15, __Will__ +12"
+hp: 87
+health:
+ - name: ""
+ - name: HP
+ desc: "87; __Hardness__ 8; __Immunities__ mental, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Construct Armor (Hardness 8)"
+ desc: " Like normal objects, a tupilaq has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness.\n\nOnce a tupilaq is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, it loses its Hardness, and its Armor Class is reduced to 22."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+19 (agile, finesse)\n__Damage__ 2d8 + 5 slashing plus grab"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 24, attack +16; __3rd __ _[[Spells/Fireball|Fireball (x3)]]_"
+
+ - name: "Carver's Curse"
+ desc: " When a tupilaq is created, the curse imparted by its creator manifests in the form of a single 3rd-rank primal spell the tupilaq can cast three times per day. The particular spell is a reflection of the creator's wish for vengeance. By default, and for a found or summoned tupilaq, this spell is [[Spells/Fireball|Fireball]]."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Tupilaq
+creatures:
+ - 1: Tupilaq
+```
+
+
+
+A tupilaq is an artistically crafted construct carved from animal bones (typically whale or walrus) and imbued with the express purpose of eviscerating its creator's enemies. A tupilaq manifests from hateful magic-a thing that can be created only by someone who believes they were grievously wronged. When a terrible, unforgivable crime is committed against someone with great skill at carving and who has knowledge of the proper ritual, the aggrieved can channel their grief and hate through whispered incantations to bring a tupilaq to life.
+
+Sadly, the same emotions used to create a tupilaq often lead to even greater tragedies. Functionally immortal but built for vengeance a tupilaq lacks the reason or discernment to do anything other than pursue the goal imbued by its creator. A wish to utterly destroy an enemy can lead a tupilaq to slaughter an entire clan or settlement, killing until it has slain everyone even remotely related to the original offender. There are many stories where a tupilaq ends up causing more tragedy for its creator than the crime that precipitated its creation. The most common tales feature the tupilaq eventually murdering its creator's spouse or family members due to a distant relationship to the original target that no one knew about.
+
+Tupilaqs' animating energies aren't tied to their original functions, and the creatures typically long outlast their creators, their victims, and often any who recall the reason for their creation. They might fall into a sort of hibernation once they've achieved immediate vengeance, but they frequently reawaken to continue their rampage against unsuspecting targets ignorant of their involvement.
+
+Spellcasters might occasionally summon these constructs. Summoned tupilaqs, hauled unceremoniously from their vengeance, become near-frenzied combatants, unleashing every offensive ability in their arsenal to break free. These reactions aren't strategic or considered, but an instinctual, almost programmed need to return to their true purpose. Conjurers should be wary about tupilaqs employing spells that might be turned against their summoners, such as a fireball spell "accidentally" placed such that it incinerates the spellcaster and returns these creatures from whence they came.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Tylosaurus.md b/content/mechanics/srd/Bestiary/Bestiary 3/Tylosaurus.md
new file mode 100755
index 000000000..ba8bc59eb
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Tylosaurus.md
@@ -0,0 +1,91 @@
+---
+title: "Tylosaurus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.YdIlb0aIuGBNSwO9"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/8
+statblock: inline
+name: "Tylosaurus"
+level: 8
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Tylosaurus"
+level: "Creature 8"
+
+alignment: ""
+size: "grg"
+trait_01: [[animal]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +19, Stealth: +19"
+abilityMods: [7, 5, 5, -4, 4, -2]
+speed: 5 feet, swim 80 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +17, __Ref__ +19, __Will__ +14"
+hp: 137
+health:
+ - name: ""
+ - name: HP
+ desc: "137"
+abilities_top:
+ - name: ""
+
+ - name: "Deep Breath"
+ desc: " A tylosaurus can hold its breath for 2 hours."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 ()\n__Damage__ 2d12 + 10 piercing plus improved-grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+19 ()\n__Damage__ 2d6 + 10 bludgeoning"
+
+ - name: "Aquatic Drag"
+ desc: "`pf2:1` **Requirements** The tylosaurus has a creature [[Conditions/Grabbed|Grabbed]]\n* * *\n\n**Effect** The tylosaurus Swims up to half its Speed, carrying the grabbed creature with it."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Large, 2d6+5 bludgeoning, Rupture 18\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "Vicious Strafe"
+ desc: "`pf2:2` The tylosaurus Swims up to its Speed. It can make one jaws Strike and one tail Strike at any points during its movement, each attacking a different target."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Tylosaurus
+creatures:
+ - 1: Tylosaurus
+```
+
+
+
+Though large in size-sometimes exceeding 40 feet-tylosauruses have sleek bodies and long, narrow snouts. Few creatures compete with them in their environment, as most other aquatic giants reside in deeper water.
+
+* * *
+
+The massive swimming reptiles called mosasaurs thrash their powerful tails to propel them after prey. Four articulated, webbed paddles let them precisely steer their paths, and their hinged jaws-much like a snake's-allow mosasaurs to swallow larger creatures than their size would indicate. A small set of secondary pterygoid jaws in their gullets pull in their meals for more efficient digestion. As air breathers, mosasaurs must stay near the surface of the water, competing for food with whales. This proximity to the surface means they often capsize small boats, feasting on the crew members who fall out.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Tyrannosaurus Skeleton.md b/content/mechanics/srd/Bestiary/Bestiary 3/Tyrannosaurus Skeleton.md
new file mode 100755
index 000000000..cf230097b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Tyrannosaurus Skeleton.md
@@ -0,0 +1,96 @@
+---
+title: "Tyrannosaurus Skeleton"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.bh3zPwkzWR4gSRn7"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/skeleton
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Tyrannosaurus Skeleton"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Tyrannosaurus Skeleton"
+level: "Creature 9"
+
+alignment: ""
+size: "grg"
+trait_01: [[evil]]
+trait_02: [[mindless]]
+trait_03: [[skeleton]]
+trait_04: [[undead]]
+trait_05: [[unholy]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +22"
+abilityMods: [7, 0, 5, -5, 2, 0]
+speed: 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +20, __Ref__ +13, __Will__ +17"
+hp: 140
+health:
+ - name: ""
+ - name: HP
+ desc: "140, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, mental; __Resistances__ cold 10, electricity 10, fire 10, piercing 10, slashing 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 (deadly d12, reach 20 feet)\n__Damage__ 2d12 + 9 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+20 (reach 15 feet)\n__Damage__ 2d10 + 9 bludgeoning"
+
+ - name: "Rib Skewer"
+ desc: "`pf2:1` The tyrannosaurus skeleton bends down, attempting to skewer one adjacent creature on one of its massive ribs. The creature takes 2d10+9 piercing damage (DC 28 Reflex check save). If the creature fails its save and is Medium or smaller, it's also impaled and stuck to the rib. It moves with the skeleton and takes 2d6 bleed until it either [[Actions/Escape|Escapes]] or someone uses [[Actions/Force Open|Force Open]] to break the rib (either is DC 28)."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Huge or smaller, foot, DC 28 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Tyrannosaurus Skeleton
+creatures:
+ - 1: Tyrannosaurus Skeleton
+```
+
+
+
+A massive dinosaur predator makes for a fearsome skeleton.
+
+* * *
+
+Almost any creature that had bones in life and leaves them behind in death can become a shambling, undead skeleton-humanoids, beasts, aberrations, fey, and more.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Tzitzimitl.md b/content/mechanics/srd/Bestiary/Bestiary 3/Tzitzimitl.md
new file mode 100755
index 000000000..2e1ce7020
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Tzitzimitl.md
@@ -0,0 +1,104 @@
+---
+title: "Tzitzimitl"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.1wMooFB6b4LlYA3u"
+tags:
+ - pf2e/creature/type/electricity
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/19
+statblock: inline
+name: "Tzitzimitl"
+level: 19
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Tzitzimitl"
+level: "Creature 19"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[electricity]]
+trait_02: [[evil]]
+trait_03: [[undead]]
+trait_04: [[unholy]]
+modifier: 32
+perception:
+ - name: "Perception"
+ desc: "+32; Darkvision, Truesight"
+languages: "Aklo, Chthonian, Common, Empyrean"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +33, Arcana: +37, Athletics: +33, Nature: +37, Occultism: +37, Religion: +40"
+abilityMods: [10, 8, 6, 5, 7, 8]
+speed: 50 feet, fly 60 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 43
+armorclass:
+ - name: AC
+ desc: "43; __Fort__ +29, __Ref__ +32, __Will__ +35"
+hp: 390
+health:
+ - name: ""
+ - name: HP
+ desc: "390, fast healing 15, void healing; __Immunities__ death effects, disease, electricity, void, paralyzed, poison, precision, unconscious; __Weaknesses__ holy 15; __Resistances__ cold 15, physical 15 (except bludgeoning)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 15]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+ - name: "Light to Dark"
+ desc: "`pf2:r` (divine,void) **Trigger** A creature uses an ability or spell with the vitality trait within 120 feet of the tzitzimitl\n* * *\n\n**Effect** The tzitzimitl inverts the energy used in the triggering ability or spell, causing it to lose the vitality trait and gain the void trait, and changing all instances of vitality energy or healing in the ability's description to void energy."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+34 (agile, magical, reach 20 feet)\n__Damage__ 4d12 + 10 slashing plus drain-life 3d8 electricity plus drain-life"
+
+ - name: "**Ranged** `pf2:1` Eye Beam"
+ desc: "+34 (range 100 feet)\n__Damage__ 4d12 electricity 10d6 force"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 38, attack +30; __9th __ _[[Spells/Darkness|Darkness (x3)]]_, _[[Spells/Teleport|Teleport]]_, _[[Spells/Wails of the Damned|Wail of the Banshee]]_; __7th __ _[[Spells/Eclipse Burst|Eclipse Burst]]_, _[[Spells/Teleport|Teleport (x3)]]_; __5th __ _[[Spells/Abyssal Plague|Abyssal Plague]]_; __4th __ _[[Spells/Darkness|Darkness (x3)]]_, _[[Spells/Haste|Haste (x3)]]_\n__Cantrips__ __(9th)__ _[[Spells/Detect Magic|Detect Magic]]_\n__Constant__ __(6th)__ _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Rituals"
+ desc: "_Create Undead_, _Imprisonment_"
+
+ - name: "Drain Life"
+ desc: " When a tzitzimitl's claw Strike deals damages to a living creature, the tzitzimitl gains 20 temporary Hit Points, and the target must succeed at a DC 41 Fortitude check save or become [[Conditions/Drained|Drained 2]]. Further damage dealt by a tzitzimitl's Claw Strike increases the value of the drained condition by 2 on a failed save, to a maximum of drained 4."
+
+ - name: "Eclipse"
+ desc: "`pf2:2` (cold,occult) **Effect** The tzitzimitl casts [[Spells/Darkness|Darkness]] and drains the heat and warmth from the Darkness spell's area, and each creature within the spell's area must attempt a DC 41 Fortitude check save.\n* * *\n\n**Critical Success** The creature takes 4d8 cold damage.\n\n**Success** The creature takes 8d8 cold damage and is [[Conditions/Slowed|Slowed 1]] for 1 round.\n\n**Failure** The creature takes 16d8 cold damage and is [[Conditions/Slowed|Slowed 1]] for 1 minute.\n\n**Critical Failure** The creature takes 16d8 cold damage, is [[Conditions/Slowed|Slowed 2]] for 1 minute, and is [[Conditions/Doomed|Doomed 1]]."
+
+```
+
+```encounter-table
+name: Tzitzimitl
+creatures:
+ - 1: Tzitzimitl
+```
+
+
+
+Due to their affinity for darkness and apocalyptic terror, tzitzimitls are widely feared as harbingers of death and destruction. A solar eclipse marks their arrivals, and they draw strange powers of darkness and electricity from these phenomena.
+
+Some sages believe tzitzimitls to be instruments of the gods, called down to destroy worlds whose times have come, while others claim they're the undead remains of stranded exiles from a far-off civilization of spacefaring giants. The legends that include them are ancient and fragmented, but some tell of tzitzimitls being defeated by great heroes and sealed away-though these tales imply that the enormous undead now lie buried and waiting, soon to rampage again should their tombs be breached.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Umasi.md b/content/mechanics/srd/Bestiary/Bestiary 3/Umasi.md
new file mode 100755
index 000000000..8f69a3566
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Umasi.md
@@ -0,0 +1,101 @@
+---
+title: "Umasi"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.haCH1tgKWlEmFTXL"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Umasi"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Umasi"
+level: "Creature 6"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+trait_02: [[chaotic]]
+trait_03: [[humanoid]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +15, Intimidation: +9, Medicine: +14, Stealth: +13, Survival: +10"
+abilityMods: [5, 3, 4, 1, 2, 1]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23 (25 with shield raised); __Fort__ +16, __Ref__ +11, __Will__ +12; +2 status to all saves vs. poison"
+hp: 99
+health:
+ - name: ""
+ - name: HP
+ desc: "99, immortal flesh; __Immunities__ disease"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Blowgun|Blowgun]], [[Equipment/Shield Spikes|Shield Spikes]], [[Equipment/Wooden Shield|Wooden Shield]], 10x [[Equipment/Blowgun Darts|Blowgun Darts with Harvester Poison]]"
+abilities_mid:
+ - name: ""
+ - name: "Flesh Grafting"
+ desc: " An umasi can spend 10 minutes grafting the flesh of other living or recently dead humanoids onto their body, attempting a DC 20 Medicine check check with the effects of [[Actions/Treat Wounds|Treat Wounds]]. This process is the only way an umasi can recover Hit Points."
+
+ - name: "Immortal Flesh"
+ desc: " Umasi can't heal or recover HP in any way except their Flesh Grafting techniques. However, despite being living creatures, they don't take damage from either vitality or void damage."
+
+ - name: "[[Bestiary Ability Glossary/Shield Block|Shield Block]]"
+ desc: "`pf2:r` **Trigger** The monster has its shield raised and takes damage from a physical attack.\n* * *\n\n**Effect** The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+17 (agile)\n__Damage__ 2d6 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Shield Spikes"
+ desc: "+17 ()\n__Damage__ 1d6 + 8 piercing"
+
+ - name: "**Ranged** `pf2:1` Blowgun"
+ desc: "+16 (magical, range increment 20 feet, reload 1)\n__Damage__ 1 piercing plus harvester-poison"
+
+ - name: "Consume Organ"
+ desc: "`pf2:1` (manipulate) **Requirements** The umasi is adjacent to the corpse of a Small or larger creature that died within the last minute\n* * *\n\n**Effect** The umasi harvests and consumes a vital organ from the corpse, gaining 15 temporary Hit Points and a +1 status bonus to attack and damage rolls for 10 minutes. They can gain this benefit only once from any given corpse.\n\n[[Bestiary Effects/Effect_ Consume Organ|Effect: Consume Organ]]"
+
+ - name: "Harvester Poison"
+ desc: " (nonlethal,poison) **Saving Throw** DC 24 Fortitude check\n* * *\n\n**Maximum Duration** 4 rounds\n\n**Stage 1** 2d6 poison damage (1 round)\n\n**Stage 2** 3d6 poison damage (1 round)"
+
+```
+
+```encounter-table
+name: Umasi
+creatures:
+ - 1: Umasi
+```
+
+
+
+Tales tell of strange humanoids who harvest appendages and organs from other creatures to graft onto their own perpetually decaying bodies. These stories are encountered more often than their subject, however. A reclusive people, umasi live deep in remote jungles, largely isolated from other societies.
+
+Despite not being undead, umasi can't heal naturally or via magic. Instead, they must harvest appendages and organs from the living to perpetuate their own lives. These modifications require special techniques, obscure rituals, and often the assistance of other umasi. Shorter rituals make quick repairs to wounded flesh-even consuming a nutrient-rich organ of a recently slain creature can provide quick rejuvenation-while more extensive changes require a full day's work.
+
+Because of the nature of their existences, no one single form remains common to umasi. Many graft any number of arms or legs of various sizes on their bodies, while others are conglomerations of exotic beasts, other humanoids, and whatever creatures they've hunted or scavenged. However, all umasi remain vaguely humanoid in shape. An umasi with additional arms can hold or wield more items at once, while additional legs or other limbs might grant increased Speed or new types of Speed. Concepts such as gender, ethnicity, and even recognizing someone based on their appearance are irrelevant to umasi. Instead, they value age and experience and identify themselves with iconic adornments or speech patterns.
+
+Despite their morbid nature, umasi are rarely at odds with living creatures. These opportunistic hunters value their self-preservation, but use fast-acting nonlethal poisons to subdue their targets for safe and minimally destructive harvesting. Few umasi harbor malice toward the living, but some possess a streak of self-loathing and search for powerful magics that might break whatever curse binds them to their current state. Rarely, an umasi finds some strange form of acceptance on the fringes of a remote community where their skills at medicine carry more weight than fear of their strange appearances.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Underworld Dragon (Adult).md b/content/mechanics/srd/Bestiary/Bestiary 3/Underworld Dragon (Adult).md
new file mode 100755
index 000000000..f09a4bdee
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Underworld Dragon (Adult).md
@@ -0,0 +1,129 @@
+---
+title: "Underworld Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.3lx8Wr8VaZ7OLlfw"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Underworld Dragon (Adult)"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Underworld Dragon (Adult)"
+level: "Creature 11"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[dragon]]
+trait_02: [[evil]]
+trait_03: [[fire]]
+trait_04: [[lawful]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +18, Arcana: +21, Athletics: +24, Crafting: +22, Deception: +19, Intimidation: +21, Nature: +20, Stealth: +22, Survival: +20"
+abilityMods: [7, 3, 4, 5, 3, 2]
+speed: 40 feet, burrow 40 feet, fly 80 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +23, __Ref__ +18, __Will__ +22; +1 status to all saves vs. magic"
+hp: 195
+health:
+ - name: ""
+ - name: HP
+ desc: "195; __Immunities__ fire, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " Smoke doesn't impair an underworld dragon's vision; they ignore the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "Countered by Water"
+ desc: " If the underworld dragon takes damage from a spell with the cold or water trait, the elemental magic of fire within them is momentarily dampened.\n\nUntil the end of their next turn, they take a -1 circumstance penalty to attack rolls, and their jaws Strikes don't deal fire damage, and they lose their sweltering heat aura.\n\nThis limitation ends if the dragon uses Breath Weapon.\n\n[[Bestiary Effects/Effect_ Countered by Water|Effect: Countered by Water]]"
+
+ - name: "Fed by Wood"
+ desc: " When an underworld dragon is struck by a weapon made primarily of wood or affected by a spell with the plant trait, the dragon's internal fiery essences are stoked with the added fuel. Their breath weapon recharges, and the fire damage from the dragon's jaws increases by one die until the end of the dragon's next turn.\n\n[[Bestiary Effects/Effect_ Fed by Wood|Effect: Fed by Wood]]"
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 28 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Sweltering Heat"
+ desc: " (arcane,aura,fire) 10 feet. Each creature that ends its turn in the aura must succeed at a DC 28 Fortitude check saving throw or become [[Conditions/Fatigued|Fatigued]] while it remains in the aura."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+24 (magical, reach 10 feet)\n__Damage__ 2d8 + 13 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+24 (adamantine, agile, magical)\n__Damage__ 2d8 + 13 slashing plus adamantine-claws,grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+24 (magical, reach 20 feet)\n__Damage__ 2d8 + 13 bludgeoning plus grab"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 30, attack +24; __4th __ _[[Spells/Everlight|Continual Flame]]_, _[[Spells/Wall of Fire|Wall of Fire]]_\n__Cantrips__ __(4th)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Adamantine Claws"
+ desc: " The dragon's claws are infused with adamantine. Their claw Strikes ignore half the Hardness of any object hit."
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The dragon breathes a blast of fire that explodes in a 25-foot burst within 50 feet, dealing 10d6 fire damage (DC 30 Reflex check save). Creatures that fail the save also take 2d6 persistent fire.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Coiling Frenzy"
+ desc: "`pf2:2` The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically [[Conditions/Grabbed|Grabs]] the target."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 2d8+10 bludgeoning, DC 30 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Underworld Dragon (Adult)
+creatures:
+ - 1: Underworld Dragon (Adult)
+```
+
+
+
+Underworld dragons embody the pressure between tectonic plates, the heat behind geysers, and flash fires that ignite when the conditions are just right. Natural alchemists, they innately understand reagents and catalysts. While some research the effects of magic on material reactions, the majority of underworld dragons concentrate on building their hoards. They scour the world for carved gemstones and artifacts of precious minerals, both of which they see as distilled essence of earth's bounty.
+
+Underworld dragons appear angular and sharp; their scales glow as if superheated from within, and their hair flickers like tongues of flames. An intense fire glows behind their gazes, suggesting they could ignite item with a mere thought, and their breath ripples the air as a testament to the heat contained within their bodies.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Underworld Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 3/Underworld Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..3f89a6f6a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Underworld Dragon (Adult, Spellcaster).md
@@ -0,0 +1,126 @@
+---
+title: "Underworld Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.I4EMddZgBWIiIw2h"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/11
+statblock: inline
+name: "Underworld Dragon (Adult, Spellcaster)"
+level: 11
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Underworld Dragon (Adult, Spellcaster)"
+level: "Creature 11"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[dragon]]
+trait_02: [[evil]]
+trait_03: [[fire]]
+trait_04: [[lawful]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +18, Arcana: +21, Athletics: +24, Crafting: +22, Deception: +19, Intimidation: +21, Nature: +20, Stealth: +22, Survival: +20"
+abilityMods: [7, 3, 4, 5, 3, 2]
+speed: 40 feet, burrow 40 feet, fly 80 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +23, __Ref__ +18, __Will__ +22; +1 status to all saves vs. magic"
+hp: 195
+health:
+ - name: ""
+ - name: HP
+ desc: "195; __Immunities__ fire, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " Smoke doesn't impair an underworld dragon's vision; they ignore the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "Countered by Water"
+ desc: " If the underworld dragon takes damage from a spell with the cold or water trait, the elemental magic of fire within them is momentarily dampened.\n\nUntil the end of their next turn, they take a -1 circumstance penalty to attack rolls, and their jaws Strikes don't deal fire damage, and they lose their sweltering heat aura.\n\nThis limitation ends if the dragon uses Breath Weapon.\n\n[[Bestiary Effects/Effect_ Countered by Water|Effect: Countered by Water]]"
+
+ - name: "Fed by Wood"
+ desc: " When an underworld dragon is struck by a weapon made primarily of wood or affected by a spell with the plant trait, the dragon's internal fiery essences are stoked with the added fuel. Their breath weapon recharges, and the fire damage from the dragon's jaws increases by one die until the end of the dragon's next turn.\n\n[[Bestiary Effects/Effect_ Fed by Wood|Effect: Fed by Wood]]"
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 28 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Sweltering Heat"
+ desc: " (arcane,aura,fire) 10 feet. Each creature that ends its turn in the aura must succeed at a DC 28 Fortitude check saving throw or become [[Conditions/Fatigued|Fatigued]] while it remains in the aura."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+24 (magical, reach 10 feet)\n__Damage__ 2d8 + 13 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+24 (adamantine, agile, magical)\n__Damage__ 2d8 + 13 slashing plus adamantine-claws,grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+24 (magical, reach 20 feet)\n__Damage__ 2d8 + 13 bludgeoning plus grab"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 30, attack +24; __5th __ _[[Spells/Toxic Cloud|Cloudkill]]_, _[[Spells/Scouting Eye|Prying Eye]]_; __4th __ _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Mirage|Hallucinatory Terrain]]_, _[[Spells/Peaceful Bubble|Private Sanctum]]_; __3rd __ _[[Spells/Earthbind|Earthbind]]_, _[[Spells/Slow|Slow]]_, _[[Spells/Stinking Cloud|Stinking Cloud]]_; __2nd __ _[[Spells/Revealing Light|Glitterdust]]_, _[[Spells/Knock|Knock]]_, _[[Spells/Resist Energy|Resist Energy]]_; __1st __ _[[Spells/Carryall|Floating Disk]]_, _[[Spells/Force Barrage|Magic Missile]]_, _[[Spells/Enfeeble|Ray of Enfeeblement]]_\n__Cantrips__ __(5th)__ _[[Spells/Acid Splash|Acid Splash]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Produce Flame|Produce Flame]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 30, attack +24; __4th __ _[[Spells/Everlight|Continual Flame]]_, _[[Spells/Wall of Fire|Wall of Fire]]_\n__Cantrips__ __(4th)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Adamantine Claws"
+ desc: " The dragon's claws are infused with adamantine. Their claw Strikes ignore half the Hardness of any object hit."
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The dragon breathes a blast of fire that explodes in a 25-foot burst within 50 feet, dealing 10d6 fire damage (DC 30 Reflex check save). Creatures that fail the save also take 2d6 persistent fire.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 2d8+10 bludgeoning, DC 30 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Underworld Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Underworld Dragon (Adult, Spellcaster)
+```
+
+
+
+Underworld dragons embody the pressure between tectonic plates, the heat behind geysers, and flash fires that ignite when the conditions are just right. Natural alchemists, they innately understand reagents and catalysts. While some research the effects of magic on material reactions, the majority of underworld dragons concentrate on building their hoards. They scour the world for carved gemstones and artifacts of precious minerals, both of which they see as distilled essence of earth's bounty.
+
+Underworld dragons appear angular and sharp; their scales glow as if superheated from within, and their hair flickers like tongues of flames. An intense fire glows behind their gazes, suggesting they could ignite item with a mere thought, and their breath ripples the air as a testament to the heat contained within their bodies.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Underworld Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Bestiary 3/Underworld Dragon (Ancient).md
new file mode 100755
index 000000000..8afe8c368
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Underworld Dragon (Ancient).md
@@ -0,0 +1,132 @@
+---
+title: "Underworld Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.DYPAyNX9uIwV0NP0"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/16
+statblock: inline
+name: "Underworld Dragon (Ancient)"
+level: 16
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Underworld Dragon (Ancient)"
+level: "Creature 16"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[dragon]]
+trait_02: [[evil]]
+trait_03: [[fire]]
+trait_04: [[lawful]]
+modifier: 28
+perception:
+ - name: "Perception"
+ desc: "+28; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Petran, Pyric, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +23, Arcana: +25, Athletics: +32, Crafting: +29, Deception: +27, Intimidation: +29, Nature: +24, Stealth: +25, Survival: +24"
+abilityMods: [8, 3, 6, 5, 4, 5]
+speed: 40 feet, burrow 60 feet, fly 80 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 39
+armorclass:
+ - name: AC
+ desc: "39; __Fort__ +30, __Ref__ +25, __Will__ +28; +1 status to all saves vs. magic"
+hp: 295
+health:
+ - name: ""
+ - name: HP
+ desc: "295; __Immunities__ fire, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " Smoke doesn't impair an underworld dragon's vision; they ignore the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "Countered by Water"
+ desc: " If the underworld dragon takes damage from a spell with the cold or water trait, the elemental magic of fire within them is momentarily dampened.\n\nUntil the end of their next turn, they take a -1 circumstance penalty to attack rolls, and their jaws Strikes don't deal fire damage, and they lose their sweltering heat aura.\n\nThis limitation ends if the dragon uses Breath Weapon.\n\n[[Bestiary Effects/Effect_ Countered by Water|Effect: Countered by Water]]"
+
+ - name: "Fed by Wood"
+ desc: " When an underworld dragon is struck by a weapon made primarily of wood or affected by a spell with the plant trait, the dragon's internal fiery essences are stoked with the added fuel. Their breath weapon recharges, and the fire damage from the dragon's jaws increases by one die until the end of the dragon's next turn.\n\n[[Bestiary Effects/Effect_ Fed by Wood|Effect: Fed by Wood]]"
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 35 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Sweltering Heat"
+ desc: " (arcane,aura,fire) 10 feet. Each creature that ends its turn in the aura must succeed at a DC 35 Fortitude check saving throw or become [[Conditions/Fatigued|Fatigued]] while it remains in the aura."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+32 (magical, reach 15 feet)\n__Damage__ 3d10 + 16 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+32 (adamantine, agile, magical, reach 10 feet)\n__Damage__ 3d10 + 16 slashing plus adamantine-claws,grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+32 (magical, reach 25 feet)\n__Damage__ 3d10 + 16 bludgeoning plus grab"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 37, attack +29; __8th __ _[[Spells/Everlight|Continual Flame]]_, _[[Spells/Wall of Fire|Wall of Fire]]_\n__Cantrips__ __(8th)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Adamantine Claws"
+ desc: " The dragon's claws are infused with adamantine. Their claw Strikes ignore half the Hardness of any object hit."
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The dragon breathes a blast of fire that explodes in a 30-foot burst within 60 feet, dealing 14d6 fire damage (DC 39 Reflex check save). Creatures that fail the save also take 3d6 persistent fire.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Coiling Frenzy"
+ desc: "`pf2:2` The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically [[Conditions/Grabbed|Grabs]] the target."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 3d10+9 bludgeoning, DC 37 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Scorch Earth"
+ desc: "`pf2:2` (arcane,fire) The dragon plunges their body into the ground, Burrows up to their Speed, and then scorches the land within a 60-foot emanation.\n\nCreatures underground or on the surface in the area take 8d6 fire damage (DC 37 Fortitude check save), and those who critically fail become [[Conditions/Enfeebled|Enfeebled 1]] for 1 minute."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Underworld Dragon (Ancient)
+creatures:
+ - 1: Underworld Dragon (Ancient)
+```
+
+
+
+Underworld dragons embody the pressure between tectonic plates, the heat behind geysers, and flash fires that ignite when the conditions are just right. Natural alchemists, they innately understand reagents and catalysts. While some research the effects of magic on material reactions, the majority of underworld dragons concentrate on building their hoards. They scour the world for carved gemstones and artifacts of precious minerals, both of which they see as distilled essence of earth's bounty.
+
+Underworld dragons appear angular and sharp; their scales glow as if superheated from within, and their hair flickers like tongues of flames. An intense fire glows behind their gazes, suggesting they could ignite item with a mere thought, and their breath ripples the air as a testament to the heat contained within their bodies.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Underworld Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 3/Underworld Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..bf633d77b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Underworld Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,129 @@
+---
+title: "Underworld Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.TiX9KjpzgefqzFOE"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/16
+statblock: inline
+name: "Underworld Dragon (Ancient, Spellcaster)"
+level: 16
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Underworld Dragon (Ancient, Spellcaster)"
+level: "Creature 16"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[dragon]]
+trait_02: [[evil]]
+trait_03: [[fire]]
+trait_04: [[lawful]]
+modifier: 28
+perception:
+ - name: "Perception"
+ desc: "+28; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Petran, Pyric, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +23, Arcana: +25, Athletics: +32, Crafting: +29, Deception: +27, Intimidation: +29, Nature: +24, Stealth: +25, Survival: +24"
+abilityMods: [8, 3, 6, 5, 4, 5]
+speed: 40 feet, burrow 60 feet, fly 80 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 39
+armorclass:
+ - name: AC
+ desc: "39; __Fort__ +30, __Ref__ +25, __Will__ +28; +1 status to all saves vs. magic"
+hp: 295
+health:
+ - name: ""
+ - name: HP
+ desc: "295; __Immunities__ fire, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " Smoke doesn't impair an underworld dragon's vision; they ignore the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "Countered by Water"
+ desc: " If the underworld dragon takes damage from a spell with the cold or water trait, the elemental magic of fire within them is momentarily dampened.\n\nUntil the end of their next turn, they take a -1 circumstance penalty to attack rolls, and their jaws Strikes don't deal fire damage, and they lose their sweltering heat aura.\n\nThis limitation ends if the dragon uses Breath Weapon.\n\n[[Bestiary Effects/Effect_ Countered by Water|Effect: Countered by Water]]"
+
+ - name: "Fed by Wood"
+ desc: " When an underworld dragon is struck by a weapon made primarily of wood or affected by a spell with the plant trait, the dragon's internal fiery essences are stoked with the added fuel. Their breath weapon recharges, and the fire damage from the dragon's jaws increases by one die until the end of the dragon's next turn.\n\n[[Bestiary Effects/Effect_ Fed by Wood|Effect: Fed by Wood]]"
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 35 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Sweltering Heat"
+ desc: " (arcane,aura,fire) 10 feet. Each creature that ends its turn in the aura must succeed at a DC 35 Fortitude check saving throw or become [[Conditions/Fatigued|Fatigued]] while it remains in the aura."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+32 (magical, reach 15 feet)\n__Damage__ 3d10 + 16 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+32 (adamantine, agile, magical, reach 10 feet)\n__Damage__ 3d10 + 16 slashing plus adamantine-claws,grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+32 (magical, reach 25 feet)\n__Damage__ 3d10 + 16 bludgeoning plus grab"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 37, attack +32; __7th __ _[[Spells/Fiery Body|Fiery Body]]_, _[[Spells/Power Word Blind|Power Word Blind]]_, _[[Spells/Reverse Gravity|Reverse Gravity]]_; __6th __ _[[Spells/Mislead|Mislead]]_, _[[Spells/Spellwrack|Spellwrack]]_, _[[Spells/Truesight|True Seeing]]_; __5th __ _[[Spells/Toxic Cloud|Cloudkill]]_, _[[Spells/Mind Probe|Mind Probe]]_, _[[Spells/Scouting Eye|Prying Eye]]_; __4th __ _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Mirage|Hallucinatory Terrain]]_, _[[Spells/Peaceful Bubble|Private Sanctum]]_; __3rd __ _[[Spells/Earthbind|Earthbind]]_, _[[Spells/Slow|Slow]]_, _[[Spells/Stinking Cloud|Stinking Cloud]]_; __2nd __ _[[Spells/Revealing Light|Glitterdust]]_, _[[Spells/Knock|Knock]]_, _[[Spells/Resist Energy|Resist Energy]]_; __1st __ _[[Spells/Carryall|Floating Disk]]_, _[[Spells/Force Barrage|Magic Missile]]_, _[[Spells/Enfeeble|Ray of Enfeeblement]]_\n__Cantrips__ __(7th)__ _[[Spells/Acid Splash|Acid Splash]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Produce Flame|Produce Flame]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 37, attack +29; __8th __ _[[Spells/Everlight|Continual Flame]]_, _[[Spells/Wall of Fire|Wall of Fire]]_\n__Cantrips__ __(8th)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Adamantine Claws"
+ desc: " The dragon's claws are infused with adamantine. Their claw Strikes ignore half the Hardness of any object hit."
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The dragon breathes a blast of fire that explodes in a 30-foot burst within 60 feet, dealing 14d6 fire damage (DC 39 Reflex check save). Creatures that fail the save also take 3d6 persistent fire.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 3d10+9 bludgeoning, DC 37 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Scorch Earth"
+ desc: "`pf2:2` (arcane,fire) The dragon plunges their body into the ground, Burrows up to their Speed, and then scorches the land within a 60-foot emanation.\n\nCreatures underground or on the surface in the area take 8d6 fire damage (DC 37 Fortitude check save), and those who critically fail become [[Conditions/Enfeebled|Enfeebled 1]] for 1 minute."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Underworld Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Underworld Dragon (Ancient, Spellcaster)
+```
+
+
+
+Underworld dragons embody the pressure between tectonic plates, the heat behind geysers, and flash fires that ignite when the conditions are just right. Natural alchemists, they innately understand reagents and catalysts. While some research the effects of magic on material reactions, the majority of underworld dragons concentrate on building their hoards. They scour the world for carved gemstones and artifacts of precious minerals, both of which they see as distilled essence of earth's bounty.
+
+Underworld dragons appear angular and sharp; their scales glow as if superheated from within, and their hair flickers like tongues of flames. An intense fire glows behind their gazes, suggesting they could ignite item with a mere thought, and their breath ripples the air as a testament to the heat contained within their bodies.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Underworld Dragon (Young).md b/content/mechanics/srd/Bestiary/Bestiary 3/Underworld Dragon (Young).md
new file mode 100755
index 000000000..46a840259
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Underworld Dragon (Young).md
@@ -0,0 +1,126 @@
+---
+title: "Underworld Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.UGz40bdDZwKXxInH"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Underworld Dragon (Young)"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Underworld Dragon (Young)"
+level: "Creature 7"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[evil]]
+trait_03: [[fire]]
+trait_04: [[lawful]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Arcana: +13, Athletics: +17, Crafting: +17, Deception: +10, Intimidation: +12, Nature: +13, Stealth: +13, Survival: +11"
+abilityMods: [6, 2, 3, 4, 2, 1]
+speed: 40 feet, burrow 30 feet, fly 80 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +18, __Ref__ +13, __Will__ +15"
+hp: 115
+health:
+ - name: ""
+ - name: HP
+ desc: "115; __Immunities__ fire, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " Smoke doesn't impair an underworld dragon's vision; they ignore the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "Countered by Water"
+ desc: " If the underworld dragon takes damage from a spell with the cold or water trait, the elemental magic of fire within them is momentarily dampened.\n\nUntil the end of their next turn, they take a -1 circumstance penalty to attack rolls, and their jaws Strikes don't deal fire damage.\n\nThis limitation ends if the dragon uses Breath Weapon.\n\n[[Bestiary Effects/Effect_ Countered by Water|Effect: Countered by Water]]"
+
+ - name: "Fed by Wood"
+ desc: " When an underworld dragon is struck by a weapon made primarily of wood or affected by a spell with the plant trait, the dragon's internal fiery essences are stoked with the added fuel. Their breath weapon recharges, and the fire damage from the dragon's jaws increases by one die until the end of the dragon's next turn.\n\n[[Bestiary Effects/Effect_ Fed by Wood|Effect: Fed by Wood]]"
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 23 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+18 (reach 10 feet)\n__Damage__ 2d8 + 8 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+18 (adamantine, agile)\n__Damage__ 2d8 + 8 slashing plus adamantine-claws,grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+18 (reach 20 feet)\n__Damage__ 2d8 + 8 bludgeoning plus grab"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 25, attack +17; __2nd __ _[[Spells/Everlight|Continual Flame]]_\n__Cantrips__ __(2nd)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Adamantine Claws"
+ desc: " The dragon's claws are infused with adamantine. Their claw Strikes ignore half the Hardness of any object hit."
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The dragon breathes a blast of fire that explodes in a 20-foot burst within 40 feet, dealing 7d6 fire damage (DC 25 Reflex check save). Creatures that fail the save also take 1d6 persistent fire.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Coiling Frenzy"
+ desc: "`pf2:2` The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically [[Conditions/Grabbed|Grabs]] the target."
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d8+4 bludgeoning, DC 25 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Underworld Dragon (Young)
+creatures:
+ - 1: Underworld Dragon (Young)
+```
+
+
+
+Underworld dragons embody the pressure between tectonic plates, the heat behind geysers, and flash fires that ignite when the conditions are just right. Natural alchemists, they innately understand reagents and catalysts. While some research the effects of magic on material reactions, the majority of underworld dragons concentrate on building their hoards. They scour the world for carved gemstones and artifacts of precious minerals, both of which they see as distilled essence of earth's bounty.
+
+Underworld dragons appear angular and sharp; their scales glow as if superheated from within, and their hair flickers like tongues of flames. An intense fire glows behind their gazes, suggesting they could ignite item with a mere thought, and their breath ripples the air as a testament to the heat contained within their bodies.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Underworld Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Bestiary 3/Underworld Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..b08780ac1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Underworld Dragon (Young, Spellcaster).md
@@ -0,0 +1,123 @@
+---
+title: "Underworld Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Hkiq9kjGCggoXf2z"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Underworld Dragon (Young, Spellcaster)"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Underworld Dragon (Young, Spellcaster)"
+level: "Creature 7"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[evil]]
+trait_03: [[fire]]
+trait_04: [[lawful]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Arcana: +13, Athletics: +17, Crafting: +17, Deception: +10, Intimidation: +12, Nature: +13, Stealth: +13, Survival: +11"
+abilityMods: [6, 2, 3, 4, 2, 1]
+speed: 40 feet, burrow 30 feet, fly 80 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +18, __Ref__ +13, __Will__ +15"
+hp: 115
+health:
+ - name: ""
+ - name: HP
+ desc: "115; __Immunities__ fire, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " Smoke doesn't impair an underworld dragon's vision; they ignore the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "Countered by Water"
+ desc: " If the underworld dragon takes damage from a spell with the cold or water trait, the elemental magic of fire within them is momentarily dampened.\n\nUntil the end of their next turn, they take a -1 circumstance penalty to attack rolls, and their jaws Strikes don't deal fire damage.\n\nThis limitation ends if the dragon uses Breath Weapon.\n\n[[Bestiary Effects/Effect_ Countered by Water|Effect: Countered by Water]]"
+
+ - name: "Fed by Wood"
+ desc: " When an underworld dragon is struck by a weapon made primarily of wood or affected by a spell with the plant trait, the dragon's internal fiery essences are stoked with the added fuel. Their breath weapon recharges, and the fire damage from the dragon's jaws increases by one die until the end of the dragon's next turn.\n\n[[Bestiary Effects/Effect_ Fed by Wood|Effect: Fed by Wood]]"
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 23 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+18 (reach 10 feet)\n__Damage__ 2d8 + 8 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+18 (adamantine, agile)\n__Damage__ 2d8 + 8 slashing plus adamantine-claws,grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+18 (reach 20 feet)\n__Damage__ 2d8 + 8 bludgeoning plus grab"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 25, attack +18; __3rd __ _[[Spells/Earthbind|Earthbind]]_, _[[Spells/Stinking Cloud|Stinking Cloud]]_; __2nd __ _[[Spells/Revealing Light|Glitterdust]]_, _[[Spells/Knock|Knock]]_, _[[Spells/Resist Energy|Resist Energy]]_; __1st __ _[[Spells/Carryall|Floating Disk]]_, _[[Spells/Force Barrage|Magic Missile]]_, _[[Spells/Enfeeble|Ray of Enfeeblement]]_\n__Cantrips__ __(3rd)__ _[[Spells/Acid Splash|Acid Splash]]_, _[[Spells/Telekinetic Hand|Mage Hand]]_, _[[Spells/Produce Flame|Produce Flame]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 25, attack +17; __2nd __ _[[Spells/Everlight|Continual Flame]]_\n__Cantrips__ __(2nd)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Adamantine Claws"
+ desc: " The dragon's claws are infused with adamantine. Their claw Strikes ignore half the Hardness of any object hit."
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The dragon breathes a blast of fire that explodes in a 20-foot burst within 40 feet, dealing 7d6 fire damage (DC 25 Reflex check save). Creatures that fail the save also take 1d6 persistent fire.\n\nThe dragon can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d8+4 bludgeoning, DC 25 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Underworld Dragon (Young, Spellcaster)
+creatures:
+ - 1: Underworld Dragon (Young, Spellcaster)
+```
+
+
+
+Underworld dragons embody the pressure between tectonic plates, the heat behind geysers, and flash fires that ignite when the conditions are just right. Natural alchemists, they innately understand reagents and catalysts. While some research the effects of magic on material reactions, the majority of underworld dragons concentrate on building their hoards. They scour the world for carved gemstones and artifacts of precious minerals, both of which they see as distilled essence of earth's bounty.
+
+Underworld dragons appear angular and sharp; their scales glow as if superheated from within, and their hair flickers like tongues of flames. An intense fire glows behind their gazes, suggesting they could ignite item with a mere thought, and their breath ripples the air as a testament to the heat contained within their bodies.
+
+* * *
+
+Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
+
+**Draconic Cycles**
+
+Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood.
+
+Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon-linked to wood-feeds fire, is fed by water, counters earth, and is countered by metal.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Valkyrie.md b/content/mechanics/srd/Bestiary/Bestiary 3/Valkyrie.md
new file mode 100755
index 000000000..5558c5773
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Valkyrie.md
@@ -0,0 +1,100 @@
+---
+title: "Valkyrie"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.iSfK0KA0TFtACmwe"
+tags:
+ - pf2e/creature/type/aesir
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/monitor
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Valkyrie"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Valkyrie"
+level: "Creature 12"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aesir]]
+trait_02: [[chaotic]]
+trait_03: [[monitor]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision"
+languages: "Common, Jotun; ravenspeaker, tongues"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +25, Athletics: +25, Diplomacy: +23, Intimidation: +23, Religion: +22"
+abilityMods: [7, 5, 5, 3, 4, 5]
+speed: 25 feet, fly 60 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +24, __Ref__ +20, __Will__ +23"
+hp: 215
+health:
+ - name: ""
+ - name: HP
+ desc: "215; __Resistances__ electricity 15"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Spear|+1 Striking Returning Spear]], [[Equipment/Breastplate|+1 Resilient Breastplate]]"
+ - name: "Claimer of the Slain"
+ desc: " (divine) Valkyries can detect the souls of those recently slain in combat. A valkyrie spends 10 minutes praying over the body of a creature who has been dead for no more than 12 hours; if that creature is worthy of becoming an [[Bestiary 3/Einherji|Einherji]] and of the appropriate alignment, the valkyrie transforms that creature into an einherji."
+
+ - name: "Ravenspeaker"
+ desc: " (divine) Valkyries use ravens as servants and spies. They can speak with ravens, and they can have up to three raven servitors who follow their commands. Valkyries can constantly observe whatever their commanded ravens sense."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Recall the Fallen"
+ desc: "`pf2:r` (divine,healing) **Frequency** once per day\n\n**Trigger** An allied creature within 60 feet who isn't a construct or undead is reduced to 0 Hit Points and their [[Conditions/Dying|Dying]] value is 2 or less\n* * *\n\n**Effect** The valkyrie restores 5d10 healing Hit Points to the target."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Spear"
+ desc: "+28 (magical)\n__Damage__ 2d6 + 15 piercing 1d12 electricity"
+
+ - name: "**Ranged** `pf2:1` Spear"
+ desc: "+26 (magical, thrown 20 ft.)\n__Damage__ 2d6 + 15 piercing 1d12 electricity"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 29, attack +21; __7th __ _[[Spells/Interplanar Teleport|Plane Shift (Self and Mount Only)]]_; __6th __ _[[Spells/Infuse Vitality|Disrupting Weapons]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Heroism|Heroism]]_; __3rd __ _[[Spells/Augury|Augury]]_, _[[Spells/Anointed Ground|Sanctified Ground]]_, _[[Spells/Status|Status]]_, _[[Spells/Wanderer's Guide|Wanderer's Guide]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Storm of Battle"
+ desc: "`pf2:2` (divine,electricity) The valkyrie hurls her spear into the air, creating a massive storm in a 100-foot burst. Spears of lightning rain down upon enemies in the area, dealing 4d12 electricity damage (DC 32 Reflex check save)."
+
+```
+
+```encounter-table
+name: Valkyrie
+creatures:
+ - 1: Valkyrie
+```
+
+
+
+Choosers of the slain and so-called angels of battle, the song of the valkyries plays wherever steel rings against steel. Valkyries are humanoid individuals of impressive physical stature who seek the most epic battles and legendary conflicts so that they can lay claim to the souls of the world's greatest warriors. The valkyries transform these souls into the implacable immortals known as einherjar.
+
+Valkyries most often serve gods of battle and war, though a valkyrie might pledge their service to any deity they consider worthy. Gorum is particularly well known for having valkyrie and einherjar servants, though he isn't the only such deity. Besmara also has valkyrie servitors, and many stories of "ghost ships" actually reference accounts of encounters with ships manned by einherjar crews devoted to the Pirate Queen.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Vanara Disciple.md b/content/mechanics/srd/Bestiary/Bestiary 3/Vanara Disciple.md
new file mode 100755
index 000000000..b728d4664
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Vanara Disciple.md
@@ -0,0 +1,98 @@
+---
+title: "Vanara Disciple"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.cX8GJAN8nhDT6uWA"
+tags:
+ - pf2e/creature/type/good
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/vanara
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Vanara Disciple"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Vanara Disciple"
+level: "Creature 1"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[good]]
+trait_02: [[humanoid]]
+trait_03: [[lawful]]
+trait_04: [[vanara]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision"
+languages: "Common, Fey, Vanara"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +4, Stealth: +7"
+abilityMods: [1, 4, 0, 1, 3, 0]
+speed: 25 feet, climb 15 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +5, __Ref__ +9, __Will__ +8"
+hp: 16
+health:
+ - name: ""
+ - name: HP
+ desc: "16"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Bo Staff|Bo Staff]], 3x [[Equipment/Javelin|Javelin]]"
+ - name: "Prehensile Tail"
+ desc: " The vanara can use their long, flexible tail to perform Interact actions requiring a free hand, even if both hands are otherwise occupied. Their tail can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and they can't use it to hold items."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+7 (agile, finesse, nonlethal, unarmed)\n__Damage__ 1d6 + 1 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Bo Staff"
+ desc: "+4 (parry, reach 10 feet, trip)\n__Damage__ 1d8 + 1 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Javelin"
+ desc: "+7 (thrown 30 ft.)\n__Damage__ 1d6 + 1 piercing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 13, attack +5; __1st __ _[[Spells/Pest Form|Pest Form (Monkey Only)]]_"
+
+ - name: "Flurry of Blows"
+ desc: "`pf2:1` **Frequency** once per round\n* * *\n\n**Effect** The vanara disciple makes two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses."
+
+ - name: "Spring Up"
+ desc: "`pf2:2` **Requirements** The vanara disciple is [[Conditions/Prone|Prone]]\n* * *\n\n**Effect** The vanara Stands, then can immediately Step twice. The Stand action doesn't trigger reactions."
+
+```
+
+```encounter-table
+name: Vanara Disciple
+creatures:
+ - 1: Vanara Disciple
+```
+
+
+
+Vanaras are monkey-like humanoids who dwell in treetop villages high in the canopies of lush jungles and verdant forests. Like the monkeys they resemble, vanaras manifest a wide variety of different fur colors, body types, and facial features, but they all have in common long, dexterous fingers and toes, as well as nimble and curious minds. Many of them learn to use their tails to capably manipulate objects.
+
+Vanaras are a friendly people, but their boundless curiosity and love of pranks has a tendency to strain their relationships with other humanoids, and thus they usually make their homes far from urban areas. The majority of vanara settlements are found in southeastern Casmaron, among the lush jungles where they first originated. Devotion to monastic training and magical study has led to secondary populations forming in the Impossible Kingdom of Jalmeray, eastern Katapesh, and northeastern Nex. Nonetheless, young vanaras seized by wanderlust may roam far across the world, and travelers from many distant lands may in turn visit vanara communities in search of the wisdom of their elders and sages.
+
+Vanara culture prizes order and discipline, leading to many vanaras studying monastic practices. They also value compassion, kindness, and community, whether that community is their own or one they're visiting. Most vanaras are quick to offer aid to those in distress and rarely hesitate in the face of evil, no matter the danger it presents. The leaders of vanara villages tend to be religious figures, or occasionally others possessing similar values and experience. Vanaras venerate Ragdya, the Sage of the Mountain, who encourages seeking enlightenment through worldly action and sees the virtues of pranks and humor.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Vine Leshy.md b/content/mechanics/srd/Bestiary/Bestiary 3/Vine Leshy.md
new file mode 100755
index 000000000..f3a653984
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Vine Leshy.md
@@ -0,0 +1,91 @@
+---
+title: "Vine Leshy"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.wnieaYuiDG3hLQFF"
+tags:
+ - pf2e/creature/type/leshy
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/0
+statblock: inline
+name: "Vine Leshy"
+level: 0
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Vine Leshy"
+level: "Creature 0"
+
+alignment: ""
+size: "Small"
+trait_01: [[leshy]]
+trait_02: [[plant]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision"
+languages: "Common, Fey, Wildsong; speak with plants (plants with vines only)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +4, Diplomacy: +5, Nature: +4, Performance: +5, Society: +1, Survival: +4"
+abilityMods: [2, 1, 1, -1, 2, 3]
+speed: 20 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +3, __Ref__ +5, __Will__ +8"
+hp: 13
+health:
+ - name: ""
+ - name: HP
+ desc: "13"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Spear|Spear]]"
+abilities_mid:
+ - name: ""
+ - name: "Verdant Burst"
+ desc: " When a vine leshy dies, a burst of primal energy explodes from its body, restoring 1d4 healing Hit Points to each plant creature in a 30-foot emanation. This area fills with tangling vines, becoming difficult terrain. If the terrain is not a viable environment for the vines, they wither after 24 hours."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Spear"
+ desc: "+6 ()\n__Damage__ 1d6 + 2 piercing"
+
+ - name: "**Ranged** `pf2:1` Spear"
+ desc: "+5 (thrown 20 ft.)\n__Damage__ 1d6 + 2 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 15, attack +7; __4th __ _[[Spells/Speak with Plants|Speak with Plants]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph,primal) The vine leshy transforms into a Small plant with vines. This ability otherwise uses the effects of [[Spells/One with Plants|One with Plants]].\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Extend Vines"
+ desc: "`pf2:1` The vine leshy Interacts to extend or shorten their arms. With limbs extended, the vine leshy has a 10-foot reach. The leshy can't use weapons that already have reach in this way, because they would be unable to keep their balance."
+
+```
+
+```encounter-table
+name: Vine Leshy
+creatures:
+ - 1: Vine Leshy
+```
+
+
+
+Irrepressible vine leshys love to explore and collect tales to share. They're curious without being reckless. Other cultures interest them greatly, and they can build friendships quickly as they trade stories with traveling companions. They also feel a pull toward protection, much like other leshys. Vine leshys, though, tend to protect a ward for only a brief period of danger before the leshy's wanderlust drives them onward into the unknown.
+
+* * *
+
+Often found assisting practitioners of nature magic, leshys are sentient flora that protect the natural world and sacred spaces within forests, fields, and other environments. Leshys are nature spirits inhabiting bodies constructed of plant matter fused together by a primal ritual.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Viper Swarm.md b/content/mechanics/srd/Bestiary/Bestiary 3/Viper Swarm.md
new file mode 100755
index 000000000..e0a27b966
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Viper Swarm.md
@@ -0,0 +1,84 @@
+---
+title: "Viper Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Z1hdyrK7mcXi6sjy"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/4
+statblock: inline
+name: "Viper Swarm"
+level: 4
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Viper Swarm"
+level: "Creature 4"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[swarm]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Low-Light Vision, Scent (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Stealth: +11"
+abilityMods: [1, 5, 3, -4, 2, -3]
+speed: 30 feet, climb 30 feet, swim 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +11, __Ref__ +13, __Will__ +10"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50; __Immunities__ precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 5, splash damage 5; __Resistances__ bludgeoning 5, piercing 5, slashing 3"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+attacks:
+ - name: ""
+
+ - name: "Venom Spritz"
+ desc: "`pf2:2` The vipers spray venom from their fangs in a defensive display. Each creature in a 10-foot cone is exposed to viper swarm venom but gains a +2 circumstance bonus to its initial saving throw against the poison."
+
+ - name: "Venomous Fangs"
+ desc: "`pf2:1` Each enemy in the swarm's space takes 2d8 piercing damage (DC 21 Reflex check save) plus Viper Swarm Venom."
+
+ - name: "Viper Swarm Venom"
+ desc: " (poison) **Saving Throw** DC 21 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d4 poison damage (1 round)\n\n**Stage 2** 1d6 poison damage and [[Conditions/Clumsy|Clumsy 1]] (1 round)\n\n**Stage 3** 2d4 poison damage, [[Conditions/Clumsy|Clumsy 2]], and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)"
+
+```
+
+```encounter-table
+name: Viper Swarm
+creatures:
+ - 1: Viper Swarm
+```
+
+
+
+The frightening mass of shining scales, gleaming eyes, and fangs dripping with venom that comprise a viper swarm has brought an end to many an unlucky adventurer. Normally nocturnal, these notoriously aggressive snakes strike at anything that comes within reach, be it limb or weapon. Their venom is a potent toxin that leaves victims shaky and weak.
+
+* * *
+
+While normally solitary creatures, snakes sometimes congregate in large masses. Whether gathered in the depths of a cave for warmth, a craggy mountainside for breeding, or through magical means for inscrutable purposes, these slithering swarms shouldn't be underestimated.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Vishkanya Infiltrator.md b/content/mechanics/srd/Bestiary/Bestiary 3/Vishkanya Infiltrator.md
new file mode 100755
index 000000000..30a28c29d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Vishkanya Infiltrator.md
@@ -0,0 +1,94 @@
+---
+title: "Vishkanya Infiltrator"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.3aXMXZ14OXsrSZsD"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/vishkanya
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Vishkanya Infiltrator"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Vishkanya Infiltrator"
+level: "Creature 3"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+trait_02: [[vishkanya]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Low-Light Vision"
+languages: "Common, Vishkanyan"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Athletics: +7, Deception: +11, Diplomacy: +9, Society: +7, Stealth: +11, Thievery: +9"
+abilityMods: [2, 4, 1, 0, 1, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +6, __Ref__ +11, __Will__ +8; +2 to all saves vs. poison"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Kukri|Kukri]], 10x [[Equipment/Shuriken|Shuriken]], [[Equipment/Leather Armor|Leather Armor]], [[Equipment/Disguise Kit|Disguise Kit]], [[Equipment/Thieves' Toolkit|Thieves' Tools]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Kukri"
+ desc: "+11 (agile, finesse, trip)\n__Damage__ 1d6 + 4 slashing"
+
+ - name: "**Ranged** `pf2:1` Shuriken"
+ desc: "+11 (agile, thrown 20 ft.)\n__Damage__ 1d4 + 4 piercing"
+
+ - name: "Envenom"
+ desc: "`pf2:1` **Frequency** once per day\n* * *\n\n**Effect** Using either saliva or blood, the vishkanya applies vishkanyan venom to one weapon they're holding. To use their blood, they must be injured, or they can deal themselves 1 slashing damage as part of the action."
+
+ - name: "Flexible"
+ desc: " The vishkanya infiltrator is adept at dealing with tight situations. They have a +1 circumstance bonus to checks to [[Actions/Escape|Escape]]."
+
+ - name: "Proficient Poisoner"
+ desc: " The vishkanya infiltrator doesn't lose the poison on a weapon due to a critically failed Strike."
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " The vishkanya deals 1d6 extra precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+ - name: "Vishkanyan Venom"
+ desc: " (injury,poison) **Saving Throw** DC 20 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d4 poison damage (1 round)\n\n**Stage 2** 1d4 poison damage and [[Conditions/Off-Guard|Off-Guard]] (1 round)\n\n**Stage 3** 1d4 poison damage, off-guard, and a -5-foot penalty to Speed (1 round)"
+
+```
+
+```encounter-table
+name: Vishkanya Infiltrator
+creatures:
+ - 1: Vishkanya Infiltrator
+```
+
+
+
+From a distance, vishkanyas share more than a passing resemblance to humans. However, a closer inspection reveals ophidian eyes with gold or white coloring, a forked tongue, and tiny, smooth scales set in serpentine patterns atop their skin. Even so, most onlookers assume these features to be an indicator of tiefling heritage or draconic magic, never suspecting how truly unusual the subject of their speculation is.
+
+Among outsiders, little is known of the vishkanya ancestry other than that a vishkanya carries a potent venom within their blood and saliva, knowledge which has led to widespread fear and distrust. To avoid persecution, vishkanyas entrench themselves deep into their chosen societies and train in the arts of subtlety. Drawn to work that allows them to put their skills to good use, vishkanyas often take the roles of spy, mercenary, bodyguard, and even assassin. Some of the best-known guilds in the world employ vishkanyas, including the paired Assassins' Guild and Poisoners' Guild of Daggermark in the River Kingdoms, the implacable Red Mantis Assassins, and the famed Grand Sarret academy for courtiers in the Impossible Kingdom of Jalmeray. In most cases, these employers know their employee's true identity, but not always.
+
+Due to the measures they must take to ensure their survival, vishkanyas don't congregate openly. Instead, they meet in secret, creating support networks and advisory bodies. Leading these gatherings are the most respected of vishkanya women, who work diligently to keep their ancestry and traditions alive. These underground communities are slow to spread, and leaving them means abandoning what little social and cultural support a vishkanya has. As a result, very few vishkanyas have emigrated from their Vudran homelands into the Inner Sea region or other lands.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Vulpinal.md b/content/mechanics/srd/Bestiary/Bestiary 3/Vulpinal.md
new file mode 100755
index 000000000..6bb1d6f53
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Vulpinal.md
@@ -0,0 +1,99 @@
+---
+title: "Vulpinal"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.RlEJhrAfIhlvSBRc"
+tags:
+ - pf2e/creature/type/agathion
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/good
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Vulpinal"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Vulpinal"
+level: "Creature 6"
+
+alignment: ""
+size: "Small"
+trait_01: [[agathion]]
+trait_02: [[celestial]]
+trait_03: [[good]]
+trait_04: [[holy]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision"
+languages: "Common, Diabolic, Draconic, Empyrean; speak with animals, tongues"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +12, Arcana: +15, Deception: +14, Medicine: +11, Performance: +16, Religion: +13, Society: +13, Stealth: +12, Nirvana Lore: +15"
+abilityMods: [2, 4, 4, 5, 3, 6]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +12, __Ref__ +14, __Will__ +15"
+hp: 105
+health:
+ - name: ""
+ - name: HP
+ desc: "105; __Weaknesses__ unholy 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Musical Instrument (Handheld)|Musical Instrument (Handheld)]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+15 (finesse, holy, magical)\n__Damage__ 2d10 + 4 piercing 1d6 spirit"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+15 (agile, finesse, holy, magical)\n__Damage__ 2d6 + 4 slashing 1d6 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 24, attack +16; __4th __ _[[Spells/Translocate|Dimension Door]]_, _[[Spells/Divine Wrath|Divine Wrath]]_; __3rd __ _[[Spells/Calm|Calm Emotions]]_, _[[Compendium.pf2e.spells-srd.Item.RneiyehRO6f7LP44|Remove Disease]]_; __2nd __ _[[Spells/Detect Alignment|Detect Alignment (At Will) (Evil Only)]]_, _[[Spells/Invisibility|Invisibility (At Will) (Self Only)]]_\n__Constant__ __(5th)__ _[[Spells/Speak with Animals|Speak with Animals]]_, _[[Spells/Truespeech|Tongues]]_"
+
+ - name: "Champion Focus Spells"
+ desc: "1 Focus Point, DC 24, attack +16; __3rd __ _[[Spells/Lay on Hands|Lay on Hands]]_"
+
+ - name: "Fox's Cunning"
+ desc: " A vulpinal's core value is cunning. They can apply their knowledge and stories from their extensive travels to just about any situation in an instant. Before spending any other action on their turn, the vulpinal can Recall Knowledge as a free action."
+
+```
+
+```encounter-table
+name: Vulpinal
+creatures:
+ - 1: Vulpinal
+```
+
+
+
+These celestial outsiders hail from Nirvana, the plane of purest good. Agathions are born from the souls of mortals who attained the enlightenment they sought in life, sometimes even after death. Because they all start out as mortals who were rewarded for their determination, self-awareness, and purity of heart, agathions are more likely than other celestials to intervene in working nonviolently against the spread of evil on the material plane. Agathions have served as moderators between the chaotic azatas and lawful archons, so they know how vital communication with mortals can be to bridge differences and ensure that evil doesn't win out.
+
+All agathions possess animal-like aspects, some appear more anthropomorphic, while others spend most of their time in forms nearly indistinguishable from true animals. Still others prefer to shapeshift as they see fit, or present as humanoid when in the company of humanoid mortals.
+
+Each type of agathion serves a specific role in Nirvana. Their duties and forms generally reflect the core values they cultivated in life that led them to their enlightenment. Since agathions receive their animal forms as rewards for their mortal lives, they take great insult with insinuations that they're merely magical talking beasts or-even worse-that their forms are a curse or punishment.
+
+* * *
+
+Vulpinals serve as the cunning and clever musicians and minstrels of the agathions. Incredibly far-ranging, these fox-like humanoids love traveling to learn and teach about all the unique songs, dances, myths, and traditions they can find. Though they prefer to travel alone, vulpinals are extremely gregarious toward those they meet on their journeys. They enjoy participating in the festivities of cultures they encounter, and they're known to form small traveling groups of like-minded individuals if they believe that their shared expertise can prove beneficial.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Water Wisp.md b/content/mechanics/srd/Bestiary/Bestiary 3/Water Wisp.md
new file mode 100755
index 000000000..6e9e69da7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Water Wisp.md
@@ -0,0 +1,94 @@
+---
+title: "Water Wisp"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Pkke2Dat6ikoabH1"
+tags:
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/0
+statblock: inline
+name: "Water Wisp"
+level: 0
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Water Wisp"
+level: "Creature 0"
+
+alignment: ""
+size: "tiny"
+trait_01: [[elemental]]
+trait_02: [[water]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: "Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +4, Medicine: +6, Plane of Water Lore: +4"
+abilityMods: [2, 2, 3, 0, 2, 0]
+speed: 25 feet, swim 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 14
+armorclass:
+ - name: AC
+ desc: "14; __Fort__ +8, __Ref__ +4, __Will__ +4"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20; __Immunities__ bleed, paralyzed, poison, sleep; __Resistances__ fire 2"
+abilities_top:
+ - name: ""
+
+ - name: "Mist Vision"
+ desc: " The water wisp ignores the [[Conditions/Concealed|Concealed]] condition from mist and fog."
+
+abilities_mid:
+ - name: ""
+ - name: "Accord Essence"
+ desc: "`pf2:r` (water) **Trigger** An ally within 30 feet that benefited from the wisp's resonance in the last hour is targeted by an attack\n* * *\n\n**Effect** The wisp detonates itself in a small elemental explosion that gives temporary Hit Points equal to half the wisp's current Hit Points to allies within 30 feet that have benefited from the wisp's resonance in the last hour. These temporary Hit Points last 1 hour.\n\nA wisp that uses this reaction is permanently destroyed, and it can be restored only by a [[Spells/Wish|Wish]] spell or similarly powerful effect. If an ability would prevent the wisp's destruction (for instance, if the wisp is summoned and would merely be dismissed), Accord Essence has no effect."
+
+ - name: "Resonance"
+ desc: " (aura,water) 30 feet. All wisps vibrate at a frequency attuned to their element, resonating with and empowering all creatures and effects sharing that trait.\n\nA creature in the area gains a +1 status bonus to attack and damage rolls for effects with the water trait; a creature with the elemental and water traits gains this bonus to all attack and damage rolls.\n\n[[Bestiary Effects/Effect_ Resonance|Effect: Resonance]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tendril"
+ desc: "+6 (reach 10 feet)\n__Damage__ 1d6 bludgeoning"
+
+ - name: "Drench"
+ desc: "`pf2:1` (primal,water) The wisp puts out all fires in a single 5-foot square.\n\nIt extinguishes non-magical fire of that size or smaller automatically and attempts to counteract magical fires (counteract modifier +6)."
+
+ - name: "In Concert"
+ desc: " When a water wisp rolls a critical failure on a check to [[Actions/Aid|Aid]], they get a failure instead, and when they roll a success, they get a critical success instead."
+
+```
+
+```encounter-table
+name: Water Wisp
+creatures:
+ - 1: Water Wisp
+```
+
+
+
+Water wisps are swimming spheres of foam and water, perpetually humming with a wash of soft sounds. They're gentle, nurturing, and quick to help anyone in need.
+
+* * *
+
+Wisps are tiny elemental beings that emerged during the creation of the Elemental Planes. The first wisps roamed the Inner Sphere in shifting symphonies that traded members with their every meeting. These symphonies of free wisps created music out of their combined resonances, but when the evil Elemental Lords realized the value of the wisps' resonance, they captured whole symphonies for use as servants.
+
+Wisps attune to each other and to those they surround themselves with. This attunement makes them naturally supportive allies. Free wisps still roam the Inner Sphere and the Material Plane, but they're usually shy and hide themselves from strangers. However, they happily offer their service to those who show them kindness. They especially find themselves drawn to spellcasters who practice elemental magic; these wisps usually watch from afar but sometimes approach those who seem safe to become familiars or comrades.
+
+Free wisps who find one another become close almost immediately. They get especially excited when they find wisps of elements other than their own, showing none of the animosity some elementals exhibit toward other types. Instead, they join in an excited dance, emitting resonances that faintly echo the symphonies of ancient days.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Wayang Whisperblade.md b/content/mechanics/srd/Bestiary/Bestiary 3/Wayang Whisperblade.md
new file mode 100755
index 000000000..cb4e0acea
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Wayang Whisperblade.md
@@ -0,0 +1,84 @@
+---
+title: "Wayang Whisperblade"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.vZisX3x2xEc5J2te"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/shadow
+ - pf2e/creature/type/wayang
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Wayang Whisperblade"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Wayang Whisperblade"
+level: "Creature 1"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Small"
+trait_01: [[humanoid]]
+trait_02: [[shadow]]
+trait_03: [[wayang]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: "Common, Shadowtongue"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Deception: +4, Occultism: +6, Performance: +6, Stealth: +7, Thievery: +7, Shadow Plane Lore: +6"
+abilityMods: [0, 4, 1, 3, 0, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +6, __Ref__ +9, __Will__ +5; +1 status to all saves vs. darkness or shadow"
+hp: 19
+health:
+ - name: ""
+ - name: HP
+ desc: "19"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "2x [[Equipment/Kukri|Kukri]], [[Equipment/Leather Armor|Leather Armor]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Kukri"
+ desc: "+8 (agile, finesse, trip)\n__Damage__ 1d6 slashing"
+
+ - name: "Shadowplay"
+ desc: "`pf2:1` (illusion,occult,shadow) **Requirements** The wayang's last action was a melee Strike that damaged their opponent\n* * *\n\n**Effect** The wayang attempts to [[Actions/Tumble Through|Tumble Through]] the opponent's space, with a +2 circumstance bonus to the Acrobatics check. If they succeed, the wayang leaves a shadowy afterimage in their original space, and the opponent is [[Conditions/Off-Guard|Off-Guard]] against the next melee attack the wayang attempts against it before the end of their current turn."
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " The wayang deals an extra 1d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Wayang Whisperblade
+creatures:
+ - 1: Wayang Whisperblade
+```
+
+
+
+In hushed tones, superstitious people tell their children stories of wayangs-living shadows who come out at night to eat misbehaving children. Mostly, these stories are just fictions of fearful minds, but it's true that wayangs were originally creatures of shadow, straddling the edge between light and darkness. The ancestors of modern day wayangs set out on a great exodus some 10,000 years ago, leaving their native Shadow Plane to seek out a new home. On Golarion, they found a great cataclysm had blocked out the sun behind a cloud of smoke and ash, enshrouding the planet in a seemingly endless night, and here they made their new home. When the light returned, wayangs retreated into what shadowy places they could find, avoiding contact with humans and other peoples of the light, who viewed the small, gaunt beings as suspicious reminders of difficult times.
+
+Many wayang groups are nomadic, though many other groups have sedentary communities. Some live in homes carved out of natural caves, where they create works of art from stalagmites and other natural features. Others live in treetop villages in rain forests where sunlight barely penetrates the thick canopy of the forest. Wayangs are most populous in southeastern Tian Xia, especially in the archipelago of Minata, also known as the Wandering Isles, but their travels can sometimes take them to even further lands.
+
+Despite their sinister reputation and secretive nature, wayangs are joyous creatures who tell stories and express their emotions through whisper-singing, dancing, and shadow puppetry, enhancing their performances with shadow magic. Similarly, they weave shadow magic into their deadly fighting styles, but wayangs are not a violent people, usually fighting only to protect what's theirs. Wayangs decorate their stringy hair with beads and their dusky skin with tattooed white dots that form pictures, with each picture silently telling stories about their family's history or their worship of various deities of shadow.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Weasel.md b/content/mechanics/srd/Bestiary/Bestiary 3/Weasel.md
new file mode 100755
index 000000000..7388694ed
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Weasel.md
@@ -0,0 +1,86 @@
+---
+title: "Weasel"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.mQIVSNPVNrIw73vC"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/-1
+statblock: inline
+name: "Weasel"
+level: -1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Weasel"
+level: "Creature -1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[animal]]
+modifier: 4
+perception:
+ - name: "Perception"
+ desc: "+4; Low-Light Vision, Scent (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Athletics: +4, Stealth: +5"
+abilityMods: [2, 3, 2, -4, 0, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +4, __Ref__ +7, __Will__ +2"
+hp: 7
+health:
+ - name: ""
+ - name: HP
+ desc: "7"
+abilities_top:
+ - name: ""
+
+ - name: "Lithe"
+ desc: " A weasel treats any tight space it can barely fit its head in or wider as difficult terrain and doesn't need to [[Actions/Squeeze|Squeeze]] to move through it."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+7 (agile, finesse)\n__Damage__ 1d4 + 2 piercing plus grab"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d4 piercing, DC 15 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Weasel
+creatures:
+ - 1: Weasel
+```
+
+
+
+Despite their small stature, weasels are skilled hunters. Nearly fearless in pursuit of food, they frequently kill creatures up to five times their own size. Their preferred tactic is to latch onto the back of their victim's neck and constrict with their jaws until the target dies. To keep themselves well fed, weasels kill more creatures than they need and stuff their victims into hollow logs or empty dens to eat later.
+
+Scholars have observed weasels, both in the wild and captivity, perform a bizarre behavior in front of their prey. They rush about unpredictably, throw themselves to the ground, wriggle into and out of burrows, and generally appear to behave entirely irrationally. In response, their prey becomes confused or seemingly hypnotized, which gives the weasel an opportunity to dash forward and strike a killing blow.
+
+A typical weasel is 12 inches long and weighs less than a pound.
+
+* * *
+
+Weasels are lithe, clever predators known for both their beautiful, sleek fur and their ability to crawl into tight spaces. Pound for pound, few animals are as voracious as weasels. Insatiably hungry, they eat almost half their own weight each day, leading them to constantly hunt for new prey to satisfy their hunger.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Werebat.md b/content/mechanics/srd/Bestiary/Bestiary 3/Werebat.md
new file mode 100755
index 000000000..06d78a486
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Werebat.md
@@ -0,0 +1,109 @@
+---
+title: "Werebat"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.x7L63LfyQcJAetYH"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/werecreature
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Werebat"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Werebat"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[beast]]
+trait_02: [[evil]]
+trait_03: [[human]]
+trait_04: [[humanoid]]
+trait_05: [[werecreature]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Echolocation 40 Feet, Low-Light Vision"
+languages: "Common; bat empathy"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +6, Deception: +4, Society: +5, Stealth: +8"
+abilityMods: [2, 4, 3, 1, 3, 0]
+speed: 25 feet, fly 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +9, __Ref__ +10, __Will__ +7"
+hp: 35
+health:
+ - name: ""
+ - name: HP
+ desc: "35; __Weaknesses__ silver 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "3x [[Equipment/Dagger|Dagger]], [[Equipment/Studded Leather Armor|Studded Leather Armor]]"
+ - name: "Bat Empathy"
+ desc: " (primal) A werebat can communicate with bats."
+
+ - name: "Echolocation (Precise) 40 feet"
+ desc: " A werebat can use their hearing as a precise sense at the listed range."
+
+abilities_mid:
+ - name: ""
+ - name: "Wing Thrash"
+ desc: "`pf2:r` **Trigger** An adjacent enemy damages the werebat\n* * *\n\n**Effect** The werebat makes one or two wing Strikes, each against a different adjacent creature."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+10 (finesse)\n__Damage__ 1d8 + 4 slashing plus werecreature-curse-of-the-werecreature"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+10 (agile, finesse)\n__Damage__ 1d6 + 4 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Dagger"
+ desc: "+10 (agile, finesse, versatile s)\n__Damage__ 1d4 + 4 piercing"
+
+ - name: "**Ranged** `pf2:1` Dagger"
+ desc: "+10 (agile, thrown 10 ft., versatile s)\n__Damage__ 1d4 + 4 piercing"
+
+ - name: "[[Creature Family Ability Glossary/(Werecreature) Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph,primal) * **Human**\n * **Melee** fist +10/+6/+2 (agile, nonlethal), **Damage** 1d4+2 bludgeoning damage\n * **Speed** 25 feet\n* **Giant Bat**\n * **Speed** 15 feet, fly 30 feet\n* * *\n\nThe werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape.\n\nIn humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw.\n\nIn animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses its weapon Strikes.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "[[Creature Family Ability Glossary/(Werecreature) Curse of the Werecreature|Curse of the Werebat]]"
+ desc: " (curse,primal) This curse affects only humanoids.\n* * *\n\n**Saving Throw** DC 15 Fortitude check\n\nOn each full moon, the cursed creature must succeed at another Fortitude save or turn into a werecreature until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn."
+
+ - name: "[[Creature Family Ability Glossary/(Werecreature) Moon Frenzy|Moon Frenzy]]"
+ desc: " (polymorph,primal) When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws Strike (or a similar Strike) by 2.\n\nWhen the moon sets or the sun rises, the werecreature returns to humanoid form and is [[Conditions/Fatigued|Fatigued]] for 2d4 hours.\n\n[[Bestiary Effects/Effect_ Moon Frenzy|Effect: Moon Frenzy]]"
+
+```
+
+```encounter-table
+name: Werebat
+creatures:
+ - 1: Werebat
+```
+
+
+
+Werebats form organized colonies of opportunistic hunters. They aren't shy about transforming creatures to add to their colony, whom they initiate with elaborate social ceremonies and bloody hazing. The curse of the werebat gives them a strong urge to prey upon on weaker, lonely creatures. True werebats are often unusually tall and thin, with angular features. In combat, werebats favor their unarmed attacks because they can't fly while wielding weapons in their wings.
+
+* * *
+
+Werecreatures are humanoids who transform into animals and animal-humanoid hybrids under the light of the full moon. The fate of these shapechanging creatures derives from an ancient primal curse that they can, in turn, transmit through their own bites. The stat blocks in this section reflect werecreatures in their hybrid forms.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Werecrocodile.md b/content/mechanics/srd/Bestiary/Bestiary 3/Werecrocodile.md
new file mode 100755
index 000000000..4eaedb5b5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Werecrocodile.md
@@ -0,0 +1,115 @@
+---
+title: "Werecrocodile"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.L90qrPxIbMAAqqY7"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/werecreature
+ - pf2eMonster
+ - pf2e/creature/level/2
+statblock: inline
+name: "Werecrocodile"
+level: 2
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Werecrocodile"
+level: "Creature 2"
+
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[evil]]
+trait_03: [[human]]
+trait_04: [[humanoid]]
+trait_05: [[werecreature]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Low-Light Vision"
+languages: "Common; crocodile empathy"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +8, Intimidation: +7, Stealth: +5"
+abilityMods: [4, 1, 3, 0, 3, 1]
+speed: 25 feet, swim 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +9, __Ref__ +5, __Will__ +9"
+hp: 55
+health:
+ - name: ""
+ - name: HP
+ desc: "55; __Weaknesses__ silver 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "3x [[Equipment/Hatchet|Hatchet]], [[Equipment/Leather Armor|Leather Armor]]"
+ - name: "Crocodile Empathy"
+ desc: " (primal) A werecrocodile can communicate with alligators, caimans, and crocodiles."
+
+ - name: "Deep Breath"
+ desc: " A werecrocodile can hold their breath for about 2 hours."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 ()\n__Damage__ 1d10 + 4 piercing plus werecreature-curse-of-the-werecreature,grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+10 (agile)\n__Damage__ 1d6 + 4 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Hatchet"
+ desc: "+10 (agile, sweep)\n__Damage__ 1d6 + 4 slashing"
+
+ - name: "**Ranged** `pf2:1` Hatchet"
+ desc: "+7 (agile, sweep, thrown 10 ft.)\n__Damage__ 1d6 + 4 slashing"
+
+ - name: "[[Bestiary Ability Glossary/Aquatic Ambush|Aquatic Ambush]]"
+ desc: "`pf2:1` 30 feet\n* * *\n\n**Requirements** The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.\n* * *\n\n**Effect** The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is [[Conditions/Off-Guard|Off-Guard]] against this Strike."
+
+ - name: "[[Creature Family Ability Glossary/(Werecreature) Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph,primal) * **Human**\n * **Melee** fist +10/+6/+2 (agile, nonlethal), **Damage** 1d4+2 bludgeoning damage\n* **Crocodile**\n * **Melee** jaws+10/+5/+0, **Damage** 2d6+4 piercing damage\n* * *\n\nThe werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape.\n\nIn humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw.\n\nIn animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses its weapon Strikes.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "[[Creature Family Ability Glossary/(Werecreature) Curse of the Werecreature|Curse of the Werecrocodile]]"
+ desc: " (curse,primal) This curse affects only humanoids.\n* * *\n\n**Saving Throw** DC 15 Fortitude check\n\nOn each full moon, the cursed creature must succeed at another Fortitude save or turn into a werecrocodile until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn."
+
+ - name: "[[Creature Family Ability Glossary/(Werecreature) Moon Frenzy|Moon Frenzy]]"
+ desc: " (polymorph,primal) When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws Strike (or a similar Strike) by 2.\n\nWhen the moon sets or the sun rises, the werecreature returns to humanoid form and is [[Conditions/Fatigued|Fatigued]] for 2d4 hours.\n\n[[Bestiary Effects/Effect_ Moon Frenzy|Effect: Moon Frenzy]]"
+
+ - name: "Twisting Thrash"
+ desc: "`pf2:1` **Requirements** The werecrocodile has a creature [[Conditions/Grabbed|Grabbed]]\n* * *\n\n**Effect** The werecrocodile makes a Jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If this Strike hits, it also knocks the target [[Conditions/Prone|Prone]]. If it fails, the werecrocodile releases the target."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Werecrocodile
+creatures:
+ - 1: Werecrocodile
+```
+
+
+
+The curse of the werecrocodile instills powerful hunger, urges violent displays of dominance, and amplifies greed.
+
+* * *
+
+Werecreatures are humanoids who transform into animals and animal-humanoid hybrids under the light of the full moon. The fate of these shapechanging creatures derives from an ancient primal curse that they can, in turn, transmit through their own bites. The stat blocks in this section reflect werecreatures in their hybrid forms.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Wihsaak.md b/content/mechanics/srd/Bestiary/Bestiary 3/Wihsaak.md
new file mode 100755
index 000000000..7f733c752
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Wihsaak.md
@@ -0,0 +1,103 @@
+---
+title: "Wihsaak"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.fJ2Kg0KXzIP6zq5D"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/sahkil
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/6
+statblock: inline
+name: "Wihsaak"
+level: 6
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Wihsaak"
+level: "Creature 6"
+
+alignment: ""
+size: "Medium"
+trait_01: [[evil]]
+trait_02: [[fiend]]
+trait_03: [[sahkil]]
+trait_04: [[unholy]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision"
+languages: "Chthonian, Diabolic, Empyrean, Requian; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Deception: +15, Intimidation: +15, Stealth: +15"
+abilityMods: [4, 5, 4, 1, 2, 3]
+speed: 30 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +14, __Ref__ +15, __Will__ +14"
+hp: 105
+health:
+ - name: ""
+ - name: HP
+ desc: "105; __Immunities__ fear effects; __Weaknesses__ holy 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Easy to Call"
+ desc: " A wihsaak's level is considered 2 lower for the purpose of being conjured by the [[Spells/Binding Circle|Binding Circle]] ritual (and potentially other rituals, at the GM's discretion), but it is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success."
+
+abilities_mid:
+ - name: ""
+ - name: "Swarmwalker"
+ desc: " Swarms of animals and other unintelligent creatures instinctively leave a wihsaak alone. A wihsaak is immune to the damage from and effects of swarms with an Intelligence of -5."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+17 (finesse, unholy)\n__Damage__ 2d10 + 7 slashing 1d4 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 23, attack +15; __4th __ _[[Spells/Suggestion|Suggestion]]_; __3rd __ _[[Spells/Fear|Fear]]_, _[[Spells/Vomit Swarm|Vomit Swarm]]_; __2nd __ _[[Spells/Blur|Blur]]_, _[[Spells/See the Unseen|See Invisibility]]_\n__Cantrips__ __(3rd)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Droning Distraction"
+ desc: "`pf2:1` (auditory,divine,incapacitation,mental) **Effect** The wihsaak beats its wings rapidly, creating a buzzing drone that numbs creatures' minds. Each creature within 100 feet must attempt a DC 23 Will check save. They are then temporarily immune for 1 minute.\n* * *\n\n**Success** The creature is unaffected.\n\n**Failure** The creature is [[Conditions/Confused|Confused]] and [[Conditions/Stupefied|Stupefied 1]] for 1 round.\n\n**Critical Failure** The creature is confused for 1 round and [[Conditions/Stupefied|Stupefied 2]] for 1 minute."
+
+ - name: "Skip Between"
+ desc: "`pf2:1` (divine,teleportation) The wihsaak moves from the Material Plane to the Ethereal Plane or vice-versa, with the effects of [[Spells/Ethereal Jaunt|Ethereal Jaunt]] except that the effect has an unlimited duration and can be Dismissed.\n\nA summoned wihsaak can't use Skip Between."
+
+```
+
+```encounter-table
+name: Wihsaak
+creatures:
+ - 1: Wihsaak
+```
+
+
+
+These gaunt and insectile sahkils torment their foes by focusing on a widespread fear of insects and creeping, crawling vermin. Unlike their more subtle cousins, wihsaaks don't lurk in the periphery and instead directly engage their targets, using their unnerving buzzing to disorient and terrify.
+
+When encountering multiple foes, wihsaaks attempt to spread fear to everyone before slashing at them with their devastating claws.
+
+* * *
+
+Ages ago, when this cycle of the multiverse was still adolescent, a cabal of psychopomps who already felt bored and restrained in their role of ushering souls to their ultimate resting place rebelled against their station. It was this corruption of the cycle of souls that spawned the first sahkils.
+
+Ambivalent to the prescribed order of the multiverse and spiteful of mortals, sahkils delight in spreading fear and unease to all beings, clogging up the metaphysical cycle with anxiety-ridden mortals too scared to achieve their potential. These fiends have drastically changed from their dedicated psychopomp predecessors. They are creatures of spite and torment, fear and disgust. They exploit the most common and rare fears for their own perverse satisfaction, and they want nothing more than to frighten mortals and make them quetion their reason for existence.
+
+Most sahkils lurk on the Ethereal Plane, but they frequently invade the Material Plane to torment mortals and spread terror. They use their innate ability to slip between the veils of the Ethereal and Material effortlessly, often stalking their targets for days or weeks before enacting their devious plots.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Winter Hag.md b/content/mechanics/srd/Bestiary/Bestiary 3/Winter Hag.md
new file mode 100755
index 000000000..f4cfebc84
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Winter Hag.md
@@ -0,0 +1,110 @@
+---
+title: "Winter Hag"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.MR49JiRtBOlXkoIx"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/cold
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/hag
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Winter Hag"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Winter Hag"
+level: "Creature 7"
+
+alignment: ""
+size: "Medium"
+trait_01: [[chaotic]]
+trait_02: [[cold]]
+trait_03: [[evil]]
+trait_04: [[hag]]
+trait_05: [[humanoid]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision, See the Unseen"
+languages: "Aklo, Common, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +13, Deception: +17, Diplomacy: +15, Occultism: +15, Survival: +14"
+abilityMods: [4, 2, 3, 4, 3, 6]
+speed: 25 feet, climb 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +14, __Ref__ +13, __Will__ +16"
+hp: 145
+health:
+ - name: ""
+ - name: HP
+ desc: "145; __Immunities__ cold; __Weaknesses__ cold iron 5, fire 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Coven|Coven]]"
+ desc: " (mental,occult) A winter hag adds [[Spells/Cone of Cold|Cone of Cold]], [[Spells/Solid Fog|Solid Fog]], and [[Spells/Wall of Ice|Wall of Ice]] to her coven's spells.\n* * *\n\nThis monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.\n\nCovens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single action that has the concentrate trait. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-rank [[Spells/Cursed Metamorphosis|Cursed Metamorphosis]] spell and all the following spells, which the coven can cast at any rank up to 5th: [[Spells/Augury|Augury]], [[Spells/Charm|Charm]], [[Spells/Clairaudience|Clairaudience]], [[Spells/Clairvoyance|Clairvoyance]], [[Spells/Dream Message|Dream Message]], [[Spells/Illusory Disguise|Illusory Disguise]], [[Spells/Illusory Scene|Illusory Scene]], [[Spells/Scouting Eye|Scouting Eye]], and [[Spells/Talking Corpse|Talking Corpse]]. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the [[Spells/Control Weather|Control Weather]] ritual, with a DC of 23 instead of the standard DC.\n\nIf a coven member's departure or death brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells."
+
+ - name: "Snow Vision"
+ desc: " Snow doesn't impair a winter hag's vision; she ignores [[Conditions/Concealed|Concealment]] from snowfall."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Ice Staff"
+ desc: "+17 (magical, two-hand d8)\n__Damage__ 2d4 + 7 bludgeoning 1d6 cold"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+16 (agile)\n__Damage__ 2d6 + 7 slashing 1d6 cold"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 25, attack +17; __4th __ _[[Spells/Charm|Charm]]_, _[[Spells/Fly|Fly (At Will)]]_, _[[Spells/Ice Storm|Ice Storm]]_; __3rd __ _[[Spells/Enthrall|Enthrall]]_, _[[Spells/Paralyze|Paralyze]]_\n__Cantrips__ __(4th)__ _[[Spells/Void Warp|Chill Touch]]_, _[[Spells/Ray of Frost|Ray of Frost]]_\n__Constant__ __(4th)__ _[[Spells/Vanishing Tracks|Pass Without Trace]]_, _[[Spells/See the Unseen|See Invisibility]]_"
+
+ - name: "Coven Spells"
+ desc: "DC 23, attack +15; __8th __ _[[Spells/Cursed Metamorphosis|Baleful Polymorph]]_; __5th __ _[[Spells/Augury|Augury]]_, _[[Spells/Charm|Charm]]_, _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Cone of Cold|Cone of Cold]]_, _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Illusory Disguise|Illusory Disguise]]_, _[[Spells/Illusory Scene|Illusory Scene]]_, _[[Spells/Scouting Eye|Prying Eye]]_, _[[Spells/Solid Fog|Solid Fog]]_, _[[Spells/Talking Corpse|Talking Corpse]]_, _[[Spells/Wall of Ice|Wall of Ice]]_"
+
+ - name: "Rituals"
+ desc: "_Control Weather_"
+
+ - name: "Craft Ice Staff"
+ desc: " (cold,downtime,occult) A winter hag can spend 1 day performing a specific ritual to create a _+1 Striking Staff_ of black ice. Once per day, she can use the staff to cast [[Spells/Cone of Cold|Cone of Cold]]. The staff's magic functions only in the hands of the hag who created it; for anyone else, it is a mundane staff. If the hag dies or if the staff remains in another creature's possession for 24 hours, the staff melts into a puddle of foul-smelling water."
+
+ - name: "Ice Climb"
+ desc: " A winter hag can Climb at the listed Speed, but only on ice. She ignores difficult terrain from ice and snow, and she doesn't risk falling when crossing ice."
+
+```
+
+```encounter-table
+name: Winter Hag
+creatures:
+ - 1: Winter Hag
+```
+
+
+
+On long, dark winter nights, folk at the edges of civilization have learned to be wary of old women who come knocking at their door. They look for her tracks in the snow and other telltale signs to make sure she isn't a winter hag who plans to drag them off and feast on their bones.
+
+In truth, winter hags are more subtle monsters, entrapping humanoids in schemes that create mistrust and anger within a village before picking off the residents one or two at a time, heightening the fear and anger of those who remain. When her work is done, a winter hag revels in the silence of a frost-rimed village in which no hearth fires are left burning.
+
+* * *
+
+Foul creatures who appear as wizened old women, hags share little in common with the humanoids they terrorize. They are hateful entities whose greatest joy lies in the corruption and ultimate destruction of anything good and virtuous. Whatever power created the first hags is lost to time, but numerous hag varieties have arisen over the ages, each with their own powers and abilities to spread pain and suffering.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Wizard Sponge (Crypt).md b/content/mechanics/srd/Bestiary/Bestiary 3/Wizard Sponge (Crypt).md
new file mode 100755
index 000000000..0ada51d33
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Wizard Sponge (Crypt).md
@@ -0,0 +1,90 @@
+---
+title: "Wizard Sponge (Crypt)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.HeMnnJOU9waKiYAp"
+tags:
+ - pf2e/creature/type/fungus
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Wizard Sponge (Crypt)"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Wizard Sponge (Crypt)"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[fungus]]
+trait_02: [[mindless]]
+trait_03: [[swarm]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Tremorsense (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Stealth: +13"
+abilityMods: [3, 4, 5, -5, 1, -3]
+speed: 20 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +14, __Ref__ +13, __Will__ +8"
+hp: 65
+health:
+ - name: ""
+ - name: HP
+ desc: "65, void healing; __Immunities__ critical hits, fire, precision, visual, mental, grabbed, prone, restrained; __Weaknesses__ area damage 5, splash damage 5; __Resistances__ piercing 5, slashing 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Fire Healing"
+ desc: " Anytime a wizard sponge would take fire damage, it instead regains 1d8 healing Hit Points (regardless of the amount of damage the fire effect would have caused)."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "Suction"
+ desc: " Wizard sponges can climb on ceilings and other inverted surfaces."
+
+ - name: "Swarming Slither"
+ desc: "`pf2:1` The wizard sponge slithers over each creature in its space, dealing 2d10 acid damage (DC 20 Reflex check save). A creature that critically fails is [[Conditions/Sickened|Sickened 1]]."
+
+ - name: "Weak Acid"
+ desc: " Wizard sponge acid damages only organic material—not metal, stone, or other inorganic substances."
+
+```
+
+```encounter-table
+name: Wizard Sponge (Crypt)
+creatures:
+ - 1: Wizard Sponge (Crypt)
+```
+
+
+
+This strange type of fungus colony takes its name from its initial purpose: the wizard who first developed it sought a means to keep her tower clean from residue both mundane and magical. Wizard sponge does just that, dutifully cleaning its vicinity by devouring dust, organic debris, and even the decaying bodies of fallen creatures. Its designer intentionally crafted the fungus to not merely resist but be healed by fire, intended as an additional safety feature, and most varieties have a convenient side effect of being edible once slain. Unfortunately, the fungus also developed an unexpected ability to magically mutate over time, which eventually led to its escape and independent propagation.
+
+Wizard sponge colonies of various sizes and shapes now thrive in dungeons, caverns, sewers, abandoned castles, crypts, and even the basements of some occupied dwellings. They often carry along bits of partially consumed material with them, such as clothing, limbs, and adventuring gear-sometimes even valuable treasures! An individual colony typically takes on distinctive properties based on what it's consumed in its environment; a variety living in a necromancer's crypt might acquire the undead's affinity for void energy, for example.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Wizard Sponge (Fey Domain).md b/content/mechanics/srd/Bestiary/Bestiary 3/Wizard Sponge (Fey Domain).md
new file mode 100755
index 000000000..946c34305
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Wizard Sponge (Fey Domain).md
@@ -0,0 +1,91 @@
+---
+title: "Wizard Sponge (Fey Domain)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.XXBrgqAEbt8fi3wb"
+tags:
+ - pf2e/creature/type/fungus
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Wizard Sponge (Fey Domain)"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Wizard Sponge (Fey Domain)"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[fungus]]
+trait_02: [[mindless]]
+trait_03: [[swarm]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Tremorsense (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Stealth: +13"
+abilityMods: [3, 4, 5, -5, 1, -3]
+speed: 30 feet, climb 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +14, __Ref__ +13, __Will__ +8"
+hp: 65
+health:
+ - name: ""
+ - name: HP
+ desc: "65; __Immunities__ critical hits, fire, precision, visual, mental, grabbed, prone, restrained; __Weaknesses__ area damage 5, cold iron 5, splash damage 5; __Resistances__ piercing 5, slashing 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Fire Healing"
+ desc: " Anytime a wizard sponge would take fire damage, it instead regains 1d8 healing Hit Points (regardless of the amount of damage the fire effect would have caused)."
+
+attacks:
+ - name: ""
+
+ - name: "Suction"
+ desc: " Wizard sponges can climb on ceilings and other inverted surfaces."
+
+ - name: "Swarming Slither"
+ desc: "`pf2:1` The wizard sponge slithers over each creature in its space, dealing 2d10 acid damage (DC 20 Reflex check save). A creature that critically fails is [[Conditions/Sickened|Sickened 1]]."
+
+ - name: "Weak Acid"
+ desc: " Wizard sponge acid damages only organic material—not metal, stone, or other inorganic substances."
+
+```
+
+```encounter-table
+name: Wizard Sponge (Fey Domain)
+creatures:
+ - 1: Wizard Sponge (Fey Domain)
+```
+
+
+
+The Fey Domain Wizard Sponge develops a strangely capricious growth pattern despite being mindless, such as growing in the pockets of a creature's clothing before devouring it.
+
+* * *
+
+This strange type of fungus colony takes its name from its initial purpose: the wizard who first developed it sought a means to keep her tower clean from residue both mundane and magical. Wizard sponge does just that, dutifully cleaning its vicinity by devouring dust, organic debris, and even the decaying bodies of fallen creatures. Its designer intentionally crafted the fungus to not merely resist but be healed by fire, intended as an additional safety feature, and most varieties have a convenient side effect of being edible once slain. Unfortunately, the fungus also developed an unexpected ability to magically mutate over time, which eventually led to its escape and independent propagation.
+
+Wizard sponge colonies of various sizes and shapes now thrive in dungeons, caverns, sewers, abandoned castles, crypts, and even the basements of some occupied dwellings. They often carry along bits of partially consumed material with them, such as clothing, limbs, and adventuring gear-sometimes even valuable treasures! An individual colony typically takes on distinctive properties based on what it's consumed in its environment; a variety living in a necromancer's crypt might acquire the undead's affinity for void energy, for example.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Wizard Sponge (Fiendish Temple).md b/content/mechanics/srd/Bestiary/Bestiary 3/Wizard Sponge (Fiendish Temple).md
new file mode 100755
index 000000000..2cc867e95
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Wizard Sponge (Fiendish Temple).md
@@ -0,0 +1,89 @@
+---
+title: "Wizard Sponge (Fiendish Temple)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.7GVfQVaHdW9sNA2o"
+tags:
+ - pf2e/creature/type/fungus
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/swarm
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Wizard Sponge (Fiendish Temple)"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Wizard Sponge (Fiendish Temple)"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[fungus]]
+trait_02: [[mindless]]
+trait_03: [[swarm]]
+trait_04: [[unholy]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Tremorsense (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Stealth: +13"
+abilityMods: [3, 4, 5, -5, 1, -3]
+speed: 20 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +14, __Ref__ +13, __Will__ +8"
+hp: 65
+health:
+ - name: ""
+ - name: HP
+ desc: "65; __Immunities__ critical hits, fire, precision, visual, mental, grabbed, prone, restrained; __Weaknesses__ area damage 5, holy 5, splash damage 5; __Resistances__ piercing 5, slashing 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Fire Healing"
+ desc: " Anytime a wizard sponge would take fire damage, it instead regains 1d8 healing Hit Points (regardless of the amount of damage the fire effect would have caused)."
+
+attacks:
+ - name: ""
+
+ - name: "Suction"
+ desc: " Wizard sponges can climb on ceilings and other inverted surfaces."
+
+ - name: "Swarming Slither"
+ desc: "`pf2:1` (unholy) The wizard sponge slithers over each creature in its space, dealing 2d10 acid damage and 1d6 spirit damage (DC 20 Reflex check save). A creature that critically fails is [[Conditions/Sickened|Sickened 1]]."
+
+ - name: "Weak Acid"
+ desc: " Wizard sponge acid damages only organic material—not metal, stone, or other inorganic substances."
+
+```
+
+```encounter-table
+name: Wizard Sponge (Fiendish Temple)
+creatures:
+ - 1: Wizard Sponge (Fiendish Temple)
+```
+
+
+
+This strange type of fungus colony takes its name from its initial purpose: the wizard who first developed it sought a means to keep her tower clean from residue both mundane and magical. Wizard sponge does just that, dutifully cleaning its vicinity by devouring dust, organic debris, and even the decaying bodies of fallen creatures. Its designer intentionally crafted the fungus to not merely resist but be healed by fire, intended as an additional safety feature, and most varieties have a convenient side effect of being edible once slain. Unfortunately, the fungus also developed an unexpected ability to magically mutate over time, which eventually led to its escape and independent propagation.
+
+Wizard sponge colonies of various sizes and shapes now thrive in dungeons, caverns, sewers, abandoned castles, crypts, and even the basements of some occupied dwellings. They often carry along bits of partially consumed material with them, such as clothing, limbs, and adventuring gear-sometimes even valuable treasures! An individual colony typically takes on distinctive properties based on what it's consumed in its environment; a variety living in a necromancer's crypt might acquire the undead's affinity for void energy, for example.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Wizard Sponge (Toxic Lair).md b/content/mechanics/srd/Bestiary/Bestiary 3/Wizard Sponge (Toxic Lair).md
new file mode 100755
index 000000000..b8d361040
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Wizard Sponge (Toxic Lair).md
@@ -0,0 +1,91 @@
+---
+title: "Wizard Sponge (Toxic Lair)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.jgcY3Sc708K6Ovqt"
+tags:
+ - pf2e/creature/type/fungus
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Wizard Sponge (Toxic Lair)"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Wizard Sponge (Toxic Lair)"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[fungus]]
+trait_02: [[mindless]]
+trait_03: [[swarm]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Tremorsense (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Stealth: +13"
+abilityMods: [3, 4, 5, -5, 1, -3]
+speed: 20 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +14, __Ref__ +13, __Will__ +8"
+hp: 65
+health:
+ - name: ""
+ - name: HP
+ desc: "65; __Immunities__ critical hits, fire, precision, visual, mental, grabbed, prone, restrained; __Weaknesses__ area damage 5, splash damage 5; __Resistances__ piercing 5, slashing 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Fire Healing"
+ desc: " Anytime a wizard sponge would take fire damage, it instead regains 1d8 healing Hit Points (regardless of the amount of damage the fire effect would have caused)."
+
+attacks:
+ - name: ""
+
+ - name: "Suction"
+ desc: " Wizard sponges can climb on ceilings and other inverted surfaces."
+
+ - name: "Swarming Slither"
+ desc: "`pf2:1` The wizard sponge slithers over each creature in its space, dealing 2d10 acid damage and 1d10 poison damage (DC 20 Reflex check save). A creature that critically fails is [[Conditions/Sickened|Sickened 1]]."
+
+ - name: "Weak Acid"
+ desc: " Wizard sponge acid damages only organic material—not metal, stone, or other inorganic substances."
+
+```
+
+```encounter-table
+name: Wizard Sponge (Toxic Lair)
+creatures:
+ - 1: Wizard Sponge (Toxic Lair)
+```
+
+
+
+If this variety is eaten, it deals 1d6 persistent poison.
+
+* * *
+
+This strange type of fungus colony takes its name from its initial purpose: the wizard who first developed it sought a means to keep her tower clean from residue both mundane and magical. Wizard sponge does just that, dutifully cleaning its vicinity by devouring dust, organic debris, and even the decaying bodies of fallen creatures. Its designer intentionally crafted the fungus to not merely resist but be healed by fire, intended as an additional safety feature, and most varieties have a convenient side effect of being edible once slain. Unfortunately, the fungus also developed an unexpected ability to magically mutate over time, which eventually led to its escape and independent propagation.
+
+Wizard sponge colonies of various sizes and shapes now thrive in dungeons, caverns, sewers, abandoned castles, crypts, and even the basements of some occupied dwellings. They often carry along bits of partially consumed material with them, such as clothing, limbs, and adventuring gear-sometimes even valuable treasures! An individual colony typically takes on distinctive properties based on what it's consumed in its environment; a variety living in a necromancer's crypt might acquire the undead's affinity for void energy, for example.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Wizard Sponge (Underwater).md b/content/mechanics/srd/Bestiary/Bestiary 3/Wizard Sponge (Underwater).md
new file mode 100755
index 000000000..05da2e509
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Wizard Sponge (Underwater).md
@@ -0,0 +1,87 @@
+---
+title: "Wizard Sponge (Underwater)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.IKhY9tEBkIaz2bFC"
+tags:
+ - pf2e/creature/type/fungus
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Wizard Sponge (Underwater)"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Wizard Sponge (Underwater)"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[fungus]]
+trait_02: [[mindless]]
+trait_03: [[swarm]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Tremorsense (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Stealth: +13"
+abilityMods: [3, 4, 5, -5, 1, -3]
+speed: 20 feet, climb 20 feet, swim 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +14, __Ref__ +13, __Will__ +8"
+hp: 65
+health:
+ - name: ""
+ - name: HP
+ desc: "65; __Immunities__ critical hits, fire, precision, visual, mental, grabbed, prone, restrained; __Weaknesses__ area damage 5, splash damage 5; __Resistances__ piercing 5, slashing 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Fire Healing"
+ desc: " Anytime a wizard sponge would take fire damage, it instead regains 1d8 healing Hit Points (regardless of the amount of damage the fire effect would have caused)."
+
+attacks:
+ - name: ""
+
+ - name: "Suction"
+ desc: " Wizard sponges can climb on ceilings and other inverted surfaces."
+
+ - name: "Swarming Slither"
+ desc: "`pf2:1` The wizard sponge slithers over each creature in its space, dealing 2d10 acid damage (DC 20 Reflex check save). A creature that critically fails is [[Conditions/Sickened|Sickened 1]]."
+
+ - name: "Weak Acid"
+ desc: " Wizard sponge acid damages only organic material—not metal, stone, or other inorganic substances."
+
+```
+
+```encounter-table
+name: Wizard Sponge (Underwater)
+creatures:
+ - 1: Wizard Sponge (Underwater)
+```
+
+
+
+This strange type of fungus colony takes its name from its initial purpose: the wizard who first developed it sought a means to keep her tower clean from residue both mundane and magical. Wizard sponge does just that, dutifully cleaning its vicinity by devouring dust, organic debris, and even the decaying bodies of fallen creatures. Its designer intentionally crafted the fungus to not merely resist but be healed by fire, intended as an additional safety feature, and most varieties have a convenient side effect of being edible once slain. Unfortunately, the fungus also developed an unexpected ability to magically mutate over time, which eventually led to its escape and independent propagation.
+
+Wizard sponge colonies of various sizes and shapes now thrive in dungeons, caverns, sewers, abandoned castles, crypts, and even the basements of some occupied dwellings. They often carry along bits of partially consumed material with them, such as clothing, limbs, and adventuring gear-sometimes even valuable treasures! An individual colony typically takes on distinctive properties based on what it's consumed in its environment; a variety living in a necromancer's crypt might acquire the undead's affinity for void energy, for example.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Wizard Sponge.md b/content/mechanics/srd/Bestiary/Bestiary 3/Wizard Sponge.md
new file mode 100755
index 000000000..376262131
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Wizard Sponge.md
@@ -0,0 +1,87 @@
+---
+title: "Wizard Sponge"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.78Y7ujZdIMVy18Gm"
+tags:
+ - pf2e/creature/type/fungus
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/5
+statblock: inline
+name: "Wizard Sponge"
+level: 5
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Wizard Sponge"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[fungus]]
+trait_02: [[mindless]]
+trait_03: [[swarm]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Tremorsense (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Stealth: +13"
+abilityMods: [3, 4, 5, -5, 1, -3]
+speed: 20 feet, climb 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +14, __Ref__ +13, __Will__ +8"
+hp: 65
+health:
+ - name: ""
+ - name: HP
+ desc: "65; __Immunities__ critical hits, fire, precision, visual, mental, grabbed, prone, restrained; __Weaknesses__ area damage 5, splash damage 5; __Resistances__ piercing 5, slashing 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Fire Healing"
+ desc: " Anytime a wizard sponge would take fire damage, it instead regains 1d8 healing Hit Points (regardless of the amount of damage the fire effect would have caused)."
+
+attacks:
+ - name: ""
+
+ - name: "Suction"
+ desc: " Wizard sponges can climb on ceilings and other inverted surfaces."
+
+ - name: "Swarming Slither"
+ desc: "`pf2:1` The wizard sponge slithers over each creature in its space, dealing 2d10 acid damage (DC 20 Reflex check save). A creature that critically fails is [[Conditions/Sickened|Sickened 1]]."
+
+ - name: "Weak Acid"
+ desc: " Wizard sponge acid damages only organic material—not metal, stone, or other inorganic substances."
+
+```
+
+```encounter-table
+name: Wizard Sponge
+creatures:
+ - 1: Wizard Sponge
+```
+
+
+
+This strange type of fungus colony takes its name from its initial purpose: the wizard who first developed it sought a means to keep her tower clean from residue both mundane and magical. Wizard sponge does just that, dutifully cleaning its vicinity by devouring dust, organic debris, and even the decaying bodies of fallen creatures. Its designer intentionally crafted the fungus to not merely resist but be healed by fire, intended as an additional safety feature, and most varieties have a convenient side effect of being edible once slain. Unfortunately, the fungus also developed an unexpected ability to magically mutate over time, which eventually led to its escape and independent propagation.
+
+Wizard sponge colonies of various sizes and shapes now thrive in dungeons, caverns, sewers, abandoned castles, crypts, and even the basements of some occupied dwellings. They often carry along bits of partially consumed material with them, such as clothing, limbs, and adventuring gear-sometimes even valuable treasures! An individual colony typically takes on distinctive properties based on what it's consumed in its environment; a variety living in a necromancer's crypt might acquire the undead's affinity for void energy, for example.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Wolliped.md b/content/mechanics/srd/Bestiary/Bestiary 3/Wolliped.md
new file mode 100755
index 000000000..411acd31b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Wolliped.md
@@ -0,0 +1,92 @@
+---
+title: "Wolliped"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.bBGZblystAZ0LsBz"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/3
+statblock: inline
+name: "Wolliped"
+level: 3
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Wolliped"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Athletics: +10, Survival: +9"
+abilityMods: [3, 4, 4, -4, 1, 2]
+speed: 35 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +10, __Ref__ +12, __Will__ +5; +2 circumstance to all saves vs. shove and trip"
+hp: 55
+health:
+ - name: ""
+ - name: HP
+ desc: "55"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tusk"
+ desc: "+10 ()\n__Damage__ 1d10 + 5 piercing"
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+10 ()\n__Damage__ 1d8 + 5 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Spit"
+ desc: "+12 (range increment 30 feet)\n__Damage__ 1d8 + 2 bludgeoning"
+
+ - name: "Ice Stride"
+ desc: " A wolliped isn't impeded by difficult terrain caused by snow or ice, nor does it need to attempt Acrobatics checks to keep from falling on slippery ice."
+
+ - name: "Regurgitated Wrath"
+ desc: "`pf2:1` **Frequency** once per hour\n* * *\n\n**Effect** The wolliped regurgitates the contents of its stomach and spits them at the target, dealing 2d6 bludgeoning damage and 2d6 acid damage. The target attempts a DC 20 Reflex check save, and on a failure also becomes [[Conditions/Sickened|Sickened 1]] ([[Conditions/Sickened|Sickened 2]] on a critical failure)."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Medium or smaller, hoof, DC 20 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+```
+
+```encounter-table
+name: Wolliped
+creatures:
+ - 1: Wolliped
+```
+
+
+
+Wollipeds are large, docile herd animals found in the snowy foothills of large mountains. Their eight legs give them sure footing even in icy terrain, and they grow thick, warm fleece as protection against the elements.
+
+Arctic ranchers have been breeding wollipeds for hundreds of years, as the gentle creatures take well to domestication and make plentiful, hardy sources of meat, milk, and wool. The creatures also provide sure-footed transport in difficult mountain regions, and they can even be trained for plowing and hauling if necessary.
+
+As a result of their widespread domestication, few are found in the wild. Young wollipeds have weak vision during their first few weeks and habitually follow any larger creature that walks by. Usually, these young wollipeds become attached their rancher or parents, but on occasion a few might follow large wild creatures and wander off from their herd. This has led to feral wollipeds around the Kodar mountains in Irrisen that are much more aggressive than their domesticated cousins.
+
+Wollipeds are extremely sturdy, and their docile temperaments make them excellent mounts for those traveling mountain passes. Some mountain settlements have further trained their wollipeds to fight. Battle-ready wollipeds are formidable enemies that pose a threat to even the most experienced of challengers-but even untrained, wollipeds are not defenseless. In addition to their long tusks, they have developed spitting as a way of communication and assault, and readily regurgitate a mixture of stomach acid and the remnants of their last meal to deter predators.
+
+Few on Golarion realize that these arctic beasts are not native to their world. Wollipeds originated on the planet Triaxus, a world with a magically enhanced eccentric orbit around the same star as Golarion. During the centuries-long Triaxian winters, wollipeds play an integral role in many communities as food, wool, transportation, and even a simple form of companionship. During the equally extended tropical summers, wollipeds retreat to the polar extremes of their world to await the return of the long snows.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Wyrmwraith.md b/content/mechanics/srd/Bestiary/Bestiary 3/Wyrmwraith.md
new file mode 100755
index 000000000..d6cd1ac67
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Wyrmwraith.md
@@ -0,0 +1,127 @@
+---
+title: "Wyrmwraith"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.hKfqofxTkV30NcFY"
+tags:
+ - pf2e/creature/type/chaotic
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/wraith
+ - pf2eMonster
+ - pf2e/creature/level/17
+statblock: inline
+name: "Wyrmwraith"
+level: 17
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Wyrmwraith"
+level: "Creature 17"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[chaotic]]
+trait_02: [[dragon]]
+trait_03: [[evil]]
+trait_04: [[incorporeal]]
+trait_05: [[undead]]
+trait_06: [[unholy]]
+trait_07: [[wraith]]
+modifier: 29
+perception:
+ - name: "Perception"
+ desc: "+29; Darkvision, Lifesense 120 Feet"
+languages: "Common, Draconic, Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +30, Arcana: +30, Intimidation: +33, Religion: +33, Stealth: +33"
+abilityMods: [-5, 9, 0, 7, 7, 9]
+speed: 50 feet, fly 80 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 39
+armorclass:
+ - name: AC
+ desc: "39; __Fort__ +29, __Ref__ +32, __Will__ +32"
+hp: 280
+health:
+ - name: ""
+ - name: HP
+ desc: "280, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, precision; __Resistances__ all damage 20 (except force, ghost touch, or vitality)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 120 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet. DC 33 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Positive Energy Transfer"
+ desc: "`pf2:r` (divine) **Trigger** The wyrmwraith succeeds at a saving throw to resist vitality damage but still takes damage\n* * *\n\n**Effect** The wyrmwraith transfers all vitality damage from the effect to a single undead creature of their choice within 120 feet that they control or that's [[Conditions/Friendly|Friendly]] or [[Conditions/Helpful|Helpful]] to them."
+
+ - name: "Sunlight Powerlessness"
+ desc: " A wyrmwraith in sunlight is [[Conditions/Clumsy|Clumsy 2]] and [[Conditions/Stunned|Stunned 2]]."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Spectral Jaws"
+ desc: "+34 (reach 20 feet)\n__Damage__ 3d12 + 17 void plus drain-life"
+
+ - name: "**Melee** `pf2:1` Spectral Claw"
+ desc: "+34 (agile, reach 15 feet)\n__Damage__ 3d8 + 17 void plus divine-dispelling,drain-life"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 35, attack +27; __8th __ _[[Spells/Charm|Charm (Undead Only)]]_; __7th __ _[[Spells/Divine Wrath|Divine Wrath (x3)]]_, _[[Spells/Execute|Finger of Death]]_; __6th __ _[[Spells/Vampiric Exsanguination|Vampiric Exsanguination]]_; __4th __ _[[Spells/Charm|Charm (Undead Only) (x3)]]_, _[[Spells/Darkness|Darkness]]_; __3rd __ _[[Spells/Bind Undead|Bind Undead (At Will)]]_"
+
+ - name: "Rituals"
+ desc: "_Create Undead_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (divine,void) The wyrmwraith unleashes a burst of void energy that deals 18d6 void damage to all creatures in a 60-foot cone (DC 38 Reflex check save).\n\nThey can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "Divine Dispelling"
+ desc: " (divine) A wyrmwraith's claws rend divine magic. Whenever a wyrmwraith hits a creature with a spectral claws Strike, the wyrmwraith can attempt a Religion check check to counteract an ongoing divine spell effect on the creature."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The wyrmwraith makes two claw Strikes and one jaws Strike in any order."
+
+ - name: "Drain Life"
+ desc: " (divine) When a wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw Strike, the wyrmwraith gains 18 temporary Hit Points, and the creature must succeed at a DC 38 Fortitude check save or become [[Conditions/Drained|Drained 2]]. Further damage dealt by the wyrmwraith's spectral jaws or spectral claws Strikes increases the value of the drained condition by 2 on a failed save, to a maximum of drained 4."
+
+ - name: "Ectoplasmic Form"
+ desc: "`pf2:1` (divine) A wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The wyrmwraith loses the incorporeal trait for 1d4 rounds, though they can return to their incorporeal form as a free action before then. Once this ability ends, the wyrmwraith can't use this ability again for 1d4 rounds. While in their ectoplasmic form, the wyrmwraith's AC increases to 43 and they gain 100 temporary Hit Points. They lose their immunity to precision damage and all of their resistances. Their melee Strikes deal slashing and piercing damage, respectively, instead of void damage.\n\n[[Bestiary Effects/Effect_ Ectoplasmic Form (Physical)|Effect: Ectoplasmic Form (Physical)]]"
+
+ - name: "Phase Lurch"
+ desc: "`pf2:1` (divine,move) **Requirements** The wyrmwraith is in their ectoplasmic form\n* * *\n\n**Effect** As the Stride action, but the wyrmwraith can pass through walls or material obstacles as though they were incorporeal. They must begin and end their movement outside of any physical obstacles, and passing through solid material is difficult terrain."
+
+```
+
+```encounter-table
+name: Wyrmwraith
+creatures:
+ - 1: Wyrmwraith
+```
+
+
+
+Though they refused to accept death, wyrmwraiths nonetheless despise their new undead condition. Indeed, lacking in all motivation to collect treasure, a wyrmwraith instead fixates on their hatred of all living things (especially dragons) and their own self-loathing. A wyrmwraith blights the land with their very presence, spreading slowly until their lair becomes a lifeless wasteland haunted by other undead.
+
+* * *
+
+Wyrmwraiths rise from the souls of dragons who refuse to accept death or have an irrational fear of the afterlife.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Wyrwood Sneak.md b/content/mechanics/srd/Bestiary/Bestiary 3/Wyrwood Sneak.md
new file mode 100755
index 000000000..f7ba33d8a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Wyrwood Sneak.md
@@ -0,0 +1,91 @@
+---
+title: "Wyrwood Sneak"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.SUY2NeeNgY1x3aib"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/wyrwood
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Wyrwood Sneak"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Wyrwood Sneak"
+level: "Creature 1"
+rare_03: [[Rare]]
+alignment: ""
+size: "Small"
+trait_01: [[construct]]
+trait_02: [[wyrwood]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: "Common; one regional language"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Arcana: +5, Deception: +7, Society: +5, Stealth: +7"
+abilityMods: [0, 4, 0, 2, 1, 2]
+speed: 20 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +3, __Ref__ +9, __Will__ +8"
+hp: 16
+health:
+ - name: ""
+ - name: HP
+ desc: "16; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Shortsword|Shortsword]], [[Equipment/Buckler|Buckler]]"
+abilities_mid:
+ - name: ""
+ - name: "Living Machine"
+ desc: " Though their body is an organic construct, a wyrwood is a living creature. They're not immediately destroyed when reduced to 0 HP, but rather fall [[Conditions/Unconscious|Unconscious]] and eventually die. They don't need to eat or drink. They can be targeted by effects that target living creatures or that target constructs."
+
+ - name: "No Breath"
+ desc: " A wyrwood doesn't breathe and is immune to effects that require breathing (such as an inhaled poison)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Shortsword"
+ desc: "+9 (agile, finesse, versatile s)\n__Damage__ 1d6 piercing"
+
+ - name: "[[Bestiary Ability Glossary/Sneak Attack|Sneak Attack]]"
+ desc: " The wyrwood deals an additional 1d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Wyrwood Sneak
+creatures:
+ - 1: Wyrwood Sneak
+```
+
+
+
+Wyrwood sneaks specialize in moving unseen behind enemy lines, performing reconnaissance and quietly eliminating threats.
+
+* * *
+
+Originally created as sapient magical servants, wyrwoods reclaimed the means to make more of their kind from their oppressive originators; now, they fiercely defend their freedom and autonomy. These small, nimble living machines rely on their wits and speed to evade foes and gather information. Most wyrwoods are precise and calculating, to the point that many outsiders perceive them as unfeeling, but they're also highly curious and passionate about matters that pique their interest. Regardless of personal agenda, wyrwoods prioritize the survival of their people above all else, even to the detriment of others when necessary.
+
+Despite gaining their freedom, wyrwoods struggle to establish a home in Avistan. Some Avistani still view wyrwoods as tools of a secretive cabal, while others consider them traitorous servants who turned on their creators. Fearing for their safety, many wyrwoods fled the Inner Sea region to create a new home in Arcadia. In the coastal city of Segada, wyrwoods live in relative peace and safety, but they still prefer insular lifestyles.
+
+Given their extreme self-reliance, wyrwoods have learned a degree of adaptability that far surpasses that of other cultures. When a wyrwood community finds itself in need of a specific skill or function, a member of the community-either a volunteer or one selected communally-takes it upon themself to learn the required abilities. They don't view any task as lesser or demeaning, as hubris is foreign to a wyrwood's construct nature.
+
+A wyrwood's soul is tied to the magical stone that serves as their heart, which sometimes survives even when their construct body perishes. Another wyrwood might take the surviving heart from a close companion and incorporate it into their own body. In some cases, multiple wyrwoods might live on in a single body.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Ximtal.md b/content/mechanics/srd/Bestiary/Bestiary 3/Ximtal.md
new file mode 100755
index 000000000..9b28b7cdb
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Ximtal.md
@@ -0,0 +1,114 @@
+---
+title: "Ximtal"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.7cA6dpK5uQmiOHYY"
+tags:
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/sahkil
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/17
+statblock: inline
+name: "Ximtal"
+level: 17
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Ximtal"
+level: "Creature 17"
+
+alignment: ""
+size: "Large"
+trait_01: [[evil]]
+trait_02: [[fiend]]
+trait_03: [[sahkil]]
+trait_04: [[unholy]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Truesight"
+languages: "Chthonian, Diabolic, Empyrean, Requian; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +27, Deception: +33, Intimidation: +33, Occultism: +27, Religion: +30, Stealth: +28"
+abilityMods: [9, 3, 9, 2, 5, 8]
+speed: 40 feet, climb 20 feet, fly 40 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 39
+armorclass:
+ - name: AC
+ desc: "39; __Fort__ +32, __Ref__ +26, __Will__ +28"
+hp: 380
+health:
+ - name: ""
+ - name: HP
+ desc: "380; __Immunities__ fear effects; __Weaknesses__ holy 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Easy to Call"
+ desc: " A ximtal's level is considered 2 lower for the purpose of being conjured by the [[Spells/Binding Circle|Binding Circle]] ritual (and potentially other rituals, at the GM's discretion), but it is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Despoiler"
+ desc: " (aura,divine) 1000 feet. Creatures within the aura take a -2 circumstance penalty to all saving throws against poisons, diseases, and drugs.\n\n[[Bestiary Effects/Effect_ Despoiler|Effect: Despoiler]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+34 (magical, reach 10 feet, unholy)\n__Damage__ 3d12 + 17 piercing plus sensory-fever 2d6 spirit plus sensory-fever"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+34 (agile, magical, reach 15 feet, unholy)\n__Damage__ 3d8 + 17 slashing plus sensory-fever 2d6 spirit plus sensory-fever"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 38, attack +30; __8th __ _[[Spells/Fear|Fear (At Will)]]_, _[[Spells/Desiccate|Horrid Wilting (x3)]]_, _[[Spells/Quandary|Maze (x3)]]_, _[[Spells/Suggestion|Suggestion (At Will)]]_\n__Cantrips__ __(9th)__ _[[Spells/Detect Magic|Detect Magic]]_\n__Constant__ __(8th)__ _[[Spells/Fly|Fly]]_, _[[Spells/Truesight|True Seeing]]_"
+
+ - name: "Isolate Foes"
+ desc: "`pf2:2` (curse,divine,emotion,incapacitation,mental) **Frequency** once per day\n* * *\n\n**Effect** The ximtal attempts to isolate its enemy's companions, forcing an impression that each creature's friends and allies have vanished and they are all alone against an insurmountable threat. The ximtal chooses up to four creatures, each of whom must be adjacent to one other target. Each target must attempt a DC 38 Will check save. On a failure, a target becomes out of phase with all allies. The affected creatures can't perceive their allies or interact with them in any way, and they can move into allies' spaces as if their allies simply weren't there. Allies similarly can't perceive or interact with the affected creatures with one exception: an ally can target an affected creature with [[Spells/Cleanse Affliction|Cleanse Affliction]] to remove the effects. Every 24 hours, an affected creature can attempt a new saving throw to end this effect."
+
+ - name: "Sensory Fever"
+ desc: " (disease) A ximtal's withering attacks cause a debilitating disease targeting the senses\n\n**Saving Throw** DC 36 Fortitude check\n* * *\n\n**Stage1** creature loses one sense determined randomly: taste, smell, hearing, or sight (1 day)\n\n**Stage 2** creature loses an additional sense from the stage 1 list (1 day)\n\n**Stage 3** creature loses an additional sense from the stage 1 list (1 day)\n\n**Stage 4** creature loses the last sense from the stage 1 list and any special senses, such as tremorsense or lifesense (1 day)\n\n**Stage 5** all lost senses are permanent unless restored via [[Spells/Sound Body|Sound Body]] or a similar effect."
+
+ - name: "Skip Between"
+ desc: "`pf2:1` (divine,teleportation) The ximtal moves from the Material Plane to the Ethereal Plane or vice-versa, with the effects of [[Spells/Ethereal Jaunt|Ethereal Jaunt]] except that the effect has an unlimited duration and can be [[Actions/Dismiss|Dismissed]].\n\nA summoned ximtal can't use Skip Between."
+
+```
+
+```encounter-table
+name: Ximtal
+creatures:
+ - 1: Ximtal
+```
+
+
+
+The struggles of loneliness and the anxiety that accompanies that feeling plague many creatures, and ximtals delight in exploiting this fear for their own perverse gain. Appearing as hybrids of rats and crabs with grasping tentacles, these scheming fiends manipulate their victims over long spans of time, like pakalchis, to savor the most fear they can. Ximtals use subtlety to entrap their prey and often don't directly engage their targets. They use insecurities as a tool and force poor behavior in mortals they set their sights on. They prefer to focus their machinations on strong-willed and well-intentioned mortals, hoping to erode their pride and self-worth and ultimately lead them eschew altruistic efforts.
+
+Rather than focusing on a single victim, a ximtal might instead seek out a particular cause of interest to the sahkil's appetites. These creatures often wander the multiverse seeking to sabotage societal crusades or suppress divergent ideologies.
+
+While most ximtals work alone, they sometimes enlist the assistance of pakalchis, who share similar tastes in mortal fear. Together and focused, these two types of fiends can dissolve individual self-worth, relationships, and even entire organizations.
+
+* * *
+
+Ages ago, when this cycle of the multiverse was still adolescent, a cabal of psychopomps who already felt bored and restrained in their role of ushering souls to their ultimate resting place rebelled against their station. It was this corruption of the cycle of souls that spawned the first sahkils.
+
+Ambivalent to the prescribed order of the multiverse and spiteful of mortals, sahkils delight in spreading fear and unease to all beings, clogging up the metaphysical cycle with anxiety-ridden mortals too scared to achieve their potential. These fiends have drastically changed from their dedicated psychopomp predecessors. They are creatures of spite and torment, fear and disgust. They exploit the most common and rare fears for their own perverse satisfaction, and they want nothing more than to frighten mortals and make them question their reason for existence.
+
+Most sahkils lurk on the Ethereal Plane, but they frequently invade the Material Plane to torment mortals and spread terror. They use their innate ability to slip between the veils of the Ethereal and Material effortlessly, often stalking their targets for days or weeks before enacting their devious plots.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Xiuh Couatl.md b/content/mechanics/srd/Bestiary/Bestiary 3/Xiuh Couatl.md
new file mode 100755
index 000000000..1ea67067b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Xiuh Couatl.md
@@ -0,0 +1,107 @@
+---
+title: "Xiuh Couatl"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.TOWT0k36rfPEe6La"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/couatl
+ - pf2e/creature/type/good
+ - pf2eMonster
+ - pf2e/creature/level/12
+statblock: inline
+name: "Xiuh Couatl"
+level: 12
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Xiuh Couatl"
+level: "Creature 12"
+rare_03: [[Rare]]
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[couatl]]
+trait_03: [[good]]
+modifier: 23
+perception:
+ - name: "Perception"
+ desc: "+23; Darkvision, Thoughtsense (Imprecise) 60 Feet"
+languages: "Common, Draconic, Empyrean; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Arcana: +23, Diplomacy: +26, Intimidation: +26, Nature: +23, Occultism: +23, Society: +21, Stealth: +21, Survival: +21"
+abilityMods: [7, 3, 4, 5, 5, 6]
+speed: 20 feet, fly 60 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +20, __Ref__ +19, __Will__ +25; +1 status to all saves vs. magic"
+hp: 220
+health:
+ - name: ""
+ - name: HP
+ desc: "220; __Immunities__ electricity, fire; __Weaknesses__ cold 8"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Thoughtsense|Thoughtsense (Imprecise) 60 feet]]"
+ desc: " (mental,occult) Thoughtsense allows a monster to sense all non-mindless creatures at the listed range."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+25 (magical)\n__Damage__ 2d10 + 10 piercing plus grab,xiuh-couatl-venom 2d8 fire plus grab,xiuh-couatl-venom"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 32, attack +24; __7th __ _[[Spells/Interplanar Teleport|Plane Shift (Self Only)]]_; __6th __ _[[Spells/Charm|Charm]]_, _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Wave of Despair|Crushing Despair]]_, _[[Spells/Detect Alignment|Detect Alignment (At Will)]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Fear|Fear]]_, _[[Spells/Illusory Scene|Illusory Scene]]_, _[[Spells/Mind Reading|Mind Reading (At Will)]]_, _[[Spells/Mindlink|Mindlink]]_, _[[Spells/Phantom Pain|Phantom Pain]]_, _[[Spells/See the Unseen|See Invisibility]]_, _[[Spells/Sending|Sending]]_, _[[Spells/Ring of Truth|Zone of Truth]]_; __2nd __ _[[Spells/Invisibility|Invisibility (Self Only) (At Will)]]_\n__Cantrips__ __(6th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Ghost Sound|Ghost Sound]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_"
+
+ - name: "Rituals"
+ desc: "_Atone_"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` (arcane,fire) The xiuh couatl breaths a gout of flame and lightning in an 80-foot line that deals 5d8 electricity damage and 5d8 fire damage (DC 32 Reflex check save).\n\nThe xiuh couatl can't use Breath Weapon again for 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 1d10+10 bludgeoning plus 1d8 electricity, DC 32 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Instrument of Retribution"
+ desc: "`pf2:3` (occult,polymorph) The xiuh couatl transforms into any simple or martial weapon. The weapon is always a _+2 [[Equipment/Striking (Greater)|Greater Striking]] [[Equipment/Flaming|Flaming]] [[Equipment/Shock|Shock]]_ weapon and can be of any size, chosen by the xiuh couatl when they transform. In weapon form, the xiuh couatl gains Hardness equal to that of the weapon into which they transform, and they retain their Hit Points, saving throws, senses, telepathy, and traits while in weapon form. The xiuh couatl can revert to their normal form by spending a single action, which has the concentrate trait."
+
+ - name: "Wrap in Coils"
+ desc: "`pf2:1` **Requirements** The xiuh couatl has a Medium or smaller creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] in their jaws.\n* * *\n\n**Effect** The xiuh couatl moves the creature into their coils, freeing their jaws to make attacks, then uses [[Bestiary Ability Glossary/Constrict|Constrict]] against the creature. The mix couatl can hold as many creatures in their coils as will fit in their space."
+
+ - name: "Xiuh Couatl Venom"
+ desc: " (poison) A xiuh couatl's poison deals spirit damage rather than poison damage to fiends\n\n**Saving Throw** DC 32 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 2d8 poison damage (2d8 spirit damage to fiends) and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 2d10 poison damage (2d10 spirit damage to fiends), enfeebled 1, and -5-foot status penalty to all Speeds (1 round)\n\n**Stage 3** 3d8 poison damage (3d8 spirit damage to fiends), [[Conditions/Enfeebled|Enfeebled 2]], and -10-foot status penalty to all Speeds (1 round)."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Xiuh Couatl
+creatures:
+ - 1: Xiuh Couatl
+```
+
+
+
+Fiercer than other couatls, xiuh couatls (pronounced "shoo") are dedicated to seeking out malevolent creatures and offering a final opportunity at redemption.
+
+* * *
+
+Couatls are serpentine celestials who tirelessly help mortals reach their greatest potential all across the planes. Some serve benevolent deities as intermediaries while others serve the cause of good as they see fit.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Yithian.md b/content/mechanics/srd/Bestiary/Bestiary 3/Yithian.md
new file mode 100755
index 000000000..b6ea45f47
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Yithian.md
@@ -0,0 +1,90 @@
+---
+title: "Yithian"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.fvusvf6tKYuZPe7A"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/lawful
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Yithian"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Yithian"
+level: "Creature 9"
+rare_03: [[Rare]]
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+trait_02: [[lawful]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision, Thoughtsense (Imprecise) 60 Feet"
+languages: "Aklo, Common, Yithian; 20 other languages, telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +19, Diplomacy: +14, Nature: +18, Occultism: +21, Society: +19"
+abilityMods: [4, 1, 4, 6, 5, 1]
+speed: 20 feet, climb 10 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27 all-around vision; __Fort__ +19, __Ref__ +14, __Will__ +20"
+hp: 112
+health:
+ - name: ""
+ - name: HP
+ desc: "112; __Resistances__ acid 10, cold 10, fire 10, physical 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Thoughtsense|Thoughtsense (Imprecise) 60 feet]]"
+ desc: " (mental,occult) Thoughtsense allows a monster to sense all non-mindless creatures at the listed range."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pincer"
+ desc: "+19 (agile, deadly d10)\n__Damage__ 2d12 + 7 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 28, attack +20; __7th __ _[[Spells/Possession|Possession (See Mind Swap)]]_; __5th __ _[[Spells/Hypercognition|Hypercognition]]_, _[[Spells/Mind Probe|Mind Probe]]_, _[[Spells/Mind Reading|Mind Reading (At Will)]]_, _[[Spells/Mindlink|Mindlink (At Will)]]_, _[[Spells/Rewrite Memory|Modify Memory (x3)]]_, _[[Spells/Paralyze|Paralyze]]_, _[[Spells/Stupefy|Touch of Idiocy]]_"
+
+ - name: "Mind Swap"
+ desc: " When a yithian successfully casts [[Spells/Possession|Possession]], they exchange their mind and soul with the target. Each creature takes control of the other's body. This effect lasts until the yithian Dismisses the spell or they're forced out by any effect that ends Possession. When the effect ends, each creature's mind and soul returns to its own body, regardless of physical or temporal distance, and the yithian can cast [[Spells/Rewrite Memory|Rewrite Memory]] on the target to remove any or all knowledge of its time being possessed. If the yithian is forced out of the target's mind by an effect, the yithian can't remove such knowledge."
+
+```
+
+```encounter-table
+name: Yithian
+creatures:
+ - 1: Yithian
+```
+
+
+
+Yithians are strange creatures, defined not by their physical bodies but by their ancient, disembodied minds. As a people, yithians devote themselves to the acquisition of knowledge above all else. They project their minds across the cosmos and take over a creature's body, living within and observing the creature's culture. The yithians then reverse the process and return to their communities, recording all they learned in massive tomes crafted of strange, metal alloys.
+
+Yithians erase their hosts' memories of time spent in their bodies; however, these hosts occasionally recall odd images, usually during dreams. These recollections often involve a vast city from which great black towers rise, filling the viewer with dread. Few hosts realize these vague memories harken to their time spent in the yithian's body, when they wandered that alien city.
+
+Four flexible and retractable appendages radiate from the top of a yithian's cone-shaped body, two of which end in sharp pincers, which they click and move to communicate, while the third ends in a cluster of funnel-shaped sensory organs. A spherical "head" rounded by three evenly-spaced eyes tops the fourth appendage. Tentacles dangling beneath this head allow for fine manipulation that the large pincers can't manage, while the crown of tentacles rising from the top like strange flowers function as ears.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Yzobu.md b/content/mechanics/srd/Bestiary/Bestiary 3/Yzobu.md
new file mode 100755
index 000000000..5ccc971d5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Yzobu.md
@@ -0,0 +1,81 @@
+---
+title: "Yzobu"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.E3vlVyDzzWwPP9id"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/1
+statblock: inline
+name: "Yzobu"
+level: 1
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Yzobu"
+level: "Creature 1"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Intimidation: +5, Survival: +4"
+abilityMods: [4, 3, 4, -5, 1, 2]
+speed: 30 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +9, __Ref__ +6, __Will__ +4"
+hp: 25
+health:
+ - name: ""
+ - name: HP
+ desc: "25"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Pungent Aura"
+ desc: " (aura,olfactory) 10 feet. Creatures other than yzobus or hobgoblins that enter or start their turn in the yzobu's aura must succeed at a DC 14 Fortitude check save or become [[Conditions/Sickened|Sickened 1]], or [[Conditions/Sickened|Sickened 2]] on a critical failure. A creature that succeeds at its save is temporarily immune for 1 minute."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+7 ()\n__Damage__ 1d6 + 4 piercing"
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+7 (agile)\n__Damage__ 1d4 + 4 bludgeoning"
+
+```
+
+```encounter-table
+name: Yzobu
+creatures:
+ - 1: Yzobu
+```
+
+
+
+Yzobus are herd beasts common across northern plains and mountains, resembling a cross between a steer, a sturdy horse, and a yak. They most notably feature a pungent stench caused by bodily secretions building up within their thick, shaggy pelts-a stench so strong that yzobu herds can often be smelled before they appear. Territorial and aggressive, yzobus often attack other creatures on sight. When threatened, a herd launches into a stampede, trampling any in their path and goring survivors with their distinctive horns.
+
+Some ranchers trade yzobu hides as a workable leather for mercenaries and guards, but the powerful smell means that most ranchers tend their small herds on the outskirts of towns. Typically, yzobus aren't raised to a specific age, but rather are killed whenever one escapes and poses a threat. The hides require an intensive tanning process with almost constant brushing and hours soaking in salt water-but the effort results in a leather both soft to the touch and sturdy enough to work as an effective armor for several years.
+
+Hides aren't the only yzobu products worth harvesting. A female yzobu's milk is rich and nutrient-rich, making it a staple food source in some regions. Their meat is less enticing but still edible.
+
+These beasts remain a permanent part of hobgoblin society, where their aggressive temperaments and durable, sturdy bodies are great assets. Hobgoblins possess an immunity to yzobu stench, and they view the fact that other races sickened by it as further evidence of their own superiority. They also highly prize yzobu mounts, and hobgoblin commanders often paint their yzobu's horns in varying colors and patterns to show how many enemies the mount has killed. Yzobu cavalry are a staple of hobgoblin military action, and they played a key role in the recent Ironfang Invasion that led to the formation of the new hobgoblin nation of Oprak in Avistan. The establishment of Oprak meant that many Avistani who had never encountered yzobus before have grown familiar-if not enchanted-with their distinctive odor.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Zetogeki.md b/content/mechanics/srd/Bestiary/Bestiary 3/Zetogeki.md
new file mode 100755
index 000000000..5f449f59f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Zetogeki.md
@@ -0,0 +1,87 @@
+---
+title: "Zetogeki"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.4oyiVLBYScCyWZmj"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/earth
+ - pf2eMonster
+ - pf2e/creature/level/7
+statblock: inline
+name: "Zetogeki"
+level: 7
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Zetogeki"
+level: "Creature 7"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[earth]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +12, Athletics: +18, Stealth: +12"
+abilityMods: [5, 1, 5, -4, 2, -1]
+speed: 35 feet, climb 35 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +18, __Ref__ +14, __Will__ +13"
+hp: 90
+health:
+ - name: ""
+ - name: HP
+ desc: "90; __Resistances__ fire 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+18 (reach 10 feet)\n__Damage__ 2d8 + 11 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+18 (reach 15 feet, sweep)\n__Damage__ 2d6 + 11 bludgeoning"
+
+ - name: "Mangle"
+ desc: "`pf2:1` **Requirements** The zetogeki has a creature [[Conditions/Grabbed|Grabbed]] in its jaws\n* * *\n\n**Effect** The zetogeki mangles the grabbed creature and slams it about, dealing 3d8 bludgeoning damage (DC 26 Fortitude check save)."
+
+ - name: "Tilt Scales"
+ desc: "`pf2:1` The zetogeki shifts the scales that cover its body to better absorb kinetic energy from physical blows. The zetogeki gains resistance 10 to physical damage, but its Speeds are reduced to 10 feet. If the zetogeki gets hit for 20 or more physical damage in a single blow while its scales are tilted (before applying resistance), it stores the kinetic energy of the blow. The zetogeki can realign its scales to their regular position by taking this action again. When it does, it channels any stored kinetic energy into the next Strike it makes before the end of its turn. If the Strike hits, it deals an additional 2d8 damage. The energy is expended whether or not the Strike hits."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Zetogeki
+creatures:
+ - 1: Zetogeki
+```
+
+
+
+Basalt comprises the earthen bodies of zetogekis, giant lizards with an innate ability to absorb and redirect kinetic energy. They dwell near active volcanos, particularly at hot springs and geysers, from which they drink copious quantities of steaming, mineral-rich water. Since they have no need for any other sustenance (and in fact can't digest anything else), zetogekis guard these watering holes. The worst fate that can befall the proprietor of a mountain hot spring is the arrival of a zetogeki, which can transform a lucrative business into a public hazard overnight. Mountain dwellers who make use of such hot springs pay monster hunters handsomely to eradicate or chase off zetogekis, but dealing with the stubborn beasts is no mean feat.
+
+Even in wilder lands, zetogekis prove menacing to mountaineers. The lizards sometimes purposefully throw themselves down mountainsides to absorb the kinetic energy dealt to them during their tumble. They use this accumulated energy to take down predators-though zetogekis see nearly every other type of creature as a predator.
+
+This marvelous ability to absorb and dole out physical energy come from a zetogeki's unique configuration of shale-like scales, which it can angle at will much like a porcupine extending its quills. Those who encounter a zetogeki hunkered down with its scales in the telltale raised pattern of zig-zagging black and gold would do well to give the lizard a wide berth. This danger has its upsides, however; some alchemists and wizards offer substantial bounties for intact zetogeki hides.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Zombie Dragon.md b/content/mechanics/srd/Bestiary/Bestiary 3/Zombie Dragon.md
new file mode 100755
index 000000000..a1b61a39e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Zombie Dragon.md
@@ -0,0 +1,98 @@
+---
+title: "Zombie Dragon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.PAX7EivY2Ya2Shan"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/evil
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/zombie
+ - pf2eMonster
+ - pf2e/creature/level/9
+statblock: inline
+name: "Zombie Dragon"
+level: 9
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Zombie Dragon"
+level: "Creature 9"
+
+alignment: ""
+size: "huge"
+trait_01: [[dragon]]
+trait_02: [[evil]]
+trait_03: [[mindless]]
+trait_04: [[undead]]
+trait_05: [[unholy]]
+trait_06: [[zombie]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Athletics: +19"
+abilityMods: [6, 3, 4, -5, 3, -2]
+speed: 30 feet, fly 50 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +19, __Ref__ +18, __Will__ +16"
+hp: 210
+health:
+ - name: ""
+ - name: HP
+ desc: "210, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, mental; __Weaknesses__ vitality 10, slashing 10"
+abilities_top:
+ - name: ""
+
+ - name: "Slow"
+ desc: " The zombie dragon is permanently [[Conditions/Slowed|Slowed 1]] and can't use reactions."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Upper Jaw"
+ desc: "+21 (reach 15 feet)\n__Damage__ 2d10 + 12 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile, reach 10 feet)\n__Damage__ 2d8 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+19 (reach 20 feet)\n__Damage__ 2d6 + 10 bludgeoning"
+
+ - name: "Breath Weapon"
+ desc: "`pf2:2` The zombie dragon breathes a wave of fetid viscera that deals 5d6 bludgeoning damage and 5d6 poison damage (DC 28 Reflex check save). A creature that critically fails is also [[Conditions/Sickened|Sickened 2]].\n\nThe zombie dragon can't use Breath Weapon again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Zombie Dragon
+creatures:
+ - 1: Zombie Dragon
+```
+
+
+
+The rotted husk of a once great dragon, this abomination has lost all its former splendor, but none of the ferocity. Its patchy, rotted wings don't generate enough lift to keep it aloft, but the foul necromantic energies animating it still allow it to fly, albeit slowly.
+
+* * *
+
+Necromancers most often create these mindless undead as obedient, expendable servitors. Left to its own devices, a zombie seeks only to consume the living, stopping only when its rotting body can no longer hold together.
diff --git a/content/mechanics/srd/Bestiary/Bestiary 3/Zuishin.md b/content/mechanics/srd/Bestiary/Bestiary 3/Zuishin.md
new file mode 100755
index 000000000..584adcc0f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Bestiary 3/Zuishin.md
@@ -0,0 +1,105 @@
+---
+title: "Zuishin"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.XiuVqA0UV303vtJD"
+tags:
+ - pf2e/creature/type/good
+ - pf2e/creature/type/kami
+ - pf2e/creature/type/lawful
+ - pf2e/creature/type/spirit
+ - pf2eMonster
+ - pf2e/creature/level/10
+statblock: inline
+name: "Zuishin"
+level: 10
+license: OGL
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Bestiary 3"
+name: "Zuishin"
+level: "Creature 10"
+
+alignment: ""
+size: "Medium"
+trait_01: [[good]]
+trait_02: [[kami]]
+trait_03: [[lawful]]
+trait_04: [[spirit]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision"
+languages: "Common; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +23, Athletics: +22, Intimidation: +19, Medicine: +21, Nature: +21, Stealth: +21"
+abilityMods: [6, 7, 5, 1, 5, 3]
+speed: fly 25 feet
+sourcebook: "_Pathfinder Bestiary 3_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +19, __Ref__ +23, __Will__ +17"
+hp: 200
+health:
+ - name: ""
+ - name: HP
+ desc: "200; __Weaknesses__ cold iron 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Composite Longbow|+1 Composite Longbow]], [[Equipment/Katana|+1 Katana]], [[Equipment/Breastplate|+1 Breastplate]]"
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Ward"
+ desc: " (divine) Every kami is bound to a ward: a specific animal, plant, object, or location. A kami can merge with or emerge from their ward as a single action, which has the concentrate trait. While merged, the kami can observe their surroundings with their usual senses as well as the senses of their ward, but can't move, communicate with, or control their ward. Additionally, a kami merged with their ward recovers Hit Points each minute as if they spent an entire day resting.\n\nA zuishin's ward is typically a gate, doorway or shrine."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Attack of Opportunity]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Katana"
+ desc: "+23 (deadly d8, magical, two-hand d10, versatile p)\n__Damage__ 2d6 + 9 slashing"
+
+ - name: "**Ranged** `pf2:1` Composite Longbow"
+ desc: "+24 (deadly d10, magical, range increment 100 feet, reload 0, volley 30 ft.)\n__Damage__ 2d8 + 9 piercing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 29, attack +21; __5th __ _[[Spells/Breath of Life|Breath of Life]]_, _[[Spells/Translocate|Dimension Door (x3)]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Heal|Heal]]_; __4th __ _[[Compendium.pf2e.spells-srd.Item.RneiyehRO6f7LP44|Remove Disease]]_, _[[Spells/Sure Footing|Remove Paralysis]]_; __3rd __ _[[Spells/Heal|Heal (x2)]]_; __2nd __ _[[Spells/Detect Alignment|Detect Alignment (At Will) (Evil Only)]]_, _[[Spells/Share Life|Shield Other]]_"
+
+ - name: "Healing Arrow"
+ desc: "`pf2:2` (divine,healing) The zuishin blesses an arrow with healing magic and makes a _composite longbow_ Strike against an ally. If it hits, rather than dealing damage, the arrow is infused with the effects of one of the following of the zuishin's innate divine spells: [[Spells/Breath of Life|Breath of Life]], [[Spells/Heal|Heal]], [[Spells/Cleanse Affliction|Cleanse Affliction]], or [[Spells/Sure Footing|Sure Footing]]. The zuishin must have the spell available to cast, and using this ability expends the spell.\n\nIf the zuishin rolls a failure on the attack roll against an ally who's aware of the arrow and wants to be hit, the attack hits, but on a critical failure, it still misses."
+
+ - name: "Holy Weaponry"
+ desc: " (divine) Any weapon becomes a _Striking [[Equipment/Holy|Holy]]_ weapon while the zuishin wields it. A zuishin creates arrows out of nothing as part of their attacks with any bow they wield."
+
+```
+
+```encounter-table
+name: Zuishin
+creatures:
+ - 1: Zuishin
+```
+
+
+
+Zuishin are kami warriors and archers who task themselves with watching over important shrines, ancient gates, or sacred doorways. Monasteries secreted away in snowy valleys, pagodas hidden in remote forests, and archways that mark the passage into sacred hidden cities all might host such kami. With sturdy armor and hallowed armaments, zuishin fight tirelessly to drive off any evil powers who wish to desecrate their wards. Of all kami, zuishin most frequently fight against oni, as the wards zuishin guard are most often targeted for desecration by these vile fiends.
+
+Most zuishin wear ancient armor and wield powerful weapons like swords and bows, but some might use spears, axes, or only their fists, depending on their ward and the people who make offerings there. Zuishin tend to regard mortals with skepticism. To earn a zuishin's trust, a supplicant might offer items of natural significance, such as an urn of hallowed earth, a branch from an ancient tree, or an arrangement of local flowers.
+
+Like all kami, a zuishin might come across as reserved or even indifferent to humans and their ilk; however, this impression stems only from a zuishin's wisdom and longevity, which makes mortal affairs seem relatively trivial. In the company of other kami, however, they're unerringly benevolent and readily offer their aid to their fellows. For example, a zuishin whose ward lies nestled in an ancient forest might readily join forces with kodama in those trees to deter foes.
+
+* * *
+
+Kami are divine nature spirits native to the lands of Tian Xia, far to the east of the Inner Sea region. They serve as guardians of natural objects and places they protect-their "wards"-and are ancient enemies of the oni. Kami can merge with their wards, allowing them to surreptitiously watch anyone who treads upon their sacred grounds. Kami leave those who they deem harmless alone, but the spirits fight vigilantly to scare away anyone perceived as a threat. Kami choose their own wards, though many mortals seek to attract them to sites that might require protection, leading to a proliferation of certain trees, statues, gates, and other symbolic elements in areas where kami are known to dwell.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Aapoph Granitescale.md b/content/mechanics/srd/Bestiary/Monster Core/Aapoph Granitescale.md
new file mode 100755
index 000000000..9aef2c6af
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Aapoph Granitescale.md
@@ -0,0 +1,106 @@
+---
+title: "Aapoph Granitescale"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.qI1hU9JPn1OKMm6i"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/mutant
+ - pf2e/creature/type/serpentfolk
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Aapoph Granitescale"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Aapoph Granitescale"
+level: "Creature 6"
+
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+trait_02: [[mutant]]
+trait_03: [[serpentfolk]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Aklo, Common, Sakvroth; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Athletics: +15, Intimidation: +15"
+abilityMods: [5, 4, 4, -1, 1, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24 (22 with shed scales); __Fort__ +16, __Ref__ +14, __Will__ +11; +2 status to Will vs. mental"
+hp: 120
+health:
+ - name: ""
+ - name: HP
+ desc: "120; __Resistances__ poison 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "5x [[Equipment/Javelin|Javelin]], [[Equipment/Longspear|Longspear]]"
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "Chipping Scales"
+ desc: "`pf2:r` **Frequency** once per day\n\n**Trigger** The granitescale is about to take piercing or slashing damage\n* * *\n\n**Effect** The granitescale twists to take the blow on their hardest scales, which they shed to reduce the incoming force. The granitescale gains resistance 15 to the damage, but their AC is reduced by 2 for 1 day, when the shed scales regrow."
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Longspear"
+ desc: "+17 (reach)\n__Damage__ 1d8 + 11 piercing"
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+17 ()\n__Damage__ 1d8 + 11 piercing plus serpentfolk-venom"
+
+ - name: "**Ranged** `pf2:1` Javelin"
+ desc: "+16 (range increment 30 feet)\n__Damage__ 1d6 + 11 piercing"
+
+ - name: "Rattling Spear"
+ desc: "`pf2:1` (auditory,emotion,mental) **Requirements** The granitescale's last action was a successful longspear Strike\n* * *\n\n**Effect** The granitescale rattles the base of their spear, attempting an Intimidation check to [[Actions/Demoralize|Demoralize]] all enemies within 30 feet (compare the check result to the targets' Will DCs individually)."
+
+ - name: "Serpentfolk Venom"
+ desc: " (poison) **Saving Throw** DC 22 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d4 poison damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 2d4 poison damage and enfeebled 1 (1 round)"
+
+```
+
+```encounter-table
+name: Aapoph Granitescale
+creatures:
+ - 1: Aapoph Granitescale
+```
+
+
+
+The mutated aapophs dubbed granitescales have bulky frames covered in hard gray plates. These scales offer protection but shed when struck with too much force. Granitescales like to carve their shed scales into small chips and attach them as rattles to their spears.
+
+Many an unsuspecting victim has heard the hiss of a granitescale's rattle too late.
+
+* * *
+
+Before their ancient clash with humanity devastated their civilization, serpentfolk were masters of a sprawling underground empire. Their power was shattered and their god Ydersius decapitated (although not quite slain). The cunning, intelligence, and magical abilities of serpentfolk have diminished from their ancient heights, and most are born without these boons. This is partially the result of cruel genetic meddling among serpentfolk—though the ruling class, zyss, are born with an innate spellcasting ability, their blood runs thin, making them susceptible to wounds. Seen as the failures of the serpentfolk's experiments are the aapophs, who are strong but prone to mutation and lack innate spellcasting.
+
+Today, the central realm of the Darklands retains the old name of the serpentfolk empire that once dominated this region—Sekamina. This name is also the source of the serpentfolk's Aklo title, sekmin, which they are often called in ancient texts. Serpentfolk dominion had declined before ghouls, gugs, umbral gnomes, and other forces. Yet their recent ventures have brought them back to a stronger place in the Darklands. Many serpentfolk sleeping in torpor in secluded vaults have awakened.
+
+Zyss serpentfolk tend toward megalomania, with dreams of returning to their place of dominance. Many of their plans hinge on resurrecting Ydersius, their decapitated god. His headless body still thrashes about, mindless, in the Darklands, waiting to be reunited with his lost skull. Serpentfolk numbers are so small that reclaiming their dominance seems a distant dream, especially since their reproduction is slow. Though a parent can birth a dozen young at once, the gestation period lasts up to a decade, and the likelihood that even one will be zyss is low. There's no telling whether a child will be zyss or aapoph, regardless of parentage. A coveted zyss child is just as likely to arise from aapoph parents as from two zyss, and every serpentfolk colony has someone in charge of sorting the young, identifying the earliest signs of magic in them.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Aapoph Serpentfolk.md b/content/mechanics/srd/Bestiary/Monster Core/Aapoph Serpentfolk.md
new file mode 100755
index 000000000..76d293309
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Aapoph Serpentfolk.md
@@ -0,0 +1,106 @@
+---
+title: "Aapoph Serpentfolk"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.JVm9AfrAT9npvgNm"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/mutant
+ - pf2e/creature/type/serpentfolk
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Aapoph Serpentfolk"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Aapoph Serpentfolk"
+level: "Creature 3"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+trait_02: [[mutant]]
+trait_03: [[serpentfolk]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Aklo, Sakvroth; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +11, Intimidation: +6"
+abilityMods: [4, 2, 3, -1, 1, -1]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +10, __Ref__ +7, __Will__ +6; +2 status to will saves vs. mental"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60; __Resistances__ poison 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Scimitar|Scimitar]]"
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Scimitar"
+ desc: "+11 (forceful, sweep)\n__Damage__ 1d6 + 6 slashing"
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+11 ()\n__Damage__ 1d8 + 6 piercing plus serpentfolk-venom"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+11 (agile)\n__Damage__ 1d6 + 6 bludgeoning plus knockdown"
+
+ - name: "Serpentfolk Venom"
+ desc: " (poison) **Saving Throw** DC 20 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d4 poison damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 2d4 poison damage and enfeebled 1 (1 round)"
+
+ - name: "Slithering Attack"
+ desc: "`pf2:1` The aapoph serpentfolk makes one scimitar or fangs Strike and one tail Strike, each targeting a different creature. These attacks both count toward the aapoph's multiple attack penalty, but the penalty doesn't increase until after the aapoph makes both attacks."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Aapoph Serpentfolk
+creatures:
+ - 1: Aapoph Serpentfolk
+```
+
+
+
+Aapophs possess greater strength and stronger venom than their zyss kin, but they lack zyss's innate magic. Unlike their selfish superiors, aapophs are communal and group together to hunt, wrestle, and sleep curled together in pits.
+
+Aapophs often have physical mutations—horns, vestigial tails, or spines protruding from their scales—yet these have little impact on their overall combat prowess—and combat prowess is the measure by which zyss judge them.
+
+* * *
+
+Before their ancient clash with humanity devastated their civilization, serpentfolk were masters of a sprawling underground empire. Their power was shattered and their god Ydersius decapitated (although not quite slain). The cunning, intelligence, and magical abilities of serpentfolk have diminished from their ancient heights, and most are born without these boons. This is partially the result of cruel genetic meddling among serpentfolk—though the ruling class, zyss, are born with an innate spellcasting ability, their blood runs thin, making them susceptible to wounds. Seen as the failures of the serpentfolk's experiments are the aapophs, who are strong but prone to mutation and lack innate spellcasting.
+
+Today, the central realm of the Darklands retains the old name of the serpentfolk empire that once dominated this region—Sekamina. This name is also the source of the serpentfolk's Aklo title, sekmin, which they are often called in ancient texts. Serpentfolk dominion had declined before ghouls, gugs, umbral gnomes, and other forces. Yet their recent ventures have brought them back to a stronger place in the Darklands. Many serpentfolk sleeping in torpor in secluded vaults have awakened.
+
+Zyss serpentfolk tend toward megalomania, with dreams of returning to their place of dominance. Many of their plans hinge on resurrecting Ydersius, their decapitated god. His headless body still thrashes about, mindless, in the Darklands, waiting to be reunited with his lost skull. Serpentfolk numbers are so small that reclaiming their dominance seems a distant dream, especially since their reproduction is slow. Though a parent can birth a dozen young at once, the gestation period lasts up to a decade, and the likelihood that even one will be zyss is low. There's no telling whether a child will be zyss or aapoph, regardless of parentage. A coveted zyss child is just as likely to arise from aapoph parents as from two zyss, and every serpentfolk colony has someone in charge of sorting the young, identifying the earliest signs of magic in them.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Adamantine Dragon (Adult).md b/content/mechanics/srd/Bestiary/Monster Core/Adamantine Dragon (Adult).md
new file mode 100755
index 000000000..2879ec433
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Adamantine Dragon (Adult).md
@@ -0,0 +1,127 @@
+---
+title: "Adamantine Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.1aJxonDfMlZFR86X"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/primal
+ - pf2eMonster
+ - pf2e/creature/level/13
+ - remaster
+statblock: inline
+name: "Adamantine Dragon (Adult)"
+level: 13
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Adamantine Dragon (Adult)"
+level: "Creature 13"
+
+alignment: ""
+size: "huge"
+trait_01: [[dragon]]
+trait_02: [[primal]]
+modifier: 23
+perception:
+ - name: "Perception"
+ desc: "+23; Darkvision, Scent (Imprecise) 60 Feet, Tremorsense (Imprecise) 90 Feet"
+languages: "Common, Draconic, Petran, Fey, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +22, Athletics: +27, Intimidation: +24, Nature: +23, Survival: +25, Mining Lore: +24"
+abilityMods: [8, 3, 6, 3, 4, 5]
+speed: 30 feet, burrow 40 feet, fly 150 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +25, __Ref__ +20, __Will__ +23; +2 status to all saves vs primal"
+hp: 220
+health:
+ - name: ""
+ - name: HP
+ desc: "220; __Immunities__ paralyzed, petrified, sleep; __Resistances__ physical 15 (except adamantine)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 90 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Abandon Armor"
+ desc: " Once the adamantine dragon is reduced to fewer than half their Hit Points, their resistance is reduced by 10 and they gain a +10 circumstance bonus to their Speeds."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet DC 30 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Resilient Form"
+ desc: "`pf2:r` **Trigger** The dragon is critically hit with a weapon or unarmed attack;\n* * *\n\n**Effect** The dragon's tough scales ward off deadly attacks. The dragon attempts a DC 17 Flat check. On a success, the triggering attack becomes a normal hit."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+27 (magical, reach 15 feet, adamantine)\n__Damage__ 3d12 + 14 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+27 (agile, magical, reach 10 feet, adamantine)\n__Damage__ 3d8 + 14 slashing plus knockdown"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+25 (magical, reach 20 feet, adamantine)\n__Damage__ 3d10 + 14 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+25 (brutal, range increment 120 feet)\n__Damage__ 3d8 + 14 bludgeoning"
+
+ - name: "Adamantine Body"
+ desc: " The dragon's unarmed melee Strikes are adamantine."
+
+ - name: "Avalanche Breath"
+ desc: "`pf2:2` (primal) The dragon belches a mass of boulders that deals 11d8 bludgeoning damage in a 40-foot cone (DC 33 Reflex check save).\n\nThey can't use Avalanche Breath again for 1d4 rounds."
+
+ - name: "Burrowing Pounce"
+ desc: "`pf2:3` **Requirements** The dragon is burrowed\n* * *\n\n**Effect** The dragon Burrows, then Leaps out of the ground, landing at a point within 25 feet. The dragon makes a melee Strike against a creature within reach when they land. If the Strike is a critical hit, the target is knocked [[Conditions/Prone|Prone]]."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Avalanche Breath whenever they score a critical hit with a Strike."
+
+ - name: "Rock Tunneler"
+ desc: " The dragon can burrow through solid stone at a Speed of 20 feet. They can leave a tunnel if they desire, and they usually don't."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Large, 3d12+7 bludgeoning, Rupture 29\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
+ desc: "`pf2:1` The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Adamantine Dragon (Adult)
+creatures:
+ - 1: Adamantine Dragon (Adult)
+```
+
+
+
+The powerful adamantine dragons are one of several dragons known as skymetal dragons. The innate magic that flows through these dragons causes them to draw particular metals to their bodies like magnets or, in some cases, naturally grow these skymetals on their bodies. Adamantine dragons begin their lives with tough scales that are naturally replaced with thicker and even tougher adamantine plating as they grow older. Adamantine dragons are typically steadfast and loyal. Once they commit to a certain purpose, changing their minds is nigh impossible.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Adamantine Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Monster Core/Adamantine Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..6e0698761
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Adamantine Dragon (Adult, Spellcaster).md
@@ -0,0 +1,128 @@
+---
+title: "Adamantine Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.iQvmmUx50ZRCr63z"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/primal
+ - pf2eMonster
+ - pf2e/creature/level/13
+ - remaster
+statblock: inline
+name: "Adamantine Dragon (Adult, Spellcaster)"
+level: 13
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Adamantine Dragon (Adult, Spellcaster)"
+level: "Creature 13"
+
+alignment: ""
+size: "huge"
+trait_01: [[dragon]]
+trait_02: [[primal]]
+modifier: 23
+perception:
+ - name: "Perception"
+ desc: "+23; Darkvision, Scent (Imprecise) 60 Feet, Tremorsense (Imprecise) 90 Feet"
+languages: "Common, Draconic, Petran, Fey, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +22, Athletics: +27, Intimidation: +24, Nature: +23, Survival: +25, Mining Lore: +24"
+abilityMods: [8, 3, 6, 3, 4, 5]
+speed: 30 feet, burrow 40 feet, fly 150 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +25, __Ref__ +20, __Will__ +23; +2 status to all saves vs primal"
+hp: 220
+health:
+ - name: ""
+ - name: HP
+ desc: "220; __Immunities__ paralyzed, petrified, sleep; __Resistances__ physical 15 (except adamantine)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 90 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Abandon Armor"
+ desc: " Once the adamantine dragon is reduced to fewer than half their Hit Points, their resistance is reduced by 10 and they gain a +10 circumstance bonus to their Speeds."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet DC 30 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Resilient Form"
+ desc: "`pf2:r` **Trigger** The dragon is critically hit with a weapon or unarmed attack;\n* * *\n\n**Effect** The dragon's tough scales ward off deadly attacks. The dragon attempts a DC 17 Flat check. On a success, the triggering attack becomes a normal hit."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+27 (magical, reach 15 feet, adamantine)\n__Damage__ 3d12 + 14 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+27 (agile, magical, reach 10 feet, adamantine)\n__Damage__ 3d8 + 14 slashing plus knockdown"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+25 (magical, reach 20 feet, adamantine)\n__Damage__ 3d10 + 14 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+25 (brutal, range increment 120 feet)\n__Damage__ 3d8 + 14 bludgeoning"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 34, attack +27; __6th __ _[[Spells/Petrify|Petrify]]_, _[[Spells/Tangling Creepers|Tangling Creepers]]_; __5th __ _[[Spells/Impaling Spike|Impaling Spike]]_, _[[Spells/Magic Passage|Magic Passage]]_, _[[Spells/Speak with Stones|Speak with Stones]]_; __4th __ _[[Spells/Shape Stone|Shape Stone]]_, _[[Spells/Unfettered Movement|Unfettered Movement]]_, _[[Spells/Vapor Form|Vapor Form]]_; __3rd __ _[[Spells/Earthbind|Earthbind]]_, _[[Spells/One with Stone|One with Stone]]_, _[[Spells/Slow|Slow]]_; __2nd __ _[[Spells/Darkness|Darkness]]_, _[[Spells/Shatter|Shatter]]_, _[[Spells/Water Walk|Water Walk]]_; __1st __ _[[Spells/Air Bubble|Air Bubble]]_, _[[Spells/Tailwind|Tailwind]]_, _[[Spells/Vanishing Tracks|Vanishing Tracks]]_\n__Cantrips__ __(6th)__ _[[Spells/Caustic Blast|Caustic Blast]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Know the Way|Know the Way]]_, _[[Spells/Sigil|Sigil]]_, _[[Spells/Tangle Vine|Tangle Vine]]_"
+
+ - name: "Adamantine Body"
+ desc: " The dragon's unarmed melee Strikes are adamantine."
+
+ - name: "Avalanche Breath"
+ desc: "`pf2:2` (primal) The dragon belches a mass of boulders that deals 11d8 bludgeoning damage in a 40-foot cone (DC 33 Reflex check save).\n\nThey can't use Avalanche Breath again for 1d4 rounds."
+
+ - name: "Burrowing Pounce"
+ desc: "`pf2:3` **Requirements** The dragon is burrowed\n* * *\n\n**Effect** The dragon Burrows, then Leaps out of the ground, landing at a point within 25 feet. The dragon makes a melee Strike against a creature within reach when they land. If the Strike is a critical hit, the target is knocked [[Conditions/Prone|Prone]]."
+
+ - name: "Rock Tunneler"
+ desc: " The dragon can burrow through solid stone at a Speed of 20 feet. They can leave a tunnel if they desire, and they usually don't."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Large, 3d12+7 bludgeoning, Rupture 29\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
+ desc: "`pf2:1` The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Adamantine Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Adamantine Dragon (Adult, Spellcaster)
+```
+
+
+
+The powerful adamantine dragons are one of several dragons known as skymetal dragons. The innate magic that flows through these dragons causes them to draw particular metals to their bodies like magnets or, in some cases, naturally grow these skymetals on their bodies. Adamantine dragons begin their lives with tough scales that are naturally replaced with thicker and even tougher adamantine plating as they grow older. Adamantine dragons are typically steadfast and loyal. Once they commit to a certain purpose, changing their minds is nigh impossible.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
+
+## Draconic Spellcasters
+
+Each dragon features a sidebar on spellcasting dragons of that type. To make a dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give them the spells outlined in their sidebar. You can swap out any number of these with other spells, provided you keep the same number of spells for each rank. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Adamantine Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Monster Core/Adamantine Dragon (Ancient).md
new file mode 100755
index 000000000..04558fd30
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Adamantine Dragon (Ancient).md
@@ -0,0 +1,130 @@
+---
+title: "Adamantine Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Le1xisTafiOQ0isd"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/primal
+ - pf2eMonster
+ - pf2e/creature/level/18
+ - remaster
+statblock: inline
+name: "Adamantine Dragon (Ancient)"
+level: 18
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Adamantine Dragon (Ancient)"
+level: "Creature 18"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[dragon]]
+trait_02: [[primal]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Scent (Imprecise) 60 Feet, Tremorsense (Imprecise) 120 Feet"
+languages: "Common, Draconic, Fey, Petran, Sakvroth, Aklo"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +28, Athletics: +36, Intimidation: +32, Nature: +29, Survival: +31, Mining Lore: +30"
+abilityMods: [9, 4, 8, 4, 5, 6]
+speed: 40 feet, burrow 50 feet, fly 180 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 41
+armorclass:
+ - name: AC
+ desc: "41; __Fort__ +32, __Ref__ +26, __Will__ +29; +2 status to all saves vs primal"
+hp: 300
+health:
+ - name: ""
+ - name: HP
+ desc: "300; __Immunities__ paralyzed, petrified, sleep; __Resistances__ physical 20 (except adamantine)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 120 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Abandon Armor"
+ desc: " Once the adamantine dragon is reduced to fewer than half their Hit Points, their resistance is reduced by 10 and they gain a +10 circumstance bonus to their Speeds."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet DC 37 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Resilient Form"
+ desc: "`pf2:r` **Trigger** The dragon is critically hit with a weapon or unarmed attack;\n* * *\n\n**Effect** The dragon's tough scales ward off deadly attacks. The dragon attempts a DC 17 Flat check. On a success, the triggering attack becomes a normal hit."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+36 (magical, reach 20 feet, adamantine)\n__Damage__ 3d12 + 18 piercing plus improved-grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+36 (agile, magical, reach 15 feet, adamantine)\n__Damage__ 3d8 + 18 slashing plus knockdown"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+34 (magical, reach 25 feet, adamantine)\n__Damage__ 3d10 + 18 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+34 (brutal, range increment 150 feet)\n__Damage__ 3d8 + 18 bludgeoning"
+
+ - name: "Adamantine Body"
+ desc: " The dragon's unarmed melee Strikes are adamantine."
+
+ - name: "Avalanche Breath"
+ desc: "`pf2:2` (primal) The dragon belches a mass of boulders that deals 15d8 bludgeoning damage in a 40-foot cone (DC 40 Reflex check save).\n\nThey can't use Avalanche Breath again for 1d4 rounds."
+
+ - name: "Burrowing Pounce"
+ desc: "`pf2:3` **Requirements** The dragon is burrowed\n* * *\n\n**Effect** The dragon Burrows, then Leaps out of the ground, landing at a point within 25 feet. The dragon makes a melee Strike against a creature within reach when they land. If the Strike is a critical hit, the target is knocked [[Conditions/Prone|Prone]]."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Avalanche Breath whenever they score a critical hit with a Strike."
+
+ - name: "Fast Swallow"
+ desc: "`pf2:r` **Trigger** The dragon Grabs a creature\n* * *\n\n**Effect** The dragon uses Swallow Whole."
+
+ - name: "Rock Tunneler"
+ desc: " The dragon can burrow through solid stone at a Speed of 20 feet. They can leave a tunnel if they desire, and they usually don't."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Large, 3d12+14 bludgeoning, Rupture 35\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
+ desc: "`pf2:1` The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Adamantine Dragon (Ancient)
+creatures:
+ - 1: Adamantine Dragon (Ancient)
+```
+
+
+
+The powerful adamantine dragons are one of several dragons known as skymetal dragons. The innate magic that flows through these dragons causes them to draw particular metals to their bodies like magnets or, in some cases, naturally grow these skymetals on their bodies. Adamantine dragons begin their lives with tough scales that are naturally replaced with thicker and even tougher adamantine plating as they grow older. Adamantine dragons are typically steadfast and loyal. Once they commit to a certain purpose, changing their minds is nigh impossible.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Adamantine Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Monster Core/Adamantine Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..077b4f553
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Adamantine Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,131 @@
+---
+title: "Adamantine Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.DPQfzBgXA2Y3YOrS"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/primal
+ - pf2eMonster
+ - pf2e/creature/level/18
+ - remaster
+statblock: inline
+name: "Adamantine Dragon (Ancient, Spellcaster)"
+level: 18
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Adamantine Dragon (Ancient, Spellcaster)"
+level: "Creature 18"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[dragon]]
+trait_02: [[primal]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Scent (Imprecise) 60 Feet, Tremorsense (Imprecise) 120 Feet"
+languages: "Common, Draconic, Fey, Petran, Sakvroth, Aklo"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +28, Athletics: +36, Intimidation: +32, Nature: +29, Survival: +31, Mining Lore: +30"
+abilityMods: [9, 4, 8, 4, 5, 6]
+speed: 40 feet, burrow 50 feet, fly 180 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 41
+armorclass:
+ - name: AC
+ desc: "41; __Fort__ +32, __Ref__ +26, __Will__ +29; +2 status to all saves vs primal"
+hp: 300
+health:
+ - name: ""
+ - name: HP
+ desc: "300; __Immunities__ paralyzed, petrified, sleep; __Resistances__ physical 20 (except adamantine)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 120 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Abandon Armor"
+ desc: " Once the adamantine dragon is reduced to fewer than half their Hit Points, their resistance is reduced by 10 and they gain a +10 circumstance bonus to their Speeds."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet DC 37 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Resilient Form"
+ desc: "`pf2:r` **Trigger** The dragon is critically hit with a weapon or unarmed attack;\n* * *\n\n**Effect** The dragon's tough scales ward off deadly attacks. The dragon attempts a DC 17 Flat check. On a success, the triggering attack becomes a normal hit."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+36 (magical, reach 20 feet, adamantine)\n__Damage__ 3d12 + 18 piercing plus improved-grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+36 (agile, magical, reach 15 feet, adamantine)\n__Damage__ 3d8 + 18 slashing plus knockdown"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+34 (magical, reach 25 feet, adamantine)\n__Damage__ 3d10 + 18 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+34 (brutal, range increment 150 feet)\n__Damage__ 3d8 + 18 bludgeoning"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 41, attack +36; __8th __ _[[Spells/Desiccate|Desiccate]]_, _[[Spells/Earthquake|Earthquake]]_, _[[Spells/Moment of Renewal|Moment of Renewal]]_; __7th __ _[[Spells/Mask of Terror|Mask of Terror]]_, _[[Spells/Regenerate|Regenerate]]_, _[[Spells/Volcanic Eruption|Volcanic Eruption]]_; __6th __ _[[Spells/Field of Life|Field of Life]]_, _[[Spells/Petrify|Petrify]]_, _[[Spells/Tangling Creepers|Tangling Creepers]]_; __5th __ _[[Spells/Impaling Spike|Impaling Spike]]_, _[[Spells/Magic Passage|Magic Passage]]_, _[[Spells/Speak with Stones|Speak with Stones]]_; __4th __ _[[Spells/Shape Stone|Shape Stone]]_, _[[Spells/Unfettered Movement|Unfettered Movement]]_, _[[Spells/Vapor Form|Vapor Form]]_; __3rd __ _[[Spells/Earthbind|Earthbind]]_, _[[Spells/One with Stone|One with Stone]]_, _[[Spells/Slow|Slow]]_; __2nd __ _[[Spells/Darkness|Darkness]]_, _[[Spells/Shatter|Shatter]]_, _[[Spells/Water Walk|Water Walk]]_; __1st __ _[[Spells/Air Bubble|Air Bubble]]_, _[[Spells/Tailwind|Tailwind]]_, _[[Spells/Vanishing Tracks|Vanishing Tracks]]_\n__Cantrips__ __(8th)__ _[[Spells/Caustic Blast|Caustic Blast]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Know the Way|Know the Way]]_, _[[Spells/Sigil|Sigil]]_, _[[Spells/Tangle Vine|Tangle Vine]]_"
+
+ - name: "Adamantine Body"
+ desc: " The dragon's unarmed melee Strikes are adamantine."
+
+ - name: "Avalanche Breath"
+ desc: "`pf2:2` (primal) The dragon belches a mass of boulders that deals 15d8 bludgeoning damage in a 40-foot cone (DC 40 Reflex check save).\n\nThey can't use Avalanche Breath again for 1d4 rounds."
+
+ - name: "Burrowing Pounce"
+ desc: "`pf2:3` **Requirements** The dragon is burrowed\n* * *\n\n**Effect** The dragon Burrows, then Leaps out of the ground, landing at a point within 25 feet. The dragon makes a melee Strike against a creature within reach when they land. If the Strike is a critical hit, the target is knocked [[Conditions/Prone|Prone]]."
+
+ - name: "Fast Swallow"
+ desc: "`pf2:r` **Trigger** The dragon Grabs a creature\n* * *\n\n**Effect** The dragon uses Swallow Whole."
+
+ - name: "Rock Tunneler"
+ desc: " The dragon can burrow through solid stone at a Speed of 20 feet. They can leave a tunnel if they desire, and they usually don't."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Large, 3d12+14 bludgeoning, Rupture 35\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
+ desc: "`pf2:1` The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Adamantine Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Adamantine Dragon (Ancient, Spellcaster)
+```
+
+
+
+The powerful adamantine dragons are one of several dragons known as skymetal dragons. The innate magic that flows through these dragons causes them to draw particular metals to their bodies like magnets or, in some cases, naturally grow these skymetals on their bodies. Adamantine dragons begin their lives with tough scales that are naturally replaced with thicker and even tougher adamantine plating as they grow older. Adamantine dragons are typically steadfast and loyal. Once they commit to a certain purpose, changing their minds is nigh impossible.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
+
+## Draconic Spellcasters
+
+Each dragon features a sidebar on spellcasting dragons of that type. To make a dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give them the spells outlined in their sidebar. You can swap out any number of these with other spells, provided you keep the same number of spells for each rank. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Adamantine Dragon (Young).md b/content/mechanics/srd/Bestiary/Monster Core/Adamantine Dragon (Young).md
new file mode 100755
index 000000000..1aa357ab3
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Adamantine Dragon (Young).md
@@ -0,0 +1,127 @@
+---
+title: "Adamantine Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.bMbwU01P7qxaSE2O"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/primal
+ - pf2eMonster
+ - pf2e/creature/level/9
+ - remaster
+statblock: inline
+name: "Adamantine Dragon (Young)"
+level: 9
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Adamantine Dragon (Young)"
+level: "Creature 9"
+
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[primal]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision, Scent (Imprecise) 60 Feet, Tremorsense (Imprecise) 60 Feet"
+languages: "Common, Draconic, Petran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Athletics: +21, Intimidation: +18, Nature: +17, Survival: +19, Mining Lore: +16"
+abilityMods: [6, 2, 4, 1, 2, 3]
+speed: 25 feet, burrow 30 feet, fly 90 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +21, __Ref__ +15, __Will__ +17; +2 status to all saves vs primal"
+hp: 140
+health:
+ - name: ""
+ - name: HP
+ desc: "140; __Immunities__ paralyzed, petrified, sleep; __Resistances__ physical 10 (except adamantine)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Abandon Armor"
+ desc: " Once the adamantine dragon is reduced to fewer than half their Hit Points, their resistance is reduced by 10 and they gain a +10 circumstance bonus to their Speeds."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet DC 26 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Resilient Form"
+ desc: "`pf2:r` **Trigger** The dragon is critically hit with a weapon or unarmed attack;\n* * *\n\n**Effect** The dragon's tough scales ward off deadly attacks. The dragon attempts a DC 17 Flat check. On a success, the triggering attack becomes a normal hit."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 (magical, reach 10 feet, adamantine)\n__Damage__ 2d12 + 9 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile, magical, adamantine)\n__Damage__ 2d8 + 9 slashing plus knockdown"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+19 (magical, reach 15 feet, adamantine)\n__Damage__ 2d10 + 9 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+19 (brutal, range increment 90 feet)\n__Damage__ 2d8 + 9 bludgeoning"
+
+ - name: "Adamantine Body"
+ desc: " The dragon's unarmed melee Strikes are adamantine."
+
+ - name: "Avalanche Breath"
+ desc: "`pf2:2` (primal) The dragon belches a mass of boulders that deals 8d8 bludgeoning damage in a 30-foot cone (DC 28 Reflex check save).\n\nThey can't use Avalanche Breath again for 1d4 rounds."
+
+ - name: "Burrowing Pounce"
+ desc: "`pf2:3` **Requirements** The dragon is burrowed\n* * *\n\n**Effect** The dragon Burrows, then Leaps out of the ground, landing at a point within 25 feet. The dragon makes a melee Strike against a creature within reach when they land. If the Strike is a critical hit, the target is knocked [[Conditions/Prone|Prone]]."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Avalanche Breath whenever they score a critical hit with a Strike."
+
+ - name: "Rock Tunneler"
+ desc: " The dragon can burrow through solid stone at a Speed of 20 feet. They can leave a tunnel if they desire, and they usually don't."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Medium, 2d12+4 bludgeoning, Rupture 22\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
+ desc: "`pf2:1` The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Adamantine Dragon (Young)
+creatures:
+ - 1: Adamantine Dragon (Young)
+```
+
+
+
+The powerful adamantine dragons are one of several dragons known as skymetal dragons. The innate magic that flows through these dragons causes them to draw particular metals to their bodies like magnets or, in some cases, naturally grow these skymetals on their bodies. Adamantine dragons begin their lives with tough scales that are naturally replaced with thicker and even tougher adamantine plating as they grow older. Adamantine dragons are typically steadfast and loyal. Once they commit to a certain purpose, changing their minds is nigh impossible.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Adamantine Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Monster Core/Adamantine Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..37fc9d471
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Adamantine Dragon (Young, Spellcaster).md
@@ -0,0 +1,128 @@
+---
+title: "Adamantine Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.FV2zPuCzUNzg9qyU"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/primal
+ - pf2eMonster
+ - pf2e/creature/level/9
+ - remaster
+statblock: inline
+name: "Adamantine Dragon (Young, Spellcaster)"
+level: 9
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Adamantine Dragon (Young, Spellcaster)"
+level: "Creature 9"
+
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[primal]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision, Scent (Imprecise) 60 Feet, Tremorsense (Imprecise) 60 Feet"
+languages: "Common, Draconic, Petran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Athletics: +21, Intimidation: +18, Nature: +17, Survival: +19, Mining Lore: +16"
+abilityMods: [6, 2, 4, 1, 2, 3]
+speed: 25 feet, burrow 30 feet, fly 90 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +21, __Ref__ +15, __Will__ +17; +2 status to all saves vs primal"
+hp: 140
+health:
+ - name: ""
+ - name: HP
+ desc: "140; __Immunities__ paralyzed, petrified, sleep; __Resistances__ physical 10 (except adamantine)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Abandon Armor"
+ desc: " Once the adamantine dragon is reduced to fewer than half their Hit Points, their resistance is reduced by 10 and they gain a +10 circumstance bonus to their Speeds."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet DC 26 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Resilient Form"
+ desc: "`pf2:r` **Trigger** The dragon is critically hit with a weapon or unarmed attack;\n* * *\n\n**Effect** The dragon's tough scales ward off deadly attacks. The dragon attempts a DC 17 Flat check. On a success, the triggering attack becomes a normal hit."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 (magical, reach 10 feet, adamantine)\n__Damage__ 2d12 + 9 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile, magical, adamantine)\n__Damage__ 2d8 + 9 slashing plus knockdown"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+19 (magical, reach 15 feet, adamantine)\n__Damage__ 2d10 + 9 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+19 (brutal, range increment 90 feet)\n__Damage__ 2d8 + 9 bludgeoning"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 28, attack +21; __4th __ _[[Spells/Shape Stone|Shape Stone]]_, _[[Spells/Unfettered Movement|Unfettered Movement]]_; __3rd __ _[[Spells/Earthbind|Earthbind]]_, _[[Spells/One with Stone|One with Stone]]_, _[[Spells/Slow|Slow]]_; __2nd __ _[[Spells/Darkness|Darkness]]_, _[[Spells/Shatter|Shatter]]_, _[[Spells/Water Walk|Water Walk]]_; __1st __ _[[Spells/Air Bubble|Air Bubble]]_, _[[Spells/Tailwind|Tailwind]]_, _[[Spells/Vanishing Tracks|Vanishing Tracks]]_\n__Cantrips__ __(4th)__ _[[Spells/Caustic Blast|Caustic Blast]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Know the Way|Know the Way]]_, _[[Spells/Sigil|Sigil]]_, _[[Spells/Tangle Vine|Tangle Vine]]_"
+
+ - name: "Adamantine Body"
+ desc: " The dragon's unarmed melee Strikes are adamantine."
+
+ - name: "Avalanche Breath"
+ desc: "`pf2:2` (primal) The dragon belches a mass of boulders that deals 8d8 bludgeoning damage in a 30-foot cone (DC 28 Reflex check save).\n\nThey can't use Avalanche Breath again for 1d4 rounds."
+
+ - name: "Burrowing Pounce"
+ desc: "`pf2:3` **Requirements** The dragon is burrowed\n* * *\n\n**Effect** The dragon Burrows, then Leaps out of the ground, landing at a point within 25 feet. The dragon makes a melee Strike against a creature within reach when they land. If the Strike is a critical hit, the target is knocked [[Conditions/Prone|Prone]]."
+
+ - name: "Rock Tunneler"
+ desc: " The dragon can burrow through solid stone at a Speed of 20 feet. They can leave a tunnel if they desire, and they usually don't."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Medium, 2d12+4 bludgeoning, Rupture 22\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
+ desc: "`pf2:1` The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Adamantine Dragon (Young, Spellcaster)
+creatures:
+ - 1: Adamantine Dragon (Young, Spellcaster)
+```
+
+
+
+The powerful adamantine dragons are one of several dragons known as skymetal dragons. The innate magic that flows through these dragons causes them to draw particular metals to their bodies like magnets or, in some cases, naturally grow these skymetals on their bodies. Adamantine dragons begin their lives with tough scales that are naturally replaced with thicker and even tougher adamantine plating as they grow older. Adamantine dragons are typically steadfast and loyal. Once they commit to a certain purpose, changing their minds is nigh impossible.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
+
+## Draconic Spellcasters
+
+Each dragon features a sidebar on spellcasting dragons of that type. To make a dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give them the spells outlined in their sidebar. You can swap out any number of these with other spells, provided you keep the same number of spells for each rank. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Aeolaeka.md b/content/mechanics/srd/Bestiary/Monster Core/Aeolaeka.md
new file mode 100755
index 000000000..aaa18f2a8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Aeolaeka.md
@@ -0,0 +1,103 @@
+---
+title: "Aeolaeka"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.VrwPZVBHj4l8c5AN"
+tags:
+ - pf2e/creature/type/azata
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/12
+ - remaster
+statblock: inline
+name: "Aeolaeka"
+level: 12
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Aeolaeka"
+level: "Creature 12"
+
+alignment: ""
+size: "Large"
+trait_01: [[azata]]
+trait_02: [[celestial]]
+trait_03: [[earth]]
+trait_04: [[holy]]
+modifier: 23
+perception:
+ - name: "Perception"
+ desc: "+23; Darkvision, Tremorsense (Precise) 60 Feet"
+languages: "Draconic, Empyrean, Petran; Speak with Stones, Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +25, Diplomacy: +22, Intimidation: +22, Nature: +23"
+abilityMods: [6, 4, 7, 2, 5, 4]
+speed: 25 feet, burrow 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +25, __Ref__ +20, __Will__ +23"
+hp: 250
+health:
+ - name: ""
+ - name: HP
+ desc: "250; __Weaknesses__ cold iron 15, unholy 15"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Warhammer|+1 Striking Warhammer]]"
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Precise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Warhammer"
+ desc: "+25 (holy, magical, shove)\n__Damage__ 2d8 + 12 bludgeoning"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 32, attack +24; __6th __ _[[Spells/Petrify|Petrify]]_, _[[Spells/Sure Footing|Sure Footing]]_; __5th __ _[[Spells/Heal|Heal]]_, _[[Spells/Locate|Locate]]_, _[[Spells/Wall of Stone|Wall of Stone]]_, _[[Spells/Weapon Storm|Weapon Storm]]_; __3rd __ _[[Spells/Earthbind|Earthbind (At Will)]]_\n__Constant__ __(5th)__ _[[Spells/Speak with Stones|Speak with Stones]]_, _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "Earth Glide"
+ desc: " An aeolaeka can Burrow through any earthen matter, including rock. When they do so, the aeolaeka moves at their full burrow Speed, leaving no tunnels or signs of their passing."
+
+ - name: "Liberate the Earth"
+ desc: "`pf2:2` (concentrate,divine,earth) The aeolaeka conjures churning stones, creating a 60-foot line of rolling boulders. Creatures in the line take 10d6 bludgeoning damage with a DC 35 Reflex check save. The area is difficult terrain for 24 hours before the leftover stone crumbles to dust. The aeolaeka can't Liberate the Earth for 1d4 rounds.\n* * *\n\n**Critical Success** The creature takes no damage.\n\n**Success** The creature takes half damage.\n\n**Failure** The creature takes full damage and is knocked [[Conditions/Prone|Prone]].\n\n**Critical Failure** The creature takes double damage, is knocked prone, and is [[Conditions/Immobilized|Immobilized]] by the rubble ([[/act escape dc=32]])."
+
+ - name: "Statue"
+ desc: "`pf2:1` (concentrate) Until the next time they act, the aeolaeka appears to be a statue. They have an automatic result of 45 on Deception checks and DCs to pass as a statue."
+
+```
+
+```encounter-table
+name: Aeolaeka
+creatures:
+ - 1: Aeolaeka
+```
+
+
+
+Aeolaekas, also known as stone azatas, embody the joy of stone carved by artists' hands or natural forces. Stone is often thought to be steadfast and unchanging, but, when viewed on a grander scale over vast periods of time, it can transform into things as diverse as intricate crystals and fine powder. Aeolaekas are fascinated by the gradual changes found within stone, from sand to diamonds to fossils to towering mountains.
+
+As a result of their stone affinity, aeolaekas appear less capricious than other azatas—though this is mainly due to them acting on a different geological scale—and some have willingly forged lasting accords or agreements with mortals. Aeolaekas often visit the Plane of Earth, fighting against evil earth elementals, joining jabali festivals, or simply wandering the veins and tunnels of that realm as they bask in its stony wonders. Their stone skin means aeolaekas are sometimes mistaken for statues; they use this fact to hide in plain sight when they don't want their presence known.
+
+* * *
+
+Azatas are manifestations of freedom and unestrained joy—kindly celestials with a penchant for curious exploration, spontaneous revelry, and whimsical quests. Born of good dreams and heartfelt wishes for a better world, they reside in the untamable wilds of Elysium. Azatas are passionate and mercurial, as beautiful and bright as a child's fantasy, but also fiercely loyal to those they hold dear. They act quickly and directly against fiendish and foul influences, but they tend to avoid guiding mortal affairs otherwise, allowing people to choose their own destiny without the meddling of otherworldly forces.
+
+Azatas reject the dual chains of both duty and tyranny, but also the heavy chains of despair that reality so often inflicts upon those who live in it. This can give them a dubious reputation with other celestials, who consider azatas to be flighty and unreliable, but azatas know that unrelenting self-sacrifice can be just as destructive to the soul as evil. Azatas refuse to compromise the beauty of the world with such banality, instead living without regret and savoring every triumph and agony they encounter upon the way.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Aesra.md b/content/mechanics/srd/Bestiary/Monster Core/Aesra.md
new file mode 100755
index 000000000..c5b8a96dc
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Aesra.md
@@ -0,0 +1,112 @@
+---
+title: "Aesra"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.OeFpTN282SETtQDo"
+tags:
+ - pf2e/creature/type/archon
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/7
+ - remaster
+statblock: inline
+name: "Aesra"
+level: 7
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Aesra"
+level: "Creature 7"
+
+alignment: ""
+size: "Medium"
+trait_01: [[archon]]
+trait_02: [[celestial]]
+trait_03: [[holy]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision"
+languages: "Diabolic, Draconic, Empyrean, Utopian; Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Arcana: +14, Diplomacy: +16, Intimidation: +16, Religion: +13, Survival: +14"
+abilityMods: [5, 2, 4, 1, 2, 5]
+speed: 30 feet, fly 60 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27 all-around vision; __Fort__ +17, __Ref__ +11, __Will__ +15; +1 status to all saves vs. magic"
+hp: 100
+health:
+ - name: ""
+ - name: HP
+ desc: "100; __Immunities__ fear effects; __Weaknesses__ unholy 10; __Resistances__ fire 15"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Full Plate|Full Plate]]"
+ - name: "[[Bestiary Ability Glossary/At-Will Spells|At-Will Spells]]"
+ desc: " The monster can cast its at-will spells any number of times without using up spell slots."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+ - name: "Archon's Protection"
+ desc: "`pf2:r` **Trigger** An enemy damages the archon's ally and both are within 15 feet of the archon\n* * *\n\n**Effect** The ally gains resistance 10 to all damage against the triggering damage and the archon can make a Strike against the enemy."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Flame of Justice"
+ desc: "+18 (holy, magical, versatile p)\n__Damage__ 1d6 fire plus flame-of-justice 2d10 + 5 slashing plus flame-of-justice"
+
+ - name: "**Ranged** `pf2:1` Flame of Justice"
+ desc: "+15 (holy, magical, range increment 30 feet, versatile p)\n__Damage__ 1d6 fire plus flame-of-justice 2d10 + 5 slashing plus flame-of-justice"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 24, attack +16; __4th __ _[[Spells/Translocate|Translocate (At Will)]]_; __1st __ _[[Spells/Sure Strike|Sure Strike (x3)]]_\n__Cantrips__ __(4th)__ _[[Spells/Light|Light]]_, _[[Spells/Message|Message]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "Flame of Justice"
+ desc: " (divine,holy) An aesra's spirit of righteousness manifests as a two-handed sword of fire. If disarmed or thrown as a ranged weapon, the flame of justice vanishes after landing or dealing damage and reappears in the aesra's hands again instantly. On a critical hit, the target also takes 2d6 persistent fire damage."
+
+ - name: "Flaming Slash"
+ desc: "`pf2:2` (divine,fire,holy,manipulate) The aesra sweeps their sword, creating a 15-foot cone of sacred flame that deals 5d6 fire damage with a DC 23 Reflex check save."
+
+ - name: "Maintain Formation"
+ desc: " When an aesra casts [[Spells/Translocate|Translocate]], they can bring an adjacent willing archon along with them. That archon appears in an empty space adjacent to the aesra's new space."
+
+```
+
+```encounter-table
+name: Aesra
+creatures:
+ - 1: Aesra
+```
+
+
+
+Despite their flaming blades and ring of unblinking eyes, aesras are the diplomats of peace among the archons, preferring justice via compromise and mutual benefit rather than justice by the sword. Nonetheless, when forced to fight against fiendish powers aesras don't hesitate in battle, mounting offensives under divine commanders like Iomedae.
+
+* * *
+
+Archons are guardians of Heaven and enemies of corruption. Before gods and their servants set foot in the celestial planes, archons already resided in Heaven, the original inhabitants of the realm. Upon meeting, the archons and divine angels quickly discovered they were of a kind, holding justice and righteousness in their hearts. An alliance was formed, and archons now serve as stalwart allies to all celestials and mortals they find worthy.
+
+While the first archons coalesced from the immense seven-tiered mountain of Heaven, they choose willing and worthy Heaven-bound souls to join their ranks. These mortals hear and answer the call of a mysterious voice, manifesting in the Garden at the mountain's peak. There they swear to forever serve the cause of justice and transform into their new archon forms.
+
+Though deeply concerned with defending mortal life and willing to sacrifice themselves in battle against fiends, archons often feel rote and inscrutable to others, and their forms can border on frightening and bizarre. For this reason, they often have issues with interacting with mortals, or with the free spirited azatas. Despite this, archons draw great strength from others, especially those who exemplify virtue.
+
+Beyond their celestial allies, archons also maintain ancient ties with aeons. The inscrutable factions can still be seen working together to defend longforgotten secrets and enforce rules that predate mortal life. Archons explain these missions as necessary without further elaboration, leaving even their angelic allies frustrated with archons' obstinance.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Air Scamp.md b/content/mechanics/srd/Bestiary/Monster Core/Air Scamp.md
new file mode 100755
index 000000000..502586aee
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Air Scamp.md
@@ -0,0 +1,90 @@
+---
+title: "Air Scamp"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ZiwHpyB5j7g6n1M1"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Air Scamp"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Air Scamp"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[air]]
+trait_02: [[elemental]]
+modifier: 3
+perception:
+ - name: "Perception"
+ desc: "+3; Darkvision"
+languages: "Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Stealth: +7"
+abilityMods: [1, 4, 0, -2, 0, 0]
+speed: 20 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +3, __Ref__ +9, __Will__ +7"
+hp: 12
+health:
+ - name: ""
+ - name: HP
+ desc: "12, fast healing 2 (in open air); __Immunities__ bleed, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Fog Vision"
+ desc: " The air scamp ignores the [[Conditions/Concealed|Concealed]] condition from fog and mist."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 2 (In Open Air)]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+9 (finesse)\n__Damage__ 1d6 + 1 piercing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 17, attack +9; __2nd __ _[[Spells/Blur|Blur]]_; __1st __ _[[Spells/Gust of Wind|Gust of Wind]]_"
+
+ - name: "Sirocco Breath"
+ desc: "`pf2:2` (air,arcane) The air scamp creates cutting winds in a 15-foot cone that deal 2d6 slashing damage to each creature within the area (DC 17 Reflex check save). A creature that fails its save is also pushed back 10 feet.\n\nThe air scamp can't use Sirocco Breath again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Air Scamp
+creatures:
+ - 1: Air Scamp
+```
+
+
+
+A pale blue head and paper-thin wings peek out from the cloud that clings to the air scamp. Air scamps are short-sighted and flighty, even relative to their kin; they are as likely to fly recklessly into battle as they are to whine in terror at a loud noise.
+
+* * *
+
+Elemental scamps are bat-like critters marked by elemental powers. Scamps are dispatched from the Elemental Planes by more powerful residents or called to the Universe by neophyte summoners. All scamps have a hint of magical power due to a lingering connection to their home plane, which they largely use to pull simple pranks.
+
+Scamps rapidly form a pecking order of cleverness. Humanoids often confuse scamps when meeting such creatures for the first time. These confused scamps usually resort to an escalating series of pranks and mischief, seeing what they can get away with to establish their place in the hierarchy.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Aiuvarin Elementalist.md b/content/mechanics/srd/Bestiary/Monster Core/Aiuvarin Elementalist.md
new file mode 100755
index 000000000..fbb73ef17
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Aiuvarin Elementalist.md
@@ -0,0 +1,93 @@
+---
+title: "Aiuvarin Elementalist"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.S7Q3dMLzwdBuGPYa"
+tags:
+ - pf2e/creature/type/aiuvarin
+ - pf2e/creature/type/elf
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Aiuvarin Elementalist"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Aiuvarin Elementalist"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aiuvarin]]
+trait_02: [[elf]]
+trait_03: [[human]]
+trait_04: [[humanoid]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Low-Light Vision"
+languages: "Common, Elven"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Arcana: +8, Athletics: +5, Deception: +4, Nature: +6, Stealth: +7, Elemental Lore: +8"
+abilityMods: [0, 0, 0, 0, 0, 0]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +5, __Ref__ +11, __Will__ +8"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Dagger|Dagger]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Dagger"
+ desc: "+9 (agile, finesse, versatile s)\n__Damage__ 1d4 + 3 piercing"
+
+ - name: "**Ranged** `pf2:1` Dagger"
+ desc: "+9 (agile, thrown 10 ft., versatile s)\n__Damage__ 1d4 + 3 piercing"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 18, attack +10; __1st __ _[[Spells/Gentle Landing|Gentle Landing]]_, _[[Spells/Gust of Wind|Gust of Wind]]_, _[[Spells/Illusory Disguise|Illusory Disguise]]_, _[[Spells/Thunderstrike|Thunderstrike]]_\n__Cantrips__ __(1st)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Electric Arc|Electric Arc]]_, _[[Spells/Light|Light]]_, _[[Spells/Message|Message]]_, _[[Spells/Shield|Shield]]_"
+
+ - name: "Elemental Field"
+ desc: "`pf2:2` (arcane,concentrate,electricity) The elementalist unleashes powerful static electricity in a 20-foot emanation that lasts for 1 minute. All squares in the area become hazardous terrain for other creatures. A creature takes 1 electricity damage each time it moves into one of these squares. While in the area, creatures take a –1 status penalty to saves against electricity spells.\n\n[[Bestiary Effects/Effect_ Elemental Field|Effect: Elemental Field]]"
+
+ - name: "Elf Step"
+ desc: "`pf2:1` The elementalist Steps twice."
+
+```
+
+```encounter-table
+name: Aiuvarin Elementalist
+creatures:
+ - 1: Aiuvarin Elementalist
+```
+
+
+
+Commonly referred to as half-elves, aiuvarins often have trouble fitting into society. This can lead to many aiuvarins diverting their full attention towards their own personal pursuits, such as studying spellcasting.
+
+* * *
+
+Elves are mysterious and intelligent, and graceful and cunning in battle.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Akhana.md b/content/mechanics/srd/Bestiary/Monster Core/Akhana.md
new file mode 100755
index 000000000..deacd0442
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Akhana.md
@@ -0,0 +1,108 @@
+---
+title: "Akhana"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.RoxyZ9oFMDNN8dqU"
+tags:
+ - pf2e/creature/type/aeon
+ - pf2e/creature/type/monitor
+ - pf2eMonster
+ - pf2e/creature/level/12
+ - remaster
+statblock: inline
+name: "Akhana"
+level: 12
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Akhana"
+level: "Creature 12"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aeon]]
+trait_02: [[monitor]]
+modifier: 27
+perception:
+ - name: "Perception"
+ desc: "+27; Darkvision, Lifesense 120 Feet"
+languages: "Envisioning"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +25, Athletics: +24, Medicine: +23, Occultism: +21, Religion: +23, Axis Lore: +23"
+abilityMods: [6, 6, 7, 3, 5, 4]
+speed: fly 60 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 32
+armorclass:
+ - name: AC
+ desc: "32; __Fort__ +23, __Ref__ +22, __Will__ +23; +1 status to all saves vs. magic"
+hp: 225
+health:
+ - name: ""
+ - name: HP
+ desc: "225; __Immunities__ vitality, void; __Weaknesses__ spirit 10"
+abilities_top:
+ - name: ""
+
+ - name: "Envisioning"
+ desc: " (aura,divine,mental) 100 feet\n* * *\n\nAn akhana can communicate mentally with any creatures in the aura using wordless psychic projections. They don't need to share a language, though the aeon's meaning to non-aeons can be vague and is often mysterious. An aeon can use this ability to communicate flawlessly with any other aeon on the same plane as itself."
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 120 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+ - name: "[[Bestiary Ability Glossary/At-Will Spells|At-Will Spells]]"
+ desc: " The monster can cast its at-will spells any number of times without using up spell slots."
+
+abilities_mid:
+ - name: ""
+ - name: "Balance Life"
+ desc: "`pf2:r` (divine) **Trigger** A creature within 100 feet is about to attempt a recovery check\n* * *\n\n**Effect** The akhana chooses to make the result a success or failure (but not a critical success or failure). This effect gains the fortune trait if the akhana chooses success or misfortune for failure."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+24 (magical, void)\n__Damage__ 5d10 void plus grab"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+24 (agile, magical)\n__Damage__ 3d6 + 12 bludgeoning"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 32, attack +24; __4th __ _[[Spells/Harm|Harm (At Will)]]_, _[[Spells/Heal|Heal (At Will)]]_; __2nd __ _[[Spells/Peaceful Rest|Peaceful Rest]]_\n__Cantrips__ __(6th)__ _[[Spells/Stabilize|Stabilize]]_, _[[Spells/Vitality Lash|Vitality Lash]]_, _[[Spells/Void Warp|Void Warp]]_"
+
+ - name: "Flying Fists"
+ desc: "`pf2:2` The akhana Flies and makes up to four fist Strikes against different targets at any points during this movement. The attacks count toward its multiple attack penalty normally, but the penalty does not increase until after Flying Fists is complete."
+
+ - name: "Reclaim Life"
+ desc: "`pf2:1` (divine,void) **Requirements** The akhana has a living creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] with its tail\n* * *\n\n**Effect** The creature takes 4d10 void damage with a DC 32 Fortitude check save. On a failed save, it's also [[Conditions/Doomed|Doomed 1]]. If the creature dies while doomed and held in the akhana's tail, its soul is trapped in the akhana (as [[Spells/Seize Soul|Seize Soul]]), and its remains are preserved as peaceful rest. The soul returns to the body with 1 Hit Point if the akhana [[Actions/Dismiss|Dismisses]] the effect, if the akhana is slain, or if a [[Spells/Wish|Wish]] ritual or similarly powerful magic frees it."
+
+ - name: "Sprout Life"
+ desc: "`pf2:2` (concentrate,divine,plant,vitality) A 5-foot burst within 100 feet fills with simple life appropriate to the environment. The newly forged animals bite those in the area for 7d6 piercing damage with a DC 32 Reflex check save. The akhana can also have fungus or plants choke the area, even floating ones in the sky, creating difficult terrain. The created life lives or dies normally after its creation."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Akhana
+creatures:
+ - 1: Akhana
+```
+
+
+
+Akhanas are massive eyes formed of cosmic matter that monitor the balance of birth and death. They understand the profound influence living things have on the cosmos and silently perform their duties of supporting and pruning life. Akhanas seem utterly unconcerned by the fate of souls after death, often leaving undead in their wake or attracting daemon scavengers. Psychopomps often despair over akhanas' cryptic actions, forced to clear out sudden backlogs of souls or even battle the aeons directly. Their "tail" is a twisting column of cosmic energy that can drain vitality from creatures and seal their fate.
+
+* * *
+
+Aeons have always been the caretakers of reality and defenders of the natural order of balance. Each type of aeon takes on some form of duality in its manifestation and works either to shape the multiverse within the aspects of this duality in some way, or to correct imbalances to the perfect order of existence. Aeons' machinations can raise a nation, raze it, or restore it from ruin. Their reasons are their own, and they rarely share their motivations with others—through their strange envisioning mode of communication, they simply create the results they insist are necessary to maintain the balance of the multiverse.
+
+As a result of recent shifts in reality, aeons have begun to reassert a presence in the perfect planar city of Axis. To aeons, this is merely the latest in a recurring cycle, albeit one that mortals have not yet borne witness to. Aeons have a name for this cyclic return, in which they welcome their industrious axiomite brethren back to their fold: the Convergence. At the onset of the Convergence, a council of pleroma aeons appeared in the Eternal City of Axis, where they revealed that axiomites were wayward aeons, split off long ago to pursue the act of creation. With the latest cycle of change, it was time for axiomites—and their mortal creations and kin—to rejoin the aeon cause. While most axiomites fell in line, realizing perhaps on a fundamental level of reality that what the aeons said was the truth, some refused to heed the call and waited for the wrath of the aeons. That wrath has yet to come. The dual-natured aeons have responded to those who have declined in confusing ways. With some they treat and even bargain, while a handful of others they have destroyed, and a few have been exterminated by the axiomites. But most of these quiet insurgents they leave alone, allowing these axiomites to continue to create in peace. How—or if—this Convergence will end is as little understood as aeons themselves.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Alce.md b/content/mechanics/srd/Bestiary/Monster Core/Alce.md
new file mode 100755
index 000000000..ca12a4604
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Alce.md
@@ -0,0 +1,87 @@
+---
+title: "Alce"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.o0TmGpxGaKOwsn7x"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Alce"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Alce"
+level: "Creature 4"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision, Scent (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Athletics: +12, Intimidation: +10, Stealth: +11, Survival: +9"
+abilityMods: [4, 3, 3, -4, 1, 2]
+speed: 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +13, __Ref__ +13, __Will__ +7"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+14 (deadly d10)\n__Damage__ 2d8 + 4 piercing"
+
+ - name: "**Melee** `pf2:1` Talon"
+ desc: "+14 (agile)\n__Damage__ 2d6 + 4 piercing"
+
+ - name: "Pounce"
+ desc: "`pf2:1` The alce Strides and makes a talon Strike at the end of that movement. If the alce began this action [[Conditions/Hidden|Hidden]], it remains hidden until after the attack."
+
+ - name: "Regal Shriek"
+ desc: "`pf2:1` (auditory,emotion,fear,mental) The alce unleashes a shriek that transitions into a terrifying roar. Each creature in a 60-foot emanation must attempt a DC 20 Will check save. Regardless of the result, creatures are temporarily immune to all griffons' Regal Shrieks for 10 minutes.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]]. Animals are [[Conditions/Slowed|Slowed 1]] for as long as they're frightened.\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 3]]. Animals are [[Conditions/Paralyzed|Paralyzed]] as long as they're frightened."
+
+```
+
+```encounter-table
+name: Alce
+creatures:
+ - 1: Alce
+```
+
+
+
+Wingless griffons, known as alces, result from a rare mutation. Among a clutch of winged griffons, the alce is typically considered the runt, so alces are rarely seen on their own in the wild, though they're often intentionally bred in captivity as relatively affordable exotic mounts.
+
+* * *
+
+Griffons are regal beasts revered as symbols of freedom and strength in many cultures. They are physically striking, with the hindquarters of a lion and the head, wings, and forelimbs of a great bird of prey—typically an eagle, but some instead bear the features of a hawk, falcon, or even an osprey or vulture. In rare cases, the griffon's hindquarters may resemble those of a different great cat, such as a leopard or tiger. The variations seem to conform to the griffon's environment—for instance, especially rare griffons of northern Avistan have the hindquarters of a Grungir lynx and the upper body of a snowy owl.
+
+Wild griffons rely on their powerful wings to hold them aloft and their keen eyesight to spy out prey. The speed with which they plunge toward the ground and snatch up victims is astonishing. They often tear apart a kill's flesh with razor-sharp beaks but not before alighting to secluded location where they can enjoy their meal without interruption. Griffons hunting to feed their chicks are more cautious, tearing apart prey rather than risking bringing a living creature back to their nests.
+
+Skilled animal trainers long ago learned how to raise griffons as mounts for military forces or powerful individuals. Such mounts are known for their strength, bravery, and unfailing loyalty. They are among the smartest of animals, and many griffon variants are considered intelligent beasts instead; it's thought that a griffon chooses its rider as much as a rider chooses the griffon. The process of training a griffon to accept and carry a rider in flight is a long and expensive ordeal. Griffon trainers charge rich sums for their services, and a ruler who can boast of owning a stable of griffons is the subject of great respect and envy.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Animated Armor.md b/content/mechanics/srd/Bestiary/Monster Core/Animated Armor.md
new file mode 100755
index 000000000..2d050d6e2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Animated Armor.md
@@ -0,0 +1,82 @@
+---
+title: "Animated Armor"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.SMKMoZhNi3tFulKy"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Animated Armor"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Animated Armor"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[construct]]
+trait_02: [[mindless]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +9"
+abilityMods: [3, -3, 4, -5, 0, -5]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17 (13 when broken); construct armor; __Fort__ +10, __Ref__ +3, __Will__ +4"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20; __Hardness__ 9; __Immunities__ bleed, undefined, disease, doomed, drained, fatigued, healing, mental, undefined, paralyzed, poison, sickened, spirit, unconscious, vitality, void, death effects, nonlethal attacks"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Construct Armor (Hardness 9)"
+ desc: " Like normal objects, an animated armor has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated armor is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 13."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Glaive"
+ desc: "+10 (deadly d8, forceful, magical, reach 10 feet)\n__Damage__ 1d8 + 4 slashing"
+
+ - name: "**Melee** `pf2:1` Gauntlet"
+ desc: "+9 (agile, free-hand, magical)\n__Damage__ 1d6 + 4 bludgeoning"
+
+```
+
+```encounter-table
+name: Animated Armor
+creatures:
+ - 1: Animated Armor
+```
+
+
+
+Suits of animated armor see use both as guardians and as training partners in high-end martial academies able to afford the extravagance. Often, a warrior's old suit of armor can be turned into animated armor once it accrues too much battle damage to provide adequate protection. They're found most often in wizard laboratories and ancient dungeons.
+
+* * *
+
+Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Animated Broom.md b/content/mechanics/srd/Bestiary/Monster Core/Animated Broom.md
new file mode 100755
index 000000000..7f5722072
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Animated Broom.md
@@ -0,0 +1,82 @@
+---
+title: "Animated Broom"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.bEEkz8wGxm90WMqE"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/-1
+ - remaster
+statblock: inline
+name: "Animated Broom"
+level: -1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Animated Broom"
+level: "Creature -1"
+
+alignment: ""
+size: "Small"
+trait_01: [[construct]]
+trait_02: [[mindless]]
+modifier: 3
+perception:
+ - name: "Perception"
+ desc: "+3; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +5"
+abilityMods: [0, 1, 0, -5, 0, -5]
+speed: 15 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15 (13 when broken); construct armor; __Fort__ +3, __Ref__ +6, __Will__ +3"
+hp: 6
+health:
+ - name: ""
+ - name: HP
+ desc: "6; __Hardness__ 2; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Construct Armor (Hardness 2)"
+ desc: " Like normal objects, an animated broom has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated broom is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 13."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bristles"
+ desc: "+6 (agile, finesse, magical)\n__Damage__ 1d4 bludgeoning plus dust"
+
+ - name: "Dust"
+ desc: " A creature hit by an animated broom's bristles must succeed at a DC 15 Fortitude check save or spend its next action coughing. Even if hit by multiple dust attacks, the creature has to spend only 1 action coughing to clear the dust out.\n\nA creature that doesn't breathe is immune to this effect."
+
+```
+
+```encounter-table
+name: Animated Broom
+creatures:
+ - 1: Animated Broom
+```
+
+
+
+Animated brooms perform menial tasks of cleaning and upkeep, but they can step in to defend a room from intrusion if needed. These simple animated objects can be found with greater frequency than more complicated and costly objects.
+
+* * *
+
+Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Animated Statue.md b/content/mechanics/srd/Bestiary/Monster Core/Animated Statue.md
new file mode 100755
index 000000000..7696b8513
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Animated Statue.md
@@ -0,0 +1,82 @@
+---
+title: "Animated Statue"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.JHiLu9SAAiASlc5f"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Animated Statue"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Animated Statue"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[construct]]
+trait_02: [[mindless]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +11"
+abilityMods: [4, -2, 5, -5, 0, -5]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19 (15 when broken); construct armor; __Fort__ +12, __Ref__ +5, __Will__ +5"
+hp: 35
+health:
+ - name: ""
+ - name: HP
+ desc: "35; __Hardness__ 6; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Construct Armor (Hardness 6)"
+ desc: " Like normal objects, an animated statue has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated statue is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 15."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+11 (magical)\n__Damage__ 1d8 + 6 bludgeoning plus grab"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Animated Statue
+creatures:
+ - 1: Animated Statue
+```
+
+
+
+Animated statues are often used to guard crypts, small shrines, or areas in government buildings where they can be positioned amid normal statues to hide their true nature until an intruder arouses their ire. Many less scrupulous adventurers, fueled by paranoia that statues will animate and attack, smash any statues they encounter, ruining harmless, ancient relics.
+
+* * *
+
+Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Ankhrav Hive Mother.md b/content/mechanics/srd/Bestiary/Monster Core/Ankhrav Hive Mother.md
new file mode 100755
index 000000000..6cda3500d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Ankhrav Hive Mother.md
@@ -0,0 +1,92 @@
+---
+title: "Ankhrav Hive Mother"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.qwfSC21WjM8sjigh"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Ankhrav Hive Mother"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Ankhrav Hive Mother"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision, Tremorsense (Imprecise) 90 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Athletics: +20, Stealth: +11, Survival: +16"
+abilityMods: [6, 1, 4, -4, 2, -2]
+speed: 25 feet, burrow 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 29
+armorclass:
+ - name: AC
+ desc: "29; __Fort__ +18, __Ref__ +15, __Will__ +14"
+hp: 120
+health:
+ - name: ""
+ - name: HP
+ desc: "120"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 90 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Mandibles"
+ desc: "+20 (acid)\n__Damage__ 2d8 + 6 piercing 2d6 acid"
+
+ - name: "**Ranged** `pf2:1` Acid Spit"
+ desc: "+17 (acid, range 30 feet)\n__Damage__ 5d6 acid"
+
+ - name: "Armor-Rending Bite"
+ desc: "`pf2:2` The hive mother makes a mandibles Strike; if the Strike hits, the target's armor takes the damage and the acid damage bypasses the armor's Hardness."
+
+ - name: "Frenzy Pheromone"
+ desc: "`pf2:2` The hive mother unleashes a pheromone that causes all other ankhravs within a 100-foot emanation to become [[Conditions/Quickened|Quickened 1]] until the start of the hive mother's next turn, and they can use the extra action only for Burrow, Stride, or Strike actions.\n\nThe hive mother can't unleash the pheromone again for 1d4 rounds."
+
+ - name: "Spray Acid"
+ desc: "`pf2:2` (acid) The hive mother spews acid in a 60-foot cone, dealing 8d6 acid damage and 1d6 persistent acid damage (DC 26 Reflex check save).\n\nIt can't spew acid again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Ankhrav Hive Mother
+creatures:
+ - 1: Ankhrav Hive Mother
+```
+
+
+
+Ankhrav hive mothers are fearsome predators that one can easily distinguish from the typical ankhrav not only by their greater size, but the presence of a large pair of razor-sharp, mantis-like arms.
+
+* * *
+
+Ankhravs are immense, burrowing, and insectile predators, considered by inhabitants of the rural areas of the world to be an all-too-common plague.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Ankhrav.md b/content/mechanics/srd/Bestiary/Monster Core/Ankhrav.md
new file mode 100755
index 000000000..dd4fe1491
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Ankhrav.md
@@ -0,0 +1,86 @@
+---
+title: "Ankhrav"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.RiL3kcBFxYBpQweU"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Ankhrav"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Ankhrav"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision, Tremorsense (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Athletics: +11, Stealth: +8"
+abilityMods: [4, 1, 3, -4, 0, -2]
+speed: 25 feet, burrow 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +12, __Ref__ +8, __Will__ +7"
+hp: 40
+health:
+ - name: ""
+ - name: HP
+ desc: "40"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Mandibles"
+ desc: "+13 (acid)\n__Damage__ 1d8 + 4 piercing 1d6 acid"
+
+ - name: "**Ranged** `pf2:1` Acid Spit"
+ desc: "+10 (acid, range 30 feet)\n__Damage__ 3d6 acid"
+
+ - name: "Armor-Rending Bite"
+ desc: "`pf2:2` The ankhrav makes a mandibles Strike; if the Strike hits, the target's armor takes the damage and the acid damage bypasses the armor's Hardness."
+
+ - name: "Spray Acid"
+ desc: "`pf2:2` (acid) **Frequency** once per hour\n* * *\n\n**Effect** The ankhrav spews acid in a 30-foot cone, dealing 3d6 acid damage and 1d6 persistent acid damage (DC 20 Reflex check save)."
+
+```
+
+```encounter-table
+name: Ankhrav
+creatures:
+ - 1: Ankhrav
+```
+
+
+
+These horse-sized, burrowing monsters generally avoid heavily settled areas like cities, but ankhravs' predilection for livestock and humanoid flesh ensures that the creatures do not remain in the deep wilderness for long. Desperate farmers whose fields become infested by ankhravs often have little recourse but to seek the aid of adventurers.
+
+* * *
+
+Ankhravs are immense, burrowing, and insectile predators, considered by inhabitants of the rural areas of the world to be an all-too-common plague.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Ankylosaurus.md b/content/mechanics/srd/Bestiary/Monster Core/Ankylosaurus.md
new file mode 100755
index 000000000..1ec635ee4
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Ankylosaurus.md
@@ -0,0 +1,87 @@
+---
+title: "Ankylosaurus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.XPpkBvkmV55EwAXg"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/dinosaur
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Ankylosaurus"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Ankylosaurus"
+level: "Creature 6"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+trait_02: [[dinosaur]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +17"
+abilityMods: [7, 0, 4, -4, 2, -1]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +16, __Ref__ +10, __Will__ +12"
+hp: 90
+health:
+ - name: ""
+ - name: HP
+ desc: "90"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+17 (backswing, reach 15 feet)\n__Damage__ 2d8 + 7 bludgeoning plus punishing-tail"
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+17 (reach 10 feet)\n__Damage__ 2d6 + 7 bludgeoning"
+
+ - name: "Punishing Tail"
+ desc: " A creature struck by the ankylosaurus's tail must attempt a DC 24 Fortitude check save.\n\nOn a failure, it's [[Conditions/Stunned|Stunned 1]]; on a critical failure, it's [[Conditions/Stunned|Stunned 3]]."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Medium or smaller, foot, DC 24 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+```
+
+```encounter-table
+name: Ankylosaurus
+creatures:
+ - 1: Ankylosaurus
+```
+
+
+
+Squat, heavily armored quadrupeds, ankylosauruses are stubborn and irascible. Although they're herbivores, ankylosauruses have been known to attack trespassers simply out of ill temper.
+
+Ankylosauruses have few natural predators, as their bony hides are covered in spiked nubs that jut in many different directions to discourage larger creatures from biting them. An ankylosaurus is about 30 feet long, 10 feet tall at the shoulder, and weighs over 3 tons.
+
+* * *
+
+Remnants from the world's primeval era, these enormous reptilian animals still exist in large numbers in remote wildernesses or underground in magical Darklands caverns. Lizardfolk, orcs, giants, and other humanoids who live near dinosaurs use the animals as mounts, guards, or hunting beasts. Occasionally, rich nobles will collect dinosaurs to display them in menageries, which almost inevitably leads to cast-offs being nursed back to health by druids and other champions of nature. When dinosaurs establish themselves in regions outside their normal habitats, it's often the result of a large collection being released.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Aolaz.md b/content/mechanics/srd/Bestiary/Monster Core/Aolaz.md
new file mode 100755
index 000000000..e28cad499
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Aolaz.md
@@ -0,0 +1,96 @@
+---
+title: "Aolaz"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ASuZP2gOGCCbZros"
+tags:
+ - pf2e/creature/type/construct
+ - pf2eMonster
+ - pf2e/creature/level/18
+ - remaster
+statblock: inline
+name: "Aolaz"
+level: 18
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Aolaz"
+level: "Creature 18"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[construct]]
+modifier: 33
+perception:
+ - name: "Perception"
+ desc: "+33; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +35"
+abilityMods: [9, 4, 8, -4, 6, 3]
+speed: 50 feet, fly 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 42
+armorclass:
+ - name: AC
+ desc: "42; __Fort__ +35, __Ref__ +27, __Will__ +31"
+hp: 255
+health:
+ - name: ""
+ - name: HP
+ desc: "255; __Immunities__ sonic, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; __Resistances__ physical 15 (except adamantine)"
+abilities_top:
+ - name: ""
+
+ - name: "Flawless Hearing"
+ desc: " An aolaz has an incredible sense of hearing. It can hear any sound made within 1,000 feet as though it were only 5 feet away from the source of the sound, and any sound within 1 mile as though it were only 30 feet away from the source of the sound. An aolaz's hearing is a precise sense."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Trunk"
+ desc: "+35 (magical, reach 20 feet, sweep, trip)\n__Damage__ 5d10 + 17 bludgeoning plus grab"
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+33 (magical, reach 10 feet)\n__Damage__ 5d8 + 15 bludgeoning"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 40, attack +30\n__Constant__ __(9th)__ _[[Spells/Fly|Fly]]_, _[[Spells/Water Walk|Water Walk]]_"
+
+ - name: "Roll"
+ desc: "`pf2:1` The aolaz tucks its head down and rolls up into an armored sphere. While Rolling, an aolaz has AC 44, Fort +37, Ref +29, Will +33, and Speed 100 feet, but it can't use its trunk Strikes or its Ultrasonic Blast. It can make foot Strikes while rolling, but only as part of a [[Bestiary Ability Glossary/Trample|Trample]]. The aolaz can use this action again to unroll and resume its standing form."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Huge or smaller, foot, DC 40 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+ - name: "Ultrasonic Blast"
+ desc: "`pf2:1` (arcane,sonic) The aolaz releases a tremendous blast of sonic energy from its trunk in a 150-foot line, dealing 12d10 sonic damage. The frequency of this sound is such that it is completely imperceptible to humanoids, but the damage it wreaks is all too evident. Each creature in the area must attempt a DC 40 Fortitude check save.\n\nThe aolaz can't use Ultrasonic Blast again for 1d4 rounds.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half damage and is [[Conditions/Stunned|Stunned 1]].\n\n**Failure** The creature takes full damage and is [[Conditions/Stunned|Stunned 2]].\n\n**Critical Failure** The creature takes double damage and is [[Conditions/Stunned|Stunned 3]]."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Aolaz
+creatures:
+ - 1: Aolaz
+```
+
+
+
+Aolazes are great beasts carved from stone and metal and magically imbued with the essence of life. The exact means of their creation is a long-lost secret, and they are so rare that scholars have little opportunity to study active specimens. The best-known aolazes are museum pieces or battlefield relics destroyed or deactivated centuries ago, though fragmented records suggest that many more were made and might remain, yet to be unearthed.
+
+Most aolazes are built in the shape of great land-bound beasts, such as elephants, rhinoceroses, or dinosaurs. Regardless of the specific creature an aolaz has been constructed to resemble, it is not bound to walk the earth like its inspirations are—it's imbued with the magical ability to pursue across water and even through the air. Few can escape an aolaz's wrath once it is earned.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Arbiter.md b/content/mechanics/srd/Bestiary/Monster Core/Arbiter.md
new file mode 100755
index 000000000..58c005bbd
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Arbiter.md
@@ -0,0 +1,88 @@
+---
+title: "Arbiter"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.eRM5VMtvPWQfqKxK"
+tags:
+ - pf2e/creature/type/aeon
+ - pf2e/creature/type/monitor
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Arbiter"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Arbiter"
+level: "Creature 1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[aeon]]
+trait_02: [[monitor]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Common, Diabolic, Empyrean, Utopian"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Diplomacy: +6, Stealth: +9, Axis Lore: +5"
+abilityMods: [1, 4, 2, 0, 2, 1]
+speed: 20 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +5, __Ref__ +7, __Will__ +7; +1 status to all saves vs. magic"
+hp: 22
+health:
+ - name: ""
+ - name: HP
+ desc: "22; __Immunities__ death effects, disease, emotion, poison, unconscious; __Resistances__ electricity 3"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Shortsword|Shortsword]]"
+ - name: "Locate Aeon"
+ desc: " An arbiter can always sense the direction of the nearest non-arbiter aeon on the plane, but it can't sense the range to the aeon."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Shortsword"
+ desc: "+7 (agile, finesse, magical, reach 0 feet, versatile s)\n__Damage__ 1d6 + 1 piercing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 17, attack +9; __4th __ _[[Spells/Read Omens|Read Omens]]_; __1st __ _[[Spells/Command|Command]]_, _[[Spells/Mending|Mending (x3)]]_, _[[Spells/Sanctuary|Sanctuary]]_"
+
+ - name: "Electrical Burst"
+ desc: "`pf2:2` (divine,electricity) The arbiter releases an electrical burst from its body that deals 3d6 electricity damage to all creatures in a 10-foot emanation, with a DC 17 Reflex check save. The arbiter is then [[Conditions/Stunned|Stunned]] for 24 hours."
+
+```
+
+```encounter-table
+name: Arbiter
+creatures:
+ - 1: Arbiter
+```
+
+
+
+These spherical aeons are scouts and diplomats. Found throughout the multiverse, they have traditionally kept watch over chaos and its agents. With the announcement of the Convergence, many arbiters now serve as go-betweens among the aeon alliance and its mortal associates.
+
+* * *
+
+Aeons have always been the caretakers of reality and defenders of the natural order of balance. Each type of aeon takes on some form of duality in its manifestation and works either to shape the multiverse within the aspects of this duality in some way, or to correct imbalances to the perfect order of existence. Aeons' machinations can raise a nation, raze it, or restore it from ruin. Their reasons are their own, and they rarely share their motivations with others—through their strange envisioning mode of communication, they simply create the results they insist are necessary to maintain the balance of the multiverse.
+
+As a result of recent shifts in reality, aeons have begun to reassert a presence in the perfect planar city of Axis. To aeons, this is merely the latest in a recurring cycle, albeit one that mortals have not yet borne witness to. Aeons have a name for this cyclic return, in which they welcome their industrious axiomite brethren back to their fold: the Convergence. At the onset of the Convergence, a council of pleroma aeons appeared in the Eternal City of Axis, where they revealed that axiomites were wayward aeons, split off long ago to pursue the act of creation. With the latest cycle of change, it was time for axiomites—and their mortal creations and kin—to rejoin the aeon cause. While most axiomites fell in line, realizing perhaps on a fundamental level of reality that what the aeons said was the truth, some refused to heed the call and waited for the wrath of the aeons. That wrath has yet to come. The dual-natured aeons have responded to those who have declined in confusing ways. With some they treat and even bargain, while a handful of others they have destroyed, and a few have been exterminated by the axiomites. But most of these quiet insurgents they leave alone, allowing these axiomites to continue to create in peace. How—or if—this Convergence will end is as little understood as aeons themselves.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Arboreal Regent.md b/content/mechanics/srd/Bestiary/Monster Core/Arboreal Regent.md
new file mode 100755
index 000000000..830283a44
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Arboreal Regent.md
@@ -0,0 +1,99 @@
+---
+title: "Arboreal Regent"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.SGuyPb68qSF0WDLn"
+tags:
+ - pf2e/creature/type/plant
+ - pf2e/creature/type/wood
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Arboreal Regent"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Arboreal Regent"
+level: "Creature 8"
+
+alignment: ""
+size: "huge"
+trait_01: [[plant]]
+trait_02: [[wood]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Low-Light Vision"
+languages: "Arboreal, Common, Fey; Speak with Plants"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +19, Diplomacy: +16, Intimidation: +16, Nature: +18, Stealth: +11"
+abilityMods: [7, -1, 6, 1, 4, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +20, __Ref__ +11, __Will__ +16"
+hp: 150
+health:
+ - name: ""
+ - name: HP
+ desc: "150; __Weaknesses__ axe vulnerability 5, fire 10; __Resistances__ bludgeoning 5, piercing 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Branch"
+ desc: "+19 (reach 15 feet)\n__Damage__ 2d12 + 7 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Root"
+ desc: "+19 (trip)\n__Damage__ 2d8 + 7 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+19 (brutal, range increment 120 feet)\n__Damage__ 2d10 + 7 bludgeoning"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 26, attack +18\n__Constant__ __(4th)__ _[[Spells/Speak with Plants|Speak with Plants]]_"
+
+ - name: "Awaken Tree"
+ desc: "`pf2:2` (concentrate,primal) The arboreal regent causes a tree within 180 feet to uproot itself and fight as a minion using the statistics for an [[Monster Core/Awakened Tree|Awakened Tree]]. The arboreal regent can control up to two awakened trees at a time, and they can issue commands to both trees as a single action, which has the concentrate and auditory traits."
+
+ - name: "Sunder Objects"
+ desc: " When an arboreal regent damages an item or structure, it deals an additional 2d10 damage to that item or structure."
+
+ - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
+ desc: "`pf2:1` The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
+
+```
+
+```encounter-table
+name: Arboreal Regent
+creatures:
+ - 1: Arboreal Regent
+```
+
+
+
+Arboreal regents—also called treants—are lumbering, solitary creatures responsible for guarding an entire forest. They take an especially long view of affairs and never act brashly or without much deliberation. They occasionally come together in small groups called groves to share news and pass their wisdom down to the arboreal wardens that have sprouted under their watch. In times of grave danger, all the groves in a region may gather for a great months-long meeting to plan and, eventually, act upon a threat.
+
+The typical arboreal regent is 30 feet tall, has a trunk 2 feet in diameter, and weighs 4,500 pounds.
+
+* * *
+
+Arboreals are guardians of the forest and representatives of the trees. As long-lived as the woods they watch over, arboreals consider themselves parents and shepherds of trees rather than their gardeners. Consequently, while arboreals tend to be slow and methodical, they are terrifyingly swift when forced to fight in defense of the woods. Though they rarely seek out the companionship of short-lived folk—even elves are fugacious in the eyes of arboreals—and have an inherent distrust of change, arboreals have been known to tolerate those who seek to learn from their long-winded, rambling monologues, especially if such pupils also express a desire to protect the timberlands. Against those who threaten their realm, such as loggers eager to harvest lumber or settlers aiming to establish croplands or a town, arboreals' wrath is unwavering and devastating. Perhaps ironically, arboreals are gifted at tearing down what others build—a trait that serves vengeful members of their kind well.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Arboreal Warden.md b/content/mechanics/srd/Bestiary/Monster Core/Arboreal Warden.md
new file mode 100755
index 000000000..f1eb2ed19
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Arboreal Warden.md
@@ -0,0 +1,89 @@
+---
+title: "Arboreal Warden"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.tgMXvgpCAiECmuqj"
+tags:
+ - pf2e/creature/type/plant
+ - pf2e/creature/type/wood
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Arboreal Warden"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Arboreal Warden"
+level: "Creature 4"
+
+alignment: ""
+size: "Large"
+trait_01: [[plant]]
+trait_02: [[wood]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Low-Light Vision"
+languages: "Arboreal, Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +13, Stealth: +9"
+abilityMods: [5, 1, 3, 1, 3, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20 (22 with shield raised); __Fort__ +13, __Ref__ +9, __Will__ +11"
+hp: 75
+health:
+ - name: ""
+ - name: HP
+ desc: "75; __Weaknesses__ axe vulnerability 5, fire 10; __Resistances__ bludgeoning 5, piercing 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Longsword|Stone Longsword]], Large Bark Shield"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Shield Block|Shield Block]]"
+ desc: "`pf2:r` **Trigger** The monster has its shield raised and takes damage from a physical attack.\n* * *\n\n**Effect** The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Stone Longsword"
+ desc: "+13 (reach 10 feet)\n__Damage__ 1d8 + 10 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Shield Bash"
+ desc: "+13 ()\n__Damage__ 1d6 + 10 bludgeoning"
+
+ - name: "Shield Push"
+ desc: "`pf2:2` The arboreal warden Strides and then makes a shield bash Strike. If the attack hits, the target is pushed 10 feet."
+
+```
+
+```encounter-table
+name: Arboreal Warden
+creatures:
+ - 1: Arboreal Warden
+```
+
+
+
+Arboreal wardens are the rangers of arboreal society. These itinerant folk have an innate curiosity about the woodlands in which they dwell, and rarely stop to take root and rest in the same part of the forest twice. This wanderlust makes wardens ideal forest patrollers and scouts. While they are robust combatants, they know better than to confront dangerous foes on their own. Instead, they report any dangers to arboreal regents. In rare cases, large groups of arboreal wardens congregate to form a copse. Copses travel beyond the boundaries of a forest to investigate the hinterlands and gather intelligence on potential threats before returning to report their findings. Arboreal wardens do not pretend to understand to other creatures' motives—like most forces of the natural world, they are ambivalent about mortal affairs that do not involve their forest.
+
+* * *
+
+Arboreals are guardians of the forest and representatives of the trees. As long-lived as the woods they watch over, arboreals consider themselves parents and shepherds of trees rather than their gardeners. Consequently, while arboreals tend to be slow and methodical, they are terrifyingly swift when forced to fight in defense of the woods. Though they rarely seek out the companionship of short-lived folk—even elves are fugacious in the eyes of arboreals—and have an inherent distrust of change, arboreals have been known to tolerate those who seek to learn from their long-winded, rambling monologues, especially if such pupils also express a desire to protect the timberlands. Against those who threaten their realm, such as loggers eager to harvest lumber or settlers aiming to establish croplands or a town, arboreals' wrath is unwavering and devastating. Perhaps ironically, arboreals are gifted at tearing down what others build—a trait that serves vengeful members of their kind well.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Army Ant Swarm.md b/content/mechanics/srd/Bestiary/Monster Core/Army Ant Swarm.md
new file mode 100755
index 000000000..884cf4670
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Army Ant Swarm.md
@@ -0,0 +1,82 @@
+---
+title: "Army Ant Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.TJCTSMRpYhL7XdHm"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Army Ant Swarm"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Army Ant Swarm"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[swarm]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7"
+abilityMods: [-2, 4, 4, -5, 2, -4]
+speed: 30 feet, climb 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +13, __Ref__ +11, __Will__ +9"
+hp: 55
+health:
+ - name: ""
+ - name: HP
+ desc: "55; __Immunities__ precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 5, splash damage 5; __Resistances__ bludgeoning 2, piercing 5, slashing 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+ - name: "Cling"
+ desc: "`pf2:r` **Trigger** A creature leaves the swarm's space\n* * *\n\n**Effect** The swarm takes 1d6 untyped damage as ants cling to the creature and continue biting, dealing 3d6 persistent piercing damage. High winds or immersion in water reduces the DC of the flat check to end this persistent damage to 5. Any area damage dealt to the creature destroys these clinging ants."
+
+attacks:
+ - name: ""
+
+ - name: "Swarming Bites"
+ desc: "`pf2:1` Each enemy in the swarm's space takes 3d6 piercing damage (DC 21 Fortitude check save). A creature that fails its save against Swarming Bites becomes [[Conditions/Clumsy|Clumsy 1]] for 1 round. If the creature attempts a concentrate or manipulate action while affected, it must succeed at a DC 5 Flat check or the action is lost; roll the check after spending the action, but before any effects are applied.\n* * *\n\n[[Bestiary Effects/Effect_ Swarming Bites|Effect: Swarming Bites]]"
+
+```
+
+```encounter-table
+name: Army Ant Swarm
+creatures:
+ - 1: Army Ant Swarm
+```
+
+
+
+An army ant swarm is a terrifying carpet of stinging insects that devours all in its path.
+
+* * *
+
+Ants are industrious insects that aid the natural processes of decay and renewal.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Astradaemon.md b/content/mechanics/srd/Bestiary/Monster Core/Astradaemon.md
new file mode 100755
index 000000000..8263fc20a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Astradaemon.md
@@ -0,0 +1,115 @@
+---
+title: "Astradaemon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.JDdAyl9fLdsXFdtA"
+tags:
+ - pf2e/creature/type/daemon
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/16
+ - remaster
+statblock: inline
+name: "Astradaemon"
+level: 16
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Astradaemon"
+level: "Creature 16"
+
+alignment: ""
+size: "Large"
+trait_01: [[daemon]]
+trait_02: [[fiend]]
+trait_03: [[unholy]]
+modifier: 28
+perception:
+ - name: "Perception"
+ desc: "+28; Darkvision, Lifesense 30 Feet, Truesight"
+languages: "Common, Daemonic; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +28, Athletics: +32, Intimidation: +33, Religion: +26, Stealth: +28, Survival: +26"
+abilityMods: [8, 6, 7, 2, 4, 7]
+speed: 60 feet, fly 60 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 39
+armorclass:
+ - name: AC
+ desc: "39; __Fort__ +27, __Ref__ +30, __Will__ +26; +1 status to all saves vs. magic"
+hp: 240
+health:
+ - name: ""
+ - name: HP
+ desc: "240; __Immunities__ death effects, void; __Weaknesses__ holy 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 30 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Bent Light"
+ desc: " (divine,illusion,visual) An astradaemon appears shifted from their true position, though still in the same space. Creatures targeting the astradaemon must succeed at a DC 11 Flat check to do so, as if the astradaemon were [[Conditions/Hidden|Hidden]], even though the astradaemon remains observed.\n\nAbilities that apply to the flat check against hidden creatures also apply against bent light."
+
+ - name: "Soul Siphon"
+ desc: " (aura,divine,force) 30 feet.\n\nAn astradaemon draws power from the souls of the recently slain. If a Small or larger living creature dies within their aura, the astradaemon gains 5 temporary Hit Points and a +1 status bonus to attack and damage rolls for 1 round, unless the creature was slain by an astradaemon's Devour Soul ability.\n\nIncorporeal undead and living spirits that are traveling outside a body take 1d8 spirit damage each round within the daemon's aura as the astradaemon pulls in fragments of their soul.\n\n[[Bestiary Effects/Effect_ Soul Siphon|Effect: Soul Siphon]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+32 (magical, reach 10 feet, unholy)\n__Damage__ 3d6 + 8 piercing plus essence-drain,grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+32 (agile, magical, reach 10 feet, unholy)\n__Damage__ 2d6 + 8 slashing plus essence-drain"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+32 (magical, reach 15 feet, unholy)\n__Damage__ 3d10 + 8 bludgeoning plus essence-drain"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 37, attack +29; __8th __ _[[Spells/Execute|Execute]]_, _[[Spells/Pinpoint|Pinpoint]]_; __7th __ _[[Spells/Interplanar Teleport|Interplanar Teleport (x2)]]_; __5th __ _[[Spells/Translocate|Translocate]]_; __4th __ _[[Spells/Translocate|Translocate (At Will)]]_\n__Constant__ __(6th)__ _[[Spells/Truesight|Truesight]]_"
+
+ - name: "Devour Soul"
+ desc: "`pf2:1` (divine,incapacitation) **Requirements** The astradaemon hasn't used an action with the attack trait yet this turn\n* * *\n\n**Effect** The astradaemon draws out and consumes the soul of a living creature they have [[Conditions/Grabbed|Grabbed]].\n\nThe creature must succeed at a DC 35 Fortitude check save or instantly die. If it dies, the astradaemon gains 10 temporary Hit Points and a +2 status bonus to attack and damage rolls for 1 minute, or for 1 day if the victim was 15th level or higher.\n\nA victim slain in this way can be returned to life normally. A creature that survives is temporarily immune for 1 minute.\n\n[[Bestiary Effects/Effect_ Devour Soul|Effect: Devour Soul]]\n\n[[Bestiary Effects/Effect_ Devour Soul (Victim Level 15 or Higher)|Effect: Devour Soul (Victim Level 15 or Higher)]]"
+
+ - name: "Essence Drain"
+ desc: " (divine,void) When an astradaemon hits with their claw, jaws, or tail, they drain the target's spiritual and vital essences.\n\nThe target takes 2d10 void damage and the astradaemon regains an equal number of Hit Points. The target must succeed at a DC 37 Fortitude check save or become [[Conditions/Doomed|Doomed 1]] and [[Conditions/Drained|Drained 1]]. If the target was already drained or doomed, it instead increases both conditions' value by 1, to a maximum of 4."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Astradaemon
+creatures:
+ - 1: Astradaemon
+```
+
+
+
+These unnerving daemons represent death by direct assault against a soul or life-force. Rarely seen in the mortal Universe, astradaemons spend most of their time hunting the pathways between the living world and the afterlife. There, they capture migrating souls, snatching them from their rightful rewards or punishments and dragging them to Abaddon as tribute to their undying masters. These horrifying predators of the dead can also be found stalking the banks of the River of Souls in the Astral Plane, where they constantly hunt for new victims.
+
+* * *
+
+Denizens of the bleak and terrible plane of Abaddon, daemons are shaped by and devoted to the destruction of life in all its forms. They seek the death of every mortal being by the most painful and horrible means possible, in service to the Apocalypse Riders. Each kind of daemon represents a different way to die, and their powers are nearly always aimed at spreading that particular form of death. Through the use of these powers, they seek to drag all existence down into a pit of hopelessness and despair, and to commit all souls to oblivion.
+
+While mortals who summon daemons usually seek to use the creatures' destructive and corrupting powers for their own ends, daemons always look for ways to spread fear, doubt, and despair wherever they go. Often, daemons disguise their plots as the workings of other fiends, knowing that such confusion compounds mortals' fear and keeps those mortals from bringing the most effective weapons. As a result, learned mortals sometimes refer to daemons as "riders" after their leaders or "soul mongers" after their largest industry.
+
+While many fiends seek to tempt mortals into lives of nihilistic evil to increase their own numbers and power on their native planes, daemons are further driven by a supernatural hunger for mortal souls and use a variety of methods—not least of which is the cacodaemons' soul gems—to entrap them. On Abaddon and in other forbidding places across the multiverse, souls are simultaneously a delicacy, a trade good, and a source of magical power, and the daemons are among the greatest gluttons, merchants, and abusers of this spiritual "resource."
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Athamaru Hunter.md b/content/mechanics/srd/Bestiary/Monster Core/Athamaru Hunter.md
new file mode 100755
index 000000000..662dc6298
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Athamaru Hunter.md
@@ -0,0 +1,97 @@
+---
+title: "Athamaru Hunter"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.cUHo24wUL2aRfWqU"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/locathah
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Athamaru Hunter"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Athamaru Hunter"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[amphibious]]
+trait_02: [[humanoid]]
+trait_03: [[locathah]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Low-Light Vision"
+languages: "Common, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +11, Diplomacy: +5, Nature: +7, Stealth: +8, Survival: +7"
+abilityMods: [4, 3, 0, 1, 2, 0]
+speed: 10 feet, swim 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +7, __Ref__ +10, __Will__ +9"
+hp: 38
+health:
+ - name: ""
+ - name: HP
+ desc: "38"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Crossbow|Crossbow]], [[Equipment/Longspear|Longspear]], [[Equipment/Scale Mail|Scale Mail]], 12x [[Equipment/Bolts|Fan Bolts]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Longspear"
+ desc: "+11 (reach 10 feet)\n__Damage__ 1d8 + 4 piercing"
+
+ - name: "**Ranged** `pf2:1` Crossbow"
+ desc: "+10 (range increment 120 feet, reload 1)\n__Damage__ 1d8 piercing plus fan-bolt"
+
+ - name: "Cooperative Hunting"
+ desc: " After the hunter attempts a Strike at a Large or larger target (regardless of success or failure), the next Strike one of the hunter's allies makes against the same target gains a +2 circumstance bonus to the attack roll."
+
+ - name: "Fan Bolt"
+ desc: " The hunter prepares their hooked crossbow bolts with carefully woven seaweed.\n\nOn a successful crossbow Strike, the bolt embeds and the seaweed fan deploys. The target takes a -10-foot status penalty to its swim Speed. A creature can Interact to attempt a DC 18 Athletics check check, removing the bolt on a success.\n\n[[Bestiary Effects/Effect_ Fan Bolt|Effect: Fan Bolt]]"
+
+ - name: "Hunt Prey"
+ desc: "`pf2:1` (concentrate) The athamaru hunter designates a single creature they can see and hear, or one they're Tracking, as their prey. The hunter gains a +2 circumstance bonus to Perception checks to [[Actions/Seek|Seek]] the prey and to Survival checks to [[Actions/Track|Track]] the prey.\n\nThe first time the athamaru hits their designated prey in a round, they deal an additional 1d8 precision damage. These effects last until the hunter uses Hunt Prey again."
+
+ - name: "Pack Attack"
+ desc: " The hunter's Strikes deal an additional 1d8 damage to creatures within reach of at least two of the hunter's allies."
+
+ - name: "Smooth Swimmer"
+ desc: " The athamaru hunter ignores difficult terrain caused by aquatic terrain features."
+
+```
+
+```encounter-table
+name: Athamaru Hunter
+creatures:
+ - 1: Athamaru Hunter
+```
+
+
+
+Deep in the sea, schools of athamarus—piscine humanoids armed with spears and specialized crossbows—stalk sharks, sea serpents, and giant squid from the backs of their giant moray eel mounts. The first hunters to strike are armed with barbed harpoons that deploy large fans of seaweed, slowing and exhausting their prey. A daring few athamarus use the embedded harpoon as a handle to ride prey for a short time. Once the creature is tired, remaining hunters finish it with longspears. Athamarus developed this hunting tradition to forge skilled warriors and deter potential attackers, partially in response to centuries of oppression and mistreatment from other aquatic cultures.
+
+Athamarus rarely hunt land-dwellers, instead offering to trade their services as guides in exchange for metal and ceramic items they can't build underwater—and for tubers, which they consider earthy delicacies. They render aid to damaged sailing ships and rescue shipwrecked sailors, providing food and guidance.
+
+Athamaru communities—usually villages of 200 individuals or fewer—are matriarchal. The ruler of a given community is also the primary egg-layer, providing each generation with powerful familial bonds. The communities are tight-knit and loyal. Matriarchs are advised and assisted by primal spellcasters and healers.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Augnagar.md b/content/mechanics/srd/Bestiary/Monster Core/Augnagar.md
new file mode 100755
index 000000000..1fb1c4f80
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Augnagar.md
@@ -0,0 +1,101 @@
+---
+title: "Augnagar"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.HWG4JnjLmIkl8k79"
+tags:
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/qlippoth
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/14
+ - remaster
+statblock: inline
+name: "Augnagar"
+level: 14
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Augnagar"
+level: "Creature 14"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[fiend]]
+trait_02: [[qlippoth]]
+trait_03: [[unholy]]
+modifier: 27
+perception:
+ - name: "Perception"
+ desc: "+27; Darkvision, Scent (Imprecise) 30 Feet, Truesight"
+languages: "Chthonian; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +27, Athletics: +28, Intimidation: +26"
+abilityMods: [8, 5, 8, -2, 5, 4]
+speed: 40 feet, climb 40 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +28, __Ref__ +23, __Will__ +25"
+hp: 225
+health:
+ - name: ""
+ - name: HP
+ desc: "225; __Immunities__ controlled, fear effects; __Resistances__ mental 15, physical 15 (except cold iron)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+28 (magical, reach 10 feet, unholy)\n__Damage__ 3d12 + 14 piercing plus rotting-curse 3d6 bleed plus rotting-curse"
+
+ - name: "**Melee** `pf2:1` Sting"
+ desc: "+28 (agile, finesse, magical, reach 15 feet, unholy)\n__Damage__ 3d8 + 14 slashing 3d6 bleed"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 31, attack +23; __5th __ _[[Spells/Translocate|Translocate (x3)]]_\n__Constant__ __(7th)__ _[[Spells/Truesight|Truesight]]_"
+
+ - name: "Confusing Display"
+ desc: "`pf2:2` (concentrate,emotion,fear,incapacitation,mental,occult,visual) The augnagar's writhing limbs and flesh seethe and squirm in a disorienting and unsettling manner. Creatures in a 30-foot emanation must attempt a DC 34 Will check save, after which they are temporarily immune to further Confusing Displays for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Stupefied|Stupefied 1]] for 1 round.\n\n**Failure** The creature is stupefied 1 and [[Conditions/Confused|Confused]] for 1 minute.\n\n**Critical Failure** As failure, but the creature can't attempt a flat check to recover from confusion whenever it takes damage from an attack or spell."
+
+ - name: "Inhale Vitality"
+ desc: "`pf2:2` (occult,void) **Frequency** once per day\n* * *\n\n**Effect** The augnagar inhales sharply, drawing life force out of creatures in a 50-foot cone. Creatures in the area take 14d6 void damage with a DC 34 Fortitude check save. A creature that fails its save is also [[Conditions/Fatigued|Fatigued]].\n\nIf any creatures take damage from this activity, the augnagar becomes [[Conditions/Quickened|Quickened]] for 1 round, and it can use the extra action only to Stride or Strike."
+
+ - name: "Rotting Curse"
+ desc: " (curse,disease,occult) **Saving Throw** DC 32 Fortitude check\n* * *\n\n**Stage 1** [[Conditions/Drained|Drained 1]] (1 day)\n\n**Stage 2** drained 2 and the creature displays hideous, festering wounds exuding a horrific stench. When the victim takes piercing or slashing damage, creatures within 30 feet must succeed at a DC 32 Fortitude check save or become [[Conditions/Sickened|Sickened 1]]. The victim automatically fails this save (1 day)."
+
+```
+
+```encounter-table
+name: Augnagar
+creatures:
+ - 1: Augnagar
+```
+
+
+
+The brutish and gluttonous augnagar live to feast—preferably on rotten flesh and, when possible, demon flesh. But to them, the greatest delicacy is the flesh of other augnagars. Augnagars have swollen, spiderlike legs with leathery membranes like a bat's wings, and three tails ending in hooked stings perfect for slicing flesh.
+
+An augnagar that gorges sufficiently, especially on other augnagars, can grow so massive it can't even move, thrashing and festering where it lies. It eventually flies into a frenzy of self-cannibalism as it rips apart its own flesh to feast on. From the ruinous remains emerges a thulgant—a smaller but more powerful qlippoth.
+
+* * *
+
+Long before the creatures known as demons came to be the dominant force in the Outer Rifts, qlippoth ruled the innumerable cracks of the Outer Sphere. These inimical creatures are a form of primordial and alien evil that predates mortal life, and most immortal life as well. Since the rise of mortal sin and the associated expansion of demonic life through the Outer Rifts, qlippoth have been driven to their deepest reaches, and they seethe with rancor at the loss of their realms. Yet, rather than directly oppose demons, qlippoth instead turn to the source—mortal sin—and wage an endless war to eradicate all creatures capable of sinful acts so that the demonic tide might be turned back. To ensure they do not bolster their foe's ranks, they enact horrific transformations on their targets, converting their victims into beings incapable of discerning right from wrong; this renders them unable to be judged by Pharasma's courts and thus incapable of becoming fiends. Most mortals consider the ministrations of a qlippoth to be far worse than any fate awaiting them in the afterlife.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Awakened Tree.md b/content/mechanics/srd/Bestiary/Monster Core/Awakened Tree.md
new file mode 100755
index 000000000..d4368c6e6
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Awakened Tree.md
@@ -0,0 +1,79 @@
+---
+title: "Awakened Tree"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.YFuglS9tbntzpmiw"
+tags:
+ - pf2e/creature/type/plant
+ - pf2e/creature/type/wood
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Awakened Tree"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Awakened Tree"
+level: "Creature 6"
+
+alignment: ""
+size: "huge"
+trait_01: [[plant]]
+trait_02: [[wood]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Low-Light Vision"
+languages: "Arboreal; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +14, Stealth: +9"
+abilityMods: [6, -1, 6, -5, 3, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +16, __Ref__ +9, __Will__ +13"
+hp: 100
+health:
+ - name: ""
+ - name: HP
+ desc: "100; __Weaknesses__ axe vulnerability 5, fire 10; __Resistances__ bludgeoning 5, piercing 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Branch"
+ desc: "+16 (reach 15 feet)\n__Damage__ 2d8 + 6 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Root"
+ desc: "+16 (trip)\n__Damage__ 2d6 + 6 bludgeoning"
+
+```
+
+```encounter-table
+name: Awakened Tree
+creatures:
+ - 1: Awakened Tree
+```
+
+
+
+Arboreal regents and other wielders of powerful primal magic grant temporary sentience to trees in order to protect the forest. Invested with a workable set of instincts and the ability to mobilize and attack, these awakened trees follow the commands of their master and fight to protect their home. The statistics below work just as well for foliage that has become animate via other methods, such as a mystical influence from another dimension, a capricious fey spirit, or the like.
+
+* * *
+
+Arboreals are guardians of the forest and representatives of the trees. As long-lived as the woods they watch over, arboreals consider themselves parents and shepherds of trees rather than their gardeners. Consequently, while arboreals tend to be slow and methodical, they are terrifyingly swift when forced to fight in defense of the woods. Though they rarely seek out the companionship of short-lived folk—even elves are fugacious in the eyes of arboreals—and have an inherent distrust of change, arboreals have been known to tolerate those who seek to learn from their long-winded, rambling monologues, especially if such pupils also express a desire to protect the timberlands. Against those who threaten their realm, such as loggers eager to harvest lumber or settlers aiming to establish croplands or a town, arboreals' wrath is unwavering and devastating. Perhaps ironically, arboreals are gifted at tearing down what others build—a trait that serves vengeful members of their kind well.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Axiomite.md b/content/mechanics/srd/Bestiary/Monster Core/Axiomite.md
new file mode 100755
index 000000000..6ea6dd0d6
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Axiomite.md
@@ -0,0 +1,95 @@
+---
+title: "Axiomite"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.rtz7PrqgFeS44blx"
+tags:
+ - pf2e/creature/type/aeon
+ - pf2e/creature/type/monitor
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Axiomite"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Axiomite"
+level: "Creature 8"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aeon]]
+trait_02: [[monitor]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision"
+languages: "Chthonian, Common, Diabolic, Draconic, Empyrean, Utopian"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Crafting: +21, Diplomacy: +15, Occultism: +17, Religion: +17, Axis Lore: +17"
+abilityMods: [5, 4, 3, 5, 5, 3]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +13, __Ref__ +16, __Will__ +18; +1 status to all saves vs. magic"
+hp: 155
+health:
+ - name: ""
+ - name: HP
+ desc: "155; __Immunities__ disease, emotion, fear effects; __Resistances__ electricity 10, mental 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Warhammer|+1 Striking Warhammer]], [[Equipment/Artisan's Toolkit (Sterling)|Artisan's Toolkit (Sterling)]]"
+ - name: "[[Bestiary Ability Glossary/At-Will Spells|At-Will Spells]]"
+ desc: " The monster can cast its at-will spells any number of times without using up spell slots."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Warhammer"
+ desc: "+20 (magical, shove)\n__Damage__ 2d8 + 11 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+17 (agile, magical)\n__Damage__ 2d8 + 9 bludgeoning"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 27, attack +17; __5th __ _[[Spells/Telekinetic Haul|Telekinetic Haul]]_; __4th __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Lightning Bolt|Lightning Bolt (x3)]]_; __3rd __ _[[Spells/Haste|Haste (x3)]]_, _[[Spells/Paralyze|Paralyze]]_; __2nd __ _[[Spells/Telekinetic Maneuver|Telekinetic Maneuver]]_; __1st __ _[[Spells/Sure Strike|Sure Strike (At Will)]]_\n__Cantrips__ __(4th)__ _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_"
+
+ - name: "Crystalline Dust Form"
+ desc: "`pf2:1` (polymorph) The axiomite shifts their form to a cloud of crystalline dust in which strange symbols and equations flash.\n\nThey gain a fly Speed of 40 feet and can fit through even tiny apertures, similar to vapor form. They can cast spells but can't make melee or ranged attacks.\n\nThe axiomite can [[Actions/Dismiss|Dismiss]] this form to return to humanoid form."
+
+```
+
+```encounter-table
+name: Axiomite
+creatures:
+ - 1: Axiomite
+```
+
+
+
+According to axiomites, their kind rose from the raw mathematical underpinnings of the universe, manifesting as great builders who created the ancient, colossal cities of the Outer Planes. According to aeons, axiomites are part of the Monad, having both risen from and rebelled against it long ago. Since the Convergence, most axiomites have recognized this as a fundamental truth, particularly after the aeons showed the axiomites how the Utopian language has formed as an amalgam of aeon envisioning and formulaic mathematical expression. Most axiomites live in the perfect city of Axis, which they continually act to improve, thus refining the concept of perfection itself.
+
+A particular axiomite may look like any humanoid creature, though the particular form it takes on does not affect its abilities. Beneath this assumed form, all axiomites are the same—clouds of glowing, crystalline dust that constantly swirl and congeal into complex tangles of symbols and equations, evincing axiomite existence as literal creatures of pure mathematical law.
+
+Axiomites arise from the souls of mortals fascinated with the underpinnings of their Universe, particularly those who were, in life, mathematicians, architects, crafters, or philosophers. While these souls do not retain any memories of their lives in the transition into axiomites, their life skills and experiences nevertheless serve as a valuable metaphysical resource during formation.
+
+* * *
+
+Aeons have always been the caretakers of reality and defenders of the natural order of balance. Each type of aeon takes on some form of duality in its manifestation and works either to shape the multiverse within the aspects of this duality in some way, or to correct imbalances to the perfect order of existence. Aeons' machinations can raise a nation, raze it, or restore it from ruin. Their reasons are their own, and they rarely share their motivations with others—through their strange envisioning mode of communication, they simply create the results they insist are necessary to maintain the balance of the multiverse.
+
+As a result of recent shifts in reality, aeons have begun to reassert a presence in the perfect planar city of Axis. To aeons, this is merely the latest in a recurring cycle, albeit one that mortals have not yet borne witness to. Aeons have a name for this cyclic return, in which they welcome their industrious axiomite brethren back to their fold: the Convergence. At the onset of the Convergence, a council of pleroma aeons appeared in the Eternal City of Axis, where they revealed that axiomites were wayward aeons, split off long ago to pursue the act of creation. With the latest cycle of change, it was time for axiomites—and their mortal creations and kin—to rejoin the aeon cause. While most axiomites fell in line, realizing perhaps on a fundamental level of reality that what the aeons said was the truth, some refused to heed the call and waited for the wrath of the aeons. That wrath has yet to come. The dual-natured aeons have responded to those who have declined in confusing ways. With some they treat and even bargain, while a handful of others they have destroyed, and a few have been exterminated by the axiomites. But most of these quiet insurgents they leave alone, allowing these axiomites to continue to create in peace. How—or if—this Convergence will end is as little understood as aeons themselves.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Azarketi Crab Catcher.md b/content/mechanics/srd/Bestiary/Monster Core/Azarketi Crab Catcher.md
new file mode 100755
index 000000000..b4a50843d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Azarketi Crab Catcher.md
@@ -0,0 +1,88 @@
+---
+title: "Azarketi Crab Catcher"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.GGfyfYgi5Gl1XDew"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/azarketi
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/0
+ - remaster
+statblock: inline
+name: "Azarketi Crab Catcher"
+level: 0
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Azarketi Crab Catcher"
+level: "Creature 0"
+
+alignment: ""
+size: "Medium"
+trait_01: [[amphibious]]
+trait_02: [[azarketi]]
+trait_03: [[humanoid]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; "
+languages: "Common, Alghollthu"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +4, Diplomacy: +3, Nature: +3, Stealth: +5, Survival: +5, Underwater Lore: +4"
+abilityMods: [2, 3, 2, 0, 1, 1]
+speed: 25 feet, swim 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +6, __Ref__ +9, __Will__ +3"
+hp: 15
+health:
+ - name: ""
+ - name: HP
+ desc: "15"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Dagger|Dagger]], Crab Cage, 5x [[Equipment/Sack|Sack]]"
+abilities_mid:
+ - name: ""
+ - name: "Hydration"
+ desc: " Azarketi must regularly submerge themselves in water to rehydrate their water-acclimated skin. After the first 24 hours outside of water, they gain a –1 status penalty to Fortitude saves as their skin cracks and their gills become painful. After 48 hours, they begin to suffocate until returned to water."
+
+ - name: "Swim Away"
+ desc: "`pf2:r` **Requirements** The azarketi crab catcher is swimming\n\n**Trigger** The azarketi crab catcher is targeted with an attack and can see the attacker\n* * *\n\n**Effect** The azarketi crab catcher gains a +2 circumstance bonus to AC against the triggering attack. After the attack, they Swim 5 feet."
+
+attacks:
+ - name: ""
+
+ - name: "**Ranged** `pf2:1` Dagger"
+ desc: "+7 (agile, finesse, thrown 10 ft., versatile s)\n__Damage__ 1d4 + 2 piercing"
+
+ - name: "**Ranged** `pf2:1` Dagger"
+ desc: "+7 (agile, finesse, thrown 10 ft., versatile s)\n__Damage__ 1d4 + 2 piercing"
+
+```
+
+```encounter-table
+name: Azarketi Crab Catcher
+creatures:
+ - 1: Azarketi Crab Catcher
+```
+
+
+
+The average azarketi citizen in Absalom makes a living fishing or catching crabs.
+
+* * *
+
+Azarketis, also known as gillmen, can be found all over Golarion, with a particularly high concentration around Absalom and the Inner Sea. Descendants of the ancient Azlanti, the azarketis survived the cataclysm of Earthfall by fleeing into the ocean, where they were warped into amphibious forms by the alghollthu.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Azarketi Tide Tamer.md b/content/mechanics/srd/Bestiary/Monster Core/Azarketi Tide Tamer.md
new file mode 100755
index 000000000..2b035614a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Azarketi Tide Tamer.md
@@ -0,0 +1,94 @@
+---
+title: "Azarketi Tide Tamer"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.eLS5qgL2hTySvNx5"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/azarketi
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/7
+ - remaster
+statblock: inline
+name: "Azarketi Tide Tamer"
+level: 7
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Azarketi Tide Tamer"
+level: "Creature 7"
+
+alignment: ""
+size: "Medium"
+trait_01: [[amphibious]]
+trait_02: [[azarketi]]
+trait_03: [[humanoid]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; "
+languages: "Common, Alghollthu"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +15, Intimidation: +15, Nature: +12, Stealth: +15, Survival: +14, Underwater Lore: +11"
+abilityMods: [4, 4, 2, 0, 1, 2]
+speed: 25 feet, swim 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +15, __Ref__ +18, __Will__ +12"
+hp: 115
+health:
+ - name: ""
+ - name: HP
+ desc: "115"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Trident|+1 Trident]], [[Equipment/Hand Crossbow|Hand Crossbow]], [[Equipment/Studded Leather Armor|Studded Leather Armor]], 20x [[Equipment/Bolts|Bolts]]"
+abilities_mid:
+ - name: ""
+ - name: "Hydration"
+ desc: " Azarketi must regularly submerge themselves in water to rehydrate their water-acclimated skin. After the first 24 hours outside of water, they gain a –1 status penalty to Fortitude saves as their skin cracks and their gills become painful. After 48 hours, they begin to suffocate until returned to water."
+
+ - name: "Speaker of the Oceans"
+ desc: " An azarketi tide tamer can speak with animals that have the aquatic or amphibious trait."
+
+attacks:
+ - name: ""
+
+ - name: "**Ranged** `pf2:1` Trident"
+ desc: "+18 (thrown 20 ft.)\n__Damage__ 1d8 + 7 piercing"
+
+ - name: "**Ranged** `pf2:1` Trident"
+ desc: "+18 (thrown 20 ft.)\n__Damage__ 1d8 + 7 piercing"
+
+ - name: "**Ranged** `pf2:1` Hand Crossbow"
+ desc: "+17 (range increment 60 feet, reload 1)\n__Damage__ 1d6 piercing"
+
+ - name: "Aquatic Predator"
+ desc: " An azarketi deals 2d8 additional damage on a successful weapon Strike while they are underwater."
+
+```
+
+```encounter-table
+name: Azarketi Tide Tamer
+creatures:
+ - 1: Azarketi Tide Tamer
+```
+
+
+
+The most ambitious and capable azarketis become tide tamers, learning how to speak with and train aquatic animals.
+
+* * *
+
+Azarketis, also known as gillmen, can be found all over Golarion, with a particularly high concentration around Absalom and the Inner Sea. Descendants of the ancient Azlanti, the azarketis survived the cataclysm of Earthfall by fleeing into the ocean, where they were warped into amphibious forms by the alghollthu.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Azuretzi.md b/content/mechanics/srd/Bestiary/Monster Core/Azuretzi.md
new file mode 100755
index 000000000..487cd037f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Azuretzi.md
@@ -0,0 +1,116 @@
+---
+title: "Azuretzi"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.q9uPqOkXI9I30noc"
+tags:
+ - pf2e/creature/type/monitor
+ - pf2e/creature/type/protean
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Azuretzi"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Azuretzi"
+level: "Creature 5"
+
+alignment: ""
+size: "Small"
+trait_01: [[monitor]]
+trait_02: [[protean]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: "Chthonian, Empyrean, Protean"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Arcana: +11, Deception: +13, Performance: +13, Stealth: +13, Survival: +11, Thievery: +13"
+abilityMods: [2, 4, 4, 4, 2, 4]
+speed: 25 feet, fly 25 feet, swim 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +11, __Ref__ +15, __Will__ +11; +1 status to all saves vs. magic"
+hp: 75
+health:
+ - name: ""
+ - name: HP
+ desc: "75, (fast healing 2); __Resistances__ precision 5, protean anatomy 8"
+abilities_top:
+ - name: ""
+
+ - name: "Entropy Sense"
+ desc: " (divine,prediction) An azureti can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants them the ability to sense creatures within the listed range. [[Spells/Veil of Privacy|Veil of Privacy]] prevents a creature from being detected via entropy sense automatically (without a counteract check)."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 2]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+ - name: "[[Creature Family Ability Glossary/(Protean) Protean Anatomy|Protean Anatomy]]"
+ desc: " (divine) An azureti's vital organs shift and change shape and position constantly. Immediately after the azureti takes acid, electricity, or sonic damage, they gain the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case their resistance changes to match that type), whichever comes first.\n\nThe azureti is immune to polymorph effects unless they're a willing target. If [[Conditions/Blinded|Blinded]] or [[Conditions/Deafened|Deafened]], the azureti automatically recovers at the end of their next turn as new sensory organs grow to replace the compromised ones.\n\n[[Bestiary Effects/Effect_ Protean Anatomy|Effect: Protean Anatomy]]"
+
+ - name: "Spell Pilfer"
+ desc: "`pf2:r` **Trigger** A creature with an active spell effect within 30 feet of the azuretzi fails to resist another azuretzi's Mocking Touch\n* * *\n\n**Effect** The azuretzi attempts a Thievery check check to counteract one spell affecting the target creature. On a success, the azuretzi transfers the spell effect to themself, keeping the same remaining duration. The target then becomes temporarily immune to Spell Pilfer for 24 hours."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+15 (finesse, magical)\n__Damage__ 2d10 + 5 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+15 (agile, finesse, magical)\n__Damage__ 2d8 + 5 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+13 (magical, reach 15 feet)\n__Damage__ 2d12 + 5 bludgeoning plus grab"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 22, attack +12; __4th __ _[[Spells/Translocate|Translocate]]_; __3rd __ _[[Spells/Crisis of Faith|Crisis of Faith]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Shatter|Shatter]]_; __2nd __ _[[Spells/Laughing Fit|Laughing Fit]]_\n__Constant__ __(4th)__ _[[Spells/Unfettered Movement|Unfettered Movement]]_"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d12+5 bludgeoning, DC 21 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Mimic Form"
+ desc: "`pf2:2` (concentrate,divine,polymorph) As Change Shape, but an azuretzi can assume the form of a Medium or smaller creature. They can mimic a specific creature they can see, but they must succeed at a DC 25 Perception check check or the attempt is disrupted. The azuretzi can transform into the same creature again without a check but can retain the details of only one specific appearance at a time. The azuretzi can Dismiss the effect as a free action to return to their natural form.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Mocking Touch"
+ desc: "`pf2:2` (divine) **Requirements** The azuretzi is not currently using Mocking Touch on a spell\n* * *\n\n**Effect** The azuretzi mocks a creature's magical ability with a touch. The azuretzi attempts a Thievery check check against the target's Will DC.\n* * *\n\n**Critical Success** The azuretzi learns all spells of 3rd rank or lower the target has available to cast and chooses one. The azuretzi gains that spell as a mock divine innate spell and can cast it once as an innate divine spell using their own DC and spell attack modifier. The spell is lost if unused after 24 hours. The creature can't cast the mock spell until the azuretzi casts it first or the 24 hour period passes, whichever comes first.\n\n**Success** As critical success, but the mock spell is lost after 1 hour, and the creature touched can cast the spell normally.\n\n**Failure** As critical success, but the mock spell is lost at the end of the azuretzi's next turn, and the creature touched can cast the spell normally.\n\n**Critical Failure** Mocking Touch has no effect."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Azuretzi
+creatures:
+ - 1: Azuretzi
+```
+
+
+
+Azuretzis are sinuous, serpentine creatures with daggersharp teeth covered in brilliant blue scales and mottled purple and pink highlights that shimmer in a pareidolic approximation of leering, laughing faces. The Maelstrom's chaotic forces spawn these small proteans from a variety of sources: physical mating between older azuretzis, the paradoxical promotion of bestial naunets, and possibly from mortal petitioners, though these azuretzis may just be confusing putative mortal memories with experiences gained from games of mimicry. Never expect azuretzis to operate by any rational, self-consistent rules.
+
+Azuretzis represent the humor of chaos, particularly in the form of mockery and parody via exaggerated mimicry, twisting a target's features into a laughingstock.
+
+* * *
+
+Guardians of disorder and natives of the primal plane of chaos known as the Maelstrom, proteans consider it their calling to spread bedlam and hasten entropic ends. The most powerful proteans are demigods known collectively as the protean lords, although they are mysterious entities whose cults in the Universe tend to be obscure and secretive.
+
+Proteans divide themselves into a loose caste system and possess a dizzying variety of powers. Most proteans have a serpentine body with the head of a primeval beast. Scholars have long been intrigued by this fact—that scions of dissolution and disorder would share so many features—pointing out that there is some semblance of order even in the purest chaos. Others note that the serpentine form is one of the most primeval shapes, perhaps suggesting that in a reality at the dawn of time, such shapes were all that could exist. The proteans themselves have little to say on the matter, which, perhaps ironically, only adds to the confusion and lack of consensus surrounding their kind. After all, if even chaos cannot be trusted to be chaotic, would that not be the purest form of entropy?
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Balisse.md b/content/mechanics/srd/Bestiary/Monster Core/Balisse.md
new file mode 100755
index 000000000..dda89f85c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Balisse.md
@@ -0,0 +1,104 @@
+---
+title: "Balisse"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Co0iR2CDkmap1k68"
+tags:
+ - pf2e/creature/type/angel
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Balisse"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Balisse"
+level: "Creature 8"
+
+alignment: ""
+size: "Medium"
+trait_01: [[angel]]
+trait_02: [[celestial]]
+trait_03: [[holy]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision"
+languages: "Diabolic, Draconic, Empyrean; Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Diplomacy: +17, Religion: +18"
+abilityMods: [5, 2, 4, 1, 6, 5]
+speed: 30 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +16, __Ref__ +12, __Will__ +18; +1 status to all saves vs. magic"
+hp: 145
+health:
+ - name: ""
+ - name: HP
+ desc: "145; __Weaknesses__ unholy 10; __Resistances__ fire 15"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Scimitar|+1 Striking Scimitar]]"
+ - name: "[[Bestiary Ability Glossary/At-Will Spells|At-Will Spells]]"
+ desc: " The monster can cast its at-will spells any number of times without using up spell slots."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Confessor's Aura"
+ desc: " (aura,divine,mental) 20 feet.\n\nCreatures in the balisse's aura are subject to [[Spells/Ring of Truth|Ring of Truth]] (DC 23 Will check). Additionally, if these creatures choose to honestly express their own conflicted feelings, the aura makes it easier for them to put words to those feelings."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Scimitar"
+ desc: "+20 (fire, forceful, holy, magical, sweep)\n__Damage__ 2d6 + 8 slashing 1d6 fire"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 26, attack +18; __4th __ _[[Spells/Cleanse Affliction|Cleanse Affliction]]_, _[[Spells/Divine Wrath|Divine Wrath]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Paralyze|Paralyze]]_; __3rd __ _[[Spells/Clear Mind|Clear Mind (At Will)]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At Will) (Self Only)]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "Rituals"
+ desc: "_Angelic Messenger_, _Atone_, _Geas_"
+
+ - name: "Brand of the Impenitent"
+ desc: "`pf2:2` (curse,divine) **Frequency** once per day\n* * *\n\n**Effect** The balisse marks a creature within their confessor's aura as irredeemable. They can do so only after a failed attempt to convince the creature to repent. The touched creature takes a –1 status penalty to AC and saves, reduces all its resistances by 2, and gains weakness 2 to holy. The duration depends on the target's DC 26 Will check save.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The duration is 1 round.\n\n**Failure** The duration is 1 day.\n\n**Critical Failure** The duration is unlimited.\n* * *\n\n[[Bestiary Effects/Effect_ Brand of the Impenitent|Effect: Brand of the Impenitent]]"
+
+ - name: "Guiding Angel"
+ desc: "`pf2:1` (concentrate,divine) **Requirements** The balisse is [[Conditions/Invisible|Invisible]]\n* * *\n\n**Effect** The balisse spiritually attaches themself to an adjacent mortal who doesn't have the unholy trait. They merge with the mortal's body and are unable to use any of their spells and abilities other than to interact with the mortal. They can [[Actions/Dismiss|Dismiss]] the effect to leave the mortal. While merged, the balisse can either communicate using a bodiless voice only the mortal can hear or can take a form of their choice that only the mortal can see, such as a small angel on the mortal's shoulder."
+
+```
+
+```encounter-table
+name: Balisse
+creatures:
+ - 1: Balisse
+```
+
+
+
+Balisses, or confessor angels, seek to assist mortals ensnared by moral dilemmas or crises of faith. They prefer to guide people to their own decisions rather than demand obedience to a higher cause, as intrinsic belief is even more powerful than unquestioning obedience. While most balisses are fundamentally honest, they use their guiding angel ability to seem less intimidating and decrease the chance the mortal will simply acquiesce to the opinion of an obviously divine being.
+
+While balisses can spring from any soul with suitable patience and strong counsel, they often form from souls of those who performed evil acts but were redeemed. These souls recognize the struggle and shame of those in similar situations, and can offer advice from the heart rather than from rote sympathy. Many serve the goddess Sarenrae, but they can serve other good deities and empyreal lords as well.
+
+* * *
+
+The celestial hosts of angels are messengers and warriors, divided into choirs based on their abilities and purviews. Angels were one of the first creations of the gods, and many still assist their righteous creators throughout the cosmos. Most angels in modern times are not direct creations of the divine, however, instead consisting of ascended mortal souls drawn from the celestial planes.
+
+The majority of unaffiliated angels live in Nirvana, the plane of virtue and enlightenment. Angels who are affiliated with deities dwell in those deities' domains or other areas where that god holds influence. Regardless of residence or service, angels remain benevolent messengers possessed with magical auras to aid their allies.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Bandersnatch.md b/content/mechanics/srd/Bestiary/Monster Core/Bandersnatch.md
new file mode 100755
index 000000000..4be302bd3
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Bandersnatch.md
@@ -0,0 +1,111 @@
+---
+title: "Bandersnatch"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.4gZleMjunv8wCS7m"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/tane
+ - pf2eMonster
+ - pf2e/creature/level/17
+ - remaster
+statblock: inline
+name: "Bandersnatch"
+level: 17
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Bandersnatch"
+level: "Creature 17"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[beast]]
+trait_02: [[tane]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Scent (Precise) 120 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +30, Athletics: +33, Intimidation: +32, Stealth: +32, Survival: +28"
+abilityMods: [9, 6, 6, -4, 6, 6]
+speed: 50 feet, climb 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 41
+armorclass:
+ - name: AC
+ desc: "41; __Fort__ +32, __Ref__ +30, __Will__ +27; +1 status to all saves vs. magic"
+hp: 335
+health:
+ - name: ""
+ - name: HP
+ desc: "335, fast healing 15; __Immunities__ confused"
+abilities_top:
+ - name: ""
+
+ - name: "Planar Acclimation"
+ desc: " The bandersnatch treats the plane it is on as its home plane."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 15]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+ - name: "Confusing Gaze"
+ desc: " (aura,emotion,mental,primal,visual) 20 feet.\n\nWhen a creature ends its turn in the aura, it must succeed at a DC 35 Will check save or become [[Conditions/Confused|Confused]] for 1 round."
+
+ - name: "Quick Recovery"
+ desc: " The bandersnatch recovers with frightening speed. At the end of its turn, it reduces the value of one debilitating condition it suffers (with the exception of dying) by 1. If it's [[Conditions/Blinded|Blinded]], [[Conditions/Dazzled|Dazzled]], [[Conditions/Deafened|Deafened]], [[Conditions/Fatigued|Fatigued]], [[Conditions/Fleeing|Fleeing]], or petrified, it can instead succeed at a DC 16 Flat check to end one of these conditions of its choice; it can't use quick recovery on other conditions that lack values."
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike (Tail Only)]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+34 (magical, reach 15 feet)\n__Damage__ 3d12 + 19 piercing"
+
+ - name: "**Melee** `pf2:1` Claws"
+ desc: "+34 (agile, magical, reach 15 feet)\n__Damage__ 3d8 + 19 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+34 (fatal d8, magical, reach 20 feet)\n__Damage__ 3d4 + 19 piercing plus pain"
+
+ - name: "**Ranged** `pf2:1` Quill"
+ desc: "+30 (range increment 100 feet)\n__Damage__ 3d4 + 19 piercing plus pain"
+
+ - name: "Focus Gaze"
+ desc: "`pf2:1` (emotion,mental,primal,visual) The bandersnatch fixes its gaze at a creature it can see within 20 feet. The target must immediately attempt a Will save against the bandersnatch's Confusing Gaze. After attempting the save, the creature is temporarily immune to a bandersnatch's Confusing Gaze until the start of the bandersnatch's next turn."
+
+ - name: "Frumious Charge"
+ desc: "`pf2:2` The bandersnatch Strides, ignoring difficult terrain, then makes two claw Strikes at the end of its movement."
+
+ - name: "Lash Out"
+ desc: " At the start of its turn, the bandersnatch gains an additional reaction that can be used only to attempt an Attack of Opportunity."
+
+ - name: "Pain"
+ desc: " A bandersnatch's quills create exceptionally painful wounds. The wounded creature must succeed at a DC 38 Fortitude check save to resist becoming [[Conditions/Drained|Drained 1]] ([[Conditions/Drained|Drained 2]] on a critical failure) by this pain. Further bandersnatch Strikes that cause pain increase the amount of drain by 1 for each failed save to a maximum of drained 4."
+
+ - name: "Relentless Tracker"
+ desc: " The bandersnatch can [[Actions/Track|Track]] while moving at its full speed."
+
+```
+
+```encounter-table
+name: Bandersnatch
+creatures:
+ - 1: Bandersnatch
+```
+
+
+
+Bandersnatches are great six-legged cats with wicked quills running down the length of their bodies down to the tips of their mighty tails. As with other legendary creatures from the First World, such as the jabberwock, bandersnatches belong to the infamous group of creatures known collectively as the "Tane." These terrifying hunters take great delight in taking down other deadly or intelligent predators by perfectly adapting to any environment they find themselves in. A bandersnatch stalks their quarry before lashing out with speed and ferocity. Those who survive a bandersnatch attack will confirm that while the cats' fangs and claws are deadly, their eyes are their greatest weapon of all. A bandersnatch's eyes are constantly shifting in color, intensity, and design, causing those they gaze upon to fall into a confused panic.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Banshee.md b/content/mechanics/srd/Bestiary/Monster Core/Banshee.md
new file mode 100755
index 000000000..79dc94311
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Banshee.md
@@ -0,0 +1,96 @@
+---
+title: "Banshee"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.OI3B1Czj5MOECLeu"
+tags:
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/spirit
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/17
+ - remaster
+statblock: inline
+name: "Banshee"
+level: 17
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Banshee"
+level: "Creature 17"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[incorporeal]]
+trait_02: [[spirit]]
+trait_03: [[undead]]
+trait_04: [[unholy]]
+modifier: 32
+perception:
+ - name: "Perception"
+ desc: "+32; Darkvision"
+languages: "Common, Elven"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +31, Intimidation: +32, Occultism: +25"
+abilityMods: [-5, 6, 2, 0, 7, 7]
+speed: fly 60 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 39
+armorclass:
+ - name: AC
+ desc: "39; __Fort__ +25, __Ref__ +29, __Will__ +32"
+hp: 250
+health:
+ - name: ""
+ - name: HP
+ desc: "250, void healing; __Immunities__ bleed, death effects, disease, paralyzed, paralyzed, poison, precision, unconscious; __Resistances__ all damage 12 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical)"
+abilities_top:
+ - name: ""
+
+ - name: "Hears Heartbeats"
+ desc: " The banshee can hear heartbeats within 60 feet of it as an imprecise sense."
+
+ - name: "Sunlight Powerlessness"
+ desc: " A banshee in sunlight is [[Conditions/Clumsy|Clumsy 2]] and [[Conditions/Stunned|Stunned 2]]."
+
+abilities_mid:
+ - name: ""
+ - name: "Spectral Ripple"
+ desc: " When a banshee Strides at least 10 feet, they're [[Conditions/Concealed|Concealed]] until the start of their next turn."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Hand"
+ desc: "+32 (finesse, magical)\n__Damage__ 4d10 + 14 void plus terrifying-touch"
+
+ - name: "Terrifying Touch"
+ desc: " (emotion,fear,occult) A creature damaged by the banshee's touch that isn't already frightened must attempt a DC 38 Will check save (DC 43 Will check if the attack was a critical hit). If the creature fails its save, it's [[Conditions/Frightened|Frightened 2]]; on a critical failure, the creature also cowers with fear and is [[Conditions/Stunned|Stunned 4]]. If the creature is protected against fear by a spell or magic item, the banshee's touch first attempts to counteract the protection effect, with the effect of a 9th-rank [[Spells/Dispel Magic|Dispel Magic]] spell."
+
+ - name: "Vengeful Spite"
+ desc: "`pf2:r` (occult) **Trigger** A foe critically hits the banshee, or the banshee critically fails their save against a foe's damaging effect\n* * *\n\n**Effect** The banshee lashes back at their tormentor, dealing 4d10+14 mental damage with a DC 38 Will check save and applying the effects of terrifying touch based on the results of the same Will save."
+
+ - name: "Wail"
+ desc: "`pf2:2` (auditory,concentrate,death,occult) The banshee unleashes a soul-chilling [[Spells/Wails of the Damned|Wails of the Damned]] (DC 38 Fortitude check, 8d10 void). This Wail overcomes silence and similar effects of 5th rank or lower. The banshee can instead use Wail as a three-action activity to overcome such effects of up to 8th rank.\n\nThe banshee's Wail resonates for 1 round, and any creature that comes within the area during that time must attempt a save against the effect. A creature can't be affected more than once by the same Wail. The banshee can't Wail again for [[/gmr 1d4 #Recharge Wail]] rounds."
+
+```
+
+```encounter-table
+name: Banshee
+creatures:
+ - 1: Banshee
+```
+
+
+
+Banshees are the furious, tormented souls of those bound to the world by a betrayal that defined the final hours of their lives. Some banshees arise from those who were slain by trusted friends and allies, or whose loved ones betrayed them on their deathbeds. Others spawn from those whose treacherous deeds shortly before their deaths left a stain upon their souls. Regardless of their origin, banshees despise the living. This hatred of life is all too often a horrific inversion of their personalities in life. Some speculate that the more kind-hearted the person (and the more wrenching the betrayal), the crueler the banshee.
+
+Banshees rarely stray far from where they perished and typically haunt thick forests and canopied swamps where little light graces the ground. Many banshees are elves and can be found in the elven nation of Kyonin, specifically in Tanglebriar, the sinister domain of the demon Treerazer. Similarly, a large number of banshees can be found lurking in the frozen wastes in northern Avistan, created from a cruel and widespread betrayal that is centuries old.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Barghest.md b/content/mechanics/srd/Bestiary/Monster Core/Barghest.md
new file mode 100755
index 000000000..c538cad55
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Barghest.md
@@ -0,0 +1,93 @@
+---
+title: "Barghest"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.7gJbkcpYRPA3vCt1"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Barghest"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Barghest"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[beast]]
+trait_02: [[unholy]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Common, Goblin, Fey, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Deception: +11, Diplomacy: +9, Intimidation: +11, Stealth: +10, Survival: +12"
+abilityMods: [5, 2, 3, 2, 2, 3]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +11, __Ref__ +12, __Will__ +8"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50; __Weaknesses__ holy 5; __Resistances__ physical 5 (except cold iron)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Primal Hunt"
+ desc: "`pf2:r` (primal,teleportation) **Trigger** A creature within the barghest's reach takes a move or teleportation action\n* * *\n\n**Effect** After the triggering action, the barghest can teleport up to 60 feet to a space adjacent to that creature."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+13 (agile, unholy)\n__Damage__ 2d6 + 5 slashing plus unhealing-wound"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 21, attack +13; __2nd __ _[[Spells/Invisibility|Invisibility]]_, _[[Spells/Mist|Mist]]_\n__Cantrips__ __(2nd)__ _[[Spells/Figment|Figment]]_, _[[Spells/Light|Light]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph,primal) The barghest takes on the shape of a humanoid, a dog, or its true form. Their size changes to match the new form. When the barghest is a humanoid, their claw Strike deals bludgeoning damage and they lose their jaws Strike. When the barghest is a dog, their Speed changes to 35 feet. Each individual barghest has only one humanoid form and one dog form.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Unhealing Wound"
+ desc: " (curse,primal) A creature damaged by the barghest's claws must succeed at a DC 21 Fortitude check save or be cursed. The cursed creature can't regain Hit Points except via magic until it returns to maximum Hit Points. The creature can attempt a new saving throw against the curse every 24 hours."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Barghest
+creatures:
+ - 1: Barghest
+```
+
+
+
+Barghests are canine beasts that take great joy in the hunt, often lurking near humanoid settlements to find prey that can provide a suitable challenge. Even in the deepest wilderness, barghests choose the most clever or difficult prey, searching endlessly for challenges like giants, nymphs, and unicorns.
+
+More than victory or even the possibility of a meal at the end, barghests enjoy the thrill of the chase and the fear they create within their prey. Particularly terrified targets of a hunting barghest might even be allowed to escape, spreading the terror and enticing hunters who can become the barghest's next victims. A handful of barghests resort to learning magical methods of causing fear directly, though they find such fear hollow and unsatisfying.
+
+Although they rarely tolerate the competition of another barghest's presence, these hunters will happily work with anyone who helps them find prey to torment and kill. This often involves enforcing the will of hags or particularly cruel fey, but a bored barghest might also force a family of weaker humanoids to work as scouts and bait.
+
+Typical barghests often make use of their shapechanging abilities to hide in plain sight, only taking their true forms to frighten their prey and exult in the hunt. However, they are often still exposed by their trail of victims or the curiously unhealing wounds they inflict, even in humanoid form. Tales of powerful barghests with invisible heads are sometimes told in remote and dwindling villages. These barghests generally dispense with hiding as a humanoid or dog, instead terrifying entire communities and openly hunting increasingly dangerous prey. Some also extend this pride to their intellect, insisting on matching wits with their prey or even with those who believe they're hunting the barghest.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Basilisk.md b/content/mechanics/srd/Bestiary/Monster Core/Basilisk.md
new file mode 100755
index 000000000..c0d516e5a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Basilisk.md
@@ -0,0 +1,84 @@
+---
+title: "Basilisk"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.4rZlhDSMlwJWImUs"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Basilisk"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Basilisk"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[beast]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +13, Stealth: +8"
+abilityMods: [4, -1, 5, -3, 2, 1]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +14, __Ref__ +8, __Will__ +11"
+hp: 75
+health:
+ - name: ""
+ - name: HP
+ desc: "75; __Immunities__ petrified"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Petrifying Glance"
+ desc: "`pf2:r` (arcane,aura,visual) 30 feet.\n\n**Trigger** A creature within 30 feet that the basilisk can see starts its turn.\n* * *\n\n**Effect** The target must attempt a DC 20 Fortitude check save. If it fails, it's [[Conditions/Slowed|Slowed 1]] for 1 minute as its body slowly stiffens."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+15 ()\n__Damage__ 2d8 + 4 piercing"
+
+ - name: "Petrifying Gaze"
+ desc: "`pf2:2` (arcane,concentrate,incapacitation,visual) The basilisk stares at a creature it can see within 30 feet. That creature must attempt a DC 22 Fortitude check save. If it fails and has not already been slowed by Petrifying Glance or this ability, it becomes [[Conditions/Slowed|Slowed 1]]. If the creature was already slowed by this ability or Petrifying Glance, a failed save causes the creature to be petrified permanently.\n\nA creature petrified in this manner that is coated (not just splashed) with fresh basilisk blood no more than 1 hour old is instantly restored to flesh. A single basilisk contains enough blood to coat 1d4 Medium creatures in this manner."
+
+```
+
+```encounter-table
+name: Basilisk
+creatures:
+ - 1: Basilisk
+```
+
+
+
+The basilisk is a reptile with a nasty disposition and the ability to turn creatures to stone with its gaze. Folklore holds that, much like the cockatrice, the first basilisks hatched from leathery eggs laid by snakes and incubated by roosters, but little in the basilisk's physiology lends any credence to this claim.
+
+A basilisk prefers to eat petrified flesh. Once a victim has been turned to stone, the basilisk crunches the fossilized corpse with its powerful jaws and lets its potent stomach acids do the rest. This digestive process is extremely slow and inefficient, causing the basilisk to move so lethargically that it appears as if in mid-petrification itself. This has even led to the saying "as slow as a well-fed basilisk." Certainly, basilisks are well-known for their slow gait and slothful nature, but a predator that can turn its prey to stone with a glance hardly has much need for speed.
+
+An adult basilisk is 13 feet long from head to tail and weighs roughly 300 pounds. These reptiles make hissing sounds when moving about that turn to a guttural gurgle when they're agitated.
+
+Though they are normally solitary creatures that come together only to mate and lay eggs, there are periodic reports of regions being infested with unusual numbers of basilisks. What causes these unusual congregations of basilisk activity is a mystery.
+
+For unknown reasons, weasels and ferrets are immune to the basilisk's stare, and they sometimes sneak into basilisk lairs while a parent is hunting in order to consume eggs or freshly hatched young. Some legends suggest that a basilisk's blood can transmute common stones into other materials, but this is likely a case of witnesses misinterpreting the magical restoration of previously petrified creatures or body parts.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Benthic Worm.md b/content/mechanics/srd/Bestiary/Monster Core/Benthic Worm.md
new file mode 100755
index 000000000..dade742c8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Benthic Worm.md
@@ -0,0 +1,109 @@
+---
+title: "Benthic Worm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.bjcdejpDuPnfRQpi"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/15
+ - remaster
+statblock: inline
+name: "Benthic Worm"
+level: 15
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Benthic Worm"
+level: "Creature 15"
+
+alignment: ""
+size: "grg"
+trait_01: [[amphibious]]
+trait_02: [[animal]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision, Tremorsense (Imprecise) 100 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +33, Stealth: +20"
+abilityMods: [10, -1, 8, -5, -1, -1]
+speed: 40 feet, burrow 40 feet, swim 60 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 35
+armorclass:
+ - name: AC
+ desc: "35; __Fort__ +32, __Ref__ +20, __Will__ +23"
+hp: 320
+health:
+ - name: ""
+ - name: HP
+ desc: "320; __Immunities__ immobilized"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 100 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Inexorable"
+ desc: " The benthic worm recovers from the [[Conditions/Paralyzed|Paralyzed]], [[Conditions/Slowed|Slowed]], and [[Conditions/Stunned|Stunned]] conditions at the end of its turn. It's also immune to penalties to its Speeds and the [[Conditions/Immobilized|Immobilized]] condition, and it ignores difficult terrain and greater difficult terrain."
+
+ - name: "Slough Skin"
+ desc: "`pf2:r` **Frequency** once per day\n\n**Trigger** The benthic worm would be affected by a condition or adverse effect (such as [[Spells/Cursed Metamorphosis|Cursed Metamorphosis]])\n* * *\n\n**Effect** The benthic worm negates the triggering condition or effect by sloughing an outer layer of its skin. Effects from artifacts, deities, or a similarly powerful source can't be avoided in this way."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+31 (deadly 2d10, reach 15 feet)\n__Damage__ 3d12 + 16 piercing plus improved-grab"
+
+ - name: "**Melee** `pf2:1` Stinger"
+ desc: "+31 (agile, poison, reach 15 feet)\n__Damage__ 4d6 + 16 piercing plus azure-worm-venom"
+
+ - name: "**Melee** `pf2:1` Body"
+ desc: "+29 (reach 15 feet)\n__Damage__ 2d8 + 14 bludgeoning"
+
+ - name: "Benthic Worm Venom"
+ desc: " (poison) **Saving Throw** DC 37 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 3d6 poison damage and [[Conditions/Clumsy|Clumsy 2]] (1 round)\n\n**Stage 2** 4d6 poison damage and clumsy 2 (1 round)\n\n**Stage 3** 6d6 poison damage and clumsy 2 (1 round)"
+
+ - name: "Breach"
+ desc: "`pf2:2` The benthic worm Swims up to its swim Speed, then [[Actions/Leap|Leaps]] vertically out of the water up to 30 feet, making a Strike against a creature at the apex of the jump (this lets it attack a creature within 45 feet of the water's surface). After the Strike, the worm splashes back down. It can use [[Bestiary Ability Glossary/Improved Grab|Improved Grab]] on this Strike and follow it up with Fast Swallow."
+
+ - name: "Fast Swallow"
+ desc: "`pf2:r` **Trigger** The worm [[Conditions/Grabbed|Grabs]] a creature.\n* * *\n\n**Effect** The worm uses Swallow Whole."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Huge, 3d8+10 bludgeoning, Rupture 27\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "Thrash"
+ desc: "`pf2:2` The worm makes a Strike once against each creature in its reach. It can Strike up to once with its jaws, up to once with its stinger, and any number of times with its body. Each attack counts toward the worm's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all the attacks."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Benthic Worm
+creatures:
+ - 1: Benthic Worm
+```
+
+
+
+The benthic worm is a deep-blue creature that is more at home in flooded tunnels than dry caves. While a benthic worm is a strong swimmer, it prefers to lie in wait within the walls, floor, or even ceiling of flooded caverns, ready to spring out and ambush creatures swimming past its hiding spot. The benthic worm is particularly hated and feared by Darklands-dwelling cultures, due to the fact that a benthic worm that burrows into a tunnel often brings with it waters from the submerged river or lake it calls home. When it becomes obvious that a benthic worm is near a Darklands settlement, the inhabitants quickly establish a hunting party to deal with the menace before it can bring ruin.
+
+* * *
+
+Cave worms are gigantic scavengers that bore through the depths of the world, eating whatever material they find. Named for their distinctive habitats, these worms are ravenous and display overwhelming destructive capabilities. Cave worms of different types and abilities lurk in the more remote corners of the world—tales speak of arctic worms that dwell within immense glaciers or icebergs and grave worms that burrow through the boneyards of long-forgotten ruins, to name a few.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Boar.md b/content/mechanics/srd/Bestiary/Monster Core/Boar.md
new file mode 100755
index 000000000..10f8c5c82
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Boar.md
@@ -0,0 +1,80 @@
+---
+title: "Boar"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.aaahYYCqlo5FEbgT"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Boar"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Boar"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Athletics: +8, Survival: +8"
+abilityMods: [4, 1, 4, -4, 2, -3]
+speed: 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +10, __Ref__ +5, __Will__ +8"
+hp: 40
+health:
+ - name: ""
+ - name: HP
+ desc: "40"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Ferocity|Ferocity]]"
+ desc: "`pf2:r` **Trigger** The monster is reduced to 0 HP.\n* * *\n\n**Effect** The monster avoids being knocked out and remains at 1 HP, but its [[Conditions/Wounded|Wounded]] value increases by 1. When it is Wounded 3, it can no longer use this ability"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tusk"
+ desc: "+10 ()\n__Damage__ 2d6 + 4 piercing"
+
+ - name: "Boar Charge"
+ desc: "`pf2:2` The boar Strides twice and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll."
+
+```
+
+```encounter-table
+name: Boar
+creatures:
+ - 1: Boar
+```
+
+
+
+Boars are omnivorous mammals, hunted heavily because their meat is considered a delicacy. Boars are most likely to attack humanoids either in self-defense or during their mating season in the winter months, when the males grow an extra inch of tissue to protect their organs as they fight off rivals. Of course, in some cultures, boars are trained to become much more aggressive so they can fill the roles of warbeast and guardian. When such boars escape back into the wild, they can become true terrors in the region.
+
+* * *
+
+While domesticated pigs are a staple of farm life, wild boars are much more dangerous. Foul-tempered warthogs are relatively common, while the lumbering, primeval beasts known as daeodons are less so. Voracious boars can ravage the countryside in which they live, making them a particular nuisance to farmers. Boars breed freely, and a pair of boars can rapidly grow to a large family.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Boggard Scout.md b/content/mechanics/srd/Bestiary/Monster Core/Boggard Scout.md
new file mode 100755
index 000000000..86c2939fb
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Boggard Scout.md
@@ -0,0 +1,94 @@
+---
+title: "Boggard Scout"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.goOYKne9v697fGU6"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/boggard
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Boggard Scout"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Boggard Scout"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[amphibious]]
+trait_02: [[boggard]]
+trait_03: [[humanoid]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Boggard, Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Athletics: +8, Stealth: +7"
+abilityMods: [3, 2, 4, -1, 2, 0]
+speed: 20 feet, swim 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +9, __Ref__ +5, __Will__ +7"
+hp: 24
+health:
+ - name: ""
+ - name: HP
+ desc: "24"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Morningstar|Morningstar]], [[Equipment/Sling|Sling]], [[Equipment/Leather Armor|Leather Armor]], 10x [[Equipment/Sling Bullets|Sling Bullets]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Morningstar"
+ desc: "+8 (versatile p)\n__Damage__ 1d6 + 3 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Tongue"
+ desc: "+8 (reach 10 feet)\n__Damage__ "
+
+ - name: "**Ranged** `pf2:1` Sling"
+ desc: "+7 (propulsive, range increment 50 feet, reload 1)\n__Damage__ 1d6 + 1 bludgeoning"
+
+ - name: "Swamp Passage"
+ desc: " A boggard scout ignores difficult terrain caused by swamp terrain features."
+
+ - name: "Terrifying Croak"
+ desc: "`pf2:1` (auditory,emotion,fear,mental) The boggard scout unleashes a terrifying croak. Any non-boggard within 30 feet becomes [[Conditions/Frightened|Frightened 1]] unless they succeed at a DC 17 Will check save; those who critically succeed are temporarily immune for 1 minute."
+
+ - name: "Tongue Grab"
+ desc: " If the boggard scout hits a creature with their tongue, that creature becomes [[Conditions/Grabbed|Grabbed]] by the boggard. Unlike with a normal Grab, the creature isn't [[Conditions/Immobilized|Immobilized]], but it can't move beyond the reach of the boggard's tongue. A creature can sever the tongue by hitting AC 13 and dealing at least 2 slashing damage. Though this doesn't deal any damage to the boggard, it prevents them from using their tongue Strike until they regrow their tongue, which takes a week."
+
+```
+
+```encounter-table
+name: Boggard Scout
+creatures:
+ - 1: Boggard Scout
+```
+
+
+
+Often tasked with patrolling the borders of their lands, boggard scouts learn to speak another language (typically Common) to deal with trespassers.
+
+* * *
+
+Boggards are aggressive humanoid amphibians who thrive in swamps, marshes, and even some rain forests. Boggards hatch from eggs into tadpoles, fiercely competing for food and even consuming their siblings in that struggle. Over 3 years, the surviving boggards develop arms, legs, and lungs while learning the rudiments of hunting, crafts, and warfare—everything needed to survive in their might-makes-right society. At the top of most boggard hierarchies lords a hulking swampseer imbued with sinister divine magic.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Boggard Swampseer.md b/content/mechanics/srd/Bestiary/Monster Core/Boggard Swampseer.md
new file mode 100755
index 000000000..a0d6c6c9e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Boggard Swampseer.md
@@ -0,0 +1,100 @@
+---
+title: "Boggard Swampseer"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.a2TDSmjKtL7Zh4LK"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/boggard
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Boggard Swampseer"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Boggard Swampseer"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[amphibious]]
+trait_02: [[boggard]]
+trait_03: [[humanoid]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: "Boggard, Chthonian, Common"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +8, Intimidation: +8, Medicine: +9, Nature: +11, Performance: +8, Religion: +9"
+abilityMods: [3, 0, 2, 0, 4, 3]
+speed: 20 feet, swim 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +9, __Ref__ +7, __Will__ +11"
+hp: 40
+health:
+ - name: ""
+ - name: HP
+ desc: "40"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Staff|Staff]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Staff"
+ desc: "+10 (two-hand d8)\n__Damage__ 1d4 + 6 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Tongue"
+ desc: "+10 (reach 10 feet)\n__Damage__ "
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 21, attack +11; __2nd __ _[[Spells/Acid Grip|Acid Grip]]_, _[[Spells/Mist|Mist]]_; __1st __ _[[Spells/Fear|Fear]]_, _[[Spells/Jump|Jump]]_, _[[Spells/Runic Weapon|Runic Weapon]]_\n__Cantrips__ __(2nd)__ _[[Spells/Caustic Blast|Caustic Blast]]_, _[[Spells/Frostbite|Frostbite]]_, _[[Spells/Tangle Vine|Tangle Vine]]_"
+
+ - name: "Destructive Croak"
+ desc: "`pf2:2` (sonic) The swampseer utters a powerful croak that deals 4d6 sonic damage to any non-boggard within a 15-foot emanation (DC 19 Fortitude check save); any creature with the frightened condition takes additional sonic damage equal to twice the value of its frightened condition.\n\nThe boggard can't use Destructive Croak again for 1d4 rounds."
+
+ - name: "Drowning Drone"
+ desc: "`pf2:r` (auditory,mental) **Trigger** The boggard swampseer or one of their allies within 60 feet attempts a saving throw against an auditory or sonic effect\n* * *\n\n**Effect** The swampseer releases a croak that drowns out other sounds. They roll a Performance check check. They and boggard allies in the area can use the higher result between the swampseer's Performance check and their saves to resolve the effects against the auditory or sonic effect."
+
+ - name: "Swamp Passage"
+ desc: " A boggard swampseer ignores difficult terrain caused by swamp terrain features."
+
+ - name: "Terrifying Croak"
+ desc: "`pf2:1` (auditory,emotion,fear,mental) The boggard swampseer unleashes a terrifying croak. Any non-boggard within 30 feet becomes [[Conditions/Frightened|Frightened 1]] unless they succeed at a DC 19 Will check save; those who critically succeed are temporarily immune for 1 minute."
+
+ - name: "Tongue Grab"
+ desc: " If the boggard swampseer hits a creature with their tongue, that creature becomes [[Conditions/Grabbed|Grabbed]] by the boggard. Unlike with a normal Grab, the creature isn't [[Conditions/Immobilized|Immobilized]], but it can't move beyond the reach of the boggard's tongue. A creature can sever the tongue by hitting AC 15 and dealing at least 4 slashing damage. Though this doesn't deal any damage to the boggard, it prevents them from using their tongue Strike until they regrow their tongue, which takes a week."
+
+```
+
+```encounter-table
+name: Boggard Swampseer
+creatures:
+ - 1: Boggard Swampseer
+```
+
+
+
+The boggard swampseer has been gifted with magic through their worship of the demon lord Gogunta, and they use their power to rule a boggard village, keeping the rest of the village in line and planning raids on nearby communities.
+
+* * *
+
+Boggards are aggressive humanoid amphibians who thrive in swamps, marshes, and even some rain forests. Boggards hatch from eggs into tadpoles, fiercely competing for food and even consuming their siblings in that struggle. Over 3 years, the surviving boggards develop arms, legs, and lungs while learning the rudiments of hunting, crafts, and warfare—everything needed to survive in their might-makes-right society. At the top of most boggard hierarchies lords a hulking swampseer imbued with sinister divine magic.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Boggard Warrior.md b/content/mechanics/srd/Bestiary/Monster Core/Boggard Warrior.md
new file mode 100755
index 000000000..ecad961a7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Boggard Warrior.md
@@ -0,0 +1,97 @@
+---
+title: "Boggard Warrior"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.kwM7DFupqzlNlGs6"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/boggard
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Boggard Warrior"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Boggard Warrior"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[amphibious]]
+trait_02: [[boggard]]
+trait_03: [[humanoid]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Boggard"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +8, Intimidation: +5, Stealth: +6"
+abilityMods: [4, 0, 4, -1, 2, 1]
+speed: 20 feet, swim 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +10, __Ref__ +5, __Will__ +8"
+hp: 38
+health:
+ - name: ""
+ - name: HP
+ desc: "38"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Club|Club]], 3x [[Equipment/Javelin|Javelin]], [[Equipment/Studded Leather Armor|Studded Leather Armor]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Club"
+ desc: "+10 ()\n__Damage__ 1d6 + 6 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Tongue"
+ desc: "+10 (reach 10 feet)\n__Damage__ "
+
+ - name: "**Ranged** `pf2:1` Javelin"
+ desc: "+6 (thrown 30 ft.)\n__Damage__ 1d6 + 4 piercing"
+
+ - name: "**Ranged** `pf2:1` Club"
+ desc: "+6 (thrown 10 ft.)\n__Damage__ 1d6 + 6 bludgeoning"
+
+ - name: "Swamp Passage"
+ desc: " A boggard warrior ignores difficult terrain caused by swamp terrain features."
+
+ - name: "Terrifying Croak"
+ desc: "`pf2:1` (auditory,emotion,fear,mental) The boggard warrior unleashes a terrifying croak. Any non-boggard within 30 feet becomes [[Conditions/Frightened|Frightened 1]] unless they succeed at a DC 18 Will check save; those who critically succeed are temporarily immune for 1 minute."
+
+ - name: "Tongue Grab"
+ desc: " If the boggard warrior hits a creature with their tongue, that creature becomes [[Conditions/Grabbed|Grabbed]] by the boggard. Unlike with a normal Grab, the creature isn't [[Conditions/Immobilized|Immobilized]], but it can't move beyond the reach of the boggard's tongue. A creature can sever the tongue by hitting AC 15 and dealing at least 3 slashing damage. Though this doesn't deal any damage to the boggard, it prevents them from using their tongue Strike until they regrow their tongue, which takes a week."
+
+```
+
+```encounter-table
+name: Boggard Warrior
+creatures:
+ - 1: Boggard Warrior
+```
+
+
+
+Boggard warriors exalt single combat and prefer to fight alone so that no one can contest their kills. They have been known to pursue enemies who flee combat with a single-mindedness that seems almost supernatural.
+
+* * *
+
+Boggards are aggressive humanoid amphibians who thrive in swamps, marshes, and even some rain forests. Boggards hatch from eggs into tadpoles, fiercely competing for food and even consuming their siblings in that struggle. Over 3 years, the surviving boggards develop arms, legs, and lungs while learning the rudiments of hunting, crafts, and warfare—everything needed to survive in their might-makes-right society. At the top of most boggard hierarchies lords a hulking swampseer imbued with sinister divine magic.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Bogwid.md b/content/mechanics/srd/Bestiary/Monster Core/Bogwid.md
new file mode 100755
index 000000000..f0809d510
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Bogwid.md
@@ -0,0 +1,84 @@
+---
+title: "Bogwid"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.U8j4YBwCSsVo3Pyr"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Bogwid"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Bogwid"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +13, Intimidation: +11, Stealth: +10"
+abilityMods: [5, 4, 4, -4, -2, 1]
+speed: 25 feet, climb 20 feet, swim 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +15, __Ref__ +12, __Will__ +8"
+hp: 100
+health:
+ - name: ""
+ - name: HP
+ desc: "100; __Weaknesses__ cold 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Revolting Aura"
+ desc: " (aura,olfactory) 20 feet.\n\nA creature entering the aura or begins their turn in the aura must succeed at a DC 20 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] (or [[Conditions/Sickened|Sickened 2]] on a critical failure). A creature that succeeds is temporarily immune to the aura for 1 minute."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+15 ()\n__Damage__ 2d8 + 8 bludgeoning plus bogwid-fever"
+
+ - name: "**Ranged** `pf2:1` Larval Spit"
+ desc: "+14 (range increment 10 feet)\n__Damage__ 2d8 bleed plus ravenous-young"
+
+ - name: "Bogwid Fever"
+ desc: " (disease) **Saving Throw** DC 20 Fortitude check\n\n**Onset** 1 day\n* * *\n\n**Stage 1** [[Conditions/Enfeebled|Enfeebled 1]] (1 day)\n\n**Stage 2** [[Conditions/Enfeebled|Enfeebled 2]], and the DC to recover from persistent bleed is increased by 2 (1 day)\n\n**Stage 3** [[Conditions/Enfeebled|Enfeebled 3]], and the DC to recover from persistent bleed is increased by 5 (1 day)\n\n**Stage 4** [[Conditions/Enfeebled|Enfeebled 4]], the DC to recover from persistent bleed is increased by 5, and you take 1d8 persistent bleed damage every 1d4 hours (1 day)\n* * *\n\n[[Bestiary Effects/Effect_ Bogwid Fever|Effect: Bogwid Fever]]"
+
+ - name: "Ravenous Young"
+ desc: " The larvae launched from the bogwid attach themselves to the target and begin to feed. Once a larva is attached, the target becomes [[Conditions/Drained|Drained 1]]. While the larva remains attached, the target cannot recover from persistent bleed. To remove the larva, the target can attempt to [[/act escape dc=21]]. Additionally, any area damage dealt to the target destroys all attached larvae.\n* * *\n\n[[Bestiary Effects/Effect_ Ravenous Young|Effect: Ravenous Young]]"
+
+```
+
+```encounter-table
+name: Bogwid
+creatures:
+ - 1: Bogwid
+```
+
+
+
+The abhorrent combination between a toad and an octopus, a bogwid drags its bloated green body through the swamps in search of a meal for the many larvae it carries on its back. Despite its absurd appearance and its pervasive scent, a bogwid is an ambush hunter. It will hide itself in sand, vegetation, or whatever happens to be around and wait patiently until a larger creature, such as a humanoid or a crocodile, approaches, before it attacks. A desperate bogwid may even attack a small group in search of food for both it and its young. Once it has a suitably large corpse, the larvae on its back will leap onto it and begin fighting each other for their one chance at survival. The remaining larva buries itself in the body and begins devouring it over the next couple of weeks. Afterward, a fully grown bogwid emerges from what is left of the rotting corpse. Within a week of its new life, the young bogwid too will begin asexually producing larvae on its back, repeating the cycle.
+
+Bogwids earned their name due to their environment. They are almost exclusively found in bogs and swamps. Occasionally one might be found in a suitable warm environment closer to civilization, but they are too often hunted if they are seen near a town or settlement. Some have discovered that bogwids have an extremely negative reaction when introduced to the cold and will violently attack whatever they perceive to be the source.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Bone Prophet.md b/content/mechanics/srd/Bestiary/Monster Core/Bone Prophet.md
new file mode 100755
index 000000000..c6d52fb58
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Bone Prophet.md
@@ -0,0 +1,105 @@
+---
+title: "Bone Prophet"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.X6Oiwp5E8LcBKWGY"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/serpentfolk
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Bone Prophet"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Bone Prophet"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+trait_02: [[serpentfolk]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Aklo, Common, Necril, Sakvroth; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +15, Deception: +18, Intimidation: +16, Occultism: +17, Religion: +19, Society: +15, Stealth: +13"
+abilityMods: [3, 3, 2, 5, 5, 6]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +14, __Ref__ +15, __Will__ +19; +4 status to will saves vs. mental, +1 status to all saves vs. magical"
+hp: 115
+health:
+ - name: ""
+ - name: HP
+ desc: "115; __Resistances__ poison 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Staff|+1 Striking Staff]], [[Equipment/Religious Symbol (Silver)|Religious Symbol of Ydersius]], [[Equipment/Invisibility Potion|Invisibility Potion]]"
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "Thin of Blood"
+ desc: " Bone Prophets recover slowly from injuries. When they take physical damage from a critical hit, they gain 2d4 persistent bleed damage. They take a –2 circumstance penalty to flat checks to recover from persistent damage and saving throws against afflictions."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Staff"
+ desc: "+18 (magical, two-hand d8)\n__Damage__ 2d4 + 9 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+17 (finesse)\n__Damage__ 2d6 + 9 piercing plus serpentfolk-venom"
+
+ - name: "Divine Spontaneous Spells"
+ desc: "DC 28, attack +20; __4th __ (3 slots) _[[Spells/Fly|Fly]]_, _[[Spells/Harm|Harm]]_, _[[Spells/Read Omens|Read Omens]]_, _[[Spells/Talking Corpse|Talking Corpse]]_; __3rd __ (4 slots) _[[Spells/Bind Undead|Bind Undead]]_, _[[Spells/Blindness|Blindness]]_, _[[Spells/Chilling Darkness|Chilling Darkness]]_, _[[Spells/Vampiric Feast|Vampiric Feast]]_; __2nd __ (4 slots) _[[Spells/Blood Vendetta|Blood Vendetta]]_, _[[Spells/Darkness|Darkness]]_, _[[Spells/Resist Energy|Resist Energy]]_, _[[Spells/See the Unseen|See the Unseen]]_; __1st __ (4 slots) _[[Spells/Bane|Bane]]_, _[[Spells/Command|Command]]_, _[[Spells/Fear|Fear]]_, _[[Spells/Ventriloquism|Ventriloquism]]_\n__Cantrips__ __(4th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Guidance|Guidance]]_, _[[Spells/Light|Light]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Void Warp|Void Warp]]_"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 28, attack +20; __6th __ _[[Spells/Dominate|Dominate]]_; __5th __ _[[Spells/Illusory Scene|Illusory Scene]]_, _[[Spells/Suggestion|Suggestion]]_; __3rd __ _[[Spells/Illusory Disguise|Illusory Disguise (At Will)]]_; __2nd __ _[[Spells/Blur|Blur (Self Only, At Will)]]_; __1st __ _[[Spells/Ventriloquism|Ventriloquism (At Will)]]_"
+
+ - name: "Rituals"
+ desc: "_Create Undead_"
+
+ - name: "Raise Serpent"
+ desc: "`pf2:3` (divine) **Frequency** once per day\n* * *\n\n**Effect** The bone prophet animates corpses of snakes, serpentfolk, or similar serpentine creatures within a 30-foot emanation. Any flesh on the bodies sloughs off, and they rise as skeletons. The bone prophet can raise one Large creature as a [[Monster Core/Skeletal Giant|Skeletal Giant]] or up to three Medium creatures as [[Monster Core/Skeletal Champion|Skeletal Champions]]; the equipment and attacks might be different depending on the corpses' possessions. These skeletons have the minion trait and are under the bone prophet's control; the bone prophet can give all these minions the same command with a single action that has the concentrate trait. Any skeletal minions that still remain after 10 minutes crumble to dust."
+
+ - name: "Serpentfolk Venom"
+ desc: " (poison) **Saving Throw** DC 26 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d4 poison damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 2d4 poison damage and enfeebled 1 (1 round)"
+
+```
+
+```encounter-table
+name: Bone Prophet
+creatures:
+ - 1: Bone Prophet
+```
+
+
+
+The speakers for the dead known as bone prophets hold an esteemed place as voices for their decapitated god. Burial rites, necromantic rituals, and the delivery of cryptic utterances supposedly whispered to them by Ydersius all fall under the dominion of these priests.
+
+* * *
+
+Before their ancient clash with humanity devastated their civilization, serpentfolk were masters of a sprawling underground empire. Their power was shattered and their god Ydersius decapitated (although not quite slain). The cunning, intelligence, and magical abilities of serpentfolk have diminished from their ancient heights, and most are born without these boons. This is partially the result of cruel genetic meddling among serpentfolk—though the ruling class, zyss, are born with an innate spellcasting ability, their blood runs thin, making them susceptible to wounds. Seen as the failures of the serpentfolk's experiments are the aapophs, who are strong but prone to mutation and lack innate spellcasting.
+
+Today, the central realm of the Darklands retains the old name of the serpentfolk empire that once dominated this region—Sekamina. This name is also the source of the serpentfolk's Aklo title, sekmin, which they are often called in ancient texts. Serpentfolk dominion had declined before ghouls, gugs, umbral gnomes, and other forces. Yet their recent ventures have brought them back to a stronger place in the Darklands. Many serpentfolk sleeping in torpor in secluded vaults have awakened.
+
+Zyss serpentfolk tend toward megalomania, with dreams of returning to their place of dominance. Many of their plans hinge on resurrecting Ydersius, their decapitated god. His headless body still thrashes about, mindless, in the Darklands, waiting to be reunited with his lost skull. Serpentfolk numbers are so small that reclaiming their dominance seems a distant dream, especially since their reproduction is slow. Though a parent can birth a dozen young at once, the gestation period lasts up to a decade, and the likelihood that even one will be zyss is low. There's no telling whether a child will be zyss or aapoph, regardless of parentage. A coveted zyss child is just as likely to arise from aapoph parents as from two zyss, and every serpentfolk colony has someone in charge of sorting the young, identifying the earliest signs of magic in them.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Bottlenose Dolphin.md b/content/mechanics/srd/Bestiary/Monster Core/Bottlenose Dolphin.md
new file mode 100755
index 000000000..21c0e433a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Bottlenose Dolphin.md
@@ -0,0 +1,86 @@
+---
+title: "Bottlenose Dolphin"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.fM1x5iWdNeUn3CMl"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/0
+ - remaster
+statblock: inline
+name: "Bottlenose Dolphin"
+level: 0
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Bottlenose Dolphin"
+level: "Creature 0"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Echolocation 120 Feet, Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +6"
+abilityMods: [2, 3, 2, -4, 3, 0]
+speed: swim 60 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +6, __Ref__ +7, __Will__ +5"
+hp: 16
+health:
+ - name: ""
+ - name: HP
+ desc: "16"
+abilities_top:
+ - name: ""
+
+ - name: "Aquatic Echolocation 120 feet"
+ desc: " A bottlenose dolphin can use its hearing as a precise sense at the listed range, but only underwater."
+
+ - name: "Deep Breath"
+ desc: " A bottlenose dolphin can hold its breath for 2 hours."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Snout"
+ desc: "+6 ()\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+6 ()\n__Damage__ 1d6 + 2 piercing"
+
+ - name: "Ramming Speed"
+ desc: "`pf2:2` The bottlenose dolphin [[Actions/Swim|Swims]] twice and then makes a snout Strike. As long as it moved at least 20 feet, it gains a +1 circumstance bonus to its attack roll.\n\nA Large or smaller creature hit by this attack must succeed at a DC 16 Fortitude check save or be [[Conditions/Slowed|Slowed 1]] for 1 round."
+
+```
+
+```encounter-table
+name: Bottlenose Dolphin
+creatures:
+ - 1: Bottlenose Dolphin
+```
+
+
+
+The bottlenose dolphin is the most common and widespread species of dolphin. They are social predators who hunt shallow seas and rivers in large family groups called pods. Sailors are fond of bottlenose dolphins and frequently tell of how they've saved drowning mariners or protected crew from sharks with blows from their powerful snouts.
+
+* * *
+
+Dolphins encompass a wide range of aquatic mammals, all of which are social, intelligent, and widespread throughout the world's oceans.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Brimorak.md b/content/mechanics/srd/Bestiary/Monster Core/Brimorak.md
new file mode 100755
index 000000000..619f31437
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Brimorak.md
@@ -0,0 +1,112 @@
+---
+title: "Brimorak"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.q9GZ1VUF1h3gl5FR"
+tags:
+ - pf2e/creature/type/demon
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Brimorak"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Brimorak"
+level: "Creature 5"
+
+alignment: ""
+size: "Small"
+trait_01: [[demon]]
+trait_02: [[fiend]]
+trait_03: [[unholy]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision"
+languages: "Chthonian, Draconic, Empyrean, Pyric; Telepathy 60 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +12, Deception: +11, Religion: +10, Stealth: +12"
+abilityMods: [4, 3, 4, 1, 1, 2]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +15, __Ref__ +12, __Will__ +10"
+hp: 80
+health:
+ - name: ""
+ - name: HP
+ desc: "80; __Immunities__ fire; __Weaknesses__ cold iron 5, holy 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 60 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Extinguishing Aversion"
+ desc: " Dousing a brimorak with water, either ordinary water or from a water effect, causes no physical harm to the fiend but deals 3d6 mental damage. Fully immersing the brimorak in water deals 5d6 mental damage per round."
+
+ - name: "Smoke Vision"
+ desc: " Smoke doesn't impair a brimorak's vision; they ignore the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "Boiling Blood"
+ desc: " Each time an adjacent creature deals slashing or piercing damage to the brimorak, the attacker is sprayed with the brimorak's boiling blood, which deals 2d4 fire damage (DC 19 Reflex check save)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Flaming Sword"
+ desc: "+15 (magical, unholy)\n__Damage__ 2d8 + 4 slashing 1d6 fire"
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+15 (agile, unholy)\n__Damage__ 2d4 + 4 bludgeoning 1d6 fire"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 21, attack +13; __4th __ _[[Spells/Translocate|Translocate]]_; __3rd __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Fireball|Fireball]]_\n__Cantrips__ __(3rd)__ _[[Spells/Ignition|Ignition]]_"
+
+ - name: "Rituals"
+ desc: "_Demonic Pact_"
+
+ - name: "Flaming Weapon"
+ desc: " (divine,fire) A brimorak's hooves and any weapon they wield burst into flame. They can also Interact to create a sword of fire and steel, which dissolves if it leaves their grip."
+
+ - name: "Frothing Spew"
+ desc: "`pf2:2` (divine,fire,unholy) The brimorak spits their boiling blood in a 20-foot line that deals 6d6 fire damage (DC 21 basic Reflex save). Creatures that fail the save also fall [[Conditions/Prone|Prone]] as they slip in the greasy blood.\n\nThe brimorak can't use Frothing Spew again for 1d4 rounds."
+
+ - name: "Fume"
+ desc: "`pf2:2` (divine,fire) **Frequency** once per minute\n* * *\n\n**Effect** The brimorak emits a cloud of thick black smoke in a 10-foot burst adjacent to them. The cloud remains for 1 minute. All creatures within the smoke become [[Conditions/Concealed|Concealed]], and all creatures outside the smoke become concealed to creatures within it.\n\nA creature that enters or begins its turn within the smoke it must succeed at a DC 21 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] ([[Conditions/Sickened|Sickened 2]] on a critical failure)."
+
+```
+
+```encounter-table
+name: Brimorak
+creatures:
+ - 1: Brimorak
+```
+
+
+
+These goat-headed demons have glowing red eyes and flaming hooves but measure only about 4 feet in height. Born from the souls of arsonists, the fiery brimoraks continue the work they pursued in life, as everything they touch quickly burns.
+
+Brimoraks are ill-tempered even for demons, although their spite turns to glee in the face of a growing fire. Those who have survived encounters with these fiends report that they remember the braying sound of the brimoraks' laughter as clearly as the heat of the flames or the choking scent of smoke.
+
+* * *
+
+When a sinful mortal soul is judged and sent on to the Outer Rifts, it can become a deadly fiend—a demon. Demons are living incarnations of sin—be they classic sins like wrath or gluttony, or more "specialized" depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon's driving goals are twofold—the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Outer Rifts.
+
+Demons are selfish and self-absorbed creatures, and most firmly believe that mortals only play at being more virtuous than fiends. They enjoy tempting mortals into damnation to both indulge their egos and swell their armies. Like many other fiends, one of the great rewards of this manipulation is fulfilling their hunger for souls. In their eyes, the primary use for these souls is to spawn new demons, who can serve as soldiers, slaves, pawns, or even currency for their more powerful masters.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Brine Shark.md b/content/mechanics/srd/Bestiary/Monster Core/Brine Shark.md
new file mode 100755
index 000000000..b4cd62297
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Brine Shark.md
@@ -0,0 +1,84 @@
+---
+title: "Brine Shark"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.S0EAW2NGgPZsvMXj"
+tags:
+ - pf2e/creature/type/aquatic
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Brine Shark"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Brine Shark"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aquatic]]
+trait_02: [[elemental]]
+trait_03: [[water]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +10, Stealth: +11, Survival: +8"
+abilityMods: [3, 2, 2, -4, 1, 0]
+speed: 15 feet, swim 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +9, __Ref__ +11, __Will__ +6"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45; __Immunities__ bleed, paralyzed, poison, sleep; __Resistances__ fire 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+11 ()\n__Damage__ 1d12 + 7 piercing plus grab"
+
+ - name: "Deep Plunge"
+ desc: "`pf2:1` The brine shark dives straight down into the water, moving up to twice its swim Speed in a straight vertical line. It can use this ability while grabbing a creature."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Brine Shark
+creatures:
+ - 1: Brine Shark
+```
+
+
+
+Brine sharks are deadly elementals that roam the endless oceans of the Plane of Water. They often slip into mortal oceans as well, competing with natural predators or even joining schools of flesh and blood sharks.
+
+* * *
+
+Water elementals can be very destructive, but often not intentionally so; just as water can bring life to mortals in need, its waves can pound shores and rains can flood cities. Water elementals are similarly difficult to predict.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Brontosaurus.md b/content/mechanics/srd/Bestiary/Monster Core/Brontosaurus.md
new file mode 100755
index 000000000..6569b2db6
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Brontosaurus.md
@@ -0,0 +1,88 @@
+---
+title: "Brontosaurus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Dn3b9l9y2iYHHzso"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/dinosaur
+ - pf2eMonster
+ - pf2e/creature/level/10
+ - remaster
+statblock: inline
+name: "Brontosaurus"
+level: 10
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Brontosaurus"
+level: "Creature 10"
+
+alignment: ""
+size: "grg"
+trait_01: [[animal]]
+trait_02: [[dinosaur]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +23"
+abilityMods: [9, 0, 5, -4, 2, 1]
+speed: 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +21, __Ref__ +14, __Will__ +16"
+hp: 220
+health:
+ - name: ""
+ - name: HP
+ desc: "220"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+23 (reach 20 feet, sweep)\n__Damage__ 2d10 + 13 bludgeoning plus improved-knockdown"
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+23 (reach 15 feet)\n__Damage__ 2d8 + 13 bludgeoning"
+
+ - name: "Tail Sweep"
+ desc: "`pf2:2` The brontosaurus makes a tail Strike and compares the attack roll to the AC of up to three foes, each of whom must be within its tail's melee reach and adjacent to at least one other target. It rolls damage only once and applies it to each creature hit.\n\nA Tail Sweep counts as two attacks for its multiple attack penalty."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Huge or smaller, foot, DC 29 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+ - name: "[[Bestiary Ability Glossary/Improved Knockdown|Improved Knockdown]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature as a free action. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Brontosaurus
+creatures:
+ - 1: Brontosaurus
+```
+
+
+
+Brontosauruses are truly gigantic behemoths, herbivores large enough to be unafraid of all but the most massive predators. Brontosauruses have stout bodies and long, sinuous necks and tails. Although their feet are capable of crushing entire buildings, these herbivores are generally considerate of where they step.
+
+* * *
+
+Remnants from the world's primeval era, these enormous reptilian animals still exist in large numbers in remote wildernesses or underground in magical Darklands caverns. Lizardfolk, orcs, giants, and other humanoids who live near dinosaurs use the animals as mounts, guards, or hunting beasts. Occasionally, rich nobles will collect dinosaurs to display them in menageries, which almost inevitably leads to cast-offs being nursed back to health by druids and other champions of nature. When dinosaurs establish themselves in regions outside their normal habitats, it's often the result of a large collection being released.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Bugbear Prowler.md b/content/mechanics/srd/Bestiary/Monster Core/Bugbear Prowler.md
new file mode 100755
index 000000000..7242eb5c2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Bugbear Prowler.md
@@ -0,0 +1,89 @@
+---
+title: "Bugbear Prowler"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.04N6V8UNLderiiwm"
+tags:
+ - pf2e/creature/type/bugbear
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Bugbear Prowler"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Bugbear Prowler"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[bugbear]]
+trait_02: [[humanoid]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Common, Goblin"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Athletics: +7, Intimidation: +4, Stealth: +6"
+abilityMods: [4, 2, 3, -1, 1, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +9, __Ref__ +8, __Will__ +5"
+hp: 34
+health:
+ - name: ""
+ - name: HP
+ desc: "34"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Bastard Sword|Bastard Sword]], 3x [[Equipment/Javelin|Javelin]], [[Equipment/Leather Armor|Leather Armor]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bastard Sword"
+ desc: "+10 (two-hand d12)\n__Damage__ 1d8 + 4 piercing"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+10 (agile, nonlethal)\n__Damage__ 1d4 + 4 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Javelin"
+ desc: "+8 (thrown 30 ft.)\n__Damage__ 1d6 + 4 piercing"
+
+ - name: "Bushwhack"
+ desc: "`pf2:1` The bugbear prowler Strides up to 10 feet and attempts to [[Actions/Grapple|Grapple]] a creature they're [[Conditions/Undetected|Undetected]] by. If they succeed, they also deal fist damage to that creature."
+
+ - name: "Mauler"
+ desc: " The bugbear prowler gains a +3 circumstance bonus to damage rolls against creatures they have [[Conditions/Grabbed|Grabbed]]."
+
+```
+
+```encounter-table
+name: Bugbear Prowler
+creatures:
+ - 1: Bugbear Prowler
+```
+
+
+
+Bugbear prowlers specialize in the art of lurking in the shadows.
+
+* * *
+
+These stealthy and cruel goblinoid creatures delight in spreading fear and tormenting their victims. Bugbears are the monsters lurking in the closet and hiding under the bed. Preying on remote farmsteads, bugbears reveal their presence with thumps in the night or creaks of boards to build lurking dread and arouse suspicion and fear.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Bugbear Tormentor.md b/content/mechanics/srd/Bestiary/Monster Core/Bugbear Tormentor.md
new file mode 100755
index 000000000..f04e46117
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Bugbear Tormentor.md
@@ -0,0 +1,89 @@
+---
+title: "Bugbear Tormentor"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ORDJDYVX3NwT6WsM"
+tags:
+ - pf2e/creature/type/bugbear
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Bugbear Tormentor"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Bugbear Tormentor"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[bugbear]]
+trait_02: [[humanoid]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Common, Goblin"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +9, Intimidation: +7, Stealth: +8, Thievery: +8"
+abilityMods: [4, 3, 2, -1, 1, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +9, __Ref__ +10, __Will__ +6"
+hp: 44
+health:
+ - name: ""
+ - name: HP
+ desc: "44"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Dagger|Dagger]], 2x [[Equipment/Sickle|Sickle]], [[Equipment/Chain Shirt|Chain Shirt]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Dagger"
+ desc: "+11 (agile, versatile s)\n__Damage__ 1d4 + 6 piercing"
+
+ - name: "**Melee** `pf2:1` Sickle"
+ desc: "+11 (agile, trip)\n__Damage__ 1d4 + 6 slashing"
+
+ - name: "**Ranged** `pf2:1` Dagger"
+ desc: "+10 (agile, thrown 10 ft., versatile s)\n__Damage__ 1d4 + 6 piercing"
+
+ - name: "Sneak Attack"
+ desc: " The bugbear tormentor deals 1d6 extra precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+ - name: "Twin Feint"
+ desc: "`pf2:2` The bugbear tormentor makes a dazzling series of attacks with two weapons, using the first attack to throw their foe off-guard against a second attack at a different angle. They make one Strike with each of their two melee weapons, both against the same target. The target is automatically [[Conditions/Off-Guard|Off-Guard]] against the second attack. The bugbear tormentor applies their multiple attack penalty to these Strikes normally."
+
+```
+
+```encounter-table
+name: Bugbear Tormentor
+creatures:
+ - 1: Bugbear Tormentor
+```
+
+
+
+The bugbear tormentor seeks to torture their prey as much through psychological intimidation as through physical harm. The longer a bugbear tormentor can keep their victim alive and terrified, the better they feel.
+
+* * *
+
+These stealthy and cruel goblinoid creatures delight in spreading fear and tormenting their victims. Bugbears are the monsters lurking in the closet and hiding under the bed. Preying on remote farmsteads, bugbears reveal their presence with thumps in the night or creaks of boards to build lurking dread and arouse suspicion and fear.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Cacodaemon.md b/content/mechanics/srd/Bestiary/Monster Core/Cacodaemon.md
new file mode 100755
index 000000000..38273b8cf
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Cacodaemon.md
@@ -0,0 +1,100 @@
+---
+title: "Cacodaemon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.1Ha13TJYRw7PrQae"
+tags:
+ - pf2e/creature/type/daemon
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Cacodaemon"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Cacodaemon"
+level: "Creature 1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[daemon]]
+trait_02: [[fiend]]
+trait_03: [[unholy]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: "Daemonic; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Deception: +5, Religion: +6, Stealth: +8"
+abilityMods: [0, 3, 2, -1, 1, 2]
+speed: 5 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +7, __Ref__ +8, __Will__ +6"
+hp: 22
+health:
+ - name: ""
+ - name: HP
+ desc: "22; __Immunities__ death effects; __Weaknesses__ holy 3"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/At-Will Spells|At-Will Spells]]"
+ desc: " The monster can cast its at-will spells any number of times without using up spell slots."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+8 (agile, disease, finesse, magical, reach 0 feet, unholy)\n__Damage__ 1d8 piercing plus cacodaemonia"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 17, attack +9; __4th __ _[[Spells/Read Omens|Read Omens]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At Will) (Self Only)]]_; __1st __ _[[Spells/Fear|Fear]]_\n__Cantrips__ __(1st)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Cacodaemonia"
+ desc: " (disease) The cacodaemon can telepathically communicate with the afflicted creature at any distance on the same plane.\n\n**Saving Throw** DC 17 Fortitude check\n* * *\n\n**Stage 1** carrier (1 day)\n\n**Stage 2** [[Conditions/Stupefied|Stupefied 1]] (1 day)\n\n**Stage 3** [[Conditions/Stupefied|Stupefied 2]] (1 day)"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) * **Lizard**\n * **Speed** 20 feet;\n * **Melee** jaws +8 (agile, finesse), **Damage** 1d8+1 piercing\n* **Octopus**\n * **Size** Small;\n * **Speed** 20 feet, swim 30 feet;\n * **Skills** Athletics +6;\n * **Melee** tentacle +8 (finesse), **Damage** 1d8+1 bludgeoning plus [[Bestiary Ability Glossary/Grab|Grab]];\n * **Melee** beak +8 (agile, finesse), **Damage** 1d6 piercing plus 2 poison\n* **Scorpion**\n * **Size** Small;\n * **Speed** 30 feet;\n * **Melee** pincer +8 (agile, finesse), **Damage** 1d6+1 bludgeoning plus Grab;\n * **Melee** stinger +8 (agile, finesse), **Damage** 1d6+1 piercing plus 1d4 poison\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Soul Lock"
+ desc: "`pf2:3` (death,divine) **Frequency** once per day\n* * *\n\n**Effect** The cacodaemon ingests the soul of a sentient creature within 30 feet that died within the last minute. When they do, the cacodaemon grows a fist-sized soul gem (Hardness 2, HP 8) in their gut and can regurgitate it at any time as an Interact action. Destroying the gem frees the soul within but doesn't return the deceased creature to life. If a caster attempts to return to life a creature whose soul is trapped within a soul gem, they fail unless they succeed at a DC 30 Religion check check. A success causes the soul gem to shatter so the creature is returned to life as normal for the spell.\n\nA fiend can Interact to ingest a soul gem it is holding, condemning the soul to the fiend's home plane. The fiend gains fast healing 5 for 1 minute.\n\n[[Bestiary Effects/Effect_ Soul Lock (Healing)|Effect: Soul Lock (Healing)]]"
+
+```
+
+```encounter-table
+name: Cacodaemon
+creatures:
+ - 1: Cacodaemon
+```
+
+
+
+These twisted embodiments of violence and spite are spawned from eddies of angry and warped souls amid Abaddon's mists. Cacodaemons constantly hunger for mortal souls and yearn to create suffering. As gnashing spheres of teeth, fins, and spines, they are the weakest of daemonkind, an amalgam of various petty forms of death without the strength that comes from focusing on a single cause of demise.
+
+* * *
+
+Denizens of the bleak and terrible plane of Abaddon, daemons are shaped by and devoted to the destruction of life in all its forms. They seek the death of every mortal being by the most painful and horrible means possible, in service to the Apocalypse Riders. Each kind of daemon represents a different way to die, and their powers are nearly always aimed at spreading that particular form of death. Through the use of these powers, they seek to drag all existence down into a pit of hopelessness and despair, and to commit all souls to oblivion.
+
+While mortals who summon daemons usually seek to use the creatures' destructive and corrupting powers for their own ends, daemons always look for ways to spread fear, doubt, and despair wherever they go. Often, daemons disguise their plots as the workings of other fiends, knowing that such confusion compounds mortals' fear and keeps those mortals from bringing the most effective weapons. As a result, learned mortals sometimes refer to daemons as "riders" after their leaders or "soul mongers" after their largest industry.
+
+While many fiends seek to tempt mortals into lives of nihilistic evil to increase their own numbers and power on their native planes, daemons are further driven by a supernatural hunger for mortal souls and use a variety of methods—not least of which is the cacodaemons' soul gems—to entrap them. On Abaddon and in other forbidding places across the multiverse, souls are simultaneously a delicacy, a trade good, and a source of magical power, and the daemons are among the greatest gluttons, merchants, and abusers of this spiritual "resource."
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Caldera Oni.md b/content/mechanics/srd/Bestiary/Monster Core/Caldera Oni.md
new file mode 100755
index 000000000..dfbf72a46
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Caldera Oni.md
@@ -0,0 +1,110 @@
+---
+title: "Caldera Oni"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.V16L7TZiOeEelBRq"
+tags:
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/oni
+ - pf2eMonster
+ - pf2e/creature/level/14
+ - remaster
+statblock: inline
+name: "Caldera Oni"
+level: 14
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Caldera Oni"
+level: "Creature 14"
+
+alignment: ""
+size: "Large"
+trait_01: [[fire]]
+trait_02: [[giant]]
+trait_03: [[humanoid]]
+trait_04: [[oni]]
+modifier: 26
+perception:
+ - name: "Perception"
+ desc: "+26; Greater Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +23, Athletics: +27, Crafting: +25, Deception: +27, Intimidation: +27"
+abilityMods: [8, 6, 6, 0, 6, 8]
+speed: 40 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 35
+armorclass:
+ - name: AC
+ desc: "35; __Fort__ +28, __Ref__ +25, __Will__ +23"
+hp: 315
+health:
+ - name: ""
+ - name: HP
+ desc: "315; __Immunities__ fire; __Weaknesses__ spirit 15, Bean Panic 1"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Katana|+2 Striking Katana]], [[Equipment/Breastplate|+1 Resilient Breastplate]]"
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+abilities_mid:
+ - name: ""
+ - name: "Bean Panic"
+ desc: " Oni are curiously afraid of beans, especially as the seasons begin to change. If a creature Interacts to throw a handful of beans at the oni, the oni becomes [[Conditions/Frightened|Frightened 2]]. While frightened this way, their weakness to spirit damage is increased by 5. The oni then becomes immune to bean panic for 24 hours."
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Stoke the Volcano"
+ desc: " When the caldera oni is critically hit, the flames of anger grow within them. They recharge their choice of Ash Form or Dance of Burning War."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Katana"
+ desc: "+30 (deadly d8, magical, two-hand d10, versatile p)\n__Damage__ 2d6 + 14 slashing 2d6 fire"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+28 (magical, reach 10 feet)\n__Damage__ 2d6 + 14 piercing 1d8 bleed"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 34, attack +26; __2nd __ _[[Spells/Invisibility|Invisibility (At Will, Self Only)]]_"
+
+ - name: "Ash Form"
+ desc: "`pf2:2` (polymorph,primal) **Frequency** once per minute\n* * *\n\n**Effect** The caldera oni transforms into a cloud of sparking volcanic ash and then Flies. This movement doesn't trigger reactions, and the caldera oni can move through small gaps and spaces occupied by other creatures.\n\nThe caldera oni then returns to its physical form, affected by a 4th-rank [[Spells/Enlarge|Enlarge]] spell with a duration of 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph) The caldera oni can take on the appearance of any Medium or Large humanoid creature. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning).\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Dance of Burning War"
+ desc: "`pf2:3` **Frequency** once per minute\n* * *\n\n**Effect** The oni's heat becomes overwhelming, causing them to breathe out superheated ash and dance across the battlefield. The caldera oni Strides, then makes a melee Strike. If the Strike hits, the oni can Stride again and Strike again, repeating this until they have either missed with a Strike or made three Strikes total.\n\nThe oni then finishes the dance by calling down volcanic lightning through the cloud of ash. Each creature hit by a Strike during the dance takes 3d6 fire damage and 3d6 electricity damage with a DC 34 Reflex check save."
+
+```
+
+```encounter-table
+name: Caldera Oni
+creatures:
+ - 1: Caldera Oni
+```
+
+
+
+As hot-blooded as the lava that floods their homes, caldera oni have an incredible appetite for the thrill of war. While they engage in battle to conquer and control others, fire oni also love the thrill of combat, fighting for the sheer joy of it. Presenting a caldera oni with a true challenge can potentially earn their mercy and an offer to serve at their side.
+
+* * *
+
+Oni are large, brutal creatures originating in Tian Xia who resemble humanoids with brightly colored skin, tusks, and horns. Though commonly mistaken for fiends, the first oni were originally kami, tutelary nature spirits. These kami suffered a terrible trauma, losing their sacred wards to dramatic disasters or the callousness of others, and as a result transformed into the violent creatures they are today. While some believe that oni can be spiritually placated through proper ritual worship that transforms them back into kami, many of these would-be saviors fall to oni's notorious brute strength, flesh-rending teeth, and command of storms.
+
+Oni possess the ability to disguise themselves as other humanoids. They are rarely creative in their disguises, often choosing a specific appearance similar to their oni form and sticking with it. This simplicity catches many by surprise, however, as people assume oni are limited to a single alternate form, which is by no means the case.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Caligni Dancer.md b/content/mechanics/srd/Bestiary/Monster Core/Caligni Dancer.md
new file mode 100755
index 000000000..00a526193
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Caligni Dancer.md
@@ -0,0 +1,104 @@
+---
+title: "Caligni Dancer"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Nwvv3xtobtac3szg"
+tags:
+ - pf2e/creature/type/caligni
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Caligni Dancer"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Caligni Dancer"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[caligni]]
+trait_02: [[humanoid]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Greater Darkvision"
+languages: "Caligni"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Diplomacy: +8, Performance: +6, Stealth: +7, Thievery: +7"
+abilityMods: [0, 4, 2, -1, 1, 3]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +7, __Ref__ +9, __Will__ +4"
+hp: 18
+health:
+ - name: ""
+ - name: HP
+ desc: "18, final dance"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Dagger|Dagger]], [[Equipment/Light Mace|Baton (Light Mace)]]"
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+abilities_mid:
+ - name: ""
+ - name: "Distracting Frolic"
+ desc: "`pf2:r` (fortune,manipulate) **Trigger** An ally within 10 feet of the dancer rolls a saving throw against a mental or illusion effect\n* * *\n\n**Effect** The target ally can roll the save twice and take the better result.\n\n[[Bestiary Effects/Effect_ Distracting Frolic|Effect: Distracting Frolic]]"
+
+ - name: "Final Dance"
+ desc: " (occult,shadow,visual) When the dancer dies, their body dissolves into a swirling mass of darkness and light. All creatures in a 10-foot emanation must succeed at a DC 17 Will check save or be [[Conditions/Dazzled|Dazzled]] for 1d4 rounds.\n\nThe dancer's possessions are left in a pile where they died."
+
+ - name: "[[Bestiary Ability Glossary/Light Blindness|Light Blindness]]"
+ desc: " When first exposed to bright light, the monster is [[Conditions/Blinded|Blinded]] until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's [[Conditions/Dazzled|Dazzled]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Baton"
+ desc: "+9 (agile, finesse, shove)\n__Damage__ 1d4 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Dagger"
+ desc: "+9 (agile, finesse, versatile s)\n__Damage__ 1d4 piercing"
+
+ - name: "**Ranged** `pf2:1` Dagger"
+ desc: "+9 (agile, thrown 10 ft., versatile s)\n__Damage__ 1d4 piercing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 16, attack +8; __1st __ _[[Spells/Counter Performance|Counter Performance (Visual Only)]]_\n__Cantrips__ __(1st)__ _[[Spells/Courageous Anthem|Courageous Anthem]]_"
+
+ - name: "Dancer's Curse"
+ desc: "`pf2:1` (curse,mental,occult) The caligni dancer touches a foe and curses it.\n\nIf the target fails a DC 18 Will check save, it gains [[Conditions/Clumsy|Clumsy 1]] and [[Conditions/Stupefied|Stupefied 1]].\n\nThe target is then temporarily immune for 24 hours.\n\nThese conditions persist until the curse is removed. The victim can attempt a new DC 18 Will check save once per hour to end the curse."
+
+ - name: "Sneak Attack"
+ desc: " The caligni dancer deals 1d6 extra precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Caligni Dancer
+creatures:
+ - 1: Caligni Dancer
+```
+
+
+
+Caligni dancers serve as intermediaries between caligni factions, carrying messages and negotiating deals between the notoriously independent groups. Although physically fragile, the dancers serve an important role within caligni society and are rarely seen without guards.
+
+* * *
+
+Calignis lurk in subterranean cities, with each caligni growing into a specific role and form determined by supernatural influences in caligni society. Regardless of their size or role, all calignis are gaunt, with pale flesh and white eyes. Many relish the chance to creep above ground at night to steal resources, shadow their surface counterparts, or simply make mischief.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Caligni Hunter.md b/content/mechanics/srd/Bestiary/Monster Core/Caligni Hunter.md
new file mode 100755
index 000000000..535f5a729
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Caligni Hunter.md
@@ -0,0 +1,101 @@
+---
+title: "Caligni Hunter"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.eRDw1al160S5HTRz"
+tags:
+ - pf2e/creature/type/caligni
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Caligni Hunter"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Caligni Hunter"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[caligni]]
+trait_02: [[humanoid]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Greater Darkvision"
+languages: "Caligni, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Athletics: +8, Stealth: +13, Survival: +12, Thievery: +11"
+abilityMods: [2, 5, 2, -1, 2, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +10, __Ref__ +13, __Will__ +8"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60, final fate"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "2x [[Equipment/Shortsword|Shortsword]], [[Equipment/Leather Armor|Leather Armor]], 6x [[Equipment/Darkening Poison|Darkening Poison]]"
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/At-Will Spells|At-Will Spells]]"
+ desc: " The monster can cast its at-will spells any number of times without using up spell slots."
+
+abilities_mid:
+ - name: ""
+ - name: "Final Fate"
+ desc: " (occult,spirit) When the hunter dies, their soul leaves their body in an explosion of spiritual energy. All creatures in a 20-foot burst take 5d6 spirit damage (DC 19 Will check save).\n\nThe hunter's possessions are left in a pile where they died."
+
+ - name: "[[Bestiary Ability Glossary/Light Blindness|Light Blindness]]"
+ desc: " When first exposed to bright light, the monster is [[Conditions/Blinded|Blinded]] until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's [[Conditions/Dazzled|Dazzled]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Shortsword"
+ desc: "+13 (agile, finesse, versatile s)\n__Damage__ 1d6 + 7 piercing plus darkening-poison"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 19, attack +11; __2nd __ _[[Spells/Darkness|Darkness (At Will)]]_, _[[Spells/See the Unseen|See the Unseen (At Will)]]_\n__Cantrips__ __(2nd)__ _[[Spells/Figment|Figment]]_"
+
+ - name: "Double Slice"
+ desc: "`pf2:2` The caligni hunter makes two Strikes against the same target, one with each of their shortswords. The hunter combines the damage of any attacks that hit and applies precision damage, resistances, and weaknesses only once. Both attacks count toward the hunter's multiple attack penalty, but the penalty increases only after both attacks."
+
+ - name: "Encircling Command"
+ desc: "`pf2:1` (auditory) Each caligni skulker within 30 feet of the skulker can Step. Each creeper can benefit from Encircling Command only once per round."
+
+ - name: "Sneak Attack"
+ desc: " The caligni hunter deals 1d6 extra precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Caligni Hunter
+creatures:
+ - 1: Caligni Hunter
+```
+
+
+
+Although caligni hunters are often pressed into leading their skulker kin, most hunters prefer to wander the Darklands or raid the surface free from those responsibilities. Their preferred assaults are usually done by solo caligni hunters or in small groups of two or three.
+
+* * *
+
+Calignis lurk in subterranean cities, with each caligni growing into a specific role and form determined by supernatural influences in caligni society. Regardless of their size or role, all calignis are gaunt, with pale flesh and white eyes. Many relish the chance to creep above ground at night to steal resources, shadow their surface counterparts, or simply make mischief.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Caligni Skulker.md b/content/mechanics/srd/Bestiary/Monster Core/Caligni Skulker.md
new file mode 100755
index 000000000..94a61fe1d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Caligni Skulker.md
@@ -0,0 +1,95 @@
+---
+title: "Caligni Skulker"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.WNIkA76L1bRXCbun"
+tags:
+ - pf2e/creature/type/caligni
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Caligni Skulker"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Caligni Skulker"
+level: "Creature 2"
+
+alignment: ""
+size: "Small"
+trait_01: [[caligni]]
+trait_02: [[humanoid]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Greater Darkvision"
+languages: "Caligni"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +4, Stealth: +10, Thievery: +8"
+abilityMods: [0, 4, 3, -1, 2, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +9, __Ref__ +10, __Will__ +6"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30, final night"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Dagger|Dagger]], 3x [[Equipment/Darkening Poison|Darkening Poison]]"
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+abilities_mid:
+ - name: ""
+ - name: "Final Night"
+ desc: " (darkness,occult) When the caligni skulker dies, their remains dissolve into a 20-foot emanation of inky darkness before dissipating. The darkness extinguishes non-magical light sources and attempts to counteract magical light as a 1st-rank effect with a +10 counteract modifier.\n\nThe skulker's possessions are left in a pile where they died."
+
+ - name: "[[Bestiary Ability Glossary/Light Blindness|Light Blindness]]"
+ desc: " When first exposed to bright light, the monster is [[Conditions/Blinded|Blinded]] until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's [[Conditions/Dazzled|Dazzled]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Dagger"
+ desc: "+10 (agile, finesse, versatile s)\n__Damage__ 1d4 + 4 piercing plus darkening-poison"
+
+ - name: "**Ranged** `pf2:1` Dagger"
+ desc: "+10 (agile, thrown 10 ft., versatile s)\n__Damage__ 1d4 piercing plus darkening-poison"
+
+ - name: "Sneak Attack"
+ desc: " The caligni skulker deals 1d6 extra precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+ - name: "Tumble Behind"
+ desc: " When the caligni skulker Tumbles Through a creature's space, that creature is [[Conditions/Off-Guard|Off-Guard]] against the next attack the skulker makes against it before the end of its turn."
+
+```
+
+```encounter-table
+name: Caligni Skulker
+creatures:
+ - 1: Caligni Skulker
+```
+
+
+
+Most often found on the surface are caligni skulkers, stealing staple goods and luxuries alike. When pressed into combat by more powerful caligni, skulkers will often be sacrificed in waves to wear down the enemy. Otherwise, skulkers are fairly cautious and prefer to flee unwinnable situations.
+
+* * *
+
+Calignis lurk in subterranean cities, with each caligni growing into a specific role and form determined by supernatural influences in caligni society. Regardless of their size or role, all calignis are gaunt, with pale flesh and white eyes. Many relish the chance to creep above ground at night to steal resources, shadow their surface counterparts, or simply make mischief.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Cassisian.md b/content/mechanics/srd/Bestiary/Monster Core/Cassisian.md
new file mode 100755
index 000000000..be9e5a86f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Cassisian.md
@@ -0,0 +1,98 @@
+---
+title: "Cassisian"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.B7TEmgHJzHXNGK3Y"
+tags:
+ - pf2e/creature/type/angel
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Cassisian"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Cassisian"
+level: "Creature 1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[angel]]
+trait_02: [[celestial]]
+trait_03: [[holy]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: "Common, Diabolic, Draconic, Empyrean"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Diplomacy: +6, Religion: +6, Stealth: +6"
+abilityMods: [-1, 1, 2, -1, 1, 1]
+speed: fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16 +1 status vs. unholy creatures; __Fort__ +7, __Ref__ +6, __Will__ +4; +1 status to all saves vs. unholy creatures"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20; __Weaknesses__ unholy 3; __Resistances__ cold 3, fire 3"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Transfer Protection"
+ desc: " (holy) A creature can wear a willing cassisian as a helmet. While it does, the cassisian can't act, but the cassisian extends their +1 status bonus to AC and saves against unholy creatures to their wearer. At any time, the cassisian can detach themself from their wearer as a single action.\n\n[[Bestiary Effects/Effect_ Transfer Protection|Effect: Transfer Protection]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Headbutt"
+ desc: "+6 (agile, finesse, holy, magical, reach 0 feet)\n__Damage__ 1d6 - 1 bludgeoning"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 16, attack +8; __4th __ _[[Spells/Read Omens|Read Omens]]_; __1st __ _[[Spells/Heal|Heal]]_\n__Cantrips__ __(1st)__ _[[Spells/Know the Way|Know the Way]]_, _[[Spells/Light|Light]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) A cassisian can take the appearance of a dove, a winged humanoid, a dog, or a fish. Normally, this doesn't change their Speed or the attack and damage bonuses for their Strikes, but it might change the damage type Strikes deal (typically to bludgeoning). Any further changes for specific forms are noted below.\n\n* **Dog**\n * **Size** Small;\n * [[Bestiary Ability Glossary/Scent|Scent (Imprecise) 30 feet]],\n * **Speed** 40 feet;\n * **Skills** Athletics +6;\n * **Melee** jaws +7, **Damage** 1d6+2 piercing plus [[Bestiary Ability Glossary/Knockdown|Knockdown]]\n* **Fish**\n * **Speed** Swim 30 feet\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Eye Beams"
+ desc: "`pf2:2` (concentrate,divine,holy) The cassisian releases beams of heat or cold from their eyes, dealing 2d6 cold or fire damage (DC 17 Reflex check save) to all creatures in a 15-foot line. They can't use Eye Beams again for 1d4 rounds."
+
+ - name: "Repository of Lore"
+ desc: " While the cassisian isn't particularly intelligent, they have perfect memory and can remember everything they see or hear. This allows them to attempt Lore checks on any topic, provided (at the GM's discretion) they've encountered the topic in question before. The cassisian's limited intellect often prevents them from acting upon their knowledge, making them a better resource than agent in using information."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Cassisian
+creatures:
+ - 1: Cassisian
+```
+
+
+
+The weakest of angels, cassisians usually serve as lackey messengers for more powerful angels or as spiritual guides for mortals. Despite their limited intellect, cassisians have a knack for precise recollection, particularly with scripture. Most cassisians are formed from the souls of trustworthy mortals, but some arise from fragments of greater angels destroyed in service to the celestial realms.
+
+* * *
+
+The celestial hosts of angels are messengers and warriors, divided into choirs based on their abilities and purviews. Angels were one of the first creations of the gods, and many still assist their righteous creators throughout the cosmos. Most angels in modern times are not direct creations of the divine, however, instead consisting of ascended mortal souls drawn from the celestial planes.
+
+The majority of unaffiliated angels live in Nirvana, the plane of virtue and enlightenment. Angels who are affiliated with deities dwell in those deities' domains or other areas where that god holds influence. Regardless of residence or service, angels remain benevolent messengers possessed with magical auras to aid their allies.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Catfolk Pouncer.md b/content/mechanics/srd/Bestiary/Monster Core/Catfolk Pouncer.md
new file mode 100755
index 000000000..edee881ff
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Catfolk Pouncer.md
@@ -0,0 +1,95 @@
+---
+title: "Catfolk Pouncer"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.MWPxieXjnylGXq74"
+tags:
+ - pf2e/creature/type/catfolk
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Catfolk Pouncer"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Catfolk Pouncer"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[catfolk]]
+trait_02: [[humanoid]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision"
+languages: "Amurrun, Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +6, Nature: +4, Stealth: +7, Survival: +4"
+abilityMods: [3, 4, 1, -1, 1, 1]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +6, __Ref__ +9, __Will__ +4"
+hp: 17
+health:
+ - name: ""
+ - name: HP
+ desc: "17"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Greataxe|Greataxe]], 3x [[Equipment/Dagger|Dagger]]"
+abilities_mid:
+ - name: ""
+ - name: "Cat's Luck"
+ desc: "`pf2:r` (fortune) **Trigger** The catfolk pouncer fails or critically fails a Reflex saving throw.\n\n**Frequency** Once per day.\n* * *\n\n**Effect** Reroll that saving throw and take the better result."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Greataxe"
+ desc: "+8 (sweep)\n__Damage__ 1d12 + 3 slashing"
+
+ - name: "**Melee** `pf2:1` Dagger"
+ desc: "+9 (agile, finesse, versatile s)\n__Damage__ 1d4 + 3 piercing"
+
+ - name: "**Ranged** `pf2:1` Dagger"
+ desc: "+9 (agile, thrown 10 ft., versatile s)\n__Damage__ 1d4 + 3 piercing"
+
+ - name: "Sudden Charge"
+ desc: "`pf2:2` The catfolk pouncer Strides up to double their Speed. If the catfolk ends their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy."
+
+```
+
+```encounter-table
+name: Catfolk Pouncer
+creatures:
+ - 1: Catfolk Pouncer
+```
+
+
+
+Catfolk pouncers travel the world in search of new experiences. With a spring in their step and a positive attitude, a pouncer can usually lithely avoid or quickly bounce back from negative ordeals, much to their enemies' chagrin.
+
+* * *
+
+Lithe and agile, with catlike features and long tails, the amurruns are wanderers, explorers, and extroverts who share a gregarious nature and an unbridled curiosity. This latter characteristic leads many individual amurruns into trouble, yet this inquisitiveness is paired with a penchant for good fortune that offsets much of their self-induced peril. They accept the term "catfolk" as a name for their people with grace and a hint of amusement.
+
+Ever eager to explore and learn, catfolk have spread to other parts of the world from their native nations in the southern tropics, yet never in large groups. A lone amurrun can be found anywhere in the world, but it's rare to find a settlement beyond their traditional national borders. This is due to their innate wanderlust and insatiable wonder. As many an amurrun might say, "I've lived with my people my whole life, but you? You're new and different! There's so much to learn from you!"
+
+Longstanding amurrun legends claim the catfolk were first created as guardians and were then charged with protecting the world from those sinister forces that exist at its fringes. Often, this charge manifests as a longstanding opposition to cultists of demon lords, archdevils, and other fiendish demigods. Many catfolk worship the spirits of creation, using serendipitous rituals to attract good fortune and banish ill luck in the spirits' name, while others venerate their own small pantheon of divinities.
+
+Those who travel often find comfort in the worship of Desna, whose teachings closely match their own predilections. Catfolk adapt well to adventuring roles, and can be quite diverse in their areas of study and specialization. Those who follow the traditions of rangers and rogues are perhaps the most commonly encountered, but not overwhelmingly so. Their natural curiosity leads some catfolk to take up mystical arts, training as wizards or following a divine path to become clerics.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Cauthooj.md b/content/mechanics/srd/Bestiary/Monster Core/Cauthooj.md
new file mode 100755
index 000000000..19c421a46
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Cauthooj.md
@@ -0,0 +1,86 @@
+---
+title: "Cauthooj"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Bji3jRUadRGciSpI"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/12
+ - remaster
+statblock: inline
+name: "Cauthooj"
+level: 12
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Cauthooj"
+level: "Creature 12"
+
+alignment: ""
+size: "Medium"
+trait_01: [[beast]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Thoughtsense (Imprecise) 60 Feet"
+languages: "Fey; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +24, Stealth: +25"
+abilityMods: [6, 4, 7, -3, 2, 0]
+speed: 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +25, __Ref__ +20, __Will__ +18"
+hp: 215
+health:
+ - name: ""
+ - name: HP
+ desc: "215; __Resistances__ sonic 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Thoughtsense|Thoughtsense (Imprecise) 60 feet]]"
+ desc: " (mental,occult) The cauthooj senses all non-mindless creatures at the listed range."
+
+abilities_mid:
+ - name: ""
+ - name: "Hop-Dodge"
+ desc: "`pf2:r` (move) **Trigger** The cauthooj is the target of a melee Strike and is adjacent to another enemy that is also within the reach of the melee Strike.\n* * *\n\n**Effect** The cauthooj nimbly hops aside, redirecting the triggering Strike against the adjacent enemy. The cauthooj Strides up to half its Speed, and this movement does not trigger reactions."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+26 (agile, deadly d12, reach 10 feet)\n__Damage__ 2d12 + 12 piercing"
+
+ - name: "Staccato Strike"
+ desc: "`pf2:1` (mental,primal,sonic) With subtle alterations in the pitch and tone of its song, the cauthooj directs one creature [[Conditions/Confused|Confused]] by its Warbling Song to make a Strike. This works like other Strikes made by confused creatures, except that the cauthooj chooses the target. If no target is in reach or range, or the creature is unable to Strike for any other reason, this ability has no effect."
+
+ - name: "Warbling Song"
+ desc: "`pf2:2` (auditory,incapacitation,mental,primal) The cauthooj gives a strange, ululating cry that causes nearby creatures to lash out violently and without control. Each creature within 120-foot emanation that can hear the cauthooj must attempt a DC 32 Will check save to resist the effect.\n* * *\n\n**Critical Success** The target is unaffected and is temporarily immune for 1 minute.\n\n**Success** The target is unaffected.\n\n**Failure** The target is [[Conditions/Confused|Confused]] for 1 round.\n\n**Critical Failure** The target is [[Conditions/Confused|Confused]] for 1 round and immediately attacks itself (in the normal fashion for attacking oneself while confused). This Strike doesn't give the creature a flat check to recover from the confusion."
+
+```
+
+```encounter-table
+name: Cauthooj
+creatures:
+ - 1: Cauthooj
+```
+
+
+
+These large, flightless birds are deceptively agile, considering their long bodies and awkward, hopping gait. Solitary predators, they use their hypnotic warbling song to drive prey into a wild frenzy, manipulating them into attacking one another so that the cauthooj can then feast on the remains.
+
+Known to some scholars as the puppet master bird, and to others as the shrill shrike, cauthoojs are widely reviled by most intelligent humanoids, in part because they seem to prefer humanoids as prey. Sightings typically lead to the creation of hunting parties to track the creature down before it can kill again, with would-be hunters typically stuffing their ears full of wax in an effort to avoid being affected by its cry. Those who have survived the creature's song report that the experience is uniquely unnerving, and almost all accounts agree that there is no other sound as terrible.
+
+While one might assume the cauthooj is an unintelligent animal, these creatures are smarter than they look. Cauthoojs stalk the perimeter of remote settlements in hopes of finding a lone traveler they can feast upon. They can even understand a few rudimentary words in Fey, although they are incapable of clearly speaking themselves. This doesn't stop the cauthooj from attempting to mimic the sounds it hears, but when it does so, its eerie primal nature enhances the attempt, leading to the bird's signature ability to manipulate minds and encourage conflict, a trait the cauthooj is just barely smart enough to understand—and enjoy
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Cave Bear.md b/content/mechanics/srd/Bestiary/Monster Core/Cave Bear.md
new file mode 100755
index 000000000..3652e1846
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Cave Bear.md
@@ -0,0 +1,86 @@
+---
+title: "Cave Bear"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gyUQFNuOe7pw5Wfi"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Cave Bear"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Cave Bear"
+level: "Creature 6"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +16, Survival: +11"
+abilityMods: [6, 1, 6, -4, 1, -1]
+speed: 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +16, __Ref__ +11, __Will__ +13"
+hp: 95
+health:
+ - name: ""
+ - name: HP
+ desc: "95"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+16 ()\n__Damage__ 2d10 + 6 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+16 (agile)\n__Damage__ 2d8 + 6 slashing plus grab"
+
+ - name: "Mauler"
+ desc: " The bear gains a +4 circumstance bonus to damage rolls against creatures it has [[Conditions/Grabbed|Grabbed]]."
+
+ - name: "Rush"
+ desc: "`pf2:2` The cave bear Strides and makes a Strike at the end of that movement. During the Stride, it gains a +10-foot circumstance bonus to its Speed."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Cave Bear
+creatures:
+ - 1: Cave Bear
+```
+
+
+
+Larger, stronger, and far more aggressive than its smaller cousins, the cave bear is a behemoth that avoids civilized lands, preferring to dwell in remote places. As its name might suggest, the cave bear makes its den in natural caves, and like the grizzly bear, it is fiercely territorial. Unlike a grizzly bear, however, a cave bear is short tempered and will make sure its foe is dead before moving on, usually feasting on its prey's soft flesh once it has been incapacitated. Cave bears are often regarded as powerful guardian spirits by remotedwelling people, though they are also utilized as beasts of war by orcs or even giants. Stone giants in particular have an affinity for keeping trained cave bears as pets or guardians for their homes.
+
+* * *
+
+Bears are ferocious predators typically found in cold or temperate woodlands and hills. Many species of bear exist in addition to the two presented below, such as the smaller black bear or the arctic-dwelling polar bear.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Cave Worm.md b/content/mechanics/srd/Bestiary/Monster Core/Cave Worm.md
new file mode 100755
index 000000000..7f27a6a99
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Cave Worm.md
@@ -0,0 +1,113 @@
+---
+title: "Cave Worm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.PDuQi7kpXqL0B7I6"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/13
+ - remaster
+statblock: inline
+name: "Cave Worm"
+level: 13
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Cave Worm"
+level: "Creature 13"
+
+alignment: ""
+size: "grg"
+trait_01: [[animal]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision, Tremorsense (Imprecise) 100 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +30"
+abilityMods: [9, -1, 7, -5, -1, -1]
+speed: 40 feet, burrow 40 feet, swim 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 32
+armorclass:
+ - name: AC
+ desc: "32; __Fort__ +28, __Ref__ +21, __Will__ +21"
+hp: 270
+health:
+ - name: ""
+ - name: HP
+ desc: "270; __Immunities__ immobilized"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 100 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Inexorable"
+ desc: " The cave worm recovers from the [[Conditions/Paralyzed|Paralyzed]], [[Conditions/Slowed|Slowed]], and [[Conditions/Stunned|Stunned]] conditions at the end of its turn. It's also immune to penalties to its Speeds and the [[Conditions/Immobilized|Immobilized]] condition, and it ignores difficult terrain and greater difficult terrain."
+
+ - name: "Slough Skin"
+ desc: "`pf2:r` **Frequency** once per day\n\n**Trigger** The cave worm would be affected by a condition or adverse effect (such as [[Spells/Cursed Metamorphosis|Cursed Metamorphosis]])\n* * *\n\n**Effect** The cave worm negates the triggering condition or effect by sloughing an outer layer of its skin. Effects from artifacts, deities, or a similarly powerful source can't be avoided in this way."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+28 (deadly 2d10, reach 15 feet)\n__Damage__ 3d10 + 15 piercing plus improved-grab"
+
+ - name: "**Melee** `pf2:1` Stinger"
+ desc: "+28 (agile, poison, reach 15 feet)\n__Damage__ 2d12 + 15 piercing plus purple-worm-venom"
+
+ - name: "**Melee** `pf2:1` Body"
+ desc: "+26 (reach 15 feet)\n__Damage__ 1d10 + 13 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Regurgitate"
+ desc: "+26 (brutal, range increment 60 feet)\n__Damage__ "
+
+ - name: "Cave Worm Venom"
+ desc: " (poison) **Saving Throw** DC 32 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 5d6 poison damage and [[Conditions/Enfeebled|Enfeebled 2]] (1 round)\n\n**Stage 2** 6d6 poison damage, and enfeebled 2 (1 round)\n\n**Stage 3** 8d6 poison damage and enfeebled 2 (1 round)"
+
+ - name: "Fast Swallow"
+ desc: "`pf2:r` **Trigger** The cave worm [[Conditions/Grabbed|Grabs]] a creature.\n* * *\n\n**Effect** The worm uses Swallow Whole."
+
+ - name: "Regurgitate"
+ desc: " The purple worm can violently regurgitate a creature or boulder it has swallowed to make a ranged Strike. The Strike deals bludgeoning damage depending on the size of the projectile:\n\n* Tiny 2d6+13\n* Small 3d6+13\n* Medium 4d6+13\n* Large 5d6+13\n* Huge 6d6+13\n\nA regurgitated creature takes falling damage from the height of the target or from 20 feet, whichever is greater.\n\nBoulders occupy space in the worm's stomach as a creature of equivalent size, and purple worms often have several boulders swallowed. A purple worm can use a single action to swallow a new boulder."
+
+ - name: "Rock Tunneler"
+ desc: " A cave worm can burrow through solid stone at a Speed of 20 feet. It can leave a tunnel if it desires, and it usually does."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Huge, 3d6+9 bludgeoning, Rupture 24\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "Thrash"
+ desc: "`pf2:2` The worm makes a Strike once against each creature in its reach. It can Strike up to once with its jaws, up to once with its stinger, and any number of times with its body. Each attack counts toward the worm's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all the attacks."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Cave Worm
+creatures:
+ - 1: Cave Worm
+```
+
+
+
+The most common and infamous of the cave worms gives its name to the entire family—a much-feared monster wandering the twisting tunnels of the Darklands that is capable of carving out entire cave systems. Tunnels bored by a cave worm don't always last long after these creature's passage, and areas where they nest are maddening mazes of passageways that lead nowhere, yet navigating the labyrinth to find the worm's central nest often yields amazing treasures left behind by the worm's prior victims.
+
+* * *
+
+Cave worms are gigantic scavengers that bore through the depths of the world, eating whatever material they find. Named for their distinctive habitats, these worms are ravenous and display overwhelming destructive capabilities. Cave worms of different types and abilities lurk in the more remote corners of the world—tales speak of arctic worms that dwell within immense glaciers or icebergs and grave worms that burrow through the boneyards of long-forgotten ruins, to name a few.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Centaur Herbalist.md b/content/mechanics/srd/Bestiary/Monster Core/Centaur Herbalist.md
new file mode 100755
index 000000000..630d48c27
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Centaur Herbalist.md
@@ -0,0 +1,94 @@
+---
+title: "Centaur Herbalist"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.w0tGcTAJ3Yb8Ii3v"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/centaur
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Centaur Herbalist"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Centaur Herbalist"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[centaur]]
+trait_03: [[humanoid]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision"
+languages: "Common, Elven, Fey"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +11, Diplomacy: +6, Medicine: +7, Nature: +7, Survival: +7"
+abilityMods: [3, 2, 1, 0, 3, 1]
+speed: 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +8, __Ref__ +9, __Will__ +9"
+hp: 40
+health:
+ - name: ""
+ - name: HP
+ desc: "40"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Sling|Sling]], [[Equipment/Healer's Toolkit|Healer's Toolkit]], 6x [[Equipment/Sling Bullets|Herbal Sachet]], 10x [[Equipment/Sling Bullets|Sling Bullets]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+9 (agile)\n__Damage__ 1d10 + 4 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Sling"
+ desc: "+8 (propulsive, range increment 50 feet, reload 1)\n__Damage__ 1d6 + 1 bludgeoning"
+
+ - name: "Load Sachet"
+ desc: "`pf2:1` **Requirements** The centaur herbalist has at least one herbal sachet;\n* * *\n\n**Effect** The centaur herbalist Interacts to load an herbal sachet in her sling. The next ranged Strike she makes with her sling deals an additional 1d6 poison damage."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Medium or smaller, hoof, DC 18 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+```
+
+```encounter-table
+name: Centaur Herbalist
+creatures:
+ - 1: Centaur Herbalist
+```
+
+
+
+Many centaurs are skilled in the study of plants, especially those in the areas in which they roam. They can use such herbs to both heal and cause distress in those who attack them.
+
+* * *
+
+Centaurs are legendary hunters and trackers who resemble heavily muscled humans with the bodies of powerful horses from the waist down. They are typically nomadic and consider themselves the stewards of the surrounding landscapes. While stories of bloody clashes between centaurs and humanoid travelers are well known, centaurs are neither intrinsically bloodthirsty nor recklessly aggressive. Rather, they are proud and stubborn and do not take kindly to outsiders who seeks to plunder the natural resources of the areas in which their communities have lived, some of which have been home to centaurs for thousands of years. Against despoilers of nature who fail to heed their warnings, centaurs do not hesitate to use their finely honed hunting skills to inflict deadly wounds.
+
+Centaurs train with weapons as well as their heavy hooves, and the thunder of centaurs charging across the plains is often mistaken for a stampede or even an earthquake. Despite the tight bonds they form with their kin, some centaurs establish close alliances with elves, fey, gnomes, and isolated human communities. Such allies often benefit by learning from the centaurs' extensive knowledge of herbalism and wilderness survival. While centaurs enjoying traveling, most find it difficult to cut ties with their families and leave their bands to seek adventure in the wider world.
+
+Centaurs have incredible variation in their individual size and coloration. Their upper torsos share the same variation in skin tone as other humanoids of their region, but their lower bodies—like those of horses—can vary widely from parent to child. Most centaurs are at least 7 feet tall and weigh more than 2,000 pounds.
+
+Centaurs live in groups of dozens of members, usually led by an individual who has carried out many noble deeds and earned a lifetime of respect from their comrades. The revered leader guides the habits of their entire group; a wise seer might encourage the clan to roam far from civilization to preserve some unspoiled terrain, while an aggressive warrior might foster skirmishes with nearby humanoid settlements and rival centaur groups.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Centipede Swarm.md b/content/mechanics/srd/Bestiary/Monster Core/Centipede Swarm.md
new file mode 100755
index 000000000..c4cb5dd01
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Centipede Swarm.md
@@ -0,0 +1,85 @@
+---
+title: "Centipede Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.XFnZiSEOb9y1TAOn"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Centipede Swarm"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Centipede Swarm"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[swarm]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision, Tremorsense (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Athletics: +7, Stealth: +9"
+abilityMods: [2, 4, 3, -5, 0, -4]
+speed: 30 feet, climb 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +8, __Ref__ +11, __Will__ +5"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30; __Immunities__ precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 5, splash damage 5; __Resistances__ bludgeoning 5, piercing 5, slashing 2"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+attacks:
+ - name: ""
+
+ - name: "Centipede Swarm Venom"
+ desc: " (poison) **Saving Throw** DC 20 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d6 poison damage and [[Conditions/Off-Guard|Off-Guard]] (1 round)\n\n**Stage 2** 1d8 poison damage, [[Conditions/Clumsy|Clumsy 1]], and off-guard (1 round)"
+
+ - name: "Swarming Bites"
+ desc: "`pf2:1` Each enemy in the swarm's space takes 1d8 piercing damage (DC 20 Reflex check save) plus centipede swarm venom."
+
+```
+
+```encounter-table
+name: Centipede Swarm
+creatures:
+ - 1: Centipede Swarm
+```
+
+
+
+Swarms of centipedes are dangerous indeed, ravenous carpets of skittering hunger capable of devouring a traveler whole in a matter of minutes. Kobolds and mitflits are both known to incorporate swarms of centipedes into cunning traps.
+
+* * *
+
+Hunters and scavengers that live amid dung and detritus, centipedes are a relatively common and often reviled threat faced by adventurers. Scurrying about with surprising speed on the scores of legs attached to their long, segmented bodies, centipedes strike with poisoned mandibles to slow and torment their prey with a vicious toxin before they settle down to feed in slow and disgusting leisure.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Changeling Exile.md b/content/mechanics/srd/Bestiary/Monster Core/Changeling Exile.md
new file mode 100755
index 000000000..12db9e260
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Changeling Exile.md
@@ -0,0 +1,95 @@
+---
+title: "Changeling Exile"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.wKSvjfiuAvHtEUIh"
+tags:
+ - pf2e/creature/type/changeling
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Changeling Exile"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Changeling Exile"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[changeling]]
+trait_02: [[human]]
+trait_03: [[humanoid]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: "Common, Wildsong"
+skills:
+ - name: "Skills"
+ desc: "Deception: +9, Medicine: +9, Nature: +11, Stealth: +8, Survival: +9"
+abilityMods: [4, 1, 0, 0, 4, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +7, __Ref__ +8, __Will__ +11; +2 circumstance to all saves vs. dream and sleep"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Staff|Staff]], [[Equipment/Sickle|Sickle]], [[Equipment/Leather Armor|Leather Armor]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claws"
+ desc: "+11 (agile)\n__Damage__ 1d4 + 4 slashing"
+
+ - name: "**Melee** `pf2:1` Staff"
+ desc: "+11 (two-hand d8)\n__Damage__ 1d4 + 4 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Sickle"
+ desc: "+11 (agile, trip)\n__Damage__ 1d4 + 4 slashing"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 21, attack +11; __2nd __ _[[Spells/Darkness|Darkness]]_, _[[Spells/Humanoid Form|Humanoid Form]]_; __1st __ _[[Spells/Breathe Fire|Breathe Fire]]_, _[[Spells/Spider Sting|Spider Sting]]_, _[[Spells/Ventriloquism|Ventriloquism]]_\n__Cantrips__ __(2nd)__ _[[Spells/Ignition|Ignition]]_, _[[Spells/Light|Light]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Tangle Vine|Tangle Vine]]_"
+
+ - name: "Druid Order Spells"
+ desc: "2 Focus Points, DC 21, attack +13; __2nd __ _[[Spells/Untamed Form|Untamed Form]]_, _[[Spells/Untamed Shift|Untamed Shift]]_"
+
+```
+
+```encounter-table
+name: Changeling Exile
+creatures:
+ - 1: Changeling Exile
+```
+
+
+
+This changeling exile is the child of a cuckoo hag.
+
+* * *
+
+As children of hags, perhaps destined to become hags themselves, changelings face a life of conflict. Born of supernatural creatures who usually kill and consume the child's father, changelings are deposited into their father's society to be raised. These offspring appear to be members of their paternal ancestry and have been found among dwarves, gnomes, orcs, goblins, and others, but human-ancestry changelings are by far the most common. Within the normal range for their ancestry, changelings tend toward slighter builds, darker hair, and pale complexions, though their most common feature is a nearly universal heterochromia, leading to widespread superstition about individuals with different colored eyes.
+
+When changelings come of age, they sometimes manifest abilities granted by their hag heritage. Some gain the ability to see in the dark, some grow fingernails long and hard enough to serve as claws, and others gain even stranger abilities specific to their hag mother. For instance, dream mays, the children of cuckoo hags, can gain an enhanced ability to resist the magic of dreams and sleep. Other types of changelings include slag mays, the children of iron hags; callow mays, the children of sweet hags; brine mays, the children of sea hags; and others for each type of hag.
+
+As beings infused with supernatural power, changelings find themselves drawn to either the occult magic common among hags or primal magic. At roughly the same time in their lives, many changelings—women in particular—begin to hear the Call, a psychic urging from their hag mother luring them away from the communities that raised them. If followed, the Call eventually leads the changeling to the hag's coven, where they are twisted into hags themselves. Some changelings are able to resist this Call and continue on with their mortal lives. The fact that the Call disproportionately targets female changelings has led to a widespread misunderstanding that all changelings are female, while changelings of other genders are simply assumed to be members of their paternal ancestry.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Charnel Creation.md b/content/mechanics/srd/Bestiary/Monster Core/Charnel Creation.md
new file mode 100755
index 000000000..3c4caf53a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Charnel Creation.md
@@ -0,0 +1,84 @@
+---
+title: "Charnel Creation"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.nvGU3WGAqo8WmsDe"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Charnel Creation"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Charnel Creation"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[construct]]
+trait_02: [[mindless]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +19"
+abilityMods: [5, -1, 3, -5, 0, -5]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +18, __Ref__ +14, __Will__ +15"
+hp: 140
+health:
+ - name: ""
+ - name: HP
+ desc: "140; __Immunities__ electricity, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental; __Resistances__ physical 5 (except adamantine), spells 5 (except fire)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Berserk"
+ desc: " A severely damaged charnel creation has a chance of going berserk. If it has 40 or fewer HP at the start of its turn, the creation must succeed at a DC 5 Flat check or go berserk. A berserk creation wildly attacks the nearest living creature, or the nearest object if no creatures are nearby. A creation loses its immunity to mental effects while berserk."
+
+ - name: "Electric Healing"
+ desc: " Any time a charnel creation would be affected by an effect with the electricity trait, it loses any [[Conditions/Slowed|Slowed]] condition it has and gains HP equal to half the damage the spell would have dealt. If the creation starts its turn in an area that deals electricity damage, it gains 2d4 HP."
+
+ - name: "Electric Reflexes"
+ desc: "`pf2:r` **Trigger** The creation would be affected by an effect with the electricity trait and a creature is in its reach\n* * *\n\n**Effect** The creation lashes out and tries to grab a nearby creature. The creation attempts an Athletics check to [[Actions/Grapple|Grapple]] a creature within reach. The creature also takes 3d6 electricity damage on a success, or 6d6 electricity damage on a critical success."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+20 (magical, reach 10 feet)\n__Damage__ 2d10 + 7 bludgeoning"
+
+ - name: "Berserk Slam"
+ desc: "`pf2:1` **Requirements** The charnel creation is berserk\n* * *\n\n**Effect** The charnel creation Strikes with its fist at a –1 circumstance penalty. If it hits, it deals 1d6 extra damage and knocks the target [[Conditions/Prone|Prone]]."
+
+```
+
+```encounter-table
+name: Charnel Creation
+creatures:
+ - 1: Charnel Creation
+```
+
+
+
+Made of odd scraps of skin and muscle, a charnel creation is a grotesque parody of life. Though it has no mind, it can still go into a berserk rage when harmed, giving it a faint semblance of emotion. These constructs are often fashioned to guard the secret laboratories, unhallowed funerary grounds, and bloody charnel houses of fleshwarpers and necromancers who feel no compunctions about desecrating corpses for their own ends. Though the first charnel creation is believed to have been a misguided attempt to create life from simple base elements, these monstrosities are far from human. In isolated cases, echoes of a personality might rise in a charnel creation if the brain used as part of its construction belonged to a particularly powerful personality, but such tragic instances are (thankfully) rare in the extreme.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Chimera.md b/content/mechanics/srd/Bestiary/Monster Core/Chimera.md
new file mode 100755
index 000000000..44b36df24
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Chimera.md
@@ -0,0 +1,97 @@
+---
+title: "Chimera"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.nweEIH0UIeYGTwAA"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Chimera"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Chimera"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Athletics: +18, Stealth: +18"
+abilityMods: [6, 2, 4, -3, 2, 0]
+speed: 25 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +18, __Ref__ +16, __Will__ +14"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Multiple Reactions"
+ desc: " A chimera gains 2 extra reactions each round that it can use only to make Reactive Strikes. It must use a different head for each reaction, and it can't use more than one on the same triggering action. If it loses one of its heads, it also loses one of these extra reactions."
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Three Headed"
+ desc: " Any ability that would sever a chimera's head (such as a critical hit with a _[[Equipment/Vorpal|Vorpal Weapon]]_) severs one head at random. Losing a head doesn't kill a chimera (as long as it has one head left), but it does prevent it from making Strikes with the lost head or using the head's Dragon Breath."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Dragon Jaws"
+ desc: "+20 ()\n__Damage__ 2d6 + 9 piercing"
+
+ - name: "**Melee** `pf2:1` Lion Jaws"
+ desc: "+20 ()\n__Damage__ 2d10 + 9 piercing"
+
+ - name: "**Melee** `pf2:1` Goat Horns"
+ desc: "+20 ()\n__Damage__ 2d10 + 9 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+20 (agile)\n__Damage__ 2d6 + 9 slashing"
+
+ - name: "Draconic Bite"
+ desc: " A chimera's dragon head deals an extra 2d6 untyped damage of a type matching the damage dealt by its Dragon Breath."
+
+ - name: "Dragon Breath"
+ desc: "`pf2:2` (arcane) The chimera breathes a cone or line that deals 9d6 damage to all creatures in the area (DC 26 basic save of a type indicated below). The chimera's dragon head is linked to one of the traditions of magic, which determines the area of its Dragon Breath, the type of damage it deals, and the type of save to avoid it. This ability gains the related traits.\n\nThe chimera can't use Dragon Breath again for 1d4 rounds.\n\n* **Arcane** 60-foot line of force (DC 26 Reflex check)\n* **Divine** 60-foot line of spirit (DC 26 Reflex check); this ability can also have the holy or unholy trait\n* **Occult** 30-foot cone of mental (DC 26 Will check)\n* **Primal** 30-foot cone of acid, cold, electricity, fire, or sonic (DC 26 Reflex check); or poison (DC 26 Fortitude check)"
+
+ - name: "Three-Headed Strike"
+ desc: "`pf2:2` The chimera makes a Strike with its dragon jaws, lion jaws, and goat horns, each at a -2 penalty and targeting a different creature. These Strikes count as only one attack for the chimera's multiple attack penalty, and the penalty doesn't increase until after it has made all three attacks."
+
+```
+
+```encounter-table
+name: Chimera
+creatures:
+ - 1: Chimera
+```
+
+
+
+The chimera is the archetypal example of an unnatural monster made up of a monstrous mix of wildly different component creatures: in this case, a lion, a dragon, and a goat. Wild, hateful, and hungry, it tries to eat any creature it sees, but sometimes a strong-willed master is able to compel a chimera to serve as a guardian or even a mount. If such an individual ever loses their control over the chimera, they are often the first to be devoured.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Choral.md b/content/mechanics/srd/Bestiary/Monster Core/Choral.md
new file mode 100755
index 000000000..02d898cb9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Choral.md
@@ -0,0 +1,106 @@
+---
+title: "Choral"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.6uzKVwgp8pcPvXe9"
+tags:
+ - pf2e/creature/type/angel
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Choral"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Choral"
+level: "Creature 6"
+
+alignment: ""
+size: "Small"
+trait_01: [[angel]]
+trait_02: [[celestial]]
+trait_03: [[holy]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision"
+languages: "Diabolic, Draconic, Empyrean; Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +12, Diplomacy: +15, Performance: +17, Religion: +14"
+abilityMods: [1, 4, 2, 3, 4, 5]
+speed: 30 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +10, __Ref__ +14, __Will__ +16; +1 status to all saves vs. magic"
+hp: 100
+health:
+ - name: ""
+ - name: HP
+ desc: "100; __Weaknesses__ unholy 5; __Resistances__ sonic 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/At-Will Spells|At-Will Spells]]"
+ desc: " The monster can cast its at-will spells any number of times without using up spell slots."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Harmonizing Aura"
+ desc: " (aura,divine,sonic) 20 feet.\n\nAllies in the aura gain a +2 status bonus to sonic damage rolls and a +1 status bonus to AC and all saves against effects with the auditory or sonic trait. Enemies in the aura take a –2 status penalty to sonic damage rolls and a –1 status penalty to AC and all saves against sonic and auditory effects."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+14 (agile, finesse, holy, magical)\n__Damage__ 2d6 + 5 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Piercing Hymn"
+ desc: "+17 (holy, magical, range 90 feet, sonic)\n__Damage__ 4d6 sonic plus deafening-aria"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 23, attack +15; __3rd __ _[[Spells/Cleanse Affliction|Cleanse Affliction]]_, _[[Spells/Clear Mind|Clear Mind (At Will)]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Noise Blast|Noise Blast]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At Will) (Self Only)]]_, _[[Spells/Noise Blast|Noise Blast (At Will)]]_; __1st __ _[[Spells/Counter Performance|Counter Performance (At Will)]]_\n__Cantrips__ __(3rd)__ _[[Spells/Courageous Anthem|Courageous Anthem]]_, _[[Spells/Uplifting Overture|Uplifting Overture]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "Rituals"
+ desc: "_Angelic Messenger_"
+
+ - name: "Deafening Aria"
+ desc: " On a critical hit with piercing hymn, the target is [[Conditions/Deafened|Deafened]] for one minute."
+
+ - name: "Harmonize"
+ desc: "`pf2:1` (concentrate,divine,sonic) The choral angel lends their harmony to a choral angel ally within their harmonizing aura.\n\nThe ally can, on their next turn, expend their 3rd-rank [[Spells/Noise Blast|Noise Blast]] to instead cast [[Spells/Calm|Calm]], [[Spells/Heroism|Heroism]], or 4th-rank _noise blast_.\n\nIf the ally is benefiting from 5 or more chorals' Harmonize actions, they can instead choose [[Spells/Divine Decree|Divine Decree]]."
+
+```
+
+```encounter-table
+name: Choral
+creatures:
+ - 1: Choral
+```
+
+
+
+Choral angels are incredible singers who fill the halls of Nirvana with pious chants and sacred hymns. Most form from the souls of talented bards and other performers, though anyone who takes superlative joy in music might ascend to their ranks. Though their duties are typically to spread peace and joy through their music, their holy incantations also brim with mystic purpose, their songs bolstering angelic wards and strengthening the very fabric of the celestial planes themselves.
+
+While choral angels shy away from conflict, they will brave the mortal realm to deliver good omens and auspicious messages. Choral angels often serve the goddess Shelyn, but they can also serve other good deities and empyreal lords.
+
+* * *
+
+The celestial hosts of angels are messengers and warriors, divided into choirs based on their abilities and purviews. Angels were one of the first creations of the gods, and many still assist their righteous creators throughout the cosmos. Most angels in modern times are not direct creations of the divine, however, instead consisting of ascended mortal souls drawn from the celestial planes.
+
+The majority of unaffiliated angels live in Nirvana, the plane of virtue and enlightenment. Angels who are affiliated with deities dwell in those deities' domains or other areas where that god holds influence. Regardless of residence or service, angels remain benevolent messengers possessed with magical auras to aid their allies.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Chupacabra.md b/content/mechanics/srd/Bestiary/Monster Core/Chupacabra.md
new file mode 100755
index 000000000..003f1c892
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Chupacabra.md
@@ -0,0 +1,88 @@
+---
+title: "Chupacabra"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.tc30rR9I88LBCAih"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Chupacabra"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Chupacabra"
+level: "Creature 3"
+
+alignment: ""
+size: "Small"
+trait_01: [[beast]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: "Aklo; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Athletics: +9, Stealth: +9"
+abilityMods: [3, 4, 2, -3, 2, -2]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +9, __Ref__ +11, __Will__ +7"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+11 (finesse)\n__Damage__ 1d10 + 5 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+11 (agile, finesse)\n__Damage__ 1d6 + 5 slashing"
+
+ - name: "Pounce"
+ desc: "`pf2:1` The chupacabra Strides and makes a Strike at the end of that movement. If the chupacabra began this action [[Conditions/Hidden|Hidden]], it remains hidden until after this ability's Strike."
+
+ - name: "Suck Blood"
+ desc: "`pf2:1` **Requirements** The chupacabra has a creature [[Conditions/Grabbed|Grabbed]]\n* * *\n\n**Effect** The chupacabra sucks blood from the grabbed creature. The chupacabra gains the [[Conditions/Quickened|Quickened]] condition for 1 minute and can use the extra action only for Strike and Stride actions.\n\nA chupacabra can't Suck Blood again while it is quickened in this way.\n\nA creature that has its blood drained by a chupacabra is [[Conditions/Drained|Drained 1]] until it receives healing (of any kind or amount)."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Chupacabra
+creatures:
+ - 1: Chupacabra
+```
+
+
+
+These notorious predators have an undeniable thirst for blood. Chupacabras prefer to prey on the weak and slow, often hiding in wait and watching potential prey for long periods before attacking. Spry and stealthy, they most often make their homes in areas of high grass and protective rock, their slightly reflective scales allowing them to blend in well with such surroundings.
+
+Chupacabras prefer to eat lone travelers and farm animals (particularly goats) and leave little evidence of their presence apart from the grisly, blood-drained husks of their meals. Their tendency to stay out of sight combined with their naturally nocturnal activity often leads superstitious locals to conclude the worst, imagining that a particularly reckless vampire lives in the area.
+
+A typical chupacabra measures nearly 4 feet from its muzzle to the tip of its spiny tail, and it stands just under 3-1/2 feet tall. With their slight build and lightweight bones, most weigh close to 50 pounds. They mate rarely and only during the hottest months, with the females each producing a single egg that hatches into a tiny, dehydrated creature. The mother usually leaves helpless prey in her cave so the hatchling can immediately feed.
+
+Although chupacabras are typically solitary creatures, they have been known to form small gangs in bountiful areas. Members of these groups work well together, growing bold enough to attack larger animals, small herds, and otherwise more dangerous prey. Stories of chupacabras attacking travelers or laying siege to farmhouses typically stem from the hunting practices of such gangs. Regions where chupacabra activity like this is more common often have complex and colorful myths and tall tales about chupacabra capabilities or motive—and a few of the claims, such as that some chupacabras can fly, are all too true.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Cinder Rat.md b/content/mechanics/srd/Bestiary/Monster Core/Cinder Rat.md
new file mode 100755
index 000000000..2d7887702
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Cinder Rat.md
@@ -0,0 +1,82 @@
+---
+title: "Cinder Rat"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.JCt8TsBMfq7xtsRG"
+tags:
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Cinder Rat"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Cinder Rat"
+level: "Creature 3"
+
+alignment: ""
+size: "Small"
+trait_01: [[elemental]]
+trait_02: [[fire]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Stealth: +10, Survival: +9"
+abilityMods: [2, 3, 2, -4, 2, 0]
+speed: 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +9, __Ref__ +12, __Will__ +6"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45; __Immunities__ bleed, fire, paralyzed, poison, sleep; __Weaknesses__ cold 5, water 5"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " The cinder rat ignores the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "Fetid Fumes"
+ desc: " (aura,fire) 5 feet.\n\nA creature that enters the aura or begins its turn there must succeed at a DC 22 Fortitude check save or become [[Conditions/Sickened|Sickened 1]].\n\nEverything within the aura, including the cinder rat, is [[Conditions/Concealed|Concealed]] by smoke."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 (finesse)\n__Damage__ 1d8 + 4 fire 1d4 fire"
+
+```
+
+```encounter-table
+name: Cinder Rat
+creatures:
+ - 1: Cinder Rat
+```
+
+
+
+These oversized rodents are made of smoldering charcoal and elemental fire, and noxious fumes continually bellow from their flaming flesh. Even other fire elementals find cinder rats unpleasant and are glad when they're summoned away from the Plane of Fire.
+
+* * *
+
+Fire elementals are destructive manifestations of the scorching Plane of Fire. Although most fire elementals revel in the chance to experience new kinds of fires away from their home plane, even the most considerate fire elemental can be a danger to humanoids and their property.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Clay Effigy.md b/content/mechanics/srd/Bestiary/Monster Core/Clay Effigy.md
new file mode 100755
index 000000000..b772a1d2a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Clay Effigy.md
@@ -0,0 +1,88 @@
+---
+title: "Clay Effigy"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.XAb5wVeKGKdMVlaQ"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/10
+ - remaster
+statblock: inline
+name: "Clay Effigy"
+level: 10
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Clay Effigy"
+level: "Creature 10"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[construct]]
+trait_02: [[mindless]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +24"
+abilityMods: [6, -1, 6, -5, 0, -5]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 29
+armorclass:
+ - name: AC
+ desc: "29; __Fort__ +23, __Ref__ +16, __Will__ +17"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental; __Resistances__ physical 10 (except adamantine), spells 10 (except cold, earth, or water)"
+abilities_top:
+ - name: ""
+
+ - name: "Sacred Art"
+ desc: " The creator of a clay effigy can dedicate the effigy to a deity while constructing it. If the deity allows a divine sanctification, the effigy is sanctified to that deity, gaining the holy or unholy trait as appropriate."
+
+abilities_mid:
+ - name: ""
+ - name: "Effigy's Curse"
+ desc: " (curse,divine) When a creature damages the clay effigy, it must succeed at a DC 27 Will check save or be afflicted with the effigy's curse. The accursed becomes [[Conditions/Fatigued|Fatigued]] when it carries part of the effigy or any item the effigy was assigned to guard.\n\nThis fatigue can't be removed until the creature has given up such items for at least 24 hours."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+24 (magical, reach 10 feet, sanctified)\n__Damage__ 2d6 spirit 2d10 + 6 bludgeoning"
+
+ - name: "Cast Out"
+ desc: "`pf2:2` (divine,sanctified,spirit) A 20-foot emanation of spiritual energy pushes against intruders, as though trying to drive their souls away. Each creature in the area takes 8d6 spirit damage depending on a DC 29 Will check save.\n\nThe clay effigy can't Cast Out again for 1d4 rounds.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half damage.\n\n**Failure** The creature takes full damage and 3d6 persistent spirit damage. The persistent damage ends if the creature moves over 60 feet from the clay effigy or the effigy is destroyed.\n\n**Critical Failure** As failure, except the persistent damage is increased to 6d6 persistent spirit."
+
+ - name: "Heavy Stride"
+ desc: "`pf2:2` The clay effigy Strides and can move through the spaces of Medium and smaller creatures. Each creature it moves through must succeed at a DC 29 Reflex check save or be knocked [[Conditions/Prone|Prone]]."
+
+```
+
+```encounter-table
+name: Clay Effigy
+creatures:
+ - 1: Clay Effigy
+```
+
+
+
+Traditionally, clay effigies are crafted in the image of a deity and used as guardians of tombs or sacred crypts. Clay effigies have the power to lay curses upon their victims as punishment for intrusion, leading many to believe that these oft-ancient constructs have a touch of the divine in them. Out of an abundance of caution, superstitious folk still tread lightly around elaborate or particularly well-crafted statues that resemble clay effigies even in the slightest.
+
+For some clay effigies, this divine protection goes deeper. Even though deities rarely have the time to monitor their effigies, lesser divine servants are sometimes tasked with watching over an effigy. When the effigy is damaged, these guardians can sense it. The most precious effigies are layered with rituals that summon their guardians directly. Experienced tomb robbers learn to spot such markings from afar, so as to be forewarned of any divine interference in the area.
+
+Although often assigned to protect valuable religious relics and other treasure, clay effigies' size and heavy movements make them ill-suited to stand guard among fragile items. Entire treasuries have been totally ruined by clumsy battles, so crafters do well to make sure their treasures are secured in sturdy containers—or otherwise place the effigy on the other side of the door from the treasures they wish to protect.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Cloud Giant.md b/content/mechanics/srd/Bestiary/Monster Core/Cloud Giant.md
new file mode 100755
index 000000000..ca0634941
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Cloud Giant.md
@@ -0,0 +1,99 @@
+---
+title: "Cloud Giant"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.PAfIRnfgYeCQSBeW"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/11
+ - remaster
+statblock: inline
+name: "Cloud Giant"
+level: 11
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Cloud Giant"
+level: "Creature 11"
+
+alignment: ""
+size: "huge"
+trait_01: [[air]]
+trait_02: [[giant]]
+trait_03: [[humanoid]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: "Common, Jotun, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +26, Crafting: +21, Diplomacy: +24, Intimidation: +26, Performance: +21"
+abilityMods: [7, 0, 5, 1, 3, 1]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +25, __Ref__ +18, __Will__ +21"
+hp: 220
+health:
+ - name: ""
+ - name: HP
+ desc: "220"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Ranseur|+1 Striking Ranseur]]"
+ - name: "Cloudsight"
+ desc: " Cloud giants ignore concealment from weather conditions, including clouds and rain."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Ranseur"
+ desc: "+25 (disarm, magical, reach 20 feet)\n__Damage__ 2d10 + 13 piercing"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+24 (agile, reach 15 feet)\n__Damage__ 2d8 + 13 bludgeoning"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 30, attack +22; __4th __ _[[Spells/Vapor Form|Vapor Form]]_; __3rd __ _[[Spells/Levitate|Levitate (At Will)]]_; __2nd __ _[[Spells/Mist|Mist (At Will)]]_"
+
+ - name: "Crushing Cloud"
+ desc: "`pf2:1` (air,primal) The cloud giant solidifies some clouds, including fog or mist, around a creature that's already in a cloud up to 120 feet away. The target takes 3d8 bludgeoning damage (DC 30 Fortitude check save). If it fails its save, it treats clouds as difficult terrain for 1 round."
+
+ - name: "Wind Strike"
+ desc: "`pf2:2` (air,primal) The cloud giant Strikes a creature with their ranseur, surrounded in a roar of rushing air. On a hit, the target takes an additional 4d8 bludgeoning damage and is [[Conditions/Deafened|Deafened]] for 1 minute. Whether or not the Strike hits, each non-cloud giant within a 20-foot emanation, including the target of the Strike, is buffeted by roaring winds and must attempt a DC 30 Fortitude check saving throw.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes 2d8 sonic damage.\n\n**Failure** The creature takes 4d8 sonic damage and is deafened until the end of its next turn.\n\n**Critical Failure** As failure, but double damage and also knocked [[Conditions/Prone|Prone]]."
+
+```
+
+```encounter-table
+name: Cloud Giant
+creatures:
+ - 1: Cloud Giant
+```
+
+
+
+The graceful and regal cloud giants are fractious, with roughly half their clans believing they should rule over humanoids regardless of their size and the rest shying away from any contact with outsiders. Due to the physical and ideological distance between clans, most rely on giant eagle or roc messengers, to arrange marriages and exchange art without setting foot in each other's territory.
+
+Cloud giants' skin color ranges from milky white to powdery blue. They make their homes anywhere veiled by the clouds, generally mountaintops or isolated valleys, but occasionally fog-shrouded swamps or misty rainforests. Legends persist of floating cities ruled by magically gifted cloud giant queens and kings. While most cloud giants plainly state that such claims are pure fantasy, others are mysteriously tight-lipped or evasive about the matter.
+
+* * *
+
+Giants are massive humanoid creatures who live in remote regions throughout the world. They vary widely but are united in their hunger, requiring sustenance of their own element along with the feasts one would expect from such a massive humanoid. Although a simple matter for some giants, more esoteric types find this need a harsh reality. While a massive fistful of ice or snow alongside their meal will satisfy a frost giant, shadow giants hunger for the coagulated shadows of the Netherworld.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Coarti.md b/content/mechanics/srd/Bestiary/Monster Core/Coarti.md
new file mode 100755
index 000000000..931599176
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Coarti.md
@@ -0,0 +1,112 @@
+---
+title: "Coarti"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Fj6Cw8pawkHGapIb"
+tags:
+ - pf2e/creature/type/devil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/7
+ - remaster
+statblock: inline
+name: "Coarti"
+level: 7
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Coarti"
+level: "Creature 7"
+
+alignment: ""
+size: "Medium"
+trait_01: [[devil]]
+trait_02: [[fiend]]
+trait_03: [[unholy]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Greater Darkvision"
+languages: "Common, Diabolic, Draconic, Empyrean; Telepathy 100 feet, Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Athletics: +15, Deception: +17, Religion: +17, Legal Lore: +14"
+abilityMods: [4, 6, 2, 3, 4, 4]
+speed: 25 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +13, __Ref__ +17, __Will__ +15; +1 status to all saves vs. magic"
+hp: 110
+health:
+ - name: ""
+ - name: HP
+ desc: "110; __Immunities__ fire; __Weaknesses__ holy 5; __Resistances__ physical 5 (except silver), poison 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Morningstar|+1 Morningstar]]"
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Blood Contract"
+ desc: " When the coarti takes damage from their holy weakness, blood flows freely from their eyes and the contract carved into their skin. They take 1d6 persistent bleed damage and are [[Conditions/Dazzled|Dazzled]] as long as the persistent damage continues, but their Despairing Shriek recharges."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Morningstar"
+ desc: "+18 (magical, unholy, versatile p)\n__Damage__ 1d6 + 10 bludgeoning 1d6 spirit"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+17 (agile, unholy, versatile p)\n__Damage__ 1d6 fire 1d6 + 7 bludgeoning"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 25, attack +17; __4th __ _[[Spells/Darkness|Darkness]]_, _[[Spells/Translocate|Translocate (At Will)]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "Rituals"
+ desc: "_Diabolic Pact_"
+
+ - name: "Despairing Shriek"
+ desc: "`pf2:2` (divine,sonic,unholy) The coarti lets out a terrible cry, dealing 4d6 sonic damage to all creatures in a 30-foot emanation with a DC 25 Will check save. Holy creatures that fail this save are also [[Conditions/Frightened|Frightened 2]]; this added effect has the emotion, fear, and mental traits.\n\nThe coarti can't use Despairing Shriek again for 1d4 rounds."
+
+ - name: "Wing Snap"
+ desc: "`pf2:1` **Frequency** once per turn\n* * *\n\n**Effect** The coarti makes two wing Strikes, then falls if it's flying. It can't Fly until the end of its turn."
+
+```
+
+```encounter-table
+name: Coarti
+creatures:
+ - 1: Coarti
+```
+
+
+
+The burning-winged coartis are marked by the onerous contracts they agreed to and bound to Hell by the machinations of a legalistic devil, usually a phistophilus. Some coartis are truly a type of fallen celestial, those trapped in horrible agreements for the greater good or due to grievous errors in judgment, but most arise from mortal souls that were on the path to become celestials yet were contractually bound to Hell. Coartis serve in public roles as messengers and personal attendants to demonstrate the power of Hell and the legal acumen of their corruptors.
+
+Celestials universally pity coartis and despise their creators, but their preferred methods of dealing with the corrupted beings differ. While angels argue against lost cases in Pharasma's courts, seeking loopholes in the voluminous contracts, azatas scheme daring heists against the contract storehouses. Archons are the most direct, working to end their blighted lives.
+
+* * *
+
+Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks.
+
+Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly orts perform subservient labor to more powerful and specialized devils, such as infantry and contract devils, while the greatest nessaris command entire infernal armies.
+
+Asmodeus stands at the apex of the structure he created, but the layers below him are marked by a constant jockeying for position. Most diabolic plans ultimately serve to improve the schemer's place in the hierarchy.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Cockatrice.md b/content/mechanics/srd/Bestiary/Monster Core/Cockatrice.md
new file mode 100755
index 000000000..47d5dff5c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Cockatrice.md
@@ -0,0 +1,79 @@
+---
+title: "Cockatrice"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.KEf70y4r3zSOCmB3"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Cockatrice"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Cockatrice"
+level: "Creature 3"
+
+alignment: ""
+size: "Small"
+trait_01: [[beast]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11"
+abilityMods: [-2, 4, 1, -3, 1, -1]
+speed: 20 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +8, __Ref__ +11, __Will__ +6"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45; __Immunities__ petrified"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+13 (finesse, magical)\n__Damage__ 1d8 - 2 piercing plus calcification"
+
+ - name: "Calcification"
+ desc: " (incapacitation,primal) A peck from a cockatrice hardens the flesh of the creature struck. The target must succeed at a DC 20 Fortitude check save or become [[Conditions/Slowed|Slowed 1]] (or [[Conditions/Slowed|Slowed 2]] on a critical failure). Further failed saves against calcification increase the slowed condition. Once a creature's actions are reduced to 0 by calcification, that creature becomes [[Conditions/Petrified|Petrified]]. If the creature isn't petrified, the slowed conditions end once 1 minute passes without the creature failing a save against calcification.\n\nEvery 24 hours after it was petrified, the victim can attempt a DC 20 Fortitude check save to recover. On a success, it becomes flesh again, but is slowed 1 for the next 24 hours. On a critical success, the creature recovers and isn't slowed. On a failure, the creature remains petrified but can try again in 24 hours. On a critical failure, the petrification is permanent, and the creature can't attempt any more saves."
+
+```
+
+```encounter-table
+name: Cockatrice
+creatures:
+ - 1: Cockatrice
+```
+
+
+
+Ugly and aggressive, the dread cockatrice stalks garbage pits and hillside dumps in search of prey that it can turn to stone with its petrifying beak and subsequently consume piece by broken piece. Cockatrices resemble gaunt and sickly roosters with bat wings and serpentine tails, and they rarely grow more than 2 feet tall and twice as long. Their absentminded clucking gives smart prey ample warning of their presence, and when angered cockatrices let out a shrill crow like that of a rooster. Their peck releases a magical toxin that causes flesh to quickly calcify, and any creature pecked repeatedly by an irritable cockatrice eventually transforms into a stone statue of itself.
+
+The first cockatrice is rumored to have hatched from a rooster's egg incubated on a dung hill by a toad. Whether or not the rumor is true, the cockatrice's monstrous appearance certainly doesn't contradict its strange and filthy origin story, and these creatures are more than capable of propagating on their own. Cockatrices are remarkably fecund and gather in flocks of up to a dozen members. Each flock contains only a few females. The males—which differ in appearance from the females by having warty wattles and gnarled combs—often fight with each other, with lower-ranking males eventually driven away to find their own lairs or compete among other flocks. Most creatures who run afoul of a solitary cockatrice do so with one of these surly outcasts.
+
+Cockatrice lairs are often littered with fragments of statuary from past victims, although these are as likely to be remnants of lizards and insects as people. Curiously, weasels and ferrets, which infiltrate cockatrice lairs to steal eggs, are immune to the creatures' petrifying bites. For unknown reasons, cockatrices are terrified of and enraged by roosters, and they are equally likely to flee or attack one when confronted.
+
+Particularly brave (or foolhardy) individuals sometimes keep cockatrices as pets or guard animals. In their natural habitat among plains, forests, and sewers near humanoid settlements, cockatrices are content to live off vermin or scraps of waste, but their greatest pleasure is consuming warm meals of freshly petrified flesh.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Coil Spy.md b/content/mechanics/srd/Bestiary/Monster Core/Coil Spy.md
new file mode 100755
index 000000000..35a2e96c0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Coil Spy.md
@@ -0,0 +1,108 @@
+---
+title: "Coil Spy"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.EiqooTf7TKzrxk6G"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/serpentfolk
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Coil Spy"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Coil Spy"
+level: "Creature 4"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+trait_02: [[serpentfolk]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Aklo, Common, Dwarven, Gnomish, Sakvroth; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Deception: +13, Diplomacy: +11, Intimidation: +11, Occultism: +10, Society: +10, Stealth: +12, Thievery: +12"
+abilityMods: [2, 4, 1, 4, 2, 5]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +9, __Ref__ +12, __Will__ +10; +4 status to will saves vs. mental, +1 status to all saves vs magic"
+hp: 48
+health:
+ - name: ""
+ - name: HP
+ desc: "48; __Resistances__ poison 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Hand Crossbow|Hand Crossbow]], [[Equipment/Shortsword|Shortsword]], [[Equipment/Thieves' Toolkit|Thieves' Toolkit]], 20x [[Equipment/Bolts|Bolts]], 2x [[Equipment/Spider Venom|Spider Venom]]"
+abilities_mid:
+ - name: ""
+ - name: "Thin of Blood"
+ desc: " Coil spies recover slowly from injuries. When they take physical damage from a critical hit, they gain 1d4 persistent bleed damage. They take a –2 circumstance penalty to flat checks to recover from persistent damage and saving throws against afflictions."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Shortsword"
+ desc: "+14 (agile, finesse, versatile s)\n__Damage__ 1d6 + 5 piercing plus serpentfolk-venom"
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+14 (finesse)\n__Damage__ 1d6 + 5 piercing plus serpentfolk-venom"
+
+ - name: "**Ranged** `pf2:1` Hand Crossbow (Spider Venom)"
+ desc: "+10 (range increment 60 feet, reload 1)\n__Damage__ 1d6 + 3 piercing plus spider-venom"
+
+ - name: "**Ranged** `pf2:1` Hand Crossbow (Serpentfolk Venom)"
+ desc: "+10 (range increment 60 feet, reload 1)\n__Damage__ 1d6 + 3 piercing plus serpentfolk-venom"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 21, attack +13; __4th __ _[[Spells/Suggestion|Suggestion]]_; __3rd __ _[[Spells/Illusory Disguise|Illusory Disguise (At Will)]]_; __2nd __ _[[Spells/Blur|Blur (Self Only, At Will)]]_; __1st __ _[[Spells/Ventriloquism|Ventriloquism (At Will)]]_"
+
+ - name: "Deceptive Reposition"
+ desc: "`pf2:1` The Coil spy Strides up to half their Speed and attempts a [[Actions/Feint|Feint]], in either order."
+
+ - name: "Maintain Disguise"
+ desc: " A Coil spy can maintain an ongoing [[Spells/Illusory Disguise|Illusory Disguise]] as long as they are conscious without having to re-cast the spell; they need only Cast the Spell again to reassume their _illusory disguise_ if they wish to change their appearance or if the active spell is dispelled.\n\nCoil spies typically seek privacy when they need to sleep, as an ongoing _illusory disguise_ ends an hour after they fall [[Conditions/Unconscious|Unconscious]]."
+
+ - name: "Serpentfolk Venom"
+ desc: " (poison) **Saving Throw** DC 19 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d4 poison damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 2d4 poison damage and enfeebled 1 (1 round)"
+
+ - name: "Sneak Attack"
+ desc: " The Coil spy's Strikes deal an extra 2d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Coil Spy
+creatures:
+ - 1: Coil Spy
+```
+
+
+
+Some serpentfolk undergo intense ritual training and practice to improve their innate ability to disguise themselves. These serpentfolk often identify as members of a sinister society known as the Coils of Ydersius, and the most devoted of their number seek out methods of reincarnating into new forms to infiltrate enemy societies even more efficiently. Coil spies train in methods of infiltrating other societies to such an extent that they might be capable of infiltrating a mammalian civilization for years. Though they're expected to work entirely toward the eventual triumph of their people, most Coil spies also find personal pursuits. When Coil spies get caught, it's rarely due to a lack of skill, but rather to their arrogance or recklessness as they pursue their hedonistic desires.
+
+* * *
+
+Before their ancient clash with humanity devastated their civilization, serpentfolk were masters of a sprawling underground empire. Their power was shattered and their god Ydersius decapitated (although not quite slain). The cunning, intelligence, and magical abilities of serpentfolk have diminished from their ancient heights, and most are born without these boons. This is partially the result of cruel genetic meddling among serpentfolk—though the ruling class, zyss, are born with an innate spellcasting ability, their blood runs thin, making them susceptible to wounds. Seen as the failures of the serpentfolk's experiments are the aapophs, who are strong but prone to mutation and lack innate spellcasting.
+
+Today, the central realm of the Darklands retains the old name of the serpentfolk empire that once dominated this region—Sekamina. This name is also the source of the serpentfolk's Aklo title, sekmin, which they are often called in ancient texts. Serpentfolk dominion had declined before ghouls, gugs, umbral gnomes, and other forces. Yet their recent ventures have brought them back to a stronger place in the Darklands. Many serpentfolk sleeping in torpor in secluded vaults have awakened.
+
+Zyss serpentfolk tend toward megalomania, with dreams of returning to their place of dominance. Many of their plans hinge on resurrecting Ydersius, their decapitated god. His headless body still thrashes about, mindless, in the Darklands, waiting to be reunited with his lost skull. Serpentfolk numbers are so small that reclaiming their dominance seems a distant dream, especially since their reproduction is slow. Though a parent can birth a dozen young at once, the gestation period lasts up to a decade, and the likelihood that even one will be zyss is low. There's no telling whether a child will be zyss or aapoph, regardless of parentage. A coveted zyss child is just as likely to arise from aapoph parents as from two zyss, and every serpentfolk colony has someone in charge of sorting the young, identifying the earliest signs of magic in them.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Compsognathus.md b/content/mechanics/srd/Bestiary/Monster Core/Compsognathus.md
new file mode 100755
index 000000000..df4fa7343
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Compsognathus.md
@@ -0,0 +1,81 @@
+---
+title: "Compsognathus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.EHKs6jfxfA6BtxG2"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/dinosaur
+ - pf2eMonster
+ - pf2e/creature/level/-1
+ - remaster
+statblock: inline
+name: "Compsognathus"
+level: -1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Compsognathus"
+level: "Creature -1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[animal]]
+trait_02: [[dinosaur]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Stealth: +6"
+abilityMods: [0, 3, 2, -4, 2, -2]
+speed: 30 feet, swim 15 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +4, __Ref__ +7, __Will__ +4"
+hp: 8
+health:
+ - name: ""
+ - name: HP
+ desc: "8"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+7 (agile, finesse, reach 0 feet)\n__Damage__ 1d6 piercing plus compsognathus-venom"
+
+ - name: "Compsognathus Venom"
+ desc: " (poison) **Saving Throw** DC 16 Fortitude check\n\n**Maximum Duration** 4 rounds\n\n**Stage 1** 1d6 poison damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 1d8 poison damage and Enfeebled 1 (1 round)"
+
+```
+
+```encounter-table
+name: Compsognathus
+creatures:
+ - 1: Compsognathus
+```
+
+
+
+The compsognathus is a small bipedal dinosaur that moves in swift, darting motions. Its bite injects a venom that causes numbness and weakness, a trait the animal uses to bring down larger prey, although it prefers to scavenge or snatch insects and other smaller creatures for its meals.
+
+The compsognathus is curious to a fault, often getting itself into trouble. It measures 3 feet long from head to tail and weighs 15 pounds—small enough to serve as a house pet or familiar for a spellcaster. In cases where magical links aren't involved, however, those keeping the creature would be well-advised to treat it with the same caution one might extend to a pet viper or other poisonous reptile, as they're partly tame at best.
+
+* * *
+
+Remnants from the world's primeval era, these enormous reptilian animals still exist in large numbers in remote wildernesses or underground in magical Darklands caverns. Lizardfolk, orcs, giants, and other humanoids who live near dinosaurs use the animals as mounts, guards, or hunting beasts. Occasionally, rich nobles will collect dinosaurs to display them in menageries, which almost inevitably leads to cast-offs being nursed back to health by druids and other champions of nature. When dinosaurs establish themselves in regions outside their normal habitats, it's often the result of a large collection being released.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Con Rit.md b/content/mechanics/srd/Bestiary/Monster Core/Con Rit.md
new file mode 100755
index 000000000..eca2f4ea8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Con Rit.md
@@ -0,0 +1,85 @@
+---
+title: "Con Rit"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.VmlvGzo39cOKicNV"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/aquatic
+ - pf2eMonster
+ - pf2e/creature/level/7
+ - remaster
+statblock: inline
+name: "Con Rit"
+level: 7
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Con Rit"
+level: "Creature 7"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+trait_02: [[aquatic]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Athletics: +18, Stealth: +13"
+abilityMods: [6, 3, 4, -5, 1, -4]
+speed: 10 feet, swim 60 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +17, __Ref__ +14, __Will__ +10"
+hp: 100
+health:
+ - name: ""
+ - name: HP
+ desc: "100; __Weaknesses__ bludgeoning 5; __Resistances__ slashing 5, piercing 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Mandible"
+ desc: "+18 (reach 15 feet)\n__Damage__ 2d10 + 8 piercing plus con-rit-venom"
+
+ - name: "Con Rit Venom"
+ desc: " (poison) **Saving Throw** DC 25 Fortitude check;\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d10 poison (1 round)\n\n**Stage 2** 2d10 poison and [[Conditions/Off-Guard|Off-Guard]] (1 round);\n\n**Stage 3** 2d10 poison, off-guard, and [[Conditions/Slowed|Slowed 1]] (1 round)"
+
+ - name: "Spit Venom"
+ desc: "`pf2:2` (poison) The con rit spits a propulsive blast of venom that deals 2d10 poison + 2d10 bludgeoning damage in a 30-foot line (DC 25 Fortitude check save). Creatures who fail their save are also pushed 10 feet.\n\nThe con rit cannot use Spit Venom again for 1d4 rounds."
+
+ - name: "Undulate"
+ desc: "`pf2:1` The con rit Swims. During this movement, it can pass through spaces as narrow as 5 feet without Squeezing."
+
+```
+
+```encounter-table
+name: Con Rit
+creatures:
+ - 1: Con Rit
+```
+
+
+
+The con rit is a hulking aquatic centipede that has traded its hundreds of legs for just as many fins. This sea insect swims with a grace that is just as majestic as it is unnerving. The con rit is dark brown on its dorsal side and sickly yellow on its ventral surface. This makes it much more difficult to spot, whether looking from above or below. Its exoskeleton is as hard as iron, and the shifting of its plates makes an elongated, eerie ringing sound as it swims.
+
+Many once thought the con rit to be a dragon of some kind. This was due not only to its massive size but also to its ability to launch its venom in a concentrated blast. It would use this technique to shoot birds out of the sky or knock sailors off ships. Their movement through the water is also not entirely dissimilar to that of dragons. Those who seek out a con rit's lair in search of treasure are usually disappointed (when they aren't eaten alive by the huge insect).
+
+There are legends that a con rit, much like a phoenix, is reborn after its death. This, however, is not the case. A con rit will make a nest far below the surface of its territory, usually in underwater caves. Throughout its life, a con rit will lay thousands of eggs in its cave that will never hatch. The con rit will eat any egg that gets too old, but there are always large numbers of them remaining. When a con rit dies, it releases a strong-smelling chemical into the air and water that triggers the hatching process. The eggs will slowly crack open within the month, and hundreds of baby con rits will begin to fight each other for territory. By year's end, one will win and reach full maturity. This cycle is what has led to the legends of endless rebirth. Other stories say that every generation of the con rit is ever so slightly smaller, leading to tales of ancient con rits that were hundreds of feet long. However, the size of such legendary insects has yet to be confirmed by scholars who study such things.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Conspirator Dragon (Adult).md b/content/mechanics/srd/Bestiary/Monster Core/Conspirator Dragon (Adult).md
new file mode 100755
index 000000000..8f20fd0bd
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Conspirator Dragon (Adult).md
@@ -0,0 +1,115 @@
+---
+title: "Conspirator Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.VaCoswkMLwcIC8Aq"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/occult
+ - pf2eMonster
+ - pf2e/creature/level/12
+ - remaster
+statblock: inline
+name: "Conspirator Dragon (Adult)"
+level: 12
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Conspirator Dragon (Adult)"
+level: "Creature 12"
+
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[occult]]
+modifier: 23
+perception:
+ - name: "Perception"
+ desc: "+23; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Shadowtongue, Sussuran; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Athletics: +23, Deception: +25, Diplomacy: +25, Intimidation: +23, Occultism: +23, Performance: +25, Society: +23, Stealth: +21, Lore (any one region or settlement): +25"
+abilityMods: [5, 3, 4, 5, 5, 7]
+speed: 40 feet, climb 40 feet, fly 140 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +20, __Ref__ +21, __Will__ +25; +2 status to all saves vs. occult"
+hp: 215
+health:
+ - name: ""
+ - name: HP
+ desc: "215; __Immunities__ controlled, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "Retract Body"
+ desc: "`pf2:r` **Trigger** The dragon is hit or critically hit by an attack made by a creature the dragon can see\n* * *\n\n**Effect** The dragon retracts the targeted body part or twists away to avoid the attack, gaining a +2 circumstance bonus to AC against the triggering attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+25 (magical, reach 10 feet)\n__Damage__ 3d8 + 11 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+25 (agile, magical)\n__Damage__ 3d6 + 11 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+23 (magical, reach 15 feet)\n__Damage__ 2d10 + 11 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Mental Blast"
+ desc: "+25 (mental, range 100 feet)\n__Damage__ 3d6 + 6 mental"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 32, attack +24; __6th __ _[[Spells/Charm|Charm]]_, _[[Spells/Mind Probe|Mind Probe]]_, _[[Spells/Mind Reading|Mind Reading (At Will)]]_, _[[Spells/Rewrite Memory|Rewrite Memory]]_; __1st __ _[[Spells/Charm|Charm (At Will)]]_"
+
+ - name: "Conjure Disguise"
+ desc: " (manipulate,occult,polymorph) **Frequency** once per day\n* * *\n\n**Effect** The dragon conjures a perfect flesh-suit replica of a humanoid they've seen of their size or smaller and compresses themself into it, along with generating appropriate clothing for the humanoid. This process takes 1 minute to complete, during which the dragon is [[Conditions/Off-Guard|Off-Guard]]. If the dragon stops or is interrupted in this process, the suit is destroyed. Once the process is complete, the dragon can remain in this disguise indefinitely.\n\nThe transformation has the effects of [[Bestiary Ability Glossary/Change Shape|Change Shape]], except that the disguise is not actively magical in nature and doesn't register as magical to detect magic and similar effects. The dragon loses Retract Body while transformed.\n\nIf the dragon is critically hit while wearing the disguise, the suit is destroyed and immediately explodes. This has the effects of Detonate Disguise, except that creatures use the outcome one degree of success better than they rolled on their save."
+
+ - name: "Detonate Disguise"
+ desc: "`pf2:2` (occult) **Requirements** The dragon is wearing their conjured disguise\n* * *\n\n**Effect** The dragon erupts from the disguise, destroying it. The explosive revelation deals 13d6 bludgeoning damage to creatures in a 5-foot emanation with a DC 31 Reflex check save. A creature that fails its save is [[Conditions/Dazzled|Dazzled]] for 1 round as it becomes covered in scraps from the disguise.\n\nAny creature sharing a space with the dragon after they erupt is pushed into the nearest empty space."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " When the dragon scores a critical hit with a Strike, they recharge Smoke Breath."
+
+ - name: "Rushed Transformation"
+ desc: "`pf2:3` (concentrate,manipulate,occult,polymorph) **Frequency** once per hour\n* * *\n\n**Effect** Using the aid of magic and an exhausting amount of effort, the dragon quickly reshapes their body into the form of a generic humanoid figure. This has the effects of [[Spells/Humanoid Form|Humanoid Form]] except that it lasts only 1 minute, and the dragon doesn't gain the +4 status bonus to Deception as the transformation makes use of the dragon's body to crudely mimic a humanoid form. The dragon can Dismiss the effect.\n\nWhenever the effect ends, the dragon leaves behind scraps of magically conjured flesh, which could give away the dragon's presence."
+
+ - name: "Smoke Breath"
+ desc: "`pf2:2` (occult,poison) The dragon unleashes a noxious cloud of smoke that deals 10d6 poison damage in a 50-foot cone (DC 33 Fortitude check save). The smoke remains for 1 minute. This has the effects of [[Spells/Mist|Mist]], except it fills the cone's area.\n\nThe dragon can't use Smoke Breath again for 1d4 rounds."
+
+ - name: "Sneak Attack"
+ desc: " The dragon's Strikes deal an additional 2d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] targets."
+
+```
+
+```encounter-table
+name: Conspirator Dragon (Adult)
+creatures:
+ - 1: Conspirator Dragon (Adult)
+```
+
+
+
+Hidden among the shadows and upper echelons of society are the conspirator dragons. These dragons are schemers, always looking to manipulate and control others, either for personal gain or simply for the thrill of watching their machinations play out. Conspirator dragons see themselves above others and typically speak with infantilizing tones and words. However, as most conspirator dragons meet others while in disguise, they do their best to maintain their disguise.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Conspirator Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Monster Core/Conspirator Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..6bebd0272
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Conspirator Dragon (Adult, Spellcaster).md
@@ -0,0 +1,116 @@
+---
+title: "Conspirator Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.3sGwseYkuYO2HrTI"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/occult
+ - pf2eMonster
+ - pf2e/creature/level/12
+ - remaster
+statblock: inline
+name: "Conspirator Dragon (Adult, Spellcaster)"
+level: 12
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Conspirator Dragon (Adult, Spellcaster)"
+level: "Creature 12"
+
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[occult]]
+modifier: 23
+perception:
+ - name: "Perception"
+ desc: "+23; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Shadowtongue, Sussuran; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Athletics: +23, Deception: +25, Diplomacy: +25, Intimidation: +23, Occultism: +23, Performance: +25, Society: +23, Stealth: +21, Lore (any one region or settlement): +25"
+abilityMods: [5, 3, 4, 5, 5, 7]
+speed: 40 feet, climb 40 feet, fly 140 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +20, __Ref__ +21, __Will__ +25; +2 status to all saves vs. occult"
+hp: 215
+health:
+ - name: ""
+ - name: HP
+ desc: "215; __Immunities__ controlled, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "Retract Body"
+ desc: "`pf2:r` **Trigger** The dragon is hit or critically hit by an attack made by a creature the dragon can see\n* * *\n\n**Effect** The dragon retracts the targeted body part or twists away to avoid the attack, gaining a +2 circumstance bonus to AC against the triggering attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+25 (magical, reach 10 feet)\n__Damage__ 3d8 + 11 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+25 (agile, magical)\n__Damage__ 3d6 + 11 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+23 (magical, reach 15 feet)\n__Damage__ 2d10 + 11 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Mental Blast"
+ desc: "+25 (mental, range 100 feet)\n__Damage__ 3d6 + 6 mental"
+
+ - name: "Occult Prepared Spells"
+ desc: "DC 33, attack +25; __5th __ _[[Spells/Scouting Eye|Scouting Eye]]_, _[[Spells/Synaptic Pulse|Synaptic Pulse]]_, _[[Spells/Truespeech|Truespeech]]_; __4th __ _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Honeyed Words|Honeyed Words]]_, _[[Spells/Suggestion|Suggestion]]_; __3rd __ _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Paralyze|Paralyze]]_, _[[Spells/Veil of Privacy|Veil of Privacy]]_; __2nd __ _[[Spells/Calm|Calm]]_, _[[Spells/Invisibility|Invisibility]]_, _[[Spells/Paranoia|Paranoia]]_; __1st __ _[[Spells/Bane|Bane]]_, _[[Spells/Fear|Fear]]_, _[[Spells/Phantom Pain|Phantom Pain]]_\n__Cantrips__ __(5th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Figment|Figment]]_, _[[Spells/Message|Message]]_, _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 32, attack +24; __6th __ _[[Spells/Charm|Charm]]_, _[[Spells/Mind Probe|Mind Probe]]_, _[[Spells/Mind Reading|Mind Reading (At Will)]]_, _[[Spells/Rewrite Memory|Rewrite Memory]]_; __1st __ _[[Spells/Charm|Charm (At Will)]]_"
+
+ - name: "Conjure Disguise"
+ desc: " (manipulate,occult,polymorph) **Frequency** once per day\n* * *\n\n**Effect** The dragon conjures a perfect flesh-suit replica of a humanoid they've seen of their size or smaller and compresses themself into it, along with generating appropriate clothing for the humanoid. This process takes 1 minute to complete, during which the dragon is [[Conditions/Off-Guard|Off-Guard]]. If the dragon stops or is interrupted in this process, the suit is destroyed. Once the process is complete, the dragon can remain in this disguise indefinitely.\n\nThe transformation has the effects of [[Bestiary Ability Glossary/Change Shape|Change Shape]], except that the disguise is not actively magical in nature and doesn't register as magical to detect magic and similar effects. The dragon loses Retract Body while transformed.\n\nIf the dragon is critically hit while wearing the disguise, the suit is destroyed and immediately explodes. This has the effects of Detonate Disguise, except that creatures use the outcome one degree of success better than they rolled on their save."
+
+ - name: "Detonate Disguise"
+ desc: "`pf2:2` (occult) **Requirements** The dragon is wearing their conjured disguise\n* * *\n\n**Effect** The dragon erupts from the disguise, destroying it. The explosive revelation deals 13d6 bludgeoning damage to creatures in a 5-foot emanation with a DC 31 Reflex check save. A creature that fails its save is [[Conditions/Dazzled|Dazzled]] for 1 round as it becomes covered in scraps from the disguise.\n\nAny creature sharing a space with the dragon after they erupt is pushed into the nearest empty space."
+
+ - name: "Rushed Transformation"
+ desc: "`pf2:3` (concentrate,manipulate,occult,polymorph) **Frequency** once per hour\n* * *\n\n**Effect** Using the aid of magic and an exhausting amount of effort, the dragon quickly reshapes their body into the form of a generic humanoid figure. This has the effects of [[Spells/Humanoid Form|Humanoid Form]] except that it lasts only 1 minute, and the dragon doesn't gain the +4 status bonus to Deception as the transformation makes use of the dragon's body to crudely mimic a humanoid form. The dragon can Dismiss the effect.\n\nWhenever the effect ends, the dragon leaves behind scraps of magically conjured flesh, which could give away the dragon's presence."
+
+ - name: "Smoke Breath"
+ desc: "`pf2:2` (occult,poison) The dragon unleashes a noxious cloud of smoke that deals 10d6 poison damage in a 50-foot cone (DC 33 Fortitude check save). The smoke remains for 1 minute. This has the effects of [[Spells/Mist|Mist]], except it fills the cone's area.\n\nThe dragon can't use Smoke Breath again for 1d4 rounds."
+
+ - name: "Sneak Attack"
+ desc: " The dragon's Strikes deal an additional 2d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] targets."
+
+```
+
+```encounter-table
+name: Conspirator Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Conspirator Dragon (Adult, Spellcaster)
+```
+
+
+
+Hidden among the shadows and upper echelons of society are the conspirator dragons. These dragons are schemers, always looking to manipulate and control others, either for personal gain or simply for the thrill of watching their machinations play out. Conspirator dragons see themselves above others and typically speak with infantilizing tones and words. However, as most conspirator dragons meet others while in disguise, they do their best to maintain their disguise.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
+
+## Draconic Spellcasters
+
+Each dragon features a sidebar on spellcasting dragons of that type. To make a dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give them the spells outlined in their sidebar. You can swap out any number of these with other spells, provided you keep the same number of spells for each rank. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Conspirator Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Monster Core/Conspirator Dragon (Ancient).md
new file mode 100755
index 000000000..27ca742ad
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Conspirator Dragon (Ancient).md
@@ -0,0 +1,115 @@
+---
+title: "Conspirator Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.NbLaIMaPYhRMzYwU"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/occult
+ - pf2eMonster
+ - pf2e/creature/level/17
+ - remaster
+statblock: inline
+name: "Conspirator Dragon (Ancient)"
+level: 17
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Conspirator Dragon (Ancient)"
+level: "Creature 17"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[dragon]]
+trait_02: [[occult]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Shadowtongue, Sussuran, Aklo; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +30, Athletics: +30, Deception: +35, Diplomacy: +33, Intimidation: +33, Occultism: +31, Performance: +35, Society: +31, Stealth: +30, Lore (any one region or settlement): +31"
+abilityMods: [9, 5, 6, 6, 7, 8]
+speed: 50 feet, climb 50 feet, fly 200 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 40
+armorclass:
+ - name: AC
+ desc: "40; __Fort__ +27, __Ref__ +28, __Will__ +32; +2 status to all saves vs. occult"
+hp: 345
+health:
+ - name: ""
+ - name: HP
+ desc: "345; __Immunities__ controlled, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "Retract Body"
+ desc: "`pf2:r` **Trigger** The dragon is hit or critically hit by an attack made by a creature the dragon can see\n* * *\n\n**Effect** The dragon retracts the targeted body part or twists away to avoid the attack, gaining a +2 circumstance bonus to AC against the triggering attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+32 (magical, reach 15 feet)\n__Damage__ 3d8 + 17 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+32 (agile, magical, reach 10 feet)\n__Damage__ 3d6 + 17 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+30 (magical, reach 20 feet)\n__Damage__ 2d10 + 17 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Mental Blast"
+ desc: "+31 (mental, range 100 feet)\n__Damage__ 6d6 + 6 mental"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 41, attack +33; __9th __ _[[Spells/Dominate|Dominate]]_, _[[Spells/Mind Probe|Mind Probe]]_, _[[Spells/Mind Reading|Mind Reading (At Will)]]_, _[[Spells/Rewrite Memory|Rewrite Memory]]_; __4th __ _[[Spells/Charm|Charm (At Will)]]_, _[[Spells/Rewrite Memory|Rewrite Memory (At Will)]]_"
+
+ - name: "Conjure Disguise"
+ desc: " (manipulate,occult,polymorph) **Frequency** once per day\n* * *\n\n**Effect** The dragon conjures a perfect flesh-suit replica of a humanoid they've seen of their size or smaller and compresses themself into it, along with generating appropriate clothing for the humanoid. This process takes 1 minute to complete, during which the dragon is [[Conditions/Off-Guard|Off-Guard]]. If the dragon stops or is interrupted in this process, the suit is destroyed. Once the process is complete, the dragon can remain in this disguise indefinitely.\n\nThe transformation has the effects of [[Bestiary Ability Glossary/Change Shape|Change Shape]], except that the disguise is not actively magical in nature and doesn't register as magical to detect magic and similar effects. The dragon loses Retract Body while transformed.\n\nIf the dragon is critically hit while wearing the disguise, the suit is destroyed and immediately explodes. This has the effects of Detonate Disguise, except that creatures use the outcome one degree of success better than they rolled on their save."
+
+ - name: "Detonate Disguise"
+ desc: "`pf2:2` (occult) **Requirements** The dragon is wearing their conjured disguise\n* * *\n\n**Effect** The dragon erupts from the disguise, destroying it. The explosive revelation deals 18d6 bludgeoning damage to creatures in a 5-foot emanation with a DC 39 Reflex check save. A creature that fails its save is [[Conditions/Dazzled|Dazzled]] for 1 round as it becomes covered in scraps from the disguise.\n\nAny creature sharing a space with the dragon after they erupt is pushed into the nearest empty space."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " When the dragon scores a critical hit with a Strike, they recharge Smoke Breath."
+
+ - name: "Rushed Transformation"
+ desc: "`pf2:3` (concentrate,manipulate,occult,polymorph) **Frequency** once per hour\n* * *\n\n**Effect** Using the aid of magic and an exhausting amount of effort, the dragon quickly reshapes their body into the form of a generic humanoid figure. This has the effects of [[Spells/Humanoid Form|Humanoid Form]] except that it lasts only 1 minute, and the dragon doesn't gain the +4 status bonus to Deception as the transformation makes use of the dragon's body to crudely mimic a humanoid form. The dragon can Dismiss the effect.\n\nWhenever the effect ends, the dragon leaves behind scraps of magically conjured flesh, which could give away the dragon's presence."
+
+ - name: "Smoke Breath"
+ desc: "`pf2:2` (occult,poison) The dragon unleashes a noxious cloud of smoke that deals 16d6 poison damage in a 60-foot cone (DC 39 Fortitude check save). The smoke remains for 1 minute. This has the effects of [[Spells/Mist|Mist]], except it fills the cone's area.\n\nThe dragon can't use Smoke Breath again for 1d4 rounds."
+
+ - name: "Sneak Attack"
+ desc: " The dragon's Strikes deal an additional 3d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] targets."
+
+```
+
+```encounter-table
+name: Conspirator Dragon (Ancient)
+creatures:
+ - 1: Conspirator Dragon (Ancient)
+```
+
+
+
+Hidden among the shadows and upper echelons of society are the conspirator dragons. These dragons are schemers, always looking to manipulate and control others, either for personal gain or simply for the thrill of watching their machinations play out. Conspirator dragons see themselves above others and typically speak with infantilizing tones and words. However, as most conspirator dragons meet others while in disguise, they do their best to maintain their disguise.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Conspirator Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Monster Core/Conspirator Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..c641f8dc2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Conspirator Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,116 @@
+---
+title: "Conspirator Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.aGwzRD2YxBAZPqe9"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/occult
+ - pf2eMonster
+ - pf2e/creature/level/17
+ - remaster
+statblock: inline
+name: "Conspirator Dragon (Ancient, Spellcaster)"
+level: 17
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Conspirator Dragon (Ancient, Spellcaster)"
+level: "Creature 17"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[dragon]]
+trait_02: [[occult]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Shadowtongue, Sussuran, Aklo; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +30, Athletics: +30, Deception: +35, Diplomacy: +33, Intimidation: +33, Occultism: +31, Performance: +35, Society: +31, Stealth: +30, Lore (any one region or settlement): +31"
+abilityMods: [9, 5, 6, 6, 7, 8]
+speed: 50 feet, climb 50 feet, fly 200 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 40
+armorclass:
+ - name: AC
+ desc: "40; __Fort__ +27, __Ref__ +28, __Will__ +32; +2 status to all saves vs. occult"
+hp: 345
+health:
+ - name: ""
+ - name: HP
+ desc: "345; __Immunities__ controlled, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "Retract Body"
+ desc: "`pf2:r` **Trigger** The dragon is hit or critically hit by an attack made by a creature the dragon can see\n* * *\n\n**Effect** The dragon retracts the targeted body part or twists away to avoid the attack, gaining a +2 circumstance bonus to AC against the triggering attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+32 (magical, reach 15 feet)\n__Damage__ 3d8 + 17 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+32 (agile, magical, reach 10 feet)\n__Damage__ 3d6 + 17 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+30 (magical, reach 20 feet)\n__Damage__ 2d10 + 17 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Mental Blast"
+ desc: "+31 (mental, range 100 feet)\n__Damage__ 6d6 + 6 mental"
+
+ - name: "Occult Prepared Spells"
+ desc: "DC 39, attack +31; __8th __ _[[Spells/Hidden Mind|Hidden Mind]]_, _[[Spells/Unrelenting Observation|Unrelenting Observation]]_; __7th __ _[[Spells/Duplicate Foe|Duplicate Foe]]_, _[[Spells/Project Image|Project Image]]_, _[[Spells/Warp Mind|Warp Mind]]_; __6th __ _[[Spells/Mislead|Mislead]]_, _[[Spells/Scrying|Scrying]]_, _[[Spells/Truesight|Truesight]]_; __5th __ _[[Spells/Scouting Eye|Scouting Eye]]_, _[[Spells/Synaptic Pulse|Synaptic Pulse]]_, _[[Spells/Truespeech|Truespeech]]_; __4th __ _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Honeyed Words|Honeyed Words]]_, _[[Spells/Suggestion|Suggestion]]_; __3rd __ _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Paralyze|Paralyze]]_, _[[Spells/Veil of Privacy|Veil of Privacy]]_; __2nd __ _[[Spells/Calm|Calm]]_, _[[Spells/Invisibility|Invisibility]]_, _[[Spells/Paranoia|Paranoia]]_; __1st __ _[[Spells/Bane|Bane]]_, _[[Spells/Fear|Fear]]_, _[[Spells/Phantom Pain|Phantom Pain]]_\n__Cantrips__ __(8th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Figment|Figment]]_, _[[Spells/Message|Message]]_, _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 41, attack +33; __9th __ _[[Spells/Dominate|Dominate]]_, _[[Spells/Mind Probe|Mind Probe]]_, _[[Spells/Mind Reading|Mind Reading (At Will)]]_, _[[Spells/Rewrite Memory|Rewrite Memory]]_; __4th __ _[[Spells/Charm|Charm (At Will)]]_, _[[Spells/Rewrite Memory|Rewrite Memory (At Will)]]_"
+
+ - name: "Conjure Disguise"
+ desc: " (manipulate,occult,polymorph) **Frequency** once per day\n* * *\n\n**Effect** The dragon conjures a perfect flesh-suit replica of a humanoid they've seen of their size or smaller and compresses themself into it, along with generating appropriate clothing for the humanoid. This process takes 1 minute to complete, during which the dragon is [[Conditions/Off-Guard|Off-Guard]]. If the dragon stops or is interrupted in this process, the suit is destroyed. Once the process is complete, the dragon can remain in this disguise indefinitely.\n\nThe transformation has the effects of [[Bestiary Ability Glossary/Change Shape|Change Shape]], except that the disguise is not actively magical in nature and doesn't register as magical to detect magic and similar effects. The dragon loses Retract Body while transformed.\n\nIf the dragon is critically hit while wearing the disguise, the suit is destroyed and immediately explodes. This has the effects of Detonate Disguise, except that creatures use the outcome one degree of success better than they rolled on their save."
+
+ - name: "Detonate Disguise"
+ desc: "`pf2:2` (occult) **Requirements** The dragon is wearing their conjured disguise\n* * *\n\n**Effect** The dragon erupts from the disguise, destroying it. The explosive revelation deals 18d6 bludgeoning damage to creatures in a 5-foot emanation with a DC 39 Reflex check save. A creature that fails its save is [[Conditions/Dazzled|Dazzled]] for 1 round as it becomes covered in scraps from the disguise.\n\nAny creature sharing a space with the dragon after they erupt is pushed into the nearest empty space."
+
+ - name: "Rushed Transformation"
+ desc: "`pf2:3` (concentrate,manipulate,occult,polymorph) **Frequency** once per hour\n* * *\n\n**Effect** Using the aid of magic and an exhausting amount of effort, the dragon quickly reshapes their body into the form of a generic humanoid figure. This has the effects of [[Spells/Humanoid Form|Humanoid Form]] except that it lasts only 1 minute, and the dragon doesn't gain the +4 status bonus to Deception as the transformation makes use of the dragon's body to crudely mimic a humanoid form. The dragon can Dismiss the effect.\n\nWhenever the effect ends, the dragon leaves behind scraps of magically conjured flesh, which could give away the dragon's presence."
+
+ - name: "Smoke Breath"
+ desc: "`pf2:2` (occult,poison) The dragon unleashes a noxious cloud of smoke that deals 16d6 poison damage in a 60-foot cone (DC 39 Fortitude check save). The smoke remains for 1 minute. This has the effects of [[Spells/Mist|Mist]], except it fills the cone's area.\n\nThe dragon can't use Smoke Breath again for 1d4 rounds."
+
+ - name: "Sneak Attack"
+ desc: " The dragon's Strikes deal an additional 3d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] targets."
+
+```
+
+```encounter-table
+name: Conspirator Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Conspirator Dragon (Ancient, Spellcaster)
+```
+
+
+
+Hidden among the shadows and upper echelons of society are the conspirator dragons. These dragons are schemers, always looking to manipulate and control others, either for personal gain or simply for the thrill of watching their machinations play out. Conspirator dragons see themselves above others and typically speak with infantilizing tones and words. However, as most conspirator dragons meet others while in disguise, they do their best to maintain their disguise.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
+
+## Draconic Spellcasters
+
+Each dragon features a sidebar on spellcasting dragons of that type. To make a dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give them the spells outlined in their sidebar. You can swap out any number of these with other spells, provided you keep the same number of spells for each rank. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Conspirator Dragon (Young).md b/content/mechanics/srd/Bestiary/Monster Core/Conspirator Dragon (Young).md
new file mode 100755
index 000000000..91ad2ac80
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Conspirator Dragon (Young).md
@@ -0,0 +1,115 @@
+---
+title: "Conspirator Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.PaIUxxsjC2YPFeLU"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/occult
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Conspirator Dragon (Young)"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Conspirator Dragon (Young)"
+level: "Creature 8"
+
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[occult]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Shadowtongue; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Athletics: +16, Deception: +18, Diplomacy: +18, Intimidation: +16, Occultism: +16, Performance: +18, Society: +16, Stealth: +16, Lore (any one region or settlement): +16"
+abilityMods: [5, 3, 2, 2, 4, 4]
+speed: 30 feet, climb 30 feet, fly 120 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +14, __Ref__ +15, __Will__ +18; +2 status to all saves vs. occult"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135; __Immunities__ controlled, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "Retract Body"
+ desc: "`pf2:r` **Trigger** The dragon is hit or critically hit by an attack made by a creature the dragon can see\n* * *\n\n**Effect** The dragon retracts the targeted body part or twists away to avoid the attack, gaining a +2 circumstance bonus to AC against the triggering attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+19 (magical, reach 10 feet)\n__Damage__ 2d8 + 8 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+19 (agile, magical)\n__Damage__ 2d6 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+17 (magical, reach 15 feet)\n__Damage__ 1d10 + 8 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Mental Blast"
+ desc: "+18 (mental, range 100 feet)\n__Damage__ 3d6 + 3 mental"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 26, attack +18; __4th __ _[[Spells/Charm|Charm]]_, _[[Spells/Mind Reading|Mind Reading (At Will)]]_, _[[Spells/Rewrite Memory|Rewrite Memory]]_; __1st __ _[[Spells/Charm|Charm (At Will)]]_"
+
+ - name: "Conjure Disguise"
+ desc: " (manipulate,occult,polymorph) **Frequency** once per day\n* * *\n\n**Effect** The dragon conjures a perfect flesh-suit replica of a humanoid they've seen of their size or smaller and compresses themself into it, along with generating appropriate clothing for the humanoid. This process takes 1 minute to complete, during which the dragon is [[Conditions/Off-Guard|Off-Guard]]. If the dragon stops or is interrupted in this process, the suit is destroyed. Once the process is complete, the dragon can remain in this disguise indefinitely.\n\nThe transformation has the effects of [[Bestiary Ability Glossary/Change Shape|Change Shape]], except that the disguise is not actively magical in nature and doesn't register as magical to detect magic and similar effects. The dragon loses Retract Body while transformed.\n\nIf the dragon is critically hit while wearing the disguise, the suit is destroyed and immediately explodes. This has the effects of Detonate Disguise, except that creatures use the outcome one degree of success better than they rolled on their save."
+
+ - name: "Detonate Disguise"
+ desc: "`pf2:2` (occult) **Requirements** The dragon is wearing their conjured disguise\n* * *\n\n**Effect** The dragon erupts from the disguise, destroying it. The explosive revelation deals 9d6 bludgeoning damage to creatures in a 5-foot emanation with a DC 26 Reflex check save. A creature that fails its save is [[Conditions/Dazzled|Dazzled]] for 1 round as it becomes covered in scraps from the disguise.\n\nAny creature sharing a space with the dragon after they erupt is pushed into the nearest empty space."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " When the dragon scores a critical hit with a Strike, they recharge Smoke Breath."
+
+ - name: "Rushed Transformation"
+ desc: "`pf2:3` (concentrate,manipulate,occult,polymorph) **Frequency** once per hour\n* * *\n\n**Effect** Using the aid of magic and an exhausting amount of effort, the dragon quickly reshapes their body into the form of a generic humanoid figure. This has the effects of [[Spells/Humanoid Form|Humanoid Form]] except that it lasts only 1 minute, and the dragon doesn't gain the +4 status bonus to Deception as the transformation makes use of the dragon's body to crudely mimic a humanoid form. The dragon can Dismiss the effect.\n\nWhenever the effect ends, the dragon leaves behind scraps of magically conjured flesh, which could give away the dragon's presence."
+
+ - name: "Smoke Breath"
+ desc: "`pf2:2` (occult,poison) The dragon unleashes a noxious cloud of smoke that deals 7d6 poison damage in a 40-foot cone (DC 26 Fortitude check save). The smoke remains for 1 minute. This has the effects of [[Spells/Mist|Mist]], except it fills the cone's area.\n\nThe dragon can't use Smoke Breath again for 1d4 rounds."
+
+ - name: "Sneak Attack"
+ desc: " The dragon's Strikes deal an additional 2d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] targets."
+
+```
+
+```encounter-table
+name: Conspirator Dragon (Young)
+creatures:
+ - 1: Conspirator Dragon (Young)
+```
+
+
+
+Hidden among the shadows and upper echelons of society are the conspirator dragons. These dragons are schemers, always looking to manipulate and control others, either for personal gain or simply for the thrill of watching their machinations play out. Conspirator dragons see themselves above others and typically speak with infantilizing tones and words. However, as most conspirator dragons meet others while in disguise, they do their best to maintain their disguise.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Conspirator Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Monster Core/Conspirator Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..8a5f78823
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Conspirator Dragon (Young, Spellcaster).md
@@ -0,0 +1,116 @@
+---
+title: "Conspirator Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.6WUlUXiw1iqk4sPB"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/occult
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Conspirator Dragon (Young, Spellcaster)"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Conspirator Dragon (Young, Spellcaster)"
+level: "Creature 8"
+
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[occult]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Shadowtongue; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Athletics: +16, Deception: +18, Diplomacy: +18, Intimidation: +16, Occultism: +16, Performance: +18, Society: +16, Stealth: +16, Lore (any one region or settlement): +16"
+abilityMods: [5, 3, 2, 2, 4, 4]
+speed: 30 feet, climb 30 feet, fly 120 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +14, __Ref__ +15, __Will__ +18; +2 status to all saves vs. occult"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135; __Immunities__ controlled, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "Retract Body"
+ desc: "`pf2:r` **Trigger** The dragon is hit or critically hit by an attack made by a creature the dragon can see\n* * *\n\n**Effect** The dragon retracts the targeted body part or twists away to avoid the attack, gaining a +2 circumstance bonus to AC against the triggering attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+19 (magical, reach 10 feet)\n__Damage__ 2d8 + 8 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+19 (agile, magical)\n__Damage__ 2d6 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+17 (magical, reach 15 feet)\n__Damage__ 1d10 + 8 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Mental Blast"
+ desc: "+18 (mental, range 100 feet)\n__Damage__ 3d6 + 3 mental"
+
+ - name: "Occult Prepared Spells"
+ desc: "DC 26, attack +19; __3rd __ _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Paralyze|Paralyze]]_, _[[Spells/Veil of Privacy|Veil of Privacy]]_; __2nd __ _[[Spells/Calm|Calm]]_, _[[Spells/Invisibility|Invisibility]]_, _[[Spells/Paranoia|Paranoia]]_; __1st __ _[[Spells/Bane|Bane]]_, _[[Spells/Fear|Fear]]_, _[[Spells/Phantom Pain|Phantom Pain]]_\n__Cantrips__ __(3rd)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Figment|Figment]]_, _[[Spells/Message|Message]]_, _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 26, attack +18; __4th __ _[[Spells/Charm|Charm]]_, _[[Spells/Mind Reading|Mind Reading (At Will)]]_, _[[Spells/Rewrite Memory|Rewrite Memory]]_; __1st __ _[[Spells/Charm|Charm (At Will)]]_"
+
+ - name: "Conjure Disguise"
+ desc: " (manipulate,occult,polymorph) **Frequency** once per day\n* * *\n\n**Effect** The dragon conjures a perfect flesh-suit replica of a humanoid they've seen of their size or smaller and compresses themself into it, along with generating appropriate clothing for the humanoid. This process takes 1 minute to complete, during which the dragon is [[Conditions/Off-Guard|Off-Guard]]. If the dragon stops or is interrupted in this process, the suit is destroyed. Once the process is complete, the dragon can remain in this disguise indefinitely.\n\nThe transformation has the effects of [[Bestiary Ability Glossary/Change Shape|Change Shape]], except that the disguise is not actively magical in nature and doesn't register as magical to detect magic and similar effects. The dragon loses Retract Body while transformed.\n\nIf the dragon is critically hit while wearing the disguise, the suit is destroyed and immediately explodes. This has the effects of Detonate Disguise, except that creatures use the outcome one degree of success better than they rolled on their save."
+
+ - name: "Detonate Disguise"
+ desc: "`pf2:2` (occult) **Requirements** The dragon is wearing their conjured disguise\n* * *\n\n**Effect** The dragon erupts from the disguise, destroying it. The explosive revelation deals 9d6 bludgeoning damage to creatures in a 5-foot emanation with a DC 26 Reflex check save. A creature that fails its save is [[Conditions/Dazzled|Dazzled]] for 1 round as it becomes covered in scraps from the disguise.\n\nAny creature sharing a space with the dragon after they erupt is pushed into the nearest empty space."
+
+ - name: "Rushed Transformation"
+ desc: "`pf2:3` (concentrate,manipulate,occult,polymorph) **Frequency** once per hour\n* * *\n\n**Effect** Using the aid of magic and an exhausting amount of effort, the dragon quickly reshapes their body into the form of a generic humanoid figure. This has the effects of [[Spells/Humanoid Form|Humanoid Form]] except that it lasts only 1 minute, and the dragon doesn't gain the +4 status bonus to Deception as the transformation makes use of the dragon's body to crudely mimic a humanoid form. The dragon can Dismiss the effect.\n\nWhenever the effect ends, the dragon leaves behind scraps of magically conjured flesh, which could give away the dragon's presence."
+
+ - name: "Smoke Breath"
+ desc: "`pf2:2` (occult,poison) The dragon unleashes a noxious cloud of smoke that deals 7d6 poison damage in a 40-foot cone (DC 26 Fortitude check save). The smoke remains for 1 minute. This has the effects of [[Spells/Mist|Mist]], except it fills the cone's area.\n\nThe dragon can't use Smoke Breath again for 1d4 rounds."
+
+ - name: "Sneak Attack"
+ desc: " The dragon's Strikes deal an additional 2d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] targets."
+
+```
+
+```encounter-table
+name: Conspirator Dragon (Young, Spellcaster)
+creatures:
+ - 1: Conspirator Dragon (Young, Spellcaster)
+```
+
+
+
+Hidden among the shadows and upper echelons of society are the conspirator dragons. These dragons are schemers, always looking to manipulate and control others, either for personal gain or simply for the thrill of watching their machinations play out. Conspirator dragons see themselves above others and typically speak with infantilizing tones and words. However, as most conspirator dragons meet others while in disguise, they do their best to maintain their disguise.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
+
+## Draconic Spellcasters
+
+Each dragon features a sidebar on spellcasting dragons of that type. To make a dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give them the spells outlined in their sidebar. You can swap out any number of these with other spells, provided you keep the same number of spells for each rank. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Crag Linnorm.md b/content/mechanics/srd/Bestiary/Monster Core/Crag Linnorm.md
new file mode 100755
index 000000000..f2ecc3142
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Crag Linnorm.md
@@ -0,0 +1,109 @@
+---
+title: "Crag Linnorm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.3duNjaHRkvNBMrn1"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/14
+ - remaster
+statblock: inline
+name: "Crag Linnorm"
+level: 14
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Crag Linnorm"
+level: "Creature 14"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[dragon]]
+trait_02: [[fire]]
+modifier: 26
+perception:
+ - name: "Perception"
+ desc: "+26; Darkvision, Scent (Imprecise) 60 Feet, Truesight"
+languages: "Aklo, Draconic, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +22, Athletics: +28"
+abilityMods: [8, 4, 6, -3, 4, 5]
+speed: 35 feet, fly 100 feet, swim 60 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 37
+armorclass:
+ - name: AC
+ desc: "37; __Fort__ +28, __Ref__ +24, __Will__ +22; +1 status to all saves vs. magic"
+hp: 270
+health:
+ - name: ""
+ - name: HP
+ desc: "270, regeneration 10 (deactivated by cold iron); __Immunities__ curse, fire, paralyzed, sleep; __Weaknesses__ cold iron 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 10 (Deactivated by Cold Iron)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Curse of Fire"
+ desc: " (curse,fire,primal) When a creature slays the crag linnorm, it must succeed at a DC 35 Will check save or gain weakness to fire 15 with an unlimited duration.\n\n[[Bestiary Effects/Effect_ Curse of Fire|Effect: Curse of Fire]]"
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike (Tail Only)]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+30 (magical, reach 20 feet)\n__Damage__ 3d12 + 14 piercing plus crag-linnorm-venom"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+30 (agile, magical, reach 20 feet)\n__Damage__ 3d8 + 14 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+30 (agile, magical, reach 20 feet)\n__Damage__ 3d6 + 14 bludgeoning plus improved-grab"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 33, attack +25\n__Constant__ __(6th)__ _[[Spells/Truesight|Truesight]]_, _[[Spells/Unfettered Movement|Unfettered Movement]]_"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d6+14 bludgeoning, DC 34 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Crag Linnorm Venom"
+ desc: " (fire,injury,poison) **Saving Throw** DC 34 Fortitude check;\n* * *\n\n**Maximum Duration** 10 rounds\n\n**Stage 1** 4d6 fire damage and [[Conditions/Drained|Drained 1]] (1 round)\n\n**Stage 2** 6d6 fire damage and [[Conditions/Drained|Drained 2]] (1 round)"
+
+ - name: "Magma Breath"
+ desc: "`pf2:2` (fire,primal) The crag linnorm breathes out a stream of magma in a 120-foot line that deals 12d6 fire damage to creatures within the area (DC 34 Reflex check save). Any creature that fails its save also takes 4d6 persistent fire damage.\n\nThe linnorm can't use Magma Breath again for 1d4 rounds.\n\nThe magma remains until the start of the linnorm's next turn. If the linnorm was on the ground, the magma remains as a burning line on the ground directly under the line of the Magma Breath; if the linnorm was airborne, the magma rains down in a sheet 60 feet high. Any creature that moves across or through the magma takes 6d6 fire damage (DC 34 Reflex check save).\n\nAt the start of the linnorm's next turn, the magma cools to a thin layer of brittle stone, or the magma rain finishes falling and turns to harmless pebbles. The cooled magma quickly degrades to powder and sand over the course of several hours."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Crag Linnorm
+creatures:
+ - 1: Crag Linnorm
+```
+
+
+
+Despite being among the weakest linnorms, the crag linnorm is a devastating predator, capable of quickly cooking their foes with their magma breath.
+
+* * *
+
+Immense, primeval dragons of the northern reaches of the world, linnorms hate those they deem to be lesser creatures and seek to inflict as much suffering as possible upon their unfortunate victims. While these serpentine monstrosities might not be the powerful winged dragons most imagine, they nonetheless possess incredible strength and deadly powers that often rival more notorious dragons' brutality.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Crawling Hand.md b/content/mechanics/srd/Bestiary/Monster Core/Crawling Hand.md
new file mode 100755
index 000000000..42d45cde8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Crawling Hand.md
@@ -0,0 +1,91 @@
+---
+title: "Crawling Hand"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.a3S8DYeNYxneaJ3D"
+tags:
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/-1
+ - remaster
+statblock: inline
+name: "Crawling Hand"
+level: -1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Crawling Hand"
+level: "Creature -1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[undead]]
+trait_02: [[unholy]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Lifesense 30 Feet, Tremorsense (Imprecise) 30 Feet"
+languages: "Common; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +5, Stealth: +6, Survival: +2"
+abilityMods: [1, 3, 0, -4, 0, 0]
+speed: 30 feet, climb 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 12
+armorclass:
+ - name: AC
+ desc: "12; __Fort__ +2, __Ref__ +5, __Will__ +2"
+hp: 8
+health:
+ - name: ""
+ - name: HP
+ desc: "8, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, visual, bleed"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 30 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+7 (agile, finesse)\n__Damage__ 1d4 + 1 slashing plus grab"
+
+ - name: "Mark Quarry"
+ desc: " A crawling hand can be assigned a quarry by anointing the hand with a drop of the intended quarry's blood. If the hand ever has no quarry, it automatically gains the next creature it damages as its quarry. The hand gains a +1 circumstance bonus to Perception checks when it [[Actions/Seek|Seeks]] its quarry, to Survival checks when it [[Actions/Track|Tracks]] its quarry, and damage rolls when it Strikes its quarry."
+
+ - name: "Throat Grab"
+ desc: "`pf2:1` This ability functions as Grab, but the crawling hand grips the throat of a Medium or smaller creature. A creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] this way has difficulty speaking and must spend an extra action to perform any action that requires speaking, including casting spells.\n* * *\n\n**Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Crawling Hand
+creatures:
+ - 1: Crawling Hand
+```
+
+
+
+A crawling hand formed from the appendage of a Medium creature is quick and agile, skittering in the shadows until it can strike its prey.
+
+* * *
+
+Typically, crawling hands form when severed appendages are endowed with a crude sentience by necromantic energies that turn them into tireless killers. Yet, crawling hands can also arise spontaneously, usually when a creature loses an appendage in a place rife with necromantic energy or with a connection to the Void.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Crocodile.md b/content/mechanics/srd/Bestiary/Monster Core/Crocodile.md
new file mode 100755
index 000000000..a4165f170
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Crocodile.md
@@ -0,0 +1,89 @@
+---
+title: "Crocodile"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.BeawQevsgRfp8ap0"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Crocodile"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Crocodile"
+level: "Creature 2"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +8, Stealth: +7"
+abilityMods: [4, 1, 3, -5, 1, -4]
+speed: 20 feet, swim 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +9, __Ref__ +7, __Will__ +5"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30"
+abilities_top:
+ - name: ""
+
+ - name: "Deep Breath"
+ desc: " The crocodile can hold its breath for about 2 hours."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 ()\n__Damage__ 1d10 + 4 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+10 (agile)\n__Damage__ 1d6 + 4 bludgeoning"
+
+ - name: "[[Bestiary Ability Glossary/Aquatic Ambush|Aquatic Ambush]]"
+ desc: "`pf2:1` 35 feet\n\n**Requirements** The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.\n* * *\n\n**Effect** The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is [[Conditions/Off-Guard|Off-Guard]] against this Strike."
+
+ - name: "Death Roll"
+ desc: "`pf2:1` (attack) **Requirements** The crocodile must have a creature [[Conditions/Grabbed|Grabbed]];\n* * *\n\n**Effect** The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, it also knocks the creature [[Conditions/Prone|Prone]]. If it fails, it releases the creature."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Crocodile
+creatures:
+ - 1: Crocodile
+```
+
+
+
+Crocodiles can be found basking on riverbanks, lurking in swamps, or floating in lakes. They are usually indistinguishable from logs when viewed from afar—at least until they attack. Alligators have similar statistics, but because they often live in more temperate climates, they endure cold temperatures better. Unlike alligators, crocodiles can tolerate salt water. Both are formidable predators that are likely to devour careless adventurers who fail to watch where they step.
+
+* * *
+
+Powerful and primeval in appearance, crocodiles are dangerous natural predators that dwell in marshes, riverbeds, swamps, and other wetlands.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Cuckoo Hag.md b/content/mechanics/srd/Bestiary/Monster Core/Cuckoo Hag.md
new file mode 100755
index 000000000..10535f091
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Cuckoo Hag.md
@@ -0,0 +1,102 @@
+---
+title: "Cuckoo Hag"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.0KhYFBk1rk4M9j3g"
+tags:
+ - pf2e/creature/type/hag
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/9
+ - remaster
+statblock: inline
+name: "Cuckoo Hag"
+level: 9
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Cuckoo Hag"
+level: "Creature 9"
+
+alignment: ""
+size: "Medium"
+trait_01: [[hag]]
+trait_02: [[humanoid]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision"
+languages: "Aklo, Chthonian, Common, Daemonic, Diabolic, Fey, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +18, Crafting: +18, Deception: +21, Diplomacy: +19, Intimidation: +19, Occultism: +19, Religion: +18, Society: +18"
+abilityMods: [5, 4, 3, 4, 3, 6]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +16, __Ref__ +19, __Will__ +18; +1 status to all saves vs. magic"
+hp: 170
+health:
+ - name: ""
+ - name: HP
+ desc: "170; __Immunities__ sleep; __Weaknesses__ cold iron 10; __Resistances__ mental 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Coven|Coven]]"
+ desc: " (mental,occult) A cuckoo hag adds [[Spells/Dominate|Dominate]], [[Spells/Nightmare|Nightmare]], [[Spells/Outcast's Curse|Outcast's Curse]], and scrying to their coven's spells.\n* * *\n\nThis monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.\n\nCovens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single action that has the concentrate trait. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-rank [[Spells/Cursed Metamorphosis|Cursed Metamorphosis]] spell and all the following spells, which the coven can cast at any rank up to 5th: [[Spells/Augury|Augury]], [[Spells/Charm|Charm]], [[Spells/Clairaudience|Clairaudience]], [[Spells/Clairvoyance|Clairvoyance]], [[Spells/Dream Message|Dream Message]], [[Spells/Illusory Disguise|Illusory Disguise]], [[Spells/Illusory Scene|Illusory Scene]], [[Spells/Scouting Eye|Scouting Eye]], and [[Spells/Talking Corpse|Talking Corpse]]. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the [[Spells/Control Weather|Control Weather]] ritual, with a DC of 23 instead of the standard DC.\n\nIf a coven member's departure or death brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells."
+
+abilities_mid:
+ - name: ""
+ - name: "Sound Imitation"
+ desc: " A cuckoo hag who succeeds at a Deception check to Lie can mimic the sound of any feminine voice they have heard (in cases where this may be unclear, the GM is the final arbiter) and have a +4 circumstance bonus to this check."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+20 (agile, magical)\n__Damage__ 1d6 spirit 2d8 + 8 slashing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 29, attack +21; __9th __ _[[Spells/Seize Soul|Seize Soul (At Will, See Soul Covenant)]]_; __5th __ _[[Spells/Dreaming Potential|Dreaming Potential]]_, _[[Spells/Illusory Object|Illusory Object]]_, _[[Spells/Illusory Scene|Illusory Scene]]_, _[[Spells/Mirage|Mirage]]_, _[[Spells/Nightmare|Nightmare]]_, _[[Spells/Subconscious Suggestion|Subconscious Suggestion]]_; __4th __ _[[Spells/Acid Grip|Acid Grip (x3)]]_, _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Fly|Fly]]_; __3rd __ _[[Spells/Dream Message|Dream Message (At Will)]]_, _[[Spells/Sleep|Sleep (At Will)]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At Will)]]_\n__Cantrips__ __(5th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Message|Message]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Coven Spells"
+ desc: "DC 29, attack +21; __8th __ _[[Spells/Cursed Metamorphosis|Cursed Metamorphosis]]_; __6th __ _[[Spells/Dominate|Dominate]]_, _[[Spells/Scrying|Scrying]]_; __5th __ _[[Spells/Augury|Augury]]_, _[[Spells/Charm|Charm]]_, _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Illusory Disguise|Illusory Disguise]]_, _[[Spells/Illusory Scene|Illusory Scene]]_, _[[Spells/Nightmare|Nightmare]]_, _[[Spells/Outcast's Curse|Outcast's Curse]]_, _[[Spells/Scouting Eye|Scouting Eye]]_, _[[Spells/Talking Corpse|Talking Corpse]]_"
+
+ - name: "Rituals"
+ desc: "_Animate Object_, _Control Weather_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,occult,polymorph) The cuckoo hag can take on the appearance of any Medium female humanoid. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning).\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Cuckoo's Lair"
+ desc: " A cuckoo hag is intrinsically connected to a pocket dimension that serves as their home domain. The lair is an extradimensional space that is 40 feet wide, 40 feet deep, and 30 feet tall. It contains whatever mundane food, buildings, landscapes, and objects that the cuckoo hag desires, though anything removed from the cuckoo's lair dissolves into nothingness instantly.\n\nIn order to enter or leave the plane, the cuckoo hag must create a door in the physical world as a single action, which has the concentrate and manipulate traits. The door is [[Conditions/Invisible|Invisible]] by default, though the cuckoo hag can choose a target creature that can perceive the door normally. The cuckoo hag can [[Actions/Dismiss|Dismiss]] this door from reality, but only if they (and no other creature) are inside of their lair and alone."
+
+ - name: "Soul Covenant"
+ desc: " (occult) **Requirements** The cuckoo hag can cast [[Spells/Seize Soul|Seize Soul]] at will, but only to target a creature who has agreed to stay with them forever. They typically do so as soon as the agreement is made but might hold off to gain leverage over a situation.\n\nThey typically place the soul into a construct, typically a soulbound doll if they want a companion or a more powerful construct if they want a guardian."
+
+```
+
+```encounter-table
+name: Cuckoo Hag
+creatures:
+ - 1: Cuckoo Hag
+```
+
+
+
+Cuckoo hags seek out youths who are unhappy with their lives, disguising themselves as a trusted figure such as a friend or family member. These hags then weave magical, idealized worlds out of illusions and dream stuff to trap their victims. Once they convince a mortal to stay in their magical world forever, the cuckoo hag drains their prey of life force and imprisons their soul.
+
+A cuckoo hag's true form is a creature with the cracked pale skin of a broken porcelain doll and an almost impossibly thin neck and limbs.
+
+* * *
+
+Hags are malevolent predators who use magic and manipulation to lure children and young adults into their clutches. Though their true forms are eldritch and horrifying, hags spend much of their lives disguised as ordinary women. They seek out targets who are unhappy, innocent, or otherwise vulnerable, preying on their weaknesses before snatching them up. The typical hag is abusive, controlling, and narcissistic. Though less malicious hags possibly exist, they rarely reveal their true forms, making them nearly impossible to find.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Cyclops.md b/content/mechanics/srd/Bestiary/Monster Core/Cyclops.md
new file mode 100755
index 000000000..055cfef98
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Cyclops.md
@@ -0,0 +1,93 @@
+---
+title: "Cyclops"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gaoMY0zdpz3ATocA"
+tags:
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Cyclops"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Cyclops"
+level: "Creature 5"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[giant]]
+trait_02: [[humanoid]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Low-Light Vision"
+languages: "Common, Cyclops, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +14, Intimidation: +10, Survival: +12, Fortune-Telling Lore: +13"
+abilityMods: [5, -1, 2, 0, 3, -1]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +13, __Ref__ +8, __Will__ +12"
+hp: 80
+health:
+ - name: ""
+ - name: HP
+ desc: "80"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Greataxe|Greataxe]], [[Equipment/Heavy Crossbow|Heavy Crossbow]], [[Equipment/Hide Armor|Hide Armor]], 10x [[Equipment/Bolts|Bolts]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Ferocity|Ferocity]]"
+ desc: "`pf2:r` **Trigger** The monster is reduced to 0 HP.\n* * *\n\n**Effect** The monster avoids being knocked out and remains at 1 HP, but its [[Conditions/Wounded|Wounded]] value increases by 1. When it is Wounded 3, it can no longer use this ability"
+
+ - name: "Flash of Insight"
+ desc: "`pf2:0` (fortune,occult) **Frequency** once per day.\n\n**Trigger** The cyclops is about to roll a d20.\n* * *\n\n**Effect** The cyclops peers into an occluded spectrum of possible futures. It gets a success (but not a critical success) on the roll instead of rolling."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Greataxe"
+ desc: "+14 (reach 10 feet, sweep)\n__Damage__ 1d12 + 9 slashing"
+
+ - name: "**Ranged** `pf2:1` Heavy Crossbow"
+ desc: "+8 (range increment 120 feet, reload 2)\n__Damage__ 1d10 + 4 piercing"
+
+ - name: "Swipe"
+ desc: "`pf2:2` **Frequency** once per round\n* * *\n\n**Effect** The cyclops makes a melee Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within their melee reach and adjacent to each other. Roll damage only once and apply it to each creature hit. A Swipe counts as two attacks for the cyclops's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Cyclops
+creatures:
+ - 1: Cyclops
+```
+
+
+
+The kingdoms of the cyclopes date to an age before the rise of humanity, when dragons and giants and serpentfolk ruled the world. The cyclopes built enormous stone cities and prayed to ancient gods of brutality and wrath, but their power to foresee the future failed them and their civilization collapsed. Today, most cyclopes have virtually no knowledge of the former glory of their kind, even though it is not uncommon for them to dwell among the ruins of their greatness. Cyclops cities include monuments and imposing murals which depict their peoples' history, but few now among them can read or interpret these relics of the past.
+
+In addition to their single eye, cyclopes are also famous for their neverending hunger, an appetite so all-consuming that some scholars theorize it may in fact be some kind of curse. The ever-present hunger of the cyclopes seems to have some connection to the death of their civilization—though whether this voracity was the cause or a side-effect of their people's downfall is likely destined to remain a mystery.
+
+Although details of the cyclopes' gods have largely been lost to the annals of time, what little is known about these deities suggests they were vindictive and petty enough to curse their own people if they felt neglected or badly served.
+
+* * *
+
+The cyclopes are violent giants with a tragic past. Although they possess only one eye, they could once see far more than most, possessing occult wisdom and divinatory magic that gave them the mystic ability of foresight. But their legendary oracular powers failed to prevent the fall of their society, and the vast kingdoms of the cyclops long ago collapsed into ruin. Today, cyclopes have forgotten much of what they once knew, and they skulk among the crumbling remains of their fallen cities like forgotten kings and queens of their own fallen kingdoms.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Cythnigot.md b/content/mechanics/srd/Bestiary/Monster Core/Cythnigot.md
new file mode 100755
index 000000000..80fc87fae
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Cythnigot.md
@@ -0,0 +1,90 @@
+---
+title: "Cythnigot"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.KqaqeiZs8xSVbtw0"
+tags:
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/qlippoth
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Cythnigot"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Cythnigot"
+level: "Creature 1"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "tiny"
+trait_01: [[fiend]]
+trait_02: [[qlippoth]]
+trait_03: [[unholy]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Darkvision"
+languages: "Chthonian; Telepathy (Touch Only)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Occultism: +7, Stealth: +6"
+abilityMods: [1, 3, 4, 2, 2, 1]
+speed: 30 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +9, __Ref__ +6, __Will__ +5"
+hp: 14
+health:
+ - name: ""
+ - name: HP
+ desc: "14; __Immunities__ controlled, fear effects; __Resistances__ mental 3, physical 3 (except cold iron)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy (Touch Only)]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bite"
+ desc: "+8 (agile, finesse, magical, reach 0 feet, unholy)\n__Damage__ 1d10 + 1 piercing plus tangle-spores"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 17, attack +9; __4th __ (1 slots) _[[Spells/Read Omens|Read Omens]]_; __2nd __ (1 slots) _[[Spells/Paranoia|Paranoia]]_; __1st __ (1 slots) _[[Spells/Phantom Pain|Phantom Pain]]_\n__Cantrips__ __(1st)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Sickening Display"
+ desc: "`pf2:1` (concentrate,emotion,fear,mental,occult,visual) The cythnigot presents its awful appearance fully, and creatures in a 10-foot emanation must attempt a DC 17 Will check save. Once a creature attempts this save, it's temporarily immune to further Sickening Displays for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Off-Guard|Off-Guard]] until its next turn.\n\n**Failure** The creature is [[Conditions/Sickened|Sickened 1]] and is off-guard for as long as it's sickened.\n\n**Critical Failure** As failure but [[Conditions/Sickened|Sickened 2]]."
+
+ - name: "Tangle Spores"
+ desc: " (disease) A creature bitten by a cythnigot becomes afflicted by fast-growing spores that swiftly grow into twitching spikes and hideous pallid growths of hairlike fibers. These growths erupt from the bite wound and writhe and wrap around the creature's limbs. Plant creatures take a –2 circumstance penalty to save against tangle spores\n\n**Saving Throw** DC 17 Fortitude check;\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** [[Conditions/Clumsy|Clumsy 1]] (1 round)\n\n**Stage 2** clumsy 1 and [[Conditions/Off-Guard|Off-Guard]] (1 round)\n\n**Stage 3** [[Conditions/Clumsy|Clumsy 2]], off-guard, and if you attempt a manipulate action, you must succeed at a DC 5 Flat check or it's lost; roll the check after spending the action, but before any effects are applied (1 round)."
+
+```
+
+```encounter-table
+name: Cythnigot
+creatures:
+ - 1: Cythnigot
+```
+
+
+
+The cythnigot is a foul fungal parasite that grows and thrives in the corpses of small creatures. It wears these bodies like a suit, but also adjusts and tailors the fleshy covering to fit its needs, and the body ends up looking as alien as anything else spawned from the Chthonian depths. The cythnigot's most identifying feature is the long stalk of fungal material that extends from creature's body, ending in a surprisingly strong set of fanged jaws.
+
+* * *
+
+Long before the creatures known as demons came to be the dominant force in the Outer Rifts, qlippoth ruled the innumerable cracks of the Outer Sphere. These inimical creatures are a form of primordial and alien evil that predates mortal life, and most immortal life as well. Since the rise of mortal sin and the associated expansion of demonic life through the Outer Rifts, qlippoth have been driven to their deepest reaches, and they seethe with rancor at the loss of their realms. Yet, rather than directly oppose demons, qlippoth instead turn to the source—mortal sin—and wage an endless war to eradicate all creatures capable of sinful acts so that the demonic tide might be turned back. To ensure they do not bolster their foe's ranks, they enact horrific transformations on their targets, converting their victims into beings incapable of discerning right from wrong; this renders them unable to be judged by Pharasma's courts and thus incapable of becoming fiends. Most mortals consider the ministrations of a qlippoth to be far worse than any fate awaiting them in the afterlife.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Daeodon.md b/content/mechanics/srd/Bestiary/Monster Core/Daeodon.md
new file mode 100755
index 000000000..238a50474
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Daeodon.md
@@ -0,0 +1,82 @@
+---
+title: "Daeodon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.jw64cwbpWC4XCuj2"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Daeodon"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Daeodon"
+level: "Creature 4"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +12, Survival: +10"
+abilityMods: [6, 0, 3, -4, 2, -1]
+speed: 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +13, __Ref__ +9, __Will__ +10"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Ferocity|Ferocity]]"
+ desc: "`pf2:r` **Trigger** The monster is reduced to 0 HP.\n* * *\n\n**Effect** The monster avoids being knocked out and remains at 1 HP, but its [[Conditions/Wounded|Wounded]] value increases by 1. When it is Wounded 3, it can no longer use this ability"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tusk"
+ desc: "+14 ()\n__Damage__ 2d8 + 6 piercing"
+
+ - name: "Daeodon Charge"
+ desc: "`pf2:2` The daeodon Strides twice and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll. A Medium or smaller creature struck by this attack must succeed at a DC 19 Reflex check save or be knocked [[Conditions/Prone|Prone]] by the force of the blow."
+
+```
+
+```encounter-table
+name: Daeodon
+creatures:
+ - 1: Daeodon
+```
+
+
+
+Where the typical boar is merely ill-tempered and generally unfriendly, the towering daeodon is legitimately hateful and ruthlessly violent. Although omnivorous, the daeodon (known in some regions simply as a giant boar) prefers to feed on flesh. While it is primarily a scavenger, the daeodon isn't adverse to attacking creatures it encounters while searching for easier meals, or to protect any perceived encroachment into its lair or feeding grounds. Particularly brave or skilled orcs are fond of using daeodons as mounts or war-trained battle beasts; orc cavalry mounted on daeodons is a fearsome force indeed.
+
+A typical adult daeodon is 10 feet long and 7 feet tall at the shoulder. It weighs approximately 2,000 pounds.
+
+* * *
+
+While domesticated pigs are a staple of farm life, wild boars are much more dangerous. Foul-tempered warthogs are relatively common, while the lumbering, primeval beasts known as daeodons are less so. Voracious boars can ravage the countryside in which they live, making them a particular nuisance to farmers. Boars breed freely, and a pair of boars can rapidly grow to a large family.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Deadly Mantis.md b/content/mechanics/srd/Bestiary/Monster Core/Deadly Mantis.md
new file mode 100755
index 000000000..174da1076
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Deadly Mantis.md
@@ -0,0 +1,92 @@
+---
+title: "Deadly Mantis"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ghCWq8CQTLs6WGmx"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/11
+ - remaster
+statblock: inline
+name: "Deadly Mantis"
+level: 11
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Deadly Mantis"
+level: "Creature 11"
+
+alignment: ""
+size: "grg"
+trait_01: [[animal]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +18, Athletics: +25, Stealth: +22"
+abilityMods: [8, 3, 5, -5, 3, -2]
+speed: 50 feet, climb 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +24, __Ref__ +20, __Will__ +18"
+hp: 220
+health:
+ - name: ""
+ - name: HP
+ desc: "220"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Mandibles"
+ desc: "+25 (reach 10 feet)\n__Damage__ 2d12 + 14 piercing"
+
+ - name: "**Melee** `pf2:1` Leg"
+ desc: "+24 (agile, reach 20 feet)\n__Damage__ 2d10 + 14 piercing plus grab"
+
+ - name: "Fling"
+ desc: "`pf2:1` The deadly mantis flings a [[Conditions/Grabbed|Grabbed]] creature into the air, up to 30 feet overhead and up to 30 feet away from the mantis (the creature takes damage from the fall as normal). If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage with a DC 31 Reflex check save."
+
+ - name: "Leaping Grab"
+ desc: "`pf2:2` The mantis Leaps up to 40 feet vertically and 20 feet horizontally. At any point during the jump, it can make a leg Strike. If it hits, it automatically [[Bestiary Ability Glossary/Grab|Grabs]] the target, bringing the creature along until the end of the jump."
+
+ - name: "Rending Mandibles"
+ desc: "`pf2:1` The mantis makes a mandibles Strike against a creature it has [[Conditions/Grabbed|Grabbed]]. If that Strike hits and the creature is wearing armor with Hardness 12 or lower, the armor is broken. This Strike doesn't further damage armor that's already broken."
+
+ - name: "Sudden Strike"
+ desc: " On the first round of combat, creatures that haven't acted are [[Conditions/Off-Guard|Off-Guard]] to the deadly mantis."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Deadly Mantis
+creatures:
+ - 1: Deadly Mantis
+```
+
+
+
+These gigantic mantids make their homes within prehistoric forests.
+
+* * *
+
+These predators possess lightning-quick forelegs and a bone-breaking bite.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Deinonychus.md b/content/mechanics/srd/Bestiary/Monster Core/Deinonychus.md
new file mode 100755
index 000000000..69dd517a7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Deinonychus.md
@@ -0,0 +1,85 @@
+---
+title: "Deinonychus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.HHyE7SWtsVP2v3W0"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/dinosaur
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Deinonychus"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Deinonychus"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+trait_02: [[dinosaur]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +9, Stealth: +7"
+abilityMods: [3, 3, 4, -4, 1, 2]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +10, __Ref__ +9, __Will__ +5"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+9 ()\n__Damage__ 2d6 + 3 piercing"
+
+ - name: "**Melee** `pf2:1` Talon"
+ desc: "+9 (agile)\n__Damage__ 1d6 + 3 slashing 1d4 bleed"
+
+ - name: "Darting Strike"
+ desc: "`pf2:1` The deinonychus Strides up to 10 feet and then makes a Strike, or makes a Strike and then Strides up to 10 feet."
+
+ - name: "Predator's Advantage"
+ desc: " Bleeding creatures are [[Conditions/Off-Guard|Off-Guard]] to the deinonychus."
+
+```
+
+```encounter-table
+name: Deinonychus
+creatures:
+ - 1: Deinonychus
+```
+
+
+
+Deinonychuses are wily hunters that attack in groups of up to a dozen individuals, ripping apart prey with sharp talons and powerful jaws. They are lean, muscular, and have two powerful legs and a long tail that helps them maintain balance. Although deinonychuses don't use their dexterous clawed forelimbs to attack, the dinosaurs can use them to pull aside small barriers. Although some of these dinosaurs have scaly skin, most have thatches of vibrantly colored feathers as well. A deinonychus is about 6 feet tall and weighs about 150 pounds.
+
+* * *
+
+Remnants from the world's primeval era, these enormous reptilian animals still exist in large numbers in remote wildernesses or underground in magical Darklands caverns. Lizardfolk, orcs, giants, and other humanoids who live near dinosaurs use the animals as mounts, guards, or hunting beasts. Occasionally, rich nobles will collect dinosaurs to display them in menageries, which almost inevitably leads to cast-offs being nursed back to health by druids and other champions of nature. When dinosaurs establish themselves in regions outside their normal habitats, it's often the result of a large collection being released.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Deinosuchus.md b/content/mechanics/srd/Bestiary/Monster Core/Deinosuchus.md
new file mode 100755
index 000000000..e89023104
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Deinosuchus.md
@@ -0,0 +1,89 @@
+---
+title: "Deinosuchus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Gsadq3DWbIcghp3x"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/9
+ - remaster
+statblock: inline
+name: "Deinosuchus"
+level: 9
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Deinosuchus"
+level: "Creature 9"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +20, Stealth: +16"
+abilityMods: [7, 3, 5, -5, 2, -4]
+speed: 30 feet, swim 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +20, __Ref__ +16, __Will__ +15"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175"
+abilities_top:
+ - name: ""
+
+ - name: "Deep Breath"
+ desc: " A deinosuchus can hold its breath for about 2 hours."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+22 (reach 15 feet)\n__Damage__ 2d10 + 13 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+20 (agile, reach 15 feet)\n__Damage__ 1d10 + 11 bludgeoning"
+
+ - name: "[[Bestiary Ability Glossary/Aquatic Ambush|Aquatic Ambush]]"
+ desc: "`pf2:1` 50 feet\n\n**Requirements** The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.\n* * *\n\n**Effect** The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is [[Conditions/Off-Guard|Off-Guard]] against this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Large, 2d8+7 bludgeoning, Rupture 18\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Deinosuchus
+creatures:
+ - 1: Deinosuchus
+```
+
+
+
+The deinosuchus is a primeval relative of the crocodile, and is an enormous predator capable of catching and eating dinosaurs that wander too close to its domain!
+
+* * *
+
+Powerful and primeval in appearance, crocodiles are dangerous natural predators that dwell in marshes, riverbeds, swamps, and other wetlands.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Dero Magister.md b/content/mechanics/srd/Bestiary/Monster Core/Dero Magister.md
new file mode 100755
index 000000000..a77e7e8c8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Dero Magister.md
@@ -0,0 +1,96 @@
+---
+title: "Dero Magister"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.iBGoDcE3bEmdsXJT"
+tags:
+ - pf2e/creature/type/dero
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Dero Magister"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Dero Magister"
+level: "Creature 5"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Small"
+trait_01: [[dero]]
+trait_02: [[humanoid]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Aklo, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Crafting: +12, Medicine: +10, Occultism: +12, Stealth: +11"
+abilityMods: [1, 4, 2, 3, -1, 5]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +10, __Ref__ +13, __Will__ +10"
+hp: 65
+health:
+ - name: ""
+ - name: HP
+ desc: "65; __Immunities__ confused"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Staff|Staff]], [[Equipment/Healer's Toolkit|Cytillesh Toolkit]]"
+abilities_mid:
+ - name: ""
+ - name: "Vulnerable to Sunlight"
+ desc: " A dero magister takes 10 damage for every hour they're exposed to sunlight."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Staff"
+ desc: "+10 (two-hand d8)\n__Damage__ 1d4 + 3 bludgeoning"
+
+ - name: "Occult Spontaneous Spells"
+ desc: "DC 24, attack +16; __3rd __ (3 slots) _[[Spells/Blindness|Blindness]]_, _[[Spells/Levitate|Levitate]]_, _[[Spells/Vampiric Feast|Vampiric Feast]]_; __2nd __ (4 slots) _[[Spells/Laughing Fit|Laughing Fit]]_, _[[Spells/Paranoia|Paranoia]]_, _[[Spells/Stupefy|Stupefy]]_, _[[Spells/Telekinetic Maneuver|Telekinetic Maneuver]]_; __1st __ (4 slots) _[[Spells/Force Barrage|Force Barrage]]_, _[[Spells/Grim Tendrils|Grim Tendrils]]_, _[[Spells/Phantom Pain|Phantom Pain]]_, _[[Spells/Soothe|Soothe]]_\n__Cantrips__ __(3rd)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Forbidding Ward|Forbidding Ward]]_, _[[Spells/Light|Light]]_, _[[Spells/Message|Message]]_, _[[Spells/Void Warp|Void Warp]]_"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 24, attack +16; __4th __ _[[Spells/Nightmare|Nightmare]]_, _[[Spells/Rewrite Memory|Rewrite Memory]]_; __2nd __ _[[Spells/Darkness|Darkness]]_, _[[Spells/Revealing Light|Revealing Light]]_\n__Cantrips__ __(1st)__ _[[Spells/Daze|Daze]]_, _[[Spells/Light|Light]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Cytillesh Stare"
+ desc: "`pf2:1` (concentrate,incapacitation,mental,visual) **Frequency** once per round\n* * *\n\n**Effect** The magister focuses their gaze on a creature they can see within 30 feet. The target is [[Conditions/Dazzled|Dazzled]] for 1 round and must succeed at a DC 24 Will check saving throw or be [[Conditions/Confused|Confused]] for 1 round."
+
+ - name: "Dero Medicine"
+ desc: "`pf2:1` (healing,manipulate) **Requirements** The dero is wearing a cytillesh toolkit and has a hand free\n* * *\n\n**Effect** The dero excises damaged flesh and crudely stitches wounds shut, healing themself or an ally in reach for 2d8+10 Hit Points. For 1 hour, the target has slashing weakness 2 and is immune to Dero Medicine.\n\n[[Bestiary Effects/Effect_ Dero Medicine|Effect: Dero Medicine]]"
+
+```
+
+```encounter-table
+name: Dero Magister
+creatures:
+ - 1: Dero Magister
+```
+
+
+
+Dero magisters are leaders among dero society. They perform the bulk of the cruel operations and memory-altering procedures inflicted upon their victims.
+
+* * *
+
+Deros are short, wiry humanoids with milky white eyes, gray-blue skin, and wild shocks of off-white or gray hair. The descendants of a mysterious type of fey abandoned in the deepest, darkest caverns of Golarion, deros are the subject of fearful legends and folk tales to most of the world's surface races. They skulk beneath major metropolitan areas, performing cruel and twisted experiments on unwilling subjects.
+
+Deros, particularly the leading magisters, are fixated with curing their allergy to sunlight. To understand how the surface dwellers can withstand the light of the sun, deros conduct late-night raids on surface cities, abducting victims and performing terrible experiments on them. Those who survive are often returned with much of their memory erased and their bodies bearing mysterious scars.
+
+The largest dero settlements are built around esoteric machines of floating crystals. As these crystals grind against each other and hum with sickening blue energy, crystal flakes and powdery residue collect beneath the machinery. Dero magisters gather these products, creating tools and repurposing the crystals to power magical items.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Dero Stalker.md b/content/mechanics/srd/Bestiary/Monster Core/Dero Stalker.md
new file mode 100755
index 000000000..fa4be7880
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Dero Stalker.md
@@ -0,0 +1,102 @@
+---
+title: "Dero Stalker"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.1EwDrgPbEIuDcTe6"
+tags:
+ - pf2e/creature/type/dero
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Dero Stalker"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Dero Stalker"
+level: "Creature 2"
+
+alignment: ""
+size: "Small"
+trait_01: [[dero]]
+trait_02: [[humanoid]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Darkvision"
+languages: "Aklo, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Medicine: +5, Stealth: +8, Thievery: +8"
+abilityMods: [2, 4, 3, 0, -1, 1]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +7, __Ref__ +10, __Will__ +3"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30; __Immunities__ confused"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Hand Crossbow|Hand Crossbow]], [[Equipment/Club|Club]], [[Equipment/Rope|Rope]], [[Equipment/Healer's Toolkit|Cytillesh Toolkit]], 20x [[Equipment/Bolts|Bolts]], 2x [[Equipment/Lethargy Poison|Lethargy Poison]]"
+abilities_mid:
+ - name: ""
+ - name: "Vulnerable to Sunlight"
+ desc: " A dero stalker takes 4 damage for every hour they're exposed to sunlight."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Club"
+ desc: "+8 ()\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Club"
+ desc: "+10 (thrown 10 ft.)\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Hand Crossbow"
+ desc: "+10 (range increment 60 feet, reload 1)\n__Damage__ 1d6 piercing plus lethargy-poison"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 17, attack +9\n__Cantrips__ __(1st)__ _[[Spells/Daze|Daze]]_, _[[Spells/Light|Light]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Dero Medicine"
+ desc: "`pf2:1` (healing,manipulate) **Requirements** The dero is wearing a cytillesh toolkit and has a hand free\n* * *\n\n**Effect** The dero excises damaged flesh and crudely stitches wounds shut, healing themself or an ally in reach for 2d8 Hit Points. For 1 hour, the target has slashing weakness 2 and is immune to Dero Medicine.\n\n[[Bestiary Effects/Effect_ Dero Medicine|Effect: Dero Medicine]]"
+
+ - name: "Exploit Lethargy"
+ desc: " A creature afflicted with [[Equipment/Lethargy Poison|Lethargy Poison]] is [[Conditions/Off-Guard|Off-Guard]] to the dero stalker, and the stalker can choose to add the nonlethal trait to their attacks against the creature without taking the normal penalty."
+
+ - name: "Sneak Attack"
+ desc: " A dero stalker deals 1d6 extra precision damage to creatures who are [[Conditions/Off-Guard|Off-Guard]]."
+
+```
+
+```encounter-table
+name: Dero Stalker
+creatures:
+ - 1: Dero Stalker
+```
+
+
+
+Dero stalkers explore the surface world by night, seeking out victims to abduct. While hiding from the burning light of day, stalkers often assist with magisters' experiments.
+
+* * *
+
+Deros are short, wiry humanoids with milky white eyes, gray-blue skin, and wild shocks of off-white or gray hair. The descendants of a mysterious type of fey abandoned in the deepest, darkest caverns of Golarion, deros are the subject of fearful legends and folk tales to most of the world's surface races. They skulk beneath major metropolitan areas, performing cruel and twisted experiments on unwilling subjects.
+
+Deros, particularly the leading magisters, are fixated with curing their allergy to sunlight. To understand how the surface dwellers can withstand the light of the sun, deros conduct late-night raids on surface cities, abducting victims and performing terrible experiments on them. Those who survive are often returned with much of their memory erased and their bodies bearing mysterious scars.
+
+The largest dero settlements are built around esoteric machines of floating crystals. As these crystals grind against each other and hum with sickening blue energy, crystal flakes and powdery residue collect beneath the machinery. Dero magisters gather these products, creating tools and repurposing the crystals to power magical items.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Dero Strangler.md b/content/mechanics/srd/Bestiary/Monster Core/Dero Strangler.md
new file mode 100755
index 000000000..0aeaa5162
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Dero Strangler.md
@@ -0,0 +1,99 @@
+---
+title: "Dero Strangler"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.V759oZfwpNWOj09g"
+tags:
+ - pf2e/creature/type/dero
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Dero Strangler"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Dero Strangler"
+level: "Creature 3"
+
+alignment: ""
+size: "Small"
+trait_01: [[dero]]
+trait_02: [[humanoid]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: "Aklo, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +11, Intimidation: +7, Medicine: +6, Stealth: +10"
+abilityMods: [4, 3, 3, 0, -1, 2]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +10, __Ref__ +8, __Will__ +6"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45; __Immunities__ confused"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Hand Crossbow|Hand Crossbow]], [[Equipment/Spiked Chain|Spiked Chain]], [[Equipment/Rope|Rope]], [[Equipment/Healer's Toolkit|Cytillesh Toolkit]], 5x [[Equipment/Lethargy Poison|Lethargy Poison]], 10x [[Equipment/Bolts|Bolts]]"
+abilities_mid:
+ - name: ""
+ - name: "Ill Glow"
+ desc: " (disease,light) A non-dero living creature that starts its turn [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by the strangler is exposed to the sickly blue light from the strangler's cytillesh toolkit. It must succeed at a DC 19 Fortitude check save or become [[Conditions/Sickened|Sickened 1]]. This has no effect if the strangler isn't wearing the toolkit."
+
+ - name: "Vulnerable to Sunlight"
+ desc: " A dero strangler takes 8 damage for every hour they're exposed to sunlight."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Spiked Chain"
+ desc: "+11 (disarm, trip)\n__Damage__ 1d8 + 6 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Hand Crossbow"
+ desc: "+10 (range increment 60 feet, reload 1)\n__Damage__ 1d6 + 2 piercing plus lethargy-poison"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 19, attack +11; __2nd __ _[[Spells/Darkness|Darkness]]_, _[[Spells/Revealing Light|Revealing Light]]_\n__Cantrips__ __(2nd)__ _[[Spells/Daze|Daze]]_, _[[Spells/Light|Light]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Dero Medicine"
+ desc: "`pf2:1` (healing,manipulate) **Requirements** The dero is wearing a cytillesh toolkit and has a hand free\n* * *\n\n**Effect** The dero excises damaged flesh and crudely stitches wounds shut, healing themself or an ally in reach for 2d8 Hit Points. For 1 hour, the target has slashing weakness 2 and is immune to Dero Medicine.\n\n[[Bestiary Effects/Effect_ Dero Medicine|Effect: Dero Medicine]]"
+
+ - name: "Strangle"
+ desc: "`pf2:1` (attack,nonlethal) **Requirements** The dero must have two free hands or be wielding a spiked chain\n* * *\n\n**Effect** The dero attempts an Athletics check to [[Actions/Grapple|Grapple]] with a +2 circumstance bonus. On a success, the target also takes 1d6+6 bludgeoning damage and can't speak (including to Cast a Spell) as long as they're [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]."
+
+```
+
+```encounter-table
+name: Dero Strangler
+creatures:
+ - 1: Dero Strangler
+```
+
+
+
+Dero stranglers specialize in capturing living victims, and they are often called upon to aid in abductions.
+
+* * *
+
+Deros are short, wiry humanoids with milky white eyes, gray-blue skin, and wild shocks of off-white or gray hair. The descendants of a mysterious type of fey abandoned in the deepest, darkest caverns of Golarion, deros are the subject of fearful legends and folk tales to most of the world's surface races. They skulk beneath major metropolitan areas, performing cruel and twisted experiments on unwilling subjects.
+
+Deros, particularly the leading magisters, are fixated with curing their allergy to sunlight. To understand how the surface dwellers can withstand the light of the sun, deros conduct late-night raids on surface cities, abducting victims and performing terrible experiments on them. Those who survive are often returned with much of their memory erased and their bodies bearing mysterious scars.
+
+The largest dero settlements are built around esoteric machines of floating crystals. As these crystals grind against each other and hum with sickening blue energy, crystal flakes and powdery residue collect beneath the machinery. Dero magisters gather these products, creating tools and repurposing the crystals to power magical items.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Desert Drake.md b/content/mechanics/srd/Bestiary/Monster Core/Desert Drake.md
new file mode 100755
index 000000000..b5c5b5c95
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Desert Drake.md
@@ -0,0 +1,120 @@
+---
+title: "Desert Drake"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.BS817ZE468e0arlO"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/earth
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Desert Drake"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Desert Drake"
+level: "Creature 8"
+
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[earth]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Athletics: +18, Intimidation: +13, Stealth: +15, Survival: +15"
+abilityMods: [6, 3, 5, -1, 3, 1]
+speed: 20 feet, burrow 20 feet, fly 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +17, __Ref__ +15, __Will__ +13"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135; __Immunities__ paralyzed, sleep; __Resistances__ cold 10, fire 10"
+abilities_top:
+ - name: ""
+
+ - name: "Sandstorm Sight"
+ desc: " Sandstorms don't impair a desert drake's vision; they ignore [[Conditions/Concealed|Concealment]] from sandstorms. They also are immune to being [[Conditions/Dazzled|Dazzled]] or [[Conditions/Blinded|Blinded]] by sand or other grit."
+
+abilities_mid:
+ - name: ""
+ - name: "Wing Deflection"
+ desc: "`pf2:r` **Trigger** The desert drake is targeted with an attack\n* * *\n\n**Effect** The desert drake raises their wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the desert drake is flying at the time they're attacked, they descend 10 feet after the attack is complete."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+19 ()\n__Damage__ 2d12 + 10 piercing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+19 (reach 10 feet)\n__Damage__ 2d10 + 10 bludgeoning plus push"
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The desert drake makes two Fangs Strikes and one Tail Strike in any order."
+
+ - name: "Sandstorm Breath"
+ desc: "`pf2:2` (earth,primal) The desert drake spits a ball of abrasive sand with a range of 60 feet that explodes into a cloud with a 15-foot burst. Creatures in the area take 9d6 slashing damage (DC 27 Reflex check save).\n\nThe desert drake can't use Sandstorm Breath again for 1d6 rounds, during which the sandstorm lingers in the area. This lingering sandstorm grants [[Conditions/Concealed|Concealment]] to everything within it and conceals everything outside from them."
+
+ - name: "Speed Surge"
+ desc: "`pf2:1` (move) **Frequency** three times per day\n* * *\n\n**Effect** The desert drake Strides or Flies twice."
+
+ - name: "Surprise Attacker"
+ desc: " On the first round of combat, creatures that haven't acted yet are [[Conditions/Off-Guard|Off-Guard]] to the desert drake."
+
+ - name: "[[Bestiary Ability Glossary/Push|Push]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Push in its damage entry\n* * *\n\n**Effect** The monster attempts to [[Actions/Shove|Shove]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance."
+
+```
+
+```encounter-table
+name: Desert Drake
+creatures:
+ - 1: Desert Drake
+```
+
+
+
+These distant cousins of creatures like adamantine dragons are a pale echo that lacks their relatives' power and intelligence. Desert drakes are nonetheless dangerous ambush predators, preying upon isolated desert travelers and outposts for food and supplies. Desert drakes' scales range in coloration from rust-brown to light tan and ocher shades, mimicking the colors of the dunes they call home.
+
+Like frost drakes, a rampage of desert drakes often claims a huge span of territory, watching over an expanse of desert from a perch in nearby mountains or a nest among weathered ruins. Any creature visible on the surface is liable to be targeted by the drakes, especially humanoid caravans. Rampages along trade routes quickly learn to leave a member watching over each oasis for new prey. During especially lean times, the drakes will even dig out subterranean prey like ankhravs, giant scorpions, or entire nests of giant ants.
+
+Desert drakes are among the lightest and most compact of the drakes, though this shouldn't be mistaken for frailty. Their swooped-back horns and feather-thin wings are adapted to make burrowing as easy as possible. Indeed, a desert drake's powerful neck makes wriggling through sand and other loose scree as easy as walking for it.
+
+* * *
+
+Ravenous, bestial, and driven by instinct, drakes are draconic monsters who bear a fraction of the terrifying might of the primal dragons they share evolutionary roots with. While they're weaker, slower, and less inclined toward reason than dragons, drakes are nonetheless a menace to creatures and settlements around them. Their propensity for forming raiding parties—small social groups fittingly called "rampages"—makes them all the more dangerous; a single rampage of river drakes can quickly lay waste to a waterside village, and roving rampages of desert drakes are a plague to caravan traders.
+
+Drakes share a number of physical characteristics that unite them as one species despite their wide variety of habitats and abilities. For example, drakes lack forearms, leaving them with their formidable jaws and thickscaled tails to use in close combat. Most drakes would rather avoid this, however, preferring to use their magical breath to wreak havoc in wide swaths from comfortable distances while flying overhead. Finally, all drakes have small reservoirs of their ancestral draconic power that they can tap into to perform incredible feats of speed.
+
+Different species of drakes rarely come into conflict. Part of this is their distinct habitats, but drakes are open to negotiating simple agreements between rampages. This courtesy does not extend to dragonets, which drakes happily take as prey. Solitary tamed drakes are also excluded from such agreements and considered free game if their tamer isn't strong enough to protect them.
+
+### Drake Eggs
+
+While drake hides aren't any more valuable than those of similarly sized creatures, drake eggs are prized commodities. They are used as components in powerful spells as well as eaten by various cultures, but the most common use for drake eggs is hatching and rearing drakes to serve as mounts and guardians.
+
+A typical drake lays a clutch of 2d4 eggs every 5 years. Eggs hatch within 3 to 6 weeks, during which time they must be kept in conditions appropriate to their natural environment, perhaps the most difficult aspect of drake husbandry. While it is generally easy for breeders to incubate the eggs of desert or jungle drakes (which require mildly warm temperatures to hatch) or river drakes (which must be submerged in running water), the eggs of flame and frost drakes require extreme temperatures in order to hatch, which can be difficult to replicate safely.
+
+A drake egg is an object with Hardness 3, 5 HP, and no Broken Threshold. The coloration of drake eggs varies only slightly from one species to the next. A creature must succeed at a DC 20 Nature check check, or a relevant DC 20 Lore check, to identify the drake species of a specific egg.
+
+Once a drake hatches, they imprint on the first creature that they see. A creature imprinted on in this way can use Nature to Train and Command that drake. The market price of a drake egg varies depending on the type of drake and the exact legal situation. Because drakes are dangerous and intelligent creatures, many societies do not condone the trade of drake eggs and criminalize those who engage in it.
+
+It takes 2 years for a drake hatchling to grow to full size. A well-trained drake can make a fearsome mount or guardian, but many careless would-be drake trainers are devoured by their charges.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Dezullon.md b/content/mechanics/srd/Bestiary/Monster Core/Dezullon.md
new file mode 100755
index 000000000..96ad3f08e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Dezullon.md
@@ -0,0 +1,97 @@
+---
+title: "Dezullon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.azGP8kCmOta3qDIV"
+tags:
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/10
+ - remaster
+statblock: inline
+name: "Dezullon"
+level: 10
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Dezullon"
+level: "Creature 10"
+
+alignment: ""
+size: "Medium"
+trait_01: [[plant]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Athletics: +19, Stealth: +21"
+abilityMods: [5, 7, 3, -4, 2, -1]
+speed: 25 feet, climb 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +17, __Ref__ +21, __Will__ +16"
+hp: 130
+health:
+ - name: ""
+ - name: HP
+ desc: "130, regeneration 15 (deactivated by fire); __Resistances__ acid 20"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 15 (Deactivated by Fire)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "[[Bestiary Ability Glossary/Stench|Stench]]"
+ desc: " (aura,olfactory) 30 feet, DC 27 Fortitude check\n* * *\n\nA creature entering the aura or starting its turn in the area must succeed at a Fortitude save or become [[Conditions/Sickened|Sickened 1]] (plus [[Conditions/Slowed|Slowed 1]] as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Vine"
+ desc: "+21 (acid, agile)\n__Damage__ 3d6 + 8 bludgeoning plus grab 3d6 acid plus grab"
+
+ - name: "**Ranged** `pf2:1` Acid Glob"
+ desc: "+23 (acid, range 30 feet)\n__Damage__ 4d8 acid plus amnesia-venom"
+
+ - name: "Amnesia Venom"
+ desc: " (mental,poison) **Saving Throw** DC 29 Fortitude check\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** [[Conditions/Off-Guard|Off-Guard]] (1 round)\n\n**Stage 2** off-guard and [[Conditions/Clumsy|Clumsy 1]] (1 round)\n\n**Stage 3** [[Conditions/Confused|Confused]], off-guard, and [[Conditions/Clumsy|Clumsy 2]] (1 round)\n\n**Stage 4** as Stage 3 and permanently forget the last hour (1 round)"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d6+2 bludgeoning, DC 29 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Root"
+ desc: "`pf2:1` (concentrate) Until the next time it acts, the dezullon appears to be a normal pitcher plant. It has an automatic result of 41 (44 in forests or swamps) on Deception checks and DCs to pass as a non-creature plant."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Dezullon
+creatures:
+ - 1: Dezullon
+```
+
+
+
+Dezullons are dangerous, carnivorous pitcher plants that dwell in forested regions with thick canopies or deep in marshes where few other plants can grow. They hunt for meat along the forest's understory when not sunning themselves in the boughs above. Dezullons are smart enough to notice that some creatures are attracted by shiny things, and sometimes use such objects to set up ambushes. To assume that the dezullon's ambulations are slow simply because the creature has a root structure is a foolish mistake; many an adventurer has been crushed to death by this surprisingly agile plant. In addition, dezullons are expert climbers, which makes escaping them in a forest even more difficult.
+
+A hungry dezullon keeps prey off-balance by spilling its putrid, psychoactive digestive juices from its central pitcher. In addition to being highly acidic, the enzymes in a dezullon's digestive tract, once expelled, inflicts powerful hallucinations and amnesia. This secondary effect makes dezullons highly sought after in some circles, including avid drug users, experimental doctors, and criminals who deal in poisons.
+
+Attempts to cultivate dezullons typically end in disaster, although druids and fey who can communicate with plants have found measured success. Meanwhile, horned dragons looking for breakthroughs in their research or groups of marsh giants seeking visions from their esoteric gods trust their power to hunt and overwhelm the plants.
+
+Many varieties of dezullon exist, including lumbering giants of incredible size, dezullons with tiny, cup-shaped pitchers that proliferate along lengths of creeping ivy like suckers on a squid's tentacles, and a variant with hundreds of blood-red, razor-sharp leaves that protrude from the inside of their pitchers like a leech's teeth. This latter variety is especially dangerous, since the leaves can all but eviscerate creatures that become trapped inside their pitchers.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Dhampir Wizard.md b/content/mechanics/srd/Bestiary/Monster Core/Dhampir Wizard.md
new file mode 100755
index 000000000..972e80778
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Dhampir Wizard.md
@@ -0,0 +1,101 @@
+---
+title: "Dhampir Wizard"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.k3jO3vtX5I6nEBwM"
+tags:
+ - pf2e/creature/type/dhampir
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Dhampir Wizard"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Dhampir Wizard"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[dhampir]]
+trait_02: [[human]]
+trait_03: [[humanoid]]
+modifier: 4
+perception:
+ - name: "Perception"
+ desc: "+4; Darkvision"
+languages: "Common, Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Arcana: +8, Deception: +5, Intimidation: +5, Society: +8, Stealth: +7, Vampire Lore: +8"
+abilityMods: [2, 3, 0, 4, 0, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +4, __Ref__ +7, __Will__ +6; +2 circumstance to all saves vs. disease"
+hp: 22
+health:
+ - name: ""
+ - name: HP
+ desc: "22, void healing"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Dagger|Dagger]], [[Equipment/Staff|Staff]], [[Equipment/Spellbook (Blank)|Spellbook Containing Their Prepared Spells]]"
+abilities_mid:
+ - name: ""
+ - name: "Blood of the Night"
+ desc: " The dhampir's penalty and Hit Point reduction from the [[Conditions/Drained|Drained]] condition are reduced as though the condition value were 1 lower."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Staff"
+ desc: "+6 (two-hand d8)\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+7 (agile, finesse, nonlethal)\n__Damage__ 1d4 + 2 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Dagger"
+ desc: "+7 (agile, finesse, versatile s)\n__Damage__ 1d4 + 2 piercing"
+
+ - name: "**Ranged** `pf2:1` Dagger"
+ desc: "+7 (agile, thrown 10 ft., versatile s)\n__Damage__ 1d4 + 2 piercing"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 18, attack +8; __1st __ _[[Spells/Command|Command]]_, _[[Spells/Force Barrage|Force Barrage]]_, _[[Spells/Grim Tendrils|Grim Tendrils]]_\n__Cantrips__ __(1st)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Frostbite|Frostbite]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Shield|Shield]]_, _[[Spells/Void Warp|Void Warp]]_"
+
+```
+
+```encounter-table
+name: Dhampir Wizard
+creatures:
+ - 1: Dhampir Wizard
+```
+
+
+
+This dhampir is a svetocher, the child of a moroi vampire.
+
+* * *
+
+As the mortal offspring of a vampire and a living parent, dhampirs occupy an unusual place among the living. Their vampiric parentage lends them elongated incisors, an unearthly beauty and physical grace, ghostly pallor, and a piercing gaze. Perhaps their most distinctive feature, however, is their connection to energy from the Void, which heals them, leaving them as vulnerable to life energy as any undead creature. Though they don't suffer the full range of a vampire's vulnerabilities, they do share certain characteristics with their vampire parent, leading to several distinct dhampir heritages across Golarion. By far the most common dhampirs are svetochers, the children of the more common moroi vampires.
+
+Many dhampirs grow up as orphans because their mortal parent perished as a result of a difficult childbirth, or else they believed their child to be cursed and abandoned them. Often outcast, some dhampirs leverage their charisma and personal magnetism to manipulate those around them, while others struggle to form even basic relationships. Mistrust of a dhampir's ancestry presents further challenges when dhampirs attempt to integrate into mortal society. Those who seek out their vampiric parent often find themselves judged as inferior, rejected as they were by mortals but for different reasons. But in regions like Nidal, Geb, and Ustalav, where vampires are viewed with some degree of respect, dhampirs can find their heritage empowering.
+
+Dhampirs fill countless roles within many communities. Some prefer to blend in as best they can, holding regular jobs and building families (most children born to dhampirs share an ancestry with the dhampir's mortal parent, but a rare few are born as dhampirs themselves). Those who learn to make the most of their inherited charm can achieve high societal status, whether leveraging traditional avenues of power or gathering followers enamored by the dhampir's abilities. With a lifespan rivaling that of an elf, a dhampir can develop extensive influence and engage in long-reaching schemes of massive scope. Further, their ancestry lends them a proclivity to necromancy and the occult arts.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Diabolic Dragon (Adult).md b/content/mechanics/srd/Bestiary/Monster Core/Diabolic Dragon (Adult).md
new file mode 100755
index 000000000..a69a3e2aa
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Diabolic Dragon (Adult).md
@@ -0,0 +1,117 @@
+---
+title: "Diabolic Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.pBka4CgtJ6zBa5Cz"
+tags:
+ - pf2e/creature/type/divine
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/15
+ - remaster
+statblock: inline
+name: "Diabolic Dragon (Adult)"
+level: 15
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Diabolic Dragon (Adult)"
+level: "Creature 15"
+
+alignment: ""
+size: "huge"
+trait_01: [[divine]]
+trait_02: [[dragon]]
+trait_03: [[unholy]]
+modifier: 26
+perception:
+ - name: "Perception"
+ desc: "+26; Greater Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Diabolic, Draconic, Pyric, Empyrean, Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +27, Athletics: +30, Deception: +26, Diplomacy: +28, Intimidation: +26, Religion: +26, Society: +24, Thievery: +27, Hell Lore: +24, Legal Lore: +26"
+abilityMods: [8, 4, 6, 3, 5, 5]
+speed: 60 feet, fly 150 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +29, __Ref__ +25, __Will__ +26; +2 status to all saves vs. divine"
+hp: 285
+health:
+ - name: ""
+ - name: HP
+ desc: "285; __Immunities__ fire, paralyzed, sleep; __Weaknesses__ holy 10"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " Smoke doesn't impair the dragon's vision; they ignore the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet DC 34 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Hell's Sting"
+ desc: "`pf2:r` (divine,mental,unholy) **Trigger** The dragon is critically hit with a melee attack\n* * *\n\n**Effect** The dragon channels the rancor of Hell back through the body of their foe, overwhelming it with an infernal assault on the mind. The triggering creature takes 8d6 mental damage with a DC 36 Will check save. Holy creatures use an outcome one degree of success worse than they roll on their saving throw."
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+30 (fire, magical, reach 10 feet, unholy)\n__Damage__ 2d6 fire 3d12 + 11 piercing"
+
+ - name: "**Melee** `pf2:1` Claws"
+ desc: "+30 (agile, fire, magical, unholy)\n__Damage__ 2d6 fire plus grab 3d8 + 11 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+28 (fire, magical, reach 15 feet, unholy)\n__Damage__ 3d8 + 11 bludgeoning plus knockdown 2d6 fire plus knockdown"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 34, attack +26; __7th __ _[[Spells/Divine Immolation|Divine Immolation]]_, _[[Spells/Interplanar Teleport|Interplanar Teleport (At Will, Self Only)]]_, _[[Spells/Wall of Fire|Wall of Fire (At Will)]]_\n__Cantrips__ __(8th)__ _[[Spells/Ignition|Ignition]]_"
+
+ - name: "Diabolic Fire"
+ desc: " Any fire damage that a diabolic dragon deals, including fire damage from spells, is imbued with the unholy power of Hell to scorch the spirit as well. A creature takes spirit damage instead of fire damage if that would be more detrimental to the creature (as determined by the GM). A diabolic dragon is immune to the diabolic fire of other diabolic dragons, the fire from divine immolation, and similar effects."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Hellfire Breath whenever they score a critical hit with a Strike."
+
+ - name: "Hellfire Breath"
+ desc: "`pf2:2` (divine,fire,unholy) The dragon unleashes a blast of infernal fire that deals 16d6 fire damage in a 50-foot cone (DC 36 Reflex check save).\n\nThe dragon can't use Hellfire Breath again for 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Diabolic Dragon (Adult)
+creatures:
+ - 1: Diabolic Dragon (Adult)
+```
+
+
+
+Hell, according to some theologians, is a living entity in and of itself. Diabolic dragons, these scholars argue, are just extensions of the plane, living creatures that break off from Hell to enact its will. Whether this is true or whether diabolical dragons are simply the reborn souls of dragons sent to Hell, the fact remains that these dragons are powerful, cunning, and tyrannical. Every diabolic dragon's goal is to further Hell's will, though how this happens can vary. Regardless of their goals, these dragons always approach newcomers with an unsettling calmness.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Diabolic Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Monster Core/Diabolic Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..c42de3fee
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Diabolic Dragon (Adult, Spellcaster).md
@@ -0,0 +1,118 @@
+---
+title: "Diabolic Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.jygM1szrWH8gqmcE"
+tags:
+ - pf2e/creature/type/divine
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/15
+ - remaster
+statblock: inline
+name: "Diabolic Dragon (Adult, Spellcaster)"
+level: 15
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Diabolic Dragon (Adult, Spellcaster)"
+level: "Creature 15"
+
+alignment: ""
+size: "huge"
+trait_01: [[divine]]
+trait_02: [[dragon]]
+trait_03: [[unholy]]
+modifier: 26
+perception:
+ - name: "Perception"
+ desc: "+26; Greater Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Diabolic, Draconic, Pyric, Empyrean, Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +27, Athletics: +30, Deception: +26, Diplomacy: +28, Intimidation: +26, Religion: +26, Society: +24, Thievery: +27, Hell Lore: +24, Legal Lore: +26"
+abilityMods: [8, 4, 6, 3, 5, 5]
+speed: 60 feet, fly 150 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +29, __Ref__ +25, __Will__ +26; +2 status to all saves vs. divine"
+hp: 285
+health:
+ - name: ""
+ - name: HP
+ desc: "285; __Immunities__ fire, paralyzed, sleep; __Weaknesses__ holy 10"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " Smoke doesn't impair the dragon's vision; they ignore the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet DC 34 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Hell's Sting"
+ desc: "`pf2:r` (divine,mental,unholy) **Trigger** The dragon is critically hit with a melee attack\n* * *\n\n**Effect** The dragon channels the rancor of Hell back through the body of their foe, overwhelming it with an infernal assault on the mind. The triggering creature takes 8d6 mental damage with a DC 36 Will check save. Holy creatures use an outcome one degree of success worse than they roll on their saving throw."
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+30 (fire, magical, reach 10 feet, unholy)\n__Damage__ 2d6 fire 3d12 + 11 piercing"
+
+ - name: "**Melee** `pf2:1` Claws"
+ desc: "+30 (agile, fire, magical, unholy)\n__Damage__ 2d6 fire plus grab 3d8 + 11 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+28 (fire, magical, reach 15 feet, unholy)\n__Damage__ 3d8 + 11 bludgeoning plus knockdown 2d6 fire plus knockdown"
+
+ - name: "Divine Prepared Spells"
+ desc: "DC 36, attack +30; __6th __ _[[Spells/Blessed Boundary|Blessed Boundary]]_, _[[Spells/Dominate|Dominate]]_; __5th __ _[[Spells/Banishment|Banishment]]_, _[[Spells/Sending|Sending]]_, _[[Spells/Truespeech|Truespeech]]_; __4th __ _[[Spells/Dispelling Globe|Dispelling Globe]]_, _[[Spells/Divine Wrath|Divine Wrath]]_, _[[Spells/Planar Tether|Planar Tether]]_, _[[Spells/Translocate|Translocate]]_; __3rd __ _[[Spells/Blindness|Blindness]]_, _[[Spells/Chilling Darkness|Chilling Darkness]]_; __2nd __ _[[Spells/Blood Vendetta|Blood Vendetta]]_, _[[Spells/Darkness|Darkness]]_, _[[Spells/Translate|Translate]]_; __1st __ _[[Spells/Command|Command]]_, _[[Spells/Fear|Fear]]_, _[[Spells/Harm|Harm]]_\n__Cantrips__ __(6th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Divine Lance|Divine Lance]]_, _[[Spells/Message|Message]]_, _[[Spells/Sigil|Sigil]]_, _[[Spells/Void Warp|Void Warp]]_"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 34, attack +26; __7th __ _[[Spells/Divine Immolation|Divine Immolation]]_, _[[Spells/Interplanar Teleport|Interplanar Teleport (At Will, Self Only)]]_, _[[Spells/Wall of Fire|Wall of Fire (At Will)]]_\n__Cantrips__ __(8th)__ _[[Spells/Ignition|Ignition]]_"
+
+ - name: "Diabolic Fire"
+ desc: " Any fire damage that a diabolic dragon deals, including fire damage from spells, is imbued with the unholy power of Hell to scorch the spirit as well. A creature takes spirit damage instead of fire damage if that would be more detrimental to the creature (as determined by the GM). A diabolic dragon is immune to the diabolic fire of other diabolic dragons, the fire from divine immolation, and similar effects."
+
+ - name: "Hellfire Breath"
+ desc: "`pf2:2` (divine,fire,unholy) The dragon unleashes a blast of infernal fire that deals 16d6 fire damage in a 50-foot cone (DC 36 Reflex check save).\n\nThe dragon can't use Hellfire Breath again for 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Diabolic Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Diabolic Dragon (Adult, Spellcaster)
+```
+
+
+
+Hell, according to some theologians, is a living entity in and of itself. Diabolic dragons, these scholars argue, are just extensions of the plane, living creatures that break off from Hell to enact its will. Whether this is true or whether diabolical dragons are simply the reborn souls of dragons sent to Hell, the fact remains that these dragons are powerful, cunning, and tyrannical. Every diabolic dragon's goal is to further Hell's will, though how this happens can vary. Regardless of their goals, these dragons always approach newcomers with an unsettling calmness.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
+
+## Draconic Spellcasters
+
+Each dragon features a sidebar on spellcasting dragons of that type. To make a dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give them the spells outlined in their sidebar. You can swap out any number of these with other spells, provided you keep the same number of spells for each rank. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Diabolic Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Monster Core/Diabolic Dragon (Ancient).md
new file mode 100755
index 000000000..1d9d8adbb
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Diabolic Dragon (Ancient).md
@@ -0,0 +1,117 @@
+---
+title: "Diabolic Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.E1GLu2BggTUsnCux"
+tags:
+ - pf2e/creature/type/divine
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/20
+ - remaster
+statblock: inline
+name: "Diabolic Dragon (Ancient)"
+level: 20
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Diabolic Dragon (Ancient)"
+level: "Creature 20"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[divine]]
+trait_02: [[dragon]]
+trait_03: [[unholy]]
+modifier: 33
+perception:
+ - name: "Perception"
+ desc: "+33; Greater Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Diabolic, Draconic, Empyrean, Necril, Pyric, Aklo, Chthonian"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +33, Athletics: +38, Deception: +34, Diplomacy: +36, Intimidation: +34, Religion: +35, Society: +33, Thievery: +33, Hell Lore: +33, Legal Lore: +35"
+abilityMods: [10, 5, 8, 5, 7, 8]
+speed: 70 feet, fly 180 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 44
+armorclass:
+ - name: AC
+ desc: "44; __Fort__ +36, __Ref__ +32, __Will__ +32; +2 status to all saves vs. divine"
+hp: 390
+health:
+ - name: ""
+ - name: HP
+ desc: "390; __Immunities__ fire, paralyzed, sleep; __Weaknesses__ holy 15"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " Smoke doesn't impair the dragon's vision; they ignore the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet DC 40 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Hell's Sting"
+ desc: "`pf2:r` (divine,mental,unholy) **Trigger** The dragon is critically hit with a melee attack\n* * *\n\n**Effect** The dragon channels the rancor of Hell back through the body of their foe, overwhelming it with an infernal assault on the mind. The triggering creature takes 10d6 mental damage with a DC 42 Will check save. Holy creatures use an outcome one degree of success worse than they roll on their saving throw."
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+38 (fire, magical, reach 10 feet, unholy)\n__Damage__ 2d6 fire 4d12 + 18 piercing"
+
+ - name: "**Melee** `pf2:1` Claws"
+ desc: "+30 (agile, fire, magical, unholy)\n__Damage__ 2d6 fire plus improved-grab 4d8 + 18 piercing plus improved-grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+36 (fire, magical, reach 15 feet, unholy)\n__Damage__ 4d8 + 18 bludgeoning plus improved-knockdown 2d6 fire plus improved-knockdown"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 40, attack +32; __9th __ _[[Spells/Divine Immolation|Divine Immolation (At Will)]]_, _[[Spells/Falling Stars|Falling Stars (Fire Only)]]_, _[[Spells/Wall of Fire|Wall of Fire (At Will)]]_; __8th __ _[[Spells/Summon Fiend|Summon Fiend (Phistophilus Only, At Will)]]_; __7th __ _[[Spells/Interplanar Teleport|Interplanar Teleport (At Will, Self Only)]]_\n__Cantrips__ __(10th)__ _[[Spells/Ignition|Ignition]]_"
+
+ - name: "Diabolic Fire"
+ desc: " Any fire damage that a diabolic dragon deals, including fire damage from spells, is imbued with the unholy power of Hell to scorch the spirit as well. A creature takes spirit damage instead of fire damage if that would be more detrimental to the creature (as determined by the GM). A diabolic dragon is immune to the diabolic fire of other diabolic dragons, the fire from divine immolation, and similar effects."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Hellfire Breath whenever they score a critical hit with a Strike."
+
+ - name: "Hellfire Breath"
+ desc: "`pf2:2` (divine,fire,unholy) The dragon unleashes a blast of infernal fire that deals 21d6 fire damage in a 60-foot cone (DC 42 Reflex check save).\n\nThe dragon can't use Hellfire Breath again for 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Improved Knockdown|Improved Knockdown]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature as a free action. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Diabolic Dragon (Ancient)
+creatures:
+ - 1: Diabolic Dragon (Ancient)
+```
+
+
+
+Hell, according to some theologians, is a living entity in and of itself. Diabolic dragons, these scholars argue, are just extensions of the plane, living creatures that break off from Hell to enact its will. Whether this is true or whether diabolical dragons are simply the reborn souls of dragons sent to Hell, the fact remains that these dragons are powerful, cunning, and tyrannical. Every diabolic dragon's goal is to further Hell's will, though how this happens can vary. Regardless of their goals, these dragons always approach newcomers with an unsettling calmness.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Diabolic Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Monster Core/Diabolic Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..0e1ec5322
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Diabolic Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,118 @@
+---
+title: "Diabolic Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.sGUtj8sZbdLqulOh"
+tags:
+ - pf2e/creature/type/divine
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/20
+ - remaster
+statblock: inline
+name: "Diabolic Dragon (Ancient, Spellcaster)"
+level: 20
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Diabolic Dragon (Ancient, Spellcaster)"
+level: "Creature 20"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[divine]]
+trait_02: [[dragon]]
+trait_03: [[unholy]]
+modifier: 33
+perception:
+ - name: "Perception"
+ desc: "+33; Greater Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Diabolic, Draconic, Empyrean, Necril, Pyric, Aklo, Chthonian"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +33, Athletics: +38, Deception: +34, Diplomacy: +36, Intimidation: +34, Religion: +35, Society: +33, Thievery: +33, Hell Lore: +33, Legal Lore: +35"
+abilityMods: [10, 5, 8, 5, 7, 8]
+speed: 70 feet, fly 180 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 44
+armorclass:
+ - name: AC
+ desc: "44; __Fort__ +36, __Ref__ +32, __Will__ +32; +2 status to all saves vs. divine"
+hp: 390
+health:
+ - name: ""
+ - name: HP
+ desc: "390; __Immunities__ fire, paralyzed, sleep; __Weaknesses__ holy 15"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " Smoke doesn't impair the dragon's vision; they ignore the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet DC 40 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Hell's Sting"
+ desc: "`pf2:r` (divine,mental,unholy) **Trigger** The dragon is critically hit with a melee attack\n* * *\n\n**Effect** The dragon channels the rancor of Hell back through the body of their foe, overwhelming it with an infernal assault on the mind. The triggering creature takes 10d6 mental damage with a DC 42 Will check save. Holy creatures use an outcome one degree of success worse than they roll on their saving throw."
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+38 (fire, magical, reach 10 feet, unholy)\n__Damage__ 2d6 fire 4d12 + 18 piercing"
+
+ - name: "**Melee** `pf2:1` Claws"
+ desc: "+30 (agile, fire, magical, unholy)\n__Damage__ 2d6 fire plus improved-grab 4d8 + 18 piercing plus improved-grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+36 (fire, magical, reach 15 feet, unholy)\n__Damage__ 4d8 + 18 bludgeoning plus improved-knockdown 2d6 fire plus improved-knockdown"
+
+ - name: "Divine Prepared Spells"
+ desc: "DC 42, attack +38; __9th __ _[[Spells/Massacre|Massacre]]_, _[[Spells/Wails of the Damned|Wails of the Damned]]_; __8th __ _[[Spells/Canticle of Everlasting Grief|Canticle of Everlasting Grief]]_, _[[Spells/Pinpoint|Pinpoint]]_; __7th __ _[[Spells/Eclipse Burst|Eclipse Burst]]_, _[[Spells/Execute|Execute]]_, _[[Spells/Planar Seal|Planar Seal]]_; __6th __ _[[Spells/Blessed Boundary|Blessed Boundary]]_, _[[Spells/Dominate|Dominate]]_; __5th __ _[[Spells/Banishment|Banishment]]_, _[[Spells/Sending|Sending]]_, _[[Spells/Truespeech|Truespeech]]_; __4th __ _[[Spells/Dispelling Globe|Dispelling Globe]]_, _[[Spells/Divine Wrath|Divine Wrath]]_, _[[Spells/Planar Tether|Planar Tether]]_, _[[Spells/Translocate|Translocate]]_; __3rd __ _[[Spells/Blindness|Blindness]]_, _[[Spells/Chilling Darkness|Chilling Darkness]]_; __2nd __ _[[Spells/Blood Vendetta|Blood Vendetta]]_, _[[Spells/Darkness|Darkness]]_, _[[Spells/Translate|Translate]]_; __1st __ _[[Spells/Command|Command]]_, _[[Spells/Fear|Fear]]_, _[[Spells/Harm|Harm]]_\n__Cantrips__ __(9th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Divine Lance|Divine Lance]]_, _[[Spells/Message|Message]]_, _[[Spells/Sigil|Sigil]]_, _[[Spells/Void Warp|Void Warp]]_"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 40, attack +32; __9th __ _[[Spells/Divine Immolation|Divine Immolation (At Will)]]_, _[[Spells/Falling Stars|Falling Stars (Fire Only)]]_, _[[Spells/Wall of Fire|Wall of Fire (At Will)]]_; __8th __ _[[Spells/Summon Fiend|Summon Fiend (Phistophilus Only, At Will)]]_; __7th __ _[[Spells/Interplanar Teleport|Interplanar Teleport (At Will, Self Only)]]_\n__Cantrips__ __(10th)__ _[[Spells/Ignition|Ignition]]_"
+
+ - name: "Diabolic Fire"
+ desc: " Any fire damage that a diabolic dragon deals, including fire damage from spells, is imbued with the unholy power of Hell to scorch the spirit as well. A creature takes spirit damage instead of fire damage if that would be more detrimental to the creature (as determined by the GM). A diabolic dragon is immune to the diabolic fire of other diabolic dragons, the fire from divine immolation, and similar effects."
+
+ - name: "Hellfire Breath"
+ desc: "`pf2:2` (divine,fire,unholy) The dragon unleashes a blast of infernal fire that deals 21d6 fire damage in a 60-foot cone (DC 42 Reflex check save).\n\nThe dragon can't use Hellfire Breath again for 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Improved Knockdown|Improved Knockdown]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature as a free action. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Diabolic Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Diabolic Dragon (Ancient, Spellcaster)
+```
+
+
+
+Hell, according to some theologians, is a living entity in and of itself. Diabolic dragons, these scholars argue, are just extensions of the plane, living creatures that break off from Hell to enact its will. Whether this is true or whether diabolical dragons are simply the reborn souls of dragons sent to Hell, the fact remains that these dragons are powerful, cunning, and tyrannical. Every diabolic dragon's goal is to further Hell's will, though how this happens can vary. Regardless of their goals, these dragons always approach newcomers with an unsettling calmness.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
+
+## Draconic Spellcasters
+
+Each dragon features a sidebar on spellcasting dragons of that type. To make a dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give them the spells outlined in their sidebar. You can swap out any number of these with other spells, provided you keep the same number of spells for each rank. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Diabolic Dragon (Young).md b/content/mechanics/srd/Bestiary/Monster Core/Diabolic Dragon (Young).md
new file mode 100755
index 000000000..4349eba57
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Diabolic Dragon (Young).md
@@ -0,0 +1,117 @@
+---
+title: "Diabolic Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.UzgNq2ezwH6A6jBX"
+tags:
+ - pf2e/creature/type/divine
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/11
+ - remaster
+statblock: inline
+name: "Diabolic Dragon (Young)"
+level: 11
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Diabolic Dragon (Young)"
+level: "Creature 11"
+
+alignment: ""
+size: "Large"
+trait_01: [[divine]]
+trait_02: [[dragon]]
+trait_03: [[unholy]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Greater Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Diabolic, Draconic, Pyric"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +20, Athletics: +24, Deception: +20, Diplomacy: +22, Intimidation: +20, Religion: +21, Society: +19, Thievery: +20, Hell Lore: +19, Legal Lore: +21"
+abilityMods: [7, 3, 6, 2, 4, 3]
+speed: 50 feet, fly 120 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +23, __Ref__ +20, __Will__ +21; +2 status to all saves vs. divine"
+hp: 215
+health:
+ - name: ""
+ - name: HP
+ desc: "215; __Immunities__ fire, paralyzed, sleep; __Weaknesses__ holy 10"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " Smoke doesn't impair the dragon's vision; they ignore the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet DC 28 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Hell's Sting"
+ desc: "`pf2:r` (divine,mental,unholy) **Trigger** The dragon is critically hit with a melee attack\n* * *\n\n**Effect** The dragon channels the rancor of Hell back through the body of their foe, overwhelming it with an infernal assault on the mind. The triggering creature takes 6d6 mental damage with a DC 30 Will check save. Holy creatures use an outcome one degree of success worse than they roll on their saving throw."
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+24 (fire, magical, reach 10 feet, unholy)\n__Damage__ 2d6 fire 2d12 + 10 piercing"
+
+ - name: "**Melee** `pf2:1` Claws"
+ desc: "+24 (agile, fire, magical, unholy)\n__Damage__ 2d6 fire plus grab 2d8 + 10 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+22 (fire, magical, reach 15 feet, unholy)\n__Damage__ 2d8 + 10 bludgeoning plus knockdown 2d6 fire plus knockdown"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 28, attack +20; __5th __ _[[Spells/Divine Immolation|Divine Immolation]]_, _[[Spells/Wall of Fire|Wall of Fire]]_\n__Cantrips__ __(6th)__ _[[Spells/Ignition|Ignition]]_"
+
+ - name: "Diabolic Fire"
+ desc: " Any fire damage that a diabolic dragon deals, including fire damage from spells, is imbued with the unholy power of Hell to scorch the spirit as well. A creature takes spirit damage instead of fire damage if that would be more detrimental to the creature (as determined by the GM). A diabolic dragon is immune to the diabolic fire of other diabolic dragons, the fire from divine immolation, and similar effects."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Hellfire Breath whenever they score a critical hit with a Strike."
+
+ - name: "Hellfire Breath"
+ desc: "`pf2:2` (divine,fire,unholy) The dragon unleashes a blast of infernal fire that deals 12d6 fire damage in a 40-foot cone (DC 30 Reflex check save).\n\nThe dragon can't use Hellfire Breath again for 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Diabolic Dragon (Young)
+creatures:
+ - 1: Diabolic Dragon (Young)
+```
+
+
+
+Hell, according to some theologians, is a living entity in and of itself. Diabolic dragons, these scholars argue, are just extensions of the plane, living creatures that break off from Hell to enact its will. Whether this is true or whether diabolical dragons are simply the reborn souls of dragons sent to Hell, the fact remains that these dragons are powerful, cunning, and tyrannical. Every diabolic dragon's goal is to further Hell's will, though how this happens can vary. Regardless of their goals, these dragons always approach newcomers with an unsettling calmness.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Diabolic Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Monster Core/Diabolic Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..d94604a2d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Diabolic Dragon (Young, Spellcaster).md
@@ -0,0 +1,118 @@
+---
+title: "Diabolic Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.sGd6IHMhDUyOzlAa"
+tags:
+ - pf2e/creature/type/divine
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/11
+ - remaster
+statblock: inline
+name: "Diabolic Dragon (Young, Spellcaster)"
+level: 11
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Diabolic Dragon (Young, Spellcaster)"
+level: "Creature 11"
+
+alignment: ""
+size: "Large"
+trait_01: [[divine]]
+trait_02: [[dragon]]
+trait_03: [[unholy]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Greater Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Diabolic, Draconic, Pyric"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +20, Athletics: +24, Deception: +20, Diplomacy: +22, Intimidation: +20, Religion: +21, Society: +19, Thievery: +20, Hell Lore: +19, Legal Lore: +21"
+abilityMods: [7, 3, 6, 2, 4, 3]
+speed: 50 feet, fly 120 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +23, __Ref__ +20, __Will__ +21; +2 status to all saves vs. divine"
+hp: 215
+health:
+ - name: ""
+ - name: HP
+ desc: "215; __Immunities__ fire, paralyzed, sleep; __Weaknesses__ holy 10"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " Smoke doesn't impair the dragon's vision; they ignore the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet DC 28 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Hell's Sting"
+ desc: "`pf2:r` (divine,mental,unholy) **Trigger** The dragon is critically hit with a melee attack\n* * *\n\n**Effect** The dragon channels the rancor of Hell back through the body of their foe, overwhelming it with an infernal assault on the mind. The triggering creature takes 6d6 mental damage with a DC 30 Will check save. Holy creatures use an outcome one degree of success worse than they roll on their saving throw."
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+24 (fire, magical, reach 10 feet, unholy)\n__Damage__ 2d6 fire 2d12 + 10 piercing"
+
+ - name: "**Melee** `pf2:1` Claws"
+ desc: "+24 (agile, fire, magical, unholy)\n__Damage__ 2d6 fire plus grab 2d8 + 10 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+22 (fire, magical, reach 15 feet, unholy)\n__Damage__ 2d8 + 10 bludgeoning plus knockdown 2d6 fire plus knockdown"
+
+ - name: "Divine Prepared Spells"
+ desc: "DC 30, attack +24; __4th __ _[[Spells/Dispelling Globe|Dispelling Globe]]_, _[[Spells/Divine Wrath|Divine Wrath]]_, _[[Spells/Planar Tether|Planar Tether]]_; __3rd __ _[[Spells/Blindness|Blindness]]_, _[[Spells/Chilling Darkness|Chilling Darkness]]_; __2nd __ _[[Spells/Blood Vendetta|Blood Vendetta]]_, _[[Spells/Darkness|Darkness]]_, _[[Spells/Translate|Translate]]_; __1st __ _[[Spells/Command|Command]]_, _[[Spells/Fear|Fear]]_, _[[Spells/Harm|Harm]]_\n__Cantrips__ __(4th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Divine Lance|Divine Lance]]_, _[[Spells/Message|Message]]_, _[[Spells/Sigil|Sigil]]_, _[[Spells/Void Warp|Void Warp]]_"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 28, attack +20; __5th __ _[[Spells/Divine Immolation|Divine Immolation]]_, _[[Spells/Wall of Fire|Wall of Fire]]_\n__Cantrips__ __(6th)__ _[[Spells/Ignition|Ignition]]_"
+
+ - name: "Diabolic Fire"
+ desc: " Any fire damage that a diabolic dragon deals, including fire damage from spells, is imbued with the unholy power of Hell to scorch the spirit as well. A creature takes spirit damage instead of fire damage if that would be more detrimental to the creature (as determined by the GM). A diabolic dragon is immune to the diabolic fire of other diabolic dragons, the fire from divine immolation, and similar effects."
+
+ - name: "Hellfire Breath"
+ desc: "`pf2:2` (divine,fire,unholy) The dragon unleashes a blast of infernal fire that deals 12d6 fire damage in a 40-foot cone (DC 30 Reflex check save).\n\nThe dragon can't use Hellfire Breath again for 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Diabolic Dragon (Young, Spellcaster)
+creatures:
+ - 1: Diabolic Dragon (Young, Spellcaster)
+```
+
+
+
+Hell, according to some theologians, is a living entity in and of itself. Diabolic dragons, these scholars argue, are just extensions of the plane, living creatures that break off from Hell to enact its will. Whether this is true or whether diabolical dragons are simply the reborn souls of dragons sent to Hell, the fact remains that these dragons are powerful, cunning, and tyrannical. Every diabolic dragon's goal is to further Hell's will, though how this happens can vary. Regardless of their goals, these dragons always approach newcomers with an unsettling calmness.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
+
+## Draconic Spellcasters
+
+Each dragon features a sidebar on spellcasting dragons of that type. To make a dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give them the spells outlined in their sidebar. You can swap out any number of these with other spells, provided you keep the same number of spells for each rank. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Dire Wolf.md b/content/mechanics/srd/Bestiary/Monster Core/Dire Wolf.md
new file mode 100755
index 000000000..7fbc62641
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Dire Wolf.md
@@ -0,0 +1,89 @@
+---
+title: "Dire Wolf"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.3X2T0ldZpHptn2pf"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Dire Wolf"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Dire Wolf"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +10, Stealth: +8, Survival: +10"
+abilityMods: [5, 3, 4, -4, 3, -2]
+speed: 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +11, __Ref__ +8, __Will__ +8"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Buck|Buck]]"
+ desc: "`pf2:r` DC 20 Reflex check\n* * *\n\nMost monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.\n\n**Trigger** A creature [[Actions/Mount|Mounts]] or uses the [[Actions/Command an Animal|Command an Animal]] action while riding the monster.\n* * *\n\n**Effect** The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land [[Conditions/Prone|Prone]]. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+12 (reach 10 feet)\n__Damage__ 1d10 + 5 piercing plus grab,knockdown"
+
+ - name: "Pack Attack"
+ desc: " The dire wolf's Strikes deal 1d6 extra damage to creatures within reach of at least two of the wolf's allies."
+
+ - name: "Worry"
+ desc: "`pf2:1` (attack) **Requirements** The dire wolf has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] in its jaws\n* * *\n\n**Effect** The dire wolf fiercely shakes the creature with its teeth, dealing 1d10+2 piercing damage with a DC 20 Fortitude check save."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Dire Wolf
+creatures:
+ - 1: Dire Wolf
+```
+
+
+
+Much larger and more foul-tempered than their common cousins, dire wolves haunt primeval lands that accommodate their massive size and proportionately large hunting grounds and appetites. Orcs are fond of using dire wolves as mounts, finding their vicious tempers perfect for hunting and warfare. Dire wolves are far more likely to prey on humanoids than ordinary wolves, considering them nothing but another kind of smaller, nutritious animal.
+
+* * *
+
+Wolves roam forests, hills, and other wild lands, where they hunt in packs to beleaguer and surround their prey before going in for the kill. Like most predatory animals, wolves prefer to attack the weakest or most vulnerable prey they can find.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Doldrums Heap.md b/content/mechanics/srd/Bestiary/Monster Core/Doldrums Heap.md
new file mode 100755
index 000000000..e2e0a36ee
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Doldrums Heap.md
@@ -0,0 +1,91 @@
+---
+title: "Doldrums Heap"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.awQzQaOUPA2biEbP"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/9
+ - remaster
+statblock: inline
+name: "Doldrums Heap"
+level: 9
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Doldrums Heap"
+level: "Creature 9"
+
+alignment: ""
+size: "huge"
+trait_01: [[amphibious]]
+trait_02: [[plant]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Wavesense (Precise) 120 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +21, Stealth: +18"
+abilityMods: [6, 4, 5, -4, 2, 0]
+speed: 20 feet, climb 20 feet, swim 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +21, __Ref__ +18, __Will__ +15"
+hp: 300
+health:
+ - name: ""
+ - name: HP
+ desc: "300; __Immunities__ critical hits, precision, unconscious; __Weaknesses__ slashing 10; __Resistances__ cold 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense (Precise) 120 feet]]"
+ desc: " This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
+
+abilities_mid:
+ - name: ""
+ - name: "Mirage Spores"
+ desc: " (aura,incapacitation,mental) 300 feet.\n\nThe sargassum heap constantly produces a field of hallucinogenic spores that causes those affected to see the monster as whatever they desire most. Each creature within the emanation must succeed a DC 27 Will check save or become [[Conditions/Fascinated|Fascinated]] with the sargassum heap and compelled to move toward it on the creature's turn. Creatures fascinated this way are also [[Conditions/Off-Guard|Off-Guard]]. If the sargassum heap attacks, the fascinated condition ends only for the creature that is attacked. On a successful save, a creature is temporarily immune to mirage spores for 24 hours."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tendrils"
+ desc: "+21 (reach 15 feet)\n__Damage__ 2d12 + 10 bludgeoning plus grab"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d12+10 bludgeoning, DC 28 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Draw In"
+ desc: "`pf2:2` The doldrums heap attempts to [[Actions/Reposition|Reposition]] up to three creatures it has [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]. These attempts neither apply nor count toward the heap's multiple attack penalty.\n\nIt can move them into its own space, dealing 1d12+10 bludgeoning damage."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Doldrums Heap
+creatures:
+ - 1: Doldrums Heap
+```
+
+
+
+Though most sargassum heaps divide once they grow too large, occasionally a heap will continue to grow indefinitely. These "doldrum heaps" can tangle and immobilize ships, tearing them apart or feasting on the hapless passengers.
+
+* * *
+
+A sargassum heap is a mass of semi-intelligent seaweed that floats through the ocean, luring in its victims with hallucinogenic spores. Those affected by the spores are drawn towards the heap, envisioning their heart's desire. This might be a lost loved one, a child in need of help, an enchanting mermaid, the promise of dry land, and so on. Once their prey is close enough, the sargassum heap lashes out with its seaweed tendrils and crushes it to death.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Dragon Turtle.md b/content/mechanics/srd/Bestiary/Monster Core/Dragon Turtle.md
new file mode 100755
index 000000000..836af602d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Dragon Turtle.md
@@ -0,0 +1,92 @@
+---
+title: "Dragon Turtle"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.5JAcHUS5AN79jms0"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2eMonster
+ - pf2e/creature/level/9
+ - remaster
+statblock: inline
+name: "Dragon Turtle"
+level: 9
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Dragon Turtle"
+level: "Creature 9"
+
+alignment: ""
+size: "huge"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision"
+languages: "Common, Draconic, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +21, Diplomacy: +18, Intimidation: +18, Stealth: +13, Survival: +17"
+abilityMods: [6, 0, 4, 1, 3, 1]
+speed: 20 feet, swim 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 29
+armorclass:
+ - name: AC
+ desc: "29; __Fort__ +19, __Ref__ +15, __Will__ +17"
+hp: 140
+health:
+ - name: ""
+ - name: HP
+ desc: "140; __Immunities__ paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Shell Block"
+ desc: "`pf2:r` **Trigger** A creature adjacent to the dragon turtle targets it with a melee attack.\n* * *\n\n**Effect** The dragon turtle rolls its shell toward the triggering creature, gaining a +2 circumstance bonus to its AC against the triggering attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 (reach 10 feet)\n__Damage__ 2d12 + 9 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile)\n__Damage__ 2d8 + 9 slashing"
+
+ - name: "Capsize"
+ desc: "`pf2:1` (attack) The dragon turtle tries to capsize an adjacent aquatic vessel of their size or smaller. The dragon turtle must succeed at a DC 30 Athletics check check (reduce the DC by 5 for each size smaller than the dragon turtle) or the pilot's Sailing Lore DC, whichever is higher."
+
+ - name: "Conjure Storm"
+ desc: "`pf2:1` (air,aura,primal,water) The dragon turtle summons a mighty storm to rage around themself. The area in a 30-foot emanation around the turtle becomes difficult terrain for all other flying and swimming creatures. The dragon turtle can end the storm by taking this action again."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon turtle makes two Claw Strikes and one Jaws Strike in any order."
+
+ - name: "Tsunami"
+ desc: "`pf2:2` (primal,water) The dragon turtle unleashes their destructive prowess by creating a massive growing wave that deals 7d6 bludgeoning damage in a 60-foot cone (DC 27 Reflex check save). The wave's damage increases by 10 for creatures who are more than 30 feet away. A creature that fails its save is knocked [[Conditions/Prone|Prone]].\n\nThe dragon turtle can't use Tsunami again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Dragon Turtle
+creatures:
+ - 1: Dragon Turtle
+```
+
+
+
+These immense aquatic dragons have rocky shells similar to those of tortoises and flippers powerful enough to overturn hardy vessels. The fearsome creatures enjoy being considered as dangerous as storms or natural disasters by seafaring folk. Despite their reputation, many dragon turtles delight in secretly observing seafaring cities grow and evolve throughout the ages. They have even been known to protect such cities from pirates, invading armies, or even other dangerous sea creatures. According to rumor, these turtles have even hired adventurers to handle more inland threats. Such cities will often offer tribute to the great turtle if they discover its intervention. While a dragon turtle hoards the treasures of the ships it sinks, they consider the bounty freely offered from their protected city most precious.
+
+While many dragon turtles are already large enough to inspire awe, some can grow substantially larger. Those massive, ancient dragon turtles are somnolent, resembling rocky islands from a distance; their prodigious hoards can be a source of ancient sea lore. Legends persist of truly immense dragon turtles who spend centuries drifting on the surface of the ocean, far from established shipping lanes or charted waters, with shells that serve as islands capable of supporting entire ecosystems and even, some claim, small settlements whose inhabitants know nothing of land that doesn't drift across the sea.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Draxie.md b/content/mechanics/srd/Bestiary/Monster Core/Draxie.md
new file mode 100755
index 000000000..e127df3c8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Draxie.md
@@ -0,0 +1,88 @@
+---
+title: "Draxie"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.VJk6p7oHbWtEPGZB"
+tags:
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/sprite
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Draxie"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Draxie"
+level: "Creature 3"
+
+alignment: ""
+size: "tiny"
+trait_01: [[fey]]
+trait_02: [[sprite]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Low-Light Vision"
+languages: "Common, Fey; Telepathy (Touch)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Deception: +10, Diplomacy: +8, Nature: +6, Stealth: +11"
+abilityMods: [-1, 4, 1, 3, 1, 3]
+speed: 15 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +6, __Ref__ +11, __Will__ +8"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45; __Weaknesses__ cold iron 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy (Touch)]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+11 (agile, finesse, magical)\n__Damage__ 1d8 + 3 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Euphoric Spark"
+ desc: "+7 (magical, range 20 feet)\n__Damage__ 2d4 + 3 mental"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 20, attack +12; __2nd __ _[[Spells/Invisibility|Invisibility]]_, _[[Spells/Revealing Light|Revealing Light]]_; __1st __ _[[Spells/Illusory Disguise|Illusory Disguise]]_\n__Cantrips__ __(2nd)__ _[[Spells/Figment|Figment]]_, _[[Spells/Light|Light]]_, _[[Spells/Prestidigitation|Prestidigitation]]_"
+
+ - name: "Draxie Dust"
+ desc: "`pf2:2` (emotion,incapacitation,mental,primal) The draxie breathes magical dust in a 15-foot cone. Roll 1d4 to determine the effect. Each creature in the area must succeed at a DC 17 Will check save or be affected.\n\nThe draxie can't use Draxie Dust again for 1d4 rounds.\n\n1. The target takes the effects of the [[Spells/Charm|Charm]] spell.\n2. The target loses its last 5 minutes of memory.\n3. The target takes the effects of a [[Spells/Sleep|Sleep]] spell.\n4. For 1 minute, the target is in a state of euphoria that makes it [[Conditions/Stupefied|Stupefied 2]] and [[Conditions/Slowed|Slowed 1]]."
+
+```
+
+```encounter-table
+name: Draxie
+creatures:
+ - 1: Draxie
+```
+
+
+
+The mischievous dragon sprites called draxies have dueled their pixie cousins for the title of ultimate prankster for centuries. They exercise patience and planning to create the perfect pranks, spending months, or even years, on their efforts. One exception to their flighty nature is the elucrea, a lifelong bond between a draxie and a creature they're particularly fond of, typically one with a good sense of humor. According to draxie legend, a little piece of a draxie's spirit remembers being united as the ancient fey dragonet Elucredassa, and that causes draxies to yearn for such connections with others.
+
+* * *
+
+Elusive, flighty, and ebullient, sprites are what many villagers first imagine when they hear the terms "fey" or "fairy." While their dispositions vary, all sprites share a connection to magic and a diminutive size. This family of fey shares its name with its slightest and most populous member, the common sprite.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Dromaar Mountaineer.md b/content/mechanics/srd/Bestiary/Monster Core/Dromaar Mountaineer.md
new file mode 100755
index 000000000..41f764544
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Dromaar Mountaineer.md
@@ -0,0 +1,97 @@
+---
+title: "Dromaar Mountaineer"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.yk9lyBJF96c06z1K"
+tags:
+ - pf2e/creature/type/dromaar
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/orc
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Dromaar Mountaineer"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Dromaar Mountaineer"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[dromaar]]
+trait_02: [[human]]
+trait_03: [[humanoid]]
+trait_04: [[orc]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: "Common, Orcish"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +7, Survival: +8"
+abilityMods: [3, 3, 1, 0, 2, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +7, __Ref__ +9, __Will__ +8"
+hp: 28
+health:
+ - name: ""
+ - name: HP
+ desc: "28"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Pick|Pick]], 6x [[Equipment/Bola|Bola]], [[Equipment/Hide Armor|Hide Armor]], [[Equipment/Rope|Rope]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Ferocity|Ferocity]]"
+ desc: "`pf2:r` **Trigger** The monster is reduced to 0 HP.\n* * *\n\n**Effect** The monster avoids being knocked out and remains at 1 HP, but its [[Conditions/Wounded|Wounded]] value increases by 1. When it is Wounded 3, it can no longer use this ability"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pick"
+ desc: "+9 (fatal d10)\n__Damage__ 1d6 + 3 piercing"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+9 (agile, shove)\n__Damage__ 1d6 + 3 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Bola"
+ desc: "+9 (nonlethal, ranged trip, thrown 20 ft.)\n__Damage__ 1d6 + 3 bludgeoning"
+
+ - name: "Tangle Prey"
+ desc: "`pf2:1` The dromaar draws a bola and Strikes a target within 20 feet. On a success, the dromaar immediately rolls an Athletics check check against the target's Fortitude DC to [[Actions/Trip|Trip]] them."
+
+```
+
+```encounter-table
+name: Dromaar Mountaineer
+creatures:
+ - 1: Dromaar Mountaineer
+```
+
+
+
+Dromaar mountaineers are hardened half-orc scouts who often lead raiding or scouting parties on dangerous expeditions. Dromaar scouts who lead many successful expeditions can rise to positions of prominence within their holds, and those who command enough loyalty may even claim a hold of their own.
+
+* * *
+
+Many orcs are forged in the fires of violence and conflict, often from the moment they're born. As they live lives that are frequently cut brutally short, orcs revel in testing their strength against worthy foes, whether by challenging a higher-ranking member of their community for dominance, taming a powerful beast, or slaying a fearsome monster.
+
+Tall and powerful, with long arms and thickly muscled legs, many orcs top 7 feet in height. Their heavy limbs and broad, almost bow-legged stances combine with a tendency to slouch forward to create an almost contradictory set of circumstances where an orc can tower over other humanoids while simultaneously staring them in the eye. These features, alongside a tendency to scar easily, can make them seem quite intimidating.
+
+The half-orc dromaars, most commonly born of unions between orcs and humans, are often tested even more harshly than their full orc kin, but those who endure these tests can rise to positions of authority. "An orc can have what an orc can hold" is a saying that not only applies to an individual's ability to secure their own destiny and position, but is also likely the root of orcs referring to their communities as holds.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Dryad Queen.md b/content/mechanics/srd/Bestiary/Monster Core/Dryad Queen.md
new file mode 100755
index 000000000..e2bc2f39c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Dryad Queen.md
@@ -0,0 +1,117 @@
+---
+title: "Dryad Queen"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.EjjgF2HgrNVOhMBz"
+tags:
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/nymph
+ - pf2e/creature/type/plant
+ - pf2e/creature/type/wood
+ - pf2eMonster
+ - pf2e/creature/level/13
+ - remaster
+statblock: inline
+name: "Dryad Queen"
+level: 13
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Dryad Queen"
+level: "Creature 13"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[fey]]
+trait_02: [[nymph]]
+trait_03: [[plant]]
+trait_04: [[wood]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Low-Light Vision"
+languages: "Common, Elven, Fey, Muan"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +25, Athletics: +19, Crafting: +23, Deception: +30, Diplomacy: +30, Intimidation: +27, Nature: +24, Performance: +28, Stealth: +25, Survival: +24"
+abilityMods: [2, 6, 6, 4, 4, 8]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 35
+armorclass:
+ - name: AC
+ desc: "35; __Fort__ +24, __Ref__ +26, __Will__ +24"
+hp: 220
+health:
+ - name: ""
+ - name: HP
+ desc: "220; __Weaknesses__ cold iron 10, fire 10"
+abilities_top:
+ - name: ""
+
+ - name: "Nature Empathy"
+ desc: " The dryad can ask questions of, receive answers from, and use the Diplomacy skill with animals and plants."
+
+ - name: "[[Creature Family Ability Glossary/(Nymph Queen) Tied to the Land|Tied to the Land]]"
+ desc: " The dryad queen is tied to a forest or other woodland.\n* * *\n\nA nymph queen is intrinsically tied to a specific region. As long as the queen is healthy, the environment is exceptionally resilient, allowing the nymph queen to automatically attempt to counteract any spell that would harm the environment (such as the [[Spells/Blight|Blight]] ritual), using her spell DC with a counteract rank equal to the highest-rank druid spell she can cast.\n\nWhen the nymph queen becomes physically or psychologically unhealthy, however, her warded region eventually becomes twisted or unhealthy as well. In that case, restoring the nymph queen swiftly heals the entire region."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Creature Family Ability Glossary/(Nymph Queen) Nymph's Beauty|Nymph's Beauty]]"
+ desc: " (aura,emotion,mental,primal,visual) 30 feet.\n* * *\n\nOn a failed save, the target is [[Conditions/Immobilized|Immobilized]] in awe for 1 minute.\n* * *\n\nCreatures that start their turn in the aura must succeed at a DC 30 Will check save or suffer an effect described in the nymph queen's entry."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Branch"
+ desc: "+27 (finesse, magical)\n__Damage__ 3d12 + 8 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Leaves"
+ desc: "+27 (plant, primal, range increment 60 feet)\n__Damage__ 3d8 + 6 slashing"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 35, attack +25; __7th __ _[[Spells/Regenerate|Regenerate]]_; __6th __ _[[Spells/Chain Lightning|Chain Lightning]]_, _[[Spells/Cursed Metamorphosis|Cursed Metamorphosis]]_, _[[Spells/Tangling Creepers|Tangling Creepers]]_; __5th __ _[[Spells/Banishment|Banishment]]_, _[[Spells/Howling Blizzard|Howling Blizzard]]_; __4th __ _[[Spells/Fly|Fly]]_, _[[Spells/Mountain Resilience|Mountain Resilience]]_; __3rd __ _[[Spells/Earthbind|Earthbind]]_, _[[Spells/Haste|Haste]]_, _[[Spells/Wall of Thorns|Wall of Thorns]]_; __2nd __ _[[Spells/Animal Messenger|Animal Messenger]]_, _[[Spells/Clear Mind|Clear Mind]]_, _[[Spells/Resist Energy|Resist Energy]]_, _[[Spells/Revealing Light|Revealing Light]]_; __1st __ _[[Spells/Fleet Step|Fleet Step]]_, _[[Spells/Gust of Wind|Gust of Wind]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Pest Form|Pest Form]]_, _[[Spells/Summon Plant or Fungus|Summon Plant or Fungus]]_\n__Cantrips__ __(7th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Frostbite|Frostbite]]_, _[[Spells/Guidance|Guidance]]_, _[[Spells/Light|Light]]_, _[[Spells/Stabilize|Stabilize]]_"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 35, attack +25; __8th __ _[[Spells/Impaling Briars|Impaling Briars]]_; __5th __ _[[Spells/Nature's Pathway|Nature's Pathway]]_, _[[Spells/One with Plants|One with Plants]]_; __4th __ _[[Spells/Charm|Charm]]_, _[[Spells/Entangling Flora|Entangling Flora]]_, _[[Spells/Shape Wood|Shape Wood]]_, _[[Spells/Suggestion|Suggestion]]_\n__Cantrips__ __(5th)__ _[[Spells/Tangle Vine|Tangle Vine]]_"
+
+ - name: "[[Creature Family Ability Glossary/(Nymph Queen) Change Shape|Change Shape]]"
+ desc: "`pf2:1` (polymorph,primal) Nymph queens can transform between their original form, which looks much like a typical nymph of their kind, and any Small or Medium humanoid form, typically choosing a more humanoid-looking version of their natural form.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "[[Creature Family Ability Glossary/(Nymph Queen) Focus Beauty|Focus Beauty]]"
+ desc: "`pf2:1` (emotion,mental,primal,visual) On a failed save, if the target was already affected by the dryad queen's beauty, the target can't use hostile actions against the dryad queen for 1 hour.\n* * *\n\nThe nymph queen focuses her beauty upon a target, who must attempt a save against her nymph's beauty aura (DC 30 Will check save). If the creature fails and was already affected by the aura, it takes a greater effect described in the nymph queen's entry.\n\nA nymph queen can Focus Beauty on a given creature only once per turn."
+
+ - name: "[[Creature Family Ability Glossary/(Nymph Queen) Inspiration|Inspiration]]"
+ desc: "`pf2:3` (emotion,mental,primal) The nymph queen inspires a single intelligent creature by giving that creature a token of her favor, typically a lock of her hair, though it can be some other significant object as well. As long as the creature carries her token and remains in good standing with her, the creature gains a +1 status bonus to all Crafting checks, Performance checks, and Will saves.\n\nIf the nymph grants her token to a bard, and she's the bard's muse, the queen chooses one additional benefit granted by her token: a +1 status bonus to all Lore checks, a +2 status bonus to Performance checks when determining the effects of compositions, a +4 status bonus to untrained skill checks, or a +2 status bonus to Will saves against fey.\n\n[[Bestiary Effects/Effect_ Nymph Queen's Inspiration|Effect: Nymph Queen's Inspiration]]"
+
+ - name: "Tree Meld"
+ desc: "`pf2:2` (primal) A [[Spells/One with Plants|One with Plants]] spell cast by a dryad has an unlimited duration.\n\nIn addition, if the dryad merges with any tree in her domain, she can choose to instead enter an extradimensional living space within the tree, and can bring up to eight adjacent, willing creatures with her; the spell gains the extradimensional trait. The dryad can still be expelled from this space."
+
+```
+
+```encounter-table
+name: Dryad Queen
+creatures:
+ - 1: Dryad Queen
+```
+
+
+
+Also called a hamadryad, a dryad queen rules over an entire forest, or a portion of an incredibly large forest, leading and protecting all dryads within. Dryad queens often have strange relationships with powerful and deadly fey, working together in a dualistic way despite their differences, with the queen representing nature's wonders and the other fey representing nature's wrath.
+
+* * *
+
+Nymphs are a family of fey that take the form of beautiful humanoids with elven features and have a deep association with the natural world. The most common of their kind are the dryads, which are spirits that embody great trees, but many other kinds of nymphs exist, including naiads, who watch over bodies of water. All nymphs are guardians of some element of nature, typically a specific tree or pond, or even-in the case of nymph queens-whole forests or massive bodies of water
+
+## Nymph Queens
+
+Nymph queens are powerful nymphs who rule over entire regions of untouched wilderness, not just single trees or ponds. Every variety of nymph can have a queen. Naiad queens are among the most prominent, and more often interact with nearby mortals. Thus, some scholars refer to naiad queens as simply "nymphs."
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Dryad.md b/content/mechanics/srd/Bestiary/Monster Core/Dryad.md
new file mode 100755
index 000000000..8decb1a9d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Dryad.md
@@ -0,0 +1,97 @@
+---
+title: "Dryad"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.us4RLJqiolqnHyGL"
+tags:
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/nymph
+ - pf2e/creature/type/plant
+ - pf2e/creature/type/wood
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Dryad"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Dryad"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[fey]]
+trait_02: [[nymph]]
+trait_03: [[plant]]
+trait_04: [[wood]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Low-Light Vision"
+languages: "Common, Elven, Fey, Muan"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Athletics: +5, Crafting: +7, Diplomacy: +9, Nature: +13, Stealth: +9, Survival: +12"
+abilityMods: [0, 4, 1, 2, 3, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +6, __Ref__ +11, __Will__ +10"
+hp: 55
+health:
+ - name: ""
+ - name: HP
+ desc: "55; __Weaknesses__ cold iron 5, fire 5"
+abilities_top:
+ - name: ""
+
+ - name: "Nature Empathy"
+ desc: " The dryad can ask questions of, receive answers from, and use the Diplomacy skill with animals and plants."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Tree Dependent"
+ desc: " A naiad is bonded to a great tree. If she is more than 300 feet away from it for 24 hours or more, she gains the weak adjustments until she returns. She can perform a 24-hour ritual to bond herself to a new great tree."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Branch"
+ desc: "+12 (finesse, magical)\n__Damage__ 1d12 + 2 bludgeoning"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 20, attack +12; __5th __ _[[Spells/Nature's Pathway|Nature's Pathway (x2)]]_; __4th __ _[[Spells/Charm|Charm (x3)]]_, _[[Spells/Suggestion|Suggestion]]_; __2nd __ _[[Spells/Entangling Flora|Entangling Flora (At Will)]]_, _[[Spells/One with Plants|One with Plants (At Will, See Tree Meld)]]_\n__Cantrips__ __(2nd)__ _[[Spells/Tangle Vine|Tangle Vine]]_"
+
+ - name: "Tree Meld"
+ desc: "`pf2:2` A [[Spells/One with Plants|One with Plants]] spell cast by a dryad has an unlimited duration.\n\nIn addition, if the dryad merges with her bonded tree, she can choose to instead enter an extradimensional living space within the tree, and can bring up to two adjacent, willing creatures with her; the spell gains the extradimensional trait. The dryad can still be expelled from this space."
+
+```
+
+```encounter-table
+name: Dryad
+creatures:
+ - 1: Dryad
+```
+
+
+
+Dryads are fey guardians of the trees and creatures who dwell in wooded areas. They prefer using indirect methods to dissuade those who would harm their sacred groves and beloved forests, but they are not above using enchantments to enlist the aid of allies when evil threats cannot be dissuaded with words alone. In times of peace, dryads happily live secluded lives inside their trees, and a community at harmony with nature might not even realize a dryad lives nearby.
+
+Though they watch over all the woods around them, dryads are inextricably tied to a specific tree, usually an oak. Dryads who are bonded to another type of tree are fundamentally the same, but they may differ in temperament and appearance to match their ward. For instance, kraneiai, or cherry-tree dryads, have beautiful pink coloration and concern themselves with the fragile beauty of life.
+
+* * *
+
+Nymphs are a family of fey that take the form of beautiful humanoids with elven features and have a deep association with the natural world. The most common of their kind are the dryads, which are spirits that embody great trees, but many other kinds of nymphs exist, including naiads, who watch over bodies of water. All nymphs are guardians of some element of nature, typically a specific tree or pond, or even-in the case of nymph queens-whole forests or massive bodies of water
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Dullahan.md b/content/mechanics/srd/Bestiary/Monster Core/Dullahan.md
new file mode 100755
index 000000000..0203b345d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Dullahan.md
@@ -0,0 +1,107 @@
+---
+title: "Dullahan"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.7sjNXKK0lfVvUBjv"
+tags:
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/7
+ - remaster
+statblock: inline
+name: "Dullahan"
+level: 7
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Dullahan"
+level: "Creature 7"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[undead]]
+trait_02: [[unholy]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Lifesense 60 Feet"
+languages: "Common, Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Intimidation: +17, Stealth: +13, Survival: +15"
+abilityMods: [6, 2, 2, 2, 3, 4]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +13, __Ref__ +15, __Will__ +17"
+hp: 95
+health:
+ - name: ""
+ - name: HP
+ desc: "95, fast healing 5; __Immunities__ death effects, disease, fear effects, paralyzed, poison, unconscious, bleed; __Weaknesses__ holy 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Hatchet|+1 Hatchet]], [[Equipment/Longsword|+1 Longsword]], [[Equipment/Full Plate|Full Plate]]"
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 60 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 5]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 30 feet. DC 23 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Keen Longsword"
+ desc: "+18 (magical, versatile p)\n__Damage__ 1d8 + 10 slashing plus head-hunter"
+
+ - name: "**Melee** `pf2:1` Keen Returning Hatchet"
+ desc: "+17 (agile, sweep)\n__Damage__ 1d6 + 10 slashing plus head-hunter"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+18 (agile, nonlethal)\n__Damage__ 1d4 + 10 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Keen Returning Hatchet"
+ desc: "+14 (agile, thrown 10 ft.)\n__Damage__ 2d8 + 10 slashing plus head-hunter"
+
+ - name: "Head Hunter"
+ desc: " Any slashing weapon gains the _[[Equipment/Keen|Keen]]_ rune while a dullahan wields it, and any hatchet they wield gains the _[[Equipment/Returning|Returning]]_ rune as well. If the dullahan kills a creature with a critical hit using a slashing weapon, the target is decapitated as though the dullahan had used Reap on the target."
+
+ - name: "Reap"
+ desc: "`pf2:2` The dullahan removes the head of a dead creature within reach. Each creature within the area of the dullahan's frightful presence must attempt a new save, even if it is temporarily immune."
+
+ - name: "Summon Steed"
+ desc: "`pf2:2` (occult) The dullahan summons a war horse with elite adjustments and the fiend and unholy traits. This steed remains until it is slain, the dullahan Dismisses this effect, or the dullahan Summons a Steed again."
+
+```
+
+```encounter-table
+name: Dullahan
+creatures:
+ - 1: Dullahan
+```
+
+
+
+Riding on a horse as black as night, the headless hunter known as the dullahan tracks down and takes the heads of those they deem unfit to continue living. When closing in for the kill, the dullahan first whispers their victim's name, then swiftly collects their prize, casting a pall of dread upon all who witness the grim execution.
+
+A dullahan manifests when a particularly violent warrior is beheaded and the warrior's soul stubbornly clings to material existence (or is refused entry to the afterlife). Most dullahans return to their former homelands, where they can exact vengeance on those they feel wronged them in life (or their living descendants). A dullahan's concept of justice is swift and merciless, and once they've selected a target, they're unwavering in their cause.
+
+Perhaps even more than revenge, a dullahan desires their own rotted head. An individual who wields the head of a dullahan is powerful indeed, for a dullahan will grudgingly serve such a master in the hopes of reclaiming their missing skull. Mighty fiends such as devils command dullahans to harvest souls or lead armies for them, while a mortal might use such an undead warrior to fulfill a personal vendetta. A dullahan won't hesitate to kill their liege and reclaim their head when the opportunity presents itself.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Duskwalker Ghost Hunter.md b/content/mechanics/srd/Bestiary/Monster Core/Duskwalker Ghost Hunter.md
new file mode 100755
index 000000000..a1ccb9174
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Duskwalker Ghost Hunter.md
@@ -0,0 +1,97 @@
+---
+title: "Duskwalker Ghost Hunter"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.an0LOWaB1a6zR7S2"
+tags:
+ - pf2e/creature/type/duskwalker
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Duskwalker Ghost Hunter"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Duskwalker Ghost Hunter"
+level: "Creature 4"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[duskwalker]]
+trait_02: [[human]]
+trait_03: [[humanoid]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision"
+languages: "Common, Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Athletics: +8, Deception: +6, Intimidation: +6, Nature: +8, Stealth: +12, Survival: +8"
+abilityMods: [2, 4, 1, 0, 2, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21 (22 against prey; see Spirit Hunter); __Fort__ +9, __Ref__ +12, __Will__ +10; +1 status to all saves vs. death effects"
+hp: 56
+health:
+ - name: ""
+ - name: HP
+ desc: "56; __Immunities__ effects that would transform their body or soul to an undead; __Resistances__ void 2"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Composite Longbow|Composite Longbow]], 2x [[Equipment/Hatchet|Hatchet]], [[Equipment/Leather Armor|Leather Armor]], 20x [[Equipment/Arrows|Arrows]]"
+abilities_mid:
+ - name: ""
+ - name: "Ghost Dodge"
+ desc: "`pf2:r` **Trigger** The duskwalker is targeted by a Strike or spell\n* * *\n\n**Effect** The duskwalker gains a +2 circumstance bonus to AC, resistance 5 to spirit damage, and increases their resistance to void damage to 5, all against the triggering attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Hatchet"
+ desc: "+12 (agile, sweep)\n__Damage__ 1d6 + 5 slashing"
+
+ - name: "**Ranged** `pf2:1` Hatchet"
+ desc: "+14 (agile, sweep, thrown 10 ft.)\n__Damage__ 1d6 + 5 slashing"
+
+ - name: "**Ranged** `pf2:1` Composite Longbow"
+ desc: "+14 (deadly d10, propulsive, range increment 100 feet, reload 0, volley 30 ft.)\n__Damage__ 1d8 + 4 piercing"
+
+ - name: "Ghost Hunter"
+ desc: " The duskwalker's weapons have the benefits of the _[[Equipment/Ghost Touch|Ghost Touch]]_ property rune on attacks against incorporeal undead."
+
+ - name: "Spirit Hunter"
+ desc: "`pf2:1` The duskwalker designates a single creature they can observe as their prey.\n\nThe duskwalker gains a +2 circumstance bonus to Deception checks, Intimidation checks, and Stealth checks against their prey and to any check to Recall Knowledge about it, and deal an additional 2 spirit damage with all weapon Strikes against their prey.\n\nThese effects last until the duskwalker uses Spirit Hunter again."
+
+ - name: "Spirit Shot"
+ desc: "`pf2:1` **Frequency** once per round\n\n**Requirements** The duskwalker has designated a creature as their prey using Spirit Hunter\n* * *\n\n**Effect** The duskwalker makes two ranged Strikes against their prey. If both Strikes hit, combine their damage for the purpose of resistances and weaknesses."
+
+```
+
+```encounter-table
+name: Duskwalker Ghost Hunter
+creatures:
+ - 1: Duskwalker Ghost Hunter
+```
+
+
+
+Duskwalkers are infused with the same energies as psychopomps. These ashen scions are reborn in the mortal Universe to guard the cycle of life and death.
+
+* * *
+
+Many immortals dwell upon the other planes of the Great Beyond. Some are benevolent and kind, like angels. Others are cruel and destructive, like demons. And some fit roles outside of morality, like psychopomps. It's far from unheard of for mortals and immortals alike to become entangled romantically, and the children of such engagements carry a supernatural element in their bloodlines for generations to follow. After the first generation, this otherworldly influence usually lies dormant, but now and then, the influence can manifest strongly in descendants many years later. These inheritors of extraplanar legacies are known collectively as planar scions.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Dwarf Stonecaster.md b/content/mechanics/srd/Bestiary/Monster Core/Dwarf Stonecaster.md
new file mode 100755
index 000000000..3ff7a70e1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Dwarf Stonecaster.md
@@ -0,0 +1,92 @@
+---
+title: "Dwarf Stonecaster"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.195XA8N33Faz4qpH"
+tags:
+ - pf2e/creature/type/dwarf
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Dwarf Stonecaster"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Dwarf Stonecaster"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[dwarf]]
+trait_02: [[humanoid]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision, Tremorsense (Imprecise) 10 Feet"
+languages: "Common, Dwarven, Petran"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +11, Crafting: +8, Nature: +12, Dwarven Lore: +8"
+abilityMods: [4, 2, 3, 2, 5, -1]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +11, __Ref__ +8, __Will__ +14"
+hp: 70
+health:
+ - name: ""
+ - name: HP
+ desc: "70"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Staff|Staff]], [[Equipment/Leather Armor|Leather Armor]]"
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 10 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Staff"
+ desc: "+12 (two-hand d8)\n__Damage__ 1d4 + 4 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Clan Dagger"
+ desc: "+12 (agile, parry, versatile b)\n__Damage__ 1d4 + 4 piercing"
+
+ - name: "Boulder Roll"
+ desc: "`pf2:2` (earth,primal) The stonecaster conjures a rolling boulder that deals 5d6 bludgeoning damage to each creature in a 60-foot line with a DC 21 Reflex check save.\n\nThe stonecaster can't use Boulder Roll again for 1d4 rounds."
+
+ - name: "Dwarven Doughtiness"
+ desc: " A dwarf is often calm and collected in the face of imminent danger. At the end of this dwarf's turn, reduce their frightened condition by 2 instead of 1."
+
+ - name: "Tremor"
+ desc: "`pf2:1` (earth,primal) The stonecaster causes the earth below to tremble. Each creature on the ground in a 10-foot emanation takes 2d8 bludgeoning damage with a DC 21 Fortitude check save. A creature that critically fails is knocked [[Conditions/Prone|Prone]]."
+
+```
+
+```encounter-table
+name: Dwarf Stonecaster
+creatures:
+ - 1: Dwarf Stonecaster
+```
+
+
+
+All dwarves share a connection to the earth, but stonecasters have focused and polished that connection. Their years of meditation have granted them the ability to create boulders and shake the very earth. These elemental specialists are often highly respected in their community, which prizes their art of geomancy. Young dwarves who show a stronger than normal connection to the earth might be sent to a stonecaster to train at an early age.
+
+* * *
+
+A dwarf's strength comes from their stoic determination, quality equipment, and their ability to hold grudges for centuries.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Dwarf Warrior.md b/content/mechanics/srd/Bestiary/Monster Core/Dwarf Warrior.md
new file mode 100755
index 000000000..0b06bd7b1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Dwarf Warrior.md
@@ -0,0 +1,89 @@
+---
+title: "Dwarf Warrior"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.n4B7h81R43X0BMeX"
+tags:
+ - pf2e/creature/type/dwarf
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Dwarf Warrior"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Dwarf Warrior"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[dwarf]]
+trait_02: [[humanoid]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Common, Dwarven"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Crafting: +5, Diplomacy: +3, Dwarven Lore: +5"
+abilityMods: [4, 1, 3, 1, 3, -1]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +8, __Ref__ +3, __Will__ +5"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Warhammer|Warhammer]], [[Equipment/Steel Shield|Steel Shield]], [[Equipment/Half Plate|Half Plate]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Shield Block|Shield Block]]"
+ desc: "`pf2:r` **Trigger** The monster has its shield raised and takes damage from a physical attack.\n* * *\n\n**Effect** The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Warhammer"
+ desc: "+8 (shove)\n__Damage__ 1d8 + 2 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Clan Dagger"
+ desc: "+8 (agile, parry, versatile b)\n__Damage__ 1d4 + 2 piercing"
+
+ - name: "Dwarven Doughtiness"
+ desc: " A dwarf is often calm and collected in the face of imminent danger. At the end of this dwarf's turn, reduce their frightened condition by 2 instead of 1."
+
+ - name: "Shielded Charge"
+ desc: "`pf2:2` The dwarf warrior Raises a Shield and Strides twice."
+
+```
+
+```encounter-table
+name: Dwarf Warrior
+creatures:
+ - 1: Dwarf Warrior
+```
+
+
+
+Between their finely crafted equipment and natural bravery, a dwarf warrior can hold their ground against mighty foes. If respected, these warriors can become life-long allies; if slighted, they can become a thorn in one's side for the remainder of one's life.
+
+* * *
+
+A dwarf's strength comes from their stoic determination, quality equipment, and their ability to hold grudges for centuries.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Dybbuk.md b/content/mechanics/srd/Bestiary/Monster Core/Dybbuk.md
new file mode 100755
index 000000000..061bb8cf7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Dybbuk.md
@@ -0,0 +1,100 @@
+---
+title: "Dybbuk"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.9tXCtFoRwZQsO6sD"
+tags:
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/spirit
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/15
+ - remaster
+statblock: inline
+name: "Dybbuk"
+level: 15
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Dybbuk"
+level: "Creature 15"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[incorporeal]]
+trait_02: [[spirit]]
+trait_03: [[undead]]
+trait_04: [[unholy]]
+modifier: 27
+perception:
+ - name: "Perception"
+ desc: "+27; Darkvision"
+languages: "Aklo, Chthonian, Common; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +28, Deception: +31, Diplomacy: +27, Intimidation: +29, Stealth: +28"
+abilityMods: [-5, 7, 0, 1, 6, 8]
+speed: fly 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 35
+armorclass:
+ - name: AC
+ desc: "35; __Fort__ +21, __Ref__ +28, __Will__ +29"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175, void healing; __Immunities__ death effects, disease, paralyzed, poison, precision, unconscious, bleed; __Resistances__ all damage 10 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/At-Will Spells|At-Will Spells]]"
+ desc: " The monster can cast its at-will spells any number of times without using up spell slots."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 30 feet. DC 33 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Ghostly Hand"
+ desc: "+28 (agile, finesse, magical, unholy)\n__Damage__ 3d10 + 14 void 2d6 spirit"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 36, attack +30; __6th __ _[[Spells/Dominate|Dominate]]_, _[[Spells/Never Mind|Never Mind]]_, _[[Spells/Telekinetic Maneuver|Telekinetic Maneuver (At Will)]]_; __5th __ _[[Spells/Chilling Darkness|Chilling Darkness (x2)]]_, _[[Spells/Fear|Fear]]_; __4th __ _[[Spells/Rewrite Memory|Rewrite Memory]]_; __3rd __ _[[Spells/Fear|Fear (At Will)]]_\n__Cantrips__ __(6th)__ _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_"
+
+ - name: "Malevolent Possession"
+ desc: "`pf2:2` (incapacitation,mental,occult,possession) The dybbuk attempts to possess an adjacent corporeal creature. This has the same effect as the [[Spells/Possession|Possession]] spell (DC 34 Will check) with an unlimited duration, except since the dybbuk doesn't have a physical body, they aren't [[Conditions/Unconscious|Unconscious]], and aren't [[Conditions/Paralyzed|Paralyzed]] when the effect ends, though they take 5d6 spirit damage if the body is knocked unconscious or killed.\n\nIf the dybbuk took control of the target with Malevolent Possession, when the dybbuk departs, the target has only incoherent memories of the interval it was possessed."
+
+```
+
+```encounter-table
+name: Dybbuk
+creatures:
+ - 1: Dybbuk
+```
+
+
+
+The discorporated spirits called dybbuks arise from souls denied respite in the afterlife, often because they committed some great transgression in life. These spirits are said to cling to life through possessing victims to escape the punishment awaiting them in the afterlife. Only by trapping, cowing, or destroying such spirits can a mortal hope to drive them back.
+
+Dybbuks, who are most often the spirits of men, hide within possessed victims. Their targets of possession are usually young women on the eve of their wedding nights, which can be seen as an omen of an ill-fitting match, particularly in arranged marriages. Male and nonbinary victims do exist as well, though in lesser quantities, and also often on the eve of a troubled marriage. No one knows for sure why dybbuks are drawn to such situations, though it may be because the transgressive soul of a dybbuk seeks to bring chaos to the most strictly regimented aspects of society.
+
+A victim possessed by a dybbuk might be loud and crude, refuse to eat or drink, perform profane acts, or otherwise stir up trouble in the victim's household. The possessed victim has no memory of these events after their possession ends.
+
+Certain classes of specially trained priests can expel dybbuks from their victims through exorcism. Typically, this uses a methodology combining smoke, the blowing of a horn from a ram, and the recitation of holy verses. Exorcisms are, however, extremely difficult and dangerous, and require great knowledge and skill on the part of the priest due to the power of these malevolent spirits.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Eagle.md b/content/mechanics/srd/Bestiary/Monster Core/Eagle.md
new file mode 100755
index 000000000..d8f7803eb
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Eagle.md
@@ -0,0 +1,80 @@
+---
+title: "Eagle"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Jbbc75uFW65xSbse"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/-1
+ - remaster
+statblock: inline
+name: "Eagle"
+level: -1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Eagle"
+level: "Creature -1"
+
+alignment: ""
+size: "Small"
+trait_01: [[animal]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6"
+abilityMods: [0, 3, 1, -4, 1, 1]
+speed: 10 feet, fly 60 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +4, __Ref__ +6, __Will__ +2"
+hp: 6
+health:
+ - name: ""
+ - name: HP
+ desc: "6"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+6 (finesse)\n__Damage__ 1d6 piercing"
+
+ - name: "**Melee** `pf2:1` Talon"
+ desc: "+6 (agile, finesse)\n__Damage__ 1d4 slashing"
+
+ - name: "Eagle Dive"
+ desc: "`pf2:2` The eagle [[Actions/Fly|Flies]] up to double its fly Speed in a straight line, descending at least 10 feet, and then makes a talon Strike."
+
+```
+
+```encounter-table
+name: Eagle
+creatures:
+ - 1: Eagle
+```
+
+
+
+These large birds of prey swoop down from incredible heights to snatch fish and small mammals in their powerful talons. Eagles nest atop high trees or steep cliffs that provide a commanding view of the surrounding area.
+
+* * *
+
+Few avian creatures can match the beauty and grace of the eagle.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Earth Scamp.md b/content/mechanics/srd/Bestiary/Monster Core/Earth Scamp.md
new file mode 100755
index 000000000..53ea2e919
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Earth Scamp.md
@@ -0,0 +1,90 @@
+---
+title: "Earth Scamp"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.lIiFpvQoSgnrAcsj"
+tags:
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Earth Scamp"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Earth Scamp"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[earth]]
+trait_02: [[elemental]]
+modifier: 3
+perception:
+ - name: "Perception"
+ desc: "+3; Darkvision, Tremorsense (Imprecise) 30 Feet"
+languages: "Petran"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +6, Stealth: +2"
+abilityMods: [3, -1, 2, -2, 0, -1]
+speed: 20 feet, burrow 20 feet, fly 15 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +8, __Ref__ +4, __Will__ +3"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20, fast healing 2 (while underground); __Immunities__ bleed, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 2 (While Underground)]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Body"
+ desc: "+8 ()\n__Damage__ 1d6 + 3 bludgeoning"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 17, attack +9; __3rd __ _[[Spells/One with Stone|One with Stone]]_; __2nd __ _[[Spells/Enlarge|Enlarge (Self Only)]]_"
+
+ - name: "Scree Breath"
+ desc: "`pf2:2` (arcane,earth) The earth scamp breathes rocks in a 15-foot cone that deals 2d6 bludgeoning damage to each creature within the area (DC 17 Reflex check save).\n\nThe earth scamp can't use Scree Breath again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Earth Scamp
+creatures:
+ - 1: Earth Scamp
+```
+
+
+
+An earth scamp's rocky exterior could camouflage it well among loose rocks if not for the scamp's large eyes and bat-like wings. Earth scamps can fly, but the act of flight is uncomfortable and unnerving to them—they rarely leave the ground if they can help it. In fact, most earth scamps would rather never visit the surface at all, staying nestled deeply within the rocks they resemble.
+
+* * *
+
+Elemental scamps are bat-like critters marked by elemental powers. Scamps are dispatched from the Elemental Planes by more powerful residents or called to the Universe by neophyte summoners. All scamps have a hint of magical power due to a lingering connection to their home plane, which they largely use to pull simple pranks.
+
+Scamps rapidly form a pecking order of cleverness. Humanoids often confuse scamps when meeting such creatures for the first time. These confused scamps usually resort to an escalating series of pranks and mischief, seeing what they can get away with to establish their place in the hierarchy.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Elananx.md b/content/mechanics/srd/Bestiary/Monster Core/Elananx.md
new file mode 100755
index 000000000..0cb60eb03
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Elananx.md
@@ -0,0 +1,90 @@
+---
+title: "Elananx"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.FxPG4QtY8FQGEzJf"
+tags:
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Elananx"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Elananx"
+level: "Creature 6"
+
+alignment: ""
+size: "Medium"
+trait_01: [[fey]]
+trait_02: [[fire]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision"
+languages: "Fey; (Can't Speak Any Language)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Athletics: +14, Survival: +14"
+abilityMods: [4, 4, 2, -3, 2, -2]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +12, __Ref__ +16, __Will__ +12"
+hp: 95
+health:
+ - name: ""
+ - name: HP
+ desc: "95; __Immunities__ fire; __Weaknesses__ cold iron 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Cinder Dispersal"
+ desc: "`pf2:r` (fire,primal) **Frequency** once per day\n\n**Trigger** The elananx takes damage from a hostile source\n* * *\n\n**Effect** The elananx disperses into a cloud of smoke and cinders, filling its space and a 20-foot emanation. While in this form, the elananx can't be attacked or targeted, and it doesn't take up space. Anything inside this cloud is [[Conditions/Concealed|Concealed]], and any creature ending its turn there takes 2d6 fire damage. At the start of its turn, the elananx returns to its normal form in any square the cloud covered. If the elananx Strikes a creature using its first action after returning to its normal form, the target is [[Conditions/Off-Guard|Off-Guard]] and the Strike deals an extra 1d6 fire damage."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+16 (magical)\n__Damage__ 2d6 + 8 piercing 1d6 fire"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+16 (agile)\n__Damage__ 2d6 + 8 slashing"
+
+ - name: "Pack Attack"
+ desc: " The elananx's Strikes deal an extra 1d6 damage to creatures within the reach of at least two of its allies."
+
+ - name: "Pounce"
+ desc: "`pf2:1` The elananx Strides and makes a Strike at the end of that movement. If the elananx began this action [[Conditions/Hidden|Hidden]], it remains hidden until after the attack."
+
+```
+
+```encounter-table
+name: Elananx
+creatures:
+ - 1: Elananx
+```
+
+
+
+These strange, fey felines resemble large, broad bobcats from a distance, but a closer view reveals something amiss. Their forms ripple and billow with heat, and their eyes glow from within as if they contained tiny, flickering flames. The pungent scent of rotting leaves smoldering in a bonfire clings to their fur. Yet those who have the chance to watch elananxes hunt or attack prey witness the greatest indication that these creatures are something more than mere predators, for they act with cruel and savvy instincts, reveling in the pain they inflict.
+
+Elananxes typically hunt alone, but sometimes these cunning and malicious hunters of the First World roam in packs called billows to take down large prey. Like many house cats, elananxes are not content to merely track and devour prey, but prefer to toy with their victims, drawing joy from the fear and pain of those they capture. To this end, elananxes rarely use their cinder dispersal ability to evade their targets, instead opting to foil their quarry just before the end of the hunt—though, as selfish creatures who wish to live to hunt again, elananxes often reserve one use of this ability, just in case.
+
+Because of their clever and malicious ways, elananxes are favored as hunting companions by redcaps, who go out of their way to befriend or make deals with these creatures. Redcaps also find great sport in hunts where competing elananxes chase a single creature. Although they're large enough to serve as mounts for redcaps, elananxes despise being ridden and resist such attempts—little is as sure to cause a supposedly friendly elananx to turn on its redcap ally as a foolhardy attempt to treat the fey cat as a horse!
+
+Elananxes have a strange affinity with forest fires. Because they are immune to the damage caused by flickering flames, they enjoy capering and caterwauling through the smoky, burning ruins of forest infernos. Some have even been known to use their burning bites to deliberately light undergrowth on fire, simply so they might experience the beauty of the flames combined with the inevitable pain such disasters inflict on other creatures.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Electric Eel.md b/content/mechanics/srd/Bestiary/Monster Core/Electric Eel.md
new file mode 100755
index 000000000..df4d24854
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Electric Eel.md
@@ -0,0 +1,82 @@
+---
+title: "Electric Eel"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.B6guF4lVc46qJ84c"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/aquatic
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Electric Eel"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Electric Eel"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[animal]]
+trait_02: [[aquatic]]
+modifier: 4
+perception:
+ - name: "Perception"
+ desc: "+4; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +6, Stealth: +7"
+abilityMods: [1, 2, 2, -5, 1, -1]
+speed: 5 feet, swim 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +7, __Ref__ +7, __Will__ +4"
+hp: 18
+health:
+ - name: ""
+ - name: HP
+ desc: "18; __Resistances__ electricity 7"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+6 ()\n__Damage__ 1d6 + 3 piercing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+6 (agile)\n__Damage__ 1d4 + 1 bludgeoning plus stunning-shock 1d4 electricity plus stunning-shock"
+
+ - name: "Stunning Shock"
+ desc: " (incapacitation) A creature critically hit by the electric eel's tail must attempt a DC 17 Fortitude check save.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Stunned|Stunned 1]].\n\n**Failure** The creature is [[Conditions/Stunned|Stunned 2]].\n\n**Critical Failure** The creature is [[Conditions/Stunned|Stunned 3]]."
+
+```
+
+```encounter-table
+name: Electric Eel
+creatures:
+ - 1: Electric Eel
+```
+
+
+
+Usually found in freshwater rivers and lakes, an electric eel is not particularly aggressive, but its ability to stun predators and prey alike can be dangerous to larger creatures searching for their next meal. Electric eels are more closely related to catfish than to other eels.
+
+* * *
+
+Although these long, narrow fish share similarities in appearance, eels are a diverse group of creatures.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Elemental Avalanche.md b/content/mechanics/srd/Bestiary/Monster Core/Elemental Avalanche.md
new file mode 100755
index 000000000..07739f66b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Elemental Avalanche.md
@@ -0,0 +1,103 @@
+---
+title: "Elemental Avalanche"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Mf7qc9VivSNqbt8p"
+tags:
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/11
+ - remaster
+statblock: inline
+name: "Elemental Avalanche"
+level: 11
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Elemental Avalanche"
+level: "Creature 11"
+
+alignment: ""
+size: "huge"
+trait_01: [[earth]]
+trait_02: [[elemental]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision, Tremorsense (Imprecise) 90 Feet"
+languages: "Petran"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +24, Stealth: +14"
+abilityMods: [7, -1, 8, 0, 3, -1]
+speed: 25 feet, burrow 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 32
+armorclass:
+ - name: AC
+ desc: "32; __Fort__ +26, __Ref__ +17, __Will__ +21"
+hp: 215
+health:
+ - name: ""
+ - name: HP
+ desc: "215; __Immunities__ bleed, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 90 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "Earthbound"
+ desc: " When not touching solid ground, the elemental avalanche is [[Conditions/Slowed|Slowed 1]], can't use reactions, and can't Trample."
+
+abilities_mid:
+ - name: ""
+ - name: "Crumble"
+ desc: "`pf2:r` **Trigger** The elemental avalanche takes damage from a hostile source while atop rock or earth\n* * *\n\n**Effect** The elemental avalanche crumbles into the ground, Burrowing down 20 feet. This Burrowing does not trigger reactions.\n\nThe elemental avalanche can't Crumble again for 1d4 rounds."
+
+ - name: "Spike Stones"
+ desc: " (aura,earth,primal) 10 feet.\n\nSpikes of rock rise up from all stone surfaces in the emanation, creating difficult terrain. A creature moving in the terrain takes 2d8 piercing damage for each square of spikes it moves into (a Large or larger creature takes damage only once for each square it moves, even if its space covers multiple squares of spikes). Creatures with the earth trait ignore all effects within the area.\n\nThe elemental avalanche can disable or activate this aura using a single action, which has the concentrate trait."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+24 (reach 20 feet)\n__Damage__ 2d12 + 11 bludgeoning plus knockdown"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+24 (brutal, range increment 80 feet)\n__Damage__ 2d12 + 7 bludgeoning"
+
+ - name: "Earth Glide"
+ desc: " The elemental avalanche can Burrow through any earthen matter, including rock. When it does so, the elemental avalanche moves at its full burrow Speed, leaving no tunnels or signs of its passing."
+
+ - name: "Grinding Stones"
+ desc: "`pf2:2` The elemental avalanche deals 4d12 bludgeoning damage to each [[Conditions/Prone|Prone]] creature within the elemental's melee reach with a DC 30 Reflex check save."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Large or smaller, fist, DC 30 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Elemental Avalanche
+creatures:
+ - 1: Elemental Avalanche
+```
+
+
+
+Stubborn and ponderous, elemental avalanches are massive beings of living rock and dirt. Once their ire is raised, they will take the shortest route to resolving the problem, usually by burying it in rock.
+
+* * *
+
+Earth elementals make excellent bodyguards for adventuresome spelunkers and are ideal protectors of important subterranean locations such as vaults and treasuries.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Elemental Hurricane.md b/content/mechanics/srd/Bestiary/Monster Core/Elemental Hurricane.md
new file mode 100755
index 000000000..3de5801d0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Elemental Hurricane.md
@@ -0,0 +1,94 @@
+---
+title: "Elemental Hurricane"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.JyjhnmgusvqJ1rIW"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/11
+ - remaster
+statblock: inline
+name: "Elemental Hurricane"
+level: 11
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Elemental Hurricane"
+level: "Creature 11"
+
+alignment: ""
+size: "huge"
+trait_01: [[air]]
+trait_02: [[elemental]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision"
+languages: "Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +24, Athletics: +21, Stealth: +22"
+abilityMods: [6, 7, 4, 0, 3, 0]
+speed: fly 100 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 32
+armorclass:
+ - name: AC
+ desc: "32; __Fort__ +19, __Ref__ +24, __Will__ +18"
+hp: 140
+health:
+ - name: ""
+ - name: HP
+ desc: "140; __Immunities__ bleed, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Disperse"
+ desc: "`pf2:r` **Trigger** The elemental hurricane takes damage from a hostile action.\n* * *\n\n**Effect** The elemental hurricane disperses.\n\nUntil the end of the current turn, it can't be attacked or targeted, doesn't take up space, and any auras or emanations it has are suppressed. At the end of the turn, the elemental hurricane reforms in any space in which it can fit within 100 feet of where it dispersed and any auras or emanations it has are restored as long as their duration didn't run out while it was dispersed."
+
+ - name: "High Winds"
+ desc: " (air,aura) 40 feet.\n\nAir within the emanation is difficult terrain for Flying creatures that don't have the air trait."
+
+ - name: "Swiftness"
+ desc: " The elemental's movement doesn't trigger reactions."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Gust"
+ desc: "+24 (finesse, reach 20 feet)\n__Damage__ 2d10 + 12 bludgeoning plus push"
+
+ - name: "**Ranged** `pf2:1` Lightning Lash"
+ desc: "+24 (range increment 75 feet)\n__Damage__ 2d12 + 6 electricity"
+
+ - name: "Gale Breath"
+ desc: "`pf2:2` (air) The elemental exhales a 30-foot cone of air. Creatures in the cone must succeed at a DC 29 Fortitude check save or be knocked away from the elemental.\n\nA creature knocked into a solid object stops moving and takes 10d6 bludgeoning damage (roll the damage once for all creatures).\n\nThe elemental hurricane can't use Gale Breath again for 1d4 rounds.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is pushed 20 feet.\n\n**Failure** The creature is pushed 40 feet.\n\n**Critical Failure** The creature is pushed 40 feet and knocked [[Conditions/Prone|Prone]]."
+
+ - name: "[[Bestiary Ability Glossary/Push|Push 10 feet]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Push in its damage entry\n* * *\n\n**Effect** The monster attempts to [[Actions/Shove|Shove]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance."
+
+```
+
+```encounter-table
+name: Elemental Hurricane
+creatures:
+ - 1: Elemental Hurricane
+```
+
+
+
+Elemental hurricanes embody the ferocity of violent windstorms.
+
+* * *
+
+Hailing from the Plane of Air, these beings appear in a variety of sizes and shapes. They're noted for being elusive, swift, and often difficult to detect due to being composed primarily of air.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Elemental Inferno.md b/content/mechanics/srd/Bestiary/Monster Core/Elemental Inferno.md
new file mode 100755
index 000000000..d1eb4710f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Elemental Inferno.md
@@ -0,0 +1,94 @@
+---
+title: "Elemental Inferno"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.BKtyEkLYbA8X7gWl"
+tags:
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/11
+ - remaster
+statblock: inline
+name: "Elemental Inferno"
+level: 11
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Elemental Inferno"
+level: "Creature 11"
+
+alignment: ""
+size: "huge"
+trait_01: [[elemental]]
+trait_02: [[fire]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision"
+languages: "Pyric"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21"
+abilityMods: [6, 6, 5, 0, 3, 0]
+speed: 70 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +21, __Ref__ +23, __Will__ +19"
+hp: 210
+health:
+ - name: ""
+ - name: HP
+ desc: "210, explosion; __Immunities__ bleed, fire, paralyzed, poison, sleep; __Weaknesses__ cold 15, water 10"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " The elemental inferno ignores the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "Explosion"
+ desc: " (fire) When the elemental inferno dies, it explodes, dealing 7d6 fire damage to each creature in a 10-foot emanation (DC 30 Reflex check save)."
+
+ - name: "Intense Heat"
+ desc: " (aura,fire) 10 feet. 7d6 fire damage DC 28 Reflex check"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tendril"
+ desc: "+24 (reach 15 feet)\n__Damage__ 2d10 + 12 fire 3d8 fire"
+
+ - name: "**Ranged** `pf2:1` Fire Mote"
+ desc: "+24 (range increment 60 feet)\n__Damage__ 2d10 + 6 fire"
+
+ - name: "Blue Flames"
+ desc: " When the elemental inferno scores a critical hit, its body surges with blue flames, increasing the damage of its intense heat and Inferno Leap by 3d6 until the start of its next turn."
+
+ - name: "Inferno Leap"
+ desc: "`pf2:2` (fire) The elemental inferno jumps horizontally and vertically with a maximum height and distance each equal to its Speed. Its intense heat is suppressed until the end of the jump. Instead, at any point during the jump, flames explode from the elemental in a 30-foot emanation, dealing 12d6 fire damage to each creature within the area (DC 30 Reflex check save).\n\nThe elemental inferno can't Inferno [[Actions/Leap|Leap]] again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Elemental Inferno
+creatures:
+ - 1: Elemental Inferno
+```
+
+
+
+Walking conflagrations of unimaginably hot fire, elemental infernos are harbingers of destruction and heedless chaos. More tactical than many elementals, the infernos will set entire cities ablaze to confuse enemies.
+
+* * *
+
+Fire elementals are destructive manifestations of the scorching Plane of Fire. Although most fire elementals revel in the chance to experience new kinds of fires away from their home plane, even the most considerate fire elemental can be a danger to humanoids and their property.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Elemental Tsunami.md b/content/mechanics/srd/Bestiary/Monster Core/Elemental Tsunami.md
new file mode 100755
index 000000000..bc40a6fc9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Elemental Tsunami.md
@@ -0,0 +1,93 @@
+---
+title: "Elemental Tsunami"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.g80XHm4LjHkwnKTm"
+tags:
+ - pf2e/creature/type/aquatic
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/11
+ - remaster
+statblock: inline
+name: "Elemental Tsunami"
+level: 11
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Elemental Tsunami"
+level: "Creature 11"
+
+alignment: ""
+size: "huge"
+trait_01: [[aquatic]]
+trait_02: [[elemental]]
+trait_03: [[water]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision"
+languages: "Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +23, Stealth: +23"
+abilityMods: [6, 6, 6, 0, 3, 0]
+speed: 35 feet, swim 100 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +21, __Ref__ +22, __Will__ +19"
+hp: 195
+health:
+ - name: ""
+ - name: HP
+ desc: "195; __Immunities__ bleed, paralyzed, poison, sleep; __Resistances__ fire 10"
+abilities_top:
+ - name: ""
+
+ - name: "Waterbound"
+ desc: " When not touching water, the elemental tsunami is [[Conditions/Slowed|Slowed 1]] and can't use reactions."
+
+abilities_mid:
+ - name: ""
+ - name: "Vortex"
+ desc: " (aura,water) 50 feet.\n\nWater in the area that is in the same body of water as the elemental tsunami is difficult terrain for Swimming creatures that don't have the water trait."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Wave"
+ desc: "+24 (reach 20 feet)\n__Damage__ 2d12 + 12 bludgeoning plus push-or-pull-10-feet"
+
+ - name: "Drench"
+ desc: "`pf2:1` (primal,water) The elemental puts out all fires in a 20-foot emanation.\n\nIt extinguishes all non-magical fires automatically and attempts to counteract magical fires (+20 counteract modifier)."
+
+ - name: "Surge"
+ desc: "`pf2:2` The elemental tsunami momentarily expands to fill the area of its vortex. Creatures within the aura take 5d12+6 bludgeoning damage with a DC 31 Fortitude check save. A creature that fails this save is pushed 20 feet.\n\nThe elemental tsunami then shrinks to its normal space and can't Surge again for 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Push|Push or Pull 10 feet]]"
+ desc: "`pf2:1` The elemental tsunami can choose whether to push or pull the creature on a succesful hit.\n* * *\n\n**Push** `pf2:1`\n\n**Requirements** The monster's last action was a successful Strike that lists Push in its damage entry\n* * *\n\n**Effect** The monster attempts to [[Actions/Shove|Shove]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance.\n* * *\n\n**Pull** `pf2:1`\n\n**Requirements** The monster's last action was a success with a Strike that lists Pull in its damage entry\n* * *\n\n**Effect** The monster attempts to [[Actions/Reposition|Reposition]] the creature, moving it closer to the monster. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Pull lists a distance, change the distance the creature is pulled on a success to that distance."
+
+```
+
+```encounter-table
+name: Elemental Tsunami
+creatures:
+ - 1: Elemental Tsunami
+```
+
+
+
+Elemental tsunamis are huge and destructive, having none of the caring or nurturing aspects of water.
+
+* * *
+
+Water elementals can be very destructive, but often not intentionally so; just as water can bring life to mortals in need, its waves can pound shores and rains can flood cities. Water elementals are similarly difficult to predict.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Elephant.md b/content/mechanics/srd/Bestiary/Monster Core/Elephant.md
new file mode 100755
index 000000000..a81272f18
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Elephant.md
@@ -0,0 +1,86 @@
+---
+title: "Elephant"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.xzRMLDaOIS8qqNtG"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/7
+ - remaster
+statblock: inline
+name: "Elephant"
+level: 7
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Elephant"
+level: "Creature 7"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +17, Survival: +15"
+abilityMods: [7, 0, 4, -4, 2, -2]
+speed: 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +18, __Ref__ +11, __Will__ +13"
+hp: 130
+health:
+ - name: ""
+ - name: HP
+ desc: "130"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tusk"
+ desc: "+16 (reach 10 feet)\n__Damage__ 3d8 + 9 piercing"
+
+ - name: "**Melee** `pf2:1` Trunk"
+ desc: "+18 (reach 15 feet)\n__Damage__ "
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+16 (reach 10 feet)\n__Damage__ 2d10 + 9 bludgeoning"
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Large or smaller, foot, DC 24 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+ - name: "Grabbing Trunk"
+ desc: " A Medium or smaller creature hit by the elephant's trunk is [[Conditions/Grabbed|Grabbed]]. If the elephant moves, it can bring the Grabbed creature along with it."
+
+```
+
+```encounter-table
+name: Elephant
+creatures:
+ - 1: Elephant
+```
+
+
+
+Those who live near elephants have learned to be wary of angering the beasts, but even with precautions in place, elephants sometimes still rampage. There is little an individual person can do when even a single elephant becomes enraged. Furthermore, a herd of angry or frightened elephants can easily destroy an entire village.
+
+* * *
+
+Immediately recognizable by their long, prehensile trunks and impressive tusks, elephants have different characteristics depending on where they are found. Elephants are used as beasts of burden in many regions, but they are extremely clever and must be handled with great care.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Elf Ranger.md b/content/mechanics/srd/Bestiary/Monster Core/Elf Ranger.md
new file mode 100755
index 000000000..32575f427
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Elf Ranger.md
@@ -0,0 +1,92 @@
+---
+title: "Elf Ranger"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.5fU4gfLyYsPeICrI"
+tags:
+ - pf2e/creature/type/elf
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Elf Ranger"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Elf Ranger"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[elf]]
+trait_02: [[humanoid]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Low-Light Vision"
+languages: "Common, Elven"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Arcana: +3, Deception: +3, Nature: +6, Stealth: +7, Survival: +6"
+abilityMods: [1, 4, 1, 3, 3, 1]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +4, __Ref__ +10, __Will__ +7"
+hp: 17
+health:
+ - name: ""
+ - name: HP
+ desc: "17"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Dagger|Dagger]], [[Equipment/Shortbow|Shortbow]], 20x [[Equipment/Arrows|Arrows]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Dagger"
+ desc: "+9 (agile, finesse, versatile s)\n__Damage__ 1d4 + 2 piercing"
+
+ - name: "**Ranged** `pf2:1` Dagger"
+ desc: "+9 (agile, thrown 10 ft., versatile s)\n__Damage__ 1d4 + 2 piercing"
+
+ - name: "**Ranged** `pf2:1` Shortbow"
+ desc: "+9 (deadly d8, range increment 60 feet)\n__Damage__ 1d6 + 2 piercing"
+
+ - name: "Double Shot"
+ desc: "`pf2:1` The elf ranger makes two shortbow Strikes targeting two different creatures within the shortbow's first range increment. Both Strikes uses the elf's current multiple attack penalty, but each strike takes a –2 penalty."
+
+ - name: "Elf Step"
+ desc: "`pf2:1` The elf Steps twice."
+
+ - name: "Unimpeded Journey"
+ desc: " The elf ranger ignores difficult terrain."
+
+```
+
+```encounter-table
+name: Elf Ranger
+creatures:
+ - 1: Elf Ranger
+```
+
+
+
+Many elves learn the bow before even picking up their first blade. Because of this, many elves act as rangers at some point in their long lives.
+
+* * *
+
+Elves are mysterious and intelligent, and graceful and cunning in battle.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Empyreal Dragon (Adult).md b/content/mechanics/srd/Bestiary/Monster Core/Empyreal Dragon (Adult).md
new file mode 100755
index 000000000..e77d63bc4
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Empyreal Dragon (Adult).md
@@ -0,0 +1,117 @@
+---
+title: "Empyreal Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.KmhYWHQCaVIYdsqp"
+tags:
+ - pf2e/creature/type/divine
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/14
+ - remaster
+statblock: inline
+name: "Empyreal Dragon (Adult)"
+level: 14
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Empyreal Dragon (Adult)"
+level: "Creature 14"
+
+alignment: ""
+size: "huge"
+trait_01: [[divine]]
+trait_02: [[dragon]]
+trait_03: [[holy]]
+modifier: 27
+perception:
+ - name: "Perception"
+ desc: "+27; Darkvision, Lifesense (Imprecise) 30 Feet, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Empyrean, Chthonian, Diabolic; Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +26, Athletics: +28, Diplomacy: +25, Intimidation: +25, Medicine: +28, Religion: +28, Society: +24, Heaven Lore: +26"
+abilityMods: [8, 4, 6, 4, 7, 5]
+speed: 70 feet, fly 180 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +24, __Ref__ +24, __Will__ +26; +2 status to all saves vs. divine"
+hp: 250
+health:
+ - name: ""
+ - name: HP
+ desc: "250; __Immunities__ fear effects, paralyzed, sleep; __Weaknesses__ unholy 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense (Imprecise) 30 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Divine Deflection"
+ desc: "`pf2:r` **Trigger** The dragon is critically hit by an attack\n* * *\n\n**Effect** Divine power intercedes, preventing some of the damage. The dragon gains resistance 10 to all damage against the triggering attack."
+
+ - name: "Inspiring Presence"
+ desc: " (aura,emotion,mental) 40 feet.\n\nThe mere sight of an empyreal dragon motivates other creatures. Creatures within the aura gain a +1 status bonus to saving throws and skill checks. The empyreal dragon can't gain the benefit of their own aura or other actions that use the aura, and they can choose to exclude any creatures from any benefit of the aura or action that uses the aura."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+28 (holy, magical, reach 15 feet)\n__Damage__ 1d8 spirit 3d10 + 11 piercing"
+
+ - name: "**Melee** `pf2:1` Claws"
+ desc: "+28 (agile, holy, reach 10 feet)\n__Damage__ 3d8 + 11 slashing 1d8 spirit"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+26 (holy, reach 20 feet)\n__Damage__ 1d8 spirit 3d10 + 11 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+26 (agile, holy, reach 15 feet)\n__Damage__ 1d8 spirit 2d10 + 11 slashing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 34, attack +26; __7th __ _[[Spells/Heal|Heal]]_, _[[Spells/Interplanar Teleport|Interplanar Teleport (At Will, Self Only)]]_; __5th __ _[[Spells/Holy Light|Holy Light (At Will)]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "Direct Halo"
+ desc: "`pf2:1` (concentrate,divine,manipulate) The dragon tosses their halo to a square within 90 feet. While the halo is deployed in this way, the dragon loses their inspiring presence aura, and the aura instead emanates from the halo with the same emanation radius. The dragon can Sustain to recall the halo from any distance. The halo is made of pure light—it doesn't occupy space and can't be targeted or destroyed in any way."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one wing Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Spirit Breath whenever they score a critical hit with a Strike."
+
+ - name: "Halo Pulse"
+ desc: "`pf2:2` (concentrate,divine) The dragon chooses one effect to impose on creatures in their inspiring presence aura.\n\nThe dragon can't use Halo Pulse again for 1d4 rounds.\n\n* **Repulsion** Each creature must succeed at a DC 34 Fortitude check save or be pushed until it's no longer in the aura.\n* **Restoration** (healing, vitality) Each creature recovers 7d8 Hit Points."
+
+ - name: "Spirit Breath"
+ desc: "`pf2:2` (divine,holy,spirit) The dragon unleashes a blast of holy fire that deals 12d8 spirit damage in a 50-foot cone (DC 34 Reflex check save).\n\nThe dragon can't use Spirit Breath again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Empyreal Dragon (Adult)
+creatures:
+ - 1: Empyreal Dragon (Adult)
+```
+
+
+
+The three major celestial planes—Heaven, Nirvana, and Elysium—each have their own respective dragons. Empyreal dragons have a direct connection to Heaven. Using the blessings of Heaven, empyreal dragons protect others and intercede against wickedness. Empyreal dragons are wise, considerate, and compassionate. When speaking with others, empyreal dragons are patient and understanding.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Empyreal Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Monster Core/Empyreal Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..93c728cdc
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Empyreal Dragon (Adult, Spellcaster).md
@@ -0,0 +1,118 @@
+---
+title: "Empyreal Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.MIdZhSN2vlvrVdfl"
+tags:
+ - pf2e/creature/type/divine
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/14
+ - remaster
+statblock: inline
+name: "Empyreal Dragon (Adult, Spellcaster)"
+level: 14
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Empyreal Dragon (Adult, Spellcaster)"
+level: "Creature 14"
+
+alignment: ""
+size: "huge"
+trait_01: [[divine]]
+trait_02: [[dragon]]
+trait_03: [[holy]]
+modifier: 27
+perception:
+ - name: "Perception"
+ desc: "+27; Darkvision, Lifesense (Imprecise) 30 Feet, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Empyrean, Chthonian, Diabolic; Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +26, Athletics: +28, Diplomacy: +25, Intimidation: +25, Medicine: +28, Religion: +28, Society: +24, Heaven Lore: +26"
+abilityMods: [8, 4, 6, 4, 7, 5]
+speed: 70 feet, fly 180 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +24, __Ref__ +24, __Will__ +26; +2 status to all saves vs. divine"
+hp: 250
+health:
+ - name: ""
+ - name: HP
+ desc: "250; __Immunities__ fear effects, paralyzed, sleep; __Weaknesses__ unholy 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense (Imprecise) 30 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Divine Deflection"
+ desc: "`pf2:r` **Trigger** The dragon is critically hit by an attack\n* * *\n\n**Effect** Divine power intercedes, preventing some of the damage. The dragon gains resistance 10 to all damage against the triggering attack."
+
+ - name: "Inspiring Presence"
+ desc: " (aura,emotion,mental) 40 feet.\n\nThe mere sight of an empyreal dragon motivates other creatures. Creatures within the aura gain a +1 status bonus to saving throws and skill checks. The empyreal dragon can't gain the benefit of their own aura or other actions that use the aura, and they can choose to exclude any creatures from any benefit of the aura or action that uses the aura."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+28 (holy, magical, reach 15 feet)\n__Damage__ 1d8 spirit 3d10 + 11 piercing"
+
+ - name: "**Melee** `pf2:1` Claws"
+ desc: "+28 (agile, holy, reach 10 feet)\n__Damage__ 3d8 + 11 slashing 1d8 spirit"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+26 (holy, reach 20 feet)\n__Damage__ 1d8 spirit 3d10 + 11 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+26 (agile, holy, reach 15 feet)\n__Damage__ 1d8 spirit 2d10 + 11 slashing"
+
+ - name: "Divine Prepared Spells"
+ desc: "DC 34, attack +28; __6th __ _[[Spells/Field of Life|Field of Life]]_, _[[Spells/Spirit Blast|Spirit Blast]]_; __5th __ _[[Spells/Breath of Life|Breath of Life]]_, _[[Spells/Sending|Sending]]_; __4th __ _[[Spells/Unfettered Movement|Unfettered Movement]]_, _[[Spells/Vital Beacon|Vital Beacon]]_; __3rd __ _[[Spells/Bind Undead|Bind Undead]]_, _[[Spells/Ring of Truth|Ring of Truth]]_; __2nd __ _[[Spells/Clear Mind|Clear Mind]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Everlight|Everlight]]_, _[[Spells/Share Life|Share Life]]_, _[[Spells/Sound Body|Sound Body]]_; __1st __ _[[Spells/Bless|Bless]]_, _[[Spells/Mending|Mending]]_, _[[Spells/Sanctuary|Sanctuary]]_\n__Cantrips__ __(6th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Divine Lance|Divine Lance]]_, _[[Spells/Guidance|Guidance]]_, _[[Spells/Shield|Shield]]_, _[[Spells/Stabilize|Stabilize]]_"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 34, attack +26; __7th __ _[[Spells/Heal|Heal]]_, _[[Spells/Interplanar Teleport|Interplanar Teleport (At Will, Self Only)]]_; __5th __ _[[Spells/Holy Light|Holy Light (At Will)]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "Direct Halo"
+ desc: "`pf2:1` (concentrate,divine,manipulate) The dragon tosses their halo to a square within 90 feet. While the halo is deployed in this way, the dragon loses their inspiring presence aura, and the aura instead emanates from the halo with the same emanation radius. The dragon can Sustain to recall the halo from any distance. The halo is made of pure light—it doesn't occupy space and can't be targeted or destroyed in any way."
+
+ - name: "Halo Pulse"
+ desc: "`pf2:2` (concentrate,divine) The dragon chooses one effect to impose on creatures in their inspiring presence aura.\n\nThe dragon can't use Halo Pulse again for 1d4 rounds.\n\n* **Repulsion** Each creature must succeed at a DC 34 Fortitude check save or be pushed until it's no longer in the aura.\n* **Restoration** (healing, vitality) Each creature recovers 7d8 Hit Points."
+
+ - name: "Spirit Breath"
+ desc: "`pf2:2` (divine,holy,spirit) The dragon unleashes a blast of holy fire that deals 12d8 spirit damage in a 50-foot cone (DC 34 Reflex check save).\n\nThe dragon can't use Spirit Breath again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Empyreal Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Empyreal Dragon (Adult, Spellcaster)
+```
+
+
+
+The three major celestial planes—Heaven, Nirvana, and Elysium—each have their own respective dragons. Empyreal dragons have a direct connection to Heaven. Using the blessings of Heaven, empyreal dragons protect others and intercede against wickedness. Empyreal dragons are wise, considerate, and compassionate. When speaking with others, empyreal dragons are patient and understanding.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
+
+## Draconic Spellcasters
+
+Each dragon features a sidebar on spellcasting dragons of that type. To make a dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give them the spells outlined in their sidebar. You can swap out any number of these with other spells, provided you keep the same number of spells for each rank. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Empyreal Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Monster Core/Empyreal Dragon (Ancient).md
new file mode 100755
index 000000000..72a411aba
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Empyreal Dragon (Ancient).md
@@ -0,0 +1,117 @@
+---
+title: "Empyreal Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.bGbIF2Wch9NDnlmv"
+tags:
+ - pf2e/creature/type/divine
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/19
+ - remaster
+statblock: inline
+name: "Empyreal Dragon (Ancient)"
+level: 19
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Empyreal Dragon (Ancient)"
+level: "Creature 19"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[divine]]
+trait_02: [[dragon]]
+trait_03: [[holy]]
+modifier: 35
+perception:
+ - name: "Perception"
+ desc: "+35; Darkvision, Lifesense (Imprecise) 30 Feet, Scent (Imprecise) 60 Feet"
+languages: "Chthonian, Common, Diabolic, Draconic, Empyrean, Fey, Necril; Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +31, Athletics: +35, Diplomacy: +31, Intimidation: +31, Medicine: +35, Religion: +32, Society: +30, Heaven Lore: +32"
+abilityMods: [8, 4, 6, 4, 7, 5]
+speed: 80 feet, fly 200 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 43
+armorclass:
+ - name: AC
+ desc: "43; __Fort__ +31, __Ref__ +31, __Will__ +35; +2 status to all saves vs. divine"
+hp: 350
+health:
+ - name: ""
+ - name: HP
+ desc: "350; __Immunities__ fear effects, paralyzed, sleep; __Weaknesses__ unholy 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense (Imprecise) 30 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Divine Deflection"
+ desc: "`pf2:r` **Trigger** The dragon is critically hit by an attack\n* * *\n\n**Effect** Divine power intercedes, preventing some of the damage. The dragon gains resistance 10 to all damage against the triggering attack."
+
+ - name: "Inspiring Presence"
+ desc: " (aura,emotion,mental) 60 feet.\n\nThe mere sight of an empyreal dragon motivates other creatures. Creatures within the aura gain a +1 status bonus to saving throws and skill checks. The empyreal dragon can't gain the benefit of their own aura or other actions that use the aura, and they can choose to exclude any creatures from any benefit of the aura or action that uses the aura."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+35 (holy, magical, reach 20 feet)\n__Damage__ 1d8 spirit 4d10 + 16 piercing"
+
+ - name: "**Melee** `pf2:1` Claws"
+ desc: "+35 (agile, holy, magical, reach 15 feet)\n__Damage__ 4d8 + 16 slashing 1d8 spirit"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+33 (holy, magical, reach 25 feet)\n__Damage__ 1d8 spirit 4d10 + 16 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+26 (agile, holy, reach 20 feet)\n__Damage__ 1d8 spirit 3d10 + 16 slashing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 41, attack +33; __9th __ _[[Spells/Heal|Heal]]_; __7th __ _[[Spells/Holy Light|Holy Light (At Will)]]_, _[[Spells/Interplanar Teleport|Interplanar Teleport (At Will, Self Only)]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "Direct Halo"
+ desc: "`pf2:1` (concentrate,divine,manipulate) The dragon tosses their halo to a square within 90 feet. While the halo is deployed in this way, the dragon loses their inspiring presence aura, and the aura instead emanates from the halo with the same emanation radius. The dragon can Sustain to recall the halo from any distance. The halo is made of pure light—it doesn't occupy space and can't be targeted or destroyed in any way."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one wing Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Spirit Breath whenever they score a critical hit with a Strike."
+
+ - name: "Halo Pulse"
+ desc: "`pf2:2` (concentrate,divine) The dragon chooses one effect to impose on creatures in their inspiring presence aura.\n\nThe dragon can't use Halo Pulse again for 1d4 rounds.\n\n* **Repulsion** Each creature must succeed at a DC 41 Fortitude check save or be pushed until it's no longer in the aura.\n* **Restoration** (healing, vitality) Each creature recovers 9d8 Hit Points.\n* **Restriction** (incapacitation, mental) Creatures must succeed at a DC 41 Will check save or be [[Conditions/Slowed|Slowed 1]] ([[Conditions/Slowed|Slowed 2]] on a critical failure) while they remain within the aura. Regardless of the result, a creature is then temporarily immune to restriction for 1 minute."
+
+ - name: "Spirit Breath"
+ desc: "`pf2:2` (divine,holy,spirit) The dragon unleashes a blast of holy fire that deals 16d8 spirit damage in a 50-foot cone (DC 41 Reflex check save).\n\nThe dragon can't use Spirit Breath again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Empyreal Dragon (Ancient)
+creatures:
+ - 1: Empyreal Dragon (Ancient)
+```
+
+
+
+The three major celestial planes—Heaven, Nirvana, and Elysium—each have their own respective dragons. Empyreal dragons have a direct connection to Heaven. Using the blessings of Heaven, empyreal dragons protect others and intercede against wickedness. Empyreal dragons are wise, considerate, and compassionate. When speaking with others, empyreal dragons are patient and understanding.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Empyreal Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Monster Core/Empyreal Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..c28ecc22d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Empyreal Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,118 @@
+---
+title: "Empyreal Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.W9JV1CRL9XOhtizE"
+tags:
+ - pf2e/creature/type/divine
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/19
+ - remaster
+statblock: inline
+name: "Empyreal Dragon (Ancient, Spellcaster)"
+level: 19
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Empyreal Dragon (Ancient, Spellcaster)"
+level: "Creature 19"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[divine]]
+trait_02: [[dragon]]
+trait_03: [[holy]]
+modifier: 35
+perception:
+ - name: "Perception"
+ desc: "+35; Darkvision, Lifesense (Imprecise) 30 Feet, Scent (Imprecise) 60 Feet"
+languages: "Chthonian, Common, Diabolic, Draconic, Empyrean, Fey, Necril; Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +31, Athletics: +35, Diplomacy: +31, Intimidation: +31, Medicine: +35, Religion: +32, Society: +30, Heaven Lore: +32"
+abilityMods: [8, 4, 6, 4, 7, 5]
+speed: 80 feet, fly 200 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 43
+armorclass:
+ - name: AC
+ desc: "43; __Fort__ +31, __Ref__ +31, __Will__ +35; +2 status to all saves vs. divine"
+hp: 350
+health:
+ - name: ""
+ - name: HP
+ desc: "350; __Immunities__ fear effects, paralyzed, sleep; __Weaknesses__ unholy 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense (Imprecise) 30 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Divine Deflection"
+ desc: "`pf2:r` **Trigger** The dragon is critically hit by an attack\n* * *\n\n**Effect** Divine power intercedes, preventing some of the damage. The dragon gains resistance 10 to all damage against the triggering attack."
+
+ - name: "Inspiring Presence"
+ desc: " (aura,emotion,mental) 60 feet.\n\nThe mere sight of an empyreal dragon motivates other creatures. Creatures within the aura gain a +1 status bonus to saving throws and skill checks. The empyreal dragon can't gain the benefit of their own aura or other actions that use the aura, and they can choose to exclude any creatures from any benefit of the aura or action that uses the aura."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+35 (holy, magical, reach 20 feet)\n__Damage__ 1d8 spirit 4d10 + 16 piercing"
+
+ - name: "**Melee** `pf2:1` Claws"
+ desc: "+35 (agile, holy, magical, reach 15 feet)\n__Damage__ 4d8 + 16 slashing 1d8 spirit"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+33 (holy, magical, reach 25 feet)\n__Damage__ 1d8 spirit 4d10 + 16 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+26 (agile, holy, reach 20 feet)\n__Damage__ 1d8 spirit 3d10 + 16 slashing"
+
+ - name: "Divine Prepared Spells"
+ desc: "DC 41, attack +35; __9th __ _[[Spells/Overwhelming Presence|Overwhelming Presence]]_; __8th __ _[[Spells/Divine Inspiration|Divine Inspiration]]_, _[[Spells/Moment of Renewal|Moment of Renewal]]_; __7th __ _[[Spells/Divine Decree|Divine Decree]]_, _[[Spells/Energy Aegis|Energy Aegis]]_, _[[Spells/Planar Seal|Planar Seal]]_, _[[Spells/Regenerate|Regenerate]]_, _[[Spells/Sunburst|Sunburst]]_; __6th __ _[[Spells/Field of Life|Field of Life]]_, _[[Spells/Spirit Blast|Spirit Blast]]_; __5th __ _[[Spells/Breath of Life|Breath of Life]]_, _[[Spells/Sending|Sending]]_; __4th __ _[[Spells/Unfettered Movement|Unfettered Movement]]_, _[[Spells/Vital Beacon|Vital Beacon]]_; __3rd __ _[[Spells/Bind Undead|Bind Undead]]_, _[[Spells/Ring of Truth|Ring of Truth]]_; __2nd __ _[[Spells/Clear Mind|Clear Mind]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Everlight|Everlight]]_, _[[Spells/Share Life|Share Life]]_, _[[Spells/Sound Body|Sound Body]]_; __1st __ _[[Spells/Bless|Bless]]_, _[[Spells/Mending|Mending]]_, _[[Spells/Sanctuary|Sanctuary]]_\n__Cantrips__ __(9th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Divine Lance|Divine Lance]]_, _[[Spells/Guidance|Guidance]]_, _[[Spells/Shield|Shield]]_, _[[Spells/Stabilize|Stabilize]]_"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 41, attack +33; __9th __ _[[Spells/Heal|Heal]]_; __7th __ _[[Spells/Holy Light|Holy Light (At Will)]]_, _[[Spells/Interplanar Teleport|Interplanar Teleport (At Will, Self Only)]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "Direct Halo"
+ desc: "`pf2:1` (concentrate,divine,manipulate) The dragon tosses their halo to a square within 90 feet. While the halo is deployed in this way, the dragon loses their inspiring presence aura, and the aura instead emanates from the halo with the same emanation radius. The dragon can Sustain to recall the halo from any distance. The halo is made of pure light—it doesn't occupy space and can't be targeted or destroyed in any way."
+
+ - name: "Halo Pulse"
+ desc: "`pf2:2` (concentrate,divine) The dragon chooses one effect to impose on creatures in their inspiring presence aura.\n\nThe dragon can't use Halo Pulse again for 1d4 rounds.\n\n* **Repulsion** Each creature must succeed at a DC 41 Fortitude check save or be pushed until it's no longer in the aura.\n* **Restoration** (healing, vitality) Each creature recovers 9d8 Hit Points.\n* **Restriction** (incapacitation, mental) Creatures must succeed at a DC 41 Will check save or be [[Conditions/Slowed|Slowed 1]] ([[Conditions/Slowed|Slowed 2]] on a critical failure) while they remain within the aura. Regardless of the result, a creature is then temporarily immune to restriction for 1 minute."
+
+ - name: "Spirit Breath"
+ desc: "`pf2:2` (divine,holy,spirit) The dragon unleashes a blast of holy fire that deals 16d8 spirit damage in a 50-foot cone (DC 41 Reflex check save).\n\nThe dragon can't use Spirit Breath again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Empyreal Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Empyreal Dragon (Ancient, Spellcaster)
+```
+
+
+
+The three major celestial planes—Heaven, Nirvana, and Elysium—each have their own respective dragons. Empyreal dragons have a direct connection to Heaven. Using the blessings of Heaven, empyreal dragons protect others and intercede against wickedness. Empyreal dragons are wise, considerate, and compassionate. When speaking with others, empyreal dragons are patient and understanding.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
+
+## Draconic Spellcasters
+
+Each dragon features a sidebar on spellcasting dragons of that type. To make a dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give them the spells outlined in their sidebar. You can swap out any number of these with other spells, provided you keep the same number of spells for each rank. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Empyreal Dragon (Young).md b/content/mechanics/srd/Bestiary/Monster Core/Empyreal Dragon (Young).md
new file mode 100755
index 000000000..c60127768
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Empyreal Dragon (Young).md
@@ -0,0 +1,117 @@
+---
+title: "Empyreal Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.VvBt7ZyKkba7oeia"
+tags:
+ - pf2e/creature/type/divine
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/10
+ - remaster
+statblock: inline
+name: "Empyreal Dragon (Young)"
+level: 10
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Empyreal Dragon (Young)"
+level: "Creature 10"
+
+alignment: ""
+size: "Large"
+trait_01: [[divine]]
+trait_02: [[dragon]]
+trait_03: [[holy]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision, Lifesense (Imprecise) 30 Feet, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Empyrean; Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +19, Athletics: +22, Diplomacy: +20, Intimidation: +20, Medicine: +21, Religion: +21, Society: +19, Heaven Lore: +21"
+abilityMods: [6, 3, 4, 3, 5, 4]
+speed: 60 feet, fly 150 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +18, __Ref__ +19, __Will__ +21; +2 status to all saves vs. divine"
+hp: 170
+health:
+ - name: ""
+ - name: HP
+ desc: "170; __Immunities__ fear effects, paralyzed, sleep; __Weaknesses__ unholy 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense (Imprecise) 30 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Divine Deflection"
+ desc: "`pf2:r` **Trigger** The dragon is critically hit by an attack\n* * *\n\n**Effect** Divine power intercedes, preventing some of the damage. The dragon gains resistance 10 to all damage against the triggering attack."
+
+ - name: "Inspiring Presence"
+ desc: " (aura,emotion,mental) 20 feet.\n\nThe mere sight of an empyreal dragon motivates other creatures. Creatures within the aura gain a +1 status bonus to saving throws and skill checks. The empyreal dragon can't gain the benefit of their own aura or other actions that use the aura, and they can choose to exclude any creatures from any benefit of the aura or action that uses the aura."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+22 (holy, magical, reach 10 feet)\n__Damage__ 1d8 spirit 2d10 + 9 piercing"
+
+ - name: "**Melee** `pf2:1` Claws"
+ desc: "+22 (agile, holy, magical)\n__Damage__ 2d8 + 9 slashing 1d8 spirit"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+20 (holy, magical, reach 15 feet)\n__Damage__ 1d8 spirit 2d10 + 9 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+20 (agile, magical, reach 10 feet)\n__Damage__ 1d8 spirit 1d10 + 9 slashing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 29, attack +21; __5th __ _[[Spells/Heal|Heal]]_; __3rd __ _[[Spells/Holy Light|Holy Light (At Will)]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "Direct Halo"
+ desc: "`pf2:1` (concentrate,divine,manipulate) The dragon tosses their halo to a square within 90 feet. While the halo is deployed in this way, the dragon loses their inspiring presence aura, and the aura instead emanates from the halo with the same emanation radius. The dragon can Sustain to recall the halo from any distance. The halo is made of pure light—it doesn't occupy space and can't be targeted or destroyed in any way."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one wing Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Spirit Breath whenever they score a critical hit with a Strike."
+
+ - name: "Halo Pulse"
+ desc: "`pf2:2` (concentrate,divine) The dragon chooses one effect to impose on creatures in their inspiring presence aura.\n\nThe dragon can't use Halo Pulse again for 1d4 rounds.\n\n* **Repulsion** Each creature must succeed at a DC 29 Fortitude check save or be pushed until it's no longer in the aura.\n* **Restoration** (healing, vitality) Each creature recovers 5d8 Hit Points."
+
+ - name: "Spirit Breath"
+ desc: "`pf2:2` (divine,holy,spirit) The dragon unleashes a blast of holy fire that deals 9d8 spirit damage in a 40-foot cone (DC 29 Reflex check save).\n\nThe dragon can't use Spirit Breath again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Empyreal Dragon (Young)
+creatures:
+ - 1: Empyreal Dragon (Young)
+```
+
+
+
+The three major celestial planes—Heaven, Nirvana, and Elysium—each have their own respective dragons. Empyreal dragons have a direct connection to Heaven. Using the blessings of Heaven, empyreal dragons protect others and intercede against wickedness. Empyreal dragons are wise, considerate, and compassionate. When speaking with others, empyreal dragons are patient and understanding.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Empyreal Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Monster Core/Empyreal Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..0c778ec83
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Empyreal Dragon (Young, Spellcaster).md
@@ -0,0 +1,118 @@
+---
+title: "Empyreal Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.B50ZN1w1W7FpPrGm"
+tags:
+ - pf2e/creature/type/divine
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/10
+ - remaster
+statblock: inline
+name: "Empyreal Dragon (Young, Spellcaster)"
+level: 10
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Empyreal Dragon (Young, Spellcaster)"
+level: "Creature 10"
+
+alignment: ""
+size: "Large"
+trait_01: [[divine]]
+trait_02: [[dragon]]
+trait_03: [[holy]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision, Lifesense (Imprecise) 30 Feet, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Empyrean; Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +19, Athletics: +22, Diplomacy: +20, Intimidation: +20, Medicine: +21, Religion: +21, Society: +19, Heaven Lore: +21"
+abilityMods: [6, 3, 4, 3, 5, 4]
+speed: 60 feet, fly 150 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +18, __Ref__ +19, __Will__ +21; +2 status to all saves vs. divine"
+hp: 170
+health:
+ - name: ""
+ - name: HP
+ desc: "170; __Immunities__ fear effects, paralyzed, sleep; __Weaknesses__ unholy 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense (Imprecise) 30 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Divine Deflection"
+ desc: "`pf2:r` **Trigger** The dragon is critically hit by an attack\n* * *\n\n**Effect** Divine power intercedes, preventing some of the damage. The dragon gains resistance 10 to all damage against the triggering attack."
+
+ - name: "Inspiring Presence"
+ desc: " (aura,emotion,mental) 20 feet.\n\nThe mere sight of an empyreal dragon motivates other creatures. Creatures within the aura gain a +1 status bonus to saving throws and skill checks. The empyreal dragon can't gain the benefit of their own aura or other actions that use the aura, and they can choose to exclude any creatures from any benefit of the aura or action that uses the aura."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+22 (holy, magical, reach 10 feet)\n__Damage__ 1d8 spirit 2d10 + 9 piercing"
+
+ - name: "**Melee** `pf2:1` Claws"
+ desc: "+22 (agile, holy, magical)\n__Damage__ 2d8 + 9 slashing 1d8 spirit"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+20 (holy, magical, reach 15 feet)\n__Damage__ 1d8 spirit 2d10 + 9 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+20 (agile, magical, reach 10 feet)\n__Damage__ 1d8 spirit 1d10 + 9 slashing"
+
+ - name: "Divine Prepared Spells"
+ desc: "DC 29, attack +22; __4th __ _[[Spells/Unfettered Movement|Unfettered Movement]]_, _[[Spells/Vital Beacon|Vital Beacon]]_; __3rd __ _[[Spells/Bind Undead|Bind Undead]]_, _[[Spells/Ring of Truth|Ring of Truth]]_; __2nd __ _[[Spells/Clear Mind|Clear Mind]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Everlight|Everlight]]_, _[[Spells/Share Life|Share Life]]_, _[[Spells/Sound Body|Sound Body]]_; __1st __ _[[Spells/Bless|Bless]]_, _[[Spells/Mending|Mending]]_, _[[Spells/Sanctuary|Sanctuary]]_\n__Cantrips__ __(4th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Divine Lance|Divine Lance]]_, _[[Spells/Guidance|Guidance]]_, _[[Spells/Shield|Shield]]_, _[[Spells/Stabilize|Stabilize]]_"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 29, attack +21; __5th __ _[[Spells/Heal|Heal]]_; __3rd __ _[[Spells/Holy Light|Holy Light (At Will)]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "Direct Halo"
+ desc: "`pf2:1` (concentrate,divine,manipulate) The dragon tosses their halo to a square within 90 feet. While the halo is deployed in this way, the dragon loses their inspiring presence aura, and the aura instead emanates from the halo with the same emanation radius. The dragon can Sustain to recall the halo from any distance. The halo is made of pure light—it doesn't occupy space and can't be targeted or destroyed in any way."
+
+ - name: "Halo Pulse"
+ desc: "`pf2:2` (concentrate,divine) The dragon chooses one effect to impose on creatures in their inspiring presence aura.\n\nThe dragon can't use Halo Pulse again for 1d4 rounds.\n\n* **Repulsion** Each creature must succeed at a DC 29 Fortitude check save or be pushed until it's no longer in the aura.\n* **Restoration** (healing, vitality) Each creature recovers 5d8 Hit Points."
+
+ - name: "Spirit Breath"
+ desc: "`pf2:2` (divine,holy,spirit) The dragon unleashes a blast of holy fire that deals 9d8 spirit damage in a 40-foot cone (DC 29 Reflex check save).\n\nThe dragon can't use Spirit Breath again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Empyreal Dragon (Young, Spellcaster)
+creatures:
+ - 1: Empyreal Dragon (Young, Spellcaster)
+```
+
+
+
+The three major celestial planes—Heaven, Nirvana, and Elysium—each have their own respective dragons. Empyreal dragons have a direct connection to Heaven. Using the blessings of Heaven, empyreal dragons protect others and intercede against wickedness. Empyreal dragons are wise, considerate, and compassionate. When speaking with others, empyreal dragons are patient and understanding.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
+
+## Draconic Spellcasters
+
+Each dragon features a sidebar on spellcasting dragons of that type. To make a dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give them the spells outlined in their sidebar. You can swap out any number of these with other spells, provided you keep the same number of spells for each rank. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Envyspawn.md b/content/mechanics/srd/Bestiary/Monster Core/Envyspawn.md
new file mode 100755
index 000000000..90a86e38c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Envyspawn.md
@@ -0,0 +1,90 @@
+---
+title: "Envyspawn"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Zt5KkUc6NwedPWqG"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Envyspawn"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Envyspawn"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Aklo"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Athletics: +8, Deception: +7, Stealth: +9, Survival: +6"
+abilityMods: [4, 3, 4, 0, 2, 1]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +10, __Ref__ +9, __Will__ +6; +1 status to all saves vs. magic, +4 status to all saves vs. mental"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30; __Immunities__ controlled; __Resistances__ mental 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Halberd|Halberd]]"
+ - name: "Sin Scent (Imprecise) 30 feet"
+ desc: " A sinspawn can smell creatures that reflect its sin as the scent ability. The GM determines which creatures are appropriately sinful.\n* * *\n\nScent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).\n\nIf a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 (agile)\n__Damage__ 1d8 + 4 piercing plus sinful-bite"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+10 ()\n__Damage__ 1d6 + 4 slashing"
+
+ - name: "**Melee** `pf2:1` Halberd"
+ desc: "+10 (reach 10 feet, versatile s)\n__Damage__ 1d10 + 4 piercing"
+
+ - name: "Sinful Bite"
+ desc: " (arcane,emotion,mental) A creature hit by the jaws of a sinspawn must attempt a DC 18 Will check save as it is assailed by sinful thoughts.\n* * *\n\n**Critical Success** Unaffected\n\n**Success** [[Conditions/Sickened|Sickened 1]]\n\n**Failure** [[Conditions/Sickened|Sickened 2]]\n\n**Critical Failure** sickened 2 plus [[Conditions/Enfeebled|Enfeebled 2]] for 1 minute"
+
+```
+
+```encounter-table
+name: Envyspawn
+creatures:
+ - 1: Envyspawn
+```
+
+
+
+Sinspawn were created by one of seven ancient wizards known collectively as runelords—each of whom embraced and embodied one of seven sins. The first sinspawn was created by the Runelord of Wrath, utilizing techniques that have since gone on to influence fleshwarping practices. It wasn't long before the technique used to create sinspawn fell into the hands of the other runelords, and while each tried their own hand at crafting variants of their own design, today, sinspawn of wrath remain the most numerous and notorious of their kind.
+
+Bearing only a vague resemblance to the humanoids from whose flesh they were formed, sinspawn generally appear horrifically emaciated and have unnaturally long arms and digitigrade legs, each with a trio of stubby, taloned digits. Veins bulge across sinspawn's bodies in sanguine patterns that suspiciously resemble twisted runes, and their flesh is pale and hairless. Their heads are elongated, with slits for a nose, red eyes, and disturbing lower jaws that split in half at the chin, revealing pedipalps that end in tiny, three-fingered hands and framing a long, lolling tongue.
+
+Sinspawn stand 6-1/2 feet tall and typically weigh as much as an emaciated human of their size. They behave in a manner consistent with their associated sin and have physical characteristics that hint at these qualities. For example, greedspawn's veins appear to run with gold, while envyspawn appear even more gaunt than the rest of their kin.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Faydhaan.md b/content/mechanics/srd/Bestiary/Monster Core/Faydhaan.md
new file mode 100755
index 000000000..5b23d073d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Faydhaan.md
@@ -0,0 +1,112 @@
+---
+title: "Faydhaan"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.cd3SDQnbMbz4E1fU"
+tags:
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/genie
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/9
+ - remaster
+statblock: inline
+name: "Faydhaan"
+level: 9
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Faydhaan"
+level: "Creature 9"
+
+alignment: ""
+size: "Large"
+trait_01: [[elemental]]
+trait_02: [[genie]]
+trait_03: [[water]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision, Wavesense (Imprecise) 60 Feet"
+languages: "Common, Thalassic, Muan, Petran, Pyric, Sussuran, Talican; Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +19, Crafting: +16, Deception: +18, Diplomacy: +20, Nature: +18, Performance: +20, Society: +16, Stealth: +18"
+abilityMods: [4, 5, 2, 1, 3, 5]
+speed: 25 feet, swim 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +17, __Ref__ +18, __Will__ +18"
+hp: 145
+health:
+ - name: ""
+ - name: HP
+ desc: "145; __Resistances__ fire 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Trident|+1 Striking Trident]]"
+ - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense (Imprecise) 60 feet]]"
+ desc: " This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Turbulent Seas"
+ desc: " (aura,water) 40 feet.\n\nWater in the aura that is also in the same body of water as the faydhaan is difficult terrain for Swimming creatures. Creatures with the water trait are immune."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Trident"
+ desc: "+20 (magical, reach 10 feet)\n__Damage__ 2d8 + 10 piercing"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+20 (agile, magical, nonlethal, reach 10 feet)\n__Damage__ 1d4 + 10 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Trident"
+ desc: "+21 (magical, thrown 20 ft.)\n__Damage__ 2d8 + 10 piercing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 24, attack +12; __7th __ _[[Spells/Interplanar Teleport|Interplanar Teleport (to Astral Plane, Elemental Planes, or the Universe only)]]_; __5th __ _[[Spells/Control Water|Control Water (At Will)]]_, _[[Spells/Hydraulic Torrent|Hydraulic Torrent]]_, _[[Spells/Truespeech|Truespeech (At Will)]]_; __4th __ _[[Spells/Hydraulic Push|Hydraulic Push (At Will)]]_; __2nd __ _[[Spells/Create Water|Create Water (At Will)]]_, _[[Spells/Invisibility|Invisibility (x2)]]_, _[[Spells/Water Breathing|Water Breathing]]_\n__Cantrips__ __(5th)__ _[[Spells/Detect Magic|Detect Magic]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (arcane,concentrate,polymorph) The faydhaan transforms into a Small or Medium water elemental, aquatic animal, or humanoid. This doesn't affect their statistics, but it could change the damage type of their Strikes.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Gift of Hospitality"
+ desc: "`pf2:3` (arcane,emotion,mental) The faydhaan gives another willing creature a magical gift or an agreeable conversation. The creature gains a +2 status bonus to Society and Diplomacy checks. A creature can't have more than one gift at a time, and a faydhaan can't grant more than one gift at a time.\n\nThe gift ends if the target acts hostile, or if the faydhaan renounces the recipient (a single action).\n\n[[Bestiary Effects/Effect_ Gift of Hospitality|Effect: Gift of Hospitality]]"
+
+ - name: "Skewer"
+ desc: "`pf2:1` The faydhaan makes a trident Strike, dealing an extra 2d6 persistent bleed damage on a hit (4d6 on a critical hit)."
+
+```
+
+```encounter-table
+name: Faydhaan
+creatures:
+ - 1: Faydhaan
+```
+
+
+
+The faydhaans of the Plane of Water are more powerful than the other genies dwelling on the elemental planes, but they prefer to forge alliances through diplomacy and flattery.
+
+* * *
+
+Before mortal history, genies were some of the first creations of the cosmos to possess free will. Formed of elemental matter, they traversed the Universe and the six elemental planes of air, earth, fire, metal, water, and wood. The genies who remained on each elemental plane found their matter replaced with those elements. Genies of metal and wood appear in _Pathfinder Rage of Elements_.
+
+## Genie Shuyookhs
+
+Older, wiser, and more powerful genies possess greater power and are revered with the title of shuyookh (typically adjusted to "sheikha" if the genie is female or "sheikh" for a male). Generally at least 5 levels higher than a typical example of their kind, a shuyookh gains additional spells. The basics of shuyookhs appear here in sidebars and are detailed further in _Rage of Elements_.
+
+The most wondrous of their powers is their ability to grant wishes three times per year. This is not an innate ability but a ritual practice passed down over time in an attempt to replicate the wish-granting abilities of janns.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Fey Dragonet.md b/content/mechanics/srd/Bestiary/Monster Core/Fey Dragonet.md
new file mode 100755
index 000000000..bca7d325f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Fey Dragonet.md
@@ -0,0 +1,90 @@
+---
+title: "Fey Dragonet"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.dCANrlcr5C8sTyKS"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Fey Dragonet"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Fey Dragonet"
+level: "Creature 2"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "tiny"
+trait_01: [[dragon]]
+trait_02: [[fey]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Common, Draconic, Fey; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Deception: +8, Diplomacy: +8, Nature: +4, Stealth: +10"
+abilityMods: [-2, 4, 0, 2, 0, 2]
+speed: 15 feet, fly 40 feet, swim 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +5, __Ref__ +12, __Will__ +11"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30; __Immunities__ paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 (finesse, magical)\n__Damage__ 1d4 piercing"
+
+ - name: "Arcane Spontaneous Spells"
+ desc: "DC 18, attack +10; __1st __ (4 slots) _[[Spells/Grease|Grease]]_, _[[Spells/Illusory Object|Illusory Object]]_, _[[Spells/Sleep|Sleep]]_\n__Cantrips__ __(1st)__ _[[Spells/Figment|Figment]]_, _[[Spells/Light|Light]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Tangle Vine|Tangle Vine]]_, _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 21, attack +13; __4th __ _[[Spells/Invisibility|Invisibility (Self Only)]]_"
+
+ - name: "Euphoric Breath"
+ desc: "`pf2:2` (arcane,poison) The dragonet breathes euphoric gas in a 15-foot cone. Each creature in the area must succeed at a DC 18 Fortitude check save or become [[Conditions/Stupefied|Stupefied 2]] and [[Conditions/Slowed|Slowed 1]] for 1d4 rounds; on a critical failure, the duration is 1 minute.\n\nThe fey dragonet can't use Euphoric Breath again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Fey Dragonet
+creatures:
+ - 1: Fey Dragonet
+```
+
+
+
+Although they are much smaller than their larger dragon cousins, fey dragonets have many of the same physiological attributes, including long necks, toothy maws, sinuous tails, and sharp claws. They flit about on iridescent butterfly wings, the coloring of which changes based on where they live, giving them a natural camouflage. Unlike their larger kin, an adult fey dragonet remains the same size throughout their lifespan. The only visual clue to the age of a fey dragonet is the sheen on their scales, a glimmer that becomes more lustrous the older they get.
+
+Fey dragonets usually exhibit pleasant and good-natured temperaments, though they have a mischievous streak that leads them to play tricks on those around them. In search of amusement, they prefer harmless annoyances over wounding malice. While often spontaneous, they may also spend months, if not years, planning the perfect prank. Especially responsive targets endear themselves to fey dragonets and may create a lifelong bond. A fey dragonet's reputation as a trickster leads many to associate them with fey, with whom the tiny dragons have cordial relationships, and this association gives them their name.
+
+Peaceful by nature, fey dragonets don't enjoy confrontation. If faced with hostility, they prefer to remain at a distance and breathe euphoric gas at their foes, diffusing the skirmish by creating an atmosphere of bliss. If conflict escalates, they target their opponents with spells, using their renowned trickery to escape. If their companions are in danger, however, their desire to remain out of combat changes. Fey dragonets protect their friends by any means available, including physical combat.
+
+Sometimes, as fey dragonets grow older, their connection to the First World grows stronger. In addition to growing more lustrous and vibrant in appearance, these fey dragonets gain an increasing amount of magical primal power. Such fey dragonets increase in strength as appropriate—a fey dragonet of 20th level or even higher is possible, but it's exceptionally unusual to encounter a fey dragonet of 9th level or higher beyond the most remote regions of the First World. When creating a more powerful fey dragonet, change their spellcasting tradition to primal and grant them primal spells appropriate for a druid of their level. Fey dragonets don't grow much larger, regardless of how powerful they become. It's often difficult to tell how powerful one of these tiny dragons truly is at a glance!
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Fire Giant.md b/content/mechanics/srd/Bestiary/Monster Core/Fire Giant.md
new file mode 100755
index 000000000..7be498579
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Fire Giant.md
@@ -0,0 +1,95 @@
+---
+title: "Fire Giant"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.TW2JcbnWlw2fIbKF"
+tags:
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/10
+ - remaster
+statblock: inline
+name: "Fire Giant"
+level: 10
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Fire Giant"
+level: "Creature 10"
+
+alignment: ""
+size: "Large"
+trait_01: [[fire]]
+trait_02: [[giant]]
+trait_03: [[humanoid]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Low-Light Vision"
+languages: "Common, Jotun, Pyric"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +25, Crafting: +22, Intimidation: +23, Nature: +18"
+abilityMods: [7, 0, 5, 2, 2, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +23, __Ref__ +16, __Will__ +18"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175; __Immunities__ fire; __Weaknesses__ cold 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Greatsword|+1 Striking Greatsword]], [[Equipment/Half Plate|+1 Half Plate]], Sack for Holding Rocks, 5x Rock"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Greatsword"
+ desc: "+24 (magical, reach 10 feet, versatile p)\n__Damage__ 2d12 + 13 slashing"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+23 (agile, reach 10 feet)\n__Damage__ 2d8 + 13 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Flame"
+ desc: "+21 (fire, primal, range 120 feet)\n__Damage__ 4d6 fire plus rock 2d6 fire plus rock"
+
+ - name: "Flaming Stroke"
+ desc: "`pf2:2` (fire,primal) The fire giant imbues their blade with flames and makes a greatsword Strike with a –2 circumstance penalty against each creature in a 15-foot line. They make one attack roll only and compare the result to each creature's AC. This Strike deals an additional 1d6 fire damage and counts as one attack for the fire giant's multiple attack penalty"
+
+```
+
+```encounter-table
+name: Fire Giant
+creatures:
+ - 1: Fire Giant
+```
+
+
+
+The most militaristic of giants, fire giants focus obsessively on learning combat techniques, mastering the arts of forging weapons and armor, and finding new ways to dominate their enemies. Most fire giant communities are built around elemental rifts, hot springs, or volcanic calderas and cannot be moved easily, inspiring unwavering defense against any intruders. As a result, their social and political structures are grounded firmly in martial hierarchies, with a strict emphasis on following the orders of one's superior.
+
+As soon as a fire giant can walk, they are fitted with their first suit of forged armor. This armor is constantly remolded and replaced as the giant matures. Beyond what they can forge in their volcanic furnaces, fire giants also look to tame dinosaurs, drakes, and hell hounds as tools of war.
+
+Fire giants are usually identified by their powerful stature and bright orange hair that flickers and dances as if aflame. A typical fire giant stands about 14 feet tall, weighs around 7,000 pounds, and lives to be 350 years old.
+
+* * *
+
+Giants are massive humanoid creatures who live in remote regions throughout the world. They vary widely but are united in their hunger, requiring sustenance of their own element along with the feasts one would expect from such a massive humanoid. Although a simple matter for some giants, more esoteric types find this need a harsh reality. While a massive fistful of ice or snow alongside their meal will satisfy a frost giant, shadow giants hunger for the coagulated shadows of the Netherworld.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Fire Scamp.md b/content/mechanics/srd/Bestiary/Monster Core/Fire Scamp.md
new file mode 100755
index 000000000..547eb4a86
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Fire Scamp.md
@@ -0,0 +1,92 @@
+---
+title: "Fire Scamp"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.LQwUawUomIRtMdQm"
+tags:
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Fire Scamp"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Fire Scamp"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[elemental]]
+trait_02: [[fire]]
+modifier: 3
+perception:
+ - name: "Perception"
+ desc: "+3; Darkvision"
+languages: "Pyric"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Deception: +7"
+abilityMods: [0, 4, 0, -2, 0, 2]
+speed: 20 feet, fly 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +3, __Ref__ +9, __Will__ +7"
+hp: 16
+health:
+ - name: ""
+ - name: HP
+ desc: "16, fast healing 2 (while touching fire); __Immunities__ bleed, paralyzed, poison, sleep; __Weaknesses__ cold 3"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " The fire scamp ignores the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 2 (While Touching Fire)]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+9 (finesse)\n__Damage__ 1d4 fire 1d6 piercing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 15, attack +7\n__Cantrips__ __(1st)__ _[[Spells/Daze|Daze]]_, _[[Spells/Ignition|Ignition]]_, _[[Spells/Light|Light]]_"
+
+ - name: "Flame Breath"
+ desc: "`pf2:1` (arcane,fire) The fire scamp breathes flames in a 15-foot cone that deals 2d4 fire damage to each creature within the area (DC 17 Reflex check save). Creatures that fail the save also take 1d4 persistent fire damage.\n\nThe fire scamp can't use Flame Breath again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Fire Scamp
+creatures:
+ - 1: Fire Scamp
+```
+
+
+
+Although arguably quite friendly, fire scamps are considered far more dangerous than their kin. They delight in fire and playing pranks on everyone they befriend. Even given time to understand others' dislike of fire, most fire scamps enjoy the feel of flames enough to constantly test their limits.
+
+Compared to the nations of other scamps, the nations on the Plane of Fire are by far the strongest. This backing inspires fire scamps to challenge authority more quickly than the others.
+
+* * *
+
+Elemental scamps are bat-like critters marked by elemental powers. Scamps are dispatched from the Elemental Planes by more powerful residents or called to the Universe by neophyte summoners. All scamps have a hint of magical power due to a lingering connection to their home plane, which they largely use to pull simple pranks.
+
+Scamps rapidly form a pecking order of cleverness. Humanoids often confuse scamps when meeting such creatures for the first time. These confused scamps usually resort to an escalating series of pranks and mischief, seeing what they can get away with to establish their place in the hierarchy.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Firewyrm.md b/content/mechanics/srd/Bestiary/Monster Core/Firewyrm.md
new file mode 100755
index 000000000..648b6ca01
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Firewyrm.md
@@ -0,0 +1,91 @@
+---
+title: "Firewyrm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.bILqlwMyWKufLEOw"
+tags:
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/9
+ - remaster
+statblock: inline
+name: "Firewyrm"
+level: 9
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Firewyrm"
+level: "Creature 9"
+
+alignment: ""
+size: "huge"
+trait_01: [[elemental]]
+trait_02: [[fire]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision"
+languages: "Pyric"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +20"
+abilityMods: [5, 5, 4, -1, 3, 0]
+speed: 60 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +18, __Ref__ +20, __Will__ +15"
+hp: 165
+health:
+ - name: ""
+ - name: HP
+ desc: "165, explosion; __Immunities__ bleed, fire, paralyzed, poison, sleep; __Weaknesses__ cold 10, water 10"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " The firewyrm ignores the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "Explosion"
+ desc: " (fire) When the firewyrm dies, it explodes, dealing 6d6 fire damage to each creature in a 10-foot emanation (DC 28 Reflex check save)."
+
+ - name: "Intense Heat"
+ desc: " (aura,fire) 10 feet. 4d6 fire damage DC 25 Reflex check"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+20 (reach 15 feet)\n__Damage__ 2d8 + 11 fire 2d8 fire"
+
+ - name: "**Ranged** `pf2:1` Fire Mote"
+ desc: "+20 (range increment 60 feet)\n__Damage__ 2d8 + 6 fire"
+
+ - name: "Breath Fire"
+ desc: "`pf2:2` (fire,primal) The firewyrm breathes a 30-foot cone of fire dealing 7d6 fire + 2d8 persistent fire damage to every creature within the cone (DC 28 Reflex check save).\n\nThe firewyrm can't Breathe Fire again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Firewyrm
+creatures:
+ - 1: Firewyrm
+```
+
+
+
+Firewyrms live in tubes of molten lava found throughout the Plane of Fire. These strange environments often connect to volcanoes on mortal worlds, giving firewyrms access to a wide variety of prey.
+
+* * *
+
+Fire elementals are destructive manifestations of the scorching Plane of Fire. Although most fire elementals revel in the chance to experience new kinds of fires away from their home plane, even the most considerate fire elemental can be a danger to humanoids and their property.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Flame Drake.md b/content/mechanics/srd/Bestiary/Monster Core/Flame Drake.md
new file mode 100755
index 000000000..a26ef2103
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Flame Drake.md
@@ -0,0 +1,112 @@
+---
+title: "Flame Drake"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ZBWtsVUpC40vEFWR"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Flame Drake"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Flame Drake"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[fire]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Athletics: +12, Stealth: +9, Survival: +10"
+abilityMods: [5, 1, 3, -1, 3, 0]
+speed: 20 feet, fly 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +12, __Ref__ +10, __Will__ +10"
+hp: 75
+health:
+ - name: ""
+ - name: HP
+ desc: "75; __Immunities__ fire, paralyzed, sleep; __Weaknesses__ cold 10"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " Smoke doesn't impair a flame drake's vision; they ignore [[Conditions/Concealed|Concealment]] from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike (Fangs Only)]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+14 ()\n__Damage__ 2d8 + 5 piercing 1d6 fire"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+14 (reach 10 feet)\n__Damage__ 2d6 + 5 bludgeoning"
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The flame drake makes two Fangs Strikes and one Tail Strike in any order."
+
+ - name: "Fireball Breath"
+ desc: "`pf2:2` (fire,primal) The flame drake expels a ball of flame to a range of 180 feet that explodes in a 20-foot burst. Creatures in the burst take 6d6 fire damage (DC 22 Reflex check save).\n\nThe flame drake can't use Fireball Breath again for 1d6 rounds."
+
+ - name: "Speed Surge"
+ desc: "`pf2:1` (move) **Frequency** three times per day\n* * *\n\n**Effect** The flame drake Strides or Flies twice."
+
+```
+
+```encounter-table
+name: Flame Drake
+creatures:
+ - 1: Flame Drake
+```
+
+
+
+Flame drakes dwell near volcanoes and magma, but it's not unheard of for one to drift into nearby areas like forests or wooded hills. Their scales are usually some shade of red, occasionally fading to smoky blacks and grays along the edges of their wings and the tips of their tails.
+
+Rampages of flame drakes often grudgingly live alongside clans of fire giants, rather than be forced from their volcanic homes.
+
+* * *
+
+Ravenous, bestial, and driven by instinct, drakes are draconic monsters who bear a fraction of the terrifying might of the primal dragons they share evolutionary roots with. While they're weaker, slower, and less inclined toward reason than dragons, drakes are nonetheless a menace to creatures and settlements around them. Their propensity for forming raiding parties—small social groups fittingly called "rampages"—makes them all the more dangerous; a single rampage of river drakes can quickly lay waste to a waterside village, and roving rampages of desert drakes are a plague to caravan traders.
+
+Drakes share a number of physical characteristics that unite them as one species despite their wide variety of habitats and abilities. For example, drakes lack forearms, leaving them with their formidable jaws and thickscaled tails to use in close combat. Most drakes would rather avoid this, however, preferring to use their magical breath to wreak havoc in wide swaths from comfortable distances while flying overhead. Finally, all drakes have small reservoirs of their ancestral draconic power that they can tap into to perform incredible feats of speed.
+
+Different species of drakes rarely come into conflict. Part of this is their distinct habitats, but drakes are open to negotiating simple agreements between rampages. This courtesy does not extend to dragonets, which drakes happily take as prey. Solitary tamed drakes are also excluded from such agreements and considered free game if their tamer isn't strong enough to protect them.
+
+### Drake Eggs
+
+While drake hides aren't any more valuable than those of similarly sized creatures, drake eggs are prized commodities. They are used as components in powerful spells as well as eaten by various cultures, but the most common use for drake eggs is hatching and rearing drakes to serve as mounts and guardians.
+
+A typical drake lays a clutch of 2d4 eggs every 5 years. Eggs hatch within 3 to 6 weeks, during which time they must be kept in conditions appropriate to their natural environment, perhaps the most difficult aspect of drake husbandry. While it is generally easy for breeders to incubate the eggs of desert or jungle drakes (which require mildly warm temperatures to hatch) or river drakes (which must be submerged in running water), the eggs of flame and frost drakes require extreme temperatures in order to hatch, which can be difficult to replicate safely.
+
+A drake egg is an object with Hardness 3, 5 HP, and no Broken Threshold. The coloration of drake eggs varies only slightly from one species to the next. A creature must succeed at a DC 20 Nature check check, or a relevant DC 20 Lore check, to identify the drake species of a specific egg.
+
+Once a drake hatches, they imprint on the first creature that they see. A creature imprinted on in this way can use Nature to Train and Command that drake. The market price of a drake egg varies depending on the type of drake and the exact legal situation. Because drakes are dangerous and intelligent creatures, many societies do not condone the trade of drake eggs and criminalize those who engage in it.
+
+It takes 2 years for a drake hatchling to grow to full size. A well-trained drake can make a fearsome mount or guardian, but many careless would-be drake trainers are devoured by their charges.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Flash Beetle.md b/content/mechanics/srd/Bestiary/Monster Core/Flash Beetle.md
new file mode 100755
index 000000000..057e0298d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Flash Beetle.md
@@ -0,0 +1,80 @@
+---
+title: "Flash Beetle"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.bFwLGmWiKIY7G4Ag"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/-1
+ - remaster
+statblock: inline
+name: "Flash Beetle"
+level: -1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Flash Beetle"
+level: "Creature -1"
+
+alignment: ""
+size: "Small"
+trait_01: [[animal]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Athletics: +4"
+abilityMods: [1, 3, 2, -5, 1, -2]
+speed: 20 feet, fly 15 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +5, __Ref__ +8, __Will__ +4"
+hp: 6
+health:
+ - name: ""
+ - name: HP
+ desc: "6"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Luminescent Aura"
+ desc: " (aura,light) 10 feet.\n\nThe flash beetle's bioluminescent organs fill the area with bright light."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Mandibles"
+ desc: "+8 (agile, finesse)\n__Damage__ 1d4 + 1 piercing"
+
+ - name: "Light Flash"
+ desc: "`pf2:1` (concentrate,light) The flash beetle creates a brilliant flash of light. All creatures in its luminescent aura must succeed at a DC 17 Fortitude check save or be [[Conditions/Dazzled|Dazzled]] for 1 minute.\n\nThe flash beetle's glow then goes out, disabling its aura for 24 hours, during which time it cannot use Light Flash."
+
+```
+
+```encounter-table
+name: Flash Beetle
+creatures:
+ - 1: Flash Beetle
+```
+
+
+
+These 3-foot-long insects boast a pair of glowing organs on the back of the abdomen that give off bright light and that continue to glow for days, even after the creature's death. Flash beetles are commonly herded and harvested by miners and spelunkers, as their glow is considered safer than torches and less expensive than lamps. Denizens of the Darklands often domesticate and train these insects, using them as pets, livestock, or caging them to use as organic sources of light in areas frequented by visitors unaccustomed to the darkness.
+
+* * *
+
+Not all beetles are harmless creatures that can be easily crushed underfoot. Oversized and ravenous giant beetles can be found throughout the temperate and tropical regions of the world. They are often benign creatures, though when threatened or roused, giant beetles are quite dangerous. Their powerful mandibles and tough exoskeletons make for a challenging combatant.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Forest Troll.md b/content/mechanics/srd/Bestiary/Monster Core/Forest Troll.md
new file mode 100755
index 000000000..37f9998e1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Forest Troll.md
@@ -0,0 +1,102 @@
+---
+title: "Forest Troll"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.uxoMHjlLZGcS54Yh"
+tags:
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/troll
+ - pf2e/creature/type/wood
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Forest Troll"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Forest Troll"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[giant]]
+trait_02: [[humanoid]]
+trait_03: [[troll]]
+trait_04: [[wood]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: "Jotun"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Intimidation: +12"
+abilityMods: [5, 2, 6, -2, 0, -2]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +17, __Ref__ +11, __Will__ +7"
+hp: 125
+health:
+ - name: ""
+ - name: HP
+ desc: "125, regeneration 20 (deactivated by electricity or fire); __Weaknesses__ fire 10, electricity 10"
+abilities_top:
+ - name: ""
+
+ - name: "Easily Misled"
+ desc: " The forest troll gets a –4 circumstance penalty to their Perception DC against Deception checks."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 20 (Deactivated by Electricity or Fire)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Furious Flailing"
+ desc: "`pf2:r` **Trigger** The forest troll takes electricity or fire damage\n* * *\n\n**Effect** The troll makes a claw Strike against a random creature within its reach. If the troll has persistent fire damage, they attempt a DC 15 Flat check to remove it."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+14 (reach 10 feet)\n__Damage__ 2d10 + 5 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+14 (agile, reach 10 feet)\n__Damage__ 2d8 + 5 slashing"
+
+ - name: "Chase Prey"
+ desc: "`pf2:2` The forest troll rushes forward on all fours, Striding and then making two claw Strikes."
+
+ - name: "[[Bestiary Ability Glossary/Rend|Rend]]"
+ desc: "`pf2:1` Claw\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
+
+```
+
+```encounter-table
+name: Forest Troll
+creatures:
+ - 1: Forest Troll
+```
+
+
+
+Forest trolls are gangly giants who stalk the fringes of civilization. They rely on their incredible strength to overpower foes with their vicious claws and toothy maws. These trolls stand anywhere from 12 to 16 feet tall, though they prefer to hunch for comfort and to lull foes into a false sense of security. Trolls are truly creatures of the forest, deeply linked in flesh and blood to the verdant habitats they consider their territory. In fact, when a forest troll is killed, their flesh turns into blackened lumps of charcoal, often still glowing with coals. Despite that, these creatures roam farther and wider than most of their kin, to the extent that they're the first creatures a common person thinks of when they hear the word "troll."
+
+* * *
+
+Slavering, cruel, invincible brutes: this is the villager's stock description for the dread monsters known as trolls. The roots of these stories are undoubtedly true. Trolls' flesh endlessly regrows, going so far as to sprout aberrant limbs or additional heads if not pruned, and a bottomless hunger is required to feed such unfettered growth. Even in the process of glutting themselves, however, trolls find opportunities to taunt their prey and inflict petty cruelties.
+
+A troll's ability to survive is so strong that they believe even the smallest scrap of flesh will slowly regenerate into a new form, suffering as all the powers of the land are gathered to revive them. Despite the pain, trolls speak of this unassailable vitality as a blessing from their creator. Few trolls have heard the laughter of demons who claim that creator cursed the trolls and cast them down from lofty heights, binding them so they could never rise again.
+
+Trolls prefer to remain solitary, keeping every scrap of food for themselves. In rare instances, an old and powerful troll comes to lead groups of trolls. Such warleaders possess enough cunning to lead their hordes in devastating raids and massacres, and their presence permanently alters the surrounding ecosystem. This link to their environment is an often misunderstood aspect of trollkind, and grows more acute with a troll's age and power. That's not to say trolls are valorous protectors of nature. They're vicious and territorial, and will blight their own territory forever if it means more to eat for a day.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Fortune Dragon (Adult).md b/content/mechanics/srd/Bestiary/Monster Core/Fortune Dragon (Adult).md
new file mode 100755
index 000000000..520717323
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Fortune Dragon (Adult).md
@@ -0,0 +1,106 @@
+---
+title: "Fortune Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.z55TgOG6DKzxJmQ3"
+tags:
+ - pf2e/creature/type/arcane
+ - pf2e/creature/type/dragon
+ - pf2eMonster
+ - pf2e/creature/level/14
+ - remaster
+statblock: inline
+name: "Fortune Dragon (Adult)"
+level: 14
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Fortune Dragon (Adult)"
+level: "Creature 14"
+
+alignment: ""
+size: "huge"
+trait_01: [[arcane]]
+trait_02: [[dragon]]
+modifier: 24
+perception:
+ - name: "Perception"
+ desc: "+24; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Dwarven"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +27, Arcana: +28, Athletics: +27, Crafting: +28, Diplomacy: +24, Thievery: +27, Accounting Lore: +28, Mercantile Lore: +28"
+abilityMods: [7, 7, 6, 8, 4, 4]
+speed: 70 feet, fly 140 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +24, __Ref__ +27, __Will__ +24; +2 status to all saves vs. arcane"
+hp: 230
+health:
+ - name: ""
+ - name: HP
+ desc: "230; __Immunities__ drained, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Aura of Disruption"
+ desc: " (arcane,aura) 120 feet.\n\nThe dragon radiates disruptive energies that allow them to feed on magic. When a spell is counteracted or disrupted within the aura, the dragon regains one expended spontaneous spell slot and gains 25 temporary Hit Points that last for 1 minute."
+
+ - name: "Capture Spell"
+ desc: "`pf2:r` (arcane) **Trigger** The dragon succeeds or critically succeeds on a saving throw against a spell\n* * *\n\n**Effect** The dragon attempts to capture a portion of the spell's magic to feed themself. They attempt to counteract the spell (counteract rank 7, counteract modifier +28). If successful, the dragon is unaffected by the spell and regains one expended spontaneous spell slot; other subjects are affected by the spell normally."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+27 (magical, reach 15 feet)\n__Damage__ 3d10 + 13 piercing 1d6 force"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+27 (agile, magical, reach 10 feet)\n__Damage__ 1d6 force 3d6 + 13 piercing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+25 (magical, reach 20 feet)\n__Damage__ 1d6 force 3d10 + 13 bludgeoning"
+
+ - name: "Arcane Spontaneous Spells"
+ desc: "DC 36, attack +22; __7th __ (2 slots) _[[Spells/Chain Lightning|Chain Lightning]]_, _[[Spells/Fireball|Fireball]]_, _[[Spells/Force Barrage|Force Barrage]]_, _[[Spells/Slither|Slither]]_, _[[Spells/Unfettered Movement|Unfettered Movement]]_, _[[Spells/Warp Mind|Warp Mind]]_\n__Cantrips__ __(7th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Disruptive Breath"
+ desc: "`pf2:2` (arcane,force) The dragon unleashes a spray of magic-disrupting energies that deals 13d6 force damage in a 40-foot cone (DC 36 Reflex check save). Creatures that fail become [[Conditions/Stupefied|Stupefied 1]] ([[Conditions/Stupefied|Stupefied 2]] on a critical failure) for 1 minute.\n\nThe dragon can't use Disruptive Breath again for 1d4 rounds."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " Whenever they score a critical hit with a Strike, the dragon chooses to either recharge Disruptive Breath or regain one expended spontaneous spell slot."
+
+ - name: "Share the Wealth"
+ desc: "`pf2:2` **Requirements** The dragon's body is covered in riches (this is typically the case when the dragon is first encountered)\n* * *\n\n**Effect** The dragon shakes their body aggressively, sending coins and other riches flying in every direction, dealing 9d10 bludgeoning damage with a DC 35 Reflex check save to all creatures in a 40-foot emanation. The dragon's body is then no longer covered in riches."
+
+ - name: "Treasure Dive"
+ desc: "`pf2:2` **Requirements** The dragon's body isn't covered in riches and the dragon is adjacent to their hoard\n* * *\n\n**Effect** The dragon Strides or Burrows through their hoard using their land Speed. They coat themself in coins, magic items, and other treasures. This contact with magical items revitalizes the dragon, causing them to regain one expended spontaneous spell slot.\n\nThe dragon can move through other creatures while moving in this way. Creatures in the dragon's path, or above it if the dragon Burrows, must succeed at a DC 33 Reflex check save or be pushed 10 feet (or pushed 20 feet and knocked [[Conditions/Prone|Prone]] on a critical failure)."
+
+```
+
+```encounter-table
+name: Fortune Dragon (Adult)
+creatures:
+ - 1: Fortune Dragon (Adult)
+```
+
+
+
+Fortune dragons have the innate ability to draw upon the raw magical energies that surround them. They constantly use these magical energies to empower their magical abilities and even their bodies, as the energy can heal wounds. A fortune dragon has a typical build for an arcane dragon, but their bodies sport a striking feature: their treasure. The dragon's nature of drawing upon magic causes coins, gems, and, most notably, magical items to cling to their body like iron drawn to magnets. A dragon constantly pulls magical energies from the items attached to their body and makes use of these energies to cast spells. The magical energies that flow through a fortune dragon constantly flow through the dragon's items as well, and in many cases, the items melt from the heat produced in this process. Fortune dragons are seekers of novel experiences. This desire for originality leads fortune dragons to approach visitors of other ancestries with curiosity, though this initial interest quickly wanes if a visitor lacks exciting qualities.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Fortune Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Monster Core/Fortune Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..2bbfa75a6
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Fortune Dragon (Adult, Spellcaster).md
@@ -0,0 +1,107 @@
+---
+title: "Fortune Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.SYEGvxtkoHqIfBNI"
+tags:
+ - pf2e/creature/type/arcane
+ - pf2e/creature/type/dragon
+ - pf2eMonster
+ - pf2e/creature/level/14
+ - remaster
+statblock: inline
+name: "Fortune Dragon (Adult, Spellcaster)"
+level: 14
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Fortune Dragon (Adult, Spellcaster)"
+level: "Creature 14"
+
+alignment: ""
+size: "huge"
+trait_01: [[arcane]]
+trait_02: [[dragon]]
+modifier: 24
+perception:
+ - name: "Perception"
+ desc: "+24; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Dwarven"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +27, Arcana: +28, Athletics: +27, Crafting: +28, Diplomacy: +24, Thievery: +27, Accounting Lore: +28, Mercantile Lore: +28"
+abilityMods: [7, 7, 6, 8, 4, 4]
+speed: 70 feet, fly 140 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +24, __Ref__ +27, __Will__ +24; +2 status to all saves vs. arcane"
+hp: 230
+health:
+ - name: ""
+ - name: HP
+ desc: "230; __Immunities__ drained, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Aura of Disruption"
+ desc: " (arcane,aura) 120 feet.\n\nThe dragon radiates disruptive energies that allow them to feed on magic. When a spell is counteracted or disrupted within the aura, the dragon regains one expended spontaneous spell slot and gains 25 temporary Hit Points that last for 1 minute."
+
+ - name: "Capture Spell"
+ desc: "`pf2:r` (arcane) **Trigger** The dragon succeeds or critically succeeds on a saving throw against a spell\n* * *\n\n**Effect** The dragon attempts to capture a portion of the spell's magic to feed themself. They attempt to counteract the spell (counteract rank 7, counteract modifier +28). If successful, the dragon is unaffected by the spell and regains one expended spontaneous spell slot; other subjects are affected by the spell normally."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+27 (magical, reach 15 feet)\n__Damage__ 3d10 + 13 piercing 1d6 force"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+27 (agile, magical, reach 10 feet)\n__Damage__ 1d6 force 3d6 + 13 piercing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+25 (magical, reach 20 feet)\n__Damage__ 1d6 force 3d10 + 13 bludgeoning"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 36, attack +28; __6th __ _[[Spells/Cursed Metamorphosis|Cursed Metamorphosis]]_, _[[Spells/Teleport|Teleport]]_, _[[Spells/Wall of Force|Wall of Force]]_; __5th __ _[[Spells/Howling Blizzard|Howling Blizzard]]_, _[[Spells/Scouting Eye|Scouting Eye]]_, _[[Spells/Toxic Cloud|Toxic Cloud]]_; __4th __ _[[Spells/Flicker|Flicker]]_, _[[Spells/Translocate|Translocate]]_, _[[Spells/Vision of Death|Vision of Death]]_; __3rd __ _[[Spells/Aqueous Orb|Aqueous Orb]]_, _[[Spells/Haste|Haste]]_; __2nd __ _[[Spells/Invisibility|Invisibility]]_, _[[Spells/Mist|Mist]]_, _[[Spells/Web|Web]]_; __1st __ _[[Spells/Grease|Grease]]_, _[[Spells/Gust of Wind|Gust of Wind]]_, _[[Spells/Item Facade|Item Facade]]_, _[[Spells/Phantasmal Minion|Phantasmal Minion]]_\n__Cantrips__ __(7th)__ _[[Spells/Electric Arc|Electric Arc]]_, _[[Spells/Figment|Figment]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Shield|Shield]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_"
+
+ - name: "Arcane Spontaneous Spells"
+ desc: "DC 36, attack +22; __7th __ (2 slots) _[[Spells/Chain Lightning|Chain Lightning]]_, _[[Spells/Fireball|Fireball]]_, _[[Spells/Force Barrage|Force Barrage]]_, _[[Spells/Slither|Slither]]_, _[[Spells/Unfettered Movement|Unfettered Movement]]_, _[[Spells/Warp Mind|Warp Mind]]_\n__Cantrips__ __(7th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Disruptive Breath"
+ desc: "`pf2:2` (arcane,force) The dragon unleashes a spray of magic-disrupting energies that deals 13d6 force damage in a 40-foot cone (DC 36 Reflex check save). Creatures that fail become [[Conditions/Stupefied|Stupefied 1]] ([[Conditions/Stupefied|Stupefied 2]] on a critical failure) for 1 minute.\n\nThe dragon can't use Disruptive Breath again for 1d4 rounds."
+
+ - name: "Share the Wealth"
+ desc: "`pf2:2` **Requirements** The dragon's body is covered in riches (this is typically the case when the dragon is first encountered)\n* * *\n\n**Effect** The dragon shakes their body aggressively, sending coins and other riches flying in every direction, dealing 9d10 bludgeoning damage with a DC 35 Reflex check save to all creatures in a 40-foot emanation. The dragon's body is then no longer covered in riches."
+
+ - name: "Treasure Dive"
+ desc: "`pf2:2` **Requirements** The dragon's body isn't covered in riches and the dragon is adjacent to their hoard\n* * *\n\n**Effect** The dragon Strides or Burrows through their hoard using their land Speed. They coat themself in coins, magic items, and other treasures. This contact with magical items revitalizes the dragon, causing them to regain one expended spontaneous spell slot.\n\nThe dragon can move through other creatures while moving in this way. Creatures in the dragon's path, or above it if the dragon Burrows, must succeed at a DC 33 Reflex check save or be pushed 10 feet (or pushed 20 feet and knocked [[Conditions/Prone|Prone]] on a critical failure)."
+
+```
+
+```encounter-table
+name: Fortune Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Fortune Dragon (Adult, Spellcaster)
+```
+
+
+
+Fortune dragons have the innate ability to draw upon the raw magical energies that surround them. They constantly use these magical energies to empower their magical abilities and even their bodies, as the energy can heal wounds. A fortune dragon has a typical build for an arcane dragon, but their bodies sport a striking feature: their treasure. The dragon's nature of drawing upon magic causes coins, gems, and, most notably, magical items to cling to their body like iron drawn to magnets. A dragon constantly pulls magical energies from the items attached to their body and makes use of these energies to cast spells. The magical energies that flow through a fortune dragon constantly flow through the dragon's items as well, and in many cases, the items melt from the heat produced in this process. Fortune dragons are seekers of novel experiences. This desire for originality leads fortune dragons to approach visitors of other ancestries with curiosity, though this initial interest quickly wanes if a visitor lacks exciting qualities.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
+
+## Draconic Spellcasters
+
+Each dragon features a sidebar on spellcasting dragons of that type. To make a dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give them the spells outlined in their sidebar. You can swap out any number of these with other spells, provided you keep the same number of spells for each rank. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Fortune Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Monster Core/Fortune Dragon (Ancient).md
new file mode 100755
index 000000000..51d6f3e87
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Fortune Dragon (Ancient).md
@@ -0,0 +1,109 @@
+---
+title: "Fortune Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.9FxhLqVRHCR6nAuw"
+tags:
+ - pf2e/creature/type/arcane
+ - pf2e/creature/type/dragon
+ - pf2eMonster
+ - pf2e/creature/level/19
+ - remaster
+statblock: inline
+name: "Fortune Dragon (Ancient)"
+level: 19
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Fortune Dragon (Ancient)"
+level: "Creature 19"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[arcane]]
+trait_02: [[dragon]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Dwarven, Petran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +36, Arcana: +37, Athletics: +34, Crafting: +37, Diplomacy: +32, Thievery: +36, Accounting Lore: +37, Mercantile Lore: +37"
+abilityMods: [9, 9, 8, 10, 5, 5]
+speed: 80 feet, fly 180 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 43
+armorclass:
+ - name: AC
+ desc: "43; __Fort__ +31, __Ref__ +34, __Will__ +32; +2 status to all saves vs. arcane"
+hp: 300
+health:
+ - name: ""
+ - name: HP
+ desc: "300; __Immunities__ drained, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Aura of Disruption"
+ desc: " (arcane,aura) 120 feet.\n\nThe dragon radiates disruptive energies that allow them to feed on magic. When a spell is counteracted or disrupted within the aura, the dragon regains one expended spontaneous spell slot and gains 35 temporary Hit Points that last for 1 minute."
+
+ - name: "Capture Spell"
+ desc: "`pf2:r` (arcane) **Trigger** The dragon succeeds or critically succeeds on a saving throw against a spell\n* * *\n\n**Effect** The dragon attempts to capture a portion of the spell's magic to feed themself. They attempt to counteract the spell (counteract rank 10, counteract modifier +37). If successful, the dragon is unaffected by the spell and regains one expended spontaneous spell slot; other subjects are affected by the spell normally."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+34 (magical, reach 20 feet)\n__Damage__ 4d10 + 15 piercing 1d6 force"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+34 (agile, magical, reach 15 feet)\n__Damage__ 1d6 force 4d6 + 15 piercing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+32 (magical, reach 25 feet)\n__Damage__ 1d6 force 4d10 + 15 bludgeoning"
+
+ - name: "Arcane Spontaneous Spells"
+ desc: "DC 45, attack +37; __10th __ (3 slots) _[[Spells/Chain Lightning|Chain Lightning]]_, _[[Spells/Fireball|Fireball]]_, _[[Spells/Force Barrage|Force Barrage]]_, _[[Spells/Implosion|Implosion]]_, _[[Spells/Quandary|Quandary]]_, _[[Spells/Slither|Slither]]_, _[[Spells/Unfettered Movement|Unfettered Movement]]_, _[[Spells/Warp Mind|Warp Mind]]_\n__Cantrips__ __(10th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Disruptive Breath"
+ desc: "`pf2:2` (arcane,force) The dragon unleashes a spray of magic-disrupting energies that deals 18d6 force damage in a 60-foot cone (DC 45 Reflex check save). Creatures that fail become [[Conditions/Stupefied|Stupefied 1]] ([[Conditions/Stupefied|Stupefied 2]] on a critical failure) for 1 minute.\n\nThe dragon can't use Disruptive Breath again for 1d4 rounds."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " Whenever they score a critical hit with a Strike, the dragon chooses to either recharge Disruptive Breath or regain one expended spontaneous spell slot."
+
+ - name: "Drain Hoard"
+ desc: "`pf2:1` **Requirements** The dragon is within 60 feet of their hoard\n\n**Frequency** once per day\n* * *\n\n**Effect** The dragon draws power out of the magic items in their hoard, regaining all their expended spontaneous spell slots."
+
+ - name: "Share the Wealth"
+ desc: "`pf2:2` **Requirements** The dragon's body is covered in riches (this is typically the case when the dragon is first encountered)\n* * *\n\n**Effect** The dragon shakes their body aggressively, sending coins and other riches flying in every direction, dealing 18d10 bludgeoning damage with a DC 40 Reflex check save to all creatures in a 50-foot emanation. The dragon's body is then no longer covered in riches."
+
+ - name: "Treasure Dive"
+ desc: "`pf2:2` **Requirements** The dragon's body isn't covered in riches and the dragon is adjacent to their hoard\n* * *\n\n**Effect** The dragon Strides or Burrows through their hoard using their land Speed. They coat themself in coins, magic items, and other treasures. This contact with magical items revitalizes the dragon, causing them to regain one expended spontaneous spell slot.\n\nThe dragon can move through other creatures while moving in this way. Creatures in the dragon's path, or above it if the dragon Burrows, must succeed at a DC 38 Reflex check save or be pushed 10 feet (or pushed 20 feet and knocked [[Conditions/Prone|Prone]] on a critical failure)."
+
+```
+
+```encounter-table
+name: Fortune Dragon (Ancient)
+creatures:
+ - 1: Fortune Dragon (Ancient)
+```
+
+
+
+Fortune dragons have the innate ability to draw upon the raw magical energies that surround them. They constantly use these magical energies to empower their magical abilities and even their bodies, as the energy can heal wounds. A fortune dragon has a typical build for an arcane dragon, but their bodies sport a striking feature: their treasure. The dragon's nature of drawing upon magic causes coins, gems, and, most notably, magical items to cling to their body like iron drawn to magnets. A dragon constantly pulls magical energies from the items attached to their body and makes use of these energies to cast spells. The magical energies that flow through a fortune dragon constantly flow through the dragon's items as well, and in many cases, the items melt from the heat produced in this process. Fortune dragons are seekers of novel experiences. This desire for originality leads fortune dragons to approach visitors of other ancestries with curiosity, though this initial interest quickly wanes if a visitor lacks exciting qualities.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Fortune Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Monster Core/Fortune Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..fd27192b5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Fortune Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,110 @@
+---
+title: "Fortune Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.7IIqzsuuvJjtnPxC"
+tags:
+ - pf2e/creature/type/arcane
+ - pf2e/creature/type/dragon
+ - pf2eMonster
+ - pf2e/creature/level/19
+ - remaster
+statblock: inline
+name: "Fortune Dragon (Ancient, Spellcaster)"
+level: 19
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Fortune Dragon (Ancient, Spellcaster)"
+level: "Creature 19"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[arcane]]
+trait_02: [[dragon]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Dwarven, Petran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +36, Arcana: +37, Athletics: +34, Crafting: +37, Diplomacy: +32, Thievery: +36, Accounting Lore: +37, Mercantile Lore: +37"
+abilityMods: [9, 9, 8, 10, 5, 5]
+speed: 80 feet, fly 180 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 43
+armorclass:
+ - name: AC
+ desc: "43; __Fort__ +31, __Ref__ +34, __Will__ +32; +2 status to all saves vs. arcane"
+hp: 300
+health:
+ - name: ""
+ - name: HP
+ desc: "300; __Immunities__ drained, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Aura of Disruption"
+ desc: " (arcane,aura) 120 feet.\n\nThe dragon radiates disruptive energies that allow them to feed on magic. When a spell is counteracted or disrupted within the aura, the dragon regains one expended spontaneous spell slot and gains 35 temporary Hit Points that last for 1 minute."
+
+ - name: "Capture Spell"
+ desc: "`pf2:r` (arcane) **Trigger** The dragon succeeds or critically succeeds on a saving throw against a spell\n* * *\n\n**Effect** The dragon attempts to capture a portion of the spell's magic to feed themself. They attempt to counteract the spell (counteract rank 10, counteract modifier +37). If successful, the dragon is unaffected by the spell and regains one expended spontaneous spell slot; other subjects are affected by the spell normally."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+34 (magical, reach 20 feet)\n__Damage__ 4d10 + 15 piercing 1d6 force"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+34 (agile, magical, reach 15 feet)\n__Damage__ 1d6 force 4d6 + 15 piercing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+32 (magical, reach 25 feet)\n__Damage__ 1d6 force 4d10 + 15 bludgeoning"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 45, attack +37; __9th __ _[[Spells/Detonate Magic|Detonate Magic]]_, _[[Spells/Falling Stars|Falling Stars]]_, _[[Spells/Phantasmagoria|Phantasmagoria]]_; __8th __ _[[Spells/Arctic Rift|Arctic Rift]]_, _[[Spells/Disappearance|Disappearance]]_, _[[Spells/Uncontrollable Dance|Uncontrollable Dance]]_; __7th __ _[[Spells/Contingency|Contingency]]_, _[[Spells/Energy Aegis|Energy Aegis]]_, _[[Spells/Planar Palace|Planar Palace]]_; __6th __ _[[Spells/Cursed Metamorphosis|Cursed Metamorphosis]]_, _[[Spells/Teleport|Teleport]]_, _[[Spells/Wall of Force|Wall of Force]]_; __5th __ _[[Spells/Howling Blizzard|Howling Blizzard]]_, _[[Spells/Scouting Eye|Scouting Eye]]_, _[[Spells/Toxic Cloud|Toxic Cloud]]_; __4th __ _[[Spells/Flicker|Flicker]]_, _[[Spells/Translocate|Translocate]]_, _[[Spells/Vision of Death|Vision of Death]]_; __3rd __ _[[Spells/Aqueous Orb|Aqueous Orb]]_, _[[Spells/Haste|Haste]]_; __2nd __ _[[Spells/Invisibility|Invisibility]]_, _[[Spells/Mist|Mist]]_, _[[Spells/Web|Web]]_; __1st __ _[[Spells/Grease|Grease]]_, _[[Spells/Gust of Wind|Gust of Wind]]_, _[[Spells/Item Facade|Item Facade]]_, _[[Spells/Phantasmal Minion|Phantasmal Minion]]_\n__Cantrips__ __(10th)__ _[[Spells/Electric Arc|Electric Arc]]_, _[[Spells/Figment|Figment]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Shield|Shield]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_"
+
+ - name: "Arcane Spontaneous Spells"
+ desc: "DC 45, attack +37; __10th __ (3 slots) _[[Spells/Chain Lightning|Chain Lightning]]_, _[[Spells/Fireball|Fireball]]_, _[[Spells/Force Barrage|Force Barrage]]_, _[[Spells/Implosion|Implosion]]_, _[[Spells/Quandary|Quandary]]_, _[[Spells/Slither|Slither]]_, _[[Spells/Unfettered Movement|Unfettered Movement]]_, _[[Spells/Warp Mind|Warp Mind]]_\n__Cantrips__ __(10th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Disruptive Breath"
+ desc: "`pf2:2` (arcane,force) The dragon unleashes a spray of magic-disrupting energies that deals 18d6 force damage in a 60-foot cone (DC 45 Reflex check save). Creatures that fail become [[Conditions/Stupefied|Stupefied 1]] ([[Conditions/Stupefied|Stupefied 2]] on a critical failure) for 1 minute.\n\nThe dragon can't use Disruptive Breath again for 1d4 rounds."
+
+ - name: "Drain Hoard"
+ desc: "`pf2:1` **Requirements** The dragon is within 60 feet of their hoard\n\n**Frequency** once per day\n* * *\n\n**Effect** The dragon draws power out of the magic items in their hoard, regaining all their expended spontaneous spell slots."
+
+ - name: "Share the Wealth"
+ desc: "`pf2:2` **Requirements** The dragon's body is covered in riches (this is typically the case when the dragon is first encountered)\n* * *\n\n**Effect** The dragon shakes their body aggressively, sending coins and other riches flying in every direction, dealing 18d10 bludgeoning damage with a DC 40 Reflex check save to all creatures in a 50-foot emanation. The dragon's body is then no longer covered in riches."
+
+ - name: "Treasure Dive"
+ desc: "`pf2:2` **Requirements** The dragon's body isn't covered in riches and the dragon is adjacent to their hoard\n* * *\n\n**Effect** The dragon Strides or Burrows through their hoard using their land Speed. They coat themself in coins, magic items, and other treasures. This contact with magical items revitalizes the dragon, causing them to regain one expended spontaneous spell slot.\n\nThe dragon can move through other creatures while moving in this way. Creatures in the dragon's path, or above it if the dragon Burrows, must succeed at a DC 38 Reflex check save or be pushed 10 feet (or pushed 20 feet and knocked [[Conditions/Prone|Prone]] on a critical failure)."
+
+```
+
+```encounter-table
+name: Fortune Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Fortune Dragon (Ancient, Spellcaster)
+```
+
+
+
+Fortune dragons have the innate ability to draw upon the raw magical energies that surround them. They constantly use these magical energies to empower their magical abilities and even their bodies, as the energy can heal wounds. A fortune dragon has a typical build for an arcane dragon, but their bodies sport a striking feature: their treasure. The dragon's nature of drawing upon magic causes coins, gems, and, most notably, magical items to cling to their body like iron drawn to magnets. A dragon constantly pulls magical energies from the items attached to their body and makes use of these energies to cast spells. The magical energies that flow through a fortune dragon constantly flow through the dragon's items as well, and in many cases, the items melt from the heat produced in this process. Fortune dragons are seekers of novel experiences. This desire for originality leads fortune dragons to approach visitors of other ancestries with curiosity, though this initial interest quickly wanes if a visitor lacks exciting qualities.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
+
+## Draconic Spellcasters
+
+Each dragon features a sidebar on spellcasting dragons of that type. To make a dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give them the spells outlined in their sidebar. You can swap out any number of these with other spells, provided you keep the same number of spells for each rank. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Fortune Dragon (Young).md b/content/mechanics/srd/Bestiary/Monster Core/Fortune Dragon (Young).md
new file mode 100755
index 000000000..a4b368b6e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Fortune Dragon (Young).md
@@ -0,0 +1,103 @@
+---
+title: "Fortune Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.fAELhAzvorf6Wl0Q"
+tags:
+ - pf2e/creature/type/arcane
+ - pf2e/creature/type/dragon
+ - pf2eMonster
+ - pf2e/creature/level/10
+ - remaster
+statblock: inline
+name: "Fortune Dragon (Young)"
+level: 10
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Fortune Dragon (Young)"
+level: "Creature 10"
+
+alignment: ""
+size: "Large"
+trait_01: [[arcane]]
+trait_02: [[dragon]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Arcana: +22, Athletics: +21, Crafting: +22, Diplomacy: +19, Thievery: +21, Accounting Lore: +22, Mercantile Lore: +22"
+abilityMods: [5, 5, 4, 6, 3, 3]
+speed: 60 feet, fly 100 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +18, __Ref__ +21, __Will__ +19; +2 status to all saves vs. arcane"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175; __Immunities__ drained, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Capture Spell"
+ desc: "`pf2:r` (arcane) **Trigger** The dragon succeeds or critically succeeds on a saving throw against a spell\n* * *\n\n**Effect** The dragon attempts to capture a portion of the spell's magic to feed themself. They attempt to counteract the spell (counteract rank 5, counteract modifier +20). If successful, the dragon is unaffected by the spell and regains one expended spontaneous spell slot; other subjects are affected by the spell normally."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 (magical, reach 10 feet)\n__Damage__ 2d10 + 11 piercing 1d6 force"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile, magical)\n__Damage__ 1d6 force 2d6 + 11 piercing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+19 (magical, reach 15 feet)\n__Damage__ 1d6 force 2d10 + 11 bludgeoning"
+
+ - name: "Arcane Spontaneous Spells"
+ desc: "DC 30, attack +22; __5th __ (1 slots) _[[Spells/Fireball|Fireball]]_, _[[Spells/Force Barrage|Force Barrage]]_, _[[Spells/Slither|Slither]]_, _[[Spells/Unfettered Movement|Unfettered Movement]]_\n__Cantrips__ __(5th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Disruptive Breath"
+ desc: "`pf2:2` (arcane,force) The dragon unleashes a spray of magic-disrupting energies that deals 9d6 force damage in a 30-foot cone (DC 30 Reflex check save). Creatures that fail become [[Conditions/Stupefied|Stupefied 1]] ([[Conditions/Stupefied|Stupefied 2]] on a critical failure) for 1 minute.\n\nThe dragon can't use Disruptive Breath again for 1d4 rounds."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " Whenever they score a critical hit with a Strike, the dragon chooses to either recharge Disruptive Breath or regain one expended spontaneous spell slot."
+
+ - name: "Share the Wealth"
+ desc: "`pf2:2` **Requirements** The dragon's body is covered in riches (this is typically the case when the dragon is first encountered)\n* * *\n\n**Effect** The dragon shakes their body aggressively, sending coins and other riches flying in every direction, dealing 6d10 bludgeoning damage with a DC 29 Reflex check save to all creatures in a 30-foot emanation. The dragon's body is then no longer covered in riches."
+
+ - name: "Treasure Dive"
+ desc: "`pf2:2` **Requirements** The dragon's body isn't covered in riches and the dragon is adjacent to their hoard\n* * *\n\n**Effect** The dragon Strides or Burrows through their hoard using their land Speed. They coat themself in coins, magic items, and other treasures. This contact with magical items revitalizes the dragon, causing them to regain one expended spontaneous spell slot.\n\nThe dragon can move through other creatures while moving in this way. Creatures in the dragon's path, or above it if the dragon Burrows, must succeed at a DC 27 Reflex check save or be pushed 10 feet (or pushed 20 feet and knocked [[Conditions/Prone|Prone]] on a critical failure)."
+
+```
+
+```encounter-table
+name: Fortune Dragon (Young)
+creatures:
+ - 1: Fortune Dragon (Young)
+```
+
+
+
+Fortune dragons have the innate ability to draw upon the raw magical energies that surround them. They constantly use these magical energies to empower their magical abilities and even their bodies, as the energy can heal wounds. A fortune dragon has a typical build for an arcane dragon, but their bodies sport a striking feature: their treasure. The dragon's nature of drawing upon magic causes coins, gems, and, most notably, magical items to cling to their body like iron drawn to magnets. A dragon constantly pulls magical energies from the items attached to their body and makes use of these energies to cast spells. The magical energies that flow through a fortune dragon constantly flow through the dragon's items as well, and in many cases, the items melt from the heat produced in this process. Fortune dragons are seekers of novel experiences. This desire for originality leads fortune dragons to approach visitors of other ancestries with curiosity, though this initial interest quickly wanes if a visitor lacks exciting qualities.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Fortune Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Monster Core/Fortune Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..2fd4a3334
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Fortune Dragon (Young, Spellcaster).md
@@ -0,0 +1,104 @@
+---
+title: "Fortune Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.syP9nBSSVx81KnXW"
+tags:
+ - pf2e/creature/type/arcane
+ - pf2e/creature/type/dragon
+ - pf2eMonster
+ - pf2e/creature/level/10
+ - remaster
+statblock: inline
+name: "Fortune Dragon (Young, Spellcaster)"
+level: 10
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Fortune Dragon (Young, Spellcaster)"
+level: "Creature 10"
+
+alignment: ""
+size: "Large"
+trait_01: [[arcane]]
+trait_02: [[dragon]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Arcana: +22, Athletics: +21, Crafting: +22, Diplomacy: +19, Thievery: +21, Accounting Lore: +22, Mercantile Lore: +22"
+abilityMods: [5, 5, 4, 6, 3, 3]
+speed: 60 feet, fly 100 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +18, __Ref__ +21, __Will__ +19; +2 status to all saves vs. arcane"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175; __Immunities__ drained, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Capture Spell"
+ desc: "`pf2:r` (arcane) **Trigger** The dragon succeeds or critically succeeds on a saving throw against a spell\n* * *\n\n**Effect** The dragon attempts to capture a portion of the spell's magic to feed themself. They attempt to counteract the spell (counteract rank 5, counteract modifier +20). If successful, the dragon is unaffected by the spell and regains one expended spontaneous spell slot; other subjects are affected by the spell normally."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 (magical, reach 10 feet)\n__Damage__ 2d10 + 11 piercing 1d6 force"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile, magical)\n__Damage__ 1d6 force 2d6 + 11 piercing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+19 (magical, reach 15 feet)\n__Damage__ 1d6 force 2d10 + 11 bludgeoning"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 30, attack +22; __4th __ _[[Spells/Flicker|Flicker]]_, _[[Spells/Translocate|Translocate]]_, _[[Spells/Vision of Death|Vision of Death]]_; __3rd __ _[[Spells/Aqueous Orb|Aqueous Orb]]_, _[[Spells/Haste|Haste]]_; __2nd __ _[[Spells/Invisibility|Invisibility]]_, _[[Spells/Mist|Mist]]_, _[[Spells/Web|Web]]_; __1st __ _[[Spells/Grease|Grease]]_, _[[Spells/Gust of Wind|Gust of Wind]]_, _[[Spells/Item Facade|Item Facade]]_, _[[Spells/Phantasmal Minion|Phantasmal Minion]]_\n__Cantrips__ __(5th)__ _[[Spells/Electric Arc|Electric Arc]]_, _[[Spells/Figment|Figment]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Shield|Shield]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_"
+
+ - name: "Arcane Spontaneous Spells"
+ desc: "DC 30, attack +22; __5th __ (1 slots) _[[Spells/Fireball|Fireball]]_, _[[Spells/Force Barrage|Force Barrage]]_, _[[Spells/Slither|Slither]]_, _[[Spells/Unfettered Movement|Unfettered Movement]]_\n__Cantrips__ __(5th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Disruptive Breath"
+ desc: "`pf2:2` (arcane,force) The dragon unleashes a spray of magic-disrupting energies that deals 9d6 force damage in a 30-foot cone (DC 30 Reflex check save). Creatures that fail become [[Conditions/Stupefied|Stupefied 1]] ([[Conditions/Stupefied|Stupefied 2]] on a critical failure) for 1 minute.\n\nThe dragon can't use Disruptive Breath again for 1d4 rounds."
+
+ - name: "Share the Wealth"
+ desc: "`pf2:2` **Requirements** The dragon's body is covered in riches (this is typically the case when the dragon is first encountered)\n* * *\n\n**Effect** The dragon shakes their body aggressively, sending coins and other riches flying in every direction, dealing 6d10 bludgeoning damage with a DC 29 Reflex check save to all creatures in a 30-foot emanation. The dragon's body is then no longer covered in riches."
+
+ - name: "Treasure Dive"
+ desc: "`pf2:2` **Requirements** The dragon's body isn't covered in riches and the dragon is adjacent to their hoard\n* * *\n\n**Effect** The dragon Strides or Burrows through their hoard using their land Speed. They coat themself in coins, magic items, and other treasures. This contact with magical items revitalizes the dragon, causing them to regain one expended spontaneous spell slot.\n\nThe dragon can move through other creatures while moving in this way. Creatures in the dragon's path, or above it if the dragon Burrows, must succeed at a DC 27 Reflex check save or be pushed 10 feet (or pushed 20 feet and knocked [[Conditions/Prone|Prone]] on a critical failure)."
+
+```
+
+```encounter-table
+name: Fortune Dragon (Young, Spellcaster)
+creatures:
+ - 1: Fortune Dragon (Young, Spellcaster)
+```
+
+
+
+Fortune dragons have the innate ability to draw upon the raw magical energies that surround them. They constantly use these magical energies to empower their magical abilities and even their bodies, as the energy can heal wounds. A fortune dragon has a typical build for an arcane dragon, but their bodies sport a striking feature: their treasure. The dragon's nature of drawing upon magic causes coins, gems, and, most notably, magical items to cling to their body like iron drawn to magnets. A dragon constantly pulls magical energies from the items attached to their body and makes use of these energies to cast spells. The magical energies that flow through a fortune dragon constantly flow through the dragon's items as well, and in many cases, the items melt from the heat produced in this process. Fortune dragons are seekers of novel experiences. This desire for originality leads fortune dragons to approach visitors of other ancestries with curiosity, though this initial interest quickly wanes if a visitor lacks exciting qualities.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
+
+## Draconic Spellcasters
+
+Each dragon features a sidebar on spellcasting dragons of that type. To make a dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give them the spells outlined in their sidebar. You can swap out any number of these with other spells, provided you keep the same number of spells for each rank. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Frost Drake.md b/content/mechanics/srd/Bestiary/Monster Core/Frost Drake.md
new file mode 100755
index 000000000..347cfd62a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Frost Drake.md
@@ -0,0 +1,117 @@
+---
+title: "Frost Drake"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.NntqBlwabuyIkl94"
+tags:
+ - pf2e/creature/type/cold
+ - pf2e/creature/type/dragon
+ - pf2eMonster
+ - pf2e/creature/level/7
+ - remaster
+statblock: inline
+name: "Frost Drake"
+level: 7
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Frost Drake"
+level: "Creature 7"
+
+alignment: ""
+size: "Large"
+trait_01: [[cold]]
+trait_02: [[dragon]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Athletics: +17, Intimidation: +14, Stealth: +15"
+abilityMods: [6, 2, 4, -1, 3, 1]
+speed: 20 feet, burrow 20 feet, climb 20 feet, fly 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +17, __Ref__ +15, __Will__ +14"
+hp: 115
+health:
+ - name: ""
+ - name: HP
+ desc: "115; __Immunities__ cold, paralyzed, sleep; __Weaknesses__ fire 10"
+abilities_top:
+ - name: ""
+
+ - name: "Snow Vision"
+ desc: " Snow doesn't impair a frost drake's vision; they ignore [[Conditions/Concealed|Concealment]] from snowfall."
+
+abilities_mid:
+ - name: ""
+ - name: "Retaliatory Strike"
+ desc: "`pf2:r` **Trigger** A creature within reach of the frost drake's tail successfully damages the frost drake with a Strike\n* * *\n\n**Effect** The frost drake attempts to Strike with their tail. If the Strike hits, it deals an additional 1d6 damage."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+17 ()\n__Damage__ 2d12 + 8 piercing 1d6 cold"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+17 (reach 10 feet)\n__Damage__ 2d10 + 8 bludgeoning"
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The frost drake makes two Fangs Strikes and one Tail Strike in any order."
+
+ - name: "Freezing Mist Breath"
+ desc: "`pf2:2` (cold,primal) The frost drake spits a ball of liquid up to 60 feet that explodes into a 20-foot burst cloud of freezing mist. Those in the burst take 8d6 cold damage (DC 25 Reflex check save).\n\nThe frost drake can't use Freezing Mist Breath again for 1d6 rounds, during which the mist cakes all surfaces in the area with a sheet of slippery ice that turns the area into difficult terrain."
+
+ - name: "Ice Climb"
+ desc: " A frost drake isn't impeded by difficult terrain caused by snow or ice, nor do they need to attempt Acrobatics checks to keep from falling on slippery ice."
+
+ - name: "Speed Surge"
+ desc: "`pf2:1` (move) **Frequency** three times per day;\n* * *\n\n**Effect** The frost drake Strides or Flies twice."
+
+```
+
+```encounter-table
+name: Frost Drake
+creatures:
+ - 1: Frost Drake
+```
+
+
+
+Frost drakes pose an immense danger in the frozen reaches they call home, where they roam far and wide to hunt for prey such as caribou, wolves, small bears, tundra-dwelling people, and even lone frost giants. These drakes take advantage of long distances to hide from the repercussions of their actions, as they are usually among the most depraved and openly malicious of the drakes. They are also especially insolent and are less likely to back down from a fight compared to other drakes. Many frost drakes have met their ends trying to enact cruelties beyond their means, such as singly taking on a frost giant clan or well-fortified township.
+
+Frost drakes hunt alone more often than other drakes, due to a scarcity of prey and simple temperament. Although a single frost drake can wreak much destruction on their own, tales of village-dwelling northerners banding together to defend their homes from these rogue menaces are fairly common.
+
+A frost drake's hunting grounds are quite large. Those frost drakes that live upon the permanently frozen peaks of high mountains have been known to swoop down to snatch up prey from the lowlands, leaving frozen swaths of earth from their breath as the only sign of their passing. Their frostcovered scales range from deep royal blue to crisp cyan and sometimes feature sporadic patches of violet. Their hides are thinner than most drakes'; when a frost drake is inhaling in preparation to launch their signature frozen breath, the monster's ice-blue blood can be seen beneath their scales.
+
+* * *
+
+Ravenous, bestial, and driven by instinct, drakes are draconic monsters who bear a fraction of the terrifying might of the primal dragons they share evolutionary roots with. While they're weaker, slower, and less inclined toward reason than dragons, drakes are nonetheless a menace to creatures and settlements around them. Their propensity for forming raiding parties—small social groups fittingly called "rampages"—makes them all the more dangerous; a single rampage of river drakes can quickly lay waste to a waterside village, and roving rampages of desert drakes are a plague to caravan traders.
+
+Drakes share a number of physical characteristics that unite them as one species despite their wide variety of habitats and abilities. For example, drakes lack forearms, leaving them with their formidable jaws and thickscaled tails to use in close combat. Most drakes would rather avoid this, however, preferring to use their magical breath to wreak havoc in wide swaths from comfortable distances while flying overhead. Finally, all drakes have small reservoirs of their ancestral draconic power that they can tap into to perform incredible feats of speed.
+
+Different species of drakes rarely come into conflict. Part of this is their distinct habitats, but drakes are open to negotiating simple agreements between rampages. This courtesy does not extend to dragonets, which drakes happily take as prey. Solitary tamed drakes are also excluded from such agreements and considered free game if their tamer isn't strong enough to protect them.
+
+### Drake Eggs
+
+While drake hides aren't any more valuable than those of similarly sized creatures, drake eggs are prized commodities. They are used as components in powerful spells as well as eaten by various cultures, but the most common use for drake eggs is hatching and rearing drakes to serve as mounts and guardians.
+
+A typical drake lays a clutch of 2d4 eggs every 5 years. Eggs hatch within 3 to 6 weeks, during which time they must be kept in conditions appropriate to their natural environment, perhaps the most difficult aspect of drake husbandry. While it is generally easy for breeders to incubate the eggs of desert or jungle drakes (which require mildly warm temperatures to hatch) or river drakes (which must be submerged in running water), the eggs of flame and frost drakes require extreme temperatures in order to hatch, which can be difficult to replicate safely.
+
+A drake egg is an object with Hardness 3, 5 HP, and no Broken Threshold. The coloration of drake eggs varies only slightly from one species to the next. A creature must succeed at a DC 20 Nature check check, or a relevant DC 20 Lore check, to identify the drake species of a specific egg.
+
+Once a drake hatches, they imprint on the first creature that they see. A creature imprinted on in this way can use Nature to Train and Command that drake. The market price of a drake egg varies depending on the type of drake and the exact legal situation. Because drakes are dangerous and intelligent creatures, many societies do not condone the trade of drake eggs and criminalize those who engage in it.
+
+It takes 2 years for a drake hatchling to grow to full size. A well-trained drake can make a fearsome mount or guardian, but many careless would-be drake trainers are devoured by their charges.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Frost Giant.md b/content/mechanics/srd/Bestiary/Monster Core/Frost Giant.md
new file mode 100755
index 000000000..9aeb4b663
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Frost Giant.md
@@ -0,0 +1,99 @@
+---
+title: "Frost Giant"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.vledTyPHE30r9AyV"
+tags:
+ - pf2e/creature/type/cold
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/9
+ - remaster
+statblock: inline
+name: "Frost Giant"
+level: 9
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Frost Giant"
+level: "Creature 9"
+
+alignment: ""
+size: "Large"
+trait_01: [[cold]]
+trait_02: [[giant]]
+trait_03: [[humanoid]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Low-Light Vision"
+languages: "Common, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +23, Crafting: +18, Intimidation: +18, Nature: +17, Stealth: +17"
+abilityMods: [6, 0, 5, 0, 2, 0]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 29
+armorclass:
+ - name: AC
+ desc: "29; __Fort__ +23, __Ref__ +16, __Will__ +16"
+hp: 150
+health:
+ - name: ""
+ - name: HP
+ desc: "150; __Immunities__ cold; __Weaknesses__ fire 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Greataxe|+1 Striking Greataxe]], [[Equipment/Breastplate|Breastplate]]"
+abilities_mid:
+ - name: ""
+ - name: "Reactive Strike"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Greataxe"
+ desc: "+21 (magical, reach 10 feet, sweep)\n__Damage__ 2d12 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+21 (agile, reach 10 feet)\n__Damage__ 2d8 + 12 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Icicle"
+ desc: "+21 (cold, primal, range 120 feet)\n__Damage__ 3d6 cold 2d8 piercing"
+
+ - name: "Chill Breath"
+ desc: "`pf2:1` (cold,primal) The frost giant breathes out a 15-foot cone of freezing moisture that quickly condenses into ice, dealing 4d6 cold damage. Each creature in the cone must attempt a DC 28 Reflex check save. A creature that fails its save is also [[Conditions/Immobilized|Immobilized]] and takes 2d6 cold damage at the end of each of its turns until it gets free ([[/act escape dc=28]]).\n\nThe giant can't use Chill Breath again for 1d4 rounds."
+
+ - name: "Ice Stride"
+ desc: " A frost giant isn't impeded by difficult terrain caused by snow or ice, nor do they need to attempt Acrobatics checks to keep from falling on slippery ice."
+
+ - name: "Wide Swing"
+ desc: "`pf2:1` The frost giant makes a single greataxe Strike and compares the attack roll result to the ACs of up to two foes within their reach. This counts as two attacks for the frost giant's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Frost Giant
+creatures:
+ - 1: Frost Giant
+```
+
+
+
+Frost giants are remorseless marauders who pillage and plunder from those who dare to live near them in desolate, frigid lands. Their clans range from extremely territorial hunters who ferociously defend their expanse of tundra to nomadic families that roam icy slopes in search of settlements to conquer. Frost giant clans are ruled by the family member who exhibits the greatest ferocity and prowess in battle—often a massive bully who demands absolute obedience from the rest.
+
+Frost giants' appearance is reflective of their icy homes, with flesh ranging from a translucent glacial blue to a slushy gray. A typical frost giant stands about 15 feet tall and weighs approximately 2,800 pounds. They often wear metal armor adorned with the furs, skin, teeth, and tusks of slain beasts and heft weapons as long as dining tables. A well-stocked frost giant clan will raise mammoth mounts or press witchwargs into service as hunting companions, but consider their environment too hostile for a soft concept like pets.
+
+* * *
+
+Giants are massive humanoid creatures who live in remote regions throughout the world. They vary widely but are united in their hunger, requiring sustenance of their own element along with the feasts one would expect from such a massive humanoid. Although a simple matter for some giants, more esoteric types find this need a harsh reality. While a massive fistful of ice or snow alongside their meal will satisfy a frost giant, shadow giants hunger for the coagulated shadows of the Netherworld.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Fungus Leshy.md b/content/mechanics/srd/Bestiary/Monster Core/Fungus Leshy.md
new file mode 100755
index 000000000..d7fb44721
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Fungus Leshy.md
@@ -0,0 +1,97 @@
+---
+title: "Fungus Leshy"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.WkcPjO3ugpChwRfO"
+tags:
+ - pf2e/creature/type/fungus
+ - pf2e/creature/type/leshy
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Fungus Leshy"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Fungus Leshy"
+level: "Creature 2"
+
+alignment: ""
+size: "Small"
+trait_01: [[fungus]]
+trait_02: [[leshy]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: "Common, Fey; Speak with Plants (Fungi Only)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +6, Nature: +6, Stealth: +8"
+abilityMods: [2, 4, 2, -1, 2, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +8, __Ref__ +10, __Will__ +6"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Verdant Burst"
+ desc: " (healing,primal,vitality) When a fungus leshy dies, a burst of primal energy explodes from its body, restoring 2d8 healing Hit Points to each fungi creature in a 30-foot emanation. This area is filled with fungi, becoming difficult terrain.\n\nIf the terrain is not a viable environment for this fungi, they wither after 24 hours."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+10 (agile, finesse)\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Spore Pod"
+ desc: "+10 (range increment 30 feet)\n__Damage__ 1d6 + 2 bludgeoning plus spores"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 16, attack +8; __3rd __ _[[Spells/Speak with Plants|Speak with Plants (Constant, Fungi Only)]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph,primal) The fungus leshy transforms into a giant mushroom or patch of fungi. This ability otherwise uses the effects of [[Spells/One with Plants|One with Plants]].\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Spore Cloud"
+ desc: "`pf2:2` (poison) A fungus leshy can unleash a cloud of spores that irritates the eyes and throats of non-fungus creatures in a 15-foot emanation. Each creature must succeed at a DC 16 Fortitude check save or take 1 persistent poison damage.\n\nA creature has its vision reduced as long as the persistent damage continues and can see only within 20 feet."
+
+ - name: "Spores"
+ desc: " A creature that takes damage from a fungus leshy's spore pod Strike must attempt a saving throw with the same DC (DC 16 Fortitude check) and effect as its Spore Cloud ability"
+
+```
+
+```encounter-table
+name: Fungus Leshy
+creatures:
+ - 1: Fungus Leshy
+```
+
+
+
+Fungus leshies guard caves, bogs, and damp, dark places. Their fungus gardens are bizarre by most standards, but fungus leshies are extremely proud of their works.
+
+* * *
+
+Leshies are intelligent plant creatures who guard areas of primeval wilderness or earthly power. Originally created by powerful fey, they manifest when a skilled practitioner of primal magic—typically a druid—combines a nature spirit with a body carefully grown and crafted from local vegetation. The rites and materials required to create a leshy vary depending on the type of leshy. They are typically given life in an area of great natural significance, such as an arboreal's grove, a druidic circle, a fairy ring, or a great natural wonder.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Gancanagh.md b/content/mechanics/srd/Bestiary/Monster Core/Gancanagh.md
new file mode 100755
index 000000000..b3b07a461
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Gancanagh.md
@@ -0,0 +1,101 @@
+---
+title: "Gancanagh"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.wAAXLUf7DdDaFIPD"
+tags:
+ - pf2e/creature/type/azata
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Gancanagh"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Gancanagh"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[azata]]
+trait_02: [[celestial]]
+trait_03: [[holy]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: "Diabolic, Draconic, Empyrean; Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +9, Deception: +13, Diplomacy: +13, Performance: +14, Religion: +9, Stealth: +11"
+abilityMods: [1, 5, 3, 2, 1, 5]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +9, __Ref__ +13, __Will__ +11"
+hp: 75
+health:
+ - name: ""
+ - name: HP
+ desc: "75; __Weaknesses__ cold iron 5, unholy 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Rapier|Silver Rapier]], [[Equipment/Virtuoso silver flute|Silver Virtuoso Flute]]"
+ - name: "[[Bestiary Ability Glossary/At-Will Spells|At-Will Spells]]"
+ desc: " The monster can cast its at-will spells any number of times without using up spell slots."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Vulnerable to Smoke"
+ desc: " A gancanagh's lungs can't tolerate smoke. They take a -2 circumstance penalty to saving throws against effects that create some form of smoke."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Silver Rapier"
+ desc: "+13 (deadly d10, disarm, finesse, holy, magical)\n__Damage__ 1d6 + 7 piercing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 23, attack +15; __4th __ _[[Spells/Suggestion|Suggestion]]_; __3rd __ _[[Spells/Heroism|Heroism]]_; __2nd __ _[[Spells/Heal|Heal]]_, _[[Spells/Sure Footing|Sure Footing]]_; __1st __ _[[Spells/Charm|Charm (At Will)]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) The gancanagh can take on the appearance of any Small or Medium humanoid. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning).\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Invigorating Passion"
+ desc: "`pf2:2` (divine,emotion,mental) The gancanagh embraces or kisses a willing creature adjacent to them, infusing that creature with their invigorating passion. For 10 minutes, the creature gains a +1 status bonus to attack rolls and 10 temporary Hit Points. After that time, the target becomes [[Conditions/Fatigued|Fatigued]] for 10 minutes unless it succeeds at a DC 21 Fortitude check save.\n\n[[Bestiary Effects/Effect_ Invigorating Passion|Effect: Invigorating Passion]]"
+
+```
+
+```encounter-table
+name: Gancanagh
+creatures:
+ - 1: Gancanagh
+```
+
+
+
+Gancanaghs are lovers, revelers, and dashing duelists of Elysium. Embodiments of free love, they eagerly throw themselves into courting targets for brief but earnest flings until their quicksilver passions change their desires. They serve Cayden Cailean as well as other bacchanalian deities and empyreal lords of Elysium who understand their desires for love and parties. Gancanaghs hate evil beings that profane the spirit of romance and passion, as such creatures (especially the demonic tempters known as succubi) reinforce stigmas against open and free love. One can give no greater insult to a gancanagh than to mistake them for such a creature, and more than one hotheaded gancanagh has challenged a misinformed champion to a duel over such a slight. While they enjoy drinking and carousing, gancanaghs can't stand smoke. Nonetheless, many gancanaghs carry whimsical-looking smoking pipes because they think it makes them look dapper. They cherish their silver flutes, for they enjoy the beauty of flutes' music and its ability to sway the heart.
+
+The majority of gancanaghs present themselves as male, but the concept of gender to a creature like a gancanagh, who can change their shape freely, is much more fluid and open to interpretation than for many mortals. Gancanaghs enjoy using this flexibility to confront and test mortals' convictions when faced with fear or prejudice, but when encountering mortals who themselves are open-minded about sexuality or gender identity, they can become lifelong allies. For those who are persecuted for such reasons, gancanaghs are tireless defenders and eager supporters, quick to provide safety and to punish those who would attempt to impose narrower beliefs upon a world that deserves more diversity than it often gets. If possible, a gancanagh seeks to educate and redeem those who hold destructive beliefs or prejudices, resorting to combat only to defend themself or an endangered mortal, or when no other option seems tenable—yet even then, they fight with sadness.
+
+* * *
+
+Azatas are manifestations of freedom and unrestrained joy—kindly celestials with a penchant for curious exploration, spontaneous revelry, and whimsical quests. Born of good dreams and heartfelt wishes for a better world, they reside in the untamable wilds of Elysium. Azatas are passionate and mercurial, as beautiful and bright as a child's fantasy, but also fiercely loyal to those they hold dear. They act quickly and directly against fiendish and foul influences, but they tend to avoid guiding mortal affairs otherwise, allowing people to choose their own destiny without the meddling of otherworldly forces.
+
+Azatas reject the dual chains of both duty and tyranny, but also the heavy chains of despair that reality so often inflicts upon those who live in it. This can give them a dubious reputation with other celestials, who consider azatas to be flighty and unreliable, but azatas know that unrelenting self-sacrifice can be just as destructive to the soul as evil. Azatas refuse to compromise the beauty of the world with such banality, instead living without regret and savoring every triumph and agony they encounter upon the way.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Gargoyle.md b/content/mechanics/srd/Bestiary/Monster Core/Gargoyle.md
new file mode 100755
index 000000000..82c959cb1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Gargoyle.md
@@ -0,0 +1,87 @@
+---
+title: "Gargoyle"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.xcioVkK9kKZRvbz5"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/earth
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Gargoyle"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Gargoyle"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[beast]]
+trait_02: [[earth]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision"
+languages: "Common, Petran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Athletics: +9, Stealth: +12"
+abilityMods: [3, 2, 3, -2, 2, -2]
+speed: 25 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +13, __Ref__ +10, __Will__ +10"
+hp: 40
+health:
+ - name: ""
+ - name: HP
+ desc: "40; __Immunities__ bleed; __Resistances__ physical 5 (except adamantine)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Clawed Feet"
+ desc: "`pf2:r` (attack) **Trigger** The gargoyle is Flying, and a creature moves into an adjacent square below it.\n* * *\n\n**Effect** The gargoyle makes a claw Strike against the triggering creature."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+13 ()\n__Damage__ 2d8 + 3 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+13 (agile)\n__Damage__ 2d6 + 3 slashing"
+
+ - name: "Statue"
+ desc: "`pf2:1` (concentrate) Until the next time it acts, the gargoyle appears to be a statue. It has an automatic result of 32 on Deception checks and DCs to pass as a statue."
+
+```
+
+```encounter-table
+name: Gargoyle
+creatures:
+ - 1: Gargoyle
+```
+
+
+
+Gargoyles are monstrous hunters made of elemental stone. They use their resemblance to decorative statues to hide in plain sight in cities during the day and descend upon unlucky pedestrians at night. Their most common form is that of a horned humanoid with bat-like wings, but individual gargoyles show a great deal of variation, with some appearing more or less humanoid and others resembling no known creature. A gargoyle's features are not fixed; city-dwelling gargoyles who remain in the same locale long enough slowly morph, day by day, to match the style of the local architecture. These patient monsters can stay disguised for long stretches of time as they patiently await an opportunity to strike.
+
+Gargoyles tend to be lone hunters, though sometimes they band into fearsome groups called wings for protection or sport. On rare occasions, wings become relatively stable communities, and gargoyles in wings may even ally with other creatures such as demons and intelligent aberrations, though these alliances exist on a razor's edge. The majority of gargoyles are treacherous, vindictive, and petty—traits that preclude lasting partnerships. Almost all have some subject they spend days mulling over while in statue form. Some are collectors, focusing on anything from books to grim trophies, while others are ritualistic or overly passionate about niche intellectual subjects or certain artistic motifs. These tendencies often contribute to the dissolution of wings as individuals with conflicting focuses clash.
+
+## Sanctified Roosts
+
+In addition to their appearances matching their environment, gargoyles that position themselves on temples or other consecrated ground slowly succumb to the influence of that location. These gargoyles gain the holy or unholy trait, as do their unarmed Strikes. A gargoyle roosting on a temple of Asmodeus, for example, will eventually gain the unholy trait along with changes to their personality that bring it more in line with the god's ethos. Holy gargoyles are also possible, although gargoyles at such locations often abandon their roosts as their changing personality conflicts with their need to hunt.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Ghost Commoner.md b/content/mechanics/srd/Bestiary/Monster Core/Ghost Commoner.md
new file mode 100755
index 000000000..d429f0854
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Ghost Commoner.md
@@ -0,0 +1,94 @@
+---
+title: "Ghost Commoner"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.3FUdmA1mZ2KgTszE"
+tags:
+ - pf2e/creature/type/ghost
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/spirit
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Ghost Commoner"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Ghost Commoner"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[ghost]]
+trait_02: [[incorporeal]]
+trait_03: [[spirit]]
+trait_04: [[undead]]
+trait_05: [[unholy]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Stealth: +12, Dwelling Lore (applies to the place the ghost is bound to): +10"
+abilityMods: [-5, 3, 0, 0, 2, 2]
+speed: fly 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +8, __Ref__ +11, __Will__ +8"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30, rejuvenation, void healing; __Immunities__ death effects, disease, paralyzed, poison, precision, unconscious, bleed; __Resistances__ all damage 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Creature Family Ability Glossary/(Ghost) Site Bound|Site Bound]]"
+ desc: " A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Creature Family Ability Glossary/(Ghost) Rejuvenation|Rejuvenation]]"
+ desc: " (divine) Setting right the injustice that led to the commoner's death allows it to move on to the afterlife.\n* * *\n\nWhen a ghost is destroyed, it re-forms after 2d4 days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Ghostly Hand"
+ desc: "+13 (agile, finesse, magical)\n__Damage__ 2d6 + 2 void"
+
+ - name: "[[Creature Family Ability Glossary/(Ghost) Frightful Moan|Frightful Moan]]"
+ desc: "`pf2:2` (auditory,divine,emotion,fear,mental) The ghost laments its fate, forcing each living creature within 30 feet to attempt a DC 21 Will check save. On a failure, a creature becomes [[Conditions/Frightened|Frightened 2]] (or [[Conditions/Frightened|Frightened 3]] on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute."
+
+```
+
+```encounter-table
+name: Ghost Commoner
+creatures:
+ - 1: Ghost Commoner
+```
+
+
+
+The ghost commoner is an ordinary person who believes they died unjustly.
+
+* * *
+
+When some mortals die through tragic circumstances or without closure, their souls can linger and haunt a locale significant to them in life.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Ghost Mage.md b/content/mechanics/srd/Bestiary/Monster Core/Ghost Mage.md
new file mode 100755
index 000000000..8efea3415
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Ghost Mage.md
@@ -0,0 +1,100 @@
+---
+title: "Ghost Mage"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gIb33fYs0PQlukkS"
+tags:
+ - pf2e/creature/type/ghost
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/spirit
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/10
+ - remaster
+statblock: inline
+name: "Ghost Mage"
+level: 10
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Ghost Mage"
+level: "Creature 10"
+
+alignment: ""
+size: "Medium"
+trait_01: [[ghost]]
+trait_02: [[incorporeal]]
+trait_03: [[spirit]]
+trait_04: [[undead]]
+trait_05: [[unholy]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision"
+languages: "Common, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +22, Intimidation: +22, Stealth: +21"
+abilityMods: [-5, 3, 0, 6, 3, 6]
+speed: fly 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +16, __Ref__ +19, __Will__ +22"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135, rejuvenation, void healing; __Immunities__ death effects, disease, paralyzed, poison, precision, unconscious, bleed; __Resistances__ all damage 10 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Creature Family Ability Glossary/(Ghost) Site Bound|Site Bound]]"
+ desc: " A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Creature Family Ability Glossary/(Ghost) Rejuvenation|Rejuvenation]]"
+ desc: " (divine) Completing the ghost mage's project allows it to move on to the afterlife.\n* * *\n\nWhen a ghost is destroyed, it re-forms after 2d4 days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Ghostly Hand"
+ desc: "+21 (agile, finesse, magical)\n__Damage__ 2d8 + 12 void"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 29, attack +23; __5th __ _[[Spells/Hallucination|Hallucination]]_, _[[Spells/Howling Blizzard|Howling Blizzard]]_; __4th __ _[[Spells/Suggestion|Suggestion]]_, _[[Spells/Vision of Death|Vision of Death]]_; __3rd __ _[[Spells/Blindness|Blindness]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Veil of Privacy|Veil of Privacy]]_; __2nd __ _[[Spells/Telekinetic Maneuver|Telekinetic Maneuver]]_; __1st __ _[[Spells/Enfeeble|Enfeeble]]_\n__Cantrips__ __(5th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Figment|Figment]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_"
+
+ - name: "[[Creature Family Ability Glossary/(Ghost) Frightful Moan|Frightful Moan]]"
+ desc: "`pf2:2` (auditory,divine,emotion,fear,mental) The ghost laments its fate, forcing each living creature within 30 feet to attempt a DC 29 Will check save. On a failure, a creature becomes [[Conditions/Frightened|Frightened 2]] (or [[Conditions/Frightened|Frightened 3]] on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute."
+
+ - name: "[[Creature Family Ability Glossary/(Ghost) Telekinetic Assault|Telekinetic Assault]]"
+ desc: "`pf2:2` (divine) The ghost cries out in pain and anguish as small objects and debris fly about in a 30-foot emanation. Creatures in this area take 6d6 bludgeoning damage, subject to a DC 29 Reflex check save."
+
+```
+
+```encounter-table
+name: Ghost Mage
+creatures:
+ - 1: Ghost Mage
+```
+
+
+
+A wizard who died with work incomplete might become a ghost mage.
+
+* * *
+
+When some mortals die through tragic circumstances or without closure, their souls can linger and haunt a locale significant to them in life.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Ghoul Soldier.md b/content/mechanics/srd/Bestiary/Monster Core/Ghoul Soldier.md
new file mode 100755
index 000000000..0c5693b2d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Ghoul Soldier.md
@@ -0,0 +1,109 @@
+---
+title: "Ghoul Soldier"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.sr8lf4RYk77i5YZe"
+tags:
+ - pf2e/creature/type/ghoul
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Ghoul Soldier"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Ghoul Soldier"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[ghoul]]
+trait_02: [[undead]]
+trait_03: [[unholy]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Common, Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +9, Stealth: +8, Survival: +6"
+abilityMods: [3, 2, 2, 1, 2, 3]
+speed: 25 feet, burrow 5 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +8, __Ref__ +8, __Will__ +6"
+hp: 28
+health:
+ - name: ""
+ - name: HP
+ desc: "28, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, bleed"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Bastard Sword|Bastard Sword]], [[Equipment/Breastplate|Breastplate]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Stench|Stench]]"
+ desc: " (aura,olfactory) 10 feet, DC 15 Fortitude check\n* * *\n\nA creature entering the aura or starting its turn in the area must succeed at a Fortitude save or become [[Conditions/Sickened|Sickened 1]] (plus [[Conditions/Slowed|Slowed 1]] as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+11 (finesse)\n__Damage__ 1d10 + 3 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+11 (agile, finesse)\n__Damage__ 1d8 + 3 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Bastard Sword"
+ desc: "+11 (two-hand d12)\n__Damage__ 1d8 + 3 slashing"
+
+ - name: "[[Creature Family Ability Glossary/(Ghoul) Consume Flesh|Consume Flesh]]"
+ desc: "`pf2:1` (manipulate) **Requirements** The ghoul is adjacent to the corpse of a creature that died within the last hour.\n* * *\n\n**Effect** The ghoul devours a chunk of the corpse and regains 2d6 healing Hit Points.\n\nIt can regain Hit Points from any given corpse only once."
+
+ - name: "[[Creature Family Ability Glossary/(Ghoul) Ghoul Whispers|Ghoul Whispers]]"
+ desc: "`pf2:1` (auditory,linguistic,occult) **Requirements** A [[Conditions/Grabbed|Grabbed]], [[Conditions/Paralyzed|Paralyzed]], [[Conditions/Restrained|Restrained]], or [[Conditions/Unconscious|Unconscious]] creature is within the ghoul's reach\n* * *\n\n**Effect** The ghoul whispers dark thoughts and vile cravings into the creature's ears. The creature must save against the forbidden cravings curse.\n\n**Forbidden Cravings** (curse)\n\n**Saving Throw** DC 18 Will check\n\n**Stage 1** carrier with no ill effects (1 day)\n\n**Stage 2** 2d6 void damage and the target is [[Conditions/Sickened|Sickened 1]] until it consumes raw meat (1 day)\n\n**Stage 3** as stage 2\n\n**Stage 4** as stage 2 unless the target has consumed raw meat in the past 24 hours, then it takes 4d6 void damage and is [[Conditions/Sickened|Sickened 2]] until it consumes raw meat;\n\n**Stage 5** if the creature has eaten raw meat in the past 24 hours, it dies and rises as a ghoul, if not, it returns to stage 4"
+
+ - name: "[[Creature Family Ability Glossary/(Ghoul) Grave Knowledge|Grave Knowledge]]"
+ desc: " (occult) +8 skill modifier\n* * *\n\n**Frequency** once per hour\n* * *\n\n**Effect** The ghoul calls upon knowledge it retains from one creature it has consumed in the past 7 days. The ghoul attempts a skill check using a skill in which the consumed creature was trained (if it's unclear whether the creature was trained, the GM decides). The ghoul is treated as trained and uses the high skill modifier for the ghoul's level. This takes the same amount of actions or time as usual for the check.\n\nThe ghoul can instead automatically learn something specific known by a creature it consumed in the last 7 days, like the location of a [[Conditions/Hidden|Hidden]] treasure or the name of a loved one. The ghoul can do this only once for a given creature, no matter how much of its flesh the ghoul consumed."
+
+ - name: "[[Creature Family Ability Glossary/(Ghoul) Swift Leap|Swift Leap]]"
+ desc: "`pf2:1` (move) The ghoul jumps up to half its Speed. This movement doesn't trigger reactions."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Ghoul Soldier
+creatures:
+ - 1: Ghoul Soldier
+```
+
+
+
+Retaining their martial skill, these powerful ghouls are not afraid to meet their foe in the open, feeding on the flesh of their fallen opponents to learn their combat abilities.
+
+* * *
+
+Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Ghoul Stalker.md b/content/mechanics/srd/Bestiary/Monster Core/Ghoul Stalker.md
new file mode 100755
index 000000000..b9ba21581
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Ghoul Stalker.md
@@ -0,0 +1,102 @@
+---
+title: "Ghoul Stalker"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.lIBcJrJpUZn620ic"
+tags:
+ - pf2e/creature/type/ghoul
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Ghoul Stalker"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Ghoul Stalker"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[ghoul]]
+trait_02: [[undead]]
+trait_03: [[unholy]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Common, Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +8, Stealth: +7, Survival: +5"
+abilityMods: [1, 4, 1, 1, 2, 2]
+speed: 25 feet, burrow 5 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +4, __Ref__ +9, __Will__ +5"
+hp: 16
+health:
+ - name: ""
+ - name: HP
+ desc: "16, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, bleed"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Stench|Stench]]"
+ desc: " (aura,olfactory) 10 feet, DC 14 Fortitude check\n* * *\n\nA creature entering the aura or starting its turn in the area must succeed at a Fortitude save or become [[Conditions/Sickened|Sickened 1]] (plus [[Conditions/Slowed|Slowed 1]] as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+9 (finesse)\n__Damage__ 1d8 + 1 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+9 (agile, finesse)\n__Damage__ 1d6 + 1 slashing plus grab"
+
+ - name: "[[Creature Family Ability Glossary/(Ghoul) Consume Flesh|Consume Flesh]]"
+ desc: "`pf2:1` (manipulate) **Requirements** The ghoul is adjacent to the corpse of a creature that died within the last hour.\n* * *\n\n**Effect** The ghoul devours a chunk of the corpse and regains 1d6 healing Hit Points.\n\nIt can regain Hit Points from any given corpse only once."
+
+ - name: "[[Creature Family Ability Glossary/(Ghoul) Ghoul Whispers|Ghoul Whispers]]"
+ desc: "`pf2:1` (auditory,linguistic,occult) **Requirements** A [[Conditions/Grabbed|Grabbed]], [[Conditions/Paralyzed|Paralyzed]], [[Conditions/Restrained|Restrained]], or [[Conditions/Unconscious|Unconscious]] creature is within the ghoul's reach\n* * *\n\n**Effect** The ghoul whispers dark thoughts and vile cravings into the creature's ears. The creature must save against the forbidden cravings curse.\n\n**Forbidden Cravings** (curse)\n\n**Saving Throw** DC 17 Will check\n\n**Stage 1** carrier with no ill effects (1 day)\n\n**Stage 2** 2d6 void damage and the target is [[Conditions/Sickened|Sickened 1]] until it consumes raw meat (1 day)\n\n**Stage 3** as stage 2\n\n**Stage 4** as stage 2 unless the target has consumed raw meat in the past 24 hours, then it takes 4d6 void damage and is [[Conditions/Sickened|Sickened 2]] until it consumes raw meat;\n\n**Stage 5** if the creature has eaten raw meat in the past 24 hours, it dies and rises as a ghoul, if not, it returns to stage 4"
+
+ - name: "[[Creature Family Ability Glossary/(Ghoul) Grave Knowledge|Grave Knowledge]]"
+ desc: " (occult) +7 skill modifier\n* * *\n\n**Frequency** once per hour\n* * *\n\n**Effect** The ghoul calls upon knowledge it retains from one creature it has consumed in the past 7 days. The ghoul attempts a skill check using a skill in which the consumed creature was trained (if it's unclear whether the creature was trained, the GM decides). The ghoul is treated as trained and uses the high skill modifier for the ghoul's level. This takes the same amount of actions or time as usual for the check.\n\nThe ghoul can instead automatically learn something specific known by a creature it consumed in the last 7 days, like the location of a [[Conditions/Hidden|Hidden]] treasure or the name of a loved one. The ghoul can do this only once for a given creature, no matter how much of its flesh the ghoul consumed."
+
+ - name: "[[Creature Family Ability Glossary/(Ghoul) Swift Leap|Swift Leap]]"
+ desc: "`pf2:1` (move) The ghoul jumps up to half its Speed. This movement doesn't trigger reactions."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Ghoul Stalker
+creatures:
+ - 1: Ghoul Stalker
+```
+
+
+
+Ghouls stalkers are ravenous undead who haunt graveyards and eat corpses.
+
+* * *
+
+Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Giant Anaconda.md b/content/mechanics/srd/Bestiary/Monster Core/Giant Anaconda.md
new file mode 100755
index 000000000..232500459
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Giant Anaconda.md
@@ -0,0 +1,98 @@
+---
+title: "Giant Anaconda"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.WIIPOpADp1cn8DjK"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Giant Anaconda"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Giant Anaconda"
+level: "Creature 8"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Low-Light Vision, Scent (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Athletics: +21, Stealth: +15, Survival: +15"
+abilityMods: [7, 3, 6, -4, 3, -2]
+speed: 30 feet, climb 30 feet, swim 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +20, __Ref__ +17, __Will__ +15"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Tighten Coils"
+ desc: "`pf2:r` **Trigger** A creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by the giant anaconda attempts to [[Actions/Escape|Escape]].\n* * *\n\n**Effect** The DC of the Escape check is increased by 2."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+19 (reach 10 feet)\n__Damage__ 2d10 + 7 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+19 (agile, reach 15 feet)\n__Damage__ 2d8 + 7 bludgeoning plus push"
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 1d10+7 bludgeoning, DC 26 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Slither"
+ desc: "`pf2:1` The giant anaconda Strides, Climbs, or Swims up to half its Speed, pulling any creatures it has [[Conditions/Grabbed|Grabbed]] with it."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Large, 1d10+7 bludgeoning, Rupture 21\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "Wrap in Coils"
+ desc: "`pf2:1` (attack) **Requirements** A Large or smaller creature is [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] in the giant anaconda's jaws.\n* * *\n\n**Effect** The giant anaconda moves the creature into its coils, freeing its jaws to make attacks, then uses Greater Constrict against the creature. The giant anaconda's coils can hold as many creatures as will fit in its space."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Push|Push 10 feet]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Push in its damage entry\n* * *\n\n**Effect** The monster attempts to [[Actions/Shove|Shove]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance."
+
+```
+
+```encounter-table
+name: Giant Anaconda
+creatures:
+ - 1: Giant Anaconda
+```
+
+
+
+The monstrous giant anaconda is a constrictor snake capable of swallowing whole creatures as big as horses—to say nothing of their riders. Although novice bushwhackers watch out for snakes that might drop on them from the jungle canopy above, giant anacondas are most commonly encountered in ponds and rivers, where they feed on prey including manatees and capybaras. This hunting tactic allows anacondas to drown their prey while constricting it, reducing the chance of injuries while hunting. Despite lurid and sensational stories spread by adventurers, these snakes rarely attack humanoids.
+
+* * *
+
+Snakes come in an array of forms, from jungle-dwelling constrictors that wrap around their prey to venomous vipers with deadly bites. Regardless, all snakes consume their prey whole by unhinging their jaws and using powerful muscles to move the food down their throats and into their stomachs.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Giant Animated Statue.md b/content/mechanics/srd/Bestiary/Monster Core/Giant Animated Statue.md
new file mode 100755
index 000000000..05912309c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Giant Animated Statue.md
@@ -0,0 +1,91 @@
+---
+title: "Giant Animated Statue"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.uBgZ8ZThzj77NgFj"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/7
+ - remaster
+statblock: inline
+name: "Giant Animated Statue"
+level: 7
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Giant Animated Statue"
+level: "Creature 7"
+
+alignment: ""
+size: "huge"
+trait_01: [[construct]]
+trait_02: [[mindless]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +17"
+abilityMods: [6, -1, 6, -5, 0, -5]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26 (22 when broken); construct armor; __Fort__ +17, __Ref__ +10, __Will__ +9"
+hp: 100
+health:
+ - name: ""
+ - name: HP
+ desc: "100; __Hardness__ 10; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Construct Armor (Hardness 10)"
+ desc: " Like normal objects, a giant animated statue has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once a giant animated statue is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 22."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Stone Fist"
+ desc: "+19 (magical)\n__Damage__ 2d12 + 6 bludgeoning plus grab"
+
+ - name: "**Ranged** `pf2:1` Flaming Coal"
+ desc: "+12 (fire, magical, range increment 80 feet)\n__Damage__ 2d6 + 6 bludgeoning"
+
+ - name: "Brazier"
+ desc: " The statue carries a wide brazier full of hot coals. To make flaming coal Strikes or use Burn Alive, the statue must have the brazier held in one hand or otherwise have it within reach.\n\nInstead of targeting the statue with an attack, a creature can target the brazier directly. The brazier has the same AC and saves as the statue.\n\nDealing 15 cold damage to the brazier or dousing it with at least 2 gallons of water extinguishes the coals. This prevents the statue from using Burn Alive and causes its ranged attacks to no longer deal fire damage."
+
+ - name: "Burn Alive"
+ desc: "`pf2:1` (fire) The statue grinds a creature it has [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] into the red-hot coals of its brazier. The target takes 3d8 fire damage and 1d8 persistent fire damage."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Giant Animated Statue
+creatures:
+ - 1: Giant Animated Statue
+```
+
+
+
+Giant animated statues' increased size and power make them most useful in large vaults, spacious chambers, or outdoor locations. Tasks beyond their capabilities typically require a more advanced construct, not an animated object.
+
+* * *
+
+Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Giant Ant.md b/content/mechanics/srd/Bestiary/Monster Core/Giant Ant.md
new file mode 100755
index 000000000..0577dc6ac
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Giant Ant.md
@@ -0,0 +1,86 @@
+---
+title: "Giant Ant"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.d5wHj2R9P0oCtUap"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Giant Ant"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Giant Ant"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +8, Survival: +7"
+abilityMods: [4, 1, 4, -5, 1, -4]
+speed: 40 feet, climb 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +10, __Ref__ +7, __Will__ +5"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Mandibles"
+ desc: "+9 ()\n__Damage__ 1d8 + 4 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Stinger"
+ desc: "+9 (agile)\n__Damage__ 1d6 + 4 piercing plus giant-ant-venom"
+
+ - name: "Giant Ant Venom"
+ desc: " (poison) **Saving Throw** DC 18 Fortitude check\n\n**Maximum Duration** 4 rounds\n\n**Stage 1** 1d8 poison and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 1d10 poison and [[Conditions/Enfeebled|Enfeebled 2]] (1 round)\n\n**Stage 3** 1d12 poison and [[Conditions/Enfeebled|Enfeebled 3]] (1 round)"
+
+ - name: "Haul Away"
+ desc: "`pf2:1` **Requirements** The giant ant has a Large or smaller creature grabbed\n* * *\n\n**Effect** The giant ant Strides up to its full Speed, carrying the grabbed creature with it. It is [[Conditions/Encumbered|Encumbered]] if the grabbed creature is Medium or larger."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Giant Ant
+creatures:
+ - 1: Giant Ant
+```
+
+
+
+Giant ants are much like their smaller kin in their industrious habits, though growing to the size of ponies makes them much deadlier.
+
+* * *
+
+Ants are industrious insects that aid the natural processes of decay and renewal.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Giant Bat.md b/content/mechanics/srd/Bestiary/Monster Core/Giant Bat.md
new file mode 100755
index 000000000..67e849816
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Giant Bat.md
@@ -0,0 +1,83 @@
+---
+title: "Giant Bat"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.mbgh8GSIDUCjpxoz"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Giant Bat"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Giant Bat"
+level: "Creature 2"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Echolocation 40 Feet, Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +8, Stealth: +8"
+abilityMods: [4, 2, 3, -4, 3, -2]
+speed: 15 feet, fly 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +9, __Ref__ +8, __Will__ +7"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30"
+abilities_top:
+ - name: ""
+
+ - name: "Echolocation (Precise) 40 feet"
+ desc: " A bat can use its hearing as a precise sense at the listed range."
+
+abilities_mid:
+ - name: ""
+ - name: "Wing Thrash"
+ desc: "`pf2:r` **Trigger** An adjacent enemy damages the giant bat\n* * *\n\n**Effect** The bat makes one or two wing Strikes—one against the triggering creature and one against another adjacent creature."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+9 ()\n__Damage__ 1d10 + 4 piercing"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+9 (agile)\n__Damage__ 1d6 + 4 slashing"
+
+```
+
+```encounter-table
+name: Giant Bat
+creatures:
+ - 1: Giant Bat
+```
+
+
+
+While big bats are certainly not uncommon in dark caves and abandoned ruins and may instill fear in squeamish spelunkers, the so-called giant bat is a true monster, weighing well over 100 pounds and having a wingspan of nearly 15 feet. It primarily eats fruit and bugs, but can be incited to violence through fear or hunger. Giant bat attacks can quickly give rise to rumors of more dangerous monsters—many mistake these massive animals for some sort of demon or vampiric monster. But like other bats, giant bats are simply social and intelligent mammals. They are sometimes used as mounts by smaller humanoids, commonly those who hail from or dwell in mountainous or underground regions.
+
+* * *
+
+A wide range of bats dwell throughout the world. Most of these nocturnal animals are harmless insectivores, but deadly breeds of vampire bats and oversized bats the size of horses pose much more significant threats to adventurers.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Giant Centipede.md b/content/mechanics/srd/Bestiary/Monster Core/Giant Centipede.md
new file mode 100755
index 000000000..c7abf7cfd
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Giant Centipede.md
@@ -0,0 +1,77 @@
+---
+title: "Giant Centipede"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.5dNea1A4bchPIz9y"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/-1
+ - remaster
+statblock: inline
+name: "Giant Centipede"
+level: -1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Giant Centipede"
+level: "Creature -1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Athletics: +2, Stealth: +6"
+abilityMods: [-1, 3, 1, -5, 1, -4]
+speed: 30 feet, climb 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +7, __Ref__ +6, __Will__ +2"
+hp: 8
+health:
+ - name: ""
+ - name: HP
+ desc: "8"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Mandibles"
+ desc: "+6 (finesse)\n__Damage__ 1d4 - 1 piercing plus giant-centipede-venom"
+
+ - name: "Giant Centipede Venom"
+ desc: " (poison) **Saving Throw** DC 14 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d4 poison damage (1 round)\n\n**Stage 2** 1d4 poison damage and [[Conditions/Off-Guard|Off-Guard]] (1 round)\n\n**Stage 3** 1d4 poison damage, [[Conditions/Clumsy|Clumsy 1]], and [[Conditions/Fatigued|Fatigued]] (1 round)"
+
+```
+
+```encounter-table
+name: Giant Centipede
+creatures:
+ - 1: Giant Centipede
+```
+
+
+
+Most giant centipedes (known as sewer centipedes when found in cities) nest in small groups but hunt alone when they seek out food. Attempts to domesticate giant centipedes for use as guardians or pets generally end poorly, but some communities of goblins, kobolds, and mitflits have developed effective methods of utilizing these vermin as guardians. Other groups roast and eat centipedes, often with pungent peppers as a savory delicacy, although care must be taken in preparing the meal to avoid tainting the flesh with the creature's venom.
+
+* * *
+
+Hunters and scavengers that live amid dung and detritus, centipedes are a relatively common and often reviled threat faced by adventurers. Scurrying about with surprising speed on the scores of legs attached to their long, segmented bodies, centipedes strike with poisoned mandibles to slow and torment their prey with a vicious toxin before they settle down to feed in slow and disgusting leisure.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Giant Crawling Hand.md b/content/mechanics/srd/Bestiary/Monster Core/Giant Crawling Hand.md
new file mode 100755
index 000000000..c3b851c4f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Giant Crawling Hand.md
@@ -0,0 +1,94 @@
+---
+title: "Giant Crawling Hand"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.0dpUkofpLENdyQ4Q"
+tags:
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Giant Crawling Hand"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Giant Crawling Hand"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[undead]]
+trait_02: [[unholy]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Lifesense 30 Feet, Tremorsense (Imprecise) 30 Feet"
+languages: "Common; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +13, Stealth: +11, Survival: +12"
+abilityMods: [4, 2, 4, -4, 3, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +13, __Ref__ +11, __Will__ +10"
+hp: 75
+health:
+ - name: ""
+ - name: HP
+ desc: "75, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, visual, bleed"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 30 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+abilities_mid:
+ - name: ""
+ - name: "Pus Burst"
+ desc: "`pf2:r` **Trigger** The giant crawling hand takes piercing or slashing damage\n* * *\n\n**Effect** A random creature adjacent to the giant crawling hand is sprayed with vile pus that deals 4d6 void damage. The affected creature must attempt a DC 21 Reflex check save.\n\n**Critical Success** The creature takes no damage.\n\n**Success** The creature takes half damage and becomes [[Conditions/Sickened|Sickened 1]].\n\n**Failure** The creature takes full damage and becomes [[Conditions/Sickened|Sickened 2]].\n\n**Critical Failure** The creature takes double damage and becomes [[Conditions/Sickened|Sickened 3]]."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+15 ()\n__Damage__ 2d6 + 7 slashing plus grab"
+
+ - name: "Mark Quarry"
+ desc: " A crawling hand can be assigned a quarry by anointing the hand with a drop of the intended quarry's blood. If the hand ever has no quarry, it automatically gains the next creature it damages as its quarry. The hand gains a +1 circumstance bonus to Perception checks when it [[Actions/Seek|Seeks]] its quarry, to Survival checks when it [[Actions/Track|Tracks]] its quarry, and damage rolls when it Strikes its quarry."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Giant Crawling Hand
+creatures:
+ - 1: Giant Crawling Hand
+```
+
+
+
+A giant crawling hand is the appendage of a very large creature, such as a giant.
+
+* * *
+
+Typically, crawling hands are formed when severed appendages are endowed with a crude sentience by evil necromantic energies that turn them into tireless killers. Yet crawling hands can also arise spontaneously, usually when a creature loses an appendage in a place rife with necromantic energy or with a connection to the Void.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Giant Eagle.md b/content/mechanics/srd/Bestiary/Monster Core/Giant Eagle.md
new file mode 100755
index 000000000..806a728fa
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Giant Eagle.md
@@ -0,0 +1,91 @@
+---
+title: "Giant Eagle"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.EXnyzGa2QUsPFDII"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Giant Eagle"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Giant Eagle"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Low-Light Vision"
+languages: "Fey, Sussuran; (Can't Speak Any Language)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Athletics: +8"
+abilityMods: [3, 4, 1, 0, 2, 2]
+speed: 10 feet, fly 60 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +6, __Ref__ +11, __Will__ +9"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Evasive Maneuvers"
+ desc: " When a giant eagle rolls a success on a Reflex save, it gets a critical success instead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+12 ()\n__Damage__ 2d8 + 5 piercing"
+
+ - name: "**Melee** `pf2:1` Talon"
+ desc: "+12 (agile)\n__Damage__ 1d10 + 5 slashing plus grab"
+
+ - name: "Carry"
+ desc: " A giant eagle can Fly at half Speed while it has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] in its talons, carrying that creature along with it."
+
+ - name: "Eagle Dive"
+ desc: "`pf2:2` The giant eagle [[Actions/Fly|Flies]] up to double its fly Speed in a straight line, descending at least 10 feet, and then makes a talon Strike."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Giant Eagle
+creatures:
+ - 1: Giant Eagle
+```
+
+
+
+No mere animals, giant eagles have a keen intellect and a strong sense of honor. As guardians of their mountain homes, giant eagles attempt to prevent the encroachment of civilization upon wild land and the predations of wicked humanoid settlements. Giant eagles congregate within aeries holding up to a dozen members and work together to protect their domains.
+
+Giant eagles have wingspans up to 30 feet across and weigh up to 500 pounds. A giant eagle may allow a trusted friend to ride it, but they invariably resist saddles, harnesses, or other equipment that might suggest they are mere beasts of burden. Long-lived, they take debts and oaths very seriously, often remembering slights for years and remaining slow to forgive.
+
+* * *
+
+Few avian creatures can match the beauty and grace of the eagle.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Giant Flytrap.md b/content/mechanics/srd/Bestiary/Monster Core/Giant Flytrap.md
new file mode 100755
index 000000000..06b46f628
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Giant Flytrap.md
@@ -0,0 +1,94 @@
+---
+title: "Giant Flytrap"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.2fsm0e4VXgAG3Wxr"
+tags:
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/10
+ - remaster
+statblock: inline
+name: "Giant Flytrap"
+level: 10
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Giant Flytrap"
+level: "Creature 10"
+
+alignment: ""
+size: "huge"
+trait_01: [[mindless]]
+trait_02: [[plant]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Tremorsense (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +23, Stealth: +21"
+abilityMods: [7, 5, 5, -5, 3, -2]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 29
+armorclass:
+ - name: AC
+ desc: "29; __Fort__ +21, __Ref__ +17, __Will__ +15"
+hp: 185
+health:
+ - name: ""
+ - name: HP
+ desc: "185; __Immunities__ mental; __Weaknesses__ fire 10; __Resistances__ acid 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Quick Capture"
+ desc: "`pf2:r` **Trigger** A creature hits or touches the flytrap.\n* * *\n\n**Effect** The flytrap makes a leaf Strike against the triggering creature. If it hits, the creature is [[Conditions/Grabbed|Grabbed]] in that leaf."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Leaf"
+ desc: "+23 (reach 15 feet)\n__Damage__ 2d8 + 7 piercing plus improved-grab 2d6 acid plus improved-grab"
+
+ - name: "Focused Assault"
+ desc: "`pf2:2` The flytrap attacks a single target with all four of its leaves. The flytrap makes one leaf Strike. On a success, the flytrap deals the damage from one leaf Strike plus an additional 1d8 damage for every leaf beyond the first. On a failure, the flytrap deals the damage from one leaf Strike, but it can't use Improved Grab. It deals no damage on a critical failure. This counts toward the flytrap's multiple attack penalty as a number of attacks equal to the number of leaves the flytrap has."
+
+ - name: "Hungry Flurry"
+ desc: "`pf2:2` The flytrap makes four leaf Strikes at a -2 penalty, each against a different target. These attacks count toward the flytrap's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all its attacks."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Large, 2d8+3 bludgeoning + 2d6 acid, Rupture 17\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Giant Flytrap
+creatures:
+ - 1: Giant Flytrap
+```
+
+
+
+Because they blend in so well with surrounding foliage, giant flytraps can use the element of surprise to make quick strikes against unsuspecting adventurers and forest travelers.
+
+* * *
+
+Flytraps eagerly feed on humanoids, monstrous insects, and larger prey.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Giant Frilled Lizard.md b/content/mechanics/srd/Bestiary/Monster Core/Giant Frilled Lizard.md
new file mode 100755
index 000000000..d331112bb
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Giant Frilled Lizard.md
@@ -0,0 +1,82 @@
+---
+title: "Giant Frilled Lizard"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.4JvsiZxTYPwcBq53"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Giant Frilled Lizard"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Giant Frilled Lizard"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Athletics: +14, Stealth: +10"
+abilityMods: [5, 1, 4, -4, 2, 0]
+speed: 30 feet, climb 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +13, __Ref__ +12, __Will__ +9"
+hp: 75
+health:
+ - name: ""
+ - name: HP
+ desc: "75"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+16 (reach 10 feet)\n__Damage__ 2d8 + 7 piercing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+16 (agile, reach 10 feet)\n__Damage__ 2d6 + 7 bludgeoning"
+
+ - name: "Intimidating Display"
+ desc: "`pf2:2` (auditory,emotion,fear,mental,visual) The giant frilled lizard Strides. If it ends that Stride adjacent to at least one other creature, it suddenly displays its colorful neck frills and issues a frightening hiss. Each adjacent creature must succeed at a DC 21 Will check save or become [[Conditions/Frightened|Frightened 2]] (or [[Conditions/Frightened|Frightened 3]] on a critical failure).\n\nThe creature is then temporarily immune to Intimidating Display for 1 minute."
+
+```
+
+```encounter-table
+name: Giant Frilled Lizard
+creatures:
+ - 1: Giant Frilled Lizard
+```
+
+
+
+Found in warm and tropical forests and savannas, these immense lizards are a deadly threat to the unsuspecting traveler. When they aren't sleeping or stalking prey, giant frilled lizards bask in the sunlight for hours at a time. Explorers sometimes mistakenly think they are related to dragons due to their large size, elaborate neck frills (which, when displayed in a show of aggression and dominance, can be mistaken for wings), and ferocious hissing vocalizations used to frighten away creatures too large to eat.
+
+A giant frilled lizard's primary food sources are oversized arthropods and other invertebrates, but it won't hesitate to augment its diet with vertebrates, including other lizards, monkeys, and just about anything it can fit into its mouth—even humanoids. Although capable of short bursts of speed, a giant frilled lizard normally lies perfectly still while hunting, hoping to ambush its prey.
+
+* * *
+
+Lizards have a wide range of appearances and abilities, but most share a basic reptilian shape—long tails, wide toothy mouths, and four legs. While a few species are capable of movement on two legs for short periods of time, most are strictly quadrupedal. The three species presented here represent the most common and well-known of the larger species.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Giant Gecko.md b/content/mechanics/srd/Bestiary/Monster Core/Giant Gecko.md
new file mode 100755
index 000000000..fc1d27a11
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Giant Gecko.md
@@ -0,0 +1,79 @@
+---
+title: "Giant Gecko"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ZbR3n4fQcmSX9G1U"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Giant Gecko"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Giant Gecko"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +5, Stealth: +6"
+abilityMods: [2, 3, 1, -4, 2, -2]
+speed: 30 feet, climb 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +6, __Ref__ +10, __Will__ +5"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20"
+abilities_top:
+ - name: ""
+
+ - name: "Uncanny Climber"
+ desc: " A giant gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. If a giant gecko attempts an Athletics check to [[Actions/Climb|Climb]] and critically fails, it gets a failure instead."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+8 ()\n__Damage__ 1d8 + 2 piercing"
+
+```
+
+```encounter-table
+name: Giant Gecko
+creatures:
+ - 1: Giant Gecko
+```
+
+
+
+These roughly human-sized reptiles have amazing feet capable of clinging tenaciously to any surface. Giant geckos are typically docile and shy but can be aggressive when cornered or defending their territory. These large-eyed lizards are found in a wide variety of habitats, from rain forests and deserts to mountain slopes or even underground caverns. They spend most of their time climbing around in large trees or on rocky cliffs, whether hunting for small animals or hiding from predators. A giant gecko's scales are often quite brightly colored or decorated in intricate patterns. Giant geckos span nearly 8 feet in length from head to tail, and they weigh about 120 pounds.
+
+Giant geckos are sometimes used by smaller humanoids as guardians or mounts, as their docile nature makes them relatively easy to tame and train. Their superior climbing skills make giant geckos particularly popular within societies that dwell underground or near cliffs, such as goblins and kobolds. Their bright coloration also makes them favorite pets in high society.
+
+* * *
+
+Lizards have a wide range of appearances and abilities, but most share a basic reptilian shape—long tails, wide toothy mouths, and four legs. While a few species are capable of movement on two legs for short periods of time, most are strictly quadrupedal. The three species presented here represent the most common and well-known of the larger species.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Giant Hippocampus.md b/content/mechanics/srd/Bestiary/Monster Core/Giant Hippocampus.md
new file mode 100755
index 000000000..8dbb0753b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Giant Hippocampus.md
@@ -0,0 +1,86 @@
+---
+title: "Giant Hippocampus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.rCAwau9yx215kfHa"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/aquatic
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Giant Hippocampus"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Giant Hippocampus"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+trait_02: [[aquatic]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Athletics: +20"
+abilityMods: [6, 4, 7, -4, 4, 1]
+speed: 10 feet, swim 80 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +18, __Ref__ +16, __Will__ +14"
+hp: 170
+health:
+ - name: ""
+ - name: HP
+ desc: "170"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Buck|Buck]]"
+ desc: "`pf2:r` DC 28 Reflex check\n* * *\n\nMost monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.\n\n**Trigger** A creature [[Actions/Mount|Mounts]] or uses the [[Actions/Command an Animal|Command an Animal]] action while riding the monster.\n* * *\n\n**Effect** The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land [[Conditions/Prone|Prone]]. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+18 (reach 15 feet)\n__Damage__ 2d6 + 10 bludgeoning"
+
+ - name: "Sudden Retreat"
+ desc: "`pf2:2` The giant hippocampus makes a tail Strike, then Swims with a +10-foot circumstance bonus to its swim Speed. It gains a +2 circumstance bonus to AC against reactions triggered by this movement."
+
+```
+
+```encounter-table
+name: Giant Hippocampus
+creatures:
+ - 1: Giant Hippocampus
+```
+
+
+
+Living in the deepest reaches of the ocean, giant hippocampi haven't been sighted near the shore and are often regarded as legends made up by sailors.
+
+* * *
+
+The strange beasts known as hippocampi resemble terrestrial horses from head to midbody, but on their legs, they have splayed fins instead of hooves, and in place of horses' hindquarters, they have powerful tails resembling those of fish. Hippocampi have colorful scales ranging from pearly white to seaweed green, and brilliant ribbed dorsal fins as manes. In the wild oceans, most types of hippocampi tend to congregate in the shallows near the beds of seaweed and kelp forests that provide them with food and shelter from predators. They form huge schools to provide safety in numbers, like landbound horses form herds.
+
+Hippocampi are highly prized by undersea societies and surface dwellers alike, as they are as easy to train as horses and serve many of the same functions, be that as beasts of burden, war-trained mounts, transportation, or as pets. Though hippocampi are able to wear barding, it hampers them considerably, so most handlers outfit them with the lightest options available. More often, they are trained to pull specially designed underwater chariots or sleds. Hippocampi don't like to leave the water, as they are clumsy on land, can't bear riders while flopping about on the ground, and can't breathe air for long.
+
+Numerous variant species of hippocampi exist, although most of them differ from the common hippocampus only in coloration. Heartier species, such as polar hippocampi, dwell exclusively in arctic waters and are best presented as hippocampi with elite adjustments.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Giant Mantis.md b/content/mechanics/srd/Bestiary/Monster Core/Giant Mantis.md
new file mode 100755
index 000000000..caa97cf4b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Giant Mantis.md
@@ -0,0 +1,86 @@
+---
+title: "Giant Mantis"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.cpyn3GTFFOu8f9Bt"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Giant Mantis"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Giant Mantis"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +10, Stealth: +12"
+abilityMods: [5, 3, 3, -5, 2, 0]
+speed: 25 feet, climb 25 feet, fly 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +10, __Ref__ +12, __Will__ +7"
+hp: 40
+health:
+ - name: ""
+ - name: HP
+ desc: "40"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Leg"
+ desc: "+12 (agile, reach 10 feet)\n__Damage__ 1d10 + 5 piercing"
+
+ - name: "**Melee** `pf2:1` Mandibles"
+ desc: "+12 ()\n__Damage__ 1d12 + 5 piercing"
+
+ - name: "Capturing Grab"
+ desc: "`pf2:1` This ability functions as [[Bestiary Ability Glossary/Grab|Grab]], plus on a success, the mantis can choose to pull the creature adjacent to it, then makes a mandibles Strike against the creature. This extra benefit doesn't apply when the mantis maintains the Grab."
+
+ - name: "Lunging Strike"
+ desc: "`pf2:2` The giant mantis lunges forward, making a leg Strike with an extended reach of 20 feet. If it hits, the mantis can use Capturing Grab after the Strike even if the creature is out of reach."
+
+ - name: "Sudden Strike"
+ desc: " On the first round of combat, creatures that haven't acted are [[Conditions/Off-Guard|Off-Guard]] to the giant mantis."
+
+```
+
+```encounter-table
+name: Giant Mantis
+creatures:
+ - 1: Giant Mantis
+```
+
+
+
+These massive cousins of praying mantises stand taller than an average human.
+
+* * *
+
+These predators possess lightning-quick forelegs and a bone-breaking bite.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Giant Monitor Lizard.md b/content/mechanics/srd/Bestiary/Monster Core/Giant Monitor Lizard.md
new file mode 100755
index 000000000..7e4e99f54
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Giant Monitor Lizard.md
@@ -0,0 +1,88 @@
+---
+title: "Giant Monitor Lizard"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.G6lWRWQwi1YQ43eo"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Giant Monitor Lizard"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Giant Monitor Lizard"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Athletics: +9, Stealth: +6"
+abilityMods: [3, 2, 3, -4, 1, -2]
+speed: 30 feet, swim 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +9, __Ref__ +8, __Will__ +5"
+hp: 36
+health:
+ - name: ""
+ - name: HP
+ desc: "36"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+11 ()\n__Damage__ 1d10 + 3 piercing plus grab,monitor-lizard-venom"
+
+ - name: "Gnashing Grip"
+ desc: "`pf2:r` **Trigger** A creature [[Conditions/Grabbed|Grabbed]] by the giant monitor lizard's jaws fails a check to [[Actions/Escape|Escape]].\n* * *\n\n**Effect** The giant monitor lizard's jaws deal 1d6 piercing damage and the triggering creature is exposed to monitor lizard venom."
+
+ - name: "Lurching Charge"
+ desc: "`pf2:2` The giant monitor lizard Strides twice and then makes a jaws Strike. If the lizard moved at least 20 feet away from its starting position, it gains a +2 circumstance bonus to this attack roll."
+
+ - name: "Monitor Lizard Venom"
+ desc: " (poison) **Saving Throw** DC 17 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 1d6 poison damage and [[Conditions/Enfeebled|Enfeebled 2]] (1 round)"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Giant Monitor Lizard
+creatures:
+ - 1: Giant Monitor Lizard
+```
+
+
+
+Large and seemingly ponderous, a monitor lizard is a deceptively swift and ruthless predator. It ambushes its prey by rushing out from cover and biting the target with its powerful jaws. A giant monitor lizard's saliva is venomous, allowing it to bring down prey larger than it can easily haul away in its jaws. Giant monitor lizards grow up to 14 feet long, including their long tails, and they weigh about 350 pounds. Their bodies are normally dark brown with patches of yellow or green.
+
+When nesting, a giant monitor lizard digs a deep burrow to hide in. The burrow serves as both a safe haven and a location from which the lizard can ambush larger prey such as deer, boars, or even humanoids. A giant monitor lizard can consume nearly its own body weight in a single meal, and its loosely articulated jaws allow it to swallow surprisingly large prey.
+
+* * *
+
+Lizards have a wide range of appearances and abilities, but most share a basic reptilian shape—long tails, wide toothy mouths, and four legs. While a few species are capable of movement on two legs for short periods of time, most are strictly quadrupedal. The three species presented here represent the most common and well-known of the larger species.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Giant Moray Eel.md b/content/mechanics/srd/Bestiary/Monster Core/Giant Moray Eel.md
new file mode 100755
index 000000000..b166d4d5e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Giant Moray Eel.md
@@ -0,0 +1,88 @@
+---
+title: "Giant Moray Eel"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.uzYkX3EbzURHBoHU"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/aquatic
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Giant Moray Eel"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Giant Moray Eel"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[aquatic]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Athletics: +13, Stealth: +13"
+abilityMods: [6, 2, 3, -4, 2, -1]
+speed: 10 feet, swim 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +14, __Ref__ +13, __Will__ +9"
+hp: 65
+health:
+ - name: ""
+ - name: HP
+ desc: "65; __Resistances__ bludgeoning 5, piercing 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Ambush"
+ desc: "`pf2:r` **Trigger** A target creature passes within 20 feet of the giant moray eel's hiding place and has not detected the giant moray eel\n* * *\n\n**Effect** The giant moray eel lunges out of its hiding place, Swims directly toward the triggering creature, and makes a jaws Strike against it. The target creature is [[Conditions/Off-Guard|Off-Guard]] to this attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+15 (reach 10 feet)\n__Damage__ 2d6 + 8 piercing plus grab"
+
+ - name: "Pharyngeal Jaws"
+ desc: "`pf2:2` **Requirements** The giant moray eel has a creature [[Conditions/Grabbed|Grabbed]] in its jaws\n* * *\n\n**Effect** The giant moray eel uses its second set of jaws to pull the prey into its gullet. The eel deals 1d6+4 piercing damage to the grabbed creature and gains a +2 circumstance bonus to its Swallow Whole attempts and to the DC for the creature to [[Actions/Escape|Escape]]. This effect ends if the target Escapes or the giant moray eel Swallows it Whole."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Small, 1d6+6 bludgeoning, Rupture 12\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Giant Moray Eel
+creatures:
+ - 1: Giant Moray Eel
+```
+
+
+
+Giant moray eels dwell in warm, tropical waters and build lairs in narrow, twisting caves made of coral. Their size, speed, and powerful bite make them dangerous to divers and fishers. Giant moray eels have rubbery hides that secrete a layer of mucus, making them difficult to harm with some weapons.
+
+* * *
+
+Although these long, narrow fish share similarities in appearance, eels are a diverse group of creatures.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Giant Octopus.md b/content/mechanics/srd/Bestiary/Monster Core/Giant Octopus.md
new file mode 100755
index 000000000..b900665d3
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Giant Octopus.md
@@ -0,0 +1,98 @@
+---
+title: "Giant Octopus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Zo0BK6m36F9gYhfd"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/aquatic
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Giant Octopus"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Giant Octopus"
+level: "Creature 8"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+trait_02: [[aquatic]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Athletics: +20, Stealth: +17"
+abilityMods: [6, 3, 4, -4, 3, -2]
+speed: 15 feet, swim 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +16, __Ref__ +17, __Will__ +15"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135; __Resistances__ cold 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Arm"
+ desc: "+20 (agile, reach 15 feet)\n__Damage__ 2d8 + 9 bludgeoning plus grab"
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+20 ()\n__Damage__ 2d8 + 9 piercing plus giant-octopus-venom"
+
+ - name: "Compression"
+ desc: " A giant octopus can move through a gap at least 2 feet wide without Squeezing, and can [[Actions/Squeeze|Squeeze]] through a gap at least 1 foot wide."
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d8+9 bludgeoning, DC 26 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Giant Octopus Venom"
+ desc: " (poison) **Saving Throw** DC 26 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 2d6 poison damage and [[Conditions/Off-Guard|Off-Guard]] (1 round)\n\n**Stage 2** 2d6 poison damage, [[Conditions/Clumsy|Clumsy 1]], and off-guard (1 round)\n\n**Stage 3** 2d6 poison damage, [[Conditions/Clumsy|Clumsy 2]], and off-guard (1 round)"
+
+ - name: "Ink Cloud"
+ desc: "`pf2:1` The octopus emits a cloud of black ink in a 30-foot emanation. This cloud has no effect outside of water. Creatures inside the cloud are [[Conditions/Undetected|Undetected]] and can't use their sense of smell. The cloud dissipates after 1 minute.\n\nThe octopus can't use Ink Cloud again for 2d6 rounds."
+
+ - name: "Jet"
+ desc: "`pf2:2` (move) The octopus moves up to 200 feet in a straight line through the water without triggering reactions."
+
+ - name: "Writhing Arms"
+ desc: "`pf2:2` The giant octopus makes up to four Strikes with different arms, each against a different target. Each attack counts separately for the octopus's multiple attack penalty, but the penalty doesn't increase the until the octopus has made all the attacks.\n\nIf the octopus subsequently uses the [[Bestiary Ability Glossary/Grab|Grab]] action, it can Grab any number of creatures it hit with Writhing Arms."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Giant Octopus
+creatures:
+ - 1: Giant Octopus
+```
+
+
+
+Giant octopuses are found in the heart of deep, dark oceans. Clever and adaptable, they hunt and devour all manner of animals. Despite growing up to 16 feet long, a giant octopus can compress its body to squeeze through small gaps as long as there's room for its beak.
+
+Giant octopuses favor shipwrecks, coral reefs, or underwater caverns as lairs, where they can take advantage of narrow confines for protection. Like their smaller kin, they're fond of adorning and decorating their lairs with found objects—many of which, in the giant octopus's case, are also magical weapons, shields, or works of art salvaged from sunken ships or fallen adventurers.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Giant Rat.md b/content/mechanics/srd/Bestiary/Monster Core/Giant Rat.md
new file mode 100755
index 000000000..15ee351a5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Giant Rat.md
@@ -0,0 +1,79 @@
+---
+title: "Giant Rat"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.d4PJbbTIqL2NWmR0"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/-1
+ - remaster
+statblock: inline
+name: "Giant Rat"
+level: -1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Giant Rat"
+level: "Creature -1"
+
+alignment: ""
+size: "Small"
+trait_01: [[animal]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Athletics: +2, Stealth: +5"
+abilityMods: [1, 3, 2, -4, 1, -3]
+speed: 30 feet, climb 10 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +6, __Ref__ +7, __Will__ +3"
+hp: 8
+health:
+ - name: ""
+ - name: HP
+ desc: "8"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+7 (agile, finesse)\n__Damage__ 1d6 + 1 piercing plus filth-fever"
+
+ - name: "Putrid Plague"
+ desc: " (disease) The [[Conditions/Sickened|Sickened]] and [[Conditions/Unconscious|Unconscious]] conditions from putrid plague don't improve on their own until the disease is cured.\n\n**Saving Throw** DC 14 Fortitude check\n* * *\n\n**Stage 1** carrier with no ill effect (1d4 hours)\n\n**Stage 2** [[Conditions/Sickened|Sickened 1]] (1 day)\n\n**Stage 3** Sickened 1 and [[Conditions/Slowed|Slowed 1]] (1 day)\n\n**Stage 4** [[Conditions/Unconscious|Unconscious]] (1 day)\n\n**Stage 5** dead"
+
+```
+
+```encounter-table
+name: Giant Rat
+creatures:
+ - 1: Giant Rat
+```
+
+
+
+Giant rats are enormous versions of the common vermin. They are typically found in abundant numbers, but since they cannot fit in the nooks where mundane rats typically hide, they are much easier to locate and exterminate. They mostly live in sewers where they can scavenge from the streets above, but some families of giant rats live in more remote locations, such as dank caves, forests or hills. Rats are incredibly adept survivors and can be found nearly anywhere in the world, though they tend to favor temperate or warm climates as opposed to cold regions.
+
+Although its bite alone is not lethal except to the very young or very old, the giant rat carries the putrid plague common to rodents around the world—a pestilence more than capable of ravaging rural communities.
+
+* * *
+
+Rats are a ubiquitous menace, scurrying through the sewers and on the streets of nearly every settlement in the world. Though a regular rat darting underfoot might startle or even frighten the average passerby, giant rats and rat swarms are far more dangerous.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Giant Scorpion.md b/content/mechanics/srd/Bestiary/Monster Core/Giant Scorpion.md
new file mode 100755
index 000000000..a15ba5290
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Giant Scorpion.md
@@ -0,0 +1,92 @@
+---
+title: "Giant Scorpion"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.qyZyvsMudFt7xdbu"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Giant Scorpion"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Giant Scorpion"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision, Tremorsense (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +11, Stealth: +7"
+abilityMods: [4, 2, 3, -5, 2, -4]
+speed: 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +12, __Ref__ +9, __Will__ +7"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike (Stinger Only)]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pincer"
+ desc: "+11 (agile, reach 10 feet)\n__Damage__ 1d8 + 6 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Stinger"
+ desc: "+11 (reach 10 feet)\n__Damage__ 1d6 + 6 piercing plus giant-scorpion-venom"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d6+4 bludgeoning, DC 20 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Giant Scorpion Venom"
+ desc: " (poison) **Saving Throw** DC 18 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d10 poison damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 2d10 poison damage and enfeebled 1 (1 round)\n\n**Stage 3** 2d10 poison damage and [[Conditions/Enfeebled|Enfeebled 2]] (1 round)"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Giant Scorpion
+creatures:
+ - 1: Giant Scorpion
+```
+
+
+
+These massive, terrifying arachnids are typically 8 feet long from head to the base of the tail. Giant scorpions are the favored pack animals and war beasts of various desert-dwelling creatures, particularly kholos. They are most commonly encountered in the wild, however. There they lair in mountainside caves or burrow beneath shallow layers of sand where they lie in wait for prey to wander near.
+
+* * *
+
+Chitinous scourges of deserts, forests, savannas, and badlands, scorpions are deadly arachnids with powerful pincers and a painful sting. Scorpions can be found in nearly every climate, where they hunt their prey with a mixture of patient stealth and raw strength. Most scorpions live in underground burrows, either as lone hunters or part of a larger colony. These arachnids are so feared and dangerous that in many cultures, they are treated as deities or dualistic symbols of both death and protection from said death.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Giant Stag Beetle.md b/content/mechanics/srd/Bestiary/Monster Core/Giant Stag Beetle.md
new file mode 100755
index 000000000..177ae507d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Giant Stag Beetle.md
@@ -0,0 +1,82 @@
+---
+title: "Giant Stag Beetle"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.m7DGYj6vCBUjNjEq"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Giant Stag Beetle"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Giant Stag Beetle"
+level: "Creature 4"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Athletics: +13"
+abilityMods: [5, 1, 5, -5, 2, -1]
+speed: 20 feet, fly 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +13, __Ref__ +9, __Will__ +8"
+hp: 55
+health:
+ - name: ""
+ - name: HP
+ desc: "55"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Mandibles"
+ desc: "+13 ()\n__Damage__ 2d8 + 5 piercing"
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+11 ()\n__Damage__ 1d10 + 5 bludgeoning"
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Medium or smaller, foot, DC 21 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+```
+
+```encounter-table
+name: Giant Stag Beetle
+creatures:
+ - 1: Giant Stag Beetle
+```
+
+
+
+The giant stag beetle is larger than a horse, and the sight of one flying (if slowly and somewhat clumsily) on great buzzing wings is unnerving. Its enormous mandibles are used to impress mates, intimidate rivals, and discourage predators, for they can deliver deadly blows. While giant stag beetles are deadly predators, skilled wranglers can domesticate them. In such a capacity, these beetles serve well as beasts of burden or even as mounts.
+
+Giant stag beetles can be a serious menace in marshes, cavern complexes, and heavy forests. More than one logging camp has attracted a cluster of giant stag beetles and had to be completely abandoned, yielding all its lumber to the hunger of the giant insects.
+
+* * *
+
+Not all beetles are harmless creatures that can be easily crushed underfoot. Oversized and ravenous giant beetles can be found throughout the temperate and tropical regions of the world. They are often benign creatures, though when threatened or roused, giant beetles are quite dangerous. Their powerful mandibles and tough exoskeletons make for a challenging combatant.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Giant Tarantula.md b/content/mechanics/srd/Bestiary/Monster Core/Giant Tarantula.md
new file mode 100755
index 000000000..adb471de2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Giant Tarantula.md
@@ -0,0 +1,86 @@
+---
+title: "Giant Tarantula"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.o045qyN3wGq3Aqsj"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Giant Tarantula"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Giant Tarantula"
+level: "Creature 6"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Athletics: +16, Stealth: +11"
+abilityMods: [6, 1, 5, -5, 2, -4]
+speed: 30 feet, climb 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +15, __Ref__ +13, __Will__ +10"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+17 ()\n__Damage__ 2d8 + 8 piercing plus giant-tarantula-venom"
+
+ - name: "**Melee** `pf2:1` Leg"
+ desc: "+17 (reach 10 feet)\n__Damage__ 1d12 + 8 bludgeoning plus knockdown"
+
+ - name: "Giant Tarantula Venom"
+ desc: " (poison) **Saving Throw** DC 23 Fortitude check\n* * *\n\n**Maximum Duration** 8 rounds\n\n**Stage 1** 1d10 poison damage (1 round)\n\n**Stage 2** 1d12 poison damage, [[Conditions/Clumsy|Clumsy 1]], and [[Conditions/Off-Guard|Off-Guard]] (1 round)\n\n**Stage 3** 2d6 poison damage, [[Conditions/Clumsy|Clumsy 2]], and off-guard (1 round)\n\n**Stage 4** 2d6 poison damage and [[Conditions/Paralyzed|Paralyzed]] (1 round)"
+
+ - name: "Hair Barrage"
+ desc: "`pf2:2` The tarantula flicks its legs, flinging spiky hairs in a 15-foot cone. This deals 4d6 piercing damage with a DC 25 Reflex check save."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Giant Tarantula
+creatures:
+ - 1: Giant Tarantula
+```
+
+
+
+Tarantulas are ambush predators, but will attack prey in the open.
+
+* * *
+
+Few everyday vermin inspire as much dread as the infamous spider.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Giant Viper.md b/content/mechanics/srd/Bestiary/Monster Core/Giant Viper.md
new file mode 100755
index 000000000..65126b0c1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Giant Viper.md
@@ -0,0 +1,83 @@
+---
+title: "Giant Viper"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.9KjPDAx3hohUiiCa"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Giant Viper"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Giant Viper"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Athletics: +8, Stealth: +8, Survival: +6"
+abilityMods: [3, 4, 3, -4, 1, -2]
+speed: 20 feet, climb 20 feet, swim 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +8, __Ref__ +11, __Will__ +6"
+hp: 26
+health:
+ - name: ""
+ - name: HP
+ desc: "26"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Attack of Opportunity|Coiled Strike (Special)]]"
+ desc: "`pf2:r` As Reactive Strike, but the snake can use this reaction only if it's Coiled.\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+11 (finesse)\n__Damage__ 1d8 + 3 piercing plus giant-viper-venom"
+
+ - name: "Coil"
+ desc: "`pf2:1` The giant viper uses an action to coil itself. While Coiled, the reach of its fangs is 10 feet and it has the Reactive Strike reaction. After the giant viper Strikes with its fangs, it becomes uncoiled."
+
+ - name: "Giant Viper Venom"
+ desc: " (poison) **Saving Throw** DC 17 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d6 poison damage (1 round)\n\n**Stage 2** 1d6 poison damage and [[Conditions/Drained|Drained 1]]"
+
+```
+
+```encounter-table
+name: Giant Viper
+creatures:
+ - 1: Giant Viper
+```
+
+
+
+The giant viper's fangs are a frightening sight, with injection tubes as long as daggers. The sheer amount of venom injected by a giant viper can cause severe blood clotting and leave a victim utterly drained of vitality.
+
+* * *
+
+Snakes come in an array of forms, from jungle-dwelling constrictors that wrap around their prey to venomous vipers with deadly bites. Regardless, all snakes consume their prey whole by unhinging their jaws and using powerful muscles to move the food down their throats and into their stomachs.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Giant Wasp.md b/content/mechanics/srd/Bestiary/Monster Core/Giant Wasp.md
new file mode 100755
index 000000000..ba35a8960
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Giant Wasp.md
@@ -0,0 +1,83 @@
+---
+title: "Giant Wasp"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.zsYZL4zzZtElcHj3"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Giant Wasp"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Giant Wasp"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Athletics: +9"
+abilityMods: [4, 4, 4, -5, 1, 1]
+speed: 20 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +9, __Ref__ +11, __Will__ +6"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Stinger"
+ desc: "+12 (poison)\n__Damage__ 1d12 + 4 piercing plus giant-wasp-venom"
+
+ - name: "Giant Wasp Venom"
+ desc: " (incapacitation,poison) **Saving Throw** DC 19 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** no effect (1 round)\n\n**Stage 2** [[Conditions/Clumsy|Clumsy 2]] (1 round)\n\n**Stage 3** [[Conditions/Paralyzed|Paralyzed]] (1 round)"
+
+ - name: "Implant Eggs"
+ desc: "`pf2:1` The giant wasp lays eggs in an adjacent creature that is [[Conditions/Paralyzed|Paralyzed]] or [[Conditions/Unconscious|Unconscious]], exposing it to the wasp larva disease."
+
+ - name: "Wasp Larva"
+ desc: " (disease) **Saving Throw** DC 21 Fortitude check\n* * *\n\n**Stage 1** carrier with no ill effect (1d6 days)\n\n**Stage 2** [[Conditions/Drained|Drained 1]] (1d3 days)\n\n**Stage 3** 5d6 damage, larva emerges (disease ends)"
+
+```
+
+```encounter-table
+name: Giant Wasp
+creatures:
+ - 1: Giant Wasp
+```
+
+
+
+Giant wasps are much more dangerous but less common than their smaller kin, and—to the relief of those who encounter them—they tend to be solitary.
+
+* * *
+
+While the common wasp poses little threat to a hardy adventurer aside from an uncomfortable sting, a large and aggressive swarm of these territorial insects—to say nothing of their oversized kin—can lay low an entire party of heroes. The wasps represented here are of the common variety, also known as yellow jackets, but many other sorts of dangerous wasps exist, such as a Garundi variant that swarms in such great numbers that it can decimate entire villages.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Gigantopithecus.md b/content/mechanics/srd/Bestiary/Monster Core/Gigantopithecus.md
new file mode 100755
index 000000000..b22260663
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Gigantopithecus.md
@@ -0,0 +1,80 @@
+---
+title: "Gigantopithecus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gBQSBWYvR0dEHPEQ"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Gigantopithecus"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Gigantopithecus"
+level: "Creature 4"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Athletics: +13, Stealth: +9"
+abilityMods: [4, 2, 3, -4, 1, -2]
+speed: 30 feet, climb 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +14, __Ref__ +11, __Will__ +8"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+13 (agile, reach 10 feet)\n__Damage__ 2d6 + 6 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+13 ()\n__Damage__ 1d8 + 6 piercing"
+
+ - name: "Frightening Display"
+ desc: "`pf2:2` (auditory,emotion,fear,mental) The gorilla beats its chest in a terrifying display. Creatures within 30 feet must attempt a DC 22 Will check save.\n\nWhile a creature is [[Conditions/Frightened|Frightened]] by this ability, it is [[Conditions/Off-Guard|Off-Guard]] to the gigantopithecus.\n* * *\n\n**Critical Success** No effect and temporarily immune for 1 minute.\n\n**Success** The creature is unaffected.\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 2]]."
+
+```
+
+```encounter-table
+name: Gigantopithecus
+creatures:
+ - 1: Gigantopithecus
+```
+
+
+
+These fierce kin of orangutans are three times heavier than a gorilla.
+
+* * *
+
+While many apes exhibit peaceful or reclusive behavior, gorillas can be territorial, and the megaprimatus is especially aggressive and dangerous.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Gimmerling.md b/content/mechanics/srd/Bestiary/Monster Core/Gimmerling.md
new file mode 100755
index 000000000..05f62c130
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Gimmerling.md
@@ -0,0 +1,102 @@
+---
+title: "Gimmerling"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.WRDn7WwLeJY75SQo"
+tags:
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/12
+ - remaster
+statblock: inline
+name: "Gimmerling"
+level: 12
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Gimmerling"
+level: "Creature 12"
+
+alignment: ""
+size: "Small"
+trait_01: [[fey]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Low-Light Vision"
+languages: "Aklo, Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +22, Crafting: +23, Deception: +25, Nature: +21, Stealth: +25, Thievery: +25"
+abilityMods: [4, 7, 4, 5, 3, 4]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +22, __Ref__ +25, __Will__ +19"
+hp: 235
+health:
+ - name: ""
+ - name: HP
+ desc: "235; __Weaknesses__ cold iron 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Hand Crossbow|+1 Striking Hand Crossbow]], 20x [[Equipment/Bolts|Bolts]]"
+ - name: "Hungersense (Imprecise) 30 feet"
+ desc: " Hungersense allows the gimmerling to sense creatures that require food to live."
+
+abilities_mid:
+ - name: ""
+ - name: "Treacherous Aura"
+ desc: " (aura,primal) 15 feet.\n\nTangled roots, jagged divots, sharp rocks and other hazards appear on surfaces in the aura, creating difficult terrain."
+
+ - name: "Trip Up"
+ desc: "`pf2:r` **Trigger** A creature critically fails a melee attack to hit the gimmerling or moves into a space within the gimmerling's treacherous aura\n* * *\n\n**Effect** The triggering creature must attempt a DC 32 Reflex check save.\n* * *\n\n**Critical Success** The target is unaffected.\n\n**Success** The target is [[Conditions/Off-Guard|Off-Guard]] until the start of its next turn.\n\n**Failure** The target takes 2d10 bludgeoning damage and is off-guard until the start of its next turn.\n\n**Critical Failure** As failure, and the target is knocked [[Conditions/Prone|Prone]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+26 (agile, finesse)\n__Damage__ 2d8 + 7 slashing plus disarm"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+26 (finesse)\n__Damage__ 3d8 + 7 piercing 2d6 poison"
+
+ - name: "**Ranged** `pf2:1` Hand Crossbow"
+ desc: "+28 (range increment 60 feet, reload 1)\n__Damage__ 2d6 + 3 piercing 2d6 poison"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph,primal) The gimmerling takes on the appearance of any humanoid. In humanoid form, They lose their treacherous aura, and their equipment appears to be trinkets or toys. If the chosen form lacks claws or fangs, they lose the matching Strike. If they lose their claw Strike, they gain a fist Strike that is identical except that it deals bludgeoning damage.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Sly Disarm"
+ desc: "`pf2:1` **Requirements** The gimmerling's last action was a successful claw Strike\n* * *\n\n**Effect** The gimmerling attempts to [[Actions/Disarm|Disarm]] the creature they hit. They gain a +4 status bonus on the Athletics check. This attempt neither applies nor counts toward the gimmerling's multiple attack penalty."
+
+ - name: "Sneak Attack"
+ desc: " The gimmerling deals 2d6 extra precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+ - name: "Trickster's Step"
+ desc: " The gimmerling ignores difficult terrain and doesn't trigger traps with its movement."
+
+```
+
+```encounter-table
+name: Gimmerling
+creatures:
+ - 1: Gimmerling
+```
+
+
+
+Gimmerlings are small, shapeshifting fey who stage ambushes to sate their endless hunger and childish greed. These cruelly curious fey obsess over finding and making unusual traps and sadistic weapons, and their favorite amusement is seeing these traps sprung or the weapons wielded. When residing on Golarion, they're frequently found in urban areas, particularly slums or other parts of town, where they can either go unnoticed or be easily forgotten—and have plenty of victims to choose from.
+
+A typical gimmerling disguises themself as an endangered child, hoping to draw creatures close enough to rob. The gimmerling puts themself in apparent danger using a trap, construct, a bribed ally, or even a coerced monster.
+
+Because gimmerlings sometimes trade obscure smithing or trapping techniques in exchange for gifts that sate their curiosity, their greed, or their hunger, they have at times been worshipped as minor gods of the forge. Some disciplined gimmerlings work as honored artisans, elite guards, or spies for the demigods known as the Eldest, who dwell in the depths of the First World.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Giylea.md b/content/mechanics/srd/Bestiary/Monster Core/Giylea.md
new file mode 100755
index 000000000..18cccd073
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Giylea.md
@@ -0,0 +1,105 @@
+---
+title: "Giylea"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.8PSbhAgrFeFjXtlM"
+tags:
+ - pf2e/creature/type/archon
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/16
+ - remaster
+statblock: inline
+name: "Giylea"
+level: 16
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Giylea"
+level: "Creature 16"
+rare_03: [[Rare]]
+alignment: ""
+size: "huge"
+trait_01: [[archon]]
+trait_02: [[celestial]]
+trait_03: [[holy]]
+modifier: 28
+perception:
+ - name: "Perception"
+ desc: "+28; Darkvision, Truesight"
+languages: "Diabolic, Draconic, Empyrean, Utopian; Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +31, Athletics: +30, Intimidation: +29, Religion: +28, Warfare Lore: +29"
+abilityMods: [6, 9, 6, 5, 6, 3]
+speed: fly 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 41
+armorclass:
+ - name: AC
+ desc: "41 all-around vision; __Fort__ +26, __Ref__ +31, __Will__ +28; +1 status to all saves vs. magic"
+hp: 230
+health:
+ - name: ""
+ - name: HP
+ desc: "230; __Immunities__ fear effects; __Weaknesses__ unholy 15"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+ - name: "All-Knowing Eyes"
+ desc: " (aura,divine,mental,visual) 30 feet.\n\nWhen a creature ends its turn in the giylea's aura, it must attempt a DC 34 Will check save. If the creature fails, any Deception check it attempts until the end of its next turn has its result reduced by one degree of success. If a creature is currently disguised or in a shape other than its true form when it fails its save, it also becomes [[Conditions/Stupefied|Stupefied 1]] until the end of its next turn."
+
+ - name: "[[Actor.oTw6wAZmGiL3oGWR.Item.fHJ8nd0W2SbII4o1|Archon's Protection]]"
+ desc: "`pf2:r` **Trigger** An enemy damages the archon's ally and both are within 15 feet of the archon\n* * *\n\n**Effect** The ally gains resistance 20 to all damage against the triggering damage and the archon can make a Strike against the enemy."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Slam"
+ desc: "+30 (holy, magical)\n__Damage__ 1d6 fire 3d12 + 14 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Tongue of Flame"
+ desc: "+33 (fire, holy, magical, range 30 feet)\n__Damage__ 7d6 fire"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 37, attack +29; __9th __ _[[Spells/Detonate Magic|Detonate Magic]]_; __8th __ _[[Spells/Divine Wrath|Divine Wrath]]_, _[[Spells/Ring of Truth|Ring of Truth (At Will)]]_; __7th __ _[[Spells/Divine Decree|Divine Decree]]_, _[[Spells/Divine Immolation|Divine Immolation]]_, _[[Spells/Scouting Eye|Scouting Eye]]_, _[[Spells/Zealous Conviction|Zealous Conviction]]_\n__Constant__ __(8th)__ _[[Spells/Ring of Truth|Ring of Truth]]_, _[[Spells/Truesight|Truesight]]_, _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "Fiery Spokes"
+ desc: "`pf2:2` (divine,fire,holy,spirit) The giylea spins furiously, emitting a rain of divine fire. All creatures in a 60-foot emanation take 12d6 fire damage and 5d6 spirit damage with a DC 37 Reflex check save. The giylea can't use Fiery Spokes for 1d4 rounds."
+
+ - name: "Focus Gaze"
+ desc: "`pf2:1` (concentrate,divine,mental,visual) The giylea fixes their gaze on a creature they can see within 30 feet. The target must immediately attempt a DC 37 Will check save against the giylea's all-knowing eyes. If the creature is under any magical effect that disguises it or has altered its shape, the giylea attempts to counter that magical disguise effect (counteract +29, 8th rank). After attempting its save, the creature is then temporarily immune until the start of the giylea's next turn."
+
+```
+
+```encounter-table
+name: Giylea
+creatures:
+ - 1: Giylea
+```
+
+
+
+Giyleas are known as wheel archons, named for their appearance as a flying, armor-plated wheel of fire with eyes on each spoke. They often serve as advisors due to their ability to see through lies, and they have a legendary intolerance and single-mindedness in the pursuit of the punishment of evil.
+
+* * *
+
+Archons are guardians of Heaven and enemies of corruption. Before gods and their servants set foot in the celestial planes, archons already resided in Heaven, the original inhabitants of the realm. Upon meeting, the archons and divine angels quickly discovered they were of a kind, holding justice and righteousness in their hearts. An alliance was formed, and archons now serve as stalwart allies to all celestials and mortals they find worthy.
+
+While the first archons coalesced from the immense seven-tiered mountain of Heaven, they choose willing and worthy Heaven-bound souls to join their ranks. These mortals hear and answer the call of a mysterious voice, manifesting in the Garden at the mountain's peak. There they swear to forever serve the cause of justice and transform into their new archon forms.
+
+Though deeply concerned with defending mortal life and willing to sacrifice themselves in battle against fiends, archons often feel rote and inscrutable to others, and their forms can border on frightening and bizarre. For this reason, they often have issues with interacting with mortals, or with the free spirited azatas. Despite this, archons draw great strength from others, especially those who exemplify virtue.
+
+Beyond their celestial allies, archons also maintain ancient ties with aeons. The inscrutable factions can still be seen working together to defend longforgotten secrets and enforce rules that predate mortal life. Archons explain these missions as necessary without further elaboration, leaving even their angelic allies frustrated with archons' obstinance.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Globster.md b/content/mechanics/srd/Bestiary/Monster Core/Globster.md
new file mode 100755
index 000000000..d1d7beb49
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Globster.md
@@ -0,0 +1,95 @@
+---
+title: "Globster"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.q75uwe1XqLTNBwcl"
+tags:
+ - pf2e/creature/type/aquatic
+ - pf2e/creature/type/ooze
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Globster"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Globster"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[aquatic]]
+trait_02: [[ooze]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; "
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +15"
+abilityMods: [6, -5, 5, -5, 0, -5]
+speed: 15 feet, swim 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 12
+armorclass:
+ - name: AC
+ desc: "12; __Fort__ +16, __Ref__ +6, __Will__ +9"
+hp: 170
+health:
+ - name: ""
+ - name: HP
+ desc: "170; __Immunities__ critical hits, mental, unconscious; __Weaknesses__ electricity 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Stench|Stench]]"
+ desc: " (aura,olfactory) 30 feet, DC 19 Fortitude check\n* * *\n\nA creature entering the aura or starting its turn in the area must succeed at a Fortitude save or become [[Conditions/Sickened|Sickened 1]] (plus [[Conditions/Slowed|Slowed 1]] as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tendril"
+ desc: "+15 ()\n__Damage__ 2d8 + 6 bludgeoning plus grab,nauseating-slap"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d8+6 bludgeoning, DC 22 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Nauseating Slap"
+ desc: " (poison) A living creature struck by a globster's tendril must attempt a DC 19 Fortitude check save. On a failure, the creature becomes [[Conditions/Sickened|Sickened 1]]. If the creature is already sickened, the condition value increases by 1, to a maximum of sickened 4.\n\nOnce a creature succeeds at its saving throw, it is temporarily immune for 24 hours."
+
+ - name: "Saturated"
+ desc: " A globster can survive for 1 hour out of the water, after which it risks drowning and suffocation."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Globster
+creatures:
+ - 1: Globster
+```
+
+
+
+The tide washes ashore all manner of detritus, from harmless seaweed and shells to the rotting corpses of massive aquatic creatures. The globster is often mistaken for such, and this assumption isn't entirely incorrect—these mindless, oozing masses are composed of decaying sea creatures, half-digested and merged into a revolting, reeking heap of blubbery sludge.
+
+Though mindless, globsters are predators that seek out living quarry. They often huddle on the seafloor, where their own fetid mass attracts scavengers who swiftly become the ooze's next meal. When the tides wash these monsters ashore, they simply shift to hunting land-bound prey. Coastal communities usually notice the smell of a washed-up globster long before they see it. Those sent to investigate often mistake a globster for the carcass of a beached whale before discovering the presumed corpse is very much alive and hungry.
+
+Sages once believed globsters were undead, undulating wads of rotting flesh driven to feed, but though mindless, they are very much alive. They are attracted to waterside refuse dumps and floating garbage scows and are dimly aware enough to congregate where food is plentiful.
+
+Since they consist of so much blubber and oily tissue, globsters can be collected for lamp oil, grease, cooking fat, and more. The goo that remains when they decompose works for this purpose, if one can stand the smell. The firmer fat deteriorates quickly, but many an impromptu goblin beach barbecue has deep-fried slabs of it as a delicacy.
+
+Globsters consume living creatures but digest only a portion of them. The undigested dross accumulates within the globster as it becomes more and more bloated. They carry this fetid mass within their squelching bodies until instinct or injury provokes them to vomit forth a new globster to help devour everything nearby. A globster with enough dross to create a new globster automatically does so as a free action triggered upon taking damage. Treat any encounter with such a globster as though it were against two level 5 creatures, instead of just one. As far as scholars know, this is the only way these creatures can create more of their kind.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Gluttonyspawn.md b/content/mechanics/srd/Bestiary/Monster Core/Gluttonyspawn.md
new file mode 100755
index 000000000..d613e6590
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Gluttonyspawn.md
@@ -0,0 +1,90 @@
+---
+title: "Gluttonyspawn"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.awkgeh9PvbbIlDuP"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Gluttonyspawn"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Gluttonyspawn"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Aklo"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Athletics: +8, Stealth: +9, Survival: +10"
+abilityMods: [4, 3, 4, 0, 2, 1]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +10, __Ref__ +9, __Will__ +6; +1 status to all saves vs. magic, +4 status to all saves vs. mental"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30; __Immunities__ controlled; __Resistances__ mental 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Scythe|Scythe]]"
+ - name: "Sin Scent (Imprecise) 30 feet"
+ desc: " A sinspawn can smell creatures that reflect its sin as the scent ability. The GM determines which creatures are appropriately sinful.\n* * *\n\nScent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).\n\nIf a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 (agile)\n__Damage__ 1d8 + 4 piercing plus sinful-bite"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+10 ()\n__Damage__ 1d6 + 4 slashing"
+
+ - name: "**Melee** `pf2:1` Scythe"
+ desc: "+10 (deadly d10, trip)\n__Damage__ 1d10 + 4 slashing"
+
+ - name: "Sinful Bite"
+ desc: " (arcane,emotion,mental) A creature hit by the jaws of a sinspawn must attempt a DC 18 Will check save as it is assailed by sinful thoughts.\n* * *\n\n**Critical Success** Unaffected\n\n**Success** [[Conditions/Sickened|Sickened 1]]\n\n**Failure** [[Conditions/Sickened|Sickened 2]]\n\n**Critical Failure** sickened 2 plus [[Conditions/Drained|Drained 1]] for 1 minute"
+
+```
+
+```encounter-table
+name: Gluttonyspawn
+creatures:
+ - 1: Gluttonyspawn
+```
+
+
+
+Sinspawn were created by one of seven ancient wizards known collectively as runelords—each of whom embraced and embodied one of seven sins. The first sinspawn was created by the Runelord of Wrath, utilizing techniques that have since gone on to influence fleshwarping practices. It wasn't long before the technique used to create sinspawn fell into the hands of the other runelords, and while each tried their own hand at crafting variants of their own design, today, sinspawn of wrath remain the most numerous and notorious of their kind.
+
+Bearing only a vague resemblance to the humanoids from whose flesh they were formed, sinspawn generally appear horrifically emaciated and have unnaturally long arms and digitigrade legs, each with a trio of stubby, taloned digits. Veins bulge across sinspawn's bodies in sanguine patterns that suspiciously resemble twisted runes, and their flesh is pale and hairless. Their heads are elongated, with slits for a nose, red eyes, and disturbing lower jaws that split in half at the chin, revealing pedipalps that end in tiny, three-fingered hands and framing a long, lolling tongue.
+
+Sinspawn stand 6-1/2 feet tall and typically weigh as much as an emaciated human of their size. They behave in a manner consistent with their associated sin and have physical characteristics that hint at these qualities. For example, greedspawn's veins appear to run with gold, while envyspawn appear even more gaunt than the rest of their kin.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Gnome Bard.md b/content/mechanics/srd/Bestiary/Monster Core/Gnome Bard.md
new file mode 100755
index 000000000..d11265c87
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Gnome Bard.md
@@ -0,0 +1,85 @@
+---
+title: "Gnome Bard"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.tKi01J8UwVUUUA0C"
+tags:
+ - pf2e/creature/type/gnome
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Gnome Bard"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Gnome Bard"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[gnome]]
+trait_02: [[humanoid]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Low-Light Vision"
+languages: "Common, Fey, Gnomish"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Deception: +7, Diplomacy: +5, Intimidation: +7, Performance: +7, Stealth: +5"
+abilityMods: [1, 3, 1, 1, 2, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +5, __Ref__ +7, __Will__ +9"
+hp: 16
+health:
+ - name: ""
+ - name: HP
+ desc: "16"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Dagger|Dagger]], [[Equipment/Sling|Sling]], [[Equipment/Musical Instrument (Handheld)|Musical Instrument (Handheld)]], 20x [[Equipment/Sling Bullets|Sling Bullets]]"
+abilities_mid:
+ - name: ""
+ - name: "Gnomish Shift"
+ desc: "`pf2:r` (primal,teleportation) **Trigger** The gnome bard would take damage\n* * *\n\n**Effect** The gnome bard gains resistance 2 to the triggering damage and teleports to an adjacent space."
+
+attacks:
+ - name: ""
+
+ - name: "Occult Spontaneous Spells"
+ desc: "DC 19, attack +11; __1st __ (2 slots) _[[Spells/Charm|Charm]]_, _[[Spells/Command|Command]]_\n__Cantrips__ __(1st)__ _[[Spells/Courageous Anthem|Courageous Anthem]]_, _[[Spells/Daze|Daze]]_, _[[Spells/Figment|Figment]]_, _[[Spells/Message|Message]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Summon Instrument|Summon Instrument]]_"
+
+ - name: "Do a Jig!"
+ desc: "`pf2:1` (auditory,incapacitation,mental,occult) The gnome bard plays a ditty that inspires dance. One creature within 30 feet must make a DC 19 Will check saving throw.\n* * *\n\n**Success** The target is unaffected.\n\n**Failure** The target must waste 1 action on its next turn dancing.\n\n**Critical Failure** The target must waste 2 actions on its next turn dancing."
+
+```
+
+```encounter-table
+name: Gnome Bard
+creatures:
+ - 1: Gnome Bard
+```
+
+
+
+Being a bard allows a gnome a wonderful excuse to constantly travel and see new places while simultaneously creating wonderful things. Occasionally, these bards have a reputation for inappropriate or socially critical performances.
+
+* * *
+
+Gnomes are known for being creative and curious. They stand at around 3 feet tall, and their vivid personalities match their naturally vivid hair and eye color. Gnomes possess a natural connection to their ancestral home, the First World. They crave adventure and new experiences to fight off an ancestry-wide affliction known as the Bleaching. Gnomes who fail to dream and innovate begin to slowly lose their color and fall into a deep depression.
+
+A notable subgroup of gnomes called umbral gnomes typically have gray or brown skin with a stony texture, and thin, pale hair or bald pates. Umbral gnomes are most numerous in the Darklands, where they go by the name drathnelar. Umbral gnomes often attribute these physical changes to the gnome deity regarded as the first of their kind, Nivi Rhombodazzle. Nivi was a surface gnome who traveled deep into the Darklands and was ultimately rewarded with demigodhood when she exchanged a particular gemstone with the dwarven deity, Torag. Nivi is immune to the Bleaching, and umbral gnomes are often immune or resistant to it as well.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Goblin Commando.md b/content/mechanics/srd/Bestiary/Monster Core/Goblin Commando.md
new file mode 100755
index 000000000..297ebbe82
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Goblin Commando.md
@@ -0,0 +1,85 @@
+---
+title: "Goblin Commando"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ukYXRpfOS47LOlSR"
+tags:
+ - pf2e/creature/type/goblin
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Goblin Commando"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Goblin Commando"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[goblin]]
+trait_02: [[humanoid]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Darkvision"
+languages: "Common, Goblin"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Athletics: +6, Intimidation: +5, Nature: +5, Stealth: +6"
+abilityMods: [3, 3, 2, -1, 0, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +7, __Ref__ +8, __Will__ +5"
+hp: 18
+health:
+ - name: ""
+ - name: HP
+ desc: "18"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Horsechopper|Horsechopper]], [[Equipment/Shortbow|Shortbow]], [[Equipment/Leather Armor|Leather Armor]], 20x [[Equipment/Arrows|Arrows]]"
+abilities_mid:
+ - name: ""
+ - name: "Goblin Scuttle"
+ desc: "`pf2:r` **Trigger** A goblin ally ends a move action adjacent to the goblin.\n* * *\n\n**Effect** The goblin commando [[Actions/Step|Steps]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Horsechopper"
+ desc: "+8 (reach 10 feet, trip, versatile p)\n__Damage__ 1d8 + 3 slashing"
+
+ - name: "**Ranged** `pf2:1` Shortbow"
+ desc: "+8 (deadly d10, range increment 60 feet, reload 0)\n__Damage__ 1d6 piercing"
+
+```
+
+```encounter-table
+name: Goblin Commando
+creatures:
+ - 1: Goblin Commando
+```
+
+
+
+The theoretical leaders of goblin raids are called goblin commandos. In practice, goblin commandos rarely continue to lead their comrades once a battle has begun. Most shirk their responsibilities in favor of wading into the fray and claiming more glory from their tribe-mates.
+
+* * *
+
+These small humanoids typically have green or gray skin and large heads with wide ears. While some goblins are civilized and have worked hard to be considered upstanding members of humanoid communities, many are impetuous and vicious creatures who delight in wreaking havoc. These goblins think nothing of slaughtering livestock, stealing, or burning down a building purely for momentary delight. They revel in playing malicious tricks on taller humanoids, whom they call "longshanks."
+
+Goblins are superstitious, with an intense awe of magic and a fascination with fire; goblins who master magic or fire earn great respect from their kin. Most other humanoids find it difficult to understand goblins' outlook: they hate canines but eagerly share their lairs with so-called "goblin dogs," they fearlessly attack larger creatures but are terrified of horses, and they despise vegetables yet consider pickles a delicacy. To a goblin, of course, these are all perfectly sensible life choices.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Goblin Dog.md b/content/mechanics/srd/Bestiary/Monster Core/Goblin Dog.md
new file mode 100755
index 000000000..699a9af54
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Goblin Dog.md
@@ -0,0 +1,91 @@
+---
+title: "Goblin Dog"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.pR5WjYC9uF50Fu2F"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Goblin Dog"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Goblin Dog"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +6, Stealth: +7"
+abilityMods: [3, 2, 2, -4, 1, -1]
+speed: 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +8, __Ref__ +8, __Will__ +5"
+hp: 17
+health:
+ - name: ""
+ - name: HP
+ desc: "17"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Buck|Buck]]"
+ desc: "`pf2:r` DC 17 Reflex check\n* * *\n\nMost monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.\n\n**Trigger** A creature [[Actions/Mount|Mounts]] or uses the [[Actions/Command an Animal|Command an Animal]] action while riding the monster.\n* * *\n\n**Effect** The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land [[Conditions/Prone|Prone]]. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall."
+
+ - name: "Irritating Dander"
+ desc: " A creature that hits the goblin dog with an unarmed attack, tries to [[Actions/Grapple|Grapple]] it, or otherwise touches it is exposed to goblin pox."
+
+ - name: "Juke"
+ desc: "`pf2:r` **Requirements** A creature must be mounted on the goblin dog.\n\n**Trigger** The rider issues a command to the goblin dog.\n* * *\n\n**Effect** The goblin dog Steps before following the command."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+9 ()\n__Damage__ 1d6 + 3 piercing plus goblin-pox"
+
+ - name: "Goblin Pox"
+ desc: " (disease) Goblins and goblin dogs are immune to goblin pox.\n\n**Saving Throw** DC 17 Fortitude check\n* * *\n\n**Stage 1** [[Conditions/Sickened|Sickened 1]] (1 round)\n\n**Stage 2** sickened 1 and [[Conditions/Slowed|Slowed 1]] (1 round)\n\n**Stage 3** [[Conditions/Sickened|Sickened 2]] and can't reduce its sickened value below 1 (1 day)"
+
+ - name: "Scratch"
+ desc: "`pf2:2` (manipulate) The goblin dog vigorously scratches itself, exposing all adjacent creatures to goblin pox."
+
+```
+
+```encounter-table
+name: Goblin Dog
+creatures:
+ - 1: Goblin Dog
+```
+
+
+
+Goblins' eponymous pets aren't true canines at all but rather large, blunt-nosed rodents with thin bodies and long legs. Often as cowardly as they are ugly, goblin dogs prefer to lurk behind bushes or in deep shadows, only pouncing upon lone or wounded prey. Goblin dogs frequently roam in packs, but they are likely to flee from a fight if injured, even if it means abandoning their packmates.
+
+Goblin dogs take their name from a long association with goblins, who breed the beasts as guard animals and mounts. Most goblins take issue with the name, as the average goblin is appalled at the suggestion that their favored mounts have anything at all to do with actual dogs. Of course, being goblins, they haven't bothered to come up with their own unique name for the creatures.
+
+Even the most pampered goblin dogs have itchy mange and prolific dander that tenaciously affects those who come in contact with them. This "goblin pox" causes itchy hives and festering sores that are as unsightly as they are irritating and distracting. Goblin dog dander causes allergic reactions in nearly all other creatures that don't share goblin dogs' terrible hygiene—with the notable exception being, of course, goblins, who remain entirely immune to the disease regardless of cleanliness.
+
+Hunger can drive goblin dogs to bouts of uncharacteristic violence, and crueler goblins sometimes purposefully starve their pets on the eve of battle. Goblin dogs subsist on whatever organic material they can scavenge; they particularly enjoy fresh carrion. Although goblins are far from picky eaters themselves, they value goblin dogs because the noisome animals will consume material that even goblins won't touch. In fact, "Will It Eat?" is one of the most popular games goblins play with their pets, where a wide range of morsels (not always edible or safe to consume) are dangled before a goblin dog's snout. Sadly, the game "Will It Die?" is often played after "Will It Eat?" Goblin dogs that survive the second game earn renown for their digestive prowess and often become favored tribal pets, treated even better than most of the rank-and-file goblins.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Goblin Pyro.md b/content/mechanics/srd/Bestiary/Monster Core/Goblin Pyro.md
new file mode 100755
index 000000000..24e9882f0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Goblin Pyro.md
@@ -0,0 +1,82 @@
+---
+title: "Goblin Pyro"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.zRYk6zwTZ63eEBh1"
+tags:
+ - pf2e/creature/type/goblin
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Goblin Pyro"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Goblin Pyro"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[goblin]]
+trait_02: [[humanoid]]
+modifier: 4
+perception:
+ - name: "Perception"
+ desc: "+4; Darkvision"
+languages: "Common, Goblin"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Stealth: +7, Fire Lore: +7"
+abilityMods: [0, 4, 2, 0, -1, 3]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +5, __Ref__ +9, __Will__ +4"
+hp: 15
+health:
+ - name: ""
+ - name: HP
+ desc: "15"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Torch|Torch]]"
+abilities_mid:
+ - name: ""
+ - name: "Goblin Scuttle"
+ desc: "`pf2:r` **Trigger** A goblin ally ends a move action adjacent to the goblin.\n* * *\n\n**Effect** The goblin pyro [[Actions/Step|Steps]]."
+
+attacks:
+ - name: ""
+
+ - name: "Arcane Spontaneous Spells"
+ desc: "DC 16, attack +6; __1st __ (3 slots) _[[Spells/Breathe Fire|Breathe Fire]]_, _[[Spells/Grease|Grease]]_\n__Cantrips__ __(1st)__ _[[Spells/Ignition|Ignition]]_, _[[Spells/Light|Light]]_, _[[Spells/Tangle Vine|Tangle Vine]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_"
+
+```
+
+```encounter-table
+name: Goblin Pyro
+creatures:
+ - 1: Goblin Pyro
+```
+
+
+
+Some goblins take their people's admiration of fire fully into the realm of deadly obsession. These pyromaniacs can be a great boon to a band of goblin raiders eager to torch their enemies and wreak havoc. More often, however, their presence is a double-edged sword; in the heat of the moment, goblin pyros sometimes lose sight of their tribe's goals and simply set fire to anything that will burn—including their own allies. Goblin squads are also prone to distraction, and more than one goblin raid has failed because its members were too busy watching a massive blaze.
+
+* * *
+
+These small humanoids typically have green or gray skin and large heads with wide ears. While some goblins are civilized and have worked hard to be considered upstanding members of humanoid communities, many are impetuous and vicious creatures who delight in wreaking havoc. These goblins think nothing of slaughtering livestock, stealing, or burning down a building purely for momentary delight. They revel in playing malicious tricks on taller humanoids, whom they call "longshanks."
+
+Goblins are superstitious, with an intense awe of magic and a fascination with fire; goblins who master magic or fire earn great respect from their kin. Most other humanoids find it difficult to understand goblins' outlook: they hate canines but eagerly share their lairs with so-called "goblin dogs," they fearlessly attack larger creatures but are terrified of horses, and they despise vegetables yet consider pickles a delicacy. To a goblin, of course, these are all perfectly sensible life choices.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Goblin War Chanter.md b/content/mechanics/srd/Bestiary/Monster Core/Goblin War Chanter.md
new file mode 100755
index 000000000..af8404b30
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Goblin War Chanter.md
@@ -0,0 +1,91 @@
+---
+title: "Goblin War Chanter"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.LzRyBibjRXxzyehj"
+tags:
+ - pf2e/creature/type/goblin
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Goblin War Chanter"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Goblin War Chanter"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[goblin]]
+trait_02: [[humanoid]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Darkvision"
+languages: "Common, Goblin"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Deception: +7, Occultism: +4, Performance: +7, Stealth: +6"
+abilityMods: [2, 3, 2, 1, 0, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +7, __Ref__ +8, __Will__ +5"
+hp: 16
+health:
+ - name: ""
+ - name: HP
+ desc: "16"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Dogslicer|Dogslicer]], [[Equipment/Shortbow|Shortbow]], [[Equipment/Leather Armor|Leather Armor]], 10x [[Equipment/Arrows|Arrows]]"
+abilities_mid:
+ - name: ""
+ - name: "Goblin Scuttle"
+ desc: "`pf2:r` **Trigger** A goblin ally ends a move action adjacent to the goblin.\n* * *\n\n**Effect** The goblin war chanter [[Actions/Step|Steps]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Dogslicer"
+ desc: "+8 (agile, backstabber, finesse)\n__Damage__ 1d6 + 2 slashing"
+
+ - name: "**Ranged** `pf2:1` Shortbow"
+ desc: "+8 (deadly d10, range increment 60 feet, reload 0)\n__Damage__ 1d6 piercing"
+
+ - name: "Occult Spontaneous Spells"
+ desc: "DC 17, attack +7; __1st __ (2 slots) _[[Spells/Bless|Bless]]_, _[[Spells/Soothe|Soothe]]_\n__Cantrips__ __(1st)__ _[[Spells/Courageous Anthem|Courageous Anthem]]_, _[[Spells/Figment|Figment]]_, _[[Spells/Message|Message]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_, _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_"
+
+ - name: "Goblin Song"
+ desc: "`pf2:1` The war chanter sings annoying goblin songs, distracting foes with silly and repetitive lyrics. The chanter attempts a Performance check check against the Will DCs of up to two enemies within 30 feet. This has the usual traits and restrictions for a Performance check.\n* * *\n\n**Critical Success** The target takes a -1 status penalty to Perception checks and Will saves for 1 minute. [[Feat_Feature Effects/Effect_ Goblin Song (Critical Success)|Effect: Goblin Song (Critical Success)]]\n\n**Success** As critical success, but the target is affected for only one round. [[Feat_Feature Effects/Effect_ Goblin Song (Success)|Effect: Goblin Song (Success)]]\n\n**Critical Failure** The target is temporarily immune to Goblin Song for 1 hour."
+
+```
+
+```encounter-table
+name: Goblin War Chanter
+creatures:
+ - 1: Goblin War Chanter
+```
+
+
+
+While all goblins enjoy singing, goblin war chanters pride themselves on mastering the art of vocal performance. Their ballads and jingles are undeniably catchy, and serve their purpose in battle well, inspiring goblins and distracting foes. Whether they are actually enjoyable is entirely subjective.
+
+* * *
+
+These small humanoids typically have green or gray skin and large heads with wide ears. While some goblins are civilized and have worked hard to be considered upstanding members of humanoid communities, many are impetuous and vicious creatures who delight in wreaking havoc. These goblins think nothing of slaughtering livestock, stealing, or burning down a building purely for momentary delight. They revel in playing malicious tricks on taller humanoids, whom they call "longshanks."
+
+Goblins are superstitious, with an intense awe of magic and a fascination with fire; goblins who master magic or fire earn great respect from their kin. Most other humanoids find it difficult to understand goblins' outlook: they hate canines but eagerly share their lairs with so-called "goblin dogs," they fearlessly attack larger creatures but are terrified of horses, and they despise vegetables yet consider pickles a delicacy. To a goblin, of course, these are all perfectly sensible life choices.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Goblin Warrior.md b/content/mechanics/srd/Bestiary/Monster Core/Goblin Warrior.md
new file mode 100755
index 000000000..7510656a8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Goblin Warrior.md
@@ -0,0 +1,85 @@
+---
+title: "Goblin Warrior"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.IPRyMsFbyp5O6JBp"
+tags:
+ - pf2e/creature/type/goblin
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/-1
+ - remaster
+statblock: inline
+name: "Goblin Warrior"
+level: -1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Goblin Warrior"
+level: "Creature -1"
+
+alignment: ""
+size: "Small"
+trait_01: [[goblin]]
+trait_02: [[humanoid]]
+modifier: 2
+perception:
+ - name: "Perception"
+ desc: "+2; Darkvision"
+languages: "Goblin, Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Athletics: +2, Nature: +1, Stealth: +5"
+abilityMods: [0, 3, 1, 0, -1, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +5, __Ref__ +7, __Will__ +3"
+hp: 6
+health:
+ - name: ""
+ - name: HP
+ desc: "6"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Dogslicer|Dogslicer]], [[Equipment/Shortbow|Shortbow]], [[Equipment/Leather Armor|Leather Armor]], 10x [[Equipment/Arrows|Arrows]]"
+abilities_mid:
+ - name: ""
+ - name: "Goblin Scuttle"
+ desc: "`pf2:r` **Trigger** A goblin ally ends a move action adjacent to the goblin.\n* * *\n\n**Effect** The goblin warrior [[Actions/Step|Steps]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Dogslicer"
+ desc: "+7 (agile, backstabber, finesse)\n__Damage__ 1d6 slashing"
+
+ - name: "**Ranged** `pf2:1` Shortbow"
+ desc: "+7 (deadly d10, range increment 60 feet, reload 0)\n__Damage__ 1d6 piercing"
+
+```
+
+```encounter-table
+name: Goblin Warrior
+creatures:
+ - 1: Goblin Warrior
+```
+
+
+
+The frontline fighters of goblin tribes prefer to fight in large groups—especially when they can outnumber their foes at least three to one.
+
+* * *
+
+These small humanoids typically have green or gray skin and large heads with wide ears. While some goblins are civilized and have worked hard to be considered upstanding members of humanoid communities, many are impetuous and vicious creatures who delight in wreaking havoc. These goblins think nothing of slaughtering livestock, stealing, or burning down a building purely for momentary delight. They revel in playing malicious tricks on taller humanoids, whom they call "longshanks."
+
+Goblins are superstitious, with an intense awe of magic and a fascination with fire; goblins who master magic or fire earn great respect from their kin. Most other humanoids find it difficult to understand goblins' outlook: they hate canines but eagerly share their lairs with so-called "goblin dogs," they fearlessly attack larger creatures but are terrified of horses, and they despise vegetables yet consider pickles a delicacy. To a goblin, of course, these are all perfectly sensible life choices.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Gogiteth.md b/content/mechanics/srd/Bestiary/Monster Core/Gogiteth.md
new file mode 100755
index 000000000..8f924a70b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Gogiteth.md
@@ -0,0 +1,97 @@
+---
+title: "Gogiteth"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.0K4sVWi9I086QAej"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/12
+ - remaster
+statblock: inline
+name: "Gogiteth"
+level: 12
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Gogiteth"
+level: "Creature 12"
+
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision"
+languages: "Sakvroth; (Can't Speak)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +19, Athletics: +24, Stealth: +21, Survival: +17"
+abilityMods: [6, 3, 4, -2, 1, 0]
+speed: 40 feet, climb 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31 all-around vision; __Fort__ +25, __Ref__ +22, __Will__ +20"
+hp: 250
+health:
+ - name: ""
+ - name: HP
+ desc: "250; __Resistances__ poison 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+ - name: "Skittering Reposition"
+ desc: "`pf2:r` (move) **Trigger** A creature that starts its move outside the gogiteth's reach moves into its reach.\n* * *\n\n**Effect** The gogiteth moves 10 feet. This does not trigger reactions."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+26 ()\n__Damage__ 3d10 + 12 piercing plus improved-grab"
+
+ - name: "**Melee** `pf2:1` Leg"
+ desc: "+26 (agile, reach 10 feet)\n__Damage__ 3d6 + 12 piercing"
+
+ - name: "Carry Off Prey"
+ desc: " The gogiteth can move at its full Speed while it has a creature [[Conditions/Grabbed|Grabbed]] in its jaws, bringing the grabbed creature along."
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 3d6+12 bludgeoning, DC 32 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Skittering Assault"
+ desc: "`pf2:2` The gogiteth Strides three times. Once per Stride, it can attempt a leg Strike against a creature in its reach at any point during the Stride; it must make each attack against a different creature, but it doesn't apply its multiple attack penalty until after making all its Strikes. If any of the Strikes result in a critical failure, Skittering Assault ends."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Gogiteth
+creatures:
+ - 1: Gogiteth
+```
+
+
+
+A gogiteth is a slavering nightmare of teeth, eyes, and hairy spiderlike legs, and its appearance is invariably seared into the minds of any who witness it. Hives of these skittering monsters haunt the lowest reaches of the Darklands, competing with cave worms and other subterranean horrors for food and resources. A gogiteth is rarely alone, as they learned that the best means of survival is sticking with others of their own kind. Even the hardiest Darklands residents seek cover when a gogiteth is spotted, for where there's one, a swarm is sure to follow.
+
+Gogiteths make a clacking sound as they skitter. The joints in their many legs pop and crack with each movement, though they can suppress this voluntarily and hunt silently without alerting prey. The odd creatures can also make a high-pitched whistling sound that echoes throughout the caverns where they live. Some Darklands natives report that groups of gogiteths sometimes join together in eerie, discordant songs.
+
+Gogiteth anatomy have inspired no shortage of speculation as to their origins. Some believe they are the result of a fleshwarping experiment gone horribly wrong. Others think they may be related in some way to the Dominion of the Black—possibly the distant cousins or some strange exiles of those alien entities. According to this mythos, once they made their way to Golarion, the gogiteths crawled into the depths of the earth, shying away from the blazing sun above.
+
+Gogiteths are a menace to every other denizen of the Darklands. Those who live in gogiteth-infested regions of Sekamina or Orv frequently call for temporary truces when a gogiteth swarm has been spotted. Since even an average gogiteth hive can host up to two dozen of the horrors, calls to eradicate them are dangerous quests indeed.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Goliath Spider.md b/content/mechanics/srd/Bestiary/Monster Core/Goliath Spider.md
new file mode 100755
index 000000000..0f24e89b7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Goliath Spider.md
@@ -0,0 +1,92 @@
+---
+title: "Goliath Spider"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.DtF2MnjJ39yDsOu6"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/11
+ - remaster
+statblock: inline
+name: "Goliath Spider"
+level: 11
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Goliath Spider"
+level: "Creature 11"
+
+alignment: ""
+size: "grg"
+trait_01: [[animal]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +18, Athletics: +23, Stealth: +22"
+abilityMods: [8, 5, 7, -5, 3, -4]
+speed: 45 feet, climb 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +25, __Ref__ +21, __Will__ +17"
+hp: 220
+health:
+ - name: ""
+ - name: HP
+ desc: "220"
+abilities_top:
+ - name: ""
+
+ - name: "Web Sense"
+ desc: " The goliath spider has imprecise tremorsense to detect the vibrations of creatures touching its web.\n* * *\n\nTremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Spring Upon Prey"
+ desc: "`pf2:r` (attack) **Requirements** Initiative has not yet been rolled.\n\n**Trigger** A creature touches the goliath spider's web while the spider is on it.\n* * *\n\n**Effect** The goliath spider automatically notices the creature and Strides, Climbs, or Descends on a Web before it rolls initiative."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+24 (reach 10 feet)\n__Damage__ 2d12 + 12 piercing plus goliath-spider-venom"
+
+ - name: "**Ranged** `pf2:1` Web"
+ desc: "+22 (range increment 60 feet)\n__Damage__ "
+
+ - name: "Descend on a Web"
+ desc: "`pf2:1` (move) The goliath spider moves straight down up to 120 feet, suspended by a web line. It can hang from the web or drop off. The distance it Descends on a Web doesn't count for falling damage.\n\nA creature that successfully Strikes the web (AC 20, Hardness 5, 20 HP) severs it, causing the spider to fall."
+
+ - name: "Goliath Spider Venom"
+ desc: " (incapacitation,poison) **Saving Throw** DC 30 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 3d6 poison damage and [[Conditions/Slowed|Slowed 1]] (1 round)\n\n**Stage 2** 3d8 poison damage and [[Conditions/Slowed|Slowed 2]] (1 round)\n\n**Stage 3** 3d10 poison damage and [[Conditions/Paralyzed|Paralyzed]] for 2d4 hours"
+
+ - name: "Web Tether"
+ desc: " A creature hit by the spider's web Strike is [[Conditions/Restrained|Restrained]] and tethered to the spider, preventing it from moving farther away from the spider.\n\nThe spider can have one creature tethered at a time. The DC to [[Actions/Escape|Escape]] or [[Actions/Force Open|Force Open]] the web is 30. The tether can be severed with a Strike (AC 20, Hardness 5, HP 20), but this doesn't free the restrained creature."
+
+```
+
+```encounter-table
+name: Goliath Spider
+creatures:
+ - 1: Goliath Spider
+```
+
+
+
+Goliath spiders dwell in the deepest jungles, where they build webs as big as temples and feast on prey as large as hippopotami.
+
+* * *
+
+Few everyday vermin inspire as much dread as the infamous spider.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Gongorinan.md b/content/mechanics/srd/Bestiary/Monster Core/Gongorinan.md
new file mode 100755
index 000000000..d69118d3b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Gongorinan.md
@@ -0,0 +1,112 @@
+---
+title: "Gongorinan"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.GqSZxGItpRIl3ljM"
+tags:
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/qlippoth
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/11
+ - remaster
+statblock: inline
+name: "Gongorinan"
+level: 11
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Gongorinan"
+level: "Creature 11"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[fiend]]
+trait_02: [[qlippoth]]
+trait_03: [[unholy]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision"
+languages: "Chthonian; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +23, Athletics: +23, Intimidation: +21, Stealth: +21"
+abilityMods: [6, 6, 7, 1, 3, 4]
+speed: 40 feet, climb 40 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +24, __Ref__ +21, __Will__ +20"
+hp: 205
+health:
+ - name: ""
+ - name: HP
+ desc: "205; __Immunities__ controlled, fear effects; __Resistances__ mental 10, physical 10 (except cold iron)"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Club|+1 Striking Club]]"
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Club"
+ desc: "+24 ()\n__Damage__ 2d6 + 9 bludgeoning plus reject-tools"
+
+ - name: "**Melee** `pf2:1` Pincer"
+ desc: "+23 (magical, unholy)\n__Damage__ 2d6 mental plus grab 2d10 + 9 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+23 (agile, magical, reach 10 feet, unholy)\n__Damage__ 2d6 + 9 bludgeoning 2d6 mental"
+
+ - name: "**Melee** `pf2:1` Stinger"
+ desc: "+23 (magical, unholy)\n__Damage__ 2d6 + 9 piercing plus gongorinan-venom"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 30, attack +22; __6th __ _[[Spells/Cursed Metamorphosis|Cursed Metamorphosis]]_, _[[Spells/Petrify|Petrify]]_; __3rd __ _[[Spells/One with Stone|One with Stone (At Will)]]_\n__Constant__ __(4th)__ _[[Spells/Unfettered Movement|Unfettered Movement]]_"
+
+ - name: "Disquieting Display"
+ desc: "`pf2:2` (concentrate,mental,occult,visual) The gongorinan opens its maw to reveal the forms [[Conditions/Hidden|Hidden]] there, making observers question their own bodies. Creatures in a 30-foot emanation must attempt a DC 30 Will check save, after which they are temporarily immune to further Disquieting Displays for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Clumsy|Clumsy 1]] for 1 round.\n\n**Failure** The creature is [[Conditions/Clumsy|Clumsy 2]] and [[Conditions/Slowed|Slowed 1]] for 1 round.\n\n**Critical Failure** As failure, but for 1 minute."
+
+ - name: "Gongorinan Venom"
+ desc: " (poison,polymorph) **Saving Throw** DC 30 Fortitude check\n* * *\n\n**Stage 1** [[Conditions/Stupefied|Stupefied 1]] and cosmetic signs appear of turning into an animal, fungus, or plant (1 round)\n\n**Stage 2** [[Conditions/Stupefied|Stupefied 2]] and [[Conditions/Clumsy|Clumsy 2]] (1 round)\n\n**Stage 3** [[Conditions/Stupefied|Stupefied 4]] and [[Conditions/Clumsy|Clumsy 4]] (1 round)\n\n**Stage 4** [[Conditions/Paralyzed|Paralyzed]] as changes completely overtake the body (1 round)\n\n**Stage 5** the victim permanently transforms into an animal, fungus, or plant in mind and body as a permanent curse, and the affliction ends"
+
+ - name: "Painful Limbs"
+ desc: "`pf2:2` The gongorinan makes up to four Strikes against different targets, each using a different limb. All four Strikes count toward its multiple attack penalty, but the penalty doesn't increase until after the gongorinan has made all the attacks."
+
+ - name: "Reject Tools"
+ desc: " (mental,occult) A creature hit by the gongorinan's club must succeed at a DC 30 Will check save or [[Actions/Release|Release]] any manufactured items it's holding."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Gongorinan
+creatures:
+ - 1: Gongorinan
+```
+
+
+
+While most qlippoths focus on wiping mortals from existence, gongorinans follow the divergent plan of trapping mortals in forms incapable of understanding their actions and performing any sin meriting condemnation to the Outer Rifts. What may seem as a mercy to some is a matter of dire necessity to the gongorinans, who see killing sinful mortals as tantamount to helping their foes.
+
+* * *
+
+Long before the creatures known as demons came to be the dominant force in the Outer Rifts, qlippoth ruled the innumerable cracks of the Outer Sphere. These inimical creatures are a form of primordial and alien evil that predates mortal life, and most immortal life as well. Since the rise of mortal sin and the associated expansion of demonic life through the Outer Rifts, qlippoth have been driven to their deepest reaches, and they seethe with rancor at the loss of their realms. Yet, rather than directly oppose demons, qlippoth instead turn to the source—mortal sin—and wage an endless war to eradicate all creatures capable of sinful acts so that the demonic tide might be turned back. To ensure they do not bolster their foe's ranks, they enact horrific transformations on their targets, converting their victims into beings incapable of discerning right from wrong; this renders them unable to be judged by Pharasma's courts and thus incapable of becoming fiends. Most mortals consider the ministrations of a qlippoth to be far worse than any fate awaiting them in the afterlife.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Gorilla.md b/content/mechanics/srd/Bestiary/Monster Core/Gorilla.md
new file mode 100755
index 000000000..02786530b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Gorilla.md
@@ -0,0 +1,80 @@
+---
+title: "Gorilla"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.NezQaUkUDFCuqZW2"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Gorilla"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Gorilla"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Athletics: +11, Stealth: +7"
+abilityMods: [4, 2, 3, -4, 1, -2]
+speed: 30 feet, climb 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +12, __Ref__ +9, __Will__ +6"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+11 (agile, reach 10 feet)\n__Damage__ 2d6 + 4 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+11 ()\n__Damage__ 1d8 + 4 piercing"
+
+ - name: "Frightening Display"
+ desc: "`pf2:2` (auditory,emotion,fear,mental) The gorilla beats its chest in a terrifying display. Creatures within 30 feet must attempt a DC 20 Will check save.\n\nWhile a creature is [[Conditions/Frightened|Frightened]] by this ability, it is [[Conditions/Off-Guard|Off-Guard]] to the gorilla.\n* * *\n\n**Critical Success** No effect and temporarily immune for 1 minute.\n\n**Success** The creature is unaffected.\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 2]]."
+
+```
+
+```encounter-table
+name: Gorilla
+creatures:
+ - 1: Gorilla
+```
+
+
+
+Gorillas can be territorial creatures, particularly if provoked by hunters or the presence of more dangerous monsters. A gorilla uses its fangs and powerful arms to bite and pummel trespassers with wild abandon.
+
+* * *
+
+While many apes exhibit peaceful or reclusive behavior, gorillas can be territorial, and the megaprimatus is especially aggressive and dangerous.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Gosreg.md b/content/mechanics/srd/Bestiary/Monster Core/Gosreg.md
new file mode 100755
index 000000000..df97af015
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Gosreg.md
@@ -0,0 +1,103 @@
+---
+title: "Gosreg"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Uhs2ZX3c0VYsBDnu"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/11
+ - remaster
+statblock: inline
+name: "Gosreg"
+level: 11
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Gosreg"
+level: "Creature 11"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision, Thoughtsense (Precise) 60 Feet"
+languages: "Aklo, Sakvroth; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Deception: +24, Diplomacy: +22, Occultism: +23, Society: +19, Stealth: +23"
+abilityMods: [3, 6, 3, 6, 5, 7]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +18, __Ref__ +23, __Will__ +22; +1 status to all saves vs. magic"
+hp: 195
+health:
+ - name: ""
+ - name: HP
+ desc: "195; __Immunities__ confused; __Resistances__ mental 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Borrow Languages"
+ desc: " The gosreg can read and speak all languages known by creatures within range of its telepathy."
+
+ - name: "Thoughtsense 60 feet"
+ desc: " (mental,occult) The gosreg senses a creature's mental essence as a precise sense with the listed range; it cannot sense mindless creatures with thoughtsense."
+
+abilities_mid:
+ - name: ""
+ - name: "Unsettled Aura"
+ desc: " (aura,mental,occult) 30 feet.\n\nGosregs project a field of discordant energy that unsettles the minds of thinking creatures. Any non-mindless creature within 30 feet of a gosreg takes a –1 status penalty to Will saves.\n\n[[Bestiary Effects/Effect_ Unsettled Aura|Effect: Unsettled Aura]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 (finesse)\n__Damage__ 2d10 + 7 piercing 1d10 mental"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile, finesse)\n__Damage__ 2d8 + 7 slashing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 30, attack +22; __6th __ _[[Spells/Phantasmal Calamity|Phantasmal Calamity]]_, _[[Spells/Phantom Pain|Phantom Pain]]_; __5th __ _[[Spells/Mind Probe|Mind Probe]]_, _[[Spells/Sending|Sending]]_, _[[Spells/Subconscious Suggestion|Subconscious Suggestion]]_, _[[Spells/Synaptic Pulse|Synaptic Pulse]]_; __4th __ _[[Spells/Nightmare|Nightmare]]_, _[[Spells/Suggestion|Suggestion (x3)]]_\n__Cantrips__ __(6th)__ _[[Spells/Telekinetic Hand|Telekinetic Hand]]_, _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_"
+
+ - name: "Broadcast Stance"
+ desc: "`pf2:1` (mental,occult,stance) **Requirements** the gosreg is in its natural form\n* * *\n\n**Effect** The gosreg secures its limbs into the ground as its brain-like head crackles with psychic energy. The gosreg's unsettled aura extends to 60 feet, and it blocks all other creatures' telepathy in the aura. Its Mind Bolt can also affect any number of targets in 60 feet. These effects end when the gosreg uses its claw Strike, leaves its space, or is knocked [[Conditions/Prone|Prone]]."
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,occult,polymorph) The gosreg takes on the appearance of any Small or Medium humanoid. This doesn't change its Speed or attack and damage modifiers with its claw, but it might change the damage type it deals (typically to bludgeoning). It cannot use its jaws Strike while in humanoid form.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Mind Bolt"
+ desc: "`pf2:2` (mental,occult) A gosreg concentrates its field of discordant mental energy and projects it into the mind of one creature within 60 feet. The target takes 6d6 mental damage (DC 30 Will check save). On a critical failure, the creature is also [[Conditions/Confused|Confused]] for 1 minute or until it takes damage."
+
+```
+
+```encounter-table
+name: Gosreg
+creatures:
+ - 1: Gosreg
+```
+
+
+
+Gosregs are agents of the Dominion of the Black who insinuate themselves into humanoid societies to implement the goals of their sinister masters. They're generally tasked with observing and waiting, hiding in disguised forms until their location is ripe for harvest. When this occurs, they reveal themselves as living psychic beacons, signaling their distant masters and guiding invasion forces. Over the years of an infiltration, a gosreg will assume dozens of roles, relishing any intense emotions it can inspire while laying the groundwork for future identities.
+
+In their natural form, gosregs dart about in a jerky gallop due to stumpy legs, gangly arms, and oversized heads. They take on the appearances of humanoids to infiltrate societies, and they drop these disguises only when they're compromised and must resort to physical violence to continue their mission.
+
+* * *
+
+The Dominion of the Black is a conglomeration of deep-space conquerors with a strong presence on Aucturn, the most remote planet in Golarion's solar system. The Dominion has secret outposts all over Golarion; most of its members on the planet are scouts, using their skills to steal brains and identities, gathering information without any consideration for the inhabitants of the worlds they infiltrate.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Gourd Leshy.md b/content/mechanics/srd/Bestiary/Monster Core/Gourd Leshy.md
new file mode 100755
index 000000000..1a7b92e0b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Gourd Leshy.md
@@ -0,0 +1,97 @@
+---
+title: "Gourd Leshy"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.V3jeLSi4qBegj2i7"
+tags:
+ - pf2e/creature/type/leshy
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Gourd Leshy"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Gourd Leshy"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[leshy]]
+trait_02: [[plant]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Low-Light Vision"
+languages: "Common, Fey; Speak with Plants (Gourds Only)"
+skills:
+ - name: "Skills"
+ desc: "Nature: +5, Stealth: +7"
+abilityMods: [2, 4, 2, -1, 2, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +5, __Ref__ +9, __Will__ +7"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20"
+abilities_top:
+ - name: ""
+
+ - name: "Keepsake"
+ desc: " (primal) The leshy can store an item of light Bulk or less in their head, concealing it as [[Spells/Veil of Privacy|Veil of Privacy]]. If stored for 24 hours, the item benefits from [[Spells/Mending|Mending]]."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Verdant Burst"
+ desc: " (healing,primal,vitality) When a gourd leshy dies, a burst of primal energy explodes from their body, restoring 1d8 Hit Points to each plant creature in a 30-foot emanation. This area is filled with gourds, becoming difficult terrain.\n\nIf the terrain is not a viable environment for these gourds, they wither after 24 hours."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+7 (agile, finesse)\n__Damage__ 1d4 + 2 bludgeoning plus ensnare"
+
+ - name: "**Ranged** `pf2:1` Seed"
+ desc: "+9 (range increment 30 feet)\n__Damage__ 1d6 + 2 bludgeoning plus ensnare"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 15, attack +7; __3rd __ _[[Spells/Speak with Plants|Speak with Plants (Constant, Gourds Only)]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph,primal) The gourd leshy transforms into a Small gourd-bearing plant. This ability otherwise uses the effects of [[Spells/One with Plants|One with Plants]].\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Ensnare"
+ desc: " When the gourd leshy damages a creature with a fist or seed Strike, vines lash out from the leshy (or seed) and wrap around the target's limbs.\n\nThe target must attempt a DC 17 Reflex check save. On a failure, the target takes a –10-foot status penalty to its Speed for 1 round; on a critical failure, the target is [[Conditions/Immobilized|Immobilized]] for 1 round and the penalty to Speed lasts for 1 minute.\n\n[[Bestiary Effects/Effect_ Ensnare|Effect: Ensnare]]"
+
+```
+
+```encounter-table
+name: Gourd Leshy
+creatures:
+ - 1: Gourd Leshy
+```
+
+
+
+Gourd leshies are guardians of fields, gardens, and farms. Many villages benefit from the protection of a gourd leshy, even if they are unaware of it.
+
+* * *
+
+Leshies are intelligent plant creatures who guard areas of primeval wilderness or earthly power. Originally created by powerful fey, they manifest when a skilled practitioner of primal magic—typically a druid—combines a nature spirit with a body carefully grown and crafted from local vegetation. The rites and materials required to create a leshy vary depending on the type of leshy. They are typically given life in an area of great natural significance, such as an arboreal's grove, a druidic circle, a fairy ring, or a great natural wonder.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Graveknight.md b/content/mechanics/srd/Bestiary/Monster Core/Graveknight.md
new file mode 100755
index 000000000..461fbeaf9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Graveknight.md
@@ -0,0 +1,105 @@
+---
+title: "Graveknight"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.I0J5DTVSBxpnKqdY"
+tags:
+ - pf2e/creature/type/graveknight
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/10
+ - remaster
+statblock: inline
+name: "Graveknight"
+level: 10
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Graveknight"
+level: "Creature 10"
+
+alignment: ""
+size: "Medium"
+trait_01: [[graveknight]]
+trait_02: [[undead]]
+trait_03: [[unholy]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision"
+languages: "Common, Necril"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +23, Intimidation: +22, Religion: +19, Warfare Lore: +20"
+abilityMods: [7, 4, 4, 2, 3, 5]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +21, __Ref__ +19, __Will__ +18"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175, rejuvenation, void healing; __Immunities__ cold, death effects, disease, paralyzed, poison, unconscious, bleed"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Composite Longbow|Composite Longbow]], [[Equipment/Greatsword|Greatsword]], [[Equipment/Full Plate|+1 Resilient Full Plate]], 20x [[Equipment/Arrows|Arrows]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Creature Family Ability Glossary/(Graveknight) Rejuvenation|Rejuvenation]]"
+ desc: " (divine) When a graveknight is destroyed, their armor rebuilds their body over the course of 1d10 days—or more quickly if the armor is worn by a living host. If the body is destroyed before then, the process restarts.\n\nA graveknight can only be permanently destroyed by obliterating their armor (such as with [[Spells/Disintegrate|Disintegrate]]), transporting it to the Forge of Creation, or throwing it into the heart of a volcano."
+
+ - name: "[[Creature Family Ability Glossary/(Graveknight) Sacrilegious Aura|Sacrilegious Aura]]"
+ desc: " (aura,divine,void) 30 feet.\n\nWhen a creature in the aura uses a vitality spell or ability, the graveknight automatically attempts to counteract it, with a counteract modifier of +17."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Frost Greatsword"
+ desc: "+24 (cold, magical, versatile p)\n__Damage__ 2d12 + 10 slashing 1d6 cold"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+23 (agile, cold)\n__Damage__ 2d6 + 10 bludgeoning 1d6 cold"
+
+ - name: "**Ranged** `pf2:1` Frost Composite Longbow"
+ desc: "+21 (cold, deadly d10, magical, propulsive, range increment 100 feet, reload 0, volley 30 ft.)\n__Damage__ 2d8 + 6 piercing 1d6 cold"
+
+ - name: "[[Creature Family Ability Glossary/(Graveknight) Devastating Blast|Devastating Blast]]"
+ desc: "`pf2:2` (arcane,cold) The graveknight unleashes a 30-foot cone of energy. Creatures in the area take 11d6 cold with a DC 29 Reflex check.\n\nThe graveknight can use this ability once every 1d4 rounds."
+
+ - name: "[[Creature Family Ability Glossary/(Graveknight) Graveknight's Curse|Graveknight's Curse]]"
+ desc: " (arcane,curse) This curse affects anyone who wears a graveknight's armor for at least 1 hour\n\n**Saving Throw** DC 33 Will check save\n\n**Onset** 1 hour\n\n**Stage 1** [[Conditions/Doomed|Doomed 1]] and can't remove armor (1 day)\n\n**Stage 2** [[Conditions/Doomed|Doomed 2]], –10-foot status penalty to Speeds, and can't remove armor (1 day)\n\n**Stage 3** dies and transforms into the armor's graveknight."
+
+ - name: "[[Creature Family Ability Glossary/(Graveknight) Phantom Mount|Phantom Mount]]"
+ desc: "`pf2:3` (arcane,summon) HP 58; AC 27, Fort +17, Ref +15, Will +14\n* * *\n\nThe graveknight summons a supernatural mount, as [[Spells/Marvelous Mount|Marvelous Mount]] heightened to a rank equal to half the graveknight's level. Unlike _marvelous mount_, the steed's AC and saving throw bonuses are all 4 lower than the graveknight's, and the steed has one-third the graveknight's Hit Points (rounded down).\n\nIf the steed is destroyed, the graveknight must wait 1 hour before using this ability again."
+
+ - name: "[[Creature Family Ability Glossary/(Graveknight) Weapon Master|Weapon Master]]"
+ desc: " The graveknight has access to the critical specialization effects of any weapons it wields."
+
+```
+
+```encounter-table
+name: Graveknight
+creatures:
+ - 1: Graveknight
+```
+
+
+
+Graveknights are undead warriors granted unlife by a cursed suit of armor.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Great Cyclops.md b/content/mechanics/srd/Bestiary/Monster Core/Great Cyclops.md
new file mode 100755
index 000000000..53451d5f9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Great Cyclops.md
@@ -0,0 +1,102 @@
+---
+title: "Great Cyclops"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.aor4C0GTNHRlMkPy"
+tags:
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/mutant
+ - pf2eMonster
+ - pf2e/creature/level/12
+ - remaster
+statblock: inline
+name: "Great Cyclops"
+level: 12
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Great Cyclops"
+level: "Creature 12"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[giant]]
+trait_02: [[humanoid]]
+trait_03: [[mutant]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Low-Light Vision"
+languages: "Common, Cyclops, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +25, Survival: +22, Any One Lore: +18"
+abilityMods: [7, 1, 6, -2, 4, -1]
+speed: 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 32
+armorclass:
+ - name: AC
+ desc: "32; __Fort__ +25, __Ref__ +19, __Will__ +22"
+hp: 235
+health:
+ - name: ""
+ - name: HP
+ desc: "235"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Greatclub|Greatclub]], [[Equipment/Hide Armor|Hide Armor]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Ferocity|Ferocity]]"
+ desc: "`pf2:r` **Trigger** The monster is reduced to 0 HP.\n* * *\n\n**Effect** The monster avoids being knocked out and remains at 1 HP, but its [[Conditions/Wounded|Wounded]] value increases by 1. When it is Wounded 3, it can no longer use this ability"
+
+ - name: "Flash of Brutality"
+ desc: "`pf2:0` (fortune,occult) **Frequency** once per day, and recharges when the great cyclops uses Ferocity.\n\n**Trigger** The great cyclops succeeds at an attack roll.\n* * *\n\n**Effect** The attack becomes a critical success."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Greatclub"
+ desc: "+25 (backswing, reach 15 feet, shove)\n__Damage__ 3d10 + 13 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+25 (reach 15 feet)\n__Damage__ 2d10 + 13 piercing"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+25 (agile, reach 15 feet)\n__Damage__ 3d4 + 13 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+23 (brutal, range increment 120 feet)\n__Damage__ 4d6 + 7 bludgeoning"
+
+ - name: "Powerful Charge"
+ desc: "`pf2:2` The great cyclops Strides twice and makes a horn Strike. If it moved at least 20 feet away from its starting position, the Strike's damage is increased to 3d10+20."
+
+ - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
+ desc: "`pf2:1` The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
+
+```
+
+```encounter-table
+name: Great Cyclops
+creatures:
+ - 1: Great Cyclops
+```
+
+
+
+Gigantic loners, the great cyclopes are their lesser kin writ large. They're stronger and more violent, but their uncontrolled vision of possible futures has driven them beyond reason. They see every moment as a potential storm of uncontrollable fury and, out of a desperate desire for peace, quiet, and an end to their hunger, lash out at any who come near. Wise creatures avoid great cyclopes at all cost. It's fortunate for humanoids that great cyclopes prefer to dwell far from settlements.
+
+Debate has long raged over the origins of these massive, destructive giants. They are so large that it had long been assumed they were used as beasts of burden by their lesser kin, now free to hunt and kill without restraint. Other scholars believe the great cyclops is the ultimate fate of the entire cyclops species. Whatever foolish decision or wayward curse caused the end of their civilization is still playing out, occasionally causing a cyclops to withdraw from their own kind, lose all semblance of intellect, and mutate into a lumbering, feral colossus.
+
+* * *
+
+The cyclopes are violent giants with a tragic past. Although they possess only one eye, they could once see far more than most, possessing occult wisdom and divinatory magic that gave them the mystic ability of foresight. But their legendary oracular powers failed to prevent the fall of their society, and the vast kingdoms of the cyclops long ago collapsed into ruin. Today, cyclopes have forgotten much of what they once knew, and they skulk among the crumbling remains of their fallen cities like forgotten kings and queens of their own fallen kingdoms.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Great White Shark.md b/content/mechanics/srd/Bestiary/Monster Core/Great White Shark.md
new file mode 100755
index 000000000..2fc59f586
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Great White Shark.md
@@ -0,0 +1,88 @@
+---
+title: "Great White Shark"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.KO1Rm3uxh1TdU5lp"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/aquatic
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Great White Shark"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Great White Shark"
+level: "Creature 4"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+trait_02: [[aquatic]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Scent (Imprecise) 100 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +14, Stealth: +12, Survival: +9"
+abilityMods: [6, 2, 4, -4, 1, -4]
+speed: swim 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +12, __Ref__ +10, __Will__ +9"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60"
+abilities_top:
+ - name: ""
+
+ - name: "Blood Scent"
+ desc: " The shark can smell blood in the water from up to 1 mile away."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+14 ()\n__Damage__ 1d12 + 8 piercing"
+
+ - name: "Breach"
+ desc: "`pf2:2` The shark Swims up to its swim Speed, then [[Actions/Leap|Leaps]] vertically out of the water up to 25 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the shark splashes back down into the water."
+
+ - name: "Savage"
+ desc: "`pf2:1` **Requirements** The shark hit with a jaws Strike on its most recent action this turn.\n* * *\n\n**Effect** The creature the shark hit takes 1d12 slashing damage."
+
+ - name: "Strafing Chomp"
+ desc: "`pf2:1` The shark Swims up to half its swim Speed, makes a jaws Strike, and then Swims up to half its Speed further. The Strike deals half damage."
+
+```
+
+```encounter-table
+name: Great White Shark
+creatures:
+ - 1: Great White Shark
+```
+
+
+
+An apex predator among the coastal surface waters where it hunts, the great white shark is one of the largest shark species. These silent killers glide gracefully through the ocean, always in search of their next meal.
+
+* * *
+
+Sharks of all shapes and sizes have stalked the oceans, largely unchanged, since primordial times. They are efficient, ruthless predators with multiple rows of razor-sharp teeth capable of rending prey in an instant. Their uncanny ability to smell blood in the water means sharks might show up at any scene of aquatic carnage.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Greater Hell Hound.md b/content/mechanics/srd/Bestiary/Monster Core/Greater Hell Hound.md
new file mode 100755
index 000000000..c0f54b6d2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Greater Hell Hound.md
@@ -0,0 +1,89 @@
+---
+title: "Greater Hell Hound"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.7lWejK25EmpVInSu"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/9
+ - remaster
+statblock: inline
+name: "Greater Hell Hound"
+level: 9
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Greater Hell Hound"
+level: "Creature 9"
+
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[fiend]]
+trait_03: [[fire]]
+trait_04: [[unholy]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision, Scent (Imprecise) 120 Feet"
+languages: "Diabolic; (Can't Speak Any Language)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +18, Athletics: +19, Stealth: +18, Survival: +20"
+abilityMods: [6, 5, 5, -2, 4, -2]
+speed: 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +21, __Ref__ +19, __Will__ +16"
+hp: 150
+health:
+ - name: ""
+ - name: HP
+ desc: "150; __Immunities__ fire; __Weaknesses__ cold 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Hellish Revenge"
+ desc: "`pf2:r` **Trigger** The greater hell hound is critically hit by any Strike\n* * *\n\n**Effect** The greater hell hound's Hellfire Breath recharges. They can immediately use it as part of this reaction."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 (magical, unholy)\n__Damage__ 2d8 + 6 piercing 2d6 fire"
+
+ - name: "Hellfire Breath"
+ desc: "`pf2:1` (divine,fire) The hell hound breathes flames that deal 10d6 fire damage to all creatures in a 15-foot cone (DC 28 Reflex check save.)\n\nThe hell hound can't use Hellfire Breath again for 1d4 rounds. If the greater hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges."
+
+ - name: "Pack Attack"
+ desc: " The greater hell hound's Strikes deal 1d8 extra damage to creatures within the reach of at least two of their allies."
+
+```
+
+```encounter-table
+name: Greater Hell Hound
+creatures:
+ - 1: Greater Hell Hound
+```
+
+
+
+Believed to be bred by the Kings of Hell themselves within vast kennels, greater hell hounds are the favored guards and hunting hounds of powerful fiends and, rarely, mortals who worship them and have earned their favor.
+
+* * *
+
+Hell hounds are fiendish, extraplanar canines hailing from the Pit that can hunt down quarry and breathe supernatural gouts of flame. They are temperamental and quick to exhibit aggressive behavior.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Greater Herexen.md b/content/mechanics/srd/Bestiary/Monster Core/Greater Herexen.md
new file mode 100755
index 000000000..3b9738613
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Greater Herexen.md
@@ -0,0 +1,90 @@
+---
+title: "Greater Herexen"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ENjIvd5TIVcbMAUQ"
+tags:
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Greater Herexen"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Greater Herexen"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[undead]]
+trait_02: [[unholy]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision"
+languages: "Common, Necril"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +15, Deception: +16, Religion: +20, Stealth: +15"
+abilityMods: [4, 4, 3, 0, 6, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +13, __Ref__ +16, __Will__ +19"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, bleed"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Dagger|+1 Striking Dagger]], [[Equipment/Religious Symbol (Wooden)|Defiled Religious Symbol of Pharasma (Wooden)]]"
+abilities_mid:
+ - name: ""
+ - name: "Final Blasphemy"
+ desc: " (divine,void) When the herexen is destroyed, it explodes in a wave of void energy with the effects of a 3-action [[Spells/Harm|Harm]] spell (DC 18 Fortitude check).\n\nThe herexen is destroyed, so it doesn't gain any Hit Points from this use of _harm_, and it doesn't need to have any _harm_ spells remaining to use this ability"
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Dagger"
+ desc: "+20 (agile, versatile s)\n__Damage__ 2d6 + 8 piercing plus heretics-smite"
+
+ - name: "Divine Prepared Spells"
+ desc: "DC 26, attack +18; __1st __ _[[Spells/Harm|Harm]]_"
+
+ - name: "Cleric Domain Spells"
+ desc: "2 Focus Points, DC 26, attack +18; __4th __ _[[Spells/Death's Call|Death's Call]]_, _[[Spells/Eradicate Undeath|Eradicate Undeath]]_"
+
+ - name: "Heretic's Smite"
+ desc: " (divine) While wielding the favored weapon of its former deity (such as a dagger for an ex-Pharasmin herexen), the greater herexen's Strikes deal an additional 2d6 spirit damage to creatures with the holy trait."
+
+```
+
+```encounter-table
+name: Greater Herexen
+creatures:
+ - 1: Greater Herexen
+```
+
+
+
+When a cleric rebels against their deity and dies in the grip of blasphemous rage, the heresies they committed in life may fuel their transformation into an undead herexen. Herexens seek vengeance against the deity they once worshipped, defiling temples, slaying the faithful, and rallying lesser undead and death cultists to aid them in their unholy quests. Though a herexen's divine gifts have mostly been corrupted into the vileness of undeath, they stubbornly cling to remnants of their former power, still wielding magic and armaments favored by the deity they so greatly despise.
+
+Groups of herexens that blasphemed against the same deity sometimes combine to form a mockery of a congregation, conducting blasphemous rites with something approaching euphoria. These congregations are often formed from a blasphemous cult whose members practiced their heresy together in life and died together, though some gather independent herexens of the same former faith.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Greater Nightmare.md b/content/mechanics/srd/Bestiary/Monster Core/Greater Nightmare.md
new file mode 100755
index 000000000..ef2517565
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Greater Nightmare.md
@@ -0,0 +1,93 @@
+---
+title: "Greater Nightmare"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.9dT7M7OZzKv0xslJ"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/11
+ - remaster
+statblock: inline
+name: "Greater Nightmare"
+level: 11
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Greater Nightmare"
+level: "Creature 11"
+
+alignment: ""
+size: "huge"
+trait_01: [[beast]]
+trait_02: [[fiend]]
+trait_03: [[unholy]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision"
+languages: "Chthonian, Daemonic, Diabolic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +23, Athletics: +24, Intimidation: +22, Survival: +20"
+abilityMods: [7, 4, 5, 2, 5, 3]
+speed: 60 feet, fly 120 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +25, __Ref__ +24, __Will__ +21"
+hp: 200
+health:
+ - name: ""
+ - name: HP
+ desc: "200; __Resistances__ fire 15"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Smoke"
+ desc: " (aura) 20 feet.\n\nThe nightmare continually exhales black smoke. Creatures within the aura are [[Conditions/Concealed|Concealed]] to those outside it, and creatures outside the aura are concealed to creatures within it. Nightmares and their riders can see through this smoke.\n\nA creature that begins its turn in the area must succeed at a DC 28 Fortitude check save or be [[Conditions/Sickened|Sickened 2]]. It's then temporarily immune to being sickened by the smoke for 1 minute. This is an inhaled poison, and the nightmare and its rider are immune to it."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+24 (magical, unholy)\n__Damage__ 3d10 + 13 piercing"
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+24 (agile, fire, magical, unholy)\n__Damage__ 2d8 + 10 bludgeoning 2d6 fire"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 30, attack +22; __7th __ _[[Spells/Interplanar Teleport|Interplanar Teleport (Self and Rider Only)]]_"
+
+ - name: "Flaming Gallop"
+ desc: "`pf2:2` (divine,fire,unholy) The nightmare Strides or Flies up to triple its Speed. Its hooves burst with intense flame, dealing 6d6 fire damage with a DC 30 Reflex check save to each creature other than the nightmare's rider that the nightmare moves adjacent to during its gallop. Each creature can be affected only once during a single use of Flaming Gallop."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Large or smaller, hoof, DC 30 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+```
+
+```encounter-table
+name: Greater Nightmare
+creatures:
+ - 1: Greater Nightmare
+```
+
+
+
+The enormous greater nightmare is valued for its ability to invade other realities with its rider.
+
+* * *
+
+Nightmares are flaming equine harbingers of death.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Greater Shadow.md b/content/mechanics/srd/Bestiary/Monster Core/Greater Shadow.md
new file mode 100755
index 000000000..18b60f307
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Greater Shadow.md
@@ -0,0 +1,96 @@
+---
+title: "Greater Shadow"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.MSDAob0MAxbiZ5IQ"
+tags:
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/7
+ - remaster
+statblock: inline
+name: "Greater Shadow"
+level: 7
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Greater Shadow"
+level: "Creature 7"
+
+alignment: ""
+size: "Medium"
+trait_01: [[incorporeal]]
+trait_02: [[undead]]
+trait_03: [[unholy]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision"
+languages: "Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Stealth: +20"
+abilityMods: [-5, 5, 0, 0, 2, 4]
+speed: fly 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +11, __Ref__ +18, __Will__ +15"
+hp: 75
+health:
+ - name: ""
+ - name: HP
+ desc: "75, void healing; __Immunities__ death effects, disease, paralyzed, poison, precision, unconscious, bleed; __Resistances__ all damage 10 (except force, ghost touch, vitality, or spirit; double resistance vs. non-magical)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Light Vulnerability"
+ desc: " Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the [[Spells/Light|Light]] spell)."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Shadow Hand"
+ desc: "+18 (finesse, magical)\n__Damage__ 2d10 + 6 void"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 25, attack +17; __2nd __ _[[Spells/Darkness|Darkness]]_"
+
+ - name: "Shadow Spawn"
+ desc: " When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This [[Monster Core/Shadow Spawn|Shadow Spawn]] doesn't have Steal Shadow. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished."
+
+ - name: "Slink in Shadows"
+ desc: " The shadow can [[Actions/Hide|Hide]] or end its [[Actions/Sneak|Sneak]] in a creature's or object's shadow."
+
+ - name: "Steal Shadow"
+ desc: "`pf2:1` (divine) **Requirements** The shadow hit a living creature with a shadow hand Strike on its previous action\n* * *\n\n**Effect** The shadow pulls at the target's shadow, making the creature [[Conditions/Enfeebled|Enfeebled 2]] ([[Conditions/Enfeebled|Enfeebled 3]] on a critical hit). This is cumulative with other enfeebled conditions from shadows, to a maximum of [[Conditions/Enfeebled|Enfeebled 4]]. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from [[Actions/Steal|Steal]] Shadow decreases by 1 every hour."
+
+```
+
+```encounter-table
+name: Greater Shadow
+creatures:
+ - 1: Greater Shadow
+```
+
+
+
+Shadows that spend long amounts of time on the Netherworld and absorb its magic become greater shadows.
+
+* * *
+
+The mysterious undead known as shadows lurk in dark places and feed on those who stray too far from the light.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Greedspawn.md b/content/mechanics/srd/Bestiary/Monster Core/Greedspawn.md
new file mode 100755
index 000000000..8f4447f72
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Greedspawn.md
@@ -0,0 +1,90 @@
+---
+title: "Greedspawn"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.haEqrLaov2v4TAGT"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Greedspawn"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Greedspawn"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Aklo"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Athletics: +8, Stealth: +9, Survival: +6, Thievery: +9"
+abilityMods: [4, 3, 4, 0, 2, 1]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +10, __Ref__ +9, __Will__ +6; +1 status to all saves vs. magic, +4 status to all saves vs. mental"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30; __Immunities__ controlled; __Resistances__ mental 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Glaive|Glaive]]"
+ - name: "Sin Scent (Imprecise) 30 feet"
+ desc: " A sinspawn can smell creatures that reflect its sin as the scent ability. The GM determines which creatures are appropriately sinful.\n* * *\n\nScent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).\n\nIf a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 (agile)\n__Damage__ 1d8 + 4 piercing plus sinful-bite"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+10 ()\n__Damage__ 1d6 + 4 slashing"
+
+ - name: "**Melee** `pf2:1` Glaive"
+ desc: "+10 (deadly d8, forceful, reach 10 feet)\n__Damage__ 1d8 + 4 slashing"
+
+ - name: "Sinful Bite"
+ desc: " (arcane,emotion,mental) A creature hit by the jaws of a sinspawn must attempt a DC 18 Will check save as it is assailed by sinful thoughts.\n* * *\n\n**Critical Success** Unaffected\n\n**Success** [[Conditions/Sickened|Sickened 1]]\n\n**Failure** [[Conditions/Sickened|Sickened 2]]\n\n**Critical Failure** sickened 2 plus [[Conditions/Clumsy|Clumsy 2]] for 1 minute"
+
+```
+
+```encounter-table
+name: Greedspawn
+creatures:
+ - 1: Greedspawn
+```
+
+
+
+Sinspawn were created by one of seven ancient wizards known collectively as runelords—each of whom embraced and embodied one of seven sins. The first sinspawn was created by the Runelord of Wrath, utilizing techniques that have since gone on to influence fleshwarping practices. It wasn't long before the technique used to create sinspawn fell into the hands of the other runelords, and while each tried their own hand at crafting variants of their own design, today, sinspawn of wrath remain the most numerous and notorious of their kind.
+
+Bearing only a vague resemblance to the humanoids from whose flesh they were formed, sinspawn generally appear horrifically emaciated and have unnaturally long arms and digitigrade legs, each with a trio of stubby, taloned digits. Veins bulge across sinspawn's bodies in sanguine patterns that suspiciously resemble twisted runes, and their flesh is pale and hairless. Their heads are elongated, with slits for a nose, red eyes, and disturbing lower jaws that split in half at the chin, revealing pedipalps that end in tiny, three-fingered hands and framing a long, lolling tongue.
+
+Sinspawn stand 6-1/2 feet tall and typically weigh as much as an emaciated human of their size. They behave in a manner consistent with their associated sin and have physical characteristics that hint at these qualities. For example, greedspawn's veins appear to run with gold, while envyspawn appear even more gaunt than the rest of their kin.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Griffon.md b/content/mechanics/srd/Bestiary/Monster Core/Griffon.md
new file mode 100755
index 000000000..4353a21cb
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Griffon.md
@@ -0,0 +1,89 @@
+---
+title: "Griffon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.lj1aNGKSMCgbmJXx"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Griffon"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Griffon"
+level: "Creature 4"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision, Scent (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Athletics: +12, Intimidation: +10, Stealth: +11, Survival: +9"
+abilityMods: [4, 3, 3, -4, 1, 2]
+speed: 25 feet, fly 60 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +13, __Ref__ +13, __Will__ +7"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+14 (deadly d10)\n__Damage__ 2d8 + 4 piercing"
+
+ - name: "**Melee** `pf2:1` Talon"
+ desc: "+14 (agile)\n__Damage__ 2d6 + 4 piercing"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+14 (reach 10 feet)\n__Damage__ 2d6 + 4 bludgeoning"
+
+ - name: "Flying Strafe"
+ desc: "`pf2:2` The griffon Flies up to its fly Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty."
+
+ - name: "Pounce"
+ desc: "`pf2:1` The griffon Strides and makes a talon Strike at the end of that movement. If the griffon began this action [[Conditions/Hidden|Hidden]], it remains hidden until after the attack."
+
+ - name: "Regal Shriek"
+ desc: "`pf2:1` (auditory,emotion,fear,mental) The griffon unleashes a shriek that transitions into a terrifying roar. Each creature in a 60-foot emanation must attempt a DC 20 Will check save. Regardless of the result, creatures are temporarily immune to all griffons' Regal Shrieks for 10 minutes.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]]. Animals are [[Conditions/Slowed|Slowed 1]] for as long as they're frightened.\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 3]]. Animals are [[Conditions/Paralyzed|Paralyzed]] as long as they're frightened."
+
+```
+
+```encounter-table
+name: Griffon
+creatures:
+ - 1: Griffon
+```
+
+
+
+Griffons are regal beasts revered as symbols of freedom and strength in many cultures. They are physically striking, with the hindquarters of a lion and the head, wings, and forelimbs of a great bird of prey—typically an eagle, but some instead bear the features of a hawk, falcon, or even an osprey or vulture. In rare cases, the griffon's hindquarters may resemble those of a different great cat, such as a leopard or tiger. The variations seem to conform to the griffon's environment—for instance, especially rare griffons of northern Avistan have the hindquarters of a Grungir lynx and the upper body of a snowy owl.
+
+Wild griffons rely on their powerful wings to hold them aloft and their keen eyesight to spy out prey. The speed with which they plunge toward the ground and snatch up victims is astonishing. They often tear apart a kill's flesh with razor-sharp beaks but not before alighting to secluded location where they can enjoy their meal without interruption. Griffons hunting to feed their chicks are more cautious, tearing apart prey rather than risking bringing a living creature back to their nests.
+
+Skilled animal trainers long ago learned how to raise griffons as mounts for military forces or powerful individuals. Such mounts are known for their strength, bravery, and unfailing loyalty. They are among the smartest of animals, and many griffon variants are considered intelligent beasts instead; it's thought that a griffon chooses its rider as much as a rider chooses the griffon. The process of training a griffon to accept and carry a rider in flight is a long and expensive ordeal. Griffon trainers charge rich sums for their services, and a ruler who can boast of owning a stable of griffons is the subject of great respect and envy.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Grikkitog.md b/content/mechanics/srd/Bestiary/Monster Core/Grikkitog.md
new file mode 100755
index 000000000..5c9c6dd17
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Grikkitog.md
@@ -0,0 +1,90 @@
+---
+title: "Grikkitog"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.hLfNjEEwfcdJc8DJ"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/earth
+ - pf2eMonster
+ - pf2e/creature/level/14
+ - remaster
+statblock: inline
+name: "Grikkitog"
+level: 14
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Grikkitog"
+level: "Creature 14"
+
+alignment: ""
+size: "huge"
+trait_01: [[aberration]]
+trait_02: [[earth]]
+modifier: 29
+perception:
+ - name: "Perception"
+ desc: "+29; Darkvision, Tremorsense (Imprecise) 30 Feet"
+languages: "Petran"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +28, Deception: +27, Survival: +25"
+abilityMods: [8, 4, 5, 2, 5, 5]
+speed: 20 feet, burrow 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +28, __Ref__ +23, __Will__ +24"
+hp: 200
+health:
+ - name: ""
+ - name: HP
+ desc: "200; __Resistances__ all damage 10 (except adamantine)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "Implant Core"
+ desc: "`pf2:3` (manipulate) The grikkitog implants its core into an adjacent section of earth or stone, melding seamlessly and changing its visual appearance to match the surrounding rock. It's [[Conditions/Immobilized|Immobilized]] but automatically succeeds at its Deception check to Impersonate the stone around it; creatures actively searching for it can still attempt Perception checks against its Deception DC as normal. A grikkitog can release its implantation as a free action, which has the manipulate trait. A grikkitog's infestation aura and manifold vision are only active while implanted."
+
+ - name: "Manifold Vision"
+ desc: " While its core is implanted, the grikkitog can see through the eyes it creates throughout the area of its infestation aura, gaining the benefits of [[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]."
+
+abilities_mid:
+ - name: ""
+ - name: "Infestation Aura"
+ desc: " (aura,earth,occult) 120 feet.\n\nWhile its core is implanted, a grikkitog infests all earth and stone within 120 feet, as long as there is a contiguous physical connection between the earth, including stone objects touching the ground. This effect spreads even if the grikkitog does not have line of effect, though it can affect earth or stone on the surface and exposed to the air only if at least part of its core is exposed as well.\n\nWithin the aura, it can grow maws and eyes everywhere. It can make jaws attacks against any creature, originating from any earth or stone in the aura adjacent to that creature. Determine cover from the origin point of the attack, not from the grikkitog's core."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+29 (magical)\n__Damage__ 3d12 + 14 piercing plus barbed-maw"
+
+ - name: "Barbed Maw"
+ desc: " **Trigger** The grikkitog hits a creature with a jaws Strike\n* * *\n\n**Effect** The grikkitog sinks its barbed teeth into the target, which must succeed at a DC 34 Reflex check save or be [[Conditions/Immobilized|Immobilized]]. While immobilized, the victim takes 3d8 persistent bleed damage and the grikkitog feeds upon its flesh. The creature is immobilized until the grikkitog ends the effect as a free action or the target succeeds at a DC 38 check to [[Actions/Escape|Escape]].\n\nThe grikkitog can immobilize any number of creatures with these maws."
+
+ - name: "Earth Glide"
+ desc: " The grikkitog can Burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing."
+
+```
+
+```encounter-table
+name: Grikkitog
+creatures:
+ - 1: Grikkitog
+```
+
+
+
+Grikkitogs, also known as the "hungry earth," are strange parasites from the Plane of Earth that infest earth, rock, and stone in order to feed their endless hunger. A young grikkitog is a formless apparition until it corrupts an earth elemental host, forming the grikkitog's core. A grikkitog can then possess the earth and stone nearby with its voracious essence, forming maws and eyes all around it. These creatures can be particularly dangerous to small creatures that lair within gaps among rocks, as well as mountain climbers searching for the perfect handhold.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Grim Reaper.md b/content/mechanics/srd/Bestiary/Monster Core/Grim Reaper.md
new file mode 100755
index 000000000..67dfaa849
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Grim Reaper.md
@@ -0,0 +1,110 @@
+---
+title: "Grim Reaper"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.s7dgvnAj6dwaX47a"
+tags:
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/21
+ - remaster
+statblock: inline
+name: "Grim Reaper"
+level: 21
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Grim Reaper"
+level: "Creature 21"
+rare_03: [[Unique]]
+alignment: ""
+size: "Medium"
+trait_01: [[undead]]
+trait_02: [[unholy]]
+modifier: 41
+perception:
+ - name: "Perception"
+ desc: "+41; Darkvision, Truesight, See the Unseen"
+languages: "Common, Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +43, Athletics: +38, Deception: +40, Intimidation: +43, Religion: +39, Society: +36, Stealth: +43"
+abilityMods: [8, 10, 8, 5, 7, 8]
+speed: 50 feet, fly 75 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 47
+armorclass:
+ - name: AC
+ desc: "47; __Fort__ +37, __Ref__ +41, __Will__ +38; +1 status to all saves vs. magic"
+hp: 320
+health:
+ - name: ""
+ - name: HP
+ desc: "320, death's grace, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, bleed; __Resistances__ all damage 15"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Scythe|Scythe]]"
+ - name: "Death's Grace"
+ desc: " The Grim Reaper can choose whether or not it counts as undead for effects that affect undead differently. Even if it does not count as undead, the Grim Reaper still never counts as a living creature."
+
+ - name: "Status Sight"
+ desc: " The Grim Reaper automatically knows the Hit Points, conditions, afflictions, and emotions of all creatures it can see."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Aura of Misfortune"
+ desc: " (aura,divine,misfortune) 20 feet.\n\nLiving creatures in the aura must roll twice on all d20 rolls and use the lower result.\n\n[[Bestiary Effects/Effect_ Aura of Misfortune|Effect: Aura of Misfortune]]"
+
+ - name: "Lurking Death"
+ desc: "`pf2:r` (divine,teleportation) **Trigger** A creature within 100 feet makes a ranged attack or uses an action that has the concentrate, manipulate, or move trait\n* * *\n\n**Effect** The Grim Reaper teleports to a square adjacent to the triggering creature and makes a melee Strike against it. If the Strike hits, the Grim Reaper disrupts the triggering action."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " The Grim Reaper can choose whether or not it takes vitality damage.\n* * *\n\nA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Keen Scythe"
+ desc: "+40 (agile, deadly 3d10, magical, reach 10 feet, trip)\n__Damage__ 4d10 + 23 slashing plus death-strike,energy-drain"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 47, attack +37; __10th __ _[[Spells/Execute|Execute (x4)]]_; __7th __ _[[Spells/Interplanar Teleport|Interplanar Teleport]]_\n__Constant__ __(6th)__ _[[Spells/Truesight|Truesight]]_ __(3rd)__ _[[Spells/Haste|Haste]]_ __(2nd)__ _[[Spells/See the Unseen|See the Unseen]]_"
+
+ - name: "Death Strike"
+ desc: " (death) A creature critically hit by any of the grim reaper's attacks or that critically fails against any of its spells must succeed at a DC 47 Fortitude check save or die."
+
+ - name: "Energy Drain"
+ desc: " When the Grim Reaper hits and deals damage with its scythe, it regains 20 healing Hit Points, and the target must succeed at a DC 43 Fortitude check save or become [[Conditions/Doomed|Doomed 1]]. If the target is already doomed, the doomed value increases by 1 (to a maximum of [[Conditions/Doomed|Doomed 3]])."
+
+ - name: "Final Death"
+ desc: " A creature killed by the Grim Reaper can't be brought back to life by any means short of divine intervention."
+
+ - name: "Infuse Weapon"
+ desc: " (divine) Any scythe gains the agile trait, can't be disarmed, and becomes a _+3 major striking keen scythe_ while the Grim Reaper wields it.\n\nIf the Grim Reaper Strikes a creature with a weakness to any specific type of damage, the scythe's damage counts as that type of damage, in addition to slashing."
+
+```
+
+```encounter-table
+name: Grim Reaper
+creatures:
+ - 1: Grim Reaper
+```
+
+
+
+The Grim Reaper is the unflinching personification of death. Silent as the grave and as inevitable as time itself, this legendary being hunts down and finishes creatures that have evaded death for far too long. Sometimes the Grim Reaper comes without warning, while at others it comes to finish the work that other creatures could not. The Grim Reaper serves no god, fiend, or aeon. It is both despised and feared by psychopomps and celestials, but few-if any-dare to stand in its way. Like some eternal plague, it kills those who try to cure the multiverse of its presence. It stands alone and holds only its own council, and the pleading and reasoning of mortals and immortals alike fall on deaf ears once the Grim Reaper closes on its quarry. Its own reasoning is silent to mortal ears and inscrutable to the mortal mind, but no matter the reason, the result is unyielding and final.
+
+While some legends hold that the Grim Reaper appears before everyone as they die, the truth is quite a bit more disturbing. Such vigils in fact lie within the providence of the psychopomps, a race of immortals charged with the protection and guidance of mortal souls through the afterlife. The Grim Reaper has little interest in protecting souls or guiding them. It is instead compelled by sinister agendas arising within the nighted realm of Abaddon, where the Horsemen of the Apocalypse rule. Indeed there are many similarities in shape and form between the Grim Reaper and Charon, the Horseman of Death, but no recorded instance exists of these two powerful entities working together. Instead, the Grim Reaper serves as something of a manifestation of Abaddon itself, and in this regard is believed by some to be an incarnation of the mysterious First Horseman. When the Grim Reaper comes to a world, it does so not as an angel of mercy, but as a relentless harvester of life. Those who fall to the Grim Reaper were not destined to die as much as they were selected, hunted, and murdered.
+
+Perhaps the most frightening legends surrounding the Grim Reaper concern its nature as a singular entity, for some believe that more than one grim reaper exists in the Great Beyond. These whispers tell of a cabal of at least nine of these creatures that stalk reality, culling the living as inexplicable servants of true entropy. According to the teaching of some death cults, the final goal of the Grim Reaper is to end the entire cycle of life and death and serve as a silent lord of an empty universe.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Grindylow.md b/content/mechanics/srd/Bestiary/Monster Core/Grindylow.md
new file mode 100755
index 000000000..a234cfa6c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Grindylow.md
@@ -0,0 +1,98 @@
+---
+title: "Grindylow"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.wTSEJun3rmjLEBM8"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/amphibious
+ - pf2eMonster
+ - pf2e/creature/level/0
+ - remaster
+statblock: inline
+name: "Grindylow"
+level: 0
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Grindylow"
+level: "Creature 0"
+
+alignment: ""
+size: "Small"
+trait_01: [[aberration]]
+trait_02: [[amphibious]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Darkvision"
+languages: "Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +5, Stealth: +7, Survival: +5"
+abilityMods: [1, 3, 2, -1, 3, 0]
+speed: 10 feet, swim 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +6, __Ref__ +7, __Will__ +5"
+hp: 14
+health:
+ - name: ""
+ - name: HP
+ desc: "14"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Spear|Spear]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike (Special)]]"
+ desc: "`pf2:r` A grindylow gains 1 extra reaction at the start of each of their turns that they can use only to make a Reactive Strike with a tentacle. They can't use more than one Reactive Strike triggered by the same action or choice.\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bite"
+ desc: "+7 (finesse)\n__Damage__ 1d6 + 1 piercing"
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+7 (agile, finesse, trip)\n__Damage__ 1d4 + 1 bludgeoning plus grab"
+
+ - name: "**Melee** `pf2:1` Spear"
+ desc: "+5 ()\n__Damage__ 1d6 + 1 piercing"
+
+ - name: "**Ranged** `pf2:1` Spear"
+ desc: "+7 (thrown 20 ft.)\n__Damage__ 1d6 + 1 piercing"
+
+ - name: "Clinging Suckers"
+ desc: " When a grindylow successfully Grabs a creature larger than themself, they attach to that creature. The [[Conditions/Grabbed|Grabbed]] creature is not [[Conditions/Immobilized|Immobilized]], but if it moves, the grindylow moves with it.\n\nIf the creature is Medium or smaller, it takes a –5-foot status penalty to its Speeds while the grindylow is attached. The grindylow is [[Conditions/Off-Guard|Off-Guard]] while attached to a creature."
+
+ - name: "Jet"
+ desc: "`pf2:2` (move) The grindylow moves up to 60 feet in a straight line through the water without triggering reactions."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Grindylow
+creatures:
+ - 1: Grindylow
+```
+
+
+
+The top half of a grindylow vaguely resembles a goblin, but from the waist down, their bodies split into a tangle of suckered, wriggling tentacles. Grindylows mostly dwell in shallow waters, fresh and briny, including lakes, rivers, coastal regions, and coral reefs. They generally organize into groups called schools, which can range from a few individuals to a few hundred. Smaller schools are sometimes taken over by a powerful aquatic creature, though such alliances only last until the school faces a major setback, at which point the surviving grindylows scatter and form smaller schools of their own.
+
+Grindylows aren't territorial, but they are pragmatic. While they rarely build permanent structures, they will adopt a good hunting ground for generations until driven away by predators. They often lair in mobile shelters, such as a sargasso of seaweed or hull of an abandoned ship. They are skilled scavengers and hunters who eat anything they can sink their teeth into.
+
+Grindylows respect the power of larger sea predators but have a special hatred for squids (or anything that resembles a squid). Sailors plying grindylow-infested waters often paint the images of squids on the bottoms of their hulls in hopes of warding off potentials raids. While this can keep smaller schools at bay, it can also backfire, potentially inciting larger groups to gather for a coordinated attack; this becomes especially likely if the ship's route is predictable. Their hatred of squids does not extend to other tentacled creatures; grindylows consider octopuses to be the epitome of grace and power.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Grizzly Bear.md b/content/mechanics/srd/Bestiary/Monster Core/Grizzly Bear.md
new file mode 100755
index 000000000..5f68d3726
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Grizzly Bear.md
@@ -0,0 +1,86 @@
+---
+title: "Grizzly Bear"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.jfoepG53Eg95QT3k"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Grizzly Bear"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Grizzly Bear"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +11, Survival: +8"
+abilityMods: [4, 1, 5, -4, 1, -2]
+speed: 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +12, __Ref__ +6, __Will__ +8"
+hp: 59
+health:
+ - name: ""
+ - name: HP
+ desc: "59"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+11 ()\n__Damage__ 2d8 + 4 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+11 (agile)\n__Damage__ 1d10 + 4 slashing plus grab"
+
+ - name: "Mauler"
+ desc: " The grizzly bear gains a +2 circumstance bonus to damage rolls against creatures it has [[Conditions/Grabbed|Grabbed]]."
+
+ - name: "Rush"
+ desc: "`pf2:2` The grizzly bear Strides and makes a Strike at the end of that movement. During the Stride, the grizzly bear gains a +10-foot circumstance bonus to its Speed."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Grizzly Bear
+creatures:
+ - 1: Grizzly Bear
+```
+
+
+
+This large and powerful omnivore inhabits forested hills. While it typically sustains itself on nuts, berries, fish, and small mammals, it's fiercely territorial and will chase off or kill any creature it views as competition. Grizzly bears are especially temperamental when their young are nearby. In combat, a grizzly bear often attempts to grab and maul its foe with surprising ferocity. It continues its assault until its foe seems like it is no longer a threat, though if the bear is hungry, it will not hesitate to feed.
+
+* * *
+
+Bears are ferocious predators typically found in cold or temperate woodlands and hills. Many species of bear exist in addition to the two presented below, such as the smaller black bear or the arctic-dwelling polar bear.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Grothlut.md b/content/mechanics/srd/Bestiary/Monster Core/Grothlut.md
new file mode 100755
index 000000000..0f3812a04
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Grothlut.md
@@ -0,0 +1,89 @@
+---
+title: "Grothlut"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.p22qRtGSdcNQNehh"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Grothlut"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Grothlut"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+trait_02: [[mindless]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +11"
+abilityMods: [4, -2, 4, -5, 0, -3]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +11, __Ref__ +5, __Will__ +7"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50; __Immunities__ acid, mental"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Disgusting Demise"
+ desc: " (acid,poison) When the grothlut is reduced to 0 Hit Points, its digestive organs rupture, unleashing alchemical acid and poison upon all creatures in a 30-foot emanation. Each creature in the area must succeed at a DC 19 Fortitude check save or take 2d6 acid damage and become [[Conditions/Sickened|Sickened 1]] (double damage and [[Conditions/Sickened|Sickened 2]] on a critical failure)."
+
+ - name: "Piteous Moan"
+ desc: " (auditory,aura,concentrate,emotion,mental,occult) 60 feet.\n\nEach nongrothlut creature that enters or starts its turn within the area must succeed at a DC 17 Will check saving throw or become [[Conditions/Sickened|Sickened 1]] ([[Conditions/Sickened|Sickened 2]] on a critical failure). The creature then becomes temporarily immune for 1 minute.\n\nThe grothlut can Dismiss this aura.\n\nA grothlut usually does not begin moaning until it senses the presence of a non-grothlut creature, and it usually stops once it doesn't sense any more such creatures."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+11 (agile)\n__Damage__ 1d10 + 8 slashing"
+
+ - name: "**Ranged** `pf2:1` Digestive Spew"
+ desc: "+7 (acid, range increment 15 feet, splash)\n__Damage__ 2d6 acid 1d6 acid"
+
+```
+
+```encounter-table
+name: Grothlut
+creatures:
+ - 1: Grothlut
+```
+
+
+
+Sluglike abominations, grothluts are grotesque dregs of the fleshwarping process. While their head and torso are vaguely humanoid, their arms are rubbery and move awkwardly at their sides. Wretched creatures, they moan piteously when other creatures are near, perhaps as the last remnants of their mind pleads to be free from their horrid warped form.
+
+Many fleshwarpers consider the grothlut to be a failure of a creation, as the transformation all but stamps out consciousness. Others disagree, arguing that warping the creature's mind makes it all the more useful, since it becomes pliable and easy to herd. Cultists of Haagenti typically use grothluts as guardians that slowly patrol the edges of their enclaves. Once in position, grothluts can be used as crude shock troops, unleashed to soften enemy forces before more valuable warriors wade in and cut down the enemies who have been nauseated by the grothluts' exploded organs and flesh.
+
+* * *
+
+Magical mishaps, divine curses, and untested technology are all capable of wreaking drastic transformations on the body, and are all rampant on the world of Golarion and beyond. Creatures that have undergone changes so drastic they no longer can be considered the same ancestry as they were before are known as fleshwarps. These beings are rare, and their unsettling appearance often provokes horrified responses from other people.
+
+Some creatures revel in the total degradation of their defeated foes through fleshwarping. Though the technique was originally taught to mortals by the demon lord Haagenti, mortals have spent eons modifying and perfecting the method. Fleshcrafters torture their enemies in vats of churning magical reagents, reshaping their flesh and psyche alike into horrid and monstrous things.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Guard Dog.md b/content/mechanics/srd/Bestiary/Monster Core/Guard Dog.md
new file mode 100755
index 000000000..f02de4734
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Guard Dog.md
@@ -0,0 +1,77 @@
+---
+title: "Guard Dog"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.K6YPimLjlVYUbz56"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/-1
+ - remaster
+statblock: inline
+name: "Guard Dog"
+level: -1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Guard Dog"
+level: "Creature -1"
+
+alignment: ""
+size: "Small"
+trait_01: [[animal]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Athletics: +4, Stealth: +5, Survival: +4"
+abilityMods: [1, 2, 2, -4, 1, -1]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +5, __Ref__ +7, __Will__ +4"
+hp: 8
+health:
+ - name: ""
+ - name: HP
+ desc: "8"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+6 ()\n__Damage__ 1d4 + 1 piercing"
+
+ - name: "Pack Attack"
+ desc: " The dog's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the dog's allies."
+
+```
+
+```encounter-table
+name: Guard Dog
+creatures:
+ - 1: Guard Dog
+```
+
+
+
+The typical guard dog is loyal and beloved by many communities. Often adored as pets, they excel as protectors and trackers, and can be fearless when defending a beloved master or family member. The statistics presented below work well for numerous breeds of dog ranging from 20 to 50 pounds in weight. Wild dogs can also use these statistics, but their untamed nature makes them far more unpredictable. Feral canines are perhaps even more dangerous, for unlike their wild cousins, feral dogs often lack the instinctual fear of humanity that stops wild creatures from interacting with people.
+
+* * *
+
+Dogs are trusted and loyal companions that serve as guardians, tracking animals, and pets. Their ability to detect prey or predators via scent and their predilection to accompany humanoids makes them ideal pets for most adventurers. There are hundreds of breeds of dogs in the world—from tiny lapdogs who shower their masters in affection to brawny hounds that stand nearly 4 feet high at the shoulder—and they can be found in nearly any place where people reside. Larger breeds might even be used as mounts for smaller adventurers, and some cultures use dogs as beasts of burden capable of pulling sleds loaded with supplies across the icy tundra. Regardless, many adventurers find value in having a dog.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Guthallath.md b/content/mechanics/srd/Bestiary/Monster Core/Guthallath.md
new file mode 100755
index 000000000..8377b5290
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Guthallath.md
@@ -0,0 +1,108 @@
+---
+title: "Guthallath"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.L5WJM3ryozO2QVzj"
+tags:
+ - pf2e/creature/type/construct
+ - pf2eMonster
+ - pf2e/creature/level/19
+ - remaster
+statblock: inline
+name: "Guthallath"
+level: 19
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Guthallath"
+level: "Creature 19"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[construct]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Truesight"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +25, Athletics: +40"
+abilityMods: [10, 2, 8, -4, 0, -1]
+speed: 40 feet, burrow 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 43
+armorclass:
+ - name: AC
+ desc: "43; __Fort__ +38, __Ref__ +32, __Will__ +30"
+hp: 325
+health:
+ - name: ""
+ - name: HP
+ desc: "325; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; __Resistances__ physical 15 (except adamantine), spells 15 (except cold, earth, or water)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Erosion Aura"
+ desc: " (aura,primal) 120 feet.\n\nThe guthallath erodes away the physical integrity of all around it. Creatures and objects in the emanation other than the guthallath have their Hardness and resistances reduced by 10.\n\nAt the start of their turn, a creature in the erosion aura's area takes 6d6 bludgeoning damage with a DC 39 Fortitude check save."
+
+ - name: "Immunity to Magic"
+ desc: " The guthallath is immune to spells of 6th rank or lower and activations of magic items of 13th level or lower."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+38 (deadly 3d12, magical, reach 20 feet)\n__Damage__ 4d12 + 18 bludgeoning plus improved-grab,improved-push"
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+38 (deadly 3d12, magical, reach 20 feet)\n__Damage__ 4d8 + 18 bludgeoning plus improved-knockdown"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 37, attack +29\n__Constant__ __(8th)__ _[[Spells/Truesight|Truesight]]_ __(3rd)__ _[[Spells/Haste|Haste]]_"
+
+ - name: "Annihilation Beams"
+ desc: "`pf2:2` A guthallath releases two beams of destruction from its eyes. Each beam is a 120-foot line. Everything in either line takes 13d10 untyped damage with a DC 41 Fortitude check save.\n\nA creature reduced to 0 HP is reduced to a fine powder as the [[Spells/Disintegrate|Disintegrate]] spell. There is no additional effect on creatures in any area where the beams overlap.\n\nThe guthallath can't use this ability again for 1d4 rounds."
+
+ - name: "Deadly Throw"
+ desc: "`pf2:1` **Requirements** The guthallath has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** The guthallath throws the creature into the air, 100 feet high and 50 feet away. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage.\n\nThe creature being landed on can attempt a DC 41 Reflex check save."
+
+ - name: "Powerful Blows"
+ desc: " If a guthallath hits with an attack and rolls a natural 19 on the d20 roll, the attack is a critical hit. This has no effect if the 19 would be a failure."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Huge or smaller, foot, DC 45 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Improved Knockdown|Improved Knockdown]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature as a free action. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+ - name: "[[Bestiary Ability Glossary/Improved Push|Improved Push 20 feet]]"
+ desc: " The monster can use [[Bestiary Ability Glossary/Push|Push]] as a free action triggered by a hit with its initial attack."
+
+```
+
+```encounter-table
+name: Guthallath
+creatures:
+ - 1: Guthallath
+```
+
+
+
+A guthallath is an enormous construct created long ago, probably as a war machine, by a long-forgotten empire. Nearly 100 feet tall, this massive stone statue typically resembles a stalwart warrior wearing only a loincloth and skullcap. Few have seen the entire body of a guthallath, though; most of the time, the relic is buried up to its neck, covered in moss, and stranded in a forgotten place. Yet every so often, one of these harbingers of destruction reactivates in response to some unknown stimulus or rallying call, and when this happens, woe to any who stand in its way.
+
+While a guthallath's ancient enemies are likely gone, it's still an engine of pure destruction, designed to rampage for weeks, even months. It's not intelligent enough to enjoy or regret its acts and cannot be reasoned with—it's also unaffected by most magic and unpredictable in how it selects its targets (and the creatures it spares).
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Gylou.md b/content/mechanics/srd/Bestiary/Monster Core/Gylou.md
new file mode 100755
index 000000000..c84648b5e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Gylou.md
@@ -0,0 +1,115 @@
+---
+title: "Gylou"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.99qJWLe9B3L2PxmB"
+tags:
+ - pf2e/creature/type/devil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/14
+ - remaster
+statblock: inline
+name: "Gylou"
+level: 14
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Gylou"
+level: "Creature 14"
+
+alignment: ""
+size: "Medium"
+trait_01: [[devil]]
+trait_02: [[fiend]]
+trait_03: [[unholy]]
+modifier: 28
+perception:
+ - name: "Perception"
+ desc: "+28; Greater Darkvision, Truesight"
+languages: "Common, Diabolic, Draconic, Empyrean; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +28, Arcana: +25, Athletics: +28, Deception: +30, Diplomacy: +28, Religion: +26, Stealth: +28"
+abilityMods: [4, 8, 4, 5, 6, 8]
+speed: 35 feet, climb 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +22, __Ref__ +25, __Will__ +28; +1 status to all saves vs. magic"
+hp: 240
+health:
+ - name: ""
+ - name: HP
+ desc: "240; __Immunities__ fire; __Weaknesses__ holy 10; __Resistances__ physical 10 (except silver), poison 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Reflexive Grab"
+ desc: "`pf2:r` **Trigger** A creature leaves a square within the gylou's reach using a move action or attempts a melee Strike against the gylou\n* * *\n\n**Effect** The gylou lashes out with a tentacle, attempting to [[Actions/Grapple|Grapple]] the triggering creature. If the triggering Strike was with a melee weapon, the attacking creature can Release the weapon to cause the gylou to automatically fail the Athletics check."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+30 (agile, finesse, magical, unholy)\n__Damage__ 3d8 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+30 (finesse, magical, reach 10 feet, unholy)\n__Damage__ 3d12 + 12 bludgeoning plus grab"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 36, attack +28; __7th __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Dominate|Dominate]]_; __5th __ _[[Spells/Illusory Object|Illusory Object (At Will)]]_, _[[Spells/Slither|Slither]]_, _[[Spells/Translocate|Translocate]]_; __4th __ _[[Spells/Charm|Charm (x3)]]_, _[[Spells/Enthrall|Enthrall (At Will)]]_, _[[Spells/Translocate|Translocate (At Will)]]_\n__Constant__ __(7th)__ _[[Spells/Truesight|Truesight]]_"
+
+ - name: "Rituals"
+ desc: "_Diabolic Pact_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Encage in Tentacles"
+ desc: "`pf2:1` (attack) **Requirements** The gylou has a Medium or smaller creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** The gylou transfers the grabbed creature into their lower body's net of encaging tentacles, freeing their limbs and tentacles to make Strikes. This has the same effects as [[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]] (Medium, 2d12+12 bludgeoning, Rupture 30), except the encaged creature is not at risk of suffocation, and the gylou can bring the encaged creature with them when they cast [[Spells/Translocate|Translocate]]. A gylou can have only one creature encaged at a time."
+
+ - name: "Indispensable Savvy"
+ desc: "`pf2:r` **Frequency** once per day\n\n**Trigger** The gylou attempts a skill check but hasn't rolled yet\n* * *\n\n**Effect** The gylou demonstrates a preternatural ability for the task at hand. They use their Deception modifier for the triggering check and for all skill checks using the same skill thereafter until the next time the gylou uses this ability or until 24 hours have passed, whichever happens first."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Gylou
+creatures:
+ - 1: Gylou
+```
+
+
+
+Though gylous are deeply entrenched in the expansive and complex machinations of Hell, they are highly skilled agents capable of nuanced diplomacy, masterful deception, physical finesse, and nearly any other tasks they set their minds to. This versatility has led to gylous becoming widespread throughout all layers of Hell, enabling them to filter key information to their masters regarding other devils' plots and schemes. Their allegiance is no secret, but their skills are so great that powerful devils employ one or more gylous regardless. While most gylous have a feminine form (combined with their role, this is the source of their common moniker of "handmaiden"), some have other gender presentations, and nearly all gylous take on carefully cultivated illusions to best suit the roles they fill. More often than not, gylous arise when lesser devils who have demonstrated exceptional utility and invaluable skills are uplifted into a new form, though on rare occasions they are shaped from the souls of evil mortals who showed unparalleled savvy within bureaucratic enterprises.
+
+* * *
+
+Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks.
+
+Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly orts perform subservient labor to more powerful and specialized devils, such as infantry and contract devils, while the greatest nessaris command entire infernal armies.
+
+Asmodeus stands at the apex of the structure he created, but the layers below him are marked by a constant jockeying for position. Most diabolic plans ultimately serve to improve the schemer's place in the hierarchy.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Hadrosaurid.md b/content/mechanics/srd/Bestiary/Monster Core/Hadrosaurid.md
new file mode 100755
index 000000000..b65374f6e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Hadrosaurid.md
@@ -0,0 +1,87 @@
+---
+title: "Hadrosaurid"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.HPzmFqYYDJaXZPAA"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/dinosaur
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Hadrosaurid"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Hadrosaurid"
+level: "Creature 4"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+trait_02: [[dinosaur]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Stealth: +10"
+abilityMods: [6, 2, 3, -4, 1, 0]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +12, __Ref__ +10, __Will__ +11"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+14 (reach 15 feet)\n__Damage__ 2d6 + 8 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+12 (reach 15 feet)\n__Damage__ 2d4 + 8 bludgeoning"
+
+ - name: "Sprint"
+ desc: "`pf2:2` **Frequency** once per minute\n* * *\n\n**Effect** The hadrosaurid Strides twice. It has a +20-foot circumstance bonus to its Speed during these Strides."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Large or smaller, foot, DC 21 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+```
+
+```encounter-table
+name: Hadrosaurid
+creatures:
+ - 1: Hadrosaurid
+```
+
+
+
+Hadrosaurids are a broad grouping of herbivorous dinosaurs that share characteristic flat snouts filled with rows of grinding teeth well suited for feeding on vegetation. Also known as "duck-billed dinosaurs" due to the unusual shape of their jaws, hadrosaurids are lumbering creatures that can rival an elephant in size, although they tend to be much less aggressive and are prone to flight when confronted with danger. Many species of hadrosaurids have uniquely shaped crests on their heads, making them easily recognizable even to amateur dinosaur watchers.
+
+Giants and other oversized creatures have been known to domesticate hadrosaurids to serve as livestock. Despite their ability to sprint quickly, they don't make particularly viable mounts due to their timid natures, but a panicked herd of hadrosaurids can wreak great damage.
+
+* * *
+
+Remnants from the world's primeval era, these enormous reptilian animals still exist in large numbers in remote wildernesses or underground in magical Darklands caverns. Lizardfolk, orcs, giants, and other humanoids who live near dinosaurs use the animals as mounts, guards, or hunting beasts. Occasionally, rich nobles will collect dinosaurs to display them in menageries, which almost inevitably leads to cast-offs being nursed back to health by druids and other champions of nature. When dinosaurs establish themselves in regions outside their normal habitats, it's often the result of a large collection being released.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Halfling Street Watcher.md b/content/mechanics/srd/Bestiary/Monster Core/Halfling Street Watcher.md
new file mode 100755
index 000000000..a681e803b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Halfling Street Watcher.md
@@ -0,0 +1,83 @@
+---
+title: "Halfling Street Watcher"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.oAnwUNBMERuIfQjR"
+tags:
+ - pf2e/creature/type/halfling
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/-1
+ - remaster
+statblock: inline
+name: "Halfling Street Watcher"
+level: -1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Halfling Street Watcher"
+level: "Creature -1"
+
+alignment: ""
+size: "Small"
+trait_01: [[halfling]]
+trait_02: [[humanoid]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; "
+languages: "Common, Halfling"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Athletics: +4, Diplomacy: +3, Stealth: +5, Thievery: +5"
+abilityMods: [-1, 3, 1, 0, 3, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +3, __Ref__ +8, __Will__ +5"
+hp: 8
+health:
+ - name: ""
+ - name: HP
+ desc: "8"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Frying Pan|Frying Pan]], [[Equipment/Halfling Sling Staff|Halfling Sling Staff]], [[Equipment/Leather Armor|Leather Armor]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Frying Pan"
+ desc: "+9 (fatal d8)\n__Damage__ 1d4 - 1 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Halfling Sling Staff"
+ desc: "+7 (propulsive, range increment 80 feet, reload 1)\n__Damage__ 1d10 - 1 bludgeoning"
+
+ - name: "Keen Eyes"
+ desc: " The halfling gains a +2 circumstance bonus when using the [[Actions/Seek|Seek]] action to find [[Conditions/Hidden|Hidden]] or undetected creatures within 30 feet of it.\n\nWhenever the halfling targets a creature that is [[Conditions/Concealed|Concealed]] or hidden from them, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one."
+
+```
+
+```encounter-table
+name: Halfling Street Watcher
+creatures:
+ - 1: Halfling Street Watcher
+```
+
+
+
+Halflings' keen sight makes them excellent street watchers. Though the job rarely calls for fighting, most street watchers cover themselves head to ankle in whatever armor and weapons they manage to get their hands on.
+
+* * *
+
+Despite their small stature, a halfling can prove to be a mighty foe if you find yourself on the wrong side of their frying pan.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Halfling Troublemaker.md b/content/mechanics/srd/Bestiary/Monster Core/Halfling Troublemaker.md
new file mode 100755
index 000000000..33e56cf27
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Halfling Troublemaker.md
@@ -0,0 +1,89 @@
+---
+title: "Halfling Troublemaker"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gusM9wgsdsAHDmzQ"
+tags:
+ - pf2e/creature/type/halfling
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Halfling Troublemaker"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Halfling Troublemaker"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[halfling]]
+trait_02: [[humanoid]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; "
+languages: "Common, Halfling"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +3, Deception: +5, Stealth: +7, Thievery: +7"
+abilityMods: [1, 4, 1, 0, 3, 3]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +4, __Ref__ +10, __Will__ +7"
+hp: 18
+health:
+ - name: ""
+ - name: HP
+ desc: "18"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Filcher's Fork|Filcher's Fork]], [[Equipment/Leather Armor|Leather Armor]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Filcher's Fork"
+ desc: "+9 (agile, backstabber, deadly d6, finesse)\n__Damage__ 1d4 + 1 piercing"
+
+ - name: "**Ranged** `pf2:1` Filcher's Fork"
+ desc: "+9 (agile, backstabber, deadly d6, thrown 20 ft.)\n__Damage__ 1d4 + 1 piercing"
+
+ - name: "Graffiti Egg"
+ desc: "`pf2:1` The halfling troublemaker throws an egg filled with paint, glitter, and confetti at a creature within 30 feet. The target must succeed a DC 17 Reflex check saving throw or become [[Conditions/Dazzled|Dazzled]] for 1 round (or 1 minute on a critical failure)."
+
+ - name: "Keen Eyes"
+ desc: " The halfling gains a +2 circumstance bonus when using the [[Actions/Seek|Seek]] action to find [[Conditions/Hidden|Hidden]] or undetected creatures within 30 feet of it.\n\nWhenever the halfling targets a creature that is [[Conditions/Concealed|Concealed]] or hidden from them, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one."
+
+ - name: "Sneak Attack"
+ desc: " The troublemaker deals an extra 1d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Halfling Troublemaker
+creatures:
+ - 1: Halfling Troublemaker
+```
+
+
+
+A halfling's bravado can sometimes lead them into trouble. These tricksters often roam in groups trying to one-up each other's last prank. While troublemakers rarely intend to kill, occasionally their pranks get out of hand.
+
+* * *
+
+Despite their small stature, a halfling can prove to be a mighty foe if you find yourself on the wrong side of their frying pan.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Harpy.md b/content/mechanics/srd/Bestiary/Monster Core/Harpy.md
new file mode 100755
index 000000000..84a975d1b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Harpy.md
@@ -0,0 +1,95 @@
+---
+title: "Harpy"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.8PrVCjbUWGSZEuDb"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Harpy"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Harpy"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[air]]
+trait_02: [[beast]]
+trait_03: [[humanoid]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision"
+languages: "Common; Wind's Whispers"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Deception: +11, Intimidation: +13, Performance: +11, Stealth: +11, Thievery: +13"
+abilityMods: [1, 4, 0, -1, 1, 2]
+speed: 20 feet, fly 60 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +9, __Ref__ +15, __Will__ +12"
+hp: 75
+health:
+ - name: ""
+ - name: HP
+ desc: "75"
+abilities_top:
+ - name: ""
+
+ - name: "Wind's Whispers"
+ desc: " (air,primal) When a harpy speaks, they can choose one creature within 90 feet. That creature can hear the harpy's words over any other sound, but no other creature hears the words at all."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Stench|Stench]]"
+ desc: " (aura,olfactory) 30 feet, DC 21 Fortitude check\n* * *\n\nA creature entering the aura or starting its turn in the area must succeed at a Fortitude save or become [[Conditions/Sickened|Sickened 1]] (plus [[Conditions/Slowed|Slowed 1]] as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Talon"
+ desc: "+15 (agile, finesse)\n__Damage__ 2d6 + 4 slashing"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+15 (finesse)\n__Damage__ 2d8 + 4 piercing plus putrid-plague"
+
+ - name: "Hungry Winds"
+ desc: "`pf2:2` (air,concentrate,primal) The harpy uses the wind to pull its prey closer. A target within 20 feet must succeed at a DC 21 Fortitude check save or be pulled adjacent to the harpy, where they make a jaws Strike against the target. If the target was pulled off the ground and can't fly, it then falls as normal."
+
+ - name: "Putrid Plague"
+ desc: " (disease) The sickened and unconscious conditions from putrid plague can't end or be reduced until the disease is cured\n\n**Saving Throw** DC 19 Fortitude check\n* * *\n\n**Stage 1** carrier with no ill effect (1d4 hours),\n\n**Stage 2** [[Conditions/Sickened|Sickened 1]] (1 day),\n\n**Stage 3** sickened 1 and [[Conditions/Slowed|Slowed 1]] (1 day),\n\n**Stage 4** [[Conditions/Unconscious|Unconscious]] (1 day),\n\n**Stage 5** dead"
+
+```
+
+```encounter-table
+name: Harpy
+creatures:
+ - 1: Harpy
+```
+
+
+
+Harpies are amalgamations of human and bird, resembling feral humans with wings, talons, and sharp teeth. They use their ancestral control of the wind to lure prey or even directly pull in their next meal. They enjoy causing confusion and fear in their prey before they strike, believing it creates a savory flavor in the flesh. Harpies can eat most creatures but strongly prefer sapient prey—humans and elves in particular. Although harpies will eat goblins if sufficiently hungry, they dislike their flavor and avoid eating them if possible. This doesn't comfort goblins, of course, who have a particularly strong fear of harpies.
+
+Because their aeries often reek with the gore of their kills and careless spatters of guano, harpies carry a distinctly vile scent that canny travelers associate with danger. Harpies who roost close to civilization make better efforts to keep clean, though these efforts have mixed results.
+
+Somewhere among the filth, most aeries have a shrine dedicated to the demon lord Pazuzu. Harpy legends credit him with raising them up from simple air spirits to their current station, and their gratitude typically takes the shape of a sketched figure in a corner piled with offerings. More devout families build portable wooden shrines that are carried from aerie to aerie for generations.
+
+Harpies live in family groups or larger clans. Most adults stand 5 feet tall and weigh around 90 pounds. While some use relatively simple weapons, those who master the use of the bow are regarded as heroes among their kind.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Hell Hound.md b/content/mechanics/srd/Bestiary/Monster Core/Hell Hound.md
new file mode 100755
index 000000000..1dea645b5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Hell Hound.md
@@ -0,0 +1,86 @@
+---
+title: "Hell Hound"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.XfH8tgHLSxjTFKnX"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Hell Hound"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Hell Hound"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[beast]]
+trait_02: [[fiend]]
+trait_03: [[fire]]
+trait_04: [[unholy]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Diabolic; (Can't Speak Any Language)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +9, Stealth: +8, Survival: +9"
+abilityMods: [4, 3, 2, -2, 2, -2]
+speed: 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +9, __Ref__ +10, __Will__ +7"
+hp: 40
+health:
+ - name: ""
+ - name: HP
+ desc: "40; __Immunities__ fire; __Weaknesses__ cold 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+13 (magical, unholy)\n__Damage__ 1d8 + 4 piercing 1d6 fire"
+
+ - name: "Hellfire Breath"
+ desc: "`pf2:1` (divine,fire,unholy) The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (DC 19 Reflex check save).\n\nThe hell hound can't use Hellfire Breath again for 1d4 rounds. If the hell hound would take fire damage or be targeted by a fire effect, their Hellfire Breath recharges."
+
+ - name: "Pack Attack"
+ desc: " The hell hound's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the hell hounds' allies."
+
+```
+
+```encounter-table
+name: Hell Hound
+creatures:
+ - 1: Hell Hound
+```
+
+
+
+A hell hound's appearance dismisses any doubts as to their infernal origins—flesh the color of burning pitch, teeth as sharp as any fiend's pitchfork, and a shroud of ever-burning hellfire are all trademark features.
+
+* * *
+
+Hell hounds are fiendish, extraplanar canines hailing from the Pit that can hunt down quarry and breathe supernatural gouts of flame. They are temperamental and quick to exhibit aggressive behavior.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Herexen.md b/content/mechanics/srd/Bestiary/Monster Core/Herexen.md
new file mode 100755
index 000000000..a96c5b8b0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Herexen.md
@@ -0,0 +1,90 @@
+---
+title: "Herexen"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.h3vZJi3mXcUoPVTH"
+tags:
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Herexen"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Herexen"
+level: "Creature 2"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[undead]]
+trait_02: [[unholy]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Common, Necril"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +6, Deception: +7, Religion: +10, Stealth: +6"
+abilityMods: [2, 2, 1, 0, 4, 3]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +5, __Ref__ +8, __Will__ +10"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, bleed"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Dagger|Dagger]], [[Equipment/Religious Symbol (Wooden)|Defiled Religious Symbol of Pharasma (Wooden)]]"
+abilities_mid:
+ - name: ""
+ - name: "Final Blasphemy"
+ desc: " (divine,void) When the herexen is destroyed, it explodes in a wave of void energy with the effects of a 3-action [[Spells/Harm|Harm]] spell (DC 18 Fortitude check).\n\nThe herexen is destroyed, so it doesn't gain any Hit Points from this use of _harm_, and it doesn't need to have any _harm_ spells remaining to use this ability"
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Dagger"
+ desc: "+10 (agile, versatile s)\n__Damage__ 1d6 + 4 piercing plus heretics-smite"
+
+ - name: "Divine Prepared Spells"
+ desc: "DC 18, attack +10; __1st __ _[[Spells/Harm|Harm]]_"
+
+ - name: "Cleric Domain Spells"
+ desc: "1 Focus Point, DC 18, attack +10; __1st __ _[[Spells/Death's Call|Death's Call]]_"
+
+ - name: "Heretic's Smite"
+ desc: " (divine) While wielding the favored weapon of its former deity (such as a dagger for an ex-Pharasmin herexen), the herexen's Strikes deal an additional 1d6 spirit damage to creatures with the holy trait."
+
+```
+
+```encounter-table
+name: Herexen
+creatures:
+ - 1: Herexen
+```
+
+
+
+When a cleric rebels against their deity and dies in the grip of blasphemous rage, the heresies they committed in life may fuel their transformation into an undead herexen. Herexens seek vengeance against the deity they once worshipped, defiling temples, slaying the faithful, and rallying lesser undead and death cultists to aid them in their unholy quests. Though a herexen's divine gifts have mostly been corrupted into the vileness of undeath, they stubbornly cling to remnants of their former power, still wielding magic and armaments favored by the deity they so greatly despise.
+
+Groups of herexens that blasphemed against the same deity sometimes combine to form a mockery of a congregation, conducting blasphemous rites with something approaching euphoria. These congregations are often formed from a blasphemous cult whose members practiced their heresy together in life and died together, though some gather independent herexens of the same former faith.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Hippocampus.md b/content/mechanics/srd/Bestiary/Monster Core/Hippocampus.md
new file mode 100755
index 000000000..4ad1eb6d2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Hippocampus.md
@@ -0,0 +1,86 @@
+---
+title: "Hippocampus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.NVCtieoViyb9mRP2"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/aquatic
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Hippocampus"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Hippocampus"
+level: "Creature 1"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[aquatic]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +4, Athletics: +7"
+abilityMods: [4, 1, 4, -4, 3, 1]
+speed: 5 feet, swim 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +9, __Ref__ +4, __Will__ +6"
+hp: 24
+health:
+ - name: ""
+ - name: HP
+ desc: "24"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Buck|Buck]]"
+ desc: "`pf2:r` DC 17 Reflex check\n* * *\n\nMost monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.\n\n**Trigger** A creature [[Actions/Mount|Mounts]] or uses the [[Actions/Command an Animal|Command an Animal]] action while riding the monster.\n* * *\n\n**Effect** The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land [[Conditions/Prone|Prone]]. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+7 (reach 10 feet)\n__Damage__ 1d6 + 4 bludgeoning"
+
+ - name: "Sudden Retreat"
+ desc: "`pf2:2` The hippocampus makes a tail Strike, then Swims with a +10-foot circumstance bonus to its swim Speed. It gains a +2 circumstance bonus to AC against reactions triggered by this movement."
+
+```
+
+```encounter-table
+name: Hippocampus
+creatures:
+ - 1: Hippocampus
+```
+
+
+
+Hippocampi serve as steeds for aquatic humanoids or roam wild in the sea.
+
+* * *
+
+The strange beasts known as hippocampi resemble terrestrial horses from head to midbody, but on their legs, they have splayed fins instead of hooves, and in place of horses' hindquarters, they have powerful tails resembling those of fish. Hippocampi have colorful scales ranging from pearly white to seaweed green, and brilliant ribbed dorsal fins as manes. In the wild oceans, most types of hippocampi tend to congregate in the shallows near the beds of seaweed and kelp forests that provide them with food and shelter from predators. They form huge schools to provide safety in numbers, like landbound horses form herds.
+
+Hippocampi are highly prized by undersea societies and surface dwellers alike, as they are as easy to train as horses and serve many of the same functions, be that as beasts of burden, war-trained mounts, transportation, or as pets. Though hippocampi are able to wear barding, it hampers them considerably, so most handlers outfit them with the lightest options available. More often, they are trained to pull specially designed underwater chariots or sleds. Hippocampi don't like to leave the water, as they are clumsy on land, can't bear riders while flopping about on the ground, and can't breathe air for long.
+
+Numerous variant species of hippocampi exist, although most of them differ from the common hippocampus only in coloration. Heartier species, such as polar hippocampi, dwell exclusively in arctic waters and are best presented as hippocampi with elite adjustments.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Hippogriff.md b/content/mechanics/srd/Bestiary/Monster Core/Hippogriff.md
new file mode 100755
index 000000000..d6646d490
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Hippogriff.md
@@ -0,0 +1,92 @@
+---
+title: "Hippogriff"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.y6RReNgPbk8e2p0w"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Hippogriff"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Hippogriff"
+level: "Creature 2"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +7, Survival: +6"
+abilityMods: [3, 3, 2, -4, 2, 0]
+speed: 30 feet, fly 65 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +8, __Ref__ +9, __Will__ +6"
+hp: 32
+health:
+ - name: ""
+ - name: HP
+ desc: "32"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Buck|Buck]]"
+ desc: "`pf2:r` DC 17 Reflex check\n* * *\n\nMost monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.\n\n**Trigger** A creature [[Actions/Mount|Mounts]] or uses the [[Actions/Command an Animal|Command an Animal]] action while riding the monster.\n* * *\n\n**Effect** The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land [[Conditions/Prone|Prone]]. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+9 ()\n__Damage__ 1d10 + 3 piercing"
+
+ - name: "**Melee** `pf2:1` Talon"
+ desc: "+9 (agile)\n__Damage__ 1d6 + 3 slashing"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+9 (reach 10 feet)\n__Damage__ 1d6 + 3 bludgeoning"
+
+ - name: "Flying Strafe"
+ desc: "`pf2:2` The hippogriff Flies up to its fly speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty."
+
+```
+
+```encounter-table
+name: Hippogriff
+creatures:
+ - 1: Hippogriff
+```
+
+
+
+With the proud bearing of a great raptor and the magnificence of a powerful horse, hippogriffs are thought to be an accidental fusion of creatures or perhaps the creation of a flesh-warping wizard with a keen aesthetic sense. Regardless of their original source, these animals are now a common sight in the skies above their favored plains or hill country.
+
+Hippogriffs bear the wings, forelegs, and head of a bird of prey, with feather coloration similar to that of a hawk or eagle, though some breeders have managed to produce specimens with stark white or coal-black feathers. Their torso, hindquarters, and tail resemble those of a horse and usually are colored bay, chestnut, or gray, with some coats bearing black, pinto, or even palomino coloration.
+
+Hippogriffs are similar in size to large horses. Much like their equine cousins, hippogriffs often have to keep wary eyes on the skies above them, as both are preferred meals for hungry griffons and wyverns. Only hippogriffs' superior speed helps protect them from these predators.
+
+Hippogriffs are exceptionally territorial and fiercely protect the lands under their domain. They typically favor sweeping grasslands, rolling hills, and prairies. Exceptionally hardy hippogriffs make their homes nestled into niches on canyon walls, from which they comb the rocky deserts for coyotes, deer, and the occasional humanoid. Hippogriffs prefer mammalian prey, but they graze after every meal to aid in digestion.
+
+Since hippogriff hunting habits can be dangerous to both ranchers and their livestock, such communities often set bounties on hippogriffs. As a result, preserved hippogriffs frequently decorate frontier taverns and remote outposts alongside the taxidermied remains of deer, elk, and bears.
+
+However, other communities train hippogriffs from hatching to be ridden by elite soldiers in combat—the most notable among these groups in the Inner Sea region is the Sable Company Mercenaries in the city-state of Korvosa. Attempts are sometimes made to train adult hippogriffs in the same manner, but this often proves far more difficult. Hippogriff riders must use special saddles and combat techniques that allow them to act in concert with their mount, fighting effectively while avoiding interfering with the movement of their companion's wings.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Hobgoblin Archer.md b/content/mechanics/srd/Bestiary/Monster Core/Hobgoblin Archer.md
new file mode 100755
index 000000000..aaa3b6d70
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Hobgoblin Archer.md
@@ -0,0 +1,94 @@
+---
+title: "Hobgoblin Archer"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.M5Gv44UUBpLd8aUy"
+tags:
+ - pf2e/creature/type/hobgoblin
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Hobgoblin Archer"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Hobgoblin Archer"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[hobgoblin]]
+trait_02: [[humanoid]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision"
+languages: "Common, Goblin"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +8, Stealth: +10"
+abilityMods: [2, 4, 2, 0, 2, -1]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +10, __Ref__ +12, __Will__ +8"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Crossbow|Crossbow]], [[Equipment/Shortsword|Shortsword]], [[Equipment/Scale Mail|Scale Mail]], 20x [[Equipment/Bolts|Bolts]]"
+abilities_mid:
+ - name: ""
+ - name: "Formation"
+ desc: " When it's adjacent to at least two other allies, the hobgoblin archer gains a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 to Reflex saves against area effects."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Shortsword"
+ desc: "+12 (agile, versatile s)\n__Damage__ 1d6 + 4 piercing"
+
+ - name: "**Ranged** `pf2:1` Crossbow"
+ desc: "+14 (range increment 120 feet, reload 1)\n__Damage__ 1d8 + 2 piercing plus crossbow-precision"
+
+ - name: "Crossbow Precision"
+ desc: " The first time the archer hits with a crossbow attack in a round, it deals 1d8 extra precision damage."
+
+ - name: "Perfect Aim"
+ desc: " The hobgoblin archer ignores the [[Conditions/Concealed|Concealed]] condition.\n\nTheir targets don't benefit from lesser cover, and they reduce the AC bonus from standard cover by 2 against the hobgoblin archer's attack."
+
+ - name: "Running Reload"
+ desc: "`pf2:1` The archer Strides, Steps, or [[Actions/Sneak|Sneaks]], then Interacts to reload."
+
+```
+
+```encounter-table
+name: Hobgoblin Archer
+creatures:
+ - 1: Hobgoblin Archer
+```
+
+
+
+Bands of hobgoblin soldiers typically have at least one archer among their ranks. In smaller groups, the hobgoblin archer also serves as that band's captain.
+
+* * *
+
+Hobgoblins may appear to outsiders to be the most civilized of goblinkind, but their civilization is hardly one of kindness and equality-instead, they revel in all that is militaristic, tyrannical, cruel, and destructive. Hobgoblins are singularly devoted to war, and their entire culture is built upon fostering and maintaining conflict while simultaneously proving their superiority in battle. Hobgoblins are highly organized, and they work efficiently and effectively in groups, whether that group is a small raiding party, a roving war band, or a fully regimented army. Hobgoblin rulers require little provocation before declaring war, and more often than not, such wars are waged to gain slaves or territory. Physically, hobgoblins stand about as tall as humans and have gray, ashen skin.
+
+Hobgoblin society is organized along military lines, and every hobgoblin is effectively a member of the army. Each hobgoblin in a community has a rank in the military hierarchy, and individuals are naturally ambitious and obsessed with advancement. Hobgoblins are constantly expected to prove that they're fearless, ruthless, cunning, and strong. Demonstrating such aptitudes is an individual hobgoblin's best hope for promotion through the ranks, but failure leads only to cruel exploitation at the hands of their superiors. Though brutal, hobgoblin society is a true meritocracy, and all hobgoblins, regardless of age, gender, or birth, wield authority and earn respect from their peers based on their skill in battle. Even those individuals who serve in non-combat roles in hobgoblin society-blacksmiths, builders, cooks, messengers, quartermasters, and the like-know that they perform vital jobs that support the larger hobgoblin army, though they rarely rise above the rank of common soldier. Everyone contributes to the larger whole, ensuring that hobgoblin society is the strongest and most efficient it can be, and anyone who fails to do so is culled from the army and this hobgoblin society as dead weight. Hobgoblins don't usually engage in trade with other races, or even with other hobgoblin tribes, preferring to take what they want by force.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Hobgoblin General.md b/content/mechanics/srd/Bestiary/Monster Core/Hobgoblin General.md
new file mode 100755
index 000000000..532f620b8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Hobgoblin General.md
@@ -0,0 +1,91 @@
+---
+title: "Hobgoblin General"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.cvfPjNATgoJpv672"
+tags:
+ - pf2e/creature/type/hobgoblin
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Hobgoblin General"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Hobgoblin General"
+level: "Creature 6"
+
+alignment: ""
+size: "Medium"
+trait_01: [[hobgoblin]]
+trait_02: [[humanoid]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision"
+languages: "Common, Goblin"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +12, Athletics: +15, Intimidation: +14, Stealth: +12"
+abilityMods: [4, 3, 2, 0, 1, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +12, __Ref__ +15, __Will__ +13"
+hp: 90
+health:
+ - name: ""
+ - name: HP
+ desc: "90"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Composite Shortbow|Composite Shortbow]], [[Equipment/Glaive|+1 Glaive]], [[Equipment/Half Plate|Half Plate]], 20x [[Equipment/Arrows|Arrows]]"
+ - name: "General's Cry"
+ desc: " When a hobgoblin general rolls initiative, as long as they can perceive at least one foe, they can yell a mighty battle cry. The hobgoblin general attempts an Intimidate check to [[Actions/Demoralize|Demoralize]] a single foe within 60 feet as a free action. If successful, any ally with the goblin trait can, as its first action on its first turn of the combat, Stride up to double its speed as a single action."
+
+abilities_mid:
+ - name: ""
+ - name: "Formation"
+ desc: " When it's adjacent to at least two other allies, the hobgoblin general gains a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 to Reflex saves against area effects."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Glaive"
+ desc: "+17 (deadly d8, forceful, reach 10 feet)\n__Damage__ 1d8 + 10 slashing"
+
+ - name: "**Ranged** `pf2:1` Composite Shortbow"
+ desc: "+15 (brutal, deadly d10, propulsive, range increment 60 feet, reload 0)\n__Damage__ 1d6 + 8 piercing"
+
+ - name: "Polearm Critical Specialization"
+ desc: " On a critical hit, the target of the critical hit is moved 5 feet in a direction of the hobgoblin general's choice."
+
+```
+
+```encounter-table
+name: Hobgoblin General
+creatures:
+ - 1: Hobgoblin General
+```
+
+
+
+Hobgoblin generals serve as leaders of entire armies and rulers of hobgoblin settlements. A general does not permit the luxuries of rule to soften them. They lead their forces on the field of battle and view this opportunity to excel in a fight at the head of an army as the true reward for a life spent honing one's skills in battle.
+
+* * *
+
+Hobgoblins may appear to outsiders to be the most civilized of goblinkind, but their civilization is hardly one of kindness and equality-instead, they revel in all that is militaristic, tyrannical, cruel, and destructive. Hobgoblins are singularly devoted to war, and their entire culture is built upon fostering and maintaining conflict while simultaneously proving their superiority in battle. Hobgoblins are highly organized, and they work efficiently and effectively in groups, whether that group is a small raiding party, a roving war band, or a fully regimented army. Hobgoblin rulers require little provocation before declaring war, and more often than not, such wars are waged to gain slaves or territory. Physically, hobgoblins stand about as tall as humans and have gray, ashen skin.
+
+Hobgoblin society is organized along military lines, and every hobgoblin is effectively a member of the army. Each hobgoblin in a community has a rank in the military hierarchy, and individuals are naturally ambitious and obsessed with advancement. Hobgoblins are constantly expected to prove that they're fearless, ruthless, cunning, and strong. Demonstrating such aptitudes is an individual hobgoblin's best hope for promotion through the ranks, but failure leads only to cruel exploitation at the hands of their superiors. Though brutal, hobgoblin society is a true meritocracy, and all hobgoblins, regardless of age, gender, or birth, wield authority and earn respect from their peers based on their skill in battle. Even those individuals who serve in non-combat roles in hobgoblin society-blacksmiths, builders, cooks, messengers, quartermasters, and the like-know that they perform vital jobs that support the larger hobgoblin army, though they rarely rise above the rank of common soldier. Everyone contributes to the larger whole, ensuring that hobgoblin society is the strongest and most efficient it can be, and anyone who fails to do so is culled from the army and this hobgoblin society as dead weight. Hobgoblins don't usually engage in trade with other races, or even with other hobgoblin tribes, preferring to take what they want by force.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Hobgoblin Soldier.md b/content/mechanics/srd/Bestiary/Monster Core/Hobgoblin Soldier.md
new file mode 100755
index 000000000..bc36b302c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Hobgoblin Soldier.md
@@ -0,0 +1,91 @@
+---
+title: "Hobgoblin Soldier"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.knhmXkYjzViJ45Lq"
+tags:
+ - pf2e/creature/type/hobgoblin
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Hobgoblin Soldier"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Hobgoblin Soldier"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[hobgoblin]]
+trait_02: [[humanoid]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Common, Goblin"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +6, Stealth: +6"
+abilityMods: [3, 3, 2, 0, 2, -1]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18 (20 with shield raised); __Fort__ +5, __Ref__ +6, __Will__ +5"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Longsword|Longsword]], [[Equipment/Shortbow|Shortbow]], [[Equipment/Wooden Shield|Wooden Shield]], [[Equipment/Breastplate|Breastplate]], 10x [[Equipment/Arrows|Arrows]]"
+abilities_mid:
+ - name: ""
+ - name: "Formation"
+ desc: " When it's adjacent to at least two other allies, the hobgoblin soldier gains a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 to Reflex saves against area effects."
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Shield Block|Shield Block]]"
+ desc: "`pf2:r` **Trigger** The monster has its shield raised and takes damage from a physical attack.\n* * *\n\n**Effect** The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Longsword"
+ desc: "+8 (versatile p)\n__Damage__ 1d8 + 3 slashing"
+
+ - name: "**Ranged** `pf2:1` Shortbow"
+ desc: "+8 (deadly d10, range increment 60 feet, reload 0)\n__Damage__ 1d6 piercing"
+
+```
+
+```encounter-table
+name: Hobgoblin Soldier
+creatures:
+ - 1: Hobgoblin Soldier
+```
+
+
+
+Soldiers make up the bulk of hobgoblin society, whether that society is a village or a military unit.
+
+* * *
+
+Hobgoblins may appear to outsiders to be the most civilized of goblinkind, but their civilization is hardly one of kindness and equality-instead, they revel in all that is militaristic, tyrannical, cruel, and destructive. Hobgoblins are singularly devoted to war, and their entire culture is built upon fostering and maintaining conflict while simultaneously proving their superiority in battle. Hobgoblins are highly organized, and they work efficiently and effectively in groups, whether that group is a small raiding party, a roving war band, or a fully regimented army. Hobgoblin rulers require little provocation before declaring war, and more often than not, such wars are waged to gain slaves or territory. Physically, hobgoblins stand about as tall as humans and have gray, ashen skin.
+
+Hobgoblin society is organized along military lines, and every hobgoblin is effectively a member of the army. Each hobgoblin in a community has a rank in the military hierarchy, and individuals are naturally ambitious and obsessed with advancement. Hobgoblins are constantly expected to prove that they're fearless, ruthless, cunning, and strong. Demonstrating such aptitudes is an individual hobgoblin's best hope for promotion through the ranks, but failure leads only to cruel exploitation at the hands of their superiors. Though brutal, hobgoblin society is a true meritocracy, and all hobgoblins, regardless of age, gender, or birth, wield authority and earn respect from their peers based on their skill in battle. Even those individuals who serve in non-combat roles in hobgoblin society-blacksmiths, builders, cooks, messengers, quartermasters, and the like-know that they perform vital jobs that support the larger hobgoblin army, though they rarely rise above the rank of common soldier. Everyone contributes to the larger whole, ensuring that hobgoblin society is the strongest and most efficient it can be, and anyone who fails to do so is culled from the army and this hobgoblin society as dead weight. Hobgoblins don't usually engage in trade with other races, or even with other hobgoblin tribes, preferring to take what they want by force.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Homunculus.md b/content/mechanics/srd/Bestiary/Monster Core/Homunculus.md
new file mode 100755
index 000000000..50d25e9aa
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Homunculus.md
@@ -0,0 +1,82 @@
+---
+title: "Homunculus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.qhgTCrtu3pYe8Pxu"
+tags:
+ - pf2e/creature/type/construct
+ - pf2eMonster
+ - pf2e/creature/level/0
+ - remaster
+statblock: inline
+name: "Homunculus"
+level: 0
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Homunculus"
+level: "Creature 0"
+
+alignment: ""
+size: "tiny"
+trait_01: [[construct]]
+modifier: 3
+perception:
+ - name: "Perception"
+ desc: "+3; Darkvision"
+languages: "Common; (Can't Speak Any Language), Master Link"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Stealth: +5"
+abilityMods: [-1, 3, 0, 0, 1, -2]
+speed: 15 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +2, __Ref__ +7, __Will__ +3"
+hp: 17
+health:
+ - name: ""
+ - name: HP
+ desc: "17; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void"
+abilities_top:
+ - name: ""
+
+ - name: "Master Link"
+ desc: " (arcane,mental) A homunculus can't speak, but it is telepathically linked to its creator. It can share information back and forth, including its master's knowledge and everything the homunculus hears. The range of this link is 1,500 feet. The homunculus typically has a similar attitude to its creator and is utterly faithful.\n\nIf the homunculus is destroyed, the master takes 2d10 mental damage. If the master is slain, the homunculus becomes mindless, claims its current location as its lair, and instinctively attacks anyone who comes near."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+7 (finesse, magical, reach 0 feet)\n__Damage__ 1d4 piercing plus homunculus-poison"
+
+ - name: "Homunculus Poison"
+ desc: " (poison) A homunculus has one dose of poison in a reservoir in its head. It can refill this poison from its reserves with an Interact action\n\n**Saving Throw** DC 15 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d6 poison and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)."
+
+```
+
+```encounter-table
+name: Homunculus
+creatures:
+ - 1: Homunculus
+```
+
+
+
+A homunculus is a tiny servitor construct created by a crafter to serve as a spy, scout, messenger, or assistant. When a crafter first begins to study the art of creating constructs, they often craft a homunculus first, since the creation process is simple and inexpensive due to a magical shortcut: the use of the creator's own blood. This forges a link between the homunculus and its master, causing the homunculus to gain a spark of the creator's intellect, as well as the same moral values and some of the creator's basic personality traits. Homunculi left to their own devices never stray far from their masters.
+
+In most cases, a homunculus doesn't survive the death of its master for long. Deprived of its creator, a homunculus loses focus and grows increasingly selfdestructive, and some even end up battering themselves to annihilation. Rarely, a homunculus with a slain master survives the trauma with its mind intact, often seeing itself as its deceased creator's child or successor and attempting to further its creator's legacy as best it can. In such cases, and if the homunculus was in close proximity to its master upon that creature's death, a portion of the dead master's soul "infects" the surviving homunculus as they pass on to the afterlife.
+
+This doesn't result in a truly soulbound homunculus, since only a fragment of the soul is left behind, but this is still enough to grant the homunculus a greater personality, free will of its own, and perhaps most importantly, the ability to speak. Over time, a few of these "awakened" homunculi even go so far as to become convinced that they are the reincarnation of their prior masters, although their actual personalities never quite reach the depth and complexity of a truly living creature. They are, at best, caricatures of the master, and at worst, they become awful, bitter-minded parodies of life itself. Still, a free-willed homunculus might pursue studies in its creator's class, becoming a unique creature with the abilities of that class if time and fortune permit.
+
+Homunculi are created from a mixture of clay, ash, mandrake root, spring water, and a pint of the creator's own blood. It is possible for a separate donor to provide the blood, but the process is more difficult.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Horned Dragon (Adult).md b/content/mechanics/srd/Bestiary/Monster Core/Horned Dragon (Adult).md
new file mode 100755
index 000000000..ea63c06d5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Horned Dragon (Adult).md
@@ -0,0 +1,114 @@
+---
+title: "Horned Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.yRUlbNEI0n3u4xdc"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/primal
+ - pf2eMonster
+ - pf2e/creature/level/12
+ - remaster
+statblock: inline
+name: "Horned Dragon (Adult)"
+level: 12
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Horned Dragon (Adult)"
+level: "Creature 12"
+
+alignment: ""
+size: "huge"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+trait_03: [[primal]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Elven, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +19, Arcana: +22, Athletics: +24, Deception: +19, Diplomacy: +23, Intimidation: +23, Nature: +20, Occultism: +24, Society: +22, Stealth: +21, Forest Lore: +22"
+abilityMods: [6, 3, 3, 4, 4, 5]
+speed: 40 feet, fly 160 feet, swim 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +20, __Ref__ +22, __Will__ +23; +1 status to all saves vs. magic"
+hp: 215
+health:
+ - name: ""
+ - name: HP
+ desc: "215; __Immunities__ paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet DC 31 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Twisting Tail"
+ desc: "`pf2:r` **Trigger** A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using\n* * *\n\n**Effect** The dragon makes a tail Strike at the creature with a –2 penalty. If the Strike hits, the dragon disrupts the creature's action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+26 (magical, poison, reach 15 feet)\n__Damage__ 3d10 + 12 piercing 3d4 poison"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+26 (agile, magical, reach 10 feet)\n__Damage__ 3d8 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+24 (magical, reach 20 feet)\n__Damage__ 3d8 + 10 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+24 (magical, reach 15 feet)\n__Damage__ 2d8 + 10 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 32, attack +24; __4th __ _[[Spells/Suggestion|Suggestion]]_; __2nd __ _[[Spells/Charm|Charm (At Will)]]_, _[[Spells/Entangling Flora|Entangling Flora (x2)]]_"
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one horn Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Poison Breath whenever they score a critical hit with a Strike."
+
+ - name: "Forest Passage"
+ desc: " The horned dragon ignores any difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don't impede their progress."
+
+ - name: "Impaling Charge"
+ desc: "`pf2:2` **Requirements** The dragon doesn't have a creature impaled on their horn\n* * *\n\n**Effect** The dragon attempts to gore a foe. They Stride, then attempt a horn Strike. On a hit, the target becomes impaled on the dragon's horn. The creature is [[Conditions/Grabbed|Grabbed]] while on the horn (and can attempt to [[Actions/Escape|Escape]] as normal). The dragon doesn't need to use additional actions to keep the impaled creature grabbed. If the dragon moves, they bring the grabbed creature along with them."
+
+ - name: "Poison Breath"
+ desc: "`pf2:2` (poison,primal) The dragon breathes a toxic cloud that deals 13d6 poison damage in a 50-foot cone (DC 31 Fortitude check save).\n\nThey can't use Poison Breath again for 1d4 rounds."
+
+ - name: "Trackless Journey"
+ desc: " The horned dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed."
+
+```
+
+```encounter-table
+name: Horned Dragon (Adult)
+creatures:
+ - 1: Horned Dragon (Adult)
+```
+
+
+
+The magic that flows through primal dragons can manifest more animalistic or bestial features in a given type of dragon. Notably among these are the massive paired horns of the horned dragon. While their bulky frames, natural coloration, and prominent ridged scales are all remarkable in their own way, it's the horns that are most obvious and striking at first glance. Horned dragons use their horns to impale their prey in a quick and brutal display of their might. They are generally contemplative and have a fixation on knowledge and self-discipline, traits belied by their bestial appearance. As a result, horned dragons are generally more open to speaking with outsiders.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Horned Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Monster Core/Horned Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..f08529242
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Horned Dragon (Adult, Spellcaster).md
@@ -0,0 +1,115 @@
+---
+title: "Horned Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.9xypeP3e4jX46TSV"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/primal
+ - pf2eMonster
+ - pf2e/creature/level/12
+ - remaster
+statblock: inline
+name: "Horned Dragon (Adult, Spellcaster)"
+level: 12
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Horned Dragon (Adult, Spellcaster)"
+level: "Creature 12"
+
+alignment: ""
+size: "huge"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+trait_03: [[primal]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Elven, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +19, Arcana: +22, Athletics: +24, Deception: +19, Diplomacy: +23, Intimidation: +23, Nature: +20, Occultism: +24, Society: +22, Stealth: +21, Forest Lore: +22"
+abilityMods: [6, 3, 3, 4, 4, 5]
+speed: 40 feet, fly 160 feet, swim 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +20, __Ref__ +22, __Will__ +23; +1 status to all saves vs. magic"
+hp: 215
+health:
+ - name: ""
+ - name: HP
+ desc: "215; __Immunities__ paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet DC 31 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Twisting Tail"
+ desc: "`pf2:r` **Trigger** A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using\n* * *\n\n**Effect** The dragon makes a tail Strike at the creature with a –2 penalty. If the Strike hits, the dragon disrupts the creature's action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+26 (magical, poison, reach 15 feet)\n__Damage__ 3d10 + 12 piercing 3d4 poison"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+26 (agile, magical, reach 10 feet)\n__Damage__ 3d8 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+24 (magical, reach 20 feet)\n__Damage__ 3d8 + 10 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+24 (magical, reach 15 feet)\n__Damage__ 2d8 + 10 piercing"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 33, attack +26; __5th __ _[[Spells/Toxic Cloud|Toxic Cloud]]_; __4th __ _[[Spells/Hydraulic Torrent|Hydraulic Torrent]]_, _[[Spells/Mountain Resilience|Mountain Resilience]]_, _[[Spells/Unfettered Movement|Unfettered Movement]]_; __3rd __ _[[Spells/Slow|Slow]]_, _[[Spells/Veil of Privacy|Veil of Privacy]]_, _[[Spells/Wall of Thorns|Wall of Thorns]]_; __2nd __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Humanoid Form|Humanoid Form]]_, _[[Spells/One with Plants|One with Plants]]_, _[[Spells/Sound Body|Sound Body]]_; __1st __ _[[Spells/Gust of Wind|Gust of Wind]]_, _[[Spells/Vanishing Tracks|Vanishing Tracks]]_, _[[Spells/Ventriloquism|Ventriloquism]]_\n__Cantrips__ __(5th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Know the Way|Know the Way]]_, _[[Spells/Light|Light]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Tangle Vine|Tangle Vine]]_"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 32, attack +24; __4th __ _[[Spells/Suggestion|Suggestion]]_; __2nd __ _[[Spells/Charm|Charm (At Will)]]_, _[[Spells/Entangling Flora|Entangling Flora (x2)]]_"
+
+ - name: "Forest Passage"
+ desc: " The horned dragon ignores any difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don't impede their progress."
+
+ - name: "Impaling Charge"
+ desc: "`pf2:2` **Requirements** The dragon doesn't have a creature impaled on their horn\n* * *\n\n**Effect** The dragon attempts to gore a foe. They Stride, then attempt a horn Strike. On a hit, the target becomes impaled on the dragon's horn. The creature is [[Conditions/Grabbed|Grabbed]] while on the horn (and can attempt to [[Actions/Escape|Escape]] as normal). The dragon doesn't need to use additional actions to keep the impaled creature grabbed. If the dragon moves, they bring the grabbed creature along with them."
+
+ - name: "Poison Breath"
+ desc: "`pf2:2` (poison,primal) The dragon breathes a toxic cloud that deals 13d6 poison damage in a 50-foot cone (DC 31 Fortitude check save).\n\nThey can't use Poison Breath again for 1d4 rounds."
+
+ - name: "Trackless Journey"
+ desc: " The horned dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed."
+
+```
+
+```encounter-table
+name: Horned Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Horned Dragon (Adult, Spellcaster)
+```
+
+
+
+The magic that flows through primal dragons can manifest more animalistic or bestial features in a given type of dragon. Notably among these are the massive paired horns of the horned dragon. While their bulky frames, natural coloration, and prominent ridged scales are all remarkable in their own way, it's the horns that are most obvious and striking at first glance. Horned dragons use their horns to impale their prey in a quick and brutal display of their might. They are generally contemplative and have a fixation on knowledge and self-discipline, traits belied by their bestial appearance. As a result, horned dragons are generally more open to speaking with outsiders.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
+
+## Draconic Spellcasters
+
+Each dragon features a sidebar on spellcasting dragons of that type. To make a dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give them the spells outlined in their sidebar. You can swap out any number of these with other spells, provided you keep the same number of spells for each rank. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Horned Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Monster Core/Horned Dragon (Ancient).md
new file mode 100755
index 000000000..a9e740c7c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Horned Dragon (Ancient).md
@@ -0,0 +1,120 @@
+---
+title: "Horned Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.8JKDgbgapBEXzpJm"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/primal
+ - pf2eMonster
+ - pf2e/creature/level/17
+ - remaster
+statblock: inline
+name: "Horned Dragon (Ancient)"
+level: 17
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Horned Dragon (Ancient)"
+level: "Creature 17"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+trait_03: [[primal]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Elven, Fey, Chthonian, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +25, Arcana: +32, Athletics: +30, Deception: +27, Diplomacy: +31, Intimidation: +31, Nature: +28, Occultism: +34, Society: +31, Stealth: +29, Forest Lore: +31"
+abilityMods: [7, 4, 5, 6, 5, 6]
+speed: 50 feet, fly 200 feet, swim 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 41
+armorclass:
+ - name: AC
+ desc: "41; __Fort__ +30, __Ref__ +29, __Will__ +32; +1 status to all saves vs. magic"
+hp: 315
+health:
+ - name: ""
+ - name: HP
+ desc: "315; __Immunities__ paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Camouflage"
+ desc: " The dragon can Hide in natural environments even if they don't have cover."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet DC 37 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Miasma"
+ desc: " (aura,poison) 20 feet.\n\nAfter the dragon uses their Poison Breath, a cloud of poison gas continues to emanate from their body for 1 round. Any creature that ends its turn in the miasma takes 4d6 poison damage (DC 37 Fortitude check save).\n\nAny creature in the miasma is [[Conditions/Concealed|Concealed]] and treats other creatures as concealed. The dragon can see through this concealment."
+
+ - name: "Twisting Tail"
+ desc: "`pf2:r` **Trigger** A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using\n* * *\n\n**Effect** The dragon makes a tail Strike at the creature with a –2 penalty. If the Strike hits, the dragon disrupts the creature's action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+33 (magical, poison, reach 20 feet)\n__Damage__ 3d12 + 15 piercing 4d4 poison"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+33 (agile, magical, reach 15 feet)\n__Damage__ 3d10 + 15 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+31 (magical, reach 25 feet)\n__Damage__ 3d10 + 13 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+31 (magical, reach 20 feet)\n__Damage__ 2d10 + 13 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 39, attack +31; __6th __ _[[Spells/Dominate|Dominate]]_; __4th __ _[[Spells/Charm|Charm (At Will)]]_, _[[Spells/Suggestion|Suggestion]]_; __2nd __ _[[Spells/Entangling Flora|Entangling Flora (At Will)]]_"
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one horn Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Poison Breath whenever they score a critical hit with a Strike."
+
+ - name: "Forest Passage"
+ desc: " The horned dragon ignores any difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don't impede their progress."
+
+ - name: "Impaling Charge"
+ desc: "`pf2:2` **Requirements** The dragon doesn't have a creature impaled on their horn\n* * *\n\n**Effect** The dragon attempts to gore a foe. They Stride, then attempt a horn Strike. On a hit, the target becomes impaled on the dragon's horn. The creature is [[Conditions/Grabbed|Grabbed]] while on the horn (and can attempt to [[Actions/Escape|Escape]] as normal). The dragon doesn't need to use additional actions to keep the impaled creature grabbed. If the dragon moves, they bring the grabbed creature along with them."
+
+ - name: "Poison Breath"
+ desc: "`pf2:2` (poison,primal) The dragon breathes a toxic cloud that deals 18d6 poison damage in a 60-foot cone (DC 37 Fortitude check save).\n\nThey can't use Poison Breath again for 1d4 rounds."
+
+ - name: "Trackless Journey"
+ desc: " The horned dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed."
+
+```
+
+```encounter-table
+name: Horned Dragon (Ancient)
+creatures:
+ - 1: Horned Dragon (Ancient)
+```
+
+
+
+The magic that flows through primal dragons can manifest more animalistic or bestial features in a given type of dragon. Notably among these are the massive paired horns of the horned dragon. While their bulky frames, natural coloration, and prominent ridged scales are all remarkable in their own way, it's the horns that are most obvious and striking at first glance. Horned dragons use their horns to impale their prey in a quick and brutal display of their might. They are generally contemplative and have a fixation on knowledge and self-discipline, traits belied by their bestial appearance. As a result, horned dragons are generally more open to speaking with outsiders.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Horned Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Monster Core/Horned Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..c55776751
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Horned Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,121 @@
+---
+title: "Horned Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.TFwHJ0xwD4zQTr2t"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/primal
+ - pf2eMonster
+ - pf2e/creature/level/17
+ - remaster
+statblock: inline
+name: "Horned Dragon (Ancient, Spellcaster)"
+level: 17
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Horned Dragon (Ancient, Spellcaster)"
+level: "Creature 17"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+trait_03: [[primal]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Elven, Fey, Chthonian, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +25, Arcana: +32, Athletics: +30, Deception: +27, Diplomacy: +31, Intimidation: +31, Nature: +28, Occultism: +34, Society: +31, Stealth: +29, Forest Lore: +31"
+abilityMods: [7, 4, 5, 6, 5, 6]
+speed: 50 feet, fly 200 feet, swim 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 41
+armorclass:
+ - name: AC
+ desc: "41; __Fort__ +30, __Ref__ +29, __Will__ +32; +1 status to all saves vs. magic"
+hp: 315
+health:
+ - name: ""
+ - name: HP
+ desc: "315; __Immunities__ paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Camouflage"
+ desc: " The dragon can Hide in natural environments even if they don't have cover."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet DC 37 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Miasma"
+ desc: " (aura,poison) 20 feet.\n\nAfter the dragon uses their Poison Breath, a cloud of poison gas continues to emanate from their body for 1 round. Any creature that ends its turn in the miasma takes 4d6 poison damage (DC 37 Fortitude check save).\n\nAny creature in the miasma is [[Conditions/Concealed|Concealed]] and treats other creatures as concealed. The dragon can see through this concealment."
+
+ - name: "Twisting Tail"
+ desc: "`pf2:r` **Trigger** A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using\n* * *\n\n**Effect** The dragon makes a tail Strike at the creature with a –2 penalty. If the Strike hits, the dragon disrupts the creature's action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+33 (magical, poison, reach 20 feet)\n__Damage__ 3d12 + 15 piercing 4d4 poison"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+33 (agile, magical, reach 15 feet)\n__Damage__ 3d10 + 15 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+31 (magical, reach 25 feet)\n__Damage__ 3d10 + 13 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+31 (magical, reach 20 feet)\n__Damage__ 2d10 + 13 piercing"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 39, attack +33; __8th __ _[[Spells/Desiccate|Desiccate]]_, _[[Spells/Punishing Winds|Punishing Winds]]_; __7th __ _[[Spells/Execute|Execute]]_, _[[Spells/Mask of Terror|Mask of Terror]]_; __6th __ _[[Spells/Field of Life|Field of Life]]_, _[[Spells/Tangling Creepers|Tangling Creepers]]_, _[[Spells/Truesight|Truesight]]_; __5th __ _[[Spells/Toxic Cloud|Toxic Cloud]]_; __4th __ _[[Spells/Hydraulic Torrent|Hydraulic Torrent]]_, _[[Spells/Mountain Resilience|Mountain Resilience]]_, _[[Spells/Unfettered Movement|Unfettered Movement]]_; __3rd __ _[[Spells/Slow|Slow]]_, _[[Spells/Veil of Privacy|Veil of Privacy]]_, _[[Spells/Wall of Thorns|Wall of Thorns]]_; __2nd __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Humanoid Form|Humanoid Form]]_, _[[Spells/One with Plants|One with Plants]]_, _[[Spells/Sound Body|Sound Body]]_; __1st __ _[[Spells/Gust of Wind|Gust of Wind]]_, _[[Spells/Vanishing Tracks|Vanishing Tracks]]_, _[[Spells/Ventriloquism|Ventriloquism]]_\n__Cantrips__ __(8th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Know the Way|Know the Way]]_, _[[Spells/Light|Light]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Tangle Vine|Tangle Vine]]_"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 39, attack +31; __6th __ _[[Spells/Dominate|Dominate]]_; __4th __ _[[Spells/Charm|Charm (At Will)]]_, _[[Spells/Suggestion|Suggestion]]_; __2nd __ _[[Spells/Entangling Flora|Entangling Flora (At Will)]]_"
+
+ - name: "Forest Passage"
+ desc: " The horned dragon ignores any difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don't impede their progress."
+
+ - name: "Impaling Charge"
+ desc: "`pf2:2` **Requirements** The dragon doesn't have a creature impaled on their horn\n* * *\n\n**Effect** The dragon attempts to gore a foe. They Stride, then attempt a horn Strike. On a hit, the target becomes impaled on the dragon's horn. The creature is [[Conditions/Grabbed|Grabbed]] while on the horn (and can attempt to [[Actions/Escape|Escape]] as normal). The dragon doesn't need to use additional actions to keep the impaled creature grabbed. If the dragon moves, they bring the grabbed creature along with them."
+
+ - name: "Poison Breath"
+ desc: "`pf2:2` (poison,primal) The dragon breathes a toxic cloud that deals 18d6 poison damage in a 60-foot cone (DC 37 Fortitude check save).\n\nThey can't use Poison Breath again for 1d4 rounds."
+
+ - name: "Trackless Journey"
+ desc: " The horned dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed."
+
+```
+
+```encounter-table
+name: Horned Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Horned Dragon (Ancient, Spellcaster)
+```
+
+
+
+The magic that flows through primal dragons can manifest more animalistic or bestial features in a given type of dragon. Notably among these are the massive paired horns of the horned dragon. While their bulky frames, natural coloration, and prominent ridged scales are all remarkable in their own way, it's the horns that are most obvious and striking at first glance. Horned dragons use their horns to impale their prey in a quick and brutal display of their might. They are generally contemplative and have a fixation on knowledge and self-discipline, traits belied by their bestial appearance. As a result, horned dragons are generally more open to speaking with outsiders.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
+
+## Draconic Spellcasters
+
+Each dragon features a sidebar on spellcasting dragons of that type. To make a dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give them the spells outlined in their sidebar. You can swap out any number of these with other spells, provided you keep the same number of spells for each rank. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Horned Dragon (Young).md b/content/mechanics/srd/Bestiary/Monster Core/Horned Dragon (Young).md
new file mode 100755
index 000000000..ae6ac4324
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Horned Dragon (Young).md
@@ -0,0 +1,111 @@
+---
+title: "Horned Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.SlKbIHlZpYt5Ft9x"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/primal
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Horned Dragon (Young)"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Horned Dragon (Young)"
+level: "Creature 8"
+
+alignment: ""
+size: "Large"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+trait_03: [[primal]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Arcana: +16, Athletics: +17, Deception: +14, Diplomacy: +16, Intimidation: +16, Nature: +14, Occultism: +17, Society: +14, Stealth: +15, Forest Lore: +14"
+abilityMods: [5, 1, 3, 2, 2, 4]
+speed: 30 feet, fly 120 feet, swim 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +16, __Ref__ +16, __Will__ +17"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135; __Immunities__ paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet DC 24 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Twisting Tail"
+ desc: "`pf2:r` **Trigger** A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using\n* * *\n\n**Effect** The dragon makes a tail Strike at the creature with a –2 penalty. If the Strike hits, the dragon disrupts the creature's action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 (magical, poison, reach 10 feet)\n__Damage__ 2d10 + 8 piercing 2d4 poison"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+20 (agile, magical)\n__Damage__ 2d8 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+18 (magical, reach 15 feet)\n__Damage__ 2d8 + 7 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+18 (magical, reach 10 feet)\n__Damage__ 1d12 + 7 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 26, attack +18; __2nd __ _[[Spells/Entangling Flora|Entangling Flora]]_; __1st __ _[[Spells/Charm|Charm]]_"
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one horn Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Poison Breath whenever they score a critical hit with a Strike."
+
+ - name: "Forest Passage"
+ desc: " The horned dragon ignores any difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don't impede their progress."
+
+ - name: "Impaling Charge"
+ desc: "`pf2:2` **Requirements** The dragon doesn't have a creature impaled on their horn\n* * *\n\n**Effect** The dragon attempts to gore a foe. They Stride, then attempt a horn Strike. On a hit, the target becomes impaled on the dragon's horn. The creature is [[Conditions/Grabbed|Grabbed]] while on the horn (and can attempt to [[Actions/Escape|Escape]] as normal). The dragon doesn't need to use additional actions to keep the impaled creature grabbed. If the dragon moves, they bring the grabbed creature along with them."
+
+ - name: "Poison Breath"
+ desc: "`pf2:2` (poison,primal) The dragon breathes a toxic cloud that deals 9d6 poison damage in a 40-foot cone (DC 25 Fortitude check save).\n\nThey can't use Poison Breath again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Horned Dragon (Young)
+creatures:
+ - 1: Horned Dragon (Young)
+```
+
+
+
+The magic that flows through primal dragons can manifest more animalistic or bestial features in a given type of dragon. Notably among these are the massive paired horns of the horned dragon. While their bulky frames, natural coloration, and prominent ridged scales are all remarkable in their own way, it's the horns that are most obvious and striking at first glance. Horned dragons use their horns to impale their prey in a quick and brutal display of their might. They are generally contemplative and have a fixation on knowledge and self-discipline, traits belied by their bestial appearance. As a result, horned dragons are generally more open to speaking with outsiders.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Horned Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Monster Core/Horned Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..02b8a2008
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Horned Dragon (Young, Spellcaster).md
@@ -0,0 +1,112 @@
+---
+title: "Horned Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.S9MVkao5kQ0B3icd"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/primal
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Horned Dragon (Young, Spellcaster)"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Horned Dragon (Young, Spellcaster)"
+level: "Creature 8"
+
+alignment: ""
+size: "Large"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+trait_03: [[primal]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Arcana: +16, Athletics: +17, Deception: +14, Diplomacy: +16, Intimidation: +16, Nature: +14, Occultism: +17, Society: +14, Stealth: +15, Forest Lore: +14"
+abilityMods: [5, 1, 3, 2, 2, 4]
+speed: 30 feet, fly 120 feet, swim 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +16, __Ref__ +16, __Will__ +17"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135; __Immunities__ paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 90 feet DC 24 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Twisting Tail"
+ desc: "`pf2:r` **Trigger** A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using\n* * *\n\n**Effect** The dragon makes a tail Strike at the creature with a –2 penalty. If the Strike hits, the dragon disrupts the creature's action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 (magical, poison, reach 10 feet)\n__Damage__ 2d10 + 8 piercing 2d4 poison"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+20 (agile, magical)\n__Damage__ 2d8 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+18 (magical, reach 15 feet)\n__Damage__ 2d8 + 7 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+18 (magical, reach 10 feet)\n__Damage__ 1d12 + 7 piercing"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 26, attack +20; __3rd __ _[[Spells/Slow|Slow]]_, _[[Spells/Veil of Privacy|Veil of Privacy]]_, _[[Spells/Wall of Thorns|Wall of Thorns]]_; __2nd __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Humanoid Form|Humanoid Form]]_, _[[Spells/One with Plants|One with Plants]]_, _[[Spells/Sound Body|Sound Body]]_; __1st __ _[[Spells/Gust of Wind|Gust of Wind]]_, _[[Spells/Vanishing Tracks|Vanishing Tracks]]_, _[[Spells/Ventriloquism|Ventriloquism]]_\n__Cantrips__ __(3rd)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Know the Way|Know the Way]]_, _[[Spells/Light|Light]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Tangle Vine|Tangle Vine]]_"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 26, attack +18; __2nd __ _[[Spells/Entangling Flora|Entangling Flora]]_; __1st __ _[[Spells/Charm|Charm]]_"
+
+ - name: "Forest Passage"
+ desc: " The horned dragon ignores any difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don't impede their progress."
+
+ - name: "Impaling Charge"
+ desc: "`pf2:2` **Requirements** The dragon doesn't have a creature impaled on their horn\n* * *\n\n**Effect** The dragon attempts to gore a foe. They Stride, then attempt a horn Strike. On a hit, the target becomes impaled on the dragon's horn. The creature is [[Conditions/Grabbed|Grabbed]] while on the horn (and can attempt to [[Actions/Escape|Escape]] as normal). The dragon doesn't need to use additional actions to keep the impaled creature grabbed. If the dragon moves, they bring the grabbed creature along with them."
+
+ - name: "Poison Breath"
+ desc: "`pf2:2` (poison,primal) The dragon breathes a toxic cloud that deals 9d6 poison damage in a 40-foot cone (DC 25 Fortitude check save).\n\nThey can't use Poison Breath again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Horned Dragon (Young, Spellcaster)
+creatures:
+ - 1: Horned Dragon (Young, Spellcaster)
+```
+
+
+
+The magic that flows through primal dragons can manifest more animalistic or bestial features in a given type of dragon. Notably among these are the massive paired horns of the horned dragon. While their bulky frames, natural coloration, and prominent ridged scales are all remarkable in their own way, it's the horns that are most obvious and striking at first glance. Horned dragons use their horns to impale their prey in a quick and brutal display of their might. They are generally contemplative and have a fixation on knowledge and self-discipline, traits belied by their bestial appearance. As a result, horned dragons are generally more open to speaking with outsiders.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
+
+## Draconic Spellcasters
+
+Each dragon features a sidebar on spellcasting dragons of that type. To make a dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give them the spells outlined in their sidebar. You can swap out any number of these with other spells, provided you keep the same number of spells for each rank. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Hryngar Bombardier.md b/content/mechanics/srd/Bestiary/Monster Core/Hryngar Bombardier.md
new file mode 100755
index 000000000..b5d68123b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Hryngar Bombardier.md
@@ -0,0 +1,96 @@
+---
+title: "Hryngar Bombardier"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.fKGyPHaNbGGlc5iP"
+tags:
+ - pf2e/creature/type/duergar
+ - pf2e/creature/type/dwarf
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Hryngar Bombardier"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Hryngar Bombardier"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[duergar]]
+trait_02: [[dwarf]]
+trait_03: [[humanoid]]
+modifier: 4
+perception:
+ - name: "Perception"
+ desc: "+4; Darkvision"
+languages: "Common, Dwarven, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Crafting: +6, Occultism: +6, Stealth: +6, Survival: +4"
+abilityMods: [1, 3, 2, 3, 1, -1]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +7, __Ref__ +8, __Will__ +4; +2 status to all saves vs. magic"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Warhammer|Warhammer]], 2x [[Actor.B9QhDLiqnH6g4SKh.Item.rQnUzeBRVb714hi9|Alchemical Grenade (Acid)]], 2x [[Actor.B9QhDLiqnH6g4SKh.Item.rQnUzeBRVb714hi9|Alchemical Grenade (Fire)]], 2x [[Actor.B9QhDLiqnH6g4SKh.Item.rQnUzeBRVb714hi9|Alchemical Grenade (Cold)]], [[Equipment/Studded Leather Armor|Studded Leather Armor]], [[Equipment/Alchemist's Toolkit|Alchemist's Toolkit]]"
+ - name: "Alchemical Grenades"
+ desc: " A hryngar bombardier carries 6 alchemical grenades that deal either acid, cold, or fire damage plus 1 persistent damage and 1 splash damage of the same type (typically two of each). The bombardier replenishes these grenades each day using easily collected materials."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Light Blindness|Light Blindness]]"
+ desc: " When first exposed to bright light, the monster is [[Conditions/Blinded|Blinded]] until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's [[Conditions/Dazzled|Dazzled]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Warhammer"
+ desc: "+4 (shove)\n__Damage__ 1d8 + 1 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Alchemical Grenade"
+ desc: "+8 (range increment 20 feet, splash)\n__Damage__ 1d6 acid"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 17, attack +9; __2nd __ _[[Spells/Blood Vendetta|Blood Vendetta]]_, _[[Spells/Paranoia|Paranoia]]_\n__Cantrips__ __(1st)__ _[[Spells/Sigil|Sigil]]_"
+
+ - name: "Quick Bombardier"
+ desc: "`pf2:1` The hryngar bombardier draws an alchemical grenade with an Interact action and throws it as a ranged Strike."
+
+```
+
+```encounter-table
+name: Hryngar Bombardier
+creatures:
+ - 1: Hryngar Bombardier
+```
+
+
+
+Hryngar chemists have a knack for creating alchemical grenades. Their traditions often motivate them to constantly experiment and innovate, though the hostile nature of their environs tends to focus these innovations on weapons or other tools of war. Hryngar bombardiers eagerly steal notes and secrets from their underlings, pushing their students to cut corners to produce results while gleefully pillaging the credit and profits. For those hryngar bombardiers who find themselves pressed into combat service, each thrown grenade represents a new opportunity to observe the suffering they inflict, before eagerly incorporating that data into their next experiment or innovation to create an even more terrible tool of torment.
+
+* * *
+
+Deep beneath the surface, the dour dwarves known as hryngars stubbornly toil, claiming the ancestral subterranean homelands of other dwarves as their own. Long ago, hryngar leaders refused to venture to the surface along with their "cousins," forsaking the Quest for Sky. An exiled dwarven deity named Droskar offered hryngars salvation from the horrors that beset them in the Darklands, offering them power, cunning, and knowledge in exchange for their unending servitude. Many hryngar believe that by working harder than their brethren, they can build a society far greater than anything under the sun, claiming unending riches from the planet's metallic veins in days of relentless toil.
+
+Through Droskar's blessings and their own fearsome work ethic, hryngar kingdoms now rule a significant portion of the upper Darklands region of NarVoth, and it's common to see hryngar caravans moving through the tunnels, drawn by teams of immense beetles. Hryngar leadership typically consists of powerful divine servants of Droskar, along with fearsomely implacable warriors whose martial prowess, backed by innate occult magic, ensures they can overcome any direct threat to hryngar rule. Almost every aspect of hryngar society is controlled by a strict hierarchy of leadership, with taskmasters directing subordinates across all walks of life.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Hryngar Sharpshooter.md b/content/mechanics/srd/Bestiary/Monster Core/Hryngar Sharpshooter.md
new file mode 100755
index 000000000..d16d0c42a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Hryngar Sharpshooter.md
@@ -0,0 +1,89 @@
+---
+title: "Hryngar Sharpshooter"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ujiv8KzYL26yE37a"
+tags:
+ - pf2e/creature/type/duergar
+ - pf2e/creature/type/dwarf
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/0
+ - remaster
+statblock: inline
+name: "Hryngar Sharpshooter"
+level: 0
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Hryngar Sharpshooter"
+level: "Creature 0"
+
+alignment: ""
+size: "Medium"
+trait_01: [[duergar]]
+trait_02: [[dwarf]]
+trait_03: [[humanoid]]
+modifier: 4
+perception:
+ - name: "Perception"
+ desc: "+4; Darkvision"
+languages: "Common, Dwarven, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +3, Stealth: +5"
+abilityMods: [1, 3, 3, 0, 2, -2]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +7, __Ref__ +7, __Will__ +4; +2 status to all saves vs. magic"
+hp: 18
+health:
+ - name: ""
+ - name: HP
+ desc: "18"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Crossbow|Crossbow]], [[Equipment/Light Mace|Light Mace]], [[Equipment/Chain Shirt|Chain Shirt]], 3x [[Equipment/Bolts|Bola Bolts]], 10x [[Equipment/Bolts|Bolts]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Light Blindness|Light Blindness]]"
+ desc: " When first exposed to bright light, the monster is [[Conditions/Blinded|Blinded]] until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's [[Conditions/Dazzled|Dazzled]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Light Mace"
+ desc: "+5 (agile, finesse, shove)\n__Damage__ 1d4 + 1 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Crossbow"
+ desc: "+7 (range increment 120 feet, reload 1)\n__Damage__ 1d8 piercing plus bolts"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 12, attack +4; __2nd __ _[[Spells/Blood Vendetta|Blood Vendetta]]_, _[[Spells/Paranoia|Paranoia]]_\n__Cantrips__ __(1st)__ _[[Spells/Sigil|Sigil]]_"
+
+ - name: "Bola Bolt"
+ desc: " This shot deals no damage, but on a hit, the target must succeed at a DC 16 Reflex check save or be knocked [[Conditions/Prone|Prone]] and [[Conditions/Immobilized|Immobilized]] until it is freed with a successful DC 15 check to [[/act escape dc=15]]. This check can be attempted either by the target or a creature adjacent to the target."
+
+```
+
+```encounter-table
+name: Hryngar Sharpshooter
+creatures:
+ - 1: Hryngar Sharpshooter
+```
+
+
+
+Deep beneath the surface, the dour dwarves known as hryngars stubbornly toil, claiming the ancestral subterranean homelands of other dwarves as their own. Long ago, hryngar leaders refused to venture to the surface along with their "cousins," forsaking the Quest for Sky. An exiled dwarven deity named Droskar offered hryngars salvation from the horrors that beset them in the Darklands, offering them power, cunning, and knowledge in exchange for their unending servitude. Many hryngar believe that by working harder than their brethren, they can build a society far greater than anything under the sun, claiming unending riches from the planet's metallic veins in days of relentless toil.
+
+Through Droskar's blessings and their own fearsome work ethic, hryngar kingdoms now rule a significant portion of the upper Darklands region of NarVoth, and it's common to see hryngar caravans moving through the tunnels, drawn by teams of immense beetles. Hryngar leadership typically consists of powerful divine servants of Droskar, along with fearsomely implacable warriors whose martial prowess, backed by innate occult magic, ensures they can overcome any direct threat to hryngar rule. Almost every aspect of hryngar society is controlled by a strict hierarchy of leadership, with taskmasters directing subordinates across all walks of life.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Hryngar Taskmaster.md b/content/mechanics/srd/Bestiary/Monster Core/Hryngar Taskmaster.md
new file mode 100755
index 000000000..dd90571c9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Hryngar Taskmaster.md
@@ -0,0 +1,96 @@
+---
+title: "Hryngar Taskmaster"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.QzPMbtQ461rlDgw3"
+tags:
+ - pf2e/creature/type/duergar
+ - pf2e/creature/type/dwarf
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Hryngar Taskmaster"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Hryngar Taskmaster"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[duergar]]
+trait_02: [[dwarf]]
+trait_03: [[humanoid]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Common, Dwarven, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Deception: +7, Intimidation: +7, Occultism: +5, Religion: +6, Survival: +6"
+abilityMods: [2, 0, 2, 0, 2, 3]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +8, __Ref__ +4, __Will__ +8; +2 status to all saves vs. magic, iron mind"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Pick|Pick]], [[Equipment/Chain Mail|Chain Mail]], [[Equipment/Religious Symbol (Wooden)|Religious Symbol (Wooden)]]"
+abilities_mid:
+ - name: ""
+ - name: "Iron Mind"
+ desc: " Hryngar taskmasters automatically disbelieve all illusions of 1st rank or lower."
+
+ - name: "[[Bestiary Ability Glossary/Light Blindness|Light Blindness]]"
+ desc: " When first exposed to bright light, the monster is [[Conditions/Blinded|Blinded]] until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's [[Conditions/Dazzled|Dazzled]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pick"
+ desc: "+8 (fatal d10)\n__Damage__ 1d6 + 6 piercing"
+
+ - name: "Divine Prepared Spells"
+ desc: "DC 18, attack +10; __1st __ _[[Spells/Fear|Fear]]_, _[[Spells/Harm|Harm]]_, _[[Spells/Runic Weapon|Runic Weapon]]_\n__Cantrips__ __(1st)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Shield|Shield]]_"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 18, attack +10; __2nd __ _[[Spells/Blood Vendetta|Blood Vendetta]]_, _[[Spells/Paranoia|Paranoia]]_\n__Cantrips__ __(1st)__ _[[Spells/Sigil|Sigil]]_"
+
+ - name: "Take Them Down!"
+ desc: "`pf2:1` The hryngar taskmaster smashes their maul into the ground and invokes Droskar's name to rally their allies to action. All allied hryngars of equal or lower level that are within 20 feet of the hryngar taskmaster gain a +1 status bonus to attack rolls and damage rolls until the end of the hryngar taskmaster's next turn.\n\n[[Bestiary Effects/Effect_ Take Them Down!|Effect: Take Them Down!]]"
+
+```
+
+```encounter-table
+name: Hryngar Taskmaster
+creatures:
+ - 1: Hryngar Taskmaster
+```
+
+
+
+Hryngar priests of the taskmaster god Droskar often assume leadership roles within their communities, advancing the goals of their deity through coercion and displays of force. Often referred to as hryngar taskmasters, these leaders issue commands to hryngar subordinates and subjugated contractual clients in the same breath, treating the two as if they were interchangeable. As a result, hryngar taskmasters are equally loathed by practically everyone.
+
+* * *
+
+Deep beneath the surface, the dour dwarves known as hryngars stubbornly toil, claiming the ancestral subterranean homelands of other dwarves as their own. Long ago, hryngar leaders refused to venture to the surface along with their "cousins," forsaking the Quest for Sky. An exiled dwarven deity named Droskar offered hryngars salvation from the horrors that beset them in the Darklands, offering them power, cunning, and knowledge in exchange for their unending servitude. Many hryngar believe that by working harder than their brethren, they can build a society far greater than anything under the sun, claiming unending riches from the planet's metallic veins in days of relentless toil.
+
+Through Droskar's blessings and their own fearsome work ethic, hryngar kingdoms now rule a significant portion of the upper Darklands region of NarVoth, and it's common to see hryngar caravans moving through the tunnels, drawn by teams of immense beetles. Hryngar leadership typically consists of powerful divine servants of Droskar, along with fearsomely implacable warriors whose martial prowess, backed by innate occult magic, ensures they can overcome any direct threat to hryngar rule. Almost every aspect of hryngar society is controlled by a strict hierarchy of leadership, with taskmasters directing subordinates across all walks of life.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Hunting Spider.md b/content/mechanics/srd/Bestiary/Monster Core/Hunting Spider.md
new file mode 100755
index 000000000..fa1b05248
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Hunting Spider.md
@@ -0,0 +1,92 @@
+---
+title: "Hunting Spider"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.GKw9xfwzlv458IVe"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Hunting Spider"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Hunting Spider"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +5, Stealth: +7"
+abilityMods: [2, 4, 1, -5, 2, -4]
+speed: 25 feet, climb 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +6, __Ref__ +9, __Will__ +5"
+hp: 16
+health:
+ - name: ""
+ - name: HP
+ desc: "16"
+abilities_top:
+ - name: ""
+
+ - name: "Web Sense"
+ desc: " The hunting spider has imprecise tremorsense to detect the vibrations of creatures touching its web.\n* * *\n\nTremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Spring Upon Prey"
+ desc: "`pf2:r` (attack) **Requirements** Initiative has not yet been rolled.\n\n**Trigger** A creature touches the hunting spider's web while the spider is on it.\n* * *\n\n**Effect** The hunting spider automatically notices the creature and Strides, Climbs, or Descends on a Web before it rolls initiative."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+9 (finesse)\n__Damage__ 1d6 + 2 piercing plus hunting-spider-venom"
+
+ - name: "**Ranged** `pf2:1` Web"
+ desc: "+7 (range increment 30 feet)\n__Damage__ "
+
+ - name: "Descend on a Web"
+ desc: "`pf2:1` (move) The hunting spider moves straight down up to 40 feet, suspended by a web line. It can hang from the web or drop off. The distance it Descends on a Web doesn't count for falling damage.\n\nA creature that successfully Strikes the web (AC 20, Hardness 3, 5 HP) severs it, causing the spider to fall."
+
+ - name: "Hunting Spider Venom"
+ desc: " (poison) **Saving Throw** DC 16 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d4 poison damage and [[Conditions/Off-Guard|Off-Guard]] (1 round)\n\n**Stage 2** 1d6 poison damage, [[Conditions/Clumsy|Clumsy 1]], and off-guard (1 round)\n\n**Stage 3** 1d6 poison damage, [[Conditions/Clumsy|Clumsy 2]], and off-guard (1 round)"
+
+ - name: "Web Trap"
+ desc: " A creature hit by the hunting spider's web Strike is [[Conditions/Immobilized|Immobilized]] and stuck to the nearest surface until it [[/act escape dc=17]]{Escapes (DC 17)}."
+
+```
+
+```encounter-table
+name: Hunting Spider
+creatures:
+ - 1: Hunting Spider
+```
+
+
+
+Hunting spiders are the most common type of giant spider, though not the largest.
+
+* * *
+
+Few everyday vermin inspire as much dread as the infamous spider.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Hyaenodon.md b/content/mechanics/srd/Bestiary/Monster Core/Hyaenodon.md
new file mode 100755
index 000000000..3d944e753
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Hyaenodon.md
@@ -0,0 +1,86 @@
+---
+title: "Hyaenodon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.I4VNVIgt7NOZkUDn"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Hyaenodon"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Hyaenodon"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +12, Stealth: +8"
+abilityMods: [5, 3, 3, -4, 2, -2]
+speed: 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +10, __Ref__ +8, __Will__ +7"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+12 ()\n__Damage__ 1d10 + 5 piercing plus bonecrunching-bite,knockdown"
+
+ - name: "Bonecrunching Bite"
+ desc: " A creature that is critically hit by a hyaenodon must succeed at a DC 20 Fortitude check save or become [[Conditions/Wounded|Wounded 1]] as the creature's bones or cartilage are crushed by the beast's jaws."
+
+ - name: "Drag"
+ desc: "`pf2:1` The hyaenodon makes a jaws Strike against a [[Conditions/Prone|Prone]] enemy. If it hits, in addition to dealing damage, the hyaenodon Strides up to 10 feet, dragging the enemy along."
+
+ - name: "Pack Attack"
+ desc: " The hyaenodon deals an extra 1d6 damage to any creature within reach of at least two of the hyaenodon's allies."
+
+ - name: "Knockdown"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Hyaenodon
+creatures:
+ - 1: Hyaenodon
+```
+
+
+
+Hyaenodons are ferocious primeval creatures that resemble hyenas. Looming, shaggy-furred animals nearly the size of a horse, hyaenodons are truly formidable predators to be reckoned with, due both to their size and to their flesh-shearing jaws. Hyaenodons prey on small horses, camels, and even young rhinoceroses. Kholo clans find these creatures particularly useful as mounts and guardians.
+
+* * *
+
+Hyenas are pack-hunting scavengers known for their unnerving, laughterlike cries. The most well-known hyenas are the socially gregarious spotted hyenas, who travel in packs and work together to hunt or drive off larger creatures. Hyenas are typically nocturnal creatures who scavenge meat, insects, and fruit, though they aren't above supplementing their carrion diets with fresh prey.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Hydra.md b/content/mechanics/srd/Bestiary/Monster Core/Hydra.md
new file mode 100755
index 000000000..dc81bb009
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Hydra.md
@@ -0,0 +1,91 @@
+---
+title: "Hydra"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.bnYGKBZPd7lW98iG"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Hydra"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Hydra"
+level: "Creature 6"
+
+alignment: ""
+size: "huge"
+trait_01: [[beast]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +17, Stealth: +12"
+abilityMods: [7, 4, 5, -3, 2, -1]
+speed: 25 feet, swim 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23 all-around vision; __Fort__ +15, __Ref__ +12, __Will__ +10"
+hp: 90
+health:
+ - name: ""
+ - name: HP
+ desc: "90, hydra regeneration"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+ - name: "[[Bestiary Ability Glossary/Regeneration|Hydra Regeneration]]"
+ desc: " The hydra has regeneration equal to 3 x the number of heads it has. If a hydra's body is missing any heads and the remaining stumps have not been cauterized, the hydra attempts a DC 25 Fortitude check save after it regains Hit Points from regeneration. On a success, one uncauterized stump regrows two heads; on a critical success, two uncauterized stumps regrow into two heads each. The hydra can never grow more than double the number of heads it ordinarily has. The hydra's regeneration only fully deactivates if all its heads are severed and all stumps are cauterized, at which point it dies.\n* * *\n\nThis monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Head Regrowth"
+ desc: " A hydra ordinarily has five heads. A creature can attempt to sever one of the hydra's heads by specifically targeting it and dealing damage equal to the head's Hit Points. A head that is not completely severed returns to full Hit Points at the end of any creature's turn.\n\nA hydra can regrow a severed head using hydra regeneration. A creature can prevent this regrowth by dealing acid or fire damage to the stump, cauterizing it. Single-target acid or fire effects need to be targeted at a specific stump, but effects that deal splash damage or affect areas covering the hydra's whole space cauterize all stumps if they deal acid or fire damage. If the attack that severs a head deals any acid or fire damage, the stump is cauterized instantly. If all five heads are cauterized, the hydra dies.\n* * *\n\n**Hydra Head**\n\n* **Hit Points** 15\n* **Immunities** Area Damage\n* **Weaknesses** Slashing 5\n\n[[Bestiary Effects/Effect_ Hydra Heads|Effect: Hydra Heads]]"
+
+ - name: "Reactive Heads"
+ desc: " A hydra gains an extra reaction per round for each of its heads beyond the first, which it can use only to make Reactive Strikes. It can't use more than 1 reaction on the same triggering action, even if a creature leaves several squares within its reach, and the hydra must use a different head for each Reactive Strike it makes. Whenever one of the hydra's heads is severed, the hydra loses 1 of its extra reactions per round."
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike (See Reactive Heads)]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+16 (reach 10 feet)\n__Damage__ 2d6 + 7 piercing"
+
+ - name: "Focused Assault"
+ desc: "`pf2:2` The hydra attacks a single target with its heads, overwhelming its foe with multiple attacks and leaving almost nowhere to dodge. The hydra Strikes with its fangs. On a successful attack, the hydra deals damage from its fangs Strike to the target, plus an additional 1d6 damage for every head it has beyond the first. On a failure (but not a critical failure), the hydra deals the damage from one fangs Strike to the target creature. This Strike counts as a number of attacks equal to the number of heads the hydra has toward the hydra's multiple attack penalty."
+
+ - name: "Storm of Jaws"
+ desc: "`pf2:2` The hydra makes a number of Strikes up to its number of heads, each against a different target. These attacks count toward the hydra's multiple attack penalty, but the multiple attack penalty doesn't increase until after the hydra makes all its attacks."
+
+```
+
+```encounter-table
+name: Hydra
+creatures:
+ - 1: Hydra
+```
+
+
+
+Hydras are multiheaded, foul-tempered serpentine beasts with voracious appetites, widely feared for their regeneration abilities.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Hyena.md b/content/mechanics/srd/Bestiary/Monster Core/Hyena.md
new file mode 100755
index 000000000..f77c23472
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Hyena.md
@@ -0,0 +1,83 @@
+---
+title: "Hyena"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.5QMRKAQ2ZKHir7nT"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Hyena"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Hyena"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Athletics: +7, Stealth: +6"
+abilityMods: [3, 3, 2, -4, 1, -2]
+speed: 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +7, __Ref__ +8, __Will__ +4"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+8 ()\n__Damage__ 1d8 + 3 piercing plus knockdown"
+
+ - name: "Drag"
+ desc: "`pf2:1` The hyena makes a jaws Strike against a [[Conditions/Prone|Prone]] enemy. If it hits, in addition to dealing damage, the hyena Strides up to 10 feet, dragging the enemy along."
+
+ - name: "Pack Attack"
+ desc: " The hyena deals an extra 1d4 damage to any creature that's within reach of at least two of the hyena's allies."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Hyena
+creatures:
+ - 1: Hyena
+```
+
+
+
+Hyenas are cunning, powerfully built carnivores that bear a heavy resemblance to dogs and other canines, though they are not themselves canines. Though all hyenas are often maligned as cowardly carrion eaters, their tactics depend on their specific breed: spotted hyenas are active pack hunters that kill most of their prey themselves, while striped and brown hyenas are more likely to be loners and scavengers. Their jaws are exceptionally powerful, allowing hyenas to seize a victim and pull it to the rest of the pack.
+
+* * *
+
+Hyenas are pack-hunting scavengers known for their unnerving, laughterlike cries. The most well-known hyenas are the socially gregarious spotted hyenas, who travel in packs and work together to hunt or drive off larger creatures. Hyenas are typically nocturnal creatures who scavenge meat, insects, and fruit, though they aren't above supplementing their carrion diets with fresh prey.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Ice Linnorm.md b/content/mechanics/srd/Bestiary/Monster Core/Ice Linnorm.md
new file mode 100755
index 000000000..638765d5b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Ice Linnorm.md
@@ -0,0 +1,109 @@
+---
+title: "Ice Linnorm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.EnY0MJAZYwSVblQQ"
+tags:
+ - pf2e/creature/type/cold
+ - pf2e/creature/type/dragon
+ - pf2eMonster
+ - pf2e/creature/level/17
+ - remaster
+statblock: inline
+name: "Ice Linnorm"
+level: 17
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Ice Linnorm"
+level: "Creature 17"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[cold]]
+trait_02: [[dragon]]
+modifier: 29
+perception:
+ - name: "Perception"
+ desc: "+29; Darkvision, Scent (Imprecise) 60 Feet, Truesight"
+languages: "Aklo, Draconic, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +28, Athletics: +32"
+abilityMods: [9, 5, 7, -3, 6, 7]
+speed: 35 feet, fly 100 feet, swim 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 41
+armorclass:
+ - name: AC
+ desc: "41; __Fort__ +32, __Ref__ +28, __Will__ +27; +1 status to all saves vs. magic"
+hp: 330
+health:
+ - name: ""
+ - name: HP
+ desc: "330, regeneration 10 (deactivated by cold iron); __Immunities__ cold, curse, paralyzed, sleep; __Weaknesses__ cold iron 15, fire 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 10 (Deactivated by Cold Iron)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Curse of Frost"
+ desc: " (cold,curse,primal) When a creature slays the ice linnorm, it must succeed at a DC 40 Will check save or gain weakness to cold 15 with an unlimited duration.\n\n[[Bestiary Effects/Effect_ Curse of Frost|Effect: Curse of Frost]]"
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike (Tail Only)]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+34 (magical, reach 25 feet)\n__Damage__ 3d12 + 17 piercing plus ice-linnorm-venom"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+34 (agile, magical, reach 20 feet)\n__Damage__ 3d8 + 17 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+34 (agile, magical, reach 25 feet)\n__Damage__ 3d6 + 17 bludgeoning plus improved-grab"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 38, attack +30\n__Constant__ __(8th)__ _[[Spells/Unfettered Movement|Unfettered Movement]]_ __(7th)__ _[[Spells/Truesight|Truesight]]_"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d6+18 bludgeoning, DC 38 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Ice Linnorm Venom"
+ desc: " (cold,injury,poison) **Saving Throw** DC 38 Fortitude check\n* * *\n\n**Maximum Duration** 10 rounds\n\n**Stage 1** 5d6 cold damage and [[Conditions/Drained|Drained 1]] (1 round);\n\n**Stage 2** 7d6 cold damage and [[Conditions/Drained|Drained 2]] (1 round)"
+
+ - name: "Icemire Breath"
+ desc: "`pf2:2` (cold,primal) The ice linnorm spews out a blast of freezing, viscous ooze in a 60-foot cone that deals 15d6 cold damage to creatures within the area (DC 38 Reflex check save).\n\nThe freezing ooze clings to those struck and hardens into thick sheets of ice. A creature that fails the saving throw is [[Conditions/Immobilized|Immobilized]] by the ice until it succeeds at a check to [[/act escape dc=34]] or it or an ally [[/act force-open dc=34]]{Forces Open} the ice (DC 34 for either case). At the start of its turn, a creature still immobilized by the ice takes 4d6 cold damage. Another creature can free a frozen target by dealing a total of 20 fire damage to the frozen target. Left unattended, the ice crumbles away in 1 minute on its own.\n\nCreatures with the fire trait can't be frozen in place by Icemire Breath. Flying creatures fall if frozen, and swimming creatures that are frozen rise toward the surface of the water at a speed of 60 feet per round.\n\nThe linnorm can't use Icemire Breath again for 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Ice Linnorm
+creatures:
+ - 1: Ice Linnorm
+```
+
+
+
+The ice linnorm dwells amid glacial crevasses, atop wind-blasted mountain peaks, or within glittering caverns carved from the hearts of the mightiest of icebergs.
+
+* * *
+
+Immense, primeval dragons of the northern reaches of the world, linnorms hate those they deem to be lesser creatures and seek to inflict as much suffering as possible upon their unfortunate victims. While these serpentine monstrosities might not be the powerful winged dragons most imagine, they nonetheless possess incredible strength and deadly powers that often rival authentic dragon brutality.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Ifrit.md b/content/mechanics/srd/Bestiary/Monster Core/Ifrit.md
new file mode 100755
index 000000000..ffb67f701
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Ifrit.md
@@ -0,0 +1,103 @@
+---
+title: "Ifrit"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.GGINNbPsFirxH76I"
+tags:
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/genie
+ - pf2eMonster
+ - pf2e/creature/level/9
+ - remaster
+statblock: inline
+name: "Ifrit"
+level: 9
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Ifrit"
+level: "Creature 9"
+
+alignment: ""
+size: "Large"
+trait_01: [[elemental]]
+trait_02: [[fire]]
+trait_03: [[genie]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision"
+languages: "Common, Pyric; Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +14, Athletics: +22, Crafting: +14, Deception: +19, Diplomacy: +17, Intimidation: +19, Society: +14"
+abilityMods: [5, 3, 4, 1, 2, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +18, __Ref__ +17, __Will__ +20"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175; __Immunities__ fire; __Weaknesses__ cold 10, water 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Scimitar|+1 Striking Scimitar]], [[Equipment/Breastplate|Breastplate]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Scimitar"
+ desc: "+21 (fire, forceful, magical, reach 10 feet, sweep)\n__Damage__ 2d6 + 11 slashing 2d6 fire"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+20 (agile, magical, reach 10 feet)\n__Damage__ 1d4 + 11 bludgeoning 2d6 fire"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 29, attack +19; __7th __ _[[Spells/Interplanar Teleport|Interplanar Teleport (to Astral Plane, Elemental Planes, or the Universe only)]]_; __4th __ _[[Spells/Fireball|Fireball]]_, _[[Spells/Invisibility|Invisibility (x2)]]_\n__Cantrips__ __(5th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Ignition|Ignition]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "Burning Grasp"
+ desc: " (fire) When the ifrit [[Conditions/Grabbed|Grabs]] or [[Conditions/Restrained|Restrains]] a creature, that creature takes 2d6 fire damage, and takes 2d6 fire damage at the end of each of its turns until freed."
+
+ - name: "Combat Grab"
+ desc: "`pf2:1` **Requirements** The ifrit has a hand free\n* * *\n\n**Effect** The ifrit makes a melee Strike. If the Strike hits, the target is [[Conditions/Grabbed|Grabbed]] in the ifrit's free hand."
+
+ - name: "Wings of Flame"
+ desc: "`pf2:1` (arcane,fire) The ifrit grows flaming wings from their back. They gain a fly Speed of 35 feet for 1 minute. The flames also create an aura in a 5-foot emanation around the ifrit.\n\nAny creature that ends its turn in the aura takes 2d6 fire damage with a DC 25 Reflex check save."
+
+```
+
+```encounter-table
+name: Ifrit
+creatures:
+ - 1: Ifrit
+```
+
+
+
+The fierce and unforgiving ifrits hail from the Plane of Fire, where they build metropolises and trade centers that draw extraplanar travelers. Many ifrits are tyrannical or warmongering, and most use their might to accomplish their goals.
+
+* * *
+
+Before mortal history, genies were some of the first creations of the cosmos to possess free will. Formed of elemental matter, they traversed the Universe and the six elemental planes of air, earth, fire, metal, water, and wood. The genies who remained on each elemental plane found their matter replaced with those elements. Genies of metal and wood appear in _Pathfinder Rage of Elements_.
+
+## Genie Shuyookhs
+
+Older, wiser, and more powerful genies possess greater power and are revered with the title of shuyookh (typically adjusted to "sheikha" if the genie is female or "sheikh" for a male). Generally at least 5 levels higher than a typical example of their kind, a shuyookh gains additional spells. The basics of shuyookhs appear here in sidebars and are detailed further in _Rage of Elements_.
+
+The most wondrous of their powers is their ability to grant wishes three times per year. This is not an innate ability but a ritual practice passed down over time in an attempt to replicate the wish-granting abilities of janns.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Imp.md b/content/mechanics/srd/Bestiary/Monster Core/Imp.md
new file mode 100755
index 000000000..7d9e6d42f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Imp.md
@@ -0,0 +1,90 @@
+---
+title: "Imp"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Q3KTYPGWot5ZCpoD"
+tags:
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Imp"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Imp"
+level: "Creature 1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[fiend]]
+trait_02: [[unholy]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Common, Diabolic, Chthonian, Daemonic; Telepathy (Touch)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Arcana: +6, Deception: +7, Religion: +5"
+abilityMods: [-1, 4, 0, 1, 2, 2]
+speed: 20 feet, fly 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +5, __Ref__ +9, __Will__ +7"
+hp: 15
+health:
+ - name: ""
+ - name: HP
+ desc: "15; __Weaknesses__ holy 3; __Resistances__ poison 3"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy (Touch)]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Stinger"
+ desc: "+9 (agile, finesse, magical, reach 0 feet, unholy)\n__Damage__ 1d4 - 1 piercing plus imp-venom"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 17, attack +9; __4th __ _[[Spells/Read Omens|Read Omens]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At Will, Self Only)]]_; __1st __ _[[Spells/Charm|Charm]]_\n__Cantrips__ __(1st)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph) The imp takes on the appearance of a Medium or smaller animal. While transformed, the imp loses their normal senses, innate spells, and special actions, but doesn't otherwise change their statistics and can still speak and use telepathy. The imp also gains any special senses of the animal and any Speeds the animal has.\n\nThis doesn't change the attack and damage modifiers of their Strikes but might change the damage type their Strikes deal (depending on what kinds of attacks the animal has) and prevents them from exposing creatures to imp venom.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Fiendish Healing"
+ desc: "`pf2:1` (concentrate,divine,healing,vitality) **Frequency** once per round.\n* * *\n\n**Effect** The imp regains 1d6 healing Hit Points."
+
+ - name: "Fiendish Temptation"
+ desc: "`pf2:1` (concentrate,divine,fortune,unholy) **Frequency** once per day\n* * *\n\n**Effect** The imp offers a nonfiend within 15 feet a bargain, granting a boon of good luck if the creature accepts voluntarily. The boon lasts for 1 hour once accepted.\n\nOnce during the hour, the creature can roll an attack roll or saving throw twice and use the higher result. If the creature dies while the boon is in place, the imp decides where the creature's soul travels. This typically makes the soul bound for eternity in the imp's home plane, and the creature unable to be raised or resurrected except by the [[Spells/Wish|Wish]] ritual or similar magic."
+
+ - name: "Imp Venom"
+ desc: " (poison) **Saving Throw** DC 16 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d6 poison damage and [[Conditions/Clumsy|Clumsy 1]] (1 round)\n\n**Stage 2** 1d6 poison damage, clumsy 1, and [[Conditions/Slowed|Slowed 1]] (1 round)"
+
+```
+
+```encounter-table
+name: Imp
+creatures:
+ - 1: Imp
+```
+
+
+
+Imps are fiendish infiltrators and corrupters who, despite their diminutive stature, are more than capable of subtly influencing a weak-willed individual into performing increasingly evil acts over time. An imp will often agree to serve a mortal and act docile and loyal in a long-term plot to eventually get their master killed or damn their soul. Imps are born directly from the Outer Planes themselves, rather than from mortal souls, and thus they serve outside any fiendish hierarchies, granting them leeway to pursue their specialties. Despite standing a mere 2 feet tall, imps can be vicious combatants, flying out of reach and turning invisible to escape should the odds turn against them.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Irnakurse.md b/content/mechanics/srd/Bestiary/Monster Core/Irnakurse.md
new file mode 100755
index 000000000..edea8a163
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Irnakurse.md
@@ -0,0 +1,88 @@
+---
+title: "Irnakurse"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gwbkShHFujPczQtx"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/9
+ - remaster
+statblock: inline
+name: "Irnakurse"
+level: 9
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Irnakurse"
+level: "Creature 9"
+
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision"
+languages: "Chthonian, Elven, Sakvroth; (Can't Speak Any Language)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +20, Athletics: +20, Stealth: +20"
+abilityMods: [5, 5, 3, -2, 3, 4]
+speed: 15 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +20, __Ref__ +18, __Will__ +16"
+hp: 152
+health:
+ - name: ""
+ - name: HP
+ desc: "152"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 (reach 10 feet)\n__Damage__ 2d12 + 11 piercing"
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+20 (agile, reach 20 feet)\n__Damage__ 2d8 + 11 slashing plus mind-lash"
+
+ - name: "Mind Lash"
+ desc: " (emotion,mental,occult) A creature hit by an irnakurse's tentacle is overwhelmed with corrupted images of a ruined life and must succeed at a DC 28 Will check save or be [[Conditions/Stunned|Stunned 2]] (or [[Conditions/Stunned|Stunned 4]] on a critical failure). After attempting this save, the creature is temporarily immune to mind lash for 24 hours."
+
+ - name: "Soul Scream"
+ desc: "`pf2:2` (auditory,concentrate,emotion,mental,occult) **Frequency** once per day\n* * *\n\n**Effect** The irnakurse unleashes an alien shriek of nightmarish horror and pain. All non-aberration creatures within a 10-foot emanation must attempt a DC 28 Will check save.\n\nThe irnakurse can Sustain Soul Scream for up to 6 rounds; each time it does, it repeats the effect without a new save.\n* * *\n\n**Critical Success** The creature is unaffected, and it's temporarily immune to Soul Scream for 24 hours.\n\n**Success** The creature is [[Conditions/Stupefied|Stupefied 1]] for 1 round.\n\n**Failure** The creature is stupefied 1. Further failed saves against Soul Scream increase the stupefied value by 1, to a maximum of [[Conditions/Stupefied|Stupefied 4]]. Each time the character gets a full night's rest, the stupefied condition gained from Soul Scream decreases by 1.\n\n**Critical Failure** As failure, except the stupefied value increases by 2 instead of by 1."
+
+ - name: "Storm of Tentacles"
+ desc: " The irnakurse makes up to four tentacle Strikes, each against a different target. These attacks count toward the irnakurse's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all of its attacks."
+
+```
+
+```encounter-table
+name: Irnakurse
+creatures:
+ - 1: Irnakurse
+```
+
+
+
+Irnakurse are believed to be elves who have been subjected to particularly cruel and humiliating fleshwarping practices, though they are so corrupted by their transformation it is nearly impossible to tell. The process of crafting an irnakurse twists the unfortunate elf into a mass of misplaced limbs, loose flesh, and bony protrusions—parts that should be internal are often left on full display to the world. These beings periodically crawl to the surface from the deepest reaches of the Darklands, leading some elven scholars to the gruesome suspicion that these are remnants of the elves who traveled underground in order to escape Earthfall.
+
+* * *
+
+Magical mishaps, divine curses, and untested technology are all capable of wreaking drastic transformations on the body, and are all rampant on the world of Golarion and beyond. Creatures that have undergone changes so drastic they no longer can be considered the same ancestry as they were before are known as fleshwarps. These beings are rare, and their unsettling appearance often provokes horrified responses from other people.
+
+Some creatures revel in the total degradation of their defeated foes through fleshwarping. Though the technique was originally taught to mortals by the demon lord Haagenti, mortals have spent eons modifying and perfecting the method. Fleshcrafters torture their enemies in vats of churning magical reagents, reshaping their flesh and psyche alike into horrid and monstrous things.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Iron Hag.md b/content/mechanics/srd/Bestiary/Monster Core/Iron Hag.md
new file mode 100755
index 000000000..10195ae10
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Iron Hag.md
@@ -0,0 +1,102 @@
+---
+title: "Iron Hag"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.aYzNnf3Nj2jb7GYy"
+tags:
+ - pf2e/creature/type/hag
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Iron Hag"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Iron Hag"
+level: "Creature 6"
+
+alignment: ""
+size: "Large"
+trait_01: [[hag]]
+trait_02: [[humanoid]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision"
+languages: "Aklo, Common, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +12, Athletics: +14, Deception: +13, Diplomacy: +11, Intimidation: +13, Stealth: +16"
+abilityMods: [6, 4, 4, 1, 4, 3]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +16, __Ref__ +12, __Will__ +14; +1 status to all saves vs. magic"
+hp: 80
+health:
+ - name: ""
+ - name: HP
+ desc: "80; __Resistances__ physical 3 (except adamantine)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Coven|Coven]]"
+ desc: " (mental,occult) An iron hag adds [[Spells/Earthbind|Earthbind]], [[Spells/Impaling Spike|Impaling Spike]], and [[Spells/Spellwrack|Spellwrack]] to their coven's spells. Their spell DC when leading a coven is 24.\n* * *\n\nThis monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.\n\nCovens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single action that has the concentrate trait. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-rank [[Spells/Cursed Metamorphosis|Cursed Metamorphosis]] spell and all the following spells, which the coven can cast at any rank up to 5th: [[Spells/Augury|Augury]], [[Spells/Charm|Charm]], [[Spells/Clairaudience|Clairaudience]], [[Spells/Clairvoyance|Clairvoyance]], [[Spells/Dream Message|Dream Message]], [[Spells/Illusory Disguise|Illusory Disguise]], [[Spells/Illusory Scene|Illusory Scene]], [[Spells/Scouting Eye|Scouting Eye]], and [[Spells/Talking Corpse|Talking Corpse]]. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the [[Spells/Control Weather|Control Weather]] ritual, with a DC of 23 instead of the standard DC.\n\nIf a coven member's departure or death brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+16 (agile, cold iron, magical, reach 10 feet)\n__Damage__ 2d8 + 6 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+16 (cold iron, magical)\n__Damage__ 2d6 + 6 piercing"
+
+ - name: "Coven Spells"
+ desc: "DC 24, attack +16; __8th __ _[[Spells/Cursed Metamorphosis|Cursed Metamorphosis]]_; __6th __ _[[Spells/Spellwrack|Spellwrack]]_; __5th __ _[[Spells/Augury|Augury]]_, _[[Spells/Charm|Charm]]_, _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Earthbind|Earthbind]]_, _[[Spells/Illusory Disguise|Illusory Disguise]]_, _[[Spells/Illusory Scene|Illusory Scene]]_, _[[Spells/Impaling Spike|Impaling Spike]]_, _[[Spells/Scouting Eye|Scouting Eye]]_, _[[Spells/Talking Corpse|Talking Corpse]]_"
+
+ - name: "Rituals"
+ desc: "_Control Weather_"
+
+ - name: "Bonds of Iron"
+ desc: "`pf2:2` (attack,occult) **Frequency** once per day\n* * *\n\n**Effect** The hag causes a cage built of cold iron fingernails to spring out of nothingness around one creature within 30 feet, attempting an Athletics check check to [[Actions/Grapple|Grapple]] against the target's Fortitude DC; if the target has a weakness to cold iron, the iron hag gains a +2 circumstance bonus to this check.\n\nOn a success, the creature is [[Conditions/Grabbed|Grabbed]] by the magical fingernails (or [[Conditions/Restrained|Restrained]] on a critical success). If the creature successfully [[/act escape dc=24]]{Escapes (DC 24)}, the cage crumbles into rust.\n\nAny creature can attempt to destroy the cage by attacking it. It has an AC of 19, Hardness 10, and 40 Hit Points."
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,occult,polymorph) The iron hag can take on the appearance of any Medium female humanoid. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning).\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Embrace of Iron"
+ desc: "`pf2:1` **Requirements** A creature is [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by the iron hag's claw\n* * *\n\n**Effect** The hag's nails tear into their captured victim, dealing 2d8 piercing damage (the nails are cold iron). Then the hag can attempt to [[Actions/Reposition|Reposition]] the creature. If the creature is adjacent to the hag, they can then attempt a jaws Strike against it."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Iron Hag
+creatures:
+ - 1: Iron Hag
+```
+
+
+
+Iron hags are kidnappers, targeting those too young to even remember to fight back. They most often snatch babies from their cradles, though they sometimes target fearful children or youths who suffer from anxiety. They then imprison their new wards in towers or enchanted dungeons, terrifying their victims with stories of the outside world to discourage them from even trying to escape. If these methods fail to be effective, iron hags become more straightforward in their methods of imprisonment, insisting it's for their captives' own good.
+
+An iron hag's true form has unnaturally long arms. True to their name, they have teeth made of iron, as well as long iron toenails and claws.
+
+* * *
+
+Hags are malevolent predators who use magic and manipulation to lure children and young adults into their clutches. Though their true forms are eldritch and horrifying, hags spend much of their lives disguised as ordinary women. They seek out targets who are unhappy, innocent, or otherwise vulnerable, preying on their weaknesses before snatching them up. The typical hag is abusive, controlling, and narcissistic. Though less malicious hags possibly exist, they rarely reveal their true forms, making them nearly impossible to find.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Iron Warden.md b/content/mechanics/srd/Bestiary/Monster Core/Iron Warden.md
new file mode 100755
index 000000000..6d9ee2679
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Iron Warden.md
@@ -0,0 +1,92 @@
+---
+title: "Iron Warden"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.oWviuRBTKYWfL9R6"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/13
+ - remaster
+statblock: inline
+name: "Iron Warden"
+level: 13
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Iron Warden"
+level: "Creature 13"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[construct]]
+trait_02: [[mindless]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +30"
+abilityMods: [8, -1, 4, -5, 0, -5]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +26, __Ref__ +19, __Will__ +22"
+hp: 190
+health:
+ - name: ""
+ - name: HP
+ desc: "190; __Immunities__ fire, bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental; __Resistances__ physical 15 (except adamantine), spells 15 (except acid and spells that cause rust)"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Steel Shield|Steel Shield]]"
+ - name: "Shield Arm"
+ desc: " The iron warden has a shield built into its arm, that it can use as a steel shield (+2 to AC and Hardness 5). Because it's a part of the iron warden, all damage in excess of its Hardness is dealt only to the iron warden."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Shield Block|Shield Block]]"
+ desc: "`pf2:r` **Trigger** The monster has its shield raised and takes damage from a physical attack.\n* * *\n\n**Effect** The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+28 (magical, reach 10 feet)\n__Damage__ 3d10 + 12 bludgeoning"
+
+ - name: "Breath Poison"
+ desc: "`pf2:2` (arcane,poison) The iron warden exhales poisonous gas in a 10-foot burst centered on the corner of one of the iron warden's squares. The gas persists until the start of the warden's next turn. Any creature in the area (or that later enters the area) is exposed to the iron warden's poison.\n\nThe warden can't Breathe Poison again for 1d4 rounds."
+
+ - name: "Inexorable March"
+ desc: "`pf2:1` The iron warden Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can attempt to bar the way by succeeding at a DC 37 Fortitude check save. On a critical success, the resisting creature takes no damage; otherwise, it's damaged as if hit by the iron warden's fist."
+
+ - name: "Iron Warden Poison"
+ desc: " (poison) Any drained value from this poison is reduced by 1 every hour\n\n**Saving Throw** DC 33 Fortitude check;\n\n**Maximum Duration** 4 rounds\n* * *\n\n**Stage 1** 2d6 poison and [[Conditions/Drained|Drained 1]] (1 round)\n\n**Stage 2** 4d6 poison and [[Conditions/Drained|Drained 2]] (1 round)\n\n**Stage 3** 8d6 poison and [[Conditions/Drained|Drained 3]] (1 round)"
+
+```
+
+```encounter-table
+name: Iron Warden
+creatures:
+ - 1: Iron Warden
+```
+
+
+
+Traditionally crafted into the forms of giant suits of armor or powerful animals, iron wardens are products of exquisite artistry and skill. Their articulated joints and sturdy, armored bodies require great care and mathematical precision to craft, and regular cleaning and oiling ensure they don't rust over the ages. With proper care, iron wardens can remain in good shape for thousands of years, being passed down for generations, as long as they aren't destroyed by meddlesome adventurers. In addition to their incredible strength, iron wardens possess a potent toxic breath that is often more than enough to dispatch entire groups of opponents.
+
+Though their impressive stature prevents them from being inconspicuous, iron wardens are often placed in areas where they are easily mistaken for decorative objects. An iron warden might be hidden among decorative suits of armor or disguised as a statue in a city square. Occasionally, locals are shocked when something they assumed to be a historic landmark animates into an iron warden, called to action by an unknown mystic command.
+
+Stories tell of ancient civilizations, such as the Jistka Imperium, that created iron wardens of massive size. Most of these constructs have since been melted down for resources, but magicians and historians still chase down rumors of one of these lost colossi.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Island Oni.md b/content/mechanics/srd/Bestiary/Monster Core/Island Oni.md
new file mode 100755
index 000000000..5626c84ed
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Island Oni.md
@@ -0,0 +1,130 @@
+---
+title: "Island Oni"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.m0DYchO7Riz2siC6"
+tags:
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/oni
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/17
+ - remaster
+statblock: inline
+name: "Island Oni"
+level: 17
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Island Oni"
+level: "Creature 17"
+
+alignment: ""
+size: "huge"
+trait_01: [[giant]]
+trait_02: [[humanoid]]
+trait_03: [[oni]]
+trait_04: [[water]]
+modifier: 32
+perception:
+ - name: "Perception"
+ desc: "+32; Greater Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +30, Athletics: +33, Deception: +32, Intimidation: +32, Nature: +29"
+abilityMods: [9, 6, 6, 2, 9, 6]
+speed: 40 feet, fly 40 feet, swim 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 38
+armorclass:
+ - name: AC
+ desc: "38; __Fort__ +26, __Ref__ +28, __Will__ +34; +1 status to all saves vs. water"
+hp: 390
+health:
+ - name: ""
+ - name: HP
+ desc: "390; __Immunities__ electricity; __Weaknesses__ spirit 20, Bean Panic 1"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Longspear|+2 Greater Striking Longspear]]"
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "Mist Vision"
+ desc: " The island oni ignores the [[Conditions/Concealed|Concealed]] condition from fog and mist."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Bean Panic"
+ desc: " Oni are curiously afraid of beans, especially as the seasons begin to change. If a creature Interacts to throw a handful of beans at the oni, the oni becomes [[Conditions/Frightened|Frightened 2]]. While frightened this way, their weakness to spirit damage is increased by 5. The oni then becomes immune to bean panic for 24 hours."
+
+ - name: "Lost Oni Island"
+ desc: " (aura,primal) An island oni can claim an island of up to 1-mile radius in a process that takes 1 week, during which the oni must defeat any who come to challenge its claim. If successful, the oni can freely control the weather on its island and in a 1-mile radius from the shore, with the effect of a successful [[Spells/Control Weather|Control Weather]] ritual.\n\nThis altered weather surrounds the island in thick fog, seaborne mirages, or other phenomena that increase the DC of checks to locate and navigate to the island (Such as Sailing Lore or Survival) to 40, though the oni can allow allies to pass freely. If the oni dies or leaves the island, the weather returns to normal immediately."
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Longspear"
+ desc: "+35 (magical, reach 20 feet)\n__Damage__ 3d8 + 10 piercing 2d6 electricity"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+33 (magical, reach 15 feet)\n__Damage__ 3d6 + 10 piercing plus improved-grab 2d6 electricity plus improved-grab"
+
+ - name: "**Ranged** `pf2:1` Thunderbolt"
+ desc: "+30 (electricity, magical, range increment 60 feet)\n__Damage__ 3d12 + 12 electricity"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 37, attack +29; __2nd __ _[[Spells/Invisibility|Invisibility (At Will, Self Only)]]_\n__Constant__ __(9th)__ _[[Spells/Water Walk|Water Walk]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph) The island oni can take on the appearance of any Medium or Large humanoid creature. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning).\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Conductive Downpour"
+ desc: "`pf2:2` (electricity,primal,water) The island oni fires a bolt of lightning into the air, which immediately roils with dark clouds. Rain falls in a 60-foot radius emanation, centered on the oni, for 1 minute, filling the air and pooling on the ground.\n\nCreatures in the aura gain weakness 10 to electricity, and the entire area is greater difficult terrain for Flying creatures, and difficult terrain for creatures on the ground or Climbing, unless they also have a swim Speed.\n\n[[Bestiary Effects/Effect_ Conductive Downpour|Effect: Conductive Downpour]]"
+
+ - name: "Electrifying Pierce"
+ desc: "`pf2:1` (electricity,primal) **Requirements** The island oni's last action was a successful longspear Strike against a Medium or smaller target\n* * *\n\n**Effect** The island oni drives the spear through the target and calls lightning to strike the spear. The target takes 6d6 electricity damage with a DC 37 Fortitude check save. On a failure, the creature is also impaled on the spear. It's [[Conditions/Grabbed|Grabbed]], and if the oni moves, they bring the grabbed creature along with them.\n\nThe island oni doesn't need to use additional actions to keep the creature grabbed; the creature remains grabbed as long as it's impaled. The grabbed creature can attempt to [[Actions/Escape|Escape]] as normal. The island oni can only have one creature impaled this way at a time."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Medium, 3d8+10 bludgeoning, Rupture 30\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "Tripping Tide"
+ desc: "`pf2:2` (water) The island oni sweeps their spear in a full circle, releasing waves of seawater. All creatures in a 20-foot emanation must succeed a DC 37 Reflex check saving throw or fall [[Conditions/Prone|Prone]]."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Island Oni
+creatures:
+ - 1: Island Oni
+```
+
+
+
+Island oni are those powerful enough to claim small coastal islands, often creating makeshift armies of lesser oni who pillage surrounding lands and waters. Island oni hoard this material wealth, garbing themselves in luxurious clothing and adorning their monstrous faces with all manner of jewelry.
+
+Island oni typically scavenge sunken shipwrecks for weapons, armor, and treasure. This can also bring them into contact with undead sailors, which island oni have been known to press into service.
+
+* * *
+
+Oni are large, brutal creatures originating in Tian Xia who resemble humanoids with brightly colored skin, tusks, and horns. Though commonly mistaken for fiends, the first oni were originally kami, tutelary nature spirits. These kami suffered a terrible trauma, losing their sacred wards to dramatic disasters or the callousness of others, and as a result transformed into the violent creatures they are today. While some believe that oni can be spiritually placated through proper ritual worship that transforms them back into kami, many of these would-be saviors fall to oni's notorious brute strength, flesh-rending teeth, and command of storms.
+
+Oni possess the ability to disguise themselves as other humanoids. They are rarely creative in their disguises, often choosing a specific appearance similar to their oni form and sticking with it. This simplicity catches many by surprise, however, as people assume oni are limited to a single alternate form, which is by no means the case.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Jaathoom.md b/content/mechanics/srd/Bestiary/Monster Core/Jaathoom.md
new file mode 100755
index 000000000..4420dbbac
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Jaathoom.md
@@ -0,0 +1,112 @@
+---
+title: "Jaathoom"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.CIBSUl4FmoSetR1o"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/genie
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Jaathoom"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Jaathoom"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[air]]
+trait_02: [[elemental]]
+trait_03: [[genie]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision"
+languages: "Common, Sussuran; (Can't Speak Any Language); Cloud of Visions"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Arcana: +11, Athletics: +11, Crafting: +9, Deception: +11, Diplomacy: +13, Society: +9, Stealth: +12"
+abilityMods: [4, 5, 2, 2, 2, 4]
+speed: 25 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +9, __Ref__ +14, __Will__ +11"
+hp: 55
+health:
+ - name: ""
+ - name: HP
+ desc: "55"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Scimitar|Scimitar]]"
+ - name: "Cloud of Visions"
+ desc: " (arcane,aura,mental) 60 feet.\n\nA jaathoom has [[Bestiary Ability Glossary/Telepathy|Telepathy]] 60 feet but can only show images, not speak."
+
+abilities_mid:
+ - name: ""
+ - name: "Naturally Invisible"
+ desc: " The jaathoom is [[Conditions/Invisible|Invisible]] at all times, though when they take a hostile action of any kind, they are [[Conditions/Hidden|Hidden]] instead of undetected until the start of their next turn, as the vague outline of their form is faintly visible for a short period of time."
+
+ - name: "Turbulent Skies"
+ desc: " (air,arcane,aura) 20 feet.\n\nAll squares in the emanation are difficult terrain for Striding and Flying creatures. Creatures with the air trait are immune.\n\nThe jaathoom can activate or deactivate this aura as a single action with the concentrate trait."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Scimitar"
+ desc: "+15 (forceful, reach 10 feet, sweep)\n__Damage__ 1d6 + 10 slashing"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+16 (agile, finesse, magical, nonlethal, reach 10 feet)\n__Damage__ 1d4 + 10 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Crashing Wind"
+ desc: "+16 (air, arcane, range increment 20 feet)\n__Damage__ 1d8 + 8 bludgeoning"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 21, attack +13; __7th __ _[[Spells/Interplanar Teleport|Interplanar Teleport (to Astral Plane, Elemental Planes, or the Universe only)]]_; __4th __ _[[Spells/Nightmare|Nightmare]]_, _[[Spells/Vapor Form|Vapor Form]]_; __3rd __ _[[Spells/Ill Omen|Ill Omen]]_, _[[Spells/Illusory Creature|Illusory Creature]]_, _[[Spells/Illusory Object|Illusory Object]]_, _[[Spells/Sleep|Sleep]]_\n__Cantrips__ __(3rd)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (arcane,concentrate,polymorph) The jaathoom transforms into a Small or Medium air elemental or aerial animal, such as an owl. This doesn't affect their statistics, but it could change the damage type of their Strikes.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Hurricane Blast"
+ desc: "`pf2:1` (air,arcane) **Frequency** once per round\n* * *\n\n**Effect** The jaathoom moves all creatures without the air trait in their turbulent skies aura 20 feet directly away, clockwise, or counterclockwise. A creature avoids being moved if it succeeds at a DC 21 Fortitude check save."
+
+ - name: "Ominous Dreams"
+ desc: "`pf2:2` (mental,prediction) The jaathoom sends a prophetic dream to a sleeping creature within 10 feet. An unwilling creature avoids the vision if it succeeds at a DC 23 Will check save.\n\nThe jaathoom chooses the dream's subject, but not its exact events. The target sees a brief vision of its future related to that subject, with the effect of [[Spells/Augury|Augury]]. If the result is bad or mixed, the creature is [[Conditions/Frightened|Frightened 2]] and can't recover from being frightened until it wakes."
+
+```
+
+```encounter-table
+name: Jaathoom
+creatures:
+ - 1: Jaathoom
+```
+
+
+
+Possessing all the subtlety and elegance of air itself, the jaathooms of the Plane of Air operate within dreams, nightmares, and time.
+
+* * *
+
+Before mortal history, genies were some of the first creations of the cosmos to possess free will. Formed of elemental matter, they traversed the Universe and the six elemental planes of air, earth, fire, metal, water, and wood. The genies who remained on each elemental plane found their matter replaced with those elements. Genies of metal and wood appear in _Pathfinder Rage of Elements_.
+
+## Genie Shuyookhs
+
+Older, wiser, and more powerful genies possess greater power and are revered with the title of shuyookh (typically adjusted to "sheikha" if the genie is female or "sheikh" for a male). Generally at least 5 levels higher than a typical example of their kind, a shuyookh gains additional spells. The basics of shuyookhs appear here in sidebars and are detailed further in _Rage of Elements_.
+
+The most wondrous of their powers is their ability to grant wishes three times per year. This is not an innate ability but a ritual practice passed down over time in an attempt to replicate the wish-granting abilities of janns.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Jabali.md b/content/mechanics/srd/Bestiary/Monster Core/Jabali.md
new file mode 100755
index 000000000..45828e9ae
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Jabali.md
@@ -0,0 +1,106 @@
+---
+title: "Jabali"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.lDOxrF8fZP3kQS3R"
+tags:
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/genie
+ - pf2eMonster
+ - pf2e/creature/level/7
+ - remaster
+statblock: inline
+name: "Jabali"
+level: 7
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Jabali"
+level: "Creature 7"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[earth]]
+trait_02: [[elemental]]
+trait_03: [[genie]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision, Tremorsense (Imprecise) 60 Feet"
+languages: "Common, Petran; Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +19, Crafting: +14, Deception: +16, Nature: +15, Society: +14"
+abilityMods: [6, 1, 4, 3, 2, 3]
+speed: 25 feet, burrow 45 feet, climb 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +18, __Ref__ +12, __Will__ +15"
+hp: 110
+health:
+ - name: ""
+ - name: HP
+ desc: "110"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Falchion|+1 Falchion]]"
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Falchion"
+ desc: "+20 (forceful, magical, reach 10 feet, sweep)\n__Damage__ 1d10 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+19 (agile, magical, nonlethal, reach 10 feet)\n__Damage__ 1d4 + 12 bludgeoning plus push,shove-into-stone"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 24, attack +16; __7th __ _[[Spells/Interplanar Teleport|Interplanar Teleport (to Astral Plane, Elemental Planes, or the Universe only)]]_; __5th __ _[[Spells/Wall of Stone|Wall of Stone]]_; __4th __ _[[Spells/Shape Stone|Shape Stone (At Will)]]_\n__Cantrips__ __(4th)__ _[[Spells/Detect Magic|Detect Magic]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "Earth Glide"
+ desc: " The jabali can [[Actions/Burrow|Burrow]] through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing."
+
+ - name: "Stone Clutch"
+ desc: " (arcane,earth) When the jabali Pushes a creature into a stone barrier, the surface grips it with fingers of stone. The target must succeed at a DC 22 Reflex check save or become [[Conditions/Grabbed|Grabbed]] by the surface ([[/act escape dc=28]])."
+
+ - name: "[[Bestiary Ability Glossary/Push|Push 10 feet]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Push in its damage entry\n* * *\n\n**Effect** The monster attempts to [[Actions/Shove|Shove]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance."
+
+```
+
+```encounter-table
+name: Jabali
+creatures:
+ - 1: Jabali
+```
+
+
+
+The proud and brazen jabalis of the Plane of Earth value physical skill and love bargaining, games of chance, and working with metal and stone.
+
+* * *
+
+Before mortal history, genies were some of the first creations of the cosmos to possess free will. Formed of elemental matter, they traversed the Universe and the six elemental planes of air, earth, fire, metal, water, and wood. The genies who remained on each elemental plane found their matter replaced with those elements. Genies of metal and wood appear in _Pathfinder Rage of Elements_.
+
+## Genie Shuyookhs
+
+Older, wiser, and more powerful genies possess greater power and are revered with the title of shuyookh (typically adjusted to "sheikha" if the genie is female or "sheikh" for a male). Generally at least 5 levels higher than a typical example of their kind, a shuyookh gains additional spells. The basics of shuyookhs appear here in sidebars and are detailed further in _Rage of Elements_.
+
+The most wondrous of their powers is their ability to grant wishes three times per year. This is not an innate ability but a ritual practice passed down over time in an attempt to replicate the wish-granting abilities of janns.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Jah-Tohl.md b/content/mechanics/srd/Bestiary/Monster Core/Jah-Tohl.md
new file mode 100755
index 000000000..cb87e9b66
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Jah-Tohl.md
@@ -0,0 +1,102 @@
+---
+title: "Jah-Tohl"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.GaaNsC7ZR40JFBQQ"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Jah-Tohl"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Jah-Tohl"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision, Thoughtsense (Precise) 60 Feet"
+languages: "Aklo, Chthonian, Draconic, Protean, Sakvroth; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Arcana: +18, Athletics: +16, Occultism: +21, Stealth: +17, Lore (all subcategories): +18"
+abilityMods: [6, 3, 5, 4, 4, 3]
+speed: 25 feet, fly 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +15, __Ref__ +13, __Will__ +18; +1 status to all saves vs. magic"
+hp: 140
+health:
+ - name: ""
+ - name: HP
+ desc: "140; __Immunities__ confused"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Thoughtsense 60 feet"
+ desc: " The jah-tohl senses a creature's mental essence as a precise sense with the listed range; it cannot sense mindless creatures with thoughtsense."
+
+abilities_mid:
+ - name: ""
+ - name: "Brain Blisters"
+ desc: " A jah-tohl has seven brain blisters on its back that it uses to house stolen brains. A jah-tohl without all seven blisters full is [[Conditions/Stupefied|Stupefied]] with a value equal to the number of empty blisters."
+
+ - name: "Brain Loss"
+ desc: " If a jah-tohl takes 30 damage from a critical hit or 25 mental damage, it must succeed at a DC 26 save (Fortitude for critical damage or Will for mental damage) or one of its brain blisters is destroyed."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 ()\n__Damage__ 2d12 + 6 piercing plus brain-collector-venom"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+20 (agile)\n__Damage__ 2d8 + 6 slashing"
+
+ - name: "Occult Spontaneous Spells"
+ desc: "DC 26, attack +18; __4th __ (2 slots) _[[Spells/Confusion|Confusion]]_, _[[Spells/Vision of Death|Vision of Death]]_; __3rd __ (3 slots) _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Haste|Haste]]_, _[[Spells/Paralyze|Paralyze]]_; __2nd __ (4 slots) _[[Spells/Humanoid Form|Humanoid Form]]_, _[[Spells/Invisibility|Invisibility]]_, _[[Spells/Paranoia|Paranoia]]_; __1st __ (4 slots) _[[Spells/Enfeeble|Enfeeble]]_, _[[Spells/Mindlink|Mindlink]]_, _[[Spells/Sure Strike|Sure Strike]]_\n__Cantrips__ __(4th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Figment|Figment]]_, _[[Spells/Light|Light]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_"
+
+ - name: "Collect Brain"
+ desc: "`pf2:1` (manipulate) The jahtohl extracts the brain of a creature within its reach that has been dead for no more than 1 minute. It can then use an Interact action to secure the brain in one of its empty brain blisters and heal 20 Hit Points."
+
+ - name: "Mind Snatcher Venom"
+ desc: " (poison) **Saving Throw** DC 26 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d6 poison and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 1d6 poison, enfeebled 1, and [[Conditions/Slowed|Slowed 1]] (1 round)\n\n**Stage 3** 2d6 poison, [[Conditions/Enfeebled|Enfeebled 2]], and slowed 1 (1 round)"
+
+```
+
+```encounter-table
+name: Jah-Tohl
+creatures:
+ - 1: Jah-Tohl
+```
+
+
+
+The grotesque jah-tohl arrive in living starships to harvest the brains of intelligent creatures. These aberrations draw no nutrition from brains, instead storing them for analysis and as vessels for occult energies.
+
+A mind snatcher's form evokes that of a tailless scorpion, but the pulsing brain-filled blisters that glisten along its back make them impossible to mistake for oversized arachnids. Baleful eyes glare from the joints on their legs, and the unsettling, intrusive whisper-thoughts they telepathically broadcast into the minds of those they seek to feed on can be interpreted as threats or promises alike.
+
+Mind snatchers have little empathy for the denizens of any world they visit, despite the fact that certain cults venerate them and the Dominion they hail from. To mind snatchers, terrestrial creatures are simply resources for their investigations. They have little interest in gods or being worshipped, instead practicing a philosophy that considers the primordial forces of deep space as worthy of faith and fear. Jah-tohlian philosophers contemplate these mysterious forces from many perspectives at once, burning through numerous brains in the search of insight.
+
+* * *
+
+The Dominion of the Black is a conglomeration of deep-space conquerors with a strong presence on Aucturn, the most remote planet in Golarion's solar system. The Dominion has secret outposts all over Golarion; most of its members on the planet are scouts, using their skills to steal brains and identities, gathering information without any consideration for the inhabitants of the worlds they infiltrate.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Jann.md b/content/mechanics/srd/Bestiary/Monster Core/Jann.md
new file mode 100755
index 000000000..0c9ad550a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Jann.md
@@ -0,0 +1,122 @@
+---
+title: "Jann"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.iOYAFFwlFb8sRKSR"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/fire
+ - pf2e/creature/type/genie
+ - pf2e/creature/type/metal
+ - pf2e/creature/type/water
+ - pf2e/creature/type/wood
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Jann"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Jann"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[air]]
+trait_02: [[earth]]
+trait_03: [[elemental]]
+trait_04: [[fire]]
+trait_05: [[genie]]
+trait_06: [[metal]]
+trait_07: [[water]]
+trait_08: [[wood]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: "Common, Muan, Petran, Pyric, Sussuran, Talican, Thalassic; Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Arcana: +10, Crafting: +8, Deception: +7, Survival: +11"
+abilityMods: [4, 2, 2, 3, 3, 1]
+speed: 25 feet, fly 15 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +10, __Ref__ +10, __Will__ +13"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60; __Resistances__ fire 5, electricity 5, cold 5, air 5, earth 5, metal 5, wood 5, water 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Composite Shortbow|Composite Shortbow]], [[Equipment/Scimitar|Scimitar]], 20x [[Equipment/Arrows|Arrows]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Commanding Presence"
+ desc: " (aura,emotion,fear,mental) 20 feet.\n\nA creature that enters the aura must succeed at a DC 19 Will check save or be [[Conditions/Frightened|Frightened 1]] ([[Conditions/Frightened|Frightened 2]] on a critical failure) and is then temporarily immune for 1 minute.\n\nA genie (with the exception of another jann) takes a –4 circumstance penalty to its save."
+
+ - name: "Elemental Resistance"
+ desc: " The jann's elemental resistance applies to cold, electricity, and fire damage, as well as all damage from elemental sources (including environmental damage from the elemental planes and damage from anything with the air, earth, fire, metal, water, or wood trait)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Scimitar"
+ desc: "+14 (forceful, sweep)\n__Damage__ 1d6 + 7 slashing plus all-made-one"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+14 (agile, magical, nonlethal)\n__Damage__ 1d4 + 7 bludgeoning plus all-made-one"
+
+ - name: "**Ranged** `pf2:1` Composite Shortbow"
+ desc: "+12 (deadly d10, propulsive, range increment 60 feet, reload 0)\n__Damage__ 1d6 + 5 piercing plus all-made-one"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 21, attack +13; __7th __ _[[Spells/Interplanar Teleport|Interplanar Teleport (to Astral Plane, Elemental Planes, or the Universe only)]]_; __4th __ _[[Spells/Read Omens|Read Omens]]_; __2nd __ _[[Spells/Invisibility|Invisibility (x2)]]_\n__Cantrips__ __(2nd)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Know the Way|Know the Way]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "All Made One"
+ desc: "`pf2:1` The jann calls upon all of the elements that make up their being to gain an additional arcane spell they can cast at will and empower their Strikes with the element, dealing an extra 1d4 damage of the listed type. These benefits last until the jann uses this ability again.\n\n* Air [[Spells/Tailwind|Tailwind]], 1d4 electricity;\n* Earth [[Spells/Pummeling Rubble|Pummeling Rubble]], 1d4 bludgeoning;\n* Fire [[Spells/Breathe Fire|Breathe Fire]], 1d4 fire;\n* Metal [[Spells/Thunderstrike|Thunderstrike]], 1d4 electricity;\n* Water [[Spells/Hydraulic Push|Hydraulic Push]], 1d4 bludgeoning;\n* Wood [[Spells/Summon Plant or Fungus|Summon Plant or Fungus]], 1d4 piercing."
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (arcane,concentrate,polymorph) The jann transforms into any Small or Medium animal. This doesn't affect their statistics, but it could change the damage type of their Strikes.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Wanderer's Wish"
+ desc: "`pf2:3` **Frequency** three times per year\n* * *\n\n**Effect** The jann instantly grants the benefits of a critical success with the [[Spells/Wish|Wish]] ritual to a mortal creature. This has no cost. That creature specifies what they wish for, but the interpretation is up to the jann. A jann typically attempts to grant wishes in a way that encourages growth and exploration.\n\nA summoned jann can't use this ability."
+
+```
+
+```encounter-table
+name: Jann
+creatures:
+ - 1: Jann
+```
+
+
+
+All six elements build each jann and fill them with a constant desire to travel, typically jaunting about the Universe. The eldest among geniekind, they command respect from their distant offspring. Any jann can grant wishes, not just shuyookhs—a vestige of their ancient power.
+
+* * *
+
+Before mortal history, genies were some of the first creations of the cosmos to possess free will. Formed of elemental matter, they traversed the Universe and the six elemental planes of air, earth, fire, metal, water, and wood. The genies who remained on each elemental plane found their matter replaced with those elements. Genies of metal and wood appear in _Pathfinder Rage of Elements_.
+
+## Genie Shuyookhs
+
+Older, wiser, and more powerful genies possess greater power and are revered with the title of shuyookh (typically adjusted to "sheikha" if the genie is female or "sheikh" for a male). Generally at least 5 levels higher than a typical example of their kind, a shuyookh gains additional spells. The basics of shuyookhs appear here in sidebars and are detailed further in _Rage of Elements_.
+
+The most wondrous of their powers is their ability to grant wishes three times per year. This is not an innate ability but a ritual practice passed down over time in an attempt to replicate the wish-granting abilities of janns.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Jinkin.md b/content/mechanics/srd/Bestiary/Monster Core/Jinkin.md
new file mode 100755
index 000000000..1f1d02193
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Jinkin.md
@@ -0,0 +1,86 @@
+---
+title: "Jinkin"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.W4ZpRYa30iWUmdee"
+tags:
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/gremlin
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Jinkin"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Jinkin"
+level: "Creature 1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[fey]]
+trait_02: [[gremlin]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Crafting: +5, Deception: +5, Nature: +5, Stealth: +7, Thievery: +7"
+abilityMods: [-2, 4, 0, 2, 2, 2]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +6, __Ref__ +10, __Will__ +7"
+hp: 19
+health:
+ - name: ""
+ - name: HP
+ desc: "19; __Weaknesses__ cold iron 2"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Shortsword|Shortsword]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Shortsword"
+ desc: "+9 (agile, finesse, magical, versatile s)\n__Damage__ 1d6 - 2 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 17, attack +9\n__Cantrips__ __(1st)__ _[[Spells/Prestidigitation|Prestidigitation]]_"
+
+ - name: "Sneak Attack"
+ desc: " The jinkin deals 1d6 extra precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+ - name: "Tinker"
+ desc: " (curse,primal) A group of six jinkins can work together for an hour to imbue an item with a curse at a range of 60 feet. While this process is lengthy, it's also unobtrusive and can be performed while [[Actions/Hide|Hiding]]. Jinkins prefer to use this ability on magic items. The curse makes the item unreliable (DC 5 Flat check check or waste any action to Interact with or Activate the item), adds a bizarre requirement to use the item, or imparts some other curse of a similar caliber."
+
+```
+
+```encounter-table
+name: Jinkin
+creatures:
+ - 1: Jinkin
+```
+
+
+
+Jinkins are sadistic tinkers who steal and sabotage items and take great pride in their power to curse precious objects. They hold grudges and create convoluted plans for revenge when they feel slighted, such as when a creature dares to remove one of their curses. Rarely content to wreak simple mayhem, jinkins also take immense pleasure in torture and murder, though they prefer to lead victims into traps designed to capture or incapacitate rather than just kill them outright. Deep pits are a preferred method, since victims who survive their fall face a slow death from starvation and thirst while jinkins gather at the edge of pits to tease and torment them.
+
+* * *
+
+Gremlins are cruel fey tricksters and saboteurs who have fully acclimated to life in the Universe, finding distinct niches for their inventive destructiveness. Nearly all gremlins delight in ruining or breaking things, whether it's something physical like a device or vehicle or something intangible such as an alliance or relationship. A gremlin's greatest joy is watching the collapse of complex creations, preferably after the slightest, carefully targeted nudge from the gremlin. Gremlins tend to denigrate, bully, or even slaughter their lesser kin, particularly mitflits, whom stronger gremlins derisively call "baggies."
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Jungle Drake.md b/content/mechanics/srd/Bestiary/Monster Core/Jungle Drake.md
new file mode 100755
index 000000000..84c2f59ad
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Jungle Drake.md
@@ -0,0 +1,116 @@
+---
+title: "Jungle Drake"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.jj80bGiagsIAX25q"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/wood
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Jungle Drake"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Jungle Drake"
+level: "Creature 6"
+
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[wood]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Athletics: +13, Stealth: +13, Survival: +11"
+abilityMods: [5, 3, 4, -1, 1, 1]
+speed: 20 feet, fly 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +17, __Ref__ +13, __Will__ +11"
+hp: 90
+health:
+ - name: ""
+ - name: HP
+ desc: "90; __Immunities__ disease, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Twisting Tail"
+ desc: "`pf2:r` **Trigger** A creature within reach of the jungle drake's stinger uses a move action or leaves a square during a move action it's using.\n* * *\n\n**Effect** The jungle drake Strikes the target with its stinger. If it hits, the jungle drake disrupts the creature's action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+17 ()\n__Damage__ 2d10 + 7 piercing plus predatory-grab"
+
+ - name: "**Melee** `pf2:1` Stinger"
+ desc: "+17 (reach 10 feet)\n__Damage__ 2d6 + 7 piercing plus jungle-drake-venom"
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The jungle drake makes one Fangs Strike and two Stinger Strikes in any order."
+
+ - name: "Forest Passage"
+ desc: " The jungle drake ignores difficult terrain caused by plants, such as bushes, vines, and undergrowth. Even plants manipulated by magic don't impede their progress."
+
+ - name: "Jungle Drake Venom"
+ desc: " (poison) **Saving Throw** DC 24 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d6 poison damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 1d6 poison damage and [[Conditions/Enfeebled|Enfeebled 2]] (1 round)"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Predatory Grab]]"
+ desc: "`pf2:1` As Grab, but the jungle drake's Grab doesn't end if they move away. Instead, they carry the [[Conditions/Grabbed|Grabbed]] creature with them. A jungle drake can't Fly while grabbing a creature unless that creature can also Fly.\n* * *\n\n**Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "Speed Surge"
+ desc: "`pf2:1` (move) **Frequency** three times per day\n* * *\n\n**Effect** The jungle drake Strides or Flies twice."
+
+ - name: "Spit Venom"
+ desc: "`pf2:2` (poison) A jungle drake can spit a sticky glob of their venom to a range of 50 feet that explodes in a 10-foot burst. Those in the burst must succeed at a DC 24 Reflex check save or be exposed to jungle drake venom.\n\nThe jungle drake can't use Spit Venom again for 1d6 rounds."
+
+```
+
+```encounter-table
+name: Jungle Drake
+creatures:
+ - 1: Jungle Drake
+```
+
+
+
+Believed to be related to horned dragons, jungle drakes are dangerous hunters equipped with a debilitating venom delivered by a large barbed stinger or their noxious phlegm. Their wings are equipped with vestigial claws that allow them to deftly maneuver through thick jungle foliage both in flight and on foot. Jungle drakes prefer to ambush their prey using hit-and-run tactics, picking off the weakest members of a group and dragging their victims off to finish their meals as they please. Rampages of jungle drakes will often drag prey in many directions to divide pursuit.
+
+* * *
+
+Ravenous, bestial, and driven by instinct, drakes are draconic monsters who bear a fraction of the terrifying might of the primal dragons they share evolutionary roots with. While they're weaker, slower, and less inclined toward reason than dragons, drakes are nonetheless a menace to creatures and settlements around them. Their propensity for forming raiding parties—small social groups fittingly called "rampages"—makes them all the more dangerous; a single rampage of river drakes can quickly lay waste to a waterside village, and roving rampages of desert drakes are a plague to caravan traders.
+
+Drakes share a number of physical characteristics that unite them as one species despite their wide variety of habitats and abilities. For example, drakes lack forearms, leaving them with their formidable jaws and thickscaled tails to use in close combat. Most drakes would rather avoid this, however, preferring to use their magical breath to wreak havoc in wide swaths from comfortable distances while flying overhead. Finally, all drakes have small reservoirs of their ancestral draconic power that they can tap into to perform incredible feats of speed.
+
+Different species of drakes rarely come into conflict. Part of this is their distinct habitats, but drakes are open to negotiating simple agreements between rampages. This courtesy does not extend to dragonets, which drakes happily take as prey. Solitary tamed drakes are also excluded from such agreements and considered free game if their tamer isn't strong enough to protect them.
+
+### Drake Eggs
+
+While drake hides aren't any more valuable than those of similarly sized creatures, drake eggs are prized commodities. They are used as components in powerful spells as well as eaten by various cultures, but the most common use for drake eggs is hatching and rearing drakes to serve as mounts and guardians.
+
+A typical drake lays a clutch of 2d4 eggs every 5 years. Eggs hatch within 3 to 6 weeks, during which time they must be kept in conditions appropriate to their natural environment, perhaps the most difficult aspect of drake husbandry. While it is generally easy for breeders to incubate the eggs of desert or jungle drakes (which require mildly warm temperatures to hatch) or river drakes (which must be submerged in running water), the eggs of flame and frost drakes require extreme temperatures in order to hatch, which can be difficult to replicate safely.
+
+A drake egg is an object with Hardness 3, 5 HP, and no Broken Threshold. The coloration of drake eggs varies only slightly from one species to the next. A creature must succeed at a DC 20 Nature check check, or a relevant DC 20 Lore check, to identify the drake species of a specific egg.
+
+Once a drake hatches, they imprint on the first creature that they see. A creature imprinted on in this way can use Nature to Train and Command that drake. The market price of a drake egg varies depending on the type of drake and the exact legal situation. Because drakes are dangerous and intelligent creatures, many societies do not condone the trade of drake eggs and criminalize those who engage in it.
+
+It takes 2 years for a drake hatchling to grow to full size. A well-trained drake can make a fearsome mount or guardian, but many careless would-be drake trainers are devoured by their charges.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Kanya.md b/content/mechanics/srd/Bestiary/Monster Core/Kanya.md
new file mode 100755
index 000000000..5dd1cb196
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Kanya.md
@@ -0,0 +1,101 @@
+---
+title: "Kanya"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.KzZOA5BBHglhcJY6"
+tags:
+ - pf2e/creature/type/azata
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/7
+ - remaster
+statblock: inline
+name: "Kanya"
+level: 7
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Kanya"
+level: "Creature 7"
+
+alignment: ""
+size: "Large"
+trait_01: [[azata]]
+trait_02: [[celestial]]
+trait_03: [[holy]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision"
+languages: "Diabolic, Draconic, Empyrean; Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Athletics: +17, Deception: +16, Diplomacy: +18, Nature: +14, Performance: +20, Religion: +14, Survival: +12"
+abilityMods: [4, 3, 5, 2, 3, 5]
+speed: 25 feet, fly 45 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +14, __Ref__ +16, __Will__ +16"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135; __Weaknesses__ cold iron 10, unholy 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Longsword|+1 Longsword]], [[Equipment/Musical Instrument (Virtuoso handheld)|Virtuoso Harp]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Free Expression"
+ desc: " A kanya's auditory and sonic effects attempt to counteract any effect that would directly control, manipulate, or prevent them from expressing themself freely, such as [[Spells/Silence|Silence]]. They can also spend an action, which has concentrate trait, to speak forcefully and counteract such effects. The counteract modifier is +16 in either case."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Longsword"
+ desc: "+18 (holy, magical, versatile p)\n__Damage__ 1d8 + 10 slashing 1d6 sonic"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+17 (agile, holy, magical, reach 10 feet)\n__Damage__ 2d6 + 10 bludgeoning plus grab"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 26, attack +18; __4th __ _[[Spells/Charm|Charm]]_, _[[Spells/Clear Mind|Clear Mind]]_, _[[Spells/Counter Performance|Counter Performance]]_, _[[Spells/Noise Blast|Noise Blast]]_, _[[Spells/Soothe|Soothe]]_, _[[Spells/Suggestion|Suggestion]]_; __2nd __ _[[Spells/Invisibility|Invisibility]]_\n__Cantrips__ __(4th)__ _[[Spells/Courageous Anthem|Courageous Anthem]]_, _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Figment|Figment]]_, _[[Spells/Light|Light]]_, _[[Spells/Summon Instrument|Summon Instrument]]_, _[[Spells/Uplifting Overture|Uplifting Overture]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "Muse's Courage"
+ desc: " Any [[Spells/Courageous Anthem|Courageous Anthem]] the kanya casts grants a +2 status bonus instead of +1.\n* * *\n\n[[Bestiary Effects/Spell Effect_ Courageous Anthem (Kanya)|Spell Effect: Courageous Anthem (Kanya)]]"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Kanya
+creatures:
+ - 1: Kanya
+```
+
+
+
+Kanyas are bearers of blessings and fortune, as well as harbingers of wisdom and spiritual growth. They are generally peaceful but quick to act if a community they are residing in is threatened. They pride themselves on inspiring mortals to such joy that they express it through the arts, leading to their common moniker as "muses." More than one bard looks to a kanya as their personal inspiration, yet much like inspiration, kanyas come and go as they please. They wander the world as they will, offering rain, generosity, wisdom, and support to whomever pleases them.
+
+Kanyas sometimes secretly follow the adventures of mortal heroes to record their stories as epic poems and songs, which they then perform in the packed mead halls of Elysium. When pursuing such goals, kanyas take pains to use their innate spells to remain in hiding, as they would rather observe and record events without "polluting" them with their own intervention. Nevertheless, a kanya who sees their charge faced with certain death often cannot resist the urge to intervene and save the day. Inevitably, this brings a close to the kanya's chronicles, as their relationship with their subject invariably shifts from one of detached observation to friendship or more. Yet, kanyas remain hesitant to involve themselves for overlong in a mortal's life, in part because they fear what sort of fiendish attention their presence might attract, but mostly out of respect for the mortal's own destiny. A kanya would, all things being equal, prefer to let mortals choose their own fate rather than run the risk of sending someone down a path to which their heart is not set.
+
+* * *
+
+Azatas are manifestations of freedom and unestrained joy—kindly celestials with a penchant for curious exploration, spontaneous revelry, and whimsical quests. Born of good dreams and heartfelt wishes for a better world, they reside in the untamable wilds of Elysium. Azatas are passionate and mercurial, as beautiful and bright as a child's fantasy, but also fiercely loyal to those they hold dear. They act quickly and directly against fiendish and foul influences, but they tend to avoid guiding mortal affairs otherwise, allowing people to choose their own destiny without the meddling of otherworldly forces.
+
+Azatas reject the dual chains of both duty and tyranny, but also the heavy chains of despair that reality so often inflicts upon those who live in it. This can give them a dubious reputation with other celestials, who consider azatas to be flighty and unreliable, but azatas know that unrelenting self-sacrifice can be just as destructive to the soul as evil. Azatas refuse to compromise the beauty of the world with such banality, instead living without regret and savoring every triumph and agony they encounter upon the way.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Keketar.md b/content/mechanics/srd/Bestiary/Monster Core/Keketar.md
new file mode 100755
index 000000000..5872b0cbd
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Keketar.md
@@ -0,0 +1,125 @@
+---
+title: "Keketar"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.uBK1uedKtIi1GX3C"
+tags:
+ - pf2e/creature/type/monitor
+ - pf2e/creature/type/protean
+ - pf2eMonster
+ - pf2e/creature/level/17
+ - remaster
+statblock: inline
+name: "Keketar"
+level: 17
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Keketar"
+level: "Creature 17"
+
+alignment: ""
+size: "Large"
+trait_01: [[monitor]]
+trait_02: [[protean]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision"
+languages: "Chthonian, Empyrean, Protean; Telepathy 100 feet, Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +26, Athletics: +33, Deception: +32, Diplomacy: +34, Intimidation: +34, Religion: +30, Stealth: +30"
+abilityMods: [8, 5, 7, 5, 7, 7]
+speed: 40 feet, fly 50 feet, swim 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 40
+armorclass:
+ - name: AC
+ desc: "40; __Fort__ +30, __Ref__ +28, __Will__ +34; +1 status to all saves vs. magic"
+hp: 260
+health:
+ - name: ""
+ - name: HP
+ desc: "260, fast healing 10; __Resistances__ precision 10, protean anatomy 25"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Entropy Sense (Imprecise) 60 feet"
+ desc: " (divine,prediction) A keketar can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants them the ability to sense creatures within the listed range. [[Spells/Veil of Privacy|Veil of Privacy]] prevents a creature from being detected via entropy sense automatically (without a counteract check)."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 10]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+ - name: "[[Creature Family Ability Glossary/(Protean) Protean Anatomy|Protean Anatomy]]"
+ desc: " (divine) A keketar's vital organs shift and change shape and position constantly. Immediately after the keketar takes acid, electricity, or sonic damage, they gain the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the protean takes damage of one of the other types (in which case their resistance changes to match that type), whichever comes first.\n\nThe keketar is immune to polymorph effects unless they're a willing target. If [[Conditions/Blinded|Blinded]] or [[Conditions/Deafened|Deafened]], the keketar automatically recovers at the end of their next turn as new sensory organs grow to replace the compromised ones.\n\n[[Bestiary Effects/Effect_ Protean Anatomy|Effect: Protean Anatomy]]"
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Spatial Riptide"
+ desc: " (aura,divine) 30 feet.\n\nA creature using a teleportation ability within the aura or arriving in it via teleportation must succeed at a DC 38 Fortitude check save or wink out of existence for 1d4 rounds before completing the teleport. The creature can't act, sense anything, or be targeted. On a successful save, the creature completes the teleport normally but is [[Conditions/Stunned|Stunned 1]].\n\nKeketars are immune to this effect."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+33 (magical, reach 10 feet)\n__Damage__ 3d12 + 16 piercing plus warpwave-strike"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+33 (agile, magical, reach 10 feet)\n__Damage__ 2d12 + 16 slashing plus warpwave-strike"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+33 (reach 15 feet)\n__Damage__ 2d12 + 16 bludgeoning plus grab"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 42, attack +32; __9th __ _[[Spells/Divine Wrath|Divine Wrath]]_, _[[Spells/Unfathomable Song|Unfathomable Song]]_; __8th __ _[[Spells/Confusion|Confusion]]_, _[[Spells/Cursed Metamorphosis|Cursed Metamorphosis]]_; __7th __ _[[Spells/Disintegrate|Disintegrate]]_, _[[Spells/Dispel Magic|Dispel Magic (At Will)]]_, _[[Spells/Shatter|Shatter (At Will)]]_, _[[Spells/Warp Mind|Warp Mind (x3)]]_; __6th __ _[[Spells/Teleport|Teleport (At Will, Self Only)]]_; __5th __ _[[Spells/Creation|Creation (At Will)]]_, _[[Spells/Mirage|Mirage (See Reshape Reality) (x2)]]_, _[[Spells/Translocate|Translocate]]_; __4th __ _[[Spells/Confusion|Confusion (At Will)]]_, _[[Spells/Translocate|Translocate (At Will)]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_ __(4th)__ _[[Spells/Unfettered Movement|Unfettered Movement]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) The keketar can take the appearance of any Huge or smaller creature. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d10+15 bludgeoning, DC 42 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Reshape Reality"
+ desc: " (concentrate,divine,polymorph) When the keketar casts [[Spells/Mirage|Mirage]], it infuses the illusion with quasi-real substance. Creatures that do not disbelieve the illusion treat structures and terrain created through the spell as though they were real, ascending illusory stairs, becoming trapped by illusory quicksand, and so on."
+
+ - name: "Warpwave Strike"
+ desc: " (divine,polymorph) A creature struck by a keketar's jaws or claw Strike must succeed at a DC 36 Fortitude check save or be subject to a [[Creature Family Ability Glossary/(Protean) Warpwave|Warpwave]]."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Keketar
+creatures:
+ - 1: Keketar
+```
+
+
+
+The ruling caste of the proteans, keketars orchestrate attacks against the bastions of law and adjudicate protean disputes confidently and capriciously. A keketar resembles a shimmering, serpentine creature with spines, claws, and a dragon-like head. A keketar's actual appearance is in constant flux, but they generally stay about 18 feet long with a weight of around 1,500 pounds. While their physical forms can vary, two things remain constant: first, a keketar's eyes are always a piercing shade of amber or violet. Second, the keketar's mark of office—a crown of shifting symbols that hovers above their head—never changes. A keketar cannot remove their crown but can suppress it, although most are loath to do so and consider such an act one of cowardice or shame.
+
+Keketars fill a role in protean society of a sort of priesthood, operating as intermediaries between the other proteans and the Speakers of the Depths. All other proteans defer to keketars, treating them in a way similar to how citizens of a mortal city would treat respected nobles; even more powerful proteans defer to the will of the keketars. As with many religions, dogma and theology are prone to interpretation and change, and among the proteans, the situation is even more pronounced. Whatever the nature and desires of the Speakers of the Depths may be, individual keketars often come to dramatically different conclusions as to their will and intent. To the proteans, however, this inherent dissonance is a strength rather than a weakness.
+
+* * *
+
+Guardians of disorder and natives of the primal plane of chaos known as the Maelstrom, proteans consider it their calling to spread bedlam and hasten entropic ends. The most powerful proteans are demigods known collectively as the protean lords, although they are mysterious entities whose cults in the Universe tend to be obscure and secretive.
+
+Proteans divide themselves into a loose caste system and possess a dizzying variety of powers. Most proteans have a serpentine body with the head of a primeval beast. Scholars have long been intrigued by this fact—that scions of dissolution and disorder would share so many features—pointing out that there is some semblance of order even in the purest chaos. Others note that the serpentine form is one of the most primeval shapes, perhaps suggesting that in a reality at the dawn of time, such shapes were all that could exist. The proteans themselves have little to say on the matter, which, perhaps ironically, only adds to the confusion and lack of consensus surrounding their kind. After all, if even chaos cannot be trusted to be chaotic, would that not be the purest form of entropy?
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Kholo Bonekeeper.md b/content/mechanics/srd/Bestiary/Monster Core/Kholo Bonekeeper.md
new file mode 100755
index 000000000..58a87f3e5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Kholo Bonekeeper.md
@@ -0,0 +1,95 @@
+---
+title: "Kholo Bonekeeper"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.fmrG3amAZ01KHF96"
+tags:
+ - pf2e/creature/type/gnoll
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Kholo Bonekeeper"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Kholo Bonekeeper"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[gnoll]]
+trait_02: [[humanoid]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Chthonian, Common, Kholo"
+skills:
+ - name: "Skills"
+ desc: "Intimidation: +7, Medicine: +7, Religion: +10, Stealth: +7, Survival: +8"
+abilityMods: [2, 2, 0, 0, 3, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +8, __Ref__ +6, __Will__ +10"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Falchion|Falchion]], [[Equipment/Hide Armor|Hide Armor]], [[Equipment/Religious Symbol (Wooden)|Religious Symbol (Wooden)]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Falchion"
+ desc: "+10 (forceful, sweep)\n__Damage__ 1d10 + 3 slashing"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 (agile)\n__Damage__ 1d6 + 3 piercing"
+
+ - name: "Divine Prepared Spells"
+ desc: "DC 22, attack +10; __2nd __ _[[Spells/Darkness|Darkness]]_, _[[Spells/Spiritual Armament|Spiritual Armament]]_; __1st __ _[[Spells/Command|Command]]_, _[[Spells/Fear|Fear]]_, _[[Spells/Harm|Harm]]_, _[[Spells/Runic Weapon|Runic Weapon]]_\n__Cantrips__ __(2nd)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Light|Light]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Sigil|Sigil]]_"
+
+ - name: "Pack Attack"
+ desc: " A kholo bonekeeper deals 1d4 extra damage to any creature that's within reach of at least two of the kholo bonekeeper's allies."
+
+ - name: "Rugged Travel"
+ desc: " A kholo ignores the first square of difficult terrain they move into each time they Step or Stride."
+
+```
+
+```encounter-table
+name: Kholo Bonekeeper
+creatures:
+ - 1: Kholo Bonekeeper
+```
+
+
+
+Some kholos serve as conduits to the divine and are responsible for placating spirits and gods alike. Lamashtu is a favored deity of kholo bonekeepers, as many kholos believe their kind were birthed from the Mother of Monsters. While some kholos embrace the Old Mother completely, others see her as a nightmarish power only to be approached if they're willing to pay the price. Other popular kholo deities include Calistria, Nethys, Mahathallah, or Shelyn.
+
+* * *
+
+Kholo are tall, hyena-headed humanoids who dwell in savannas, warm grasslands, and arid hills. Given their appearance, their affinity for hyenas should not be surprising; kholos share their homes, food, and even many of their behaviors with these animals. Much like hyenas, kholos have a notorious reputation, for much the same reason—their uncanny laughter, frightening intelligence, and efficient pack tactics make them intimidating competition or foes. Kholos are keen to lean into these rumors, using them as a form of psychological warfare against their enemies.
+
+Also like hyenas, kholos prefer to hunt in packs, and are exceptionally skilled at setting up ambushes or separating individual targets from larger groups. As kholo packs value all their members highly, any tactic that gives them an advantage in dangerous situations is seen as virtuous, while chivalry and honor are derided as pointlessly risky. It's a philosophy borne from a deep respect and love for their kholo brethren, but to most other people, it makes kholos terrible neighbors.
+
+Kholos willingly eat nearly any other creature, including dead kholos, which can evoke strong reactions from people and cultures with a taboo against cannibalism or desecrating the dead. To a kholo, it's often more offensive to not eat a dead body, no matter its origin; kholos see no point in wasting precious meat in a harsh and challenging world. Worse still is the refusal to eat the flesh of a dead kholo, which they consider an insult to that kholo's memory and an implication that their flesh is unworthy of consumption. Eating the flesh of honored enemies is, for kholos, a respectful ritual, allowing that being to live on within the pack instead of rotting like trash on the ground.
+
+Kholo women are often larger and stronger than kholo men and are typically considered the leaders of their hunting packs and clans.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Kholo Hunter.md b/content/mechanics/srd/Bestiary/Monster Core/Kholo Hunter.md
new file mode 100755
index 000000000..f4e302c78
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Kholo Hunter.md
@@ -0,0 +1,91 @@
+---
+title: "Kholo Hunter"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.fwkmyjoWVnuSXcG6"
+tags:
+ - pf2e/creature/type/gnoll
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Kholo Hunter"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Kholo Hunter"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[gnoll]]
+trait_02: [[humanoid]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Kholo, Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +8, Intimidation: +4, Stealth: +7, Survival: +5"
+abilityMods: [4, 3, 2, -1, 1, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +8, __Ref__ +7, __Will__ +7"
+hp: 29
+health:
+ - name: ""
+ - name: HP
+ desc: "29"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Battle Axe|Battle Axe]], [[Equipment/Shortbow|Shortbow]], [[Equipment/Leather Armor|Leather Armor]], 20x [[Equipment/Arrows|Arrows]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Battle Axe"
+ desc: "+10 (sweep)\n__Damage__ 1d8 + 4 slashing"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 (agile)\n__Damage__ 1d8 + 2 piercing"
+
+ - name: "**Ranged** `pf2:1` Shortbow"
+ desc: "+10 (deadly d10, range increment 60 feet)\n__Damage__ 1d6 piercing"
+
+ - name: "Pack Attack"
+ desc: " A kholo hunter deals 1d4 extra damage to any creature that's within reach of at least two of the kholo hunter's allies."
+
+ - name: "Rugged Travel"
+ desc: " A kholo ignores the first square of difficult terrain they move into each time they Step or Stride."
+
+```
+
+```encounter-table
+name: Kholo Hunter
+creatures:
+ - 1: Kholo Hunter
+```
+
+
+
+Kholo are tall, hyena-headed humanoids who dwell in savannas, warm grasslands, and arid hills. Given their appearance, their affinity for hyenas should not be surprising; kholos share their homes, food, and even many of their behaviors with these animals. Much like hyenas, kholos have a notorious reputation, for much the same reason—their uncanny laughter, frightening intelligence, and efficient pack tactics make them intimidating competition or foes. Kholos are keen to lean into these rumors, using them as a form of psychological warfare against their enemies.
+
+Also like hyenas, kholos prefer to hunt in packs, and are exceptionally skilled at setting up ambushes or separating individual targets from larger groups. As kholo packs value all their members highly, any tactic that gives them an advantage in dangerous situations is seen as virtuous, while chivalry and honor are derided as pointlessly risky. It's a philosophy borne from a deep respect and love for their kholo brethren, but to most other people, it makes kholos terrible neighbors.
+
+Kholos willingly eat nearly any other creature, including dead kholos, which can evoke strong reactions from people and cultures with a taboo against cannibalism or desecrating the dead. To a kholo, it's often more offensive to not eat a dead body, no matter its origin; kholos see no point in wasting precious meat in a harsh and challenging world. Worse still is the refusal to eat the flesh of a dead kholo, which they consider an insult to that kholo's memory and an implication that their flesh is unworthy of consumption. Eating the flesh of honored enemies is, for kholos, a respectful ritual, allowing that being to live on within the pack instead of rotting like trash on the ground.
+
+Kholo women are often larger and stronger than kholo men and are typically considered the leaders of their hunting packs and clans.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Kholo Sergeant.md b/content/mechanics/srd/Bestiary/Monster Core/Kholo Sergeant.md
new file mode 100755
index 000000000..10ba4f734
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Kholo Sergeant.md
@@ -0,0 +1,101 @@
+---
+title: "Kholo Sergeant"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.xoqGjXucRdIwOYgY"
+tags:
+ - pf2e/creature/type/gnoll
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Kholo Sergeant"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Kholo Sergeant"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[gnoll]]
+trait_02: [[humanoid]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision"
+languages: "Common, Kholo"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +13, Intimidation: +9, Stealth: +11, Survival: +10"
+abilityMods: [4, 2, 2, 0, 1, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +12, __Ref__ +10, __Will__ +8"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Composite Shortbow|Composite Shortbow]], [[Equipment/Scimitar|Scimitar]], [[Equipment/Hide Armor|Hide Armor]], 20x [[Equipment/Arrows|Arrows]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Scimitar"
+ desc: "+14 (forceful, sweep)\n__Damage__ 1d6 + 7 slashing"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+14 (agile)\n__Damage__ 1d6 + 7 piercing"
+
+ - name: "**Ranged** `pf2:1` Composite Shortbow"
+ desc: "+12 (deadly d10, propulsive, range increment 60 feet, reload 0)\n__Damage__ 1d6 + 4 piercing"
+
+ - name: "Bark Orders"
+ desc: "`pf2:1` (auditory,linguistic) The kholo sergeant commands its allies to reposition. Any allies who hear and understand this order can use a reaction to Step."
+
+ - name: "Pack Attack"
+ desc: " A kholo sergeant deals 1d4 extra damage to any creature that's within reach of at least two of the kholo sergeant's allies."
+
+ - name: "Rugged Travel"
+ desc: " A kholo ignores the first square of difficult terrain they move into each time they Step or Stride."
+
+```
+
+```encounter-table
+name: Kholo Sergeant
+creatures:
+ - 1: Kholo Sergeant
+```
+
+
+
+When kholos band together to form mercenary bands or raiding parties, the strongest or most respected among them is often designated the hunt leader or sergeant. These kholo are responsible for the safety and success of their packmates and train extensively in the art of war. Their skill at arms makes them powerful adversaries. A kholo sergeant might also serve as a mercenary group's leader in other affairs, such as sorting out domestic disputes or negotiating with rival kholo bands.
+
+* * *
+
+Kholo are tall, hyena-headed humanoids who dwell in savannas, warm grasslands, and arid hills. Given their appearance, their affinity for hyenas should not be surprising; kholos share their homes, food, and even many of their behaviors with these animals. Much like hyenas, kholos have a notorious reputation, for much the same reason—their uncanny laughter, frightening intelligence, and efficient pack tactics make them intimidating competition or foes. Kholos are keen to lean into these rumors, using them as a form of psychological warfare against their enemies.
+
+Also like hyenas, kholos prefer to hunt in packs, and are exceptionally skilled at setting up ambushes or separating individual targets from larger groups. As kholo packs value all their members highly, any tactic that gives them an advantage in dangerous situations is seen as virtuous, while chivalry and honor are derided as pointlessly risky. It's a philosophy borne from a deep respect and love for their kholo brethren, but to most other people, it makes kholos terrible neighbors.
+
+Kholos willingly eat nearly any other creature, including dead kholos, which can evoke strong reactions from people and cultures with a taboo against cannibalism or desecrating the dead. To a kholo, it's often more offensive to not eat a dead body, no matter its origin; kholos see no point in wasting precious meat in a harsh and challenging world. Worse still is the refusal to eat the flesh of a dead kholo, which they consider an insult to that kholo's memory and an implication that their flesh is unworthy of consumption. Eating the flesh of honored enemies is, for kholos, a respectful ritual, allowing that being to live on within the pack instead of rotting like trash on the ground.
+
+Kholo women are often larger and stronger than kholo men and are typically considered the leaders of their hunting packs and clans.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Kobold Cavern Mage.md b/content/mechanics/srd/Bestiary/Monster Core/Kobold Cavern Mage.md
new file mode 100755
index 000000000..693bf36f4
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Kobold Cavern Mage.md
@@ -0,0 +1,94 @@
+---
+title: "Kobold Cavern Mage"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.BHESkWRERy2kTbtc"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/kobold
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Kobold Cavern Mage"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Kobold Cavern Mage"
+level: "Creature 2"
+
+alignment: ""
+size: "Small"
+trait_01: [[humanoid]]
+trait_02: [[kobold]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Darkvision"
+languages: "Common, Fey, Petran, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Deception: +8, Diplomacy: +8, Intimidation: +8, Nature: +5, Stealth: +6"
+abilityMods: [2, 2, -1, 0, 1, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +5, __Ref__ +6, __Will__ +7"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20; __Resistances__ cold 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Light Hammer|Light Hammer]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+6 (agile, finesse)\n__Damage__ 1d6 + 2 slashing"
+
+ - name: "**Melee** `pf2:1` Light Hammer"
+ desc: "+6 (agile)\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Light Hammer"
+ desc: "+6 (agile, thrown 20 ft.)\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "Primal Spontaneous Spells"
+ desc: "DC 18, attack +10; __1st __ (4 slots) _[[Spells/Fleet Step|Fleet Step]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Pummeling Rubble|Pummeling Rubble]]_, _[[Spells/Runic Weapon|Runic Weapon]]_\n__Cantrips__ __(1st)__ _[[Spells/Caustic Blast|Caustic Blast]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Figment|Figment]]_, _[[Spells/Know the Way|Know the Way]]_, _[[Spells/Tangle Vine|Tangle Vine]]_"
+
+ - name: "Inspiring Display"
+ desc: "`pf2:1` (auditory,emotion,linguistic,mental) **Requirements** The cavern mage's previous action was to Cast a Spell\n* * *\n\n**Effect** The cavern mage uses their magical display to inspire another kobold within 30 feet. That kobold gains 4 temporary Hit Points that last until the start of the cavern mage's next turn.\n\n[[Bestiary Effects/Effect_ Inspiring Display|Effect: Inspiring Display]]"
+
+ - name: "Scamper"
+ desc: "`pf2:1` **Requirements** The kobold cavern mage is adjacent to at least one enemy\n* * *\n\n**Effect** The kobold cavern mage Strides up to their Speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. They must end this movement in a space that's not adjacent to any enemy."
+
+```
+
+```encounter-table
+name: Kobold Cavern Mage
+creatures:
+ - 1: Kobold Cavern Mage
+```
+
+
+
+Kobold cavern mages are born more than trained, hatching from eggs that absorbed particularly large amounts of primal earth energy. Although there are many elementals and even natural terrain features that can give rise to cavern mages, most are related to the cavern-dwelling earth nymphs known as lampads. These lonely and capricious fey are as enthusiastic to receive the company of a kobold tribe as the kobolds are for the protection they receive in return.
+
+* * *
+
+Kobolds are small reptilian humanoids. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.
+
+Kobolds are diligent and hardworking creatures. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniacal leaders. This is in part due to kobolds' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power they generally lack. Notably, kobold eggs left in the proximity of magical creatures or places tend to absorb similar traits from the exposure. The resulting physical changes mark the appearance of each tribe, but a few lucky kobolds are also born with magical power that reflects their tribe's patron.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Kobold Scout.md b/content/mechanics/srd/Bestiary/Monster Core/Kobold Scout.md
new file mode 100755
index 000000000..525f58127
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Kobold Scout.md
@@ -0,0 +1,91 @@
+---
+title: "Kobold Scout"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.stxdhhfroBzyeL1b"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/kobold
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Kobold Scout"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Kobold Scout"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[humanoid]]
+trait_02: [[kobold]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Common, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Crafting: +3, Nature: +6, Stealth: +7, Survival: +6"
+abilityMods: [0, 4, 1, 0, 3, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +5, __Ref__ +9, __Will__ +6; +1 circumstance to all defenses vs. traps"
+hp: 16
+health:
+ - name: ""
+ - name: HP
+ desc: "16"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Crossbow|Crossbow]], [[Equipment/Shortsword|Shortsword]], [[Equipment/Leather Armor|Leather Armor]], 20x [[Equipment/Bolts|Bolts]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Shortsword"
+ desc: "+9 (agile, finesse, versatile s)\n__Damage__ 1d6 piercing"
+
+ - name: "**Ranged** `pf2:1` Crossbow"
+ desc: "+9 (range increment 120 feet, reload 1)\n__Damage__ 1d8 piercing"
+
+ - name: "Construct Trap"
+ desc: "`pf2:3` (manipulate) The kobold scout creates a rudimentary trap on any square adjacent to it. This must be on a surface, such as a floor, wall, or ceiling. The trap activates the next time a creature moves adjacent to it.\n\nThe creature takes 1d6 piercing damage and 1 persistent bleed damage with a DC 16 Reflex check save. The trap is destroyed when activated or after 1 hour, whichever comes first.\n\nThe scout typically carries enough raw materials to make one trap."
+
+ - name: "Scamper"
+ desc: "`pf2:1` **Requirements** The kobold scout is adjacent to at least one enemy.\n* * *\n\n**Effect** The kobold scout Strides up to its Speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. It must end this movement in a space that's not adjacent to any enemy."
+
+ - name: "Sneak Attack"
+ desc: " The kobold scout deals an extra 1d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Kobold Scout
+creatures:
+ - 1: Kobold Scout
+```
+
+
+
+Most kobolds encountered outside of a well-defended warren or lair are kobold scouts, those trained for stalking and hunting. They're also often in the thick of the fighting when a warren is invaded, buying time for their comrades to set up various traps and deadfalls.
+
+* * *
+
+Kobolds are small reptilian humanoids. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.
+
+Kobolds are diligent and hardworking creatures. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniacal leaders. This is in part due to kobolds' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power they generally lack. Notably, kobold eggs left in the proximity of magical creatures or places tend to absorb similar traits from the exposure. The resulting physical changes mark the appearance of each tribe, but a few lucky kobolds are also born with magical power that reflects their tribe's patron.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Kobold Warrior.md b/content/mechanics/srd/Bestiary/Monster Core/Kobold Warrior.md
new file mode 100755
index 000000000..22c4d5c29
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Kobold Warrior.md
@@ -0,0 +1,91 @@
+---
+title: "Kobold Warrior"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.3C7ZwGzj1p9kPTmx"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/kobold
+ - pf2eMonster
+ - pf2e/creature/level/-1
+ - remaster
+statblock: inline
+name: "Kobold Warrior"
+level: -1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Kobold Warrior"
+level: "Creature -1"
+
+alignment: ""
+size: "Small"
+trait_01: [[humanoid]]
+trait_02: [[kobold]]
+modifier: 3
+perception:
+ - name: "Perception"
+ desc: "+3; Darkvision"
+languages: "Common, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Crafting: +2, Stealth: +5"
+abilityMods: [1, 3, -1, 0, 1, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +3, __Ref__ +7, __Will__ +3"
+hp: 7
+health:
+ - name: ""
+ - name: HP
+ desc: "7"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Sling|Sling]], [[Equipment/Spear|Spear]], [[Equipment/Leather Armor|Leather Armor]], 20x [[Equipment/Sling Bullets|Sling Bullets]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Spear"
+ desc: "+3 ()\n__Damage__ 1d6 + 1 piercing"
+
+ - name: "**Ranged** `pf2:1` Spear"
+ desc: "+5 (thrown 20 ft.)\n__Damage__ 1d6 + 1 piercing"
+
+ - name: "**Ranged** `pf2:1` Sling"
+ desc: "+5 (propulsive, range increment 50 feet, reload 1)\n__Damage__ 1d4 bludgeoning"
+
+ - name: "Scamper"
+ desc: "`pf2:1` **Requirements** The kobold warrior is adjacent to at least one enemy\n* * *\n\n**Effect** The kobold warrior Strides up to their Speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. They must end this movement in a space that's not adjacent to any enemy."
+
+ - name: "Sneak Attack"
+ desc: " The kobold warrior deals an extra 1d4 precision damage to off-guard creatures."
+
+```
+
+```encounter-table
+name: Kobold Warrior
+creatures:
+ - 1: Kobold Warrior
+```
+
+
+
+The typical kobold trains in tunnel fighting, learning to use simple weapons that are effective in narrow spaces. Kobolds are capable of landing sneaky strikes against unsuspecting foes, but are just as quick to scamper off to safety when they don't outnumber their enemies by at least two to one.
+
+* * *
+
+Kobolds are small reptilian humanoids. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.
+
+Kobolds are diligent and hardworking creatures. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniacal leaders. This is in part due to kobolds' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power they generally lack. Notably, kobold eggs left in the proximity of magical creatures or places tend to absorb similar traits from the exposure. The resulting physical changes mark the appearance of each tribe, but a few lucky kobolds are also born with magical power that reflects their tribe's patron.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Kraken.md b/content/mechanics/srd/Bestiary/Monster Core/Kraken.md
new file mode 100755
index 000000000..da578fc08
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Kraken.md
@@ -0,0 +1,102 @@
+---
+title: "Kraken"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.sTEbIQoUZDB9ijfe"
+tags:
+ - pf2e/creature/type/aquatic
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/18
+ - remaster
+statblock: inline
+name: "Kraken"
+level: 18
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Kraken"
+level: "Creature 18"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[aquatic]]
+trait_02: [[beast]]
+modifier: 34
+perception:
+ - name: "Perception"
+ desc: "+34; Darkvision"
+languages: "Common, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +38, Intimidation: +32, Nature: +35, Stealth: +33"
+abilityMods: [9, 4, 9, 5, 6, 5]
+speed: 10 feet, swim 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 42
+armorclass:
+ - name: AC
+ desc: "42; __Fort__ +35, __Ref__ +28, __Will__ +32"
+hp: 360
+health:
+ - name: ""
+ - name: HP
+ desc: "360; __Immunities__ controlled, emotion; __Resistances__ cold 10, poison 20"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Altered Weather"
+ desc: " (aura,primal) A kraken reshapes the weather within 2 miles of it, with the effect of the [[Spells/Control Weather|Control Weather]] ritual centered on the kraken and based on its emotional state, at the GM's discretion. If the kraken dies, the weather returns to normal immediately."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Arm"
+ desc: "+37 (magical, reach 40 feet)\n__Damage__ 4d10 + 17 bludgeoning plus grab"
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+37 (agile, magical, reach 60 feet)\n__Damage__ 3d10 + 17 bludgeoning plus grab"
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+37 (magical, reach 20 feet)\n__Damage__ 3d10 + 17 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 40, attack +32; __10th __ _[[Spells/Dominate|Dominate (Animals Only)]]_; __8th __ _[[Spells/Punishing Winds|Punishing Winds]]_; __7th __ _[[Spells/Resist Energy|Resist Energy]]_"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d10+17 bludgeoning, DC 40 Fortitude check. On a failed save, a creature that is holding its breath loses 1d4 rounds worth of air.\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Double Attack"
+ desc: "`pf2:1` The kraken makes two Strikes with two different arms or tentacles, each limb targeting a different creature. Double Attack counts as two attacks toward the kraken's multiple attack penalty, but the penalty doesn't increase until after both attacks are made.\n\nIf the kraken subsequently uses the Grab action, it Grabs any number of creatures it hit with Double Attack."
+
+ - name: "Ink Cloud"
+ desc: "`pf2:1` The kraken releases a cloud of black, venomous ink in an 80-foot emanation. This cloud has no effect outside water.\n\nCreatures inside the ink cloud are exposed to kraken ink poison and are [[Conditions/Undetected|Undetected]] while inside the cloud.\n\nThe kraken can't use Ink Cloud again for 2d6 rounds, and the cloud dissipates after 1 minute."
+
+ - name: "Jet"
+ desc: "`pf2:1` (move) The kraken moves through the water up to 280 feet in a straight line without triggering reactions."
+
+ - name: "Kraken Ink"
+ desc: " (poison) Krakens are immune to this poison\n\n**Saving Throw** DC 39 Fortitude check;\n* * *\n\n**Maximum Duration** 10 rounds\n\n**Stage 1** 4d6 poison damage and [[Conditions/Sickened|Sickened 1]] (1 round)\n\n**Stage 2** 5d6 poison damage and [[Conditions/Sickened|Sickened 2]] (1 round)"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Kraken
+creatures:
+ - 1: Kraken
+```
+
+
+
+A kraken is an enormous, squid-like leviathan with a cruel intelligence. It hunts ships, whales, and heroes alike. The hatred and envy krakens hold for alghollthus, their rivals, has led many krakens to make their lairs in sunken cities, where they can sift through ancient lore and uncover long-lost arcane secrets.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Krooth.md b/content/mechanics/srd/Bestiary/Monster Core/Krooth.md
new file mode 100755
index 000000000..fec67aa04
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Krooth.md
@@ -0,0 +1,94 @@
+---
+title: "Krooth"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.GgzwvpDM7cuoYUF3"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Krooth"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Krooth"
+level: "Creature 8"
+
+alignment: ""
+size: "Large"
+trait_01: [[amphibious]]
+trait_02: [[animal]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Low-Light Vision, Scent (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +18, Stealth: +18, Survival: +17"
+abilityMods: [6, 3, 6, -4, 2, 0]
+speed: 40 feet, swim 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +20, __Ref__ +17, __Will__ +14; +4 status to all saves vs. fear"
+hp: 150
+health:
+ - name: ""
+ - name: HP
+ desc: "150"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Pain Frenzy"
+ desc: " Whenever the krooth is damaged by a critical hit, it gains a +2 status bonus to attack and damage rolls until the end of its next turn. It can't use reactions while this frenzy lasts.\n\n[[Bestiary Effects/Effect_ Pain Frenzy|Effect: Pain Frenzy]]"
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike (Tail Only)]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 (deadly d10, poison, reach 10 feet)\n__Damage__ 2d12 + 9 piercing plus poison-tooth"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+20 (agile)\n__Damage__ 2d8 + 9 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+20 (reach 15 feet)\n__Damage__ 2d8 + 9 piercing"
+
+ - name: "[[Bestiary Ability Glossary/Aquatic Ambush|Aquatic Ambush]]"
+ desc: "`pf2:1` 40 feet\n* * *\n\n**Requirements** The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.\n* * *\n\n**Effect** The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is [[Conditions/Off-Guard|Off-Guard]] against this Strike."
+
+ - name: "Poison Tooth"
+ desc: "`pf2:1` (poison) **Requirements** The krooth damaged a creature with its jaws on its most recent action this turn;\n* * *\n\n**Effect** The krooth snaps off one of its teeth in the creature it hit. The creature takes 1d6 persistent bleed damage and is [[Conditions/Drained|Drained 1]]. Neither can be healed while the tooth remains.\n\nRemoving the tooth safely requires a successful DC 26 Medicine check check to [[Actions/Administer First Aid|Administer First Aid]]. Instead of ending bleeding or stabilizing, this removes the tooth and the drained condition, but it doesn't automatically end the bleed damage."
+
+```
+
+```encounter-table
+name: Krooth
+creatures:
+ - 1: Krooth
+```
+
+
+
+Krooths, sometimes called crocodile eaters, are fast and vicious hunters of bogs and wetlands. While they are known to hunt and eat crocodiles, alligators, and virtually any creature with flesh, their favorite prey are lizardfolk, boggards, and dinosaurs.
+
+Krooths are found alone or in packs. Male krooths are solitary and territorial creatures—fierce, bold, and bloodthirsty. Female krooths, on the other hand, are more likely to shy away from potential predators but swiftly turn violent when their brood is threatened. Because their offspring are so vulnerable, female krooths gather in packs to raise their young, sending smaller groups to hunt for food while the rest of the pack watches the brood. Krooths mate only once every 4 or 5 years, and the mating process is a curiously gruesome spectacle. An entire pack of females will hunt as a group for a lone male krooth, claiming their prize in a frenzy that can last for an entire day and night. After the mating has finished, the females slay their mate and devour his nutrientrich flesh, and his organs in particular. These organs contain a unique chemical compound vital to gestation. Many naturalists will pay handsomely for the fresh remains of a male krooth so they can study the strange properties of the creature's blood and organs. In addition, krooths have poisonous, hollow teeth. When these creatures bite their prey, a tooth breaks off and causes the victim to bleed profusely as their blood pours through the hollow tooth.
+
+Whether male or female, krooths seem to be repelled by goblinoid flesh, especially that of bugbears. This doesn't mean krooths won't kill goblinoids, especially those threatening their young, but they typically do so using only their claws and tails, and they take great care to clean themselves thoroughly after such a killing.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Lamia Matriarch.md b/content/mechanics/srd/Bestiary/Monster Core/Lamia Matriarch.md
new file mode 100755
index 000000000..83aa2ae4d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Lamia Matriarch.md
@@ -0,0 +1,92 @@
+---
+title: "Lamia Matriarch"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.lFMgFeRXCjm5q3p1"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Lamia Matriarch"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Lamia Matriarch"
+level: "Creature 8"
+
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[humanoid]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision"
+languages: "Chthonian, Common, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +18, Deception: +20, Diplomacy: +20, Intimidation: +18, Occultism: +17, Stealth: +16, Survival: +13, Cult Lore: +15"
+abilityMods: [6, 4, 3, 3, 3, 6]
+speed: 30 feet, climb 30 feet, swim 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +13, __Ref__ +18, __Will__ +17; +1 status to all saves vs. magic"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135; __Immunities__ controlled; __Resistances__ mental 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Scimitar|+1 Striking Scimitar]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Scimitar"
+ desc: "+19 (forceful, sweep)\n__Damage__ 2d6 + 10 slashing"
+
+ - name: "Occult Spontaneous Spells"
+ desc: "DC 28, attack +20; __3rd __ (4 slots) _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Enthrall|Enthrall]]_, _[[Spells/Haste|Haste]]_, _[[Spells/Mind Reading|Mind Reading]]_; __2nd __ (4 slots) _[[Spells/Blur|Blur]]_, _[[Spells/Illusory Creature|Illusory Creature]]_, _[[Spells/Invisibility|Invisibility]]_; __1st __ (4 slots) _[[Spells/Bless|Bless]]_, _[[Spells/Force Barrage|Force Barrage]]_, _[[Spells/Phantom Pain|Phantom Pain]]_, _[[Spells/Soothe|Soothe]]_\n__Cantrips__ __(3rd)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 28, attack +20; __4th __ _[[Spells/Charm|Charm (x3)]]_, _[[Spells/Suggestion|Suggestion (x3)]]_; __3rd __ _[[Spells/Sleep|Sleep]]_; __2nd __ _[[Spells/Blur|Blur]]_, _[[Spells/Illusory Disguise|Illusory Disguise (At Will)]]_, _[[Spells/Illusory Object|Illusory Object (At Will)]]_; __1st __ _[[Spells/Ventriloquism|Ventriloquism (At Will)]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,occult,polymorph) The lamia matriarch can take on the appearance of a Medium humanoid. This doesn't change their Speed or their attack and damage modifiers with their Strikes, but it does prevent them from using their cursed touch. Each lamia matriarch has a fixed humanoid form that resembles their upper torso when in their true form. This is the only humanoid form they can adopt using this ability.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Matriarch's Caress"
+ desc: "`pf2:2` (curse,mental,occult) The lamia matriarch touches a creature, who must succeed at a DC 28 Will check save or become [[Conditions/Stupefied|Stupefied 2]] ([[Conditions/Stupefied|Stupefied 4]] on a critical failure). If the target fails additional saves against this ability, the condition value increases by 1 (increases by 2 on a critical failure, to a maximum of [[Conditions/Stupefied|Stupefied 4]]). This condition value decreases by 1 every 24 hours."
+
+ - name: "Scimitar Storm"
+ desc: "`pf2:3` The lamia matriarch makes a scimitar attack against each enemy within reach. Each attack counts toward their multiple attack penalty, but the penalty does not increase until after all the attacks. The first enemy they damage is subject to Matriarch's Caress."
+
+```
+
+```encounter-table
+name: Lamia Matriarch
+creatures:
+ - 1: Lamia Matriarch
+```
+
+
+
+The brilliant and powerful lamia matriarchs possess boundless ambition, always seeking to bring more people and territory into the clutches of their kind. Consequently, they become rulers of other lamia. For all their cruelty toward other creatures, they're fierce protectors of other lamia, and consequently, they quickly come to rule cults or warbands. Regardless of the lamia's gender, these ascended lamias are always known as matriarchs. A lamia matriarch is set apart from their kindred by the occult power they pursue, and some have even had grand designs to break the animalistic curse that transformed them. However, every attempt so far has led to the matriarch's fall.
+
+* * *
+
+Lamias are bloodthirsty victims of an ancient curse for which they blame the gods. Most lamias are humanoid from the waist up but have the lower bodies of serpents. Sinister magic comes naturally to a lamia, and they prefer the use of illusions to deceive prey for later consumption, or simply to torture.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Lamia.md b/content/mechanics/srd/Bestiary/Monster Core/Lamia.md
new file mode 100755
index 000000000..10a2cf93b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Lamia.md
@@ -0,0 +1,101 @@
+---
+title: "Lamia"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.VlniBXSChsxQO77u"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Lamia"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Lamia"
+level: "Creature 6"
+
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[humanoid]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision"
+languages: "Chthonian, Common"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +16, Deception: +15, Diplomacy: +11, Intimidation: +13, Stealth: +15, Survival: +11, Cult Lore: +11"
+abilityMods: [6, 3, 2, 1, 3, 3]
+speed: 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +12, __Ref__ +15, __Will__ +15"
+hp: 95
+health:
+ - name: ""
+ - name: HP
+ desc: "95"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "2x [[Equipment/Javelin|Javelin]], [[Equipment/Spear|+1 Spear]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Spear"
+ desc: "+17 ()\n__Damage__ 1d6 + 10 piercing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+16 (agile)\n__Damage__ 1d6 + 10 bludgeoning plus grab"
+
+ - name: "**Ranged** `pf2:1` Spear"
+ desc: "+14 (thrown 10 ft.)\n__Damage__ 1d6 + 10 piercing"
+
+ - name: "**Ranged** `pf2:1` Javelin"
+ desc: "+13 (thrown 30 ft.)\n__Damage__ 1d6 + 10 piercing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 25, attack +17; __4th __ _[[Spells/Charm|Charm (x3)]]_, _[[Spells/Suggestion|Suggestion]]_; __3rd __ _[[Spells/Sleep|Sleep]]_; __2nd __ _[[Spells/Blur|Blur]]_, _[[Spells/Humanoid Form|Humanoid Form (At Will)]]_; __1st __ _[[Spells/Illusory Disguise|Illusory Disguise (At Will)]]_, _[[Spells/Illusory Object|Illusory Object (At Will)]]_, _[[Spells/Ventriloquism|Ventriloquism (At Will)]]_"
+
+ - name: "Lamia's Caress"
+ desc: "`pf2:2` (curse,mental,occult) The lamia touches a creature, who must succeed at a DC 23 Will check save or become [[Conditions/Stupefied|Stupefied 1]]. If the target fails additional saves against this ability, the condition value increases by 1 (to a maximum of [[Conditions/Stupefied|Stupefied 4]]). This condition value decreases by 1 every 24 hours."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Lamia
+creatures:
+ - 1: Lamia
+```
+
+
+
+Just as they were cursed long ago, lamias can inflict a curse on those they touch, clouding the victim's mind and pushing conscious thought toward animalistic instincts. Creatures affected by this curse grow reckless, becoming unaware of the consequences of their own actions. This makes the hapless victim all the more susceptible to the lamia's cunning illusions and insidious charms. The lamia's animalistic nature and the effect of their cursed touch have led some scholars to theorize that the original lamias must have, millennia ago, turned away from their own reason and intellect and embraced the life of simple beasts. Whether this change was rewarded as a monstrous gift from Lamashtu or inflicted as a curse for abandoning their responsibilities by Pharasma, remains a subject of debate to this day.
+
+Whatever the source of this ancient transformation, lamias have grown to enjoy the strengths it has granted them. They continue to cling to a hatred of the gods, seeing them as the cause of their eternal exile from the societies they watch with jealous eyes while hidden amid the ruins of lost civilizations. Because lamias blame divine powers for their curse, they take special delight in the downfall of temples, the suffering and death of divine spellcasters, and the spread of dissension within organized religions.
+
+While they can briefly assume humanoid form with magic, lamias are usually forced to hide from civilization, making their homes in the barren wilderness. There, they attract cults of their own. With the help of these cultists, lamias strive to bring down popular faiths, introduce schisms into flourishing churches, and humiliate or defame high-profile religious leaders. Most lamias have no true religious faith in anything, hearing instead a mystical calling that manifests as sighs on the desert wind or murmurs from the dark places between the stars.
+
+Lamias are traditionally matriarchal, revering the eldest female among them as leader, mother, and shaman.
+
+* * *
+
+Lamias are bloodthirsty victims of an ancient curse for which they blame the gods. Most lamias are humanoid from the waist up but have the lower bodies of serpents. Sinister magic comes naturally to a lamia, and they prefer the use of illusions to deceive prey for later consumption, or simply to torture.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Larval Ofalth.md b/content/mechanics/srd/Bestiary/Monster Core/Larval Ofalth.md
new file mode 100755
index 000000000..4e73018e6
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Larval Ofalth.md
@@ -0,0 +1,90 @@
+---
+title: "Larval Ofalth"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.NNu33sgLehDlStPL"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Larval Ofalth"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Larval Ofalth"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +13, Stealth: +9"
+abilityMods: [5, 1, 3, -2, 1, -2]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20 (22 with trash shield raised); __Fort__ +11, __Ref__ +9, __Will__ +9"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60; __Immunities__ disease, poison"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Item.Ki1NGG83kMOxxXDK|Trash Shield]]"
+ - name: "Hide in Filth"
+ desc: " A larval ofalth can hide in any pile of filth or trash that is its size or larger, allowing it to use Stealth for initiative. If it rolls Stealth for initiative, on the first round of combat, creatures that haven't acted yet are [[Conditions/Off-Guard|Off-Guard]] to it."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Shield Block|Shield Block]]"
+ desc: "`pf2:r` **Trigger** The monster has its shield raised and takes damage from a physical attack.\n* * *\n\n**Effect** The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield."
+
+ - name: "[[Bestiary Ability Glossary/Stench|Stench]]"
+ desc: " (aura,olfactory) 30 feet DC 19 Fortitude check\n* * *\n\nA creature entering the aura or starting its turn in the area must succeed at a Fortitude save or become [[Conditions/Sickened|Sickened 1]] (plus [[Conditions/Slowed|Slowed 1]] as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+13 ()\n__Damage__ 2d8 + 5 slashing plus wretched-weeps"
+
+ - name: "**Ranged** `pf2:1` Leachate"
+ desc: "+11 (range 20 feet)\n__Damage__ 3d8 acid plus wretched-weeps"
+
+ - name: "Wretched Weeps"
+ desc: " **Saving Throw** DC 19 Fortitude check\n* * *\n\n**Stage 1** carrier with no ill effect (1 day)\n\n**Stage 2** 2d4 persistent bleed every hour and [[Conditions/Enfeebled|Enfeebled 1]] (1 day);\n\n**Stage 3** 2d6 persistent bleed every hour and [[Conditions/Enfeebled|Enfeebled 2]] (1 day)"
+
+```
+
+```encounter-table
+name: Larval Ofalth
+creatures:
+ - 1: Larval Ofalth
+```
+
+
+
+Ofalths reproduce asexually. When they first hatch from their leathery eggs, larval ofalths resemble a tendril of flesh supported by spindly legs, but they soon cocoon themselves in trash, to serve as both armor and camouflage.
+
+* * *
+
+Found in castle dung heaps, city dumps, and sewers, ofalths are living amalgamations of wet detritus, sewage, and rubbish. They carry a disease called wretched weeps that causes the victim's blood to seep from its pores.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Lawbringer Warpriest.md b/content/mechanics/srd/Bestiary/Monster Core/Lawbringer Warpriest.md
new file mode 100755
index 000000000..04c3ae1a0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Lawbringer Warpriest.md
@@ -0,0 +1,98 @@
+---
+title: "Lawbringer Warpriest"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.fq094IUk1Px5CzNc"
+tags:
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/nephilim
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Lawbringer Warpriest"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Lawbringer Warpriest"
+level: "Creature 5"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[human]]
+trait_02: [[humanoid]]
+trait_03: [[nephilim]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: "Common, Empyrean"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +11, Diplomacy: +11, Medicine: +10, Religion: +12, Society: +7"
+abilityMods: [4, 1, 3, 0, 3, 2]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +12, __Ref__ +8, __Will__ +12"
+hp: 64
+health:
+ - name: ""
+ - name: HP
+ desc: "64"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Crossbow|Crossbow]], [[Equipment/Greatsword|Greatsword]], [[Equipment/Half Plate|Half Plate]], 10x [[Equipment/Bolts|Bolts]]"
+abilities_mid:
+ - name: ""
+ - name: "Responsive Recovery"
+ desc: "`pf2:r` **Trigger** One of the lawbringer's allies is reduced to 0 Hit Points\n\n**Requirements** The lawbringer has a _heal_ spell prepared\n* * *\n\n**Effect** Before the ally falls [[Conditions/Unconscious|Unconscious]] or dies, the lawbringer Strides toward them and casts a 2-action [[Spells/Heal|Heal]] spell targeting the ally. The ally remains standing."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Greatsword"
+ desc: "+13 (versatile p)\n__Damage__ 1d12 + 7 slashing"
+
+ - name: "**Ranged** `pf2:1` Crossbow"
+ desc: "+11 (range increment 120 feet, reload 1)\n__Damage__ 1d8 + 3 piercing"
+
+ - name: "Divine Prepared Spells"
+ desc: "DC 20, attack +12; __3rd __ _[[Spells/Blindness|Blindness]]_, _[[Spells/Haste|Haste]]_; __2nd __ _[[Spells/Enlarge|Enlarge]]_; __1st __ _[[Spells/Harm|Harm]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Sure Strike|Sure Strike]]_\n__Cantrips__ __(3rd)__ _[[Spells/Daze|Daze]]_, _[[Spells/Divine Lance|Divine Lance]]_, _[[Spells/Forbidding Ward|Forbidding Ward]]_, _[[Spells/Guidance|Guidance]]_, _[[Spells/Light|Light]]_"
+
+ - name: "Domain Spells"
+ desc: "1 Focus Point, DC 20, attack +12; __3rd __ _[[Spells/Athletic Rush|Athletic Rush]]_"
+
+ - name: "Channel Smite"
+ desc: "`pf2:2` **Requirements** The lawbringer has a [[Spells/Heal|Heal]] or [[Spells/Harm|Harm]] spell prepared\n* * *\n\n**Effect** The lawbringer makes a melee Strike and expends a _harm_ or _heal_ spell. On a hit, they cast the 1-action version of the spell to damage the target. The target automatically gets a failure on its save (or a critical failure if the lawbringer's Strike was a critical hit). The spell doesn't have the manipulate trait when cast this way."
+
+```
+
+```encounter-table
+name: Lawbringer Warpriest
+creatures:
+ - 1: Lawbringer Warpriest
+```
+
+
+
+Mortals whose ancestry has been influenced by archons are called lawbringers. They may have mortal ancestors who fought alongside archons against the forces of evil and entropy, or they may have been born from a union between an archon and a mortal. Many lawbringers seek adventure to bringing order to the world.
+
+* * *
+
+Many immortals dwell upon the other planes of the Great Beyond. Some are benevolent and kind, like angels. Others are cruel and destructive, like demons. And some fit roles outside of morality, like psychopomps. It's far from unheard of for mortals and immortals alike to become entangled romantically, and the children of such engagements carry a supernatural element in their bloodlines for generations to follow. After the first generation, this otherworldly influence usually lies dormant, but now and then, the influence can manifest strongly in descendants many years later. These inheritors of extraplanar legacies are known collectively as planar scions.
+
+## Nephilim
+
+Nephilim are planar scions with a connection to the planes of the Outer Sphere. Some are obviously tied to realms such as Heaven or Hell, while others are cryptic amalgams of metaphysical traits.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Leaf Leshy.md b/content/mechanics/srd/Bestiary/Monster Core/Leaf Leshy.md
new file mode 100755
index 000000000..918a9c972
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Leaf Leshy.md
@@ -0,0 +1,98 @@
+---
+title: "Leaf Leshy"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.LmIpldsoOazdMlKs"
+tags:
+ - pf2e/creature/type/leshy
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/0
+ - remaster
+statblock: inline
+name: "Leaf Leshy"
+level: 0
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Leaf Leshy"
+level: "Creature 0"
+
+alignment: ""
+size: "Small"
+trait_01: [[leshy]]
+trait_02: [[plant]]
+modifier: 4
+perception:
+ - name: "Perception"
+ desc: "+4; Low-Light Vision"
+languages: "Common, Fey; Speak with Plants (Trees Only)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +4, Nature: +4, Stealth: +4"
+abilityMods: [-1, 2, 2, -2, 2, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +6, __Ref__ +6, __Will__ +4"
+hp: 15
+health:
+ - name: ""
+ - name: HP
+ desc: "15; __Weaknesses__ fire 2"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Longspear|Longspear]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Verdant Burst"
+ desc: " (healing,primal,vitality) When a leaf leshy dies, a burst of primal energy explodes from their body, restoring 1d4 Hit Points to each plant creature in a 30-foot emanation. This area is filled with tree saplings, becoming difficult terrain.\n\nIf the terrain is not a viable environment for these trees, they wither after 24 hours."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Longspear"
+ desc: "+3 (reach 10 feet)\n__Damage__ 1d8 - 1 piercing"
+
+ - name: "**Ranged** `pf2:1` Seedpod"
+ desc: "+6 (range increment 30 feet)\n__Damage__ 1d6 bludgeoning plus deafening-blow"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 14, attack +6; __3rd __ _[[Spells/Speak with Plants|Speak with Plants (Constant, Trees Only)]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph,primal) The leaf leshy transforms into a Small tree. This ability otherwise uses the effects of [[Spells/One with Plants|One with Plants]].\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Deafening Blow"
+ desc: " When a leaf leshy hits with their seedpod Strike, the pod explodes loudly. The target must attempt a DC 16 Fortitude check save.\n* * *\n\n**Critical Success** The target is unaffected and temporarily immune for 24 hours.\n\n**Success** The target is unaffected.\n\n**Failure** The target is [[Conditions/Deafened|Deafened]] for 1 round.\n\n**Critical Failure** The target is deafened for 1 minute."
+
+ - name: "Glide"
+ desc: "`pf2:1` (move) The leshy glides gently through the air, moving 5 feet toward the ground and up to 25 feet forward. As long as the leshy spends at least 1 action gliding each round, they remain in the air at the end of each turn. For the purpose of determining damage from falls, a leaf leshy always treats falls as if they were 20 feet shorter."
+
+```
+
+```encounter-table
+name: Leaf Leshy
+creatures:
+ - 1: Leaf Leshy
+```
+
+
+
+Leaf leshies are diminutive protectors of forests clad in armor and hats made of fruit, flowers, or leaves. They enjoy mock battles but act cautiously in real ones.
+
+* * *
+
+Leshies are intelligent plant creatures who guard areas of primeval wilderness or earthly power. Originally created by powerful fey, they manifest when a skilled practitioner of primal magic—typically a druid—combines a nature spirit with a body carefully grown and crafted from local vegetation. The rites and materials required to create a leshy vary depending on the type of leshy. They are typically given life in an area of great natural significance, such as an arboreal's grove, a druidic circle, a fairy ring, or a great natural wonder.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Leopard.md b/content/mechanics/srd/Bestiary/Monster Core/Leopard.md
new file mode 100755
index 000000000..e05cf09f7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Leopard.md
@@ -0,0 +1,89 @@
+---
+title: "Leopard"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gIKrehQrrkmOzlk6"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Leopard"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Leopard"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +7, Stealth: +8"
+abilityMods: [3, 4, 2, -4, 1, -2]
+speed: 30 feet, climb 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +8, __Ref__ +10, __Will__ +5"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 (finesse)\n__Damage__ 1d10 + 3 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+10 (agile, finesse)\n__Damage__ 1d6 + 3 slashing"
+
+ - name: "Maul"
+ desc: "`pf2:1` The leopard makes two claw Strikes against a creature it has [[Conditions/Grabbed|Grabbed]]. Both count toward its multiple attack penalty, but the penalty increases only after both attacks are made."
+
+ - name: "Pounce"
+ desc: "`pf2:1` The leopard Strides and makes a Strike at the end of that movement. If the leopard began this action [[Conditions/Hidden|Hidden]], it remains hidden until after this ability's Strike."
+
+ - name: "Sneak Attack"
+ desc: " The leopard deals 1d4 extra precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Leopard
+creatures:
+ - 1: Leopard
+```
+
+
+
+Leopards are among the smallest of the big cats, yet they are still dangerous creatures to tangle with. Leopard statistics can also be used for black panthers, white-spotted snow leopards, or tawny-coated cougars.
+
+* * *
+
+Few predators of the natural world can match the cat's talent for stalking and stealth. Large cats can be found in almost any environment, usually keeping their distance from settlements. When civilization encroaches onto a big cat's hunting grounds, the animals are often driven to making desperate attacks against unwary travelers.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Lesser Death.md b/content/mechanics/srd/Bestiary/Monster Core/Lesser Death.md
new file mode 100755
index 000000000..1fd03b802
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Lesser Death.md
@@ -0,0 +1,105 @@
+---
+title: "Lesser Death"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.6I47fTCtU0jMM8KC"
+tags:
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/16
+ - remaster
+statblock: inline
+name: "Lesser Death"
+level: 16
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Lesser Death"
+level: "Creature 16"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[undead]]
+trait_02: [[unholy]]
+modifier: 32
+perception:
+ - name: "Perception"
+ desc: "+32; Darkvision, Truesight, See the Unseen"
+languages: "Common, Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +33, Athletics: +28, Deception: +30, Intimidation: +32, Religion: +30, Society: +26, Stealth: +35"
+abilityMods: [6, 9, 6, 4, 6, 6]
+speed: 50 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 39
+armorclass:
+ - name: AC
+ desc: "39; __Fort__ +30, __Ref__ +33, __Will__ +32; +1 status to all saves vs. magic"
+hp: 255
+health:
+ - name: ""
+ - name: HP
+ desc: "255, death's grace, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, bleed"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Scythe|Scythe]]"
+ - name: "Death's Grace"
+ desc: " The lesser death can choose whether or not it counts as undead for effects that affect undead differently. Even if it does not count as undead, the lesser death still never counts as a living creature."
+
+ - name: "Status Sight"
+ desc: " The Lesser Death automatically knows the Hit Points, conditions, afflictions, and emotions of all creatures it can see."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Aura of Misfortune"
+ desc: " (aura,divine,misfortune) 20 feet.\n\nLiving creatures in the aura must roll twice on all d20 rolls and use the lower result.\n\n[[Bestiary Effects/Effect_ Aura of Misfortune|Effect: Aura of Misfortune]]"
+
+ - name: "Lurking Death"
+ desc: "`pf2:r` (divine,teleportation) **Trigger** A creature within 60 feet makes a ranged attack or uses an action that has the concentrate, manipulate, or move trait\n* * *\n\n**Effect** The lesser death teleports to a square adjacent to the triggering creature and makes a melee Strike against it. If the Strike hits, the lesser death disrupts the triggering action."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A lesser death can choose whether or not it takes vitality damage.\n* * *\n\nA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Keen Scythe"
+ desc: "+32 (agile, deadly 2d10, magical, reach 10 feet, trip)\n__Damage__ 3d10 + 14 slashing 1d12 void"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 38, attack +30\n__Constant__ __(6th)__ _[[Spells/Truesight|Truesight]]_ __(2nd)__ _[[Spells/See the Unseen|See the Unseen]]_"
+
+ - name: "Infuse Weapon"
+ desc: " (divine) Any scythe gains the agile trait, can't be disarmed, and becomes a _+2 greater striking keen scythe_ while the lesser death wields it."
+
+```
+
+```encounter-table
+name: Lesser Death
+creatures:
+ - 1: Lesser Death
+```
+
+
+
+No one is quite sure what lesser deaths are, though some claim that they are avatars of the Grim Reaper. Unlike that strange hunter, however, lesser deaths hunt in packs on rare occasions. More often than not, they manifest from cursed magic items. Other times, they are just the enactors of death, hunting in the same way the Grim Reaper does—silently, with no remorse or quarter. Rarely, multiple lesser deaths work together to cull a large population, their scythes cutting through crowds and leaving entire cities devoid of life, inspiring (hopefully) false rumors of multiple Grim Reapers.
+
+* * *
+
+The Grim Reaper is the unflinching personification of death. Silent as the grave and as inevitable as time itself, this legendary being hunts down and finishes creatures that have evaded death for far too long. Sometimes the Grim Reaper comes without warning, while at others it comes to finish the work that other creatures could not. The Grim Reaper serves no god, fiend, or aeon. It is both despised and feared by psychopomps and celestials, but few-if any-dare to stand in its way. Like some eternal plague, it kills those who try to cure the multiverse of its presence. It stands alone and holds only its own council, and the pleading and reasoning of mortals and immortals alike fall on deaf ears once the Grim Reaper closes on its quarry. Its own reasoning is silent to mortal ears and inscrutable to the mortal mind, but no matter the reason, the result is unyielding and final.
+
+While some legends hold that the Grim Reaper appears before everyone as they die, the truth is quite a bit more disturbing. Such vigils in fact lie within the providence of the psychopomps, a race of immortals charged with the protection and guidance of mortal souls through the afterlife. The Grim Reaper has little interest in protecting souls or guiding them. It is instead compelled by sinister agendas arising within the nighted realm of Abaddon, where the Horsemen of the Apocalypse rule. Indeed there are many similarities in shape and form between the Grim Reaper and Charon, the Horseman of Death, but no recorded instance exists of these two powerful entities working together. Instead, the Grim Reaper serves as something of a manifestation of Abaddon itself, and in this regard is believed by some to be an incarnation of the mysterious First Horseman. When the Grim Reaper comes to a world, it does so not as an angel of mercy, but as a relentless harvester of life. Those who fall to the Grim Reaper were not destined to die as much as they were selected, hunted, and murdered.
+
+Perhaps the most frightening legends surrounding the Grim Reaper concern its nature as a singular entity, for some believe that more than one grim reaper exists in the Great Beyond. These whispers tell of a cabal of at least nine of these creatures that stalk reality, culling the living as inexplicable servants of true entropy. According to the teaching of some death cults, the final goal of the Grim Reaper is to end the entire cycle of life and death and serve as a silent lord of an empty universe.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Leukodaemon.md b/content/mechanics/srd/Bestiary/Monster Core/Leukodaemon.md
new file mode 100755
index 000000000..00539695b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Leukodaemon.md
@@ -0,0 +1,110 @@
+---
+title: "Leukodaemon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.niipbIPS3tOSu7zx"
+tags:
+ - pf2e/creature/type/daemon
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/9
+ - remaster
+statblock: inline
+name: "Leukodaemon"
+level: 9
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Leukodaemon"
+level: "Creature 9"
+
+alignment: ""
+size: "Large"
+trait_01: [[daemon]]
+trait_02: [[fiend]]
+trait_03: [[unholy]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision"
+languages: "Daemonic; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +18, Intimidation: +18, Medicine: +20, Religion: +20, Stealth: +18, Survival: +16"
+abilityMods: [6, 5, 1, 3, 5, 3]
+speed: 25 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +15, __Ref__ +21, __Will__ +19; +1 status to all saves vs. magic"
+hp: 155
+health:
+ - name: ""
+ - name: HP
+ desc: "155; __Immunities__ death effects, disease; __Weaknesses__ holy 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Composite Longbow|+1 Striking Composite Longbow]], 50x [[Equipment/Arrows|Arrows]]"
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Plaguesense (Imprecise) 60 feet"
+ desc: " A leukodaemon senses any creature with a disease, and they know the type and current stage of all diseases carried by any creature within range."
+
+abilities_mid:
+ - name: ""
+ - name: "Infectious Aura"
+ desc: " (aura,disease) 30 feet.\n\nLeukodaemons radiate infection. All creatures within 30 feet of a leukodaemon take a –2 status penalty to saves against disease. If a creature within range contracts or progresses a disease, all adjacent creatures are exposed to the same disease, at the same DC.\n\n[[Bestiary Effects/Effect_ Infectious Aura|Effect: Infectious Aura]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 (disease, magical, reach 10 feet, unholy)\n__Damage__ 2d12 + 9 piercing plus daemonic-pestilence"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+21 (agile, disease, magical, reach 10 feet, unholy)\n__Damage__ 2d8 + 9 slashing plus daemonic-pestilence"
+
+ - name: "**Ranged** `pf2:1` Composite Longbow"
+ desc: "+21 (deadly d10, disease, magical, propulsive, range increment 100 feet, reload 0, unholy, volley 30 ft.)\n__Damage__ 2d8 + 9 piercing plus daemonic-pestilence"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 26, attack +18; __5th __ _[[Spells/Translocate|Translocate]]_; __4th __ _[[Spells/Dispel Magic|Dispel Magic (x2)]]_, _[[Spells/Translocate|Translocate (At Will)]]_"
+
+ - name: "Daemonic Pestilence"
+ desc: " (disease) The leukodaemon can telepathically communicate with the afflicted creature at any distance on the same plane\n\n**Saving Throw** DC 28 Fortitude check\n* * *\n\n**Stage 1** carrier (1 day)\n\n**Stage 2** [[Conditions/Drained|Drained 1]] (1 day)\n\n**Stage 3** [[Conditions/Drained|Drained 2]] (1 day)\n\n**Stage 4** drained 2 (1 day)\n\n**Stage 5** [[Conditions/Drained|Drained 3]] (1 week)\n\n**Stage 6** dead"
+
+ - name: "Plague Breath"
+ desc: "`pf2:2` (divine,unholy) The leukodaemon exhales a cloud of corpse-bloated, biting black flies in a 20-foot cone. Creatures within the cone take 4d8 piercing damage (DC 28 Reflex check save). A creature that fails the save becomes [[Conditions/Sickened|Sickened 1]] (or [[Conditions/Sickened|Sickened 2]] on a critical failure)."
+
+ - name: "Quicken Pestilence"
+ desc: "`pf2:1` (divine,manipulate) The leukodaemon coaxes a disease into full bloom. They choose a target in their aura of pestilence that's currently affected by a disease. That creature must attempt a Fortitude save against the disease as if the interval for the disease's current stage had passed."
+
+```
+
+```encounter-table
+name: Leukodaemon
+creatures:
+ - 1: Leukodaemon
+```
+
+
+
+These skull-headed, vulture-winged daemons are harbingers of pestilence and servants of their patron Apocalypse Rider, Apollyon. Manifestations of evil souls who perished from disease in life, leukodaemons work tirelessly alongside one another to spread disease across all the worlds of the multiverse.
+
+* * *
+
+Denizens of the bleak and terrible plane of Abaddon, daemons are shaped by and devoted to the destruction of life in all its forms. They seek the death of every mortal being by the most painful and horrible means possible, in service to the Apocalypse Riders. Each kind of daemon represents a different way to die, and their powers are nearly always aimed at spreading that particular form of death. Through the use of these powers, they seek to drag all existence down into a pit of hopelessness and despair, and to commit all souls to oblivion.
+
+While mortals who summon daemons usually seek to use the creatures' destructive and corrupting powers for their own ends, daemons always look for ways to spread fear, doubt, and despair wherever they go. Often, daemons disguise their plots as the workings of other fiends, knowing that such confusion compounds mortals' fear and keeps those mortals from bringing the most effective weapons. As a result, learned mortals sometimes refer to daemons as "riders" after their leaders or "soul mongers" after their largest industry.
+
+While many fiends seek to tempt mortals into lives of nihilistic evil to increase their own numbers and power on their native planes, daemons are further driven by a supernatural hunger for mortal souls and use a variety of methods—not least of which is the cacodaemons' soul gems—to entrap them. On Abaddon and in other forbidding places across the multiverse, souls are simultaneously a delicacy, a trade good, and a source of magical power, and the daemons are among the greatest gluttons, merchants, and abusers of this spiritual "resource."
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Lich.md b/content/mechanics/srd/Bestiary/Monster Core/Lich.md
new file mode 100755
index 000000000..84fa7cc79
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Lich.md
@@ -0,0 +1,105 @@
+---
+title: "Lich"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.R78EBKIgVymICX2K"
+tags:
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/12
+ - remaster
+statblock: inline
+name: "Lich"
+level: 12
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Lich"
+level: "Creature 12"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[undead]]
+trait_02: [[unholy]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision"
+languages: "Aklo, Chthonian, Common, Diabolic, Draconic, Elven, Necril, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +28, Crafting: +24, Deception: +17, Diplomacy: +19, Religion: +22, Stealth: +20"
+abilityMods: [0, 4, 0, 6, 4, 3]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +17, __Ref__ +21, __Will__ +23; +1 status to all saves vs. vitality"
+hp: 190
+health:
+ - name: ""
+ - name: HP
+ desc: "190, void healing, rejuvenation; __Immunities__ death effects, disease, paralyzed, poison, unconscious, bleed; __Resistances__ cold 10, physical 10 (except magical bludgeoning)"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Staff of Fire (Greater)|Staff of Fire (Greater)]], [[Equipment/Invisibility Potion|Invisibility Potion]], [[Equipment/Scroll of 6th-rank Spell|Scroll of Teleport (Rank 6)]]"
+abilities_mid:
+ - name: ""
+ - name: "Counterspell"
+ desc: "`pf2:r` **Trigger** A creature casts a spell the lich has prepared.\n* * *\n\n**Effect** The lich expends a prepared spell to counter the triggering creature's casting of that same spell. The lich loses its spell slot as if it had cast the triggering spell. The lich then attempts to counteract the triggering spell."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 60 feet DC 29 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "[[Creature Family Ability Glossary/(Lich) Rejuvenation|Rejuvenation]]"
+ desc: " (arcane) When a lich is destroyed, its soul immediately transfers to their _[[Equipment/Lich Soul Cage|Lich Soul Cage]]_. A lich can be permanently destroyed only if their _soul cage_ is found and destroyed."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Hand"
+ desc: "+24 (finesse, magical)\n__Damage__ 4d8 void plus lich-siphon-life"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 36, attack +26; __6th __ _[[Spells/Chain Lightning|Chain Lightning]]_, _[[Spells/Dominate|Dominate]]_, _[[Spells/Vampiric Exsanguination|Vampiric Exsanguination]]_; __5th __ _[[Spells/Howling Blizzard|Howling Blizzard]]_, _[[Spells/Toxic Cloud|Toxic Cloud]]_, _[[Spells/Wall of Ice|Wall of Ice]]_; __4th __ _[[Spells/Fire Shield|Fire Shield]]_, _[[Spells/Fly|Fly]]_, _[[Spells/Translocate|Translocate]]_; __3rd __ _[[Spells/Blindness|Blindness]]_, _[[Spells/Locate|Locate]]_, _[[Spells/Vampiric Feast|Vampiric Feast]]_; __2nd __ _[[Spells/Blur|Blur]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/False Vitality|False Vitality]]_, _[[Spells/Resist Energy|Resist Energy]]_, _[[Spells/See the Unseen|See the Unseen]]_; __1st __ _[[Spells/Enfeeble|Enfeeble]]_, _[[Spells/Fleet Step|Fleet Step]]_, _[[Spells/Force Barrage|Force Barrage]]_, _[[Spells/Sure Strike|Sure Strike]]_\n__Cantrips__ __(6th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Frostbite|Frostbite]]_, _[[Spells/Message|Message]]_, _[[Spells/Shield|Shield]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_"
+
+ - name: "[[Creature Family Ability Glossary/(Lich) Drain Soul Cage|Drain Soul Cage]]"
+ desc: " 6th rank\n* * *\n\n**Frequency** once per day\n* * *\n\n**Effect** The lich taps into their _[[Equipment/Soul Cage|Soul Cage]]_'s power to cast any arcane spell up to the highest rank the lich can cast, even if the spell being cast is not one of the lich's prepared spells. The lich's soul cage doesn't need to be present for the lich to use this ability."
+
+ - name: "[[Creature Family Ability Glossary/(Lich) Siphon Life|Siphon Life]]"
+ desc: " A lich's form draws forth life from those who come into contact with it. When the lich damages a living creature with an unarmed attack, the lich gains 5 temporary Hit Points and the creature must succeed at a DC 34 Fortitude check save or become [[Conditions/Drained|Drained 1]].\n\nIf the lich is [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] at the start of its turn, each creature grabbing or restraining it must succeed at a Fortitude save or become drained 1. If the lich siphons a creature's life again, the drained value increase by 1, to a maximum of [[Conditions/Drained|Drained 4]]."
+
+ - name: "Steady Spellcasting"
+ desc: " If a reaction would disrupt the lich's spellcasting action, the lich attempts a DC 15 Flat check check. On a success, the action isn't disrupted."
+
+```
+
+```encounter-table
+name: Lich
+creatures:
+ - 1: Lich
+```
+
+
+
+A wizard whose insatiable desire for arcane power eclipsed their mortal life, the lich is a truly devious and versatile spellcaster.
+
+* * *
+
+To gain more time to complete their goals, some desperate spellcasters pursue immortality by embracing undeath. After long years of research and the creation of a special container called a phylactery, a spellcaster takes the final step by imbibing a deadly concoction or casting dreadful incantations that transform them into a lich. While most undertake this drastic plan to continue their work or fulfill some long-term plan, others become liches because they fear death or to fulfill some malevolent purpose, such as long-sworn revenge. Regardless, the result is permanent and carries with it the potential to alter history-both that of those who transform themselves and of the countless mortals that will inevitably suffer as a result of a lich's new power.
+
+After its metamorphosis, a lich often finds some quiet place to dwell, typically protected by a variety of guardians and traps, for two primary purposes. First, a lich requires solitude in order to plan its elaborate schemes, and second, few mortals (if any) deign to interact with these legendarily corrupt necromancers. One reason begets the other, as the self-imposed isolation of a lich often drives the lich insane, further solidifying its separation from civilization. The longer a lich lives, the more meticulous a planner it becomes, secreting itself within a labyrinth of deadly puzzles, misdirection, and monsters. A lich's servants and guardians are absolutely loyal, either due to their nature (such as constructs or other undead) or as a result of compulsion using powerful magic. Many liches go mad, in time, and the nature of a lich's lair is a good indicator of the undead's current mental state.
+
+For all the protections it arrays around itself, a lich will go to greater lengths to guard its phylactery, as it knows that the destruction of this magical container spells doom for the lich. A lich is notoriously difficult to bargain with, though the threat of damaging its phylactery is a sure way to gain the upper hand in such a negotiation.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Lion.md b/content/mechanics/srd/Bestiary/Monster Core/Lion.md
new file mode 100755
index 000000000..234b5b259
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Lion.md
@@ -0,0 +1,89 @@
+---
+title: "Lion"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.BMEcctLmCT5yKL30"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Lion"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Lion"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +9, Stealth: +10"
+abilityMods: [4, 3, 2, -4, 2, -2]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +9, __Ref__ +10, __Will__ +7"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+11 ()\n__Damage__ 1d10 + 6 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+11 (agile)\n__Damage__ 1d8 + 6 slashing"
+
+ - name: "Pack Attack"
+ desc: " The lion deals 1d4 extra damage to any creature that's within reach of at least two of the lion's allies."
+
+ - name: "Pounce"
+ desc: "`pf2:1` The lion Strides and makes a Strike at the end of that movement. If the lion began this action [[Conditions/Hidden|Hidden]], it remains hidden until after this ability's Strike."
+
+ - name: "Sneak Attack"
+ desc: " The lion deals 1d6 extra precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Lion
+creatures:
+ - 1: Lion
+```
+
+
+
+Lions are cooperative hunters, ambushing dangerous prey in groups of lionesses that work in tandem to trap and kill their prey. Male lions are typically larger, with long manes, and when they hunt, they tend to do so on their own.
+
+* * *
+
+Few predators of the natural world can match the cat's talent for stalking and stealth. Large cats can be found in almost any environment, usually keeping their distance from settlements. When civilization encroaches onto a big cat's hunting grounds, the animals are often driven to making desperate attacks against unwary travelers.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Living Landslide.md b/content/mechanics/srd/Bestiary/Monster Core/Living Landslide.md
new file mode 100755
index 000000000..9d2a62043
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Living Landslide.md
@@ -0,0 +1,91 @@
+---
+title: "Living Landslide"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.CzF98n2sxwKfN2Fz"
+tags:
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Living Landslide"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Living Landslide"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[earth]]
+trait_02: [[elemental]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision, Tremorsense (Imprecise) 60 Feet"
+languages: "Petran"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +14, Stealth: +8"
+abilityMods: [5, -1, 4, -2, 1, -1]
+speed: 25 feet, burrow 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +15, __Ref__ +8, __Will__ +10"
+hp: 90
+health:
+ - name: ""
+ - name: HP
+ desc: "90; __Immunities__ bleed, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "Earthbound"
+ desc: " When not touching solid ground, the living landslide is [[Conditions/Slowed|Slowed 1]] and can't use reactions."
+
+abilities_mid:
+ - name: ""
+ - name: "Crumble"
+ desc: "`pf2:r` **Trigger** The living landslide takes damage from a hostile source while atop rock or earth\n* * *\n\n**Effect** The living landslide crumbles into the ground, Burrowing down 10 feet. This Burrowing does not trigger reactions.\n\nThe living landslide can't Crumble again for 1d4 rounds."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+16 (reach 10 feet)\n__Damage__ 2d8 + 8 bludgeoning"
+
+ - name: "Earth Glide"
+ desc: " The living landslide can Burrow through any earthen matter, including rock. When it does so, the living landslide moves at its full burrow Speed, leaving no tunnels or signs of its passing."
+
+ - name: "Sliding Earth"
+ desc: "`pf2:2` The living landslide Strides up to twice its normal Speed in a straight line, then attempts to [[Actions/Trip|Trip]] a creature in its reach. If a creature falls [[Conditions/Prone|Prone]] from this Trip, it takes 1d4 bludgeoning damage for every 10 feet the living landslide moved."
+
+```
+
+```encounter-table
+name: Living Landslide
+creatures:
+ - 1: Living Landslide
+```
+
+
+
+Living landslides resemble humanoids made of earth and gravel. They find moving across the many surfaces of the mortal Universe strangely liberating.
+
+* * *
+
+Earth elementals make excellent bodyguards for adventuresome spelunkers and are ideal protectors of important subterranean locations such as vaults and treasuries.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Living Tar.md b/content/mechanics/srd/Bestiary/Monster Core/Living Tar.md
new file mode 100755
index 000000000..e841b0518
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Living Tar.md
@@ -0,0 +1,91 @@
+---
+title: "Living Tar"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.X7uC3ts43gkEHAOy"
+tags:
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/ooze
+ - pf2eMonster
+ - pf2e/creature/level/7
+ - remaster
+statblock: inline
+name: "Living Tar"
+level: 7
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Living Tar"
+level: "Creature 7"
+
+alignment: ""
+size: "huge"
+trait_01: [[mindless]]
+trait_02: [[ooze]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Motion Sense (Precise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +18"
+abilityMods: [7, -5, 7, -5, 0, -5]
+speed: 20 feet, climb 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 14
+armorclass:
+ - name: AC
+ desc: "14; __Fort__ +18, __Ref__ +6, __Will__ +11"
+hp: 165
+health:
+ - name: ""
+ - name: HP
+ desc: "165; __Immunities__ acid, bleed, bludgeoning, critical hits, mental, precision, unconscious, visual"
+abilities_top:
+ - name: ""
+
+ - name: "Motion Sense"
+ desc: " A living tar can feel nearby motion through vibration and air movement."
+
+abilities_mid:
+ - name: ""
+ - name: "Adhesive Mass"
+ desc: " A weapon that hits the living tar is stuck to the ooze. Removing it requires a successful DC 23 Athletics check check to Break Open. The living tar can have any number of objects or creatures stuck to it at a time.\n\nIt can release a stuck object with an Interact action, and the adhesive dissolves 1 minute after the ooze dies, releasing all stuck objects and creatures."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pseudopod"
+ desc: "+18 (reach 10 feet)\n__Damage__ 2d6 acid plus grab 2d8 + 7 bludgeoning plus grab"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d8+7 bludgeoning + 1d6 acid, DC 26 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "[[Bestiary Ability Glossary/Engulf|Engulf]]"
+ desc: "`pf2:2` DC 22 Reflex check, 4d6 acid damage, [[/act escape dc=22]], Rupture 15\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.\n\nA creature that fails its save is pulled into the monster's body. It is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by [[Actions/Escape|Escaping]] against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Living Tar
+creatures:
+ - 1: Living Tar
+```
+
+
+
+Most often found belowground, these oozes scour caves for objects to dissolve with their corrosive secretions. These sticky masses are often filled with bones, fossils, and discarded weaponry from adventurers.
+
+* * *
+
+Slimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to enormous sizes and have insatiable appetites.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Living Waterfall.md b/content/mechanics/srd/Bestiary/Monster Core/Living Waterfall.md
new file mode 100755
index 000000000..fcf8d2905
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Living Waterfall.md
@@ -0,0 +1,90 @@
+---
+title: "Living Waterfall"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.81fN8cltsU87ypAp"
+tags:
+ - pf2e/creature/type/aquatic
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Living Waterfall"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Living Waterfall"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[aquatic]]
+trait_02: [[elemental]]
+trait_03: [[water]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision"
+languages: "Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +13, Stealth: +12"
+abilityMods: [4, 3, 3, -2, 1, 0]
+speed: 20 feet, swim 60 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +14, __Ref__ +12, __Will__ +10"
+hp: 90
+health:
+ - name: ""
+ - name: HP
+ desc: "90; __Immunities__ bleed, paralyzed, poison, sleep; __Resistances__ fire 5"
+abilities_top:
+ - name: ""
+
+ - name: "Waterbound"
+ desc: " When not touching water, the living waterfall is [[Conditions/Slowed|Slowed 1]] and can't use reactions."
+
+abilities_mid:
+ - name: ""
+ - name: "Vortex"
+ desc: " (aura,water) 30 feet.\n\nWater in the area that is in the same body of water as the living waterfall is difficult terrain for Swimming creatures that don't have the water trait."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Wave"
+ desc: "+15 (reach 10 feet)\n__Damage__ 2d8 + 7 bludgeoning plus push-or-pull"
+
+ - name: "Drench"
+ desc: "`pf2:1` (primal,water) The elemental puts out all fires in a 5-foot emanation.\n\nIt extinguishes all non-magical fires automatically and attempts to counteract magical fires (+14 counteract modifier)."
+
+ - name: "[[Bestiary Ability Glossary/Push|Push or Pull 5 feet]]"
+ desc: "`pf2:1` The living waterfall can choose whether to push or pull the creature on a succesful hit.\n* * *\n\n**Push** `pf2:1`\n\n**Requirements** The monster's last action was a successful Strike that lists Push in its damage entry\n* * *\n\n**Effect** The monster attempts to [[Actions/Shove|Shove]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance.\n* * *\n\n**Pull** `pf2:1`\n\n**Requirements** The monster's last action was a success with a Strike that lists Pull in its damage entry\n* * *\n\n**Effect** The monster attempts to [[Actions/Reposition|Reposition]] the creature, moving it closer to the monster. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Pull lists a distance, change the distance the creature is pulled on a success to that distance."
+
+```
+
+```encounter-table
+name: Living Waterfall
+creatures:
+ - 1: Living Waterfall
+```
+
+
+
+Living waterfalls are humanoid-shaped columns of churning water. They see the water as their natural domain and even aquatic animals as interlopers. When summoned, they are surly, but will grudgingly guard all forms of aquatic sites.
+
+* * *
+
+Water elementals can be very destructive, but often not intentionally so; just as water can bring life to mortals in need, its waves can pound shores and rains can flood cities. Water elementals are similarly difficult to predict.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Living Whirlwind.md b/content/mechanics/srd/Bestiary/Monster Core/Living Whirlwind.md
new file mode 100755
index 000000000..3ae7e1089
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Living Whirlwind.md
@@ -0,0 +1,88 @@
+---
+title: "Living Whirlwind"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.b97yZ74EaUY0pLgC"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Living Whirlwind"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Living Whirlwind"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[air]]
+trait_02: [[elemental]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision"
+languages: "Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Stealth: +14"
+abilityMods: [3, 5, 2, -2, 1, 0]
+speed: fly 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +9, __Ref__ +16, __Will__ +10"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50; __Immunities__ bleed, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Disperse"
+ desc: "`pf2:r` (air) **Trigger** The living whirlwind takes damage from a hostile action;\n* * *\n\n**Effect** The living whirlwind disperses. Until the end of the current turn, it can't be attacked or targeted, doesn't take up space, and its high winds aura is suppressed.\n\nAt the end of the turn, the living whirlwind reforms in any unoccupied space within 25 feet of where it dispersed, and its high winds are restored."
+
+ - name: "High Winds"
+ desc: " (air,aura) 20 feet.\n\nAir within the emanation is difficult terrain for Flying creatures that don't have the air trait."
+
+ - name: "Swiftness"
+ desc: " The living whirlwind's movement doesn't trigger reactions."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Gust"
+ desc: "+14 (finesse, reach 10 feet)\n__Damage__ 2d6 + 7 bludgeoning"
+
+ - name: "Forceful Winds"
+ desc: "`pf2:2` (air) The living whirlwind creates a 60-foot line of violent wind. Creatures in the area must succeed at a DC 25 Fortitude check save or be pushed back 10 feet and knocked [[Conditions/Prone|Prone]]."
+
+```
+
+```encounter-table
+name: Living Whirlwind
+creatures:
+ - 1: Living Whirlwind
+```
+
+
+
+A living whirlwind resembles a dust devil with a vague mouth and eyes formed among the dust and debris swirling within it.
+
+* * *
+
+Hailing from the Plane of Air, these beings appear in a variety of sizes and shapes. They're noted for being elusive, swift, and often difficult to detect due to being composed primarily of air.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Living Wildfire.md b/content/mechanics/srd/Bestiary/Monster Core/Living Wildfire.md
new file mode 100755
index 000000000..815bdacb2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Living Wildfire.md
@@ -0,0 +1,88 @@
+---
+title: "Living Wildfire"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.vHolUFyoT5VsD8oj"
+tags:
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Living Wildfire"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Living Wildfire"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[elemental]]
+trait_02: [[fire]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision"
+languages: "Pyric"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13"
+abilityMods: [3, 4, 2, -2, 3, 0]
+speed: 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +11, __Ref__ +15, __Will__ +10"
+hp: 80
+health:
+ - name: ""
+ - name: HP
+ desc: "80, explosion; __Immunities__ bleed, fire, paralyzed, poison, sleep; __Weaknesses__ cold 5, water 5"
+abilities_top:
+ - name: ""
+
+ - name: "Smoke Vision"
+ desc: " The living wildfire ignores the [[Conditions/Concealed|Concealed]] condition from smoke."
+
+abilities_mid:
+ - name: ""
+ - name: "Explosion"
+ desc: " (fire) When the living wildfire dies, it explodes, dealing 3d6 fire damage to each creature in a 10-foot emanation (DC 19 Reflex check save)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tendril"
+ desc: "+15 (agile, finesse, reach 10 feet)\n__Damage__ 2d6 + 6 fire 2d4 fire"
+
+ - name: "**Ranged** `pf2:1` Fire Mote"
+ desc: "+15 (range increment 60 feet)\n__Damage__ 2d6 + 3 fire"
+
+ - name: "Spreading Flames"
+ desc: "`pf2:1` (fire,primal) **Requirements** The living wildfire's last action was a Strike that dealt fire damage\n* * *\n\n**Effect** The fire flares, dealing 3d6 fire damage to each creature adjacent to that target with a DC 19 Reflex check save."
+
+```
+
+```encounter-table
+name: Living Wildfire
+creatures:
+ - 1: Living Wildfire
+```
+
+
+
+Living wildfires appear as humanoids made of living fire, burning everything they come across for the pure joy of it. Summoners take advantage of this joy and the elementals' explosive ends to spread destruction.
+
+* * *
+
+Fire elementals are destructive manifestations of the scorching Plane of Fire. Although most fire elementals revel in the chance to experience new kinds of fires away from their home plane, even the most considerate fire elemental can be a danger to humanoids and their property.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Lizardfolk Defender.md b/content/mechanics/srd/Bestiary/Monster Core/Lizardfolk Defender.md
new file mode 100755
index 000000000..72a6006ae
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Lizardfolk Defender.md
@@ -0,0 +1,100 @@
+---
+title: "Lizardfolk Defender"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.NOA1Ab82qpe61GBK"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lizardfolk
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Lizardfolk Defender"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Lizardfolk Defender"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+trait_02: [[lizardfolk]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; "
+languages: "Draconic, Iruxi, Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Athletics: +6, Stealth: +5"
+abilityMods: [3, 2, 3, -1, 2, 0]
+speed: 25 feet, swim 15 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16 (18 with shield raised); __Fort__ +8, __Ref__ +7, __Will__ +5"
+hp: 21
+health:
+ - name: ""
+ - name: HP
+ desc: "21"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Flail|Flail]], 3x [[Equipment/Javelin|Javelin]], [[Equipment/Wooden Shield|Wooden Shield]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Shield Block|Shield Block]]"
+ desc: "`pf2:r` **Trigger** The monster has its shield raised and takes damage from a physical attack.\n* * *\n\n**Effect** The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Flail"
+ desc: "+8 (disarm, sweep, trip)\n__Damage__ 1d6 + 3 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+8 ()\n__Damage__ 1d6 + 3 piercing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+8 (agile)\n__Damage__ 1d4 + 3 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Javelin"
+ desc: "+7 (thrown 30 ft.)\n__Damage__ 1d6 + 3 piercing"
+
+ - name: "Deep Breath"
+ desc: " A lizardfolk defender can hold their breath for 15 minutes."
+
+ - name: "Terrain Advantage"
+ desc: " Non-lizardfolk creatures that are in difficult terrain or are in water and lack a swim Speed are [[Conditions/Off-Guard|Off-Guard]] to the lizardfolk defender."
+
+```
+
+```encounter-table
+name: Lizardfolk Defender
+creatures:
+ - 1: Lizardfolk Defender
+```
+
+
+
+A lizardfolk defender serves as a protector of the young, guardian of the settlement, and when no other options are available, a soldier in times of war. They eagerly rise to the defense of their kin but do not revel in battle. An iruxi defender would rather turn back intruders and allow them to flee with the knowledge they were beaten, in hopes that such word prevents further invasions, but they are not naive. Iruxis understand the need for revenge, and when they allow a foe to escape, they do not forget.
+
+* * *
+
+Capable and adaptable predators, the reptilian beings known as lizardfolk are heirs to truly ancient civilizations. Their oral traditions cover thousands of years, and they revere the bones of their ancestors. Fossilized lizardfolk are even built into the walls of lizardfolk's stone and glass cities, to allow these predecessors to watch over their kin. Lizardfolk likewise have longstanding traditions of religious worship and astrology, with eyes on the past, the future, and the stars whenever they make a large decision. Their long history has taught them to be patient in all things, though this has seen them losing ground to hastier peoples in modern times.
+
+Lizardfolk refer to themselves as "iruxi," though they have taken their common moniker among other peoples in stride. Most of their settlements are entirely communal, with hatchlings raised by anyone with the time and temperament for such a role. Iruxis dwell and thrive in all tropical and temperate biomes, but they are most at home in swamplands, coastal regions, and river lands. They are talented swimmers, and many of their major cities are partially submerged to take advantage of this fact, causing them to often be overlooked by others. Fish and aquatic plants make up a large part of their preferred diets.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Lizardfolk Scout.md b/content/mechanics/srd/Bestiary/Monster Core/Lizardfolk Scout.md
new file mode 100755
index 000000000..a07bb3a73
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Lizardfolk Scout.md
@@ -0,0 +1,100 @@
+---
+title: "Lizardfolk Scout"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.a8ULLpdIMBS6tUbx"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lizardfolk
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Lizardfolk Scout"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Lizardfolk Scout"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+trait_02: [[lizardfolk]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; "
+languages: "Common, Draconic, Iruxi"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Athletics: +5, Diplomacy: +4, Nature: +6, Stealth: +6, Survival: +8"
+abilityMods: [2, 3, 1, -1, 3, 1]
+speed: 25 feet, swim 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +6, __Ref__ +8, __Will__ +6"
+hp: 17
+health:
+ - name: ""
+ - name: HP
+ desc: "17"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Blowgun|Blowgun]], 9x [[Equipment/Blowgun Darts|Blowgun Darts]], [[Equipment/Blowgun Darts|Blowgun Darts (Giant Centipede Venom)]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+7 ()\n__Damage__ 1d6 + 2 piercing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+8 (agile, finesse)\n__Damage__ 1d4 + 2 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Blowgun"
+ desc: "+8 (agile, nonlethal, range increment 20 feet, reload 1)\n__Damage__ 1 piercing plus giant-centipede-venom"
+
+ - name: "Deep Breath"
+ desc: " A lizardfolk scout can hold their breath for 150 rounds (15 minutes)."
+
+ - name: "Giant Centipede Venom"
+ desc: " (poison) **Saving Throw** DC 14 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d4 poison damage (1 round)\n\n**Stage 2** 1d4 poison damage and [[Conditions/Off-Guard|Off-Guard]] (1 round)\n\n**Stage 3** 1d4 poison damage, [[Conditions/Clumsy|Clumsy 1]], and [[Conditions/Fatigued|Fatigued]] (1 round)"
+
+ - name: "Hidden Movement"
+ desc: " If the lizardfolk scout starts its turn [[Conditions/Hidden|Hidden]] from or undetected by a creature, that creature is [[Conditions/Off-Guard|Off-Guard]] against the scout's attacks until the end of the turn."
+
+ - name: "Sneak Attack"
+ desc: " The lizardfolk scout deals an extra 1d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+ - name: "Terrain Advantage"
+ desc: " Non-lizardfolk creatures that are in difficult terrain or are in water and lack a swim Speed are [[Conditions/Off-Guard|Off-Guard]] to the lizardfolk defender."
+
+```
+
+```encounter-table
+name: Lizardfolk Scout
+creatures:
+ - 1: Lizardfolk Scout
+```
+
+
+
+Iruxi scouts are the lizardfolk most often encountered by adventurers, for these unsentimental explorers and hunters spend most of their lives on the move, constantly patrolling the territories held by their enclave. If intruders are driven off, it is the responsibility of iruxi scouts to track them, observe them, and learn their ways and weaknesses so as to report back to the community and aid in the defense against potential reprisals.
+
+* * *
+
+Capable and adaptable predators, the reptilian beings known as lizardfolk are heirs to truly ancient civilizations. Their oral traditions cover thousands of years, and they revere the bones of their ancestors. Fossilized lizardfolk are even built into the walls of lizardfolk's stone and glass cities, to allow these predecessors to watch over their kin. Lizardfolk likewise have longstanding traditions of religious worship and astrology, with eyes on the past, the future, and the stars whenever they make a large decision. Their long history has taught them to be patient in all things, though this has seen them losing ground to hastier peoples in modern times.
+
+Lizardfolk refer to themselves as "iruxi," though they have taken their common moniker among other peoples in stride. Most of their settlements are entirely communal, with hatchlings raised by anyone with the time and temperament for such a role. Iruxis dwell and thrive in all tropical and temperate biomes, but they are most at home in swamplands, coastal regions, and river lands. They are talented swimmers, and many of their major cities are partially submerged to take advantage of this fact, causing them to often be overlooked by others. Fish and aquatic plants make up a large part of their preferred diets.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Lizardfolk Stargazer.md b/content/mechanics/srd/Bestiary/Monster Core/Lizardfolk Stargazer.md
new file mode 100755
index 000000000..5f9dc0622
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Lizardfolk Stargazer.md
@@ -0,0 +1,91 @@
+---
+title: "Lizardfolk Stargazer"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.wy8m0LR8zawFtzUs"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/lizardfolk
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Lizardfolk Stargazer"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Lizardfolk Stargazer"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+trait_02: [[lizardfolk]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; "
+languages: "Draconic, Iruxi, Common"
+skills:
+ - name: "Skills"
+ desc: "Diplomacy: +4, Nature: +8, Stealth: +6, Survival: +8, Iruxi Lore: +6"
+abilityMods: [2, 2, 1, 0, 4, 0]
+speed: 25 feet, swim 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +7, __Ref__ +6, __Will__ +10"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Staff|Staff]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Staff"
+ desc: "+8 (two-hand d8)\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+8 ()\n__Damage__ 1d6 + 2 piercing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+8 (agile, finesse)\n__Damage__ 1d4 + 2 bludgeoning"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 18, attack +10; __1st __ _[[Spells/Charm|Charm]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Pest Form|Pest Form]]_, _[[Spells/Runic Body|Runic Body]]_, _[[Spells/Summon Animal|Summon Animal]]_\n__Cantrips__ __(1st)__ _[[Spells/Guidance|Guidance]]_, _[[Spells/Ignition|Ignition]]_, _[[Spells/Know the Way|Know the Way]]_, _[[Spells/Light|Light]]_, _[[Spells/Stabilize|Stabilize]]_"
+
+ - name: "Deep Breath"
+ desc: " A lizardfolk stargazer can hold their breath for 20 minutes."
+
+```
+
+```encounter-table
+name: Lizardfolk Stargazer
+creatures:
+ - 1: Lizardfolk Stargazer
+```
+
+
+
+The tradition of astrology and looking to the stars for both navigation and prognostication is well-established in iruxi society, and their wise and observant stargazers are among the people's most respected members. Even the lowliest stargazer, as presented here, has a number of useful primal spells to aid their kin; in larger iruxi settlements, stargazers wield even greater powers.
+
+* * *
+
+Capable and adaptable predators, the reptilian beings known as lizardfolk are heirs to truly ancient civilizations. Their oral traditions cover thousands of years, and they revere the bones of their ancestors. Fossilized lizardfolk are even built into the walls of lizardfolk's stone and glass cities, to allow these predecessors to watch over their kin. Lizardfolk likewise have longstanding traditions of religious worship and astrology, with eyes on the past, the future, and the stars whenever they make a large decision. Their long history has taught them to be patient in all things, though this has seen them losing ground to hastier peoples in modern times.
+
+Lizardfolk refer to themselves as "iruxi," though they have taken their common moniker among other peoples in stride. Most of their settlements are entirely communal, with hatchlings raised by anyone with the time and temperament for such a role. Iruxis dwell and thrive in all tropical and temperate biomes, but they are most at home in swamplands, coastal regions, and river lands. They are talented swimmers, and many of their major cities are partially submerged to take advantage of this fact, causing them to often be overlooked by others. Fish and aquatic plants make up a large part of their preferred diets.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Lustspawn.md b/content/mechanics/srd/Bestiary/Monster Core/Lustspawn.md
new file mode 100755
index 000000000..c38f93dba
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Lustspawn.md
@@ -0,0 +1,90 @@
+---
+title: "Lustspawn"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.iA0unLnEBqnVLZgZ"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Lustspawn"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Lustspawn"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Aklo"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Athletics: +8, Diplomacy: +7, Stealth: +9, Survival: +6"
+abilityMods: [4, 3, 4, 0, 2, 1]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +10, __Ref__ +9, __Will__ +6; +1 status to all saves vs. magic, +4 status to all saves vs. mental"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30; __Immunities__ controlled; __Resistances__ mental 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Guisarme|Guisarme]]"
+ - name: "Sin Scent (Imprecise) 30 feet"
+ desc: " A sinspawn can smell creatures that reflect its sin as the scent ability. The GM determines which creatures are appropriately sinful.\n* * *\n\nScent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).\n\nIf a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 (agile)\n__Damage__ 1d8 + 4 piercing plus sinful-bite"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+10 ()\n__Damage__ 1d6 + 4 slashing"
+
+ - name: "**Melee** `pf2:1` Guisarme"
+ desc: "+10 (reach 10 feet, trip)\n__Damage__ 1d10 + 4 slashing"
+
+ - name: "Sinful Bite"
+ desc: " (arcane,emotion,mental) A creature hit by the jaws of a sinspawn must attempt a DC 18 Will check save as it is assailed by sinful thoughts.\n* * *\n\n**Critical Success** Unaffected\n\n**Success** [[Conditions/Sickened|Sickened 1]]\n\n**Failure** [[Conditions/Sickened|Sickened 2]]\n\n**Critical Failure** sickened 2 plus [[Conditions/Stupefied|Stupefied 2]] for 1 minute"
+
+```
+
+```encounter-table
+name: Lustspawn
+creatures:
+ - 1: Lustspawn
+```
+
+
+
+Sinspawn were created by one of seven ancient wizards known collectively as runelords—each of whom embraced and embodied one of seven sins. The first sinspawn was created by the Runelord of Wrath, utilizing techniques that have since gone on to influence fleshwarping practices. It wasn't long before the technique used to create sinspawn fell into the hands of the other runelords, and while each tried their own hand at crafting variants of their own design, today, sinspawn of wrath remain the most numerous and notorious of their kind.
+
+Bearing only a vague resemblance to the humanoids from whose flesh they were formed, sinspawn generally appear horrifically emaciated and have unnaturally long arms and digitigrade legs, each with a trio of stubby, taloned digits. Veins bulge across sinspawn's bodies in sanguine patterns that suspiciously resemble twisted runes, and their flesh is pale and hairless. Their heads are elongated, with slits for a nose, red eyes, and disturbing lower jaws that split in half at the chin, revealing pedipalps that end in tiny, three-fingered hands and framing a long, lolling tongue.
+
+Sinspawn stand 6-1/2 feet tall and typically weigh as much as an emaciated human of their size. They behave in a manner consistent with their associated sin and have physical characteristics that hint at these qualities. For example, greedspawn's veins appear to run with gold, while envyspawn appear even more gaunt than the rest of their kin.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Lyrakien.md b/content/mechanics/srd/Bestiary/Monster Core/Lyrakien.md
new file mode 100755
index 000000000..f3ffddeec
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Lyrakien.md
@@ -0,0 +1,94 @@
+---
+title: "Lyrakien"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.151O5MhH2FsboDGi"
+tags:
+ - pf2e/creature/type/azata
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Lyrakien"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Lyrakien"
+level: "Creature 1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[azata]]
+trait_02: [[celestial]]
+trait_03: [[holy]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Common, Diabolic, Draconic, Empyrean"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Diplomacy: +6, Performance: +8, Religion: +6, Stealth: +7"
+abilityMods: [-2, 4, 1, 1, 3, 3]
+speed: 25 feet, fly 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +4, __Ref__ +7, __Will__ +6"
+hp: 25
+health:
+ - name: ""
+ - name: HP
+ desc: "25; __Weaknesses__ cold iron 3, unholy 3"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+7 (agile, finesse, holy, magical, reach 0 feet)\n__Damage__ 1d4 - 2 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Starlight Ray"
+ desc: "+7 (holy, light, range 30 feet)\n__Damage__ 2d4 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 17, attack +9; __4th __ _[[Spells/Read Omens|Read Omens]]_; __1st __ _[[Spells/Heal|Heal]]_, _[[Spells/Illusory Object|Illusory Object]]_\n__Cantrips__ __(1st)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Light|Light]]_\n__Constant__ __(4th)__ _[[Spells/Unfettered Movement|Unfettered Movement]]_"
+
+ - name: "Starlight Blast"
+ desc: "`pf2:2` (holy,light) The lyrakien unleashes a blast of holy starlight in a 5-foot emanation. Enemies in the area take 2d6 spirit damage with a DC 17 Reflex check save. The lyrakien can't use Starlight Blast or their starlight ray ranged attack for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Lyrakien
+creatures:
+ - 1: Lyrakien
+```
+
+
+
+Lyrakiens are musical messengers and embodiments of free travel. They serve Desna and other deities and empyreal lords of Elysium but are quite fond of free time as a fundamental concept and are always on the hunt for opportunities to pause in their duties to enjoy music or appreciate a moment of beauty. They love contests, stories, and songs, and they often challenge mortals to musical contests or pester them to share grand tales of their exploits. Lyrakiens rely on their agility to avoid conflicts, but they do their best to defend places of great natural beauty, especially against foes they can damage with their starlight. Lyrakiens have an innate wanderlust and rarely stay in the same place for very long. Some travel alongside adventurers, often writing songs about their quests and feats of derring-do.
+
+Though light-hearted creatures, lyrakiens don't let their whimsical personalities get in the way of protecting breathtaking natural locations. Sometimes called "glistenwings" by gnomes and halflings, they are frequently mistaken for sprites or similar fey, a bit of confusion that many lyrakiens find amusing and fertile ground for shenanigans involving those they deem deserving of a bit of unexpected fun and discord in their lives.
+
+* * *
+
+Azatas are manifestations of freedom and unestrained joy—kindly celestials with a penchant for curious exploration, spontaneous revelry, and whimsical quests. Born of good dreams and heartfelt wishes for a better world, they reside in the untamable wilds of Elysium. Azatas are passionate and mercurial, as beautiful and bright as a child's fantasy, but also fiercely loyal to those they hold dear. They act quickly and directly against fiendish and foul influences, but they tend to avoid guiding mortal affairs otherwise, allowing people to choose their own destiny without the meddling of otherworldly forces.
+
+Azatas reject the dual chains of both duty and tyranny, but also the heavy chains of despair that reality so often inflicts upon those who live in it. This can give them a dubious reputation with other celestials, who consider azatas to be flighty and unreliable, but azatas know that unrelenting self-sacrifice can be just as destructive to the soul as evil. Azatas refuse to compromise the beauty of the world with such banality, instead living without regret and savoring every triumph and agony they encounter upon the way.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Magma Worm.md b/content/mechanics/srd/Bestiary/Monster Core/Magma Worm.md
new file mode 100755
index 000000000..4c766e58f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Magma Worm.md
@@ -0,0 +1,117 @@
+---
+title: "Magma Worm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.2PNB9zmgPAQMMIq2"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/18
+ - remaster
+statblock: inline
+name: "Magma Worm"
+level: 18
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Magma Worm"
+level: "Creature 18"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[beast]]
+trait_02: [[fire]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Darkvision, Tremorsense (Imprecise) 100 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +38"
+abilityMods: [10, -1, 9, -3, -1, -1]
+speed: 40 feet, burrow 40 feet, swim 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 40
+armorclass:
+ - name: AC
+ desc: "40; __Fort__ +36, __Ref__ +25, __Will__ +27"
+hp: 410
+health:
+ - name: ""
+ - name: HP
+ desc: "410, fire healing; __Immunities__ fire, immobilized; __Weaknesses__ cold 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 100 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Fire Healing"
+ desc: " As long as a magma worm is in contact with a fire or body of magma at least as large as itself, it gains fast healing 20. When struck by a magical fire effect from anything other than itself, a magma worm regains Hit Points equal to half the fire damage the effect would otherwise deal."
+
+ - name: "Inexorable"
+ desc: " The magma worm recovers from the [[Conditions/Paralyzed|Paralyzed]], [[Conditions/Slowed|Slowed]], and [[Conditions/Stunned|Stunned]] conditions at the end of its turn. It's also immune to penalties to its Speeds and the [[Conditions/Immobilized|Immobilized]] condition, and it ignores difficult terrain and greater difficult terrain."
+
+ - name: "Slough Skin"
+ desc: "`pf2:r` **Frequency** once per day\n\n**Trigger** The magma worm would be affected by a condition or adverse effect (such as [[Spells/Cursed Metamorphosis|Cursed Metamorphosis]])\n* * *\n\n**Effect** The magma worm negates the triggering condition or effect by sloughing an outer layer of its skin. Effects from artifacts, deities, or a similarly powerful source can't be avoided in this way."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+36 (deadly 3d10, fire, reach 20 feet)\n__Damage__ 3d10 + 18 piercing plus improved-grab 2d6 fire plus improved-grab"
+
+ - name: "**Melee** `pf2:1` Stinger"
+ desc: "+36 (agile, fire, poison, reach 20 feet)\n__Damage__ 2d12 + 18 piercing plus magma-worm-venom 2d6 fire plus magma-worm-venom"
+
+ - name: "**Melee** `pf2:1` Body"
+ desc: "+34 (fire, reach 15 feet)\n__Damage__ 2d10 + 16 bludgeoning 2d6 fire"
+
+ - name: "Fast Swallow"
+ desc: "`pf2:r` **Trigger** The worm [[Conditions/Grabbed|Grabs]] a creature\n* * *\n\n**Effect** The worm uses Swallow Whole."
+
+ - name: "Fire Breath"
+ desc: "`pf2:2` (fire,primal) The magma worm breathes a blast of flame in a 60-foot cone that deals 18d6 fire damage to all creatures in the area (DC 41 Reflex check save).\n\nIt can't use Fire Breath again for 1d4 rounds."
+
+ - name: "Magma Worm Venom"
+ desc: " (poison) **Saving Throw** DC 41 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d6 poison damage and [[Conditions/Drained|Drained 1]] (1 round)\n\n**Stage 2** 2d6 poison damage and drained 1 (1 round)\n\n**Stage 3** 2d6 poison damage and [[Conditions/Drained|Drained 2]] (1 round)."
+
+ - name: "Rock Tunneler"
+ desc: " A magma worm can burrow through solid stone at a Speed of 20 feet. It can leave a tunnel if it desires, and it usually does."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Huge, 3d10+10 bludgeoning + 2d6 fire, Rupture 36\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "Thrash"
+ desc: "`pf2:2` The worm makes a Strike once against each creature in its reach. It can Strike up to once with its jaws, up to once with its stinger, and any number of times with its body. Each attack counts toward the worm's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all the attacks."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Magma Worm
+creatures:
+ - 1: Magma Worm
+```
+
+
+
+Among the most dangerous of their kind are the fiery magma worms. In addition to being even larger than benthic worms, the magma worm has a penchant for burrowing through volcanic regions that, over the generations, have infused it with a supernatural link to the Elemental Plane of Fire. The fiery heart of an active volcano is an attractive lair for a magma worm, as are the sprawling fields of molten rock found in the deepest reaches of the Darklands. Legends of ancient dwarven societies and colonists of the Elemental Planes populating moats of lava with magma worms likely have some basis in truth, although the methods used to keep these "moat worms" contained—and prevented from chewing their way through fortress foundations—must have been significant.
+
+Magma worms sometimes frequent areas on the surface where volcanism creates hot springs or other geothermal features, but even then they prefer to spend most of their time burrowing through the ground in their never-ending search for sustenance. Surface lands claimed by magma worms are notable for the mound-shaped burrows these creatures leave behind as they dig.
+
+* * *
+
+Cave worms are gigantic scavengers that bore through the depths of the world, eating whatever material they find. Named for their distinctive habitats, these worms are ravenous and display overwhelming destructive capabilities. Cave worms of different types and abilities lurk in the more remote corners of the world—tales speak of arctic worms that dwell within immense glaciers or icebergs and grave worms that burrow through the boneyards of long-forgotten ruins, to name a few.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Mammoth.md b/content/mechanics/srd/Bestiary/Monster Core/Mammoth.md
new file mode 100755
index 000000000..7ecf04e7b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Mammoth.md
@@ -0,0 +1,92 @@
+---
+title: "Mammoth"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.AMerxVPF2RW6cGpX"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/10
+ - remaster
+statblock: inline
+name: "Mammoth"
+level: 10
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Mammoth"
+level: "Creature 10"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +22, Survival: +19"
+abilityMods: [8, 1, 5, -4, 1, -2]
+speed: 45 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 29
+armorclass:
+ - name: AC
+ desc: "29; __Fort__ +21, __Ref__ +15, __Will__ +18; +2 status to all saves vs. cold"
+hp: 190
+health:
+ - name: ""
+ - name: HP
+ desc: "190"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Cold Adaptation"
+ desc: " The mammoth reduces the effects it suffers from cold environments by one step."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tusk"
+ desc: "+22 (reach 15 feet)\n__Damage__ 3d8 + 12 piercing"
+
+ - name: "**Melee** `pf2:1` Trunk"
+ desc: "+22 (reach 15 feet)\n__Damage__ "
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+22 (reach 10 feet)\n__Damage__ 2d10 + 12 bludgeoning"
+
+ - name: "Dual Tusks"
+ desc: "`pf2:1` The mammoth makes two tusk Strikes, each against a different creature. This counts as one attack for the mammoth's multiple attack penalty, and the penalty doesn't increase until after both attacks."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Large or smaller, foot, DC 28 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+ - name: "Grabbing Trunk"
+ desc: " A Medium or smaller creature hit by the mammoth's trunk is [[Conditions/Grabbed|Grabbed]]. If the mammoth moves, it can bring the Grabbed creature along with it."
+
+```
+
+```encounter-table
+name: Mammoth
+creatures:
+ - 1: Mammoth
+```
+
+
+
+Found mostly in colder climates, mammoths are accustomed to dealing with desperate and dangerous predators, trampling and crushing their enemies while using their larger tusks to greater effect. Humanoids dwelling in harsh, frost-bound lands rely on the mammoth's strength to help them survive.
+
+* * *
+
+Immediately recognizable by their long, prehensile trunks and impressive tusks, elephants have different characteristics depending on where they are found. Elephants are used as beasts of burden in many regions, but they are extremely clever and must be handled with great care.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Manticore (Quill Tail).md b/content/mechanics/srd/Bestiary/Monster Core/Manticore (Quill Tail).md
new file mode 100755
index 000000000..1c60b42b7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Manticore (Quill Tail).md
@@ -0,0 +1,83 @@
+---
+title: "Manticore (Quill Tail)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.aMfLuXyh1NN78N26"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Manticore (Quill Tail)"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Manticore (Quill Tail)"
+level: "Creature 6"
+
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Athletics: +15, Intimidation: +11, Survival: +12"
+abilityMods: [5, 2, 4, -2, 2, -1]
+speed: 25 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +16, __Ref__ +12, __Will__ +12"
+hp: 90
+health:
+ - name: ""
+ - name: HP
+ desc: "90"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+17 ()\n__Damage__ 2d8 + 8 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+17 (agile)\n__Damage__ 2d6 + 8 slashing"
+
+ - name: "**Ranged** `pf2:1` Spike"
+ desc: "+14 (propulsive, range increment 40 feet)\n__Damage__ 1d10 + 5 piercing"
+
+ - name: "Spike Volley"
+ desc: "`pf2:1` The manticore flings up to two spikes from its tail, targeting either two different creatures or a single creature. If the manticore targets two different creatures, these creatures must be within 20 feet of one another, and the manticore makes a separate Strike against each; this counts as only one Strike for the manticore's multiple attack penalty, and the penalty doesn't increase until after both attacks.\n\nIf the manticore flings both spikes at the same creature, it makes a single Strike. If the attack hits, it deals the damage of a single spike, but the target is pinned in place, rendering it [[Conditions/Immobilized|Immobilized]]. A creature can get free if it [[/act force-open dc=23]]{Forces Open} the spike or [[/act escape dc=23]]{Escapes}; either option is DC 23.\n\nA manticore can hurl no more than 12 spikes in 24 hours."
+
+```
+
+```encounter-table
+name: Manticore (Quill Tail)
+creatures:
+ - 1: Manticore (Quill Tail)
+```
+
+
+
+A manticore is a monstrous amalgamation of lion, dragon, and human with a penchant for feasting on human flesh. Its distinctive tail is festooned with large quills like those of a porcupine, which the manticore flings at prey by whipping its tail like a sling. These deadly spikes give the manticore the power to slaughter even well-armed warriors from the safety of the sky.
+
+Although the anthropomorphic face of the manticore suggests a keen intellect, most creatures of its kind are single-minded killers. They can be clever liars, however, and their voices have a strangely musical sound that has lured many unwitting travelers into an ambush. A manticore discovered by uneducated or spiteful humanoids can sometimes become the center of adoration and even worship. A manticore in this situation swiftly gives in to its laziness and allows its acolytes to bring it tribute in the form of food and treasure, feasting upon its own followers when offerings become scarce. Stronger humanoids who encounter a manticore can cow it through intimidation and violence, sometimes even forcing it into service as a mount. As long as the manticore is well fed with human flesh and its master leads it to victory, a manticore mount can prove surprisingly loyal.
+
+A manticore enjoys taking plunder from the corpses of its prey as trophies that flatter its vanity and testify to its strength. It has little interest in money, but sometimes accepts gold and jewels as tribute. Because manticores prefer lonely places in the wilderness far from humanoids, they remain content to enjoy their spoils alone rather than show them off to visitors.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Manticore (Scorpion Tail).md b/content/mechanics/srd/Bestiary/Monster Core/Manticore (Scorpion Tail).md
new file mode 100755
index 000000000..45d4e4832
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Manticore (Scorpion Tail).md
@@ -0,0 +1,83 @@
+---
+title: "Manticore (Scorpion Tail)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Y7mSvu9YtXdVxXWm"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Manticore (Scorpion Tail)"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Manticore (Scorpion Tail)"
+level: "Creature 6"
+
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Athletics: +15, Intimidation: +11, Survival: +12"
+abilityMods: [5, 2, 4, -2, 2, -1]
+speed: 25 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +16, __Ref__ +12, __Will__ +12"
+hp: 90
+health:
+ - name: ""
+ - name: HP
+ desc: "90"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+17 ()\n__Damage__ 2d8 + 8 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+17 (agile)\n__Damage__ 2d6 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Stinger"
+ desc: "+17 (reach 10 feet)\n__Damage__ 1d8 + 8 piercing plus manticore-venom"
+
+ - name: "Manticore Venom"
+ desc: " (poison) **Saving Throw** DC 22 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d10 poison damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 2d10 poison damage and enfeebled 1 (1 round)\n\n**Stage 3** 2d10 poison damage and [[Conditions/Enfeebled|Enfeebled 2]] (1 round)"
+
+```
+
+```encounter-table
+name: Manticore (Scorpion Tail)
+creatures:
+ - 1: Manticore (Scorpion Tail)
+```
+
+
+
+A manticore is a monstrous amalgamation of lion, dragon, and human with a penchant for feasting on human flesh. Its distinctive tail is festooned with large quills like those of a porcupine, which the manticore flings at prey by whipping its tail like a sling. These deadly spikes give the manticore the power to slaughter even well-armed warriors from the safety of the sky.
+
+Although the anthropomorphic face of the manticore suggests a keen intellect, most creatures of its kind are single-minded killers. They can be clever liars, however, and their voices have a strangely musical sound that has lured many unwitting travelers into an ambush. A manticore discovered by uneducated or spiteful humanoids can sometimes become the center of adoration and even worship. A manticore in this situation swiftly gives in to its laziness and allows its acolytes to bring it tribute in the form of food and treasure, feasting upon its own followers when offerings become scarce. Stronger humanoids who encounter a manticore can cow it through intimidation and violence, sometimes even forcing it into service as a mount. As long as the manticore is well fed with human flesh and its master leads it to victory, a manticore mount can prove surprisingly loyal.
+
+A manticore enjoys taking plunder from the corpses of its prey as trophies that flatter its vanity and testify to its strength. It has little interest in money, but sometimes accepts gold and jewels as tribute. Because manticores prefer lonely places in the wilderness far from humanoids, they remain content to enjoy their spoils alone rather than show them off to visitors.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Marsh Giant.md b/content/mechanics/srd/Bestiary/Monster Core/Marsh Giant.md
new file mode 100755
index 000000000..d3eb3c8cc
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Marsh Giant.md
@@ -0,0 +1,100 @@
+---
+title: "Marsh Giant"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.R56o1Gq6LHL6VlPT"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Marsh Giant"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Marsh Giant"
+level: "Creature 8"
+
+alignment: ""
+size: "Large"
+trait_01: [[amphibious]]
+trait_02: [[giant]]
+trait_03: [[humanoid]]
+trait_04: [[water]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Low-Light Vision"
+languages: "Aklo, Common, Jotun, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +18, Intimidation: +15, Nature: +15, Religion: +17"
+abilityMods: [6, 3, 4, 0, 3, 1]
+speed: 35 feet, swim 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +18, __Ref__ +13, __Will__ +17"
+hp: 150
+health:
+ - name: ""
+ - name: HP
+ desc: "150"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Gaff|+1 Striking Gaff]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Gaff"
+ desc: "+20 (magical, reach 10 feet, trip, versatile p)\n__Damage__ 2d6 + 14 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+20 (agile, reach 10 feet)\n__Damage__ 2d6 + 14 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Spit"
+ desc: "+20 (primal, range 60 feet, water)\n__Damage__ 5d6 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 23, attack +13; __5th __ _[[Spells/Mariner's Curse|Mariner's Curse]]_; __2nd __ _[[Spells/Augury|Augury]]_, _[[Spells/Mist|Mist]]_"
+
+ - name: "Drowning Hook"
+ desc: "`pf2:1` (primal,water) **Requirements** A creature is [[Conditions/Prone|Prone]] within the marsh giant's reach\n* * *\n\n**Effect** The marsh giant uses its gaff to push the creature down as water bubbles up below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breathe water. They take 4d6 bludgeoning damage (DC 23 Fortitude check save) and lose 3 rounds worth of air if they fail the save."
+
+ - name: "Twist the Hook"
+ desc: "`pf2:2` The marsh giant makes a melee Strike with its gaff. If it hits, it twists and yanks the gaff to knock the target [[Conditions/Prone|Prone]] and create an awful wound, dealing 2d6 persistent bleed damage to the creature."
+
+```
+
+```encounter-table
+name: Marsh Giant
+creatures:
+ - 1: Marsh Giant
+```
+
+
+
+Dwellers of brackish coastal salt marshes and fetid bogs and swamps, marsh giants appear hideous to most airbreathers, with fishlike mouths, slimy graygreen skin, and dark, beady eyes. They prefer to eat the flesh of those they slay in battle, including other marsh giants, and guzzle stagnant water from cauldrons or directly from their swampy homes.
+
+Marsh giant clans are insular, with each clan dedicating itself to zealous worship of a sea-dwelling deity, demon lord, or stranger entity. Whatever forces call to the marsh giants sometimes ensnare boggards and ogres as well, gathering in grim worship. Rather than favor these humanoid hangerson, marsh giants lavish attention on favored pets: krooths, giant octopuses, or primeval creatures like dinosaurs and the crocodilian deinosuchuses.
+
+Barely topping 11 feet tall and 1,000 pounds, marsh giants are small for giants but make up for their stature with their zealotry.
+
+* * *
+
+Giants are massive humanoid creatures who live in remote regions throughout the world. They vary widely but are united in their hunger, requiring sustenance of their own element along with the feasts one would expect from such a massive humanoid. Although a simple matter for some giants, more esoteric types find this need a harsh reality. While a massive fistful of ice or snow alongside their meal will satisfy a frost giant, shadow giants hunger for the coagulated shadows of the Netherworld.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Medusa.md b/content/mechanics/srd/Bestiary/Monster Core/Medusa.md
new file mode 100755
index 000000000..c0aa96ac8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Medusa.md
@@ -0,0 +1,94 @@
+---
+title: "Medusa"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.XeiL4ftIEWaom0Kt"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/7
+ - remaster
+statblock: inline
+name: "Medusa"
+level: 7
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Medusa"
+level: "Creature 7"
+
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Deception: +16, Diplomacy: +14, Stealth: +16"
+abilityMods: [2, 5, 4, 2, 1, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25 all-around vision; __Fort__ +15, __Ref__ +16, __Will__ +14"
+hp: 105
+health:
+ - name: ""
+ - name: HP
+ desc: "105"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Composite Shortbow|+1 Composite Shortbow]], [[Equipment/Shortsword|Shortsword]], 60x [[Equipment/Arrows|Arrows]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+ - name: "Biting Snakes"
+ desc: "`pf2:r` **Trigger** A creature ends its turn adjacent to the medusa.\n* * *\n\n**Effect** The medusa makes a snake fangs Strike against the creature."
+
+ - name: "Petrifying Gaze"
+ desc: " (arcane,aura,visual) 30 feet.\n\nWhen a creature ends its turn in the aura, it must attempt a DC 25 Fortitude check save. If the creature fails, it becomes [[Conditions/Slowed|Slowed 1]] for 1 minute.\n\nThe medusa can deactivate or activate this aura by using a single action, which has the concentrate trait."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Shortsword"
+ desc: "+18 (agile, finesse, versatile s)\n__Damage__ 1d6 + 8 piercing plus serpent-venom"
+
+ - name: "**Melee** `pf2:1` Snake Fangs"
+ desc: "+16 (agile, finesse)\n__Damage__ 1d4 + 8 piercing plus serpent-venom"
+
+ - name: "**Ranged** `pf2:1` Composite Shortbow"
+ desc: "+19 (deadly d10, magical, propulsive, range increment 60 feet, reload 0)\n__Damage__ 1d6 + 7 piercing plus serpent-venom"
+
+ - name: "Focus Gaze"
+ desc: "`pf2:1` (arcane,concentrate,incapacitation,visual) The medusa fixes their glare at a creature they can see within 30 feet. The target must immediately attempt a DC 25 Fortitude check save against the medusa's petrifying gaze.\n\nIf the creature was already slowed by petrifying gaze before attempting its save, a failed save causes it to be petrified permanently. After attempting its save, the creature is then temporarily immune until the start of the medusa's next turn."
+
+ - name: "Serpent Venom"
+ desc: " (poison) **Saving Throw** DC 25 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d6 poison damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 2d6 poison damage and [[Conditions/Enfeebled|Enfeebled 2]] (1 round)"
+
+```
+
+```encounter-table
+name: Medusa
+creatures:
+ - 1: Medusa
+```
+
+
+
+Monstrous humanoids that resemble humans with snakes instead of hair, medusas are best known for their petrifying gazes that—if lingered upon—can permanently transform mortals to stone. Medusas are shrewd and manipulative adversaries who collect and covet secrets, and who use threats and guile to exploit the fears of weaker creatures. A medusa may seek out powerful magic items, use divining magic to discover secret knowledge and unlock forbidden power, or infiltrate a society to beguile influential politicians. Their ability to worm their way into powerful organizations makes them natural leaders of criminal outfits and thieves' guilds, and their interest in magical phenomena leads some to pursue careers as oracles who offer to help adventurers find what they seek—for a price. Of course, if wit and deception prove insufficient, a medusa can always simply turn rivals into ornate stone decorations with little more than a glare. Many medusas build elaborate lairs to call home, often decorated with the statues of their foes turned into macabre trophies on prominent display.
+
+Exceptionally agile and surprisingly hardy, a medusa rarely backs down from a conflict, even when cornered. Many adventurers who thought themselves readied to resist the effects of a medusa's gaze have nevertheless fallen to a medusa, as these creatures are also often deadly archers able to riddle their foes with venom-coated arrows from a distance. Still, a medusa may barter for their life if no alternatives remain, and the secrets carried by these powerful villains often make it more than worth sparing their lives.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Megalodon.md b/content/mechanics/srd/Bestiary/Monster Core/Megalodon.md
new file mode 100755
index 000000000..1b8fb2c67
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Megalodon.md
@@ -0,0 +1,97 @@
+---
+title: "Megalodon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.7cY86uK8RsdMPnNT"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/aquatic
+ - pf2eMonster
+ - pf2e/creature/level/9
+ - remaster
+statblock: inline
+name: "Megalodon"
+level: 9
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Megalodon"
+level: "Creature 9"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[animal]]
+trait_02: [[aquatic]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Scent (Imprecise) 100 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +21, Stealth: +19, Survival: +16"
+abilityMods: [8, 2, 5, -4, 3, -2]
+speed: swim 80 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +21, __Ref__ +16, __Will__ +17"
+hp: 180
+health:
+ - name: ""
+ - name: HP
+ desc: "180"
+abilities_top:
+ - name: ""
+
+ - name: "Blood Scent"
+ desc: " The megaladon can smell blood in the water from up to 1 mile away."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+22 (reach 10 feet)\n__Damage__ 2d12 + 10 piercing plus improved-grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+22 (agile, reach 15 feet)\n__Damage__ 2d8 + 10 piercing plus push"
+
+ - name: "Breach"
+ desc: "`pf2:1` (attack,move) The megalodon Swims up to its swim Speed, then [[Actions/Leap|Leaps]] vertically out of the water up to 25 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 35 feet of the water's surface or 40 feet with its tail). After the Strike, the megalodon splashes back down into the water."
+
+ - name: "Savage"
+ desc: "`pf2:1` **Requirements** The megalodon hit with a jaws Strike on its most recent action this turn.\n* * *\n\n**Effect** The creature the megalodon hit takes 2d12 slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Huge, 2d8+5 bludgeoning, Rupture 20\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Push|Push 15 feet]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Push in its damage entry\n* * *\n\n**Effect** The monster attempts to [[Actions/Shove|Shove]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance."
+
+```
+
+```encounter-table
+name: Megalodon
+creatures:
+ - 1: Megalodon
+```
+
+
+
+Prehistoric sharks of incredible size, strength, and ferocity, megalodons scour waters deep and shallow to sate their considerable hunger. The presence of a megalodon undeniably affects the local aquatic ecosystem.
+
+* * *
+
+Sharks of all shapes and sizes have stalked the oceans, largely unchanged, since primordial times. They are efficient, ruthless predators with multiple rows of razor-sharp teeth capable of rending prey in an instant. Their uncanny ability to smell blood in the water means sharks might show up at any scene of aquatic carnage.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Megaprimatus.md b/content/mechanics/srd/Bestiary/Monster Core/Megaprimatus.md
new file mode 100755
index 000000000..7c2bc0bb9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Megaprimatus.md
@@ -0,0 +1,83 @@
+---
+title: "Megaprimatus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.uCCyzMiWxuMMWZRq"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Megaprimatus"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Megaprimatus"
+level: "Creature 8"
+
+alignment: ""
+size: "grg"
+trait_01: [[animal]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Athletics: +19"
+abilityMods: [7, 2, 5, -4, 1, 2]
+speed: 30 feet, climb 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +19, __Ref__ +16, __Will__ +13"
+hp: 150
+health:
+ - name: ""
+ - name: HP
+ desc: "150"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+21 (agile, reach 20 feet)\n__Damage__ 2d8 + 10 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+21 (reach 10 feet)\n__Damage__ 2d10 + 10 piercing"
+
+ - name: "Mangling Rend"
+ desc: "`pf2:2` A megaprimatus makes two fist Strikes against the same target. If both hit, the attack deals an additional 2d6 bludgeoning damage, the target is [[Conditions/Off-Guard|Off-Guard]], and the target takes a -20-foot status penalty to all Speeds until the end of its next turn.\n\n[[Bestiary Effects/Effect_ Mangling Rend|Effect: Mangling Rend]]"
+
+ - name: "Terrifying Display"
+ desc: "`pf2:2` (auditory,emotion,fear,mental) The megaprimatus beats its chest in a terrifying display. Creatures within 50 feet must attempt a DC 27 Will check save.\n\nWhile a creature is [[Conditions/Frightened|Frightened]] by this ability, it is [[Conditions/Off-Guard|Off-Guard]] to the megaprimatus and to gorillas.\n* * *\n\n**Critical Success** No effect and temporarily immune for 1 minute.\n\n**Success** The creature is unaffected.\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 2]] and [[Conditions/Fleeing|Fleeing]] until the end of its next turn."
+
+```
+
+```encounter-table
+name: Megaprimatus
+creatures:
+ - 1: Megaprimatus
+```
+
+
+
+The megaprimatus is among the mightiest of apes, quick to confront any perceived intrusions into its domain. With a height of 40 feet, it towers over even most giants, and is used to being the top-tier predator in the region.
+
+* * *
+
+While many apes exhibit peaceful or reclusive behavior, gorillas can be territorial, and the megaprimatus is especially aggressive and dangerous.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Merfolk Warrior.md b/content/mechanics/srd/Bestiary/Monster Core/Merfolk Warrior.md
new file mode 100755
index 000000000..dc65deec0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Merfolk Warrior.md
@@ -0,0 +1,85 @@
+---
+title: "Merfolk Warrior"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.izEOUwDTM0FN8r0N"
+tags:
+ - pf2e/creature/type/aquatic
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/merfolk
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Merfolk Warrior"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Merfolk Warrior"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aquatic]]
+trait_02: [[humanoid]]
+trait_03: [[merfolk]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision"
+languages: "Common, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +5, Medicine: +4"
+abilityMods: [2, 4, 1, 1, 1, 0]
+speed: 5 feet, swim 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +6, __Ref__ +9, __Will__ +4"
+hp: 19
+health:
+ - name: ""
+ - name: HP
+ desc: "19"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "2x [[Equipment/Trident|Trident]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Trident"
+ desc: "+7 ()\n__Damage__ 1d8 + 2 piercing"
+
+ - name: "**Ranged** `pf2:1` Trident"
+ desc: "+9 (thrown 20 ft.)\n__Damage__ 1d8 + 2 piercing"
+
+ - name: "Aquatic Dash"
+ desc: "`pf2:2` The merfolk warrior swims and attacks in one of two patterns. They either Swim twice and Strike at the end of their movement, or Swim once and Strike at any point during their movement."
+
+```
+
+```encounter-table
+name: Merfolk Warrior
+creatures:
+ - 1: Merfolk Warrior
+```
+
+
+
+Merfolk warriors form the bulk of the militias of their vast underwater realms and meet potential aggressors head-on with uncompromising force.
+
+* * *
+
+Elegant, mysterious, and graceful; all this and more can be said of merfolk. These enigmatic people resemble humanoids with delicate features from the waist up but with the fins and tail of a massive fish from the waist down. Found in nearly all of Golarion's oceans, merfolk are as varied in appearance as humans, their skin ranging from pale to umber and all shades in between, while their gleaming scales shimmer with the majesty of the sea.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Merfolk Wavecaller.md b/content/mechanics/srd/Bestiary/Monster Core/Merfolk Wavecaller.md
new file mode 100755
index 000000000..9ddccac3b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Merfolk Wavecaller.md
@@ -0,0 +1,88 @@
+---
+title: "Merfolk Wavecaller"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.MBqNX1r2ngpnUndi"
+tags:
+ - pf2e/creature/type/aquatic
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/merfolk
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Merfolk Wavecaller"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Merfolk Wavecaller"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aquatic]]
+trait_02: [[humanoid]]
+trait_03: [[merfolk]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Low-Light Vision"
+languages: "Common, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Deception: +6, Nature: +8, Religion: +8"
+abilityMods: [3, 2, 0, 1, 4, 2]
+speed: 5 feet, swim 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +6, __Ref__ +6, __Will__ +10"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Dagger|Dagger]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Dagger"
+ desc: "+9 (agile, versatile s)\n__Damage__ 1d4 + 3 piercing"
+
+ - name: "**Ranged** `pf2:1` Dagger"
+ desc: "+9 (agile, thrown 10 ft., versatile s)\n__Damage__ 1d4 + 3 piercing"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 18, attack +10; __1st __ _[[Spells/Charm|Charm]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Hydraulic Push|Hydraulic Push]]_\n__Cantrips__ __(1st)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Electric Arc|Electric Arc]]_, _[[Spells/Frostbite|Frostbite]]_, _[[Spells/Light|Light]]_, _[[Spells/Stabilize|Stabilize]]_"
+
+ - name: "Hydraulic Asphyxiation"
+ desc: "`pf2:1` (divine,water) **Requirements** The target is fully submerged in water, within 30 feet of the merfolk wavecaller, and holding its breath\n* * *\n\n**Effect** The merfolk wavecaller commands the tides to crush their foe's throat, rooting the target in place and forcing it to choke up precious air. The target must succeed at a DC 18 Fortitude check save or become [[Conditions/Immobilized|Immobilized]] for 1 round and immediately lose 1d4 rounds' worth of air (or twice that on a critical failure)."
+
+```
+
+```encounter-table
+name: Merfolk Wavecaller
+creatures:
+ - 1: Merfolk Wavecaller
+```
+
+
+
+Merfolk wavecallers use their primal magic to defend their people. Their ability to asphyxiate airbreathers makes them crucial when surface dwellers invade.
+
+* * *
+
+Elegant, mysterious, and graceful; all this and more can be said of merfolk. These enigmatic people resemble humanoids with delicate features from the waist up but with the fins and tail of a massive fish from the waist down. Found in nearly all of Golarion's oceans, merfolk are as varied in appearance as humans, their skin ranging from pale to umber and all shades in between, while their gleaming scales shimmer with the majesty of the sea.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Minotaur Hunter.md b/content/mechanics/srd/Bestiary/Monster Core/Minotaur Hunter.md
new file mode 100755
index 000000000..485065227
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Minotaur Hunter.md
@@ -0,0 +1,92 @@
+---
+title: "Minotaur Hunter"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.bpReeQs8Zea1xFv5"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Minotaur Hunter"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Minotaur Hunter"
+level: "Creature 4"
+
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[humanoid]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision"
+languages: "Jotun, Common"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +14, Intimidation: +9, Survival: +12"
+abilityMods: [6, 0, 3, -2, 2, -1]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +13, __Ref__ +8, __Will__ +10"
+hp: 70
+health:
+ - name: ""
+ - name: HP
+ desc: "70"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Greataxe|Greataxe]]"
+ - name: "Perfect Orienteering"
+ desc: " A minotaur automatically critically succeeds at Survival checks to Sense Direction or Track."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Greataxe"
+ desc: "+14 (reach 10 feet, sweep)\n__Damage__ 1d12 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+14 ()\n__Damage__ 1d8 + 8 piercing"
+
+ - name: "Axe Swipe"
+ desc: "`pf2:2` The minotaur swings their axe in a wide arc, making greataxe Strikes against any two foes who are adjacent to each other and within the minotaur's reach. The multiple attack penalty does not increase until after both attacks are resolved."
+
+ - name: "Hunted Fear"
+ desc: "`pf2:1` The minotaur snorts and clomps as they hunt their prey, inspiring terror. The minotaur makes an Intimidation check to [[Actions/Demoralize|Demoralize]] all living creatures within 60 feet that can hear the minotaur but not see them. Roll once and apply the result to all creatures.\n\nIf the targets are in a maze or similarly difficult-to-navigate structure, the minotaur gains a +4 circumstance bonus to this check. Creatures that become frightened as a result also take a –2 circumstance penalty to Survival checks to avoid getting lost for 1 minute. Each target is temporarily immune for 1 minute.\n\n[[Bestiary Effects/Effect_ Hunted Fear|Effect: Hunted Fear]]"
+
+ - name: "Powerful Charge"
+ desc: "`pf2:2` The minotaur Strides twice, then makes a horn Strike. If they moved at least 20 feet from their starting position, the Strike's damage is increased to 2d8+10."
+
+```
+
+```encounter-table
+name: Minotaur Hunter
+creatures:
+ - 1: Minotaur Hunter
+```
+
+
+
+A minotaur is a large humanoid with bovine features such as horns, hooves, and a layer of hair that covers their entire body. Their head also resembles that of a bull or cow, though with eyes that brim with curiosity or fury, depending on the minotaur's temperament. Though often mistaken for aggressive brutes due to their size and reputation, many minotaurs are skilled artisans who spend much of their lives perfecting their craft. Minotaur communities tend to be insular and are found at the heart of a cunning labyrinth or within a tangle of underground caverns.
+
+The myth many minotaurs like to tell of their origin involves a stonemason living in ancient Iblydos. After accidentally insulting a hero-god, he was cursed to become the first minotaur. He then retreated into a series of caves beneath a temple he had built, but continued his work, sculpting stone statues for any who dared to brave the subterranean passages.
+
+Sometimes, a lone minotaur is compelled, exiled, or chooses to live alone within a maze, a warren, or old ruins. This solitude drives them to become a monstrous tormentor who delights in hunting any who stumble across their lair. They slowly close in on their prey, thrilling in the terror of the hunted becoming lost within corridors the minotaur knows all too well. Only then does the minotaur charge in for the kill, cutting foes down with powerful strikes or impaling them on their sharp horns. Unfortunately, the world tends to judge all minotaurs by the stories of these lone, vicious hunters.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Mirage Dragon (Adult).md b/content/mechanics/srd/Bestiary/Monster Core/Mirage Dragon (Adult).md
new file mode 100755
index 000000000..f5e2f915a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Mirage Dragon (Adult).md
@@ -0,0 +1,112 @@
+---
+title: "Mirage Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.72hPIZ0jVp9fDyrv"
+tags:
+ - pf2e/creature/type/arcane
+ - pf2e/creature/type/dragon
+ - pf2eMonster
+ - pf2e/creature/level/13
+ - remaster
+statblock: inline
+name: "Mirage Dragon (Adult)"
+level: 13
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Mirage Dragon (Adult)"
+level: "Creature 13"
+
+alignment: ""
+size: "huge"
+trait_01: [[arcane]]
+trait_02: [[dragon]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +25, Arcana: +24, Athletics: +25, Crafting: +24, Deception: +29, Diplomacy: +27, Performance: +27, Stealth: +27, Thievery: +25, Illusion Lore: +26"
+abilityMods: [6, 6, 5, 5, 6, 8]
+speed: 50 feet, climb 30 feet, fly 150 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +22, __Ref__ +23, __Will__ +25; +2 status to all saves vs. arcane"
+hp: 235
+health:
+ - name: ""
+ - name: HP
+ desc: "235; __Immunities__ fascinated, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Camouflage"
+ desc: " The dragon can Hide in natural environments even if they don't have cover."
+
+ - name: "Illusion Sense"
+ desc: " When the dragon moves within 30 feet of an illusion that can be disbelieved, they automatically attempt a secret check to disbelieve, even if they didn't spend an action to Interact."
+
+abilities_mid:
+ - name: ""
+ - name: "Scintillating Defense"
+ desc: "`pf2:r` (visual) **Trigger** The dragon is targeted with an attack\n* * *\n\n**Effect** The dragon flashes their iridescent scales at the triggering creature to throw off the attack. The dragon gains [[Conditions/Concealed|Concealment]] against the triggering attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+25 (magical, reach 15 feet)\n__Damage__ 3d10 + 12 piercing"
+
+ - name: "**Melee** `pf2:1` Claws"
+ desc: "+25 (agile, magical, reach 10 feet)\n__Damage__ 3d6 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+23 (magical, reach 20 feet)\n__Damage__ 3d8 + 12 bludgeoning"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 35, attack +27; __6th __ _[[Spells/Illusory Creature|Illusory Creature]]_, _[[Spells/Illusory Scene|Illusory Scene]]_, _[[Spells/Mirage|Mirage]]_, _[[Spells/Vibrant Pattern|Vibrant Pattern]]_; __4th __ _[[Spells/Illusory Object|Illusory Object (At Will)]]_, _[[Spells/Invisibility|Invisibility]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At Will)]]_\n__Cantrips__ __(7th)__ _[[Spells/Figment|Figment]]_, _[[Spells/Message|Message]]_"
+
+ - name: "Captivating Display"
+ desc: "`pf2:1` (arcane,visual) **Frequency** once per 10 minutes\n* * *\n\n**Effect** The dragon opens the fins on their head, creating a radiant display of enthralling colors. Each creature in a 30-foot emanation must succeed at a DC 33 Will check save or be [[Conditions/Dazzled|Dazzled]] and [[Conditions/Slowed|Slowed 1]] (or [[Conditions/Slowed|Slowed 2]] on a critical failure) for 1 round. Regardless of the result, a creature is then temporarily immune to Captivating Display for 1 minute."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Hallucinatory Breath whenever they score a critical hit with a Strike."
+
+ - name: "Hallucinatory Breath"
+ desc: "`pf2:2` (arcane,emotion,mental) The dragon breathes a cloud that assaults the senses and deals 12d6 mental damage in a 40-foot cone (DC 33 Will check save). A creature that fails its save is also [[Conditions/Confused|Confused]] for 1 round (1 minute on a critical failure) and is then temporarily immune to being confused by Hallucinatory Breath for 1 hour.\n\nThe dragon can't use Hallucinatory Breath again for 1d4 rounds."
+
+ - name: "Lunging Bite"
+ desc: "`pf2:2` The dragon lunges their head forward, making a jaws Strike with an extended reach of 25 feet."
+
+ - name: "Sneak Attack"
+ desc: " The dragon's Strikes deal an additional 2d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] targets."
+
+```
+
+```encounter-table
+name: Mirage Dragon (Adult)
+creatures:
+ - 1: Mirage Dragon (Adult)
+```
+
+
+
+Mirage dragons are masters of illusion magic and use their powers to deceive others and further their own agendas. In addition to their magical prowess, mirage dragons possess a number of additional features to help them on hunts or mislead attackers, such as their camouflaging scales and a hallucinatory breath that can confound multiple foes at once. Mirage dragons are vain and egotistical figures. They ultimately care more about themselves than others.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Mirage Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Monster Core/Mirage Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..628cf1100
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Mirage Dragon (Adult, Spellcaster).md
@@ -0,0 +1,109 @@
+---
+title: "Mirage Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.rjbC1gfWqTNyZIdS"
+tags:
+ - pf2e/creature/type/arcane
+ - pf2e/creature/type/dragon
+ - pf2eMonster
+ - pf2e/creature/level/13
+ - remaster
+statblock: inline
+name: "Mirage Dragon (Adult, Spellcaster)"
+level: 13
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Mirage Dragon (Adult, Spellcaster)"
+level: "Creature 13"
+
+alignment: ""
+size: "huge"
+trait_01: [[arcane]]
+trait_02: [[dragon]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +25, Arcana: +24, Athletics: +25, Crafting: +24, Deception: +29, Diplomacy: +27, Performance: +27, Stealth: +27, Thievery: +25, Illusion Lore: +26"
+abilityMods: [6, 6, 5, 5, 6, 8]
+speed: 50 feet, climb 30 feet, fly 150 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +22, __Ref__ +23, __Will__ +25; +2 status to all saves vs. arcane"
+hp: 235
+health:
+ - name: ""
+ - name: HP
+ desc: "235; __Immunities__ fascinated, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Camouflage"
+ desc: " The dragon can Hide in natural environments even if they don't have cover."
+
+ - name: "Illusion Sense"
+ desc: " When the dragon moves within 30 feet of an illusion that can be disbelieved, they automatically attempt a secret check to disbelieve, even if they didn't spend an action to Interact."
+
+abilities_mid:
+ - name: ""
+ - name: "Scintillating Defense"
+ desc: "`pf2:r` (visual) **Trigger** The dragon is targeted with an attack\n* * *\n\n**Effect** The dragon flashes their iridescent scales at the triggering creature to throw off the attack. The dragon gains [[Conditions/Concealed|Concealment]] against the triggering attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+25 (magical, reach 15 feet)\n__Damage__ 3d10 + 12 piercing"
+
+ - name: "**Melee** `pf2:1` Claws"
+ desc: "+25 (agile, magical, reach 10 feet)\n__Damage__ 3d6 + 12 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+23 (magical, reach 20 feet)\n__Damage__ 3d8 + 12 bludgeoning"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 35, attack +27; __6th __ _[[Spells/Mislead|Mislead]]_, _[[Spells/Phantasmal Calamity|Phantasmal Calamity]]_; __5th __ _[[Spells/False Vision|False Vision]]_, _[[Spells/Sending|Sending]]_, _[[Spells/Telekinetic Haul|Telekinetic Haul]]_; __4th __ _[[Spells/Confusion|Confusion]]_, _[[Spells/Vapor Form|Vapor Form]]_, _[[Spells/Vision of Death|Vision of Death]]_; __3rd __ _[[Spells/Enthrall|Enthrall]]_, _[[Spells/Hypnotize|Hypnotize]]_; __2nd __ _[[Spells/Embed Message|Embed Message]]_, _[[Spells/Revealing Light|Revealing Light]]_, _[[Spells/See the Unseen|See the Unseen]]_; __1st __ _[[Spells/Disguise Magic|Disguise Magic]]_, _[[Spells/Item Facade|Item Facade]]_, _[[Spells/Phantasmal Minion|Phantasmal Minion]]_, _[[Spells/Ventriloquism|Ventriloquism]]_\n__Cantrips__ __(6th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Light|Light]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 35, attack +27; __6th __ _[[Spells/Illusory Creature|Illusory Creature]]_, _[[Spells/Illusory Scene|Illusory Scene]]_, _[[Spells/Mirage|Mirage]]_, _[[Spells/Vibrant Pattern|Vibrant Pattern]]_; __4th __ _[[Spells/Illusory Object|Illusory Object (At Will)]]_, _[[Spells/Invisibility|Invisibility]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At Will)]]_\n__Cantrips__ __(7th)__ _[[Spells/Figment|Figment]]_, _[[Spells/Message|Message]]_"
+
+ - name: "Captivating Display"
+ desc: "`pf2:1` (arcane,visual) **Frequency** once per 10 minutes\n* * *\n\n**Effect** The dragon opens the fins on their head, creating a radiant display of enthralling colors. Each creature in a 30-foot emanation must succeed at a DC 33 Will check save or be [[Conditions/Dazzled|Dazzled]] and [[Conditions/Slowed|Slowed 1]] (or [[Conditions/Slowed|Slowed 2]] on a critical failure) for 1 round. Regardless of the result, a creature is then temporarily immune to Captivating Display for 1 minute."
+
+ - name: "Hallucinatory Breath"
+ desc: "`pf2:2` (arcane,emotion,mental) The dragon breathes a cloud that assaults the senses and deals 12d6 mental damage in a 40-foot cone (DC 33 Will check save). A creature that fails its save is also [[Conditions/Confused|Confused]] for 1 round (1 minute on a critical failure) and is then temporarily immune to being confused by Hallucinatory Breath for 1 hour.\n\nThe dragon can't use Hallucinatory Breath again for 1d4 rounds."
+
+ - name: "Lunging Bite"
+ desc: "`pf2:2` The dragon lunges their head forward, making a jaws Strike with an extended reach of 25 feet."
+
+ - name: "Sneak Attack"
+ desc: " The dragon's Strikes deal an additional 2d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] targets."
+
+```
+
+```encounter-table
+name: Mirage Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Mirage Dragon (Adult, Spellcaster)
+```
+
+
+
+Mirage dragons are masters of illusion magic and use their powers to deceive others and further their own agendas. In addition to their magical prowess, mirage dragons possess a number of additional features to help them on hunts or mislead attackers, such as their camouflaging scales and a hallucinatory breath that can confound multiple foes at once. Mirage dragons are vain and egotistical figures. They ultimately care more about themselves than others.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Mirage Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Monster Core/Mirage Dragon (Ancient).md
new file mode 100755
index 000000000..9bccd8f78
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Mirage Dragon (Ancient).md
@@ -0,0 +1,112 @@
+---
+title: "Mirage Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.7VVniDEglLfnvCC6"
+tags:
+ - pf2e/creature/type/arcane
+ - pf2e/creature/type/dragon
+ - pf2eMonster
+ - pf2e/creature/level/18
+ - remaster
+statblock: inline
+name: "Mirage Dragon (Ancient)"
+level: 18
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Mirage Dragon (Ancient)"
+level: "Creature 18"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[arcane]]
+trait_02: [[dragon]]
+modifier: 33
+perception:
+ - name: "Perception"
+ desc: "+33; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +33, Arcana: +32, Athletics: +34, Crafting: +32, Deception: +37, Diplomacy: +35, Performance: +35, Stealth: +35, Thievery: +33, Illusion Lore: +34"
+abilityMods: [7, 7, 6, 6, 7, 9]
+speed: 60 feet, climb 40 feet, fly 150 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 41
+armorclass:
+ - name: AC
+ desc: "41; __Fort__ +28, __Ref__ +29, __Will__ +33; +2 status to all saves vs. arcane"
+hp: 345
+health:
+ - name: ""
+ - name: HP
+ desc: "345; __Immunities__ fascinated, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Camouflage"
+ desc: " The dragon can Hide in natural environments even if they don't have cover."
+
+ - name: "Illusion Sense"
+ desc: " When the dragon moves within 30 feet of an illusion that can be disbelieved, they automatically attempt a secret check to disbelieve, even if they didn't spend an action to Interact."
+
+abilities_mid:
+ - name: ""
+ - name: "Scintillating Defense"
+ desc: "`pf2:r` (visual) **Trigger** The dragon is targeted with an attack\n* * *\n\n**Effect** The dragon flashes their iridescent scales at the triggering creature to throw off the attack. The dragon gains [[Conditions/Concealed|Concealment]] against the triggering attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+33 (magical, reach 15 feet)\n__Damage__ 3d10 + 15 piercing"
+
+ - name: "**Melee** `pf2:1` Claws"
+ desc: "+33 (agile, magical, reach 10 feet)\n__Damage__ 3d6 + 15 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+31 (magical, reach 20 feet)\n__Damage__ 3d8 + 15 bludgeoning"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 43, attack +35; __8th __ _[[Spells/Illusory Creature|Illusory Creature]]_, _[[Spells/Illusory Object|Illusory Object (At Will)]]_, _[[Spells/Illusory Scene|Illusory Scene (At Will)]]_, _[[Spells/Mirage|Mirage]]_, _[[Spells/Vibrant Pattern|Vibrant Pattern]]_; __4th __ _[[Spells/Invisibility|Invisibility (At Will)]]_\n__Cantrips__ __(9th)__ _[[Spells/Figment|Figment]]_, _[[Spells/Message|Message]]_"
+
+ - name: "Captivating Display"
+ desc: "`pf2:1` (arcane,visual) **Frequency** once per 10 minutes\n* * *\n\n**Effect** The dragon opens the fins on their head, creating a radiant display of enthralling colors. Each creature in a 30-foot emanation must succeed at a DC 41 Will check save or be [[Conditions/Dazzled|Dazzled]] and [[Conditions/Slowed|Slowed 1]] (or [[Conditions/Slowed|Slowed 2]] on a critical failure) for 1 round. Regardless of the result, a creature is then temporarily immune to Captivating Display for 1 minute."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Hallucinatory Breath whenever they score a critical hit with a Strike."
+
+ - name: "Hallucinatory Breath"
+ desc: "`pf2:2` (arcane,emotion,mental) The dragon breathes a cloud that assaults the senses and deals 17d6 mental damage in a 50-foot cone (DC 41 Will check save). A creature that fails its save is also [[Conditions/Confused|Confused]] for 1 round (1 minute on a critical failure) and is then temporarily immune to being confused by Hallucinatory Breath for 1 hour.\n\nThe dragon can't use Hallucinatory Breath again for 1d4 rounds."
+
+ - name: "Lunging Bite"
+ desc: "`pf2:2` The dragon lunges their head forward, making a jaws Strike with an extended reach of 25 feet."
+
+ - name: "Sneak Attack"
+ desc: " The dragon's Strikes deal an additional 3d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] targets."
+
+```
+
+```encounter-table
+name: Mirage Dragon (Ancient)
+creatures:
+ - 1: Mirage Dragon (Ancient)
+```
+
+
+
+Mirage dragons are masters of illusion magic and use their powers to deceive others and further their own agendas. In addition to their magical prowess, mirage dragons possess a number of additional features to help them on hunts or mislead attackers, such as their camouflaging scales and a hallucinatory breath that can confound multiple foes at once. Mirage dragons are vain and egotistical figures. They ultimately care more about themselves than others.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Mirage Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Monster Core/Mirage Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..f710da38d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Mirage Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,109 @@
+---
+title: "Mirage Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.fCn4vRFM1m5Wy0mb"
+tags:
+ - pf2e/creature/type/arcane
+ - pf2e/creature/type/dragon
+ - pf2eMonster
+ - pf2e/creature/level/18
+ - remaster
+statblock: inline
+name: "Mirage Dragon (Ancient, Spellcaster)"
+level: 18
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Mirage Dragon (Ancient, Spellcaster)"
+level: "Creature 18"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[arcane]]
+trait_02: [[dragon]]
+modifier: 33
+perception:
+ - name: "Perception"
+ desc: "+33; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +33, Arcana: +32, Athletics: +34, Crafting: +32, Deception: +37, Diplomacy: +35, Performance: +35, Stealth: +35, Thievery: +33, Illusion Lore: +34"
+abilityMods: [7, 7, 6, 6, 7, 9]
+speed: 60 feet, climb 40 feet, fly 150 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 41
+armorclass:
+ - name: AC
+ desc: "41; __Fort__ +28, __Ref__ +29, __Will__ +33; +2 status to all saves vs. arcane"
+hp: 345
+health:
+ - name: ""
+ - name: HP
+ desc: "345; __Immunities__ fascinated, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Camouflage"
+ desc: " The dragon can Hide in natural environments even if they don't have cover."
+
+ - name: "Illusion Sense"
+ desc: " When the dragon moves within 30 feet of an illusion that can be disbelieved, they automatically attempt a secret check to disbelieve, even if they didn't spend an action to Interact."
+
+abilities_mid:
+ - name: ""
+ - name: "Scintillating Defense"
+ desc: "`pf2:r` (visual) **Trigger** The dragon is targeted with an attack\n* * *\n\n**Effect** The dragon flashes their iridescent scales at the triggering creature to throw off the attack. The dragon gains [[Conditions/Concealed|Concealment]] against the triggering attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+33 (magical, reach 15 feet)\n__Damage__ 3d10 + 15 piercing"
+
+ - name: "**Melee** `pf2:1` Claws"
+ desc: "+33 (agile, magical, reach 10 feet)\n__Damage__ 3d6 + 15 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+31 (magical, reach 20 feet)\n__Damage__ 3d8 + 15 bludgeoning"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 43, attack +35; __8th __ _[[Spells/Disappearance|Disappearance]]_, _[[Spells/Hidden Mind|Hidden Mind]]_; __7th __ _[[Spells/Contingency|Contingency]]_, _[[Spells/Mask of Terror|Mask of Terror]]_, _[[Spells/Project Image|Project Image]]_; __6th __ _[[Spells/Mislead|Mislead]]_, _[[Spells/Phantasmal Calamity|Phantasmal Calamity]]_, _[[Spells/Truesight|Truesight]]_; __5th __ _[[Spells/False Vision|False Vision]]_, _[[Spells/Hallucination|Hallucination]]_, _[[Spells/Sending|Sending]]_, _[[Spells/Telekinetic Haul|Telekinetic Haul]]_; __4th __ _[[Spells/Confusion|Confusion]]_, _[[Spells/Vapor Form|Vapor Form]]_, _[[Spells/Vision of Death|Vision of Death]]_; __3rd __ _[[Spells/Enthrall|Enthrall]]_, _[[Spells/Hypnotize|Hypnotize]]_; __2nd __ _[[Spells/Embed Message|Embed Message]]_, _[[Spells/Revealing Light|Revealing Light]]_, _[[Spells/See the Unseen|See the Unseen]]_; __1st __ _[[Spells/Disguise Magic|Disguise Magic]]_, _[[Spells/Item Facade|Item Facade]]_, _[[Spells/Phantasmal Minion|Phantasmal Minion]]_, _[[Spells/Ventriloquism|Ventriloquism]]_\n__Cantrips__ __(8th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Light|Light]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 43, attack +35; __8th __ _[[Spells/Illusory Creature|Illusory Creature]]_, _[[Spells/Illusory Object|Illusory Object (At Will)]]_, _[[Spells/Illusory Scene|Illusory Scene (At Will)]]_, _[[Spells/Mirage|Mirage]]_, _[[Spells/Vibrant Pattern|Vibrant Pattern]]_; __4th __ _[[Spells/Invisibility|Invisibility (At Will)]]_\n__Cantrips__ __(9th)__ _[[Spells/Figment|Figment]]_, _[[Spells/Message|Message]]_"
+
+ - name: "Captivating Display"
+ desc: "`pf2:1` (arcane,visual) **Frequency** once per 10 minutes\n* * *\n\n**Effect** The dragon opens the fins on their head, creating a radiant display of enthralling colors. Each creature in a 30-foot emanation must succeed at a DC 41 Will check save or be [[Conditions/Dazzled|Dazzled]] and [[Conditions/Slowed|Slowed 1]] (or [[Conditions/Slowed|Slowed 2]] on a critical failure) for 1 round. Regardless of the result, a creature is then temporarily immune to Captivating Display for 1 minute."
+
+ - name: "Hallucinatory Breath"
+ desc: "`pf2:2` (arcane,emotion,mental) The dragon breathes a cloud that assaults the senses and deals 17d6 mental damage in a 50-foot cone (DC 41 Will check save). A creature that fails its save is also [[Conditions/Confused|Confused]] for 1 round (1 minute on a critical failure) and is then temporarily immune to being confused by Hallucinatory Breath for 1 hour.\n\nThe dragon can't use Hallucinatory Breath again for 1d4 rounds."
+
+ - name: "Lunging Bite"
+ desc: "`pf2:2` The dragon lunges their head forward, making a jaws Strike with an extended reach of 25 feet."
+
+ - name: "Sneak Attack"
+ desc: " The dragon's Strikes deal an additional 3d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] targets."
+
+```
+
+```encounter-table
+name: Mirage Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Mirage Dragon (Ancient, Spellcaster)
+```
+
+
+
+Mirage dragons are masters of illusion magic and use their powers to deceive others and further their own agendas. In addition to their magical prowess, mirage dragons possess a number of additional features to help them on hunts or mislead attackers, such as their camouflaging scales and a hallucinatory breath that can confound multiple foes at once. Mirage dragons are vain and egotistical figures. They ultimately care more about themselves than others.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Mirage Dragon (Young).md b/content/mechanics/srd/Bestiary/Monster Core/Mirage Dragon (Young).md
new file mode 100755
index 000000000..bb4856c70
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Mirage Dragon (Young).md
@@ -0,0 +1,106 @@
+---
+title: "Mirage Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.FJIwR1e43xEN7S9J"
+tags:
+ - pf2e/creature/type/arcane
+ - pf2e/creature/type/dragon
+ - pf2eMonster
+ - pf2e/creature/level/9
+ - remaster
+statblock: inline
+name: "Mirage Dragon (Young)"
+level: 9
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Mirage Dragon (Young)"
+level: "Creature 9"
+
+alignment: ""
+size: "Large"
+trait_01: [[arcane]]
+trait_02: [[dragon]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +19, Arcana: +19, Athletics: +18, Crafting: +19, Deception: +21, Diplomacy: +19, Performance: +19, Stealth: +19, Thievery: +19, Illusion Lore: +21"
+abilityMods: [5, 4, 3, 4, 5, 6]
+speed: 40 feet, climb 20 feet, fly 120 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +16, __Ref__ +17, __Will__ +20; +2 status to all saves vs. arcane"
+hp: 155
+health:
+ - name: ""
+ - name: HP
+ desc: "155; __Immunities__ fascinated, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Camouflage"
+ desc: " The dragon can Hide in natural environments even if they don't have cover."
+
+abilities_mid:
+ - name: ""
+ - name: "Scintillating Defense"
+ desc: "`pf2:r` (visual) **Trigger** The dragon is targeted with an attack\n* * *\n\n**Effect** The dragon flashes their iridescent scales at the triggering creature to throw off the attack. The dragon gains [[Conditions/Concealed|Concealment]] against the triggering attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 (magical, reach 10 feet)\n__Damage__ 2d10 + 8 piercing"
+
+ - name: "**Melee** `pf2:1` Claws"
+ desc: "+20 (agile, magical)\n__Damage__ 2d6 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+18 (magical, reach 15 feet)\n__Damage__ 2d8 + 8 bludgeoning"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 27, attack +19; __5th __ _[[Spells/Illusory Scene|Illusory Scene]]_; __4th __ _[[Spells/Illusory Creature|Illusory Creature]]_, _[[Spells/Illusory Object|Illusory Object (At Will)]]_, _[[Spells/Mirage|Mirage]]_; __2nd __ _[[Spells/Invisibility|Invisibility]]_\n__Cantrips__ __(5th)__ _[[Spells/Figment|Figment]]_, _[[Spells/Message|Message]]_"
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one tail Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Hallucinatory Breath whenever they score a critical hit with a Strike."
+
+ - name: "Hallucinatory Breath"
+ desc: "`pf2:2` (arcane,emotion,mental) The dragon breathes a cloud that assaults the senses and deals 7d6 mental damage in a 30-foot cone (DC 27 Will check save). A creature that fails its save is also [[Conditions/Confused|Confused]] for 1 round (1 minute on a critical failure) and is then temporarily immune to being confused by Hallucinatory Breath for 1 hour.\n\nThe dragon can't use Hallucinatory Breath again for 1d4 rounds."
+
+ - name: "Lunging Bite"
+ desc: "`pf2:2` The dragon lunges their head forward, making a jaws Strike with an extended reach of 20 feet."
+
+ - name: "Sneak Attack"
+ desc: " The dragon's Strikes deal an additional 2d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] targets."
+
+```
+
+```encounter-table
+name: Mirage Dragon (Young)
+creatures:
+ - 1: Mirage Dragon (Young)
+```
+
+
+
+Mirage dragons are masters of illusion magic and use their powers to deceive others and further their own agendas. In addition to their magical prowess, mirage dragons possess a number of additional features to help them on hunts or mislead attackers, such as their camouflaging scales and a hallucinatory breath that can confound multiple foes at once. Mirage dragons are vain and egotistical figures. They ultimately care more about themselves than others.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Mirage Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Monster Core/Mirage Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..0b504fda6
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Mirage Dragon (Young, Spellcaster).md
@@ -0,0 +1,103 @@
+---
+title: "Mirage Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.BP18L3VNWYRK0fYt"
+tags:
+ - pf2e/creature/type/arcane
+ - pf2e/creature/type/dragon
+ - pf2eMonster
+ - pf2e/creature/level/9
+ - remaster
+statblock: inline
+name: "Mirage Dragon (Young, Spellcaster)"
+level: 9
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Mirage Dragon (Young, Spellcaster)"
+level: "Creature 9"
+
+alignment: ""
+size: "Large"
+trait_01: [[arcane]]
+trait_02: [[dragon]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +19, Arcana: +19, Athletics: +18, Crafting: +19, Deception: +21, Diplomacy: +19, Performance: +19, Stealth: +19, Thievery: +19, Illusion Lore: +21"
+abilityMods: [5, 4, 3, 4, 5, 6]
+speed: 40 feet, climb 20 feet, fly 120 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +16, __Ref__ +17, __Will__ +20; +2 status to all saves vs. arcane"
+hp: 155
+health:
+ - name: ""
+ - name: HP
+ desc: "155; __Immunities__ fascinated, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Camouflage"
+ desc: " The dragon can Hide in natural environments even if they don't have cover."
+
+abilities_mid:
+ - name: ""
+ - name: "Scintillating Defense"
+ desc: "`pf2:r` (visual) **Trigger** The dragon is targeted with an attack\n* * *\n\n**Effect** The dragon flashes their iridescent scales at the triggering creature to throw off the attack. The dragon gains [[Conditions/Concealed|Concealment]] against the triggering attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 (magical, reach 10 feet)\n__Damage__ 2d10 + 8 piercing"
+
+ - name: "**Melee** `pf2:1` Claws"
+ desc: "+20 (agile, magical)\n__Damage__ 2d6 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+18 (magical, reach 15 feet)\n__Damage__ 2d8 + 8 bludgeoning"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 27, attack +20; __4th __ _[[Spells/Confusion|Confusion]]_, _[[Spells/Vision of Death|Vision of Death]]_; __3rd __ _[[Spells/Enthrall|Enthrall]]_, _[[Spells/Hypnotize|Hypnotize]]_; __2nd __ _[[Spells/Embed Message|Embed Message]]_, _[[Spells/Revealing Light|Revealing Light]]_, _[[Spells/See the Unseen|See the Unseen]]_; __1st __ _[[Spells/Disguise Magic|Disguise Magic]]_, _[[Spells/Item Facade|Item Facade]]_, _[[Spells/Phantasmal Minion|Phantasmal Minion]]_, _[[Spells/Ventriloquism|Ventriloquism]]_\n__Cantrips__ __(4th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Light|Light]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 27, attack +19; __5th __ _[[Spells/Illusory Scene|Illusory Scene]]_; __4th __ _[[Spells/Illusory Creature|Illusory Creature]]_, _[[Spells/Illusory Object|Illusory Object (At Will)]]_, _[[Spells/Mirage|Mirage]]_; __2nd __ _[[Spells/Invisibility|Invisibility]]_\n__Cantrips__ __(5th)__ _[[Spells/Figment|Figment]]_, _[[Spells/Message|Message]]_"
+
+ - name: "Hallucinatory Breath"
+ desc: "`pf2:2` (arcane,emotion,mental) The dragon breathes a cloud that assaults the senses and deals 7d6 mental damage in a 30-foot cone (DC 27 Will check save). A creature that fails its save is also [[Conditions/Confused|Confused]] for 1 round (1 minute on a critical failure) and is then temporarily immune to being confused by Hallucinatory Breath for 1 hour.\n\nThe dragon can't use Hallucinatory Breath again for 1d4 rounds."
+
+ - name: "Lunging Bite"
+ desc: "`pf2:2` The dragon lunges their head forward, making a jaws Strike with an extended reach of 20 feet."
+
+ - name: "Sneak Attack"
+ desc: " The dragon's Strikes deal an additional 2d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] targets."
+
+```
+
+```encounter-table
+name: Mirage Dragon (Young, Spellcaster)
+creatures:
+ - 1: Mirage Dragon (Young, Spellcaster)
+```
+
+
+
+Mirage dragons are masters of illusion magic and use their powers to deceive others and further their own agendas. In addition to their magical prowess, mirage dragons possess a number of additional features to help them on hunts or mislead attackers, such as their camouflaging scales and a hallucinatory breath that can confound multiple foes at once. Mirage dragons are vain and egotistical figures. They ultimately care more about themselves than others.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Mitflit.md b/content/mechanics/srd/Bestiary/Monster Core/Mitflit.md
new file mode 100755
index 000000000..94af4ece7
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Mitflit.md
@@ -0,0 +1,89 @@
+---
+title: "Mitflit"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.CBn4HOLy6lfRH0o0"
+tags:
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/gremlin
+ - pf2eMonster
+ - pf2e/creature/level/-1
+ - remaster
+statblock: inline
+name: "Mitflit"
+level: -1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Mitflit"
+level: "Creature -1"
+
+alignment: ""
+size: "Small"
+trait_01: [[fey]]
+trait_02: [[gremlin]]
+modifier: 4
+perception:
+ - name: "Perception"
+ desc: "+4; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Diplomacy: +1, Nature: +3, Stealth: +5, Thievery: +5"
+abilityMods: [-1, 3, 0, -1, 1, -1]
+speed: 20 feet, climb 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 14
+armorclass:
+ - name: AC
+ desc: "14; __Fort__ +2, __Ref__ +7, __Will__ +4"
+hp: 10
+health:
+ - name: ""
+ - name: HP
+ desc: "10; __Weaknesses__ cold iron 2"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Shortsword|Shortsword]], 10x [[Equipment/Dart|Dart]]"
+ - name: "Self-Loathing"
+ desc: " (emotion,mental) A mitflit's self-loathing makes it easy to influence. It takes a -4 penalty to its Will DC against checks to [[Actions/Coerce|Coerce]], [[Actions/Demoralize|Demoralize]], [[Actions/Make an Impression|Make an Impression]], and [[Actions/Request|Request]]."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Shortsword"
+ desc: "+8 (agile, finesse, versatile s)\n__Damage__ 1d6 - 1 piercing"
+
+ - name: "**Ranged** `pf2:1` Dart"
+ desc: "+8 (agile, thrown 20 ft.)\n__Damage__ 1d4 - 1 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 16, attack +8; __2nd __ _[[Spells/Speak with Animals|Speak with Animals (Arthropods Only, At Will)]]_; __1st __ _[[Spells/Bane|Bane]]_\n__Cantrips__ __(1st)__ _[[Spells/Prestidigitation|Prestidigitation]]_"
+
+ - name: "Vengeful Anger"
+ desc: " (emotion,mental) As long as it isn't [[Conditions/Frightened|Frightened]], a mitflit gains a +2 status bonus to damage rolls against a creature that has previously damaged or tormented it."
+
+```
+
+```encounter-table
+name: Mitflit
+creatures:
+ - 1: Mitflit
+```
+
+
+
+Mitflits are self-loathing and pitiful cowards, easily bullied into servitude by other creatures or even slightly more powerful mitflit leaders. They tame insects, spiders, and other small vermin to serve as faithful allies. Mitflits have lost most of their ancestral magic, leaving them to feel incomplete and full of doubt and insecurity. Mitflits find companionship in the other base creatures of the world, and forge strong bonds of friendship with vermin, the only other beings that seem willing to accept them. A social structure, even one in which they are bullied, partially fills the hole within most mitflits' personalities, and they rarely rebel or last out unless their rage hits a breaking point.
+
+* * *
+
+Gremlins are cruel fey tricksters and saboteurs who have fully acclimated to life in the Universe, finding distinct niches for their inventive destructiveness. Nearly all gremlins delight in ruining or breaking things, whether it's something physical like a device or vehicle or something intangible such as an alliance or relationship. A gremlin's greatest joy is watching the collapse of complex creations, preferably after the slightest, carefully targeted nudge from the gremlin. Gremlins tend to denigrate, bully, or even slaughter their lesser kin, particularly mitflits, whom stronger gremlins derisively call "baggies."
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Morrigna.md b/content/mechanics/srd/Bestiary/Monster Core/Morrigna.md
new file mode 100755
index 000000000..a3aedbf74
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Morrigna.md
@@ -0,0 +1,115 @@
+---
+title: "Morrigna"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.xn0z7LIOCHCI1V0H"
+tags:
+ - pf2e/creature/type/monitor
+ - pf2e/creature/type/psychopomp
+ - pf2eMonster
+ - pf2e/creature/level/15
+ - remaster
+statblock: inline
+name: "Morrigna"
+level: 15
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Morrigna"
+level: "Creature 15"
+
+alignment: ""
+size: "Medium"
+trait_01: [[monitor]]
+trait_02: [[psychopomp]]
+modifier: 28
+perception:
+ - name: "Perception"
+ desc: "+28; Darkvision, Lifesense 60 Feet"
+languages: "Chthonian, Diabolic, Empyrean, Necril, Requian; Speak with Animals, Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +27, Diplomacy: +27, Intimidation: +29, Religion: +29, Society: +24, Stealth: +27, Boneyard Lore: +28"
+abilityMods: [8, 4, 4, 3, 6, 4]
+speed: 30 feet, climb 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 38
+armorclass:
+ - name: AC
+ desc: "38; __Fort__ +25, __Ref__ +27, __Will__ +29; +1 status to all saves vs. magic"
+hp: 240
+health:
+ - name: ""
+ - name: HP
+ desc: "240, regeneration 20 (deactivated by acid or fire); __Immunities__ death effects, disease; __Resistances__ void 15, poison 15"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Bo Staff|+2 Striking Bo Staff]]"
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 60 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 20 (Deactivated by Acid or Fire)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bo Staff"
+ desc: "+31 (magical, parry, reach 10 feet, trip)\n__Damage__ 2d8 + 14 bludgeoning plus spirit-touch"
+
+ - name: "**Melee** `pf2:1` Web Wrappings"
+ desc: "+29 (magical, reach 10 feet)\n__Damage__ 3d12 + 14 bludgeoning plus grab,spirit-touch"
+
+ - name: "Divine Spontaneous Spells"
+ desc: "DC 35, attack +30; __6th __ (4 slots) _[[Spells/Field of Life|Field of Life]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Spirit Blast|Spirit Blast]]_; __5th __ (4 slots) _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Scouting Eye|Scouting Eye]]_, _[[Spells/Sending|Sending]]_; __4th __ (4 slots) _[[Spells/Dispelling Globe|Dispelling Globe]]_, _[[Spells/Read Omens|Read Omens]]_, _[[Spells/Unfettered Movement|Unfettered Movement]]_; __3rd __ (4 slots) _[[Spells/Blindness|Blindness]]_, _[[Spells/Crisis of Faith|Crisis of Faith]]_, _[[Spells/Dream Message|Dream Message]]_; __2nd __ (4 slots) _[[Spells/Calm|Calm]]_, _[[Spells/See the Unseen|See the Unseen]]_, _[[Spells/Silence|Silence]]_; __1st __ (4 slots) _[[Spells/Bane|Bane]]_, _[[Spells/Bless|Bless]]_, _[[Spells/Enfeeble|Enfeeble]]_\n__Cantrips__ __(8th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Stabilize|Stabilize]]_, _[[Spells/Vitality Lash|Vitality Lash]]_, _[[Spells/Void Warp|Void Warp]]_"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 37, attack +29; __4th __ _[[Spells/Talking Corpse|Talking Corpse]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_ __(2nd)__ _[[Spells/Speak with Animals|Speak with Animals]]_"
+
+ - name: "Rituals"
+ desc: "_Call Spirit_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph) A morrigna can take the appearance of any Small or Medium animal or humanoid. This doesn't change their Speed or their attack and damage modifiers with their Strikes, but it might change the damage type their Strikes deal. Unless they choose to manifest their web wrappings in their new form, they cannot make web wrappings Strikes.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Shepherd's Touch"
+ desc: " A morrigna's Strikes affect incorporeal creatures as though etched with a _[[Equipment/Ghost Touch|Ghost Touch]]_ property rune and deal 4d6 void damage to living creatures or 4d6 vitality damage to undead."
+
+ - name: "Spider Minions"
+ desc: "`pf2:3` (divine,summon) The morrigna summons a [[Monster Core/Giant Tarantula|Giant Tarantula]] or [[Monster Core/Spider Swarm|Spider Swarm]]. These spiders have the summoned trait and remain for 10 minutes or until reduced to 0 Hit Points, whichever comes first. The morrigna does not need to Sustain the Spell to direct these summoned creatures, and the morrigna can have any number of summoned spiders in existence at once. The morrigna can see through the eyes of any of their summoned spiders at any time."
+
+ - name: "Wrappings Lash"
+ desc: "`pf2:r` **Trigger** A creature within reach of the morrigna's web wrappings uses an action to Strike or attempt a skill check\n* * *\n\n**Effect** The morrigna makes a web wrappings Strike against the triggering creature. If the strike is a critical hit, the triggering action is disrupted."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Morrigna
+creatures:
+ - 1: Morrigna
+```
+
+
+
+Bounty hunters and investigators, morrignas seek out creatures who thwart death or interfere with the natural flow of souls. Morrignas dress in flowing spider silk and wear masks reminiscent of webs, as they consider patient and watchful spiders to be their spiritual kin.
+
+* * *
+
+Psychopomps are guardians and shepherds of the dead in the Boneyard, the vast plane of graves where mortal souls are judged and sent on to their eternal rewards or damnations. Psychopomps ensure that the dead come to terms with their transition from mortality and are properly sorted into the appropriate afterlife. They also protect souls from being preyed upon by supernatural predators. Nearly all psychopomps wear masks, especially when they're likely to be interacting with mortals, although the types of masks they wear are as varied as the psychopomps themselves. The courts of the Boneyard preside in Requian, a somber yet melodic language spoken slowly with various tonal shifts.
+
+Many psychopomps are intimately involved with the Boneyard's massive bureaucracy. Few pursue mercy, justice, or personal gain; their duties to Pharasma and her Boneyard are supreme. Nevertheless, individual psychopomps interpret their duties in different ways, which might put them in conflict with mortals or even with each other.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Mountain Oni.md b/content/mechanics/srd/Bestiary/Monster Core/Mountain Oni.md
new file mode 100755
index 000000000..237ed564f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Mountain Oni.md
@@ -0,0 +1,99 @@
+---
+title: "Mountain Oni"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.54p8rqKG4VmKDsKc"
+tags:
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/oni
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Mountain Oni"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Mountain Oni"
+level: "Creature 8"
+
+alignment: ""
+size: "Large"
+trait_01: [[giant]]
+trait_02: [[humanoid]]
+trait_03: [[oni]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +16, Deception: +18, Intimidation: +18, Survival: +17"
+abilityMods: [6, 3, 4, 0, 3, 4]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +18, __Ref__ +15, __Will__ +14"
+hp: 165
+health:
+ - name: ""
+ - name: HP
+ desc: "165; __Weaknesses__ spirit 10, Bean Panic 1"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Tetsubo|+1 Striking Tetsubo]]"
+abilities_mid:
+ - name: ""
+ - name: "Bean Panic"
+ desc: " Oni are curiously afraid of beans, especially as the seasons begin to change. If a creature Interacts to throw a handful of beans at the oni, the oni becomes [[Conditions/Frightened|Frightened 2]]. While frightened this way, their weakness to spirit damage is increased by 5. The oni then becomes immune to bean panic for 24 hours."
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 (magical, reach 10 feet)\n__Damage__ 2d6 + 9 piercing 1d6 bleed"
+
+ - name: "**Melee** `pf2:1` Tetsubo"
+ desc: "+21 (magical, razing, reach 10 feet, shove, sweep)\n__Damage__ 2d10 + 9 bludgeoning"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 25, attack +17; __2nd __ _[[Spells/Invisibility|Invisibility (At Will, Self Only)]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph,primal) The mountain oni can take on the appearance of any Medium or Large humanoid creature. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning).\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Thundering Iron"
+ desc: "`pf2:2` The oni lifts their tetsubo and brings it down in a deafening peal. They make a tetsubo Strike. On a success, the target takes an additional 1d10 sonic damage.\n\nEach creature in a 10-foot emanation around the target, other than the oni, take this damage as well and is pushed 5 feet away from the target."
+
+```
+
+```encounter-table
+name: Mountain Oni
+creatures:
+ - 1: Mountain Oni
+```
+
+
+
+Mountain oni are the most common oni and often considered the least sophisticated. While other oni might have a stronger connection to the spiritual world, mountain oni have little interest in anything beyond satisfying their relentless appetites. Sloth and gluttony are common vices among mountain oni, which can allow them to coexist with nearby villages so long as they're well fed, but more ambitious mountain oni can often be found leading ogre war parties or orchestrating violent bandit raids. It's rare for mountain oni to live solitary existences, but those who do prefer to maraud the countryside or exploit villages and hoard the spoils for themselves.
+
+* * *
+
+Oni are large, brutal creatures originating in Tian Xia who resemble humanoids with brightly colored skin, tusks, and horns. Though commonly mistaken for fiends, the first oni were originally kami, tutelary nature spirits. These kami suffered a terrible trauma, losing their sacred wards to dramatic disasters or the callousness of others, and as a result transformed into the violent creatures they are today. While some believe that oni can be spiritually placated through proper ritual worship that transforms them back into kami, many of these would-be saviors fall to oni's notorious brute strength, flesh-rending teeth, and command of storms.
+
+Oni possess the ability to disguise themselves as other humanoids. They are rarely creative in their disguises, often choosing a specific appearance similar to their oni form and sticking with it. This simplicity catches many by surprise, however, as people assume oni are limited to a single alternate form, which is by no means the case.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Mukradi.md b/content/mechanics/srd/Bestiary/Monster Core/Mukradi.md
new file mode 100755
index 000000000..7e5159dc4
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Mukradi.md
@@ -0,0 +1,109 @@
+---
+title: "Mukradi"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.sr6gJO75VHy06kPo"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/15
+ - remaster
+statblock: inline
+name: "Mukradi"
+level: 15
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Mukradi"
+level: "Creature 15"
+
+alignment: ""
+size: "grg"
+trait_01: [[beast]]
+modifier: 24
+perception:
+ - name: "Perception"
+ desc: "+24; Darkvision, Tremorsense (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +32"
+abilityMods: [9, 0, 7, -3, 3, 0]
+speed: 60 feet, burrow 60 feet, climb 60 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 37
+armorclass:
+ - name: AC
+ desc: "37 all-around vision; __Fort__ +32, __Ref__ +23, __Will__ +26"
+hp: 300
+health:
+ - name: ""
+ - name: HP
+ desc: "300; __Resistances__ acid 20, electricity 20, fire 20"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+ - name: "Partitioned Anatomy"
+ desc: "`pf2:0` **Trigger** The mukradi would be [[Conditions/Confused|Confused]], [[Conditions/Paralyzed|Paralyzed]], [[Conditions/Slowed|Slowed]], or [[Conditions/Stunned|Stunned]]\n* * *\n\n**Effect** The mukradi confines the debilitating effect to a certain portion of its nervous system, ignoring the effect but causing a maw of its choice to go dormant for the effect's duration. That maw can't be used for a Strike or to Breathe Energy during that time. This ability can't be used if all the mukradi's heads are dormant."
+
+ - name: "Spitting Rage"
+ desc: "`pf2:r` **Trigger** A creature scores a critical hit on the mukradi\n* * *\n\n**Effect** The mukradi's Breathe Energy recharges. It can use Breathe Energy immediately as part of this reaction. It can't use this reaction again until it recharges Breathe Energy naturally."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Acid Maw"
+ desc: "+32 (magical, reach 20 feet)\n__Damage__ 2d12 + 17 piercing 3d6 acid"
+
+ - name: "**Melee** `pf2:1` Flame Maw"
+ desc: "+32 (magical, reach 20 feet)\n__Damage__ 2d12 + 17 piercing 3d6 fire"
+
+ - name: "**Melee** `pf2:1` Shock Maw"
+ desc: "+32 (magical, reach 20 feet)\n__Damage__ 2d12 + 17 piercing 3d6 electricity"
+
+ - name: "**Melee** `pf2:1` Leg"
+ desc: "+32 (agile, magical, reach 15 feet)\n__Damage__ 2d10 + 17 piercing"
+
+ - name: "**Melee** `pf2:1` Tail Lash"
+ desc: "+32 (magical, reach 30 feet)\n__Damage__ 3d10 + 17 slashing plus knockdown"
+
+ - name: "Breathe Energy"
+ desc: "`pf2:2` (primal) The mukradi breathes a blast of energy from one of its three heads; each creature in the area must attempt a DC 36 Reflex check save.\n\nThe mukradi can't Breathe Energy again for 1d4 rounds.\n\n* **Acid Maw** (acid) 10-foot-wide, 60-foot line of acid dealing 16d6 acid damage.\n* **Flame Maw** (fire) 60-foot cone of fire dealing 16d6 fire damage.\n* **Shock Maw** (electricity) 120-foot line of electricity dealing 16d6 electricity damage."
+
+ - name: "Pull Apart"
+ desc: "`pf2:2` The mukradi makes two Strikes with different maws against the same target. If both hit, the target takes an extra 2d12+13 slashing damage, with a DC 36 Fortitude check save. On a critical failure, the creature is torn to pieces and dies.\n\nThe mukradi's multiple attack penalty increases only after all the attacks are made."
+
+ - name: "Thrash"
+ desc: "`pf2:2` The mukradi Strikes once against each creature in its reach. It can make one of these Strikes with each of its maws, one with its tail lash, and the rest with its legs. Each attack takes a –2 circumstance penalty and counts toward the mukradi's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks are made."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Huge or smaller, leg, DC 36 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Mukradi
+creatures:
+ - 1: Mukradi
+```
+
+
+
+Fearsome centipede-like creatures, mukradis are three-headed predators with a devastating array of ways to kill, burn, and dismember. A version of the mukradi that dwells in the Darklands is rumored to exist. It's said these variant mukradis have black scales, and all of their heads spew a black, acidic goo that animates before being reabsorbed by the mukradis.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Mummy Guardian.md b/content/mechanics/srd/Bestiary/Monster Core/Mummy Guardian.md
new file mode 100755
index 000000000..32a9250aa
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Mummy Guardian.md
@@ -0,0 +1,92 @@
+---
+title: "Mummy Guardian"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.yGYI4O4P1EA2n5w1"
+tags:
+ - pf2e/creature/type/mummy
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Mummy Guardian"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Mummy Guardian"
+level: "Creature 6"
+
+alignment: ""
+size: "Medium"
+trait_01: [[mummy]]
+trait_02: [[undead]]
+trait_03: [[unholy]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision"
+languages: "Necril; plus any one language they knew while alive"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +15, Stealth: +11"
+abilityMods: [4, 0, 2, -2, 4, 2]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +14, __Ref__ +10, __Will__ +16"
+hp: 125
+health:
+ - name: ""
+ - name: HP
+ desc: "125, void healing; __Immunities__ bleed, death effects, disease, paralyzed, poison, unconscious; __Weaknesses__ fire 5, alchemical 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Alchemical Weakness"
+ desc: " The guardian's weakness to alchemical items not only applies to damage from alchemical items, but the guardian also takes 5 damage when splashed with non-damaging alchemical items or dosed with alchemical poisons, even if they're immune to their other effects."
+
+ - name: "Blighted Consumption"
+ desc: "`pf2:r` (curse,divine,poison) **Trigger** A creature within 30 feet eats or drinks (including an alchemical item or potion)\n* * *\n\n**Effect** The food or drink burns like the caustic substances fed to the mummy before its death. If the creature fails a DC 24 Fortitude check save, they become [[Conditions/Sickened|Sickened 2]] after they finish the consumption and can't reduce their sickened condition while within 30 feet of any mummy."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+16 (agile)\n__Damage__ 2d10 + 7 bludgeoning plus choking-pain"
+
+ - name: "Choking Pain"
+ desc: "`pf2:1` (divine,illusion,mental,void) **Requirements** The mummy's last action was a successful fist Strike\n* * *\n\n**Effect** The mummy shares the pain of its dying moments with the target of that Strike. That creature takes 3d8 void damage with a DC 24 Will check save. If the creature critically fails the saving throw, it can't speak for 1 round, including to Cast a Spell."
+
+```
+
+```encounter-table
+name: Mummy Guardian
+creatures:
+ - 1: Mummy Guardian
+```
+
+
+
+The majority of mummy guardians were created by cruel and selfish masters to serve as guardians to protect their tombs from intruders. The traditional method of creating a mummy guardian is a laborious and sadistic process that begins well before the poor soul to be transformed is dead. The victim is ritualistically starved of nourishing food and instead fed strange spices, preservative agents, and toxins intended to quicken the desiccation of the flesh. The victim remains immobile but painfully aware during the final stages, as its now-useless entrails are extracted. The victim is then shrouded in funerary wrappings and entombed within a necromantically ensorcelled sarcophagus to await instructions in the potentially distant future. While it's certainly possible to use other methods to create a mummy guardian from an already-deceased body, those who seek to create these foul undead as their guardians in the afterlife often feel that such methods result in inferior undead—the pain and agony of death by mummification being an essential step in the process.
+
+Regardless of the method of their creation, mummy guardians are more than just physical shells of flesh and bone. They retain fragmented, distorted versions of their minds, with only enough memories of their living personality remaining to fuel their undead anger and jealousy of those who yet live. This burning rage only intensifies over the centuries of waiting within a crypt for the chance to actually act, and thus, when most mummy guardians are awoken by tomb robbers or adventurers, they stop at nothing in pursuit of spiteful slaughter.
+
+* * *
+
+While many cultures practice mummification for benign reasons, undead mummies are created through grueling rituals, typically to provide eternally vigilant guardians. Much more rarely, a body mummified without those special rites can rise again due to its hatred of the living.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Mummy Pharaoh.md b/content/mechanics/srd/Bestiary/Monster Core/Mummy Pharaoh.md
new file mode 100755
index 000000000..4a37103f3
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Mummy Pharaoh.md
@@ -0,0 +1,100 @@
+---
+title: "Mummy Pharaoh"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.mssdqE5OCE7bqNR3"
+tags:
+ - pf2e/creature/type/mummy
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/9
+ - remaster
+statblock: inline
+name: "Mummy Pharaoh"
+level: 9
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Mummy Pharaoh"
+level: "Creature 9"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[mummy]]
+trait_02: [[undead]]
+trait_03: [[unholy]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision"
+languages: "Necril; plus any two languages they knew while alive"
+skills:
+ - name: "Skills"
+ desc: "Deception: +18, Intimidation: +20, Occultism: +15, Religion: +20, Stealth: +13"
+abilityMods: [5, 2, 4, 0, 5, 5]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +19, __Ref__ +15, __Will__ +20; +1 status to all saves vs. vitality"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175, sacred wrappings, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, bleed; __Weaknesses__ fire 10, water 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Longspear|+1 Striking Longspear]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike (Special)]]"
+ desc: "`pf2:r` The mummy pharaoh can use Reactive Strike when a creature within its reach uses a concentrate action, in addition to its normal trigger. It can disrupt triggering concentrate actions, and it disrupts actions on any hit, not just a critical hit.\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Rejuvenation"
+ desc: " (divine) When a mummy pharaoh is destroyed, necromantic energies rebuild its body in its tomb over 1d10 days. If the body is destroyed during that time, the process starts anew. A reforming mummy pharaoh is destroyed permanently if their tomb is consecrated."
+
+ - name: "Sacred Wrappings"
+ desc: " (divine) When a creature deals physical damage to the pharaoh or triggers one of the pharaoh's weaknesses, it must succeed at a DC 28 Will check save or become [[Conditions/Doomed|Doomed 1]].\n\nRegardless of the results of the save, the creature is then immune to that mummy's sacred wrappings for 24 hours."
+
+ - name: "Undead Mastery"
+ desc: " (aura,divine) 100 feet.\n\nCommanded or allied undead in the aura that have a lower level than the mummy pharaoh gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.\n\n[[Bestiary Effects/Effect_ Undead Mastery|Effect: Undead Mastery]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+20 (agile)\n__Damage__ 1d6 void 1d10 + 11 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Longspear"
+ desc: "+21 (magical, reach 10 feet)\n__Damage__ 1d6 void 2d8 + 11 piercing"
+
+ - name: "Sandstorm Wrath"
+ desc: "`pf2:2` (concentrate,divine,earth,fire) The mummy pharaoh exhales a 60-foot cone of superheated sand that deals 5d6 fire and 5d6 slashing damage (DC 28 Reflex check save).\n\nThe mummy pharaoh can't use Sandstorm Wrath again for 1d4 rounds."
+
+ - name: "Veil of Sand"
+ desc: "`pf2:1` (aura,divine,earth) Sand whirls around the mummy pharaoh in a 5-foot emanation until the beginning of their next turn. Creatures inside the sand are [[Conditions/Concealed|Concealed]] to those outside it and any living creature ending its turn within the sand takes 4d6 slashing damage with a DC 28 Fortitude check save\n\nVeil of Sand ends if the mummy takes damage from their water weakness."
+
+```
+
+```encounter-table
+name: Mummy Pharaoh
+creatures:
+ - 1: Mummy Pharaoh
+```
+
+
+
+While mummy guardians are undead crafted from the corpses of sacrificed—usually unwilling victims—and retain only fragments of their memories, a mummy pharaoh is the result of a deliberate embrace of undeath by a sadistic and cruel ruler. The transformation from life to undeath beneath the scorching desert sand is only somewhat less awful, but as the transition is an intentional bid to escape death by a powerful personality who fully embraces the blasphemous repercussions of the choice, the mummy pharaoh retains its memories and personality intact.
+
+* * *
+
+While many cultures practice mummification for benign reasons, undead mummies are created through grueling rituals, typically to provide eternally vigilant guardians. Much more rarely, a body mummified without those special rites can rise again due to its hatred of the living.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Naiad Queen.md b/content/mechanics/srd/Bestiary/Monster Core/Naiad Queen.md
new file mode 100755
index 000000000..43baab2df
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Naiad Queen.md
@@ -0,0 +1,119 @@
+---
+title: "Naiad Queen"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.TkYU8YNPSCVdUZ4I"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/nymph
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/7
+ - remaster
+statblock: inline
+name: "Naiad Queen"
+level: 7
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Naiad Queen"
+level: "Creature 7"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[amphibious]]
+trait_02: [[fey]]
+trait_03: [[nymph]]
+trait_04: [[water]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Low-Light Vision"
+languages: "Common, Elven, Fey, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Athletics: +9, Diplomacy: +20, Medicine: +15, Nature: +15, Performance: +20, Stealth: +14, Survival: +15"
+abilityMods: [0, 5, 4, 3, 4, 7]
+speed: 25 feet, swim 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +15, __Ref__ +18, __Will__ +17"
+hp: 100
+health:
+ - name: ""
+ - name: HP
+ desc: "100; __Weaknesses__ cold iron 10; __Resistances__ fire 10"
+abilities_top:
+ - name: ""
+
+ - name: "Animal Empathy"
+ desc: " The naiad can ask questions of, receive answers from, and use the Diplomacy skill with animals."
+
+ - name: "[[Creature Family Ability Glossary/(Nymph Queen) Tied to the Land|Tied to the Land]]"
+ desc: " The queen is tied to a body of water or area with a great deal of water features.\n* * *\n\nA nymph queen is intrinsically tied to a specific region. As long as the queen is healthy, the environment is exceptionally resilient, allowing the nymph queen to automatically attempt to counteract any spell that would harm the environment (such as the [[Spells/Blight|Blight]] ritual), using her spell DC with a counteract rank equal to the highest-rank druid spell she can cast.\n\nWhen the nymph queen becomes physically or psychologically unhealthy, however, her warded region eventually becomes twisted or unhealthy as well. In that case, restoring the nymph queen swiftly heals the entire region."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Creature Family Ability Glossary/(Nymph Queen) Nymph's Beauty|Nymph's Beauty]]"
+ desc: " (aura,emotion,mental,primal,visual) 30 feet.\n* * *\n\nA creature that fails its save is [[Conditions/Stunned|Stunned 1]] and becomes stunned 1 each time it starts its turn within the aura for the next 24 hours, even if it can't see the naiad queen.\n* * *\n\nCreatures that start their turn in the aura must succeed at a DC 23 Will check save or suffer an effect described in the nymph queen's entry."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Aqueous Fist"
+ desc: "+18 (agile, finesse, magical, water)\n__Damage__ 2d8 + 6 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Water Orb"
+ desc: "+18 (magical, range 60 feet, water)\n__Damage__ 4d6 bludgeoning"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 28, attack +18; __3rd __ _[[Spells/Aqueous Orb|Aqueous Orb]]_, _[[Spells/Earthbind|Earthbind]]_; __2nd __ _[[Spells/Animal Messenger|Animal Messenger]]_, _[[Spells/One with Plants|One with Plants]]_, _[[Spells/Revealing Light|Revealing Light]]_; __1st __ _[[Spells/Air Bubble|Air Bubble]]_, _[[Spells/Fleet Step|Fleet Step]]_, _[[Spells/Gust of Wind|Gust of Wind]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Summon Animal|Summon Animal]]_\n__Cantrips__ __(4th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Frostbite|Frostbite]]_, _[[Spells/Guidance|Guidance]]_, _[[Spells/Light|Light]]_, _[[Spells/Stabilize|Stabilize]]_"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 28, attack +20; __4th __ _[[Spells/Charm|Charm]]_, _[[Spells/Create Water|Create Water]]_, _[[Spells/Hydraulic Push|Hydraulic Push]]_, _[[Spells/Tidal Surge|Tidal Surge]]_"
+
+ - name: "[[Creature Family Ability Glossary/(Nymph Queen) Change Shape|Change Shape]]"
+ desc: "`pf2:1` (polymorph,primal) Nymph queens can transform between their original form, which looks much like a typical nymph of their kind, and any Small or Medium humanoid form, typically choosing a more humanoid-looking version of their natural form.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "[[Creature Family Ability Glossary/(Nymph Queen) Focus Beauty|Focus Beauty]]"
+ desc: "`pf2:1` (emotion,mental,primal,visual) If a target already affected by nymph's beauty fails its save, the image of the queen sears into the creature's mind, effectively blinding the creature until its vision is restored with sound body or a similar effect.\n\nThe naiad queen can Dismiss the effect.\n* * *\n\nThe nymph queen focuses her beauty upon a target, who must attempt a save against her nymph's beauty aura (DC 23 Will check save). If the creature fails and was already affected by the aura, it takes a greater effect described in the nymph queen's entry.\n\nA nymph queen can Focus Beauty on a given creature only once per turn."
+
+ - name: "[[Creature Family Ability Glossary/(Nymph Queen) Inspiration|Inspiration]]"
+ desc: "`pf2:3` (emotion,mental,primal) The nymph queen inspires a single intelligent creature by giving that creature a token of her favor, typically a lock of her hair, though it can be some other significant object as well. As long as the creature carries her token and remains in good standing with her, the creature gains a +1 status bonus to all Crafting checks, Performance checks, and Will saves.\n\nIf the nymph grants her token to a bard, and she's the bard's muse, the queen chooses one additional benefit granted by her token: a +1 status bonus to all Lore checks, a +2 status bonus to Performance checks when determining the effects of compositions, a +4 status bonus to untrained skill checks, or a +2 status bonus to Will saves against fey.\n\n[[Bestiary Effects/Effect_ Nymph Queen's Inspiration|Effect: Nymph Queen's Inspiration]]"
+
+ - name: "Water Healing"
+ desc: "`pf2:2` (healing,primal,vitality) For every 10 minutes a naiad spends soaking in any body of water in her domain, she regains 30 Hit Points."
+
+```
+
+```encounter-table
+name: Naiad Queen
+creatures:
+ - 1: Naiad Queen
+```
+
+
+
+Naiad queens rule over pristine wildernesses centered around untouched lakes, massive rivers, or other collective bodies of fresh water. Bards' songs and artists' paintings of these powerful nymphs tend to depict naiad queens in their slightly more humanoid forms, which they don when they make the rare journey into civilized lands to garner allies, gather news, or gauge threats.
+
+Most naiad queens treat those who respect their domains with kindness, but they're fierce—and quick to eliminate foes. Their blinding beauty and breadth of offensive spells make naiad queens fierce opponents if forced into a fight.
+
+* * *
+
+Nymphs are a family of fey that take the form of beautiful humanoids with elven features and have a deep association with the natural world. The most common of their kind are the dryads, which are spirits that embody great trees, but many other kinds of nymphs exist, including naiads, who watch over bodies of water. All nymphs are guardians of some element of nature, typically a specific tree or pond, or even-in the case of nymph queens-whole forests or massive bodies of water
+
+## Nymph Queens
+
+Nymph queens are powerful nymphs who rule over entire regions of untouched wilderness, not just single trees or ponds. Every variety of nymph can have a queen. Naiad queens are among the most prominent, and more often interact with nearby mortals. Thus, some scholars refer to naiad queens as simply "nymphs."
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Naiad.md b/content/mechanics/srd/Bestiary/Monster Core/Naiad.md
new file mode 100755
index 000000000..4ef72c0a8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Naiad.md
@@ -0,0 +1,98 @@
+---
+title: "Naiad"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.n06vwZ9k98IkfxBl"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/nymph
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Naiad"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Naiad"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[amphibious]]
+trait_02: [[fey]]
+trait_03: [[nymph]]
+trait_04: [[water]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision"
+languages: "Common, Elven, Fey, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Athletics: +3, Diplomacy: +7, Nature: +6, Stealth: +6, Survival: +4"
+abilityMods: [0, 3, 0, 1, 1, 4]
+speed: 25 feet, swim 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 14
+armorclass:
+ - name: AC
+ desc: "14; __Fort__ +3, __Ref__ +6, __Will__ +8"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20; __Weaknesses__ cold iron 3; __Resistances__ fire 3"
+abilities_top:
+ - name: ""
+
+ - name: "Animal Empathy"
+ desc: " The naiad can ask questions of, receive answers from, and use the Diplomacy skill with animals."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Water Dependent"
+ desc: " A naiad is bonded to a spring, pond, or similar-sized water feature. If she is more than 300 feet away from it for 24 hours or more, she gains the weak adjustments until she returns. She can perform a 24-hour ritual to bond herself to a new body of water."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Aqueous Fist"
+ desc: "+8 (agile, finesse, magical, water)\n__Damage__ 1d8 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Water Orb"
+ desc: "+8 (magical, range 60 feet, water)\n__Damage__ 1d6 bludgeoning"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 17, attack +9; __1st __ _[[Spells/Charm|Charm]]_, _[[Spells/Create Water|Create Water]]_, _[[Spells/Hydraulic Push|Hydraulic Push]]_, _[[Spells/Tidal Surge|Tidal Surge (At Will)]]_"
+
+ - name: "Water Healing"
+ desc: " (healing,primal,vitality) For every 10 minutes a naiad spends soaking in her bonded body of water, she regains 7 Hit Points."
+
+```
+
+```encounter-table
+name: Naiad
+creatures:
+ - 1: Naiad
+```
+
+
+
+Naiads protect streams, ponds, springs, and other natural bodies of fresh water. While most naiads lead solitary lives close to their chosen home, sometimes they congregate in coven-like groups where river tributaries meet, performing great magic and blessing the waters of the land. Because naiads' bonds to their bodies of water permit more flexibility, they are the nymphs most likely to interact with humanoids—and even visit their settlements on occasion. Unlike other nymphs, naiads occasionally become adventurers, especially when dark forces seek to despoil nature or otherwise threaten the land, joining forces with others to prevent the corruption of the natural world.
+
+* * *
+
+Nymphs are a family of fey that take the form of beautiful humanoids with elven features and have a deep association with the natural world. The most common of their kind are the dryads, which are spirits that embody great trees, but many other kinds of nymphs exist, including naiads, who watch over bodies of water. All nymphs are guardians of some element of nature, typically a specific tree or pond, or even-in the case of nymph queens-whole forests or massive bodies of water
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Nessari.md b/content/mechanics/srd/Bestiary/Monster Core/Nessari.md
new file mode 100755
index 000000000..2c1bca747
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Nessari.md
@@ -0,0 +1,146 @@
+---
+title: "Nessari"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.3YiwInHPreBujWvh"
+tags:
+ - pf2e/creature/type/devil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/20
+ - remaster
+statblock: inline
+name: "Nessari"
+level: 20
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Nessari"
+level: "Creature 20"
+
+alignment: ""
+size: "Large"
+trait_01: [[devil]]
+trait_02: [[fiend]]
+trait_03: [[unholy]]
+modifier: 37
+perception:
+ - name: "Perception"
+ desc: "+37; Greater Darkvision, Truesight"
+languages: "Common, Diabolic, Draconic, Empyrean; telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +34, Arcana: +32, Athletics: +33, Deception: +39, Diplomacy: +34, Intimidation: +39, Religion: +37, Society: +36, Stealth: +34"
+abilityMods: [9, 8, 9, 8, 9, 8]
+speed: 35 feet, fly 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 46
+armorclass:
+ - name: AC
+ desc: "46; __Fort__ +37, __Ref__ +32, __Will__ +35; +1 status to all saves vs. magic"
+hp: 335
+health:
+ - name: ""
+ - name: HP
+ desc: "335, regeneration 30 (deactivated by holy); __Immunities__ fire; __Weaknesses__ holy 15; __Resistances__ physical 15 (except silver), poison 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 30 (Deactivated by Holy)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Commander's Aura"
+ desc: " (aura,divine) 100 feet.\n\nCommanded or allied unholy creatures in the aura of lower level than the nessari gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.\n\n[[Bestiary Effects/Effect_ Commander's Aura|Effect: Commander's Aura]]"
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,divine,emotion,fear,mental) 20 feet DC 42 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike (Special)]]"
+ desc: "`pf2:r` The nessari can make a Reactive Strike when a creature within reach uses a concentrate action, in addition to the usual trigger. The devil can disrupt triggering concentrate actions, and they disrupt actions on any hit, not only a critical hit.\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+40 (magical, poison, reach 10 feet, unholy)\n__Damage__ 4d10 + 17 piercing plus pit-fiend-venom"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+38 (agile, magical, reach 10 feet, unholy)\n__Damage__ 4d6 + 17 slashing 2d6 spirit"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+36 (magical, reach 10 feet, unholy)\n__Damage__ 4d10 + 17 bludgeoning plus improved-grab"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+36 (magical, reach 15 feet, unholy)\n__Damage__ 4d6 + 17 slashing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 42, attack +34; __10th __ _[[Spells/Falling Stars|Falling Stars]]_, _[[Spells/Manifestation|Manifestation]]_; __9th __ _[[Spells/Seize Soul|Seize Soul (At Will)]]_; __8th __ _[[Spells/Dispel Magic|Dispel Magic (At Will)]]_, _[[Spells/Divine Decree|Divine Decree (At Will)]]_, _[[Spells/Fireball|Fireball (At Will)]]_, _[[Spells/Scrying|Scrying]]_, _[[Spells/Wall of Fire|Wall of Fire (At Will)]]_; __5th __ _[[Spells/Translocate|Translocate]]_; __4th __ _[[Spells/Translocate|Translocate (At Will)]]_\n__Constant__ __(8th)__ _[[Spells/Truesight|Truesight]]_"
+
+ - name: "Rituals"
+ desc: "_Diabolic Pact_"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` (unholy) 2d10+17 bludgeoning, DC 43 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Fast Swoop"
+ desc: "`pf2:1` The nessari Flies and makes a wing Strike at any point during its movement."
+
+ - name: "Masterful Quickened Casting"
+ desc: " (concentrate) **Frequency** once per round\n* * *\n\n**Effect** If the nessari's next action is to cast an 8th-rank or lower innate spell, reduce the number of actions to cast it by 1 (minimum 1 action)."
+
+ - name: "Nessari Venom"
+ desc: " (poison) **Saving Throw** DC 43 Fortitude check\n\n**Maximum Duration** 10 rounds\n\n**Stage 1** 6d6 poison damage and [[Conditions/Drained|Drained 1]] (1 round)\n\n**Stage 2** 7d6 poison damage and [[Conditions/Drained|Drained 2]] (1 round)\n\n**Stage 3** 8d6 poison damage and [[Conditions/Drained|Drained 3]] (1 round)"
+
+ - name: "Shape Devils"
+ desc: " (divine,downtime) The nessari reshapes a large number of orts within a 600-foot emanation into more powerful devils to swell Hell's legions. The nessari must have available the number of orts listed on the table below.\n\n \n\n| Devil Level | Number of Orts |\n| --- | --- |\n| 4 or below | 4 |\n| 5-6 | 8 |\n| 7-8 | 16 |\n| 9-10 | 32 |\n| 11-12 | 64 |\n| 13-14 | 128 |\n| 15-16 | 256 |\n| 17-18 | 512 |\n| 19-20 | 1.024 |\n\nThe nessari can shape 100 orts per day, to a maximum of 1,100 orts in 11 days. Devils created in this way are in thrall to the nessari and follow its orders, with the exception of created nessaris or other devils of similar power, which are always independent. As a result, few nessaris choose to create peers. At the end of the Shape Devils activity, the nessari attempts an incredibly hard Religion check check of the desired devil's level, with results as follows.\n* * *\n\n**Critical Success** The nessari shapes two devils from the massed orts instead of one.\n\n**Success** The nessari shapes a devil of the desired type and level.\n\n**Failure** The devil shaped from the orts is 2 levels lower than the intended devil.\n\n**Critical Failure** The nessari fails to shape any devils and draws the ire of an archdevil for its waste of resources."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Nessari
+creatures:
+ - 1: Nessari
+```
+
+
+
+When an army of devils invades to bathe a region in bloodshed and hellfire, it is likely that one of the nessaris masterminded the incursion. Cunning, powerful, and ruthless, nessaris often serve the archdevils directly. They rule infernal duchies, subjugate mortal worlds, and usurp infernal rivals using unparalleled despotism and calculated ferocity. To realize their tyrannical machinations, nessaris claim mortal souls that they corrupt into ort servants, which can then be shaped and transformed through infernal manipulation into the terrifying devils that form Hell's formidable legions. They often select the most wicked and vicious orts for their armies, drawing upon these lesser devils' depravity during powerful magical ceremonies to create hideous and terrifying abominations that can cow and eviscerate the nessari's enemies.
+
+Each nessari is crafted deep within the nightmarish bowels of Nessus, the ninth layer of Hell, to serve the whims of archdevils and infernal dukes. Those nessaris that don't leave Nessus to command infernal legions in the upper layers of Hell often form the courts of Hell's elite, gathering cronies and sects that shape Hell's political landscape through subterfuge and manipulation. But many nessaris see themselves as living embodiments of hellfire, the all-encompassing wrath of Hell, and thus prefer to dwell in realms consumed by fire. In Avernus, Dis, Malebolge, Nessus, and Phlegethon, nessaris build vast citadels of brimstone wreathed in flame to lord over.
+
+Rather than being above the constant power struggles of the diabolic ranks, nessaris are in the thick of it. Even apocalyptic schemes to conquer or despoil mortal worlds usually begin from a desire to claw a single rank up the immortal hierarchy of Hell. For this reason, the best, yet also most dangerous, ally against a nessari is the nessari next to them.
+
+Nessaris tower over other devils, standing at least 16 feet tall, weighing over 1,000 pounds, and brandishing wingspans in excess of 20 feet.
+
+## Infernal Dukes
+
+Elite members of Hell's political infrastructure and leadership hierarchy, the dukes of Hell are chosen from among the most tyrannical, oppressive, and conniving devils. While not all infernal dukes are nessaris, a nessari's natural disposition toward conquest and oppression often makes them an ideal candidate for this position. To create an infernal duke, adjust the nessari to be between 21st and 25th level. Because of their physical prowess, manipulative nature, and powerful spellcasting abilities, infernal dukes make excellent villains for long-running campaigns.
+
+* * *
+
+Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks.
+
+Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly orts perform subservient labor to more powerful and specialized devils, such as infantry and contract devils, while the greatest nessaris command entire infernal armies.
+
+Asmodeus stands at the apex of the structure he created, but the layers below him are marked by a constant jockeying for position. Most diabolic plans ultimately serve to improve the schemer's place in the hierarchy.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Nightmare.md b/content/mechanics/srd/Bestiary/Monster Core/Nightmare.md
new file mode 100755
index 000000000..1a25285ef
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Nightmare.md
@@ -0,0 +1,86 @@
+---
+title: "Nightmare"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.iy5S8r5Mq0vsOuF8"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Nightmare"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Nightmare"
+level: "Creature 6"
+
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[fiend]]
+trait_03: [[unholy]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision"
+languages: "Chthonian, Daemonic, Diabolic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Athletics: +16, Intimidation: +14, Survival: +12"
+abilityMods: [6, 3, 3, 1, 4, 2]
+speed: 40 feet, fly 90 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +15, __Ref__ +15, __Will__ +12"
+hp: 100
+health:
+ - name: ""
+ - name: HP
+ desc: "100; __Resistances__ fire 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Smoke"
+ desc: " (aura) 15 feet.\n\nThe nightmare continually exhales black smoke. Creatures within the aura are [[Conditions/Concealed|Concealed]] to those outside it, and creatures outside the aura are concealed to creatures within it. Nightmares and their riders can see through this smoke.\n\nA creature that begins its turn in the area must succeed at a DC 23 Fortitude check save or be [[Conditions/Sickened|Sickened 2]]. It's then temporarily immune to being sickened by the smoke for 1 minute. This is an inhaled poison, and the nightmare and its rider are immune to it."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+16 (magical, unholy)\n__Damage__ 2d10 + 8 piercing"
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+16 (agile, fire, magical, unholy)\n__Damage__ 1d8 + 8 bludgeoning 1d6 fire"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 24, attack +16; __7th __ _[[Spells/Interplanar Teleport|Interplanar Teleport (Self and Rider Only)]]_"
+
+ - name: "Flaming Gallop"
+ desc: "`pf2:2` (divine,fire,unholy) The nightmare Strides or Flies up to triple its Speed. Its hooves burst with intense flame, dealing 3d6 fire damage with a DC 24 Reflex check save to each creature other than the nightmare's rider that the nightmare moves adjacent to during its gallop. Each creature can be affected only once during a single use of Flaming Gallop."
+
+```
+
+```encounter-table
+name: Nightmare
+creatures:
+ - 1: Nightmare
+```
+
+
+
+Nightmares are flaming equine harbingers of death.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Nilith.md b/content/mechanics/srd/Bestiary/Monster Core/Nilith.md
new file mode 100755
index 000000000..da6518a8f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Nilith.md
@@ -0,0 +1,89 @@
+---
+title: "Nilith"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.eTWinzOj8ssXu2EY"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/10
+ - remaster
+statblock: inline
+name: "Nilith"
+level: 10
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Nilith"
+level: "Creature 10"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision"
+languages: "Aklo, Common; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Athletics: +17, Intimidation: +23, Occultism: +19, Stealth: +21, Survival: +17"
+abilityMods: [3, 5, 4, 3, 3, 5]
+speed: 25 feet, climb 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 32
+armorclass:
+ - name: AC
+ desc: "32; __Fort__ +17, __Ref__ +20, __Will__ +20"
+hp: 150
+health:
+ - name: ""
+ - name: HP
+ desc: "150; __Resistances__ mental 10, physical 5 (except silver)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+23 (agile, finesse, magical)\n__Damage__ 2d10 + 9 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+23 (finesse, magical)\n__Damage__ 2d12 + 9 piercing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 29, attack +21; __5th __ _[[Spells/Hallucination|Hallucination]]_, _[[Spells/Mind Probe|Mind Probe]]_, _[[Spells/Wave of Despair|Wave of Despair]]_; __4th __ _[[Spells/Confusion|Confusion]]_, _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Flicker|Flicker]]_, _[[Spells/Invisibility|Invisibility (At Will, Self Only)]]_, _[[Spells/Nightmare|Nightmare]]_; __3rd __ _[[Spells/Mind Reading|Mind Reading (At Will)]]_\n__Cantrips__ __(5th)__ _[[Spells/Message|Message]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Shield|Shield]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_"
+
+ - name: "Mind Crush"
+ desc: "`pf2:1` (mental,occult) **Requirements** The nilith has a creature [[Conditions/Grabbed|Grabbed]]\n* * *\n\n**Effect** The nilith reaches into the mind of the grabbed creature and implants disjointed images of the victim's worst fears and nightmares. The grabbed creature takes 6d6 mental damage with a DC 31 Will check save. On a critical failure, the target is also affected as though by [[Spells/Never Mind|Never Mind]], and it must attempt a second Will save against that effect."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Nilith
+creatures:
+ - 1: Nilith
+```
+
+
+
+The sleek, dark niliths resemble hairless, emaciated tree sloths. These creatures are intensely dangerous and fearsome, with glowing red eyes, wicked claws, and mouths full of needlelike teeth. Niliths feed off the emotions, fears, and flesh of the living, and folktales posit that those who have nightmares of these creatures are fated to one day be eaten by them. Niliths draw intense joy from tormenting sapient creatures, often focusing their predations on the pious and the just, from whom they draw forth their most basic fears and worst thoughts and revel in their victims' subsequent terror. More often than not, these despicable manipulators wish to drive their victims into madness and even to suicide. Most niliths lack the patience to spend too much time fully tearing down an individual, and when a nilith tires of its current plaything and becomes bored with its particular thoughts and fears, it murders the quarry before feeding on its flesh and moving onto the next victim.
+
+Niliths are actually extensions of much deadlier creatures that dwell in a distant dimension beyond dreams—in a way, niliths are little more than remote feeding machines for the unknown alien entities to which they are connected. Scholars and dimensional travelers have attempted to uncover the exact mechanisms of this mysterious connection, but they have yet to decipher the truth. Indeed, many who investigate the nature of a nilith's bond are driven to madness before getting anywhere close. The odd connection to otherworldly beings might help explain the longevity of these creatures, as it is believed that niliths can live for thousands of years.
+
+Thankfully for others, niliths are solitary creatures that hate the company of their own kind, likely because these harbingers of nightmares have no wish to taste the horrors they bring to others.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Norn.md b/content/mechanics/srd/Bestiary/Monster Core/Norn.md
new file mode 100755
index 000000000..0d9ccc459
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Norn.md
@@ -0,0 +1,121 @@
+---
+title: "Norn"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.LmsU5LBxjgHLuHGP"
+tags:
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/20
+ - remaster
+statblock: inline
+name: "Norn"
+level: 20
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Norn"
+level: "Creature 20"
+rare_03: [[Rare]]
+alignment: ""
+size: "Large"
+trait_01: [[fey]]
+modifier: 41
+perception:
+ - name: "Perception"
+ desc: "+41; Greater Darkvision, Lifesense 120 Feet, Truesight"
+languages: "Common, Fey, Jotun; Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Crafting: +36, Deception: +35, Intimidation: +37, Medicine: +38, Occultism: +34, Performance: +31, Religion: +34, Lore (All): +28"
+abilityMods: [7, 6, 6, 6, 10, 7]
+speed: 35 feet, fly 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 46
+armorclass:
+ - name: AC
+ desc: "46; __Fort__ +34, __Ref__ +30, __Will__ +38; +1 status to all saves vs. magic"
+hp: 375
+health:
+ - name: ""
+ - name: HP
+ desc: "375, regeneration 20 (deactivated by cold iron); __Immunities__ off-guard, void; __Weaknesses__ cold iron 20"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Shears|Shears]]"
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 120 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+ - name: "Sense Fate"
+ desc: " (fortune) A norn automatically rolls a 20 when she rolls initiative."
+
+ - name: "Triumvirate"
+ desc: " This functions as the [[Bestiary Ability Glossary/Coven|Coven]] ability, except only norns can join a triumvirate, and it functions only as long as exactly three norns are part of the triumvirate. A triumvirate grants the following spells: [[Spells/Cataclysm|Cataclysm]], [[Spells/Foresight|Foresight]], [[Spells/Manifestation|Manifestation]](once per day), [[Spells/Pinpoint|Pinpoint]], and [[Spells/Revival|Revival]]."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 20 (Deactivated by Cold Iron)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Norn Shears"
+ desc: "+38 (deadly 2d8, magical, reach 10 feet, versatile p)\n__Damage__ 4d4 + 15 slashing plus sever-fate 6d6 void plus sever-fate"
+
+ - name: "**Melee** `pf2:1` Hand Of Fate"
+ desc: "+38 (agile, magical, reach 10 feet)\n__Damage__ 4d10 + 15 void plus sever-fate"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 42, attack +34; __10th __ _[[Spells/Freeze Time|Freeze Time]]_; __9th __ _[[Spells/Execute|Execute]]_, _[[Spells/Phantasmagoria|Phantasmagoria]]_, _[[Spells/Retrocognition|Retrocognition]]_; __8th __ _[[Spells/Migration|Migration]]_, _[[Spells/Quandary|Quandary]]_; __7th __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Read Omens|Read Omens]]_, _[[Spells/Spellwrack|Spellwrack]]_\n__Cantrips__ __(10th)__ _[[Spells/Detect Magic|Detect Magic]]_\n__Constant__ __(10th)__ _[[Spells/Hidden Mind|Hidden Mind]]_, _[[Spells/Truesight|Truesight]]_, _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "Triumvirate Spells"
+ desc: "DC 42, attack +34; __10th __ _[[Spells/Cataclysm|Cataclysm]]_, _[[Spells/Manifestation|Manifestation]]_, _[[Spells/Revival|Revival]]_; __9th __ _[[Spells/Foresight|Foresight]]_; __8th __ _[[Spells/Cursed Metamorphosis|Cursed Metamorphosis]]_, _[[Spells/Pinpoint|Pinpoint]]_; __5th __ _[[Spells/Augury|Augury]]_, _[[Spells/Charm|Charm]]_, _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Illusory Disguise|Illusory Disguise]]_, _[[Spells/Illusory Scene|Illusory Scene]]_, _[[Spells/Scouting Eye|Scouting Eye]]_, _[[Spells/Talking Corpse|Talking Corpse]]_"
+
+ - name: "Rituals"
+ desc: "_Collective Memories_, _Control Weather_, _Geas_"
+
+ - name: "Fated"
+ desc: " (fortune,misfortune) When a creature is subject to a fortune effect from a norn and a misfortune effect from any source other than a norn (or vice versa), the norn's effect automatically counteracts the other effect and then takes place normally, rather than the two effects canceling each other out. If both the fortune and misfortune effect are from a norn, then the two cancel each other out as normal. At the GM's discretion, powerful entities related to fate or luck, like Desna, Magdh, or Pharasma, can't have their effects negated by this ability."
+
+ - name: "Sever Fate"
+ desc: " (occult) When a norn deals void damage with a Strike, she regains 10 Hit Points. The target must succeed at a DC 39 Fortitude check save or become [[Conditions/Drained|Drained 1]] ([[Conditions/Drained|Drained 2]] on a critical failure).\n\nFurther void damage dealt by the norn increases the drained condition value by 1 on a failed save (or by 2 on a critical failure), to a maximum of [[Conditions/Drained|Drained 4]]."
+
+ - name: "Shift Fate"
+ desc: "`pf2:r` (occult) **Trigger** A creature within 120 feet attempts a saving throw\n* * *\n\n**Effect** The creature rolls the saving throw twice, and then the norn decides which result applies. If the norn chooses the lower roll, this is a misfortune effect; if she chooses the higher roll, it's a fortune effect; if they're the same, she decides which trait to apply."
+
+ - name: "Snip Thread"
+ desc: "`pf2:2` (death,manipulate,occult) **Frequency** three times per day\n* * *\n\n**Effect** The norn produces a golden thread linked to the fate of a creature within 100 feet of her, then snips it short with her shears. The target takes 100 void damage (DC 42 Fortitude check save). If the target is reduced to 0 Hit Points from this damage, the thread is completely severed and the creature dies immediately.\n\nA creature slain by Snip Thread can't be restored to life except by a [[Spells/Wish|Wish]] ritual or similarly powerful magic; or by divine intervention. Regardless of the outcome of their saving throw, a creature targeted by Snip Thread then becomes temporarily immune for 24 hours.\n\nThe norn can't use Snip Thread again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Norn
+creatures:
+ - 1: Norn
+```
+
+
+
+Ancient beyond imagining, norns are powerful fey women who hold in their hands the physical manifestation of fate and destiny in the form of golden thread. They watch over all life, intervening with reluctance when called upon—or with a vengeance when the strands of fate are twisted and abused by lesser beings. They cut imposing figures, standing 14 feet tall and weighing 800 pounds.
+
+Norns' relationship with the Eldest of the First World is complex. Many among norns serve Magdh the Three, the triune Eldest who some norns believe to be the first norn triumvirate bound together into one entity, as Magdh has three bodies: a Maiden, a Mother, and a Matriarch. Magdh claims to be watching the threads of fate for some ominous prophesied cataclysm, and in addition to assisting in her divinations, Magdh expects the norns who serve her to follow her cryptic commands to help nudge the future away from the brink. However, norns are powerful beings in their own right, themselves capable of granting divine power, and many balk at serving the enigmatic demigod. These norns find the other Eldest even more alien and challenging to interact with, for they believe that while the Eldest wield great power, even these powerful beings should not be granted leave to meddle with fate as much as they desire.
+
+While even the weakest of the Eldest could destroy an unaffiliated norn with ease, they tend to obey the proclamations and judgments of norns when they are spoken. These norns, for their part, use their perceived neutrality judiciously. They know better than to issue too many demands to the Eldest, lest the capricious demigods grow frustrated. And so the balance of power remains tenuous between unaffiliated norns and the Eldest, as it has for eons. Norns know that it's merely a matter of time before the Eldest lose their respect for this tradition and start acting entirely as they please, despite norns' best efforts to rein in their most disruptive actions.
+
+## Followers of Fate
+
+In the mortal Universe, some mortals worship norns as deities, while others, especially witches and bards, admire them as patrons or muses. Those who uphold norns as deities are known as Followers of Fate. Norns neither discourage this veneration nor go out of their way to support such worship. Clerics who venerate norns might worship a specific norn or norn triumvirate, or all norns as a whole, but they gain the same benefits regardless of their choice. The religious symbol of Followers of Fate is a pair of shears cutting a golden thread, and their areas of concern are destiny, fate, and the aging process.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Nosoi.md b/content/mechanics/srd/Bestiary/Monster Core/Nosoi.md
new file mode 100755
index 000000000..cc7e4ba5a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Nosoi.md
@@ -0,0 +1,93 @@
+---
+title: "Nosoi"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.nTjNhX38odvlA4lw"
+tags:
+ - pf2e/creature/type/monitor
+ - pf2e/creature/type/psychopomp
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Nosoi"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Nosoi"
+level: "Creature 1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[monitor]]
+trait_02: [[psychopomp]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision, Lifesense 60 Feet"
+languages: "Chthonian, Diabolic, Empyrean, Requian"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Performance: +6, Religion: +6, Society: +2, Stealth: +6, Boneyard Lore: +8, Library Lore: +8"
+abilityMods: [-1, 3, 1, 1, 1, 3]
+speed: 15 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +4, __Ref__ +8, __Will__ +6"
+hp: 18
+health:
+ - name: ""
+ - name: HP
+ desc: "18; __Immunities__ death effects, disease; __Resistances__ void 3, poison 3"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 60 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+6 (finesse, magical, reach 0 feet)\n__Damage__ 1d4 - 1 piercing plus spirit-touch"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 16, attack +8; __4th __ _[[Spells/Read Omens|Read Omens]]_, _[[Spells/Talking Corpse|Talking Corpse]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At Will, Self Only)]]_, _[[Spells/Noise Blast|Noise Blast]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) The nosoi takes the appearance of a raven or songbird. This doesn't change its Speed or its attack and damage modifiers with its Strikes.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Haunting Melody"
+ desc: "`pf2:1` (auditory,concentrate,divine,incapacitation,mental) The nosoi croons an entrancing song. Each living or undead creature within a 60-foot emanation must attempt a DC 18 Will check save. The effect lasts until the end of the nosoi's next turn, but the nosoi can Sustain it. A creature that succeeds at its save is temporarily immune for 24 hours. Despite being a mental effect, this ability affects mindless undead.\n\nPsychopomps are immune to this ability.\n* * *\n\n**Failure** The creature is [[Conditions/Fascinated|Fascinated]] with the nosoi.\n\n**Critical Failure** The creature is fascinated with the nosoi and must spend each of its actions on its turn to move closer to the nosoi as expediently as possible while avoiding obvious dangers. If a fascinated creature is adjacent to the nosoi, it stays still and doesn't act. If the creature is attacked, the fascination ends."
+
+ - name: "Shepherd's Touch"
+ desc: " A nosoi's Strikes have the benefit of a _[[Equipment/Ghost Touch|Ghost Touch]]_ property rune and deal an additional 1d6 void damage to living creatures or 1d6 vitality damage to undead."
+
+```
+
+```encounter-table
+name: Nosoi
+creatures:
+ - 1: Nosoi
+```
+
+
+
+A nosoi resembles a whippoorwill, sparrow, or other small bird wearing a heavy leather plague doctor's mask. They are the clerks, messengers, and scribes of the Boneyard, witnessing judgments, directing souls, and generally performing the administrative grunt work that keeps the Boneyard functioning. Most nosois are particularly chatty and eager to discuss how important they consider their individual assignments to be.
+
+* * *
+
+Psychopomps are guardians and shepherds of the dead in the Boneyard, the vast plane of graves where mortal souls are judged and sent on to their eternal rewards or damnations. Psychopomps ensure that the dead come to terms with their transition from mortality and are properly sorted into the appropriate afterlife. They also protect souls from being preyed upon by supernatural predators. Nearly all psychopomps wear masks, especially when they're likely to be interacting with mortals, although the types of masks they wear are as varied as the psychopomps themselves. The courts of the Boneyard preside in Requian, a somber yet melodic language spoken slowly with various tonal shifts.
+
+Many psychopomps are intimately involved with the Boneyard's massive bureaucracy. Few pursue mercy, justice, or personal gain; their duties to Pharasma and her Boneyard are supreme. Nevertheless, individual psychopomps interpret their duties in different ways, which might put them in conflict with mortals or even with each other.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Noxious Needler.md b/content/mechanics/srd/Bestiary/Monster Core/Noxious Needler.md
new file mode 100755
index 000000000..a399fae07
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Noxious Needler.md
@@ -0,0 +1,91 @@
+---
+title: "Noxious Needler"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.dCgmUxfwWMNzuaIK"
+tags:
+ - pf2e/creature/type/alchemical
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/9
+ - remaster
+statblock: inline
+name: "Noxious Needler"
+level: 9
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Noxious Needler"
+level: "Creature 9"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[alchemical]]
+trait_02: [[construct]]
+trait_03: [[mindless]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +22"
+abilityMods: [6, 4, 3, -5, 0, -5]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +20, __Ref__ +19, __Will__ +15"
+hp: 150
+health:
+ - name: ""
+ - name: HP
+ desc: "150; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental; __Resistances__ physical 10 (except adamantine or bludgeoning), spells 10 (except sonic)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Alchemical Chambers"
+ desc: " A noxious needler's body contains six alchemical chambers filled with different substances. When a noxious needler's ability calls upon a randomly determined alchemical effect, roll 1d6 and consult the following (if you roll the result of a chamber that was shattered, there is no alchemical effect):\n\n \n\n| 1d6 | Alchemical Effect |\n| --- | --- |\n| 1 | Acid Damage |\n| 2 | Cold Damage |\n| 3 | Electricity Damage |\n| 4 | Fire Damage |\n| 5 | Poison Damage |\n| 6 | Sickness: DC 26 Fortitude check save or [[Conditions/Sickened\\|Sickened 1]] ([[Conditions/Sickened\\|Sickened 2]] on a critical failure) |"
+
+ - name: "Alchemical Rupture"
+ desc: " When a noxious needler takes physical damage from a critical hit or is affected by a shatter spell, one glass chamber within its body shatters, spewing alchemical liquid in a 5-foot emanation. Roll on the alchemical chambers list to determine which one shatters—on a roll of 1–5, creatures in the area take 10d6 damage of the appropriate type (DC 28 basic Reflex). On a roll of 6, creatures must instead save against the sickness effect.\n\n \n\n| 1d6 | Alchemical Effect |\n| --- | --- |\n| 1 | 10d6 acid damage DC 28 Reflex check |\n| 2 | 10d6 cold damage DC 28 Reflex check |\n| 3 | 10d6 electricity damage DC 28 Reflex check |\n| 4 | 10d6 fire damage DC 28 Reflex check |\n| 5 | 10d6 poison damage DC 28 Reflex check |\n| 6 | Sickness: DC 26 Fortitude check save or [[Conditions/Sickened\\|Sickened 1]] ([[Conditions/Sickened\\|Sickened 2]] on a critical failure) |"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Syringe"
+ desc: "+22 (magical, reach 10 feet)\n__Damage__ 2d10 + 6 piercing plus alchemical-injection"
+
+ - name: "**Ranged** `pf2:1` Bomb"
+ desc: "+20 (magical, thrown 20 ft.)\n__Damage__ "
+
+ - name: "Alchemical Injection"
+ desc: " When a noxious needler hits a creature with a syringe Strike, roll 1d6 on the alchemical chambers list to determine the additional effect of the attack. The syringe deals an additional 2d6 damage of the appropriate type (or exposes the target to the sickness effect, as appropriate).\n\n \n\n| 1d6 | Alchemical Effect |\n| --- | --- |\n| 1 | 2d6 acid damage |\n| 2 | 2d6 cold damage |\n| 3 | 2d6 electricity damage |\n| 4 | 2d6 fire damage |\n| 5 | 2d6 poison damage |\n| 6 | Sickness: DC 26 Fortitude check save or [[Conditions/Sickened\\|Sickened 1]] ([[Conditions/Sickened\\|Sickened 2]] on a critical failure) |"
+
+ - name: "Generate Bomb"
+ desc: "`pf2:1` (manipulate) The needler fills an empty vial from one of its alchemical chambers to create a bomb and then makes a bomb Strike. Roll 1d6 on the table below. On a roll of 1–5, the bomb deals 3d10 damage and 3 splash damage, matching the damage type of the chamber; you can instead choose to create an alchemical bomb of 11th level or lower that deals the same damage type, such as an acid flask on a roll of 1. On a roll of 6, it creates a sickness bomb, which exposes the target and all creatures in the splash radius to the sickness effect; creatures hit by only the splash receive a +2 circumstance bonus to their Fortitude saves.\n\n \n\n| 1d6 | Alchemical Effect |\n| --- | --- |\n| 1 | Acid Damage: 3d10 acid + 3 splash acid damage |\n| 2 | Cold Damage: 3d10 cold + 3 splash cold damage |\n| 3 | Electricity Damage: 3d10 electricity + 3 splash electricity damage |\n| 4 | Fire Damage: 3d10 fire + 3 splash fire damage |\n| 5 | Poison Damage: 3d10 poison + 3 splash poison damage |\n| 6 | Sickness: DC 26 Fortitude check save or [[Conditions/Sickened\\|Sickened 1]] ([[Conditions/Sickened\\|Sickened 2]] on a critical failure) |"
+
+```
+
+```encounter-table
+name: Noxious Needler
+creatures:
+ - 1: Noxious Needler
+```
+
+
+
+This construct is a walking alchemical nightmare capable of inflicting all manner of painful wounds. The noxious needlers' ability to follow orders is granted by the otherwise mindless humanoid brain that floats in their dome-like heads, allowing them to serve as laborers and guards for their creators.
+
+In exceptionally rare cases, the brain used in their creation might retain fragments of memories or even an actual intellect, resulting in a noxious needler with a personality and agenda of its own. Unwilling creations often hunt down their creators, venting their rage on similar targets if revenge is impossible. Others blankly replicate the experiments from their last memory
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Nuckelavee.md b/content/mechanics/srd/Bestiary/Monster Core/Nuckelavee.md
new file mode 100755
index 000000000..e1d7451ac
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Nuckelavee.md
@@ -0,0 +1,107 @@
+---
+title: "Nuckelavee"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.4vdspKQjBCRpVuQK"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/9
+ - remaster
+statblock: inline
+name: "Nuckelavee"
+level: 9
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Nuckelavee"
+level: "Creature 9"
+
+alignment: ""
+size: "Large"
+trait_01: [[amphibious]]
+trait_02: [[fey]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Low-Light Vision"
+languages: "Aklo, Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +19, Intimidation: +19, Nature: +16, Stealth: +18, Survival: +16"
+abilityMods: [6, 3, 4, 1, 3, 4]
+speed: 40 feet, swim 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +19, __Ref__ +16, __Will__ +20"
+hp: 190
+health:
+ - name: ""
+ - name: HP
+ desc: "190; __Immunities__ disease, poison; __Weaknesses__ cold iron 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Bastard Sword|+1 Striking Bastard Sword]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 30 feet DC 25 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Purity Vulnerability"
+ desc: " Unpolluted fresh water burns a nuckelavee like acid, dealing 1d6 acid damage to it and causing it to be [[Conditions/Sickened|Sickened 2]].\n\nA nuckelavee can't heal from damage when it's in an area that isn't polluted (subject to GM discretion)."
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Bastard Sword"
+ desc: "+21 (magical, reach 10 feet, two-hand d12)\n__Damage__ 2d8 + 12 slashing plus mortasheen 1d6 poison plus mortasheen"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 (agile)\n__Damage__ 2d8 + 12 piercing plus mortasheen 1d6 poison plus mortasheen"
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+20 ()\n__Damage__ 2d6 + 12 bludgeoning plus mortasheen"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 28, attack +20; __5th __ _[[Spells/Control Water|Control Water]]_; __3rd __ _[[Spells/Stinking Cloud|Stinking Cloud]]_"
+
+ - name: "Rituals"
+ desc: "_Blight_"
+
+ - name: "Blight Breath"
+ desc: "`pf2:2` (disease,poison,primal) The nuckelavee breathes a 30-foot cone of foulness, dealing 8d6 void damage to living creatures in the area with a DC 28 Fortitude check save. A creature that fails also takes 2d6 bleed damage.\n\nThe nuckelavee can't use Blight Breath again for 1d4 rounds."
+
+ - name: "Mortasheen"
+ desc: " (disease) The target can't recover from the fatigued condition caused by mortasheen until the disease is cured. Mortasheen gains the virulent trait against animals and plants\n\n**Saving Throw** DC 28 Fortitude check\n* * *\n\n**Stage 1** Carrier with no ill effect (1 day);\n\n**Stage 2** [[Conditions/Drained|Drained 1]] and [[Conditions/Fatigued|Fatigued]] (1 day)\n\n**Stage 3** [[Conditions/Drained|Drained 2]] and fatigued (1 day)\n\n**Stage 4** dead"
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Medium or smaller, hoof, DC 28 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+```
+
+```encounter-table
+name: Nuckelavee
+creatures:
+ - 1: Nuckelavee
+```
+
+
+
+When pollution despoils a natural waterway, it draws the dreaded nuckelavee to it from the First World. This spirit of wrath is a grisly sight to behold: a horselike monstrosity with the gnarled upper body of a humanoid growing directly from its back. Further enhancing its awfulness, not a patch of skin exists on the misshapen hybrid form, as though it survived its own flaying.
+
+When a nuckelavee rides forth from its domain, it wreaks a trail of destruction across the land surrounding its path. Nuckelavees are considered among the cruelest and most monstrous fey, seen by some as just desserts visited upon those who would befoul the waters of their homes. A nuckelavee, however, doesn't discriminate between those who pollute and those who merely have the misfortune to be in the wrong place at the wrong time.
+
+Despite their vile reputation among humanoids, nuckelavees are generally respectful of their fey counterparts. Once pollution has been cleansed and water fey like naiads return to a body of water, nuckelavees will peacefully withdraw.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Ofalth.md b/content/mechanics/srd/Bestiary/Monster Core/Ofalth.md
new file mode 100755
index 000000000..fe8d9efbe
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Ofalth.md
@@ -0,0 +1,89 @@
+---
+title: "Ofalth"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.TGi44LBwmuUPBoV6"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/10
+ - remaster
+statblock: inline
+name: "Ofalth"
+level: 10
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Ofalth"
+level: "Creature 10"
+
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +23, Stealth: +19"
+abilityMods: [7, 3, 6, -2, 2, -2]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +22, __Ref__ +17, __Will__ +18"
+hp: 170
+health:
+ - name: ""
+ - name: HP
+ desc: "170, filth wallow; __Immunities__ disease, poison"
+abilities_top:
+ - name: ""
+
+ - name: "Refuse Pile"
+ desc: " When they're not in danger, an ofalth can spend 1 minute settling into a 10-foot pile that looks like a heap of garbage. Until the next time it takes an action, the ofalth gains a +2 circumstance bonus to AC.\n\nA creature that enters the area of the garbage heap or interacts with it must attempt a save against the ofalth's stench."
+
+abilities_mid:
+ - name: ""
+ - name: "Filth Wallow"
+ desc: " An ofalth gains fast healing 2 when in an area with a high concentration of debris or excrement, such as a refuse heap or sewer."
+
+ - name: "[[Bestiary Ability Glossary/Stench|Stench]]"
+ desc: " (aura,olfactory) 30 feet, DC 28 Fortitude check\n* * *\n\nA creature entering the aura or starting its turn in the area must succeed at a Fortitude save or become [[Conditions/Sickened|Sickened 1]] (plus [[Conditions/Slowed|Slowed 1]] as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+23 (reach 10 feet)\n__Damage__ 2d12 + 13 bludgeoning plus wretched-weeps"
+
+ - name: "**Ranged** `pf2:1` Offal"
+ desc: "+19 (range increment 30 feet)\n__Damage__ 2d10 + 9 bludgeoning plus wretched-weeps"
+
+ - name: "Wretched Weeps"
+ desc: " (disease) **Saving Throw** DC 26 Fortitude check\n* * *\n\n**Stage 1** carrier with no ill effect (1 day)\n\n**Stage 2** 2d4 persistent bleed every hour and [[Conditions/Enfeebled|Enfeebled 1]] (1 day);\n\n**Stage 3** 2d6 persistent bleed every hour and [[Conditions/Enfeebled|Enfeebled 2]] (1 day)"
+
+```
+
+```encounter-table
+name: Ofalth
+creatures:
+ - 1: Ofalth
+```
+
+
+
+Fully grown ofalths capture victims and slowly eat them alive.
+
+* * *
+
+Found in castle dung heaps, city dumps, and sewers, ofalths are living amalgamations of wet detritus, sewage, and rubbish. They carry a disease called wretched weeps that causes the victim's blood to seep from its pores.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Ogre Boss.md b/content/mechanics/srd/Bestiary/Monster Core/Ogre Boss.md
new file mode 100755
index 000000000..9fdf379b9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Ogre Boss.md
@@ -0,0 +1,91 @@
+---
+title: "Ogre Boss"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.6u86JEoK1i2RtEyl"
+tags:
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/7
+ - remaster
+statblock: inline
+name: "Ogre Boss"
+level: 7
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Ogre Boss"
+level: "Creature 7"
+
+alignment: ""
+size: "Large"
+trait_01: [[giant]]
+trait_02: [[humanoid]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision"
+languages: "Common, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +16, Intimidation: +16, Stealth: +11"
+abilityMods: [7, 0, 4, 0, 1, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +17, __Ref__ +12, __Will__ +15"
+hp: 130
+health:
+ - name: ""
+ - name: HP
+ desc: "130"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "6x [[Equipment/Javelin|Javelin]], [[Equipment/Ogre Hook|+1 Ogre Hook]], [[Equipment/Breastplate|Breastplate]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Ogre Hook"
+ desc: "+19 (deadly d10, reach 10 feet, trip)\n__Damage__ 1d10 + 11 piercing"
+
+ - name: "**Ranged** `pf2:1` Javelin"
+ desc: "+12 (thrown 30 ft.)\n__Damage__ 1d6 + 11 piercing"
+
+ - name: "Bellowing Command"
+ desc: "`pf2:1` (auditory,emotion,fear,linguistic,mental) The ogre boss issues a command to hasten their fellows. Each ogre ally who hears and understands this command becomes [[Conditions/Quickened|Quickened]] until the end of that ally's next turn but can use the extra action only to Step or Stride."
+
+ - name: "Sweeping Hook"
+ desc: "`pf2:r` **Trigger** The ogre boss successfully [[Actions/Trip|Trips]] a creature using an ogre hook\n* * *\n\n**Effect** The ogre boss makes an ogre hook Strike against the creature they tripped."
+
+```
+
+```encounter-table
+name: Ogre Boss
+creatures:
+ - 1: Ogre Boss
+```
+
+
+
+In ogre society, might makes more than right—it makes the rules. The strongest or most violent ogre in a family (in most cases, this is the same ogre) is invariably that family's boss. Quick to hook fallen foes on their weapons, even other ogres fear the repercussions of displeasing an ogre boss. When an ogre boss barks out commands, the other members of the family move quickly to obey.
+
+* * *
+
+For many societies, ogres embody brutish, amoral violence and greedy cruelty. Standing 10 feet tall and densely muscled, ogres are usually as strong as they are vicious. The worst ogres are sadists, enjoying remorseless murder, torture, and violence in all of its forms. Although they prefer to vent their violent urges on other humanoids—the smaller the better—ogre captivity can end in a horrifying fate for anyone unlucky enough to fall within their meaty grasp: becoming dinner. But for all their creativity in inflicting pain, ogres often forget that their playthings lack their own robust fortitude and high pain tolerance, and many of their captives die sooner than the ogres might prefer. Meanwhile, those who manage to survive captivity in an ogre's larder often emerge with lasting mental scars. A captive able to keep their wits about them, however, can sometimes trick the brutes by promising treasure, more plentiful food sources, or other crude amusements, taking advantage of an ogre's often-limited intellect to engineer opportunities to escape or gain revenge.
+
+Ogres are social creatures only in the most debased sense. They gather together in groups called families, though members are not always related by blood. The most powerful ogre in any family is the "boss"—usually the family's patriarch or matriarch—whom the other ogres in the family learn to quickly obey or risk being brutalized by the boss's loyal kin. Ogres lair in caves, crumbling ruins, or dilapidated shacks close enough to humanoid settlements or animal trails to make raiding easy. Their lairs are filthy and frequently contain all-too-recognizable evidence of their depravity, along with assorted treasures stolen from past captives.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Ogre Glutton.md b/content/mechanics/srd/Bestiary/Monster Core/Ogre Glutton.md
new file mode 100755
index 000000000..8e1f1fbfb
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Ogre Glutton.md
@@ -0,0 +1,94 @@
+---
+title: "Ogre Glutton"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.P4VKDE1Cc4tMxCsa"
+tags:
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Ogre Glutton"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Ogre Glutton"
+level: "Creature 4"
+
+alignment: ""
+size: "Large"
+trait_01: [[giant]]
+trait_02: [[humanoid]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: "Jotun"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Intimidation: +10, Survival: +6"
+abilityMods: [6, -1, 4, -2, 0, -2]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +14, __Ref__ +7, __Will__ +6"
+hp: 70
+health:
+ - name: ""
+ - name: HP
+ desc: "70"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Greataxe|Greataxe]], [[Equipment/Leather Armor|Leather Armor]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Greataxe"
+ desc: "+14 (reach 10 feet, sweep)\n__Damage__ 1d12 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+14 ()\n__Damage__ 1d8 + 8 piercing plus gluttons-feast,grab"
+
+ - name: "Glutton's Feast"
+ desc: " If the ogre glutton damages a living creature with their jaws Strike, they gain 1d4 temporary Hit Points for 1 minute.\n\n[[Bestiary Effects/Effect_ Glutton's Feast|Effect: Glutton's Feast]]"
+
+ - name: "Glutton's Rush"
+ desc: "`pf2:2` The ogre glutton Strides twice and makes a jaws Strike. If they damage a living creature with this Strike, the temporary Hit Points they receive from Glutton's Feast is increased to 2d4."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Small, 2d4+4 bludgeoning, Rupture 14\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Ogre Glutton
+creatures:
+ - 1: Ogre Glutton
+```
+
+
+
+Ogre gluttons take the act of feeding to a horrific extreme, capable of extending their already cavernous mouths wide enough to gulp down a halfling. Stories of ogre gluttons being tricked into eating razor-edged shields or barrels filled with poisoned meat are common, but such tales are of little consolation to those who have been gobbled whole by these ravenous giants. In addition to their sadistic table manners, ogre gluttons have a disturbing knack for coming up with violent "games" that are little more than drawn-out torments, yet those who somehow manage to beat a glutton at the rules of their own game can often enrage the ogre enough that the resulting tantrum provides an opportunity for the captives to escape.
+
+* * *
+
+For many societies, ogres embody brutish, amoral violence and greedy cruelty. Standing 10 feet tall and densely muscled, ogres are usually as strong as they are vicious. The worst ogres are sadists, enjoying remorseless murder, torture, and violence in all of its forms. Although they prefer to vent their violent urges on other humanoids—the smaller the better—ogre captivity can end in a horrifying fate for anyone unlucky enough to fall within their meaty grasp: becoming dinner. But for all their creativity in inflicting pain, ogres often forget that their playthings lack their own robust fortitude and high pain tolerance, and many of their captives die sooner than the ogres might prefer. Meanwhile, those who manage to survive captivity in an ogre's larder often emerge with lasting mental scars. A captive able to keep their wits about them, however, can sometimes trick the brutes by promising treasure, more plentiful food sources, or other crude amusements, taking advantage of an ogre's often-limited intellect to engineer opportunities to escape or gain revenge.
+
+Ogres are social creatures only in the most debased sense. They gather together in groups called families, though members are not always related by blood. The most powerful ogre in any family is the "boss"—usually the family's patriarch or matriarch—whom the other ogres in the family learn to quickly obey or risk being brutalized by the boss's loyal kin. Ogres lair in caves, crumbling ruins, or dilapidated shacks close enough to humanoid settlements or animal trails to make raiding easy. Their lairs are filthy and frequently contain all-too-recognizable evidence of their depravity, along with assorted treasures stolen from past captives.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Ogre Warrior.md b/content/mechanics/srd/Bestiary/Monster Core/Ogre Warrior.md
new file mode 100755
index 000000000..ceedac41f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Ogre Warrior.md
@@ -0,0 +1,82 @@
+---
+title: "Ogre Warrior"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.zdZGX8wyyvsI4Jwp"
+tags:
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Ogre Warrior"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Ogre Warrior"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[giant]]
+trait_02: [[humanoid]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Darkvision"
+languages: "Jotun"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Intimidation: +9"
+abilityMods: [5, -1, 4, -2, 0, -2]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +11, __Ref__ +6, __Will__ +5"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "6x [[Equipment/Javelin|Javelin]], [[Equipment/Ogre Hook|Ogre Hook]], [[Equipment/Hide Armor|Hide Armor]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Ogre Hook"
+ desc: "+12 (deadly d10, reach 10 feet, trip)\n__Damage__ 1d10 + 7 piercing"
+
+ - name: "**Ranged** `pf2:1` Javelin"
+ desc: "+6 (thrown 30 ft.)\n__Damage__ 1d6 + 7 piercing"
+
+```
+
+```encounter-table
+name: Ogre Warrior
+creatures:
+ - 1: Ogre Warrior
+```
+
+
+
+The simplest of ogres are slabs of muscle with hateful eyes, misshapen visages, and malformed bodies. Always eager for mayhem and murder, ogre warriors are quick to turn on their kin when there's a shortage of smaller folk to torment, so those who lead ogres do their best to keep them constantly distracted with new opportunities for raids and ruin.
+
+* * *
+
+For many societies, ogres embody brutish, amoral violence and greedy cruelty. Standing 10 feet tall and densely muscled, ogres are usually as strong as they are vicious. The worst ogres are sadists, enjoying remorseless murder, torture, and violence in all of its forms. Although they prefer to vent their violent urges on other humanoids—the smaller the better—ogre captivity can end in a horrifying fate for anyone unlucky enough to fall within their meaty grasp: becoming dinner. But for all their creativity in inflicting pain, ogres often forget that their playthings lack their own robust fortitude and high pain tolerance, and many of their captives die sooner than the ogres might prefer. Meanwhile, those who manage to survive captivity in an ogre's larder often emerge with lasting mental scars. A captive able to keep their wits about them, however, can sometimes trick the brutes by promising treasure, more plentiful food sources, or other crude amusements, taking advantage of an ogre's often-limited intellect to engineer opportunities to escape or gain revenge.
+
+Ogres are social creatures only in the most debased sense. They gather together in groups called families, though members are not always related by blood. The most powerful ogre in any family is the "boss"—usually the family's patriarch or matriarch—whom the other ogres in the family learn to quickly obey or risk being brutalized by the boss's loyal kin. Ogres lair in caves, crumbling ruins, or dilapidated shacks close enough to humanoid settlements or animal trails to make raiding easy. Their lairs are filthy and frequently contain all-too-recognizable evidence of their depravity, along with assorted treasures stolen from past captives.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Omen Dragon (Adult).md b/content/mechanics/srd/Bestiary/Monster Core/Omen Dragon (Adult).md
new file mode 100755
index 000000000..2775156aa
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Omen Dragon (Adult).md
@@ -0,0 +1,109 @@
+---
+title: "Omen Dragon (Adult)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.AS8T1ntk1cLWyEkX"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/occult
+ - pf2eMonster
+ - pf2e/creature/level/11
+ - remaster
+statblock: inline
+name: "Omen Dragon (Adult)"
+level: 11
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Omen Dragon (Adult)"
+level: "Creature 11"
+
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[occult]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Fey, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Athletics: +22, Diplomacy: +20, Occultism: +24, Society: +22, Fortune-Telling Lore: +26, Lore (any one subcategory): +24"
+abilityMods: [7, 4, 5, 7, 6, 3]
+speed: 50 feet, fly 130 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +20, __Ref__ +19, __Will__ +23; +2 status to all saves vs. occult"
+hp: 185
+health:
+ - name: ""
+ - name: HP
+ desc: "185; __Immunities__ confused, doomed, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Challenge Fate"
+ desc: "`pf2:r` **Trigger** The dragon is targeted by an attack;\n* * *\n\n**Effect** This fate is not set in stone. The attacker rolls the triggering attack twice and uses the worse result."
+
+ - name: "Untethered to Fate"
+ desc: " The dragon can choose to negate any fortune or misfortune effects that would affect them; other creatures remain affected normally."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+22 (magical, reach 10 feet)\n__Damage__ 1d8 mental 2d8 + 11 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+22 (agile, magical)\n__Damage__ 2d6 + 11 slashing 1d8 mental"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+20 (magical, reach 15 feet)\n__Damage__ 2d8 + 11 bludgeoning 1d8 mental"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+20 (agile, magical, reach 10 feet)\n__Damage__ 1d8 mental 1d8 + 11 slashing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 30, attack +22; __5th __ _[[Spells/Ill Omen|Ill Omen (At Will)]]_, _[[Spells/Mindlink|Mindlink (At Will)]]_, _[[Spells/Sure Strike|Sure Strike (x2)]]_\n__Cantrips__ __(6th)__ _[[Spells/Guidance|Guidance]]_"
+
+ - name: "Destiny Breath"
+ desc: "`pf2:2` (mental,occult) The dragon breathes a translucent mist of potentialities that overwhelms creatures with visions of possible features, dealing 10d6 mental damage in a 30-foot cone (DC 30 Will check save). A creature that fails its save is [[Conditions/Slowed|Slowed 1]] for 1 round (or [[Conditions/Slowed|Slowed 2]] on a critical failure) as it struggles with the visions.\n\nThe dragon can't use Destiny Breath again for 1d4 rounds."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one wing Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Destiny Breath whenever they score a critical hit with a Strike."
+
+ - name: "Prophetic Wings"
+ desc: " The dragon or any ally can glimpse into the future through the dragon's wings in a process that requires 10 minutes of concentration. This casts a 6th-rank [[Spells/Augury|Augury]] spell, except that the wings can predict results up to 1 month into the future and the dragon always speaks a few cryptic words related to the result of the prediction.\n\nThe dragon can use their wings in this way only once per day, and a given creature can seek a future in the wings only once per week."
+
+ - name: "Walk the Timelines"
+ desc: "`pf2:2` (occult) **Frequency** once per hour\n* * *\n\n**Effect** The dragon splits themself into two versions with different fates. Each copy Strides or Flies from the dragon's current space, then takes a single action. If the actions are both attacks, they use the same multiple attack penalty and count as one attack toward the dragon's multiple attack penalty.\n\nAfter both actions, the dragon chooses one of the two locations as their actual destination and the other version of themself disappears."
+
+```
+
+```encounter-table
+name: Omen Dragon (Adult)
+creatures:
+ - 1: Omen Dragon (Adult)
+```
+
+
+
+Fate is a fickle matter on Golarion. Even with prophecy broken on the world, there are ways to look to the immediate future or acquire a vague sense of long-term events. Omen dragons are bound to see the future—nebulous though it might be—at all times. Visions of the future hound them like a quiet song that never stops playing in their minds. While an omen dragon can focus on or ignore the music of fate at any time, the song plays all the same. At a glance, omen dragons resemble other occult dragons in appearance, save for the mirror-like interior membrane of their wings. An omen dragon's wings offer glimpses into the future. These glimpses are cloudy and vague, but generally correct, if only technically. Omen dragons have a natural compulsion to share the futures they see. These dragons have no compunctions about what the visions show and share their knowledge equally with innocent villagers as they do with wicked tyrants.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Omen Dragon (Adult, Spellcaster).md b/content/mechanics/srd/Bestiary/Monster Core/Omen Dragon (Adult, Spellcaster).md
new file mode 100755
index 000000000..98e4fa69a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Omen Dragon (Adult, Spellcaster).md
@@ -0,0 +1,106 @@
+---
+title: "Omen Dragon (Adult, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.R6YMaYRoTjjcNTCL"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/occult
+ - pf2eMonster
+ - pf2e/creature/level/11
+ - remaster
+statblock: inline
+name: "Omen Dragon (Adult, Spellcaster)"
+level: 11
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Omen Dragon (Adult, Spellcaster)"
+level: "Creature 11"
+
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[occult]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Fey, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Athletics: +22, Diplomacy: +20, Occultism: +24, Society: +22, Fortune-Telling Lore: +26, Lore (any one subcategory): +24"
+abilityMods: [7, 4, 5, 7, 6, 3]
+speed: 50 feet, fly 130 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +20, __Ref__ +19, __Will__ +23; +2 status to all saves vs. occult"
+hp: 185
+health:
+ - name: ""
+ - name: HP
+ desc: "185; __Immunities__ confused, doomed, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Challenge Fate"
+ desc: "`pf2:r` **Trigger** The dragon is targeted by an attack;\n* * *\n\n**Effect** This fate is not set in stone. The attacker rolls the triggering attack twice and uses the worse result."
+
+ - name: "Untethered to Fate"
+ desc: " The dragon can choose to negate any fortune or misfortune effects that would affect them; other creatures remain affected normally."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+22 (magical, reach 10 feet)\n__Damage__ 1d8 mental 2d8 + 11 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+22 (agile, magical)\n__Damage__ 2d6 + 11 slashing 1d8 mental"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+20 (magical, reach 15 feet)\n__Damage__ 2d8 + 11 bludgeoning 1d8 mental"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+20 (agile, magical, reach 10 feet)\n__Damage__ 1d8 mental 1d8 + 11 slashing"
+
+ - name: "Occult Prepared Spells"
+ desc: "DC 30, attack +22; __5th __ _[[Spells/Wave of Despair|Wave of Despair]]_; __4th __ _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Confusion|Confusion]]_, _[[Spells/Read Omens|Read Omens]]_; __3rd __ _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Hypercognition|Hypercognition]]_, _[[Spells/Locate|Locate]]_; __2nd __ _[[Spells/Clear Mind|Clear Mind]]_, _[[Spells/Status|Status]]_, _[[Spells/Stupefy|Stupefy]]_; __1st __ _[[Spells/Command|Command]]_, _[[Spells/Fear|Fear]]_, _[[Spells/Protection|Protection]]_\n__Cantrips__ __(5th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Know the Way|Know the Way]]_, _[[Spells/Message|Message]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 30, attack +22; __5th __ _[[Spells/Ill Omen|Ill Omen (At Will)]]_, _[[Spells/Mindlink|Mindlink (At Will)]]_, _[[Spells/Sure Strike|Sure Strike (x2)]]_\n__Cantrips__ __(6th)__ _[[Spells/Guidance|Guidance]]_"
+
+ - name: "Destiny Breath"
+ desc: "`pf2:2` (mental,occult) The dragon breathes a translucent mist of potentialities that overwhelms creatures with visions of possible features, dealing 10d6 mental damage in a 30-foot cone (DC 30 Will check save). A creature that fails its save is [[Conditions/Slowed|Slowed 1]] for 1 round (or [[Conditions/Slowed|Slowed 2]] on a critical failure) as it struggles with the visions.\n\nThe dragon can't use Destiny Breath again for 1d4 rounds."
+
+ - name: "Prophetic Wings"
+ desc: " The dragon or any ally can glimpse into the future through the dragon's wings in a process that requires 10 minutes of concentration. This casts a 6th-rank [[Spells/Augury|Augury]] spell, except that the wings can predict results up to 1 month into the future and the dragon always speaks a few cryptic words related to the result of the prediction.\n\nThe dragon can use their wings in this way only once per day, and a given creature can seek a future in the wings only once per week."
+
+ - name: "Walk the Timelines"
+ desc: "`pf2:2` (occult) **Frequency** once per hour\n* * *\n\n**Effect** The dragon splits themself into two versions with different fates. Each copy Strides or Flies from the dragon's current space, then takes a single action. If the actions are both attacks, they use the same multiple attack penalty and count as one attack toward the dragon's multiple attack penalty.\n\nAfter both actions, the dragon chooses one of the two locations as their actual destination and the other version of themself disappears."
+
+```
+
+```encounter-table
+name: Omen Dragon (Adult, Spellcaster)
+creatures:
+ - 1: Omen Dragon (Adult, Spellcaster)
+```
+
+
+
+Fate is a fickle matter on Golarion. Even with prophecy broken on the world, there are ways to look to the immediate future or acquire a vague sense of long-term events. Omen dragons are bound to see the future—nebulous though it might be—at all times. Visions of the future hound them like a quiet song that never stops playing in their minds. While an omen dragon can focus on or ignore the music of fate at any time, the song plays all the same. At a glance, omen dragons resemble other occult dragons in appearance, save for the mirror-like interior membrane of their wings. An omen dragon's wings offer glimpses into the future. These glimpses are cloudy and vague, but generally correct, if only technically. Omen dragons have a natural compulsion to share the futures they see. These dragons have no compunctions about what the visions show and share their knowledge equally with innocent villagers as they do with wicked tyrants.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Omen Dragon (Ancient).md b/content/mechanics/srd/Bestiary/Monster Core/Omen Dragon (Ancient).md
new file mode 100755
index 000000000..a29bef1ea
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Omen Dragon (Ancient).md
@@ -0,0 +1,112 @@
+---
+title: "Omen Dragon (Ancient)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.WDpjBxcsBu6NzMHA"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/occult
+ - pf2eMonster
+ - pf2e/creature/level/16
+ - remaster
+statblock: inline
+name: "Omen Dragon (Ancient)"
+level: 16
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Omen Dragon (Ancient)"
+level: "Creature 16"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[dragon]]
+trait_02: [[occult]]
+modifier: 29
+perception:
+ - name: "Perception"
+ desc: "+29; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Fey, Jotun, Aklo"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +28, Athletics: +30, Diplomacy: +29, Occultism: +33, Society: +31, Fortune-Telling Lore: +33, Lore (any one subcategory): +31"
+abilityMods: [8, 6, 7, 9, 7, 5]
+speed: 60 feet, fly 180 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 38
+armorclass:
+ - name: AC
+ desc: "38; __Fort__ +27, __Ref__ +28, __Will__ +29; +2 status to all saves vs. occult"
+hp: 280
+health:
+ - name: ""
+ - name: HP
+ desc: "280; __Immunities__ confused, doomed, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Challenge Fate"
+ desc: "`pf2:r` **Trigger** The dragon is targeted by an attack;\n* * *\n\n**Effect** This fate is not set in stone. The attacker rolls the triggering attack twice and uses the worse result."
+
+ - name: "Untethered to Fate"
+ desc: " The dragon can choose to negate any fortune or misfortune effects that would affect them; other creatures remain affected normally."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+30 (magical, reach 15 feet)\n__Damage__ 1d8 mental 3d8 + 14 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+30 (agile, magical, reach 10 feet)\n__Damage__ 3d6 + 14 slashing 1d8 mental"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+28 (magical, reach 20 feet)\n__Damage__ 3d8 + 14 bludgeoning 1d8 mental"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+28 (agile, magical, reach 15 feet)\n__Damage__ 1d8 mental 2d8 + 14 slashing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 39, attack +31; __8th __ _[[Spells/Retrocognition|Retrocognition]]_; __7th __ _[[Spells/Ill Omen|Ill Omen (At Will)]]_, _[[Spells/Mindlink|Mindlink (At Will)]]_, _[[Spells/True Target|True Target (x2)]]_\n__Cantrips__ __(8th)__ _[[Spells/Guidance|Guidance]]_"
+
+ - name: "Destiny Breath"
+ desc: "`pf2:2` (mental,occult) The dragon breathes a translucent mist of potentialities that overwhelms creatures with visions of possible features, dealing 15d6 mental damage in a 40-foot cone (DC 39 Will check save). A creature that fails its save is [[Conditions/Slowed|Slowed 1]] for 1 round (or [[Conditions/Slowed|Slowed 2]] on a critical failure) as it struggles with the visions.\n\nThe dragon can't use Destiny Breath again for 1d4 rounds."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one wing Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Destiny Breath whenever they score a critical hit with a Strike."
+
+ - name: "Impending Fate"
+ desc: " The dragon's attacks bring their foes closer to their eventual fates. When the dragon critically hits with a Strike or a creature critically fails against the dragon's Destiny Breath, the creature becomes [[Conditions/Doomed|Doomed 1]], or increases its doomed value by 1 if it was already doomed."
+
+ - name: "Prophetic Wings"
+ desc: " The dragon or any ally can glimpse into the future through the dragon's wings in a process that requires 10 minutes of concentration. This casts a 8th-rank [[Spells/Augury|Augury]] spell, except that the wings can predict results up to 1 year into the future and the dragon always speaks a few cryptic words related to the result of the prediction.\n\nThe dragon can use their wings in this way only once per day, and a given creature can seek a future in the wings only once per week."
+
+ - name: "Walk the Timelines"
+ desc: "`pf2:2` (occult) **Frequency** once per hour\n* * *\n\n**Effect** The dragon splits themself into two versions with different fates. Each copy Strides or Flies from the dragon's current space, then takes a single action. If the actions are both attacks, they use the same multiple attack penalty and count as one attack toward the dragon's multiple attack penalty.\n\nAfter both actions, the dragon chooses one of the two locations as their actual destination and the other version of themself disappears."
+
+```
+
+```encounter-table
+name: Omen Dragon (Ancient)
+creatures:
+ - 1: Omen Dragon (Ancient)
+```
+
+
+
+Fate is a fickle matter on Golarion. Even with prophecy broken on the world, there are ways to look to the immediate future or acquire a vague sense of long-term events. Omen dragons are bound to see the future—nebulous though it might be—at all times. Visions of the future hound them like a quiet song that never stops playing in their minds. While an omen dragon can focus on or ignore the music of fate at any time, the song plays all the same. At a glance, omen dragons resemble other occult dragons in appearance, save for the mirror-like interior membrane of their wings. An omen dragon's wings offer glimpses into the future. These glimpses are cloudy and vague, but generally correct, if only technically. Omen dragons have a natural compulsion to share the futures they see. These dragons have no compunctions about what the visions show and share their knowledge equally with innocent villagers as they do with wicked tyrants.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Omen Dragon (Ancient, Spellcaster).md b/content/mechanics/srd/Bestiary/Monster Core/Omen Dragon (Ancient, Spellcaster).md
new file mode 100755
index 000000000..1dc52329d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Omen Dragon (Ancient, Spellcaster).md
@@ -0,0 +1,109 @@
+---
+title: "Omen Dragon (Ancient, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.odTlcQZytXbWifM2"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/occult
+ - pf2eMonster
+ - pf2e/creature/level/16
+ - remaster
+statblock: inline
+name: "Omen Dragon (Ancient, Spellcaster)"
+level: 16
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Omen Dragon (Ancient, Spellcaster)"
+level: "Creature 16"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[dragon]]
+trait_02: [[occult]]
+modifier: 29
+perception:
+ - name: "Perception"
+ desc: "+29; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic, Fey, Jotun, Aklo"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +28, Athletics: +30, Diplomacy: +29, Occultism: +33, Society: +31, Fortune-Telling Lore: +33, Lore (any one subcategory): +31"
+abilityMods: [8, 6, 7, 9, 7, 5]
+speed: 60 feet, fly 180 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 38
+armorclass:
+ - name: AC
+ desc: "38; __Fort__ +27, __Ref__ +28, __Will__ +29; +2 status to all saves vs. occult"
+hp: 280
+health:
+ - name: ""
+ - name: HP
+ desc: "280; __Immunities__ confused, doomed, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Challenge Fate"
+ desc: "`pf2:r` **Trigger** The dragon is targeted by an attack;\n* * *\n\n**Effect** This fate is not set in stone. The attacker rolls the triggering attack twice and uses the worse result."
+
+ - name: "Untethered to Fate"
+ desc: " The dragon can choose to negate any fortune or misfortune effects that would affect them; other creatures remain affected normally."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+30 (magical, reach 15 feet)\n__Damage__ 1d8 mental 3d8 + 14 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+30 (agile, magical, reach 10 feet)\n__Damage__ 3d6 + 14 slashing 1d8 mental"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+28 (magical, reach 20 feet)\n__Damage__ 3d8 + 14 bludgeoning 1d8 mental"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+28 (agile, magical, reach 15 feet)\n__Damage__ 1d8 mental 2d8 + 14 slashing"
+
+ - name: "Occult Prepared Spells"
+ desc: "DC 39, attack +31; __7th __ _[[Spells/Visions of Danger|Visions of Danger]]_, _[[Spells/Warp Mind|Warp Mind]]_; __6th __ _[[Spells/Never Mind|Never Mind]]_, _[[Spells/Repulsion|Repulsion]]_, _[[Spells/Scrying|Scrying]]_, _[[Spells/Truesight|Truesight]]_; __5th __ _[[Spells/Sending|Sending]]_, _[[Spells/Wave of Despair|Wave of Despair]]_; __4th __ _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Confusion|Confusion]]_, _[[Spells/Read Omens|Read Omens]]_; __3rd __ _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Hypercognition|Hypercognition]]_, _[[Spells/Locate|Locate]]_; __2nd __ _[[Spells/Clear Mind|Clear Mind]]_, _[[Spells/Status|Status]]_, _[[Spells/Stupefy|Stupefy]]_; __1st __ _[[Spells/Command|Command]]_, _[[Spells/Fear|Fear]]_, _[[Spells/Protection|Protection]]_\n__Cantrips__ __(7th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Know the Way|Know the Way]]_, _[[Spells/Message|Message]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 39, attack +31; __8th __ _[[Spells/Retrocognition|Retrocognition]]_; __7th __ _[[Spells/Ill Omen|Ill Omen (At Will)]]_, _[[Spells/Mindlink|Mindlink (At Will)]]_, _[[Spells/True Target|True Target (x2)]]_\n__Cantrips__ __(8th)__ _[[Spells/Guidance|Guidance]]_"
+
+ - name: "Destiny Breath"
+ desc: "`pf2:2` (mental,occult) The dragon breathes a translucent mist of potentialities that overwhelms creatures with visions of possible features, dealing 15d6 mental damage in a 40-foot cone (DC 39 Will check save). A creature that fails its save is [[Conditions/Slowed|Slowed 1]] for 1 round (or [[Conditions/Slowed|Slowed 2]] on a critical failure) as it struggles with the visions.\n\nThe dragon can't use Destiny Breath again for 1d4 rounds."
+
+ - name: "Impending Fate"
+ desc: " The dragon's attacks bring their foes closer to their eventual fates. When the dragon critically hits with a Strike or a creature critically fails against the dragon's Destiny Breath, the creature becomes [[Conditions/Doomed|Doomed 1]], or increases its doomed value by 1 if it was already doomed."
+
+ - name: "Prophetic Wings"
+ desc: " The dragon or any ally can glimpse into the future through the dragon's wings in a process that requires 10 minutes of concentration. This casts a 8th-rank [[Spells/Augury|Augury]] spell, except that the wings can predict results up to 1 year into the future and the dragon always speaks a few cryptic words related to the result of the prediction.\n\nThe dragon can use their wings in this way only once per day, and a given creature can seek a future in the wings only once per week."
+
+ - name: "Walk the Timelines"
+ desc: "`pf2:2` (occult) **Frequency** once per hour\n* * *\n\n**Effect** The dragon splits themself into two versions with different fates. Each copy Strides or Flies from the dragon's current space, then takes a single action. If the actions are both attacks, they use the same multiple attack penalty and count as one attack toward the dragon's multiple attack penalty.\n\nAfter both actions, the dragon chooses one of the two locations as their actual destination and the other version of themself disappears."
+
+```
+
+```encounter-table
+name: Omen Dragon (Ancient, Spellcaster)
+creatures:
+ - 1: Omen Dragon (Ancient, Spellcaster)
+```
+
+
+
+Fate is a fickle matter on Golarion. Even with prophecy broken on the world, there are ways to look to the immediate future or acquire a vague sense of long-term events. Omen dragons are bound to see the future—nebulous though it might be—at all times. Visions of the future hound them like a quiet song that never stops playing in their minds. While an omen dragon can focus on or ignore the music of fate at any time, the song plays all the same. At a glance, omen dragons resemble other occult dragons in appearance, save for the mirror-like interior membrane of their wings. An omen dragon's wings offer glimpses into the future. These glimpses are cloudy and vague, but generally correct, if only technically. Omen dragons have a natural compulsion to share the futures they see. These dragons have no compunctions about what the visions show and share their knowledge equally with innocent villagers as they do with wicked tyrants.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Omen Dragon (Young).md b/content/mechanics/srd/Bestiary/Monster Core/Omen Dragon (Young).md
new file mode 100755
index 000000000..931ed417c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Omen Dragon (Young).md
@@ -0,0 +1,106 @@
+---
+title: "Omen Dragon (Young)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.exm7KZ92QfNJeAP5"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/occult
+ - pf2eMonster
+ - pf2e/creature/level/7
+ - remaster
+statblock: inline
+name: "Omen Dragon (Young)"
+level: 7
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Omen Dragon (Young)"
+level: "Creature 7"
+
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[occult]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Athletics: +16, Diplomacy: +13, Occultism: +17, Society: +17, Fortune-Telling Lore: +19, Lore (any one subcategory): +17"
+abilityMods: [5, 3, 4, 6, 4, 2]
+speed: 40 feet, fly 100 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +15, __Ref__ +14, __Will__ +17; +2 status to all saves vs. occult"
+hp: 100
+health:
+ - name: ""
+ - name: HP
+ desc: "100; __Immunities__ confused, doomed, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Challenge Fate"
+ desc: "`pf2:r` **Trigger** The dragon is targeted by an attack;\n* * *\n\n**Effect** This fate is not set in stone. The attacker rolls the triggering attack twice and uses the worse result."
+
+ - name: "Untethered to Fate"
+ desc: " The dragon can choose to negate any fortune or misfortune effects that would affect them; other creatures remain affected normally."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+16 (magical, reach 10 feet)\n__Damage__ 1d8 mental 2d8 + 5 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+16 (agile, magical)\n__Damage__ 2d6 + 5 slashing 1d8 mental"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+14 (magical, reach 15 feet)\n__Damage__ 2d8 + 5 bludgeoning 1d8 mental"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+14 (agile, magical, reach 10 feet)\n__Damage__ 1d8 mental 1d8 + 5 slashing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 25, attack +17; __3rd __ _[[Spells/Ill Omen|Ill Omen]]_, _[[Spells/Mindlink|Mindlink]]_, _[[Spells/Sure Strike|Sure Strike (x2)]]_\n__Cantrips__ __(4th)__ _[[Spells/Guidance|Guidance]]_"
+
+ - name: "Destiny Breath"
+ desc: "`pf2:2` (mental,occult) The dragon breathes a translucent mist of potentialities that overwhelms creatures with visions of possible features, dealing 6d6 mental damage in a 20-foot cone (DC 25 Will check save). A creature that fails its save is [[Conditions/Slowed|Slowed 1]] for 1 round (or [[Conditions/Slowed|Slowed 2]] on a critical failure) as it struggles with the visions.\n\nThe dragon can't use Destiny Breath again for 1d4 rounds."
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The dragon makes two claw Strikes and one wing Strike in any order."
+
+ - name: "Draconic Momentum"
+ desc: " The dragon recharges their Destiny Breath whenever they score a critical hit with a Strike."
+
+ - name: "Prophetic Wings"
+ desc: " The dragon or any ally can glimpse into the future through the dragon's wings in a process that requires 10 minutes of concentration. This casts a 4th-rank [[Spells/Augury|Augury]] spell, except that the wings can predict results up to 1 day into the future and the dragon always speaks a few cryptic words related to the result of the prediction.\n\nThe dragon can use their wings in this way only once per hour, and a given creature can seek a future in the wings only once per week."
+
+```
+
+```encounter-table
+name: Omen Dragon (Young)
+creatures:
+ - 1: Omen Dragon (Young)
+```
+
+
+
+Fate is a fickle matter on Golarion. Even with prophecy broken on the world, there are ways to look to the immediate future or acquire a vague sense of long-term events. Omen dragons are bound to see the future—nebulous though it might be—at all times. Visions of the future hound them like a quiet song that never stops playing in their minds. While an omen dragon can focus on or ignore the music of fate at any time, the song plays all the same. At a glance, omen dragons resemble other occult dragons in appearance, save for the mirror-like interior membrane of their wings. An omen dragon's wings offer glimpses into the future. These glimpses are cloudy and vague, but generally correct, if only technically. Omen dragons have a natural compulsion to share the futures they see. These dragons have no compunctions about what the visions show and share their knowledge equally with innocent villagers as they do with wicked tyrants.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Omen Dragon (Young, Spellcaster).md b/content/mechanics/srd/Bestiary/Monster Core/Omen Dragon (Young, Spellcaster).md
new file mode 100755
index 000000000..4bcba1ef0
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Omen Dragon (Young, Spellcaster).md
@@ -0,0 +1,103 @@
+---
+title: "Omen Dragon (Young, Spellcaster)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.karPQXLqmRnSSiCK"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/occult
+ - pf2eMonster
+ - pf2e/creature/level/7
+ - remaster
+statblock: inline
+name: "Omen Dragon (Young, Spellcaster)"
+level: 7
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Omen Dragon (Young, Spellcaster)"
+level: "Creature 7"
+
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+trait_02: [[occult]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Common, Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Athletics: +16, Diplomacy: +13, Occultism: +17, Society: +17, Fortune-Telling Lore: +19, Lore (any one subcategory): +17"
+abilityMods: [5, 3, 4, 6, 4, 2]
+speed: 40 feet, fly 100 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +15, __Ref__ +14, __Will__ +17; +2 status to all saves vs. occult"
+hp: 100
+health:
+ - name: ""
+ - name: HP
+ desc: "100; __Immunities__ confused, doomed, paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Challenge Fate"
+ desc: "`pf2:r` **Trigger** The dragon is targeted by an attack;\n* * *\n\n**Effect** This fate is not set in stone. The attacker rolls the triggering attack twice and uses the worse result."
+
+ - name: "Untethered to Fate"
+ desc: " The dragon can choose to negate any fortune or misfortune effects that would affect them; other creatures remain affected normally."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+16 (magical, reach 10 feet)\n__Damage__ 1d8 mental 2d8 + 5 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+16 (agile, magical)\n__Damage__ 2d6 + 5 slashing 1d8 mental"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+14 (magical, reach 15 feet)\n__Damage__ 2d8 + 5 bludgeoning 1d8 mental"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+14 (agile, magical, reach 10 feet)\n__Damage__ 1d8 mental 1d8 + 5 slashing"
+
+ - name: "Occult Prepared Spells"
+ desc: "DC 25, attack +17; __3rd __ _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Hypercognition|Hypercognition]]_; __2nd __ _[[Spells/Clear Mind|Clear Mind]]_, _[[Spells/Status|Status]]_, _[[Spells/Stupefy|Stupefy]]_; __1st __ _[[Spells/Command|Command]]_, _[[Spells/Fear|Fear]]_, _[[Spells/Protection|Protection]]_\n__Cantrips__ __(3rd)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Know the Way|Know the Way]]_, _[[Spells/Message|Message]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 25, attack +17; __3rd __ _[[Spells/Ill Omen|Ill Omen]]_, _[[Spells/Mindlink|Mindlink]]_, _[[Spells/Sure Strike|Sure Strike (x2)]]_\n__Cantrips__ __(4th)__ _[[Spells/Guidance|Guidance]]_"
+
+ - name: "Destiny Breath"
+ desc: "`pf2:2` (mental,occult) The dragon breathes a translucent mist of potentialities that overwhelms creatures with visions of possible features, dealing 6d6 mental damage in a 20-foot cone (DC 25 Will check save). A creature that fails its save is [[Conditions/Slowed|Slowed 1]] for 1 round (or [[Conditions/Slowed|Slowed 2]] on a critical failure) as it struggles with the visions.\n\nThe dragon can't use Destiny Breath again for 1d4 rounds."
+
+ - name: "Prophetic Wings"
+ desc: " The dragon or any ally can glimpse into the future through the dragon's wings in a process that requires 10 minutes of concentration. This casts a 4th-rank [[Spells/Augury|Augury]] spell, except that the wings can predict results up to 1 day into the future and the dragon always speaks a few cryptic words related to the result of the prediction.\n\nThe dragon can use their wings in this way only once per hour, and a given creature can seek a future in the wings only once per week."
+
+```
+
+```encounter-table
+name: Omen Dragon (Young, Spellcaster)
+creatures:
+ - 1: Omen Dragon (Young, Spellcaster)
+```
+
+
+
+Fate is a fickle matter on Golarion. Even with prophecy broken on the world, there are ways to look to the immediate future or acquire a vague sense of long-term events. Omen dragons are bound to see the future—nebulous though it might be—at all times. Visions of the future hound them like a quiet song that never stops playing in their minds. While an omen dragon can focus on or ignore the music of fate at any time, the song plays all the same. At a glance, omen dragons resemble other occult dragons in appearance, save for the mirror-like interior membrane of their wings. An omen dragon's wings offer glimpses into the future. These glimpses are cloudy and vague, but generally correct, if only technically. Omen dragons have a natural compulsion to share the futures they see. These dragons have no compunctions about what the visions show and share their knowledge equally with innocent villagers as they do with wicked tyrants.
+
+* * *
+
+Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Omox.md b/content/mechanics/srd/Bestiary/Monster Core/Omox.md
new file mode 100755
index 000000000..36732aa96
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Omox.md
@@ -0,0 +1,112 @@
+---
+title: "Omox"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.4NYq5dyzEkVO5EAV"
+tags:
+ - pf2e/creature/type/demon
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/ooze
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/12
+ - remaster
+statblock: inline
+name: "Omox"
+level: 12
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Omox"
+level: "Creature 12"
+
+alignment: ""
+size: "Medium"
+trait_01: [[demon]]
+trait_02: [[fiend]]
+trait_03: [[ooze]]
+trait_04: [[unholy]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision"
+languages: "Chthonian, Draconic, Empyrean; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +21, Athletics: +23, Religion: +20, Stealth: +24"
+abilityMods: [7, 6, 7, 2, 4, 4]
+speed: 40 feet, climb 20 feet, swim 80 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +23, __Ref__ +21, __Will__ +20; +1 status to all saves vs. magic"
+hp: 395
+health:
+ - name: ""
+ - name: HP
+ desc: "395; __Immunities__ acid, critical hits, disease, poison, precision; __Weaknesses__ cold iron 10, holy 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Cleanly Vulnerability"
+ desc: " An omox embodies filth, and they find the concept of cleanliness abhorrent. An omox subjected to an effect that cleans them, such as the tidy command of [[Spells/Prestidigitation|Prestidigitation]], takes 2d6 mental damage. They also take this damage the first time each round a creature hit by one of the omox's attacks spends actions cleaning off the filth."
+
+abilities_mid:
+ - name: ""
+ - name: "Absorb Weapon"
+ desc: "`pf2:r` (concentrate) **Trigger** A creature hits the omox with a melee weapon\n* * *\n\n**Effect** The omox attempts to [[Actions/Disarm|Disarm]] the creature. On a critical success, the weapon becomes subsumed within the omox's body rather than falling to the ground. Retrieving the weapon requires Disarming the omox of it."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Sludge Tendril"
+ desc: "+25 (acid, unholy)\n__Damage__ 2d6 + 13 bludgeoning plus grab 2d6 acid plus grab"
+
+ - name: "**Ranged** `pf2:1` Slime Ball"
+ desc: "+23 (acid, brutal, range increment 30 feet, unholy)\n__Damage__ 2d4 + 11 bludgeoning plus slime-trap 2d6 acid plus slime-trap"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 32, attack +24; __5th __ _[[Spells/Control Water|Control Water]]_, _[[Spells/Create Water|Create Water (At Will)]]_, _[[Spells/Toxic Cloud|Toxic Cloud]]_, _[[Spells/Translocate|Translocate]]_; __4th __ _[[Spells/Translocate|Translocate (At Will)]]_"
+
+ - name: "Rituals"
+ desc: "_Demonic Pact_"
+
+ - name: "Liquid Leap"
+ desc: "`pf2:2` (concentrate,teleportation) **Requirements** The omox is in a space of liquid.\n* * *\n\n**Effect** The omox teleports from its current space to any unoccupied space of liquid within 120 feet."
+
+ - name: "Slime Trap"
+ desc: " A creature hit by an omox's slime ball must succeed at a DC 32 Reflex check save or take a –10-foot circumstance penalty to its Speeds for 1 minute or until it [[/act escape dc=35]]{Escapes (DC 35)}. On a critical failure, the creature is also [[Conditions/Clumsy|Clumsy 1]] for the same duration.\n\n[[Bestiary Effects/Effect_ Slime Trap|Effect: Slime Trap]]"
+
+ - name: "Smother"
+ desc: "`pf2:1` **Requirements** The omox has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** The demon flows over the creature, covering it in oozing acidic slime. The creature must succeed at a DC 32 Fortitude check save or it becomes [[Conditions/Blinded|Blinded]] and must hold its breath or begin suffocating. These effects lasts as long as the omox has the creature grabbed or restrained."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Omox
+creatures:
+ - 1: Omox
+```
+
+
+
+Seemingly made from living, animated filth, omoxes have no true anatomy, although they generally spend most of their time in roughly humanoid shapes, resembling some grim caricatures of half-melted humanoids. While scholars once believed these foul demons to be a pure, concentrated form of the corruption that suffuses the Outer Rifts and its inhabitants, in truth these demons arise from the souls of those who routinely befouled and polluted their surroundings in life.
+
+* * *
+
+When a sinful mortal soul is judged and sent on to the Outer Rifts, it can become a deadly fiend—a demon. Demons are living incarnations of sin—be they classic sins like wrath or gluttony, or more "specialized" depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon's driving goals are twofold—the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Outer Rifts.
+
+Demons are selfish and self-absorbed creatures, and most firmly believe that mortals only play at being more virtuous than fiends. They enjoy tempting mortals into damnation to both indulge their egos and swell their armies. Like many other fiends, one of the great rewards of this manipulation is fulfilling their hunger for souls. In their eyes, the primary use for these souls is to spawn new demons, who can serve as soldiers, slaves, pawns, or even currency for their more powerful masters.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Orc Commander.md b/content/mechanics/srd/Bestiary/Monster Core/Orc Commander.md
new file mode 100755
index 000000000..9c1ed1ac8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Orc Commander.md
@@ -0,0 +1,96 @@
+---
+title: "Orc Commander"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.aVkyJQJgPJvPVAFr"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/orc
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Orc Commander"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Orc Commander"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+trait_02: [[orc]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Common, Orcish"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +8, Intimidation: +6, Survival: +5"
+abilityMods: [4, 2, 1, -1, 1, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +7, __Ref__ +6, __Will__ +7"
+hp: 32
+health:
+ - name: ""
+ - name: HP
+ desc: "32"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Greatclub|Greatclub]], 6x [[Equipment/Javelin|Javelin]], [[Equipment/Hide Armor|Hide Armor]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Ferocity|Ferocity]]"
+ desc: "`pf2:r` **Trigger** The monster is reduced to 0 HP.\n* * *\n\n**Effect** The monster avoids being knocked out and remains at 1 HP, but its [[Conditions/Wounded|Wounded]] value increases by 1. When it is Wounded 3, it can no longer use this ability"
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Greatclub"
+ desc: "+10 (backswing, shove)\n__Damage__ 1d10 + 4 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+10 (agile, shove)\n__Damage__ 1d4 + 4 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Javelin"
+ desc: "+8 (thrown 30 ft.)\n__Damage__ 1d6 + 4 piercing"
+
+ - name: "Battle Cry"
+ desc: "`pf2:1` (auditory,concentrate,emotion,mental) Bellowing mightily, the orc commander gives themself and all orc allies within 60 feet a +1 status bonus to attack and damage rolls until the start of the orc commander's next turn.\n\n[[Bestiary Effects/Effect_ Battle Cry|Effect: Battle Cry]]"
+
+```
+
+```encounter-table
+name: Orc Commander
+creatures:
+ - 1: Orc Commander
+```
+
+
+
+When orcs raid, the strongest is chosen as the leader, backed up by their siblings and other immediate family. If leadership is contested, candidates vie for control with displays of physical prowess or stirring speeches.
+
+* * *
+
+Many orcs are forged in the fires of violence and conflict, often from the moment they're born. As they live lives that are frequently cut brutally short, orcs revel in testing their strength against worthy foes, whether by challenging a higher-ranking member of their community for dominance, taming a powerful beast, or slaying a fearsome monster.
+
+Tall and powerful, with long arms and thickly muscled legs, many orcs top 7 feet in height. Their heavy limbs and broad, almost bow-legged stances combine with a tendency to slouch forward to create an almost contradictory set of circumstances where an orc can tower over other humanoids while simultaneously staring them in the eye. These features, alongside a tendency to scar easily, can make them seem quite intimidating.
+
+The half-orc dromaars, most commonly born of unions between orcs and humans, are often tested even more harshly than their full orc kin, but those who endure these tests can rise to positions of authority. "An orc can have what an orc can hold" is a saying that not only applies to an individual's ability to secure their own destiny and position, but is also likely the root of orcs referring to their communities as holds.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Orc Scrapper.md b/content/mechanics/srd/Bestiary/Monster Core/Orc Scrapper.md
new file mode 100755
index 000000000..53a54df4f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Orc Scrapper.md
@@ -0,0 +1,90 @@
+---
+title: "Orc Scrapper"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.TOO04JQcEHYhB8a2"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/orc
+ - pf2eMonster
+ - pf2e/creature/level/0
+ - remaster
+statblock: inline
+name: "Orc Scrapper"
+level: 0
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Orc Scrapper"
+level: "Creature 0"
+
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+trait_02: [[orc]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Darkvision"
+languages: "Orcish, Common"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +5, Intimidation: +2"
+abilityMods: [3, 2, 2, 0, 1, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 14
+armorclass:
+ - name: AC
+ desc: "14; __Fort__ +5, __Ref__ +4, __Will__ +2"
+hp: 18
+health:
+ - name: ""
+ - name: HP
+ desc: "18"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "3x [[Equipment/Javelin|Javelin]], 2x [[Equipment/Orc Knuckle Dagger|Orc Knuckle Dagger]], [[Equipment/Breastplate|Breastplate (Shoddy)]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Ferocity|Ferocity]]"
+ desc: "`pf2:r` **Trigger** The monster is reduced to 0 HP.\n* * *\n\n**Effect** The monster avoids being knocked out and remains at 1 HP, but its [[Conditions/Wounded|Wounded]] value increases by 1. When it is Wounded 3, it can no longer use this ability"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Orc Knuckle Dagger"
+ desc: "+7 (agile, disarm)\n__Damage__ 1d6 + 3 piercing"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+7 (agile, nonlethal)\n__Damage__ 1d4 + 3 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Javelin"
+ desc: "+4 (thrown 30 ft.)\n__Damage__ 1d6 + 3 piercing"
+
+```
+
+```encounter-table
+name: Orc Scrapper
+creatures:
+ - 1: Orc Scrapper
+```
+
+
+
+Acting as the most common orc combat unit, orc scrappers are ferocious fighters who rely on unrelenting strength, rather than combat experience, to prove their mettle and attempt to rise in the hold's standing.
+
+* * *
+
+Many orcs are forged in the fires of violence and conflict, often from the moment they're born. As they live lives that are frequently cut brutally short, orcs revel in testing their strength against worthy foes, whether by challenging a higher-ranking member of their community for dominance, taming a powerful beast, or slaying a fearsome monster.
+
+Tall and powerful, with long arms and thickly muscled legs, many orcs top 7 feet in height. Their heavy limbs and broad, almost bow-legged stances combine with a tendency to slouch forward to create an almost contradictory set of circumstances where an orc can tower over other humanoids while simultaneously staring them in the eye. These features, alongside a tendency to scar easily, can make them seem quite intimidating.
+
+The half-orc dromaars, most commonly born of unions between orcs and humans, are often tested even more harshly than their full orc kin, but those who endure these tests can rise to positions of authority. "An orc can have what an orc can hold" is a saying that not only applies to an individual's ability to secure their own destiny and position, but is also likely the root of orcs referring to their communities as holds.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Orc Veteran.md b/content/mechanics/srd/Bestiary/Monster Core/Orc Veteran.md
new file mode 100755
index 000000000..8a9132374
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Orc Veteran.md
@@ -0,0 +1,96 @@
+---
+title: "Orc Veteran"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.pLp0ZHmMgE2gZCS8"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/orc
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Orc Veteran"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Orc Veteran"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+trait_02: [[orc]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: "Orcish, Common"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Intimidation: +4, Survival: +4"
+abilityMods: [4, 2, 3, -1, 1, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +8, __Ref__ +7, __Will__ +4"
+hp: 23
+health:
+ - name: ""
+ - name: HP
+ desc: "23"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "4x [[Equipment/Javelin|Javelin]], [[Equipment/Orc Necksplitter|Orc Necksplitter]], 2x [[Equipment/Shortsword|Shortsword]], [[Equipment/Breastplate|Breastplate]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Ferocity|Ferocity]]"
+ desc: "`pf2:r` **Trigger** The monster is reduced to 0 HP.\n* * *\n\n**Effect** The monster avoids being knocked out and remains at 1 HP, but its [[Conditions/Wounded|Wounded]] value increases by 1. When it is Wounded 3, it can no longer use this ability"
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Orc Necksplitter"
+ desc: "+7 (forceful, sweep)\n__Damage__ 1d8 + 4 slashing"
+
+ - name: "**Melee** `pf2:1` Shortsword"
+ desc: "+7 (agile, versatile p)\n__Damage__ 1d6 + 4 slashing"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+7 (agile, nonlethal)\n__Damage__ 1d4 + 4 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Javelin"
+ desc: "+5 (thrown 30 ft.)\n__Damage__ 1d6 + 4 piercing"
+
+```
+
+```encounter-table
+name: Orc Veteran
+creatures:
+ - 1: Orc Veteran
+```
+
+
+
+Orc veterans have survived several bloody and chaotic conflicts, coming out the other side with scars and experience that make them even more dangerous opponents.
+
+* * *
+
+Many orcs are forged in the fires of violence and conflict, often from the moment they're born. As they live lives that are frequently cut brutally short, orcs revel in testing their strength against worthy foes, whether by challenging a higher-ranking member of their community for dominance, taming a powerful beast, or slaying a fearsome monster.
+
+Tall and powerful, with long arms and thickly muscled legs, many orcs top 7 feet in height. Their heavy limbs and broad, almost bow-legged stances combine with a tendency to slouch forward to create an almost contradictory set of circumstances where an orc can tower over other humanoids while simultaneously staring them in the eye. These features, alongside a tendency to scar easily, can make them seem quite intimidating.
+
+The half-orc dromaars, most commonly born of unions between orcs and humans, are often tested even more harshly than their full orc kin, but those who endure these tests can rise to positions of authority. "An orc can have what an orc can hold" is a saying that not only applies to an individual's ability to secure their own destiny and position, but is also likely the root of orcs referring to their communities as holds.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Orca.md b/content/mechanics/srd/Bestiary/Monster Core/Orca.md
new file mode 100755
index 000000000..a0a173d31
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Orca.md
@@ -0,0 +1,89 @@
+---
+title: "Orca"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.MaZO0ixIGxtuXniA"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Orca"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Orca"
+level: "Creature 5"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Echolocation 120 Feet, Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +14, Stealth: +13"
+abilityMods: [7, 2, 5, -4, 3, 0]
+speed: swim 60 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +14, __Ref__ +11, __Will__ +12"
+hp: 75
+health:
+ - name: ""
+ - name: HP
+ desc: "75"
+abilities_top:
+ - name: ""
+
+ - name: "Aquatic Echolocation 120 feet"
+ desc: " An orca can use its hearing as a precise sense at the listed range, but only underwater."
+
+ - name: "Deep Breath"
+ desc: " An orca can hold its breath for 2 hours."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+13 ()\n__Damage__ 2d8 + 9 piercing plus grab"
+
+ - name: "[[Bestiary Ability Glossary/Aquatic Ambush|Aquatic Ambush]]"
+ desc: "`pf2:1` 30 feet.\n\nAn orca can travel no further than 5 feet onto land as part of an Aquatic Ambush. After it does so, it's [[Conditions/Prone|Prone]] until it Crawls to return to the water.\n* * *\n\n**Requirements** The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.\n* * *\n\n**Effect** The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is [[Conditions/Off-Guard|Off-Guard]] against this Strike."
+
+ - name: "Breach"
+ desc: "`pf2:2` The orca Swims up to its swim Speed, then [[Actions/Leap|Leap]] vertically out of the water up to 25 feet in the air, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the orca splashes back down into the water."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Orca
+creatures:
+ - 1: Orca
+```
+
+
+
+While many know orcas as "killer whales," they're actually the largest species of dolphin. These powerful animals hunt together in pods to take down seals, sharks, and even whales. Adult orcas are typically 15–25 feet long and weigh 8,000–12,000 pounds.
+
+* * *
+
+Dolphins encompass a wide range of aquatic mammals, all of which are social, intelligent, and widespread throughout the world's oceans.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Ort.md b/content/mechanics/srd/Bestiary/Monster Core/Ort.md
new file mode 100755
index 000000000..c65555b48
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Ort.md
@@ -0,0 +1,90 @@
+---
+title: "Ort"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.5GXNdXp1LMEmnQc3"
+tags:
+ - pf2e/creature/type/devil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/0
+ - remaster
+statblock: inline
+name: "Ort"
+level: 0
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Ort"
+level: "Creature 0"
+
+alignment: ""
+size: "Medium"
+trait_01: [[devil]]
+trait_02: [[fiend]]
+trait_03: [[mindless]]
+trait_04: [[unholy]]
+modifier: 0
+perception:
+ - name: "Perception"
+ desc: "+0; Greater Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +6"
+abilityMods: [2, 0, 3, -5, 0, -3]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 13
+armorclass:
+ - name: AC
+ desc: "13; __Fort__ +9, __Ref__ +6, __Will__ +2"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20; __Immunities__ fire, mental; __Weaknesses__ holy 3; __Resistances__ physical 3 (except silver), poison 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+8 (agile, magical, unholy)\n__Damage__ 1d4 + 2 slashing"
+
+ - name: "Subservience"
+ desc: " Orts have little drive of their own, but other devils can take command of them. A non-ort devil can issue a command to all orts within 60 feet of it with a single action, which has the auditory and concentrate traits. The devil picks one of the following orders orts can understand, and the orts follow that order. The command and its effects end once the commander is out of the ort's sight, when a new command is issued by the same or another devil, or when the ort dies.\n\n* **Kill** The ort attacks one target the commander singles out and gains a +1 circumstance bonus to attack rolls against the target.\n* **Defend** The ort circles the commander and attacks any creature that comes near. It gains a +1 circumstance bonus to AC and saves.\n* **Fetch** The ort gains a +10–foot circumstance bonus to its Speed and attempts to get an object or person the commander singles out. It attacks anyone and anything that gets in the way.\n* **Work** The ort performs drudge work dictated by the commander."
+
+```
+
+```encounter-table
+name: Ort
+creatures:
+ - 1: Ort
+```
+
+
+
+These shapeless masses of quivering flesh are the least of devilkind. Pathetic creatures from Hell's first layer, orts roam alongside damned and suffering souls. Nessaris can combine the essence of a mob of orts to concentrate their collective wickedness within a single form, granting it an infernal sentience and transforming it into a more powerful devil (see the nessari's Shape Devils ability).
+
+* * *
+
+Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks.
+
+Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly orts perform subservient labor to more powerful and specialized devils, such as infantry and contract devils, while the greatest nessaris command entire infernal armies.
+
+Asmodeus stands at the apex of the structure he created, but the layers below him are marked by a constant jockeying for position. Most diabolic plans ultimately serve to improve the schemer's place in the hierarchy.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Pachycephalosaurus.md b/content/mechanics/srd/Bestiary/Monster Core/Pachycephalosaurus.md
new file mode 100755
index 000000000..77eaac09c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Pachycephalosaurus.md
@@ -0,0 +1,86 @@
+---
+title: "Pachycephalosaurus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.R0mIYZn7tnLlWqJ0"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/dinosaur
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Pachycephalosaurus"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Pachycephalosaurus"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[dinosaur]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +11, Intimidation: +7"
+abilityMods: [4, 3, 4, -4, 3, 0]
+speed: 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +12, __Ref__ +11, __Will__ +7"
+hp: 65
+health:
+ - name: ""
+ - name: HP
+ desc: "65"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Skull"
+ desc: "+11 (forceful, reach 10 feet)\n__Damage__ 1d10 + 6 bludgeoning"
+
+ - name: "Clobbering Charge"
+ desc: "`pf2:2` The pachycephalosaurus Strides up to its Speed. If it ends its movement within melee reach of a target, it can make a skull Strike against that target. If the pachycephalosaurus critically hits with this Strike, the creature hit is [[Conditions/Stunned|Stunned 1]]."
+
+ - name: "Sudden Shove"
+ desc: "`pf2:r` (attack) **Trigger** The pachycephalosaurus damages a Medium or smaller foe with its skull Strike\n* * *\n\n**Effect** The pachycephalosaurus digs in and flings its head up, shoving its foe away. It attempts an Athletics check check against the target's Fortitude DC.\n* * *\n\n**Critical Success** The pachycephalosaurus pushes the opponent up to 10 feet away from itself and knocks the target [[Conditions/Prone|Prone]].\n\n**Success** The pachycephalosaurus pushes the opponent back 5 feet.\n\n**Failure** The pachycephalosaurus fails to push the opponent.\n\n**Critical Failure** As failure, but the failed attempt leaves the pachycephalosaurus [[Conditions/Off-Guard|Off-Guard]] for 1 round."
+
+```
+
+```encounter-table
+name: Pachycephalosaurus
+creatures:
+ - 1: Pachycephalosaurus
+```
+
+
+
+Pachycephalosauruses are normally peaceful, herbivorous dinosaurs, but they grow much more violent during mating season, when they fight one another to win over mates and warn away interlopers. They also defend themselves vehemently if potential predators stray too close to their herd. The pachycephalosaurus's skull has a distinctive dome-shaped crown surrounded by numerous blunt, bony horns. This feature, combined with the dinosaur's powerful, compact neck, allows it to make battering-ramlike charges capable of inflicting great damage.
+
+Some humanoid groups have successfully trained pachycephalosauruses as mounts, but the creatures aren't particularly well suited to the task.
+
+Pachycephalosauruses grow to a length of 15 feet and weigh 1,400 pounds.
+
+* * *
+
+Remnants from the world's primeval era, these enormous reptilian animals still exist in large numbers in remote wildernesses or underground in magical Darklands caverns. Lizardfolk, orcs, giants, and other humanoids who live near dinosaurs use the animals as mounts, guards, or hunting beasts. Occasionally, rich nobles will collect dinosaurs to display them in menageries, which almost inevitably leads to cast-offs being nursed back to health by druids and other champions of nature. When dinosaurs establish themselves in regions outside their normal habitats, it's often the result of a large collection being released.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Paleohemoth.md b/content/mechanics/srd/Bestiary/Monster Core/Paleohemoth.md
new file mode 100755
index 000000000..b32a17c8c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Paleohemoth.md
@@ -0,0 +1,84 @@
+---
+title: "Paleohemoth"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.L1fOKN5BCvVjvo2O"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/12
+ - remaster
+statblock: inline
+name: "Paleohemoth"
+level: 12
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Paleohemoth"
+level: "Creature 12"
+rare_03: [[Rare]]
+alignment: ""
+size: "huge"
+trait_01: [[construct]]
+trait_02: [[mindless]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +20"
+abilityMods: [7, 2, 6, -5, 0, -5]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +26, __Ref__ +20, __Will__ +18"
+hp: 195
+health:
+ - name: ""
+ - name: HP
+ desc: "195; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental; __Weaknesses__ cold 10, earth 10, water 10; __Resistances__ physical 10 (except adamantine or bludgeoning), spells 10 (except cold, earth, or water)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+26 (deadly d10, magical, reach 15 feet)\n__Damage__ 3d10 + 13 piercing plus fossilization"
+
+ - name: "Fossilization"
+ desc: " (arcane,incapacitation) The first time each round a creature takes damage from the paleohemoth's jaws, the target must attempt a DC 32 Fortitude check save. If it fails and has not already been slowed by this ability, it becomes [[Conditions/Slowed|Slowed 1]] for 1 minute.\n\nIf the creature was already slowed by this ability, a failed save causes it to be [[Conditions/Petrified|Petrified]] permanently."
+
+ - name: "Reassemble"
+ desc: "`pf2:1` The paleohemoth reorganizes its bones, increasing its reach to 25 feet and reducing its Speed to 15 feet. It can revert to its original form by taking this action again."
+
+```
+
+```encounter-table
+name: Paleohemoth
+creatures:
+ - 1: Paleohemoth
+```
+
+
+
+Paleohemoths are typically made from the fossilized bones of dinosaurs and other ancient megafauna, though some crafters stretch the definition and instead use magically petrified bones of dragons or even giants. Not bound to any specific model, paleohemoths are crafted to be as terrifying as possible instead of models of anatomic accuracy. As such, most paleohemoths are nightmarish saurian amalgams whose massive arms end with the complete skulls of apex predators like tyrannosauruses, their bite enhanced to petrify flesh.
+
+Intact fossilized bones are difficult components to scrounge, much less whole skeletons. An alternate way to obtain them is to hire expert hunters or adventurers to seek out live dinosaurs, bring back the bones, and use magic to turn them to stone. Of course, some purists prefer genuine fossilized bones and are willing to pay the price for their acquisition. Either way, opportunities await enterprising souls with the proper tools and several _spacious pouches_.
+
+The magic that animates paleohemoths grants them a form of modular flexibility, letting them trade mobility for extended reach through the rapid rearrangement of their limbs. This often involves bones moving from the legs in order to extend the arms. While this does lead to a somewhat silly anatomy, it is nonetheless effective. This ability also lets them appear like a jumbled mass of bones at rest, making them likely to be mistaken for decor rather than guardians.
+
+The reasons for creating such constructs vary. While they're often associated with guarding evil geniuses in deep, dark dungeons, they have great uses elsewhere. More elegant versions may be used to protect the private collections of upper-class collectors. Thuvia makes great use of paleohemoths in their construct arenas. While they weren't initially permitted to fight, an exploited loophole has made them a popular addition to the arenas ever since.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Pegasus.md b/content/mechanics/srd/Bestiary/Monster Core/Pegasus.md
new file mode 100755
index 000000000..7513a8aec
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Pegasus.md
@@ -0,0 +1,90 @@
+---
+title: "Pegasus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.5AaQB43SmYGPBjq7"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Pegasus"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Pegasus"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Common; (Can't Speak Any Language)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Athletics: +10"
+abilityMods: [3, 4, 2, 0, 2, 3]
+speed: 40 feet, fly 80 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +9, __Ref__ +11, __Will__ +7"
+hp: 55
+health:
+ - name: ""
+ - name: HP
+ desc: "55"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Buck|Buck]]"
+ desc: "`pf2:r` DC 19 Reflex check\n* * *\n\nMost monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.\n\n**Trigger** A creature [[Actions/Mount|Mounts]] or uses the [[Actions/Command an Animal|Command an Animal]] action while riding the monster.\n* * *\n\n**Effect** The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land [[Conditions/Prone|Prone]]. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+10 ()\n__Damage__ 1d8 + 5 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+10 (agile)\n__Damage__ 1d6 + 5 bludgeoning"
+
+ - name: "Assisted Mount"
+ desc: "`pf2:1` **Requirements** The pegasus is Flying without a rider.\n* * *\n\n**Effect** The pegasus Flies. At any point during the movement, it can allow a willing adjacent creature to [[Actions/Mount|Mount]] it. That creature must use a reaction to do so."
+
+ - name: "Gallop"
+ desc: "`pf2:2` The pegasus uses 2 move actions, each of which can be either Stride or Fly. It gains a +20-foot circumstance bonus to its Speeds during a Gallop."
+
+```
+
+```encounter-table
+name: Pegasus
+creatures:
+ - 1: Pegasus
+```
+
+
+
+The pegasus is a winged horse prized for its capacity to serve as an aerial mount. Unfortunately for those who desire a saddle-trained pegasus, pegasi are wild creatures and do not readily accept even well-intentioned riders.
+
+Pegasi actively resist being mounted or controlled by evil creatures, attempting to buck an unwanted rider at every opportunity. A typical pegasus stands 6 feet high at the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet.
+
+Pegasi are highly intelligent beasts and have a strong sense of pride and honor. The best way to entreat a pegasus is by speaking to it with grace and offering gifts appropriate to a creature of such majesty. Prospective riders who seek the mount for a worthy cause or virtuous quest have a much easier time coaxing a pegasus into granting its favor. Regardless, a pegasus never accepts a bit or saddle, for reasons both practical (a standard horse saddle interferes with its wings) and purely out of its pride as a free and untamed creature.
+
+In the wild, pegasi live in small herds and establish territories on remote mountains where they are relatively safe from hunters and foal thieves. They occasionally move to lower ground during foal fledging season. They mature at the same rate as horses and can even breed with other equines, though the outcome of such unions is typically a foal with the traits of its least magical parent. On rare occasions, the interbreeding of a pegasus and a unicorn may result in a winged unicorn with characteristics of both parents and an unrivaled sense of righteousness.
+
+Some pegasi carry in them the blood of a mighty and heroic ancestor. These champions of pegasus-kind dedicate their long lives to the pursuit of justice. They possess powerful supernatural abilities to aid them in this fight, such as resistance to fire and poison, immunity to petrification, and holy hoof attacks.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Phade.md b/content/mechanics/srd/Bestiary/Monster Core/Phade.md
new file mode 100755
index 000000000..f483b5570
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Phade.md
@@ -0,0 +1,85 @@
+---
+title: "Phade"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.D4cRBzpBf3ehcCEy"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/7
+ - remaster
+statblock: inline
+name: "Phade"
+level: 7
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Phade"
+level: "Creature 7"
+
+alignment: ""
+size: "Medium"
+trait_01: [[air]]
+trait_02: [[elemental]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision"
+languages: "Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Nature: +15, Stealth: +18, Survival: +15"
+abilityMods: [3, 6, 3, 2, 2, 0]
+speed: 25 feet, fly 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +14, __Ref__ +18, __Will__ +11"
+hp: 70
+health:
+ - name: ""
+ - name: HP
+ desc: "70; __Immunities__ bleed, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Naturally Invisible"
+ desc: " The phade is [[Conditions/Invisible|Invisible]] at all times, though when it takes a hostile action of any kind, it is [[Conditions/Hidden|Hidden]] instead of undetected until the start of its next turn, as the vague outline of its humanoid form is faintly visible for a short period of time."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+18 (agile, finesse)\n__Damage__ 1d10 + 5 bludgeoning"
+
+ - name: "Hush"
+ desc: "`pf2:1` (air,primal) The phade calms the air in a 30-foot emanation until the beginning of its next turn, reducing sounds in it to a whisper that can't be heard outside the emanation.\n\nThis doesn't prevent casting spells, but a phade attempts to counteract any auditory or sonic effect originating in the area with a +17 counteract modifier. If the counteract attempt fails, Hush ends early."
+
+ - name: "Sneak Attack"
+ desc: " The phade deals 2d6 extra precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Phade
+creatures:
+ - 1: Phade
+```
+
+
+
+On the Plane of Air, and throughout the Inner Sphere, phades serve as spies and assassins for their creators. Even when summoned into the mortal Universe, phades are generally called for unsavory and violent purposes, giving the phades that have turned their back on their creator a poor opinion of mortals as well.
+
+* * *
+
+Hailing from the Plane of Air, these beings appear in a variety of sizes and shapes. They're noted for being elusive, swift, and often difficult to detect due to being composed primarily of air.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Phantom Beast.md b/content/mechanics/srd/Bestiary/Monster Core/Phantom Beast.md
new file mode 100755
index 000000000..9b8d06551
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Phantom Beast.md
@@ -0,0 +1,104 @@
+---
+title: "Phantom Beast"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.JUFNN8viTS8WOiHu"
+tags:
+ - pf2e/creature/type/ethereal
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/phantom
+ - pf2e/creature/type/spirit
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Phantom Beast"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Phantom Beast"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[ethereal]]
+trait_02: [[incorporeal]]
+trait_03: [[phantom]]
+trait_04: [[spirit]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision"
+languages: "Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Diplomacy: +16, Intimidation: +18, Occultism: +14, Thievery: +18"
+abilityMods: [-5, 6, 1, 0, 4, 6]
+speed: fly 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +13, __Ref__ +18, __Will__ +16; -1 status to all saves vs. death effects"
+hp: 120
+health:
+ - name: ""
+ - name: HP
+ desc: "120; __Immunities__ disease, paralyzed, poison, precision, bleed; __Resistances__ all damage 8 (except force, ghost touch, or spirit; double resistance vs. non-magical)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Walk the Ethereal Line"
+ desc: "`pf2:2` The phantom walks the thin line between the Ethereal and Universe in order to exist on both planes simultaneously.\n\nThey can shift back to solely the Ethereal Plane by using this ability again."
+
+abilities_mid:
+ - name: ""
+ - name: "Susceptible to Death"
+ desc: " Though phantoms aren't alive, neither are they undead, and they are uniquely vulnerable to the effects of death.\n\nA phantom whose Hit Points are reduced to 0 as a result of a death effect (such as from a spell like [[Spells/Execute|Execute]]) is immediately whisked away to the River of Souls, where their soul resumes the usual path to the afterlife."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Phantom Horn"
+ desc: "+18 (agile, finesse, magical)\n__Damage__ 2d8 + 8 piercing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 28, attack +20; __4th __ _[[Spells/Phantom Pain|Phantom Pain]]_, _[[Spells/Sleep|Sleep]]_, _[[Spells/Spiritual Armament|Spiritual Armament]]_\n__Cantrips__ __(4th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_"
+
+ - name: "Phantom Touch"
+ desc: " (spirit) Each time they make a Strike, a phantom can choose to deal spirit damage instead of the normal physical damage type."
+
+ - name: "Grab Item"
+ desc: "`pf2:1` The phantom beast attempts to [[Actions/Steal|Steal]] one item of up to 1 Bulk from a creature, even if the creature is in combat, though the object still must not be one that is actively in use. If they succeed, they carry the object along with them telekinetically."
+
+```
+
+```encounter-table
+name: Phantom Beast
+creatures:
+ - 1: Phantom Beast
+```
+
+
+
+The River of Souls, alongside the souls of dead sapient humanoids, also carries the spirits of monsters, animals, and other creatures. Likewise, it draws souls from across reality, and thus human and elf souls mingle with those of far stranger creatures from untold worlds. Like any others, these far-flung spirits of strange creatures sometimes wash up on the shores of the Ethereal Plane, becoming phantoms far removed from the humanoid forms typically associated with ghosts and other undead.
+
+The phantom below is one such entity: a strange beast from a distant world, echoing their behaviors from life as they search for their postmortem fate. Their unfamiliar appearance might lead observers to assume they're a monstrous being and attack, finding the phantom beast entirely willing to fight back. More compassionate adventurers might instead seek to help the phantom find their way back to the River of Souls to complete their spiritual journey.
+
+* * *
+
+The typical trajectory for souls passing to the afterlife is fairly straightforward, according to most theologians. When a mortal dies, their soul enters the River of Souls and eventually reaches the Boneyard, where it is judged by Pharasma. The judged soul moves onto its appropriate domain of final rest—Heaven, Hell, Abaddon, and so forth—where it becomes a shade.
+
+Complications arise, however, when a soul in queue for judgment prematurely departs from the River of Souls and is shunted into the Ethereal Plane. Whether as a result of nefarious interlopers like daemons or hags, malignant planar magic, or even fate, these souls become dislodged from the natural order of life and death and linger in a sort of purgatory. Unlike petitioners, these ethereal phantoms retain memories of their life before death, and unlike spirits such as ghosts, phantoms aren't tinged with the foul influences of undeath—at least, not at first, though the threat of corruption hangs heavy over a phantom's existence. Some eventually succumb to that fate, while others eventually rejoin the River of Souls. Until then, these wandering souls are a kind unto themselves—one without a true home, agenda, or purpose.
+
+Many phantoms have no desire to remain in their strange state of purgatory, either because they seek to continue their journey through the River of Souls or because they fear the corruption of undeath. In order to complete the natural spiritual cycle and become judged so they can continue to the afterlife, a phantom must find a way back into the River of Souls. Such a quest is no easy feat, however—the hazy mists of the Ethereal Plane can befuddle even the most experienced traveler, and numerous predators prowl the realm in search of stray souls to bind or devour.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Phantom Knight.md b/content/mechanics/srd/Bestiary/Monster Core/Phantom Knight.md
new file mode 100755
index 000000000..090bfc3bb
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Phantom Knight.md
@@ -0,0 +1,96 @@
+---
+title: "Phantom Knight"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.6AeaL1iCsZSphxDV"
+tags:
+ - pf2e/creature/type/ethereal
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/phantom
+ - pf2e/creature/type/spirit
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Phantom Knight"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Phantom Knight"
+level: "Creature 4"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[ethereal]]
+trait_02: [[incorporeal]]
+trait_03: [[phantom]]
+trait_04: [[spirit]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Intimidation: +12"
+abilityMods: [-5, 4, 0, 0, 5, 4]
+speed: fly 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +8, __Ref__ +12, __Will__ +13; -1 status to all saves vs. death effects"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45; __Immunities__ disease, paralyzed, poison, precision, bleed; __Resistances__ all damage 3 (except force, ghost touch, or spirit; double resistance vs. non-magical)"
+abilities_top:
+ - name: ""
+
+ - name: "Walk the Ethereal Line"
+ desc: "`pf2:2` The phantom walks the thin line between the Ethereal Plane and the Universe in order to exist on both planes simultaneously.\n\nThey can shift back to solely the Ethereal Plane by using this ability again."
+
+abilities_mid:
+ - name: ""
+ - name: "Susceptible to Death"
+ desc: " Though phantoms aren't alive, neither are they undead, and they are uniquely vulnerable to the effects of death.\n\nA phantom whose Hit Points are reduced to 0 as a result of a death effect (such as from a spell like [[Spells/Execute|Execute]]) is immediately whisked away to the River of Souls, where their soul resumes the usual path to the afterlife."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Phantom Sword"
+ desc: "+14 (finesse, magical, versatile p)\n__Damage__ 1d8 + 7 slashing"
+
+ - name: "**Ranged** `pf2:1` Phantom Bow"
+ desc: "+14 (deadly d10, magical, range increment 120 feet, volley 30 ft.)\n__Damage__ 1d8 + 5 piercing"
+
+ - name: "Phantom Touch"
+ desc: " (spirit) Each time they make a Strike, a phantom can choose to deal spirit damage instead of the normal physical damage type."
+
+```
+
+```encounter-table
+name: Phantom Knight
+creatures:
+ - 1: Phantom Knight
+```
+
+
+
+Cavaliers and knights who died for their cause make for particularly strongwilled phantoms. Though their motives vary, these phantoms often seek to continue their lifelong missions even in their purgatorial states, and their strong forces of will make them formidable fighters in spite of their incorporeality. A phantom knight might strive to find living followers of their church or order, or seek out other mortals they knew in life as a way of staying grounded and avoiding the corruption of undeath.
+
+* * *
+
+The typical trajectory for souls passing to the afterlife is fairly straightforward, according to most theologians. When a mortal dies, their soul enters the River of Souls and eventually reaches the Boneyard, where it is judged by Pharasma. The judged soul moves onto its appropriate domain of final rest—Heaven, Hell, Abaddon, and so forth—where it becomes a shade.
+
+Complications arise, however, when a soul in queue for judgment prematurely departs from the River of Souls and is shunted into the Ethereal Plane. Whether as a result of nefarious interlopers like daemons or hags, malignant planar magic, or even fate, these souls become dislodged from the natural order of life and death and linger in a sort of purgatory. Unlike petitioners, these ethereal phantoms retain memories of their life before death, and unlike spirits such as ghosts, phantoms aren't tinged with the foul influences of undeath—at least, not at first, though the threat of corruption hangs heavy over a phantom's existence. Some eventually succumb to that fate, while others eventually rejoin the River of Souls. Until then, these wandering souls are a kind unto themselves—one without a true home, agenda, or purpose.
+
+Many phantoms have no desire to remain in their strange state of purgatory, either because they seek to continue their journey through the River of Souls or because they fear the corruption of undeath. In order to complete the natural spiritual cycle and become judged so they can continue to the afterlife, a phantom must find a way back into the River of Souls. Such a quest is no easy feat, however—the hazy mists of the Ethereal Plane can befuddle even the most experienced traveler, and numerous predators prowl the realm in search of stray souls to bind or devour.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Phistophilus.md b/content/mechanics/srd/Bestiary/Monster Core/Phistophilus.md
new file mode 100755
index 000000000..e8a2416c6
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Phistophilus.md
@@ -0,0 +1,115 @@
+---
+title: "Phistophilus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.6SRp8pn978QjtjOV"
+tags:
+ - pf2e/creature/type/devil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/10
+ - remaster
+statblock: inline
+name: "Phistophilus"
+level: 10
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Phistophilus"
+level: "Creature 10"
+
+alignment: ""
+size: "Medium"
+trait_01: [[devil]]
+trait_02: [[fiend]]
+trait_03: [[unholy]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Greater Darkvision"
+languages: "Aklo, Chthonian, Common, Diabolic, Draconic, Empyrean, Sakvroth; Telepathy 100 feet, Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +19, Deception: +23, Diplomacy: +21, Intimidation: +21, Religion: +19, Society: +19, Stealth: +18, Legal Lore: +25"
+abilityMods: [3, 4, 4, 7, 5, 5]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +18, __Ref__ +18, __Will__ +23; +1 status to all saves vs. magic"
+hp: 150
+health:
+ - name: ""
+ - name: HP
+ desc: "150; __Immunities__ fire, Ward Contract; __Weaknesses__ holy 10; __Resistances__ physical 10 (except silver), poison 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Ward Contract"
+ desc: " A signed contract carried by a living contract devil (including draped over its horns) is immune to damage from all creatures other than that contract devil. A contract devil is immune to mental effects that would make it destroy, nullify, or alter a contract."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Binding Contract"
+ desc: "+23 (agile, disarm, magical, reach 10 feet, trip, unholy)\n__Damage__ 3d6 + 11 slashing plus grab,infernal-wound"
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+21 (magical)\n__Damage__ 3d10 + 11 piercing plus infernal-wound"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 31, attack +23; __10th __ _[[Spells/Scrying|Scrying (At Will, See Infernal Investment)]]_; __7th __ _[[Spells/Interplanar Teleport|Interplanar Teleport]]_; __5th __ _[[Spells/Fireball|Fireball]]_, _[[Spells/Illusory Scene|Illusory Scene]]_, _[[Spells/Lightning Bolt|Lightning Bolt]]_, _[[Spells/Locate|Locate (At Will)]]_, _[[Spells/Mind Probe|Mind Probe]]_, _[[Spells/Sending|Sending (At Will)]]_, _[[Spells/Translocate|Translocate]]_; __4th __ _[[Spells/Peaceful Bubble|Peaceful Bubble]]_, _[[Spells/Silence|Silence]]_, _[[Spells/Translocate|Translocate (At Will)]]_; __3rd __ _[[Spells/Mind Reading|Mind Reading (At Will)]]_\n__Cantrips__ __(7th)__ _[[Spells/Detect Magic|Detect Magic]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "Rituals"
+ desc: "_Diabolic Pact_"
+
+ - name: "Draft Contract"
+ desc: "`pf2:3` (divine,manipulate) The contract devil produces an infernal contract for a single living mortal. This contract can grant a wide range of abilities and effects, akin to the power of a [[Spells/Wish|Wish]] ritual but fulfilled to the letter by the contract devil. To receive any of those benefits, the mortal must willingly sign its true name to the contract. At that point, the mortal's soul is bound to the contract devil and Hell.\n\nWhile the contract is in effect, the victim can't be restored to life except by _wish_ or similar magic. If the mortal is restored to life by those means, the contract devil knows which mortal came to life and can locate the creature or creatures who restored the mortal to life for 1 year, gaining the effects of a [[Spells/Locate|Locate]] spell with unlimited range. Avoiding the terms of an infernal contract is difficult and often dangerous."
+
+ - name: "Infernal Investment"
+ desc: " A contract devil can cast a 10th-rank innate [[Spells/Scrying|Scrying]] spell at will, but only to target a creature with which they have a contract.\n\nThe target automatically critically fails its save."
+
+ - name: "Infernal Wound"
+ desc: " (divine) The wounds from a contract devil's Strikes resist healing.\n\nA spellcaster or item attempting to use healing magic on a creature suffering first attempts to counteract infernal wound (DC 29). If it is not counteracted, the healing has no effect."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Phistophilus
+creatures:
+ - 1: Phistophilus
+```
+
+
+
+Contract devils are clerks, scribes, and bureaucrats of Hell rarely found outside the infernal courts, and then almost always to pursue potential contracts, tempting mortals to sell their souls in exchange for achieving their worldly desires. If a target is desirable enough, a phistophilus can offer contracts for prices seemingly lesser than their soul all at once, though in this case, the devil carefully manipulates the price to drive the signatory toward the forces of Hell anyway. Contract devils are tall creatures with skin tones that range from bronze to crimson and large curving horns extending from their bodies, over which they often drape favored or important contracts.
+
+* * *
+
+Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks.
+
+Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly orts perform subservient labor to more powerful and specialized devils, such as infantry and contract devils, while the greatest nessaris command entire infernal armies.
+
+Asmodeus stands at the apex of the structure he created, but the layers below him are marked by a constant jockeying for position. Most diabolic plans ultimately serve to improve the schemer's place in the hierarchy.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Phoenix.md b/content/mechanics/srd/Bestiary/Monster Core/Phoenix.md
new file mode 100755
index 000000000..80022c61e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Phoenix.md
@@ -0,0 +1,100 @@
+---
+title: "Phoenix"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.0sYhViQDTxaFHLek"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/15
+ - remaster
+statblock: inline
+name: "Phoenix"
+level: 15
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Phoenix"
+level: "Creature 15"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[beast]]
+trait_02: [[fire]]
+modifier: 27
+perception:
+ - name: "Perception"
+ desc: "+27; Darkvision, See the Unseen"
+languages: "Common, Empyrean, Pyric, Sussuran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +30, Athletics: +27, Diplomacy: +31, Intimidation: +27, Nature: +25"
+abilityMods: [6, 7, 5, 7, 6, 6]
+speed: 25 feet, fly 70 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +27, __Ref__ +31, __Will__ +28; +1 status to all saves vs. magic"
+hp: 300
+health:
+ - name: ""
+ - name: HP
+ desc: "300, regeneration 20 (deactivated by cold or unholy), self-resurrection; __Immunities__ fire; __Weaknesses__ cold 10, unholy 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 20 (Deactivated by Cold or Unholy)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Self-Resurrection"
+ desc: " (healing,primal) When a phoenix dies, they collapse into a pile of smoldering ashes before returning to life fully healed 1d4 rounds later, as if subject to a 7th-rank [[Spells/Resurrect|Resurrect]] ritual. Self-resurrection happens only if there are some remains to resurrect; for instance, a phoenix killed by a [[Spells/Disintegrate|Disintegrate]] spell can't use this ability.\n\nA phoenix whose remains rest within an area devoted to an unholy deity by [[Spells/Consecrate|Consecrate]] can't self-resurrect until their remains are no longer in that area. A phoenix can self-resurrect only once per year."
+
+ - name: "Shroud of Flame"
+ desc: " (aura,fire,primal) 20 feet. 4d6 fire, DC 37 Reflex check save.\n\nWhile this aura is active, any adjacent creature that hits the phoenix with a melee attack or otherwise touches them takes 2d6 fire damage. The phoenix can activate or deactivate the aura with a single action, which has the concentrate trait."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+30 (finesse, fire, magical, reach 20 feet)\n__Damage__ 1d12 + 9 piercing 3d8 fire 2d10 fire"
+
+ - name: "**Melee** `pf2:1` Talon"
+ desc: "+30 (agile, finesse, fire, magical, reach 20 feet)\n__Damage__ 1d6 + 6 piercing 3d8 fire 2d10 fire"
+
+ - name: "**Ranged** `pf2:1` Flame Jet"
+ desc: "+30 (fire, range increment 40 feet)\n__Damage__ 6d6 fire 2d10 fire"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 39, attack +31; __8th __ _[[Spells/Cleanse Affliction|Cleanse Affliction]]_, _[[Spells/Dispel Magic|Dispel Magic (x3)]]_, _[[Spells/Divine Immolation|Divine Immolation]]_, _[[Spells/Everlight|Everlight (At Will)]]_, _[[Spells/Heal|Heal (x3)]]_, _[[Spells/Wall of Fire|Wall of Fire (x3)]]_; __7th __ _[[Spells/Dispel Magic|Dispel Magic (At Will)]]_; __6th __ _[[Spells/Cleanse Affliction|Cleanse Affliction (x3)]]_\n__Cantrips__ __(8th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Light|Light]]_\n__Constant__ __(6th)__ _[[Spells/See the Unseen|See the Unseen]]_"
+
+ - name: "Flaming Strafe"
+ desc: "`pf2:1` (fire,primal) The phoenix blazes with superheated flame and Flies up to their Speed. They deal 6d6 fire damage to each creature within 20 feet of each square they move through (DC 37 Reflex check save)."
+
+```
+
+```encounter-table
+name: Phoenix
+creatures:
+ - 1: Phoenix
+```
+
+
+
+The phoenix is a primordial bird made of heat and flame that dwells in the most inhospitable regions of the desert. Though highly intelligent and brimming with compassion, the phoenix is best-known for its iconic ability to resurrect itself when slain, emerging reborn from the ashes of its own corpse. Phoenixes are often sought out for their knowledge or healing abilities, as they cannot abide the sight of suffering and deny their succor only to the most foul and irredeemable of creatures.
+
+Phoenixes enjoy the company of metallic dragons, and when the two dwell in close proximity, they can forge lifelong friendships, sharing their resources and words of wisdom while keeping each other updated on regional news.
+
+While most phoenixes are benevolent, they are not infallible. When a phoenix loses its way or falls under the influence of evil, it still retains its strong appetite for knowledge. Evil phoenixes are known to assault universities and libraries in their pursuit for power-not only to gain new information, but also to set fire to the texts and thus hoard that knowledge for themselves.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Pipefox.md b/content/mechanics/srd/Bestiary/Monster Core/Pipefox.md
new file mode 100755
index 000000000..88e542204
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Pipefox.md
@@ -0,0 +1,88 @@
+---
+title: "Pipefox"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.9tUX5Boj0x6lwuOR"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Pipefox"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Pipefox"
+level: "Creature 2"
+
+alignment: ""
+size: "tiny"
+trait_01: [[beast]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: "Common, Draconic; Translate"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Arcana: +9, Athletics: +7, Occultism: +9, Society: +9, Stealth: +8"
+abilityMods: [3, 4, 3, 4, 1, 3]
+speed: 25 feet, climb 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +8, __Ref__ +11, __Will__ +7"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+12 (finesse, reach 0 feet)\n__Damage__ 1d6 + 4 piercing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 18, attack +8; __2nd __ _[[Spells/Invisibility|Invisibility (At Will, Self Only)]]_\n__Cantrips__ __(1st)__ _[[Spells/Read Aura|Read Aura]]_\n__Constant__ __(2nd)__ _[[Spells/Translate|Translate]]_"
+
+ - name: "Master of Tongues"
+ desc: " Even if the pipefox does not speak a creature's language, it can rapidly pick up on inflection, root words, and body language. If the pipefox interacts or observes a creature for at least 10 minutes and that creature can speak a language, it can communicate basic concepts to that creature."
+
+ - name: "Rapid Erudition"
+ desc: "`pf2:1` (concentrate) **Requirements** The pipefox saw a cantrip cast within the last minute;\n* * *\n\n**Effect** The pipefox can cast the cantrip it saw as an innate arcane spell for 1 minute."
+
+```
+
+```encounter-table
+name: Pipefox
+creatures:
+ - 1: Pipefox
+```
+
+
+
+Pipefoxes are small, fluffy snakes with the head of a fox. They spend their days lurking in dark corners, hanging from trees, coiled around pipes, or otherwise lounging anywhere they can observe something interesting in peace and quiet. Pipefoxes are neither pests nor pets; they simply skulk around, acquiring knowledge and searching for a worthy scholar to disseminate their observations to.
+
+Pipefoxes are as intense as they are capricious with their fixations. One might study blacksmithing for six months before suddenly switching their entire attention to studying the slang used by a group of local thieves, or the gossip of servants behind their employer's back. Regardless of the topic, they always study from a distance lest the object of their observation alter their behaviors. If a pipefox is discovered, they usually attempt to flee, only fighting as a last resort.
+
+Pipefoxes view their knowledge as a form of currency that they protect at all costs. Because of this, they are secretive by nature. If they choose to reveal themselves to someone, it will be after much study and consideration. A pipefox will only approach someone they believe to be as invested in the pursuit of knowledge as they are. They are most attracted to spellcasters, alchemists, and inventors for this reason. However, while a pipefox may choose to approach and share what they know, they never do so freely. Like all currencies, knowledge must be equally exchanged.
+
+Many scholars believe pipefoxes to be spirits and keepers of knowledge; in the event of a massive cataclysm, pipefoxes will be able to return lost knowledge to the world, preventing great dark ages. For this reason, many institutions of knowledge are aware of the spying of pipefoxes but pretend not to notice and prevent others from discovering them. This encourages pipefoxes to stay while also providing a backup cache of important knowledge in the form of a small, fluffy snake.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Pitborn Adept.md b/content/mechanics/srd/Bestiary/Monster Core/Pitborn Adept.md
new file mode 100755
index 000000000..00d19b42a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Pitborn Adept.md
@@ -0,0 +1,92 @@
+---
+title: "Pitborn Adept"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.g8GMU8yT7ULFhUyP"
+tags:
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/nephilim
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Pitborn Adept"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Pitborn Adept"
+level: "Creature 3"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[human]]
+trait_02: [[humanoid]]
+trait_03: [[nephilim]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: "Chthonian, Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Arcana: +9, Deception: +9, Intimidation: +7, Occultism: +9, Religion: +6, Society: +9, Stealth: +7, Outer Rifts Lore: +9"
+abilityMods: [0, 2, 0, 4, 1, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +5, __Ref__ +7, __Will__ +8"
+hp: 29
+health:
+ - name: ""
+ - name: HP
+ desc: "29"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Staff|Staff]], [[Equipment/Explorer's Clothing|Explorer's Clothing]], [[Equipment/Spellbook (Blank)|Spellbook]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Staff"
+ desc: "+6 (two-hand d8)\n__Damage__ 1d6 bludgeoning"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 21, attack +11; __2nd __ _[[Spells/Floating Flame|Floating Flame]]_, _[[Spells/Invisibility|Invisibility]]_; __1st __ _[[Spells/Charm|Charm]]_, _[[Spells/Enfeeble|Enfeeble]]_, _[[Spells/Force Barrage|Force Barrage]]_\n__Cantrips__ __(2nd)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Shield|Shield]]_, _[[Spells/Tangle Vine|Tangle Vine]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_, _[[Spells/Void Warp|Void Warp]]_"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 17, attack +9; __2nd __ _[[Spells/Darkness|Darkness]]_"
+
+ - name: "Drain Bonded Item"
+ desc: " **Frequency** once per day\n\n**Requirements** The adept hasn't acted yet on this turn\n* * *\n\n**Effect** The adept expends the power stored in its staff. This gives the adept the ability to cast one prepared spell it had already previously cast today (choosing a different spell rank each time), without spending a spell slot. The adept must still Cast the Spell and meet the spell's other requirements."
+
+```
+
+```encounter-table
+name: Pitborn Adept
+creatures:
+ - 1: Pitborn Adept
+```
+
+
+
+One of the most common types of nephilim is the pitborn, who bear a demonic corruption infesting their mortal bloodline.
+
+* * *
+
+Many immortals dwell upon the other planes of the Great Beyond. Some are benevolent and kind, like angels. Others are cruel and destructive, like demons. And some fit roles outside of morality, like psychopomps. It's far from unheard of for mortals and immortals alike to become entangled romantically, and the children of such engagements carry a supernatural element in their bloodlines for generations to follow. After the first generation, this otherworldly influence usually lies dormant, but now and then, the influence can manifest strongly in descendants many years later. These inheritors of extraplanar legacies are known collectively as planar scions.
+
+## Nephilim
+
+Nephilim are planar scions with a connection to the planes of the Outer Sphere. Some are obviously tied to realms such as Heaven or Hell, while others are cryptic amalgams of metaphysical traits.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Pixie.md b/content/mechanics/srd/Bestiary/Monster Core/Pixie.md
new file mode 100755
index 000000000..2ee4fefd4
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Pixie.md
@@ -0,0 +1,86 @@
+---
+title: "Pixie"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.i2zTODP0CrphwDBv"
+tags:
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/sprite
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Pixie"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Pixie"
+level: "Creature 4"
+
+alignment: ""
+size: "Small"
+trait_01: [[fey]]
+trait_02: [[sprite]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Low-Light Vision"
+languages: "Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Deception: +11, Nature: +10, Stealth: +11"
+abilityMods: [-1, 5, 1, 3, 2, 3]
+speed: 15 feet, fly 45 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +8, __Ref__ +14, __Will__ +12; +1 status to all saves vs. magic"
+hp: 40
+health:
+ - name: ""
+ - name: HP
+ desc: "40; __Weaknesses__ cold iron 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Longbow|Longbow]], [[Equipment/Shortsword|Shortsword]], 60x [[Equipment/Arrows|Arrows]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Shortsword"
+ desc: "+13 (agile, finesse, magical, versatile s)\n__Damage__ 1d6 + 4 piercing"
+
+ - name: "**Ranged** `pf2:1` Longbow"
+ desc: "+13 (deadly d10, magical, range increment 100 feet, reload 0, volley 20 ft.)\n__Damage__ 1d8 + 4 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 21, attack +13; __4th __ _[[Spells/Invisibility|Invisibility (At Will, Self Only)]]_; __3rd __ _[[Spells/Dispel Magic|Dispel Magic]]_; __2nd __ _[[Spells/Entangling Flora|Entangling Flora]]_, _[[Spells/Revealing Light|Revealing Light]]_; __1st __ _[[Spells/Illusory Disguise|Illusory Disguise]]_\n__Cantrips__ __(2nd)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Figment|Figment]]_, _[[Spells/Light|Light]]_, _[[Spells/Shield|Shield]]_"
+
+ - name: "Sprinkle Pixie Dust"
+ desc: "`pf2:1` (manipulate,primal) The pixie sprinkles pixie dust onto one of their arrows. If the pixie hits a creature with that arrow before the pixie's next turn, the arrow inflicts one of the following special effects of the pixie's choice instead of dealing damage. Each effect depends on the target's DC 21 Will check save. On a critical hit, the target gets a result one degree worse than it rolled.\n\n* **Charm** (emotion, incapacitation, mental) The arrow has the effect of a [[Spells/Charm|Charm]] spell, except the target doesn't gain a bonus to its save if the only hostile act was the pixie firing its bow, and the pixie can choose to direct the target's adoration toward another creature rather than itself.\n* **Memory Loss** (mental) On a failed Will save, the target loses the last 5 minutes of its memory.\n* **Sleep** (incapacitation, mental, sleep) The target suffers the effects of a 3rd-rank [[Spells/Sleep|Sleep]] spell.\n* **Subdual** (mental, nonlethal) The target takes 4d6 mental damage, depending on its basic Will save."
+
+```
+
+```encounter-table
+name: Pixie
+creatures:
+ - 1: Pixie
+```
+
+
+
+Insatiably curious, overly excitable, and just a bit puckish, pixies are wanderers and tricksters who use their pixie dust to create all sorts of whimsical situations, as well as to defend themselves. They take great pride in their skill at archery, even when not using their arrows to deliver magical ailments. They often practice by shooting drops of dew or severing vines and hairs. Other creatures often have trouble understanding a pixie's rapid, rambling way of speaking.
+
+* * *
+
+Elusive, flighty, and ebullient, sprites are what many villagers first imagine when they hear the terms "fey" or "fairy." While their dispositions vary, all sprites share a connection to magic and a diminutive size. This family of fey shares its name with its slightest and most populous member, the common sprite.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Plague Zombie.md b/content/mechanics/srd/Bestiary/Monster Core/Plague Zombie.md
new file mode 100755
index 000000000..63d87e285
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Plague Zombie.md
@@ -0,0 +1,95 @@
+---
+title: "Plague Zombie"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.eYDp3M4Nn48h0EWS"
+tags:
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/zombie
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Plague Zombie"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Plague Zombie"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[mindless]]
+trait_02: [[undead]]
+trait_03: [[unholy]]
+trait_04: [[zombie]]
+modifier: 3
+perception:
+ - name: "Perception"
+ desc: "+3; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +9"
+abilityMods: [4, -2, 3, -5, 0, -2]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 13
+armorclass:
+ - name: AC
+ desc: "13; __Fort__ +6, __Ref__ +3, __Will__ +4"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, bleed, mental; __Weaknesses__ vitality 10, slashing 10"
+abilities_top:
+ - name: ""
+
+ - name: "Slow"
+ desc: " A zombie is permanently [[Conditions/Slowed|Slowed 1]] and can't use reactions."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+9 ()\n__Damage__ 1d8 + 4 bludgeoning plus grab,zombie-rot"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+9 ()\n__Damage__ 1d12 + 4 piercing plus zombie-rot"
+
+ - name: "Zombie Rot"
+ desc: " (disease,divine,void) An infected creature can't heal damage it takes from zombie rot until it has been cured of the disease.\n* * *\n\n**Saving Throw** DC 18 Fortitude check\n\n**Stage 1** carrier with no ill effect (1 day)\n\n**Stage 2** 1d6 void damage (1 day)\n\n**Stage 3** 1d6 void damage (1 day)\n\n**Stage 4** 1d6 void damage (1 day)\n\n**Stage 5** dead, rising as a plague zombie immediately"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Plague Zombie
+creatures:
+ - 1: Plague Zombie
+```
+
+
+
+Plague zombies are infested with horrible contagions.
+
+* * *
+
+A zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Pleroma.md b/content/mechanics/srd/Bestiary/Monster Core/Pleroma.md
new file mode 100755
index 000000000..50b1efdfa
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Pleroma.md
@@ -0,0 +1,110 @@
+---
+title: "Pleroma"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.bVTIeKXZzPuKjhTz"
+tags:
+ - pf2e/creature/type/aeon
+ - pf2e/creature/type/monitor
+ - pf2eMonster
+ - pf2e/creature/level/20
+ - remaster
+statblock: inline
+name: "Pleroma"
+level: 20
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Pleroma"
+level: "Creature 20"
+
+alignment: ""
+size: "Large"
+trait_01: [[aeon]]
+trait_02: [[monitor]]
+modifier: 37
+perception:
+ - name: "Perception"
+ desc: "+37; Darkvision, Lifesense (Imprecise) 120 Feet, Truesight"
+languages: "Envisioning"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +33, Arcana: +38, Deception: +34, Diplomacy: +34, Occultism: +38, Religion: +39, Stealth: +35"
+abilityMods: [6, 7, 6, 8, 9, 6]
+speed: fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 45
+armorclass:
+ - name: AC
+ desc: "45; __Fort__ +32, __Ref__ +31, __Will__ +37; +1 status to all saves vs. magic"
+hp: 335
+health:
+ - name: ""
+ - name: HP
+ desc: "335, regeneration 20 (deactivated by spirit); __Immunities__ vitality, void; __Weaknesses__ spirit 20"
+abilities_top:
+ - name: ""
+
+ - name: "[[Monster Core/Akhana/Envisioning|Envisioning]]"
+ desc: " (aura,divine,mental) 100 feet\n* * *\n\nA pleroma can communicate mentally with any creatures in the aura using wordless psychic projections. They don't need to share a language, though the aeon's meaning to non-aeons can be vague and is often mysterious. An aeon can use this ability to communicate flawlessly with any other aeon on the same plane as itself."
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 120 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+ - name: "[[Bestiary Ability Glossary/At-Will Spells|At-Will Spells]]"
+ desc: " The monster can cast its at-will spells any number of times without using up spell slots."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 20 (Deactivated by Spirit)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Reality Twist"
+ desc: "`pf2:r` **Trigger** The pleroma critically fails a saving throw\n* * *\n\n**Effect** The critical failure becomes a normal failure."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Touch of Creation"
+ desc: "+36 (agile, magical, vitality)\n__Damage__ 5d8 + 16 vitality"
+
+ - name: "**Melee** `pf2:1` Touch of Destruction"
+ desc: "+36 (agile, magical, void)\n__Damage__ 5d8 + 16 void"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 47, attack +39; __10th __ _[[Spells/Manifestation|Manifestation]]_; __9th __ _[[Spells/Banishment|Banishment]]_, _[[Spells/Blessed Boundary|Blessed Boundary]]_, _[[Spells/Detonate Magic|Detonate Magic]]_, _[[Spells/Overwhelming Presence|Overwhelming Presence]]_; __8th __ _[[Spells/Disintegrate|Disintegrate (x2)]]_, _[[Spells/Unrelenting Observation|Unrelenting Observation]]_; __7th __ _[[Spells/Interplanar Teleport|Interplanar Teleport]]_, _[[Spells/Retrocognition|Retrocognition]]_; __5th __ _[[Spells/Creation|Creation (At Will)]]_; __4th __ _[[Spells/Create Food|Create Food (At Will)]]_, _[[Spells/Shape Stone|Shape Stone (At Will)]]_; __3rd __ _[[Spells/Hypercognition|Hypercognition (At Will)]]_; __2nd __ _[[Spells/Shape Wood|Shape Wood (At Will)]]_; __1st __ _[[Spells/Create Water|Create Water (At Will)]]_\n__Cantrips__ __(10th)__ _[[Spells/Vitality Lash|Vitality Lash]]_, _[[Spells/Void Warp|Void Warp]]_\n__Constant__ __(8th)__ _[[Spells/Truesight|Truesight]]_ __(4th)__ _[[Spells/Unfettered Movement|Unfettered Movement]]_"
+
+ - name: "Generate Sphere"
+ desc: "`pf2:2` (concentrate,divine) The pleroma manifests a 2-foot-diameter sphere of energy—either a white sphere of creation that hovers above their left hand or a black sphere of oblivion above their right. This action has the vitality trait for a sphere of creation or the void trait for a sphere of oblivion. A sphere vanishes after 1 minute, when it is more than 300 feet from the pleroma, or when the pleroma Generates a Sphere of that type again. A sphere of oblivion winks out of existence when it vanishes, but a sphere of creation explodes in blinding light—each creature in a 30-foot emanation must succeed at a DC 43 Fortitude check save or be permanently [[Conditions/Blinded|Blinded]]. This is a light effect."
+
+ - name: "Propel Sphere"
+ desc: "`pf2:1` (concentrate,divine) **Requirements** The pleroma has a sphere of creation or sphere of oblivion active\n* * *\n\n**Effect** The pleroma makes one of its spheres fly 10 feet in any direction, ignoring difficult terrain and greater difficult terrain. A sphere of creation creates new matter in its path, which the pleroma can have manifest as normal terrain, difficult terrain, greater difficult terrain, or a cube of solid mater (such as clay, wood, or stone). A sphere of oblivion destroys unattended objects it touches, though larger objects are destroyed at a rate of one 10-foot cube per round of contact. The sphere can enter the space of a creature; when it does, the creature takes 20d6 damage with a DC 43 Fortitude check save.\n\nThis is an incapacitation effect.\n\n**Success** The creature takes no damage and is pushed out of the sphere to the nearest open space of the GM's choice.\n\n**Failure** The creature takes full damage; this is vitality damage for a sphere of creation or void damage for a sphere of oblivion, but it can damage any type of creature regardless of its normal immunities. The creature is then pushed out of the sphere as on a success. A creature reduced to 0 HP is slain instead of being pushed out, either merged with new matter for a sphere of creation or completely destroyed for a void of oblivion; the creature can be restored only via a [[Spells/Wish|Wish]] ritual or similarly powerful effect. This is a death effect.\n\n**Critical Failure** As failure, but the creature takes double damage."
+
+```
+
+```encounter-table
+name: Pleroma
+creatures:
+ - 1: Pleroma
+```
+
+
+
+Among the most powerful of all the true aeons, pleromas are the ultimate manifestation of the duality of creation and destruction. Their physical manifestation is a constant state of flux between these two extremes; their forms are draped in a hooded, shifting cloak of night black where galaxies and other celestial objects flit in and out of existence at every moment, as if depicting the constant life, death, and rebirth of a miniature, self-contained universe.
+
+Pleromas see the multiverse as both eternal and cyclical, doomed and malleable, ending only if these cycles ever become unbalanced. They believe the current Convergence is necessary to obtain this essential balance, and act to ensure that the grand design of the Monad is carried out to the smallest detail.
+
+* * *
+
+Aeons have always been the caretakers of reality and defenders of the natural order of balance. Each type of aeon takes on some form of duality in its manifestation and works either to shape the multiverse within the aspects of this duality in some way, or to correct imbalances to the perfect order of existence. Aeons' machinations can raise a nation, raze it, or restore it from ruin. Their reasons are their own, and they rarely share their motivations with others—through their strange envisioning mode of communication, they simply create the results they insist are necessary to maintain the balance of the multiverse.
+
+As a result of recent shifts in reality, aeons have begun to reassert a presence in the perfect planar city of Axis. To aeons, this is merely the latest in a recurring cycle, albeit one that mortals have not yet borne witness to. Aeons have a name for this cyclic return, in which they welcome their industrious axiomite brethren back to their fold: the Convergence. At the onset of the Convergence, a council of pleroma aeons appeared in the Eternal City of Axis, where they revealed that axiomites were wayward aeons, split off long ago to pursue the act of creation. With the latest cycle of change, it was time for axiomites—and their mortal creations and kin—to rejoin the aeon cause. While most axiomites fell in line, realizing perhaps on a fundamental level of reality that what the aeons said was the truth, some refused to heed the call and waited for the wrath of the aeons. That wrath has yet to come. The dual-natured aeons have responded to those who have declined in confusing ways. With some they treat and even bargain, while a handful of others they have destroyed, and a few have been exterminated by the axiomites. But most of these quiet insurgents they leave alone, allowing these axiomites to continue to create in peace. How—or if—this Convergence will end is as little understood as aeons themselves.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Poltergeist.md b/content/mechanics/srd/Bestiary/Monster Core/Poltergeist.md
new file mode 100755
index 000000000..60375d9af
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Poltergeist.md
@@ -0,0 +1,100 @@
+---
+title: "Poltergeist"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.DDRDPsEzYIBgH6xi"
+tags:
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/spirit
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Poltergeist"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Poltergeist"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[incorporeal]]
+trait_02: [[spirit]]
+trait_03: [[undead]]
+trait_04: [[unholy]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Intimidation: +15, Stealth: +14"
+abilityMods: [-5, 5, 0, -1, 2, 4]
+speed: fly 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +9, __Ref__ +14, __Will__ +13"
+hp: 55
+health:
+ - name: ""
+ - name: HP
+ desc: "55, void healing, rejuvenation; __Immunities__ death effects, disease, paralyzed, poison, precision, unconscious, bleed; __Resistances__ all damage 5 (except force, ghost touch, vitality, or spirit; double resistance vs. non-magical)"
+abilities_top:
+ - name: ""
+
+ - name: "Site Bound"
+ desc: " A poltergeist is tied to a location and can't travel more than 120 feet from the place where it was created or formed. Some poltergeists are instead bound to a specific room, building, or similar area"
+
+abilities_mid:
+ - name: ""
+ - name: "Natural Invisibility"
+ desc: " A poltergeist is naturally [[Conditions/Invisible|Invisible]]. It becomes visible only when it uses Frighten."
+
+ - name: "Rejuvenation"
+ desc: " (occult) When a poltergeist is destroyed, it reforms, fully healed, where it was destroyed after 2d4 days. A poltergeist can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting."
+
+ - name: "Telekinetic Defense"
+ desc: "`pf2:r` **Trigger** A creature approaches within 10 feet of the poltergeist\n* * *\n\n**Effect** The poltergeist makes a telekinetic object Strike against the triggering creature."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Ranged** `pf2:1` Telekinetic Object"
+ desc: "+13 (magical, occult, range increment 60 feet)\n__Damage__ 2d12 untyped"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 23, attack +13; __3rd __ _[[Spells/Telekinetic Maneuver|Telekinetic Maneuver (At Will)]]_\n__Cantrips__ __(3rd)__ _[[Spells/Telekinetic Hand|Telekinetic Hand]]_"
+
+ - name: "Frighten"
+ desc: "`pf2:1` (concentrate,emotion,fear,incapacitation,mental) **Requirements** The poltergeist must be [[Conditions/Invisible|Invisible]]\n* * *\n\n**Effect** The poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Each creature within 30 feet must attempt a DC 21 Will check save, becoming [[Conditions/Frightened|Frightened 2]] on a failure. On a critical failure, it's also [[Conditions/Fleeing|Fleeing]] for as long as it's frightened. On a success, the creature is temporarily immune for 1 minute.\n\nAt the start of its next turn, the poltergeist becomes invisible again."
+
+ - name: "Telekinetic Storm"
+ desc: "`pf2:2` (concentrate,occult) The poltergeist telekinetically throws numerous small objects, such as dozens of pieces of silverware or books, either spreading them out among multiple foes or directing them at one target.\n\n* When this effect is spread out among multiple foes, the poltergeist makes a telekinetic object Strike at a -2 penalty against each creature within 30 feet. These count as one attack for the poltergeist's multiple attack penalty, and the penalty doesn't increase until after all the attacks.\n* When this effect has only one target, the poltergeist makes a telekinetic object Strike against the target, and the damage increases to 3d12. It deals 1d12 untyped damage on a failure, and no damage on a critical failure."
+
+```
+
+```encounter-table
+name: Poltergeist
+creatures:
+ - 1: Poltergeist
+```
+
+
+
+When a creature dies, and for whatever reason its spirit is unable or unwilling to leave the site of its death, that spirit may manifest as a poltergeist: a restless, invisible spirit that is still able to manipulate physical objects. Many poltergeists perished in a way that resulted from or led to extreme emotional trauma.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Poracha.md b/content/mechanics/srd/Bestiary/Monster Core/Poracha.md
new file mode 100755
index 000000000..f5ca5645e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Poracha.md
@@ -0,0 +1,86 @@
+---
+title: "Poracha"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.aArmx0dOHSwZXAYP"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Poracha"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Poracha"
+level: "Creature 4"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[beast]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Tremorsense (Imprecise) 10 Feet, Darkvision"
+languages: "Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Athletics: +9, Deception: +11, Diplomacy: +11, Stealth: +13, Survival: +10"
+abilityMods: [3, 5, 3, 0, 2, 3]
+speed: 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +9, __Ref__ +13, __Will__ +10"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50; __Weaknesses__ sonic 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 10 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+13 (finesse, magical)\n__Damage__ 2d6 + 7 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+13 (agile, finesse, magical)\n__Damage__ 2d4 + 7 slashing"
+
+ - name: "Jaunt"
+ desc: "`pf2:1` (move,primal,teleportation) The poracha teleports up to 40 feet to a location it can see.\n\nIt can't use Jaunt again for 1d4 rounds."
+
+ - name: "Object Meld"
+ desc: "`pf2:2` (primal) The poracha touches an adjacent object of enough volume to contain it. It merges into the object indefinitely, and while it's inside, time moves exceptionally slowly for it and it has only limited perception of the outside world. The poracha can sense what's going on outside the object only using tremorsense.\n\nThe poracha can use only mental actions or Jaunt; if it Jaunts, it leaves the object and appears where it chooses. If a creature Strikes the object, the poracha is expelled unharmed."
+
+```
+
+```encounter-table
+name: Poracha
+creatures:
+ - 1: Poracha
+```
+
+
+
+Porachas are feline beasts native to the mystical Forest of Spirits in Tian Xia. In their natural form, these graceful eight-legged creatures sport a gray tabby coat of fur streaked with lines of olive green, but they are rarely seen this way. Even the youngest porachas are capable of hiding within objects, making them incredibly elusive and rarely seen except on their own terms. Because porachas can so effortlessly blend in with the forest and emerge from its dark corners in an instant, superstitious locals believe these beasts are related to kami—nature spirits who embody individual trees, stones, or other elements of nature in the Forest of Spirits. The truth is, while porachas frequently associate with kami, they are their own breed of monster.
+
+The poracha's most iconic feature is its ability to bend reality to teleport, or jaunt, short distances. But a poracha can also rest within objects, allowing it to safely sleep inside. Given that a poracha experiences time very slowly while hiding within objects, it can sleep inside one for an extended period. Once it wakes, a poracha departs to play in the living world.
+
+Porachas especially enjoy resting inside roadside milestones, to maximize their chances of coming across travelers. Porachas rarely tread humanoid-occupied lands, preferring the company of the kami and their natural habitat in the Forest of Spirits. Though they enjoy occasional conversation, they're extremely sensitive to sound; they speak softly and request the same from those they speak with. Their territories span vast swaths of the wood, making them ideal allies for hunters or treasure seekers who would otherwise become lost in the dense trees. But porachas are nothing if not fickle, and typically demand inscrutable favors in return for their aid, such as the planting of a rare sapling or the clearing of an invasive monster species. Any attempt to coerce or trick a poracha into service is ill advised, for these sacred beasts have many friends among the kami as well as others of their kind. Though they generally don't travel in groups, porachas know where to find more of their kind in times of need, and an organized pack of porachas is a disorienting threat.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Pridespawn.md b/content/mechanics/srd/Bestiary/Monster Core/Pridespawn.md
new file mode 100755
index 000000000..5677c1a0f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Pridespawn.md
@@ -0,0 +1,90 @@
+---
+title: "Pridespawn"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Dv1s1MKEWLFFeONE"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Pridespawn"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Pridespawn"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Aklo"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Athletics: +8, Intimidation: +7, Stealth: +9, Survival: +6"
+abilityMods: [4, 3, 4, 0, 2, 1]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +10, __Ref__ +9, __Will__ +6; +1 status to all saves vs. magic, +4 status to all saves vs. mental"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30; __Immunities__ controlled; __Resistances__ mental 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Maul|Maul]]"
+ - name: "Sin Scent (Imprecise) 30 feet"
+ desc: " A sinspawn can smell creatures that reflect its sin as the scent ability. The GM determines which creatures are appropriately sinful.\n* * *\n\nScent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).\n\nIf a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 (agile)\n__Damage__ 1d8 + 4 piercing plus sinful-bite"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+10 ()\n__Damage__ 1d6 + 4 slashing"
+
+ - name: "**Melee** `pf2:1` Maul"
+ desc: "+10 (shove)\n__Damage__ 1d12 + 4 bludgeoning"
+
+ - name: "Sinful Bite"
+ desc: " (arcane,emotion,mental) A creature hit by the jaws of a sinspawn must attempt a DC 18 Will check save as it is assailed by sinful thoughts.\n* * *\n\n**Critical Success** Unaffected\n\n**Success** [[Conditions/Sickened|Sickened 1]]\n\n**Failure** [[Conditions/Sickened|Sickened 2]]\n\n**Critical Failure** sickened 2 plus [[Conditions/Clumsy|Clumsy 1]] and [[Conditions/Enfeebled|Enfeebled 1]] for 1 minute"
+
+```
+
+```encounter-table
+name: Pridespawn
+creatures:
+ - 1: Pridespawn
+```
+
+
+
+Sinspawn were created by one of seven ancient wizards known collectively as runelords—each of whom embraced and embodied one of seven sins. The first sinspawn was created by the Runelord of Wrath, utilizing techniques that have since gone on to influence fleshwarping practices. It wasn't long before the technique used to create sinspawn fell into the hands of the other runelords, and while each tried their own hand at crafting variants of their own design, today, sinspawn of wrath remain the most numerous and notorious of their kind.
+
+Bearing only a vague resemblance to the humanoids from whose flesh they were formed, sinspawn generally appear horrifically emaciated and have unnaturally long arms and digitigrade legs, each with a trio of stubby, taloned digits. Veins bulge across sinspawn's bodies in sanguine patterns that suspiciously resemble twisted runes, and their flesh is pale and hairless. Their heads are elongated, with slits for a nose, red eyes, and disturbing lower jaws that split in half at the chin, revealing pedipalps that end in tiny, three-fingered hands and framing a long, lolling tongue.
+
+Sinspawn stand 6-1/2 feet tall and typically weigh as much as an emaciated human of their size. They behave in a manner consistent with their associated sin and have physical characteristics that hint at these qualities. For example, greedspawn's veins appear to run with gold, while envyspawn appear even more gaunt than the rest of their kin.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Pteranodon.md b/content/mechanics/srd/Bestiary/Monster Core/Pteranodon.md
new file mode 100755
index 000000000..8cd7e9a42
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Pteranodon.md
@@ -0,0 +1,79 @@
+---
+title: "Pteranodon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Jv69BkLYrZXLnD3C"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Pteranodon"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Pteranodon"
+level: "Creature 2"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Athletics: +7"
+abilityMods: [3, 4, 1, -4, 2, -1]
+speed: 10 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +7, __Ref__ +10, __Will__ +6"
+hp: 25
+health:
+ - name: ""
+ - name: HP
+ desc: "25"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+10 ()\n__Damage__ 1d10 + 3 piercing"
+
+ - name: "Swoop"
+ desc: "`pf2:2` The pteranodon Flies up to its Speed and makes one beak Strike at any point during that movement."
+
+```
+
+```encounter-table
+name: Pteranodon
+creatures:
+ - 1: Pteranodon
+```
+
+
+
+Pteranodons are quick and agile reptiles with 20-foot wingspans that enable them to hover on wind currents for hours. These creatures have long beaks and equally long crests that protrude from the backs of their heads.
+
+* * *
+
+Pterosaurs are primitive flying creatures. While many are smaller than a human or even small enough to perch on a shoulder, the two presented below are quite a bit larger. Each of these creatures could pose a serious threat to a person.
+
+These flying reptiles can be found in a wide selection of regions, but they tend to soar above warm or temperate climates. They sometimes spread outside their natural range as pets and hunting companions for lizardfolk or giants. Cloud giants living in isolated valleys also train the largest pterosaurs to carry their messages to the outside world.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Pugwampi.md b/content/mechanics/srd/Bestiary/Monster Core/Pugwampi.md
new file mode 100755
index 000000000..aec27eb4b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Pugwampi.md
@@ -0,0 +1,86 @@
+---
+title: "Pugwampi"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.9arHx1hesvWjR33S"
+tags:
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/gremlin
+ - pf2eMonster
+ - pf2e/creature/level/0
+ - remaster
+statblock: inline
+name: "Pugwampi"
+level: 0
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Pugwampi"
+level: "Creature 0"
+
+alignment: ""
+size: "tiny"
+trait_01: [[fey]]
+trait_02: [[gremlin]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: "Kholo, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Crafting: +2, Deception: +2, Nature: +4, Stealth: +5, Thievery: +5"
+abilityMods: [-3, 3, 0, 0, 2, -2]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 14
+armorclass:
+ - name: AC
+ desc: "14; __Fort__ +5, __Ref__ +8, __Will__ +6"
+hp: 17
+health:
+ - name: ""
+ - name: HP
+ desc: "17; __Weaknesses__ cold iron 2"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Shortbow|Shortbow]], [[Equipment/Shortsword|Shortsword]], 60x [[Equipment/Arrows|Arrows]]"
+abilities_mid:
+ - name: ""
+ - name: "Unluck Aura"
+ desc: " (aura,mental,misfortune,primal) 20 feet.\n\nWhen a creature that isn't an animal, gremlin, or kholo enters the aura, it might become unlucky. It attempts a DC 16 Will check save; it must roll twice and take the worse result. On a success, the creature is temporarily immune to pugwampi unluck auras for 24 hours. On a failure, the creature must roll twice and take the worse result on all checks as long as it's within the aura.\n\n[[Bestiary Effects/Effect_ Unluck Aura|Effect: Unluck Aura]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Shortsword"
+ desc: "+8 (agile, finesse, magical, versatile s)\n__Damage__ 1d6 - 3 slashing"
+
+ - name: "**Ranged** `pf2:1` Shortbow"
+ desc: "+8 (deadly d10, magical, range increment 60 feet, reload 0)\n__Damage__ 1d6 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 16, attack +8; __2nd __ _[[Spells/Speak with Animals|Speak with Animals (At Will)]]_\n__Cantrips__ __(1st)__ _[[Spells/Prestidigitation|Prestidigitation]]_"
+
+```
+
+```encounter-table
+name: Pugwampi
+creatures:
+ - 1: Pugwampi
+```
+
+
+
+Mean, dog-faced, and craven, pugwampis take disproportionate enjoyment from the accidents and missteps of other creatures—something that happens often due to the supernatural aura of ill fortune these gremlins project. They enjoy preparing pranks involving spikes, excrement, pits full of spiders, and similar twisted torments. Pugwampis are somewhat deaf and thus often yell loudly to each other when not hiding. Many pugwampis worship kholos as gods and aspire to be more like them. Kholos, on the other hand, hate pugwampis because of their sycophantic fawning.
+
+* * *
+
+Gremlins are cruel fey tricksters and saboteurs who have fully acclimated to life in the Universe, finding distinct niches for their inventive destructiveness. Nearly all gremlins delight in ruining or breaking things, whether it's something physical like a device or vehicle or something intangible such as an alliance or relationship. A gremlin's greatest joy is watching the collapse of complex creations, preferably after the slightest, carefully targeted nudge from the gremlin. Gremlins tend to denigrate, bully, or even slaughter their lesser kin, particularly mitflits, whom stronger gremlins derisively call "baggies."
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Pukwudgie.md b/content/mechanics/srd/Bestiary/Monster Core/Pukwudgie.md
new file mode 100755
index 000000000..7d137df0d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Pukwudgie.md
@@ -0,0 +1,97 @@
+---
+title: "Pukwudgie"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.6X6mZthJgQQzOpTQ"
+tags:
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/7
+ - remaster
+statblock: inline
+name: "Pukwudgie"
+level: 7
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Pukwudgie"
+level: "Creature 7"
+
+alignment: ""
+size: "Small"
+trait_01: [[fey]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Low-Light Vision"
+languages: "Common, Elven, Fey, Gnomish"
+skills:
+ - name: "Skills"
+ desc: "Crafting: +15, Deception: +14, Medicine: +15, Nature: +17, Stealth: +17, Thievery: +15"
+abilityMods: [4, 6, 3, 4, 6, 3]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +12, __Ref__ +15, __Will__ +17"
+hp: 100
+health:
+ - name: ""
+ - name: HP
+ desc: "100; __Weaknesses__ cold iron 10; __Resistances__ poison 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Hatchet|+1 Hatchet]], [[Equipment/Shortbow|Shortbow]]"
+abilities_mid:
+ - name: ""
+ - name: "Defensive Quills"
+ desc: " A creature that hits a pukwudgie with an unarmed Strike or a non-reach melee Strike takes 3d8 piercing damage (DC 22 Reflex check save). On a critical failure, the creature also takes 1d6 persistent poison from the poisoned quills.\n* * *\n\n_Note: A DC was not provided for this ability by Paizo. The DC present here is a moderate DC for the creature level according to the GM Core creature building Tables_"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Hatchet"
+ desc: "+17 (agile, magical, sweep)\n__Damage__ 1d6 + 10 slashing plus pukwudgie-poison"
+
+ - name: "**Ranged** `pf2:1` Hatchet"
+ desc: "+19 (magical, thrown 10 ft.)\n__Damage__ 1d6 + 10 slashing plus pukwudgie-poison"
+
+ - name: "**Ranged** `pf2:1` Shortbow"
+ desc: "+18 (deadly d10, range increment 60 feet)\n__Damage__ 1d6 + 6 piercing plus pukwudgie-poison"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 25, attack +17; __4th __ _[[Spells/Mirage|Mirage]]_, _[[Spells/Unfettered Movement|Unfettered Movement]]_; __3rd __ _[[Spells/Wall of Thorns|Wall of Thorns]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At Will) (Self Only)]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph,primal) The pukwudgie takes on the physical form of a giant porcupine or resumes their natural form. In porcupine form, their size changes to Medium, they lose their weapon Strikes, and they gain a quill Strike (+18 for 2d8+6 piercing plus 1d8 persistent poison).\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Pukwudgie Poison"
+ desc: " (poison) **Saving Throw** DC 25 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d6 poison damage and [[Conditions/Stupefied|Stupefied 1]] (1 round)\n\n**Stage 2** 1d6 poison damage and [[Conditions/Stupefied|Stupefied 2]] (1 round)\n\n**Stage 3** 1d6 poison damage, [[Conditions/Confused|Confused]], and stupefied 2 (1 round)"
+
+```
+
+```encounter-table
+name: Pukwudgie
+creatures:
+ - 1: Pukwudgie
+```
+
+
+
+Pukwudgies go by many names in many regions, but those who know of them agree that defying their mischievous nature provokes their wrath.
+
+In ancient times, pukwudgies traveled to the Universe from the First World, perhaps in the wake of the gnome emigration. These proud fey are obsessed with displays of respect, and while they first attempted to befriend mortals, each attempt ended in tragedy as the pukwudgies perceived any potential slight as a grave insult. Mortals, fearing these reactions, began to view pukwudgies as dangerous nuisances. Pukwudgies, in turn, began to resent mortals and the gods that favored them.
+
+At their best, pukwudgies play cruel jokes on mortals they encounter. At their worst, they've been known to kidnap and even kill those who don't treat them with proper respect. Violent fey like twigjacks and redcaps often gather under pukwudgie leadership, much to the pukwudgies' glee.
+
+Pukwudgies make their villages in the oldest forests, concealed under [[Spells/Mirage|Mirage]] spells. They travel freely between the Universe and the First World through tiny portals beneath hills, trees, or stones. No strangers to violence, pukwudgies rarely travel alone and often anoint their quills or weapons with a custom-brewed poison before entering hostile situations.
+
+Standing about 2 feet tall, a pukwudgie sports sharp quills growing from their head that extends down their back. Their skin tone varies by the region in which they live, ranging from pale gray to brown.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Pusk.md b/content/mechanics/srd/Bestiary/Monster Core/Pusk.md
new file mode 100755
index 000000000..6e27f2276
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Pusk.md
@@ -0,0 +1,106 @@
+---
+title: "Pusk"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.jK7AbQyTIR3zrGRM"
+tags:
+ - pf2e/creature/type/demon
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Pusk"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Pusk"
+level: "Creature 2"
+
+alignment: ""
+size: "Small"
+trait_01: [[demon]]
+trait_02: [[fiend]]
+trait_03: [[unholy]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: "Chthonian; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Athletics: +8, Deception: +6, Stealth: +6"
+abilityMods: [4, 0, 4, -3, 0, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +10, __Ref__ +4, __Will__ +8"
+hp: 36
+health:
+ - name: ""
+ - name: HP
+ desc: "36; __Weaknesses__ cold iron 3, holy 3"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Sloth"
+ desc: " When a pusk regains their actions, roll 1d4. The pusk regains that many actions for the turn (to a maximum of 3, or 2 if the pusk is a minion).\n* * *\n\nEffects like the slowed condition can further reduce their number of actions."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 (magical, unholy)\n__Damage__ 1d8 + 4 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+10 (agile, magical, unholy)\n__Damage__ 1d6 + 4 slashing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 16, attack +8; __3rd __ _[[Spells/Slow|Slow]]_; __1st __ _[[Spells/Fear|Fear]]_"
+
+ - name: "Rituals"
+ desc: "_Demonic Pact_"
+
+ - name: "Cower"
+ desc: "`pf2:1` The pusk makes itself as small as possible, protecting its vital organs with its limbs. It gains a +4 circumstance bonus to AC but takes a –2 penalty to attack rolls. This lasts until the pusk moves from its current space, falls [[Conditions/Unconscious|Unconscious]], or ends the effect as a free action."
+
+ - name: "Frenzied Slashes"
+ desc: "`pf2:3` The pusk makes three claw Strikes, each at a –2 penalty, all targeting the same creature. The pusk's multiple attack penalty doesn't increase until after it has made all three attacks. The pusk gains the [[Conditions/Clumsy|Clumsy 2]] condition until the beginning of its next turn."
+
+ - name: "Vicious Criticals"
+ desc: " A pusk makes the most of any weakness it finds. Whenever a pusk scores a critical hit with its claw Strike, the target takes an additional 1d6 persistent bleed damage."
+
+```
+
+```encounter-table
+name: Pusk
+creatures:
+ - 1: Pusk
+```
+
+
+
+Among the lowest and least powerful of all demons, the wretched pusks are just as vicious and cruel as their more powerful brethren. They happily vent their frustrations on anything weaker than themselves.
+
+Born from the souls of the slothful, these demons appear vaguely humanoid in appearance with awkward limbs and slack lumps of skin hanging from their frames. Supposedly, a single slothful soul of sufficient depravity and strength can spawn an entire horde of these creatures. However, as weaker demons, their lot in life is to suffer at the hands of more powerful Abyssal predators, and only a tiny number of pusks ever manage to become something more. For this reason, pusks are quite accommodating when summoned by mortals. They're usually content to work under conditions few other fiends would accept, although they'll still gladly turn on even the kindest of masters who show even the slightest hint of weakness.
+
+* * *
+
+When a sinful mortal soul is judged and sent on to the Outer Rifts, it can become a deadly fiend—a demon. Demons are living incarnations of sin—be they classic sins like wrath or gluttony, or more "specialized" depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon's driving goals are twofold—the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Outer Rifts.
+
+Demons are selfish and self-absorbed creatures, and most firmly believe that mortals only play at being more virtuous than fiends. They enjoy tempting mortals into damnation to both indulge their egos and swell their armies. Like many other fiends, one of the great rewards of this manipulation is fulfilling their hunger for souls. In their eyes, the primary use for these souls is to spawn new demons, who can serve as soldiers, slaves, pawns, or even currency for their more powerful masters.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Python.md b/content/mechanics/srd/Bestiary/Monster Core/Python.md
new file mode 100755
index 000000000..3248e754a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Python.md
@@ -0,0 +1,86 @@
+---
+title: "Python"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.X2Eifhnpt3ANAoTk"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Python"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Python"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Athletics: +6, Stealth: +6, Survival: +4"
+abilityMods: [3, 3, 3, -4, 1, -2]
+speed: 20 feet, climb 20 feet, swim 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +8, __Ref__ +10, __Will__ +4"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Tighten Coils"
+ desc: "`pf2:r` **Trigger** A creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by the python attempts to [[Actions/Escape|Escape]].\n* * *\n\n**Effect** The DC of the Escape check is increased by 2."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+8 ()\n__Damage__ 1d8 + 3 piercing plus grab"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d8 bludgeoning, DC 17 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Wrap in Coils"
+ desc: "`pf2:1` **Requirements** A Medium or smaller creature is [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] in the python's jaws.\n* * *\n\n**Effect** The python moves the creature into its coils, freeing its jaws to make attacks, then uses Constrict against the creature. The python's coils can hold one creature."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Python
+creatures:
+ - 1: Python
+```
+
+
+
+This nonvenomous family of snakes is rarely a threat to anything but small mammals and birds, hunting by coiling around prey and crushing victims with their powerful muscles. Nonetheless, larger pythons can be dangerous due to their strength. Herpetologists sometimes keep pythons as pets.
+
+* * *
+
+Snakes come in an array of forms, from jungle-dwelling constrictors that wrap around their prey to venomous vipers with deadly bites. Regardless, all snakes consume their prey whole by unhinging their jaws and using powerful muscles to move the food down their throats and into their stomachs.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Qarna.md b/content/mechanics/srd/Bestiary/Monster Core/Qarna.md
new file mode 100755
index 000000000..55aea71a8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Qarna.md
@@ -0,0 +1,112 @@
+---
+title: "Qarna"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.stsN4hh25hJ0CPGl"
+tags:
+ - pf2e/creature/type/archon
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Qarna"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Qarna"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[archon]]
+trait_02: [[celestial]]
+trait_03: [[holy]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: "Diabolic, Draconic, Empyrean, Utopian; Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +12, Intimidation: +11, Nature: +11, Religion: +9, Stealth: +10, Survival: +11"
+abilityMods: [3, 4, 3, 1, 3, 1]
+speed: 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22 all-around vision; __Fort__ +11, __Ref__ +10, __Will__ +11; +1 status to all saves vs. magic"
+hp: 65
+health:
+ - name: ""
+ - name: HP
+ desc: "65; __Immunities__ fear effects; __Weaknesses__ unholy 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Composite Longbow|Composite Longbow]], 20x [[Equipment/Arrows|Arrows]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+ - name: "Archon's Protection"
+ desc: "`pf2:r` **Trigger** An enemy damages the archon's ally and both are within 15 feet of the archon\n* * *\n\n**Effect** The ally gains resistance 5 to all damage against the triggering damage and the archon can make a Strike against the enemy."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+13 (holy, magical)\n__Damage__ 1d8 + 9 piercing plus push"
+
+ - name: "**Ranged** `pf2:1` Composite Longbow"
+ desc: "+14 (deadly d10, holy, magical, propulsive, range increment 100 feet, volley 30 ft.)\n__Damage__ 1d8 + 7 piercing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 21, attack +13; __4th __ _[[Spells/Translocate|Translocate (x3)]]_; __2nd __ _[[Spells/Animal Messenger|Animal Messenger (x3)]]_; __1st __ _[[Spells/Charm|Charm (Animals Only) (x3)]]_, _[[Spells/Sure Strike|Sure Strike (x3)]]_\n__Cantrips__ __(2nd)__ _[[Spells/Light|Light]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "Archon's Pursuit"
+ desc: "`pf2:2` **Frequency** once per day\n\n**Requirements** The qarna saw another creature teleport within the last round and has at least one [[Spells/Translocate|Translocate]] spell remaining\n* * *\n\n**Effect** The qarna casts one of their _translocate_ spells, which is heightened to 5th rank and causes the qarna to arrive in an unoccupied space it chooses within 30 feet of the creature it's pursuing. If the creature is too far away, the qarna arrives as close as possible."
+
+ - name: "Distracting Arrow"
+ desc: "`pf2:1` (divine,mental) The qarna makes a composite longbow Strike. If it hits, the arrow lodges in the target and that creature's senses focus on the archon, leaving all else blurry. That creature takes a –2 status penalty to attack rolls and Perception checks against any target other than the qarna. The creature can Interact to remove the arrow, which ends the effect."
+
+ - name: "Touch of Charity"
+ desc: "`pf2:1` (divine,healing,manipulate,vitality) The qarna touches a willing living creature to take on that creature's wounds. The qarna transfers up to 30 of their own HP to the touched creature. (The qarna can't transfer more HP than they currently have.)"
+
+ - name: "[[Bestiary Ability Glossary/Push|Push]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Push in its damage entry\n* * *\n\n**Effect** The monster attempts to [[Actions/Shove|Shove]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance."
+
+```
+
+```encounter-table
+name: Qarna
+creatures:
+ - 1: Qarna
+```
+
+
+
+Qarnas are secretive and tireless sentinels and scouts, patrolling the Outer Sphere's untamed wilds for evil to eliminate and keeping small communities safe from demons, devils, and worse. They resemble ornate statuesque creations with four stag-like heads and golden horns. When requested to do so by their allies, especially the god Erastil, they journey into the Universe and patrol dangerous frontier areas, secretly performing acts of kindness such as leading hunters to food, helping lost children, and driving off evil creatures.
+
+* * *
+
+Archons are guardians of Heaven and enemies of corruption. Before gods and their servants set foot in the celestial planes, archons already resided in Heaven, the original inhabitants of the realm. Upon meeting, the archons and divine angels quickly discovered they were of a kind, holding justice and righteousness in their hearts. An alliance was formed, and archons now serve as stalwart allies to all celestials and mortals they find worthy.
+
+While the first archons coalesced from the immense seven-tiered mountain of Heaven, they choose willing and worthy Heaven-bound souls to join their ranks. These mortals hear and answer the call of a mysterious voice, manifesting in the Garden at the mountain's peak. There they swear to forever serve the cause of justice and transform into their new archon forms.
+
+Though deeply concerned with defending mortal life and willing to sacrifice themselves in battle against fiends, archons often feel rote and inscrutable to others, and their forms can border on frightening and bizarre. For this reason, they often have issues with interacting with mortals, or with the free spirited azatas. Despite this, archons draw great strength from others, especially those who exemplify virtue.
+
+Beyond their celestial allies, archons also maintain ancient ties with aeons. The inscrutable factions can still be seen working together to defend longforgotten secrets and enforce rules that predate mortal life. Archons explain these missions as necessary without further elaboration, leaving even their angelic allies frustrated with archons' obstinance.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Quai Dau To.md b/content/mechanics/srd/Bestiary/Monster Core/Quai Dau To.md
new file mode 100755
index 000000000..ed1637800
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Quai Dau To.md
@@ -0,0 +1,99 @@
+---
+title: "Quai Dau To"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.iD1GHwK9qGGmWWOA"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/13
+ - remaster
+statblock: inline
+name: "Quai Dau To"
+level: 13
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Quai Dau To"
+level: "Creature 13"
+
+alignment: ""
+size: "huge"
+trait_01: [[beast]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Darkvision, Scent (Imprecise) 120 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +27, Stealth: +25, Survival: +24"
+abilityMods: [8, 4, 8, -3, 5, -1]
+speed: 40 feet, swim 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 32
+armorclass:
+ - name: AC
+ desc: "32; __Fort__ +26, __Ref__ +19, __Will__ +21"
+hp: 300
+health:
+ - name: ""
+ - name: HP
+ desc: "300; __Immunities__ blinded, dazzled; __Weaknesses__ sonic 15"
+abilities_top:
+ - name: ""
+
+ - name: "Mist Vision"
+ desc: " The quai dau to ignores the [[Conditions/Concealed|Concealed]] condition from mist and fog."
+
+abilities_mid:
+ - name: ""
+ - name: "Frightful Sight"
+ desc: " (aura,emotion,fear,mental,visual) 60 feet.\n\nThis aura functions as a DC 32 Will check frightful presence aura, but a creature doesn't attempt its save until it sees the quai dau to.\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Reflective Scales"
+ desc: "`pf2:r` **Trigger** A creature within 30 feet casts a spell with the light trait or uses an ability with the light trait\n* * *\n\n**Effect** The quai dau to adjusts its position to reflect the light off their scales in a blinding display. All creatures in a 30-foot emanation must succeed at a DC 33 Fortitude check saving throw or become [[Conditions/Blinded|Blinded]] for 1 round."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+27 (reach 10 feet)\n__Damage__ 3d12 + 14 piercing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+27 (reach 20 feet)\n__Damage__ 3d8 + 14 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+27 (agile)\n__Damage__ 3d8 + 14 bludgeoning"
+
+ - name: "Drain Water"
+ desc: "`pf2:1` (manipulate) **Requirements** The quai dau to is within 10 feet of a body of water that's at least 10 feet deep and their water sac is empty\n* * *\n\n**Effect** The quai dau to sucks water through their trunk to fill their water sac, lowering the level in the body of water by 10 feet. All creatures in the water within a 30-foot emanation are [[Conditions/Off-Guard|Off-Guard]] until the start of the quai dau to's next turn."
+
+ - name: "Inflate"
+ desc: "`pf2:1` The quai dau to inflates their body. They become Gargantuan, gain a fly Speed of 30 feet until the end of their next turn, and then Fly. They deflate if they fall [[Conditions/Unconscious|Unconscious]] or Dismiss this effect."
+
+ - name: "Mist Breath"
+ desc: "`pf2:1` (primal,water) **Requirements** The quai dau to's water sac is full\n* * *\n\n**Effect** The quai dau to empties their water sac to breathe out mist in a 10-foot emanation. All creatures within the mist become [[Conditions/Concealed|Concealed]], and all creatures outside the mist become concealed to creatures within it. The mist dissipates after 1 round."
+
+ - name: "Spout Water"
+ desc: "`pf2:2` (primal,water) **Requirements** The quai dau to's water sac is full\n* * *\n\n**Effect** The quai dau to empties its water sac to blast water from its trunk, dealing 9d10 bludgeoning damage to all creatures in a 90-foot line, with a DC 33 Reflex check save. A creature that fails is pushed 10 feet (or 20 feet on a critical failure)."
+
+```
+
+```encounter-table
+name: Quai Dau To
+creatures:
+ - 1: Quai Dau To
+```
+
+
+
+This big-headed beast is covered in glittering scales; its eyes are like large copper pots, and its mouth is full of sharp teeth. Despite its fish-like appearance, a quai dau to spends most of its time on land hunting along riversides or lakes. It uses its trunk to drain the nearby water before using it with deadly skill. A quai dau to can expel the water with a force strong enough to knock a knight off a horse, or gently enough to surround themself in a veil of mist.
+
+A quai dau to is extremely sensitive to sound. If they hear too much ruckus near their hunting grounds, they violently attack. Their silent movement allows them to sneak up on such distracted prey despite their massive size. Researchers have discovered, after much study, that quai dau tos don't have ears in the traditional sense. They have an organ in the upper part of their skulls that inflates to hold the water they use in their attacks. This organ is extremely sensitive to vibrations in the air and is used as a pseudo ear.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Quatoid.md b/content/mechanics/srd/Bestiary/Monster Core/Quatoid.md
new file mode 100755
index 000000000..2ac32a367
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Quatoid.md
@@ -0,0 +1,95 @@
+---
+title: "Quatoid"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.3BSmgoZy94W1yiFn"
+tags:
+ - pf2e/creature/type/aquatic
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/7
+ - remaster
+statblock: inline
+name: "Quatoid"
+level: 7
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Quatoid"
+level: "Creature 7"
+
+alignment: ""
+size: "Small"
+trait_01: [[aquatic]]
+trait_02: [[elemental]]
+trait_03: [[water]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision"
+languages: "Common, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +15, Diplomacy: +12, Occultism: +17, Society: +17, Stealth: +13, Elemental Lore: +17"
+abilityMods: [4, 2, 0, 4, 3, 1]
+speed: 25 feet, swim 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +13, __Ref__ +15, __Will__ +18"
+hp: 120
+health:
+ - name: ""
+ - name: HP
+ desc: "120; __Immunities__ bleed, paralyzed, poison, sleep; __Resistances__ bludgeoning 5, fire 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/At-Will Spells|At-Will Spells]]"
+ desc: " The monster can cast its at-will spells any number of times without using up spell slots."
+
+abilities_mid:
+ - name: ""
+ - name: "Calming Bioluminescence"
+ desc: " (aura,emotion,mental,visual) 30 feet.\n\nThe aura sheds dim light. Creatures in the emanation gain a +2 circumstance bonus to saving throws against emotion effects. The quatoid can activate or deactivate its calming bioluminescence as a single action, which has the concentrate trait.\n\n[[Bestiary Effects/Effect_ Calming Bioluminescence|Effect: Calming Bioluminescence]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+16 (reach 10 feet)\n__Damage__ 2d12 + 6 bludgeoning plus grab"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 27, attack +17; __2nd __ _[[Spells/Hydraulic Push|Hydraulic Push (At Will)]]_"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d12+6 bludgeoning, DC 25 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Quatoid
+creatures:
+ - 1: Quatoid
+```
+
+
+
+Quatoids are peculiar elementals native to the Plane of Water that resemble four-tentacled octopuses with eerily humanoid faces on their mantles. Mysterious even to other elementals, quatoids nevertheless respond to mortal summons. They assist these mortals in combat but seem to prefer offering calm advice, looking for alternate solutions even in the midst of bloody conflict.
+
+With the return of their elemental lord from her long imprisonment, quatoids are slowly becoming more active on the Plane of Water. However, much of their activity still seems to be centered on the mortal realm.
+
+* * *
+
+Water elementals can be very destructive, but often not intentionally so; just as water can bring life to mortals in need, its waves can pound shores and rains can flood cities. Water elementals are similarly difficult to predict.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Quelaunt.md b/content/mechanics/srd/Bestiary/Monster Core/Quelaunt.md
new file mode 100755
index 000000000..49b2852c3
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Quelaunt.md
@@ -0,0 +1,102 @@
+---
+title: "Quelaunt"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.mGKUQHbFMjU0AcUp"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/15
+ - remaster
+statblock: inline
+name: "Quelaunt"
+level: 15
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Quelaunt"
+level: "Creature 15"
+
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+modifier: 29
+perception:
+ - name: "Perception"
+ desc: "+29; Tremorsense (Imprecise) 60 Feet"
+languages: "Aklo; (Can't Speak Any Language), Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Deception: +30, Intimidation: +30, Occultism: +27"
+abilityMods: [6, 5, 4, 5, 6, 8]
+speed: 40 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +27, __Ref__ +26, __Will__ +31; +2 to will saves vs. emotion"
+hp: 305
+health:
+ - name: ""
+ - name: HP
+ desc: "305; __Resistances__ mental 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+30 (agile, magical, reach 10 feet)\n__Damage__ 3d8 + 12 slashing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 39, attack +31; __7th __ _[[Spells/Wave of Despair|Wave of Despair (x3)]]_; __3rd __ _[[Spells/Fear|Fear (At Will)]]_; __2nd __ _[[Spells/Laughing Fit|Laughing Fit]]_\n__Constant__ __(4th)__ _[[Spells/Fly|Fly]]_"
+
+ - name: "Emotional Focus"
+ desc: "DC 39, attack +31; __8th __ _[[Spells/Captivating Adoration|Captivating Adoration]]_, _[[Spells/Delusional Pride|Delusional Pride]]_, _[[Spells/Ignite Ambition|Ignite Ambition]]_"
+
+ - name: "Emotional Focus"
+ desc: " The quelaunt can cast the following cleric domain spells as 8th-rank occult innate spells at will without spending Focus Points: [[Spells/Captivating Adoration|Captivating Adoration]], [[Spells/Delusional Pride|Delusional Pride]], and [[Spells/Ignite Ambition|Ignite Ambition]]."
+
+ - name: "Emotional Frenzy"
+ desc: "`pf2:3` The quelaunt casts up to three spells chosen from its at-will innate spells and its emotional focus spells."
+
+ - name: "Feed on Emotion"
+ desc: "`pf2:1` (attack,emotion,incapacitation,mental) **Frequency** once per round;\n* * *\n\n**Effect** The quelaunt feeds on the emotional unrest of a single creature within 30 feet that's under a harmful emotion effect. The target must succeed at a DC 37 Will check save or take 4d10 mental damage and be [[Conditions/Stunned|Stunned]] for 1 round.\n\nIf the target fails its saving throw, the quelaunt regains the same number of Hit Points and regains the action it spent to Feed on Emotion. It can't use the regained action to Feed on Emotion again."
+
+ - name: "Rapid Strikes"
+ desc: "`pf2:2` (attack) The quelaunt makes three melee Strikes, each against a different target within reach. The multiple attack penalty applies to each attack but increases only after all the attacks have been made."
+
+ - name: "Spiral of Despair"
+ desc: " (emotion,mental) **Trigger** A creature fails a saving throw to resist one of the quelaunt's innate spells or emotional focus spells\n* * *\n\n**Effect** As the quelaunt invades the triggering creature's mind and plants the seeds of negative emotions, it also strips away the target's feelings of hope or positivity. The quelaunt can immediately end a single emotion effect from which the triggering creature is benefiting."
+
+```
+
+```encounter-table
+name: Quelaunt
+creatures:
+ - 1: Quelaunt
+```
+
+
+
+This three-armed, three-legged monster has no discernible eyes, nose, ears, or mouth, and no visible means of ingesting food. Its limbs are distributed so evenly across its body that it's all but impossible to tell which way the creature is oriented at any given time. Few who witness a quelaunt linger on its alien looks for long though, as the invasion of their minds becomes a more pressing concern, sowing doubt, sorrow, and rage. This monstrosity not only delights in the negative emotions of its prey, but feeds on them, gaining strength and sustenance from their dismay. For the quelaunt, no act is too terrible or cruel to inflict on its victims, since the more a creature suffers, the more the quelaunt feasts.
+
+Quelaunts are known to associate with other aberrant horrors, including jah-tohls and other creatures associated with the Dominion of the Black. However, the more prevalent theory paints them as more alien—perhaps invasive beings from another dimension of pure thought and feeling—and claims that in their natural state they have no physical bodies at all. Few dare speculate further; the only known autopsy of a quelaunt resulted in the researcher's suicide just days afterward and all the notes were mysteriously destroyed. Whatever secrets there are to be unlocked in the anatomy of these bizarre monsters are apparently important enough to warrant great protection from quelaunts, even after death.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Quetz Coatl.md b/content/mechanics/srd/Bestiary/Monster Core/Quetz Coatl.md
new file mode 100755
index 000000000..692309087
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Quetz Coatl.md
@@ -0,0 +1,100 @@
+---
+title: "Quetz Coatl"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.9BydkfbP7oxXFY5k"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/couatl
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/10
+ - remaster
+statblock: inline
+name: "Quetz Coatl"
+level: 10
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Quetz Coatl"
+level: "Creature 10"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[couatl]]
+trait_03: [[holy]]
+modifier: 21
+perception:
+ - name: "Perception"
+ desc: "+21; Darkvision"
+languages: "Common, Empyrean, Sussuran, Utopian; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +16, Arcana: +19, Athletics: +19, Diplomacy: +22, Nature: +22, Occultism: +19, Religion: +22, Survival: +16"
+abilityMods: [7, 3, 5, 6, 5, 5]
+speed: 15 feet, fly 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +19, __Ref__ +19, __Will__ +21"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/At-Will Spells|At-Will Spells]]"
+ desc: " The monster can cast its at-will spells any number of times without using up spell slots."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+23 (holy, magical)\n__Damage__ 2d10 + 13 piercing plus grab,quetz-couatl-venom"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 29, attack +21; __7th __ _[[Spells/Interplanar Teleport|Interplanar Teleport (Self Only)]]_; __5th __ _[[Spells/Breath of Life|Breath of Life]]_, _[[Spells/Cleanse Affliction|Cleanse Affliction]]_, _[[Spells/Divine Wrath|Divine Wrath]]_; __4th __ _[[Spells/Charm|Charm]]_, _[[Spells/Vapor Form|Vapor Form]]_; __3rd __ _[[Spells/Mind Reading|Mind Reading (At Will)]]_\n__Cantrips__ __(5th)__ _[[Spells/Light|Light]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_, _[[Spells/Vitality Lash|Vitality Lash]]_"
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 2d10+7 bludgeoning, DC 29 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Quetz Couatl Venom"
+ desc: " (holy,poison) To unholy creatures, this is a curse instead of a poison and deals spirit damage instead of poison damage\n* * *\n\n**Saving Throw** DC 29 Fortitude check;\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 2d6 poison damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 2d8 poison damage, enfeebled 1, and [[Conditions/Off-Guard|Off-Guard]] (1 round)\n\n**Stage 3** 2d10 poison damage, [[Conditions/Enfeebled|Enfeebled 2]], and off-guard (1 round)"
+
+ - name: "Radiant Wings"
+ desc: "`pf2:2` (divine,incapacitation,light,mental,visual) The quetz coatl spreads their multicolored wings and radiant plumage. Each enemy in a 30-foot emanation must attempt a DC 29 Will check save.\n* * *\n\n**Critical Success** The creature is unaffected and is temporarily immune to Radiant Wings for 24 hours.\n\n**Success** The creature is [[Conditions/Dazzled|Dazzled]] for 1 round.\n\n**Failure** The creature is dazzled for 1 minute.\n\n**Critical Failure** As failure, plus if the creature is unholy, it is also [[Conditions/Stunned|Stunned 3]]."
+
+ - name: "Wrap in Coils"
+ desc: "`pf2:1` **Requirements** The quetz couatl has a Medium or smaller creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] in its jaws\n* * *\n\n**Effect** The quetz couatl moves the creature into its coils, freeing its fangs to make attacks, then uses [[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]] against the creature. The quetz couatl can hold as many creatures in its coils as will fit in its space."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Quetz Coatl
+creatures:
+ - 1: Quetz Coatl
+```
+
+
+
+These sacred feathered serpents tirelessly serve the powers of knowledge and justice. Some operate directly as messengers and intermediaries of the deities, while others operate independently in aiding the cause of righteousness. Either way, they watch over mortals and try to influence and aid them from the shadows, shifting from plane to plane to spread wisdom and healing where they are needed. Some quetz coatls are worshipped as divinities in remote or isolated societies, and while they do not encourage such veneration, they use the trust placed in them to foster peace and cooperation with others.
+
+Quetz coatls are typically 10 to 20 feet long and weigh nearly a ton, with iridescent blue and green scales. Their glorious wings of rainbow-hued feathers span 15 feet. They are carnivorous, feeding on birds, mammals, and even the occasional malicious humanoid.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Quetzalcoatlus.md b/content/mechanics/srd/Bestiary/Monster Core/Quetzalcoatlus.md
new file mode 100755
index 000000000..22e695f87
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Quetzalcoatlus.md
@@ -0,0 +1,90 @@
+---
+title: "Quetzalcoatlus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.SmXA4a3SKo0cbrb9"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/7
+ - remaster
+statblock: inline
+name: "Quetzalcoatlus"
+level: 7
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Quetzalcoatlus"
+level: "Creature 7"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Athletics: +17"
+abilityMods: [6, 4, 3, -4, 2, -1]
+speed: 15 feet, fly 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +16, __Ref__ +17, __Will__ +12"
+hp: 110
+health:
+ - name: ""
+ - name: HP
+ desc: "110"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+17 (deadly d10, reach 10 feet)\n__Damage__ 2d10 + 10 piercing 1d8 bleed"
+
+ - name: "**Melee** `pf2:1` Talon"
+ desc: "+17 ()\n__Damage__ 2d8 + 10 piercing plus grab"
+
+ - name: "Carry"
+ desc: " A quetzalcoatlus can Fly at half Speed while it has a single creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]. Both its talons are occupied while it does this."
+
+ - name: "Swoop"
+ desc: "`pf2:2` The quetzacoaltus Flies up to its Speed and makes one beak or talon Strike at any point during that movement."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Quetzalcoatlus
+creatures:
+ - 1: Quetzalcoatlus
+```
+
+
+
+Quetzalcoatlus are the largest flying members of the pterosaur family and are often mistaken for dragons due to their immense size and 40-foot wingspans. Using the joints of their massive wings as forelimbs, they are also quite capable of moving on land, snatching smaller prey from the ground or out of streams.
+
+Quetzalcoatlus are carnivorous, feeding on a variety of reptiles, mammals, large fish, amphibians, and other vertebrates. They are not inherently aggressive creatures and are happy to scavenge for food, but when presented with live prey they readily attack almost any creature smaller than themselves.
+
+* * *
+
+Pterosaurs are primitive flying creatures. While many are smaller than a human or even small enough to perch on a shoulder, the two presented below are quite a bit larger. Each of these creatures could pose a serious threat to a person.
+
+These flying reptiles can be found in a wide selection of regions, but they tend to soar above warm or temperate climates. They sometimes spread outside their natural range as pets and hunting companions for lizardfolk or giants. Cloud giants living in isolated valleys also train the largest pterosaurs to carry their messages to the outside world.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Raja-Krodha.md b/content/mechanics/srd/Bestiary/Monster Core/Raja-Krodha.md
new file mode 100755
index 000000000..17feeca76
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Raja-Krodha.md
@@ -0,0 +1,113 @@
+---
+title: "Raja-Krodha"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.s85FhHFoiFtNQ9kY"
+tags:
+ - pf2e/creature/type/rakshasa
+ - pf2e/creature/type/spirit
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/10
+ - remaster
+statblock: inline
+name: "Raja-Krodha"
+level: 10
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Raja-Krodha"
+level: "Creature 10"
+
+alignment: ""
+size: "Medium"
+trait_01: [[rakshasa]]
+trait_02: [[spirit]]
+trait_03: [[unholy]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision"
+languages: "Common, Diabolic, Sakvroth, Chthonian, Empyrean"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +19, Deception: +21, Diplomacy: +21, Intimidation: +21, Performance: +19, Religion: +18, Stealth: +23"
+abilityMods: [6, 6, 4, 2, 2, 5]
+speed: 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +18, __Ref__ +20, __Will__ +18; +2 status to all saves vs. magic"
+hp: 180
+health:
+ - name: ""
+ - name: HP
+ desc: "180; __Immunities__ fear effects, fortune effects, misfortune effects; __Weaknesses__ holy 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Scimitar|Taravari]]"
+abilities_mid:
+ - name: ""
+ - name: "Knowledge of Delusion"
+ desc: " A creature that fails a Recall Knowledge check or a Perception check to [[Actions/Sense Motive|Sense Motive]] on a raja-krodha is [[Conditions/Off-Guard|Off-Guard]] until the end of its next turn."
+
+ - name: "Reassert Fate"
+ desc: "`pf2:r` (divine) **Trigger** A creature within 30 feet uses a fortune or misfortune effect\n* * *\n\n**Effect** The raja-krodha reasserts the ebb and flow of fate, instilling a deep dread in those who would attempt to cheat their written role. They disrupt the triggering effect, and the triggering creature becomes [[Conditions/Frightened|Frightened 2]] and is [[Conditions/Off-Guard|Off-Guard]] to the raja-krodha until the end of its next turn."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+20 (agile, magical, unholy)\n__Damage__ 2d12 + 10 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+22 (agile, finesse, magical, unholy)\n__Damage__ 2d8 + 10 slashing"
+
+ - name: "**Melee** `pf2:1` Taravari"
+ desc: "+22 (forceful, magical, sweep)\n__Damage__ 3d6 + 7 slashing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 29, attack +21; __5th __ _[[Spells/Crisis of Faith|Crisis of Faith]]_, _[[Spells/Hallucination|Hallucination]]_, _[[Spells/Invoke Spirits|Invoke Spirits]]_; __4th __ _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Unfettered Movement|Unfettered Movement]]_, _[[Spells/Vampiric Feast|Vampiric Feast]]_; __3rd __ _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Haste|Haste]]_; __2nd __ _[[Spells/Invisibility|Invisibility]]_\n__Cantrips__ __(5th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Divine Lance|Divine Lance]]_"
+
+ - name: "Cleric Domain Spells"
+ desc: "2 Focus Points, DC 29, attack +21; __5th __ _[[Spells/Ignite Ambition|Ignite Ambition]]_, _[[Spells/Savor the Sting|Savor the Sting]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph) The raja-krodha takes on the appearance of any Medium humanoid. This doesn't change the raja-krodha's Speed or their attack and damage modifiers with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning). They lose their fangs Strike unless the humanoid form has fangs or a similar unarmed attack.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Cruel Majesty"
+ desc: "`pf2:1` (emotion,mental,visual) **Requirements** The rakshasa is not in its true form\n* * *\n\n**Effect** The rakshasa Changes Shape into its true form in a display that is equal parts terrifying and majestic. Creatures within 30 feet of the rakshasa must succeed at a DC 29 Will check save or be [[Conditions/Off-Guard|Off-Guard]] to the rakshasa until the beginning of the rakshasa's next turn as they are awestruck."
+
+ - name: "Sneak Attack"
+ desc: " The raja-krodha deals 2d6 extra precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Medium, 2d12+6 bludgeoning, Rupture 15\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+```
+
+```encounter-table
+name: Raja-Krodha
+creatures:
+ - 1: Raja-Krodha
+```
+
+
+
+The most iconic rakshasas, raja-krodhas are tiger-headed hunters of mortalkind. They are incarnations of all the malice people try to deny within themselves and instead wrongly ascribe to deadly predators of the wild. Their power and skill inspire fear, but also awe, and it is not unknown for some peoples to treat such a rakshasa as a guardian, if one to be treated with extreme caution.
+
+Despite their nature as brutal flesh-eaters, rajas are extremely eloquent and philosophical when they choose to be. This is simply another form of camouflage, one that allows them to blend into cities, much as their stripes allow them to fade into jungles, and it often lulls scholars and intellectuals into a false sense of security. While it is not in the nature of a raja-krodha to be a social schemer or a mastermind, it pleases them when others delude themselves into thinking they are.
+
+* * *
+
+Rakshasas are primordial, divine beings who serve as incarnations of all that is foul within creation, born the moment that the concepts of good and evil were first conceived. It is their divine purpose to exemplify the profane—by murdering their own kin, eating the flesh of sapient beings, and performing thousands of other atrocities, they define these acts as obscene and taboo, so that mortals know these acts to be crimes in the eyes of the holy. It is a role they must play, in the same way that a stage play must have an actor to serve as the villain, a role that damned all rakshasas from the moment of their genesis.
+
+Most rakshasas enjoy their role, in the same way an actor enjoys delivering a masterful performance, yet there is an element of tragedy to their existence. They are fated to serve solely as foils to others, to corrupt the unworthy and fall to the heroic, never free to forge their own path. They are condemned to perform the most heinous of deeds, even if it rankles their sensibilities and conscience. To do otherwise is to defy their nature and their purpose: the greatest sin a rakshasa can perform.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Raktavarna.md b/content/mechanics/srd/Bestiary/Monster Core/Raktavarna.md
new file mode 100755
index 000000000..cd28d4841
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Raktavarna.md
@@ -0,0 +1,98 @@
+---
+title: "Raktavarna"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.nYTh0CxWv0bIOXVr"
+tags:
+ - pf2e/creature/type/rakshasa
+ - pf2e/creature/type/spirit
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Raktavarna"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Raktavarna"
+level: "Creature 1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[rakshasa]]
+trait_02: [[spirit]]
+trait_03: [[unholy]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: "Common, Diabolic, Sakvroth, Chthonian, Empyrean"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +6, Deception: +7, Diplomacy: +7, Stealth: +7"
+abilityMods: [1, 4, 2, 1, 1, 2]
+speed: 20 feet, climb 20 feet, swim 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +5, __Ref__ +9, __Will__ +6; +2 status to all saves vs. divine magic"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20; __Weaknesses__ holy 3"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Knowledge of Delusion"
+ desc: " A creature that fails a Recall Knowledge check or a Perception check to [[Actions/Sense Motive|Sense Motive]] on a rakshasa is [[Conditions/Off-Guard|Off-Guard]] until the end of its next turn."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+9 (agile, finesse, reach 0 feet, unholy)\n__Damage__ 1d6 + 1 piercing plus raktavarna-venom"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 16, attack +8; __4th __ _[[Spells/Read Omens|Read Omens]]_; __1st __ _[[Spells/Charm|Charm]]_, _[[Spells/Command|Command]]_\n__Cantrips__ __(1st)__ _[[Spells/Detect Magic|Detect Magic]]_"
+
+ - name: "Betraying Bite"
+ desc: " A raktavarna gains a +2 bonus to Strikes against any creature that is holding it."
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,occult,polymorph) The raktavarna takes on the appearance of a Tiny inanimate object. If, while transformed, the raktavarna takes any action other than the purely mental (such as Recall Knowledge), they immediately revert to their original form. Until then, they can use Deception to Impersonate the object.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Designate Master"
+ desc: " The raktavarna spends 10 minutes on an invocation alongside another creature. That creature becomes the raktavarna's master until the raktavarna dies or Dismisses the effect. The master gains the Master's Eyes activity as long as the bond lasts.\n\n[[Bestiary Ability Glossary/Master's Eye|Master's Eye]]"
+
+ - name: "Raktavarna Venom"
+ desc: " (poison) **Saving Throw** DC 16 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d4 poison damage and [[Conditions/Stupefied|Stupefied 1]] (1 round)\n\n**Stage 2** 1d4 poison damage and [[Conditions/Stupefied|Stupefied 2]] (1 round)"
+
+```
+
+```encounter-table
+name: Raktavarna
+creatures:
+ - 1: Raktavarna
+```
+
+
+
+Raktavarnas are simple rakshasa incarnations of betrayal and assassination, often existing to test the mettle of those who were treacherous or poisonous in a previous life. They typically appear as a snake with blood-red eyes and oversized fangs, though they just as often appear in the guise of a sword or a piece of jewelry.
+
+* * *
+
+Rakshasas are primordial, divine beings who serve as incarnations of all that is foul within creation, born the moment that the concepts of good and evil were first conceived. It is their divine purpose to exemplify the profane—by murdering their own kin, eating the flesh of sapient beings, and performing thousands of other atrocities, they define these acts as obscene and taboo, so that mortals know these acts to be crimes in the eyes of the holy. It is a role they must play, in the same way that a stage play must have an actor to serve as the villain, a role that damned all rakshasas from the moment of their genesis.
+
+Most rakshasas enjoy their role, in the same way an actor enjoys delivering a masterful performance, yet there is an element of tragedy to their existence. They are fated to serve solely as foils to others, to corrupt the unworthy and fall to the heroic, never free to forge their own path. They are condemned to perform the most heinous of deeds, even if it rankles their sensibilities and conscience. To do otherwise is to defy their nature and their purpose: the greatest sin a rakshasa can perform.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Rat Swarm.md b/content/mechanics/srd/Bestiary/Monster Core/Rat Swarm.md
new file mode 100755
index 000000000..a2a9686b9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Rat Swarm.md
@@ -0,0 +1,82 @@
+---
+title: "Rat Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Ca7EWuZRmpwS8qGp"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Rat Swarm"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Rat Swarm"
+level: "Creature 1"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[swarm]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +4, Stealth: +6"
+abilityMods: [-2, 3, 1, -4, 1, -3]
+speed: 30 feet, climb 10 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 14
+armorclass:
+ - name: AC
+ desc: "14; __Fort__ +2, __Ref__ +7, __Will__ +4"
+hp: 14
+health:
+ - name: ""
+ - name: HP
+ desc: "14; __Immunities__ precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 3, splash damage 3; __Resistances__ physical 6 (except bludgeoning)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+attacks:
+ - name: ""
+
+ - name: "Putrid Plague"
+ desc: " (disease) The [[Conditions/Sickened|Sickened]] and [[Conditions/Unconscious|Unconscious]] conditions from putrid plague don't improve on their own until the disease is cured.\n\n**Saving Throw** DC 14 Fortitude check\n* * *\n\n**Stage 1** carrier with no ill effect (1d4 hours)\n\n**Stage 2** [[Conditions/Sickened|Sickened 1]] (1 day)\n\n**Stage 3** Sickened 1 and [[Conditions/Slowed|Slowed 1]] (1 day)\n\n**Stage 4** [[Conditions/Unconscious|Unconscious]] (1 day)\n\n**Stage 5** dead"
+
+ - name: "Swarming Bites"
+ desc: "`pf2:1` Each enemy in the swarm's space takes 1d6 piercing damage and must attempt a DC 17 Reflex check save. A creature that fails its save is exposed to putrid plague."
+
+```
+
+```encounter-table
+name: Rat Swarm
+creatures:
+ - 1: Rat Swarm
+```
+
+
+
+A swarm of rats can cause total chaos within a household or business. Contracting putrid plague is all the easier when dozens of these agitated or hungry vermin gather to bite victims en masse, making rat-hunting a viable career in many parts of the world as desperate townspeople seek relief from the disease's spread.
+
+* * *
+
+Rats are a ubiquitous menace, scurrying through the sewers and on the streets of nearly every settlement in the world. Though a regular rat darting underfoot might startle or even frighten the average passerby, giant rats and rat swarms are far more dangerous.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Ratfolk Grenadier.md b/content/mechanics/srd/Bestiary/Monster Core/Ratfolk Grenadier.md
new file mode 100755
index 000000000..ddbe56b67
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Ratfolk Grenadier.md
@@ -0,0 +1,102 @@
+---
+title: "Ratfolk Grenadier"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ELlA4dfLWDcusLId"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/ratfolk
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Ratfolk Grenadier"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Ratfolk Grenadier"
+level: "Creature 4"
+
+alignment: ""
+size: "Small"
+trait_01: [[humanoid]]
+trait_02: [[ratfolk]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Crafting: +12, Deception: +7, Society: +10, Stealth: +12, Thievery: +9"
+abilityMods: [0, 4, 2, 4, 2, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +11, __Ref__ +13, __Will__ +9"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Hand Crossbow|Hand Crossbow]], 2x Alchemical Grenade (Acid), 2x Alchemical Grenade (Cold), 2x Alchemical Grenade (Fire), [[Equipment/Studded Leather Armor|Studded Leather Armor]], [[Equipment/Alchemist's Toolkit|Alchemist's Toolkit]], 20x [[Equipment/Bolts|Bolts]]"
+ - name: "Alchemical Grenades"
+ desc: " The grenadier carries 6 alchemical grenades that deal either acid, cold, or fire damage plus 2 persistent damage and 2 splash damage of the same type (typically two of each). The grenadier replenishes these each day using scavenged materials."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+12 (agile, finesse)\n__Damage__ 1d4 piercing"
+
+ - name: "**Ranged** `pf2:1` Alchemical Grenade"
+ desc: "+13 (range increment 20 feet, splash)\n__Damage__ 1d6 acid"
+
+ - name: "**Ranged** `pf2:1` Hand Crossbow"
+ desc: "+12 (range increment 60 feet, reload 1)\n__Damage__ 1d6 piercing"
+
+ - name: "Cheek Pouches"
+ desc: " A ratfolk grenadier has stretchy cheek pouches that can store up to 1 cubic foot of objects (though no more than 4 light items). The ratfolk can remove or store an item using the Interact action. As long as the ratfolk has at least one object in their cheek pouches, their speech is noticeably difficult to understand."
+
+ - name: "Quick Grenadier"
+ desc: "`pf2:1` The ratfolk grenadier draws an alchemical grenade with an Interact action and throws it as a ranged Strike."
+
+ - name: "Quick Stow"
+ desc: " **Frequency** once per round\n* * *\n\n**Effect** The ratfolk grenadier stores one held item of light or negligible Bulk in its cheek pouches."
+
+ - name: "Swarming"
+ desc: " A ratfolk grenadier can end its movement in the same square as an ally that also has this ability. Only two such creatures can share the same space."
+
+```
+
+```encounter-table
+name: Ratfolk Grenadier
+creatures:
+ - 1: Ratfolk Grenadier
+```
+
+
+
+Grenadiers use alchemical techniques and stealth to defend their communities.
+
+* * *
+
+True to their name, ratfolk are rodent-like humanoids well suited to living on the outskirts of mainstream society. Despite common misconceptions that they are dirty or diseased, ratfolk, or ysoki, as they call themselves, keep impeccably clean. Ratfolk are also sometimes mistaken for wererats and initially treated with fear until they can correct the mistaken identification—if they get the chance to do so.
+
+In general, ratfolk have a keen understanding of pathological and alchemical sciences, which they employ in trade and self-defense. They make accomplished alchemists and inventors, and they often protect their lairs with traps, bombs, and other creations. Ratfolk merchants regularly dispatch large trade caravans that travel widely for a year or more before returning to their home community. During this time, they make an effort to learn new things from the people they encounter and collect interesting materials and goods that they can bring back to their warrens.
+
+In their warrens, on the road, and in cities, ratfolk are extremely communal, thriving on proximity to and contact with one another even in relatively tight spaces. In addition, ratfolk are excellent at fighting in cramped spaces alongside their kin. Threatening one ratfolk or their allies is a surefire way to rally the whole community.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Redcap.md b/content/mechanics/srd/Bestiary/Monster Core/Redcap.md
new file mode 100755
index 000000000..9a5650a7e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Redcap.md
@@ -0,0 +1,99 @@
+---
+title: "Redcap"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.xQsMDdEa270jMG1V"
+tags:
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Redcap"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Redcap"
+level: "Creature 5"
+
+alignment: ""
+size: "Small"
+trait_01: [[fey]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Low-Light Vision"
+languages: "Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Athletics: +15, Deception: +11, Intimidation: +13, Nature: +10, Stealth: +13"
+abilityMods: [4, 4, 2, 1, 1, 2]
+speed: 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +11, __Ref__ +15, __Will__ +10"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60, fast healing 10; __Weaknesses__ cold iron 5, Divine Revulsion 1"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Halberd|Halberd]], [[Equipment/Sickle|Sickle]], Iron Boots, Red Cap"
+ - name: "Red Cap"
+ desc: " (primal) A redcap's woolen hat is dyed with the blood of their victims. If the redcap loses their cap, they no longer benefit from fast healing and take a –4 status penalty to their damage rolls. They can create a new cap in 10 minutes, but that cap doesn't grant them powers until the redcap has turned it red with Blood Soak. A cap has no benefit for creatures other than the redcap who made it.\n\n[[Bestiary Effects/Effect_ Lost Red Cap|Effect: Lost Red Cap]]"
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 10]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+ - name: "Divine Revulsion"
+ desc: " (emotion,fear,mental) If a redcap sees a creature brandish a religious symbol of a deity (which requires an Interact action by that creature) or cast a divine spell while wearing a religious symbol, the redcap must attempt a DC 19 Will check save. They then become temporarily immune to all brandished religious symbols for 10 minutes.\n* * *\n\n**Critical Success** The redcap is unaffected.\n\n**Success** The redcap is [[Conditions/Frightened|Frightened 2]].\n\n**Failure** The redcap gains the [[Conditions/Fleeing|Fleeing]] condition for 1 round and is [[Conditions/Frightened|Frightened 4]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Iron Boot"
+ desc: "+13 (agile, versatile b)\n__Damage__ 1d6 + 8 piercing"
+
+ - name: "**Melee** `pf2:1` Halberd"
+ desc: "+15 (reach 10 feet, versatile s)\n__Damage__ 1d10 + 10 slashing"
+
+ - name: "**Melee** `pf2:1` Sickle"
+ desc: "+15 (agile, finesse, trip)\n__Damage__ 1d4 + 10 slashing"
+
+ - name: "Blood Soak"
+ desc: "`pf2:1` (manipulate) The redcap dips their cap in the blood of a slain foe. The foe must have died in the last minute, and the redcap must have helped kill it. The redcap gains a +4 status bonus to damage rolls for 1 minute.\n\n[[Bestiary Effects/Effect_ Blood Soak|Effect: Blood Soak]]"
+
+ - name: "Deadly Cleave"
+ desc: "`pf2:r` **Trigger** The redcap reduces a creature to 0 Hit Points with a sickle Strike\n* * *\n\n**Effect** The redcap makes another scythe Strike against a different creature, using the same multiple attack penalty as the sickle Strike that triggered this reaction. This counts toward their multiple attack penalty."
+
+ - name: "Stomp"
+ desc: "`pf2:1` The redcap Strides up to half its Speed and makes a boot Strike at any point during that movement. If the boot Strike hits a [[Conditions/Prone|Prone]] creature, it deals an extra 2d6 bleed."
+
+```
+
+```encounter-table
+name: Redcap
+creatures:
+ - 1: Redcap
+```
+
+
+
+Redcaps are sadistic and capricious fey who thrill in bloodletting and murder. While they are most famous for appearing as wizened, bearded men, redcaps of other genders are no less fearsome or cruel. However, redcaps are ultimately craven bullies, cowed by anything more powerful than themselves, a trait that leads them to fear and despise the symbols of deities.
+
+Many fairy tales explain how the redcaps draw power from dipping the hats for which they are named in fresh blood. Just as iconic to these cruel little fey are their iron-clad boots, and the clanging sound of their metal soles clanking on stone floors is both discordant and disconcerting—especially to those who recognize the sound for what it is. Redcaps typically stand only 3 feet tall, with hunched frames, pointed ears, crooked teeth, and long, white, tangled hair.
+
+Though unlikely to share true affection, redcaps find camaraderie in murder. Small troupes of redcaps travel together, sharing bloody kills and reminiscing on their brutal exploits. They loathe the company of most other creatures, with the notable exception of the feline fey called elananxes.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Reefclaw.md b/content/mechanics/srd/Bestiary/Monster Core/Reefclaw.md
new file mode 100755
index 000000000..a769a9bb5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Reefclaw.md
@@ -0,0 +1,90 @@
+---
+title: "Reefclaw"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.yo4S98AnB2bhcNn9"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/aquatic
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Reefclaw"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Reefclaw"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[aberration]]
+trait_02: [[aquatic]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Common; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +4"
+abilityMods: [1, 4, 2, -3, 1, 1]
+speed: 5 feet, swim 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +7, __Ref__ +9, __Will__ +4"
+hp: 17
+health:
+ - name: ""
+ - name: HP
+ desc: "17"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Death Frenzy"
+ desc: "`pf2:r` **Trigger** The reefclaw is reduced to 0 Hit Points.\n* * *\n\n**Effect** The reefclaw makes a claw Strike before dying."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+9 (finesse)\n__Damage__ 1d6 + 1 slashing plus grab,reefclaw-venom"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d6 bludgeoning, DC 17 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Reefclaw Venom"
+ desc: " (poison) **Saving Throw** DC 17 Fortitude check\n* * *\n\n**Maximum Duration** 4 rounds\n\n**Stage 1** 1d6 poison damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 1d6 poison damage and [[Conditions/Enfeebled|Enfeebled 2]] (1 round)"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Reefclaw
+creatures:
+ - 1: Reefclaw
+```
+
+
+
+Reefclaws are aquatic monsters that resemble huge shrimp or lobsters. As one might expect from its name, a reefclaw's oversized claws are powerful weapons with a viselike grip and the ability to inject potent venom into unfortunate prey.
+
+Though reefclaws can't speak, they are intelligent enough to understand the local language of humanoids near their hunting grounds. The creatures sometimes listen to conversations, either to gain intelligence on the best place to ambush aquatic or land-dwelling prey, or merely for entertainment value—reefclaws are particularly fond of listening to people with high-pitched voices. Reefclaws are usually solitary hunters, but small swarms of female reefclaws have been known to gather around a single male for mating purposes or together for the communal raising of their broods. In the latter case, the females will perform widespread hunts in order to bring back a large enough bounty to feed their young. Such hunting parties are extremely dangerous—they've been known to tip over small fishing boats and attack those who fall overboard.
+
+Once a reefclaw has decided upon a course of action, it follows through even if doing so spells its own end. More than one reefclaw survivor has said that the creature released its bone-crushing grasp only after the brains were leaking from its broken skull, and even then, the reefclaw was able to perform a terrible last slash as part of its dying breath. During mating season, female reefclaws are often a little more pragmatic and release their prey before endangering themselves and their offspring.
+
+Despite their intelligence and the accompanying moral quandaries, reefclaws frequently find their way onto the dinner plates of land-dwelling hunters such as humans and hobgoblins. According to those who have a taste for reefclaw flesh, the meat is either delectably sweet (for reefclaws raised in colder waters) or slightly tangy (in the case of warm-water reefclaws). Most people who know of reefclaws' intellect find the act of eating them distasteful, but this does not dissuade unscrupulous nobles in coastal regions, for whom reefclaw meat is a delicacy well worth the expense. Likewise, fishers whose focus is on the bottom line of their ledgers are more than willing to hunt the dangerous creatures—or, even better, hire out the task to naive adventurers.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Rekhep.md b/content/mechanics/srd/Bestiary/Monster Core/Rekhep.md
new file mode 100755
index 000000000..a9f6c206f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Rekhep.md
@@ -0,0 +1,112 @@
+---
+title: "Rekhep"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.bD7Mdk98tJtcOjVV"
+tags:
+ - pf2e/creature/type/archon
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/10
+ - remaster
+statblock: inline
+name: "Rekhep"
+level: 10
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Rekhep"
+level: "Creature 10"
+
+alignment: ""
+size: "Large"
+trait_01: [[archon]]
+trait_02: [[celestial]]
+trait_03: [[holy]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision"
+languages: "Diabolic, Draconic, Empyrean, Utopian; Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +21, Diplomacy: +19, Intimidation: +19, Religion: +19, Survival: +17"
+abilityMods: [5, 1, 7, 2, 3, 3]
+speed: 30 feet, fly 60 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31 all-around vision; __Fort__ +23, __Ref__ +15, __Will__ +19; +1 status to all saves vs. magic"
+hp: 150
+health:
+ - name: ""
+ - name: HP
+ desc: "150; __Immunities__ fear effects; __Weaknesses__ unholy 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Lance|+1 Striking Lance]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+ - name: "Archon's Protection"
+ desc: "`pf2:r` **Trigger** An enemy damages the archon's ally and both are within 15 feet of the archon\n* * *\n\n**Effect** The ally gains resistance 15 to all damage against the triggering damage and the archon can make a Strike against the enemy."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Holy Lance"
+ desc: "+22 (deadly d8, divine, holy, jousting d6, reach 10 feet)\n__Damage__ 2d8 + 11 piercing 1d4 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 27, attack +19; __4th __ _[[Spells/Translocate|Translocate (At Will)]]_; __2nd __ _[[Spells/Share Life|Share Life (x3)]]_; __1st __ _[[Spells/Sure Strike|Sure Strike (x3)]]_\n__Cantrips__ __(5th)__ _[[Spells/Divine Lance|Divine Lance]]_, _[[Spells/Message|Message]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "[[Actor.oTw6wAZmGiL3oGWR.Item.MwMQRd6zWTqreigg|Archon's Pursuit]]"
+ desc: "`pf2:2` **Frequency** once per day\n\n**Requirements** The rekhep saw another creature teleport within the last round and has at least one [[Spells/Translocate|Translocate]] spell remaining\n* * *\n\n**Effect** The rekhep casts one of their _translocate_ spells, which is heightened to 5th rank and causes the qarna to arrive in an unoccupied space it chooses within 30 feet of the creature it's pursuing. If the creature is too far away, the rekhep arrives as close as possible."
+
+ - name: "Courageous Switch"
+ desc: " When a rekhep uses their [[Spells/Translocate|Translocate]] innate spell, they can choose to move into the space of a willing ally they can see within range. If they do, the ally switches places with the archon, appearing in the space the archon just vacated, as if it too had cast _translocate_."
+
+ - name: "Holy Armament"
+ desc: " (divine,holy) Any weapon gains the _[[Equipment/Holy|Holy]]_ rune while the rekhep wields it."
+
+ - name: "Living Shield"
+ desc: "`pf2:1` The rekhep grants an adjacent ally a +2 circumstance bonus to AC until they're no longer adjacent or until the start of the archon's next turn, whichever comes first. When the rekhep uses Archon's Protection against an attack against the shielded ally, the rekhep gains the resistance and takes the damage rather than the ally.\n* * *\n\n[[Bestiary Effects/Effect_ Living Shield|Effect: Living Shield]]"
+
+ - name: "Terrifying Smite"
+ desc: "`pf2:2` (emotion,fear,mental) The rekhep makes a Strike against an enemy that has one of the rekhep's allies within its reach. On a hit, the target takes an additional 2d8 mental damage and is [[Conditions/Frightened|Frightened 2]]. The extra damage and frightened value are doubled on a critical hit."
+
+```
+
+```encounter-table
+name: Rekhep
+creatures:
+ - 1: Rekhep
+```
+
+
+
+Rekheps are the living shields that defend Heaven against fiendish incursions. They tile together in massive formations capable of withstanding any onslaught. Given their tremendous strength and imposing stature, shield archons are ideal guardians of the meek and are sometimes summoned to the mortal Universe to ward off the attacks of great numbers of evildoers.
+
+* * *
+
+Archons are guardians of Heaven and enemies of corruption. Before gods and their servants set foot in the celestial planes, archons already resided in Heaven, the original inhabitants of the realm. Upon meeting, the archons and divine angels quickly discovered they were of a kind, holding justice and righteousness in their hearts. An alliance was formed, and archons now serve as stalwart allies to all celestials and mortals they find worthy.
+
+While the first archons coalesced from the immense seven-tiered mountain of Heaven, they choose willing and worthy Heaven-bound souls to join their ranks. These mortals hear and answer the call of a mysterious voice, manifesting in the Garden at the mountain's peak. There they swear to forever serve the cause of justice and transform into their new archon forms.
+
+Though deeply concerned with defending mortal life and willing to sacrifice themselves in battle against fiends, archons often feel rote and inscrutable to others, and their forms can border on frightening and bizarre. For this reason, they often have issues with interacting with mortals, or with the free spirited azatas. Despite this, archons draw great strength from others, especially those who exemplify virtue.
+
+Beyond their celestial allies, archons also maintain ancient ties with aeons. The inscrutable factions can still be seen working together to defend longforgotten secrets and enforce rules that predate mortal life. Archons explain these missions as necessary without further elaboration, leaving even their angelic allies frustrated with archons' obstinance.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Revenant.md b/content/mechanics/srd/Bestiary/Monster Core/Revenant.md
new file mode 100755
index 000000000..367762c0f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Revenant.md
@@ -0,0 +1,91 @@
+---
+title: "Revenant"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ybj1UP43YamldbPE"
+tags:
+ - pf2e/creature/type/undead
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Revenant"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Revenant"
+level: "Creature 6"
+
+alignment: ""
+size: "Medium"
+trait_01: [[undead]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision"
+languages: "any one spoken in life by their murderer (typically Common)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +15, Intimidation: +14"
+abilityMods: [5, 3, 4, 0, 3, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +14, __Ref__ +13, __Will__ +17"
+hp: 115
+health:
+ - name: ""
+ - name: HP
+ desc: "115, void healing; __Immunities__ death effects, disease, paralyzed, poison, sleep; __Resistances__ physical 5 (except slashing)"
+abilities_top:
+ - name: ""
+
+ - name: "Sense Murderer"
+ desc: " (occult,scrying) A revenant knows the direction of their murderer (as long as both are on the same plane), but not the distance."
+
+abilities_mid:
+ - name: ""
+ - name: "Self-Loathing"
+ desc: " (emotion,mental,visual) If a revenant sees their own reflection or any object that was important to them in life, they must attempt a DC 25 Will check save.\n* * *\n\n**Critical Success** The revenant is unaffected and can no longer be affected by that reflection or object in this way.\n\n**Success** The revenant is distracted by self-loathing and becomes [[Conditions/Slowed|Slowed 1]] for 1 round.\n\n**Failure** The revenant becomes [[Conditions/Fascinated|Fascinated]] by the source that triggered their self-loathing and does everything they can to destroy it until the end of the revenant's next turn.\n\n**Critical Failure** The revenant becomes [[Conditions/Immobilized|Immobilized]] as long as the source of their self-loathing is apparent, until they're attacked, or until they see their murderer."
+
+ - name: "Undying Vendetta"
+ desc: " (emotion,occult) If the revenant's murderer dies, the revenant is immediately destroyed. A revenant that can't sense their murderer must attempt a DC 11 Flat check check once every 24 hours to avoid becoming [[Conditions/Immobilized|Immobilized]] and [[Conditions/Prone|Prone]]; they immediately rise again once they can sense their murderer. A murderer who becomes undead does not trigger the revenant's destruction until the murderer is finally destroyed. The revenant gains a +2 status bonus to checks and DCs against their murderer."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+17 (agile)\n__Damage__ 2d8 + 5 slashing plus grab"
+
+ - name: "Baleful Shriek"
+ desc: "`pf2:2` (auditory,emotion,fear,incapacitation,mental) The revenant wails horribly. Each creature within a 60-foot burst must attempt a DC 23 Will check save. Regardless of the outcome of their saving throw, affected creatures are then immune to Baleful Shriek for 1 hour. The revenant's murderer never improves their degree of success due to this ability's incapacitation trait.\n\nThe revenant can't use Baleful Shriek again for 1d4 rounds.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Failure** The creature is frightened 2 and [[Conditions/Paralyzed|Paralyzed]] for 1 round.\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 3]] and paralyzed for 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d6+5 bludgeoning, DC 24 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Revenant
+creatures:
+ - 1: Revenant
+```
+
+
+
+Revenants are obsessed, undead stalkers who arise from their own murders and are driven by only one thing: revenge against their killers. The common wisdom is that revenants arise only from individuals who have been utterly betrayed or abandoned to die a grueling death, but even then, such victims might not rise from their graves. In other cases, revenants might even rise from what might legitimately be considered an accident if the revenant doesn't understand the full circumstances of their demise. In such cases, it doesn't matter that the "murderer" may not have intended to kill, for revenants understands no pity and can never forgive. Revenants have little memory of their lives other than anything they might need to recall in order to achieve their goal of vengeance.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Rhinoceros.md b/content/mechanics/srd/Bestiary/Monster Core/Rhinoceros.md
new file mode 100755
index 000000000..9d06a0310
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Rhinoceros.md
@@ -0,0 +1,83 @@
+---
+title: "Rhinoceros"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.u7MU8pM5JrhNb5pW"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Rhinoceros"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Rhinoceros"
+level: "Creature 4"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Survival: +10"
+abilityMods: [6, 0, 4, -4, 3, -1]
+speed: 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +14, __Ref__ +8, __Will__ +11"
+hp: 70
+health:
+ - name: ""
+ - name: HP
+ desc: "70"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+14 ()\n__Damage__ 2d8 + 6 piercing"
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+12 ()\n__Damage__ 2d6 + 6 bludgeoning"
+
+ - name: "Rhinoceros Charge"
+ desc: "`pf2:2` The rhinoceros Strides twice, then makes a horn Strike. As long as the rhinoceros moved at least 20 feet, the Strike's damage increases to 3d8+6 piercing damage. A Medium or smaller creature struck by this attack must succeed at a DC 21 Reflex check save or be automatically [[Actions/Shove|Shoved]] back 5 feet and knocked [[Conditions/Prone|Prone]] by the force of the blow."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Medium or smaller, foot, DC 18 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+```
+
+```encounter-table
+name: Rhinoceros
+creatures:
+ - 1: Rhinoceros
+```
+
+
+
+Rhinoceroses are short-tempered, territorial, and easily startled, and these traits combined with their innate ferocity means their natural instinct when disturbed is to attack. When intruders disturb or surprise rhinoceroses, they respond by charging directly at the interlopers and then lashing out with their mighty horns.
+
+* * *
+
+This hefty animal is easily recognizable by the distinctive upward-thrusting horn on its snout. Rhinoceroses are herbivorous and, in spite of their hulking size, can run at considerable speed. While rhinos have good hearing and a keen sense of smell, their eyesight is relatively poor.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Rhu-Chalik.md b/content/mechanics/srd/Bestiary/Monster Core/Rhu-Chalik.md
new file mode 100755
index 000000000..b7798f0ec
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Rhu-Chalik.md
@@ -0,0 +1,101 @@
+---
+title: "Rhu-Chalik"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.rhaNG6J9D1TR9YeF"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Rhu-Chalik"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Rhu-Chalik"
+level: "Creature 6"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Small"
+trait_01: [[aberration]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Greater Darkvision, Tremorsense (Precise) 60 Feet"
+languages: "Aklo; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +13, Deception: +13, Diplomacy: +13, Intimidation: +13, Stealth: +15"
+abilityMods: [3, 3, 4, 2, 5, 3]
+speed: 5 feet, fly 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23 all-around vision; __Fort__ +14, __Ref__ +11, __Will__ +17"
+hp: 95
+health:
+ - name: ""
+ - name: HP
+ desc: "95"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Thoughtsense 60 feet"
+ desc: " The rhu-chalik senses a creature's mental essence as a precise sense with the listed range; it cannot sense mindless creatures with thoughtsense."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+ - name: "No Breath"
+ desc: " A rhu-chalik doesn't breathe and is immune to effects that require breathing (such as inhaled poisons)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tendril"
+ desc: "+15 (agile)\n__Damage__ 2d4 + 6 bludgeoning plus excruciating-enzyme 1d6 mental plus excruciating-enzyme"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 24, attack +16; __5th __ _[[Spells/Mind Probe|Mind Probe]]_; __4th __ _[[Spells/Rewrite Memory|Rewrite Memory]]_; __3rd __ _[[Spells/Mind Reading|Mind Reading (At Will)]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At Will, Self Only)]]_"
+
+ - name: "Excruciating Enzyme"
+ desc: " (occult,poison) A rhu-chalik's tendrils secrete an enzyme that causes intense pain. A living creature hit by a tendril Strike must succeed at a DC 24 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] from the pain."
+
+ - name: "Label Memories"
+ desc: "`pf2:2` (mental,occult) The rhu-chalik invades the mind of a target within 100 feet, sorting the memories into alien structures for transmission. The target must attempt a DC 24 Will check save.\n* * *\n\n**Critical Success** The target creature is unaffected and temporarily immune to Label Memories for 1 minute.\n\n**Success** The target is unaffected.\n\n**Failure** The target becomes [[Conditions/Stupefied|Stupefied 2]] for 1 minute as its mind is reorganized to fit the rhu-chalik's needs. If it's already stupefied by this effect, the target instead becomes [[Conditions/Confused|Confused]] for 1 minute or until it recovers due to taking damage.\n\n**Critical Failure** As failure, but if the target is already stupefied by Label Memories, they become [[Conditions/Paralyzed|Paralyzed]] for 1 minute instead of confused."
+
+ - name: "Transmit Memories"
+ desc: "`pf2:3` (concentrate,mental,occult) **Requirements** The rhu-chalik is adjacent to a creature [[Conditions/Paralyzed|Paralyzed]] due to Label Memories\n* * *\n\n**Effect** The rhu-chalik copies the creature's consciousness and mentally sends this copied consciousness through the void of space to their waiting masters. The target creature is deeply disoriented by this procedure, becoming [[Conditions/Stupefied|Stupefied 2]] for 1 day afterward."
+
+```
+
+```encounter-table
+name: Rhu-Chalik
+creatures:
+ - 1: Rhu-Chalik
+```
+
+
+
+Also called void wanderers, rhu-chaliks can survive the depths of space indefinitely, passing between worlds over the eons and scouting those planets for the Dominion of the Black. Rhu-chaliks prefer to work alone in order to reduce potential overlap in their mental predations, but sometimes receive assistance from those who believe the transmission of memories is transcendent. The furtive beings are calculating and infinitely patient, seeking only the most exceptional minds to cast beyond the stars to their masters.
+
+* * *
+
+The Dominion of the Black is a conglomeration of deep-space conquerors with a strong presence on Aucturn, the most remote planet in Golarion's solar system. The Dominion has secret outposts all over Golarion; most of its members on the planet are scouts, using their skills to steal brains and identities, gathering information without any consideration for the inhabitants of the worlds they infiltrate.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Riding Dog.md b/content/mechanics/srd/Bestiary/Monster Core/Riding Dog.md
new file mode 100755
index 000000000..a6ef0b428
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Riding Dog.md
@@ -0,0 +1,80 @@
+---
+title: "Riding Dog"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.4JsaSDSg52agT74G"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Riding Dog"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Riding Dog"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Athletics: +7, Survival: +5"
+abilityMods: [2, 2, 2, -4, 2, -1]
+speed: 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +7, __Ref__ +5, __Will__ +5"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Buck|Buck]]"
+ desc: "`pf2:r` DC 17 Reflex check\n* * *\n\nMost monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.\n\n**Trigger** A creature [[Actions/Mount|Mounts]] or uses the [[Actions/Command an Animal|Command an Animal]] action while riding the monster.\n* * *\n\n**Effect** The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land [[Conditions/Prone|Prone]]. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+7 ()\n__Damage__ 1d6 + 2 piercing"
+
+ - name: "Pack Attack"
+ desc: " The dog's Strikes deal 1d4 extra damage to creatures within the reach of at least two of the dog's allies."
+
+```
+
+```encounter-table
+name: Riding Dog
+creatures:
+ - 1: Riding Dog
+```
+
+
+
+Riding dogs types include larger dogs, such as mastiffs, wolfhounds, and huskies, and are bred often by halflings and gnomes to serve as mounts. Riding dogs are as loyal and devoted to their masters as guard dogs and ferocious in battle, regardless of whether they bear a rider or not. As with guard dogs, these large hounds can be wild or feral in nature, and in such cases might rival wolf packs in the danger they pose to inhabitants of rural areas.
+
+* * *
+
+Dogs are trusted and loyal companions that serve as guardians, tracking animals, and pets. Their ability to detect prey or predators via scent and their predilection to accompany humanoids makes them ideal pets for most adventurers. There are hundreds of breeds of dogs in the world—from tiny lapdogs who shower their masters in affection to brawny hounds that stand nearly 4 feet high at the shoulder—and they can be found in nearly any place where people reside. Larger breeds might even be used as mounts for smaller adventurers, and some cultures use dogs as beasts of burden capable of pulling sleds loaded with supplies across the icy tundra. Regardless, many adventurers find value in having a dog.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Riding Horse.md b/content/mechanics/srd/Bestiary/Monster Core/Riding Horse.md
new file mode 100755
index 000000000..edcd1450b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Riding Horse.md
@@ -0,0 +1,76 @@
+---
+title: "Riding Horse"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.lepiULIfcZjmAw0j"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Riding Horse"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Riding Horse"
+level: "Creature 1"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Athletics: +7"
+abilityMods: [4, 3, 4, -4, 2, -1]
+speed: 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +9, __Ref__ +6, __Will__ +5"
+hp: 22
+health:
+ - name: ""
+ - name: HP
+ desc: "22"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Buck|Buck]]"
+ desc: "`pf2:r` DC 16 Reflex check\n* * *\n\nMost monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.\n\n**Trigger** A creature [[Actions/Mount|Mounts]] or uses the [[Actions/Command an Animal|Command an Animal]] action while riding the monster.\n* * *\n\n**Effect** The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land [[Conditions/Prone|Prone]]. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+7 ()\n__Damage__ 1d6 + 4 bludgeoning"
+
+ - name: "Gallop"
+ desc: "`pf2:2` The riding horse Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides."
+
+```
+
+```encounter-table
+name: Riding Horse
+creatures:
+ - 1: Riding Horse
+```
+
+
+
+Horses serve as mounts and beasts of burden in many societies. They are loyal and typically gentle creatures, and they are invaluable to those looking to travel long distances. Smaller folk, like gnomes and halflings, often utilize ponies as mounts, while horses are the favored steeds for humans and other Medium humanoids. Most horses that the average humanoid encounters are domesticated, though large herds can be found in the wild.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Riding Pony.md b/content/mechanics/srd/Bestiary/Monster Core/Riding Pony.md
new file mode 100755
index 000000000..37468a437
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Riding Pony.md
@@ -0,0 +1,76 @@
+---
+title: "Riding Pony"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.libmGj7ucKvpTRuR"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/0
+ - remaster
+statblock: inline
+name: "Riding Pony"
+level: 0
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Riding Pony"
+level: "Creature 0"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 4
+perception:
+ - name: "Perception"
+ desc: "+4; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +4, Athletics: +7"
+abilityMods: [3, 2, 3, -4, 2, 0]
+speed: 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 14
+armorclass:
+ - name: AC
+ desc: "14; __Fort__ +7, __Ref__ +4, __Will__ +4"
+hp: 16
+health:
+ - name: ""
+ - name: HP
+ desc: "16"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Buck|Buck]]"
+ desc: "`pf2:r` DC 15 Reflex check\n* * *\n\nMost monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.\n\n**Trigger** A creature [[Actions/Mount|Mounts]] or uses the [[Actions/Command an Animal|Command an Animal]] action while riding the monster.\n* * *\n\n**Effect** The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land [[Conditions/Prone|Prone]]. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+5 ()\n__Damage__ 1d4 + 3 bludgeoning"
+
+ - name: "Gallop"
+ desc: "`pf2:2` The riding pony Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides."
+
+```
+
+```encounter-table
+name: Riding Pony
+creatures:
+ - 1: Riding Pony
+```
+
+
+
+Horses serve as mounts and beasts of burden in many societies. They are loyal and typically gentle creatures, and they are invaluable to those looking to travel long distances. Smaller folk, like gnomes and halflings, often utilize ponies as mounts, while horses are the favored steeds for humans and other Medium humanoids. Most horses that the average humanoid encounters are domesticated, though large herds can be found in the wild.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/River Drake.md b/content/mechanics/srd/Bestiary/Monster Core/River Drake.md
new file mode 100755
index 000000000..1a30605a3
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/River Drake.md
@@ -0,0 +1,109 @@
+---
+title: "River Drake"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.pqzBs77w57QST4LC"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "River Drake"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "River Drake"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[amphibious]]
+trait_02: [[dragon]]
+trait_03: [[water]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Athletics: +10, Intimidation: +6, Stealth: +9, Survival: +7"
+abilityMods: [3, 4, 2, -1, 2, -1]
+speed: 20 feet, fly 50 feet, swim 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +11, __Ref__ +9, __Will__ +7"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45; __Immunities__ paralyzed, sleep; __Resistances__ acid 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Tail Lash"
+ desc: "`pf2:r` **Trigger** A creature within reach of the river drake's tail uses an action to Strike or attempt a skill check.\n* * *\n\n**Effect** The river drake attempts to Strike the triggering creature with its tail. If it hits, the creature takes a -2 circumstance penalty to the triggering roll.\n\n[[Bestiary Effects/Effect_ Tail Lash|Effect: Tail Lash]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+12 ()\n__Damage__ 2d8 + 3 piercing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+12 (reach 10 feet)\n__Damage__ 2d6 + 3 bludgeoning"
+
+ - name: "Caustic Mucus"
+ desc: "`pf2:2` (acid,primal) The river drake spits a ball of caustic mucus up to a range of 50 feet that explodes in a 10-foot burst. Creatures within the burst take 4d6 acid damage (DC 19 Reflex check save). Those that fail this save also take 1d6 persistent acid damage and take a –5-foot status penalty to their Speed. This Speed reduction ends with the persistent acid damage.\n\nThe river drake can't use Caustic Mucus again for 1d6 rounds.\n\n[[Bestiary Effects/Effect_ Caustic Mucus|Effect: Caustic Mucus]]"
+
+ - name: "Draconic Frenzy"
+ desc: "`pf2:2` The river drake makes one Fangs Strike and two Tail Strikes in any order."
+
+ - name: "Speed Surge"
+ desc: "`pf2:1` (move) **Frequency** three times per day;\n* * *\n\n**Effect** The river drake Strides or Flies twice."
+
+```
+
+```encounter-table
+name: River Drake
+creatures:
+ - 1: River Drake
+```
+
+
+
+Although the glistening scales and sleek, fin-like wings on these drakes give them an appearance reminiscent of river fish, they are actually distant relatives of the dragons that rule the oceans. While smaller than most drakes, river drakes are more than capable of plaguing river travelers and are equally at home above and below the water's surface. This flexibility allows them to catch a wide variety of prey, from fish and boggards to deer and the occasional ferry passenger.
+
+* * *
+
+Ravenous, bestial, and driven by instinct, drakes are draconic monsters who bear a fraction of the terrifying might of the primal dragons they share evolutionary roots with. While they're weaker, slower, and less inclined toward reason than dragons, drakes are nonetheless a menace to creatures and settlements around them. Their propensity for forming raiding parties—small social groups fittingly called "rampages"—makes them all the more dangerous; a single rampage of river drakes can quickly lay waste to a waterside village, and roving rampages of desert drakes are a plague to caravan traders.
+
+Drakes share a number of physical characteristics that unite them as one species despite their wide variety of habitats and abilities. For example, drakes lack forearms, leaving them with their formidable jaws and thickscaled tails to use in close combat. Most drakes would rather avoid this, however, preferring to use their magical breath to wreak havoc in wide swaths from comfortable distances while flying overhead. Finally, all drakes have small reservoirs of their ancestral draconic power that they can tap into to perform incredible feats of speed.
+
+Different species of drakes rarely come into conflict. Part of this is their distinct habitats, but drakes are open to negotiating simple agreements between rampages. This courtesy does not extend to dragonets, which drakes happily take as prey. Solitary tamed drakes are also excluded from such agreements and considered free game if their tamer isn't strong enough to protect them.
+
+### Drake Eggs
+
+While drake hides aren't any more valuable than those of similarly sized creatures, drake eggs are prized commodities. They are used as components in powerful spells as well as eaten by various cultures, but the most common use for drake eggs is hatching and rearing drakes to serve as mounts and guardians.
+
+A typical drake lays a clutch of 2d4 eggs every 5 years. Eggs hatch within 3 to 6 weeks, during which time they must be kept in conditions appropriate to their natural environment, perhaps the most difficult aspect of drake husbandry. While it is generally easy for breeders to incubate the eggs of desert or jungle drakes (which require mildly warm temperatures to hatch) or river drakes (which must be submerged in running water), the eggs of flame and frost drakes require extreme temperatures in order to hatch, which can be difficult to replicate safely.
+
+A drake egg is an object with Hardness 3, 5 HP, and no Broken Threshold. The coloration of drake eggs varies only slightly from one species to the next. A creature must succeed at a DC 20 Nature check check, or a relevant DC 20 Lore check, to identify the drake species of a specific egg.
+
+Once a drake hatches, they imprint on the first creature that they see. A creature imprinted on in this way can use Nature to Train and Command that drake. The market price of a drake egg varies depending on the type of drake and the exact legal situation. Because drakes are dangerous and intelligent creatures, many societies do not condone the trade of drake eggs and criminalize those who engage in it.
+
+It takes 2 years for a drake hatchling to grow to full size. A well-trained drake can make a fearsome mount or guardian, but many careless would-be drake trainers are devoured by their charges.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Roc.md b/content/mechanics/srd/Bestiary/Monster Core/Roc.md
new file mode 100755
index 000000000..d26e35443
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Roc.md
@@ -0,0 +1,98 @@
+---
+title: "Roc"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.YEUP4P2pRlvAATb7"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/9
+ - remaster
+statblock: inline
+name: "Roc"
+level: 9
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Roc"
+level: "Creature 9"
+
+alignment: ""
+size: "grg"
+trait_01: [[animal]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Athletics: +21"
+abilityMods: [8, 2, 5, -4, 1, 0]
+speed: 20 feet, fly 60 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +20, __Ref__ +17, __Will__ +16"
+hp: 180
+health:
+ - name: ""
+ - name: HP
+ desc: "180"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Wing Rebuff"
+ desc: "`pf2:r` **Trigger** A creature moves from beyond the reach of the roc's wing to within the reach of the roc's wing.\n* * *\n\n**Effect** The roc makes a wing Strike against the triggering creature. If the roc Pushes the creature, it disrupts the triggering move action."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+21 (reach 15 feet)\n__Damage__ 2d10 + 12 piercing"
+
+ - name: "**Melee** `pf2:1` Talon"
+ desc: "+21 (agile, reach 15 feet)\n__Damage__ 2d8 + 12 slashing plus improved-grab"
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+21 (agile, reach 30 feet)\n__Damage__ 2d6 + 10 bludgeoning plus improved-push"
+
+ - name: "Carry"
+ desc: " A roc can Fly at half Speed while it has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] in either or both of its talons, carrying that creature along with it."
+
+ - name: "Flying Strafe"
+ desc: "`pf2:2` The roc Flies up to its Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. Each attack takes the normal multiple attack penalty."
+
+ - name: "Snack"
+ desc: " A roc gains a +2 circumstance bonus to hit with its beak Strike if the target is [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] in its talon."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Improved Push|Improved Push 10 feet]]"
+ desc: " The monster can use [[Bestiary Ability Glossary/Push|Push]] as a free action triggered by a hit with its initial attack."
+
+```
+
+```encounter-table
+name: Roc
+creatures:
+ - 1: Roc
+```
+
+
+
+These legendary, massive raptors, capable of carrying off elephants as prey, are typically about 30 feet long from beak to tail and have a wingspan of 80 feet or more. While their beaks are hooked to rip flesh from bone, their hunting strategy involves grabbing their prey in their powerful talons and then dropping it from great heights before feeding. This method creates a massive amount of carrion, which guarantees that rocs are followed by flocks of opportunistic scavengers, such as ravens and buzzards, who find it easy to steal bits of the larger birds' meals. Rocs, for the most part, don't mind these creatures, which sometimes get gobbled up along with the rest of the roc's food.
+
+Rocs usually nest among mountaintops and cliffs inaccessible to all but the bravest of terrestrial dwellers. They are long-range predators that hunt both land and sea in search for massive prey to sustain them and their young. Rocs are antisocial and lone hunters who compete with each other in fierce aerial battles to protect territory. But about once a decade, a mating couple pairs up to raise their chicks. Once the chicks are old enough to hunt on their own, the parents separate to once again engage in lone hunting.
+
+Particularly skilled druids or rangers might capture and train a roc to serve as a flying mount or hunting companion, though examples of such an incredible feat of domestication are few and far between. The easiest way to rear a roc is to do so from the moment it hatches, since the chick imprints on the first creature it sees. Acquiring a roc egg is by no means an easy feat, though, and is often a death sentence for the would-be egg-snatcher.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Rune Giant.md b/content/mechanics/srd/Bestiary/Monster Core/Rune Giant.md
new file mode 100755
index 000000000..518c09b68
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Rune Giant.md
@@ -0,0 +1,113 @@
+---
+title: "Rune Giant"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.fKOnu3k56yNdOEtp"
+tags:
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/16
+ - remaster
+statblock: inline
+name: "Rune Giant"
+level: 16
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Rune Giant"
+level: "Creature 16"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[giant]]
+trait_02: [[humanoid]]
+trait_03: [[unholy]]
+modifier: 28
+perception:
+ - name: "Perception"
+ desc: "+28; Low-Light Vision"
+languages: "Common, Jotun, Petran"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +28, Athletics: +32, Crafting: +28, Intimidation: +28, Society: +27"
+abilityMods: [9, 2, 7, 2, 6, 4]
+speed: 45 feet, fly 45 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 38
+armorclass:
+ - name: AC
+ desc: "38; __Fort__ +33, __Ref__ +26, __Will__ +28"
+hp: 330
+health:
+ - name: ""
+ - name: HP
+ desc: "330; __Immunities__ fire"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Longspear|+1 Striking Longspear]], [[Equipment/Greatsword|+2 Greater Striking Greatsword]], [[Equipment/Splint Mail|+1 Splint Mail]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike (Special)]]"
+ desc: "`pf2:r` The rune giant gains an additional reaction at the beginning of each of their turns that they can use only for a Reactive Strike.\n* * *\n\n**Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Greatsword"
+ desc: "+33 (magical, reach 20 feet, versatile p)\n__Damage__ 3d12 + 17 slashing"
+
+ - name: "**Melee** `pf2:1` Longspear"
+ desc: "+32 (magical, reach 25 feet)\n__Damage__ 2d8 + 17 piercing"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+31 (agile, reach 20 feet, unarmed)\n__Damage__ 3d8 + 17 bludgeoning"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 35, attack +27; __8th __ _[[Spells/Charm|Charm]]_, _[[Spells/Suggestion|Suggestion]]_; __6th __ _[[Spells/Dominate|Dominate (x3)]]_, _[[Spells/Truesight|Truesight]]_; __5th __ _[[Spells/Sending|Sending]]_; __4th __ _[[Spells/Charm|Charm (At Will)]]_, _[[Spells/Suggestion|Suggestion (At Will)]]_\n__Constant__ __(7th)__ _[[Spells/Fly|Fly]]_"
+
+ - name: "Command Giants"
+ desc: " When a rune giant casts a mental spell against another giant, the DC is 39, rather than 35"
+
+ - name: "Demand"
+ desc: " (arcane,mental) When a rune giant casts their innate [[Spells/Sending|Sending]] spell, they can also cast [[Spells/Suggestion|Suggestion]] on the target."
+
+ - name: "Flashing Runes"
+ desc: " (arcane,light) **Trigger** The rune giant uses an arcane ability or casts an arcane spell\n* * *\n\n**Effect** The runes on the giant's body flash with magical energy. Each creature within a 10-foot emanation must attempt a DC 35 Fortitude check save.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Dazzled|Dazzled]] for 1 round.\n\n**Failure** The creature is [[Conditions/Blinded|Blinded]] for 1 round."
+
+ - name: "Invoke Rune"
+ desc: "`pf2:1` (arcane,concentrate,electricity) The rune giant invokes one of the runes on their body, causing the rune to spray forth a 30-foot cone of sparks that deals 6d12 electricity damage to all creatures in the cone (DC 37 Reflex check save).\n\nThe giant can't use Invoke Rune again for 1d4 rounds.\n\nA glowing copy of the invoked rune appears on a single weapon the giant holds, granting the weapon one effect listed below of the giant's choice. The effect on the weapon lasts for 1 minute. If the giant places a new rune on a weapon, any previously placed rune immediately vanishes, ending its effect.\n\n* **Rune of Destruction** The weapon gains the deadly trait with three weapon damage dice of the same die size as for the base weapon, and a creature hit with the weapon is [[Conditions/Drained|Drained 1]] unless it succeeds at a DC 35 Fortitude check save.\n* **Rune of Flames** The weapon deals an additional 3d6 fire damage on all attacks.\n* **Rune of Smiting** When the weapon hits, the giant can Push the target back 10 feet, or 20 feet on a critical hit.\n* **Rune of Space** During the rune giant's turn, the weapon's reach is increased to 60 feet."
+
+ - name: "Wide Swing"
+ desc: "`pf2:1` The rune giant makes a single greatsword Strike and compares the attack roll result to the ACs of up to two foes within their reach. This counts as two attacks for the giant's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Rune Giant
+creatures:
+ - 1: Rune Giant
+```
+
+
+
+Rune giants are tyrants among their own kind, given power to command and magically control other giants. They once served even more powerful masters—potent wizards known as runelords—and in so doing, commanded entire armies of giants in service to the runelords' empires.
+
+In the eons since these empires collapsed, rune giants have persisted, though to the outside world they're little more than fabled horrors. Rune giants usually dwell in the most remote and rugged of towering mountain ranges, but they can also be found in immense ruins atop lost islands, glacial valleys, or even more remote or magical regions.
+
+Dozens of runes decorate rune giants' striking charcoal flesh. They are towering creatures, averaging at 40 feet in height and weighing 25,000 pounds.
+
+* * *
+
+Giants are massive humanoid creatures who live in remote regions throughout the world. They vary widely but are united in their hunger, requiring sustenance of their own element along with the feasts one would expect from such a massive humanoid. Although a simple matter for some giants, more esoteric types find this need a harsh reality. While a massive fistful of ice or snow alongside their meal will satisfy a frost giant, shadow giants hunger for the coagulated shadows of the Netherworld.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Sargassum Heap.md b/content/mechanics/srd/Bestiary/Monster Core/Sargassum Heap.md
new file mode 100755
index 000000000..c6f1628ce
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Sargassum Heap.md
@@ -0,0 +1,84 @@
+---
+title: "Sargassum Heap"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Djl1lZDfP1pvg1In"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Sargassum Heap"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Sargassum Heap"
+level: "Creature 6"
+
+alignment: ""
+size: "Large"
+trait_01: [[amphibious]]
+trait_02: [[plant]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Wavesense (Precise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +17, Stealth: +14"
+abilityMods: [5, 4, 5, -4, 2, 0]
+speed: 10 feet, climb 10 feet, swim 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 14
+armorclass:
+ - name: AC
+ desc: "14; __Fort__ +17, __Ref__ +14, __Will__ +10"
+hp: 180
+health:
+ - name: ""
+ - name: HP
+ desc: "180; __Immunities__ critical hits, precision, unconscious; __Weaknesses__ slashing 5; __Resistances__ cold 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense (Precise) 60 feet]]"
+ desc: " This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
+
+abilities_mid:
+ - name: ""
+ - name: "Mirage Spores"
+ desc: " (aura,incapacitation,mental) 120 feet.\n\nThe sargassum heap constantly produces a field of hallucinogenic spores that causes those affected to see the monster as whatever they desire most. Each creature within the emanation must succeed a DC 22 Will check save or become [[Conditions/Fascinated|Fascinated]] with the sargassum heap and compelled to move toward it on the creature's turn. Creatures fascinated this way are also [[Conditions/Off-Guard|Off-Guard]]. If the sargassum heap attacks, the fascinated condition ends only for the creature that is attacked. On a successful save, a creature is temporarily immune to mirage spores for 24 hours."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tendril"
+ desc: "+17 (reach 10 feet)\n__Damage__ 2d8 + 8 bludgeoning plus grab"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d8+3 bludgeoning, DC 23 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Sargassum Heap
+creatures:
+ - 1: Sargassum Heap
+```
+
+
+
+A sargassum heap is a mass of semi-intelligent seaweed that floats through the ocean, luring in its victims with hallucinogenic spores. Those affected by the spores are drawn towards the heap, envisioning their heart's desire. This might be a lost loved one, a child in need of help, an enchanting mermaid, the promise of dry land, and so on. Once their prey is close enough, the sargassum heap lashes out with its seaweed tendrils and crushes it to death.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Sarglagon.md b/content/mechanics/srd/Bestiary/Monster Core/Sarglagon.md
new file mode 100755
index 000000000..7814fed36
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Sarglagon.md
@@ -0,0 +1,114 @@
+---
+title: "Sarglagon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.NBEONQjQ2bfjQhxD"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/devil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Sarglagon"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Sarglagon"
+level: "Creature 8"
+
+alignment: ""
+size: "Large"
+trait_01: [[amphibious]]
+trait_02: [[devil]]
+trait_03: [[fiend]]
+trait_04: [[unholy]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Greater Darkvision, See the Unseen"
+languages: "Diabolic, Empyrean; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +14, Athletics: +18, Deception: +15, Diplomacy: +15, Intimidation: +17, Stealth: +15"
+abilityMods: [6, 3, 4, 2, 4, 3]
+speed: 25 feet, fly 25 feet, swim 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +18, __Ref__ +13, __Will__ +16; +1 status to all saves vs. magic"
+hp: 120
+health:
+ - name: ""
+ - name: HP
+ desc: "120; __Immunities__ fire; __Weaknesses__ holy 5; __Resistances__ physical 5 (except silver), poison 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Heavy Aura"
+ desc: " (aura,divine,incapacitation) 10 feet.\n\nA creature that enters the heavy aura must attempt a DC 23 Will check save. It is then temporarily immune for 10 minutes.\n* * *\n\n**Success** The creature is unaffected.\n\n**Failure** The creature is encumbered while it remains in the area. If the creature is already encumbered, it is [[Conditions/Immobilized|Immobilized]] while it remains within the aura.\n\n**Critical Failure** As failure, but the effect persists for 3 rounds after leaving the aura."
+
+ - name: "Stygian Guardian"
+ desc: "`pf2:r` **Trigger** A creature or object within the sarglagon's reach is targeted by an attack\n* * *\n\n**Effect** The sarglagon interposes themself, giving the creature or object [[Other Effects/Effect_ Cover|Standard Cover]] against the attack (+2 circumstance bonus to AC), or [[Other Effects/Effect_ Cover|Greater Cover]] (+4 circumstance bonus to AC) if the sarglagon was already granting it lesser cover."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+20 (magical, unholy)\n__Damage__ 2d12 + 9 piercing"
+
+ - name: "**Melee** `pf2:1` Tentacle Arm"
+ desc: "+20 (agile, magical, unholy)\n__Damage__ 2d8 + 9 bludgeoning plus sarglagon-venom"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 23, attack +18; __5th __ _[[Spells/Control Water|Control Water]]_, _[[Spells/Translocate|Translocate]]_; __4th __ _[[Spells/Hydraulic Torrent|Hydraulic Torrent]]_, _[[Spells/Translocate|Translocate (At Will)]]_, _[[Spells/Unfettered Movement|Unfettered Movement]]_\n__Constant__ __(2nd)__ _[[Spells/See the Unseen|See the Unseen]]_"
+
+ - name: "Rituals"
+ desc: "_Diabolic Pact_"
+
+ - name: "Drown"
+ desc: "`pf2:2` (divine,incapacitation) The sarglagon conjures murky water to fill the lungs of a creature within 30 feet of it that can't breathe water. The target must attempt a DC 26 Fortitude check save.\n* * *\n\n**Critical Success** The target is unaffected.\n\n**Success** The target coughs up water and is [[Conditions/Sickened|Sickened 1]].\n\n**Failure** The target is holding its breath. The only action it can take is to attempt a Fortitude save against Drown to expel the water, which is a single action.\n\n**Critical Failure** The target falls [[Conditions/Unconscious|Unconscious]] and begins suffocating. If the target succeeds at its Fortitude save while suffocating, it coughs up the water and can breathe again."
+
+ - name: "Sarglagon Venom"
+ desc: " (poison) **Saving Throw** DC 26 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1**2d6 poison damage and [[Conditions/Clumsy|Clumsy 1]] (1 round)\n\n**Stage 2**3d6 poison damage and [[Conditions/Clumsy|Clumsy 2]] (1 round)"
+
+```
+
+```encounter-table
+name: Sarglagon
+creatures:
+ - 1: Sarglagon
+```
+
+
+
+Sarglagons dwell in Hell's myriad waterways, lakes, and oceans. They serve as guardians of the Academy of Lies—the repository of secrets in Stygia, the fifth layer of Hell. Sarglagons breathe water and air with equal ease, and can move through water, land, and even air with uncanny swiftness. Few fiends travel the waterways of the multiverse, but where a river crosses the planes, odds are sarglagons have traveled it to further their infernal machinations. The only body of water they avoid is the River Styx, as the fiends have yet to develop any defense against that waterway's memory-sapping qualities. Mortal spellcasters sometimes bind sarglagons as guardians of precious secrets or treasures, particularly in aquatic areas. Most strangely, sarglagons sometimes act as unnerving caretakers to mortals who have no idea what they did to earn their unwanted protectors' attention. The constant uninvited vigilance of these devils is often disturbing and stifling to their wards.
+
+* * *
+
+Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks.
+
+Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly orts perform subservient labor to more powerful and specialized devils, such as infantry and contract devils, while the greatest nessaris command entire infernal armies.
+
+Asmodeus stands at the apex of the structure he created, but the layers below him are marked by a constant jockeying for position. Most diabolic plans ultimately serve to improve the schemer's place in the hierarchy.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Satyr.md b/content/mechanics/srd/Bestiary/Monster Core/Satyr.md
new file mode 100755
index 000000000..157fe7ad2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Satyr.md
@@ -0,0 +1,95 @@
+---
+title: "Satyr"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.7CbREIatxnp7yV7e"
+tags:
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Satyr"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Satyr"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[fey]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Low-Light Vision"
+languages: "Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +8, Deception: +13, Diplomacy: +13, Intimidation: +11, Nature: +9, Performance: +13, Stealth: +11, Survival: +8"
+abilityMods: [3, 4, 1, 1, 2, 5]
+speed: 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +9, __Ref__ +11, __Will__ +12"
+hp: 80
+health:
+ - name: ""
+ - name: HP
+ desc: "80; __Weaknesses__ cold iron 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Dagger|Dagger]], [[Equipment/Shortbow|Shortbow]], [[Equipment/Waterskin|Wineskin]], [[Equipment/Musical Instrument (Handheld)|Panpipes]], 20x [[Equipment/Arrows|Arrows]]"
+ - name: "Sylvan Wine"
+ desc: " (emotion,mental,primal) A satyr's wineskin magically enchants any alcohol inside. With an Interact action, a living creature can imbibe the alcohol and gain a +1 item bonus to Will saves and a +3 item bonus to Will saves against fear effects for the following hour. When the wineskin is removed from a satyr's person, the magic remains only until the wine spoils. The wineskin holds up to eight drafts of wine.\n\n[[Bestiary Effects/Effect_ Sylvan Wine|Effect: Sylvan Wine]]"
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Dagger"
+ desc: "+14 (agile, finesse, versatile s)\n__Damage__ 1d4 + 6 piercing"
+
+ - name: "**Ranged** `pf2:1` Dagger"
+ desc: "+14 (agile, thrown 10 ft., versatile s)\n__Damage__ 1d4 + 6 piercing"
+
+ - name: "**Ranged** `pf2:1` Shortbow"
+ desc: "+14 (deadly d10, range increment 60 feet, reload 0)\n__Damage__ 1d6 + 3 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 21, attack +13; __4th __ _[[Spells/Charm|Charm]]_, _[[Spells/Fear|Fear]]_, _[[Spells/Sleep|Sleep]]_, _[[Spells/Suggestion|Suggestion]]_\n__Cantrips__ __(2nd)__ _[[Spells/Courageous Anthem|Courageous Anthem]]_, _[[Spells/Figment|Figment]]_, _[[Spells/Light|Light]]_, _[[Spells/Triple Time|Triple Time]]_, _[[Spells/Uplifting Overture|Uplifting Overture]]_"
+
+ - name: "Fleet Performer"
+ desc: " When the satyr Plays the Pipes to cast a spell, he can Step or Stride as part of the activity."
+
+ - name: "Play the Pipes"
+ desc: "`pf2:3` (auditory,primal) **Requirements** The satyr is holding a musical instrument.\n* * *\n\n**Effect** The satyr plays a melody on his instrument to cast [[Spells/Charm|Charm]], [[Spells/Fear|Fear]], [[Spells/Sleep|Sleep]], or [[Spells/Suggestion|Suggestion]] without expending the spell slot.\n\nThe spell gains the auditory trait and targets all creatures in a 60-foot emanation instead of its usual targets. A creature that succeeds at its Will save against any spell is then temporarily immune from spells played from that satyr's pipes for 1 minute. Satyrs are immune to this music."
+
+```
+
+```encounter-table
+name: Satyr
+creatures:
+ - 1: Satyr
+```
+
+
+
+To a satyr, life is a party and everyone is invited. Notorious for their hedonism, these fey believe there's no greater beauty than can be found in song, drink, indulgent meals, and carnal pleasures. Satyrs use their enchanting songs and natural charm to encourage all manner of people to follow their true desires and free themselves from society's rules. This usually involves enticing mortals to join raucous parties or engage in trysts in moonlit glades. If a potential companion rejects a satyr's advances, however, the satyr has little interest in continuing a conversation and goes off to find more amenable revelers.
+
+The lifestyle of a satyr leaves no room for ongoing affairs or long-term friends. Once his party is over or his lust is satiated, the satyr disappears back into the forest. The offspring satyrs leave behind are satyrs themselves, and they usually end up being taken from their cradles by other fey rather than left in mortals' care. Satyrs are always male.
+
+The untouched beauty of the forest is sacred and precious to a satyr. Brutish intruders who clear-cut trees or massacre animals without eating them risk drawing a satyr's ire. A satyr so provoked uses his spells to undermine foes and attempts to dispatch them either with brutal ambushes or by leading a rush of forest animals to attack.
+
+Other fey, particularly more benevolent fey, look upon satyrs as loutish, embarrassing cousins. They're rarely hostile toward satyrs, but most find them insufferable and advise any mortals they like to steer clear of satyrs' glades.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Scarecrow.md b/content/mechanics/srd/Bestiary/Monster Core/Scarecrow.md
new file mode 100755
index 000000000..1cfee46ad
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Scarecrow.md
@@ -0,0 +1,84 @@
+---
+title: "Scarecrow"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.y44q2bVNDXGoZsOL"
+tags:
+ - pf2e/creature/type/construct
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Scarecrow"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Scarecrow"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[construct]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12"
+abilityMods: [5, 2, 3, -4, 3, -2]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +13, __Ref__ +8, __Will__ +11"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; __Weaknesses__ fire 5; __Resistances__ physical 5 (except slashing)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Scarecrow's Leer"
+ desc: " (aura,emotion,fear,mental,occult,visual) 40 feet.\n\nThe scarecrow's eyes flicker with an unnerving glow. A creature can't reduce its [[Conditions/Frightened|Frightened]] condition below 1 as long as it is in the aura's emanation. When a creature enters or starts its turn in the aura, it must attempt a DC 18 Will check save. Birds and other avian creatures take a -2 circumstance penalty to this save.\n* * *\n\n**Critical Success** The creature is unaffected and is then temporarily immune for 24 hours.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]] and is [[Conditions/Fascinated|Fascinated]] by the scarecrow until the end of its next turn.\n\n**Critical Failure** As failure, but [[Conditions/Frightened|Frightened 3]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+13 (versatile s)\n__Damage__ 2d6 + 7 bludgeoning plus clawing-fear"
+
+ - name: "Baleful Glow"
+ desc: " (concentrate,light,mental,occult) The scarecrow's head bursts into ghostly, heatless flame that sheds bright light in a 20-foot emanation (and dim light to the next 20 feet). If the scarecrow uses this ability on the first round of combat, any creature that has not acted yet is startled and becomes [[Conditions/Off-Guard|Off-Guard]] against the scarecrow for 1 round. It can suppress the light by using this action again."
+
+ - name: "Clawing Fear"
+ desc: " The scarecrow's strikes deal an additional 1d6 mental damage to [[Conditions/Frightened|Frightened]] creatures."
+
+ - name: "Mundane Appearance"
+ desc: "`pf2:1` (concentrate) Until it acts, the scarecrow resembles an ordinary scarecrow. It has an automatic result of 32 on Deception checks and DCs to pass as an ordinary scarecrow."
+
+```
+
+```encounter-table
+name: Scarecrow
+creatures:
+ - 1: Scarecrow
+```
+
+
+
+A ramshackle collection of materials in a human shape, the scarecrow construct is indistinguishable from a normal scarecrow until it slowly creaks to life. As it animates, its carved pumpkin or sackcloth face bursts into eldritch flame, sending fear creeping into the air around it. Each scarecrow is handcrafted and unique in its appearance, though most are 5 to 6 feet tall and constructed of a combination of wood, cloth, rope, straw, sawdust, discarded husks and cobs, and similar materials, all dressed in ragged pastoral garments. This rudimentary construction makes a scarecrow somewhat fragile, prone to snapping limbs in the crush of battle. Yet its structure is adaptable, allowing it to reshape another piece of itself into a clawed limb or grip a severed portion of itself to swat at its foes.
+
+When a scarecrow is created, it must be anointed with a drop of its creator's blood into each of its eyes. This blood soaks into the material and siphons a tiny sliver of the creator's soul away—not enough to harm the creator, but more than enough to imbue the scarecrow with an instinctive intellect that allows it to follow commands as eagerly as a well-trained (if ill-tempered) guard dog. When a scarecrow is destroyed, the blood leaks back out from its eyes, but the portion of the creator's soul never returns.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Scorpion Swarm.md b/content/mechanics/srd/Bestiary/Monster Core/Scorpion Swarm.md
new file mode 100755
index 000000000..73d374a2d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Scorpion Swarm.md
@@ -0,0 +1,79 @@
+---
+title: "Scorpion Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.tDjwzW0WQGJ134Bv"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Scorpion Swarm"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Scorpion Swarm"
+level: "Creature 4"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[swarm]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Athletics: +6, Stealth: +11"
+abilityMods: [0, 5, 2, -5, 0, -4]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +10, __Ref__ +13, __Will__ +8"
+hp: 55
+health:
+ - name: ""
+ - name: HP
+ desc: "55; __Immunities__ precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 5, splash damage 5; __Resistances__ bludgeoning 3, piercing 7, slashing 7"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "Scorpion Venom"
+ desc: " (poison) **Saving Throw** DC 18 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d6 poison damage (1 round)\n\n**Stage 2** 1d6 poison damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)"
+
+ - name: "Swarming Stings"
+ desc: "`pf2:1` Each enemy in the swarm's space takes 2d8 piercing damage (DC 21 Reflex check save) and is exposed to scorpion venom."
+
+```
+
+```encounter-table
+name: Scorpion Swarm
+creatures:
+ - 1: Scorpion Swarm
+```
+
+
+
+These massive, terrifying arachnids are typically 8 feet long from head to the base of the tail. Giant scorpions are the favored pack animals and war beasts of various desert-dwelling creatures, particularly kholos. They are most commonly encountered in the wild, however. There they lair in mountainside caves or burrow beneath shallow layers of sand where they lie in wait for prey to wander near.
+
+* * *
+
+Chitinous scourges of deserts, forests, savannas, and badlands, scorpions are deadly arachnids with powerful pincers and a painful sting. Scorpions can be found in nearly every climate, where they hunt their prey with a mixture of patient stealth and raw strength. Most scorpions live in underground burrows, either as lone hunters or part of a larger colony. These arachnids are so feared and dangerous that in many cultures, they are treated as deities or dualistic symbols of both death and protection from said death.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Sea Hag.md b/content/mechanics/srd/Bestiary/Monster Core/Sea Hag.md
new file mode 100755
index 000000000..df7581b88
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Sea Hag.md
@@ -0,0 +1,95 @@
+---
+title: "Sea Hag"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.bqtoRMoBGtV5LqOp"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/hag
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Sea Hag"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Sea Hag"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[amphibious]]
+trait_02: [[hag]]
+trait_03: [[humanoid]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision"
+languages: "Aklo, Common, Jotun, Fey, Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +11, Deception: +10, Occultism: +8, Stealth: +8"
+abilityMods: [4, 3, 4, 1, 3, 3]
+speed: 25 feet, swim 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +11, __Ref__ +8, __Will__ +10; +1 status to all saves vs. magic"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45; __Immunities__ polymorph; __Weaknesses__ cold iron 3"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Coven|Coven]]"
+ desc: " (mental,occult) A sea hag adds [[Spells/Humanoid Form|Humanoid Form]], [[Spells/Mariner's Curse|Mariner's Curse]], and [[Spells/Water Walk|Water Walk]] to their coven's spells. Their spell DC when leading a coven is 20.\n* * *\n\nThis monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.\n\nCovens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single action that has the concentrate trait. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-rank [[Spells/Cursed Metamorphosis|Cursed Metamorphosis]] spell and all the following spells, which the coven can cast at any rank up to 5th: [[Spells/Augury|Augury]], [[Spells/Charm|Charm]], [[Spells/Clairaudience|Clairaudience]], [[Spells/Clairvoyance|Clairvoyance]], [[Spells/Dream Message|Dream Message]], [[Spells/Illusory Disguise|Illusory Disguise]], [[Spells/Illusory Scene|Illusory Scene]], [[Spells/Scouting Eye|Scouting Eye]], and [[Spells/Talking Corpse|Talking Corpse]]. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the [[Spells/Control Weather|Control Weather]] ritual, with a DC of 23 instead of the standard DC.\n\nIf a coven member's departure or death brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells."
+
+ - name: "Sea Hag's Bargain"
+ desc: " (concentrate,exploration,occult,polymorph) The sea hag can make a bargain with a willing creature who must be of sound mind. The creature gives away a special or cherished quality—such as its courage, its beauty, or its voice. In exchange, the sea hag spends 1 minute polymorphing the creature into a form the target desires.\n\nThis functions as [[Bestiary Ability Glossary/Change Shape|Change Shape]]. It might be a total transformation or just changing one or more aspects of the target's body, and it can't make the creature more than one size smaller or larger. The creature changes its Speeds as appropriate for the new form. It doesn't change the attack and damage bonuses with its Strikes, but it might change the damage type the Strikes deal. This has an unlimited duration, and as long as it's transformed, the creature is [[Conditions/Sickened|Sickened 2]] and can't reduce its sickened condition below 2. The creature can slowly and carefully eat and drink despite being sickened. The only way to restore the lost quality used as payment is to defeat the sea hag or make another bargain for its return. Ending the bargain in this way also removes the transformation."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+12 (agile, magical)\n__Damage__ 1d10 + 4 slashing"
+
+ - name: "Coven Spells"
+ desc: "DC 20, attack +12; __8th __ (1 slots) _[[Spells/Cursed Metamorphosis|Cursed Metamorphosis]]_; __5th __ (1 slots) _[[Spells/Augury|Augury]]_, _[[Spells/Charm|Charm]]_, _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Dream Message|Dream Message]]_, _[[Spells/Humanoid Form|Humanoid Form]]_, _[[Spells/Illusory Disguise|Illusory Disguise]]_, _[[Spells/Illusory Scene|Illusory Scene]]_, _[[Spells/Mariner's Curse|Mariner's Curse]]_, _[[Spells/Scouting Eye|Scouting Eye]]_, _[[Spells/Talking Corpse|Talking Corpse]]_, _[[Spells/Water Walk|Water Walk]]_"
+
+ - name: "Rituals"
+ desc: "_Control Weather_"
+
+ - name: "Dread Gaze"
+ desc: "`pf2:2` (curse,emotion,fear,mental,occult) The hag gazes upon a creature, afflicting it with a gnawing sense of impending doom, with a result depending on its DC 20 Will check save. The target doesn't need to be able to see the sea hag.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is frightened 1 and is [[Conditions/Slowed|Slowed 1]] for 1 round. If the target was dying, it remains [[Conditions/Unconscious|Unconscious]] for 1 day. At the end of the day, it must attempt a DC 20 Fortitude check save; if it fails, it dies.\n\n**Critical Failure** As failure, but the creature is [[Conditions/Frightened|Frightened 2]] and slowed 1 for 1 minute."
+
+```
+
+```encounter-table
+name: Sea Hag
+creatures:
+ - 1: Sea Hag
+```
+
+
+
+Sea hags specialize in transformation magic, preying on those who are desperate to change some aspect of their physical appearance. Targets often include those suffering from insecurity about their bodies or those desperate to reside in a different environment, such as aquatic creatures who wish to live on land. These hags are known for tempting desperate victims into tragic and excruciating bargains, though they're also happy to drown and eat mariners who stray too close to their dwellings.
+
+A sea hag has the upper half of a humanoid and the lower half of an octopus, with translucent skin and glowing lights visible beneath their flesh. Sea hags can join covens, but their aquatic nature often prevents them from joining mixed covens with other kinds of hags.
+
+* * *
+
+Hags are malevolent predators who use magic and manipulation to lure children and young adults into their clutches. Though their true forms are eldritch and horrifying, hags spend much of their lives disguised as ordinary women. They seek out targets who are unhappy, innocent, or otherwise vulnerable, preying on their weaknesses before snatching them up. The typical hag is abusive, controlling, and narcissistic. Though less malicious hags possibly exist, they rarely reveal their true forms, making them nearly impossible to find.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Sea Serpent.md b/content/mechanics/srd/Bestiary/Monster Core/Sea Serpent.md
new file mode 100755
index 000000000..6f2f3164b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Sea Serpent.md
@@ -0,0 +1,101 @@
+---
+title: "Sea Serpent"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.8glLKP9lvQ6Hw7DH"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/aquatic
+ - pf2eMonster
+ - pf2e/creature/level/12
+ - remaster
+statblock: inline
+name: "Sea Serpent"
+level: 12
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Sea Serpent"
+level: "Creature 12"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[animal]]
+trait_02: [[aquatic]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +18, Athletics: +26, Stealth: +28"
+abilityMods: [8, 4, 6, -4, 2, 0]
+speed: 20 feet, swim 60 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 35
+armorclass:
+ - name: AC
+ desc: "35; __Fort__ +25, __Ref__ +21, __Will__ +21"
+hp: 210
+health:
+ - name: ""
+ - name: HP
+ desc: "210"
+abilities_top:
+ - name: ""
+
+ - name: "Undetectable"
+ desc: " (primal) A sea serpent automatically tries to counteract any detection, revelation, or scrying divination attempted against it, using its Stealth check modifler for its counteract modifier."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+27 (reach 20 feet)\n__Damage__ 3d10 + 14 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+27 (agile, reach 30 feet)\n__Damage__ 2d10 + 14 bludgeoning plus grab"
+
+ - name: "**Ranged** `pf2:1` Water Spout"
+ desc: "+25 (brutal, range increment 100 feet, water)\n__Damage__ 2d6 + 12 bludgeoning plus sea-serpent-algae"
+
+ - name: "Capsize"
+ desc: "`pf2:1` (attack) The sea serpent attempts to capsize an aquatic vessel of its size or smaller that it's adjacent to. It must succeed at an DC 35 Athletics check check with a DC of 35 (reduced by 5 for each size smaller than the sea serpent) or the pilot's Sailing Lore DC, whichever is higher."
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 1d10+14 bludgeoning, DC 32 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Sea Serpent Algae"
+ desc: " (incapacitation,poison) The water in the ballast organs around the sea serpent's neck is full of psychotropic algae.\n\n**Saving Throw** DC 34 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** [[Conditions/Confused|Confused]] and, if flying, spends its first action each turn to descend 20 feet (1 round)\n\n**Stage 2** confused and, if flying, descends until reaching the ground or water below (1 round)"
+
+ - name: "Spine Rake"
+ desc: "`pf2:2` (attack,move) The sea serpent extends the spines along its back and Swims or Strides. Each creature the serpent is adjacent to at any point during its movement takes 4d6+8 slashing damage (DC 32 Reflex check save)."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Huge, 2d10+6 bludgeoning, Rupture 20\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Sea Serpent
+creatures:
+ - 1: Sea Serpent
+```
+
+
+
+These fabled beasts resemble massive snakes with long rows of finned spines down their back. Temperamental and territorial, sea serpents can capsize a boat with ease, and most won't hesitate to do so when hungry or threatened. Stories abound of aggrieved captains who spend their entire lives hunting down the elusive monster that sunk their ships and took their livelihoods. These hunts rely on rumors and glimpses of the beasts, as few survive the catastrophes wrought by sea serpents.
+
+While many fishermen's tales paint sea serpents as divinely appointed guardians of the ocean or as evil and demonic agents, the truth is that most sea serpents are simply very large beasts with a knack for avoiding magical detection.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Sedacthy Marauder.md b/content/mechanics/srd/Bestiary/Monster Core/Sedacthy Marauder.md
new file mode 100755
index 000000000..1240e8f08
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Sedacthy Marauder.md
@@ -0,0 +1,103 @@
+---
+title: "Sedacthy Marauder"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.PLD7Wx4DGEsqa9UK"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/sedacthy
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Sedacthy Marauder"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Sedacthy Marauder"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[amphibious]]
+trait_02: [[humanoid]]
+trait_03: [[sedacthy]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision, Wavesense (Imprecise) 30 Feet"
+languages: "Thalassic; Sea Speech"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +14, Intimidation: +13, Survival: +9"
+abilityMods: [6, 3, 4, 0, 1, 3]
+speed: 20 feet, swim 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +14, __Ref__ +9, __Will__ +9"
+hp: 75
+health:
+ - name: ""
+ - name: HP
+ desc: "75"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "2x [[Equipment/Spear|Spear]], [[Equipment/Breastplate|Breastplate]]"
+ - name: "Sea Speech"
+ desc: " A sedacthy speaking Thalassic can be understood by any animal that has a swim Speed or the amphibious or aquatic trait. By spending a week regularly interacting with such an animal, the sedacthy can make it permanently helpful."
+
+ - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense (Imprecise) 30 feet]]"
+ desc: " This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
+
+abilities_mid:
+ - name: ""
+ - name: "Vengeful Throw"
+ desc: "`pf2:r` **Trigger** The marauder takes damage from a creature 20 feet or further away\n* * *\n\n**Effect** The marauder makes a ranged spear Strike against the triggering creature. This attack doesn't take a range increment penalty if the target is within the second range increment."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+14 (agile)\n__Damage__ 2d4 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+14 ()\n__Damage__ 1d4 bleed 1d4 + 8 piercing"
+
+ - name: "**Melee** `pf2:1` Spear"
+ desc: "+14 ()\n__Damage__ 1d6 + 10 piercing"
+
+ - name: "**Ranged** `pf2:1` Spear"
+ desc: "+11 (thrown 20 ft.)\n__Damage__ 1d6 + 10 piercing"
+
+ - name: "Challenging Shriek"
+ desc: "`pf2:1` (auditory,emotion,fear,mental) The marauder unleashes a terrifying battle cry. Each enemy in a 30-foot emanation must attempt a DC 21 Will check save. Regardless of the results, creatures are temporarily immune for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Immobilized|Immobilized]] for 1 round and [[Conditions/Frightened|Frightened 3]]."
+
+ - name: "Shared Feast"
+ desc: "`pf2:2` The sedacthy makes a jaws Strike. If it hits, an ally of their choice can spend a reaction to make a jaws Strike against the same target. Allies with beaks or similar attacks can use those instead of jaws."
+
+```
+
+```encounter-table
+name: Sedacthy Marauder
+creatures:
+ - 1: Sedacthy Marauder
+```
+
+
+
+Physically imposing sedacthies prove their status by controlling dangerous aquatic creatures like great white sharks and giant moray eels.
+
+* * *
+
+Sedacthies are amphibious, fish-like humanoids who lurk in Golarion's oceans and are known for leading their animal servants ashore to devour air breathers. When an entire fishing village disappears overnight, sedacthies are the first suspects. Sedacthies pride themselves as natural leaders, with ambition limited only by their strict adherence to hierarchy. A sedacthy's station is determined by the strength of the animal servants they press into service, and the mettle they prove during hunts and in battles against outsiders.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Sedacthy Scout.md b/content/mechanics/srd/Bestiary/Monster Core/Sedacthy Scout.md
new file mode 100755
index 000000000..0fecd5034
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Sedacthy Scout.md
@@ -0,0 +1,100 @@
+---
+title: "Sedacthy Scout"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.wNUtzfkjJcW1v7FD"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/sedacthy
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Sedacthy Scout"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Sedacthy Scout"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[amphibious]]
+trait_02: [[humanoid]]
+trait_03: [[sedacthy]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision, Wavesense (Imprecise) 30 Feet"
+languages: "Thalassic; Sea Speech"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +8, Intimidation: +9, Stealth: +8, Survival: +7"
+abilityMods: [4, 4, 1, 0, 1, 3]
+speed: 20 feet, swim 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +7, __Ref__ +10, __Will__ +7"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Spear|Spear]]"
+ - name: "[[Actor.UFffYNzK9swYaOAF.Item.B0SPjSFAOw4yPnrw|Sea Speech]]"
+ desc: " A sedacthy speaking Thalassic can be understood by any animal that has a swim Speed or the amphibious or aquatic trait. By spending a week regularly interacting with such an animal, the sedacthy can make it permanently helpful."
+
+ - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense (Imprecise) 30 feet]]"
+ desc: " This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 ()\n__Damage__ 1d4 bleed 1d4 + 4 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+10 (agile)\n__Damage__ 1d6 + 4 slashing"
+
+ - name: "**Melee** `pf2:1` Spear"
+ desc: "+10 ()\n__Damage__ 1d6 + 6 piercing"
+
+ - name: "**Ranged** `pf2:1` Spear"
+ desc: "+10 (thrown 20 ft.)\n__Damage__ 1d6 + 4 piercing"
+
+ - name: "[[Actor.UFffYNzK9swYaOAF.Item.xkke602pekBofSGw|Shared Feast]]"
+ desc: "`pf2:2` The sedacthy makes a jaws Strike. If it hits, an ally of their choice can spend a reaction to make a jaws Strike against the same target. Allies with beaks or similar attacks can use those instead of jaws."
+
+ - name: "Wriggling Rush"
+ desc: "`pf2:1` **Frequency** once per round;\n* * *\n\n**Effect** The scout takes a Stride action and a Swim action, in either order. They ignore difficult terrain from mud, quicksand, and similar terrain during this movement."
+
+```
+
+```encounter-table
+name: Sedacthy Scout
+creatures:
+ - 1: Sedacthy Scout
+```
+
+
+
+Scouts, usually young sedacthies, ply the ocean in search of animal servants or tread ashore to hunt. Scouts hunting on the surface press crocodiles and snakes into service, while those underwater prefer electric eels and hippocampi.
+
+* * *
+
+Sedacthies are amphibious, fish-like humanoids who lurk in Golarion's oceans and are known for leading their animal servants ashore to devour air breathers. When an entire fishing village disappears overnight, sedacthies are the first suspects. Sedacthies pride themselves as natural leaders, with ambition limited only by their strict adherence to hierarchy. A sedacthy's station is determined by the strength of the animal servants they press into service, and the mettle they prove during hunts and in battles against outsiders.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Sedacthy Speaker.md b/content/mechanics/srd/Bestiary/Monster Core/Sedacthy Speaker.md
new file mode 100755
index 000000000..b4d41c9d8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Sedacthy Speaker.md
@@ -0,0 +1,112 @@
+---
+title: "Sedacthy Speaker"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.qHd6rSYjtK13kaiL"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/sedacthy
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Sedacthy Speaker"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Sedacthy Speaker"
+level: "Creature 6"
+
+alignment: ""
+size: "Medium"
+trait_01: [[amphibious]]
+trait_02: [[humanoid]]
+trait_03: [[sedacthy]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision, Wavesense (Imprecise) 30 Feet"
+languages: "Thalassic; Sea Speech"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +16, Crafting: +14, Diplomacy: +13, Intimidation: +15, Nature: +15"
+abilityMods: [6, 3, 4, 2, 3, 5]
+speed: 20 feet, swim 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +14, __Ref__ +13, __Will__ +15"
+hp: 95
+health:
+ - name: ""
+ - name: HP
+ desc: "95"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Trident|+1 Trident]]"
+ - name: "Sea Speech"
+ desc: " A sedacthy speaking Thalassic can be understood by any animal that has a swim Speed or the amphibious or aquatic trait. By spending a week regularly interacting with such an animal, the sedacthy can make it permanently helpful."
+
+ - name: "[[Bestiary Ability Glossary/Wavesense|Wavesense (Imprecise) 30 feet]]"
+ desc: " This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
+
+abilities_mid:
+ - name: ""
+ - name: "Speaker's Privilege"
+ desc: "`pf2:r` **Trigger** The sedacthy speaker takes damage\n\n**Requirements** The sedacthy speaker has cover from an animal ally\n* * *\n\n**Effect** The animal takes the damage instead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+16 (agile)\n__Damage__ 1d6 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+16 ()\n__Damage__ 1d4 bleed 1d6 + 8 piercing"
+
+ - name: "**Melee** `pf2:1` Trident"
+ desc: "+17 (magical)\n__Damage__ 1d8 + 10 piercing"
+
+ - name: "**Ranged** `pf2:1` Trident"
+ desc: "+14 (magical, thrown 20 ft.)\n__Damage__ 1d8 + 8 piercing"
+
+ - name: "Animal Shield"
+ desc: "`pf2:1` **Requirements** The sedacthy speaker is adjacent to a Large or larger animal ally\n* * *\n\n**Effect** The speaker gains cover until the start of their next turn or when they're no longer adjacent to the animal, whichever comes first."
+
+ - name: "Exploit Weakness"
+ desc: " The speaker's Strikes deal 1d6 additional damage to creatures that are [[Conditions/Frightened|Frightened]] or [[Conditions/Sickened|Sickened]]."
+
+ - name: "Painful Cry"
+ desc: "`pf2:2` (mental,sonic) The sedacthy shrieks across a range of painfully high tones, dealing 3d6 sonic damage and 1d6 mental damage to all creatures in a 30-foot cone, with a DC 23 Fortitude check save. A creature that fails its save is [[Conditions/Sickened|Sickened 1]]."
+
+ - name: "Shared Feast"
+ desc: "`pf2:2` The sedacthy makes a jaws Strike. If it hits, an ally of their choice can spend a reaction to make a jaws Strike against the same target. Allies with beaks or similar attacks can use those instead of jaws."
+
+ - name: "Swim Together"
+ desc: "`pf2:2` **Requirements** The speaker is adjacent to an animal ally\n* * *\n\n**Effect** The speaker and the animal both Swim, ending their movement adjacent to one another."
+
+```
+
+```encounter-table
+name: Sedacthy Speaker
+creatures:
+ - 1: Sedacthy Speaker
+```
+
+
+
+High-ranking sedacthies are expected to both plan campaigns and wade into battle. These speakers achieve their rank by accumulating several large servants or a single massive creature like a megalodon.
+
+* * *
+
+Sedacthies are amphibious, fish-like humanoids who lurk in Golarion's oceans and are known for leading their animal servants ashore to devour air breathers. When an entire fishing village disappears overnight, sedacthies are the first suspects. Sedacthies pride themselves as natural leaders, with ambition limited only by their strict adherence to hierarchy. A sedacthy's station is determined by the strength of the animal servants they press into service, and the mettle they prove during hunts and in battles against outsiders.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Seraptis.md b/content/mechanics/srd/Bestiary/Monster Core/Seraptis.md
new file mode 100755
index 000000000..0391b8b14
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Seraptis.md
@@ -0,0 +1,116 @@
+---
+title: "Seraptis"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.I7gvmgGy0GuJkQDb"
+tags:
+ - pf2e/creature/type/demon
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/15
+ - remaster
+statblock: inline
+name: "Seraptis"
+level: 15
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Seraptis"
+level: "Creature 15"
+
+alignment: ""
+size: "Medium"
+trait_01: [[demon]]
+trait_02: [[fiend]]
+trait_03: [[unholy]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Darkvision, Truesight"
+languages: "Chthonian, Draconic, Empyrean; Telepathy 100 feet, Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +30, Athletics: +31, Deception: +29, Religion: +27, Stealth: +28"
+abilityMods: [8, 7, 6, 3, 4, 6]
+speed: 40 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 37
+armorclass:
+ - name: AC
+ desc: "37; __Fort__ +27, __Ref__ +28, __Will__ +25; +1 status to all saves vs. magic"
+hp: 340
+health:
+ - name: ""
+ - name: HP
+ desc: "340, blood healing; __Weaknesses__ cold iron 15, holy 15"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "2x [[Equipment/Scimitar|+1 Striking Wounding Scimitar]]"
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "Blood Healing"
+ desc: " (aura,healing,vitality) 30 feet.\n\nWhenever a humanoid within the aura takes bleed damage, the blood flows through the air to the seraptis's mouths and the seraptis heals by the same amount."
+
+ - name: "Recovery Vulnerability"
+ desc: " When a creature within the seraptis's blood healing aura recovers from persistent damage, the seraptis takes 3d6 mental damage."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Wounding Scimitar"
+ desc: "+32 (forceful, magical, sweep, unholy)\n__Damage__ 1d6 bleed 2d6 + 16 slashing 2d6 mental"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+31 (agile, magical, unholy)\n__Damage__ 2d4 + 16 slashing plus grab 2d6 mental plus grab"
+
+ - name: "**Melee** `pf2:1` Caustic Blood"
+ desc: "+30 (acid, magical, unholy)\n__Damage__ 7d6 acid"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 35, attack +27; __8th __ _[[Spells/Dominate|Dominate]]_; __6th __ _[[Spells/Phantasmal Calamity|Phantasmal Calamity]]_, _[[Spells/Wave of Despair|Wave of Despair]]_; __5th __ _[[Spells/Translocate|Translocate]]_; __4th __ _[[Spells/Translocate|Translocate (At Will)]]_; __3rd __ _[[Spells/Illusory Disguise|Illusory Disguise (At Will)]]_\n__Constant__ __(8th)__ _[[Spells/Truesight|Truesight]]_, _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "Rituals"
+ desc: "_Demonic Pact_"
+
+ - name: "Bloody Dance"
+ desc: "`pf2:2` The seraptis makes a Strike with up to four arms, each against a different target and using a claw or scimitar as appropriate. These attacks count toward the seraptis's multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks. The seraptis can use Grab following this activity, separately attempting to [[Actions/Grapple|Grapple]] each creature hit by a claw."
+
+ - name: "Gnawing Arms"
+ desc: "`pf2:1` (unholy) **Requirements** The seraptis has at least one creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** The seraptis's arm mouths gnaw on those creatures, dealing each of them 2d6+8 piercing damage with a DC 37 Fortitude check save. Creatures that fail the save also take 2d6 persistent bleed damage."
+
+ - name: "Isolating Words"
+ desc: "`pf2:1` (curse,linguistic,mental) The seraptis telepathically explains a plausible secret to a creature within 30 feet. That creature must succeed at a DC 37 Will check save or be mentally cut off from those around them for 1 minute (or permanently on a critical failure). The affected creature treats no one as an ally and any speech they hear is warped, encouraging conflict, and negating any linguistic ability from creatures that aren't unholy.\n\nRegardless of the results of the saving throw, the creature is immune to Isolating Words for 24 hours."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Seraptis
+creatures:
+ - 1: Seraptis
+```
+
+
+
+Four-armed seraptis demons are radical nihilists at heart, despising other creatures out of bitter entitlement and laughing hysterically when others die or suffer. They arise from souls that engaged in dedicated campaigns of misery, driving their victims toward despair and suicide. After their awakening as a seraptis, the hungry mouths carved into their arms devour others' suffering, bringing a lively hue to the demon's cold skin.
+
+These demons seek to drag mortals down to their level, luring pawns into deepseated resentment. Feeding their targets an unending stream of half-truths and propaganda, they often drive these mortals to vent their rage into unforgivable deeds against innocents. Although thrilled by the misery their mortal pawns inflict, the demons' true comfort is to harvest the souls of those pawns as more of their kind.
+
+* * *
+
+When a sinful mortal soul is judged and sent on to the Outer Rifts, it can become a deadly fiend—a demon. Demons are living incarnations of sin—be they classic sins like wrath or gluttony, or more "specialized" depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon's driving goals are twofold—the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Outer Rifts.
+
+Demons are selfish and self-absorbed creatures, and most firmly believe that mortals only play at being more virtuous than fiends. They enjoy tempting mortals into damnation to both indulge their egos and swell their armies. Like many other fiends, one of the great rewards of this manipulation is fulfilling their hunger for souls. In their eyes, the primary use for these souls is to spawn new demons, who can serve as soldiers, slaves, pawns, or even currency for their more powerful masters.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Sewer Ooze.md b/content/mechanics/srd/Bestiary/Monster Core/Sewer Ooze.md
new file mode 100755
index 000000000..cd416498a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Sewer Ooze.md
@@ -0,0 +1,82 @@
+---
+title: "Sewer Ooze"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.mvp8ucRvxGhRgVvg"
+tags:
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/ooze
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Sewer Ooze"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Sewer Ooze"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[mindless]]
+trait_02: [[ooze]]
+modifier: 3
+perception:
+ - name: "Perception"
+ desc: "+3; Motion Sense (Precise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Stealth: +1"
+abilityMods: [2, -5, 4, -5, 0, -5]
+speed: 10 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 8
+armorclass:
+ - name: AC
+ desc: "8; __Fort__ +9, __Ref__ +1, __Will__ +3"
+hp: 40
+health:
+ - name: ""
+ - name: HP
+ desc: "40; __Immunities__ acid, critical hits, precision, unconscious, visual, bleed, mental"
+abilities_top:
+ - name: ""
+
+ - name: "Motion Sense 60 feet"
+ desc: " A sewer ooze can sense nearby motion through vibration and air movement."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pseudopod"
+ desc: "+9 ()\n__Damage__ 1d6 + 1 bludgeoning 1d4 acid"
+
+ - name: "Filth Wave"
+ desc: "`pf2:1` **Frequency** once per minute\n* * *\n\n**Effect** The sewer ooze unleashes a wave of filth, covering all creatures in a 20-foot emanation. Each creature in the area must succeed at a DC 17 Reflex check save or take 1d4 acid damage and take a –10-foot penalty to its Speeds for 1 minute (on a critical failure, the creature also falls [[Conditions/Prone|Prone]]).\n\nA creature can spend an Interact action to clean someone off, decreasing the Speed penalty by 5 feet with each action.\n\n[[Bestiary Effects/Effect_ Filth Wave|Effect: Filth Wave]]"
+
+```
+
+```encounter-table
+name: Sewer Ooze
+creatures:
+ - 1: Sewer Ooze
+```
+
+
+
+These amorphous masses of sewage and other detritus make their way through filthy culverts beneath cities large and small.
+
+* * *
+
+Slimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to enormous sizes and have insatiable appetites.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Shadow Giant.md b/content/mechanics/srd/Bestiary/Monster Core/Shadow Giant.md
new file mode 100755
index 000000000..03d1fcbd1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Shadow Giant.md
@@ -0,0 +1,96 @@
+---
+title: "Shadow Giant"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Xg9voXpNbiXODmBs"
+tags:
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/shadow
+ - pf2eMonster
+ - pf2e/creature/level/13
+ - remaster
+statblock: inline
+name: "Shadow Giant"
+level: 13
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Shadow Giant"
+level: "Creature 13"
+
+alignment: ""
+size: "Large"
+trait_01: [[giant]]
+trait_02: [[humanoid]]
+trait_03: [[shadow]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision"
+languages: "Common, Jotun, Shadowtongue"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +27, Intimidation: +24, Stealth: +21"
+abilityMods: [8, 2, 5, 0, 1, 3]
+speed: 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +25, __Ref__ +20, __Will__ +23"
+hp: 275
+health:
+ - name: ""
+ - name: HP
+ desc: "275"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Spiked Chain|+1 Striking Spiked Chain]], [[Equipment/Breastplate|+1 Resilient Breastplate]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Spiked Chain"
+ desc: "+27 (disarm, reach 10 feet, trip)\n__Damage__ 3d8 + 18 slashing plus pall-of-shadow"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+26 (agile, nonlethal, reach 10 feet)\n__Damage__ 3d8 + 18 bludgeoning plus pall-of-shadow"
+
+ - name: "Pall of Shadow"
+ desc: " (divine,shadow) When a shadow giant hits with a melee attack, the target must succeed at a DC 30 Fortitude check save or become [[Conditions/Drained|Drained 1]] and take a –1 status penalty to Perception checks involving sight as long as they remain drained. On a critical failure, this condition doesn't heal naturally and can be removed only with magic."
+
+ - name: "Shadow Chain"
+ desc: "`pf2:2` (divine,shadow,teleportation) Shadows extend the giant's chain as they make a spiked chain Strike, increasing their reach to 60 feet for that Strike. If this hits, the target must succeed at a DC 33 Will check save or be teleported to an empty space within the shadow giant's normal reach."
+
+ - name: "Shadowcloak"
+ desc: "`pf2:1` (divine,shadow) The shadow giant gains the effect of the [[Spells/Blur|Blur]] spell for 1 minute or until it is exposed to direct sunlight, whichever comes first."
+
+```
+
+```encounter-table
+name: Shadow Giant
+creatures:
+ - 1: Shadow Giant
+```
+
+
+
+Shadow giants are natives of the Netherworld, where they have dwelled in perpetual twilight for millennia. They live in familiar groups and uphold a nomadic way of life as they roam across ancestral lands between shadowy forests and misty chasms. These hunter-gatherers pass down lore through oral histories, conduct pilgrimages to unholy ziggurats of black stone, and bathe in the blood of their long-standing foes, including rival shadow giant clans and fiends of the Netherworld intent on enslaving their kind.
+
+Standing 15 feet tall, with gray skin and hair only a shade lighter, shadow giants are fearsome foes with a well-earned reputation as zealous warmongers and ruthless combatants. They rarely interact with outsiders, though they may treat with proven warriors who show the giants the respect and deference they feel they deserve.
+
+* * *
+
+Giants are massive humanoid creatures who live in remote regions throughout the world. They vary widely but are united in their hunger, requiring sustenance of their own element along with the feasts one would expect from such a massive humanoid. Although a simple matter for some giants, more esoteric types find this need a harsh reality. While a massive fistful of ice or snow alongside their meal will satisfy a frost giant, shadow giants hunger for the coagulated shadows of the Netherworld.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Shadow Spawn.md b/content/mechanics/srd/Bestiary/Monster Core/Shadow Spawn.md
new file mode 100755
index 000000000..b5eeaa1b9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Shadow Spawn.md
@@ -0,0 +1,83 @@
+---
+title: "Shadow Spawn"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.2AXY5yxjo39OQLPz"
+tags:
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Shadow Spawn"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Shadow Spawn"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[incorporeal]]
+trait_02: [[undead]]
+trait_03: [[unholy]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision"
+languages: "Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Stealth: +12"
+abilityMods: [-5, 4, 0, -2, 2, 3]
+speed: fly 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +8, __Ref__ +12, __Will__ +12"
+hp: 40
+health:
+ - name: ""
+ - name: HP
+ desc: "40, void healing; __Immunities__ death effects, disease, paralyzed, poison, precision, unconscious, bleed; __Resistances__ all damage 5 (except force, ghost touch, vitality, or spirit; double resistance vs. non-magical)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Light Vulnerability"
+ desc: " Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the [[Spells/Light|Light]] spell)."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Shadow Hand"
+ desc: "+15 (finesse, magical)\n__Damage__ 2d6 + 3 void"
+
+ - name: "Slink in Shadows"
+ desc: " The shadow can [[Actions/Hide|Hide]] or end its [[Actions/Sneak|Sneak]] in a creature's or object's shadow."
+
+```
+
+```encounter-table
+name: Shadow Spawn
+creatures:
+ - 1: Shadow Spawn
+```
+
+
+
+The mysterious undead known as shadows lurk in dark places and feed on those who stray too far from the light.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Shadow.md b/content/mechanics/srd/Bestiary/Monster Core/Shadow.md
new file mode 100755
index 000000000..e42401710
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Shadow.md
@@ -0,0 +1,89 @@
+---
+title: "Shadow"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.cVBOLOREgF6IklDQ"
+tags:
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Shadow"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Shadow"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[incorporeal]]
+trait_02: [[undead]]
+trait_03: [[unholy]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision"
+languages: "Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Stealth: +14"
+abilityMods: [-5, 4, 0, -2, 2, 3]
+speed: fly 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +8, __Ref__ +14, __Will__ +12"
+hp: 40
+health:
+ - name: ""
+ - name: HP
+ desc: "40, void healing; __Immunities__ death effects, disease, paralyzed, poison, precision, unconscious, bleed; __Resistances__ all damage 5 (except force, ghost touch, vitality, or spirit; double resistance vs. non-magical)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Light Vulnerability"
+ desc: " Attacks against the shadow are treated as magical if made by a creature who is in magical light or with an object that is in magical light (such as from the [[Spells/Light|Light]] spell)."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Shadow Hand"
+ desc: "+15 (finesse, magical)\n__Damage__ 2d6 + 3 void"
+
+ - name: "Shadow Spawn"
+ desc: " When a creature's shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This [[Monster Core/Shadow Spawn|Shadow Spawn]] doesn't have Steal Shadow and is perpetually and incurably [[Conditions/Clumsy|Clumsy 2]].\n\nIf the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow. If the creature recovers from its enfeeblement, its shadow returns to it and the shadow spawn is extinguished."
+
+ - name: "Slink in Shadows"
+ desc: " The shadow can [[Actions/Hide|Hide]] or end its [[Actions/Sneak|Sneak]] in a creature's or object's shadow."
+
+ - name: "Steal Shadow"
+ desc: "`pf2:1` (divine) **Requirements** The shadow hit a living creature with a shadow hand Strike on its previous action\n* * *\n\n**Effect** The shadow pulls at the target's shadow, making the creature [[Conditions/Enfeebled|Enfeebled 1]]. This is cumulative with other enfeebled conditions from shadows, to a maximum of [[Conditions/Enfeebled|Enfeebled 4]]. If this increases a creature's enfeebled value to 3 or more, the target's shadow is separated from its body (see shadow spawn). The enfeebled value from Steal Shadow decreases by 1 every hour."
+
+```
+
+```encounter-table
+name: Shadow
+creatures:
+ - 1: Shadow
+```
+
+
+
+The mysterious undead known as shadows lurk in dark places and feed on those who stray too far from the light.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Shemhazian.md b/content/mechanics/srd/Bestiary/Monster Core/Shemhazian.md
new file mode 100755
index 000000000..27734b093
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Shemhazian.md
@@ -0,0 +1,124 @@
+---
+title: "Shemhazian"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.jajgEau9IhqseFru"
+tags:
+ - pf2e/creature/type/demon
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/16
+ - remaster
+statblock: inline
+name: "Shemhazian"
+level: 16
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Shemhazian"
+level: "Creature 16"
+
+alignment: ""
+size: "grg"
+trait_01: [[demon]]
+trait_02: [[fiend]]
+trait_03: [[unholy]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Scent (Imprecise) 60 Feet, Truesight"
+languages: "Chthonian, Draconic, Empyrean; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +31, Deception: +25, Intimidation: +27, Medicine: +28, Religion: +30"
+abilityMods: [9, 5, 7, 0, 6, 3]
+speed: 35 feet, climb 20 feet, fly 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 39
+armorclass:
+ - name: AC
+ desc: "39; __Fort__ +32, __Ref__ +26, __Will__ +27; +1 status to all saves vs. magic"
+hp: 350
+health:
+ - name: ""
+ - name: HP
+ desc: "350; __Weaknesses__ cold iron 15, holy 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Paralyzing Gaze"
+ desc: " (aura,divine,unholy,visual) 30 feet.\n\nA non-demon creature that ends its turn in the aura must attempt a DC 35 Fortitude check save. If it fails, it's [[Conditions/Slowed|Slowed 1]] for 1 round, and if it critically fails, it is [[Conditions/Paralyzed|Paralyzed]] for 1 round."
+
+ - name: "Succor Vulnerability"
+ desc: " A shemhazian's mutilation is a part of them, and they can't bear to see it reversed. The first time each round that a creature heals from damage the shemhazian dealt on their last turn, the demon takes 3d6 mental damage."
+
+ - name: "Tail Whip"
+ desc: "`pf2:r` **Trigger** A creature within reach of the shemhazian's tail leaves a square during a move action it's using\n* * *\n\n**Effect** The shemhazian attempts to [[Actions/Trip|Trip]] the triggering creature. On a success, the creature also takes damage as if the shemhazian had hit with a tail Strike, and if the creature was flying, it falls 30 feet."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+33 (magical, reach 20 feet, unholy)\n__Damage__ 3d12 + 17 piercing plus enfeebling-bite"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+33 (agile, magical, reach 20 feet, unholy)\n__Damage__ 3d8 + 17 slashing"
+
+ - name: "**Melee** `pf2:1` Pincer"
+ desc: "+33 (magical, reach 20 feet, unholy)\n__Damage__ 3d8 + 17 bludgeoning plus improved-grab"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+33 (magical, reach 30 feet, unholy)\n__Damage__ 3d6 + 17 slashing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 37, attack +29; __8th __ _[[Spells/Divine Decree|Divine Decree]]_; __5th __ _[[Spells/Scouting Eye|Scouting Eye (x3)]]_, _[[Spells/Translocate|Translocate]]_; __4th __ _[[Spells/Clairvoyance|Clairvoyance (x3)]]_, _[[Spells/Translocate|Translocate (At Will)]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At Will)]]_\n__Constant__ __(7th)__ _[[Spells/Truesight|Truesight]]_"
+
+ - name: "Rituals"
+ desc: "_Demonic Pact_"
+
+ - name: "Enfeebling Bite"
+ desc: " (divine) If the shemhazian's jaws Strike damages a creature, the target is [[Conditions/Enfeebled|Enfeebled 3]] for 24 hours. The target can attempt a DC 37 Fortitude check save to reduce this to [[Conditions/Enfeebled|Enfeebled 1]] (or be unaffected on a critical success)."
+
+ - name: "Focused Gaze"
+ desc: "`pf2:1` (concentrate,divine,incapacitation,visual) The shemhazian focuses their gaze on a non-demon creature they can see within 30 feet. If that creature isn't already [[Conditions/Slowed|Slowed]] by the shemhazian's paralyzing gaze, it must attempt a save against the shemhazian's paralyzing gaze. If that creature is slowed, it must succeed at a DC 35 Fortitude check save or be [[Conditions/Paralyzed|Paralyzed]] for 1 round.\n\nA shemhazian can't use this ability against the same creature more than once per round."
+
+ - name: "[[Bestiary Ability Glossary/Rend|Rend]]"
+ desc: "`pf2:1` Claw\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Shemhazian
+creatures:
+ - 1: Shemhazian
+```
+
+
+
+Shemhazians rise from the souls of torturers and those who reveled in mutilating the physical bodies of their victims. Standing 35 feet tall, a shemhazian is well equipped with a wide range of claws, pincers, and fangs to continue inflicting such torments on those they encounter.
+
+Shemhazians delight in tormenting mortals, of course, but more than most demons, they revel in sharing the pain with their own kind. Other demons fear and hate shemhazians for this reason, with only the most powerful willing to work with a shemhazian to achieve a shared goal. Even then, the shemhazian is always on the watch for an opportunity to bring pain and suffering to their allies along with any foe.
+
+* * *
+
+When a sinful mortal soul is judged and sent on to the Outer Rifts, it can become a deadly fiend—a demon. Demons are living incarnations of sin—be they classic sins like wrath or gluttony, or more "specialized" depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon's driving goals are twofold—the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Outer Rifts.
+
+Demons are selfish and self-absorbed creatures, and most firmly believe that mortals only play at being more virtuous than fiends. They enjoy tempting mortals into damnation to both indulge their egos and swell their armies. Like many other fiends, one of the great rewards of this manipulation is fulfilling their hunger for souls. In their eyes, the primary use for these souls is to spawn new demons, who can serve as soldiers, slaves, pawns, or even currency for their more powerful masters.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Shining Child.md b/content/mechanics/srd/Bestiary/Monster Core/Shining Child.md
new file mode 100755
index 000000000..477e8e4ba
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Shining Child.md
@@ -0,0 +1,94 @@
+---
+title: "Shining Child"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.g6CH97vZvAAo4OXP"
+tags:
+ - pf2e/creature/type/astral
+ - pf2eMonster
+ - pf2e/creature/level/12
+ - remaster
+statblock: inline
+name: "Shining Child"
+level: 12
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Shining Child"
+level: "Creature 12"
+
+alignment: ""
+size: "Medium"
+trait_01: [[astral]]
+modifier: 23
+perception:
+ - name: "Perception"
+ desc: "+23; Darkvision"
+languages: "Aklo; Telepathy 120 feet"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +18, Deception: +23, Diplomacy: +21, Intimidation: +21, Occultism: +18"
+abilityMods: [2, 5, 6, 2, 5, 7]
+speed: 30 feet, fly 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +22, __Ref__ +19, __Will__ +19"
+hp: 215
+health:
+ - name: ""
+ - name: HP
+ desc: "215; __Immunities__ blinded, dazzled, fire"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 120 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Radiance Dependence"
+ desc: " The shining child is [[Conditions/Off-Guard|Off-Guard]] while in areas of darkness."
+
+abilities_mid:
+ - name: ""
+ - name: "Blinding Aura"
+ desc: " (arcane,aura,incapacitation,light) 60 feet.\n\nThe shining child sheds bright light. Any creature that starts its turn in the aura must succeed at a DC 29 Fortitude check save. If it fails, it is [[Conditions/Blinded|Blinded]] for 1 minute, and if it critically fails, it's permanently blinded. A creature that succeeds at its save is temporarily immune to this effect for 24 hours."
+
+ - name: "Overwhelming Light"
+ desc: "`pf2:r` (light) **Trigger** The shining child enters an area of magical darkness or begins its turn in an area of magical darkness\n* * *\n\n**Effect** The shining child attempts to counteract the magical darkness (counteract rank 7, counteract modifier +23)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+25 (agile, finesse, magical)\n__Damage__ 3d4 + 5 bludgeoning 4d6 fire 2d4 fire"
+
+ - name: "**Ranged** `pf2:1` Fire Ray"
+ desc: "+25 (arcane, magical, range 100 feet)\n__Damage__ 3d10 + 3 fire"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 33, attack +25; __7th __ _[[Spells/Spell Riposte|Spell Riposte]]_, _[[Spells/Sunburst|Sunburst]]_; __6th __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Vibrant Pattern|Vibrant Pattern]]_, _[[Spells/Wall of Force|Wall of Force]]_; __5th __ _[[Spells/False Vision|False Vision]]_, _[[Spells/Mirage|Mirage]]_, _[[Spells/Translocate|Translocate]]_; __4th __ _[[Spells/Translocate|Translocate (At Will)]]_; __2nd __ _[[Spells/Illusory Object|Illusory Object (At Will)]]_\n__Cantrips__ __(6th)__ _[[Spells/Light|Light]]_"
+
+```
+
+```encounter-table
+name: Shining Child
+creatures:
+ - 1: Shining Child
+```
+
+
+
+Shining children are wicked, enigmatic monsters that roam remote planes and untraveled corners of the universe in search of esoteric lore. With their abnormally gaunt frames, long white hair, and unnerving, four-fingered hands, shining children are both strangely familiar and otherworldly in appearance, though they are barely visible within the shroud of blinding light they continually emit. Their faces are truly horrible, however, as their overlarge eyes and distended, gaping mouths reveal their heads to be voids filled with unnatural light. Shining children use this light as a weapon, weaving illusions and focusing beams of fiery brilliance.
+
+Because of their reputation as scholars of the alien and the eldritch, shining children are sometimes summoned by powerful wizards or occultists in search of rare knowledge. The creatures never give away their lore without some price, though, and typically demand in return the performance of contemptible deeds that further their inscrutable, far-ranging plans.
+
+These mysterious beings are natives of the Astral Plane. In that vast plane, accretions of metaphysical matter gradually accumulate and eventually coalesce into demiplanes. During this tumultuous process, sparks of living light sometimes shear off the newly formed planes, and these sparks of raw planar energy somehow transform into shining children. Every newly formed demiplane leaves a different mental imprint on its shining "offspring," making it easy for shining children to telepathically recognize their brothers and sisters. Forever trapped in apparently adolescent bodies, shining children dedicate themselves to scholarship and violence with equal measure in a futile effort to understand their roles in the multiverse and the burning injustice of their births.
+
+Shining children confuse most other creatures with their refusal to use individual names in favor of alternating between referring to each other singularly and collectively.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Shuln.md b/content/mechanics/srd/Bestiary/Monster Core/Shuln.md
new file mode 100755
index 000000000..1348e5ee3
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Shuln.md
@@ -0,0 +1,89 @@
+---
+title: "Shuln"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.bu9slHYTIHFxuFUe"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/12
+ - remaster
+statblock: inline
+name: "Shuln"
+level: 12
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Shuln"
+level: "Creature 12"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[beast]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Scent (Imprecise) 30 Feet, Tremorsense (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +25, Survival: +22"
+abilityMods: [7, 4, 6, -3, 4, 1]
+speed: 40 feet, burrow 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +25, __Ref__ +19, __Will__ +21"
+hp: 195
+health:
+ - name: ""
+ - name: HP
+ desc: "195; __Resistances__ physical 10 (except adamantine or bludgeoning), poison 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Adamantine Claw"
+ desc: "+25 (adamantine, agile, reach 15 feet)\n__Damage__ 3d8 + 10 slashing"
+
+ - name: "**Melee** `pf2:1` Adamantine Fangs"
+ desc: "+25 (adamantine, reach 15 feet)\n__Damage__ 3d10 + 10 piercing plus shuln-saliva"
+
+ - name: "Armor-Rending Strikes"
+ desc: " Any time the shuln scores a critical hit with a melee Strike, it also deals the same amount of damage to the target's armor, bypassing any Hardness lower than 10, like adamantine."
+
+ - name: "Shuln Saliva"
+ desc: " (incapacitation,poison) **Saving Throw** DC 32 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 2d6 poison damage and [[Conditions/Slowed|Slowed 1]] (1 round)\n\n**Stage 2** 3d6 poison damage, and slowed 1 (1 round)\n\n**Stage 3** 4d6 poison damage and [[Conditions/Paralyzed|Paralyzed]] for 2d6 hours. Shuln saliva overcomes the inexorable ability."
+
+ - name: "Unstoppable Burrow"
+ desc: " Shulns can burrow into solid rock and any metal with a hardness less than that of adamantine like it is soil or loose rubble, leaving a tunnel 10 feet in diameter."
+
+```
+
+```encounter-table
+name: Shuln
+creatures:
+ - 1: Shuln
+```
+
+
+
+Scourges of the upper Darklands, these enormous, mole-like monstrosities slice and burrow through solid stone with massive forearms and adamantine-strong claws. Shulns grow to about 20 feet long and have four tiny, nearly imperceptible eyes; a long, pale snout; four thick-muscled legs that end in long, serrated claws; and a stubby pink tail. As a young shuln matures, its unique metabolism produces adamantine that becomes infused throughout its skeletal system. In addition to making their claws and fangs nearly unbreakable, this unique physiological trait makes shulns unparalleled burrowers and highly sought by monster hunters who hope to harvest the precious material from their corpses.
+
+Shulns have a ravenous appetite and eat nearly anything they can catch, but their preferred diet consists almost entirely of large invertebrates, especially cave worms. They rely on tiny sensory whiskers that cover their snouts and allow them to detect subtle movements in the air and ground without the use of vision. When they detect suitable prey, shulns bite their target at the first opportunity, injecting it with a potent paralytic toxin present in their saliva. So strong is this poison that it's capable of subduing even the near-unstoppable cave worm, making shulns a valuable (if dangerous) companion to anyone making excursions into worm-infested regions of the Darklands. Shulns' notoriously ill-tempered dispositions and their knack for digging into areas of an underground settlement where digging ought not to occur make them frustrating creatures to keep around, but when the alternative is an unpredictable but deadly visit from an enormous, hungry cave worm, the annoyances are well worth the trouble.
+
+Encounters with much larger shuln-like entities on the Plane of Earth suggest that these creatures may have originated from there. The larger shulns still retain their elemental qualities, are quite a bit smarter, and have their own suite of earth-themed innate primal spells—but for all that, they still love the taste of cave worm.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Skeletal Champion.md b/content/mechanics/srd/Bestiary/Monster Core/Skeletal Champion.md
new file mode 100755
index 000000000..0706bcc3e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Skeletal Champion.md
@@ -0,0 +1,94 @@
+---
+title: "Skeletal Champion"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.pzbi2GbSlW5P7fTO"
+tags:
+ - pf2e/creature/type/skeleton
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Skeletal Champion"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Skeletal Champion"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[skeleton]]
+trait_02: [[undead]]
+trait_03: [[unholy]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "Common, Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +8, Intimidation: +7"
+abilityMods: [4, 4, 1, -1, 2, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19 (21 with shield raised); __Fort__ +5, __Ref__ +10, __Will__ +6"
+hp: 25
+health:
+ - name: ""
+ - name: HP
+ desc: "25, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, bleed; __Resistances__ cold 5, electricity 5, fire 5, piercing 5, slashing 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Lance|Lance]], [[Equipment/Longsword|Longsword]], [[Equipment/Steel Shield|Steel Shield]], [[Equipment/Chain Mail|Chain Mail]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Shield Block|Shield Block]]"
+ desc: "`pf2:r` **Trigger** The monster has its shield raised and takes damage from a physical attack.\n* * *\n\n**Effect** The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Longsword"
+ desc: "+10 (versatile p)\n__Damage__ 1d8 + 4 slashing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+10 (agile)\n__Damage__ 1d6 + 4 slashing"
+
+ - name: "**Melee** `pf2:1` Lance"
+ desc: "+10 (deadly d8, jousting d6, reach 10 feet)\n__Damage__ 1d8 + 4 piercing"
+
+```
+
+```encounter-table
+name: Skeletal Champion
+creatures:
+ - 1: Skeletal Champion
+```
+
+
+
+These skeletons retain the cunning they possessed in life.
+
+* * *
+
+Animated skeletons are among the most common types of undead.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Skeletal Giant.md b/content/mechanics/srd/Bestiary/Monster Core/Skeletal Giant.md
new file mode 100755
index 000000000..abebe9e83
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Skeletal Giant.md
@@ -0,0 +1,93 @@
+---
+title: "Skeletal Giant"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.TvrD9O7tXP4RwyHg"
+tags:
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/skeleton
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Skeletal Giant"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Skeletal Giant"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[mindless]]
+trait_02: [[skeleton]]
+trait_03: [[undead]]
+trait_04: [[unholy]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Intimidation: +9"
+abilityMods: [5, 1, 3, -5, 0, 2]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +8, __Ref__ +8, __Will__ +7"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, bleed, mental; __Resistances__ cold 5, electricity 5, fire 5, piercing 5, slashing 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Glaive|Glaive]], [[Equipment/Half Plate|Half Plate]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Glaive"
+ desc: "+12 (deadly d8, forceful, reach 15 feet)\n__Damage__ 1d8 + 7 slashing"
+
+ - name: "**Melee** `pf2:1` Horns"
+ desc: "+12 (agile)\n__Damage__ 1d10 + 5 piercing"
+
+ - name: "Broad Swipe"
+ desc: "`pf2:2` The giant makes two Strikes with its glaive against two adjacent foes, both of whom are within its reach. Both attacks count toward the giant's multiple attack penalty, but the penalty doesn't increase until after both attacks."
+
+ - name: "Terrifying Charge"
+ desc: "`pf2:2` The giant Strides and makes a horns Strike with a +4 circumstance bonus to damage.\n\nIf the strike hits, the giant attempts to [[Actions/Demoralize|Demoralize]] the target."
+
+```
+
+```encounter-table
+name: Skeletal Giant
+creatures:
+ - 1: Skeletal Giant
+```
+
+
+
+The reanimated bones of giants make excellent necromantic thralls.
+
+* * *
+
+Animated skeletons are among the most common types of undead.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Skeletal Horse.md b/content/mechanics/srd/Bestiary/Monster Core/Skeletal Horse.md
new file mode 100755
index 000000000..1a3fca337
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Skeletal Horse.md
@@ -0,0 +1,89 @@
+---
+title: "Skeletal Horse"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.bn0TX0T9W7EKSeEH"
+tags:
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/skeleton
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Skeletal Horse"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Skeletal Horse"
+level: "Creature 2"
+
+alignment: ""
+size: "Large"
+trait_01: [[mindless]]
+trait_02: [[skeleton]]
+trait_03: [[undead]]
+trait_04: [[unholy]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +9"
+abilityMods: [5, 3, 2, -5, 2, 0]
+speed: 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +6, __Ref__ +9, __Will__ +8"
+hp: 33
+health:
+ - name: ""
+ - name: HP
+ desc: "33, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, bleed, mental; __Resistances__ cold 5, electricity 5, fire 5, piercing 5, slashing 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+9 ()\n__Damage__ 1d8 + 5 bludgeoning"
+
+ - name: "Gallop"
+ desc: "`pf2:2` The horse Strides twice, with its Speed increased by 10 feet."
+
+ - name: "Undead Steed"
+ desc: " Undead and creatures allied with them can [[Actions/Command an Animal|Command]] a skeletal steed without needing to attempt a skill check."
+
+```
+
+```encounter-table
+name: Skeletal Horse
+creatures:
+ - 1: Skeletal Horse
+```
+
+
+
+Skeletal horses are sometimes used as mounts by other undead or monsters.
+
+* * *
+
+Animated skeletons are among the most common types of undead.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Skeletal Hulk.md b/content/mechanics/srd/Bestiary/Monster Core/Skeletal Hulk.md
new file mode 100755
index 000000000..3264cc864
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Skeletal Hulk.md
@@ -0,0 +1,89 @@
+---
+title: "Skeletal Hulk"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.5yKDanfnPXUjA0LH"
+tags:
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/skeleton
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/7
+ - remaster
+statblock: inline
+name: "Skeletal Hulk"
+level: 7
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Skeletal Hulk"
+level: "Creature 7"
+
+alignment: ""
+size: "huge"
+trait_01: [[mindless]]
+trait_02: [[skeleton]]
+trait_03: [[undead]]
+trait_04: [[unholy]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +20, Intimidation: +15"
+abilityMods: [7, 2, 4, -5, 2, 2]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +15, __Ref__ +15, __Will__ +13"
+hp: 105
+health:
+ - name: ""
+ - name: HP
+ desc: "105, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, bleed, mental; __Resistances__ cold 5, electricity 5, fire 5, piercing 5, slashing 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+18 (agile, reach 10 feet)\n__Damage__ 2d6 + 11 slashing"
+
+ - name: "Broad Swipe"
+ desc: "`pf2:2` The giant makes two Strikes with its claw against two adjacent foes, both of whom are within its reach. Both attacks count toward the giant's multiple attack penalty, but the penalty doesn't increase until after both attacks.."
+
+ - name: "Massive Rush"
+ desc: "`pf2:2` The hulk Strides and makes a claw Strike with a +4 circumstance bonus to damage. If the strike hits, the hulk automatically pushes the target 10 feet."
+
+```
+
+```encounter-table
+name: Skeletal Hulk
+creatures:
+ - 1: Skeletal Hulk
+```
+
+
+
+Huge giants and other enormous creatures make powerful skeletons.
+
+* * *
+
+Animated skeletons are among the most common types of undead.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Skeleton Guard.md b/content/mechanics/srd/Bestiary/Monster Core/Skeleton Guard.md
new file mode 100755
index 000000000..244c22f1a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Skeleton Guard.md
@@ -0,0 +1,90 @@
+---
+title: "Skeleton Guard"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.XuPZSjvYB4P9qZuS"
+tags:
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/skeleton
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/-1
+ - remaster
+statblock: inline
+name: "Skeleton Guard"
+level: -1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Skeleton Guard"
+level: "Creature -1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[mindless]]
+trait_02: [[skeleton]]
+trait_03: [[undead]]
+trait_04: [[unholy]]
+modifier: 2
+perception:
+ - name: "Perception"
+ desc: "+2; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Athletics: +3"
+abilityMods: [2, 4, 0, -5, 0, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +2, __Ref__ +8, __Will__ +2"
+hp: 4
+health:
+ - name: ""
+ - name: HP
+ desc: "4, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, bleed, mental; __Resistances__ cold 5, electricity 5, fire 5, piercing 5, slashing 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Shortbow|Shortbow]], [[Equipment/Scimitar|Scimitar]], 20x [[Equipment/Arrows|Arrows]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Scimitar"
+ desc: "+6 (forceful, sweep)\n__Damage__ 1d6 + 2 slashing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+6 (agile, finesse)\n__Damage__ 1d4 + 2 slashing"
+
+ - name: "**Ranged** `pf2:1` Shortbow"
+ desc: "+6 (deadly d10, range increment 60 feet, reload 0)\n__Damage__ 1d6 piercing"
+
+```
+
+```encounter-table
+name: Skeleton Guard
+creatures:
+ - 1: Skeleton Guard
+```
+
+
+
+The most common skeletal minions are mere guardians.
+
+* * *
+
+Animated skeletons are among the most common types of undead.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Skulltaker.md b/content/mechanics/srd/Bestiary/Monster Core/Skulltaker.md
new file mode 100755
index 000000000..7fd58ab71
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Skulltaker.md
@@ -0,0 +1,105 @@
+---
+title: "Skulltaker"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.QS7Jp1k7l4WCPyjK"
+tags:
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/18
+ - remaster
+statblock: inline
+name: "Skulltaker"
+level: 18
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Skulltaker"
+level: "Creature 18"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[undead]]
+trait_02: [[unholy]]
+modifier: 33
+perception:
+ - name: "Perception"
+ desc: "+33; Darkvision, Truesight"
+languages: "Necril; Skeletal Lore languages"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +34, Intimidation: +35, Religion: +30, Stealth: +32, Skeletal Lore: +30"
+abilityMods: [8, 6, 6, 2, 8, 7]
+speed: 30 feet, fly 60 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 42
+armorclass:
+ - name: AC
+ desc: "42; __Fort__ +31, __Ref__ +33, __Will__ +35; +1 status to all saves vs. vitality"
+hp: 300
+health:
+ - name: ""
+ - name: HP
+ desc: "300, void healing; __Immunities__ cold, death effects, disease, paralyzed, poison, unconscious, bleed; __Resistances__ piercing 15, slashing 15"
+abilities_top:
+ - name: ""
+
+ - name: "Skeletal Lore"
+ desc: " (divine) A skulltaker taps into the memories of the creatures whose bones make up its body. This gives it the Skeletal Lore skill, which it can use to Recall Knowledge of any kind. In addition, it can speak and understand all the languages known by the creatures whose bones make up its body (typically including Common and the regional language of the skulltaker's home region).\n\nThe skulltaker can use Skeletal Lore as the primary skill check for the [[Spells/Collective Memories|Collective Memories]] ritual, and it can cast _collective memories_ without secondary casters."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Shard Storm"
+ desc: " (air,aura,divine) 10 feet.\n\nA cloud of bone shards surrounds the skulltaker. When a creature moves into the emanation or begins its turn there, shard storm deals 4d6 slashing damage and 4d6 void damage to the creature, with a DC 40 Reflex check save.\n\nIf the creature has resistance or immunity to void damage, or an effect that protects it against death effects, or an effect that protects it against the doomed or drained condition, the creature must first succeed at a DC 40 Will check save or have all such benefits suppressed for 1 minute."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+35 (deadly 2d12, magical, reach 10 feet)\n__Damage__ 3d10 + 14 piercing plus energy-drain 3d6 void plus energy-drain"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+35 (agile, deadly 2d12, magical, reach 15 feet)\n__Damage__ 3d6 + 14 slashing plus energy-drain 3d6 void plus energy-drain"
+
+ - name: "**Ranged** `pf2:1` Bone Javelin"
+ desc: "+33 (magical, thrown 100 ft.)\n__Damage__ 3d8 + 6 piercing 3d6 void"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 40, attack +32; __8th __ _[[Spells/Desiccate|Desiccate (x2)]]_, _[[Spells/Execute|Execute (x2)]]_, _[[Spells/Punishing Winds|Punishing Winds (x2)]]_\n__Constant__ __(6th)__ _[[Spells/Truesight|Truesight]]_"
+
+ - name: "Rituals"
+ desc: "_Collective Memories_"
+
+ - name: "Bonetaker"
+ desc: " (divine) Whenever a creature dies within 60 feet of a skulltaker, the skulltaker draws a portion of the creature's bones into its shard storm.\n\nThe creature must succeed at a DC 40 Will check save or rise as a [[Monster Core/Skeletal Champion|Skeletal Champion]] in 1d4 rounds. These skeletal champions are controlled by the skulltaker."
+
+ - name: "Splintered Ground"
+ desc: "`pf2:1` The skulltaker causes splintered bones to erupt from all solid surfaces in a 100-foot emanation, except for surfaces of worked stone. A creature moving through the bones takes 10 piercing damage and 10 void damage for every 5 feet of movement.\n\nThe first time each round a creature takes piercing damage from these splintered bones, it must succeed at a DC 40 Reflex check save or take a –10-foot circumstance penalty to all Speeds for 10 minutes, or a –15-foot circumstance penalty for 24 hours on a critical failure.\n\nThe bones remain in place until the skulltaker uses this action again or the bones are manually removed, which takes 10 minutes for each 5-foot square.\n\n[[Bestiary Effects/Effect_ Splintered Ground|Effect: Splintered Ground]]\n\n[[Bestiary Effects/Effect_ Splintered Ground (Critical Failure)|Effect: Splintered Ground (Critical Failure)]]"
+
+ - name: "Vitality Drain"
+ desc: " (divine) When a skulltaker hits with a melee Strike, the target must succeed at a DC 40 Fortitude check save or become [[Conditions/Drained|Drained 2]] and [[Conditions/Doomed|Doomed 1]]."
+
+```
+
+```encounter-table
+name: Skulltaker
+creatures:
+ - 1: Skulltaker
+```
+
+
+
+Swirling down from misty peaks and through howling mountain passes like an evil wind, the vortex of bones known as a skulltaker is a terrible manifestation of the delirium and agony experienced by doomed climbers and lost trailblazers just before they met their end. In some places, a skulltaker is also known as a saxra.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Slothspawn.md b/content/mechanics/srd/Bestiary/Monster Core/Slothspawn.md
new file mode 100755
index 000000000..df30b4553
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Slothspawn.md
@@ -0,0 +1,90 @@
+---
+title: "Slothspawn"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.GsUVcX0z7kfnrT9L"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Slothspawn"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Slothspawn"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Aklo"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Athletics: +8, Society: +6, Stealth: +9, Survival: +6"
+abilityMods: [4, 3, 4, 0, 2, 1]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +10, __Ref__ +9, __Will__ +6; +1 status to all saves vs. magic, +4 status to all saves vs. mental"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30; __Immunities__ controlled; __Resistances__ mental 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Longspear|Longspear]]"
+ - name: "Sin Scent (Imprecise) 30 feet"
+ desc: " A sinspawn can smell creatures that reflect its sin as the scent ability. The GM determines which creatures are appropriately sinful.\n* * *\n\nScent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).\n\nIf a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 (agile)\n__Damage__ 1d8 + 4 piercing plus sinful-bite"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+10 ()\n__Damage__ 1d6 + 4 slashing"
+
+ - name: "**Melee** `pf2:1` Longspear"
+ desc: "+10 (reach 10 feet)\n__Damage__ 1d8 + 4 piercing"
+
+ - name: "Sinful Bite"
+ desc: " (arcane,emotion,mental) A creature hit by the jaws of a sinspawn must attempt a DC 18 Will check save as it is assailed by sinful thoughts.\n* * *\n\n**Critical Success** Unaffected\n\n**Success** [[Conditions/Sickened|Sickened 1]]\n\n**Failure** [[Conditions/Sickened|Sickened 2]]\n\n**Critical Failure** sickened 2 plus -10-foot status penalty to their Speeds for 1 minute"
+
+```
+
+```encounter-table
+name: Slothspawn
+creatures:
+ - 1: Slothspawn
+```
+
+
+
+Sinspawn were created by one of seven ancient wizards known collectively as runelords—each of whom embraced and embodied one of seven sins. The first sinspawn was created by the Runelord of Wrath, utilizing techniques that have since gone on to influence fleshwarping practices. It wasn't long before the technique used to create sinspawn fell into the hands of the other runelords, and while each tried their own hand at crafting variants of their own design, today, sinspawn of wrath remain the most numerous and notorious of their kind.
+
+Bearing only a vague resemblance to the humanoids from whose flesh they were formed, sinspawn generally appear horrifically emaciated and have unnaturally long arms and digitigrade legs, each with a trio of stubby, taloned digits. Veins bulge across sinspawn's bodies in sanguine patterns that suspiciously resemble twisted runes, and their flesh is pale and hairless. Their heads are elongated, with slits for a nose, red eyes, and disturbing lower jaws that split in half at the chin, revealing pedipalps that end in tiny, three-fingered hands and framing a long, lolling tongue.
+
+Sinspawn stand 6-1/2 feet tall and typically weigh as much as an emaciated human of their size. They behave in a manner consistent with their associated sin and have physical characteristics that hint at these qualities. For example, greedspawn's veins appear to run with gold, while envyspawn appear even more gaunt than the rest of their kin.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Slurk.md b/content/mechanics/srd/Bestiary/Monster Core/Slurk.md
new file mode 100755
index 000000000..a94b9d4ee
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Slurk.md
@@ -0,0 +1,83 @@
+---
+title: "Slurk"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.XorjL4MqkUHhHjbo"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Slurk"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Slurk"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Athletics: +8, Stealth: +5"
+abilityMods: [4, 2, 4, -4, 0, 0]
+speed: 30 feet, climb 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +10, __Ref__ +6, __Will__ +4; +12 to fortitude saves vs. Grapple, Reposition, or Shove"
+hp: 35
+health:
+ - name: ""
+ - name: HP
+ desc: "35"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tusks"
+ desc: "+11 (deadly d10)\n__Damage__ 1d8 + 4 piercing"
+
+ - name: "**Ranged** `pf2:1` Slime Squirt"
+ desc: "+9 (range increment 30 feet)\n__Damage__ "
+
+ - name: "Belly Grease"
+ desc: "`pf2:3` The slurk extrudes a slippery grease from its ventral glands to coat the floor under it and in a 5-foot emanation, turning the affected area into uneven ground for 10 minutes, after which it dries to a putrid crust. The DC to [[Actions/Balance|Balance]] across the slime is 18."
+
+ - name: "Entangling Slime"
+ desc: " A creature struck by a slurk's slime squirt becomes [[Conditions/Clumsy|Clumsy 1]] and takes a –5-foot penalty to Speed for 1 hour or until the slime is removed.\n\nThe slime can be removed with a total of three Interact actions by the entangled creature or creatures adjacent to the creature. These actions don't need to be consecutive or made by the same creature.\n\n[[Bestiary Effects/Effect_ Entangling Slime|Effect: Entangling Slime]]"
+
+```
+
+```encounter-table
+name: Slurk
+creatures:
+ - 1: Slurk
+```
+
+
+
+The slurk is a sticky, tusked frog-beast found in underground lairs and caves. It has two massive tusks that it uses to gore prey and tangle with rival slurks. With the slurk's natural ability to climb walls and cling effortlessly to ceilings, it can be easy for unwary cave explorers to end up on the wrong end of these formidable ivory tusks.
+
+Slurks exude two very different types of foul-smelling secretions from their pale white skin. Large pustules on the slurk's back drip a sticky resin-like slime that quickly hardens upon exposure to air. By flexing its skin, the slurk can burst these pustules in the direction of intruders, covering its foes in sticky goo and severely limiting their ability to withstand the monster's other attacks, including the effects of its other secretion. Glands along the slurk's ventral side excrete an incredibly slippery and fetid grease, which protects the slurk from the immobilizing effects of its own back slime but also has the added benefit of making it extremely difficult to grapple and capture. The best way to discover if a slurk is in the vicinity is to look for hard clumps of such grease, which accumulate and dry in cave corners and amid rock piles where slurks rest between meals.
+
+Slurks are thought to be descendants of a failed dwarven attempt to domesticate and breed large subterranean frogs as food and labor animals. Despite this apparent failure, others who live underground often befriend slurks. The sticky frog-beasts have proven extremely desirable to kobolds (page 210), who now domesticate and train slurks as powerful mounts and guardians. While other creatures, particularly boggards, sometimes train slurks to serve as guardians, kobolds remain those who use these creatures the most. A kobold mounted on a slurk will often hide in the upper ledges of a cave, using the advantages of height and surprise to harry foes with ranged attacks. Kobold riders also take advantage of the slurk's ability to climb, and charge at their enemies from the walls of a cavern.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Smaranava.md b/content/mechanics/srd/Bestiary/Monster Core/Smaranava.md
new file mode 100755
index 000000000..ad3914eba
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Smaranava.md
@@ -0,0 +1,93 @@
+---
+title: "Smaranava"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.uMyRhuxKff0fKhkp"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/7
+ - remaster
+statblock: inline
+name: "Smaranava"
+level: 7
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Smaranava"
+level: "Creature 7"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision"
+languages: "Common, Empyrean"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Arcana: +16, Athletics: +13, Deception: +16, Intimidation: +16, Stealth: +19"
+abilityMods: [2, 6, 4, 3, 2, 3]
+speed: 30 feet, swim 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +15, __Ref__ +17, __Will__ +15"
+hp: 115
+health:
+ - name: ""
+ - name: HP
+ desc: "115"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+20 (finesse, magical)\n__Damage__ 2d10 + 5 piercing plus smaranava-venom"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+20 (agile, finesse, magical, reach 15 feet)\n__Damage__ 2d8 + 5 bludgeoning plus coils-of-knowledge"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 25, attack +17; __3rd __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Lightning Bolt|Lightning Bolt]]_, _[[Spells/Mind Reading|Mind Reading]]_\n__Cantrips__ __(4th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_"
+
+ - name: "Coils of Knowledge"
+ desc: " (force,magical) The naga's grip is more spiritual than physical. A creature hit by a smaranava's tail must succeed at a DC 25 Will check save or become [[Conditions/Grabbed|Grabbed]] by the tail until they [[Actions/Escape|Escape]], the naga releases them with an Interact action, or the naga dies.\n\nA captive takes a –4 status penalty to Escape, but can choose to attempt an Occultism or Religion check to Escape instead of the usual options without taking this penalty"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 2d8+5 bludgeoning, DC 25 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Smaranava Venom"
+ desc: " (incapacitation,mental,poison) When a holy creature succeeds at a saving throw against this poison, it is immediately cured\n\n**Saving Throw** DC 25 Will check\n* * *\n\n**Maximum Duration** 5 minutes\n\n**Stage 1** [[Conditions/Slowed|Slowed 1]] (1 round)\n\n**Stage 2** [[Conditions/Slowed|Slowed 2]] (1 round)\n\n**Stage 3** [[Conditions/Unconscious|Unconscious]] with no Perception check to wake up (1 minute)"
+
+```
+
+```encounter-table
+name: Smaranava
+creatures:
+ - 1: Smaranava
+```
+
+
+
+Many view clouded nagas as jealous, malevolent creatures. Only those with the courage to see clearly can recognize these beings for what they truly are: tragic, wounded beings who have been trapped and corrupted by fate. The betrayal and beheading of the naga's mother goddess, Ravithra, cascaded trauma onto all of her creations. Smaranavas have never recovered from this divine wound, and these cursed serpents live wretched half-lives, attempting to fulfill Ravithra's forgotten purpose by tempting and testing mortals they encounter. In this way, they separate the wicked from the righteous, the worthy from the unworthy.
+
+Smaranavas have dark scales that are rendered dull gray by stuck shed skin, their eyes a milky white due to opaque caps over their eyes. Many ritually scar their necks out of sorrow for their mother Ravithra. Legends claim that the wise and enlightened can free clouded naga from their fates, allowing them to shed their forms and emerge as an awakener naga.
+
+* * *
+
+Nagas are serpentine beings with magical powers and keen intellects. Physically, they resemble massive snakes, though they often wear jewelry and other ornaments that clearly separate them from their animal kin. Nagas use their innate magic and poisonous fangs to keep all but the most stalwart foes at bay. They keep their own counsel, viewing their cosmic role to be sacrosanct and beyond the understanding of outside scholars. Their unwillingness to explain themselves or entertain the suggestion of alliances has led to a long history of conflict with their neighbors, who read them as aloof, arrogant, or duplicitous.
+
+Nagas often have a powerful sense of duty to their perceived role within the universe, even if this role leads them to violent or tragic ends. Many see them as harsh and stern due to their devotion, terrifying in their majesty yet possessed of an aura of transcendence.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Smilodon.md b/content/mechanics/srd/Bestiary/Monster Core/Smilodon.md
new file mode 100755
index 000000000..717429023
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Smilodon.md
@@ -0,0 +1,89 @@
+---
+title: "Smilodon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.sXWAzqrA8QAGT24A"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Smilodon"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Smilodon"
+level: "Creature 6"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Low-Light Vision, Scent (Imprecise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +12, Athletics: +16, Stealth: +12"
+abilityMods: [6, 2, 3, -4, 2, 0]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +15, __Ref__ +12, __Will__ +10"
+hp: 110
+health:
+ - name: ""
+ - name: HP
+ desc: "110"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+16 ()\n__Damage__ 2d10 + 6 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+16 (agile)\n__Damage__ 2d8 + 6 slashing plus grab"
+
+ - name: "Pierce Armor"
+ desc: "`pf2:1` The smilodon makes a fangs Strike against a creature that's [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]].\n\nIf the attack hits, the creature is knocked [[Conditions/Prone|Prone]]; if the creature is wearing armor with hardness 10 or lower, the armor is [[Conditions/Broken|Broken]].\n\nIf this Strike breaks a creature's armor or damages a creature who is unarmored or wearing broken armor, the creature also takes 2d6 bleed. This Strike doesn't further damage armor that's already broken."
+
+ - name: "Pounce"
+ desc: "`pf2:1` The smilodon Strides and makes a Strike at the end of that movement. If the smilodon began this action [[Conditions/Hidden|Hidden]], it remains hidden until after this ability's Strike."
+
+ - name: "Sneak Attack"
+ desc: " The smilodon deals 1d6 extra precision damage to creatures that are [[Conditions/Off-Guard|Off-Guard]]."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Smilodon
+creatures:
+ - 1: Smilodon
+```
+
+
+
+Smilodons are large saber-toothed cats, apex predators that are significantly more muscular and broader than the other species of big cats. They often kill prey with a quick stab to the throat or other vulnerable spot. The smilodon's oversized fangs are particularly sought after as trophies.
+
+* * *
+
+Few predators of the natural world can match the cat's talent for stalking and stealth. Large cats can be found in almost any environment, usually keeping their distance from settlements. When civilization encroaches onto a big cat's hunting grounds, the animals are often driven to making desperate attacks against unwary travelers.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Snapping Flytrap.md b/content/mechanics/srd/Bestiary/Monster Core/Snapping Flytrap.md
new file mode 100755
index 000000000..84e04e532
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Snapping Flytrap.md
@@ -0,0 +1,94 @@
+---
+title: "Snapping Flytrap"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.7RkKcrVZOdpQly5e"
+tags:
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/plant
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Snapping Flytrap"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Snapping Flytrap"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[mindless]]
+trait_02: [[plant]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Tremorsense (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +11, Stealth: +10"
+abilityMods: [2, 3, 5, -5, 2, -2]
+speed: 15 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +12, __Ref__ +8, __Will__ +7"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50; __Immunities__ mental; __Weaknesses__ fire 5; __Resistances__ acid 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 30 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "Quick Capture"
+ desc: "`pf2:r` **Trigger** A creature hits or touches the flytrap.\n* * *\n\n**Effect** The flytrap makes a leaf Strike against the triggering creature. If it hits, the creature is [[Conditions/Grabbed|Grabbed]] in that leaf."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Leaf"
+ desc: "+11 (reach 10 feet)\n__Damage__ 1d8 + 2 piercing plus improved-grab 1d6 acid plus improved-grab"
+
+ - name: "Focused Assault"
+ desc: "`pf2:2` The flytrap attacks a single target with both its two leaves. The flytrap makes one leaf Strike. On a success, the flytrap deals the damage from one leaf Strike plus an additional 1d8 piercing damage for every leaf beyond the first. On a failure, the flytrap deals the damage from one leaf Strike, but it can't use Improved Grab. It deals no damage on a critical failure. This counts toward the flytrap's multiple attack penalty as a number of attacks equal to the number of leaves the flytrap has."
+
+ - name: "Hungry Flurry"
+ desc: "`pf2:2` The flytrap makes two leaf Strikes at a -2 penalty, each against a different target. These attacks count toward the flytrap's multiple attack penalty, but the multiple attack penalty doesn't increase until after it makes all its attacks."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Medium, 1d8+1 bludgeoning + 1d6 acid, Rupture 5\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Snapping Flytrap
+creatures:
+ - 1: Snapping Flytrap
+```
+
+
+
+Snapping flytraps typically have two sets of tooth-edged leaves, each measuring 3 feet wide, at the end of 10-foot-long stalks.
+
+* * *
+
+Flytraps eagerly feed on humanoids, monstrous insects, and larger prey.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Snow Oni.md b/content/mechanics/srd/Bestiary/Monster Core/Snow Oni.md
new file mode 100755
index 000000000..00f7c1593
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Snow Oni.md
@@ -0,0 +1,119 @@
+---
+title: "Snow Oni"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.0bXbQz6jw7QlP0Sj"
+tags:
+ - pf2e/creature/type/cold
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/oni
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/13
+ - remaster
+statblock: inline
+name: "Snow Oni"
+level: 13
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Snow Oni"
+level: "Creature 13"
+
+alignment: ""
+size: "Large"
+trait_01: [[cold]]
+trait_02: [[giant]]
+trait_03: [[humanoid]]
+trait_04: [[oni]]
+trait_05: [[unholy]]
+modifier: 26
+perception:
+ - name: "Perception"
+ desc: "+26; Greater Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +24, Athletics: +25, Deception: +27"
+abilityMods: [8, 5, 5, 0, 5, 8]
+speed: 40 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 33
+armorclass:
+ - name: AC
+ desc: "33; __Fort__ +23, __Ref__ +25, __Will__ +21"
+hp: 290
+health:
+ - name: ""
+ - name: HP
+ desc: "290; __Immunities__ cold; __Weaknesses__ spirit 15, Bean Panic 1"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "Snow Vision"
+ desc: " Snow doesn't impair the snow oni's vision; they ignore concealment from snowfall."
+
+abilities_mid:
+ - name: ""
+ - name: "Bean Panic"
+ desc: " Oni are curiously afraid of beans, especially as the seasons begin to change. If a creature Interacts to throw a handful of beans at the oni, the oni becomes [[Conditions/Frightened|Frightened 2]]. While frightened this way, their weakness to spirit damage is increased by 5. The oni then becomes immune to bean panic for 24 hours."
+
+ - name: "Icy Deflection"
+ desc: "`pf2:r` **Trigger** The snow oni is targeted by a ranged Strike or spell attack roll that doesn't have the fire trait\n* * *\n\n**Effect** The snow oni creates a reflective blockade of ice, gaining a +4 circumstance bonus to AC against the triggering attack roll. If the attack misses, the snow oni redirects the attack to another creature within 20 feet of the snow oni. The attacker rerolls the attack roll against the new target."
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+27 (agile, magical, reach 10 feet)\n__Damage__ 2d8 + 16 bludgeoning 2d6 cold"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+27 (magical, reach 10 feet)\n__Damage__ 2d6 + 16 piercing 1d6 bleed"
+
+ - name: "**Ranged** `pf2:1` Ice Dart"
+ desc: "+25 (cold, magical, range increment 60 feet)\n__Damage__ 3d10 + 4 cold 1d6 spirit"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 31, attack +23; __2nd __ _[[Spells/Invisibility|Invisibility (At Will, Self Only)]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph) The snow oni can take on the appearance of any Medium or Large humanoid creature. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning).\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Chilling Combo"
+ desc: "`pf2:1` (cold) The snow oni makes two fist Strikes targeting the same creature. If they both hit, the target becomes [[Conditions/Slowed|Slowed 1]] for 1 round."
+
+ - name: "Falling Frozen Lightning"
+ desc: "`pf2:2` (cold,primal) The snow oni calls down a bolt of icy lightning, white as fallen snow. The bolt strikes a location within 60 feet, freezing the air into a cloud of snow that fills a 20-foot burst and lasts for 1 minute.\n\nAll creatures within the snow become [[Conditions/Concealed|Concealed]], and all creatures outside the snow become concealed to creatures within it. A creature that enters the snow or begins its turn there takes 15 cold damage, with a DC 33 Fortitude check save."
+
+```
+
+```encounter-table
+name: Snow Oni
+creatures:
+ - 1: Snow Oni
+```
+
+
+
+Snow oni maintain their seething temperaments even in their icy homes. The isolation of their environment gives them trappings of asceticism, and many snow oni pursue physical perfection, reveling in the process of turning their bodies into powerful fighting machines. They are just as hedonistic and brutal as any of their brethren, however, and eager to indulge in warm baths, strong drink, and humanoid flesh.
+
+Like many oni, snow oni possess a third eye in the center of their forehead. This eye gives snow oni a mystical sense that allows them to peer through even the thickest flurries of snow.
+
+* * *
+
+Oni are large, brutal creatures originating in Tian Xia who resemble humanoids with brightly colored skin, tusks, and horns. Though commonly mistaken for fiends, the first oni were originally kami, tutelary nature spirits. These kami suffered a terrible trauma, losing their sacred wards to dramatic disasters or the callousness of others, and as a result transformed into the violent creatures they are today. While some believe that oni can be spiritually placated through proper ritual worship that transforms them back into kami, many of these would-be saviors fall to oni's notorious brute strength, flesh-rending teeth, and command of storms.
+
+Oni possess the ability to disguise themselves as other humanoids. They are rarely creative in their disguises, often choosing a specific appearance similar to their oni form and sticking with it. This simplicity catches many by surprise, however, as people assume oni are limited to a single alternate form, which is by no means the case.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Sod Hound.md b/content/mechanics/srd/Bestiary/Monster Core/Sod Hound.md
new file mode 100755
index 000000000..a8970ba87
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Sod Hound.md
@@ -0,0 +1,85 @@
+---
+title: "Sod Hound"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.9W7m6SUgEyjJc6lo"
+tags:
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Sod Hound"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Sod Hound"
+level: "Creature 3"
+
+alignment: ""
+size: "Small"
+trait_01: [[earth]]
+trait_02: [[elemental]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +11, Survival: +9"
+abilityMods: [4, -1, 3, -4, 2, -1]
+speed: 30 feet, burrow 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +12, __Ref__ +6, __Will__ +7"
+hp: 44
+health:
+ - name: ""
+ - name: HP
+ desc: "44; __Immunities__ bleed, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "Crystal Sense (Imprecise) 60 feet"
+ desc: " A sod hound can sense crystals or gems within 60 feet as if using the [[Bestiary Ability Glossary/Scent|Scent]] ability"
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+11 ()\n__Damage__ 1d10 + 6 piercing plus knockdown"
+
+ - name: "Earth Glide"
+ desc: " The sod hound can Burrow through any earthen matter, including rock. When it does so, the sod hound moves at its full burrow Speed, leaving no tunnels or signs of its passing."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Sod Hound
+creatures:
+ - 1: Sod Hound
+```
+
+
+
+Sod hounds are mossy extraplanar canines formed of packed dirt and pebbles. On their native plane, they are often tasked with guarding less secure sites and finding mineral deposits. Others live in the comparative lap of luxury as pets to jabalis.
+
+* * *
+
+Earth elementals make excellent bodyguards for adventuresome spelunkers and are ideal protectors of important subterranean locations such as vaults and treasuries.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Brave).md b/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Brave).md
new file mode 100755
index 000000000..b88c7b691
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Brave).md
@@ -0,0 +1,86 @@
+---
+title: "Soulbound Doll (Brave)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.lnXrIDBwyvmffrlE"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/soulbound
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Soulbound Doll (Brave)"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Soulbound Doll (Brave)"
+level: "Creature 2"
+
+alignment: ""
+size: "tiny"
+trait_01: [[construct]]
+trait_02: [[soulbound]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "One Spoken by its Creator (typically Common)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Occultism: +4, Stealth: +8"
+abilityMods: [-2, 4, 3, 0, 2, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +7, __Ref__ +10, __Will__ +6"
+hp: 23
+health:
+ - name: ""
+ - name: HP
+ desc: "23; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void; __Resistances__ bludgeoning 3, piercing 5, slashing 3"
+abilities_top:
+ - name: ""
+
+ - name: "Personality Fragments"
+ desc: " A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match a strong personality trait of the donor soul. Because of its soul sliver, a soulbound doll is not immune to spirit as most constructs are."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+10 (agile, finesse, magical)\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 18, attack +10; __3rd __ (2 slots) _[[Spells/Levitate|Levitate]]_; __2nd __ _[[Spells/Enlarge|Enlarge]]_\n__Cantrips__ __(1st)__ _[[Spells/Light|Light]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_"
+
+```
+
+```encounter-table
+name: Soulbound Doll (Brave)
+creatures:
+ - 1: Soulbound Doll (Brave)
+```
+
+
+
+Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal's soul. These little constructs are created for a variety of reasons—such as to serve as companions or servants—but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct's behavior, as an important service to the Great Beyond.
+
+Soulbound dolls are the simplest in a series of soulbound constructs, including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is cruel, and an unwilling donor can resist the process with a successful Will save against the creator's Craft DC, ruining the doll if not preventing the donor's death. A doll can also be crafted from the soul of a person who has given consent to such use before their death.
+
+Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's fist more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power, given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs, allowing such dolls to control defenses far beyond their own capabilities.
+
+Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person's death, this doesn't affect the deceased's resurrection or progress to the afterlife. This extraction process is typically lethal to otherwise living prospective soul donors.
+
+The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll's neck or chest. The soul fragment generally clings to a strong personality trait of the original soul, but the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor's or moving farther afield on its own individual path. The soulbound doll's focus gem retains the doll's memories even after the doll's destruction. The intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Calm).md b/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Calm).md
new file mode 100755
index 000000000..c00ea3f3e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Calm).md
@@ -0,0 +1,86 @@
+---
+title: "Soulbound Doll (Calm)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.wnJP087xpdidZ95M"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/soulbound
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Soulbound Doll (Calm)"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Soulbound Doll (Calm)"
+level: "Creature 2"
+
+alignment: ""
+size: "tiny"
+trait_01: [[construct]]
+trait_02: [[soulbound]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "One Spoken by its Creator (typically Common)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Occultism: +4, Stealth: +8"
+abilityMods: [-2, 4, 3, 0, 2, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +7, __Ref__ +10, __Will__ +6"
+hp: 23
+health:
+ - name: ""
+ - name: HP
+ desc: "23; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void; __Resistances__ bludgeoning 3, piercing 5, slashing 3"
+abilities_top:
+ - name: ""
+
+ - name: "Personality Fragments"
+ desc: " A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match a strong personality trait of the donor soul. Because of its soul sliver, a soulbound doll is not immune to spirit as most constructs are."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+10 (agile, finesse, magical)\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 18, attack +10; __3rd __ (2 slots) _[[Spells/Levitate|Levitate]]_; __2nd __ _[[Spells/Calm|Calm]]_\n__Cantrips__ __(1st)__ _[[Spells/Light|Light]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_"
+
+```
+
+```encounter-table
+name: Soulbound Doll (Calm)
+creatures:
+ - 1: Soulbound Doll (Calm)
+```
+
+
+
+Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal's soul. These little constructs are created for a variety of reasons—such as to serve as companions or servants—but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct's behavior, as an important service to the Great Beyond.
+
+Soulbound dolls are the simplest in a series of soulbound constructs, including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is cruel, and an unwilling donor can resist the process with a successful Will save against the creator's Craft DC, ruining the doll if not preventing the donor's death. A doll can also be crafted from the soul of a person who has given consent to such use before their death.
+
+Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's fist more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power, given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs, allowing such dolls to control defenses far beyond their own capabilities.
+
+Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person's death, this doesn't affect the deceased's resurrection or progress to the afterlife. This extraction process is typically lethal to otherwise living prospective soul donors.
+
+The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll's neck or chest. The soul fragment generally clings to a strong personality trait of the original soul, but the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor's or moving farther afield on its own individual path. The soulbound doll's focus gem retains the doll's memories even after the doll's destruction. The intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Careful).md b/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Careful).md
new file mode 100755
index 000000000..bb6802d11
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Careful).md
@@ -0,0 +1,86 @@
+---
+title: "Soulbound Doll (Careful)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.J2rG23N7eeUCHXV3"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/soulbound
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Soulbound Doll (Careful)"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Soulbound Doll (Careful)"
+level: "Creature 2"
+
+alignment: ""
+size: "tiny"
+trait_01: [[construct]]
+trait_02: [[soulbound]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "One Spoken by its Creator (typically Common)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Occultism: +4, Stealth: +8"
+abilityMods: [-2, 4, 3, 0, 2, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +7, __Ref__ +10, __Will__ +6"
+hp: 23
+health:
+ - name: ""
+ - name: HP
+ desc: "23; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void; __Resistances__ bludgeoning 3, piercing 5, slashing 3"
+abilities_top:
+ - name: ""
+
+ - name: "Personality Fragments"
+ desc: " A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match a strong personality trait of the donor soul. Because of its soul sliver, a soulbound doll is not immune to spirit as most constructs are."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+10 (agile, finesse, magical)\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 18, attack +10; __3rd __ (2 slots) _[[Spells/Levitate|Levitate]]_; __2nd __ _[[Spells/Augury|Augury]]_\n__Cantrips__ __(1st)__ _[[Spells/Light|Light]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_"
+
+```
+
+```encounter-table
+name: Soulbound Doll (Careful)
+creatures:
+ - 1: Soulbound Doll (Careful)
+```
+
+
+
+Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal's soul. These little constructs are created for a variety of reasons—such as to serve as companions or servants—but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct's behavior, as an important service to the Great Beyond.
+
+Soulbound dolls are the simplest in a series of soulbound constructs, including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is cruel, and an unwilling donor can resist the process with a successful Will save against the creator's Craft DC, ruining the doll if not preventing the donor's death. A doll can also be crafted from the soul of a person who has given consent to such use before their death.
+
+Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's fist more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power, given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs, allowing such dolls to control defenses far beyond their own capabilities.
+
+Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person's death, this doesn't affect the deceased's resurrection or progress to the afterlife. This extraction process is typically lethal to otherwise living prospective soul donors.
+
+The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll's neck or chest. The soul fragment generally clings to a strong personality trait of the original soul, but the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor's or moving farther afield on its own individual path. The soulbound doll's focus gem retains the doll's memories even after the doll's destruction. The intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Cruel).md b/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Cruel).md
new file mode 100755
index 000000000..6566272f4
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Cruel).md
@@ -0,0 +1,86 @@
+---
+title: "Soulbound Doll (Cruel)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.2t9bVGuasl3XNLpP"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/soulbound
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Soulbound Doll (Cruel)"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Soulbound Doll (Cruel)"
+level: "Creature 2"
+
+alignment: ""
+size: "tiny"
+trait_01: [[construct]]
+trait_02: [[soulbound]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "One Spoken by its Creator (typically Common)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Occultism: +4, Stealth: +8"
+abilityMods: [-2, 4, 3, 0, 2, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +7, __Ref__ +10, __Will__ +6"
+hp: 23
+health:
+ - name: ""
+ - name: HP
+ desc: "23; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void; __Resistances__ bludgeoning 3, piercing 5, slashing 3"
+abilities_top:
+ - name: ""
+
+ - name: "Personality Fragments"
+ desc: " A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match a strong personality trait of the donor soul. Because of its soul sliver, a soulbound doll is not immune to spirit as most constructs are."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+10 (agile, finesse, magical)\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 18, attack +10; __3rd __ (2 slots) _[[Spells/Levitate|Levitate]]_; __2nd __ _[[Spells/Harm|Harm]]_\n__Cantrips__ __(1st)__ _[[Spells/Light|Light]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_"
+
+```
+
+```encounter-table
+name: Soulbound Doll (Cruel)
+creatures:
+ - 1: Soulbound Doll (Cruel)
+```
+
+
+
+Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal's soul. These little constructs are created for a variety of reasons—such as to serve as companions or servants—but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct's behavior, as an important service to the Great Beyond.
+
+Soulbound dolls are the simplest in a series of soulbound constructs, including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is cruel, and an unwilling donor can resist the process with a successful Will save against the creator's Craft DC, ruining the doll if not preventing the donor's death. A doll can also be crafted from the soul of a person who has given consent to such use before their death.
+
+Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's fist more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power, given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs, allowing such dolls to control defenses far beyond their own capabilities.
+
+Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person's death, this doesn't affect the deceased's resurrection or progress to the afterlife. This extraction process is typically lethal to otherwise living prospective soul donors.
+
+The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll's neck or chest. The soul fragment generally clings to a strong personality trait of the original soul, but the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor's or moving farther afield on its own individual path. The soulbound doll's focus gem retains the doll's memories even after the doll's destruction. The intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Gentle).md b/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Gentle).md
new file mode 100755
index 000000000..2b71a0bae
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Gentle).md
@@ -0,0 +1,86 @@
+---
+title: "Soulbound Doll (Gentle)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.c6KvLDvDRS4mSpqc"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/soulbound
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Soulbound Doll (Gentle)"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Soulbound Doll (Gentle)"
+level: "Creature 2"
+
+alignment: ""
+size: "tiny"
+trait_01: [[construct]]
+trait_02: [[soulbound]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "One Spoken by its Creator (typically Common)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Occultism: +4, Stealth: +8"
+abilityMods: [-2, 4, 3, 0, 2, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +7, __Ref__ +10, __Will__ +6"
+hp: 23
+health:
+ - name: ""
+ - name: HP
+ desc: "23; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void; __Resistances__ bludgeoning 3, piercing 5, slashing 3"
+abilities_top:
+ - name: ""
+
+ - name: "Personality Fragments"
+ desc: " A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match a strong personality trait of the donor soul. Because of its soul sliver, a soulbound doll is not immune to spirit as most constructs are."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+10 (agile, finesse, magical)\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 18, attack +10; __3rd __ (2 slots) _[[Spells/Levitate|Levitate]]_; __2nd __ _[[Spells/Peaceful Rest|Peaceful Rest]]_\n__Cantrips__ __(1st)__ _[[Spells/Light|Light]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_"
+
+```
+
+```encounter-table
+name: Soulbound Doll (Gentle)
+creatures:
+ - 1: Soulbound Doll (Gentle)
+```
+
+
+
+Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal's soul. These little constructs are created for a variety of reasons—such as to serve as companions or servants—but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct's behavior, as an important service to the Great Beyond.
+
+Soulbound dolls are the simplest in a series of soulbound constructs, including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is cruel, and an unwilling donor can resist the process with a successful Will save against the creator's Craft DC, ruining the doll if not preventing the donor's death. A doll can also be crafted from the soul of a person who has given consent to such use before their death.
+
+Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's fist more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power, given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs, allowing such dolls to control defenses far beyond their own capabilities.
+
+Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person's death, this doesn't affect the deceased's resurrection or progress to the afterlife. This extraction process is typically lethal to otherwise living prospective soul donors.
+
+The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll's neck or chest. The soul fragment generally clings to a strong personality trait of the original soul, but the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor's or moving farther afield on its own individual path. The soulbound doll's focus gem retains the doll's memories even after the doll's destruction. The intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Impish).md b/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Impish).md
new file mode 100755
index 000000000..722566f78
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Impish).md
@@ -0,0 +1,86 @@
+---
+title: "Soulbound Doll (Impish)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.IVYLj0wdecewZjNc"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/soulbound
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Soulbound Doll (Impish)"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Soulbound Doll (Impish)"
+level: "Creature 2"
+
+alignment: ""
+size: "tiny"
+trait_01: [[construct]]
+trait_02: [[soulbound]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "One Spoken by its Creator (typically Common)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Occultism: +4, Stealth: +8"
+abilityMods: [-2, 4, 3, 0, 2, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +7, __Ref__ +10, __Will__ +6"
+hp: 23
+health:
+ - name: ""
+ - name: HP
+ desc: "23; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void; __Resistances__ bludgeoning 3, piercing 5, slashing 3"
+abilities_top:
+ - name: ""
+
+ - name: "Personality Fragments"
+ desc: " A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match a strong personality trait of the donor soul. Because of its soul sliver, a soulbound doll is not immune to spirit as most constructs are."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+10 (agile, finesse, magical)\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 18, attack +10; __3rd __ (2 slots) _[[Spells/Levitate|Levitate]]_; __2nd __ _[[Spells/Disguise Magic|Disguise Magic]]_\n__Cantrips__ __(1st)__ _[[Spells/Light|Light]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_"
+
+```
+
+```encounter-table
+name: Soulbound Doll (Impish)
+creatures:
+ - 1: Soulbound Doll (Impish)
+```
+
+
+
+Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal's soul. These little constructs are created for a variety of reasons—such as to serve as companions or servants—but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct's behavior, as an important service to the Great Beyond.
+
+Soulbound dolls are the simplest in a series of soulbound constructs, including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is cruel, and an unwilling donor can resist the process with a successful Will save against the creator's Craft DC, ruining the doll if not preventing the donor's death. A doll can also be crafted from the soul of a person who has given consent to such use before their death.
+
+Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's fist more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power, given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs, allowing such dolls to control defenses far beyond their own capabilities.
+
+Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person's death, this doesn't affect the deceased's resurrection or progress to the afterlife. This extraction process is typically lethal to otherwise living prospective soul donors.
+
+The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll's neck or chest. The soul fragment generally clings to a strong personality trait of the original soul, but the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor's or moving farther afield on its own individual path. The soulbound doll's focus gem retains the doll's memories even after the doll's destruction. The intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Jolly).md b/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Jolly).md
new file mode 100755
index 000000000..20f33f717
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Jolly).md
@@ -0,0 +1,86 @@
+---
+title: "Soulbound Doll (Jolly)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.r8ExEjh4QXPUlo0A"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/soulbound
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Soulbound Doll (Jolly)"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Soulbound Doll (Jolly)"
+level: "Creature 2"
+
+alignment: ""
+size: "tiny"
+trait_01: [[construct]]
+trait_02: [[soulbound]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "One Spoken by its Creator (typically Common)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Occultism: +4, Stealth: +8"
+abilityMods: [-2, 4, 3, 0, 2, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +7, __Ref__ +10, __Will__ +6"
+hp: 23
+health:
+ - name: ""
+ - name: HP
+ desc: "23; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void; __Resistances__ bludgeoning 3, piercing 5, slashing 3"
+abilities_top:
+ - name: ""
+
+ - name: "Personality Fragments"
+ desc: " A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match a strong personality trait of the donor soul. Because of its soul sliver, a soulbound doll is not immune to spirit as most constructs are."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+10 (agile, finesse, magical)\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 18, attack +10; __3rd __ (2 slots) _[[Spells/Levitate|Levitate]]_; __2nd __ _[[Spells/Laughing Fit|Laughing Fit]]_\n__Cantrips__ __(1st)__ _[[Spells/Light|Light]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_"
+
+```
+
+```encounter-table
+name: Soulbound Doll (Jolly)
+creatures:
+ - 1: Soulbound Doll (Jolly)
+```
+
+
+
+Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal's soul. These little constructs are created for a variety of reasons—such as to serve as companions or servants—but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct's behavior, as an important service to the Great Beyond.
+
+Soulbound dolls are the simplest in a series of soulbound constructs, including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is cruel, and an unwilling donor can resist the process with a successful Will save against the creator's Craft DC, ruining the doll if not preventing the donor's death. A doll can also be crafted from the soul of a person who has given consent to such use before their death.
+
+Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's fist more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power, given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs, allowing such dolls to control defenses far beyond their own capabilities.
+
+Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person's death, this doesn't affect the deceased's resurrection or progress to the afterlife. This extraction process is typically lethal to otherwise living prospective soul donors.
+
+The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll's neck or chest. The soul fragment generally clings to a strong personality trait of the original soul, but the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor's or moving farther afield on its own individual path. The soulbound doll's focus gem retains the doll's memories even after the doll's destruction. The intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Kind).md b/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Kind).md
new file mode 100755
index 000000000..f01137331
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Kind).md
@@ -0,0 +1,86 @@
+---
+title: "Soulbound Doll (Kind)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.FbPuMVCqF0PUJDX4"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/soulbound
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Soulbound Doll (Kind)"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Soulbound Doll (Kind)"
+level: "Creature 2"
+
+alignment: ""
+size: "tiny"
+trait_01: [[construct]]
+trait_02: [[soulbound]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "One Spoken by its Creator (typically Common)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Occultism: +4, Stealth: +8"
+abilityMods: [-2, 4, 3, 0, 2, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +7, __Ref__ +10, __Will__ +6"
+hp: 23
+health:
+ - name: ""
+ - name: HP
+ desc: "23; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void; __Resistances__ bludgeoning 3, piercing 5, slashing 3"
+abilities_top:
+ - name: ""
+
+ - name: "Personality Fragments"
+ desc: " A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match a strong personality trait of the donor soul. Because of its soul sliver, a soulbound doll is not immune to spirit as most constructs are."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+10 (agile, finesse, magical)\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 18, attack +10; __3rd __ (2 slots) _[[Spells/Levitate|Levitate]]_; __2nd __ _[[Spells/Heal|Heal]]_\n__Cantrips__ __(1st)__ _[[Spells/Light|Light]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_"
+
+```
+
+```encounter-table
+name: Soulbound Doll (Kind)
+creatures:
+ - 1: Soulbound Doll (Kind)
+```
+
+
+
+Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal's soul. These little constructs are created for a variety of reasons—such as to serve as companions or servants—but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct's behavior, as an important service to the Great Beyond.
+
+Soulbound dolls are the simplest in a series of soulbound constructs, including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is cruel, and an unwilling donor can resist the process with a successful Will save against the creator's Craft DC, ruining the doll if not preventing the donor's death. A doll can also be crafted from the soul of a person who has given consent to such use before their death.
+
+Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's fist more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power, given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs, allowing such dolls to control defenses far beyond their own capabilities.
+
+Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person's death, this doesn't affect the deceased's resurrection or progress to the afterlife. This extraction process is typically lethal to otherwise living prospective soul donors.
+
+The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll's neck or chest. The soul fragment generally clings to a strong personality trait of the original soul, but the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor's or moving farther afield on its own individual path. The soulbound doll's focus gem retains the doll's memories even after the doll's destruction. The intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Rash).md b/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Rash).md
new file mode 100755
index 000000000..0f51d58a2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Rash).md
@@ -0,0 +1,86 @@
+---
+title: "Soulbound Doll (Rash)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Mtd9Mcc29G10ita0"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/soulbound
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Soulbound Doll (Rash)"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Soulbound Doll (Rash)"
+level: "Creature 2"
+
+alignment: ""
+size: "tiny"
+trait_01: [[construct]]
+trait_02: [[soulbound]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "One Spoken by its Creator (typically Common)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Occultism: +4, Stealth: +8"
+abilityMods: [-2, 4, 3, 0, 2, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +7, __Ref__ +10, __Will__ +6"
+hp: 23
+health:
+ - name: ""
+ - name: HP
+ desc: "23; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void; __Resistances__ bludgeoning 3, piercing 5, slashing 3"
+abilities_top:
+ - name: ""
+
+ - name: "Personality Fragments"
+ desc: " A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match a strong personality trait of the donor soul. Because of its soul sliver, a soulbound doll is not immune to spirit as most constructs are."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+10 (agile, finesse, magical)\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 18, attack +10; __3rd __ (2 slots) _[[Spells/Levitate|Levitate]]_; __2nd __ _[[Spells/Breathe Fire|Breathe Fire]]_\n__Cantrips__ __(1st)__ _[[Spells/Light|Light]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_"
+
+```
+
+```encounter-table
+name: Soulbound Doll (Rash)
+creatures:
+ - 1: Soulbound Doll (Rash)
+```
+
+
+
+Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal's soul. These little constructs are created for a variety of reasons—such as to serve as companions or servants—but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct's behavior, as an important service to the Great Beyond.
+
+Soulbound dolls are the simplest in a series of soulbound constructs, including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is cruel, and an unwilling donor can resist the process with a successful Will save against the creator's Craft DC, ruining the doll if not preventing the donor's death. A doll can also be crafted from the soul of a person who has given consent to such use before their death.
+
+Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's fist more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power, given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs, allowing such dolls to control defenses far beyond their own capabilities.
+
+Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person's death, this doesn't affect the deceased's resurrection or progress to the afterlife. This extraction process is typically lethal to otherwise living prospective soul donors.
+
+The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll's neck or chest. The soul fragment generally clings to a strong personality trait of the original soul, but the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor's or moving farther afield on its own individual path. The soulbound doll's focus gem retains the doll's memories even after the doll's destruction. The intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Sassy).md b/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Sassy).md
new file mode 100755
index 000000000..b18677f55
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Sassy).md
@@ -0,0 +1,86 @@
+---
+title: "Soulbound Doll (Sassy)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.GpWsxh9LaddkcLX8"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/soulbound
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Soulbound Doll (Sassy)"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Soulbound Doll (Sassy)"
+level: "Creature 2"
+
+alignment: ""
+size: "tiny"
+trait_01: [[construct]]
+trait_02: [[soulbound]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "One Spoken by its Creator (typically Common)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Occultism: +4, Stealth: +8"
+abilityMods: [-2, 4, 3, 0, 2, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +7, __Ref__ +10, __Will__ +6"
+hp: 23
+health:
+ - name: ""
+ - name: HP
+ desc: "23; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void; __Resistances__ bludgeoning 3, piercing 5, slashing 3"
+abilities_top:
+ - name: ""
+
+ - name: "Personality Fragments"
+ desc: " A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match a strong personality trait of the donor soul. Because of its soul sliver, a soulbound doll is not immune to spirit as most constructs are."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+10 (agile, finesse, magical)\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 18, attack +10; __3rd __ (2 slots) _[[Spells/Levitate|Levitate]]_; __2nd __ _[[Spells/Dispel Magic|Dispel Magic]]_\n__Cantrips__ __(1st)__ _[[Spells/Light|Light]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_"
+
+```
+
+```encounter-table
+name: Soulbound Doll (Sassy)
+creatures:
+ - 1: Soulbound Doll (Sassy)
+```
+
+
+
+Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal's soul. These little constructs are created for a variety of reasons—such as to serve as companions or servants—but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct's behavior, as an important service to the Great Beyond.
+
+Soulbound dolls are the simplest in a series of soulbound constructs, including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is cruel, and an unwilling donor can resist the process with a successful Will save against the creator's Craft DC, ruining the doll if not preventing the donor's death. A doll can also be crafted from the soul of a person who has given consent to such use before their death.
+
+Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's fist more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power, given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs, allowing such dolls to control defenses far beyond their own capabilities.
+
+Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person's death, this doesn't affect the deceased's resurrection or progress to the afterlife. This extraction process is typically lethal to otherwise living prospective soul donors.
+
+The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll's neck or chest. The soul fragment generally clings to a strong personality trait of the original soul, but the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor's or moving farther afield on its own individual path. The soulbound doll's focus gem retains the doll's memories even after the doll's destruction. The intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Timid).md b/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Timid).md
new file mode 100755
index 000000000..b26939d91
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Soulbound Doll (Timid).md
@@ -0,0 +1,86 @@
+---
+title: "Soulbound Doll (Timid)"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.3Fn92aG31ccvqdgD"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/soulbound
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Soulbound Doll (Timid)"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Soulbound Doll (Timid)"
+level: "Creature 2"
+
+alignment: ""
+size: "tiny"
+trait_01: [[construct]]
+trait_02: [[soulbound]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: "One Spoken by its Creator (typically Common)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Occultism: +4, Stealth: +8"
+abilityMods: [-2, 4, 3, 0, 2, 0]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +7, __Ref__ +10, __Will__ +6"
+hp: 23
+health:
+ - name: ""
+ - name: HP
+ desc: "23; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void; __Resistances__ bludgeoning 3, piercing 5, slashing 3"
+abilities_top:
+ - name: ""
+
+ - name: "Personality Fragments"
+ desc: " A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match a strong personality trait of the donor soul. Because of its soul sliver, a soulbound doll is not immune to spirit as most constructs are."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+10 (agile, finesse, magical)\n__Damage__ 1d6 + 2 bludgeoning"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 18, attack +10; __3rd __ (2 slots) _[[Spells/Levitate|Levitate]]_; __2nd __ _[[Spells/Invisibility|Invisibility]]_\n__Cantrips__ __(1st)__ _[[Spells/Light|Light]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_"
+
+```
+
+```encounter-table
+name: Soulbound Doll (Timid)
+creatures:
+ - 1: Soulbound Doll (Timid)
+```
+
+
+
+Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal's soul. These little constructs are created for a variety of reasons—such as to serve as companions or servants—but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct's behavior, as an important service to the Great Beyond.
+
+Soulbound dolls are the simplest in a series of soulbound constructs, including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is cruel, and an unwilling donor can resist the process with a successful Will save against the creator's Craft DC, ruining the doll if not preventing the donor's death. A doll can also be crafted from the soul of a person who has given consent to such use before their death.
+
+Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's fist more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power, given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs, allowing such dolls to control defenses far beyond their own capabilities.
+
+Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person's death, this doesn't affect the deceased's resurrection or progress to the afterlife. This extraction process is typically lethal to otherwise living prospective soul donors.
+
+The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll's neck or chest. The soul fragment generally clings to a strong personality trait of the original soul, but the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor's or moving farther afield on its own individual path. The soulbound doll's focus gem retains the doll's memories even after the doll's destruction. The intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Soulbound Homunculus.md b/content/mechanics/srd/Bestiary/Monster Core/Soulbound Homunculus.md
new file mode 100755
index 000000000..4a86fb6ae
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Soulbound Homunculus.md
@@ -0,0 +1,85 @@
+---
+title: "Soulbound Homunculus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.p5EeStK7IYcEhvVe"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/soulbound
+ - pf2eMonster
+ - pf2e/creature/level/0
+ - remaster
+statblock: inline
+name: "Soulbound Homunculus"
+level: 0
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Soulbound Homunculus"
+level: "Creature 0"
+
+alignment: ""
+size: "tiny"
+trait_01: [[construct]]
+trait_02: [[soulbound]]
+modifier: 3
+perception:
+ - name: "Perception"
+ desc: "+3; Darkvision"
+languages: "Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Stealth: +5"
+abilityMods: [-1, 3, 0, 0, 1, -2]
+speed: 15 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +2, __Ref__ +7, __Will__ +3"
+hp: 17
+health:
+ - name: ""
+ - name: HP
+ desc: "17; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, void"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+7 (finesse, magical, reach 0 feet)\n__Damage__ 1d4 piercing plus homunculus-poison"
+
+ - name: "Homunculus Poison"
+ desc: " (poison) A homunculus has one dose of poison in a reservoir in its head. It can refill this poison from its reserves with an Interact action\n\n**Saving Throw** DC 15 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d6 poison and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)."
+
+```
+
+```encounter-table
+name: Soulbound Homunculus
+creatures:
+ - 1: Soulbound Homunculus
+```
+
+
+
+Most homunculi use a dose of their creator's blood as their spark of life, but it's possible to use a technique similar to that used in the crafting of a soulbound doll to give a homunculus a personality and the semblance of life. These homunculi gain the soulbound trait, lose immunity to spirit, can speak, and do not have a special link to a creator, yet the process tends to warp the soul used so that, more often than not, what rises in the new homunculus body is a parody of its prior life. As such, soulbound homunculi are generally created by cruel spellcasters as a method of humiliating and tormenting vanquished enemies.
+
+* * *
+
+A homunculus is a tiny servitor construct created by a crafter to serve as a spy, scout, messenger, or assistant. When a crafter first begins to study the art of creating constructs, they often craft a homunculus first, since the creation process is simple and inexpensive due to a magical shortcut: the use of the creator's own blood. This forges a link between the homunculus and its master, causing the homunculus to gain a spark of the creator's intellect, as well as the same moral values and some of the creator's basic personality traits. Homunculi left to their own devices never stray far from their masters.
+
+In most cases, a homunculus doesn't survive the death of its master for long. Deprived of its creator, a homunculus loses focus and grows increasingly selfdestructive, and some even end up battering themselves to annihilation. Rarely, a homunculus with a slain master survives the trauma with its mind intact, often seeing itself as its deceased creator's child or successor and attempting to further its creator's legacy as best it can. In such cases, and if the homunculus was in close proximity to its master upon that creature's death, a portion of the dead master's soul "infects" the surviving homunculus as they pass on to the afterlife.
+
+This doesn't result in a truly soulbound homunculus, since only a fragment of the soul is left behind, but this is still enough to grant the homunculus a greater personality, free will of its own, and perhaps most importantly, the ability to speak. Over time, a few of these "awakened" homunculi even go so far as to become convinced that they are the reincarnation of their prior masters, although their actual personalities never quite reach the depth and complexity of a truly living creature. They are, at best, caricatures of the master, and at worst, they become awful, bitter-minded parodies of life itself. Still, a free-willed homunculus might pursue studies in its creator's class, becoming a unique creature with the abilities of that class if time and fortune permit.
+
+Homunculi are created from a mixture of clay, ash, mandrake root, spring water, and a pint of the creator's own blood. It is possible for a separate donor to provide the blood, but the process is more difficult.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Sphinx.md b/content/mechanics/srd/Bestiary/Monster Core/Sphinx.md
new file mode 100755
index 000000000..7c6560a5a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Sphinx.md
@@ -0,0 +1,92 @@
+---
+title: "Sphinx"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.UcyycONQSD1zVpl3"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Sphinx"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Sphinx"
+level: "Creature 8"
+
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+modifier: 18
+perception:
+ - name: "Perception"
+ desc: "+18; Darkvision, See the Unseen"
+languages: "Common, Draconic, Sphinx; Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +17, Athletics: +18, Deception: +16, Diplomacy: +16, Intimidation: +18, Occultism: +17, Bardic Lore: +19"
+abilityMods: [6, 1, 3, 5, 4, 4]
+speed: 35 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +16, __Ref__ +14, __Will__ +19"
+hp: 135
+health:
+ - name: ""
+ - name: HP
+ desc: "135"
+abilities_top:
+ - name: ""
+
+ - name: "Bardic Lore"
+ desc: " Sphinxes are naturally curious, and their love of puzzles and mysteries leads them to gather information on a broad range of topics. Sphinxes have Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+20 (agile)\n__Damage__ 2d6 + 9 slashing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 27, attack +19; __4th __ _[[Spells/Clairaudience|Clairaudience (At Will)]]_, _[[Spells/Clairvoyance|Clairvoyance (At Will)]]_, _[[Spells/Cleanse Affliction|Cleanse Affliction]]_, _[[Spells/Read Omens|Read Omens]]_; __3rd __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Locate|Locate]]_\n__Cantrips__ __(4th)__ _[[Spells/Detect Magic|Detect Magic]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_ __(2nd)__ _[[Spells/See the Unseen|See the Unseen]]_"
+
+ - name: "Claw Rake"
+ desc: "`pf2:3` The sphinx rears back on their hind legs and makes two claw Strikes at the same target, using the same attack bonus as their highest melee attack. If both attacks deal damage, the target takes extra damage equal to one claw Strike."
+
+ - name: "Pounce"
+ desc: "`pf2:1` The sphinx Strides and makes a Strike at the end of that movement. If the sphinx began this action [[Conditions/Hidden|Hidden]], they remain hidden until after the attack."
+
+ - name: "Riddler's Rune"
+ desc: " Once per week, a Sphinx can create a magical symbol as the [[Spells/Rune Trap|Rune Trap]] ritual. The sphinx usually shapes it to take the form of a written riddle and sets the password to the answer.\n\nA creature that gives the wrong answer or tries to pass without answering must succeed at a DC 26 Will check save or be affected by one of the following spells, chosen by the sphinx when creating the symbol: [[Spells/Synaptic Pulse|Synaptic Pulse]] (5th), [[Spells/Charm|Charm]] (4th), [[Spells/Fear|Fear]] (4th), [[Spells/Phantom Pain|Phantom Pain]] (4th), [[Spells/Sleep|Sleep]] (4th). The sphinx learns the identity of any creature that answers the riddle and tends to be friendly to them if they answered correctly."
+
+```
+
+```encounter-table
+name: Sphinx
+creatures:
+ - 1: Sphinx
+```
+
+
+
+Sphinxes are mystical beings with the body of a lion, the wings of a great bird, and the upper torso and head of a human. They are often maligned in legends as nothing more than monsters, and though they are quick to anger and are capable of exacting deadly retribution for perceived slights, they are also very intelligent.
+
+Sphinxes are often associated with desert regions, but they can dwell in more moderate climates as well. They form small groups consisting of a single, extended family that hunts and works together to protect and teach their young. As they mature, sphinxes develop a wanderlust, a drive to gather hidden lore and solve the world's greatest riddles-the trait that is perhaps most often identified with their kind.
+
+While sometimes bound into service as guardians for powerful spellcasters, lone sphinxes may also be encountered on journeys of discovery and as purveyors of esoteric lore. If treated with the proper respect-and fed well-a sphinx can demonstrate a willingness to exchange information. Their favorite currency is, of course, riddles and secrets. One who can trade knowledge for knowledge has a much better chance of succeeding while bargaining with a sphinx. However, a sphinx's insatiable thirst for new riddles as well their extensive collection of secrets accumulated over hundreds of years of life-makes it difficult to offer them something they don't already know. Those who attempt to trade petty insight and stale riddles may invoke a sphinx's ire and will not live long enough to regret it.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Spider Swarm.md b/content/mechanics/srd/Bestiary/Monster Core/Spider Swarm.md
new file mode 100755
index 000000000..500af70ea
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Spider Swarm.md
@@ -0,0 +1,85 @@
+---
+title: "Spider Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.WA8nxFChyLc4wvN8"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/0
+ - remaster
+statblock: inline
+name: "Spider Swarm"
+level: 0
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Spider Swarm"
+level: "Creature 0"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[swarm]]
+modifier: 4
+perception:
+ - name: "Perception"
+ desc: "+4; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Athletics: +2, Stealth: +5"
+abilityMods: [-2, 3, 0, -5, 0, -4]
+speed: 20 feet, climb 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +4, __Ref__ +7, __Will__ +2"
+hp: 12
+health:
+ - name: ""
+ - name: HP
+ desc: "12; __Immunities__ precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 5, splash damage 5; __Resistances__ bludgeoning 2, piercing 5, slashing 5"
+abilities_top:
+ - name: ""
+
+ - name: "Web Sense"
+ desc: " The spider swarm has imprecise tremorsense to detect the vibrations of creatures touching its web.\n* * *\n\nTremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+attacks:
+ - name: ""
+
+ - name: "Spider Swarm Venom"
+ desc: " (poison) **Saving Throw** DC 14 Fortitude check\n* * *\n\n**Maximum Duration** 4 rounds\n\n**Stage 1** 1 poison and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 1d4 poison and enfeebled 1 (1 round)"
+
+ - name: "Swarming Bites"
+ desc: "`pf2:1` Each enemy in the spider swarm's space takes 1d4 piercing damage with a DC 14 Reflex check save.\n\nA creature that fails its save is exposed to spider swarm venom."
+
+```
+
+```encounter-table
+name: Spider Swarm
+creatures:
+ - 1: Spider Swarm
+```
+
+
+
+An abundance of food, the sudden hatching of a clutch of eggs, or magical influence can cause smaller spiders to gather in terrifying, deadly masses.
+
+* * *
+
+Few everyday vermin inspire as much dread as the infamous spider.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Sprigjack.md b/content/mechanics/srd/Bestiary/Monster Core/Sprigjack.md
new file mode 100755
index 000000000..0fb40b82f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Sprigjack.md
@@ -0,0 +1,86 @@
+---
+title: "Sprigjack"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gPSVaNYg8HEweQIp"
+tags:
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/plant
+ - pf2e/creature/type/wood
+ - pf2eMonster
+ - pf2e/creature/level/-1
+ - remaster
+statblock: inline
+name: "Sprigjack"
+level: -1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Sprigjack"
+level: "Creature -1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[fey]]
+trait_02: [[plant]]
+trait_03: [[wood]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Darkvision"
+languages: "Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Nature: +3, Stealth: +5"
+abilityMods: [1, 3, 2, -1, 1, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +5, __Ref__ +7, __Will__ +3"
+hp: 10
+health:
+ - name: ""
+ - name: HP
+ desc: "10; __Weaknesses__ axe vulnerability 2, fire 2"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+7 (agile, finesse, reach 0 feet)\n__Damage__ 1d4 + 1 slashing"
+
+ - name: "**Ranged** `pf2:1` Splinter"
+ desc: "+7 (range increment 30 feet)\n__Damage__ 1d4 piercing"
+
+ - name: "Bramble Jump"
+ desc: "`pf2:3` (plant,primal,teleportation,wood) **Requirements** The twigjack is in undergrowth\n* * *\n\n**Effect** The twigjack scrambles into the undergrowth and instantly teleports to a square of undergrowth within 60 feet. This movement doesn't trigger reactions."
+
+```
+
+```encounter-table
+name: Sprigjack
+creatures:
+ - 1: Sprigjack
+```
+
+
+
+Weaker twigjacks are often found in cultivated forests and even gardens. They seek to drive away interlopers, growing as their environment runs wild.
+
+* * *
+
+Maladjusted forest denizens, twigjacks form from the cruel and prankish combination of fey and the very woods in which they reside. A twigjack's body is made up of prickly brambles woven with vines. Shaggy, mossy growth, not unlike hair, tops a twigjack's head. Its mouth is just a canyon of splintered and broken sticks bisecting its face. Leaves and sprigs of new growth randomly sprout from the creature's body. Many dense forests on Golarion have at least a handful of twigjacks living in the undergrowth.
+
+While truculent and violent, twigjacks care deeply for what they consider to be their forests. These creatures harass outsiders who delve deep into their wooded domains, forcing back even the most determined explorers, foresters, and travelers, especially when those intruders cut roads through the forest. However, they are not terribly territorial when it comes to other forest creatures. When sylvan creatures, especially fey, rally against an outside threat, twigjacks in the area eagerly arrive to fight, even if they were not invited.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Sprite.md b/content/mechanics/srd/Bestiary/Monster Core/Sprite.md
new file mode 100755
index 000000000..1de36f231
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Sprite.md
@@ -0,0 +1,86 @@
+---
+title: "Sprite"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.VZ3sfiMH2vCoacT2"
+tags:
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/sprite
+ - pf2eMonster
+ - pf2e/creature/level/-1
+ - remaster
+statblock: inline
+name: "Sprite"
+level: -1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Sprite"
+level: "Creature -1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[fey]]
+trait_02: [[sprite]]
+modifier: 4
+perception:
+ - name: "Perception"
+ desc: "+4; Low-Light Vision"
+languages: "Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +6, Stealth: +6"
+abilityMods: [-3, 4, 0, -2, 0, 2]
+speed: 10 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +2, __Ref__ +8, __Will__ +4"
+hp: 7
+health:
+ - name: ""
+ - name: HP
+ desc: "7; __Weaknesses__ cold iron 3"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Rapier|Rapier]]"
+ - name: "Luminous Fire"
+ desc: " (light,primal) A sprite naturally sheds light like a torch. The sprite can extinguish, rekindle, or change the color of this light by using an action with the concentrate trait. While this light is extinguished, the sprite's Strikes don't deal fire damage, and they can't use their luminous spark Strike."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Rapier"
+ desc: "+8 (deadly d8, disarm, finesse, fire, magical)\n__Damage__ 1d6 - 3 piercing"
+
+ - name: "**Ranged** `pf2:1` Luminous Spark"
+ desc: "+8 (fire, light, range 20 feet)\n__Damage__ 1d4 fire"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 16, attack +8; __1st __ _[[Spells/Dizzying Colors|Dizzying Colors]]_\n__Cantrips__ __(1st)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Light|Light]]_"
+
+```
+
+```encounter-table
+name: Sprite
+creatures:
+ - 1: Sprite
+```
+
+
+
+Common sprites, sometimes called firefly sprites, are primeval guardians that latch onto a person, place, or object and defend it for their own inscrutable reasons. Their dispositions vary from kind to spiteful, but all sprites have a capricious streak. Being only about 9 inches tall, they are wary of animals that might hunt them, particularly house cats, and prefer flight to a fight. On the other hand, sprites are incredibly curious about all forms of magic and heedlessly gather around ley line nexuses or other places of power.
+
+* * *
+
+Elusive, flighty, and ebullient, sprites are what many villagers first imagine when they hear the terms "fey" or "fairy." While their dispositions vary, all sprites share a connection to magic and a diminutive size. This family of fey shares its name with its slightest and most populous member, the common sprite.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Stegosaurus.md b/content/mechanics/srd/Bestiary/Monster Core/Stegosaurus.md
new file mode 100755
index 000000000..611a6085b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Stegosaurus.md
@@ -0,0 +1,87 @@
+---
+title: "Stegosaurus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.W4g6s8KWA10v6hpU"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/dinosaur
+ - pf2eMonster
+ - pf2e/creature/level/7
+ - remaster
+statblock: inline
+name: "Stegosaurus"
+level: 7
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Stegosaurus"
+level: "Creature 7"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+trait_02: [[dinosaur]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +20"
+abilityMods: [7, 2, 4, -4, 2, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +17, __Ref__ +13, __Will__ +13"
+hp: 125
+health:
+ - name: ""
+ - name: HP
+ desc: "125"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Dorsal Deflection"
+ desc: "`pf2:r` **Trigger** The stegosaurus is targeted with a melee attack.\n* * *\n\n**Effect** The stegosaurus leans its dorsal plates into the attack, gaining a +2 circumstance bonus to its AC against the triggering attack. If the attack misses, the stegosaurus Steps after the attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+18 (reach 15 feet, sweep)\n__Damage__ 2d8 + 9 piercing"
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+18 (reach 10 feet)\n__Damage__ 2d6 + 9 bludgeoning"
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Large or smaller, foot, DC 25 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+```
+
+```encounter-table
+name: Stegosaurus
+creatures:
+ - 1: Stegosaurus
+```
+
+
+
+The stegosaurus is easily recognized by its twin rows of diamond-shaped dorsal plates that run down its spine and thick tail adorned with four large spikes. This configuration protects the herbivore, the plates deflecting attacks while it gores predators with its tail.
+
+The stegosaurus is generally even-tempered and gentle, despite its size. This combination makes it even more popular as a trained pet or guard, but even then one should take care to not annoy the dinosaur—an angry stegosaurus can lash out with little warning.
+
+* * *
+
+Remnants from the world's primeval era, these enormous reptilian animals still exist in large numbers in remote wildernesses or underground in magical Darklands caverns. Lizardfolk, orcs, giants, and other humanoids who live near dinosaurs use the animals as mounts, guards, or hunting beasts. Occasionally, rich nobles will collect dinosaurs to display them in menageries, which almost inevitably leads to cast-offs being nursed back to health by druids and other champions of nature. When dinosaurs establish themselves in regions outside their normal habitats, it's often the result of a large collection being released.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Stone Bulwark.md b/content/mechanics/srd/Bestiary/Monster Core/Stone Bulwark.md
new file mode 100755
index 000000000..20958204f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Stone Bulwark.md
@@ -0,0 +1,87 @@
+---
+title: "Stone Bulwark"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.z8aLewsGyQLbw5O0"
+tags:
+ - pf2e/creature/type/construct
+ - pf2e/creature/type/mindless
+ - pf2eMonster
+ - pf2e/creature/level/11
+ - remaster
+statblock: inline
+name: "Stone Bulwark"
+level: 11
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Stone Bulwark"
+level: "Creature 11"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[construct]]
+trait_02: [[mindless]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +26"
+abilityMods: [7, -1, 4, -5, 0, -5]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 30
+armorclass:
+ - name: AC
+ desc: "30; __Fort__ +24, __Ref__ +18, __Will__ +19"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental; __Resistances__ physical 10 (except adamantine), spells 10 (except cold, earth, or water)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Statuary Aura"
+ desc: " (arcane,aura,earth) 20 feet.\n\nRocks of marble magically arise from the ground in the aura. They protect the bulwark's allies, giving each of them standard [[Other Effects/Effect_ Cover|Cover]]. These stones can be used for Throw Rock.\n\nThis aura automatically activates at the start of the stone bulwark's first turn in combat and deactivates at the end of combat."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+24 (magical, reach 10 feet)\n__Damage__ 2d10 + 13 bludgeoning plus binding-stone"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+22 (brutal, magical, range increment 120 feet)\n__Damage__ 2d6 + 11 bludgeoning plus binding-stone"
+
+ - name: "Binding Stone"
+ desc: " (arcane,earth) Any creature hit by the stone bulwark's fist or rock Strike is affected by a DC 30 Fortitude check [[Spells/Earthbind|Earthbind]] spell."
+
+ - name: "Inexorable March"
+ desc: "`pf2:1` The stone bulwark Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can attempt to bar the way by succeeding at a DC 34 Fortitude check save. On a critical success, the resisting creature takes no damage; otherwise it is damaged as if hit by the construct's fist."
+
+ - name: "[[Bestiary Ability Glossary/Throw Rock|Throw Rock]]"
+ desc: "`pf2:1` The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike."
+
+```
+
+```encounter-table
+name: Stone Bulwark
+creatures:
+ - 1: Stone Bulwark
+```
+
+
+
+Stone bulwarks are slow and steady constructs typically carved from marble or granite. They're often made to serve as works of art when at rest, so some magical crafters employ master sculptors to ensure their constructs make beautiful statues. Older stone bulwarks might be weathered, with scuffed or cracked surfaces or missing noses and digits, but this weathering is largely cosmetic and doesn't adversely impact the bulwark's functionality.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Stone Giant.md b/content/mechanics/srd/Bestiary/Monster Core/Stone Giant.md
new file mode 100755
index 000000000..c3f9da110
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Stone Giant.md
@@ -0,0 +1,96 @@
+---
+title: "Stone Giant"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.NG99u4LAPuFRCyuV"
+tags:
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Stone Giant"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Stone Giant"
+level: "Creature 8"
+
+alignment: ""
+size: "Large"
+trait_01: [[earth]]
+trait_02: [[giant]]
+trait_03: [[humanoid]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision"
+languages: "Common, Jotun, Petran"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Athletics: +20, Intimidation: +14, Nature: +18, Stealth: +14"
+abilityMods: [6, 2, 4, 0, 4, 0]
+speed: 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +18, __Ref__ +14, __Will__ +14"
+hp: 150
+health:
+ - name: ""
+ - name: HP
+ desc: "150"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Greatclub|+1 Striking Greatclub]]"
+abilities_mid:
+ - name: ""
+ - name: "Swat Projectile"
+ desc: "`pf2:r` **Requirements** The stone giant must have a free hand but can Release anything as part of this reaction\n\n**Trigger** The giant is targeted by a physical ranged attack\n* * *\n\n**Effect** The stone giant gains a +4 circumstance bonus to AC against the triggering attack. If the attack misses and the projectile was made of stone, the giant can throw it back at the attacker as a rock ranged Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Greatclub"
+ desc: "+21 (backswing, magical, reach 10 feet, shove)\n__Damage__ 2d10 + 12 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+20 (agile, reach 10 feet)\n__Damage__ 2d6 + 14 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+18 (brutal, range increment 120 feet)\n__Damage__ 2d6 + 12 bludgeoning"
+
+ - name: "Big Swing"
+ desc: "`pf2:2` The stone giant makes a greatclub Strike. The target is Pushed up to 10 feet on a hit or up to 20 feet on a critical hit.\n\nIf the target collides with a solid object, it takes bludgeoning damage as though it had fallen the distance it moved."
+
+ - name: "Create Boulder"
+ desc: "`pf2:1` (earth,primal) The stone giant molds a boulder from primal earth and throws it as a rock Strike. A creature hit by the Strike must succeed at a DC 26 Reflex check save or be knocked [[Conditions/Prone|Prone]]."
+
+```
+
+```encounter-table
+name: Stone Giant
+creatures:
+ - 1: Stone Giant
+```
+
+
+
+Stone giants are stoic, reclusive herders and artists with a rich history and collection of traditions. They dwell in caves in tall mountains and craggy ranges, where their grayish skin allows them to blend in with their surroundings and go unnoticed, despite being around 12 feet tall. Benign travelers who come across a clan of stone giants need not worry, however, for stone giants do not actively invite confrontation or strife. They are, by and large, peaceful people who seek wisdom through exploration of nature and long meditations on the elements of the natural world. Their elders are among the wisest of giants, using their charisma and druidic magic to lead their clans to prosperity and harmony with nature.
+
+A stone giant clan will usually raise a number of animals as pets, favoring cave bears, elephants, or dinosaurs depending on the environment. Many clans also accept allies, considering arboreals, elementals, and even gargoyles as kin through their shared connection with the earth.
+
+* * *
+
+Giants are massive humanoid creatures who live in remote regions throughout the world. They vary widely but are united in their hunger, requiring sustenance of their own element along with the feasts one would expect from such a massive humanoid. Although a simple matter for some giants, more esoteric types find this need a harsh reality. While a massive fistful of ice or snow alongside their meal will satisfy a frost giant, shadow giants hunger for the coagulated shadows of the Netherworld.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Stone Mauler.md b/content/mechanics/srd/Bestiary/Monster Core/Stone Mauler.md
new file mode 100755
index 000000000..139f072c1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Stone Mauler.md
@@ -0,0 +1,97 @@
+---
+title: "Stone Mauler"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.zBhwUNgRNhHbMEL1"
+tags:
+ - pf2e/creature/type/earth
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/9
+ - remaster
+statblock: inline
+name: "Stone Mauler"
+level: 9
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Stone Mauler"
+level: "Creature 9"
+
+alignment: ""
+size: "Large"
+trait_01: [[earth]]
+trait_02: [[elemental]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision, Tremorsense (Imprecise) 80 Feet"
+languages: "Petran"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +21, Stealth: +12"
+abilityMods: [6, -1, 7, -1, 3, -1]
+speed: 35 feet, burrow 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +23, __Ref__ +15, __Will__ +19"
+hp: 180
+health:
+ - name: ""
+ - name: HP
+ desc: "180; __Immunities__ bleed, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 80 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "Earthbound"
+ desc: " When not touching solid ground, a stone mauler is [[Conditions/Slowed|Slowed 1]] and can't use reactions."
+
+abilities_mid:
+ - name: ""
+ - name: "Crumble"
+ desc: "`pf2:r` **Trigger** The stone mauler takes damage from a hostile source while atop rock or earth\n* * *\n\n**Effect** The stone mauler crumbles into the ground, Burrowing down 15 feet. This Burrowing does not trigger reactions.\n\nThe stone mauler can't Crumble again for 1d4 rounds."
+
+ - name: "Spike Stones"
+ desc: " (aura,earth,primal) 5 feet.\n\nSpikes of rock rise up from all stone surfaces in the emanation, creating difficult terrain. A creature moving in the terrain takes 2d6 piercing damage for each square of spikes it moves into (a Large or larger creature takes damage only once for each square it moves, even if its space covers multiple squares of spikes). Creatures with the earth trait ignore all effects within the area.\n\nThe stone mauler can disable or activate this aura using a single action, which has the concentrate trait."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+21 (reach 10 feet)\n__Damage__ 2d10 + 10 bludgeoning plus push"
+
+ - name: "**Ranged** `pf2:1` Rock"
+ desc: "+21 (brutal, range increment 80 feet)\n__Damage__ 2d12 + 6 bludgeoning"
+
+ - name: "Earth Glide"
+ desc: " The stone mauler can Burrow through any earthen matter, including rock. When it does so, the stone mauler moves at its full burrow Speed, leaving no tunnels or signs of its passing."
+
+ - name: "[[Bestiary Ability Glossary/Push|Push 10 feet]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Push in its damage entry\n* * *\n\n**Effect** The monster attempts to [[Actions/Shove|Shove]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance."
+
+```
+
+```encounter-table
+name: Stone Mauler
+creatures:
+ - 1: Stone Mauler
+```
+
+
+
+These towering heaps of earth can inflict tremendous damage up close and from afar.
+
+* * *
+
+Earth elementals make excellent bodyguards for adventuresome spelunkers and are ideal protectors of important subterranean locations such as vaults and treasuries.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/String Slime.md b/content/mechanics/srd/Bestiary/Monster Core/String Slime.md
new file mode 100755
index 000000000..ce63cbd39
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/String Slime.md
@@ -0,0 +1,88 @@
+---
+title: "String Slime"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.reTUjyt8VSiQdejI"
+tags:
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/ooze
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "String Slime"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "String Slime"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[mindless]]
+trait_02: [[ooze]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Motion Sense (Precise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +11"
+abilityMods: [4, -5, 5, -5, 0, -5]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 10
+armorclass:
+ - name: AC
+ desc: "10; __Fort__ +12, __Ref__ +0, __Will__ +5"
+hp: 90
+health:
+ - name: ""
+ - name: HP
+ desc: "90; __Immunities__ acid, critical hits, precision, slashing, unconscious, visual, bleed, mental"
+abilities_top:
+ - name: ""
+
+ - name: "Motion Sense"
+ desc: " A string slime can feel nearby motion through vibration and air movement."
+
+abilities_mid:
+ - name: ""
+ - name: "Split"
+ desc: " Whenever a string slime would take slashing damage (if it weren't immune) and has at least 10 HP, it splits into two identical slimes with half the original's HP. One string slime is in the same space as the original, and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, move smaller creatures and objects out of the way to make a space or the split is canceled at the GM's discretion."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pseudopod"
+ desc: "+11 ()\n__Damage__ 1d8 + 4 bludgeoning 1d6 acid"
+
+ - name: "Tag Team"
+ desc: "`pf2:2` **Requirements** another string slime is within 30 feet\n* * *\n\n**Effect** The slime arcs protoplasm to the other string slime. Creatures in that line take 3d6 acid damage with a DC 16 Reflex check save. A creature that fails its save is also knocked [[Conditions/Prone|Prone]]."
+
+ - name: "Weak Acid"
+ desc: " A string slime's acid damages only organic material—not metal, stone, or other inorganic substances."
+
+```
+
+```encounter-table
+name: String Slime
+creatures:
+ - 1: String Slime
+```
+
+
+
+Found underground or in dungeons, these quivering, slug-like ropes of slime continuously scour their domain for food. In addition to their shape, they are named for their ability to shoot out expanding ribbons of slime that resemble tangled strings.
+
+* * *
+
+Slimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to enormous sizes and have insatiable appetites.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Succubus.md b/content/mechanics/srd/Bestiary/Monster Core/Succubus.md
new file mode 100755
index 000000000..fd456ac5e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Succubus.md
@@ -0,0 +1,112 @@
+---
+title: "Succubus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.hCrAdiiKw46D949e"
+tags:
+ - pf2e/creature/type/demon
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/7
+ - remaster
+statblock: inline
+name: "Succubus"
+level: 7
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Succubus"
+level: "Creature 7"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[demon]]
+trait_02: [[fiend]]
+trait_03: [[unholy]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision"
+languages: "Chthonian, Common, Draconic, Empyrean; three additional mortal languages, Telepathy 100 feet, Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Deception: +18, Diplomacy: +20, Intimidation: +16, Religion: +13, Society: +15, Stealth: +14"
+abilityMods: [2, 3, 4, 4, 2, 7]
+speed: 25 feet, fly 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +15, __Ref__ +14, __Will__ +17; +1 status to all saves vs. magic"
+hp: 100
+health:
+ - name: ""
+ - name: HP
+ desc: "100; __Weaknesses__ cold iron 5, holy 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Rejection Vulnerability"
+ desc: " As succubi are beings of pure lust, creatures that reject their lust can metaphysically harm them. When a succubus fails a Diplomacy check to Embrace or Request, or when a creature succeeds at its save against a succubus's mental spell or ability, the succubus takes 2d6 mental damage.\n\nFor 1 hour after causing mental damage to a succubus in this way, a creature can deal 2d6 mental damage to the succubus with a successful [[Actions/Demoralize|Demoralize]] action incorporating its rejection."
+
+ - name: "Seductive Presence"
+ desc: " (aura,emotion,mental) 10 feet.\n\nAny creature in the aura that could be sexually attracted to a succubus takes a –2 circumstance penalty to checks and DCs to oppose the succubus's mental spells, Deception, and Diplomacy."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+16 (agile, finesse, magical, unholy)\n__Damage__ 2d8 + 8 slashing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 26, attack +18; __6th __ _[[Spells/Dominate|Dominate]]_; __5th __ _[[Spells/Translocate|Translocate]]_; __4th __ _[[Spells/Suggestion|Suggestion (At Will)]]_, _[[Spells/Translocate|Translocate (At Will)]]_; __3rd __ _[[Spells/Mind Reading|Mind Reading (At Will)]]_; __1st __ _[[Spells/Charm|Charm (At Will)]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "Rituals"
+ desc: "_Demonic Pact_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) The succubus can take on the appearance of any Small or Medium humanoid. This doesn't change their Speed or their attack and damage modifiers with their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning).\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Embrace"
+ desc: "`pf2:1` (attack) The succubus attempts to [[/act grapple skill=diplomacy]]{Grapple} a creature using their Diplomacy bonus instead of Athletics. If the creature is willing, the succubus automatically succeeds."
+
+ - name: "Passionate Kiss"
+ desc: "`pf2:1` (divine,emotion,mental,unholy,void) **Frequency** once per round\n* * *\n\n**Effect** The succubus engages a creature they have [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] in an embrace or other act of passion to drain its vital essence.\n\nThe kiss makes the creature [[Conditions/Drained|Drained 1]] or increases its drained value by 1, to a maximum of 4. The creature takes 3d6 void damage and the succubus regains Hit Points equal to the damage dealt. The target must succeed at a DC 26 Will check save or be affected by a [[Spells/Suggestion|Suggestion]] to submit to more actions of passion rather than trying to [[Actions/Escape|Escape]]."
+
+ - name: "Profane Gift"
+ desc: "`pf2:3` (divine,mental) **Frequency** once per day\n* * *\n\n**Effect** The succubus gives a willing humanoid a profane gift. That creature gains a +1 status bonus to attack rolls, skill checks, and saving throws. As long as the gift persists, the succubus can communicate telepathically with the target at any distance, see through the creature's senses, and target the creature with suggestion through the telepathic link. In addition, the creature uses an outcome one degree of success worse than it rolls on saving throws against the succubus's [[Spells/Suggestion|Suggestion]] spells.\n\nA humanoid can't have more than one profane gift at a time, and a succubus can't grant more than one profane gift at a time. Removing the gift requires an atone ritual. The succubus can remove the gift as a free action to give the recipient a curse, making them [[Conditions/Stupefied|Stupefied 3]] with an unlimited duration.\n\nA summoned succubus can't grant a profane gift.\n\n[[Bestiary Effects/Effect_ Profane Gift|Effect: Profane Gift]]"
+
+```
+
+```encounter-table
+name: Succubus
+creatures:
+ - 1: Succubus
+```
+
+
+
+Succubi are manifestations of the sin of destructive lust, and they are the most attractive of all demons—as befits their role in seducing mortals to fall to sin. The concept of gender is fluid to a succubus, as they can adopt countless humanoid forms of any gender to aid in their goals. Most succubi have a feminine true form (incubi, which usually have a masculine true form, are a different kind of demon), but regardless of gender, a lust demon is supernaturally beautiful or handsome, but with curving horns, bat wings, sharp claws, and a sinuous tail.
+
+When disguised as a mortal humanoid in the Universe, a succubus whispers into the ears of mortals, urging them to pursue their darkest and most destructive desires and pushing them into depravity, using magic only if persuasion fails. While mortals often fixate on succubi's application of sexual lust, these demons are can easily exploit lust for power, knowledge, fame, or any other desire as easily as more carnal appetites. Their ability to infiltrate societies makes them excellent spies, assassins, and political saboteurs as well. Ultimately, the succubus enjoys all means of upending mortal culture.
+
+* * *
+
+When a sinful mortal soul is judged and sent on to the Outer Rifts, it can become a deadly fiend—a demon. Demons are living incarnations of sin—be they classic sins like wrath or gluttony, or more "specialized" depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon's driving goals are twofold—the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Outer Rifts.
+
+Demons are selfish and self-absorbed creatures, and most firmly believe that mortals only play at being more virtuous than fiends. They enjoy tempting mortals into damnation to both indulge their egos and swell their armies. Like many other fiends, one of the great rewards of this manipulation is fulfilling their hunger for souls. In their eyes, the primary use for these souls is to spawn new demons, who can serve as soldiers, slaves, pawns, or even currency for their more powerful masters.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Sweet Hag.md b/content/mechanics/srd/Bestiary/Monster Core/Sweet Hag.md
new file mode 100755
index 000000000..47ffad41b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Sweet Hag.md
@@ -0,0 +1,103 @@
+---
+title: "Sweet Hag"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.nMp10siLiEYfTi4v"
+tags:
+ - pf2e/creature/type/hag
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Sweet Hag"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Sweet Hag"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[hag]]
+trait_02: [[humanoid]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision"
+languages: "Aklo, Common, Fey, Jotun; Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Athletics: +11, Deception: +10, Nature: +8, Occultism: +8, Society: +9"
+abilityMods: [5, 3, 3, 2, 2, 4]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +11, __Ref__ +11, __Will__ +12; +1 to all saves vs. magic"
+hp: 70
+health:
+ - name: ""
+ - name: HP
+ desc: "70; __Weaknesses__ cold iron 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Coven|Coven]]"
+ desc: " (mental,occult) A sweet hag adds [[Spells/Charm|Charm]], [[Spells/Honeyed Words|Honeyed Words]], and [[Spells/Outcast's Curse|Outcast's Curse]] to their coven's spells.\n* * *\n\nThis monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.\n\nCovens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single action that has the concentrate trait. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-rank [[Spells/Cursed Metamorphosis|Cursed Metamorphosis]] spell and all the following spells, which the coven can cast at any rank up to 5th: [[Spells/Augury|Augury]], [[Spells/Charm|Charm]], [[Spells/Clairaudience|Clairaudience]], [[Spells/Clairvoyance|Clairvoyance]], [[Spells/Dream Message|Dream Message]], [[Spells/Illusory Disguise|Illusory Disguise]], [[Spells/Illusory Scene|Illusory Scene]], [[Spells/Scouting Eye|Scouting Eye]], and [[Spells/Talking Corpse|Talking Corpse]]. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the [[Spells/Control Weather|Control Weather]] ritual, with a DC of 23 instead of the standard DC.\n\nIf a coven member's departure or death brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Candy Cane Claw"
+ desc: "+14 (agile, magical)\n__Damage__ 1d10 + 5 piercing plus soporific-touch"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 20, attack +14; __2nd __ _[[Spells/Create Food|Create Food (Sweets Only)]]_, _[[Spells/Invisibility|Invisibility (At Will)]]_, _[[Spells/Laughing Fit|Laughing Fit]]_, _[[Spells/Shrink|Shrink]]_, _[[Spells/Sleep|Sleep]]_; __1st __ _[[Spells/Charm|Charm (At Will)]]_, _[[Spells/Cleanse Cuisine|Cleanse Cuisine (At Will)]]_, _[[Spells/Spider Sting|Spider Sting]]_\n__Cantrips__ __(2nd)__ _[[Spells/Daze|Daze]]_, _[[Spells/Figment|Figment]]_, _[[Spells/Light|Light]]_, _[[Spells/Message|Message]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "Coven Spells"
+ desc: "DC 20, attack +14; __8th __ _[[Spells/Cursed Metamorphosis|Cursed Metamorphosis]]_; __5th __ _[[Spells/Augury|Augury]]_, _[[Spells/Charm|Charm]]_, _[[Spells/Clairaudience|Clairaudience]]_, _[[Spells/Clairvoyance|Clairvoyance]]_, _[[Spells/Honeyed Words|Honeyed Words]]_, _[[Spells/Illusory Disguise|Illusory Disguise]]_, _[[Spells/Illusory Scene|Illusory Scene]]_, _[[Spells/Outcast's Curse|Outcast's Curse]]_, _[[Spells/Scouting Eye|Scouting Eye]]_, _[[Spells/Talking Corpse|Talking Corpse]]_"
+
+ - name: "Rituals"
+ desc: "_Control Weather_"
+
+ - name: "Betraying Touch"
+ desc: "`pf2:1` The sweet hag touches a creature that doesn't realize the hag is an enemy. The betrayed creature is affected by soporific strike with a –4 circumstance penalty to their saving throw."
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,occult,polymorph) The sweet hag can take on the appearance of any Medium humanoid woman. This doesn't change their Speed or their attack and damage bonuses with their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning).\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Poisoned Candy"
+ desc: "`pf2:2` (occult) The sweet hag casts an innate spell that can normally target 1 creature on a piece of food, typically a sweet treat. The spell is stored in the food. The first creature that eats any of the food is affected by the spell and takes a –4 circumstance penalty to their saving throw against that effect."
+
+ - name: "Soporific Touch"
+ desc: " (incapacitation,occult) A creature damaged by a sweet hag's claw must succeed at a DC 20 Fortitude check save or be [[Conditions/Enfeebled|Enfeebled 1]] for 1 day.\n\nIf the creature critically fails or fails this save while already enfeebled by soporific strike, it falls [[Conditions/Unconscious|Unconscious]] and dreams of eating delicious sweets; this is a mental sleep effect. If not woken up before 1 minute passes, the creature wakes up automatically."
+
+```
+
+```encounter-table
+name: Sweet Hag
+creatures:
+ - 1: Sweet Hag
+```
+
+
+
+Sweet hags use bright colors, pleasant visages, and sugary treats to draw in children and the young at heart. Their favorite prey is impoverished youngsters who are unlikely to be missed—sweet hags offer them food and a veneer of kindness before devouring the hapless child. Sweet hags also enchant their food to magically charm others, often using these bespelled servitors to handle all of their busywork. Though they present a lovely and generous face to the world, they turn vicious when insulted or defied. A sweet hag's true form is a dribbling mass of flesh with gumdrop eyes, often resembling melting taffy.
+
+* * *
+
+Hags are malevolent predators who use magic and manipulation to lure children and young adults into their clutches. Though their true forms are eldritch and horrifying, hags spend much of their lives disguised as ordinary women. They seek out targets who are unhappy, innocent, or otherwise vulnerable, preying on their weaknesses before snatching them up. The typical hag is abusive, controlling, and narcissistic. Though less malicious hags possibly exist, they rarely reveal their true forms, making them nearly impossible to find.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Tabellia.md b/content/mechanics/srd/Bestiary/Monster Core/Tabellia.md
new file mode 100755
index 000000000..7deca3d7c
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Tabellia.md
@@ -0,0 +1,101 @@
+---
+title: "Tabellia"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Rqkc9V07ORMLRfUJ"
+tags:
+ - pf2e/creature/type/angel
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/14
+ - remaster
+statblock: inline
+name: "Tabellia"
+level: 14
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Tabellia"
+level: "Creature 14"
+
+alignment: ""
+size: "Medium"
+trait_01: [[angel]]
+trait_02: [[celestial]]
+trait_03: [[holy]]
+modifier: 26
+perception:
+ - name: "Perception"
+ desc: "+26; Darkvision"
+languages: "Diabolic, Draconic, Empyrean; Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +24, Diplomacy: +26, Intimidation: +28, Religion: +24"
+abilityMods: [8, 4, 5, 4, 4, 6]
+speed: 40 feet, fly 75 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 36
+armorclass:
+ - name: AC
+ desc: "36; __Fort__ +27, __Ref__ +26, __Will__ +22; +1 status to all saves vs. magic"
+hp: 285
+health:
+ - name: ""
+ - name: HP
+ desc: "285; __Weaknesses__ unholy 15"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Warhammer|+2 Striking Warhammer]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Messenger's Amnesty"
+ desc: " (divine) An tabellia with a message to deliver is continually protected by the effect of [[Spells/Sanctuary|Sanctuary]] (DC 32 Will check). If the angel breaks the _sanctuary_, the effect returns if the angel ceases hostility for 10 minutes."
+
+ - name: "Traveler's Aura"
+ desc: " (aura,divine) 20 feet.\n\nCreatures in the tabellia's aura are immune to ambient environmental damage from any plane, including severe and extreme heat and cold as well as more otherworldly dangers. The tabellia is never [[Conditions/Off-Guard|Off-Guard]] to creatures within their aura."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Holy Warhammer"
+ desc: "+30 (holy, magical, shove)\n__Damage__ 2d8 + 14 bludgeoning 1d4 spirit"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 36, attack +28; __7th __ _[[Spells/Blessed Boundary|Blessed Boundary]]_, _[[Spells/Cleanse Affliction|Cleanse Affliction]]_, _[[Spells/Clear Mind|Clear Mind]]_, _[[Spells/Divine Decree|Divine Decree]]_, _[[Spells/Divine Wrath|Divine Wrath]]_, _[[Spells/Heal|Heal]]_; __3rd __ _[[Spells/Ring of Truth|Ring of Truth (At will)]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At Will, Self Only)]]_\n__Cantrips__ __(7th)__ _[[Spells/Light|Light]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "Rituals"
+ desc: "_Angelic Messenger_"
+
+ - name: "Stunning Strike"
+ desc: "`pf2:1` **Requirements** The tabellia hit a foe earlier this turn with a weapon Strike\n* * *\n\n**Effect** The tabellia makes a weapon Strike against the foe. On a success, the foe must also succeed at a DC 34 Fortitude check save or become [[Conditions/Stunned|Stunned 1]] (or [[Conditions/Stunned|Stunned 2]] on a critical failure)."
+
+```
+
+```encounter-table
+name: Tabellia
+creatures:
+ - 1: Tabellia
+```
+
+
+
+Tabellias are the elite messengers of the celestial realms, serving deities and celestial armies by delivering messages, performing reconnaissance, and providing support for those in need of aid. They watch over planar travelers and take powerful mortals under their wings to mentor them. Tabellias carry scrolls containing important messages and other celestial secrets. Most creatures, even wicked ones, respect the strength of tabellias and allow them to travel untroubled.
+
+Tabellias can form spontaneously from the souls of exceptional mortals but are also sometimes created from such souls intentionally by deities or demigods. In the latter cases, tabellias often bear physical features that mark them as closely affiliated with that deity. A tabellia created by Sarenrae, for example, might have hair made of fire, while one created by Torag might look more dwarven, and one created by Desna could have butterfly wings instead of feathered wings. It's not unusual for tabellias created by deities to share their creators' philosophies and interests.
+
+* * *
+
+The celestial hosts of angels are messengers and warriors, divided into choirs based on their abilities and purviews. Angels were one of the first creations of the gods, and many still assist their righteous creators throughout the cosmos. Most angels in modern times are not direct creations of the divine, however, instead consisting of ascended mortal souls drawn from the celestial planes.
+
+The majority of unaffiliated angels live in Nirvana, the plane of virtue and enlightenment. Angels who are affiliated with deities dwell in those deities' domains or other areas where that god holds influence. Regardless of residence or service, angels remain benevolent messengers possessed with magical auras to aid their allies.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Tarn Linnorm.md b/content/mechanics/srd/Bestiary/Monster Core/Tarn Linnorm.md
new file mode 100755
index 000000000..e6f2dc565
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Tarn Linnorm.md
@@ -0,0 +1,120 @@
+---
+title: "Tarn Linnorm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ruO77U3HSuwiLgAw"
+tags:
+ - pf2e/creature/type/acid
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/dragon
+ - pf2eMonster
+ - pf2e/creature/level/20
+ - remaster
+statblock: inline
+name: "Tarn Linnorm"
+level: 20
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Tarn Linnorm"
+level: "Creature 20"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[acid]]
+trait_02: [[amphibious]]
+trait_03: [[dragon]]
+modifier: 35
+perception:
+ - name: "Perception"
+ desc: "+35; Darkvision, Scent (Imprecise) 60 Feet"
+languages: "Aklo, Draconic, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +32, Athletics: +38, Stealth: +34"
+abilityMods: [10, 6, 8, -1, 7, 8]
+speed: 35 feet, fly 100 feet, swim 80 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 46
+armorclass:
+ - name: AC
+ desc: "46 all-around vision; __Fort__ +36, __Ref__ +32, __Will__ +31; +1 status to all saves vs. magic"
+hp: 400
+health:
+ - name: ""
+ - name: HP
+ desc: "400, regeneration 15 (deactivated by cold iron); __Immunities__ acid, curse, paralyzed, sleep; __Weaknesses__ cold iron 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 15 (Deactivated by Cold Iron)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Curse of Death"
+ desc: " (curse,death,primal) When a creature slays the tarn linnorm, it must succeed at a DC 46 Will check save or it can no longer recover Hit Points via any means, such as healing spells, the Medicine skill, or natural healing from rest. This has an unlimited duration."
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike (Tail Only)]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+38 (magical, reach 30 feet)\n__Damage__ 4d12 + 18 piercing plus tarn-linnorm-venom"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+38 (agile, magical, reach 30 feet)\n__Damage__ 4d8 + 18 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+38 (agile, magical, reach 30 feet)\n__Damage__ 4d6 + 18 bludgeoning plus improved-grab"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 42, attack +34\n__Constant__ __(9th)__ _[[Spells/Unfettered Movement|Unfettered Movement]]_ __(8th)__ _[[Spells/Truesight|Truesight]]_"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 3d6+18 bludgeoning, DC 44 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Corrosive Breath"
+ desc: "`pf2:2` (acid,poison,primal) The tarn linnorm can expel either a 120-foot line or a 60-foot cone of acid, dealing 20d6 acid damage to creatures within the area (DC 44 Reflex check save).\n\nThe linnorm can't use Corrosive Breath or Double Breath again for 1d4 rounds.\n\nThe acid creates toxic fumes. At the beginning of the linnorm's next turn, those who failed the breath weapon's Reflex save must succeed at a DC 42 Fortitude check or gain [[Conditions/Sickened|Sickened 4]] from the poisonous fumes."
+
+ - name: "Double Bite"
+ desc: "`pf2:1` The tarn linnorm Strides and then makes a jaws Strike with each of their heads, each against a different target. Both attacks count toward the tarn linnorm's multiple attack penalty, but the multiple attack penalty doesn't increase until after the tarn linnorm makes all of these attacks."
+
+ - name: "Double Breath"
+ desc: "`pf2:3` The tarn linnorm uses Corrosive Breath twice. A creature attempts only one save and can take damage only once.\n\nThe linnorm can't use Corrosive Breath or Double Breath again for 2d4 rounds."
+
+ - name: "Tarn Linnorm Venom"
+ desc: " (acid,injury,poison) **Saving Throw** DC 44 Fortitude check\n* * *\n\n**Maximum Duration** 10 rounds\n\n**Stage 1** 7d6 acid damage and [[Conditions/Drained|Drained 1]] (1 round)\n\n**Stage 2** 11d6 acid damage and [[Conditions/Drained|Drained 2]] (1 round)"
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Tarn Linnorm
+creatures:
+ - 1: Tarn Linnorm
+```
+
+
+
+Although more powerful linnorms exist, the multi-headed tarn linnorm can wreak an awe-inspiring amount of devastation.
+
+* * *
+
+Immense, primeval dragons of the northern reaches of the world, linnorms hate those they deem to be lesser creatures and seek to inflict as much suffering as possible upon their unfortunate victims. While these serpentine monstrosities might not be the powerful winged dragons most imagine, they nonetheless possess incredible strength and deadly powers that often rival more notorious dragons' brutality.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Tengu Sneak.md b/content/mechanics/srd/Bestiary/Monster Core/Tengu Sneak.md
new file mode 100755
index 000000000..e5061a89b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Tengu Sneak.md
@@ -0,0 +1,95 @@
+---
+title: "Tengu Sneak"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.lhwYXjk4iQQEGAT0"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/tengu
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Tengu Sneak"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Tengu Sneak"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+trait_02: [[tengu]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision"
+languages: "Common, Tengu; plus two others"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +6, Deception: +7, Diplomacy: +5, Society: +5, Stealth: +8, Thievery: +8"
+abilityMods: [2, 4, 1, 1, 0, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +7, __Ref__ +10, __Will__ +4"
+hp: 27
+health:
+ - name: ""
+ - name: HP
+ desc: "27"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Shortbow|Shortbow]], [[Equipment/Wakizashi|Wakizashi]], [[Equipment/Tengu Feather Fan|Tengu Feather Fan]], 30x [[Equipment/Arrows|Arrows]]"
+abilities_mid:
+ - name: ""
+ - name: "Eat Fortune"
+ desc: "`pf2:r` (concentrate,divine) **Frequency** once per day\n\n**Trigger** A creature within 60 feet uses a fortune or misfortune effect\n* * *\n\n**Effect** The tengu negates the attempt to manipulate fate and fortune. Eat Fortune gains the opposing trait, and the triggering effect is disrupted."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Beak"
+ desc: "+10 (finesse)\n__Damage__ 1d6 + 2 piercing"
+
+ - name: "**Melee** `pf2:1` Wakizashi"
+ desc: "+10 (agile, deadly d8, finesse, versatile p)\n__Damage__ 1d4 + 2 slashing"
+
+ - name: "**Ranged** `pf2:1` Shortbow"
+ desc: "+10 (deadly d10, range increment 60 feet, reload 0)\n__Damage__ 1d6 piercing"
+
+ - name: "Feather Fan Dustup"
+ desc: "`pf2:1` (air,divine) **Frequency** once per 10 minutes;\n* * *\n\n**Effect** The tengu waves their feather fan, summoning a small magical breeze that kicks up dust in a 5-foot burst centered on a corner of their space, which lasts for 1d4 rounds. All creatures within that area are [[Conditions/Concealed|Concealed]], and all other creatures are concealed to them."
+
+ - name: "Sneak Attack"
+ desc: " The tengu deals an additional 1d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+ - name: "Surprise Attacker"
+ desc: " On the first round of combat, creatures that haven't acted yet are [[Conditions/Off-Guard|Off-Guard]] to the tengu."
+
+```
+
+```encounter-table
+name: Tengu Sneak
+creatures:
+ - 1: Tengu Sneak
+```
+
+
+
+Tengu are an adaptable people originally from the continent of Tian Xia, but whose travels have taken them across all of Golarion. As a people in diaspora, tengu are almost always found within larger kingdoms and communities of other peoples, with the exception of their home nation of Kwanlai. As a result, tengu tend to gather in close-knit social groups both with other tengu as well as with other peoples of non-majority ancestries, collecting words and customs from other cultures the way a bird collects trinkets for its nest.
+
+Although humanoid, tengu have very distinct, birdlike features, and many would say that they resemble crows more than they do humans. They have strong, thick beaks, as well as sharp talons at the ends of their arms and legs. Most of a tengu's body is covered in small feathers that range in color from dark brown and midnight blue to glossy black, with lighter colors being rare but not unheard of. Like many avian creatures, tengu have hollow bones, making them much lighter than other humanoids of their size, and some tengu even possess wings that allow them to fly.
+
+Tengu have a strong cultural focus on the sky, considering tall mountaintops sacred places and worshipping gods associated with nature and storms, like Gozreh or Hei Feng. They have a long and proud tradition of both martial arts and smithing, and many aspiring Tian heroes have sought out a tengu mentor or swordsmith. Tengu magic revolves around using tengu feathers, bound into a fan, as a medium to command wind and lightning, and some tengu even have the power to "eat" misfortune—skills that only help tengu as they continue expanding across Golarion to new lands.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Terotricus.md b/content/mechanics/srd/Bestiary/Monster Core/Terotricus.md
new file mode 100755
index 000000000..393d5b1cc
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Terotricus.md
@@ -0,0 +1,103 @@
+---
+title: "Terotricus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.hkhhH0EKyY1HWNSY"
+tags:
+ - pf2e/creature/type/fungus
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/19
+ - remaster
+statblock: inline
+name: "Terotricus"
+level: 19
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Terotricus"
+level: "Creature 19"
+rare_03: [[Rare]]
+alignment: ""
+size: "grg"
+trait_01: [[fungus]]
+trait_02: [[unholy]]
+modifier: 31
+perception:
+ - name: "Perception"
+ desc: "+31; Darkvision, Tremorsense (Imprecise) 120 Feet"
+languages: "Chthonian, Elven, Fey"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +37, Deception: +32, Intimidation: +35, Nature: +31, Survival: +31"
+abilityMods: [10, 5, 9, -1, 6, 5]
+speed: 35 feet, burrow 25 feet, climb 25 feet, swim 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 42
+armorclass:
+ - name: AC
+ desc: "42; __Fort__ +34, __Ref__ +28, __Will__ +33; +1 status to all saves vs. magic"
+hp: 370
+health:
+ - name: ""
+ - name: HP
+ desc: "370, regeneration 25 (deactivated by cold); __Immunities__ controlled, disease, paralyzed, sleep; __Weaknesses__ cold 15, cold iron 15, holy 15, slashing 10; __Resistances__ fire 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense (Imprecise) 120 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 25 (Deactivated by Cold)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Spore Cloud"
+ desc: " (aura,disease) 30 feet.\n\nA creature entering the aura or starting its turn there is exposed to spore blight."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+37 (magical, reach 20 feet, unholy)\n__Damage__ 4d10 + 18 bludgeoning plus improved-grab,improved-push 2d6 spirit plus improved-grab,improved-push"
+
+ - name: "**Ranged** `pf2:1` Spores"
+ desc: "+37 (brutal, magical, range increment 80 feet, unholy)\n__Damage__ 4d8 + 8 poison plus spore-blight,sticky-spores 2d6 spirit plus spore-blight,sticky-spores"
+
+ - name: "Infest Environs"
+ desc: "`pf2:1` (primal) **Frequency** once per day\n\n**Requirements** The terotricus is in a swamp or forested area\n* * *\n\n**Effect** The terotricus drains nutrients from nearby trees and undergrowth while simultaneously infesting them with fungal growth. All non-magical plant life (though not plant creatures) within a 60-foot emanation withers and sprouts foul mold and slimy mushrooms, removing any cover and concealment provided by trees and undergrowth. In addition, the terotricus regains 200 Hit Points (this is a healing vitality effect)."
+
+ - name: "Spore Blight"
+ desc: " (disease) Plants and fungi are immune.\n\n**Saving Throw** DC 40 Fortitude check\n* * *\n\n**Stage 1** [[Conditions/Enfeebled|Enfeebled 2]] (1 day)\n\n**Stage 2** [[Conditions/Enfeebled|Enfeebled 4]] and [[Conditions/Slowed|Slowed 1]] (1 day)\n\n**Stage 3** [[Conditions/Controlled|Controlled]] by the terotricus (as [[Spells/Dominate|Dominate]]; 5d8 days)\n\n**Stage 4** dead"
+
+ - name: "Sticky Spores"
+ desc: " A creature hit by a terotricus's spores takes a –10-foot status penalty to all its Speeds for 1 minute. If the Strike was a critical hit, the creature is also [[Conditions/Immobilized|Immobilized]] until it [[/act escape dc=40]]{Escapes (DC 40)}.\n\n[[Bestiary Effects/Effect_ Sticky Spores|Effect: Sticky Spores]]"
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+ - name: "[[Bestiary Ability Glossary/Improved Push|Improved Push 20 feet]]"
+ desc: " The monster can use [[Bestiary Ability Glossary/Push|Push]] as a free action triggered by a hit with its initial attack."
+
+```
+
+```encounter-table
+name: Terotricus
+creatures:
+ - 1: Terotricus
+```
+
+
+
+The legendary terotricus is a massive slime mold that hails from the Outer Rifts. Its collective consciousness encapsulates entire regions, spreading as far as its ever-growing cloud of spores will take it. Once it has seeped into the Universe from the Rifts, a terotricus's agenda is to feed on all living creatures, infecting them with its spores, and its presence can spell doom for any in its way.
+
+Terotricuses move by rapidly expanding and contracting their slimy "bodies," which are capable of burrowing through soil, gliding across water, and scrabbling up steep slopes. These behemoths of rot don't need to travel to see their plans come to fruition, though; their spores easily latch onto demons and other denizens of the Outer Rifts, who in turn bring this blight to the Universe when the fiends are summoned.
+
+When a terotricus infects a creature with its spores, web-like fungal growths start appearing on the victim's skin until they cover the entire body, at which point the victim's mind is also subdued and bent to the terotricus's will. The terotricus's favored victims include animals, elves, and fey, though it is happy to infect any creature it can catch. Cults of Treerazer occasionally attempt to make contact with a terotricus, but such acts almost always simply result in a new sect of spore-blighted servants.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Thulgant.md b/content/mechanics/srd/Bestiary/Monster Core/Thulgant.md
new file mode 100755
index 000000000..ebd66d9ef
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Thulgant.md
@@ -0,0 +1,114 @@
+---
+title: "Thulgant"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.w03nK2tQpcOEi5py"
+tags:
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/qlippoth
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/18
+ - remaster
+statblock: inline
+name: "Thulgant"
+level: 18
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Thulgant"
+level: "Creature 18"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[fiend]]
+trait_02: [[qlippoth]]
+trait_03: [[unholy]]
+modifier: 30
+perception:
+ - name: "Perception"
+ desc: "+30; Darkvision, Truesight"
+languages: "Chthonian; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +32, Athletics: +35, Occultism: +33, Stealth: +32"
+abilityMods: [9, 6, 6, 5, 6, 9]
+speed: 30 feet, climb 30 feet, fly 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 42
+armorclass:
+ - name: AC
+ desc: "42; __Fort__ +30, __Ref__ +28, __Will__ +32"
+hp: 305
+health:
+ - name: ""
+ - name: HP
+ desc: "305, fast healing 10; __Immunities__ controlled, fear effects; __Resistances__ mental 15, physical 15 (except cold iron)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 10]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Stinger"
+ desc: "+35 (reach 10 feet, unholy)\n__Damage__ 3d12 + 17 piercing plus thulgant-venom 4d6 mental plus thulgant-venom"
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+35 (agile, magical, reach 10 feet, unholy)\n__Damage__ 3d8 + 17 bludgeoning plus grab 3d6 acid plus grab"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 40, attack +32; __9th __ _[[Spells/Petrify|Petrify (x3)]]_, _[[Spells/Phantasmal Calamity|Phantasmal Calamity]]_; __8th __ _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Divine Decree|Divine Decree]]_, _[[Spells/Phantom Pain|Phantom Pain (x3)]]_, _[[Spells/Quandary|Quandary]]_; __7th __ _[[Spells/Interplanar Teleport|Interplanar Teleport]]_\n__Cantrips__ __(9th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_\n__Constant__ __(6th)__ _[[Spells/Truesight|Truesight]]_ __(4th)__ _[[Spells/Unfettered Movement|Unfettered Movement]]_"
+
+ - name: "Rituals"
+ desc: "_Imprisonment_"
+
+ - name: "Demon Hunter"
+ desc: "`pf2:1` (occult) The thulgant causes a demon within 30 feet to suffer the effect of its sinful vulnerability."
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 2d6+17 bludgeoning + 1d6 acid, DC 40 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Mind-Rending Sting"
+ desc: "`pf2:1` (virulent) **Requirements** The thulgant hits the same enemy with two consecutive sting Strikes in the same round\n* * *\n\n**Effect** The thulgant deals 3d12+17 mental damage to the enemy. If the enemy is affected by thulgant venom, that poison gains the virulent trait."
+
+ - name: "Stunning Display"
+ desc: "`pf2:2` (concentrate,emotion,fear,incapacitation,mental,occult,visual) The thulgant rises up on its twitching limbs and presents its numerous tentacles and stingers in a horrifying display of awfulness. Creatures in a 30-foot emanation must attempt a DC 40 Will check save, after which they are temporarily immune to further Stunning Displays for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Stunned|Stunned 1]].\n\n**Failure** The creature is [[Conditions/Stunned|Stunned 4]].\n\n**Critical Failure** The creature is [[Conditions/Stunned|Stunned 8]]."
+
+ - name: "Thulgant Venom"
+ desc: " (poison) **Saving Throw** DC 40 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 3d6 poison damage and the victim gains one of the following at random: [[Conditions/Clumsy|Clumsy 1]], [[Conditions/Enfeebled|Enfeebled 1]], or [[Conditions/Stupefied|Stupefied 1]] (1 round)\n\n**Stage 2** 6d6 poison damage and the victim gains two of the following at random: [[Conditions/Clumsy|Clumsy 2]], [[Conditions/Enfeebled|Enfeebled 2]], or [[Conditions/Stupefied|Stupefied 2]] (1 round)\n\n**Stage 3** 9d6 poison damage and the victim gains all three of the following: [[Conditions/Clumsy|Clumsy 3]], [[Conditions/Enfeebled|Enfeebled 3]], and [[Conditions/Stupefied|Stupefied 3]] (1 round)"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Thulgant
+creatures:
+ - 1: Thulgant
+```
+
+
+
+Thulgants are powerful and intelligent qlippoths created from the cannibalistic feeding frenzies of augnagars. Although they spend most of their time hunting and battling demons for control of the Outer Rifts, thulgants amuse themselves with a variety of diversions, such as maintaining galleries of petrified mortals or building massive, hive-like lairs filled with enslaved minions. Each thulgant is a horrific tangle of limbs, with spiderlike legs, writhing tentacles emerging from the top of its head, and three scorpion-like stingers.
+
+* * *
+
+Long before the creatures known as demons came to be the dominant force in the Outer Rifts, qlippoth ruled the innumerable cracks of the Outer Sphere. These inimical creatures are a form of primordial and alien evil that predates mortal life, and most immortal life as well. Since the rise of mortal sin and the associated expansion of demonic life through the Outer Rifts, qlippoth have been driven to their deepest reaches, and they seethe with rancor at the loss of their realms. Yet, rather than directly oppose demons, qlippoth instead turn to the source—mortal sin—and wage an endless war to eradicate all creatures capable of sinful acts so that the demonic tide might be turned back. To ensure they do not bolster their foe's ranks, they enact horrific transformations on their targets, converting their victims into beings incapable of discerning right from wrong; this renders them unable to be judged by Pharasma's courts and thus incapable of becoming fiends. Most mortals consider the ministrations of a qlippoth to be far worse than any fate awaiting them in the afterlife.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Tiger.md b/content/mechanics/srd/Bestiary/Monster Core/Tiger.md
new file mode 100755
index 000000000..b83e9fe42
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Tiger.md
@@ -0,0 +1,89 @@
+---
+title: "Tiger"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.JliqyundK241Uk6P"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Tiger"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Tiger"
+level: "Creature 4"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Athletics: +13, Stealth: +13"
+abilityMods: [5, 3, 3, -4, 2, -2]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +13, __Ref__ +11, __Will__ +8"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+13 ()\n__Damage__ 1d10 + 7 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+13 (agile)\n__Damage__ 1d8 + 7 slashing"
+
+ - name: "Pounce"
+ desc: "`pf2:1` The tiger Strides and makes a Strike at the end of that movement. If the tiger began this action [[Conditions/Hidden|Hidden]], it remains hidden until after this ability's Strike."
+
+ - name: "Sneak Attack"
+ desc: " The tiger deals 1d6 extra precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+ - name: "Wrestle"
+ desc: "`pf2:1` The tiger makes a claw Strike against a creature it is [[Conditions/Grabbed|Grabbing]]. If the attack hits, that creature is knocked [[Conditions/Prone|Prone]]."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Tiger
+creatures:
+ - 1: Tiger
+```
+
+
+
+Tigers are solitary and territorial hunters, using their striped hides to blend into the forests and jungles they call home and preferring to attack with surprise.
+
+* * *
+
+Few predators of the natural world can match the cat's talent for stalking and stealth. Large cats can be found in almost any environment, usually keeping their distance from settlements. When civilization encroaches onto a big cat's hunting grounds, the animals are often driven to making desperate attacks against unwary travelers.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Tomb Jelly.md b/content/mechanics/srd/Bestiary/Monster Core/Tomb Jelly.md
new file mode 100755
index 000000000..47ba4211b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Tomb Jelly.md
@@ -0,0 +1,88 @@
+---
+title: "Tomb Jelly"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Im9t9VUvlHD9PDvG"
+tags:
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/ooze
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Tomb Jelly"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Tomb Jelly"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[mindless]]
+trait_02: [[ooze]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Motion Sense (Precise) 60 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +13"
+abilityMods: [6, -5, 6, -5, 0, -5]
+speed: 15 feet, climb 10 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 12
+armorclass:
+ - name: AC
+ desc: "12; __Fort__ +15, __Ref__ +4, __Will__ +7"
+hp: 150
+health:
+ - name: ""
+ - name: HP
+ desc: "150; __Immunities__ acid, visual, bleed, critical hits, precision, slashing, unconscious, void, mental"
+abilities_top:
+ - name: ""
+
+ - name: "Motion Sense"
+ desc: " A tomb jelly can feel nearby motion through vibration and air movement."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pseudopod"
+ desc: "+15 ()\n__Damage__ 1d6 acid plus tomb-curse 1d8 + 6 bludgeoning plus tomb-curse"
+
+ - name: "Bound in Death"
+ desc: "`pf2:1` (healing,void) The tomb jelly splatters some of its substance on a willing undead creature within its reach. The target regains 5 void healing HP and its melee Strikes get the benefits of tomb curse until the end of its next turn."
+
+ - name: "Flesh-dissolving Acid"
+ desc: " A tomb jelly's acid damages only flesh."
+
+ - name: "Tomb Curse"
+ desc: " (curse,divine,void) A creature hit by a tomb jelly's pseudopod takes 1d6 persistent void damage. If the creature dies while it has this persistent damage, its corpse is affected by [[Spells/Peaceful Rest|Peaceful Rest]], except the tomb jelly can still dissolve its flesh."
+
+```
+
+```encounter-table
+name: Tomb Jelly
+creatures:
+ - 1: Tomb Jelly
+```
+
+
+
+Tomb jellies are animate masses of protoplasm with a sickly combination of yellow, gray, and black hues. Their acidic bodies dissolve flesh but leave other materials, including a victim's gear and bones, intact. Some ancient cultures entombed bodies in stone sarcophagi with tomb jellies to allow the ooze to break down the flesh and clean and polish the bones.
+
+* * *
+
+Slimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to enormous sizes and have insatiable appetites.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Tooth Fairy Swarm.md b/content/mechanics/srd/Bestiary/Monster Core/Tooth Fairy Swarm.md
new file mode 100755
index 000000000..a36d7de0a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Tooth Fairy Swarm.md
@@ -0,0 +1,85 @@
+---
+title: "Tooth Fairy Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.MS1uNqHMCbBhWZka"
+tags:
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Tooth Fairy Swarm"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Tooth Fairy Swarm"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[fey]]
+trait_02: [[swarm]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Stealth: +10, Thievery: +12"
+abilityMods: [-2, 3, 0, -1, 2, 2]
+speed: 10 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +5, __Ref__ +10, __Will__ +7"
+hp: 28
+health:
+ - name: ""
+ - name: HP
+ desc: "28; __Immunities__ precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 5, cold iron 5, splash damage 5; __Resistances__ bludgeoning 2, piercing 5, slashing 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+ - name: "Plaque Burst"
+ desc: " When killed, a tooth fairy swarm bursts into sticky, foul-smelling white dust. Each creature in a 15-foot emanation must succeed at a DC 20 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] ([[Conditions/Sickened|Sickened 2]] on a critical failure)."
+
+attacks:
+ - name: ""
+
+ - name: "Pinch"
+ desc: "`pf2:1` Tooth fairies pinch their victims' fingers, noses, ears, or similar protruding body parts. Each enemy in the swarm's space takes 2d6 bludgeoning damage (DC 20 Reflex check save). Creatures that critically fail this save are [[Conditions/Sickened|Sickened 1]] from the pain."
+
+ - name: "Pry"
+ desc: "`pf2:3` The tooth fairies try to pry out one of their target's teeth. One enemy in the swarm's space takes 4d6 bludgeoning damage with a DC 20 Reflex check save. On a failed save, the target takes 2 bleed damage and loses a tooth.\n\nIf the creature loses a tooth, it takes a –1 status penalty to Charisma-based skill checks and must succeed at a DC 5 Flat check to Cast a Spell unless that spell has the subtle trait. These effects last for 1 day, or until the stolen tooth is returned and the target regains at least 1 Hit Point."
+
+```
+
+```encounter-table
+name: Tooth Fairy Swarm
+creatures:
+ - 1: Tooth Fairy Swarm
+```
+
+
+
+A mob of tooth fairies working together can conduct forced dentistry in seconds.
+
+* * *
+
+Tooth fairies spawn when a child's tooth (or, less commonly, an entire child) is buried in terrain rife with fey energies. Hatching from the buried teeth like larvae from an egg, tooth fairies build crude pliers from whatever they can find, then go hunting for more teeth—regardless of the owners' willingness.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Tooth Fairy.md b/content/mechanics/srd/Bestiary/Monster Core/Tooth Fairy.md
new file mode 100755
index 000000000..49f1774e5
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Tooth Fairy.md
@@ -0,0 +1,84 @@
+---
+title: "Tooth Fairy"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.6MS4p4dlv1IKG4nA"
+tags:
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/-1
+ - remaster
+statblock: inline
+name: "Tooth Fairy"
+level: -1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Tooth Fairy"
+level: "Creature -1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[fey]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: "Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Stealth: +5, Thievery: +6"
+abilityMods: [-2, 3, 0, -1, 2, 1]
+speed: 10 feet, fly 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +2, __Ref__ +7, __Will__ +4"
+hp: 8
+health:
+ - name: ""
+ - name: HP
+ desc: "8; __Weaknesses__ cold iron 2"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "Pliers"
+abilities_mid:
+ - name: ""
+ - name: "Plaque Burst"
+ desc: " When killed, a tooth fairy bursts into sticky, foul-smelling white dust. Each creature in a 5-foot emanation must succeed at a DC 16 Fortitude check save or become [[Conditions/Sickened|Sickened 1]] ([[Conditions/Sickened|Sickened 2]] on a critical failure)."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pliers"
+ desc: "+7 (disarm, finesse, reach 0 feet)\n__Damage__ 1d6 bludgeoning plus tooth-tug"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 13, attack +5; __1st __ _[[Spells/Sleep|Sleep]]_\n__Cantrips__ __(1st)__ _[[Spells/Telekinetic Hand|Telekinetic Hand]]_"
+
+ - name: "Tooth Tug"
+ desc: "`pf2:1` (manipulate) **Requirements** The tooth fairy's last action was a successful pliers Strike against a creature with teeth\n* * *\n\n**Effect** The tooth fairy attempts a Thievery check check against the creature's Fortitude DC, dealing 2 bleed damage on any result but a critical failure. On a critical success, it also pulls out one of the target's teeth.\n\nIf the creature loses a tooth, it takes a –1 status penalty to Charisma-based skill checks and must succeed at a DC 5 Flat check to Cast a Spell unless that spell has the subtle trait. These effects last for 1 day, or until the stolen tooth is returned and the target regains at least 1 Hit Point."
+
+```
+
+```encounter-table
+name: Tooth Fairy
+creatures:
+ - 1: Tooth Fairy
+```
+
+
+
+Lone fairies usually need several minutes of elbow grease and a sleeping or restrained subject to extract a tooth.
+
+* * *
+
+Tooth fairies spawn when a child's tooth (or, less commonly, an entire child) is buried in terrain rife with fey energies. Hatching from the buried teeth like larvae from an egg, tooth fairies build crude pliers from whatever they can find, then go hunting for more teeth—regardless of the owners' willingness.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Tor Linnorm.md b/content/mechanics/srd/Bestiary/Monster Core/Tor Linnorm.md
new file mode 100755
index 000000000..d8d6f2781
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Tor Linnorm.md
@@ -0,0 +1,115 @@
+---
+title: "Tor Linnorm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Xz3LyUac3VKrYxg0"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2e/creature/type/fire
+ - pf2eMonster
+ - pf2e/creature/level/21
+ - remaster
+statblock: inline
+name: "Tor Linnorm"
+level: 21
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Tor Linnorm"
+level: "Creature 21"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[dragon]]
+trait_02: [[fire]]
+modifier: 37
+perception:
+ - name: "Perception"
+ desc: "+37; Darkvision, Scent (Imprecise) 60 Feet, Truesight"
+languages: "Aklo, Draconic, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +35, Athletics: +40, Stealth: +37"
+abilityMods: [11, 8, 9, -1, 8, 9]
+speed: 35 feet, climb 35 feet, fly 100 feet, swim 60 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 47
+armorclass:
+ - name: AC
+ desc: "47; __Fort__ +38, __Ref__ +35, __Will__ +33; +1 status to all saves vs. magic"
+hp: 440
+health:
+ - name: ""
+ - name: HP
+ desc: "440, regeneration 20 (deactivated by cold iron); __Immunities__ curse, fire, paralyzed, sleep; __Weaknesses__ cold iron 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 20 (Deactivated by Cold Iron)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Curse of Boiling Blood"
+ desc: " (curse,fire,primal) When a creature slays the linnorm, it must succeed at a DC 48 Will check save or gain weakness to fire 20 and [[Conditions/Slowed|Slowed 1]] from the agonizing pain it now endures at all times, with an unlimited duration.\n\nAs long as a character continues to suffer this curse, its slowed condition can never be reduced below slowed 1.\n\n[[Bestiary Effects/Effect_ Curse of Boiling Blood|Effect: Curse of Boiling Blood]]"
+
+ - name: "Lava Affinity"
+ desc: " A tor linnorm can breathe and swim freely while submerged in lava and magma."
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike (Tail Only)]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+40 (magical, reach 30 feet)\n__Damage__ 4d12 + 19 piercing plus tor-linnorm-venom"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+40 (agile, magical, reach 30 feet)\n__Damage__ 4d8 + 19 slashing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+40 (agile, magical, reach 30 feet)\n__Damage__ 4d6 + 19 bludgeoning plus improved-grab"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 44, attack +36\n__Constant__ __(9th)__ _[[Spells/Unfettered Movement|Unfettered Movement]]_ __(8th)__ _[[Spells/Truesight|Truesight]]_"
+
+ - name: "[[Bestiary Ability Glossary/Constrict|Constrict]]"
+ desc: "`pf2:1` 3d6+21 bludgeoning, DC 46 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC."
+
+ - name: "Pyroclastic Breath"
+ desc: "`pf2:2` (fire,primal) The tor linnorm expels a 60-foot cone of flame and ash dealing 20d6 fire damage to creatures within the area (DC 46 Reflex check save).\n\nThe linnorm can't use Pyroclastic Breath again for 1d4 rounds.\n\nAt the start of the tor linnorm's next turn, the area of the Pyroclastic Breath is covered in thick, scorching smoke that burns both the lungs and eyes, dealing an additional 10d6 fire damage to all creatures in the area (DC 46 Reflex check save). A creature that spends an entire round in the smoke with open eyes must succeed at a DC 44 Fortitude check save or be [[Conditions/Blinded|Blinded]] for 1 minute.\n\nThe smoke dissipates after 1 minute; in strong winds, the smoke dissipates in 5 rounds, and in more powerful winds, it may clear even more quickly."
+
+ - name: "Slashing Claws"
+ desc: "`pf2:1` The tor linnorm makes four Strikes with their claws, each against a different target. These attacks count toward the tor linnorm's multiple attack penalty, but the multiple attack penalty doesn't increase until after the tor linnorm makes all their attacks."
+
+ - name: "Tor Linnorm Venom"
+ desc: " (fire,injury,poison) **Saving Throw** DC 44 Fortitude check;\n* * *\n\n**Maximum Duration** 10 rounds\n\n**Stage 1** 8d6 fire damage and [[Conditions/Drained|Drained 1]] (1 round)\n\n**Stage 2** 12d6 fire damage and [[Conditions/Drained|Drained 2]] (1 round)"
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Tor Linnorm
+creatures:
+ - 1: Tor Linnorm
+```
+
+
+
+Tor linnorms dwell in the tallest volcanic mountains, either within naturally formed caverns or molten craters. A tor linnorm's temper can be as hot and destructive as the magma the creature resembles.
+
+* * *
+
+Immense, primeval dragons of the northern reaches of the world, linnorms hate those they deem to be lesser creatures and seek to inflict as much suffering as possible upon their unfortunate victims. While these serpentine monstrosities might not be the powerful winged dragons most imagine, they nonetheless possess incredible strength and deadly powers that often rival more notorious dragons' brutality.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Treerazer.md b/content/mechanics/srd/Bestiary/Monster Core/Treerazer.md
new file mode 100755
index 000000000..ca1240374
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Treerazer.md
@@ -0,0 +1,121 @@
+---
+title: "Treerazer"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.OgqDT0orKK3Vu26h"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/demon
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/25
+ - remaster
+statblock: inline
+name: "Treerazer"
+level: 25
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Treerazer"
+level: "Creature 25"
+rare_03: [[Unique]]
+alignment: ""
+size: "huge"
+trait_01: [[amphibious]]
+trait_02: [[demon]]
+trait_03: [[fiend]]
+trait_04: [[unholy]]
+modifier: 46
+perception:
+ - name: "Perception"
+ desc: "+46; Darkvision, Truesight"
+languages: "Chthonian, Common, Elven, Fey; Telepathy 300 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +40, Arcana: +38, Athletics: +45, Intimidation: +46, Nature: +49, Occultism: +38, Religion: +45, Stealth: +40"
+abilityMods: [12, 9, 11, 7, 8, 8]
+speed: 60 feet, fly 60 feet, swim 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 54
+armorclass:
+ - name: AC
+ desc: "54; __Fort__ +42, __Ref__ +40, __Will__ +43; +2 status to all saves vs. magic"
+hp: 550
+health:
+ - name: ""
+ - name: HP
+ desc: "550, Regeneration 50 (deactivated by holy); __Immunities__ death effects, disease, mental, poison; __Weaknesses__ holy 20; __Resistances__ acid 20, cold 15, fire 15, physical 20 (except cold iron)"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Blackaxe|Blackaxe]]"
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 300 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Aura of Corruption"
+ desc: " (aura,plant,primal) 120 feet.\n\nPlants near Treerazer twist, deform, and transform into thorny or fungoid parodies of their natural shapes. A living creature in this area must succeed at a DC 47 Fortitude check save each round or become partially transformed into plantlike matter. Those who fail this saving throw are treated as if they were plants for the purposes of any effect that particularly harms or inconveniences plant creatures more than other creatures, but do not gain any benefits of being plant creatures.\n\nThis effect lasts as long as the creature remains within the area of corruption and for 1 minute thereafter.\n\n[[Bestiary Effects/Effect_ Aura of Corruption|Effect: Aura of Corruption]]"
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Blackaxe"
+ desc: "+47 (acid, magical, reach 15 feet, sweep, unholy)\n__Damage__ 5d12 + 18 slashing 1d6 acid"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+45 (agile, magical, reach 15 feet, unholy)\n__Damage__ 5d10 + 20 slashing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 49, attack +43; __10th __ _[[Spells/Desiccate|Desiccate]]_, _[[Spells/Freeze Time|Freeze Time]]_, _[[Spells/Wall of Thorns|Wall of Thorns]]_; __9th __ _[[Spells/Dispel Magic|Dispel Magic (At Will)]]_; __6th __ _[[Spells/Tangling Creepers|Tangling Creepers (At Will)]]_; __3rd __ _[[Spells/Earthbind|Earthbind (At Will)]]_; __2nd __ _[[Spells/Telekinetic Maneuver|Telekinetic Maneuver (At Will)]]_\n__Cantrips__ __(9th)__ _[[Spells/Telekinetic Projectile|Telekinetic Projectile]]_\n__Constant__ __(8th)__ _[[Spells/Truesight|Truesight]]_ __(4th)__ _[[Spells/Unfettered Movement|Unfettered Movement]]_"
+
+ - name: "Rituals"
+ desc: "_Demonic Pact_, _Planar Servitor_"
+
+ - name: "Blackaxe - Owner's Authority"
+ desc: "`pf2:1` (concentrate,scrying) **Requirements** Treerazer isn't wielding _Blackaxe_.\n* * *\n\n**Effect** Treerazer sense the world around Blackaxe as though you were in its location and can use any of your innate spells through the link as if it were the source of the spell. If another creature is wielding Blackaxe, it must succeed at a DC 50 Will check save or be [[Conditions/Slowed|Slowed 2]] until it relinquishes the weapon."
+
+ - name: "Blackaxe - Owner's Reclamation"
+ desc: " (concentrate,teleportation) **Requirements** Treerazer isn't wielding _Blackaxe_.\n* * *\n\n**Effect** _Blackaxe_ appears in Treerazer's hands, teleporting instantly from its prior location."
+
+ - name: "Blackaxe - Rejuvenating Deforestation"
+ desc: "`pf2:1` (concentrate,death,healing,vitality) **Frequency** once per minute.\n* * *\n\n**Effect** Make a Strike against a living tree with Blackaxe. If it hits, the tree withers to ash and you heal 250 Hit Points and gain the benefit of a 6th-rank [[Spells/Sound Body|Sound Body]] spell."
+
+ - name: "Defoliation"
+ desc: "`pf2:2` (plant,primal) Treerazer exudes a pulse of sickly green light in a 30-foot-radius emanation. All plants in the area (including creatures under the effect of his aura of corruption) blacken and wither.\n\nNon-creature plants immediately wither and die. Plant and fungus creatures take 20d8 void damage with a DC 49 Fortitude check save. A creature that fails its save is [[Conditions/Doomed|Doomed 1]] for 1 minute and [[Conditions/Sickened|Sickened 3]].\n\nTreerazer can choose to exclude any number of plants or fungi in the area from this effect, and generally does so to preserve twisted and corrupted plants or fungi, or plant and fungus creatures that are allied to his cause.\n\nTreerazer can't use Defoliation for 1d4 rounds."
+
+ - name: "Dispelling Strike"
+ desc: " (primal) **Frequency** once per round\n\n**Trigger** Treerazer hits a creature, object, or spell effect with a weapon Strike or subjects one to Defoliation;\n* * *\n\n**Effect** Treerazer casts his innate [[Spells/Dispel Magic|Dispel Magic]], targeting the creature he hit with his Strike or one spell affecting that creature."
+
+ - name: "Staggering Strike"
+ desc: " When Treerazer scores a critical hit with a melee attack, the target is [[Conditions/Stunned|Stunned 2]]."
+
+```
+
+```encounter-table
+name: Treerazer
+creatures:
+ - 1: Treerazer
+```
+
+
+
+Treerazer, the self-styled Lord of the Blasted Tarn, is a powerful demon on the cusp of ascending to the true power of one of the rulers of the Abyss itself-a demon lord. For now, even as a nascent demon lord, Treerazer is a dangerous foe.
+
+Treerazer rarely leaves his swampy realm of Tanglebriar-a large thicket of tainted foliage and rotting detritus just south of Kyonin's Fierani Forest-but can be encountered anywhere within that toxic mire, often accompanied by a small legion of demons, corrupted fey, and other deadly allies. Certain occult rituals have the power to call him forth from Tanglebriar, granting him the opportunity to directly work his evils beyond the realm to which he has been exiled. Some believe that no eldritch force contains Treerazer and that, were he willing, he could travel Golarion with impunity, spreading the twisted blessings of his touch and the corruption of his presence, yet the Lord of the Blasted Tarn is as cunning and canny as he is deadly, and prefers to work his evils on the world from the safety of his nightmare realm.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Triceratops.md b/content/mechanics/srd/Bestiary/Monster Core/Triceratops.md
new file mode 100755
index 000000000..6f947896a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Triceratops.md
@@ -0,0 +1,94 @@
+---
+title: "Triceratops"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.gqdduE5V7ZAlKXOc"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/dinosaur
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Triceratops"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Triceratops"
+level: "Creature 8"
+
+alignment: ""
+size: "huge"
+trait_01: [[animal]]
+trait_02: [[dinosaur]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +21"
+abilityMods: [7, 0, 4, -4, 2, -1]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +18, __Ref__ +12, __Will__ +14"
+hp: 140
+health:
+ - name: ""
+ - name: HP
+ desc: "140"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Frill Defense"
+ desc: "`pf2:r` **Trigger** The rider is targeted with an attack.\n\n**Requirements** A creature must be mounted on the triceratops.\n* * *\n\n**Effect** The triceratops intercepts the attack with its bony frill. The rider gains a +2 circumstance bonus to its AC against the triggering attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Horns"
+ desc: "+19 (reach 15 feet)\n__Damage__ 2d8 + 9 piercing plus knockdown"
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+19 (reach 10 feet)\n__Damage__ 2d6 + 9 bludgeoning"
+
+ - name: "Lumbering Charge"
+ desc: "`pf2:1` The triceratops Strides up to 10 feet and then makes a Strike."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Large or smaller, foot, DC 26 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+ - name: "Vicious Gore"
+ desc: " A triceratops deals 2d6 extra persistent bleed damage to [[Conditions/Prone|Prone]] targets it hits with its horns."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Triceratops
+creatures:
+ - 1: Triceratops
+```
+
+
+
+Triceratopses are muscular quadrupeds with powerful short legs, thick necks, and heads crowned by a wide, bony frill. Though they bear three large horns, they use these bony protrusions only to defend themselves or fight for dominance. Short-tempered and obstinate, triceratopses are unlikely to back down from a fight unless they are hopelessly outmatched, and the creatures are known to fight to the death for no apparent reason beyond stubbornness. Triceratopses often serve as mounts for humanoids, particularly giants, who can comfortably ride behind the dinosaurs' protective bone frills. A triceratops is 30 feet long and weighs as much as 10 tons.
+
+* * *
+
+Remnants from the world's primeval era, these enormous reptilian animals still exist in large numbers in remote wildernesses or underground in magical Darklands caverns. Lizardfolk, orcs, giants, and other humanoids who live near dinosaurs use the animals as mounts, guards, or hunting beasts. Occasionally, rich nobles will collect dinosaurs to display them in menageries, which almost inevitably leads to cast-offs being nursed back to health by druids and other champions of nature. When dinosaurs establish themselves in regions outside their normal habitats, it's often the result of a large collection being released.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Troll Warleader.md b/content/mechanics/srd/Bestiary/Monster Core/Troll Warleader.md
new file mode 100755
index 000000000..b52365572
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Troll Warleader.md
@@ -0,0 +1,114 @@
+---
+title: "Troll Warleader"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.39Rh4FXtzyi33LT5"
+tags:
+ - pf2e/creature/type/giant
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/troll
+ - pf2e/creature/type/wood
+ - pf2eMonster
+ - pf2e/creature/level/10
+ - remaster
+statblock: inline
+name: "Troll Warleader"
+level: 10
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Troll Warleader"
+level: "Creature 10"
+
+alignment: ""
+size: "Large"
+trait_01: [[giant]]
+trait_02: [[humanoid]]
+trait_03: [[troll]]
+trait_04: [[wood]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Darkvision"
+languages: "Jotun"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +21, Crafting: +15, Intimidation: +22, Nature: +17, Survival: +17"
+abilityMods: [7, 3, 7, -1, 1, 4]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 29
+armorclass:
+ - name: AC
+ desc: "29 (26 plus all-around vision after Shed Armor); __Fort__ +23, __Ref__ +17, __Will__ +15"
+hp: 240
+health:
+ - name: ""
+ - name: HP
+ desc: "240, regeneration 30 (deactivated by acid or fire); __Weaknesses__ fire 10, electricity 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "2x [[Equipment/Battle Axe|+1 Striking Battle Axe]], [[Equipment/Half Plate|Half Plate]]"
+ - name: "Easily Misled"
+ desc: " The forest troll gets a –4 circumstance penalty to their Perception DC against Deception checks."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Regeneration|Regeneration 20 (Deactivated by Electricity or Fire)]]"
+ desc: " This monster regains the listed number of Hit Points each round at the beginning of its turn. Its [[Conditions/Dying|Dying]] condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4."
+
+ - name: "Furious Roar"
+ desc: "`pf2:r` **Trigger** The troll warleader takes electricity or fire damage\n* * *\n\n**Effect** The warleader uses their Primordial Roar and, if they're aware of the damage's source, can Stride toward it. If the warleader has persistent fire damage, they attempt a DC 15 Flat check to remove it."
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+23 (reach 10 feet)\n__Damage__ 2d12 + 13 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+23 (agile, reach 10 feet)\n__Damage__ 2d8 + 13 slashing"
+
+ - name: "**Melee** `pf2:1` Battle Axe"
+ desc: "+24 (magical, reach 10 feet, sweep)\n__Damage__ 2d8 + 13 slashing"
+
+ - name: "Primordial Roar"
+ desc: "`pf2:1` (auditory,emotion,fear,mental) The troll warleader unleashes a bestial roar. Each non-troll creature in a 100-foot emanation must attempt a DC 29 Will check save. The creature is then temporarily immune for 10 minutes.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 3]]."
+
+ - name: "Shed Armor"
+ desc: "`pf2:1` (manipulate) The warleader cuts their armor loose from their flesh. They immediately heal 60 Hit Points in a surge of regeneration as they grow twisted limbs and malformed faces.\n\nWithout their armor, the warleader's AC drops to 26 but they gain [[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]] from the new faces.\n\nPutting the armor back on takes 10 minutes, and this ability can't be used again until 1 hour has passed."
+
+ - name: "Sweeping Axes"
+ desc: "`pf2:3` **Requirements** The troll warleader is wielding two battle axes\n* * *\n\n**Effect** The warleader makes a battle axe Strike against each creature in their reach and the bonus from sweep applies to each attack. These attacks count against their multiple attack penalty, but the multiple attack penalty doesn't increase until after all the attacks."
+
+```
+
+```encounter-table
+name: Troll Warleader
+creatures:
+ - 1: Troll Warleader
+```
+
+
+
+Long-lived trolls sometimes force their way through the twin distractions of hunger and pain to learn more about the world around them. To manage their regeneration, they learn to cover themselves in crude armor that slowly becomes integrated with the top layer of their flesh. Marked by this armor and aided by their superior wits, these warleaders gather a variety of trolls to serve them in raiding parties.
+
+The warleader presented here is a forest troll, but warleaders can be other types of trolls as well. Many of them are adapted to battle tactics that are best suited to their home environments.
+
+* * *
+
+Slavering, cruel, invincible brutes: this is the villager's stock description for the dread monsters known as trolls. The roots of these stories are undoubtedly true. Trolls' flesh endlessly regrows, going so far as to sprout aberrant limbs or additional heads if not pruned, and a bottomless hunger is required to feed such unfettered growth. Even in the process of glutting themselves, however, trolls find opportunities to taunt their prey and inflict petty cruelties.
+
+A troll's ability to survive is so strong that they believe even the smallest scrap of flesh will slowly regenerate into a new form, suffering as all the powers of the land are gathered to revive them. Despite the pain, trolls speak of this unassailable vitality as a blessing from their creator. Few trolls have heard the laughter of demons who claim that creator cursed the trolls and cast them down from lofty heights, binding them so they could never rise again.
+
+Trolls prefer to remain solitary, keeping every scrap of food for themselves. In rare instances, an old and powerful troll comes to lead groups of trolls. Such warleaders possess enough cunning to lead their hordes in devastating raids and massacres, and their presence permanently alters the surrounding ecosystem. This link to their environment is an often misunderstood aspect of trollkind, and grows more acute with a troll's age and power. That's not to say trolls are valorous protectors of nature. They're vicious and territorial, and will blight their own territory forever if it means more to eat for a day.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Twigjack.md b/content/mechanics/srd/Bestiary/Monster Core/Twigjack.md
new file mode 100755
index 000000000..7239828e9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Twigjack.md
@@ -0,0 +1,89 @@
+---
+title: "Twigjack"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.NRqVDt6AT4UbXRlt"
+tags:
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/plant
+ - pf2e/creature/type/wood
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Twigjack"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Twigjack"
+level: "Creature 3"
+
+alignment: ""
+size: "tiny"
+trait_01: [[fey]]
+trait_02: [[plant]]
+trait_03: [[wood]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: "Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Athletics: +9, Nature: +7, Stealth: +11"
+abilityMods: [2, 4, 2, 0, 2, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +9, __Ref__ +11, __Will__ +7"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50; __Weaknesses__ fire 5, axe vulnerability 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+11 (agile, finesse, reach 0 feet)\n__Damage__ 1d10 + 4 slashing"
+
+ - name: "**Ranged** `pf2:1` Splinter"
+ desc: "+11 (deadly d6, range increment 30 feet)\n__Damage__ 1d6 + 4 piercing"
+
+ - name: "Bramble Jump"
+ desc: "`pf2:3` (plant,primal,teleportation,wood) **Requirements** The twigjack is in undergrowth\n* * *\n\n**Effect** The twigjack scrambles into the undergrowth and instantly teleports to a square of undergrowth within 60 feet. This movement doesn't trigger reactions."
+
+ - name: "Splinter Spray"
+ desc: "`pf2:2` The twigjack sprays a barrage of splinters and brambles from its body in a 15-foot cone, dealing 4d6 piercing damage (DC 20 Reflex check save).\n\nIt can't use Splinter Spray again for 1d4 rounds."
+
+```
+
+```encounter-table
+name: Twigjack
+creatures:
+ - 1: Twigjack
+```
+
+
+
+"True" twigjacks, as they consider themselves, are found in wild forests alongside the fey they idolize.
+
+* * *
+
+Maladjusted forest denizens, twigjacks form from the cruel and prankish combination of fey and the very woods in which they reside. A twigjack's body is made up of prickly brambles woven with vines. Shaggy, mossy growth, not unlike hair, tops a twigjack's head. Its mouth is just a canyon of splintered and broken sticks bisecting its face. Leaves and sprigs of new growth randomly sprout from the creature's body. Many dense forests on Golarion have at least a handful of twigjacks living in the undergrowth.
+
+While truculent and violent, twigjacks care deeply for what they consider to be their forests. These creatures harass outsiders who delve deep into their wooded domains, forcing back even the most determined explorers, foresters, and travelers, especially when those intruders cut roads through the forest. However, they are not terribly territorial when it comes to other forest creatures. When sylvan creatures, especially fey, rally against an outside threat, twigjacks in the area eagerly arrive to fight, even if they were not invited.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Tyrannosaurus.md b/content/mechanics/srd/Bestiary/Monster Core/Tyrannosaurus.md
new file mode 100755
index 000000000..5f0ba6907
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Tyrannosaurus.md
@@ -0,0 +1,94 @@
+---
+title: "Tyrannosaurus"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.D7RpVyk4OtUFIrZd"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/dinosaur
+ - pf2eMonster
+ - pf2e/creature/level/10
+ - remaster
+statblock: inline
+name: "Tyrannosaurus"
+level: 10
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Tyrannosaurus"
+level: "Creature 10"
+
+alignment: ""
+size: "grg"
+trait_01: [[animal]]
+trait_02: [[dinosaur]]
+modifier: 19
+perception:
+ - name: "Perception"
+ desc: "+19; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +15, Athletics: +24"
+abilityMods: [8, 1, 5, -4, 3, 0]
+speed: 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 29
+armorclass:
+ - name: AC
+ desc: "29; __Fort__ +21, __Ref__ +15, __Will__ +19"
+hp: 180
+health:
+ - name: ""
+ - name: HP
+ desc: "180"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+22 (deadly d12, reach 20 feet)\n__Damage__ 2d12 + 12 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+22 (reach 15 feet)\n__Damage__ 2d10 + 12 bludgeoning"
+
+ - name: "Fling"
+ desc: "`pf2:1` **Requirements** A creature is [[Conditions/Grabbed|Grabbed]] in the tyrannosaurus's jaws\n* * *\n\n**Effect** The tyrannosaurus flings the creature into the air up to 10 feet up from its mouth and 20 feet away. The creature falls 25 feet (assuming the tyrannosaurus flings it as high as it can) and takes falling damage accordingly. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage. The creature being landed on can attempt a DC 23 Reflex check save."
+
+ - name: "Pin Prey"
+ desc: "`pf2:r` **Trigger** The tyrannosaurus critically hits a Large or smaller foe with its foot\n* * *\n\n**Effect** The creature struck by the foot is knocked [[Conditions/Prone|Prone]] and held in place. As long as the tyrannosaurus doesn't move from its position, the pinned creature is [[Conditions/Grabbed|Grabbed]].\n\nA tyrannosaurus gains a +2 circumstance bonus to attack a creature it has pinned in this manner but can only Swallow Whole if that creature is grabbed with its jaws."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Medium, 3d6+8 bludgeoning damage, Rupture 26\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Huge or smaller, foot, DC 29 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Tyrannosaurus
+creatures:
+ - 1: Tyrannosaurus
+```
+
+
+
+Widely regarded as the king of the dinosaurs, the tyrannosaurus is a massive predator with a wide mouth filled with viciously sharp teeth. Some tribes of giants have even trained tyrannosauruses as mounts or beasts of war.
+
+* * *
+
+Remnants from the world's primeval era, these enormous reptilian animals still exist in large numbers in remote wildernesses or underground in magical Darklands caverns. Lizardfolk, orcs, giants, and other humanoids who live near dinosaurs use the animals as mounts, guards, or hunting beasts. Occasionally, rich nobles will collect dinosaurs to display them in menageries, which almost inevitably leads to cast-offs being nursed back to health by druids and other champions of nature. When dinosaurs establish themselves in regions outside their normal habitats, it's often the result of a large collection being released.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Ugothol.md b/content/mechanics/srd/Bestiary/Monster Core/Ugothol.md
new file mode 100755
index 000000000..6000ac834
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Ugothol.md
@@ -0,0 +1,106 @@
+---
+title: "Ugothol"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.W2r7wzvuZLHFRU6R"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Ugothol"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Ugothol"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision"
+languages: "Alghollthu, Common, Thalassic; Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +12, Athletics: +12, Deception: +13, Stealth: +13, Thievery: +9"
+abilityMods: [4, 3, 3, 0, 2, 3]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +9, __Ref__ +9, __Will__ +12; +2 status to all saves vs. auditory and visual"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60; __Resistances__ bludgeoning 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Longsword|Longsword]], [[Equipment/Studded Leather Armor|Studded Leather Armor]]"
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Longsword"
+ desc: "+14 (versatile p)\n__Damage__ 1d8 + 6 slashing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+12 (agile)\n__Damage__ 2d6 + 6 slashing plus grab"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 19, attack +11\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "Assume Form"
+ desc: " (concentrate,occult,polymorph) The ugothol spends 10 minutes reshaping its appearance to take on the shape of any Small or Medium humanoid. It gains a +4 circumstance bonus to Deception checks to pass as that creature."
+
+ - name: "Blood Nourishment"
+ desc: "`pf2:1` The ugothol uses its three-pronged tongue to drink the blood of an adjacent [[Conditions/Restrained|Restrained]] or [[Conditions/Unconscious|Unconscious]] creature. The creature gains [[Conditions/Drained|Drained 1]]"
+
+ - name: "Compression"
+ desc: " When the ugothol successfully [[Actions/Squeeze|Squeezes]], it moves through the tight space at full speed. Narrow confines are not difficult terrain for an ugothol."
+
+ - name: "Revert Form"
+ desc: " **Requirements** The ugothol is in an assumed form\n* * *\n\n**Effect** The ugothol resumes its true form. Until the start of its next turn, it gains a +2 status bonus to attack rolls, damage rolls, saving throws, and skill checks.\n\n[[Bestiary Effects/Effect_ Revert Form|Effect: Revert Form]]"
+
+ - name: "Sneak Attack"
+ desc: " The ugothol deals 1d6 extra precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Ugothol
+creatures:
+ - 1: Ugothol
+```
+
+
+
+Among the subtler of the alghollthu creations were the ugothols—also known as faceless stalkers. These twisted beings used shapeshifting to infiltrate settlements and assassinate key targets. They sowed discord and replaced leaders, causing unwanted organizations to implode and bothersome people to lose face and eventually disappear.
+
+* * *
+
+In bygone millennia, aquatic monsters known as alghollthus used their occult powers to conquer and rule vast swaths of the world. Alghollthus shaped their servitors and other creatures using mental manipulation and physically transformative magic. The rulers of the alghollthus, the so-called "veiled masters," further shaped entire societies by assuming the forms of those they controlled.
+
+In time, the alghollthus grew frustrated with upstart surface societies and meddling gods. They used incredible magical power to call forth a cataclysm, hoping to destroy the rebellious societies they'd manipulated. Yet they miscalculated the will to survive of those they treated as their pawns, and in time the world recovered, this time free of alghollthu influence.
+
+Today, the alghollthus have mostly remained within the deep aquatic realms where they still rule without question. Yet they have not abandoned their plots entirely, and the reemergence of servitors like faceless stalkers suggests that the alghollthus have turned their hateful eyes to the surface once again.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Umbral Gnome Rockwarden.md b/content/mechanics/srd/Bestiary/Monster Core/Umbral Gnome Rockwarden.md
new file mode 100755
index 000000000..f2b1a98ba
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Umbral Gnome Rockwarden.md
@@ -0,0 +1,88 @@
+---
+title: "Umbral Gnome Rockwarden"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.qwvXpRLvrt1oGWyV"
+tags:
+ - pf2e/creature/type/gnome
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Umbral Gnome Rockwarden"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Umbral Gnome Rockwarden"
+level: "Creature 5"
+
+alignment: ""
+size: "Small"
+trait_01: [[gnome]]
+trait_02: [[humanoid]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision"
+languages: "Gnomish, Petran, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Crafting: +9, Diplomacy: +11, Nature: +14, Stealth: +9"
+abilityMods: [1, 2, 3, 0, 5, 2]
+speed: 15 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +12, __Ref__ +9, __Will__ +14"
+hp: 63
+health:
+ - name: ""
+ - name: HP
+ desc: "63"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Pick|Pick]], [[Equipment/Sling|Sling]], [[Equipment/Hide Armor|Hide Armor]], [[Equipment/Primal Symbol|Primal Symbol]], 10x [[Equipment/Sling Bullets|Sling Bullets]], [[Equipment/Scroll of 3rd-rank Spell|Scroll of Veil of Privacy (Rank 3)]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Pick"
+ desc: "+10 (fatal d10)\n__Damage__ 1d6 piercing"
+
+ - name: "**Ranged** `pf2:1` Sling"
+ desc: "+11 (propulsive, range increment 50 feet)\n__Damage__ 1d6 bludgeoning"
+
+ - name: "Primal Prepared Spells"
+ desc: "DC 24, attack +14; __3rd __ _[[Spells/Blindness|Blindness]]_, _[[Spells/One with Stone|One with Stone]]_; __2nd __ _[[Spells/Acid Grip|Acid Grip]]_, _[[Spells/Deafness|Deafness]]_, _[[Spells/Gecko Grip|Gecko Grip]]_; __1st __ _[[Spells/Ant Haul|Ant Haul]]_, _[[Spells/Thunderstrike|Thunderstrike]]_, _[[Spells/Ventriloquism|Ventriloquism]]_\n__Cantrips__ __(3rd)__ _[[Spells/Caustic Blast|Caustic Blast]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Ignition|Ignition]]_, _[[Spells/Prestidigitation|Prestidigitation]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 21, attack +13; __1st __ _[[Spells/Illusory Disguise|Illusory Disguise]]_"
+
+```
+
+```encounter-table
+name: Umbral Gnome Rockwarden
+creatures:
+ - 1: Umbral Gnome Rockwarden
+```
+
+
+
+Umbral gnome rockwardens follow druidic teachings and commune with the natural elemental influences and denizens of the Darklands.
+
+* * *
+
+Gnomes are known for being creative and curious. They stand at around 3 feet tall, and their vivid personalities match their naturally vivid hair and eye color. Gnomes possess a natural connection to their ancestral home, the First World. They crave adventure and new experiences to fight off an ancestry-wide affliction known as the Bleaching. Gnomes who fail to dream and innovate begin to slowly lose their color and fall into a deep depression.
+
+A notable subgroup of gnomes called umbral gnomes typically have gray or brown skin with a stony texture, and thin, pale hair or bald pates. Umbral gnomes are most numerous in the Darklands, where they go by the name drathnelar. Umbral gnomes often attribute these physical changes to the gnome deity regarded as the first of their kind, Nivi Rhombodazzle. Nivi was a surface gnome who traveled deep into the Darklands and was ultimately rewarded with demigodhood when she exchanged a particular gemstone with the dwarven deity, Torag. Nivi is immune to the Bleaching, and umbral gnomes are often immune or resistant to it as well.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Umbral Gnome Scout.md b/content/mechanics/srd/Bestiary/Monster Core/Umbral Gnome Scout.md
new file mode 100755
index 000000000..963ac0566
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Umbral Gnome Scout.md
@@ -0,0 +1,88 @@
+---
+title: "Umbral Gnome Scout"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.7DIETjiKh0NdmDTL"
+tags:
+ - pf2e/creature/type/gnome
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Umbral Gnome Scout"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Umbral Gnome Scout"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[gnome]]
+trait_02: [[humanoid]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Gnomish, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Nature: +5, Stealth: +7, Survival: +5"
+abilityMods: [2, 4, 2, 0, 2, -1]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +7, __Ref__ +9, __Will__ +5"
+hp: 18
+health:
+ - name: ""
+ - name: HP
+ desc: "18"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Light Pick|Light Pick]], [[Equipment/Sling|Sling]], 20x [[Equipment/Sling Bullets|Sling Bullets]]"
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Light Pick"
+ desc: "+7 (agile, fatal d8)\n__Damage__ 1d4 + 2 piercing"
+
+ - name: "**Ranged** `pf2:1` Sling"
+ desc: "+9 (propulsive, range increment 50 feet, reload 1)\n__Damage__ 1d6 + 1 bludgeoning"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 14, attack +6; __1st __ _[[Spells/Illusory Disguise|Illusory Disguise]]_"
+
+ - name: "Hidden Movement"
+ desc: " If the umbral gnome scout starts its turn [[Conditions/Undetected|Undetected]] or [[Conditions/Hidden|Hidden]] to a creature, that creature is [[Conditions/Off-Guard|Off-Guard]] against the umbral gnome scout's attacks until the end of the turn."
+
+```
+
+```encounter-table
+name: Umbral Gnome Scout
+creatures:
+ - 1: Umbral Gnome Scout
+```
+
+
+
+Umbral gnome scouts patrol the tunnels that lead into their settlements.
+
+* * *
+
+Gnomes are known for being creative and curious. They stand at around 3 feet tall, and their vivid personalities match their naturally vivid hair and eye color. Gnomes possess a natural connection to their ancestral home, the First World. They crave adventure and new experiences to fight off an ancestry-wide affliction known as the Bleaching. Gnomes who fail to dream and innovate begin to slowly lose their color and fall into a deep depression.
+
+A notable subgroup of gnomes called umbral gnomes typically have gray or brown skin with a stony texture, and thin, pale hair or bald pates. Umbral gnomes are most numerous in the Darklands, where they go by the name drathnelar. Umbral gnomes often attribute these physical changes to the gnome deity regarded as the first of their kind, Nivi Rhombodazzle. Nivi was a surface gnome who traveled deep into the Darklands and was ultimately rewarded with demigodhood when she exchanged a particular gemstone with the dwarven deity, Torag. Nivi is immune to the Bleaching, and umbral gnomes are often immune or resistant to it as well.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Umbral Gnome Warrior.md b/content/mechanics/srd/Bestiary/Monster Core/Umbral Gnome Warrior.md
new file mode 100755
index 000000000..9e4d522a8
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Umbral Gnome Warrior.md
@@ -0,0 +1,91 @@
+---
+title: "Umbral Gnome Warrior"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.o1VZbAIcAcZFKrHV"
+tags:
+ - pf2e/creature/type/gnome
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Umbral Gnome Warrior"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Umbral Gnome Warrior"
+level: "Creature 2"
+
+alignment: ""
+size: "Small"
+trait_01: [[gnome]]
+trait_02: [[humanoid]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Gnomish, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +8, Intimidation: +5, Stealth: +5"
+abilityMods: [4, 2, 3, 0, 1, -1]
+speed: 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18 (20 with shield raised); __Fort__ +9, __Ref__ +8, __Will__ +5"
+hp: 34
+health:
+ - name: ""
+ - name: HP
+ desc: "34"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Heavy Crossbow|Heavy Crossbow]], [[Equipment/Spear|Spear]], [[Equipment/Steel Shield|Steel Shield]], [[Equipment/Studded Leather Armor|Studded Leather Armor]], 20x [[Equipment/Bolts|Bolts]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Shield Block|Shield Block]]"
+ desc: "`pf2:r` **Trigger** The monster has its shield raised and takes damage from a physical attack.\n* * *\n\n**Effect** The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Spear"
+ desc: "+10 ()\n__Damage__ 1d6 + 4 piercing"
+
+ - name: "**Ranged** `pf2:1` Heavy Crossbow"
+ desc: "+8 (range increment 120 feet, reload 2)\n__Damage__ 1d10 piercing"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 15, attack +7; __1st __ _[[Spells/Illusory Disguise|Illusory Disguise]]_"
+
+```
+
+```encounter-table
+name: Umbral Gnome Warrior
+creatures:
+ - 1: Umbral Gnome Warrior
+```
+
+
+
+Umbral gnome warriors are quick to charge into battle but focus on defending their kin and their homes over more aggressive tactics when a choice is available.
+
+* * *
+
+Gnomes are known for being creative and curious. They stand at around 3 feet tall, and their vivid personalities match their naturally vivid hair and eye color. Gnomes possess a natural connection to their ancestral home, the First World. They crave adventure and new experiences to fight off an ancestry-wide affliction known as the Bleaching. Gnomes who fail to dream and innovate begin to slowly lose their color and fall into a deep depression.
+
+A notable subgroup of gnomes called umbral gnomes typically have gray or brown skin with a stony texture, and thin, pale hair or bald pates. Umbral gnomes are most numerous in the Darklands, where they go by the name drathnelar. Umbral gnomes often attribute these physical changes to the gnome deity regarded as the first of their kind, Nivi Rhombodazzle. Nivi was a surface gnome who traveled deep into the Darklands and was ultimately rewarded with demigodhood when she exchanged a particular gemstone with the dwarven deity, Torag. Nivi is immune to the Bleaching, and umbral gnomes are often immune or resistant to it as well.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Unicorn.md b/content/mechanics/srd/Bestiary/Monster Core/Unicorn.md
new file mode 100755
index 000000000..77b7cf5ef
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Unicorn.md
@@ -0,0 +1,91 @@
+---
+title: "Unicorn"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.zJzrzdeWvQrabF9w"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/fey
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Unicorn"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Unicorn"
+level: "Creature 3"
+
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[fey]]
+trait_03: [[holy]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Common, Fey"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +10, Diplomacy: +11, Stealth: +8, Survival: +9"
+abilityMods: [4, 3, 3, 0, 4, 4]
+speed: 45 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 20
+armorclass:
+ - name: AC
+ desc: "20; __Fort__ +10, __Ref__ +8, __Will__ +11; +2 to will saves vs. mental"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45; __Immunities__ poison"
+abilities_top:
+ - name: ""
+
+ - name: "Animal Empathy"
+ desc: " The unicorn has a connection to the creatures of the natural world that allows them to communicate with animals. They can ask questions of, receive answers from, and use the Diplomacy skill with animals."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+12 (holy, magical)\n__Damage__ 1d10 + 4 piercing 1d4 spirit"
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+12 (agile, magical)\n__Damage__ 1d8 + 4 bludgeoning"
+
+ - name: "Primal Innate Spells"
+ desc: "DC 21, attack +13; __5th __ _[[Spells/Nature's Pathway|Nature's Pathway]]_; __3rd __ _[[Spells/Cleanse Affliction|Cleanse Affliction]]_, _[[Spells/Heal|Heal (x2)]]_\n__Cantrips__ __(2nd)__ _[[Spells/Light|Light]]_"
+
+ - name: "Ghost Touch"
+ desc: " A unicorn's Strikes have the effects of a _[[Equipment/Ghost Touch|Ghost Touch]]_ property rune."
+
+ - name: "Powerful Charge"
+ desc: "`pf2:2` The unicorn Strides up to double its Speed in a straight line and then makes a horn Strike. If the unicorn moved at least 20 feet, it deals an additional 2d6 damage on a hit."
+
+```
+
+```encounter-table
+name: Unicorn
+creatures:
+ - 1: Unicorn
+```
+
+
+
+Symbols of grace and purity, unicorns resemble proud and noble horses. They typically have pure white coats, but they are best known for the single, delicate horn that extends from the center of their forehead. While unicorns often serve as protectors of unspoiled wilderness and sacred places, they are themselves highly sought after for their horns, which are said to possess potent magical properties. To many, the mere idea of hunting such a magnificent creature in the hopes of severing its horn is utterly reprehensible. Indeed, a dehorned unicorn is a sorry sight, and few such unicorns survive much longer in the wild.
+
+Unicorns are found almost exclusively in remote, unsullied areas of wilderness. Sometimes associated with good-aligned deities, other times associated with nature and the fey, unicorns are always known for their righteousness and nobility. They are wary, at best, of most humanoid creatures, due in large part to poachers' tendency to hunt them for their horns, but unicorns are often rumored to have a weakness for those who are pure of both heart and spirit. Despite some tales, unicorns are equally likely to recognize purity in people of all genders.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Vampire Bat Swarm.md b/content/mechanics/srd/Bestiary/Monster Core/Vampire Bat Swarm.md
new file mode 100755
index 000000000..c675a9634
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Vampire Bat Swarm.md
@@ -0,0 +1,82 @@
+---
+title: "Vampire Bat Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.TqUtmL1Dl2BSdLqY"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Vampire Bat Swarm"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Vampire Bat Swarm"
+level: "Creature 1"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[swarm]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Echolocation 20 Feet, Low-Light Vision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +4, Stealth: +7"
+abilityMods: [1, 4, 1, -4, 3, -3]
+speed: 5 feet, fly 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +6, __Ref__ +9, __Will__ +6"
+hp: 11
+health:
+ - name: ""
+ - name: HP
+ desc: "11; __Immunities__ precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 3, splash damage 3; __Resistances__ bludgeoning 6, piercing 6, slashing 3"
+abilities_top:
+ - name: ""
+
+ - name: "Echolocation (Precise) 20 feet"
+ desc: " A bat swarm can use its hearing as a precise sense at the listed range."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+attacks:
+ - name: ""
+
+ - name: "Blood Feast"
+ desc: "`pf2:1` Each enemy in the bat swarm's space takes 1d4 piercing damage (DC 16 Reflex check save). Creatures that fail this save also take 1 bleed damage."
+
+```
+
+```encounter-table
+name: Vampire Bat Swarm
+creatures:
+ - 1: Vampire Bat Swarm
+```
+
+
+
+Although the typical vampire bat has a wingspan of 7 inches and doesn't pose a significant threat to larger prey alone (and indeed, these blood-drinkers can feed without their sleeping victims ever noticing), some unusually aggressive species of these bats hunt in deadly swarms. A churning cloud of vampire bats is much more dangerous than the sum of its individual parts and is capable of inflicting an overwhelming number of bleeding wounds in a frighteningly short span of time.
+
+* * *
+
+A wide range of bats dwell throughout the world. Most of these nocturnal animals are harmless insectivores, but deadly breeds of vampire bats and oversized bats the size of horses pose much more significant threats to adventurers.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Vampire Count.md b/content/mechanics/srd/Bestiary/Monster Core/Vampire Count.md
new file mode 100755
index 000000000..bd650c21a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Vampire Count.md
@@ -0,0 +1,121 @@
+---
+title: "Vampire Count"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.sm5MzWo8OKDYezKY"
+tags:
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/vampire
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Vampire Count"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Vampire Count"
+level: "Creature 6"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[undead]]
+trait_02: [[unholy]]
+trait_03: [[vampire]]
+modifier: 17
+perception:
+ - name: "Perception"
+ desc: "+17; Darkvision"
+languages: "Common, Necril; plus one regional language"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Athletics: +13, Deception: +14, Diplomacy: +14, Intimidation: +16, Society: +14, Stealth: +13"
+abilityMods: [5, 3, 2, 2, 4, 4]
+speed: 25 feet, climb 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +11, __Ref__ +14, __Will__ +17"
+hp: 65
+health:
+ - name: ""
+ - name: HP
+ desc: "65, coffin restoration, fast healing 7, void healing; __Immunities__ death effects, disease, paralyzed, poison, sleep; __Resistances__ physical 7 (except magical silver)"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Rapier|+1 Rapier]], [[Equipment/Leather Armor|Leather Armor]]"
+ - name: "[[Creature Family Ability Glossary/(Vampire, True) Children of the Night|Children of the Night]]"
+ desc: " (divine,mental) The vampire's presence brings forth creatures of the night to do the master's bidding. These typically include [[Monster Core/Rat Swarm|Rat Swarms]], [[Monster Core/Vampire Bat Swarm|Bat Swarms]], and [[Monster Core/Wolf|Wolves]], but can include other creatures.\n\nThe vampire can give telepathic orders to these creatures as long as they are within 100 feet, but they can't communicate back."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 7]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, Basic) Coffin Restoration|Coffin Restoration]]"
+ desc: " (divine,void) Unlike other undead, a vampire isn't destroyed at 0 HP. Instead, it falls [[Conditions/Unconscious|Unconscious]]. If its body rests in its coffin for 1 hour, the vampire gains 1 HP, after which its fast healing begins to function normally."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, True) Mist Escape|Mist Escape]]"
+ desc: "`pf2:0` **Trigger** The vampire is reduced to 0 HP.\n* * *\n\n**Effect** The vampire uses Turn to Mist. They can take move actions to move toward its coffin even though it's at 0 HP. While at 0 HP in this form, the vampire is unaffected by further damage.\n\nThey automatically returns to its corporeal form, unconscious, if they reaches their coffin or after 2 hours, whichever comes first."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, Basic) Vampire Vulnerabilities|Vampire Vulnerabilities]]"
+ desc: " All vampires possess the following vulnerabilities.\n\n* **Compulsions** Vampires are creatures with strange and unknowable compulsions. A typical vampire can't voluntarily cross running water unless they're transported while they hide within their coffin, nor can they enter a private dwelling unless invited in by someone with the authority to do so. At your discretion, vampires might have different compulsions—a pirate vampire might not be able to set foot on solid ground without being invited, for example. The vampire can still be forced to do these things and might be able to overcome their compulsion just as they do their revulsion.\n* **Revulsion** A vampire can't voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a deity with a holy sanctification option. To brandish garlic or a religious symbol, a creature must Interact to do so, and it remains brandished for 1 round (similar to Raising a Shield). If the vampire involuntarily comes within 10 feet of an object of their revulsion, they gain the [[Conditions/Fleeing|Fleeing]] condition, running from the object of their revulsion until they end an action beyond 10 feet. After 1 round of being exposed to the subject of their revulsion, a vampire can attempt a DC 25 Will check save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success).\n* **Stake** A wooden stake driven through a vampire's heart drops the vampire to 0 HP and prevents them from healing above 0 HP, even in their coffin. Staking a vampire requires 3 actions and works only if the vampire is [[Conditions/Unconscious|Unconscious]]. If the stake is removed, the vampire can heal above 0 HP again, and if they're in their coffin, the 1-hour rest period begins once the stake is removed. If the vampire's head is severed and anointed with holy water while the stake is in place, the vampire is destroyed.\n* **Sunlight** If exposed to direct sunlight, a vampire immediately becomes [[Conditions/Slowed|Slowed 1]]. The slowed value increases by 1 each time the vampire ends their turn in sunlight, and the condition ends when they're no longer in sunlight. If the vampire loses all their actions in this way, they're destroyed. Due to their supernatural aversion to light, vampires don't cast shadows or show a reflection in mirrors"
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Rapier"
+ desc: "+17 (deadly d8, disarm)\n__Damage__ 1d6 + 11 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+17 (agile)\n__Damage__ 1d8 + 8 slashing plus grab"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 22, attack +14; __6th __ _[[Spells/Dominate|Dominate (At Will) (See Dominate)]]_"
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, True) Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) The vampire transforms into one of its animal forms or back into its normal form. Most vampires can turn into a bat, but some can turn into a different creature, such as a rat or a wolf.\n\n* **Giant Bat**\n * **Senses** echolocation 40 feet,\n * **Speed** 20 feet, fly 30 feet,\n * **Melee** fangs +15 **Damage** 1d8+9 piercing\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, True) Create Servitor|Create Servitor]]"
+ desc: " (divine,downtime) If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire servitor by donating some of their own blood to the victim and burying the victim in earth for 3 nights.\n\nA vampiric servitor is compelled to obey its creator, but if a vampire controls too many vampiric servitors at once (as determined by the GM), or if the servitor is a higher level than the vampire that created it, strongwilled servitors can free themselves by succeeding at a Will check saving throw against the vampire's Will DC."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, True) Dominate|Dominate]]"
+ desc: "`pf2:2` (divine,incapacitation,mental,visual) The vampire can cast [[Spells/Dominate|Dominate]] at will as a divine innate spell. Casting it requires staring into the target's eyes, giving the spell the visual trait (DC 22 Will check). The save DC uses the high spell DC of the vampire's level, and a creature that succeeds is temporarily immune to that vampire's Dominate for 24 hours.\n\nFully destroying the vampire ends the domination, but merely reducing the vampire to 0 HP is insufficient to break the spell."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, True) Drink Blood|Drink Blood]]"
+ desc: "`pf2:1` (divine) **Requirement** A [[Conditions/Grabbed|Grabbed]], [[Conditions/Paralyzed|Paralyzed]], [[Conditions/Restrained|Restrained]], [[Conditions/Unconscious|Unconscious]], or willing creature is within the vampire's reach.\n* * *\n\n**Effect** The vampire sinks its fangs into that creature to drink its blood. This requires an Athletics check check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions.\n\nThe victim is [[Conditions/Drained|Drained 2]] and the vampire regains 10 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire but increases the victim's drained value by 1, killing the victim when it reaches drained 5. A vampire can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so.\n\nA victim's drained condition decreases by 1 per week. A blood transfusion, which requires a DC 20 Medicine check check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, True) Turn to Mist|Turn to Mist]]"
+ desc: "`pf2:1` (air,concentrate,divine,polymorph) The vampire turns into a cloud of vapor, as the [[Spells/Vapor Form|Vapor Form]] spell, or back to its normal form. The vampire loses fast healing while in gaseous form.\n\nThe vampire can remain in this form indefinitely."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Vampire Count
+creatures:
+ - 1: Vampire Count
+```
+
+
+
+Vampire counts rule their demesnes and subjects through a mix of fear and cruelty.
+
+* * *
+
+Vampires are undead creatures that feed on the blood of the living.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Vampire Mastermind.md b/content/mechanics/srd/Bestiary/Monster Core/Vampire Mastermind.md
new file mode 100755
index 000000000..e3322a858
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Vampire Mastermind.md
@@ -0,0 +1,127 @@
+---
+title: "Vampire Mastermind"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.cSUyyDC5sifzWUkS"
+tags:
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/vampire
+ - pf2eMonster
+ - pf2e/creature/level/9
+ - remaster
+statblock: inline
+name: "Vampire Mastermind"
+level: 9
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Vampire Mastermind"
+level: "Creature 9"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[undead]]
+trait_02: [[unholy]]
+trait_03: [[vampire]]
+modifier: 20
+perception:
+ - name: "Perception"
+ desc: "+20; Darkvision"
+languages: "Common, Necril; plus one regional language"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Arcana: +21, Athletics: +18, Deception: +20, Diplomacy: +20, Intimidation: +22, Society: +19, Stealth: +19"
+abilityMods: [3, 4, 1, 6, 4, 5]
+speed: 25 feet, climb 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +15, __Ref__ +18, __Will__ +20"
+hp: 115
+health:
+ - name: ""
+ - name: HP
+ desc: "115, coffin restoration, fast healing 10, void healing; __Immunities__ death effects, disease, paralyzed, poison, sleep; __Resistances__ physical 10 (except magical silver)"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "Signet Ring"
+ - name: "[[Creature Family Ability Glossary/(Vampire, True) Children of the Night|Children of the Night]]"
+ desc: " (divine,mental) The vampire's presence brings forth creatures of the night to do the master's bidding. These typically include [[Monster Core/Rat Swarm|Rat Swarms]], [[Monster Core/Vampire Bat Swarm|Bat Swarms]], and [[Monster Core/Wolf|Wolves]], but can include other creatures.\n\nThe vampire can give telepathic orders to these creatures as long as they are within 100 feet, but they can't communicate back."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 10]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, Basic) Coffin Restoration|Coffin Restoration]]"
+ desc: " (divine,void) Unlike other undead, a vampire isn't destroyed at 0 HP. Instead, it falls [[Conditions/Unconscious|Unconscious]]. If its body rests in its coffin for 1 hour, the vampire gains 1 HP, after which its fast healing begins to function normally."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, True) Mist Escape|Mist Escape]]"
+ desc: "`pf2:0` **Trigger** The vampire is reduced to 0 HP.\n* * *\n\n**Effect** The vampire uses Turn to Mist. They can take move actions to move toward its coffin even though it's at 0 HP. While at 0 HP in this form, the vampire is unaffected by further damage.\n\nThey automatically returns to its corporeal form, unconscious, if they reaches their coffin or after 2 hours, whichever comes first."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, Basic) Vampire Vulnerabilities|Vampire Vulnerabilities]]"
+ desc: " All vampires possess the following vulnerabilities.\n\n* **Compulsions** Vampires are creatures with strange and unknowable compulsions. A typical vampire can't voluntarily cross running water unless they're transported while they hide within their coffin, nor can they enter a private dwelling unless invited in by someone with the authority to do so. At your discretion, vampires might have different compulsions—a pirate vampire might not be able to set foot on solid ground without being invited, for example. The vampire can still be forced to do these things and might be able to overcome their compulsion just as they do their revulsion.\n* **Revulsion** A vampire can't voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a deity with a holy sanctification option. To brandish garlic or a religious symbol, a creature must Interact to do so, and it remains brandished for 1 round (similar to Raising a Shield). If the vampire involuntarily comes within 10 feet of an object of their revulsion, they gain the [[Conditions/Fleeing|Fleeing]] condition, running from the object of their revulsion until they end an action beyond 10 feet. After 1 round of being exposed to the subject of their revulsion, a vampire can attempt a DC 25 Will check save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success).\n* **Stake** A wooden stake driven through a vampire's heart drops the vampire to 0 HP and prevents them from healing above 0 HP, even in their coffin. Staking a vampire requires 3 actions and works only if the vampire is [[Conditions/Unconscious|Unconscious]]. If the stake is removed, the vampire can heal above 0 HP again, and if they're in their coffin, the 1-hour rest period begins once the stake is removed. If the vampire's head is severed and anointed with holy water while the stake is in place, the vampire is destroyed.\n* **Sunlight** If exposed to direct sunlight, a vampire immediately becomes [[Conditions/Slowed|Slowed 1]]. The slowed value increases by 1 each time the vampire ends their turn in sunlight, and the condition ends when they're no longer in sunlight. If the vampire loses all their actions in this way, they're destroyed. Due to their supernatural aversion to light, vampires don't cast shadows or show a reflection in mirrors"
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+18 (agile)\n__Damage__ 2d8 + 9 slashing plus grab"
+
+ - name: "Arcane Prepared Spells"
+ desc: "DC 29, attack +19; __4th __ _[[Spells/Fire Shield|Fire Shield]]_, _[[Spells/Vision of Death|Vision of Death]]_, _[[Spells/Wall of Fire|Wall of Fire]]_; __3rd __ _[[Spells/Fireball|Fireball]]_, _[[Spells/Haste|Haste]]_, _[[Spells/Lightning Bolt|Lightning Bolt]]_; __2nd __ _[[Spells/Blur|Blur]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Floating Flame|Floating Flame]]_, _[[Spells/Invisibility|Invisibility]]_, _[[Spells/Stupefy|Stupefy]]_; __1st __ _[[Spells/Dizzying Colors|Dizzying Colors]]_, _[[Spells/Enfeeble|Enfeeble]]_, _[[Spells/Fleet Step|Fleet Step]]_, _[[Spells/Illusory Disguise|Illusory Disguise]]_\n__Cantrips__ __(4th)__ _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Frostbite|Frostbite]]_, _[[Spells/Message|Message]]_, _[[Spells/Sigil|Sigil]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 26, attack +18; __6th __ _[[Spells/Dominate|Dominate (At Will) (See Dominate)]]_"
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, True) Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) The vampire transforms into one of its animal forms or back into its normal form. Most vampires can turn into a bat, but some can turn into a different creature, such as a rat or a wolf.\n\n* **Giant Bat**\n * **Senses** echolocation 40 feet,\n * **Speed** 20 feet, fly 30 feet,\n * **Melee** fangs +19 **Damage** 2d8+9 piercing\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, True) Create Servitor|Create Servitor]]"
+ desc: " (divine,downtime) If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire servitor by donating some of their own blood to the victim and burying the victim in earth for 3 nights.\n\nA vampiric servitor is compelled to obey its creator, but if a vampire controls too many vampiric servitors at once (as determined by the GM), or if the servitor is a higher level than the vampire that created it, strongwilled servitors can free themselves by succeeding at a Will check saving throw against the vampire's Will DC."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, True) Dominate|Dominate]]"
+ desc: "`pf2:2` (divine,incapacitation,mental,visual) The vampire can cast [[Spells/Dominate|Dominate]] at will as a divine innate spell. Casting it requires staring into the target's eyes, giving the spell the visual trait (Will check). The save DC uses the high spell DC of the vampire's level, and a creature that succeeds is temporarily immune to that vampire's Dominate for 24 hours.\n\nFully destroying the vampire ends the domination, but merely reducing the vampire to 0 HP is insufficient to break the spell."
+
+ - name: "Drain Bonded Item"
+ desc: " (arcane) **Frequency** once per day\n\n**Requirements** The vampire mastermind hasn't acted yet on this turn\n* * *\n\n**Effect** The vampire expends the power stored in their signet ring. This gives the vampire the ability to cast one prepared spell they had already previously cast today without spending a spell slot. The vampire must still Cast the Spell and meet the spell's other requirements."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, True) Drink Blood|Drink Blood]]"
+ desc: "`pf2:1` (divine) **Requirement** A [[Conditions/Grabbed|Grabbed]], [[Conditions/Paralyzed|Paralyzed]], [[Conditions/Restrained|Restrained]], [[Conditions/Unconscious|Unconscious]], or willing creature is within the vampire's reach.\n* * *\n\n**Effect** The vampire sinks its fangs into that creature to drink its blood. This requires an Athletics check check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions.\n\nThe victim is [[Conditions/Drained|Drained 2]] and the vampire regains 10 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire but increases the victim's drained value by 1, killing the victim when it reaches drained 5. A vampire can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so.\n\nA victim's drained condition decreases by 1 per week. A blood transfusion, which requires a DC 20 Medicine check check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes."
+
+ - name: "Steady Spellcasting"
+ desc: " If another creature's reaction would disrupt the vampire mastermind's spellcasting action, the vampire attempts a DC 15 Flat check. If the vampire succeeds, their action isn't disrupted."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, True) Turn to Mist|Turn to Mist]]"
+ desc: "`pf2:1` (air,concentrate,divine,polymorph) The vampire turns into a cloud of vapor, as the [[Spells/Vapor Form|Vapor Form]] spell, or back to its normal form. The vampire loses fast healing while in gaseous form.\n\nThe vampire can remain in this form indefinitely."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Vampire Mastermind
+creatures:
+ - 1: Vampire Mastermind
+```
+
+
+
+Vampire masterminds are evil wizards who control entire cabals of the undead and instill fear in the hearts of mortals far and wide.
+
+* * *
+
+Vampires are undead creatures that feed on the blood of the living.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Vampire Servitor.md b/content/mechanics/srd/Bestiary/Monster Core/Vampire Servitor.md
new file mode 100755
index 000000000..95c02aa71
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Vampire Servitor.md
@@ -0,0 +1,99 @@
+---
+title: "Vampire Servitor"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.sf77y4bokSWVCoIg"
+tags:
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/vampire
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Vampire Servitor"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Vampire Servitor"
+level: "Creature 4"
+
+alignment: ""
+size: "Medium"
+trait_01: [[undead]]
+trait_02: [[unholy]]
+trait_03: [[vampire]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision"
+languages: "Common; plus one regional language"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Athletics: +9, Intimidation: +8, Society: +5, Stealth: +12"
+abilityMods: [3, 5, 1, -1, 3, 2]
+speed: 25 feet, climb 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +9, __Ref__ +13, __Will__ +11"
+hp: 40
+health:
+ - name: ""
+ - name: HP
+ desc: "40, coffin restoration, fast healing 5, void healing; __Immunities__ death effects, disease, paralyzed, poison, sleep; __Resistances__ physical 5 (except silver)"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 5]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, Basic) Coffin Restoration|Coffin Restoration]]"
+ desc: " (divine,void) Unlike other undead, a vampire isn't destroyed at 0 HP. Instead, it falls [[Conditions/Unconscious|Unconscious]]. If its body rests in its coffin for 1 hour, the vampire gains 1 HP, after which its fast healing begins to function normally."
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, Basic) Vampire Vulnerabilities|Vampire Vulnerabilities]]"
+ desc: " All vampires possess the following vulnerabilities.\n\n* **Compulsions** Vampires are creatures with strange and unknowable compulsions. A typical vampire can't voluntarily cross running water unless they're transported while they hide within their coffin, nor can they enter a private dwelling unless invited in by someone with the authority to do so. At your discretion, vampires might have different compulsions—a pirate vampire might not be able to set foot on solid ground without being invited, for example. The vampire can still be forced to do these things and might be able to overcome their compulsion just as they do their revulsion.\n* **Revulsion** A vampire can't voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a deity with a holy sanctification option. To brandish garlic or a religious symbol, a creature must Interact to do so, and it remains brandished for 1 round (similar to Raising a Shield). If the vampire involuntarily comes within 10 feet of an object of their revulsion, they gain the [[Conditions/Fleeing|Fleeing]] condition, running from the object of their revulsion until they end an action beyond 10 feet. After 1 round of being exposed to the subject of their revulsion, a vampire can attempt a DC 25 Will check save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success).\n* **Stake** A wooden stake driven through a vampire's heart drops the vampire to 0 HP and prevents them from healing above 0 HP, even in their coffin. Staking a vampire requires 3 actions and works only if the vampire is [[Conditions/Unconscious|Unconscious]]. If the stake is removed, the vampire can heal above 0 HP again, and if they're in their coffin, the 1-hour rest period begins once the stake is removed. If the vampire's head is severed and anointed with holy water while the stake is in place, the vampire is destroyed.\n* **Sunlight** If exposed to direct sunlight, a vampire immediately becomes [[Conditions/Slowed|Slowed 1]]. The slowed value increases by 1 each time the vampire ends their turn in sunlight, and the condition ends when they're no longer in sunlight. If the vampire loses all their actions in this way, they're destroyed. Due to their supernatural aversion to light, vampires don't cast shadows or show a reflection in mirrors"
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+14 (agile)\n__Damage__ 1d8 + 6 slashing plus grab"
+
+ - name: "[[Creature Family Ability Glossary/(Vampire, Basic) Drink Blood|Drink Blood]]"
+ desc: "`pf2:1` (divine) **Requirement** A [[Conditions/Grabbed|Grabbed]], [[Conditions/Paralyzed|Paralyzed]], [[Conditions/Restrained|Restrained]], [[Conditions/Unconscious|Unconscious]], or willing creature is within the vampire's reach.\n* * *\n\n**Effect** The vampire sinks its fangs into that creature to drink its blood. This requires an Athletics check check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions.\n\nThe victim is [[Conditions/Drained|Drained 1]] and the vampire regains 5 HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire but increases the victim's drained value by 1, killing the victim when it reaches drained 5. A vampire can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so.\n\nA victim's drained condition decreases by 1 per week. A blood transfusion, which requires a DC 20 Medicine check check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes."
+
+ - name: "Sneak Attack"
+ desc: " The servitor deals 1d6 extra precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Vampire Servitor
+creatures:
+ - 1: Vampire Servitor
+```
+
+
+
+Vampires use their servitor pawns for infiltration and reconnaissance.
+
+* * *
+
+Vampires are undead creatures that feed on the blood of the living.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Vanth.md b/content/mechanics/srd/Bestiary/Monster Core/Vanth.md
new file mode 100755
index 000000000..e6f8ffb85
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Vanth.md
@@ -0,0 +1,105 @@
+---
+title: "Vanth"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.yXEqmMO61Tf9gSsI"
+tags:
+ - pf2e/creature/type/monitor
+ - pf2e/creature/type/psychopomp
+ - pf2eMonster
+ - pf2e/creature/level/7
+ - remaster
+statblock: inline
+name: "Vanth"
+level: 7
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Vanth"
+level: "Creature 7"
+
+alignment: ""
+size: "Medium"
+trait_01: [[monitor]]
+trait_02: [[psychopomp]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision, Lifesense 60 Feet"
+languages: "Chthonian, Diabolic, Empyrean, Requian"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Athletics: +17, Intimidation: +15, Occultism: +13, Religion: +13, Stealth: +17, Boneyard Lore: +15"
+abilityMods: [6, 4, 2, 2, 4, 2]
+speed: 25 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +15, __Ref__ +13, __Will__ +17; +1 status to all saves vs. magic"
+hp: 105
+health:
+ - name: ""
+ - name: HP
+ desc: "105; __Immunities__ death effects, disease; __Resistances__ void 10, poison 10"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Scythe|+1 Scythe]]"
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 60 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 20 feet DC 22 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Scythe"
+ desc: "+18 (deadly d10, magical, trip)\n__Damage__ 1d10 + 8 slashing plus spirit-touch"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+17 (agile)\n__Damage__ 1d6 + 8 slashing plus spirit-touch"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 22, attack +14; __5th __ _[[Spells/Translocate|Translocate]]_; __4th __ _[[Spells/Translocate|Translocate (At Will)]]_; __3rd __ _[[Spells/Holy Light|Holy Light (x3)]]_, _[[Spells/Locate|Locate (x3)]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At Will, Self Only)]]_"
+
+ - name: "Infuse Weapon"
+ desc: " (divine) A vanth's scythe is its symbol of office and gains a measure of its personal power. This scythe becomes a _+1 scythe_ and is treated as if it were adamantine while the vanth wields it. A vanth whose scythe is taken or destroyed can infuse a new one with an hour of work."
+
+ - name: "Shepherd's Touch"
+ desc: " A vanth's Strikes affect incorporeal creatures with the effects of a _[[Equipment/Ghost Touch|Ghost Touch]]_ property rune and deal 2d6 void damage to living creatures and 2d6 vitality damage to undead."
+
+ - name: "Vanth's Curse"
+ desc: "`pf2:2` (curse,divine,misfortune) **Frequency** three times per day\n* * *\n\n**Effect** The vanth bestows a curse on a creature by touching it with its scythe. The creature must attempt a DC 25 Will check save.\n* * *\n\n**Critical Success** The target is unaffected and is temporarily immune to Vanth's Curse for 24 hours.\n\n**Success** The target feels a momentary shudder of doom and is [[Conditions/Stupefied|Stupefied 1]] for 1 minute by the distracting sensation.\n\n**Failure** The target becomes morose and glum as it accepts its own inevitable fate. For 1 hour, the target is [[Conditions/Stupefied|Stupefied 2]]. Each time the target gains the dying condition, the stupefied condition value increases by 1, to a maximum value of [[Conditions/Stupefied|Stupefied 4]].\n\n**Critical Failure** As failure, but the effect is permanent."
+
+```
+
+```encounter-table
+name: Vanth
+creatures:
+ - 1: Vanth
+```
+
+
+
+Protectors of the Boneyard, the stern and resolute guardians of the dead, vanths are psychopomps who resemble skeletons with raven-like wings and a mask resembling a vulture's skull. Vanths carry black scythes to fight against those who would disturb the natural progression of souls, and they consider any visitor to the Boneyard a potential troublemaker. They rarely speak and even more rarely show any emotion other than a grim adherence to duty.
+
+When the psychopomp armies go to war, vanths serve as front-line soldiers. In particular, daemons continually stage raids on the River of Souls, requiring constant patrol. Implacable warriors, vanths fly in perfect formation. This can backfire, as they often suppress any adaptability they possess as they wage war.
+
+* * *
+
+Psychopomps are guardians and shepherds of the dead in the Boneyard, the vast plane of graves where mortal souls are judged and sent on to their eternal rewards or damnations. Psychopomps ensure that the dead come to terms with their transition from mortality and are properly sorted into the appropriate afterlife. They also protect souls from being preyed upon by supernatural predators. Nearly all psychopomps wear masks, especially when they're likely to be interacting with mortals, although the types of masks they wear are as varied as the psychopomps themselves. The courts of the Boneyard preside in Requian, a somber yet melodic language spoken slowly with various tonal shifts.
+
+Many psychopomps are intimately involved with the Boneyard's massive bureaucracy. Few pursue mercy, justice, or personal gain; their duties to Pharasma and her Boneyard are supreme. Nevertheless, individual psychopomps interpret their duties in different ways, which might put them in conflict with mortals or even with each other.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Velociraptor.md b/content/mechanics/srd/Bestiary/Monster Core/Velociraptor.md
new file mode 100755
index 000000000..4bc1b2d89
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Velociraptor.md
@@ -0,0 +1,85 @@
+---
+title: "Velociraptor"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.Sp9HttZUKYNN7808"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/dinosaur
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Velociraptor"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Velociraptor"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[animal]]
+trait_02: [[dinosaur]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +5, Stealth: +6"
+abilityMods: [0, 3, 2, -4, 1, 1]
+speed: 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +5, __Ref__ +7, __Will__ +4"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+8 (finesse)\n__Damage__ 1d6 + 3 piercing"
+
+ - name: "**Melee** `pf2:1` Talon"
+ desc: "+8 (agile, finesse)\n__Damage__ 1d4 + 3 slashing"
+
+ - name: "Leaping Charge"
+ desc: "`pf2:1` The velociraptor Strides up to 10 feet, ignoring difficult terrain as it leaps over obstacles. It then makes a Strike with its talons, gaining a +1 circumstance bonus to its attack roll."
+
+ - name: "Pack Attack"
+ desc: " The velociraptor deals 1d4 extra damage to any creature that's within reach of at least two of the velociraptor's allies."
+
+```
+
+```encounter-table
+name: Velociraptor
+creatures:
+ - 1: Velociraptor
+```
+
+
+
+A smaller cousin of the deinonychus, the velociraptor is a swift, cunning pack hunter. It has no fear of larger creatures, and a group of these dinosaurs won't hesitate to attack prey the size of a horse. They have manes of feathery plumage that extend down their backs and along the sides of their arms, legs, and tail, while their underbellies and flanks are scaly. These feathers allow them to blend into their natural terrain with ease, but when startled, a velociraptor can puff and frill this plumage to expose brighter colors normally covered by the longer feathers. A typical velociraptor is 1-1/2 feet tall, 7 feet long, and weighs 35 pounds.
+
+* * *
+
+Remnants from the world's primeval era, these enormous reptilian animals still exist in large numbers in remote wildernesses or underground in magical Darklands caverns. Lizardfolk, orcs, giants, and other humanoids who live near dinosaurs use the animals as mounts, guards, or hunting beasts. Occasionally, rich nobles will collect dinosaurs to display them in menageries, which almost inevitably leads to cast-offs being nursed back to health by druids and other champions of nature. When dinosaurs establish themselves in regions outside their normal habitats, it's often the result of a large collection being released.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Venedaemon.md b/content/mechanics/srd/Bestiary/Monster Core/Venedaemon.md
new file mode 100755
index 000000000..a67074a28
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Venedaemon.md
@@ -0,0 +1,103 @@
+---
+title: "Venedaemon"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.VEMZAphHcoxTlw0Z"
+tags:
+ - pf2e/creature/type/daemon
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Venedaemon"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Venedaemon"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[daemon]]
+trait_02: [[fiend]]
+trait_03: [[unholy]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Darkvision"
+languages: "Aklo, Chthonian, Common, Daemonic, Diabolic, Draconic, Requian; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Arcana: +16, Deception: +12, Occultism: +14, Religion: +13, Scribing Lore: +14"
+abilityMods: [2, 4, 2, 5, 3, 3]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +9, __Ref__ +11, __Will__ +14; +1 status to all saves vs. magic"
+hp: 75
+health:
+ - name: ""
+ - name: HP
+ desc: "75; __Immunities__ death effects; __Weaknesses__ holy 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Smell Magic (Imprecise) 60 feet"
+ desc: " A venedaemon is aware of magical items and active spells as an imprecise sense. The subtle differences in these scents reveal the tradition and traits of the magic."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+13 (agile, finesse, magical, reach 10 feet, unholy)\n__Damage__ 2d6 + 5 bludgeoning"
+
+ - name: "Arcane Spontaneous Spells"
+ desc: "DC 22, attack +14; __3rd __ (3 slots) _[[Spells/Fireball|Fireball]]_, _[[Spells/Levitate|Levitate]]_, _[[Spells/Paralyze|Paralyze]]_; __2nd __ (4 slots) _[[Spells/Blazing Bolt|Blazing Bolt]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Invisibility|Invisibility]]_, _[[Spells/Noise Blast|Noise Blast]]_; __1st __ (4 slots) _[[Spells/Enfeeble|Enfeeble]]_, _[[Spells/Fear|Fear]]_, _[[Spells/Force Barrage|Force Barrage]]_, _[[Spells/Illusory Disguise|Illusory Disguise]]_\n__Cantrips__ __(3rd)__ _[[Spells/Electric Arc|Electric Arc]]_, _[[Spells/Shield|Shield]]_, _[[Spells/Sigil|Sigil]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_, _[[Spells/Void Warp|Void Warp]]_"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 22, attack +14; __4th __ _[[Spells/Translocate|Translocate]]_"
+
+ - name: "Residual Force"
+ desc: "`pf2:1` (arcane,force) **Requirements** The venedaemon's most recent action was to cast a spell\n* * *\n\n**Effect** Fading runes cling to the venedaemon's tentacles. The venedaemon makes a tentacle Strike that has a reach of 20 feet and deals 2d4 additional force damage."
+
+ - name: "Soul Spell"
+ desc: " If a venedaemon ingest a soul gem from a cacodaemon, they can recover an expended spell slot instead of gaining fast healing. The spell slot's rank can be no higher than half the level of the creature whose soul was consumed, rounded up."
+
+ - name: "Twisted Whispers"
+ desc: "`pf2:1` (arcane,auditory,concentrate,linguistic,mental) The venedaemon whispers to a creature within 15 feet, which must succeed at a DC 22 Will check save or be [[Conditions/Stupefied|Stupefied 2]] for 1 minute (or [[Conditions/Stupefied|Stupefied 3]] on a critical failure).\n\nRegardless of the results of the save, the creature is immune to Twisted Whispers for 24 hours."
+
+```
+
+```encounter-table
+name: Venedaemon
+creatures:
+ - 1: Venedaemon
+```
+
+
+
+Those killed by magic or killed in the pursuit of magic can arise as venedaemons. Although among the weaker daemons, these robed figures can often be seen serving as researchers or clerks throughout the plane. Even within the mortal Universe, scholars barter souls or arcane knowledge with venedaemons for their secrets and assistance.
+
+* * *
+
+Denizens of the bleak and terrible plane of Abaddon, daemons are shaped by and devoted to the destruction of life in all its forms. They seek the death of every mortal being by the most painful and horrible means possible, in service to the Apocalypse Riders. Each kind of daemon represents a different way to die, and their powers are nearly always aimed at spreading that particular form of death. Through the use of these powers, they seek to drag all existence down into a pit of hopelessness and despair, and to commit all souls to oblivion.
+
+While mortals who summon daemons usually seek to use the creatures' destructive and corrupting powers for their own ends, daemons always look for ways to spread fear, doubt, and despair wherever they go. Often, daemons disguise their plots as the workings of other fiends, knowing that such confusion compounds mortals' fear and keeps those mortals from bringing the most effective weapons. As a result, learned mortals sometimes refer to daemons as "riders" after their leaders or "soul mongers" after their largest industry.
+
+While many fiends seek to tempt mortals into lives of nihilistic evil to increase their own numbers and power on their native planes, daemons are further driven by a supernatural hunger for mortal souls and use a variety of methods—not least of which is the cacodaemons' soul gems—to entrap them. On Abaddon and in other forbidding places across the multiverse, souls are simultaneously a delicacy, a trade good, and a source of magical power, and the daemons are among the greatest gluttons, merchants, and abusers of this spiritual "resource."
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Vescavor Queen.md b/content/mechanics/srd/Bestiary/Monster Core/Vescavor Queen.md
new file mode 100755
index 000000000..114becc81
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Vescavor Queen.md
@@ -0,0 +1,106 @@
+---
+title: "Vescavor Queen"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.iBhRUVY94Puu5AY3"
+tags:
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/9
+ - remaster
+statblock: inline
+name: "Vescavor Queen"
+level: 9
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Vescavor Queen"
+level: "Creature 9"
+
+alignment: ""
+size: "Large"
+trait_01: [[fiend]]
+trait_02: [[unholy]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: "Chthonian"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +20, Athletics: +18, Religion: +16, Stealth: +20, Survival: +16"
+abilityMods: [6, 5, 5, 1, 3, 2]
+speed: 20 feet, fly 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 28
+armorclass:
+ - name: AC
+ desc: "28; __Fort__ +17, __Ref__ +19, __Will__ +15"
+hp: 150
+health:
+ - name: ""
+ - name: HP
+ desc: "150; __Weaknesses__ cold iron 10, holy 10; __Resistances__ acid 10"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+20 (magical, unholy)\n__Damage__ 1d10 + 13 piercing 1d10 acid"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+20 (agile, magical, reach 10 feet, unholy)\n__Damage__ 2d10 + 8 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Stinger"
+ desc: "+20 (magical, reach 15 feet, unholy)\n__Damage__ 2d4 piercing 2d10 acid"
+
+ - name: "**Ranged** `pf2:1` Spit"
+ desc: "+19 (acid, magical, range increment 30 feet)\n__Damage__ 2d8 acid plus rage-pheromones"
+
+ - name: "Chaotic Spawning"
+ desc: "`pf2:3` The vescavor queen strengthens her swarms. All vescavor swarms within 100 feet become Huge and [[Conditions/Quickened|Quickened]] for 1 minute. Vescavor swarms can only use the extra action each round for the Ravenous Bites action.\n\n[[Bestiary Effects/Effect_ Chaotic Spawning|Effect: Chaotic Spawning]]"
+
+ - name: "Feeding Time"
+ desc: "`pf2:1` The vescavor queen causes any number of vescavor swarms within 100 feet to immediately use their reaction to perform the Ravenous Bites action."
+
+ - name: "Opportune Snack"
+ desc: "`pf2:1` The vescavor queen pulls a creature it has [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] into a space adjacent to it and makes a jaws Strike with a +2 circumstance bonus."
+
+ - name: "Rage Pheromones"
+ desc: " If the vescavor queen's spit Strike damages a creature, it takes a –2 status penalty to all saving throws imposed by vescavor swarms for 1 minute."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Vescavor Queen
+creatures:
+ - 1: Vescavor Queen
+```
+
+
+
+A vescavor queen is a horrifying sight. Much like their swarms, they resemble an acrid green wasp, but their abdomens are abnormally bloated and covered in acid-leaking spikes; their mouths make up the majority of their face and are filled with large, gnarled teeth, each the size of a human finger. They only possess one pair of arms, each the length of their entire body but abnormally folded and kept close, and their five pairs of wings are unnaturally stacked upon each other in a way that would make flight impossible for any natural creature. These queens ensure that the swarms never end their dreadful march towards wherever food can be found. Not only will they gradually create vescavor swarms, but they can also cause existing swarms to double in number at a moment's notice. These strengthened swarms are also blessed with increased vigor and speed. Moreover, a queen's acidic spit is laced with pheromones that drive her swarms into a rage, which she uses to direct the swarms towards priority targets.
+
+Occasionally, a powerful fiend will capture a vescavor queen and use her to create swarms in a controlled environment. However, the practice was quickly abandoned. For all the damage these swarms might cause to a fiendish master's enemies, it is rarely worth the cost of keeping the queen and her endless swarms of children fed and under control. Even keeping the queen in one location can be costly and difficult, as it is almost impossible to find a cage that a queen cannot eat her way out of, given sufficient time.
+
+* * *
+
+These gluttonous green vermin travel from the Outer Rifts in an endless search for food. Along the way, these acrid wasps devour everything in sight. Not even the ground itself is spared from their appetite. While any single vescavor is no problem, they travel in swarms to overwhelm anything trying to stop them. In a truly unfortunate situation, several swarms will be gathered and led by a vescavor queen. These queens, while fearsome on their own, can drive their brood into a feeding rage unlike any other. Swarms found without a queen are directionless, destroying anything around them indiscriminately.
+
+Whenever a vescavor swarm is not eating, it gibbers mind-numbing songs from the fiends' dark world. Adapted to the shrieking jungles of their home plane, they issue a call that confuses and corrupts mortals.
+
+Philosophers who ponder the Outer Rifts often conjecture as to what kind of soul forms a vescavor. The idea of insect souls being sent to the Outer Rifts is often laughed off but never entirely dismissed. Some assume that they are demons of gluttony, plain and simple. Some of the more creative explanations of vescavor origins posit that all the bits of soul eaten up by attacking demons are what coalesce into these endless swarms. Such an explanation would account for how these endlessly feeding demons also seem to be endless in number.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Vescavor Swarm.md b/content/mechanics/srd/Bestiary/Monster Core/Vescavor Swarm.md
new file mode 100755
index 000000000..4ab843e88
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Vescavor Swarm.md
@@ -0,0 +1,91 @@
+---
+title: "Vescavor Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.g8UiEsq9t2Le2s7M"
+tags:
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/swarm
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Vescavor Swarm"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Vescavor Swarm"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[fiend]]
+trait_02: [[swarm]]
+trait_03: [[unholy]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Darkvision"
+languages: "Chthonian"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Athletics: +10, Stealth: +13"
+abilityMods: [-2, 5, 4, -3, 1, 1]
+speed: 20 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +11, __Ref__ +15, __Will__ +9"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60; __Immunities__ mental, precision, grabbed, prone, restrained; __Weaknesses__ area damage 5, cold iron 5, holy 5, splash damage 5; __Resistances__ bludgeoning 5, piercing 5, slashing 2"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+attacks:
+ - name: ""
+
+ - name: "Devour All"
+ desc: "`pf2:2` The swarm eat away the very earth beneath their feet. The swarms Strides. All squares they occupy during their movement becomes difficult terrain. Any creatures they move through must succeed a DC 21 Reflex check save or fall [[Conditions/Prone|Prone]]."
+
+ - name: "Maddening Gibbers"
+ desc: "`pf2:2` (auditory,mental) Each stupefied creature in the swarm's space must attempt a DC 21 Will check saving throw as the swarm yammers the endless chorus of the Outer Rifts.\n* * *\n\n**Critical Success** The target is unaffected and is temporarily immune to Maddening Gibbers for 1 minute.\n\n**Success** The target is unaffected and is immune to Maddening Gibbers for 1 round.\n\n**Failure** The target becomes [[Conditions/Confused|Confused]] for 1 round.\n\n**Critical Failure** The target becomes confused for 1 round and can't target demons while confused in this way."
+
+ - name: "Ravenous Bites"
+ desc: "`pf2:1` Each enemy in the swarm's space takes 3d6 piercing damage (DC 20 Fortitude check save). A creature that fails its save is also [[Conditions/Stupefied|Stupefied 1]] for 1 round."
+
+```
+
+```encounter-table
+name: Vescavor Swarm
+creatures:
+ - 1: Vescavor Swarm
+```
+
+
+
+The most common and numerous vescavors are the raving swarms. If left alone and unchecked, many believe they would eventually consume themselves once everything else in the immediate vicinity was consumed. What is even more vexing than their hunger is their song. While it sounds like gibberish at first, once bitten, the song will drive people into chaos.
+
+* * *
+
+These gluttonous green vermin travel from the Outer Rifts in an endless search for food. Along the way, these acrid wasps devour everything in sight. Not even the ground itself is spared from their appetite. While any single vescavor is no problem, they travel in swarms to overwhelm anything trying to stop them. In a truly unfortunate situation, several swarms will be gathered and led by a vescavor queen. These queens, while fearsome on their own, can drive their brood into a feeding rage unlike any other. Swarms found without a queen are directionless, destroying anything around them indiscriminately.
+
+Whenever a vescavor swarm is not eating, it gibbers mind-numbing songs from the fiends' dark world. Adapted to the shrieking jungles of their home plane, they issue a call that confuses and corrupts mortals.
+
+Philosophers who ponder the Outer Rifts often conjecture as to what kind of soul forms a vescavor. The idea of insect souls being sent to the Outer Rifts is often laughed off but never entirely dismissed. Some assume that they are demons of gluttony, plain and simple. Some of the more creative explanations of vescavor origins posit that all the bits of soul eaten up by attacking demons are what coalesce into these endless swarms. Such an explanation would account for how these endlessly feeding demons also seem to be endless in number.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Vicharamuni.md b/content/mechanics/srd/Bestiary/Monster Core/Vicharamuni.md
new file mode 100755
index 000000000..b03b4be8e
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Vicharamuni.md
@@ -0,0 +1,101 @@
+---
+title: "Vicharamuni"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.b7LeUDjjpcivN1kF"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/10
+ - remaster
+statblock: inline
+name: "Vicharamuni"
+level: 10
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Vicharamuni"
+level: "Creature 10"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[holy]]
+modifier: 22
+perception:
+ - name: "Perception"
+ desc: "+22; Darkvision"
+languages: "Common, Empyrean"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +22, Athletics: +21, Deception: +18, Diplomacy: +21, Stealth: +20, Heaven Lore: +21"
+abilityMods: [5, 6, 5, 3, 5, 4]
+speed: 25 feet, swim 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 31
+armorclass:
+ - name: AC
+ desc: "31; __Fort__ +20, __Ref__ +21, __Will__ +22"
+hp: 175
+health:
+ - name: ""
+ - name: HP
+ desc: "175"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+22 (finesse, holy, reach 10 feet)\n__Damage__ 3d10 + 8 piercing plus vicharamuni-venom"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+22 (agile, finesse, holy, reach 20 feet)\n__Damage__ 3d8 + 8 bludgeoning plus coils-of-knowledge"
+
+ - name: "**Ranged** `pf2:1` Spit"
+ desc: "+22 (agile, holy, poison, range increment 30 feet)\n__Damage__ "
+
+ - name: "Divine Spontaneous Spells"
+ desc: "DC 29, attack +21; __5th __ (4 slots) _[[Spells/Breath of Life|Breath of Life]]_, _[[Spells/Dispel Magic|Dispel Magic]]_, _[[Spells/Divine Immolation|Divine Immolation]]_; __4th __ (4 slots) _[[Spells/Cleanse Affliction|Cleanse Affliction]]_, _[[Spells/Fly|Fly]]_, _[[Spells/Lightning Bolt|Lightning Bolt]]_; __3rd __ (4 slots) _[[Spells/Crisis of Faith|Crisis of Faith]]_, _[[Spells/Holy Light|Holy Light]]_, _[[Spells/Mind Reading|Mind Reading]]_; __2nd __ (4 slots) _[[Spells/Calm|Calm]]_, _[[Spells/Noise Blast|Noise Blast]]_, _[[Spells/See the Unseen|See the Unseen]]_; __1st __ (4 slots) _[[Spells/Heal|Heal]]_, _[[Spells/Protection|Protection]]_, _[[Spells/Spirit Link|Spirit Link]]_\n__Cantrips__ __(5th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Frostbite|Frostbite]]_, _[[Spells/Light|Light]]_, _[[Spells/Read Aura|Read Aura]]_, _[[Spells/Stabilize|Stabilize]]_, _[[Spells/Telekinetic Hand|Telekinetic Hand]]_"
+
+ - name: "Coils of Knowledge"
+ desc: " (force,magical) The naga's grip is more spiritual than physical. A creature hit by a vicharamuni's tail must succeed at a DC 29 Will check save or become [[Conditions/Grabbed|Grabbed]] by the tail until they [[Actions/Escape|Escape]], the naga releases them with an Interact action, or the naga dies.\n\nA captive takes a –4 status penalty to Escape, but can choose to attempt an Occultism or Religion check to Escape instead of the usual options without taking this penalty"
+
+ - name: "[[Bestiary Ability Glossary/Greater Constrict|Greater Constrict]]"
+ desc: "`pf2:1` 3d8+5 bludgeoning, DC 29 Fortitude check\n* * *\n\nThe monster deals the listed amount of damage to any number of creatures [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls [[Conditions/Unconscious|Unconscious]], and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute."
+
+ - name: "Spiritual Venom"
+ desc: " A vicharamuni can choose to negate any damage that its venom does to a creature. In addition, the naga can cast any of its divine spells on a creature that is affected by its venom, regardless of range or line of effect."
+
+ - name: "Vicharamuni Venom"
+ desc: " (divine,holy,mental,poison,spirit) **Saving Throw** DC 29 Will check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 3d6 spirit (1 round)\n\n**Stage 2** 3d6 spirit and [[Conditions/Drained|Drained 1]] (1 round)"
+
+```
+
+```encounter-table
+name: Vicharamuni
+creatures:
+ - 1: Vicharamuni
+```
+
+
+
+Awakener nagas are benevolent and wise teachers of people and places. They seek to guide and nurture the world around them, sensing mortals or locales with potential supernatural significance. Once located, these nagas provide instruction and divine trials to forge their wards toward strength and to impart a deeper understanding of right and wrong. Though considered stern and intimidating taskmasters by their students, those taught by a vicharamuni often go on to become great heroes.
+
+Awakener nagas are similarly attentive in guiding their young. Upon reaching adulthood, a naga is provided a final trial before being encouraged to depart the nest and seek out their own natural wonders or promising mortals. Sometimes generations of nagas might guard the same place or family line, passing the honor of such care from parent to child. In such cases, the parent nagas aim to have at least one of their children elect to stay behind and become the guardian of their ancestral ward, giving the parents peace of mind that the site they protect will continue to be guarded by their descendants.
+
+* * *
+
+Nagas are serpentine beings with magical powers and keen intellects. Physically, they resemble massive snakes, though they often wear jewelry and other ornaments that clearly separate them from their animal kin. Nagas use their innate magic and poisonous fangs to keep all but the most stalwart foes at bay. They keep their own counsel, viewing their cosmic role to be sacrosanct and beyond the understanding of outside scholars. Their unwillingness to explain themselves or entertain the suggestion of alliances has led to a long history of conflict with their neighbors, who read them as aloof, arrogant, or duplicitous.
+
+Nagas often have a powerful sense of duty to their perceived role within the universe, even if this role leads them to violent or tragic ends. Many see them as harsh and stern due to their devotion, terrifying in their majesty yet possessed of an aura of transcendence.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Vidileth.md b/content/mechanics/srd/Bestiary/Monster Core/Vidileth.md
new file mode 100755
index 000000000..1a182c7dc
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Vidileth.md
@@ -0,0 +1,116 @@
+---
+title: "Vidileth"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.xHfaDfEtMwWu7X3K"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/aquatic
+ - pf2eMonster
+ - pf2e/creature/level/14
+ - remaster
+statblock: inline
+name: "Vidileth"
+level: 14
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Vidileth"
+level: "Creature 14"
+rare_03: [[Rare]]
+alignment: ""
+size: "Large"
+trait_01: [[aberration]]
+trait_02: [[aquatic]]
+modifier: 25
+perception:
+ - name: "Perception"
+ desc: "+25; Darkvision"
+languages: "Aklo, Alghollthu, Common, Sakvroth, Thalassic; Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Arcana: +27, Athletics: +24, Deception: +28, Intimidation: +26, Occultism: +29, Society: +27, Stealth: +24, Lore (any one subcategory): +29"
+abilityMods: [6, 6, 8, 7, 5, 6]
+speed: 10 feet, swim 80 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 34
+armorclass:
+ - name: AC
+ desc: "34; __Fort__ +26, __Ref__ +22, __Will__ +24; +2 status to all saves vs. magic"
+hp: 270
+health:
+ - name: ""
+ - name: HP
+ desc: "270; __Immunities__ controlled, electricity, mental; __Resistances__ cold 20"
+abilities_top:
+ - name: ""
+
+ - name: "Numbing Lights"
+ desc: " (aura,light,visual) 30 feet.\n\nThe vidileth exudes dim light. Creatures within the light must attempt a DC 34 Will check save each round, becoming [[Conditions/Stupefied|Stupefied 1]] on a failure (or increase their stupefied value from numbing lights by 1, to a maximum of 4)."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+28 (agile, magical, reach 20 feet)\n__Damage__ 3d10 + 12 slashing plus shape-flesh"
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+28 (magical, reach 10 feet, versatile s)\n__Damage__ 3d8 + 12 piercing plus consume-memories"
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+28 (agile, electricity, magical, reach 20 feet)\n__Damage__ 7d6 electricity plus thoughtlance"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 37, attack +29; __9th __ _[[Spells/Project Image|Project Image (At Will)]]_; __8th __ _[[Spells/Illusory Scene|Illusory Scene (At Will)]]_, _[[Spells/Suggestion|Suggestion (x3)]]_; __7th __ _[[Spells/Illusory Disguise|Illusory Disguise (At Will)]]_; __6th __ _[[Spells/Dominate|Dominate (x3)]]_; __5th __ _[[Spells/Illusory Object|Illusory Object (At Will)]]_, _[[Spells/Mirage|Mirage (At Will)]]_, _[[Spells/Sending|Sending (At Will)]]_, _[[Spells/Translocate|Translocate (x3)]]_; __3rd __ _[[Spells/Hypnotize|Hypnotize (At Will)]]_, _[[Spells/Levitate|Levitate (At Will)]]_, _[[Spells/Mind Reading|Mind Reading (At Will)]]_, _[[Spells/Water Breathing|Water Breathing (At Will)]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "Rituals"
+ desc: "_Geas_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: " (concentrate,occult,polymorph) **Frequency** once per round\n* * *\n\n**Effect** A vidileth takes on the appearance of a humanoid of Large, Medium, or Small size or resumes its true form. While in humanoid form, the vidileth's Speed is 30 feet, and it loses its numbing lights aura and swim Speed. If the humanoid form assumed lacks the aquatic trait, the vidileth loses its own aquatic trait as well. In humanoid form, the vidileth can use weapons or make Strikes that work like its tentacle attack but use the reach of its current form. If the form has fangs or claws, the vidileth can also make such Strikes.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Consume Memories"
+ desc: " (mental,occult) When the vidileth hits with a fangs Strike, the target must succeed at a DC 34 Will check save or take 3d6 mental damage. The vidileth gains temporary Hit Points equal to the damage dealt and learns some of the creature's memories (subject to the GM's discretion)."
+
+ - name: "Delayed Suggestion"
+ desc: " (occult) When a vidileth successfully casts [[Spells/Dominate|Dominate]] on a creature, a [[Spells/Suggestion|Suggestion]] spell triggers when the _dominate_ spell ends. This _suggestion_ usually causes the target to return to the vidileth, so the creature can cast _dominate_ again, but a vidileth can set the _suggestion_ to different orders if it wishes."
+
+ - name: "Shape Flesh"
+ desc: "`pf2:1` (curse,manipulate,occult) **Requirements** The vidileth's last action was a success with a claw Strike\n* * *\n\n**Effect** The vidileth sloppily modifies the target's flesh. They must succeed at a DC 34 Fortitude check save or permanently receive the veiled master's choice of [[Conditions/Clumsy|Clumsy 2]], [[Conditions/Enfeebled|Enfeebled 2]], or a –10 status penalty to Speed."
+
+ - name: "Tentacle Flurry"
+ desc: "`pf2:2` The vidileth makes a tentacle Strike against each creature within its reach. Make only one attack roll, and roll damage once for all targets."
+
+ - name: "Thoughtlance"
+ desc: " (curse,occult) A creature touched by the vidileth's tentacles must attempt a DC 34 Will check save, becoming [[Conditions/Slowed|Slowed 1]] on a failure or [[Conditions/Slowed|Slowed 2]] on a critical failure. Each time the affected creature ends its turn, its slowed value decreases by 1."
+
+```
+
+```encounter-table
+name: Vidileth
+creatures:
+ - 1: Vidileth
+```
+
+
+
+The powerful vidileths are the insidious veiled masters of the alghollthus. These manipulators of mind and body alike lead their species in the open, using their ability to change form to walk among and deceive humans and other sapient species. Many veiled masters are even more powerful than the typical specimen presented here and can use a wide range of arcane or occult spells and rituals. While veiled masters command significant combat prowess and impressive magical skills, the greatest danger they pose to others is their uncanny ability to infiltrate into societies much different than their own. The most paranoid of adventurers and conspiracy scholars worry that every major city has been infested by secret cabals of vidileths, while others dismiss this as hogwash and fearmongering. The truth is likely somewhere in between, but it doesn't take many veiled masters pulling the strings behind the scenes to wreak havoc upon an entire nation!
+
+* * *
+
+In bygone millennia, aquatic monsters known as alghollthus used their occult powers to conquer and rule vast parts of the world. Their empires contained countless mortal slaves treated as little more than cattle. Alghollthus shaped their slaves and other creatures using mental manipulation and physically transformative magic. Aberrant horrors from faceless stalkers to mimics can be traced back to this meddling. The rulers of the alghollthu race, the so-called veiled masters, further shaped entire societies by assuming the forms of those they controlled. From the heights of power to the shadows of poverty, the veiled masters manipulated these societies according to their own dark designs, enslaving, killing, or horrifically transforming those who discovered their plans or acted against them.
+
+In time, the alghollthus grew frustrated with their increasingly upstart slave societies and sought to wipe the slate clean-both starting anew and punishing those who had become too willful and rebellious. They used incredible magical power to call forth a cataclysm, hoping to destroy the rebellious societies they'd manipulated. Yet they miscalculated the strength of faith and will to survive of their pawns and slaves, and in time the world and its empires recovered and grew strong once again-this time without alghollthu influence.
+
+Today, the alghollthus have retreated from their mass-scale manipulation of the surface world, and they have mostly remained within the deep aquatic realms where they still rule without question. Yet they have not abandoned their plots entirely, and the reemergence of servitor races like ugothols points to a frightening possibility-that the alghollthus have turned their hateful eyes to the surface once again.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Vilderavn.md b/content/mechanics/srd/Bestiary/Monster Core/Vilderavn.md
new file mode 100755
index 000000000..26fd12cf9
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Vilderavn.md
@@ -0,0 +1,100 @@
+---
+title: "Vilderavn"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.TUBmXvjHdpiYuKOy"
+tags:
+ - pf2e/creature/type/fey
+ - pf2eMonster
+ - pf2e/creature/level/16
+ - remaster
+statblock: inline
+name: "Vilderavn"
+level: 16
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Vilderavn"
+level: "Creature 16"
+rare_03: [[Rare]]
+alignment: ""
+size: "Medium"
+trait_01: [[fey]]
+modifier: 28
+perception:
+ - name: "Perception"
+ desc: "+28; Greater Darkvision, Truesight"
+languages: "Aklo, Common, Diabolic, Fey; Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +30, Athletics: +32, Deception: +29, Society: +24, Stealth: +32, Heraldry Lore: +26, Warfare Lore: +26"
+abilityMods: [8, 6, 5, 4, 4, 7]
+speed: 40 feet, fly 120 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 40
+armorclass:
+ - name: AC
+ desc: "40; __Fort__ +25, __Ref__ +30, __Will__ +28"
+hp: 300
+health:
+ - name: ""
+ - name: HP
+ desc: "300; __Immunities__ curse, death effects, drained, fear effects; __Weaknesses__ cold iron 10"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Aura of Disquietude]]"
+ desc: " (aura,emotion,fear,mental) 30 feet. DC 35 Will check\n\nAs [[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]], plus a creature frightened by the aura becomes suspicious; it doesn't count any other creature as its ally and can't [[Actions/Aid|Aid]] or flank. On a critical failure, the creature also can't be a willing target for harmless or helpful magic.\n\n[[Bestiary Effects/Effect_ Aura of Disquietude|Effect: Aura of Disquietude]]\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Greatsword"
+ desc: "+34 (magical, versatile p)\n__Damage__ 3d12 + 16 slashing plus bloodbird"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+32 (magical)\n__Damage__ 3d8 + 16 piercing plus bloodbird"
+
+ - name: "**Melee** `pf2:1` Talon"
+ desc: "+32 (agile, magical)\n__Damage__ 3d8 + 16 slashing plus bloodbird"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 37, attack +29; __8th __ _[[Spells/Suggestion|Suggestion]]_; __5th __ _[[Spells/Outcast's Curse|Outcast's Curse (At will)]]_, _[[Spells/Rewrite Memory|Rewrite Memory]]_, _[[Spells/Suggestion|Suggestion (At will)]]_, _[[Spells/Translocate|Translocate]]_, _[[Spells/Wave of Despair|Wave of Despair (At will)]]_\n__Constant__ __(6th)__ _[[Spells/Truesight|Truesight]]_, _[[Spells/Truespeech|Truespeech]]_"
+
+ - name: "Bloodbird"
+ desc: " (curse,occult) A creature hit by a vilderavn's melee attack becomes cursed. It takes 2d6 persistent bleed damage that's difficult to stanch.\n\nThe DC to stop the bleeding using [[Actions/Administer First Aid|Administer First Aid]] is 35, and healing the creature to full HP doesn't automatically end the bleeding.\n\nRemoving the curse ends the bleeding."
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,occult,polymorph) The vilderavn takes on the appearance of a Small or Medium humanoid, wolf, dire wolf, or hybrid with both raven and wolf parts. The vilderavn can only use their jaws attack when in a form with a wolf's head, and their talon attack in a form with raven qualities. They can instead assume their raven knight form: a Medium humanoid in black full plate carrying a greatsword. They can use their jaws or talon Strikes only in a form that has that body part, and their greatsword only in knight form.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Souleater"
+ desc: " (occult) If the vilderavn kills a humanoid with a critical hit using their jaws Strike, they rip out and devour the target's heart and soul as part of the attack.\n\nWhile the target is dead, the vilderavn can Change Shape into the target's form, gaining a +4 status bonus to Deception checks to impersonate the target.\n\nIf magic would resurrect the creature, the caster must succeed at a DC 34 counteract check to extract the target's soul from the vilderavn; otherwise, the spell fails."
+
+```
+
+```encounter-table
+name: Vilderavn
+creatures:
+ - 1: Vilderavn
+```
+
+
+
+In their true form, a vilderavn is a great raven with a wingspan of 6–8 feet. Adaptable shapeshifters, they can change to the fighting forms of a snarling wolf, a hybrid of both wolf and raven, and a tall humanoid in black armor with a massive greatsword. More sinister is their ability to assume a humanoid guise suited to insinuating themselves into the retinues of boastful mortal rulers. With historical knowledge and clever rumormongering, they goad the proud into squabbles, feuds, and ultimately wars. The vilderavn stays at the ruler's side until victory is within grasp, the war almost won, then exacts the cruel stroke of betrayal. Their magic turns the mortals against each other, and the vilderavn's sword falls swiftly.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Viper.md b/content/mechanics/srd/Bestiary/Monster Core/Viper.md
new file mode 100755
index 000000000..e764055a2
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Viper.md
@@ -0,0 +1,80 @@
+---
+title: "Viper"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.5hePtoqYgcauxS3m"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/-1
+ - remaster
+statblock: inline
+name: "Viper"
+level: -1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Viper"
+level: "Creature -1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[animal]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +5, Athletics: +1, Stealth: +5, Survival: +3"
+abilityMods: [-3, 4, 0, -4, 1, -2]
+speed: 20 feet, climb 20 feet, swim 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 14
+armorclass:
+ - name: AC
+ desc: "14; __Fort__ +2, __Ref__ +7, __Will__ +5"
+hp: 8
+health:
+ - name: ""
+ - name: HP
+ desc: "8"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Slink"
+ desc: "`pf2:r` **Trigger** A creature ends its movement adjacent to the viper or within the viper's space.\n* * *\n\n**Effect** The viper Strides, Climbs, or Swims up to 10 feet (or up to the relevant Speed, if that Speed is less than 10 feet). It must end its movement in a location that isn't within 5 feet of a foe. This movement doesn't trigger reactions."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+6 (agile, finesse, reach 0 feet)\n__Damage__ 1d8 - 3 piercing plus viper-venom"
+
+ - name: "Viper Venom"
+ desc: " (poison) **Saving Throw** DC 16 Fortitude check\n* * *\n\n**Maximum Duration** 4 rounds\n\n**Stage 1** 1d8 poison (1 round)."
+
+```
+
+```encounter-table
+name: Viper
+creatures:
+ - 1: Viper
+```
+
+
+
+Each member of this family of venomous snakes has long, hinged fangs that inject potent venom into their prey. Different vipers inject different types of venom, which might result in paralysis, extreme pain and swelling, blood clotting, or even the sudden stopping of the victim's heart.
+
+* * *
+
+Snakes come in an array of forms, from jungle-dwelling constrictors that wrap around their prey to venomous vipers with deadly bites. Regardless, all snakes consume their prey whole by unhinging their jaws and using powerful muscles to move the food down their throats and into their stomachs.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Voidworm.md b/content/mechanics/srd/Bestiary/Monster Core/Voidworm.md
new file mode 100755
index 000000000..705aa7179
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Voidworm.md
@@ -0,0 +1,104 @@
+---
+title: "Voidworm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.9JiFPF7erZqQnXdN"
+tags:
+ - pf2e/creature/type/monitor
+ - pf2e/creature/type/protean
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Voidworm"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Voidworm"
+level: "Creature 1"
+
+alignment: ""
+size: "tiny"
+trait_01: [[monitor]]
+trait_02: [[protean]]
+modifier: 4
+perception:
+ - name: "Perception"
+ desc: "+4; Darkvision"
+languages: "Chthonian, Protean"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Deception: +6, Religion: +4, Stealth: +7"
+abilityMods: [-1, 4, 0, -1, -1, 1]
+speed: 20 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +5, __Ref__ +9, __Will__ +6"
+hp: 16
+health:
+ - name: ""
+ - name: HP
+ desc: "16, fast healing 1; __Resistances__ precision 3, protean anatomy 5"
+abilities_top:
+ - name: ""
+
+ - name: "Entropy Sense (Imprecise) 30 feet"
+ desc: " (divine,prediction) A voidworm can anticipate the most likely presence of a creature through a supernatural insight into chaotic probabilities and chance. This grants them the ability to sense creatures within the listed range. [[Spells/Veil of Privacy|Veil of Privacy]] prevents a creature from being detected via entropy sense automatically (without a counteract check)."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 1]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+ - name: "[[Creature Family Ability Glossary/(Protean) Protean Anatomy|Protean Anatomy]]"
+ desc: " (divine) A voidworm's vital organs shift and change shape and position constantly. Immediately after the voidworm takes acid, electricity, or sonic damage, they gains the listed amount of resistance to that damage type. This lasts for 1 hour or until the next time the voidworm takes damage of one of the other types (in which case its resistance changes to match that type), whichever comes first.\n\nThe voidworm is immune to polymorph effects unless it is a willing target. If [[Conditions/Blinded|Blinded]] or [[Conditions/Deafened|Deafened]], the voidworm automatically recovers at the end of its next turn as new sensory organs grow to replace the compromised ones.\n\n[[Bestiary Effects/Effect_ Protean Anatomy|Effect: Protean Anatomy]]"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+9 (finesse, magical)\n__Damage__ 1d8 + 1 piercing"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+9 (finesse, magical)\n__Damage__ 1d4 + 1 slashing plus confounding-lash"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 16, attack +8; __4th __ _[[Spells/Read Omens|Read Omens]]_; __2nd __ _[[Spells/Blur|Blur (Self only)]]_, _[[Spells/Mist|Mist]]_\n__Cantrips__ __(4th)__ _[[Spells/Figment|Figment]]_, _[[Spells/Light|Light]]_, _[[Spells/Prestidigitation|Prestidigitation]]_\n__Constant__ __(4th)__ _[[Spells/Unfettered Movement|Unfettered Movement]]_"
+
+ - name: "[[Bestiary Ability Glossary/Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,divine,polymorph) The voidworm takes on the appearance of a Tiny animal. This doesn't change their Speed or their attack and damage bonuses with their Strikes but might change the damage type their Strikes deal.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "Confounding Lash"
+ desc: " (divine,emotion,mental) A creature hit by the voidworm's tail Strike is [[Conditions/Stupefied|Stupefied 1]] for 1 round ([[Conditions/Stupefied|Stupefied 2]] on a critical hit). A successful DC 16 Will check save negates this effect and grants temporary immunity to confounding lash for 1 minute."
+
+```
+
+```encounter-table
+name: Voidworm
+creatures:
+ - 1: Voidworm
+```
+
+
+
+Other proteans don't consider the flying, iridescent beings known as voidworms to be part of a protean caste at all, but instead merely a shameful side effect of the Maelstrom's constantly churning energy. To call a voidworm a protean in the presence of a more powerful protean is a sure a way to instigate combat.
+
+Voidworms themselves have little interest in whether anyone sees them as proteans. They maintain a thriving ecology in the Maelstrom, frolicking in schools of up to 20 and playing in the chaos of constantly shifting realities. Elsewhere (such as in the Universe), voidworms are mesmerized by the principle of object permanence; many latch onto specific features of a region (such as a hillside or pond) and flit through the air around it for months or even years as they wait for the object of their curiosity to change. Minor changes—such as a tree's change of color in the fall, a corpse's slow decay, or periodic venting of steam from a geyser—all fascinate voidworms. A voidworm is about 2 feet long and weighs 2 pounds.
+
+* * *
+
+Guardians of disorder and natives of the primal plane of chaos known as the Maelstrom, proteans consider it their calling to spread bedlam and hasten entropic ends. The most powerful proteans are demigods known collectively as the protean lords, although they are mysterious entities whose cults in the Universe tend to be obscure and secretive.
+
+Proteans divide themselves into a loose caste system and possess a dizzying variety of powers. Most proteans have a serpentine body with the head of a primeval beast. Scholars have long been intrigued by this fact—that scions of dissolution and disorder would share so many features—pointing out that there is some semblance of order even in the purest chaos. Others note that the serpentine form is one of the most primeval shapes, perhaps suggesting that in a reality at the dawn of time, such shapes were all that could exist. The proteans themselves have little to say on the matter, which, perhaps ironically, only adds to the confusion and lack of consensus surrounding their kind. After all, if even chaos cannot be trusted to be chaotic, would that not be the purest form of entropy?
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Vordine.md b/content/mechanics/srd/Bestiary/Monster Core/Vordine.md
new file mode 100755
index 000000000..879d4207b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Vordine.md
@@ -0,0 +1,115 @@
+---
+title: "Vordine"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.42xyLrVRhK1Rc949"
+tags:
+ - pf2e/creature/type/devil
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Vordine"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Vordine"
+level: "Creature 5"
+
+alignment: ""
+size: "Medium"
+trait_01: [[devil]]
+trait_02: [[fiend]]
+trait_03: [[unholy]]
+modifier: 12
+perception:
+ - name: "Perception"
+ desc: "+12; Greater Darkvision"
+languages: "Common, Diabolic; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Athletics: +15, Intimidation: +13, Religion: +12, Warfare Lore: +13"
+abilityMods: [4, 4, 5, 2, 3, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 22
+armorclass:
+ - name: AC
+ desc: "22; __Fort__ +14, __Ref__ +13, __Will__ +10; +1 status to all saves vs. magic"
+hp: 60
+health:
+ - name: ""
+ - name: HP
+ desc: "60; __Immunities__ fire; __Weaknesses__ holy 5; __Resistances__ physical 5 (except silver), poison 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Whip|Whip]], [[Equipment/Trident|Trident]], [[Equipment/Breastplate|Breastplate]]"
+ - name: "[[Bestiary Ability Glossary/Greater Darkvision|Greater Darkvision]]"
+ desc: " A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Trident"
+ desc: "+15 (magical, unholy)\n__Damage__ 1d8 + 10 piercing"
+
+ - name: "**Melee** `pf2:1` Whip"
+ desc: "+15 (disarm, finesse, magical, nonlethal, reach 10 feet, trip, unholy)\n__Damage__ 1d4 + 10 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+15 (agile, magical, unholy)\n__Damage__ 1d4 + 7 bludgeoning 1d4 fire"
+
+ - name: "**Ranged** `pf2:1` Trident"
+ desc: "+13 (magical, thrown 20 ft., unholy)\n__Damage__ 1d8 + 10 piercing"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 19, attack +11; __4th __ _[[Spells/Translocate|Translocate (At Will)]]_"
+
+ - name: "Rituals"
+ desc: "_Diabolic Pact_"
+
+ - name: "Burning Hoofprints"
+ desc: "`pf2:2` (divine,fire,unholy) The vordine Strides, trailing hoofprints in each square they exit. The hoofprints burn for 1 minute. A creature on the ground that enters a square with burning hoofprints or begins its turn in one takes 1d4 fire damage."
+
+ - name: "Trident of Dis"
+ desc: "`pf2:1` The vordine makes a trident Strike, increasing their reach to 10 feet for that Strike. If there is an unholy ally between the vordine and their target, that creature's energy causes the Strike to deal an additional 1d6 spirit damage."
+
+```
+
+```encounter-table
+name: Vordine
+creatures:
+ - 1: Vordine
+```
+
+
+
+The vast city of Dis trains endless legions of vordines to guard the upper layers of Hell and march across the planes at the archdevils' orders. Although quick to bend their knees to higher-ranking devils and even mortals favored by Asmodeus, vordines are relentlessly cruel to orts and other devils they can call their subordinates.
+
+Although higher ranks in the infernal military are held by more powerful devils, like the nessari who serve as generals, a labyrinthine structure gives each vordine a rank and certain responsibilities. Some vordines are responsible for the battlefield command of squads, while others relay orders from above or are set to handling specific administrative tasks for their unit. The greatest gift one can offer a vordine is an increased rank to lord over other vordines.
+
+* * *
+
+Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks.
+
+Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly orts perform subservient labor to more powerful and specialized devils, such as infantry and contract devils, while the greatest nessaris command entire infernal armies.
+
+Asmodeus stands at the apex of the structure he created, but the layers below him are marked by a constant jockeying for position. Most diabolic plans ultimately serve to improve the schemer's place in the hierarchy.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Vrolikai.md b/content/mechanics/srd/Bestiary/Monster Core/Vrolikai.md
new file mode 100755
index 000000000..cbaee2b83
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Vrolikai.md
@@ -0,0 +1,115 @@
+---
+title: "Vrolikai"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.3pJtsQUZkGT22bPT"
+tags:
+ - pf2e/creature/type/demon
+ - pf2e/creature/type/fiend
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/20
+ - remaster
+statblock: inline
+name: "Vrolikai"
+level: 20
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Vrolikai"
+level: "Creature 20"
+
+alignment: ""
+size: "Large"
+trait_01: [[demon]]
+trait_02: [[fiend]]
+trait_03: [[unholy]]
+modifier: 34
+perception:
+ - name: "Perception"
+ desc: "+34; Darkvision, Truesight"
+languages: "Chthonian, Draconic, Empyrean, Necril; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +37, Arcana: +33, Athletics: +36, Deception: +36, Intimidation: +38, Religion: +34, Stealth: +34, Survival: +34"
+abilityMods: [10, 7, 9, 6, 6, 8]
+speed: 35 feet, fly 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 45
+armorclass:
+ - name: AC
+ desc: "45; __Fort__ +35, __Ref__ +33, __Will__ +34; +1 to all saves vs. magic"
+hp: 440
+health:
+ - name: ""
+ - name: HP
+ desc: "440; __Immunities__ death effects; __Weaknesses__ cold iron 15, holy 15"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 Feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "Death-Stealing Gaze"
+ desc: " (aura,divine,visual) 30 feet. When a non-demon ends its turn in the aura, it must attempt a DC 38 Fortitude check save. If it fails, it becomes [[Conditions/Drained|Drained 1]].\n\nA creature that dies while it has drain from a vrolikai's gaze rises as a ghoul the next midnight. The GM determines what kind of ghoul."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+38 (magical, reach 10 feet, unholy)\n__Damage__ 4d12 + 18 piercing"
+
+ - name: "**Melee** `pf2:1` Black Flame Knife"
+ desc: "+40 (agile, magical, unholy)\n__Damage__ 3d4 + 18 piercing 2d6 void"
+
+ - name: "**Melee** `pf2:1` Stinger"
+ desc: "+38 (magical, reach 15 feet, unholy)\n__Damage__ 4d8 + 18 piercing plus mindwarping"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 44, attack +36; __10th __ _[[Spells/Execute|Execute]]_, _[[Spells/Massacre|Massacre]]_, _[[Spells/Paralyze|Paralyze]]_, _[[Spells/Vampiric Exsanguination|Vampiric Exsanguination]]_; __7th __ _[[Spells/Regenerate|Regenerate]]_; __4th __ _[[Spells/Translocate|Translocate (At Will)]]_\n__Constant__ __(6th)__ _[[Spells/Truesight|Truesight]]_"
+
+ - name: "Rituals"
+ desc: "_Demonic Pact_"
+
+ - name: "Black Flame Knives"
+ desc: "`pf2:1` (divine,unholy) The vrolikai manifests a dagger-shaped blade of what looks like crystallized black flame in each of their four hands. These weapons function as _+2 greater striking daggers_ that deal an additional 2d6 void damage. They fade away into nothingness 1 minute after a vrolikai no longer carries them."
+
+ - name: "Consume Death"
+ desc: "`pf2:1` (concentrate,divine,visual) The vrolikai focuses their deathstealing gaze upon a single target they can see within 30 feet. The target must immediately attempt a Fortitude save against death-stealing gaze.\n* * *\n\n**Success** The creature is unaffected.\n\n**Failure** The creature is affected by death-stealing gaze and becomes [[Conditions/Drained|Drained 1]]. If the creature was already drained 1 by the death-stealing gaze before attempting the save, a failed save increases the value of the drained condition by 1, to a maximum of [[Conditions/Drained|Drained 4]]. The vrolikai gains 10 temporary Hit Points, and the drained creature is temporarily immune until the start of the vrolikai's next turn.\n\n**Critical Failure** As failure, but the creature increases the amount of drain by 2."
+
+ - name: "Focused Flames"
+ desc: "`pf2:2` The vrolikai attacks a single target with all of their black flame knives. The demon makes a black flame knife Strike with the following additional effects. This counts toward the vrolikai's multiple attack penalty as a number of attacks equal to the number of back flame knives the vrolikai used.\n* * *\n\n**Critical Success** The target takes an additional 2d6 void damage for each knife beyond the first (typically 6d6 extra damage) and takes 4d6 persistent void damage.\n\n**Success** The target takes an additional 2d6 void damage for each knife beyond the first.\n\n**Failure** The vrolikai deals the damage their black flame knife Strike normally deals on a hit."
+
+ - name: "Mindwarping"
+ desc: " (emotion,mental) The sting of a vrolikai is mind-warping. A creature struck must attempt a DC 44 Will check save.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature becomes [[Conditions/Stupefied|Stupefied 1]] for 1 minute.\n\n**Failure** The creature becomes stupefied 1. If it's already stupefied, its stupefied value increases by 1 instead (to a maximum of [[Conditions/Stupefied|Stupefied 4]]).\n\n**Critical Failure** As failure, plus the creature is [[Conditions/Confused|Confused]] for 1 minute."
+
+```
+
+```encounter-table
+name: Vrolikai
+creatures:
+ - 1: Vrolikai
+```
+
+
+
+Powerful vrolikais command the untamed armies of demonkind, uniting them behind their one unifying desire for death and destruction. Unlike other demons, the dreaded vrolikai doesn't form directly from a single soul—they instead manifest when a demon devours so many damned souls that their own individual desires are lost in the sinful cacophony. A vrolikai who survives this process gains great power and can claim a region of the Outer Rifts as their own domain.
+
+Vrolikais' enthusiastic embrace of the multitude of sins makes them uniquely suited to lead and unite demons, such that even demon lords often must rely on vrolikais to command their forces. The chaotic and conflicting motivations of demonkind leave little room to find common ground, but the vrolikai can expound upon the beauty of every kind of sin while marching demon armies to battle.
+
+* * *
+
+When a sinful mortal soul is judged and sent on to the Outer Rifts, it can become a deadly fiend—a demon. Demons are living incarnations of sin—be they classic sins like wrath or gluttony, or more "specialized" depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon's driving goals are twofold—the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Outer Rifts.
+
+Demons are selfish and self-absorbed creatures, and most firmly believe that mortals only play at being more virtuous than fiends. They enjoy tempting mortals into damnation to both indulge their egos and swell their armies. Like many other fiends, one of the great rewards of this manipulation is fulfilling their hunger for souls. In their eyes, the primary use for these souls is to spawn new demons, who can serve as soldiers, slaves, pawns, or even currency for their more powerful masters.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/War Horse.md b/content/mechanics/srd/Bestiary/Monster Core/War Horse.md
new file mode 100755
index 000000000..570abdc05
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/War Horse.md
@@ -0,0 +1,76 @@
+---
+title: "War Horse"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.2E06WjLKJLEAS4nD"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "War Horse"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "War Horse"
+level: "Creature 2"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +11"
+abilityMods: [5, 3, 4, -4, 2, -2]
+speed: 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +8, __Ref__ +7, __Will__ +6"
+hp: 36
+health:
+ - name: ""
+ - name: HP
+ desc: "36"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Buck|Buck]]"
+ desc: "`pf2:r` DC 17 Reflex check\n* * *\n\nMost monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.\n\n**Trigger** A creature [[Actions/Mount|Mounts]] or uses the [[Actions/Command an Animal|Command an Animal]] action while riding the monster.\n* * *\n\n**Effect** The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land [[Conditions/Prone|Prone]]. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+9 ()\n__Damage__ 1d6 + 5 bludgeoning"
+
+ - name: "Gallop"
+ desc: "`pf2:2` The war horse Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides."
+
+```
+
+```encounter-table
+name: War Horse
+creatures:
+ - 1: War Horse
+```
+
+
+
+Horses serve as mounts and beasts of burden in many societies. They are loyal and typically gentle creatures, and they are invaluable to those looking to travel long distances. Smaller folk, like gnomes and halflings, often utilize ponies as mounts, while horses are the favored steeds for humans and other Medium humanoids. Most horses that the average humanoid encounters are domesticated, though large herds can be found in the wild.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/War Pony.md b/content/mechanics/srd/Bestiary/Monster Core/War Pony.md
new file mode 100755
index 000000000..9595035de
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/War Pony.md
@@ -0,0 +1,76 @@
+---
+title: "War Pony"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.DwKarmVBEXE6JnbD"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "War Pony"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "War Pony"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 5
+perception:
+ - name: "Perception"
+ desc: "+5; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +7"
+abilityMods: [4, 4, 3, -4, 2, 0]
+speed: 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +8, __Ref__ +7, __Will__ +5"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Buck|Buck]]"
+ desc: "`pf2:r` DC 16 Reflex check\n* * *\n\nMost monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.\n\n**Trigger** A creature [[Actions/Mount|Mounts]] or uses the [[Actions/Command an Animal|Command an Animal]] action while riding the monster.\n* * *\n\n**Effect** The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land [[Conditions/Prone|Prone]]. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Hoof"
+ desc: "+7 ()\n__Damage__ 1d4 + 4 bludgeoning"
+
+ - name: "Gallop"
+ desc: "`pf2:2` The war pony Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides."
+
+```
+
+```encounter-table
+name: War Pony
+creatures:
+ - 1: War Pony
+```
+
+
+
+Horses serve as mounts and beasts of burden in many societies. They are loyal and typically gentle creatures, and they are invaluable to those looking to travel long distances. Smaller folk, like gnomes and halflings, often utilize ponies as mounts, while horses are the favored steeds for humans and other Medium humanoids. Most horses that the average humanoid encounters are domesticated, though large herds can be found in the wild.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Warg.md b/content/mechanics/srd/Bestiary/Monster Core/Warg.md
new file mode 100755
index 000000000..788042cf1
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Warg.md
@@ -0,0 +1,86 @@
+---
+title: "Warg"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.O2zXLkycOZJOouFX"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Warg"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Warg"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[beast]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Common, Goblin, Orcish"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +8, Deception: +6, Intimidation: +6, Stealth: +7, Survival: +8"
+abilityMods: [4, 3, 3, -1, 2, 2]
+speed: 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +11, __Ref__ +9, __Will__ +6"
+hp: 36
+health:
+ - name: ""
+ - name: HP
+ desc: "36"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Avenging Bite"
+ desc: "`pf2:r` **Trigger** A creature within reach of the warg's jaws attacks one of the warg's allies.\n* * *\n\n**Effect** The warg makes a jaws Strike against the triggering creature."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+11 ()\n__Damage__ 1d8 + 4 piercing plus grab"
+
+ - name: "Pack Attack"
+ desc: " The warg's Strikes deals an extra 1d4 damage to any creature within reach of at least two of the warg's allies."
+
+ - name: "[[Bestiary Ability Glossary/Swallow Whole|Swallow Whole]]"
+ desc: "`pf2:1` (attack) Small, 1d6+2 bludgeoning, Rupture 9\n* * *\n\nThe monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.\n\nA swallowed creature is [[Conditions/Grabbed|Grabbed]], is [[Conditions/Slowed|Slowed 1]], and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim [[Actions/Escape|Escapes]] this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is [[Conditions/Off-Guard|Off-Guard]] against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.\n\nIf the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Warg
+creatures:
+ - 1: Warg
+```
+
+
+
+Wargs hunt in packs like wolves, but their penchant for taunting victims makes them easy to distinguish from their cousins. Orcs and hobgoblins frequently recruit wargs. Most wargs are amenable to this arrangement, but if food should run out, wargs are more than willing to integrate goblinoid flesh into their diet.
+
+* * *
+
+The warg is an intelligent and malevolent wolf that dwells among goblins, hobgoblins, orcs, and violent humanoids.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Warsworn.md b/content/mechanics/srd/Bestiary/Monster Core/Warsworn.md
new file mode 100755
index 000000000..f7f3e824d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Warsworn.md
@@ -0,0 +1,102 @@
+---
+title: "Warsworn"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.D8Tnduf2sw99OTeu"
+tags:
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2eMonster
+ - pf2e/creature/level/16
+ - remaster
+statblock: inline
+name: "Warsworn"
+level: 16
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Warsworn"
+level: "Creature 16"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "grg"
+trait_01: [[undead]]
+trait_02: [[unholy]]
+modifier: 27
+perception:
+ - name: "Perception"
+ desc: "+27; Darkvision"
+languages: "Common; (Can't Speak Any Language)"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +33"
+abilityMods: [9, 5, 7, -1, 5, 5]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 37
+armorclass:
+ - name: AC
+ desc: "37; __Fort__ +29, __Ref__ +25, __Will__ +27; +1 status to all saves vs. vitality"
+hp: 350
+health:
+ - name: ""
+ - name: HP
+ desc: "350, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, bleed"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 100 feet DC 35 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Corpse Wave"
+ desc: "+32 (magical)\n__Damage__ 4d12 + 9 bludgeoning plus energy-drain"
+
+ - name: "**Melee** `pf2:1` Animated Weapon"
+ desc: "+30 (agile, magical, reach 100 feet)\n__Damage__ 4d4 + 9 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Scrap Ball"
+ desc: "+28 (magical, range increment 100 feet)\n__Damage__ 4d12 + 9 bludgeoning plus plummet"
+
+ - name: "Absorb"
+ desc: " (death,divine,void) **Trigger** The warsworn moves into a dying creature's space;\n* * *\n\n**Effect** The warsworn absorbs the dying creature into itself, instantly killing the creature and healing the warsworn for a number of Hit Points equal to the creature's level. As long as the warsworn still exists, absorbed creatures can't be resurrected except by [[Spells/Wish|Wish]] or a similarly powerful effect."
+
+ - name: "Animated Weapons"
+ desc: " (aura,divine) 100 feet.\n\nThe warsworn automatically controls unattended weapons in the aura, which levitate around the warsworn. The warsworn can telekinetically wield these weapons to make melee Strikes with a reach of 100 feet. These strikes deal four of the weapon's damage dice +9 and use the weapon's damage type."
+
+ - name: "Energy Drain"
+ desc: " (divine,void) When a warsworn hits with a corpse wave Strike or damages a creature with Trample, the target must succeed at a DC 35 Fortitude check save or become [[Conditions/Drained|Drained 2]] and [[Conditions/Doomed|Doomed 1]]. On a critical success, the target becomes temporarily immune to the warsworn's energy drain for 24 hours."
+
+ - name: "Plummet"
+ desc: " A creature hit by a warsworn's scrap ball Strike must attempt a DC 37 Reflex check save. On a failure, the target falls [[Conditions/Prone|Prone]]; if the target was airborne, it falls up to 120 feet, taking damage from the fall and landing prone if the descent brings it to the ground. On a critical failure, the target is also held under a pile of scrap ([[/act escape dc=37]])."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Huge or smaller, corpse wave, DC 37 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+```
+
+```encounter-table
+name: Warsworn
+creatures:
+ - 1: Warsworn
+```
+
+
+
+A warsworn is an animate mass of corpses composed of dozens, sometimes even hundreds, of victims of battle. They are formed by deities of undeath or war or, rarely, spontaneously manifest from the devastation of an especially horrendous battle.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Wasp Swarm.md b/content/mechanics/srd/Bestiary/Monster Core/Wasp Swarm.md
new file mode 100755
index 000000000..3b3a1f4db
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Wasp Swarm.md
@@ -0,0 +1,82 @@
+---
+title: "Wasp Swarm"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.nx6rWrZDvauGRkfM"
+tags:
+ - pf2e/creature/type/animal
+ - pf2e/creature/type/swarm
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Wasp Swarm"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Wasp Swarm"
+level: "Creature 4"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+trait_02: [[swarm]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +12"
+abilityMods: [-4, 4, 2, -5, 2, -1]
+speed: 20 feet, fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +10, __Ref__ +12, __Will__ +8"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45; __Immunities__ precision, swarm mind, grabbed, prone, restrained; __Weaknesses__ area damage 5, splash damage 5; __Resistances__ bludgeoning 7, piercing 7, slashing 3"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Swarm Mind|Swarm Mind]]"
+ desc: " This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area."
+
+attacks:
+ - name: ""
+
+ - name: "Swarming Stings"
+ desc: "`pf2:1` Each enemy in the swarm's space takes 2d8 piercing damage (DC 21 Reflex check save). A creature that fails its save is also exposed to wasp venom."
+
+ - name: "Wasp Venom"
+ desc: " (poison) **Saving Throw** DC 21 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d6 poison (1 round)\n\n**Stage 2** 2d6 poison and [[Conditions/Clumsy|Clumsy 2]] (2 rounds)"
+
+```
+
+```encounter-table
+name: Wasp Swarm
+creatures:
+ - 1: Wasp Swarm
+```
+
+
+
+Wasp nests are made of chewed wood fibers foraged from the surrounding flora, which the wasps make into a material similar to paper. A single wasp nest can house thousands of individuals that emerge as a massive swarm. Most swarms attack only to protect their nest or if otherwise agitated, though druids and other primal enchanters can bend these venomous vermin to their will—to deadly effect.
+
+* * *
+
+While the common wasp poses little threat to a hardy adventurer aside from an uncomfortable sting, a large and aggressive swarm of these territorial insects—to say nothing of their oversized kin—can lay low an entire party of heroes. The wasps represented here are of the common variety, also known as yellow jackets, but many other sorts of dangerous wasps exist, such as a Garundi variant that swarms in such great numbers that it can decimate entire villages.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Water Scamp.md b/content/mechanics/srd/Bestiary/Monster Core/Water Scamp.md
new file mode 100755
index 000000000..489543469
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Water Scamp.md
@@ -0,0 +1,92 @@
+---
+title: "Water Scamp"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.RSAFXHwKlpmMzxjX"
+tags:
+ - pf2e/creature/type/amphibious
+ - pf2e/creature/type/elemental
+ - pf2e/creature/type/water
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Water Scamp"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Water Scamp"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[amphibious]]
+trait_02: [[elemental]]
+trait_03: [[water]]
+modifier: 3
+perception:
+ - name: "Perception"
+ desc: "+3; Darkvision"
+languages: "Thalassic"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +6, Stealth: +6"
+abilityMods: [1, 3, 1, -2, 0, 0]
+speed: 20 feet, fly 25 feet, swim 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +7, __Ref__ +11, __Will__ +4"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20, fast healing 2 (while underwater); __Immunities__ bleed, paralyzed, poison, sleep; __Resistances__ acid 3, fire 3"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 2 (While Underwater)]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+8 (agile, finesse)\n__Damage__ 1d6 + 1 slashing"
+
+ - name: "Arcane Innate Spells"
+ desc: "DC 17, attack +9; __2nd __ _[[Spells/Acid Grip|Acid Grip]]_; __1st __ _[[Spells/Create Water|Create Water]]_"
+
+ - name: "Acid Breath"
+ desc: "`pf2:2` (acid,arcane) The water scamp breathes acid in a 15-foot cone that deals 2d6 acid damage to each creature within the area (DC 17 Reflex check save).\n\nThe water scamp can't use Acid Breath again for 1d4 rounds."
+
+ - name: "Drench"
+ desc: "`pf2:1` (arcane,water) The water scamp shakes out a seemingly endless supply of water from its fur to put out all fires in a 5-foot emanation. The scamp extinguishes all non-magical fires automatically and attempts to counteract magical fires (+7 counteract modifier)."
+
+```
+
+```encounter-table
+name: Water Scamp
+creatures:
+ - 1: Water Scamp
+```
+
+
+
+Water scamps are marked apart from other scamps by sleek fur that traps a layer of water next to their skin. Although they can fly like their kin and conjure enough water to never dry out, water scamps leave the water only when they must. Although air-breathing scholars consider these scamps quiet and rather skittish, underwater civilizations find their exuberance and playfulness can be overwhelming.
+
+* * *
+
+Elemental scamps are bat-like critters marked by elemental powers. Scamps are dispatched from the Elemental Planes by more powerful residents or called to the Universe by neophyte summoners. All scamps have a hint of magical power due to a lingering connection to their home plane, which they largely use to pull simple pranks.
+
+Scamps rapidly form a pecking order of cleverness. Humanoids often confuse scamps when meeting such creatures for the first time. These confused scamps usually resort to an escalating series of pranks and mischief, seeing what they can get away with to establish their place in the hierarchy.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Werebear.md b/content/mechanics/srd/Bestiary/Monster Core/Werebear.md
new file mode 100755
index 000000000..58abecc7a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Werebear.md
@@ -0,0 +1,114 @@
+---
+title: "Werebear"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.20qg9xNec2pvvf7d"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/werecreature
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Werebear"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Werebear"
+level: "Creature 4"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[human]]
+trait_03: [[humanoid]]
+trait_04: [[werecreature]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: "Common; Bear Empathy"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +12, Medicine: +9, Nature: +11, Stealth: +11, Survival: +11"
+abilityMods: [5, 2, 4, 1, 3, -1]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +12, __Ref__ +10, __Will__ +10"
+hp: 75
+health:
+ - name: ""
+ - name: HP
+ desc: "75; __Weaknesses__ silver 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Greataxe|Greataxe]], 8x [[Equipment/Hatchet|Hatchet]], [[Equipment/Chain Shirt|Chain Shirt]]"
+ - name: "[[Creature Family Ability Glossary/(Werecreature) Animal Empathy|Bear Empathy]]"
+ desc: " The werebear can communicate with ursine creatures.\n* * *\n\nThe werecreature can ask questions of, receive answers from, and use the Diplomacy skill with animals of its general kind."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+13 (agile, reach 10 feet)\n__Damage__ 1d10 + 7 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Greataxe"
+ desc: "+13 (reach 10 feet, sweep)\n__Damage__ 1d12 + 7 slashing"
+
+ - name: "**Melee** `pf2:1` Hatchet"
+ desc: "+13 (agile, sweep)\n__Damage__ 1d6 + 7 slashing"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+13 (reach 10 feet)\n__Damage__ 1d12 + 7 piercing plus werecreature-curse-of-the-werecreature"
+
+ - name: "**Ranged** `pf2:1` Hatchet"
+ desc: "+10 (agile, sweep, thrown 10 ft.)\n__Damage__ 1d6 + 7 slashing"
+
+ - name: "[[Creature Family Ability Glossary/(Werecreature) Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph,primal) * **Human**\n * **Size** Medium\n * **Melee** fist +13 **Damage** 1d4+7\n* **Grizzly Bear**\n * **Speed** 35 feet\n* * *\n\nThe werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape.\n\nIn humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw.\n\nIn animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses its weapon Strikes.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "[[Creature Family Ability Glossary/(Werecreature) Curse of the Werecreature|Curse of the Werebear]]"
+ desc: " (curse,primal) This curse affects only humanoids.\n* * *\n\n**Saving Throw** DC 18 Fortitude check\n\nOn each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn.\n\nThe creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn."
+
+ - name: "Hunt Prey"
+ desc: "`pf2:1` (concentrate) The werebear designates a single creature they can see and hear, or one they're Tracking, as their prey. The werebear gains a +2 circumstance bonus to Perception checks when they [[Actions/Seek|Seek]] their prey and to Survival checks when they [[Actions/Track|Track]] their prey. The first time the werebear hits the designated prey in a round, they deal an additional 1d8 precision damage. These effects last until the werebear uses Hunt Prey again."
+
+ - name: "Mauler"
+ desc: " The werebear gains a +2 circumstance bonus to damage rolls against creatures it has [[Conditions/Grabbed|Grabbed]]."
+
+ - name: "[[Creature Family Ability Glossary/(Werecreature) Moon Frenzy|Moon Frenzy]]"
+ desc: " (polymorph,primal) When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2.\n\nWhen the moon sets or the sun rises, the werecreature returns to humanoid form and is [[Conditions/Fatigued|Fatigued]] for 2d4 hours.\n\n[[Bestiary Effects/Effect_ Moon Frenzy|Effect: Moon Frenzy]]"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Werebear
+creatures:
+ - 1: Werebear
+```
+
+
+
+Unwavering conviction fills a werebear during their transformations. This can drive them zealously into noble causes, but it can also make them ruthless, violent, and single-minded. Alliances can fall from a werebear's mind as their bestial temper overcomes them and their goal overwhelms all. As a result, werebears are loners, rarely even living together as families longer than necessary. As long as there is nothing around to threaten it or the natural area it protects (typically a forest), a werebear in its animal form is generally content to forage and sleep away the night.
+
+* * *
+
+Werecreatures are humanoids doomed to transform into animals and animalhumanoid hybrids under the light of the full moon. These shapechanging creatures are the result of an ancient primal curse that they can, in turn, transmit through their own bites. Their ability to lurk unseen in the wilds as well as among people, combined with the contagiousness of their condition, makes werecreatures a perennial cause of panicked suspicion.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Wererat.md b/content/mechanics/srd/Bestiary/Monster Core/Wererat.md
new file mode 100755
index 000000000..500e20c3b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Wererat.md
@@ -0,0 +1,108 @@
+---
+title: "Wererat"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.HYUhLQsVFqij4qKV"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/werecreature
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Wererat"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Wererat"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[beast]]
+trait_02: [[human]]
+trait_03: [[humanoid]]
+trait_04: [[werecreature]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: "Common; Rat Empathy"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Athletics: +6, Deception: +5, Society: +4, Stealth: +8"
+abilityMods: [2, 4, 2, 0, 2, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 19
+armorclass:
+ - name: AC
+ desc: "19; __Fort__ +6, __Ref__ +10, __Will__ +8"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45; __Weaknesses__ silver 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Hand Crossbow|Hand Crossbow]], [[Equipment/Shortsword|Shortsword]], [[Equipment/Leather Armor|Leather Armor]], 20x [[Equipment/Bolts|Bolts]]"
+ - name: "[[Creature Family Ability Glossary/(Werecreature) Animal Empathy|Rat Empathy]]"
+ desc: " The wererat can communicate with rodents.\n* * *\n\nThe werecreature can ask questions of, receive answers from, and use the Diplomacy skill with animals of its general kind."
+
+abilities_mid:
+ - name: ""
+ - name: "Nimble Dodge"
+ desc: "`pf2:r` **Trigger** A creature targets the wererat with an attack and the wererat can see the attacker;\n* * *\n\n**Effect** The wererat gains a +2 circumstance bonus to AC against the triggering attack."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Shortsword"
+ desc: "+10 (agile, finesse, versatile s)\n__Damage__ 1d6 + 4 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+10 (agile, finesse)\n__Damage__ 1d6 + 2 slashing"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 (finesse)\n__Damage__ 1d8 + 2 piercing plus werecreature-curse-of-the-werecreature"
+
+ - name: "**Ranged** `pf2:1` Hand Crossbow"
+ desc: "+10 (range increment 60 feet, reload 1)\n__Damage__ 1d6 piercing"
+
+ - name: "[[Creature Family Ability Glossary/(Werecreature) Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph,primal) * **Human**\n * **Melee** fist +10 **Damage** 1d4+2 bludgeoning\n* **Rat**\n * **Size** small\n * **Speed** 30 feet, climb 10 feet\n* * *\n\nThe werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape.\n\nIn humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw.\n\nIn animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses its weapon Strikes.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "[[Creature Family Ability Glossary/(Werecreature) Curse of the Werecreature|Curse of the Wererat]]"
+ desc: " (curse,primal) This curse affects only humanoids.\n* * *\n\n**Saving Throw** DC 15 Fortitude check\n\nOn each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn.\n\nThe creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn."
+
+ - name: "[[Creature Family Ability Glossary/(Werecreature) Moon Frenzy|Moon Frenzy]]"
+ desc: " (polymorph,primal) When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2.\n\nWhen the moon sets or the sun rises, the werecreature returns to humanoid form and is [[Conditions/Fatigued|Fatigued]] for 2d4 hours.\n\n[[Bestiary Effects/Effect_ Moon Frenzy|Effect: Moon Frenzy]]"
+
+ - name: "Sneak Attack"
+ desc: " The wererat deals 1d6 extra precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Wererat
+creatures:
+ - 1: Wererat
+```
+
+
+
+Wererats tend to be selfishly opportunistic, avaricious, and paranoid as a result of their curse. Because wererats typically dwell in metropolitan areas where they can hide in plain sight, practically any city goer could be a wererat in disguise—from the quiet shopkeep to the city's criminal mastermind. The bustle of crowds and countless rat holes make ghettos and shantytowns favored homes for wererats, especially since in these poorer districts the wererat can kill out of greed or fear with little chance of the authorities noticing. In some cities, wererats operate entire thieves' guilds or organized crime rings, and membership requires willfully submitting to the wererat's cursed bite. Wererats look very similar to ratfolk when in hybrid form, apart from potential differences in size, but ratfolk have no love for wererats.
+
+* * *
+
+Werecreatures are humanoids doomed to transform into animals and animalhumanoid hybrids under the light of the full moon. These shapechanging creatures are the result of an ancient primal curse that they can, in turn, transmit through their own bites. Their ability to lurk unseen in the wilds as well as among people, combined with the contagiousness of their condition, makes werecreatures a perennial cause of panicked suspicion.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Weretiger.md b/content/mechanics/srd/Bestiary/Monster Core/Weretiger.md
new file mode 100755
index 000000000..a196626fc
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Weretiger.md
@@ -0,0 +1,110 @@
+---
+title: "Weretiger"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.fzvwipRcbSx7v3LK"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/werecreature
+ - pf2eMonster
+ - pf2e/creature/level/4
+ - remaster
+statblock: inline
+name: "Weretiger"
+level: 4
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Weretiger"
+level: "Creature 4"
+
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[human]]
+trait_03: [[humanoid]]
+trait_04: [[werecreature]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: "Common; Tiger Empathy"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +11, Athletics: +12, Deception: +7, Society: +10, Stealth: +11"
+abilityMods: [4, 3, 3, 0, 3, -1]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +11, __Ref__ +13, __Will__ +9"
+hp: 75
+health:
+ - name: ""
+ - name: HP
+ desc: "75; __Weaknesses__ silver 5"
+abilities_top:
+ - name: ""
+
+ - name: "[[Creature Family Ability Glossary/(Werecreature) Animal Empathy|Tiger Empathy]]"
+ desc: " The weretiger can communicate with felines.\n* * *\n\nThe werecreature can ask questions of, receive answers from, and use the Diplomacy skill with animals of its general kind."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+14 ()\n__Damage__ 2d6 + 7 piercing plus werecreature-curse-of-the-werecreature,grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+14 (agile)\n__Damage__ 2d4 + 7 slashing"
+
+ - name: "[[Creature Family Ability Glossary/(Werecreature) Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph,primal) * **Human**\n * **Melee** fist +14 **Damage** 1d4+7\n* **Animal**\n * **Speed** 30 feet\n * Wrestle\n* * *\n\nThe werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape.\n\nIn humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw.\n\nIn animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses its weapon Strikes.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "[[Creature Family Ability Glossary/(Werecreature) Curse of the Werecreature|Curse of the Weretiger]]"
+ desc: " (curse,primal) This curse affects only humanoids.\n* * *\n\n**Saving Throw** DC 21 Fortitude check\n\nOn each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn.\n\nThe creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn."
+
+ - name: "[[Creature Family Ability Glossary/(Werecreature) Moon Frenzy|Moon Frenzy]]"
+ desc: " (polymorph,primal) When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2.\n\nWhen the moon sets or the sun rises, the werecreature returns to humanoid form and is [[Conditions/Fatigued|Fatigued]] for 2d4 hours.\n\n[[Bestiary Effects/Effect_ Moon Frenzy|Effect: Moon Frenzy]]"
+
+ - name: "Pounce"
+ desc: "`pf2:1` The weretiger Strides and makes a Strike at the end of that movement. If the weretiger began this action [[Conditions/Hidden|Hidden]], they remain hidden until after this ability's Strike."
+
+ - name: "[[Bestiary Ability Glossary/Rend|Rend]]"
+ desc: "`pf2:1` Claw\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
+
+ - name: "Wrestle (Animal Shape)"
+ desc: "`pf2:1` The weretiger makes a claw Strike against a creature it is [[Conditions/Grabbed|Grabbing]]. If the attack hits, that creature is knocked [[Conditions/Prone|Prone]]."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Weretiger
+creatures:
+ - 1: Weretiger
+```
+
+
+
+These ferocious werecreatures stalk prey with the cunning and skill of a true apex predator. Weretigers typically view all life as a potential meal. Powerful nocturnal hunters with excellent senses that help them ambush prey, weretigers are adaptable to an extreme range of environments. However, weretigers living in densely populated cities (potentially as courtesans, assassins, or guild leaders) often struggle to suppress their killer instincts, becoming overwhelmed by the urge to hunt.
+
+* * *
+
+Werecreatures are humanoids doomed to transform into animals and animalhumanoid hybrids under the light of the full moon. These shapechanging creatures are the result of an ancient primal curse that they can, in turn, transmit through their own bites. Their ability to lurk unseen in the wilds as well as among people, combined with the contagiousness of their condition, makes werecreatures a perennial cause of panicked suspicion.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Werewolf.md b/content/mechanics/srd/Bestiary/Monster Core/Werewolf.md
new file mode 100755
index 000000000..22db2c3d3
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Werewolf.md
@@ -0,0 +1,110 @@
+---
+title: "Werewolf"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.j4Lxv9G6Ay9KRL42"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/human
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/werecreature
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Werewolf"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Werewolf"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[beast]]
+trait_02: [[human]]
+trait_03: [[humanoid]]
+trait_04: [[werecreature]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: "Common; Wolf Empathy"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +9, Survival: +0"
+abilityMods: [4, 2, 2, -1, 2, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +11, __Ref__ +9, __Will__ +7"
+hp: 63
+health:
+ - name: ""
+ - name: HP
+ desc: "63; __Weaknesses__ silver 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Battle Axe|Battle Axe]], [[Equipment/Composite Shortbow|Composite Shortbow]], [[Equipment/Studded Leather Armor|Studded Leather Armor]], 20x [[Equipment/Arrows|Arrows]]"
+ - name: "[[Creature Family Ability Glossary/(Werecreature) Animal Empathy|Wolf Empathy]]"
+ desc: " The werewolf can communicate with canine creatures.\n* * *\n\nThe werecreature can ask questions of, receive answers from, and use the Diplomacy skill with animals of its general kind."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Battle Axe"
+ desc: "+11 (sweep)\n__Damage__ 1d8 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+11 (agile)\n__Damage__ 1d6 + 8 slashing"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+11 ()\n__Damage__ 1d8 + 8 piercing plus werecreature-curse-of-the-werecreature"
+
+ - name: "**Ranged** `pf2:1` Composite Shortbow"
+ desc: "+9 (deadly d10, range increment 60 feet, reload 0)\n__Damage__ 1d6 + 4 piercing"
+
+ - name: "[[Creature Family Ability Glossary/(Werecreature) Change Shape|Change Shape]]"
+ desc: "`pf2:1` (concentrate,polymorph,primal) * **Human**\n * **Melee** fist +11 **Damage** 1d4+8\n* **Animal**\n * **Speed** 40 feet\n * **Melee** jaws with [[Bestiary Ability Glossary/Knockdown|Knockdown]]\n* * *\n\nThe werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape.\n\nIn humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw.\n\nIn animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses its weapon Strikes.\n* * *\n\nThe monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the [[Actions/Impersonate|Impersonate]] use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block."
+
+ - name: "[[Creature Family Ability Glossary/(Werecreature) Curse of the Werecreature|Curse of the Werewolf]]"
+ desc: " (curse,primal) This curse affects only humanoids.\n* * *\n\n**Saving Throw** DC 17 Fortitude check\n\nOn each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn.\n\nThe creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn."
+
+ - name: "[[Creature Family Ability Glossary/(Werecreature) Moon Frenzy|Moon Frenzy]]"
+ desc: " (polymorph,primal) When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2.\n\nWhen the moon sets or the sun rises, the werecreature returns to humanoid form and is [[Conditions/Fatigued|Fatigued]] for 2d4 hours.\n\n[[Bestiary Effects/Effect_ Moon Frenzy|Effect: Moon Frenzy]]"
+
+ - name: "Pack Attack"
+ desc: " The werewolf's Strikes deal 1d6 extra damage to creatures within reach of at least two of the werewolf's allies."
+
+```
+
+```encounter-table
+name: Werewolf
+creatures:
+ - 1: Werewolf
+```
+
+
+
+The curse of the werewolf—known as lycanthropy to many—instills in its carriers the hungry bloodlust and predatory instincts of the wolf. Werewolves tend to dwell on the fringes of society or in small settlements where, in their humanoid forms, they work as laborers, hunters, farmers, or trappers. At night, however, these same villagers transform into violent killers and sadistic stalkers who prey on their neighbors. Werewolves are the quintessential werecreature, and the first that comes to mind when most people speak of such beings.
+
+Although most werewolves hide their curse by adopting solitary lifestyles, some retain the pack mentality of true wolves. A small group of such werewolves typically forms a family-like pack, with the eldest or most powerful werewolf serving as the leader. New pack mates are hand-chosen and inculcated into the family as its influence grows.
+
+* * *
+
+Werecreatures are humanoids doomed to transform into animals and animalhumanoid hybrids under the light of the full moon. These shapechanging creatures are the result of an ancient primal curse that they can, in turn, transmit through their own bites. Their ability to lurk unseen in the wilds as well as among people, combined with the contagiousness of their condition, makes werecreatures a perennial cause of panicked suspicion.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Wight.md b/content/mechanics/srd/Bestiary/Monster Core/Wight.md
new file mode 100755
index 000000000..9d623ff8a
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Wight.md
@@ -0,0 +1,100 @@
+---
+title: "Wight"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.AHBDMFdmG6lGelyG"
+tags:
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/wight
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Wight"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Wight"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[undead]]
+trait_02: [[unholy]]
+trait_03: [[wight]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision"
+languages: "Common, Necril"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +10, Intimidation: +9, Stealth: +8"
+abilityMods: [4, 1, 4, 0, 3, 2]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +11, __Ref__ +6, __Will__ +10"
+hp: 40
+health:
+ - name: ""
+ - name: HP
+ desc: "40, fueled by spite, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, bleed"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Dagger|Dagger]]"
+ - name: "Grave Weapon"
+ desc: " (divine) The wight is bound to a dagger it was buried with. Other wights can be bound to different weapons."
+
+abilities_mid:
+ - name: ""
+ - name: "Final Spite"
+ desc: "`pf2:r` **Trigger** The wight is reduced to 0 Hit Points\n* * *\n\n**Effect** The wight makes a Strike before being destroyed. This Strike can inflict corrupting spite, but fueled by spite doesn't apply."
+
+ - name: "Fueled by Spite"
+ desc: " Each time a creature loses Hit Points due to a corrupting spite curse the wight inflicted, the wight gains 3 temporary Hit Points."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+12 (agile)\n__Damage__ 1d4 + 6 slashing plus corrupting-spite"
+
+ - name: "**Melee** `pf2:1` Dagger"
+ desc: "+12 (agile, finesse, versatile s)\n__Damage__ 1d4 + 6 slashing plus corrupting-spite"
+
+ - name: "**Ranged** `pf2:1` Dagger"
+ desc: "+10 (agile, thrown 10 ft., versatile s)\n__Damage__ 1d4 + 6 slashing plus corrupting-spite"
+
+ - name: "Corrupting Spite"
+ desc: " (curse,divine,void) The wight's unarmed attacks and bound weapons inflict a curse that makes a creature grow weak and spiteful. If a wight inflicts corrupting spite on a creature already afflicted by it, the victim attempts a new save, ignoring the result if it's better than a failure.\n\nA living humanoid that dies while under the curse rises as a wight after 1d4 rounds, controlled by the wight that killed it. The wight spawn can't inflict corrupting spite and is [[Conditions/Clumsy|Clumsy 2]]. If its creator dies or after roughly a month of existence, the new wight becomes autonomous and turns into a normal wight\n\n**Saving Throw** DC 17 Fortitude check;\n* * *\n\n**Stage 1** [[Conditions/Drained|Drained 1]] (1 round)\n\n**Stage 2** [[Conditions/Drained|Drained 2]] and doesn't treat any creatures as allies (1 round)\n\n**Stage 3** As stage 2, except [[Conditions/Drained|Drained 3]] (1 round)\n\n**Stage 4** As stage 2, except [[Conditions/Drained|Drained 4]] (1 round)."
+
+```
+
+```encounter-table
+name: Wight
+creatures:
+ - 1: Wight
+```
+
+
+
+Wights are intelligent undead spawned through inescapable cycles of spite. This spite might come from their own malevolent will in life, or can be instilled by necromantic rituals, typically involving the desecration of burial sites. Wights usually haunt burial grounds, catacombs, or other places of the dead. Their hunger is targeted toward the living—those whose pumping hearts and ruddy warmth inspire visceral hatred.
+
+As many types of wights exist as types of people from which they might be created. Hulking brutes, skittering sneaks, and cunning tinkers all make for different wights with different niches to fill. The environment, too, plays a part in determining a wight's special abilities and defenses. Frost wights, for instance, can be found in parts of the world where exposure is a common end and the resentment of being left alone in the wild is a common source of spite. Durable and sustained by void energy, wights can last in harsh environments without decaying the way some lesser undead do.
+
+A single wight can wreak significant havoc if it is compelled to rise from its tomb. Because creatures slain under a wight's curse can become wights as well, all it takes is a single wight and a handful of unlucky graveyard visitors to create a veritable horde of these undead. Thus, canny priests and adventurers know that the best solution to a wight problem is swift and total eradication. Care must be taken, though, to destroy wight spawn before attempting to destroy the parent wight, for spawn without a master gain the ability to create spawn of their own.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Will-o'-Wisp.md b/content/mechanics/srd/Bestiary/Monster Core/Will-o'-Wisp.md
new file mode 100755
index 000000000..bb29378cd
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Will-o'-Wisp.md
@@ -0,0 +1,88 @@
+---
+title: "Will-o'-Wisp"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.RYt9cnMUVL5A5RDP"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2e/creature/type/air
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Will-o'-Wisp"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Will-o'-Wisp"
+level: "Creature 6"
+
+alignment: ""
+size: "Small"
+trait_01: [[aberration]]
+trait_02: [[air]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Darkvision"
+languages: "Aklo, Common"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +18, Deception: +12, Intimidation: +12, Stealth: +16"
+abilityMods: [-5, 6, 0, 2, 4, 2]
+speed: fly 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 27
+armorclass:
+ - name: AC
+ desc: "27; __Fort__ +10, __Ref__ +16, __Will__ +14"
+hp: 50
+health:
+ - name: ""
+ - name: HP
+ desc: "50; __Immunities__ magic"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Glow"
+ desc: " (aura,light) 20 feet.\n\nA will-o'-wisp is itself naturally invisible, but glows with a colored light, casting bright light in the aura and making it visible."
+
+ - name: "Magic Immunity"
+ desc: " A will-o'-wisp is immune to all spells except [[Spells/Force Barrage|Force Barrage]], [[Spells/Quandary|Quandary]], and [[Spells/Revealing Light|Revealing Light]]."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Shock"
+ desc: "+17 (electricity, magical)\n__Damage__ 2d8 + 4 electricity"
+
+ - name: "Feed on Fear"
+ desc: "`pf2:1` (concentrate) **Frequency** once per round\n\n**Requirements** An enemy within 15 feet is under a fear effect or dying\n* * *\n\n**Effect** The will-o'-wisp feeds on the creature's terror. It regains 2d4 Hit Points, and if it has Gone Dark, its glow reignites."
+
+ - name: "Go Dark"
+ desc: "`pf2:1` (concentrate) The will-o'-wisp extinguishes its glow, becoming [[Conditions/Invisible|Invisible]]. It can end this effect with another use of this action. If it uses its shock attack while invisible, the arc of electricity lets any observer determine its location, making the will-o'-wisp only [[Conditions/Hidden|Hidden]] to all observers until it moves."
+
+```
+
+```encounter-table
+name: Will-o'-Wisp
+creatures:
+ - 1: Will-o'-Wisp
+```
+
+
+
+Malevolent balls of colored light, will-o'-wisps haunt lonely marshes and forests, where they lure unsuspecting travelers into danger. Will-o'-wisps can vary the color and illumination they shed, and delight in mimicking bobbing lanterns or distant fires to draw lost or disoriented travelers off of safe trails. They can extinguish their illumination entirely to become [[Conditions/Invisible|Invisible]], and they enjoy doing so once their victims are wholly lost and have realized that the bobbing light in the distance isn't, in fact, leading them to safety. Even invisible, however, a will-o'-wisp rarely ventures far from its target, as it feasts upon the panic and dread felt by its victims.
+
+Beneath its glow, a will-o'-wisp's body is a spongy ball approximately 1 foot in diameter and weighing less than 5 pounds. Although most will-o'-wisps are merely translucent, featureless orbs, gaining definition only in the shifting illumination they create, a few have dark mottling that makes them resemble a skull when viewed closely. Will-o'-wisps have no need for mundane nourishment, and in fact, lack the ability to consume matter of any kind; they find all the sustenance they need in the terror of nearby creatures. For this reason, they like to work alongside undead that produce terror in their victims. Will-o'-wisps are long-lived, if not effectively immortal, and they have good memories. A cowed or defeated will-o'-wisp can be a good source of lore and information, though acquiring such cooperation from such a sinister monster is no easy feat.
+
+Will-o'-wisps inhabit desolate swamps and forests and are generally active at twilight and after dark. They are therefore reluctant to lead victims into immediately fatal areas such as deadfalls, but instead prefer hazards where their victims suffer over a long time, such as pockets of stale or poisonous air, patches of quicksand, and dens of bigger monsters. According to will-o'-wisps, different types of fear have subtle differences in flavor. The lurking dread in the pit of the stomach that gnaws at those who slowly become aware of the fact that they're lost produces a much different taste than the sudden, stark terror of imminent death in the face of a towering monster. Because of this, will-o'-wisps try to vary the ways in which they induce terror in their prey, to ensure they don't tire of certain flavors of fear.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Winged Chupacabra.md b/content/mechanics/srd/Bestiary/Monster Core/Winged Chupacabra.md
new file mode 100755
index 000000000..278a8db20
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Winged Chupacabra.md
@@ -0,0 +1,92 @@
+---
+title: "Winged Chupacabra"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ejXE8QgkHc2gR4N9"
+tags:
+ - pf2e/creature/type/beast
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Winged Chupacabra"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Winged Chupacabra"
+level: "Creature 3"
+
+alignment: ""
+size: "Small"
+trait_01: [[beast]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: "Aklo; (can't speak any language)"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Athletics: +9, Stealth: +9"
+abilityMods: [3, 4, 2, -3, 2, -2]
+speed: 25 feet, fly 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +9, __Ref__ +11, __Will__ +7"
+hp: 45
+health:
+ - name: ""
+ - name: HP
+ desc: "45"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+11 (finesse)\n__Damage__ 1d10 + 5 piercing plus grab"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+11 (agile, finesse)\n__Damage__ 1d6 + 5 slashing"
+
+ - name: "Pounce"
+ desc: "`pf2:1` The chupacabra Strides and makes a Strike at the end of that movement. If the chupacabra began this action [[Conditions/Hidden|Hidden]], it remains hidden until after this ability's Strike."
+
+ - name: "Suck Blood"
+ desc: "`pf2:1` **Requirements** The chupacabra has a creature [[Conditions/Grabbed|Grabbed]]\n* * *\n\n**Effect** The chupacabra sucks blood from the grabbed creature. The chupacabra gains the [[Conditions/Quickened|Quickened]] condition for 1 minute and can use the extra action only for Strike and Stride actions.\n\nA chupacabra can't Suck Blood again while it is quickened in this way.\n\nA creature that has its blood drained by a chupacabra is [[Conditions/Drained|Drained 1]] until it receives healing (of any kind or amount)."
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Winged Chupacabra
+creatures:
+ - 1: Winged Chupacabra
+```
+
+
+
+Some chupacabras are mutants with large reptilian wings and have been known to carry off goats or even children.
+
+* * *
+
+These notorious predators have an undeniable thirst for blood. Chupacabras prefer to prey on the weak and slow, often hiding in wait and watching potential prey for long periods before attacking. Spry and stealthy, they most often make their homes in areas of high grass and protective rock, their slightly reflective scales allowing them to blend in well with such surroundings.
+
+Chupacabras prefer to eat lone travelers and farm animals (particularly goats) and leave little evidence of their presence apart from the grisly, blood-drained husks of their meals. Their tendency to stay out of sight combined with their naturally nocturnal activity often leads superstitious locals to conclude the worst, imagining that a particularly reckless vampire lives in the area.
+
+A typical chupacabra measures nearly 4 feet from its muzzle to the tip of its spiny tail, and it stands just under 3-1/2 feet tall. With their slight build and lightweight bones, most weigh close to 50 pounds. They mate rarely and only during the hottest months, with the females each producing a single egg that hatches into a tiny, dehydrated creature. The mother usually leaves helpless prey in her cave so the hatchling can immediately feed.
+
+Although chupacabras are typically solitary creatures, they have been known to form small gangs in bountiful areas. Members of these groups work well together, growing bold enough to attack larger animals, small herds, and otherwise more dangerous prey. Stories of chupacabras attacking travelers or laying siege to farmhouses typically stem from the hunting practices of such gangs. Regions where chupacabra activity like this is more common often have complex and colorful myths and tall tales about chupacabra capabilities or motive—and a few of the claims, such as that some chupacabras can fly, are all too true.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Witchwarg.md b/content/mechanics/srd/Bestiary/Monster Core/Witchwarg.md
new file mode 100755
index 000000000..8bdb48c35
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Witchwarg.md
@@ -0,0 +1,91 @@
+---
+title: "Witchwarg"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.DmObCjk4Wv6CawRF"
+tags:
+ - pf2e/creature/type/beast
+ - pf2e/creature/type/cold
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Witchwarg"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Witchwarg"
+level: "Creature 5"
+
+alignment: ""
+size: "Large"
+trait_01: [[beast]]
+trait_02: [[cold]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Common, Jotun"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Athletics: +13, Deception: +11, Intimidation: +11, Stealth: +13, Survival: +12"
+abilityMods: [6, 4, 4, 2, 3, 2]
+speed: 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +13, __Ref__ +15, __Will__ +10"
+hp: 70
+health:
+ - name: ""
+ - name: HP
+ desc: "70; __Immunities__ cold; __Weaknesses__ fire 5"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Avenging Bite"
+ desc: "`pf2:r` **Trigger** A creature within reach of the witchwarg's jaws attacks one of the witchwarg's allies.\n* * *\n\n**Effect** The witchwarg makes a jaws Strike against the triggering creature."
+
+ - name: "[[Bestiary Ability Glossary/Buck|Buck]]"
+ desc: "`pf2:r` DC 21 Reflex check\n* * *\n\nMost monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.\n\n**Trigger** A creature [[Actions/Mount|Mounts]] or uses the [[Actions/Command an Animal|Command an Animal]] action while riding the monster.\n* * *\n\n**Effect** The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land [[Conditions/Prone|Prone]]. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+15 (cold)\n__Damage__ 1d10 + 6 piercing plus knockdown 1d6 cold plus knockdown"
+
+ - name: "Pack Attack"
+ desc: " The witchwarg's Strikes deal 1d6 extra damage to creatures within the reach of at least two of the witchwarg's allies."
+
+ - name: "Winter Breath"
+ desc: "`pf2:2` (cold,primal) The witchwarg breathes a cloud of frost in a 15-foot cone that deals 5d8 cold damage (DC 23 Reflex check save).\n\nThe witchwarg can't use Winter Breath again for 1d4 rounds."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Witchwarg
+creatures:
+ - 1: Witchwarg
+```
+
+
+
+Witchwargs are related to wargs, but are larger, smarter, and far more dangerous. They are capable of exhaling plumes of freezing breath. When they deign to serve others, they usually reserve this privilege for more dangerous creatures, such as the winter witches of Irrisen.
+
+* * *
+
+The warg is an intelligent and malevolent wolf that dwells among goblins, hobgoblins, orcs, and violent humanoids.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Wolf.md b/content/mechanics/srd/Bestiary/Monster Core/Wolf.md
new file mode 100755
index 000000000..810360a43
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Wolf.md
@@ -0,0 +1,82 @@
+---
+title: "Wolf"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.MzB5nklclDhiZJDd"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Wolf"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Wolf"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[animal]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Low-Light Vision, Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +7, Athletics: +6, Stealth: +7, Survival: +7"
+abilityMods: [2, 4, 1, -4, 2, -2]
+speed: 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +6, __Ref__ +9, __Will__ +5"
+hp: 24
+health:
+ - name: ""
+ - name: HP
+ desc: "24"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+9 ()\n__Damage__ 1d6 + 2 piercing plus knockdown"
+
+ - name: "Pack Attack"
+ desc: " The wolf's Strikes deal 1d4 extra damage to creatures within reach of at least two of the wolf's allies."
+
+ - name: "[[Bestiary Ability Glossary/Knockdown|Knockdown]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Knockdown in its damage entry\n* * *\n\n**Effect** The monster attempts to [[/act trip]] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty."
+
+```
+
+```encounter-table
+name: Wolf
+creatures:
+ - 1: Wolf
+```
+
+
+
+Wolves live and hunt in packs, which, contrary to popular belief, are not led by the strongest in the group, but typically consist of a mated pair, their pups, and juvenile offspring from previous mating seasons. Offspring generally leave their parents' pack upon reaching maturity, at which point they seek out mates of their own to form their own packs elsewhere.
+
+Humanoids are not traditionally viewed as prey animals by wolves, but extraordinary circumstances can lead these animals to attack people, especially in winter months and other situations where traditional prey (deer and elk mainly) is scarce. Some beings, such as powerful vampires, can call upon wolves to aid them in combat.
+
+* * *
+
+Wolves roam forests, hills, and other wild lands, where they hunt in packs to beleaguer and surround their prey before going in for the kill. Like most predatory animals, wolves prefer to attack the weakest or most vulnerable prey they can find.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Woolly Rhinoceros.md b/content/mechanics/srd/Bestiary/Monster Core/Woolly Rhinoceros.md
new file mode 100755
index 000000000..7c5d8f970
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Woolly Rhinoceros.md
@@ -0,0 +1,89 @@
+---
+title: "Woolly Rhinoceros"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.VwUhMv7IYtbX5uA4"
+tags:
+ - pf2e/creature/type/animal
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Woolly Rhinoceros"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Woolly Rhinoceros"
+level: "Creature 6"
+
+alignment: ""
+size: "Large"
+trait_01: [[animal]]
+modifier: 11
+perception:
+ - name: "Perception"
+ desc: "+11; Scent (Imprecise) 30 Feet"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +16, Survival: +13"
+abilityMods: [6, 1, 5, -4, 3, -1]
+speed: 35 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 25
+armorclass:
+ - name: AC
+ desc: "25; __Fort__ +17, __Ref__ +11, __Will__ +15; +2 status to all saves vs. cold"
+hp: 100
+health:
+ - name: ""
+ - name: HP
+ desc: "100"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "Cold Adaptation"
+ desc: " The woolly rhinoceros treats environmental cold effects as if they were one step less extreme."
+
+ - name: "[[Bestiary Ability Glossary/Ferocity|Ferocity]]"
+ desc: "`pf2:r` **Trigger** The monster is reduced to 0 HP.\n* * *\n\n**Effect** The monster avoids being knocked out and remains at 1 HP, but its [[Conditions/Wounded|Wounded]] value increases by 1. When it is Wounded 3, it can no longer use this ability"
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Horn"
+ desc: "+16 (reach 10 feet)\n__Damage__ 2d12 + 6 piercing"
+
+ - name: "**Melee** `pf2:1` Foot"
+ desc: "+16 ()\n__Damage__ 2d8 + 6 bludgeoning"
+
+ - name: "Rhinoceros Charge"
+ desc: "`pf2:2` The woolly rhinoceros Strides twice, then makes a horn Strike. As long as the woolly rhinoceros moved at least 20 feet, the Strike's damage increases to 3d12+6 piercing damage. A Medium or smaller creature struck by this attack must succeed at a DC 24 Reflex check save or be automatically [[Actions/Shove|Shoved]] back 5 feet and knocked [[Conditions/Prone|Prone]] by the force of the blow."
+
+ - name: "[[Bestiary Ability Glossary/Trample|Trample]]"
+ desc: "`pf2:3` Medium or smaller, foot, DC 21 Reflex check\n* * *\n\nThe monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure)."
+
+```
+
+```encounter-table
+name: Woolly Rhinoceros
+creatures:
+ - 1: Woolly Rhinoceros
+```
+
+
+
+Even bulkier than their non-woolly cousins, these rhinoceroses have a shaggy pelt of long, thick fur and a huge, crescent-shaped horn. Woolly rhinos inhabit areas of arid tundra and cold steppes, spending much of their day grazing for sustenance.
+
+* * *
+
+This hefty animal is easily recognizable by the distinctive upward-thrusting horn on its snout. Rhinoceroses are herbivorous and, in spite of their hulking size, can run at considerable speed. While rhinos have good hearing and a keen sense of smell, their eyesight is relatively poor.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Wraith.md b/content/mechanics/srd/Bestiary/Monster Core/Wraith.md
new file mode 100755
index 000000000..e86933876
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Wraith.md
@@ -0,0 +1,98 @@
+---
+title: "Wraith"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.PzokG9vFZ4A1TGi2"
+tags:
+ - pf2e/creature/type/incorporeal
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/wraith
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Wraith"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Wraith"
+level: "Creature 6"
+
+alignment: ""
+size: "Medium"
+trait_01: [[incorporeal]]
+trait_02: [[undead]]
+trait_03: [[unholy]]
+trait_04: [[wraith]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision, Lifesense 60 Feet"
+languages: "Common, Necril"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +12, Diplomacy: +13, Intimidation: +15, Stealth: +16"
+abilityMods: [-5, 4, 0, 2, 2, 5]
+speed: fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +8, __Ref__ +14, __Will__ +14"
+hp: 80
+health:
+ - name: ""
+ - name: HP
+ desc: "80, void healing; __Immunities__ death effects, disease, paralyzed, poison, precision, unconscious, bleed; __Resistances__ all damage 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical)"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 60 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+abilities_mid:
+ - name: ""
+ - name: "Sunlight Powerlessness"
+ desc: " While in sunlight, a wraith is [[Conditions/Blinded|Blinded]] and [[Conditions/Slowed|Slowed 2]]."
+
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Wraith Touch"
+ desc: "+17 (agile, divine, finesse, void)\n__Damage__ 3d8 void"
+
+ - name: "Grip of Fear"
+ desc: "`pf2:2` (emotion,fear,mental,nonlethal) The wraith reaches into an adjacent creature's chest, gripping their heart. The target takes 6d6 mental damage with a DC 24 Will check save. On a critical failure, the creature is also [[Conditions/Paralyzed|Paralyzed]] until the start of the wraith's next turn."
+
+ - name: "Robes of Welcome"
+ desc: "`pf2:1` (divine,void) **Frequency** once per round\n* * *\n\n**Effect** The wraith wraps its robes around an adjacent living creature, exposing it to void's embrace. If any creature is cursed by the wraith's void's embrace, the wraith can't impose void's embrace on another creature."
+
+ - name: "Void's Embrace"
+ desc: " (curse,death,divine,void) If the victim succeeds at a saving throw against this curse while in sunlight, the curse ends. While you have this curse, you bypass the resistance of the wraith that cursed you;\n\n**Saving Throw** DC 24 Will check\n* * *\n\n**Stage 1** the victim is [[Conditions/Dazzled|Dazzled]] in any light (1 hour)\n\n**Stage 2** the victim gains lifesense 30 feet but is [[Conditions/Blinded|Blinded]] in any light (1 hour)\n\n**Stage 3** as stage 2, but the creature also has [[Bestiary Ability Glossary/Void Healing|Void Healing]] (1 hour)\n\n**Stage 4** the victim becomes [[Conditions/Unconscious|Unconscious]] and can't awaken (1 day)\n\n**Stage 5** the creature dies and becomes a wraith, its body crumbling to ash"
+
+```
+
+```encounter-table
+name: Wraith
+creatures:
+ - 1: Wraith
+```
+
+
+
+Wraiths are malevolent undead who drain life and shun light. Their shadowy forms are covered by insubstantial robes that they wear like a badge of office and marked with peering eyes that reflect their judgment of the living. A wraith can be created by foul magic or direct exposure to the Void, but more often they are the result of death on a tragic scale. When a tragedy is too great for even reality to witness, a temporary manifestation of the Void can leave behind countless wraiths in a horde of darkness. A wraith's existence is one of emptiness and need, with a desire to call others to the same emptiness exemplified by the Void.
+
+Wraiths can haunt any location where they can safely interact with the living, looking for those worthy to become new wraiths and disposing of the rest, though their vulnerability to sunlight confines them to the shadowy places of the world—places where they can blend in seamlessly with their dark surroundings before silently engulfing their prey. Wraiths' opinions on who is worthy vary, but they typically choose those closest to the Void already, whether from a metaphysical connection or exposure to countless deaths. A new wraith created this way carries these aspects, with the rest of their personality warped or scoured away by exposure to the Void.
+
+Wraiths gather with others of their kind in places where death and mayhem are commonplace—countrysides ravaged by war, metropolitan underworlds run by criminal overlords, or sites of fiendish rituals. In these places, the living do well to keep to the light. Wraiths are smart enough to take advantage of their incorporeality in combat, so they keep to tortuous caverns or structures with hallways, and avoid open areas.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Wrathspawn.md b/content/mechanics/srd/Bestiary/Monster Core/Wrathspawn.md
new file mode 100755
index 000000000..7aa9f2f08
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Wrathspawn.md
@@ -0,0 +1,90 @@
+---
+title: "Wrathspawn"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.O7WeUeOwd2KEiQwq"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Wrathspawn"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Wrathspawn"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+modifier: 10
+perception:
+ - name: "Perception"
+ desc: "+10; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Aklo"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +9, Athletics: +12, Stealth: +9, Survival: +6"
+abilityMods: [4, 3, 4, 0, 2, 1]
+speed: 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16; __Fort__ +10, __Ref__ +9, __Will__ +6; +1 status to all saves vs. magic, +4 status to all saves vs. mental"
+hp: 30
+health:
+ - name: ""
+ - name: HP
+ desc: "30; __Immunities__ controlled; __Resistances__ mental 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Ranseur|Ranseur]]"
+ - name: "Sin Scent (Imprecise) 30 feet"
+ desc: " A sinspawn can smell creatures that reflect its sin as the scent ability. The GM determines which creatures are appropriately sinful.\n* * *\n\nScent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).\n\nIf a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+10 (agile)\n__Damage__ 1d8 + 4 piercing plus sinful-bite"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+10 ()\n__Damage__ 1d6 + 4 slashing"
+
+ - name: "**Melee** `pf2:1` Ranseur"
+ desc: "+10 (disarm, reach 10 feet)\n__Damage__ 1d10 + 4 piercing"
+
+ - name: "Sinful Bite"
+ desc: " (arcane,emotion,mental) A creature hit by the jaws of a sinspawn must attempt a DC 18 Will check save as it is assailed by sinful thoughts.\n* * *\n\n**Critical Success** Unaffected\n\n**Success** [[Conditions/Sickened|Sickened 1]]\n\n**Failure** [[Conditions/Sickened|Sickened 2]]\n\n**Critical Failure** sickened 2 plus [[Conditions/Drained|Drained 1]] and [[Conditions/Enfeebled|Enfeebled 1]] for 1 minute"
+
+```
+
+```encounter-table
+name: Wrathspawn
+creatures:
+ - 1: Wrathspawn
+```
+
+
+
+Sinspawn were created by one of seven ancient wizards known collectively as runelords—each of whom embraced and embodied one of seven sins. The first sinspawn was created by the Runelord of Wrath, utilizing techniques that have since gone on to influence fleshwarping practices. It wasn't long before the technique used to create sinspawn fell into the hands of the other runelords, and while each tried their own hand at crafting variants of their own design, today, sinspawn of wrath remain the most numerous and notorious of their kind.
+
+Bearing only a vague resemblance to the humanoids from whose flesh they were formed, sinspawn generally appear horrifically emaciated and have unnaturally long arms and digitigrade legs, each with a trio of stubby, taloned digits. Veins bulge across sinspawn's bodies in sanguine patterns that suspiciously resemble twisted runes, and their flesh is pale and hairless. Their heads are elongated, with slits for a nose, red eyes, and disturbing lower jaws that split in half at the chin, revealing pedipalps that end in tiny, three-fingered hands and framing a long, lolling tongue.
+
+Sinspawn stand 6-1/2 feet tall and typically weigh as much as an emaciated human of their size. They behave in a manner consistent with their associated sin and have physical characteristics that hint at these qualities. For example, greedspawn's veins appear to run with gold, while envyspawn appear even more gaunt than the rest of their kin.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Wyvern.md b/content/mechanics/srd/Bestiary/Monster Core/Wyvern.md
new file mode 100755
index 000000000..0698940ed
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Wyvern.md
@@ -0,0 +1,116 @@
+---
+title: "Wyvern"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.H9Y3VwwQFHgvifZo"
+tags:
+ - pf2e/creature/type/dragon
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Wyvern"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Wyvern"
+level: "Creature 6"
+
+alignment: ""
+size: "Large"
+trait_01: [[dragon]]
+modifier: 13
+perception:
+ - name: "Perception"
+ desc: "+13; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Draconic"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +14, Athletics: +15, Stealth: +12"
+abilityMods: [5, 2, 4, -2, 3, 0]
+speed: 20 feet, fly 60 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 24
+armorclass:
+ - name: AC
+ desc: "24; __Fort__ +16, __Ref__ +12, __Will__ +13"
+hp: 95
+health:
+ - name: ""
+ - name: HP
+ desc: "95; __Immunities__ paralyzed, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Reactive Strike|Reactive Strike]]"
+ desc: "`pf2:r` **Trigger** A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.\n* * *\n\n**Effect** The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike."
+
+ - name: "Savage"
+ desc: "`pf2:r` **Trigger** A creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]] by the wyvern critically fails a skill check to [[Actions/Escape|Escape]]\n* * *\n\n**Effect** The wyvern makes a stinger Strike against the triggering creature."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+17 ()\n__Damage__ 2d12 + 5 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+17 ()\n__Damage__ 2d8 + 5 slashing plus grab"
+
+ - name: "**Melee** `pf2:1` Stinger"
+ desc: "+15 (agile, reach 10 feet)\n__Damage__ 2d6 + 5 piercing plus wyvern-venom"
+
+ - name: "Powerful Dive"
+ desc: "`pf2:2` (move) The wyvern Flies up to their fly Speed and must both move forward at least 20 feet and descend at least 10 feet. If they end the movement within melee reach of at least one enemy their size or smaller, they can make a claw Strike against that enemy. If the claw hits, as a free action, the wyvern can either automatically Grab the target or knock it [[Conditions/Prone|Prone]]."
+
+ - name: "Punishing Momentum"
+ desc: "`pf2:1` **Requirements** The wyvern [[Conditions/Grabbed|Grabbed]] a creature this turn using Powerful Dive\n* * *\n\n**Effect** The wyvern can Fly at half Speed while holding the creature in their claws, carrying that creature along with them and dropping it at the end of their movement. Alternatively, the wyvern can Strike the creature with their stinger with a +2 circumstance bonus."
+
+ - name: "Wyvern Venom"
+ desc: " (poison) **Saving Throw** DC 22 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 2d6 poison damage (1 round)\n\n**Stage 2** 3d6 poison damage (1 round)\n\n**Stage 3** 4d6 poison damage (1 round)"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Wyvern
+creatures:
+ - 1: Wyvern
+```
+
+
+
+A wyvern is a venomous drake with a well-earned reputation for impatience and aggression. As much as 15 feet long and weighing up to 1,000 pounds, a wyvern's resilient body allows them to crash talons-first into large prey without serious risk to themself. A wyvern uses their momentum to stun their target before injecting it with searing venom or carrying it over the side of a nearby cliff. Because a wyvern lacks the strength to haul their prey all the way to their nest intact, they're far more likely to lift and drop their victim over a gully or canyon and let gravity do its work before they descend to pick apart the carcass.
+
+Conversation is of little interest to a wyvern, as the creature typically speaks only to taunt their prey, issue territorial claims, or demand tribute. Even so, many wyverns enjoy grim humor and tales of violent acts, particularly if those acts were committed by the storyteller. A wyvern properly appeased with meat, entertainment, and treasure sometimes agrees to provide assistance ranging from giving directions to serving as a mount for a powerful humanoid. However, these arrangements rarely last more than a few weeks before the wyvern's pride, malice, or insolence inspires them to flee or even betray their allies. Only the truly cruel can cow a wyvern into servitude for an extended period, as most wyverns are so self-interested that they go out of their way to avoid helping others.
+
+* * *
+
+Ravenous, bestial, and driven by instinct, drakes are draconic monsters who bear a fraction of the terrifying might of the primal dragons they share evolutionary roots with. While they're weaker, slower, and less inclined toward reason than dragons, drakes are nonetheless a menace to creatures and settlements around them. Their propensity for forming raiding parties—small social groups fittingly called "rampages"—makes them all the more dangerous; a single rampage of river drakes can quickly lay waste to a waterside village, and roving rampages of desert drakes are a plague to caravan traders.
+
+Drakes share a number of physical characteristics that unite them as one species despite their wide variety of habitats and abilities. For example, drakes lack forearms, leaving them with their formidable jaws and thickscaled tails to use in close combat. Most drakes would rather avoid this, however, preferring to use their magical breath to wreak havoc in wide swaths from comfortable distances while flying overhead. Finally, all drakes have small reservoirs of their ancestral draconic power that they can tap into to perform incredible feats of speed.
+
+Different species of drakes rarely come into conflict. Part of this is their distinct habitats, but drakes are open to negotiating simple agreements between rampages. This courtesy does not extend to dragonets, which drakes happily take as prey. Solitary tamed drakes are also excluded from such agreements and considered free game if their tamer isn't strong enough to protect them.
+
+### Drake Eggs
+
+While drake hides aren't any more valuable than those of similarly sized creatures, drake eggs are prized commodities. They are used as components in powerful spells as well as eaten by various cultures, but the most common use for drake eggs is hatching and rearing drakes to serve as mounts and guardians.
+
+A typical drake lays a clutch of 2d4 eggs every 5 years. Eggs hatch within 3 to 6 weeks, during which time they must be kept in conditions appropriate to their natural environment, perhaps the most difficult aspect of drake husbandry. While it is generally easy for breeders to incubate the eggs of desert or jungle drakes (which require mildly warm temperatures to hatch) or river drakes (which must be submerged in running water), the eggs of flame and frost drakes require extreme temperatures in order to hatch, which can be difficult to replicate safely.
+
+A drake egg is an object with Hardness 3, 5 HP, and no Broken Threshold. The coloration of drake eggs varies only slightly from one species to the next. A creature must succeed at a DC 20 Nature check check, or a relevant DC 20 Lore check, to identify the drake species of a specific egg.
+
+Once a drake hatches, they imprint on the first creature that they see. A creature imprinted on in this way can use Nature to Train and Command that drake. The market price of a drake egg varies depending on the type of drake and the exact legal situation. Because drakes are dangerous and intelligent creatures, many societies do not condone the trade of drake eggs and criminalize those who engage in it.
+
+It takes 2 years for a drake hatchling to grow to full size. A well-trained drake can make a fearsome mount or guardian, but many careless would-be drake trainers are devoured by their charges.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Xoarian.md b/content/mechanics/srd/Bestiary/Monster Core/Xoarian.md
new file mode 100755
index 000000000..e478e972f
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Xoarian.md
@@ -0,0 +1,102 @@
+---
+title: "Xoarian"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.1uOFRjdoH3rgxDRS"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/8
+ - remaster
+statblock: inline
+name: "Xoarian"
+level: 8
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Xoarian"
+level: "Creature 8"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Small"
+trait_01: [[aberration]]
+modifier: 16
+perception:
+ - name: "Perception"
+ desc: "+16; Thoughtsense (Precise) 60 Feet, Tremorsense (Imprecise) 60 Feet"
+languages: "Aklo; (Can't Speak Any Languages), Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +14, Deception: +20, Diplomacy: +16, Occultism: +17, Society: +17, Stealth: +18"
+abilityMods: [2, 4, 4, 5, 4, 6]
+speed: 35 feet, climb 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 26
+armorclass:
+ - name: AC
+ desc: "26; __Fort__ +14, __Ref__ +16, __Will__ +18"
+hp: 130
+health:
+ - name: ""
+ - name: HP
+ desc: "130; __Immunities__ blinded, controlled, emotion, possession"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Tremorsense|Tremorsense 60 feet]]"
+ desc: " Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "Stolen Identity"
+ desc: " While a xoarian uses Body Thief, it gains the ability to understand and speak all languages known by the host, as well as knowledge of the host body's abilities, identity, role in society, and personality. However, it does not gain the specific memories or knowledge of the host body."
+
+ - name: "Thoughtsense 60 feet"
+ desc: " The xoarian senses a creature's mental essence as a precise sense with the listed range; it cannot sense mindless creatures with thoughtsense."
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Tentacle"
+ desc: "+18 (agile, finesse)\n__Damage__ 2d10 + 5 piercing"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 27, attack +19; __4th __ _[[Spells/Confusion|Confusion]]_, _[[Spells/Dispelling Globe|Dispelling Globe]]_; __3rd __ _[[Spells/Paralyze|Paralyze (x3)]]_, _[[Spells/Soothe|Soothe (x3)]]_; __2nd __ _[[Spells/Invisibility|Invisibility (At Will, Self Only)]]_, _[[Spells/Paranoia|Paranoia (At Will)]]_\n__Cantrips__ __(4th)__ _[[Spells/Daze|Daze]]_, _[[Spells/Detect Magic|Detect Magic]]_, _[[Spells/Read Aura|Read Aura]]_"
+
+ - name: "Body Thief"
+ desc: "`pf2:3` (manipulate,occult,possession) The xoarian squeezes itself into the head of a creature dead no longer than a day, consuming and replacing that creature's brain. At the start of the xoarian's next turn, the body revives at its maximum Hit Points, controlled by the xoarian. The xoarian is conscious and can sense everything the possessed body could. Any effect that ends the possession kills the host body with the same effects as Exit Body. The xoarian can't use any of the host creature's spells with Body Thief but can use its own innate spells."
+
+ - name: "Exit Body"
+ desc: "`pf2:1` (move) **Requirements** The xoarian is controlling a body with Body Thief\n* * *\n\n**Effect** The xoarian bursts out of its host body, which dies instantly and is no longer a suitable host for any Body Thief ability. The xoarian stretches to its full size in an adjacent space."
+
+ - name: "Ravage"
+ desc: "`pf2:3` The xoarian makes two tentacle Strikes against a single [[Conditions/Paralyzed|Paralyzed]], [[Conditions/Restrained|Restrained]], or [[Conditions/Unconscious|Unconscious]] creature. If the target has 0 Hit Points after Ravage, the xoarian can use a free action with the death trait to kill the target and occupy it with Body Thief."
+
+```
+
+```encounter-table
+name: Xoarian
+creatures:
+ - 1: Xoarian
+```
+
+
+
+The five-tentacled xoarians infiltrate many societies, although it's unclear how much of their activities are at the behest of the Dominion of the Black and how much is for their own perverse enjoyment. Known as corpse riders by Golarion scholars, little is understood of their origins beyond the suspicion that they come from a distant planet named Xoar.
+
+When a xoarian infiltrates a community, its first priority is to acquire a host body. They often choose the recently dead for this role, as murdering a living host could draw unwanted attention. When the aberration compresses itself into a host's brain cavity, it becomes able to move the host's body as its own. It also acquires a complex range of senses it normally lacks.
+
+Each new body brings the opportunity for new tastes, sounds, sights, and even pains. When gathered in groups, xoarians work to increase their status and taste the experiences denied to the lower classes. Xoarians controlling a body have little to fear but discovery, and even that simply pauses their games. Harm to the host is just another sensation to experience, and replacement bodies are easy to find.
+
+* * *
+
+The Dominion of the Black is a conglomeration of deep-space conquerors with a strong presence on Aucturn, the most remote planet in Golarion's solar system. The Dominion has secret outposts all over Golarion; most of its members on the planet are scouts, using their skills to steal brains and identities, gathering information without any consideration for the inhabitants of the worlds they infiltrate.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Xulgath Leader.md b/content/mechanics/srd/Bestiary/Monster Core/Xulgath Leader.md
new file mode 100755
index 000000000..b57309d83
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Xulgath Leader.md
@@ -0,0 +1,96 @@
+---
+title: "Xulgath Leader"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.tc9ztDWcPvOJ7QAh"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/xulgath
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Xulgath Leader"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Xulgath Leader"
+level: "Creature 3"
+
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+trait_02: [[xulgath]]
+modifier: 9
+perception:
+ - name: "Perception"
+ desc: "+9; Darkvision"
+languages: "Draconic, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +11, Intimidation: +6, Stealth: +6"
+abilityMods: [4, 1, 2, -1, 2, 1]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +9, __Ref__ +6, __Will__ +9"
+hp: 44
+health:
+ - name: ""
+ - name: HP
+ desc: "44"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Greataxe|Greataxe]], 4x [[Equipment/Javelin|Javelin]], [[Equipment/Breastplate|Breastplate]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Stench|Stench]]"
+ desc: " (aura,olfactory) 30 feet DC 19 Fortitude check\n* * *\n\nA creature entering the aura or starting its turn in the area must succeed at a Fortitude save or become [[Conditions/Sickened|Sickened 1]] (plus [[Conditions/Slowed|Slowed 1]] as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Greataxe"
+ desc: "+11 (sweep)\n__Damage__ 1d10 + 6 slashing"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+11 ()\n__Damage__ 1d6 + 6 piercing plus weakening-strike"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+11 (agile)\n__Damage__ 1d4 + 6 slashing plus weakening-strike"
+
+ - name: "**Ranged** `pf2:1` Javelin"
+ desc: "+8 (thrown 30 ft.)\n__Damage__ 1d6 + 4 piercing"
+
+ - name: "Weakening Strike"
+ desc: " A creature hit by a xulgath leader's jaws or claw Strike is [[Conditions/Enfeebled|Enfeebled 1]] (or [[Conditions/Enfeebled|Enfeebled 2]] on a critical hit) for 1 round."
+
+```
+
+```encounter-table
+name: Xulgath Leader
+creatures:
+ - 1: Xulgath Leader
+```
+
+
+
+Xulgath leaders are usually the strongest, most violent members of a community—although in some cases, particularly in larger groups, xulgath clutches are led by powerful demon cultists or other monsters who seek to use the xulgaths as servants or sacrifices.
+
+* * *
+
+Reptilian humanoids who live in the uppermost reaches of the Darklands, xulgaths (known as troglodytes to many surface-dwelling folk) often attack intruders in their territory on sight. They live in simple familial communities called clutches, battling rival groups and other aggressive Darklands inhabitants in order to survive. They occasionally raid surface settlements, usually at the behest of cruel, bloodthirsty leaders who are often themselves in the thrall of more powerful creatures like nagas or demons. A typical xulgath has dull gray, dark gray, or ashen scales, with a long tail and bony protrusions that run the length of their spine. A typical xulgath is 5 feet tall and weighs 150 pounds.
+
+Although today the xulgaths are brutal and scattered, they were one of the first intelligent humanoids to rise in the primeval world, once ruling over a mighty empire that stretched throughout the Darklands. Today, all that remains of this era are ruins of massive stone ziggurats and crumbling cities found within some of the larger caverns. Some groups of xulgaths continue to live among these ruins, venerating their ancestors' accomplishments, while others consider these areas taboo and leave them to become infested with Darklands vermin. Sages don't agree on why the ancient xulgath civilization fell. Some suspect it was the result of losing several wars waged against serpentfolk, while others suggest that the corruptive influence of demon worship rotted their culture from within.
+
+Certainly, many xulgath settlements continue to worship demons to this day, paying homage and offering live sacrifices to demons or other terrible creatures from the Outer Rifts. Occasionally, a xulgath mystic can call forth and bind a lesser demon to help serve the group, but one who delves too deep into occultism might summon a more powerful fiend that either tears the xulgaths to pieces or seizes control of the settlement.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Xulgath Skulker.md b/content/mechanics/srd/Bestiary/Monster Core/Xulgath Skulker.md
new file mode 100755
index 000000000..9298faa13
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Xulgath Skulker.md
@@ -0,0 +1,102 @@
+---
+title: "Xulgath Skulker"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.ZHr3zCyXVuQ2LUhn"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/xulgath
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Xulgath Skulker"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Xulgath Skulker"
+level: "Creature 2"
+
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+trait_02: [[xulgath]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: "Draconic, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Stealth: +8, Thievery: +8"
+abilityMods: [3, 4, 2, -1, 1, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 17
+armorclass:
+ - name: AC
+ desc: "17; __Fort__ +8, __Ref__ +10, __Will__ +5"
+hp: 28
+health:
+ - name: ""
+ - name: HP
+ desc: "28"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "4x [[Equipment/Dagger|Dagger]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Stench|Stench]]"
+ desc: " (aura,olfactory) 30 feet DC 16 Fortitude check\n* * *\n\nA creature entering the aura or starting its turn in the area must succeed at a Fortitude save or become [[Conditions/Sickened|Sickened 1]] (plus [[Conditions/Slowed|Slowed 1]] as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Dagger"
+ desc: "+10 (agile, finesse, versatile s)\n__Damage__ 1d4 + 3 piercing"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+9 ()\n__Damage__ 1d6 + 3 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+10 (agile, finesse)\n__Damage__ 1d4 + 3 slashing"
+
+ - name: "**Ranged** `pf2:1` Dagger"
+ desc: "+10 (agile, thrown 10 ft., versatile s)\n__Damage__ 1d4 + 3 piercing"
+
+ - name: "Hidden Movement"
+ desc: " If a xulgath skulker starts their turn [[Conditions/Undetected|Undetected]] by a creature or merely [[Conditions/Hidden|Hidden]] from it, that creature is [[Conditions/Off-Guard|Off-Guard]] against the skulker's attacks until the end of the skulker's turn."
+
+ - name: "Mask Stench"
+ desc: " The stalker masks their stench with curated herbs, suppressing their stench aura. The skulker can resume their stench aura as a free action."
+
+ - name: "Sneak Attack"
+ desc: " A xulgath skulker deals an additional 1d6 precision damage to [[Conditions/Off-Guard|Off-Guard]] creatures."
+
+```
+
+```encounter-table
+name: Xulgath Skulker
+creatures:
+ - 1: Xulgath Skulker
+```
+
+
+
+Xulgath warrens are patrolled—some might say "haunted"—by the community's skulkers. These xulgaths specialize in stealth, striking swiftly from the shadows and otherwise ambushing foes.
+
+* * *
+
+Reptilian humanoids who live in the uppermost reaches of the Darklands, xulgaths (known as troglodytes to many surface-dwelling folk) often attack intruders in their territory on sight. They live in simple familial communities called clutches, battling rival groups and other aggressive Darklands inhabitants in order to survive. They occasionally raid surface settlements, usually at the behest of cruel, bloodthirsty leaders who are often themselves in the thrall of more powerful creatures like nagas or demons. A typical xulgath has dull gray, dark gray, or ashen scales, with a long tail and bony protrusions that run the length of their spine. A typical xulgath is 5 feet tall and weighs 150 pounds.
+
+Although today the xulgaths are brutal and scattered, they were one of the first intelligent humanoids to rise in the primeval world, once ruling over a mighty empire that stretched throughout the Darklands. Today, all that remains of this era are ruins of massive stone ziggurats and crumbling cities found within some of the larger caverns. Some groups of xulgaths continue to live among these ruins, venerating their ancestors' accomplishments, while others consider these areas taboo and leave them to become infested with Darklands vermin. Sages don't agree on why the ancient xulgath civilization fell. Some suspect it was the result of losing several wars waged against serpentfolk, while others suggest that the corruptive influence of demon worship rotted their culture from within.
+
+Certainly, many xulgath settlements continue to worship demons to this day, paying homage and offering live sacrifices to demons or other terrible creatures from the Outer Rifts. Occasionally, a xulgath mystic can call forth and bind a lesser demon to help serve the group, but one who delves too deep into occultism might summon a more powerful fiend that either tears the xulgaths to pieces or seizes control of the settlement.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Xulgath Warrior.md b/content/mechanics/srd/Bestiary/Monster Core/Xulgath Warrior.md
new file mode 100755
index 000000000..5dff14c36
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Xulgath Warrior.md
@@ -0,0 +1,96 @@
+---
+title: "Xulgath Warrior"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.3b3f9jvi06v3ZTfE"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/xulgath
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Xulgath Warrior"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Xulgath Warrior"
+level: "Creature 1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+trait_02: [[xulgath]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: "Draconic, Sakvroth"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7, Stealth: +5"
+abilityMods: [4, 2, 3, -1, 1, 0]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 14
+armorclass:
+ - name: AC
+ desc: "14; __Fort__ +8, __Ref__ +7, __Will__ +4"
+hp: 21
+health:
+ - name: ""
+ - name: HP
+ desc: "21"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Club|Club]], 3x [[Equipment/Javelin|Javelin]]"
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Stench|Stench]]"
+ desc: " (aura,olfactory) 30 feet DC 16 Fortitude check\n* * *\n\nA creature entering the aura or starting its turn in the area must succeed at a Fortitude save or become [[Conditions/Sickened|Sickened 1]] (plus [[Conditions/Slowed|Slowed 1]] as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Club"
+ desc: "+9 ()\n__Damage__ 1d6 + 4 bludgeoning"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+9 ()\n__Damage__ 1d6 + 4 piercing"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+9 (agile)\n__Damage__ 1d4 + 4 slashing"
+
+ - name: "**Ranged** `pf2:1` Club"
+ desc: "+7 (thrown 10 ft.)\n__Damage__ 1d6 + 4 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Javelin"
+ desc: "+7 (thrown 30 ft.)\n__Damage__ 1d6 + 4 piercing"
+
+```
+
+```encounter-table
+name: Xulgath Warrior
+creatures:
+ - 1: Xulgath Warrior
+```
+
+
+
+Xulgath warriors strike with fury and eager cruelty, always ready for the next fight. The taking of prizes from battle—including weapons and items stolen from defeated foes along with grislier trophies harvested from fallen victims' flesh—is a popular pursuit among these vicious reptiles, and those whose armor and scales are most adorned are awarded the greatest respect (and perhaps fear) from their kin.
+
+* * *
+
+Reptilian humanoids who live in the uppermost reaches of the Darklands, xulgaths (known as troglodytes to many surface-dwelling folk) often attack intruders in their territory on sight. They live in simple familial communities called clutches, battling rival groups and other aggressive Darklands inhabitants in order to survive. They occasionally raid surface settlements, usually at the behest of cruel, bloodthirsty leaders who are often themselves in the thrall of more powerful creatures like nagas or demons. A typical xulgath has dull gray, dark gray, or ashen scales, with a long tail and bony protrusions that run the length of their spine. A typical xulgath is 5 feet tall and weighs 150 pounds.
+
+Although today the xulgaths are brutal and scattered, they were one of the first intelligent humanoids to rise in the primeval world, once ruling over a mighty empire that stretched throughout the Darklands. Today, all that remains of this era are ruins of massive stone ziggurats and crumbling cities found within some of the larger caverns. Some groups of xulgaths continue to live among these ruins, venerating their ancestors' accomplishments, while others consider these areas taboo and leave them to become infested with Darklands vermin. Sages don't agree on why the ancient xulgath civilization fell. Some suspect it was the result of losing several wars waged against serpentfolk, while others suggest that the corruptive influence of demon worship rotted their culture from within.
+
+Certainly, many xulgath settlements continue to worship demons to this day, paying homage and offering live sacrifices to demons or other terrible creatures from the Outer Rifts. Occasionally, a xulgath mystic can call forth and bind a lesser demon to help serve the group, but one who delves too deep into occultism might summon a more powerful fiend that either tears the xulgaths to pieces or seizes control of the settlement.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Yamaraj.md b/content/mechanics/srd/Bestiary/Monster Core/Yamaraj.md
new file mode 100755
index 000000000..cdb23a8ee
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Yamaraj.md
@@ -0,0 +1,123 @@
+---
+title: "Yamaraj"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.NuHDWxz7YOYj4p3Z"
+tags:
+ - pf2e/creature/type/monitor
+ - pf2e/creature/type/psychopomp
+ - pf2eMonster
+ - pf2e/creature/level/20
+ - remaster
+statblock: inline
+name: "Yamaraj"
+level: 20
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Yamaraj"
+level: "Creature 20"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "huge"
+trait_01: [[monitor]]
+trait_02: [[psychopomp]]
+modifier: 37
+perception:
+ - name: "Perception"
+ desc: "+37; Darkvision, Lifesense 240 Feet, Truesight"
+languages: "Chthonian, Diabolic, Empyrean, Requian; Telepathy 120 feet, Truespeech"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +33, Athletics: +38, Deception: +34, Diplomacy: +34, Intimidation: +36, Occultism: +38, Religion: +38, Society: +38, Boneyard Lore: +40, Legal Lore: +40"
+abilityMods: [10, 7, 7, 10, 7, 6]
+speed: 35 feet, fly 50 feet, swim 30 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 45
+armorclass:
+ - name: AC
+ desc: "45; __Fort__ +33, __Ref__ +31, __Will__ +35; +1 status to all saves vs. magic"
+hp: 375
+health:
+ - name: ""
+ - name: HP
+ desc: "375, fast healing 20, lightning drinker; __Immunities__ death effects, disease, electricity; __Resistances__ void 20, poison 20"
+abilities_top:
+ - name: ""
+
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 120 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+ - name: "[[Bestiary Ability Glossary/Lifesense|Lifesense 240 feet]]"
+ desc: " Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors."
+
+ - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
+ desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Fast Healing|Fast Healing 20]]"
+ desc: " A monster with this ability regains the given number of Hit Points each round at the beginning of its turn."
+
+ - name: "[[Bestiary Ability Glossary/Frightful Presence|Frightful Presence]]"
+ desc: " (aura,emotion,fear,mental) 60 feet DC 39 Will check\n* * *\n\nA creature that first enters the area must attempt a Will save.\n\nRegardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.\n* * *\n\n**Critical Success** The creature is unaffected by the presence.\n\n**Success** The creature is [[Conditions/Frightened|Frightened 1]].\n\n**Failure** The creature is [[Conditions/Frightened|Frightened 2]].\n\n**Critical Failure** The creature is [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "Lightning Drinker"
+ desc: " Whenever a yamaraj would take electricity damage if not for its immunity, its fast healing increases to 40 on its next turn.\n\nDuring that turn, if it uses Beetle Breath, the beetles deal 2d12 additional electricity damage."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+38 (magical, reach 15 feet)\n__Damage__ 4d8 + 18 piercing plus improved-grab,spirit-touch,yamaraj-venom"
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+38 (agile, magical, reach 15 feet)\n__Damage__ 4d4 + 18 slashing plus spirit-touch"
+
+ - name: "**Melee** `pf2:1` Tail"
+ desc: "+38 (magical, reach 20 feet)\n__Damage__ 4d10 + 18 bludgeoning plus spirit-touch"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 44, attack +36; __10th __ (1 slots) _[[Spells/Manifestation|Manifestation]]_, _[[Spells/Revival|Revival]]_; __9th __ (4 slots) _[[Spells/Harm|Harm]]_, _[[Spells/Heal|Heal]]_, _[[Spells/Seize Soul|Seize Soul]]_, _[[Spells/Spirit Blast|Spirit Blast]]_, _[[Spells/Wails of the Damned|Wails of the Damned]]_; __8th __ (8 slots) _[[Spells/Chain Lightning|Chain Lightning (x3)]]_, _[[Spells/Dispel Magic|Dispel Magic (x3)]]_, _[[Spells/Wall of Force|Wall of Force]]_; __5th __ (2 slots) _[[Spells/Mind Probe|Mind Probe (At will)]]_, _[[Spells/Translocate|Translocate (At will)]]_\n__Constant__ __(10th)__ _[[Spells/Truesight|Truesight]]_"
+
+ - name: "Rituals"
+ desc: "_Call Spirit_, _Resurrect_"
+
+ - name: "Beetle Breath"
+ desc: "`pf2:2` (divine) The yamaraj breathes a blast of beetles in a 50-foot cone that deals 14d8 slashing damage and 4d8 persistent slashing damage to creatures in the area with a DC 42 Reflex check save.\n\nIt can't use Beetle Breath again for 1d4 rounds.\n* * *\n\n**Critical Success** The creature is unaffected.\n\n**Success** The creature takes half damage and is [[Conditions/Sickened|Sickened 1]].\n\n**Failure** The creature takes full damage and is [[Conditions/Sickened|Sickened 2]].\n\n**Critical Failure** The creature takes double damage and is [[Conditions/Sickened|Sickened 3]]."
+
+ - name: "Final Judgment"
+ desc: " A yamaraj's [[Spells/Manifestation|Manifestation]] spells are used only to pronounce judgment, typically either to restore a dead or destroyed creature to life, bind a creature to the Boneyard, or banish a creature from the Boneyard."
+
+ - name: "Shepherd's Touch"
+ desc: " (incorporeal) A yamaraj's Strikes affect incorporeal creatures with the effects of a _[[Equipment/Ghost Touch|Ghost Touch]]_ property rune and deal 3d6 void damage to living creatures and 3d6 vitality damage to undead."
+
+ - name: "Yamaraj Venom"
+ desc: " (poison) While a creature is clumsy from this poison, it is [[Conditions/Doomed|Doomed]] with the same value;\n\n**Saving Throw** DC 42 Fortitude check\n* * *\n\n**Maximum Duration** 10 rounds\n\n**Stage 1** 3d8 poison damage and [[Conditions/Clumsy|Clumsy 1]] (1 round)\n\n**Stage 2** 5d8 poison damage and [[Conditions/Clumsy|Clumsy 2]] (1 round)\n\n**Stage 3** 7d8 poison damage and [[Conditions/Clumsy|Clumsy 3]] (1 round)"
+
+ - name: "[[Bestiary Ability Glossary/Improved Grab|Improved Grab]]"
+ desc: " **Requirements** The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead spend an action to use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Yamaraj
+creatures:
+ - 1: Yamaraj
+```
+
+
+
+The greatest judges among the psychopomps are yamarajes, whose wisdom is legendary and whose edicts are unappealable except to ushers or Pharasma herself. A yamaraj resembles an immense dragon with dark, feathery scales and an emotionless, dispassionate gaze behind a feathered mask. When not serving as the senior magistrates, lords, and generals of the Boneyard, yamarajes pursue highly individualistic hobbies, such as gardening or literature.
+
+* * *
+
+Psychopomps are guardians and shepherds of the dead in the Boneyard, the vast plane of graves where mortal souls are judged and sent on to their eternal rewards or damnations. Psychopomps ensure that the dead come to terms with their transition from mortality and are properly sorted into the appropriate afterlife. They also protect souls from being preyed upon by supernatural predators. Nearly all psychopomps wear masks, especially when they're likely to be interacting with mortals, although the types of masks they wear are as varied as the psychopomps themselves. The courts of the Boneyard preside in Requian, a somber yet melodic language spoken slowly with various tonal shifts.
+
+Many psychopomps are intimately involved with the Boneyard's massive bureaucracy. Few pursue mercy, justice, or personal gain; their duties to Pharasma and her Boneyard are supreme. Nevertheless, individual psychopomps interpret their duties in different ways, which might put them in conflict with mortals or even with each other.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Yeti.md b/content/mechanics/srd/Bestiary/Monster Core/Yeti.md
new file mode 100755
index 000000000..54e1c651b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Yeti.md
@@ -0,0 +1,90 @@
+---
+title: "Yeti"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.q78UPYxZGl67Ts05"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2eMonster
+ - pf2e/creature/level/5
+ - remaster
+statblock: inline
+name: "Yeti"
+level: 5
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Yeti"
+level: "Creature 5"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Large"
+trait_01: [[humanoid]]
+modifier: 15
+perception:
+ - name: "Perception"
+ desc: "+15; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Aklo"
+skills:
+ - name: "Skills"
+ desc: "Athletics: +14, Stealth: +12, Survival: +11"
+abilityMods: [5, 2, 4, -1, 4, -1]
+speed: 35 feet, climb 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +15, __Ref__ +11, __Will__ +13; +4 status to all saves vs. fear and dreams"
+hp: 115
+health:
+ - name: ""
+ - name: HP
+ desc: "115; __Immunities__ cold; __Weaknesses__ fire 10"
+abilities_top:
+ - name: ""
+
+ - name: "Snowblind"
+ desc: " When [[Actions/Hide|Hiding]], the yeti is [[Conditions/Concealed|Concealed]] by any snowfall, even if it's not thick enough to make other creatures concealed."
+
+abilities_mid:
+ - name: ""
+ - name: "Nightmare Guardian"
+ desc: " Yetis gain a +4 status bonus to saves against fear and against spells and abilities that affect dreams. A yeti that falls prey to a supernatural nightmare loses this ability and becomes permanently enraged, gaining a +1 status bonus to attack and damage rolls and a -1 status penalty to AC."
+
+ - name: "Vanish"
+ desc: "`pf2:r` **Trigger** The yeti is [[Conditions/Hidden|Hidden]] or [[Conditions/Undetected|Undetected]] while not in combat, and a creature would observe it.\n* * *\n\n**Effect** The yeti Strides or Climbs up to half its Speed to a location where it can [[Actions/Hide|Hide]], then Hides. If its new Stealth check result meets or exceeds the triggering creature's Perception DC, the yeti remains hidden."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Claw"
+ desc: "+15 ()\n__Damage__ 2d10 + 5 slashing"
+
+ - name: "Arctic Passage"
+ desc: " The yeti ignores difficult terrain caused by ice or snow."
+
+ - name: "Grizzly Arrival"
+ desc: " (emotion,fear,mental) **Trigger** The yeti hits a creature in the first round of combat and the yeti was [[Conditions/Hidden|Hidden]] from that creature at the start of combat.\n* * *\n\n**Effect** Each enemy within 30 feet that witnesses the attack (including the target of the attack) must attempt a DC 23 Will check save. On a failure, the creature is [[Conditions/Frightened|Frightened 2]]; on a critical failure, it's [[Conditions/Frightened|Frightened 4]]."
+
+ - name: "[[Bestiary Ability Glossary/Rend|Rend]]"
+ desc: "`pf2:1` Claw\n* * *\n\nA Rend entry lists a Strike the monster has.\n\n**Requirements** The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.\n* * *\n\n**Effect** The monster automatically deals that Strike's damage again to the enemy."
+
+```
+
+```encounter-table
+name: Yeti
+creatures:
+ - 1: Yeti
+```
+
+
+
+Nearly a myth, a yeti is rarely seen—and even when it is, it is often too late. Yetis dwell amid the highest, most remote peaks of the world, coming down from their snowy mountain holds to raid, steal livestock, and sometimes feed their insatiable urges for slaughter and destruction. Those folks who live at the foot of a yeti-ruled mountain warn of the "abominable snowmen": monstrous, furcovered humanoids who leave strange and bloody tracks in the snow.
+
+In actuality, most yetis protect the world rather than hunt its other denizens, guarding eldritch portals that link the mortal Universe and other, much stranger dimensions of reality. From within these snow-covered arches and ancient stone doorways, aliens, living nightmares, fiends, and worse can emerge into the world. Yetis who guard these portals sometimes succumb to the horrors within, taking on the bloodthirsty urges and horrific behaviors of the very monsters they strive to guard against. Driven out of their clans and forced to wander alone, they give rise to the myth of the abominable snowman. These exiled yetis often fully embrace the corrupting elements that caused their exile in the first place, growing more powerful and more deadly.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Zecui.md b/content/mechanics/srd/Bestiary/Monster Core/Zecui.md
new file mode 100755
index 000000000..0e8006b21
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Zecui.md
@@ -0,0 +1,97 @@
+---
+title: "Zecui"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.9oaBo8bDbibyMol4"
+tags:
+ - pf2e/creature/type/aberration
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Zecui"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Zecui"
+level: "Creature 6"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[aberration]]
+modifier: 14
+perception:
+ - name: "Perception"
+ desc: "+14; Darkvision"
+languages: "Aklo"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +17, Athletics: +15, Crafting: +12, Medicine: +14, Stealth: +17"
+abilityMods: [3, 5, 2, 0, 2, 0]
+speed: 30 feet, burrow 20 feet, climb 20 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 23
+armorclass:
+ - name: AC
+ desc: "23; __Fort__ +14, __Ref__ +17, __Will__ +12"
+hp: 110
+health:
+ - name: ""
+ - name: HP
+ desc: "110"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "2x [[Equipment/Shortsword|Shortsword]]"
+abilities_mid:
+ - name: ""
+ - name: "Preserve Prey"
+ desc: "`pf2:r` (healing,manipulate,occult,vitality) **Trigger** A living creature within 30 feet is reduced to 0 Hit Points\n* * *\n\n**Effect** The zecui channels corrupt vitality into the triggering creature, which still goes [[Conditions/Unconscious|Unconscious]] but does not gain the dying condition. While that creature is unconscious, the residual energy attempts to counteract any vitality spell healing that creature with a +15 counteract modifier."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Shortsword"
+ desc: "+17 (agile, finesse, versatile s)\n__Damage__ 2d6 + 7 piercing"
+
+ - name: "**Melee** `pf2:1` Mandibles"
+ desc: "+15 ()\n__Damage__ 2d8 + 7 piercing"
+
+ - name: "**Melee** `pf2:1` Claws"
+ desc: "+17 (agile, finesse)\n__Damage__ 2d4 + 7 slashing plus grab"
+
+ - name: "**Ranged** `pf2:1` Spit"
+ desc: "+17 (range 30 feet)\n__Damage__ "
+
+ - name: "Dual Stab"
+ desc: "`pf2:1` **Frequency** once per round\n* * *\n\n**Effect** The zecui makes two shortsword Strikes against an [[Conditions/Immobilized|Immobilized]] or [[Conditions/Off-Guard|Off-Guard]] target. These strikes count towards the zecui's multiple attack penalty, but it doesn't increase until after the second attack."
+
+ - name: "Harden Chitin"
+ desc: "`pf2:1` The zecui fuses much of their chitin into a black metallic shell. They gain resistance 5 to all damage (except mental and spirit) until they next take a move action."
+
+ - name: "Spit Mucus"
+ desc: " A creature hit by the zecui's spit attack is [[Conditions/Immobilized|Immobilized]] by the larva-infested mucus and stuck to the nearest surface until it [[/act escape dc=25]]{Escapes (DC 25)}. While that creature is immobilized, it is exposed to zecui larvae at the end of each of its turns."
+
+ - name: "Zecui Larvae"
+ desc: " (disease) **Saving Throw** DC 25 Fortitude check\n* * *\n\n**Stage 1** visible lumps as the larvae move but no ill effect (1 day)\n\n**Stage 2** [[Conditions/Drained|Drained 1]] (1 day)\n\n**Stage 3** [[Conditions/Drained|Drained 2]] (1 day)\n\n**Stage 4** [[Conditions/Drained|Drained 3]] and controlled by the zecui larva (1 day)\n\n**Stage 5** the creature dies and the adult zecui can emerge from the corpse as an Interact action"
+
+```
+
+```encounter-table
+name: Zecui
+creatures:
+ - 1: Zecui
+```
+
+
+
+These chitinous entities can only grow to adulthood within a host creature, usually a humanoid or larger animal. When such hosts are particularly plentiful, zecuis can multiply at a horrifying rate, sealing hosts in subterranean chambers until their larvae grow to adulthood. However, during lean times, zecui adults will sate their hunger by eating those hosts along with any unlucky larvae gestating within, unable to be infested by their own young.
+
+Between periods of wakefulness, zecuis hibernate for decades in burrows or buried within the soil. Sometimes an unincubated larva will be buried this way, waiting for a living host to come in contact with it. Once a zecui larva has gestated long enough to take control of its host, it may seek out larger and more powerful entities to devour the host, transferring themselves to a more plentiful source of food.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Zephyr Hawk.md b/content/mechanics/srd/Bestiary/Monster Core/Zephyr Hawk.md
new file mode 100755
index 000000000..a1b182469
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Zephyr Hawk.md
@@ -0,0 +1,79 @@
+---
+title: "Zephyr Hawk"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.2MCSioMsCMGfTqxV"
+tags:
+ - pf2e/creature/type/air
+ - pf2e/creature/type/elemental
+ - pf2eMonster
+ - pf2e/creature/level/3
+ - remaster
+statblock: inline
+name: "Zephyr Hawk"
+level: 3
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Zephyr Hawk"
+level: "Creature 3"
+
+alignment: ""
+size: "Small"
+trait_01: [[air]]
+trait_02: [[elemental]]
+modifier: 7
+perception:
+ - name: "Perception"
+ desc: "+7; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +13, Stealth: +11"
+abilityMods: [2, 4, 1, -4, 0, 0]
+speed: fly 50 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +6, __Ref__ +13, __Will__ +7"
+hp: 36
+health:
+ - name: ""
+ - name: HP
+ desc: "36; __Immunities__ bleed, paralyzed, poison, sleep"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Wing"
+ desc: "+11 (agile, finesse)\n__Damage__ 1d8 + 4 slashing"
+
+ - name: "Circling Attack"
+ desc: "`pf2:2` The zephyr hawk Flies up to half its Speed, makes two wing Strikes, then Flies up to half its Speed again to return to its original location. The second half of this movement doesn't trigger reactions. Both attacks count toward the zephyr hawk's multiple attack penalty, but the penalty doesn't increase until after it makes both attacks."
+
+```
+
+```encounter-table
+name: Zephyr Hawk
+creatures:
+ - 1: Zephyr Hawk
+```
+
+
+
+Zephyr hawks drift among the currents of the Plane of Air in great flocks. They delight in riding the air currents with no destination in mind.
+
+* * *
+
+Hailing from the Plane of Air, these beings appear in a variety of sizes and shapes. They're noted for being elusive, swift, and often difficult to detect due to being composed primarily of air.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Zoaem.md b/content/mechanics/srd/Bestiary/Monster Core/Zoaem.md
new file mode 100755
index 000000000..65b383b1b
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Zoaem.md
@@ -0,0 +1,99 @@
+---
+title: "Zoaem"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.dR2zwfVgf0a2exk0"
+tags:
+ - pf2e/creature/type/archon
+ - pf2e/creature/type/celestial
+ - pf2e/creature/type/holy
+ - pf2eMonster
+ - pf2e/creature/level/1
+ - remaster
+statblock: inline
+name: "Zoaem"
+level: 1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Zoaem"
+level: "Creature 1"
+
+alignment: ""
+size: "Small"
+trait_01: [[archon]]
+trait_02: [[celestial]]
+trait_03: [[holy]]
+modifier: 6
+perception:
+ - name: "Perception"
+ desc: "+6; Darkvision"
+languages: "Diabolic, Draconic, Empyrean, Utopian"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Intimidation: +6, Religion: +6"
+abilityMods: [-5, 3, 1, -1, 1, 1]
+speed: fly 40 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 16
+armorclass:
+ - name: AC
+ desc: "16 all-around vision; __Fort__ +6, __Ref__ +10, __Will__ +4"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20; __Immunities__ fear effects; __Weaknesses__ unholy 3; __Resistances__ fire 3"
+abilities_top:
+ - name: ""
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/All-Around Vision|All-Around Vision]]"
+ desc: " This monster can see in all directions simultaneously and therefore can't be flanked."
+
+ - name: "Archon's Protection"
+ desc: "`pf2:r` **Trigger** An enemy damages the archon's ally and both are within 15 feet of the archon\n* * *\n\n**Effect** The ally gains resistance 3 to all damage against the triggering damage and the archon can make a Strike against the enemy."
+
+attacks:
+ - name: ""
+
+ - name: "**Ranged** `pf2:1` Eye Ray"
+ desc: "+8 (agile, fire, holy, magical, range 30 feet)\n__Damage__ 1d8 fire"
+
+ - name: "Divine Innate Spells"
+ desc: "DC 17, attack +9; __4th __ _[[Spells/Read Omens|Read Omens]]_; __1st __ _[[Spells/Heal|Heal]]_\n__Cantrips__ __(1st)__ _[[Spells/Light|Light]]_"
+
+ - name: "Behold!"
+ desc: "`pf2:2` (concentrate,illusion,incapacitation,visual) **Frequency** once per hour;\n* * *\n\n**Effect** The zoaem's rings and wings move in a complex pattern, mesmerizing creatures in the zoaem's choice of a 10-foot emanation or a 5-foot burst within 60 feet. Each creature must succeed at a DC 17 Will check save or be [[Conditions/Fascinated|Fascinated]] with the zoaem for 1 minute and [[Conditions/Stunned|Stunned 1]] (or stunned for 1 round on a critical failure)."
+
+ - name: "Light of Truth"
+ desc: "`pf2:1` (concentrate,divine,light) The zoaem shines an intense light of truth, as [[Spells/Revealing Light|Revealing Light]] (DC 17 Reflex check save) but in a 60-foot line. Against creatures affected by this light, the zoaem and their allies gain a +1 status bonus to damage rolls and Recall Knowledge checks. The zoaem can't use Light of Truth again for 1d4 rounds.\n* * *\n\n[[Bestiary Effects/Effect_ Light of Truth|Effect: Light of Truth]]"
+
+```
+
+```encounter-table
+name: Zoaem
+creatures:
+ - 1: Zoaem
+```
+
+
+
+These endlessly curious archons are formed from spinning wheels of golden light given corporeal shape. They serve as lookouts and mobile support troops for the archon legions, at times uniting to form powerful warriors of light called gestalts. Larger collectives of zoaems can even temporarily fuse into greater archons, approaching the power of the first zoaem, which broke itself apart to serve Heaven more efficiently.
+
+* * *
+
+Archons are guardians of Heaven and enemies of corruption. Before gods and their servants set foot in the celestial planes, archons already resided in Heaven, the original inhabitants of the realm. Upon meeting, the archons and divine angels quickly discovered they were of a kind, holding justice and righteousness in their hearts. An alliance was formed, and archons now serve as stalwart allies to all celestials and mortals they find worthy.
+
+While the first archons coalesced from the immense seven-tiered mountain of Heaven, they choose willing and worthy Heaven-bound souls to join their ranks. These mortals hear and answer the call of a mysterious voice, manifesting in the Garden at the mountain's peak. There they swear to forever serve the cause of justice and transform into their new archon forms.
+
+Though deeply concerned with defending mortal life and willing to sacrifice themselves in battle against fiends, archons often feel rote and inscrutable to others, and their forms can border on frightening and bizarre. For this reason, they often have issues with interacting with mortals, or with the free spirited azatas. Despite this, archons draw great strength from others, especially those who exemplify virtue.
+
+Beyond their celestial allies, archons also maintain ancient ties with aeons. The inscrutable factions can still be seen working together to defend longforgotten secrets and enforce rules that predate mortal life. Archons explain these missions as necessary without further elaboration, leaving even their angelic allies frustrated with archons' obstinance.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Zombie Brute.md b/content/mechanics/srd/Bestiary/Monster Core/Zombie Brute.md
new file mode 100755
index 000000000..d26ce0f65
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Zombie Brute.md
@@ -0,0 +1,89 @@
+---
+title: "Zombie Brute"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.opR8nbsAXfqUYHy1"
+tags:
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/zombie
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Zombie Brute"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Zombie Brute"
+level: "Creature 2"
+
+alignment: ""
+size: "Large"
+trait_01: [[mindless]]
+trait_02: [[undead]]
+trait_03: [[unholy]]
+trait_04: [[zombie]]
+modifier: 4
+perception:
+ - name: "Perception"
+ desc: "+4; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +11"
+abilityMods: [5, -3, 4, -5, 0, -2]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 15
+armorclass:
+ - name: AC
+ desc: "15; __Fort__ +10, __Ref__ +3, __Will__ +6"
+hp: 70
+health:
+ - name: ""
+ - name: HP
+ desc: "70, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, bleed, mental; __Weaknesses__ vitality 10, slashing 10"
+abilities_top:
+ - name: ""
+
+ - name: "Slow"
+ desc: " A zombie is permanently [[Conditions/Slowed|Slowed 1]] and can't use reactions."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+11 (reach 10 feet)\n__Damage__ 1d12 + 5 bludgeoning plus improved-push"
+
+ - name: "[[Bestiary Ability Glossary/Improved Push|Improved Push]]"
+ desc: " The monster can use [[Bestiary Ability Glossary/Push|Push]] as a free action triggered by a hit with its initial attack."
+
+```
+
+```encounter-table
+name: Zombie Brute
+creatures:
+ - 1: Zombie Brute
+```
+
+
+
+Necromantic augmentations have granted this zombie increased size and power.
+
+* * *
+
+A zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Zombie Hulk.md b/content/mechanics/srd/Bestiary/Monster Core/Zombie Hulk.md
new file mode 100755
index 000000000..067e50c1d
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Zombie Hulk.md
@@ -0,0 +1,95 @@
+---
+title: "Zombie Hulk"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.hh2StTHEfd0FnpYG"
+tags:
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/zombie
+ - pf2eMonster
+ - pf2e/creature/level/6
+ - remaster
+statblock: inline
+name: "Zombie Hulk"
+level: 6
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Zombie Hulk"
+level: "Creature 6"
+
+alignment: ""
+size: "huge"
+trait_01: [[mindless]]
+trait_02: [[undead]]
+trait_03: [[unholy]]
+trait_04: [[zombie]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +18"
+abilityMods: [7, -1, 4, -5, 0, -2]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 21
+armorclass:
+ - name: AC
+ desc: "21; __Fort__ +16, __Ref__ +9, __Will__ +12"
+hp: 160
+health:
+ - name: ""
+ - name: HP
+ desc: "160, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, bleed, mental; __Weaknesses__ vitality 10, slashing 10"
+abilities_top:
+ - name: ""
+
+ - name: "Slow"
+ desc: " A zombie is permanently slowed 1 and can't use reactions."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Hunk Of Meat"
+ desc: "+17 (reach 15 feet)\n__Damage__ 2d10 + 9 bludgeoning"
+
+ - name: "**Ranged** `pf2:1` Corpse"
+ desc: "+17 (brutal, range increment 30 feet)\n__Damage__ 2d6 + 9 bludgeoning"
+
+ - name: "Corpse Throwing"
+ desc: " A zombie hulk can throw Medium or smaller corpses at foes. They can also throw Medium or smaller zombies for this purpose, who take just as much damage as the target they hit. A zombie that survives being thrown falls [[Conditions/Prone|Prone]]."
+
+ - name: "Wide Swing"
+ desc: "`pf2:1` The zombie hulk makes two hunk of meat Strikes against different targets within its reach."
+
+```
+
+```encounter-table
+name: Zombie Hulk
+creatures:
+ - 1: Zombie Hulk
+```
+
+
+
+These towering horrors rise from monstrous, gigantic corpses.
+
+* * *
+
+A zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Zombie Shambler.md b/content/mechanics/srd/Bestiary/Monster Core/Zombie Shambler.md
new file mode 100755
index 000000000..580921ecb
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Zombie Shambler.md
@@ -0,0 +1,92 @@
+---
+title: "Zombie Shambler"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.9qu4xv4kKcVljEna"
+tags:
+ - pf2e/creature/type/mindless
+ - pf2e/creature/type/undead
+ - pf2e/creature/type/unholy
+ - pf2e/creature/type/zombie
+ - pf2eMonster
+ - pf2e/creature/level/-1
+ - remaster
+statblock: inline
+name: "Zombie Shambler"
+level: -1
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Zombie Shambler"
+level: "Creature -1"
+
+alignment: ""
+size: "Medium"
+trait_01: [[mindless]]
+trait_02: [[undead]]
+trait_03: [[unholy]]
+trait_04: [[zombie]]
+modifier: 0
+perception:
+ - name: "Perception"
+ desc: "+0; Darkvision"
+languages: ""
+skills:
+ - name: "Skills"
+ desc: "Athletics: +7"
+abilityMods: [3, -2, 2, -5, 0, -2]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 12
+armorclass:
+ - name: AC
+ desc: "12; __Fort__ +6, __Ref__ +0, __Will__ +2"
+hp: 20
+health:
+ - name: ""
+ - name: HP
+ desc: "20, void healing; __Immunities__ death effects, disease, paralyzed, poison, unconscious, bleed, mental; __Weaknesses__ vitality 5, slashing 5"
+abilities_top:
+ - name: ""
+
+ - name: "Slow"
+ desc: " A zombie is permanently [[Conditions/Slowed|Slowed 1]] and can't use reactions."
+
+abilities_mid:
+ - name: ""
+ - name: "[[Bestiary Ability Glossary/Void Healing|Void Healing]]"
+ desc: " A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fist"
+ desc: "+7 ()\n__Damage__ 1d6 + 3 bludgeoning plus grab"
+
+ - name: "**Melee** `pf2:1` Jaws"
+ desc: "+7 ()\n__Damage__ 1d8 + 3 piercing"
+
+ - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
+ desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
+
+```
+
+```encounter-table
+name: Zombie Shambler
+creatures:
+ - 1: Zombie Shambler
+```
+
+
+
+A zombie shambler is a slow-moving horror dangerous in larger groups.
+
+* * *
+
+A zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed.
diff --git a/content/mechanics/srd/Bestiary/Monster Core/Zyss Serpentfolk.md b/content/mechanics/srd/Bestiary/Monster Core/Zyss Serpentfolk.md
new file mode 100755
index 000000000..270084057
--- /dev/null
+++ b/content/mechanics/srd/Bestiary/Monster Core/Zyss Serpentfolk.md
@@ -0,0 +1,99 @@
+---
+title: "Zyss Serpentfolk"
+obsidianUIMode: preview
+noteType: pf2eMonster
+cssClasses: pf2e
+aliases: "Actor.jCtiwPTaNZhJkTYa"
+tags:
+ - pf2e/creature/type/humanoid
+ - pf2e/creature/type/serpentfolk
+ - pf2eMonster
+ - pf2e/creature/level/2
+ - remaster
+statblock: inline
+name: "Zyss Serpentfolk"
+level: 2
+license: ORC
+---
+
+```statblock
+columns: 2
+forcecolumns: true
+layout: Basic Pathfinder 2e Layout
+source: "Pathfinder Monster Core"
+name: "Zyss Serpentfolk"
+level: "Creature 2"
+rare_03: [[Uncommon]]
+alignment: ""
+size: "Medium"
+trait_01: [[humanoid]]
+trait_02: [[serpentfolk]]
+modifier: 8
+perception:
+ - name: "Perception"
+ desc: "+8; Darkvision, Scent (Imprecise) 30 Feet"
+languages: "Aklo, Common, Sakvroth; Telepathy 100 feet"
+skills:
+ - name: "Skills"
+ desc: "Acrobatics: +8, Arcana: +8, Deception: +9, Occultism: +8, Society: +8"
+abilityMods: [-1, 4, -2, 4, 2, 3]
+speed: 25 feet
+sourcebook: "_Pathfinder Monster Core_"
+ac: 18
+armorclass:
+ - name: AC
+ desc: "18; __Fort__ +4, __Ref__ +8, __Will__ +8; +4 status to will saves vs. mental, +1 status to all saves vs. magic"
+hp: 25
+health:
+ - name: ""
+ - name: HP
+ desc: "25; __Resistances__ poison 5"
+abilities_top:
+ - name: ""
+ - name: "Items"
+ desc: "[[Equipment/Dagger|Dagger]], [[Equipment/Shortbow|Shortbow]], 30x [[Equipment/Arrows|Arrows]]"
+ - name: "[[Bestiary Ability Glossary/Telepathy|Telepathy 100 feet]]"
+ desc: " (aura,magical,mental) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
+
+abilities_mid:
+ - name: ""
+ - name: "Thin of Blood"
+ desc: " Zyss serpentfolk recover slowly from injuries. When they take physical damage from a critical hit, they gain 1d4 persistent bleed damage. They take a –2 circumstance penalty to flat checks to recover from persistent damage and saving throws against afflictions."
+
+attacks:
+ - name: ""
+
+ - name: "**Melee** `pf2:1` Fangs"
+ desc: "+10 (finesse)\n__Damage__ 1d6 + 1 piercing plus serpentfolk-venom"
+
+ - name: "**Melee** `pf2:1` Dagger"
+ desc: "+10 (agile, finesse, versatile s)\n__Damage__ 1d4 + 1 piercing plus serpentfolk-venom"
+
+ - name: "**Ranged** `pf2:1` Shortbow"
+ desc: "+10 (deadly d10, range increment 60 feet)\n__Damage__ 1d6 + 2 piercing plus serpentfolk-venom"
+
+ - name: "Occult Innate Spells"
+ desc: "DC 18, attack +10; __4th __ _[[Spells/Suggestion|Suggestion]]_; __2nd __ _[[Spells/Blur|Blur (Self Only, At Will)]]_; __1st __ _[[Spells/Illusory Disguise|Illusory Disguise (At Will)]]_, _[[Spells/Ventriloquism|Ventriloquism (At Will)]]_"
+
+ - name: "Serpentfolk Venom"
+ desc: " (poison) **Saving Throw** DC 16 Fortitude check\n* * *\n\n**Maximum Duration** 6 rounds\n\n**Stage 1** 1d4 poison damage and [[Conditions/Enfeebled|Enfeebled 1]] (1 round)\n\n**Stage 2** 2d4 poison damage and enfeebled 1 (1 round)"
+
+```
+
+```encounter-table
+name: Zyss Serpentfolk
+creatures:
+ - 1: Zyss Serpentfolk
+```
+
+
+
+Even the least among zyss serpentfolk consider themselves greater than any mammal. Their magical abilities, most notably their telepathy, are all the reason they need to hold this view. And it's true enough that the instinctual skill and magic of any zyss is enough to best the average human.
+
+* * *
+
+Before their ancient clash with humanity devastated their civilization, serpentfolk were masters of a sprawling underground empire. Their power was shattered and their god Ydersius decapitated (although not quite slain). The cunning, intelligence, and magical abilities of serpentfolk have diminished from their ancient heights, and most are born without these boons. This is partially the result of cruel genetic meddling among serpentfolk—though the ruling class, zyss, are born with an innate spellcasting ability, their blood runs thin, making them susceptible to wounds. Seen as the failures of the serpentfolk's experiments are the aapophs, who are strong but prone to mutation and lack innate spellcasting.
+
+Today, the central realm of the Darklands retains the old name of the serpentfolk empire that once dominated this region—Sekamina. This name is also the source of the serpentfolk's Aklo title, sekmin, which they are often called in ancient texts. Serpentfolk dominion had declined before ghouls, gugs, umbral gnomes, and other forces. Yet their recent ventures have brought them back to a stronger place in the Darklands. Many serpentfolk sleeping in torpor in secluded vaults have awakened.
+
+Zyss serpentfolk tend toward megalomania, with dreams of returning to their place of dominance. Many of their plans hinge on resurrecting Ydersius, their decapitated god. His headless body still thrashes about, mindless, in the Darklands, waiting to be reunited with his lost skull. Serpentfolk numbers are so small that reclaiming their dominance seems a distant dream, especially since their reproduction is slow. Though a parent can birth a dozen young at once, the gestation period lasts up to a decade, and the likelihood that even one will be zyss is low. There's no telling whether a child will be zyss or aapoph, regardless of parentage. A coveted zyss child is just as likely to arise from aapoph parents as from two zyss, and every serpentfolk colony has someone in charge of sorting the young, identifying the earliest signs of magic in them.
diff --git a/content/mechanics/srd/Class Features/Ability Boosts.md b/content/mechanics/srd/Class Features/Ability Boosts.md
new file mode 100755
index 000000000..d0d58ec94
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Ability Boosts.md
@@ -0,0 +1,15 @@
+---
+title: "Ability Boosts"
+noteType: ":luggage:"
+aliases: "Ability Boosts"
+foundryId: Item.qbuAvP5NEQyzmvgf
+tags:
+ - Item
+---
+
+# Ability Boosts
+![[systems-pf2e-icons-features-classes-ability-boosts.webp|150]]
+
+At 5th level and every 5 levels thereafter, boost four different ability scores. You can use these boosts to increase ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.
+
+Your eidolon also gets four ability boosts at these levels. The eidolon's ability boosts follow the same rules as yours.
diff --git a/content/mechanics/srd/Class Features/Adamantine Strikes.md b/content/mechanics/srd/Class Features/Adamantine Strikes.md
new file mode 100755
index 000000000..ce0d1d864
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Adamantine Strikes.md
@@ -0,0 +1,13 @@
+---
+title: "Adamantine Strikes"
+noteType: ":luggage:"
+aliases: "Adamantine Strikes"
+foundryId: Item.n09mViqlokI0QvLK
+tags:
+ - Item
+---
+
+# Adamantine Strikes
+![[systems-pf2e-icons-features-classes-adamantine-strikes.webp|150]]
+
+When you focus your will into your limbs, your blows are as unyielding as the hardest of metals. Your unarmed attacks are treated as adamantine.
diff --git a/content/mechanics/srd/Class Features/Advanced Alchemy.md b/content/mechanics/srd/Class Features/Advanced Alchemy.md
new file mode 100755
index 000000000..ce4c71cf4
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Advanced Alchemy.md
@@ -0,0 +1,19 @@
+---
+title: "Advanced Alchemy"
+noteType: ":luggage:"
+aliases: "Advanced Alchemy"
+foundryId: Item.ugEA2dS7Q0RSzXOJ
+tags:
+ - Item
+---
+
+# Advanced Alchemy
+![[systems-pf2e-icons-features-classes-advanced-alchemy.webp|150]]
+
+During your daily preparations, after producing new [[Infused Reagents]], you can spend batches of those infused reagents to create infused alchemical items.
+
+You don't need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements.
+
+Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that's in your formula book, and make a batch of two of that item.
+
+These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.
diff --git a/content/mechanics/srd/Class Features/Advanced Deed.md b/content/mechanics/srd/Class Features/Advanced Deed.md
new file mode 100755
index 000000000..b875f12c1
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Advanced Deed.md
@@ -0,0 +1,13 @@
+---
+title: "Advanced Deed"
+noteType: ":luggage:"
+aliases: "Advanced Deed"
+foundryId: Item.GS1iEUCtUZNfxDWw
+tags:
+ - Item
+---
+
+# Advanced Deed
+![[systems-pf2e-icons-features-classes-advanced-deed.webp|150]]
+
+You've learned a powerful new technique of your chosen way. You gain the advanced deed ability of the way you chose at 1st level.
diff --git a/content/mechanics/srd/Class Features/Advanced Rangefinder.md b/content/mechanics/srd/Class Features/Advanced Rangefinder.md
new file mode 100755
index 000000000..e5b97d7f2
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Advanced Rangefinder.md
@@ -0,0 +1,17 @@
+---
+title: "Advanced Rangefinder"
+noteType: ":luggage:"
+aliases: "Advanced Rangefinder"
+foundryId: Item.wNnVMNhOP1a1m3Dm
+tags:
+ - Item
+---
+
+# Advanced Rangefinder
+![[icons-skills-targeting-crosshair-scope-sniper-green.webp|150]]
+
+**Ranged Only**
+
+* * *
+
+A carefully tuned scope or targeting device makes your weapon especially good at hitting weak points. Your innovation gains the backstabber trait and increases its range increment by 10 feet.
diff --git a/content/mechanics/srd/Class Features/Aerodynamic Construction.md b/content/mechanics/srd/Class Features/Aerodynamic Construction.md
new file mode 100755
index 000000000..42ef0700d
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Aerodynamic Construction.md
@@ -0,0 +1,17 @@
+---
+title: "Aerodynamic Construction"
+noteType: ":luggage:"
+aliases: "Aerodynamic Construction"
+foundryId: Item.667iPqRdSOCUGEQP
+tags:
+ - Item
+---
+
+# Aerodynamic Construction
+![[icons-skills-melee-strikes-sword-triple-gray.webp|150]]
+
+**Melee Only**
+
+* * *
+
+You carefully engineer the shape of your weapon to maintain its momentum in attacks against successive targets. Your innovation gains the sweep trait and the versatile S trait.
diff --git a/content/mechanics/srd/Class Features/Agile Mind.md b/content/mechanics/srd/Class Features/Agile Mind.md
new file mode 100755
index 000000000..3f0791a81
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Agile Mind.md
@@ -0,0 +1,15 @@
+---
+title: Agile Mind
+noteType: ":luggage:"
+aliases:
+ - Agile Mind
+ - Slippery Mind
+foundryId: Item.crHTWQTT4ZRuslnk
+tags:
+ - Item
+---
+
+# Agile Mind
+![[systems-pf2e-icons-features-classes-slippery-mind.webp|150]]
+
+You play mental games and employ cognitive tricks to throw off mind-altering effects. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Alchemical Alacrity.md b/content/mechanics/srd/Class Features/Alchemical Alacrity.md
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index 000000000..289d21aef
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Alchemical Alacrity.md
@@ -0,0 +1,13 @@
+---
+title: "Alchemical Alacrity"
+noteType: ":luggage:"
+aliases: "Alchemical Alacrity"
+foundryId: Item.5v7rHhYajvdpDwBM
+tags:
+ - Item
+---
+
+# Alchemical Alacrity
+![[systems-pf2e-icons-features-classes-alchemical-alarity.webp|150]]
+
+Your comfort in concocting items is such that you can create three at a time. When using the [[Quick Alchemy]] action, you can spend up to three batches of infused reagents to make up to three alchemical items as described in that action. These items do not have to be the same.
diff --git a/content/mechanics/srd/Class Features/Alchemical Expertise.md b/content/mechanics/srd/Class Features/Alchemical Expertise.md
new file mode 100755
index 000000000..4a05f67d7
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Alchemical Expertise.md
@@ -0,0 +1,13 @@
+---
+title: "Alchemical Expertise"
+noteType: ":luggage:"
+aliases: "Alchemical Expertise"
+foundryId: Item.z0IlBaNUuG3frHHW
+tags:
+ - Item
+---
+
+# Alchemical Expertise
+![[systems-pf2e-icons-features-classes-alchemical-expertise.webp|150]]
+
+Constant practice has increased the effectiveness of your concoctions. Your proficiency rank for your alchemist class DC increases to expert.
diff --git a/content/mechanics/srd/Class Features/Alchemical Mastery.md b/content/mechanics/srd/Class Features/Alchemical Mastery.md
new file mode 100755
index 000000000..ae20efb8c
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Alchemical Mastery.md
@@ -0,0 +1,13 @@
+---
+title: "Alchemical Mastery"
+noteType: ":luggage:"
+aliases: "Alchemical Mastery"
+foundryId: Item.0rnlBihIR2SizFGT
+tags:
+ - Item
+---
+
+# Alchemical Mastery
+![[systems-pf2e-icons-features-classes-alchemical-mastery.webp|150]]
+
+Your alchemical concoctions are incredibly effective. Your proficiency rank for your alchemist class DC increases to master.
diff --git a/content/mechanics/srd/Class Features/Alchemical Sciences Methodology.md b/content/mechanics/srd/Class Features/Alchemical Sciences Methodology.md
new file mode 100755
index 000000000..94582d4b0
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Alchemical Sciences Methodology.md
@@ -0,0 +1,17 @@
+---
+title: "Alchemical Sciences Methodology"
+noteType: ":luggage:"
+aliases: "Alchemical Sciences Methodology"
+foundryId: Item.aEivZHtnTrJs85bb
+tags:
+ - Item
+---
+
+# Alchemical Sciences Methodology
+![[systems-pf2e-icons-features-classes-alchemical-sciences-methodology.webp|150]]
+
+Your methodology emphasizes chemical and alchemical analysis, collecting information from unusual particles and fluids found on the scene. You possess enough alchemical know-how to whip up a few tinctures to help you with your cases.
+
+You're trained in Crafting and gain the [[Alchemical Crafting]] skill feat. In addition, you gain a [[Formula Book (Blank)]] for free and learn the formulas for two additional common 1st-level alchemical items, which must be elixirs or tools. Each time you gain a level, you learn the formula for one common alchemical elixir or alchemical tool of any level of item you can create.
+
+During your daily preparations, you can create a number of versatile vials-alchemical concoctions that can quickly be turned into elixirs and tools-equal to your Intelligence modifier. You can use the [[Quick Tincture]] action to turn one of these vials into an elixir or alchemical tool for which you know the formula.
diff --git a/content/mechanics/srd/Class Features/Alchemical Weapon Expertise.md b/content/mechanics/srd/Class Features/Alchemical Weapon Expertise.md
new file mode 100755
index 000000000..46d3f4da2
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Alchemical Weapon Expertise.md
@@ -0,0 +1,13 @@
+---
+title: "Alchemical Weapon Expertise"
+noteType: ":luggage:"
+aliases: "Alchemical Weapon Expertise"
+foundryId: Item.YaEEMMMjd25CDFL7
+tags:
+ - Item
+---
+
+# Alchemical Weapon Expertise
+![[icons-consumables-potions-potion-round-stopped-yellow-green.webp|150]]
+
+You've trained to more effectively wield the weapons you find in your lab. Your proficiency ranks for simple weapons, unarmed attacks, and alchemical bombs increase to expert.
diff --git a/content/mechanics/srd/Class Features/Alchemist Armor Expertise (Level 13).md b/content/mechanics/srd/Class Features/Alchemist Armor Expertise (Level 13).md
new file mode 100755
index 000000000..fd983dccd
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Alchemist Armor Expertise (Level 13).md
@@ -0,0 +1,13 @@
+---
+title: "Alchemist Armor Expertise (Level 13)"
+noteType: ":luggage:"
+aliases: "Alchemist Armor Expertise (Level 13)"
+foundryId: Item.9j8wJIqrighY6Yls
+tags:
+ - Item
+---
+
+# Alchemist Armor Expertise (Level 13)
+![[systems-pf2e-icons-features-classes-light-armor-expertise.webp|150]]
+
+You've learned how to dodge while wearing medium, light or no armor. Your proficiency ranks for medium armor, light armor and unarmored defense increase to expert.
diff --git a/content/mechanics/srd/Class Features/Alchemist Armor Mastery (Level 19).md b/content/mechanics/srd/Class Features/Alchemist Armor Mastery (Level 19).md
new file mode 100755
index 000000000..eccabfd07
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Alchemist Armor Mastery (Level 19).md
@@ -0,0 +1,13 @@
+---
+title: "Alchemist Armor Mastery (Level 19)"
+noteType: ":luggage:"
+aliases: "Alchemist Armor Mastery (Level 19)"
+foundryId: Item.NqOeicwk2DypbCKn
+tags:
+ - Item
+---
+
+# Alchemist Armor Mastery (Level 19)
+![[icons-equipment-chest-breastplate-rivited-red.webp|150]]
+
+Your skill with light and medium armor improves, increasing your ability to dodge blows. Your proficiency ranks for medium armor, light armor and unarmored defense increase to master.
diff --git a/content/mechanics/srd/Class Features/Alchemy.md b/content/mechanics/srd/Class Features/Alchemy.md
new file mode 100755
index 000000000..f4df51817
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Alchemy.md
@@ -0,0 +1,15 @@
+---
+title: "Alchemy"
+noteType: ":luggage:"
+aliases: "Alchemy"
+foundryId: Item.syWJf1OjMkn9tAkx
+tags:
+ - Item
+---
+
+# Alchemy
+![[systems-pf2e-icons-features-classes-alchemy.webp|150]]
+
+You understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use special infused reagents that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don't understand your strange science.
+
+You gain the [[Alchemical Crafting]] feat, even if you don't meet that feat's prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. You can use this feat to create alchemical items as long as you have the items' formulas in your formula book.
diff --git a/content/mechanics/srd/Class Features/Alertness.md b/content/mechanics/srd/Class Features/Alertness.md
new file mode 100755
index 000000000..a99acdcf2
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Alertness.md
@@ -0,0 +1,13 @@
+---
+title: "Alertness"
+noteType: ":luggage:"
+aliases: "Alertness"
+foundryId: Item.lZWFw3mtyCh8VvS8
+tags:
+ - Item
+---
+
+# Alertness
+![[systems-pf2e-icons-features-classes-alertness.webp|150]]
+
+Experience has made you increasingly aware of threats around you, and you react more quickly to danger. Your proficiency rank for Perception increases to expert.
diff --git a/content/mechanics/srd/Class Features/Amulet.md b/content/mechanics/srd/Class Features/Amulet.md
new file mode 100755
index 000000000..c7f423f8b
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Amulet.md
@@ -0,0 +1,29 @@
+---
+title: "Amulet"
+noteType: ":luggage:"
+aliases: "Amulet"
+foundryId: Item.94x0PAnl2iBGOnP8
+tags:
+ - Item
+---
+
+# Amulet
+![[systems-pf2e-icons-features-classes-amulet.webp|150]]
+
+Amulets are items carried for good luck and protection. Your amulet might be a magical diagram, a religious symbol, a preserved body part such as a rabbit's foot, or a lucky coin. Amulet implements are associated with the harrow suit of shields and the astrological signs of the bridge and the ogre.
+
+### **Initiate Benefit**
+
+The protective aspects of your amulet can shield you and your allies from harm. You gain the [[Amulet's Abeyance]] reaction.
+
+### **Adept Benefit**
+
+Your amulet offers continued protection. When you use Amulet's Abeyance, you or your ally chooses one type of damage dealt by the triggering attack and gains resistance 5 against that damage type until the start of your next turn. At 15th level, this lingering resistance increases from 5 to 10.
+
+### **Intensify Vulnerability**
+
+Your amulet repels the creature's attempts to harm you. You gain a +2 status bonus to AC and saves against the target of your Exploit Vulnerability.
+
+### **Paragon Benefit**
+
+Your amulet provides sanctuary even against wide-scale attacks. When you use Amulet's Abeyance, you target yourself and all allies within 15 feet. Each target gains both the initial resistance against the triggering damage and the lingering resistance from your amulet's adept benefit; the allies gain the lingering resistance even if they would not have taken any of the initial triggering damage. If the foe's attack deals multiple damage types, each target can separately choose the damage type to gain lingering resistance against.
diff --git a/content/mechanics/srd/Class Features/Anathema (Cleric).md b/content/mechanics/srd/Class Features/Anathema (Cleric).md
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index 000000000..8b402ba7d
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Anathema (Cleric).md
@@ -0,0 +1,17 @@
+---
+title: "Anathema (Cleric)"
+noteType: ":luggage:"
+aliases: "Anathema (Cleric)"
+foundryId: Item.X38AHWww9Sm1tSM4
+tags:
+ - Item
+---
+
+# Anathema (Cleric)
+![[icons-magic-symbols-cross-circle-blue.webp|150]]
+
+Acts fundamentally opposed to your deity's alignment or ideals are anathema to your faith. Learning or casting spells, committing acts, and using items that are anathema to your deity remove you from your deity's good graces.
+
+Casting spells with the evil trait is almost always anathema to good deities, and casting good spells is likewise anathema to evil deities; similarly, casting chaotic spells is anathema to lawful deities, and casting lawful spells is anathema to chaotic deities. A neutral cleric who worships a neutral deity isn't limited this way, but their alignment might change over time if they frequently cast spells or use abilities with a certain alignment. Similarly, casting spells that are anathema to the tenets or goals of your faith could interfere with your connection to your deity. For example, casting a spell to create undead would be anathema to [[Pharasma]], the goddess of death. For borderline cases, you and your GM determine which acts are anathema.
+
+If you perform enough acts that are anathema to your deity, or if your alignment changes to one not allowed by your deity, you lose the magical abilities that come from your connection to your deity. The class features that you lose are determined by the GM, but they likely include your divine font and all divine spellcasting. These abilities can be regained only if you demonstrate your repentance by conducting an _[[Atone]]_ ritual.
diff --git a/content/mechanics/srd/Class Features/Anathema (Druid).md b/content/mechanics/srd/Class Features/Anathema (Druid).md
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index 000000000..e2db309f4
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Anathema (Druid).md
@@ -0,0 +1,17 @@
+---
+title: "Anathema (Druid)"
+noteType: ":luggage:"
+aliases: "Anathema (Druid)"
+foundryId: Item.QkhjJTodT53yO9LN
+tags:
+ - Item
+---
+
+# Anathema (Druid)
+![[icons-consumables-plants-leaf-hastate-glowing-green.webp|150]]
+
+As stewards of the natural order, druids find affronts to nature anathema. If you repeatedly perform these acts, you lose your magical abilities from the druid class, including your druid spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance with an [[Atone]] ritual. The following acts are anathema to all druids.
+
+**Anathema** despoil natural places, consume more natural resources than you require to live comfortably, teach the Wildsong to non-druids.
+
+Your choice of druidic order adds further anathema, as detailed in the order's entry.
diff --git a/content/mechanics/srd/Class Features/Ancestors.md b/content/mechanics/srd/Class Features/Ancestors.md
new file mode 100755
index 000000000..9404bb8e1
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Ancestors.md
@@ -0,0 +1,65 @@
+---
+title: "Ancestors"
+noteType: ":luggage:"
+aliases: "Ancestors"
+foundryId: Item.f67PMghOLShxQ16H
+tags:
+ - Item
+---
+
+# Ancestors
+![[icons-environment-wilderness-arch-stone.webp|150]]
+
+The voices of generations past speak to you, and you hear their words. You might resent the constant interruption, or you might revere the spirits of those who came before. Perhaps you hail from a culture with strong ancestral traditions, such as the Shoanti Skoan-Quah (Skull Clan), a traditional dwarven community that worships Torag's family pantheon, or a group that reveres Erastil or Pharasma. You might commune with powerful psychopomps who shepherd souls to the afterlife, with the River of Souls itself, or with those spirits who have become trapped outside of the great cycle of spiritual rebirth. You learn from their whispers and the fragments of their memories, but opening your mind to their knowledge and experience also allows them to meddle in your worldly affairs.
+
+**Mystery Benefit**
+
+The whispers of your ancestors have bestowed additional knowledge upon you. You gain an additional ancestry feat at 1st level and another additional ancestry feat at 11th level. These feats can't be ones that grant physiological effects, such as additional senses or unarmed attacks.
+
+**Trained Skill** Society
+
+**Granted Cantrip** _[[Guidance]]_
+
+**Revelation Spells**
+
+* Initial _[[Ancestral Touch]]_;
+* Advanced _[[Ancestral Defense]]_;
+* Greater _[[Ancestral Form]]_
+
+**Related Domains** death, family
+
+### Curse of Ancestral Meddling
+
+The ancestral spirits you commune with haunt you and meddle with your belongings and actions, either out of a well-intentioned (but ultimately detrimental) attempt to assist you, as punishment for your audacity in circumventing the traditional means of achieving divine power, for their own amusement, or a mixture of the above. Your hair, clothing, and belongings constantly shift and stir, seemingly of their own volition.
+
+**Minor Curse**
+
+One of your ancestors becomes predominant in their meddling. The first time you gain this effect each day, roll `dice: 1d4` on the list below to determine which type of ancestor becomes predominant. This predominant ancestor guides you to use their preferred type of action. When you try to use one of the types of actions listed for the other ancestors, you must succeed at a DC 4 flat. On a failure, you spend the action but gain no effect (though you don't lose the spell if you were Casting a Spell). If your action would take 1 minute or longer, it's long enough that you can overcome the meddling, and you don't need to attempt a flat check.
+
+During combat or another tense, round-by-round encounter, other ancestors wrestle for control of your actions. When you roll initiative, and then at the end of each of your turns during the encounter, roll `dice: 1d4` and change your predominant ancestor appropriately. Once the encounter ends, you return to the influence of the ancestor you first rolled for the day.
+
+**Moderate Curse**
+
+The flat check DC to use other actions is 6, and you get the moderate curse benefit listed for your predominant ancestor in the list below.
+
+**Major Curse (11th)**
+
+The flat check DC is 8, and you get the major curse benefit listed for your predominant ancestor instead of the moderate curse benefit.
+
+* * *
+
+#### Ancestral Influence
+
+1. Martial Ancestor
+ * **Preferred action** Strikes
+ * **Moderate curse benefit** Your Strikes gain a +1 status bonus to attack rolls and a +2 status bonus to damage.
+ * **Major curse benefit** Your Strikes gain a +1 status bonus to attack rolls and a +6 status bonus to damage
+2. Skillful Ancestor
+ * **Preferred action** Perception and Skill actions
+ * **Moderate curse benefit** You gain a +1 status bonus to skill checks and Perception checks.
+ * **Major curse benefit** You gain a +2 status bonus to skill checks and Perception checks.
+3. Spellcasting Ancestor
+ * **Preferred action** Cast a Spell
+ * **Moderate curse benefit** Non-cantrip spells without a duration gain a status bonus to their damage and healing equal to the spell's level.
+ * **Major curse benefit** Non-cantrip spells without a duration gain a status bonus to their damage and healing equal to the spell's level + 3.
+4. You choose which ancestor guides your actions
diff --git a/content/mechanics/srd/Class Features/Animal Instinct.md b/content/mechanics/srd/Class Features/Animal Instinct.md
new file mode 100755
index 000000000..028c2709d
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Animal Instinct.md
@@ -0,0 +1,46 @@
+---
+title: "Animal Instinct"
+noteType: ":luggage:"
+aliases: "Animal Instinct"
+foundryId: Item.aMYRx90BD3UcbRV3
+tags:
+ - Item
+---
+
+# Animal Instinct
+![[icons-creatures-abilities-cougar-pounce-stalk-black.webp|150]]
+
+The fury of a wild predator fills you when you Rage, granting you ferocious unarmed attacks. Cultures that revere vicious animals (such as apes or bears) give rise to barbarians with this instinct. You might also be at war with an uncontrollable, animalistic side of your personality, or you might be a descendant of a werewolf or another werecreature. Select an animal from Table 3-3: Animal Instincts that best matches your chosen animal.
+
+## Table 3-3: Animal Instincts
+
+| Animal | Attack | Damage | Traits |
+| --- | --- | --- | --- |
+| Ape | Fist | 1d10 B | Grapple, unarmed |
+| Bear | Jaws | 1d10 P | Unarmed |
+| Bear (continued) | Claw | 1d6 S | Agile, unarmed |
+| Bull | Horn | 1d10 P | Shove, unarmed |
+| Cat | Jaws | 1d10 P | Unarmed |
+| Cat (continued) | Claw | 1d6 S | Agile, unarmed |
+| Deer | Antler | 1d10 P | Grapple, unarmed |
+| Frog | Jaws | 1d10 B | Unarmed |
+| Frog (continued) | Tongue | 1d4 B | Agile, unarmed |
+| Shark | Jaws | 1d10 P | Grapple, unarmed |
+| Snake | Fangs | 1d10 P | Grapple, unarmed |
+| Wolf | Jaws | 1d10 P | Trip, unarmed |
+
+## Anathema
+
+Flagrantly disrespecting an animal of your chosen kind is anathema to your instinct, as is using weapons while raging.
+
+## Bestial Rage (Instinct Ability)
+
+When you Rage, you gain your chosen animal's unarmed attack (or attacks). The specific attack gained, the damage it deals, and its traits are listed on Table 3-3: Animal Instincts. These attacks are in the brawling group. Your Rage action gains the morph, primal, and transmutation traits.
+
+## Specialization AbilityLevel 7
+
+Increase the damage die size for the unarmed attacks granted by your chosen animal by one step, and increase the additional damage from Rage from 2 to 5 for your chosen animal's unarmed attacks. The frog's tongue attack and deer's antler attack gain reach 10 feet. If you have greater weapon specialization, increase the damage from Rage from 5 to 12 for your chosen animal's unarmed attacks.
+
+## Raging ResistanceLevel 9
+
+You resist piercing and slashing damage.
diff --git a/content/mechanics/srd/Class Features/Animal Order.md b/content/mechanics/srd/Class Features/Animal Order.md
new file mode 100755
index 000000000..3c4469151
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Animal Order.md
@@ -0,0 +1,21 @@
+---
+title: "Animal Order"
+noteType: ":luggage:"
+aliases: "Animal Order"
+foundryId: Item.npEb9iPgL7y8dpmo
+tags:
+ - Item
+---
+
+# Animal Order
+![[icons-creatures-abilities-bear-roar-bite-brown-green.webp|150]]
+
+You have a strong connection to beasts, always feeling like you understood them (and they you) better than your own people. You stand for the animals of nature, a powerful animal companion at your side.
+
+**Order Skill** Athletics
+
+**Druid Feat** [[Animal Companion]]
+
+**Order Spell** [[Heal Animal]]
+
+**Anathema** Commit wanton cruelty to animals or kill animals unnecessarily. (This doesn't prevent you from defending yourself against animals or killing them cleanly for food).
diff --git a/content/mechanics/srd/Class Features/Antimagic Plating.md b/content/mechanics/srd/Class Features/Antimagic Plating.md
new file mode 100755
index 000000000..a8a607814
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Antimagic Plating.md
@@ -0,0 +1,13 @@
+---
+title: "Antimagic Plating"
+noteType: ":luggage:"
+aliases: "Antimagic Plating"
+foundryId: Item.EHocmQgMNidzPrE9
+tags:
+ - Item
+---
+
+# Antimagic Plating
+![[icons-magic-light-beam-impact-deflect-teal.webp|150]]
+
+Whether you used some clever adaptation of the magic-negating skymetal known as noqual or created magical protections of your own design, you've strengthened your armor against magic. While wearing the armor, you gain a +1 circumstance bonus to all saving throws against spells and to AC against spells. Against spells that target the armor directly (like heat metal), you instead gain a +4 circumstance bonus to all saving throws and to AC.
diff --git a/content/mechanics/srd/Class Features/Antipaladin.md b/content/mechanics/srd/Class Features/Antipaladin.md
new file mode 100755
index 000000000..184d054b7
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Antipaladin.md
@@ -0,0 +1,25 @@
+---
+title: "Antipaladin"
+noteType: ":luggage:"
+aliases: "Antipaladin"
+foundryId: Item.muBmhHMxx2RFoko7
+tags:
+ - Item
+---
+
+# Antipaladin
+![[icons-creatures-claws-claw-talons-yellow-red.webp|150]]
+
+You're dishonorable, dishonest, and committed to breaking the false hopes of kindness. You gain the [[Destructive Vengeance]] champion's reaction and the [[Touch of Corruption]] devotion spell. You gain the follow edicts and anathema:
+
+**Edicts** destroy that which offends you or stands in your way, take advantage of others, cheat, steal
+
+**Anathema** bind yourself with a law other than what your deity requires
+
+## Divine SmiteLevel 9
+
+An enemy damaged by the initial damage from your Destructive Vengeance also takes persistent spirit damage equal to your Charisma modifier. This applies only to the damage the reaction itself deals to the triggering creature, not the damage you deal with subsequent [[Strike|Strikes]].
+
+## ExaltLevel 11
+
+When you use Destructive Vengeance, each enemy within 15 feet of you other than the triggering creature takes half the damage you deal to the triggering enemy, of the same damage type you chose.
diff --git a/content/mechanics/srd/Class Features/Arcane Bond.md b/content/mechanics/srd/Class Features/Arcane Bond.md
new file mode 100755
index 000000000..82e48d3a0
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Arcane Bond.md
@@ -0,0 +1,13 @@
+---
+title: "Arcane Bond"
+noteType: ":luggage:"
+aliases: "Arcane Bond"
+foundryId: Item.jwI87l7OnldVoY8m
+tags:
+ - Item
+---
+
+# Arcane Bond
+![[systems-pf2e-icons-features-classes-arcane-bond.webp|150]]
+
+You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the [[Drain Bonded Item]] free action.
diff --git a/content/mechanics/srd/Class Features/Arcane Cascade.md b/content/mechanics/srd/Class Features/Arcane Cascade.md
new file mode 100755
index 000000000..42e99c7c3
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Arcane Cascade.md
@@ -0,0 +1,15 @@
+---
+title: "Arcane Cascade"
+noteType: ":luggage:"
+aliases: "Arcane Cascade"
+foundryId: Item.kApwP8znRNDGVRSi
+tags:
+ - Item
+---
+
+# Arcane Cascade
+![[icons-magic-control-silhouette-hold-change-blue.webp|150]]
+
+After you wield magic, you can enter a special stance to make your attacks more effective.
+
+[[Arcane Cascade]]
diff --git a/content/mechanics/srd/Class Features/Arcane School.md b/content/mechanics/srd/Class Features/Arcane School.md
new file mode 100755
index 000000000..b8a85a91a
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Arcane School.md
@@ -0,0 +1,15 @@
+---
+title: "Arcane School"
+noteType: ":luggage:"
+aliases: "Arcane School"
+foundryId: Item.FNO7r4rSVDO6AE0Z
+tags:
+ - Item
+---
+
+# Arcane School
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+Most wizards acquire their knowledge of spells from a formal educational institution, such as the Arcanamirium or the Magaambya. At 1st level, you choose your arcane school, which grants you magical abilities.
+
+You gain additional spells and spell slots from the curriculum taught at the school you attended. Arcane schools are described in detail on page 198. Some wizards follow the school of unified magical theory, which attempts to forge a new school by studying independently and drawing information from a multitude of texts and tutors. Though a wizard with this approach lacks the focus of formal training, they have greater flexibility.
diff --git a/content/mechanics/srd/Class Features/Arcane Spellcasting (Magus).md b/content/mechanics/srd/Class Features/Arcane Spellcasting (Magus).md
new file mode 100755
index 000000000..6f3b9f4ae
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Arcane Spellcasting (Magus).md
@@ -0,0 +1,21 @@
+---
+title: "Arcane Spellcasting (Magus)"
+noteType: ":luggage:"
+aliases: "Arcane Spellcasting (Magus)"
+foundryId: Item.h2Cx67xiPbEh9EVY
+tags:
+ - Item
+---
+
+# Arcane Spellcasting (Magus)
+![[icons-sundries-books-book-eye-purple.webp|150]]
+
+You study spells so you can combine them with your attacks or solve problems that strength of arms alone can't handle. You can cast arcane spells using the [[Cast a Spell]] activity, and you can supply material, somatic, and verbal components when casting spells.
+
+Because you're a magus, you can draw replacement sigils with the tip of your weapon or your free hand for spells requiring material components, replacing them with somatic components instead of needing a material component pouch.
+
+At 1st level, you can prepare one 1st-level spell and five cantrips each morning from the spells in your spellbook. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.
+
+As you increase in level as a magus, your number of spell slots and the highest level of spells you can cast from spell slots increase. Because you split your focus between physical training and magical scholarship, you have no more than two spell slots of your highest level and, if you can cast 2nd-level spells or higher, two spell slots of 1 level lower than your highest spell level.
+
+Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Your spell attack rolls and spell DCs use your Intelligence modifier.
diff --git a/content/mechanics/srd/Class Features/Arcane Thesis.md b/content/mechanics/srd/Class Features/Arcane Thesis.md
new file mode 100755
index 000000000..4239844a7
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Arcane Thesis.md
@@ -0,0 +1,13 @@
+---
+title: "Arcane Thesis"
+noteType: ":luggage:"
+aliases: "Arcane Thesis"
+foundryId: Item.JqvnlKZRANactbbE
+tags:
+ - Item
+---
+
+# Arcane Thesis
+![[systems-pf2e-icons-features-classes-arcane-thesis.webp|150]]
+
+During your studies to become a full-fledged wizard, you produced a thesis of unique magical research. You gain a special benefit depending on the topic of your thesis research. The arcane thesis topics presented in this book are below; your specific thesis probably has a much longer and more technical title like _"On the Methods of Spell Interpolation and the Genesis of a New Understanding of the Building Blocks of Magic."_
diff --git a/content/mechanics/srd/Class Features/Archwizard's Spellcraft.md b/content/mechanics/srd/Class Features/Archwizard's Spellcraft.md
new file mode 100755
index 000000000..7fe991322
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Archwizard's Spellcraft.md
@@ -0,0 +1,13 @@
+---
+title: "Archwizard's Spellcraft"
+noteType: ":luggage:"
+aliases: "Archwizard's Spellcraft"
+foundryId: Item.R7bRtCTfgeJuJNoX
+tags:
+ - Item
+---
+
+# Archwizard's Spellcraft
+![[icons-sundries-books-book-eye-purple.webp|150]]
+
+You command the most potent arcane magic and can cast a spell of truly incredible power. You gain a single 10th-rank spell slot and can prepare a spell in that slot using wizard spellcasting. Unlike with other spell slots, you can't use 10th-rank slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You don't gain more 10th-rank spells as you level up, but you can take the [[Archwizard's Might]] feat to gain a second slot.
diff --git a/content/mechanics/srd/Class Features/Armor Expertise.md b/content/mechanics/srd/Class Features/Armor Expertise.md
new file mode 100755
index 000000000..e2d5c255d
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Armor Expertise.md
@@ -0,0 +1,13 @@
+---
+title: "Armor Expertise"
+noteType: ":luggage:"
+aliases: "Armor Expertise"
+foundryId: Item.WA5JltFVhInAPTy8
+tags:
+ - Item
+---
+
+# Armor Expertise
+![[systems-pf2e-icons-features-classes-armor-expertise.webp|150]]
+
+You have spent so much time in armor that you know how to make the most of its protection. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor.
diff --git a/content/mechanics/srd/Class Features/Armor Innovation.md b/content/mechanics/srd/Class Features/Armor Innovation.md
new file mode 100755
index 000000000..107b1c38d
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Armor Innovation.md
@@ -0,0 +1,23 @@
+---
+title: "Armor Innovation"
+noteType: ":luggage:"
+aliases: "Armor Innovation"
+foundryId: Item.pvkE8R4X50gmQneH
+tags:
+ - Item
+---
+
+# Armor Innovation
+![[systems-pf2e-icons-features-classes-armor-innovation.webp|150]]
+
+Your innovation is a cutting-edge suit of medium armor with a variety of attached gizmos and devices. Choose one of the sets of statistics on Table 2-2: Innovation Armor Statistics for your innovation armor (or choose another set of innovation armor statistics to which you have access).
+
+Your innovation armor can have fundamental and property runes added to it in the same way as ordinary armor. Because of the unique features of your innovation, everyone except you is untrained in it, even if they would normally be trained (or better) in medium armor. Choose one initial armor modification to apply to your innovation, either from the following or from other initial armor modifications to which you have access.
+
+* **Harmonic Oscillator** You designed your armor to inaudibly thrum at just the right frequency to create interference against force and sound waves. You gain resistance equal to 3 + half your level to force and sonic damage. When under the effects of Overdrive, the resistance increases by 2.
+* **Metallic Reactance** The metals in your armor are carefully alloyed to ground electricity and protect from acidic chemical reactions. You gain resistance equal to 3 + half your level to acid and electricity damage. When under the effects of Overdrive, the resistance increases by 2.
+* **Muscular Exoskeleton (Power Suit Only)** Your armor supports your muscles with a carefully crafted exoskeleton. When you send your armor into overdrive, the exoskeleton supplements your feats of athletics as well. When under the effects of Overdrive, you gain a +1 circumstance bonus to Athletics checks; if you're a master in Crafting, this increases to a +2 circumstance bonus.
+* **Otherworldly Protection** Just because you use science doesn't mean you can't build your armor with carefully chosen materials and gizmos designed to protect against otherworldly attacks. You gain resistance equal to 3 + half your level to void damage, or to vitality damage if you have void healing (such as if you're a dhampir). You gain the same amount of resistance to any types of alignment damage-good, evil, chaotic, lawful-that can damage you (note that creatures don't take a given type of alignment damage unless they are of the opposing alignment; for instance, you can take spirit damage only if you are good in alignment).
+* **Phlogistonic Regulator** A layer of insulation within your armor protects you from rapid temperature fluctuations. You gain resistance equal to half your level to cold and fire damage. When under the effects of Overdrive, the resistance increases by 2.
+* **Speed Boosters** You have boosters in your armor that increase your Speed. You gain a +5-foot status bonus to your Speed, which increases to a +10-foot status bonus when under the effects of Overdrive.
+* **Subtle Dampeners (Subterfuge Suit Only)** You've designed your armor to help you blend in and dampen noise slightly. When you send your armor into overdrive, the dampeners increase their effect, improving your Stealth. When under the effects of Overdrive, you gain a +1 circumstance bonus to Stealth checks. If you're a master in Crafting, this increases to a +2 circumstance bonus.
diff --git a/content/mechanics/srd/Class Features/Armor Mastery.md b/content/mechanics/srd/Class Features/Armor Mastery.md
new file mode 100755
index 000000000..b4149e367
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Armor Mastery.md
@@ -0,0 +1,13 @@
+---
+title: "Armor Mastery"
+noteType: ":luggage:"
+aliases: "Armor Mastery"
+foundryId: Item.OhqdmURaCsC09owl
+tags:
+ - Item
+---
+
+# Armor Mastery
+![[icons-equipment-chest-breastplate-sculpted-grey.webp|150]]
+
+Your skill with armor improves further. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to master.
diff --git a/content/mechanics/srd/Class Features/Armor of Fury.md b/content/mechanics/srd/Class Features/Armor of Fury.md
new file mode 100755
index 000000000..9da7d8850
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Armor of Fury.md
@@ -0,0 +1,13 @@
+---
+title: "Armor of Fury"
+noteType: ":luggage:"
+aliases: "Armor of Fury"
+foundryId: Item.Ppi0LEjEFKiSqZi0
+tags:
+ - Item
+---
+
+# Armor of Fury
+![[systems-pf2e-icons-features-classes-armor-of-fury.webp|150]]
+
+Your training and rage deepen your connection to your armor. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master.
diff --git a/content/mechanics/srd/Class Features/Ash.md b/content/mechanics/srd/Class Features/Ash.md
new file mode 100755
index 000000000..980eb2ba0
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Ash.md
@@ -0,0 +1,45 @@
+---
+title: "Ash"
+noteType: ":luggage:"
+aliases: "Ash"
+foundryId: Item.0Bphvs0B5M9wI9Kj
+tags:
+ - Item
+---
+
+# Ash
+![[icons-magic-fire-flame-burning-skeleton-explosion.webp|150]]
+
+You see all things in the world as little more than fleeting and temporary, waiting to be purified into their base essence: the ash left behind after a burning fire. While you understand fire is a necessary part of this process, you see fire mostly as a tool to achieve final purity, not a goal. You have much in common with oracles with the flames mystery, but you may consider them to be short-sighted, or at best simply lacking in understanding of the truths that their burning fires impart. You might see ash as the only true representation of the impermanent nature of life and its pointless existence. Alternatively, you may see the benefit ash can have on soils and farmlands as part of a larger cycle of death and rebirth. Perhaps you see the phoenix, with its life cycle of being reduced to ash and reborn, as a sacred creature that has achieved a higher state of being and worthy of imitation (or maybe you see it as a tragic creature that can't ever reach the goal of perfection). If you follow a deity, you might follow gods of fire like Sarenrae, those who burn impurities to ash such as Brigh or Torag, or those who strive to burn all things to ash, such as the archdevil Moloch or the demon lord Flauros.
+
+**Mystery Benefit**
+
+Your flesh flows around physical threats like a cloud of ash. You gain resistance equal to half your level (minimum 1) against all physical damage and you gain a +2 circumstance bonus to saves and DCs against Grapple, Shove, and forced movement.
+
+**Trained Skill** Occultism
+
+**Granted Cantrip** _[[Produce Flame]]_
+
+**Revelation Spells**
+
+* initial: _[[Ashen Wind]]_;
+* advanced: _[[Incendiary Ashes]]_;
+* greater: _[[Ash Form]]_
+
+**Related Domains** destruction, fire
+
+### Curse of Creeping Ashes
+
+Your body is slowly being consumed by the fires of your internal power, purifying you with each passing day. You are occasionally wracked with dry, wheezing coughs, and wherever you go you leave behind a fine trace of ash that falls from your body.
+
+**Minor Curse**
+
+The smoldering furnace of power within you begins to feed on your body and generate ash, which you inhale with every breath and leave behind with every step, impeding your footing. You take a –1 penalty on Constitution-based checks, such as Fortitude saves, and your Speed is reduced by 10 feet.
+
+**Moderate Curse**
+
+The ash you produce intensifies and fills the area around you, obscuring details and making the ground challenging to navigate. You are [[Dazzled]]. An aura of ash surrounds you in a 10-foot emanation. You and creatures in the aura are [[Concealed]]. If you do not move for 1 round, heaps of ashes settle in the aura, creating difficult terrain that lasts until you move (when the ashes blow away).
+
+**Major Curse (11th)**
+
+You and nearby creatures collapse into ash with the slightest flame. Within your moderate curse's aura, you and all creatures gain weakness to fire equal to half your level. If a creature other than you in this aura is killed by fire damage, its body collapses into ash. Objects and structures in your aura halve their Hardness, and any parts of the object or structures in your aura that are reduced to 0 Hit Points collapse into ash.
diff --git a/content/mechanics/srd/Class Features/Bard Weapon Expertise.md b/content/mechanics/srd/Class Features/Bard Weapon Expertise.md
new file mode 100755
index 000000000..63f6a15a1
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Bard Weapon Expertise.md
@@ -0,0 +1,13 @@
+---
+title: "Bard Weapon Expertise"
+noteType: ":luggage:"
+aliases: "Bard Weapon Expertise"
+foundryId: Item.nNK1HYzOcGTcqBQj
+tags:
+ - Item
+---
+
+# Bard Weapon Expertise
+![[icons-skills-melee-hand-grip-sword-red.webp|150]]
+
+You have become thoroughly adept with bardic weapons. Your proficiency rank for martial weapons, simple weapons, and unarmed attacks increases to expert. When you critically succeed at an attack roll using one of these weapons or an unarmed attack while one of your compositions is active, you apply the critical specialization effect for that weapon or unarmed attack.
diff --git a/content/mechanics/srd/Class Features/Battle Hardened.md b/content/mechanics/srd/Class Features/Battle Hardened.md
new file mode 100755
index 000000000..7937ceeb6
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Battle Hardened.md
@@ -0,0 +1,13 @@
+---
+title: "Battle Hardened"
+noteType: ":luggage:"
+aliases: "Battle Hardened"
+foundryId: Item.wsaDF2x1Niao4GPz
+tags:
+ - Item
+---
+
+# Battle Hardened
+![[systems-pf2e-icons-features-classes-juggerenaut.webp|150]]
+
+Your experience in battle helps protect you against magic and toxins alike. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Battle.md b/content/mechanics/srd/Class Features/Battle.md
new file mode 100755
index 000000000..95ece8f0a
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Battle.md
@@ -0,0 +1,47 @@
+---
+title: "Battle"
+noteType: ":luggage:"
+aliases: "Battle"
+foundryId: Item.UKczT3MrQJMN7MRk
+tags:
+ - Item
+---
+
+# Battle
+![[systems-pf2e-icons-features-classes-battle-mystery.webp|150]]
+
+Warlike forces fill you with physical might and tactical knowledge, aiming to have you uphold the glory of combat, fight to improve the world, prepare against the necessity of conflict, or endure the inevitability of war. You might draw upon deities such as Gorum, Iomedae, Rovagug, the Horseman of War Szuriel, the Queen of the Night Eiseth, the Vudrani god Diomazul, and others, or you might find power in the unending conflict between the armies of Heaven and Hell, the Elemental Planes, the Outer Gods, or even the collective spirits of those who fought in wars over the ages.
+
+**Mystery Benefit**
+
+You are no stranger to the trappings of warfare. You are trained in medium and heavy armor. At 13th level, if you gain the light armor expertise class feature, you also gain expert proficiency in these armors.
+
+Choose one weapon group that embodies your mystery. You are trained in all martial weapons of that group. At 11th level, if you gain the weapon expertise class feature, you also gain expert proficiency for martial weapons in your chosen group, and you become trained in advanced weapons in that group.
+
+**Trained Skill** Athletics
+
+**Granted Cantrip** _[[Shield]]_
+
+**Revelation Spells**
+
+* Initial _[[Call to Arms]]_;
+* Advanced _[[Battlefield Persistence]]_;
+* Greater _[[Heroic Feat]]_
+
+**Related Domains** might, zeal
+
+### Curse of the Hero's Burden
+
+You thrive while adrenaline flows and your life depends on your might alone, but holding the collective battle prowess of the ages within you leaves your body weakened after a fight. You smell faintly of steel and blood no matter how you try to remove or mask the scent, you appear more muscular than you actually are, and you hear the faint clash and clamor of battle in the distance at all times.
+
+#### Minor Curse
+
+Your body languishes when you aren't bringing harm to your foes. You take a -2 status penalty to AC and saving throws, but each time you make a Strike, you can suspend these penalties until the start of your next turn.
+
+#### Moderate Curse
+
+The strain of conflict wears upon your body, even though you gain vitality from it. Making a Strike reduces the penalty from your minor curse to -1 rather than suspending it entirely. You gain a +2 status bonus to weapon and unarmed damage rolls. You also gain fast healing equal to half your level while in a non-trivial combat encounter.
+
+#### Major Curse (11th)
+
+Your body proves capable of truly heroic feats, but doing so interferes with your mental focus. Your moderate curse's fast healing is equal to your level, and its damage bonus is +6. You gain a +1 status bonus to weapon and unarmed attack rolls, but you are [[Stupefied|Stupefied 2]].
diff --git a/content/mechanics/srd/Class Features/Battledancer.md b/content/mechanics/srd/Class Features/Battledancer.md
new file mode 100755
index 000000000..13ab3a5eb
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Battledancer.md
@@ -0,0 +1,15 @@
+---
+title: "Battledancer"
+noteType: ":luggage:"
+aliases: "Battledancer"
+foundryId: Item.I9ly6qr2LULKjEUW
+tags:
+ - Item
+---
+
+# Battledancer
+![[systems-pf2e-icons-features-classes-battledancer-style.webp|150]]
+
+To you, a fight is a kind of performance art, and you command your foes' attention with mesmerizing motions.
+
+You are trained in Performance and gain the [[Fascinating Performance]] skill feat. You gain [[Panache]] during an encounter when the result of your Performance check to [[Perform]] exceeds the Will DC of an observing foe, even if the foe isn't fascinated.
diff --git a/content/mechanics/srd/Class Features/Battlefield Surveyor.md b/content/mechanics/srd/Class Features/Battlefield Surveyor.md
new file mode 100755
index 000000000..c4b2775ca
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Battlefield Surveyor.md
@@ -0,0 +1,13 @@
+---
+title: "Battlefield Surveyor"
+noteType: ":luggage:"
+aliases: "Battlefield Surveyor"
+foundryId: Item.3PddpLYSGIhHuMsM
+tags:
+ - Item
+---
+
+# Battlefield Surveyor
+![[systems-pf2e-icons-features-classes-battlefield-surveyor.webp|150]]
+
+Whether taking stock of an enemy army or simply standing guard, you excel at observing your foes. Your proficiency rank for Perception increases to master. In addition, you gain a +2 circumstance bonus to Perception checks for initiative, making you faster to react during combat.
diff --git a/content/mechanics/srd/Class Features/Bell.md b/content/mechanics/srd/Class Features/Bell.md
new file mode 100755
index 000000000..94d758697
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Bell.md
@@ -0,0 +1,29 @@
+---
+title: "Bell"
+noteType: ":luggage:"
+aliases: "Bell"
+foundryId: Item.sQzUrXuVJMqIImZH
+tags:
+ - Item
+---
+
+# Bell
+![[systems-pf2e-icons-features-classes-bell.webp|150]]
+
+Bells symbolize the power that sounds and emotions hold over others, soothing with one tone and startling with another. Bells, drums, finger cymbals, and other percussion instruments are most typical, but these implements can be any type of portable musical instrument that is played with one hand. Bell implements are associated with the astrological signs of the daughter and the blossom.
+
+### **Initiate Benefit**
+
+You can use your bell implement to create three different kinds of music, each of which weakens a foe in a different way. You gain the [[Ring Bell]] activity.
+
+### **Adept Benefit**
+
+Your bell resonates powerfully, causing the effect to last longer. The conditions from Ring Bell last 3 rounds instead of 1 round.
+
+### **Intensify Vulnerability**
+
+Your reinforced bell can reach into the most basal part of the target's mind, priming it to be vulnerable to the bell's effects. When you successfully Strike the target of your Exploit Vulnerability, your bell implement plays a haunting tone and the creature takes a -2 status penalty on saves against your Ring Bell for 1 round, or a -3 status penalty on a critical hit. This effect has the auditory, emotion, and mental traits.
+
+### **Paragon Benefit**
+
+With your mastery of your bell, you can affect many foes with ease. All the condition values from Ring Bell increase to 2 (or 3 on a critical failure). Ring Bell can trigger off the Strike or spell of any enemy, not just the target of your Exploit Vulnerability; however, in that case, the condition lasts only until the start of your next turn.
diff --git a/content/mechanics/srd/Class Features/Blade Ally.md b/content/mechanics/srd/Class Features/Blade Ally.md
new file mode 100755
index 000000000..283193e4a
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Blade Ally.md
@@ -0,0 +1,15 @@
+---
+title: "Blade Ally"
+noteType: ":luggage:"
+aliases: "Blade Ally"
+foundryId: Item.bSUJ1bRwr5ZXFFdv
+tags:
+ - Item
+---
+
+# Blade Ally
+![[systems-pf2e-icons-features-classes-blade-ally.webp|150]]
+
+A spirit of battle dwells within your armaments. Select one weapon or [[Handwraps of Mighty Blows]] when you make your daily preparations. In your hands, the item gains the effect of a property rune. For a champion following the tenets of good, choose [[Vitalizing|Disrupting]], [[Ghost Touch]], [[Returning]], or [[Shifting]]. If you are a champion following the tenets of evil, you can choose the following property runes: [[Fearsome]], returning, or shifting. You also gain the weapon's critical specialization effect.
+
+
diff --git a/content/mechanics/srd/Class Features/Bloodline Paragon.md b/content/mechanics/srd/Class Features/Bloodline Paragon.md
new file mode 100755
index 000000000..db4675f8c
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Bloodline Paragon.md
@@ -0,0 +1,13 @@
+---
+title: "Bloodline Paragon"
+noteType: ":luggage:"
+aliases: "Bloodline Paragon"
+foundryId: Item.cH961J3wMMRiq9RM
+tags:
+ - Item
+---
+
+# Bloodline Paragon
+![[systems-pf2e-icons-features-classes-bloodline-paragon.webp|150]]
+
+You have perfected the magic in your bloodline. Add two common 10th-level spells of your tradition to your repertoire. You gain a single 10th-level spell slot you can use to cast these spells, using sorcerer spellcasting. Unlike other spell slots, you don't gain more 10th-level spells as you level up, and they can't be used for abilities that let you cast spells without expending spell slots or abilities that give you more spell slots. You can take the [[Bloodline Perfection]] sorcerer feat to gain a second slot.
diff --git a/content/mechanics/srd/Class Features/Bloodline Spells.md b/content/mechanics/srd/Class Features/Bloodline Spells.md
new file mode 100755
index 000000000..0ce375266
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Bloodline Spells.md
@@ -0,0 +1,29 @@
+---
+title: "Bloodline Spells"
+noteType: ":luggage:"
+aliases: "Bloodline Spells"
+foundryId: Item.Ij2tyr9wXxxfEO03
+tags:
+ - Item
+---
+
+# Bloodline Spells
+![[systems-pf2e-icons-features-classes-bloodline-spells.webp|150]]
+
+Your bloodline grants you bloodline spells, special spells unique to your lineage. Bloodline spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity. Unlike other characters, you don't need to do anything specific to Refocus, as the power flowing through your veins naturally replenishes your focus pool.
+
+Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules can be found here.
+
+### Reading A Bloodline Entry
+
+A bloodline entry contains the following information:
+
+**Spell List** You use this magical tradition and spell list.
+
+**Bloodline Skills** You become trained in the listed skills.
+
+**Granted Spells** You automatically add the spells listed here to your spell repertoire, as described in the Spell Repertoire class feature. At 1st level, you gain a cantrip and a 1st-level spell. You learn the other spells on the list as soon as you gain the ability to cast sorcerer spells of that level.
+
+**Bloodline Spells** You automatically gain the initial bloodline spell at 1st level and can gain more by selecting the Advanced Bloodline and Greater Bloodline feats.
+
+**Blood Magic** Whenever you cast a bloodline spell using Focus Points or a granted spell from your bloodline using a spell slot, you gain a blood magic effect. If the blood magic offers a choice, make it before resolving the spell. The blood magic effect occurs after resolving any checks for the spell's initial effects and, against a foe, applies only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, you must designate yourself or one target in the area when you cast the spell to be the target of the blood magic effect. All references to spell level refer to the level of the spell you cast.
diff --git a/content/mechanics/srd/Class Features/Bloodline.md b/content/mechanics/srd/Class Features/Bloodline.md
new file mode 100755
index 000000000..18b615efb
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+++ b/content/mechanics/srd/Class Features/Bloodline.md
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+---
+title: "Bloodline"
+noteType: ":luggage:"
+aliases: "Bloodline"
+foundryId: Item.6puI4L9sW3LAJpnO
+tags:
+ - Item
+---
+
+# Bloodline
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+Choose a bloodline that gives you your spellcasting talent. This choice determines the type of spells you cast and the spell list you choose them from, additional spells you learn, and additional trained skills. You also gain Focus Points and special focus spells based on your bloodline. The bloodlines presented are as follows:
+
+* **[[Bloodline_ Aberrant|Aberrant]]** A strange and unknowable influence gives you occult spells.
+* **[[Bloodline_ Angelic|Angelic]]** Holy grace bestows divine spells upon you.
+* **[[Bloodline_ Demonic|Demonic]]** A sinful corruption gives you divine spells.
+* **[[Bloodline_ Diabolic|Diabolic]]** A bond with devils gives you divine spells.
+* **[[Bloodline_ Draconic|Draconic]]** The blood of dragons grants you arcane spells.
+* **[[Bloodline_ Elemental|Elemental]]** The power of the elements manifests in you as primal spells.
+* **[[Bloodline_ Fey|Fey]]** Influence from the fey gives you primal spells.
+* **[[Bloodline_ Genie|Genie]]** Through lineage, magic, or wishes made real, the blood of a noble genie flows through your veins.
+* **[[Bloodline_ Hag|Hag]]** The blight of a hag has given you occult spells.
+* **[[Bloodline_ Harrow|Harrow]]** You have a deep connection to the harrow.
+* **[[Bloodline_ Imperial|Imperial]]** An ancient power grants you arcane spells.
+* **[[Bloodline_ Nymph|Nymph]]** One of your ancestors was inspired by a nymph, or perhaps was a nymph themself, and now the beauty of nature lives in you.
+* **[[Bloodline_ Phoenix|Phoenix]]** The healing fire a phoenix's blessing grants you primal spells.
+* **[[Bloodline_ Psychopomp|Psychopomp]]** For good or ill, your ancestors' deeds drew the attention of psychopomps, or you might somehow count one in your family tree. The presence of these shepherds of souls and enemies of undeath has left an indelible mark on you.
+* **[[Bloodline_ Shadow|Shadow]]** Whether due to a velstrac's manipulations or a planar jaunt gone horribly wrong, your bloodline was infused with a vein of shadow.
+* **[[Bloodline_ Undead|Undead]]** The touch of death gives you divine spells.
+* **[[Bloodline_ Wyrmblessed|Wyrmblessed]]** A draconic blessing grants you divine spells.
+
+
diff --git a/content/mechanics/srd/Class Features/Bloodline_ Aberrant.md b/content/mechanics/srd/Class Features/Bloodline_ Aberrant.md
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index 000000000..07c22a7af
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Bloodline_ Aberrant.md
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+---
+title: "Bloodline: Aberrant"
+noteType: ":luggage:"
+aliases: "Bloodline: Aberrant"
+foundryId: Item.KRRJvGsBjEXY5s5H
+tags:
+ - Item
+---
+
+# Bloodline: Aberrant
+![[icons-commodities-biological-eye-blue-gold.webp|150]]
+
+Something speaks to you from beyond the stars or below the earth. Ancient and unknowable, this alien influence presses against your mind.
+
+**Spell List** occult
+
+**Bloodline Skills** Intimidation, Occultism
+
+**Granted Spells** cantrip _[[Daze]]_, 1st: _[[Spider Sting]]_, 2nd: _[[Stupefy]]_, 3rd: _[[Vampiric Feast]]_, 4th: _[[Confusion]]_, 5th: _[[Black Tentacles]]_, 6th: _[[Never Mind]]_, 7th: _[[Warp Mind]]_, 8th: _[[Uncontrollable Dance]]_, 9th: _[[Spirit Song]]_
+
+**Bloodline Spells** initial: _[[Tentacular Limbs]]_, advanced: _[[Aberrant Whispers]]_, greater: _[[Unusual Anatomy]]_
+
+**Blood Magic** Aberrant whispers shield one target's mind or your own, granting a +2 status bonus to Will saving throws for 1 round.
+
+
diff --git a/content/mechanics/srd/Class Features/Bloodline_ Angelic.md b/content/mechanics/srd/Class Features/Bloodline_ Angelic.md
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index 000000000..7be5fdf73
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+++ b/content/mechanics/srd/Class Features/Bloodline_ Angelic.md
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+---
+title: "Bloodline: Angelic"
+noteType: ":luggage:"
+aliases: "Bloodline: Angelic"
+foundryId: Item.3WVxFiiZov9euzEw
+tags:
+ - Item
+---
+
+# Bloodline: Angelic
+![[icons-commodities-treasure-trinket-wing-white.webp|150]]
+
+One of your forebears hailed from a celestial realm, or your ancestors' devotion led to their lineage being blessed.
+
+**Spell List** divine
+
+**Bloodline Skills** Diplomacy, Religion
+
+**Granted Spells** cantrip _[[Light]]_, 1st: _[[Heal]]_, 2nd: _[[Spiritual Weapon]]_, 3rd: _[[Holy Light]]_, 4th: _[[Divine Wrath]]_, 5th: _[[Flame Strike]]_, 6th:_[[Blade Barrier]]_, 7th: _[[Divine Decree]]_, 8th: _[[Divine Aura]]_, 9th: _[[Foresight]]_
+
+**Bloodline Spells** initial: _[[Angelic Halo]]_, advanced: _[[Angelic Wings]]_, greater: _[[Celestial Brand]]_
+
+**Blood Magic** An angelic aura protects you or one target, granting a +1 status bonus to saving throws for 1 round.
+
+
diff --git a/content/mechanics/srd/Class Features/Bloodline_ Demonic.md b/content/mechanics/srd/Class Features/Bloodline_ Demonic.md
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index 000000000..f454ff67f
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Bloodline_ Demonic.md
@@ -0,0 +1,25 @@
+---
+title: "Bloodline: Demonic"
+noteType: ":luggage:"
+aliases: "Bloodline: Demonic"
+foundryId: Item.gKNDj1cDKPCCF7Bz
+tags:
+ - Item
+---
+
+# Bloodline: Demonic
+![[icons-commodities-treasure-statuette-gargoyle-green-gold.webp|150]]
+
+Demons debase all they touch. One of your ancestors fell victim to their corruption, and you are burdened by that sin.
+
+**Spell List** divine
+
+**Bloodline Skills** Intimidation, Religion
+
+**Granted Spells** cantrip _[[Acid Splash]]_, 1st: _[[Fear]]_, 2nd: _[[Enlarge]]_, 3rd: _[[Slow]]_, 4th: _[[Divine Wrath]]_, 5th: _[[Abyssal Plague]]_, 6th: _[[Disintegrate]]_, 7th: _[[Divine Decree]]_, 8th: _[[Divine Aura]]_, 9th: _[[Implosion]]_
+
+**Bloodline Spells** initial: _[[Glutton's Jaw]]_, advanced: _[[Swamp of Sloth]]_, greater: _[[Abyssal Wrath]]_
+
+**Blood Magic** The corruption of sin weakens a target's defenses or makes you more imposing. Either a target takes a -1 status penalty to AC for 1 round, or you gain a +1 status bonus to Intimidation checks for 1 round.
+
+
diff --git a/content/mechanics/srd/Class Features/Bloodline_ Diabolic.md b/content/mechanics/srd/Class Features/Bloodline_ Diabolic.md
new file mode 100755
index 000000000..b180fcae0
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Bloodline_ Diabolic.md
@@ -0,0 +1,25 @@
+---
+title: "Bloodline: Diabolic"
+noteType: ":luggage:"
+aliases: "Bloodline: Diabolic"
+foundryId: Item.YuShyhS12G880dla
+tags:
+ - Item
+---
+
+# Bloodline: Diabolic
+![[icons-sundries-scrolls-scroll-symbol-eye-brown.webp|150]]
+
+Devils are evil with a silver tongue, and one of your ancestors dallied in darkness or made an infernal pact.
+
+**Spell List** divine
+
+**Bloodline Skills** Deception, Religion
+
+**Granted Spells** cantrip _[[Produce Flame]]_, 1st: _[[Charm]]_, 2nd: _[[Floating Flame]]_, 3rd: _[[Enthrall]]_, 4th: _[[Suggestion]]_, 5th: _[[Wave of Despair]]_, 6th: _[[Truesight]]_, 7th: _[[Divine Decree]]_, 8th: _[[Divine Aura]]_, 9th: _[[Falling Stars]]_
+
+**Bloodline Spells** initial: _[[Diabolic Edict]]_, advanced: _[[Embrace the Pit]]_, greater: _[[Hellfire Plume]]_
+
+**Blood Magic** Hellfire scorches a target or fills your tongue with lies. Either a target takes 1 fire damage per spell level (if the spell already deals initial fire damage, combine this with the spell's initial damage before determining weaknesses and resistances), or you gain a +1 status bonus to Deception checks for 1 round.
+
+
diff --git a/content/mechanics/srd/Class Features/Bloodline_ Draconic.md b/content/mechanics/srd/Class Features/Bloodline_ Draconic.md
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+++ b/content/mechanics/srd/Class Features/Bloodline_ Draconic.md
@@ -0,0 +1,35 @@
+---
+title: "Bloodline: Draconic"
+noteType: ":luggage:"
+aliases: "Bloodline: Draconic"
+foundryId: Item.HlcXPr6zWTclPWp3
+tags:
+ - Item
+---
+
+# Bloodline: Draconic
+![[icons-commodities-biological-wing-lizard-pink-purple.webp|150]]
+
+The blood of dragons flows through your veins. These beasts are both fearsome in combat and skilled at magic
+
+**Spell List** arcane
+
+**Bloodline Skills** Arcana, Intimidation
+
+**Granted Spells** cantrip _[[Shield]]_, 1st: _[[Sure Strike]]_, 2nd: _[[Resist Energy]]_, 3rd: _[[Haste]]_, 4th: _[[Spell Immunity]]_, 5th: _[[Chromatic Wall]]_, 6th: _[[Dragon Form]]_, 7th: _[[Mask of Terror]]_, 8th: _[[Prismatic Wall]]_, 9th: _[[Overwhelming Presence]]_
+
+**Bloodline Spells** initial: _[[Dragon Claws]]_, advanced: _[[Dragon Breath]]_, greater: _[[Dragon Wings]]_
+
+**Blood Magic** Draconic scales grow briefly on you or one target, granting a +1 status bonus to AC for 1 round.
+
+## Dragon Type
+
+At 1st level, choose the type of dragon that influenced your bloodline. You can't change your dragon type later. This affects how some of your bloodline spells function.
+
+The good metallic dragons and their damage types are brass (fire), bronze (electricity), copper (acid), gold (fire), and silver (cold).
+
+The evil chromatic dragons and their damage types are black (acid), blue (electricity), green (poison), red (fire), and white (cold).
+
+## Related bloodline
+
+Because the wyrmblessed and draconic bloodlines have similar origins, they count the same as each other for the purposes of prerequisites and access requirements.
diff --git a/content/mechanics/srd/Class Features/Bloodline_ Elemental.md b/content/mechanics/srd/Class Features/Bloodline_ Elemental.md
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index 000000000..9d517f8b2
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+++ b/content/mechanics/srd/Class Features/Bloodline_ Elemental.md
@@ -0,0 +1,31 @@
+---
+title: "Bloodline: Elemental"
+noteType: ":luggage:"
+aliases: "Bloodline: Elemental"
+foundryId: Item.b5syP2IMG9znLUAp
+tags:
+ - Item
+---
+
+# Bloodline: Elemental
+![[systems-pf2e-icons-features-classes-elemental.webp|150]]
+
+A genie ancestor or some other elemental influence has imbued your blood with primal fury. This affects how your blood magic works, along with your bloodline spells and granted spells marked with an asterisk (\*).
+
+**Spell List** primal
+
+**Bloodline Skills** Intimidation, Nature
+
+**Granted Spells** cantrip _[[Produce Flame]]_\*, 1st: _[[Breathe Fire]]_\*, 2nd: _[[Resist Energy]]_, 3rd: _[[Fireball]]_\*, 4th: _[[Unfettered Movement]]_, 5th: _[[Elemental Form]]_, 6th: _[[Repulsion]]_, 7th: _[[Energy Aegis]]_, 8th: _[[Prismatic Wall]]_, 9th: _[[Storm of Vengeance]]_
+
+**Bloodline Spells** initial: _[[Elemental Toss]]_\*, advanced: _[[Elemental Motion]]_, greater: _[[Elemental Blast]]_\*
+
+**Blood Magic** Elemental energy surrounds you or a target. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes 1 damage per spell level. The damage is bludgeoning or fire, according to your elemental type (see below). If the spell already deals that type of damage, combine it with the spell's initial damage before determining weaknesses and resistances.
+
+## Elemental Type
+
+Choose the type of elemental that influenced your bloodline: air, earth, fire, or water.
+
+If your element is air, you buffet your foes with powerful winds; if it's earth, you toss huge chunks of rock; if it's fire, you incinerate your foes with flame; and if it's water, you inundate your foes with torrents of water.
+
+For fire, all marked spells deal fire damage. For other elements, they deal bludgeoning damage. You replace any existing elemental traits with the trait of the element you chose.
diff --git a/content/mechanics/srd/Class Features/Bloodline_ Fey.md b/content/mechanics/srd/Class Features/Bloodline_ Fey.md
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index 000000000..e15b33bb1
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Bloodline_ Fey.md
@@ -0,0 +1,25 @@
+---
+title: "Bloodline: Fey"
+noteType: ":luggage:"
+aliases: "Bloodline: Fey"
+foundryId: Item.R0FfVuQpW79zBo2j
+tags:
+ - Item
+---
+
+# Bloodline: Fey
+![[icons-commodities-biological-wing-insect-blue.webp|150]]
+
+Fey whimsy or a tryst in a moonlit grove put the bewitching magic of the First World into your family's bloodline.
+
+**Spell List** primal
+
+**Bloodline Skills** Deception, Nature
+
+**Granted Spells** cantrip _[[Ghost Sound]]_, 1st: _[[Charm]]_, 2nd: _[[Laughing Fit]]_, 3rd: _[[Enthrall]]_, 4th: _[[Suggestion]]_, 5th: _[[Cloak of Colors]]_, 6th: _[[Mislead]]_, 7th: _[[Visions of Danger]]_, 8th: _[[Uncontrollable Dance]]_, 9th: _[[Resplendent Mansion]]_
+
+**Bloodline Spells** initial: _[[Faerie Dust]]_, advanced: _[[Fey Disappearance]]_, greater: _[[Fey Glamour]]_
+
+**Blood Magic** Colorful fey glamours dance around you or one target, causing them to be concealed for 1 round. Such obvious concealment can't be used to Hide.
+
+
diff --git a/content/mechanics/srd/Class Features/Bloodline_ Genie.md b/content/mechanics/srd/Class Features/Bloodline_ Genie.md
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index 000000000..11d2a15ac
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+++ b/content/mechanics/srd/Class Features/Bloodline_ Genie.md
@@ -0,0 +1,33 @@
+---
+title: "Bloodline: Genie"
+noteType: ":luggage:"
+aliases: "Bloodline: Genie"
+foundryId: Item.RG3FBRm1I6LKQEaX
+tags:
+ - Item
+---
+
+# Bloodline: Genie
+![[systems-pf2e-icons-features-classes-genie.webp|150]]
+
+Through lineage, magic, or wishes made real, the blood of a noble genie flows through your veins.
+
+**Spell List** arcane
+
+**Bloodline Skills** Arcana, Deception
+
+**Granted Spells** cantrip: _[[Detect Magic]]_; 1st: _[[Illusory Disguise]]_; 2nd: variable (see Genie Type below); 3rd: _[[Enthrall]]_; 4th: _[[Creation]]_; 5th: variable (see Genie Type below); 6th: _[[Truesight]]_; 7th: _[[Energy Aegis]]_; 8th: variable (see Genie Type below); 9th: _[[Resplendent Mansion]]_
+
+**Bloodline Spells** initial: _[[Genie's Veil]]_; advanced: _[[Heart's Desire]]_; greater: _[[Wish-Twisted Form]]_
+
+**Blood Magic** Your spellcasting warps reality and distracts your foes. Either you gain a +1 status bonus to Deception checks for 1 round, or a target takes a -1 status penalty to Perception for 1 round.
+
+**Genie Type**
+
+At 1st level, choose the type of genie that influenced your bloodline: janni, djinni, efreeti, marid, or shaitan. You can't change your genie type later. This determines what granted spells you receive at 2nd, 5th, and 8th level.
+
+* **Janni** 2nd: _[[Create Food]]_; 5th: _[[Banishment]]_; 8th: _[[Scintillating Pattern]]_
+* **Jaathoom** 2nd: _[[Invisibility]]_; 5th: _[[Illusory Scene]]_; 8th: _[[Punishing Winds]]_
+* **Ifrit** 2nd: _[[Enlarge]]_; 5th: _[[Elemental Form]]_ (fire only); 8th: _[[Quandary]]_
+* **Faydhaan** 2nd: _[[Water Walk]]_; 5th: _[[Control Water]]_; 8th: _[[Desiccate]]_
+* **Jabali** 2nd: _[[Revealing Light]]_; 5th: _[[Wall of Stone]]_; 8th: _[[Earthquake]]_
diff --git a/content/mechanics/srd/Class Features/Bloodline_ Hag.md b/content/mechanics/srd/Class Features/Bloodline_ Hag.md
new file mode 100755
index 000000000..61f2c8011
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+++ b/content/mechanics/srd/Class Features/Bloodline_ Hag.md
@@ -0,0 +1,25 @@
+---
+title: "Bloodline: Hag"
+noteType: ":luggage:"
+aliases: "Bloodline: Hag"
+foundryId: Item.W6zyHM6GwmA3cyu7
+tags:
+ - Item
+---
+
+# Bloodline: Hag
+![[icons-commodities-biological-hand-gnarled-green.webp|150]]
+
+A hag long ago cursed your family, or you are a descendant of a hag or changeling, and their accursed corruption infests your blood and soul.
+
+**Spell List** occult
+
+**Bloodline Skills** Deception, Occultism
+
+**Granted Spells** cantrip _[[Daze]]_, 1st: _[[Illusory Disguise]]_, 2nd: _[[Stupefy]]_, 3rd: _[[Blindness]]_, 4th: _[[Outcast's Curse]]_, 5th: _[[Mariner's Curse]]_, 6th: _[[Cursed Metamorphosis]]_, 7th: _[[Warp Mind]]_, 8th: _[[Spiritual Epidemic]]_, 9th: _[[Nature's Enmity]]_
+
+**Bloodline Spells** initial: _[[Jealous Hex]]_, advanced: _[[Horrific Visage]]_, greater: _[[You're Mine]]_
+
+**Blood Magic** Spiteful curses punish your foes. You deal 2 mental damage per spell level (basic Will save) to the first creature that deals damage to you before the end of your next turn.
+
+
diff --git a/content/mechanics/srd/Class Features/Bloodline_ Harrow.md b/content/mechanics/srd/Class Features/Bloodline_ Harrow.md
new file mode 100755
index 000000000..6b7c22212
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+++ b/content/mechanics/srd/Class Features/Bloodline_ Harrow.md
@@ -0,0 +1,21 @@
+---
+title: "Bloodline: Harrow"
+noteType: ":luggage:"
+aliases: "Bloodline: Harrow"
+foundryId: Item.cw4u8YZXGs350tRU
+tags:
+ - Item
+---
+
+# Bloodline: Harrow
+![[systems-pf2e-icons-features-classes-inventive-mastery.webp|150]]
+
+**Spell List** occult
+
+**Bloodline Skills** Occultism, Performance
+
+**Granted Spells** cantrip: _[[Detect Magic]]_; 1st: _[[Ill Omen]]_, 2nd: _[[Augury]]_; 3rd: _[[Wanderer's Guide]]_; 4th: _[[Suggestion]]_; 5th: _[[Shadow Siphon]]_; 6th: _[[Truesight]]_; 7th: _[[Retrocognition]]_; 8th: _[[Unrelenting Observation]]_; 9th: _[[Weird]]_
+
+**Bloodline Spells** initial: _[[Unraveling Blast]]_; advanced: _[[Invoke the Harrow]]_; greater: _[[Rewrite Possibility]]_
+
+**Blood Magic** You become enveloped in possibility, represented as multiple versions of yourself from your possible futures overlaid on each other. You gain [[Concealed|Concealement]] for 1 round, but can't use the concealment to [[Hide]].
diff --git a/content/mechanics/srd/Class Features/Bloodline_ Imperial.md b/content/mechanics/srd/Class Features/Bloodline_ Imperial.md
new file mode 100755
index 000000000..1886f6788
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+++ b/content/mechanics/srd/Class Features/Bloodline_ Imperial.md
@@ -0,0 +1,25 @@
+---
+title: "Bloodline: Imperial"
+noteType: ":luggage:"
+aliases: "Bloodline: Imperial"
+foundryId: Item.cAVnIZ2Y10uqMYkj
+tags:
+ - Item
+---
+
+# Bloodline: Imperial
+![[icons-sundries-books-book-embossed-jewel-gold-purple.webp|150]]
+
+One of your ancestors was a mortal who mastered magic. Such magical blood can remain latent for generations, but in you it manifested in full.
+
+**Spell List** arcane
+
+**Bloodline Skills** Arcana, Society
+
+**Granted Spells** cantrip _[[Detect Magic]]_, 1st: _[[Force Barrage]]_, 2nd: _[[Dispel Magic]]_, 3rd: _[[Haste]]_, 4th: _[[Translocate]]_, 5th: _[[Scouting Eye]]_, 6th: _[[Disintegrate]]_, 7th: _[[Prismatic Spray]]_, 8th: _[[Quandary]]_, 9th: _[[Prismatic Sphere]]_
+
+**Bloodline Spells** initial: _[[Ancestral Memories]]_, advanced: _[[Extend Spell]]_, greater: _[[Arcane Countermeasure]]_
+
+**Blood Magic** A surge of ancestral memories grants you or one target a +1 status bonus to skill checks for 1 round.
+
+
diff --git a/content/mechanics/srd/Class Features/Bloodline_ Nymph.md b/content/mechanics/srd/Class Features/Bloodline_ Nymph.md
new file mode 100755
index 000000000..2881e60ed
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+++ b/content/mechanics/srd/Class Features/Bloodline_ Nymph.md
@@ -0,0 +1,25 @@
+---
+title: "Bloodline: Nymph"
+noteType: ":luggage:"
+aliases: "Bloodline: Nymph"
+foundryId: Item.wmc6l0WrP3D2Iwsl
+tags:
+ - Item
+---
+
+# Bloodline: Nymph
+![[systems-pf2e-icons-features-classes-nymph.webp|150]]
+
+One of your ancestors was inspired by a nymph, or perhaps was a nymph themself, and now the beauty of nature lives in you.
+
+**Spell List** primal
+
+**Bloodline Skills** Diplomacy, Nature
+
+**Granted Spells** cantrip: _[[Tangle Vine]]_; 1st: _[[Charm]]_; 2nd: _[[Calm]]_; 3rd: _[[Animal Vision]]_; 4th: _[[Vital Beacon]]_; 5th: _[[Wave of Despair]]_; 6th: _[[Repulsion]]_; 7th: _[[Unfettered Pack]]_; 8th: _[[Moment of Renewal]]_; 9th: _[[Overwhelming Presence]]_
+
+**Bloodline Spells** initial: _[[Nymph's Token]]_; advanced: _[[Blinding Beauty]]_; greater: _[[Establish Ward]]_
+
+**Blood Magic** Nymph grace accentuates your movements and distracts your foes, either granting you a +1 status bonus to Diplomacy checks for 1 round or imposing a -1 status penalty on one target's Will saves for 1 round.
+
+
diff --git a/content/mechanics/srd/Class Features/Bloodline_ Phoenix.md b/content/mechanics/srd/Class Features/Bloodline_ Phoenix.md
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index 000000000..13fe784a8
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+++ b/content/mechanics/srd/Class Features/Bloodline_ Phoenix.md
@@ -0,0 +1,23 @@
+---
+title: "Bloodline: Phoenix"
+noteType: ":luggage:"
+aliases: "Bloodline: Phoenix"
+foundryId: Item.g5c1RrUkubFckKyi
+tags:
+ - Item
+---
+
+# Bloodline: Phoenix
+![[systems-pf2e-icons-features-classes-phoenix.webp|150]]
+
+You have been blessed by a phoenix, perhaps via some magical interaction with a similarly blessed individual. Grant this new sorcerer bloodline to players who finish the Fists of the Ruby Phoenix Adventure Path. Players can then choose this bloodline for any new sorcerer characters they create for future campaigns.
+
+**Spell List** primal
+
+**Bloodline Skills** Diplomacy, Nature
+
+**Granted Spells** cantrip: _[[Detect Magic]]_; 1st: _[[Breathe Fire]]_; 2nd: _[[See the Unseen]]_; 3rd: _[[Fireball]]_; 4th: _[[Cleanse Affliction]]_; 5th: _[[Breath of Life]]_; 6th: _[[Disintegrate]]_; 7th: _[[Contingency]]_; 8th: _[[Moment of Renewal]]_; 9th: _[[Falling Stars]]_
+
+**Bloodline Spells** initial: _[[Rejuvenating Flames]]_; advanced: _[[Shroud of Flame]]_; greater: _[[Cleansing Flames]]_
+
+**Blood Magic** The primal fire of life and death flows through you or one target. Choose to have either you or a target of the spell gain temporary Hit Points equal to the spell's level for 1 round, or to have a target of the spell take fire damage equal to the spell's level (if the spell already deals initial fire damage, combine this with the spell's initial damage before determining weaknesses and resistances).
diff --git a/content/mechanics/srd/Class Features/Bloodline_ Psychopomp.md b/content/mechanics/srd/Class Features/Bloodline_ Psychopomp.md
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--- /dev/null
+++ b/content/mechanics/srd/Class Features/Bloodline_ Psychopomp.md
@@ -0,0 +1,25 @@
+---
+title: "Bloodline: Psychopomp"
+noteType: ":luggage:"
+aliases: "Bloodline: Psychopomp"
+foundryId: Item.02VHHA3axN7X2wZB
+tags:
+ - Item
+---
+
+# Bloodline: Psychopomp
+![[systems-pf2e-icons-features-classes-psychopomp.webp|150]]
+
+For good or ill, your ancestors' deeds drew the attention of psychopomps, or you might somehow count one in your family tree. The presence of these shepherds of souls and enemies of undeath has left an indelible mark on you.
+
+**Spell List** divine
+
+**Bloodline Skills** Intimidation, Religion
+
+**Granted Spells** cantrip: _[[Vitality Lash]]_; 1st:_[[Heal]]_; 2nd: _[[Calm]]_; 3rd: _[[Holy Light]]_; 4th: _[[Planar Tether]]_; 5th: _[[Death Ward]]_; 6th: _[[Spirit Blast]]_; 7th: _[[Execute]]_; 8th: _[[Spirit Song]]_; 9th: _[[Massacre]]_
+
+**Bloodline Spells** initial: _[[Sepulchral Mask]]_; advanced: _[[Spirit Veil]]_; greater: _[[Shepherd of Souls]]_
+
+**Blood Magic** The border between life and death becomes blurred to you. Either you gain a +2 status bonus to Fortitude saving throws for 1 round, or a target takes 1 damage per spell level. The damage is void if the target is living or vitality if the target is undead. If the spell already deals that type of damage, combine it with the spell's initial damage before determining weaknesses and resistances.
+
+
diff --git a/content/mechanics/srd/Class Features/Bloodline_ Shadow.md b/content/mechanics/srd/Class Features/Bloodline_ Shadow.md
new file mode 100755
index 000000000..4c51dd43e
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Bloodline_ Shadow.md
@@ -0,0 +1,25 @@
+---
+title: "Bloodline: Shadow"
+noteType: ":luggage:"
+aliases: "Bloodline: Shadow"
+foundryId: Item.694bgq4ln7Mef7ue
+tags:
+ - Item
+---
+
+# Bloodline: Shadow
+![[systems-pf2e-icons-features-classes-shadow.webp|150]]
+
+Whether due to a velstrac's manipulations or a planar jaunt gone horribly wrong, your bloodline was infused with a vein of shadow.
+
+**Spell List** occult
+
+**Bloodline Skills** Occultism, Stealth
+
+**Granted Spells** cantrip: _[[Void Warp]]_; 1st: _[[Grim Tendrils]]_; 2nd: _[[Darkness]]_; 3rd: _[[Chilling Darkness]]_; 4th: _[[Phantasmal Killer]]_; 5th: _[[Shadow Siphon]]_; 6th: _[[Collective Transposition]]_; 7th: _[[Duplicate Foe]]_; 8th: _[[Disappearance]]_; 9th: _[[Weird]]_
+
+**Bloodline Spells** initial: _[[Dim the Light]]_; advanced: _[[Steal Shadow]]_; greater: _[[Consuming Darkness]]_
+
+**Blood Magic** Shadows grow deeper around you or one target, either granting a +1 status bonus to Stealth or imposing a -1 status penalty to Perception for 1 round.
+
+
diff --git a/content/mechanics/srd/Class Features/Bloodline_ Undead.md b/content/mechanics/srd/Class Features/Bloodline_ Undead.md
new file mode 100755
index 000000000..ebfca6683
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Bloodline_ Undead.md
@@ -0,0 +1,23 @@
+---
+title: "Bloodline: Undead"
+noteType: ":luggage:"
+aliases: "Bloodline: Undead"
+foundryId: Item.A2F3apA8q9pDd7mn
+tags:
+ - Item
+---
+
+# Bloodline: Undead
+![[systems-pf2e-icons-features-classes-undead.webp|150]]
+
+The touch of undeath runs through your blood. Your family tree might contain powerful undead, like a vampire, or perhaps you died and returned a bit different.
+
+**Spell List** divine
+
+**Bloodline Skills** Intimidation, Religion
+
+**Granted Spells** cantrip _[[Void Warp]]_, 1st: _[[Harm]]_, 2nd: _[[False Vitality]]_, 3rd: _[[Bind Undead]]_, 4th: _[[Talking Corpse]]_, 5th: _[[Toxic Cloud]]_, 6th: _[[Vampiric Exsanguination]]_, 7th: _[[Execute]]_, 8th: _[[Desiccate]]_, 9th: _[[Wails of the Damned]]_
+
+**Bloodline Spells** initial: _[[Undeath's Blessing]]_, advanced: _[[Drain Life]]_, greater: _[[Grasping Grave]]_
+
+**Blood Magic** Necromantic energy flows through you or one target. Either you gain temporary Hit Points equal to the spell's level for 1 round, or a target takes 1 void damage per spell level (if the spell already deals initial void damage, combine this with the spell's initial damage before determining weaknesses and resistances).
diff --git a/content/mechanics/srd/Class Features/Bloodline_ Wyrmblessed.md b/content/mechanics/srd/Class Features/Bloodline_ Wyrmblessed.md
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index 000000000..bf46ff1e2
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Bloodline_ Wyrmblessed.md
@@ -0,0 +1,39 @@
+---
+title: "Bloodline: Wyrmblessed"
+noteType: ":luggage:"
+aliases: "Bloodline: Wyrmblessed"
+foundryId: Item.J8GFSV4uS99XxPkv
+tags:
+ - Item
+---
+
+# Bloodline: Wyrmblessed
+![[icons-commodities-biological-wing-lizard-pink-purple.webp|150]]
+
+You lay claim to the might of dragons, but your powers are sacred instead of arcane-born from a worship of draconic might so powerful it infused your blood or, perhaps, from a celestial or draconic power blessing one of your ancestors received.
+
+**Spell List** divine
+
+**Bloodline Skills** Intimidation, Religion
+
+**Granted Spells** cantrip: _[[Read Aura]]_; 1st: _[[Mystic Armor]]_; 2nd: _[[Resist Energy]]_; 3rd: _[[Haste]]_; 4th: _[[Reflective Scales]]_; 5th: _[[Cloak of Colors]]_; 6th: _[[Repulsion]]_; 7th: _[[Mask of Terror]]_; 8th: _[[Divine Inspiration]]_, 9th: _[[Overwhelming Presence]]_
+
+**Bloodline Spells** initial: _[[Dragon Claws]]_; advanced: _[[Dragon Breath]]_; greater: _[[Dragon Wings]]_
+
+**Blood Magic** Draconic might carries in your voice. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes a -1 status penalty to Will saves for 1 round.
+
+## Dragon Type
+
+At 1st level, choose the type of dragon that influenced your bloodline. You can't change your dragon type later. This choice affects how some of your bloodline spells function. The good metallic dragons and their damage types are brass (fire), bronze (electricity), copper (acid), gold (fire), and silver (cold).
+
+The evil chromatic dragons and their damage types are black (acid), blue (electricity), green (poison), red (fire), and white (cold).
+
+The primal dragons of planar origin and their damage types are brine (acid), cloud (electricity), crystal (piercing), magma (fire), and umbral (negative).
+
+The imperial dragons and their damage types are forest (piercing), sea (bludgeoning), sky (electricity), sovereign (mental), and underworld (fire).
+
+For the dragon breath focus spell, the area is a 60 foot line for a brine dragon; a 30 foot cone for a cloud, crystal, forest, magma, sovereign, or umbral dragon; and a 10 foot burst within 30 feet for a sea, sky, or underworld dragon.
+
+## Related bloodline
+
+Because the wyrmblessed and draconic bloodlines have similar origins, they count the same as each other for the purposes of prerequisites and access requirements.
diff --git a/content/mechanics/srd/Class Features/Blunt Shot.md b/content/mechanics/srd/Class Features/Blunt Shot.md
new file mode 100755
index 000000000..b5f77728e
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Blunt Shot.md
@@ -0,0 +1,13 @@
+---
+title: "Blunt Shot"
+noteType: ":luggage:"
+aliases: "Blunt Shot"
+foundryId: Item.BBWmOMh1YMH5NluD
+tags:
+ - Item
+---
+
+# Blunt Shot
+![[systems-pf2e-icons-features-classes-blunt-shot.webp|150]]
+
+Your weapon innovation can file the edges off your ammunition and adjust the blunt force of the shot to deliver a bludgeoning attack when necessary, as well as to avoid striking a lethal blow with an otherwise deadly shot. Your innovation gains the nonlethal and versatile B traits. You can choose whether to apply the nonlethal trait on each attack with your innovation.
diff --git a/content/mechanics/srd/Class Features/Bomber.md b/content/mechanics/srd/Class Features/Bomber.md
new file mode 100755
index 000000000..29bf9023c
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Bomber.md
@@ -0,0 +1,45 @@
+---
+title: "Bomber"
+noteType: ":luggage:"
+aliases: "Bomber"
+foundryId: Item.6BG9IN4ylAlt4u5b
+tags:
+ - Item
+---
+
+# Bomber
+![[systems-pf2e-icons-features-classes-bomber.webp|150]]
+
+You specialize in explosions and other violent alchemical reactions. You start with the formulas for two common 1st-level alchemical bombs, in addition to your other formulas.
+
+Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of [[Infused Reagents]] to create your signature items using [[Advanced Alchemy]], you create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field's list of possible signature items.
+
+When throwing an alchemical bomb with the splash trait, you can deal splash damage to only your primary target instead of the usual splash area.
+
+## [[Field Discovery (Bomber)|Field Discovery]]Level 5
+
+When using Advanced Alchemy to make bombs during your daily preparations, you can use a batch of reagents to create any three bombs instead of just two of the same bomb.
+
+## [[Perpetual Infusions (Bomber)|Perpetual Infusions]]Level 7
+
+You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items. You gain the ability to create two 1st-level alchemical items using [[Quick Alchemy]] without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.
+
+Each time you gain a level, you can swap any number of your perpetual infusions with other eligible infusions.
+
+Choose two 1st-level bombs.
+
+## [[Perpetual Potency (Bomber)|Perpetual Potency]]Level 11
+
+Your perpetual infusions improve, allowing you to use Quick Alchemy to create more powerful items with no cost. The items you can select depend on your research field and must be in your formula book.
+
+The moderate versions of the bombs you chose for perpetual infusions.
+
+## [[Greater Field Discovery (Bomber)|Greater Field Discovery]]Level 13
+
+You can increase the splash on your bombs to damage creatures within 10 feet, or 15 feet if you have [[Expanded Splash]].
+
+## [[Perpetual Perfection (Bomber)|Perpetual Perfection]]Level 17
+
+You have perfected your perpetual infusions, allowing you to use Quick Alchemy to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.
+
+The greater versions of the bombs you chose for perpetual infusions.
diff --git a/content/mechanics/srd/Class Features/Bones.md b/content/mechanics/srd/Class Features/Bones.md
new file mode 100755
index 000000000..b97a087ae
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+++ b/content/mechanics/srd/Class Features/Bones.md
@@ -0,0 +1,51 @@
+---
+title: "Bones"
+noteType: ":luggage:"
+aliases: "Bones"
+foundryId: Item.AjyTnbmO1UUY0E8n
+tags:
+ - Item
+---
+
+# Bones
+![[systems-pf2e-icons-features-classes-bones-mystery.webp|150]]
+
+Your mystery imparts an understanding of death and undeath in all their macabre complexity. You might have had a brush with death yourself-maybe even dying and returning to life-or carry the touch of undeath in your blood. If you commune with deities, you might speak with guardians of death like Pharasma and the psychopomp ushers (the most powerful among creatures that guide souls through the afterlife); a bringer of death like the Mantis God Achaekek or the Horseman of the Apocalypse Charon; or a herald of undeath such as Urgathoa.
+
+**Mystery Benefit**
+
+You can cleverly leverage the subtleties of life and death to your benefit. Each day during your preparations, you can choose to align yourself in the confluence of vitality and void energy so as to gain void healing, which means you are harmed by vitality damage and healed by void effects as if you were undead.
+
+If you already have void healing, instead the DC of your recovery checks is equal to 9 + your current dying value.
+
+**Trained Skill** Medicine
+
+**Granted Cantrip** _[[Void Warp]]_
+
+**Revelation Spells**
+
+* Initial _[[Soul Siphon]]_;
+* Advanced _[[Armor of Bones]]_;
+* Greater _[[Claim Undead]]_
+
+**Related Domains** death, undeath
+
+### Curse of Living Death
+
+Your body is slowly decaying even though you are alive, and using your powers furthers this unnatural living death. You carry a touch of the grave about you, manifesting as bloodless pallor, a faint smell of earth, or deathly cold skin.
+
+#### Minor Curse
+
+Bones protrude through your skin and your flesh rots, combining with a stench of decay and an unearthly chill. Non-magical effects that would restore your Hit Points only grant you half as many HP as normal.
+
+#### Moderate Curse
+
+Your dead flesh continues to rot, affecting your health. You become [[Drained 1]], and this drained condition is cumulative with any other drained conditions you gain. This drained condition is removed only when you Refocus; effects that normally remove the drained condition reduce your drained condition to drained 1 instead.
+
+In addition, you gain resistance to poison equal to half your level. You gain a +4 status bonus to saves against diseases, poisons, and death effects, and if you roll a success on such a save, you get a critical success instead.
+
+#### Major Curse (11th)
+
+You stand just steps from the grave. You become [[Wounded|Wounded 1]]. This wounded condition is removed only when you Refocus; effects that normally remove the wounded condition reduce your wounded condition to wounded 1 instead.
+
+When you would attempt a recovery check, you can choose to get an automatic success instead of rolling, and if you roll a critical failure on a save against a disease, poison, or death effect, you get a failure instead.
diff --git a/content/mechanics/srd/Class Features/Braggart.md b/content/mechanics/srd/Class Features/Braggart.md
new file mode 100755
index 000000000..b528a12b1
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+++ b/content/mechanics/srd/Class Features/Braggart.md
@@ -0,0 +1,15 @@
+---
+title: "Braggart"
+noteType: ":luggage:"
+aliases: "Braggart"
+foundryId: Item.cZUKeVJojUzNswmt
+tags:
+ - Item
+---
+
+# Braggart
+![[systems-pf2e-icons-features-classes-braggart-style.webp|150]]
+
+You boast, taunt, and psychologically needle your foes.
+
+You are trained in Intimidation. You gain [[Panache]] during an encounter whenever you successfully [[Demoralize]] a foe.
diff --git a/content/mechanics/srd/Class Features/Bravery.md b/content/mechanics/srd/Class Features/Bravery.md
new file mode 100755
index 000000000..b1ca9062e
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+++ b/content/mechanics/srd/Class Features/Bravery.md
@@ -0,0 +1,13 @@
+---
+title: "Bravery"
+noteType: ":luggage:"
+aliases: "Bravery"
+foundryId: Item.baxiPN4xwVEMlwRN
+tags:
+ - Item
+---
+
+# Bravery
+![[systems-pf2e-icons-features-classes-bravery.webp|150]]
+
+Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the [[Frightened]] condition, reduce its value by 1.
diff --git a/content/mechanics/srd/Class Features/Breakthrough Innovation.md b/content/mechanics/srd/Class Features/Breakthrough Innovation.md
new file mode 100755
index 000000000..f598e92f7
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+++ b/content/mechanics/srd/Class Features/Breakthrough Innovation.md
@@ -0,0 +1,43 @@
+---
+title: "Breakthrough Innovation"
+noteType: ":luggage:"
+aliases: "Breakthrough Innovation"
+foundryId: Item.uKYazcRNMiQ6dwuc
+tags:
+ - Item
+---
+
+# Breakthrough Innovation
+![[systems-pf2e-icons-features-classes-breakthrough-innovation.webp|150]]
+
+You've made a breakthrough in your field of study and discovered a powerful new way to enhance your innovation. Choose a breakthrough modification of your innovation's type to apply to your innovation. You can choose an initial modification of your innovation's type instead if you prefer.
+
+### Breakthrough Armor Modifications
+
+* **Antimagic Plating** Whether you used some clever adaptation of the magic-negating skymetal known as noqual or created magical protections of your own design, you've strengthened your armor against magic. While wearing the armor, you gain a +1 circumstance bonus to all saving throws against spells and to AC against spells. Against spells that target the armor directly (like heat metal), you instead gain a +4 circumstance bonus to all saving throws and to AC.
+* **Camouflage Pigmentation (Subterfuge Suit Only)** You've modified your armor's exterior to let you blend into your surroundings with ease, as long as you stay still. While wearing your armor, you can Hide even without cover or concealment, as the pigmentation shifts to match your surroundings.
+* **Dense Plating** You have encased your armor in robust plating. While wearing your armor, you gain resistance to slashing damage equal to half your level.
+* **Enhanced Resistance** You've improved upon your initial modification's ability to resist damage. The resistance from your initial armor modification adds your full level, instead of half your level (for instance, phlogistonic regulator's resistance would increase to your level). If you have more than one initial modification that gives resistance, choose which one this applies to.
+* **Heavy Construction (Power Suit Only)** You've expanded your innovation into a heavy bulwark, and your groundbreaking design ensures you don't take any of the drawbacks for such heavy defenses. Your innovation becomes heavy armor, and your proficiency in your innovation armor (but no other heavy armor) advances to be equal to your proficiency in medium armor. If your Strength score is at least 16, you remove the Speed penalty entirely instead of reducing it to -5 feet. The armor's adjusted statistics are: AC Bonus +5; Dex Cap +1; Check Penalty -2; Speed Penalty -10 feet; Strength 16; Bulk 3; Group composite; Armor Traits bulwark.
+* **Hyper Boosters** You've improved your speed boosters' power through a breakthrough that significantly increases the energy flow without risking exploding. You gain a +10-foot status bonus to your Speed, which increases to a +20-foot status bonus when you're in Overdrive. If you're legendary in Crafting, it instead increases to a +30-foot status bonus when you're in Overdrive. You must have the speed boosters modification to select this modification.
+* **Layered Mesh** You've woven an incredibly powerful network of interlocking mesh around your armor, which catches piercing attacks and diffuses them. While wearing your armor, you gain resistance to piercing damage equal to half your level.
+* **Tensile Absorption** You've enhanced the tensile capabilities of your armor, enabling it to bend with bludgeoning attacks. While wearing your armor, you gain resistance to bludgeoning damage equal to half your level.
+
+### Breakthrough Construct Modifications
+
+* **Advanced Weaponry** You've powered up your construct's weaponry. Choose one of your construct's unarmed attacks to gain your choice of one initial weapon modification, chosen from the list on page 18 or from other initial weapon modifications to which you have access. The unarmed attack must meet any requirements for the chosen traits (such as being a melee attack for entangling form), and since it's an unarmed attack, it can never meet certain requirements, such as being a simple weapon for complex simplicity.
+* **Antimagic Construction** Whether you used some clever adaptation of the magic-negating skymetal known as noqual or created magical protections entirely of your own devising, you've made your innovation highly resilient to spells. Your construct innovation gains a +2 circumstance bonus to all saving throws and AC against spells.
+* **Climbing Limbs** With appendages that can claw or create suction, your construct becomes a capable climber. Your innovation gains a climb Speed equal to half its land Speed.
+* **Durable Construction** Your innovation is solidly built; it can take significant punishment before being destroyed. Increase its maximum HP by your level.
+* **Marvelous Gears** Your innovation gains expert proficiency in Intimidation, Stealth, and Survival. For any of these skills in which it was already an expert (because of being an advanced construct companion, for example), it gains master proficiency instead. If you have the revolutionary innovation class feature, these proficiencies improve to master, or legendary if your construct innovation was already an expert. You must have the wonder gears modification to select this modification.
+* **Turret Configuration** Your innovation can transform from a mobile construct to a stationary turret. Your construct companion can transform as a single action, which has the manipulate trait, turning into a turret in its space (or transforming back from a turret into its normal configuration). While it's a turret, your innovation is [[Immobilized]], but the damage die from its projectile launcher increases to 1d6 and the range increment increases to 60 feet. You must have the projectile launcher modification to select this modification.
+
+### Breakthrough Weapon Modifications
+
+* **Advanced Rangefinder (Ranged Only)** A carefully tuned scope or targeting device makes your weapon especially good at hitting weak points. Your innovation gains the backstabber trait and increases its range increment by 10 feet.
+* **Aerodynamic Construction (Melee Only)** You carefully engineer the shape of your weapon to maintain its momentum in attacks against successive targets. Your innovation gains the sweep trait and the versatile S trait.
+* **Inconspicuous Appearance (Melee Only)** Your innovation is built for easy concealment and surprise attacks. It gains the backstabber and versatile P traits. If the weapon has light Bulk, it also gains the concealable trait.
+* **Integrated Gauntlet (One-Handed Weapon Only; Can't Have the Two-Hand Trait)** Combining your weapon with a gauntlet, you make it so you can quickly switch between attacking with your weapon and tinkering using your hands. Your innovation gains the free-hand trait.
+* **Manifold Alloy** You've devised several alloys that contain useful properties of various metals, and you replace a number of parts of your weapon or its ammunition with pieces from these alloys. Your weapon innovation is cold iron and silver. This means you deal more damage to a variety of supernatural creatures, such as demons, devils, and fey.
+* **Rope Shot (Ranged Only)** Your weapon can shoot projectiles that split into simple ropes or nets around your foes' legs to trip your targets, and you can climb using the grappling hooks built into the weapon. Your weapon innovation gains the climbing and ranged trip traits.
+* **Tangle Line (Thrown Only)** Your weapon has an extensible line that you can use to knock your enemies over and quickly recall the weapon back to your hand. Your innovation gains the ranged trip trait and the tethered trait.
diff --git a/content/mechanics/srd/Class Features/Brutality.md b/content/mechanics/srd/Class Features/Brutality.md
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+++ b/content/mechanics/srd/Class Features/Brutality.md
@@ -0,0 +1,13 @@
+---
+title: "Brutality"
+noteType: ":luggage:"
+aliases: "Brutality"
+foundryId: Item.aCi4OvFmf42lKTkb
+tags:
+ - Item
+---
+
+# Brutality
+![[systems-pf2e-icons-features-classes-brutality.webp|150]]
+
+Your fury makes your weapons lethal. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. While raging, you gain access to the critical specialization effects for melee weapons and unarmed attacks.
diff --git a/content/mechanics/srd/Class Features/Camouflage Pigmentation.md b/content/mechanics/srd/Class Features/Camouflage Pigmentation.md
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index 000000000..161957cff
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+++ b/content/mechanics/srd/Class Features/Camouflage Pigmentation.md
@@ -0,0 +1,13 @@
+---
+title: "Camouflage Pigmentation"
+noteType: ":luggage:"
+aliases: "Camouflage Pigmentation"
+foundryId: Item.wXbFKGAtodUEvw7K
+tags:
+ - Item
+---
+
+# Camouflage Pigmentation
+![[icons-commodities-materials-powder-red-green-yellow.webp|150]]
+
+You've modified your armor's exterior to let you blend into your surroundings with ease, as long as you stay still. While wearing your armor, you can Hide even without cover or concealment, as the pigmentation shifts to match your surroundings.
diff --git a/content/mechanics/srd/Class Features/Catharsis Emotion (Anger).md b/content/mechanics/srd/Class Features/Catharsis Emotion (Anger).md
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index 000000000..c7fe6ba15
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+++ b/content/mechanics/srd/Class Features/Catharsis Emotion (Anger).md
@@ -0,0 +1,23 @@
+---
+title: "Catharsis Emotion (Anger)"
+noteType: ":luggage:"
+aliases: "Catharsis Emotion (Anger)"
+foundryId: Item.bXfOtxyRGB7mF977
+tags:
+ - Item
+---
+
+# Catharsis Emotion (Anger)
+![[icons-magic-fire-flame-burning-eye.webp|150]]
+
+Your destructive wrath allows you to harm your foes but causes you pain in the process.
+
+**Catharsis Trigger** An enemy deals damage to you. You can't use this reaction if you're [[Fatigued]].
+
+**Catharsis Activation** If you're [[Grabbed]], [[Immobilized]], or [[Restrained]], you can attempt to [[Escape]]. If you succeed, the creature or hazard imposing the condition on you (if applicable) takes force damage equal to your level.
+
+**Emotional Fervor** When you Cast a Spell from your spell slots, if the spell deals damage and doesn't have a duration, you gain a status bonus to that spell's damage equal to the spell's level. Spell: _[[Draw Ire]]_
+
+**Emotional Fallout** You become fatigued until you Settle your Emotions.
+
+**Focus Spell** _[[Athletic Rush]]_
diff --git a/content/mechanics/srd/Class Features/Catharsis Emotion (Awe).md b/content/mechanics/srd/Class Features/Catharsis Emotion (Awe).md
new file mode 100755
index 000000000..fc514a26d
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Catharsis Emotion (Awe).md
@@ -0,0 +1,23 @@
+---
+title: "Catharsis Emotion (Awe)"
+noteType: ":luggage:"
+aliases: "Catharsis Emotion (Awe)"
+foundryId: Item.0gzCSwUL6Oc9LSuZ
+tags:
+ - Item
+---
+
+# Catharsis Emotion (Awe)
+![[systems-pf2e-icons-spells-ectoplasmic-expulsion.webp|150]]
+
+Your powerful sense of wonderment can be infectious and distracting.
+
+**Catharsis Trigger** You or an ally within 30 feet critically succeeds on an attack roll against an enemy's AC or a skill check against one of an enemy's DCs.
+
+**Catharsis Activation** If you're [[Fascinated]] or stupefied, you can attempt an additional save to end the effect if it allowed a save.
+
+**Emotional Fervor** When you cast a spell, choose one creature that was hit by your spell attack roll or that failed its saving throw, if any. That creature becomes fascinated with you until the end of its next turn. It's then temporarily immune to this fervor effect for 1 hour. Spell: _[[Revealing Light]]_
+
+**Emotional Fallout** You become [[Off-Guard]] until you Settle your Emotions.
+
+**Focus Spell** _[[Dazzling Flash]]_ (doesn't require a religious symbol)
diff --git a/content/mechanics/srd/Class Features/Catharsis Emotion (Dedication).md b/content/mechanics/srd/Class Features/Catharsis Emotion (Dedication).md
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index 000000000..5e050ba19
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Catharsis Emotion (Dedication).md
@@ -0,0 +1,23 @@
+---
+title: "Catharsis Emotion (Dedication)"
+noteType: ":luggage:"
+aliases: "Catharsis Emotion (Dedication)"
+foundryId: Item.CGKmBtklCBDJzKHA
+tags:
+ - Item
+---
+
+# Catharsis Emotion (Dedication)
+![[systems-pf2e-icons-spells-phantom-crowd.webp|150]]
+
+Your commitment protects those you are dedicated to but can lead to dependency. Your emotional focus is an individual creature you're bound to.
+
+**Catharsis Trigger** Your emotional focus takes damage from an enemy while within 30 feet of you.
+
+**Catharsis Activation** Your emotional focus gains a number of temporary Hit Points equal to half your level rounded up. These temporary HP last for 1 minute.
+
+**Emotional Fervor** Your spells that target your emotional focus gain the benefits of Reach Spell. When you cast a healing spell that affects your emotional focus, your emotional focus also gains temporary HP equal to the spell's level in addition to the spell's effects. These temporary HP last for 1 minute. Spell: _[[Spirit Link]]_
+
+**Emotional Fallout** Until you Settle your Emotions, you can't Cast Spells unless you're adjacent to your emotional focus.
+
+**Focus Spell** _[[Protector's Sacrifice]]_
diff --git a/content/mechanics/srd/Class Features/Catharsis Emotion (Fear).md b/content/mechanics/srd/Class Features/Catharsis Emotion (Fear).md
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index 000000000..ac0383a48
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Catharsis Emotion (Fear).md
@@ -0,0 +1,23 @@
+---
+title: "Catharsis Emotion (Fear)"
+noteType: ":luggage:"
+aliases: "Catharsis Emotion (Fear)"
+foundryId: Item.7lr0fGtdT7azWCWu
+tags:
+ - Item
+---
+
+# Catharsis Emotion (Fear)
+![[systems-pf2e-icons-spells-fear.webp|150]]
+
+You let your fear fuel you, rather than consume you, but it burns your endurance.
+
+**Catharsis Trigger** An enemy makes you [[Frightened]].
+
+**Catharsis Activation** Increase your frightened value by 1, to a maximum of [[Frightened|Frightened 4]].
+
+**Emotional Fervor** You don't take the status penalty from the frightened condition to your spell DCs or spell attack bonus. Instead, you gain a status bonus to spell attack rolls equal to the penalty you would've taken, and your foes take the same status penalty to their saving throws against your spells. Any other statistic takes the status penalty as normal. Spell: _[[Fear]]_
+
+**Emotional Fallout** You are [[Fleeing]] for 2 rounds, running from the source of the frightened condition that triggered your Catharsis. If that source is no longer present, you instead flee from the position where you were at the start of your emotional fallout.
+
+**Focus Spell** _[[Waking Nightmare]]_
diff --git a/content/mechanics/srd/Class Features/Catharsis Emotion (Hatred).md b/content/mechanics/srd/Class Features/Catharsis Emotion (Hatred).md
new file mode 100755
index 000000000..8b11735bf
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Catharsis Emotion (Hatred).md
@@ -0,0 +1,23 @@
+---
+title: "Catharsis Emotion (Hatred)"
+noteType: ":luggage:"
+aliases: "Catharsis Emotion (Hatred)"
+foundryId: Item.GMcBfpEVDyOaFNce
+tags:
+ - Item
+---
+
+# Catharsis Emotion (Hatred)
+![[systems-pf2e-icons-spells-bestial-curse.webp|150]]
+
+Your unabashed hatred consumes your soul and causes your foe to falter. Your emotional focus is an individual enemy you detest.
+
+**Catharsis Trigger** You start your first turn in an encounter against your emotional focus or one of their followers. If the encounter includes multiple eligible followers and doesn't include your actual emotional focus, choose one of the followers to act as your emotional focus for this encounter (or until your actual emotional focus shows up).
+
+**Catharsis Activation** You can Step or Stride. You must end this movement closer to your emotional focus.
+
+**Emotional Fervor** Your emotional focus is [[Off-Guard]] to you and takes a –2 status penalty to saves against your spells. You're off-guard to your emotional focus and take a –2 status penalty to saves against it. Spell: _[[Blood Vendetta]]_
+
+**Emotional Fallout** You become [[Stunned 1|Stunned 2]].
+
+**Focus Spell** _[[Cry of Destruction]]_
diff --git a/content/mechanics/srd/Class Features/Catharsis Emotion (Joy).md b/content/mechanics/srd/Class Features/Catharsis Emotion (Joy).md
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index 000000000..de072e35c
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+++ b/content/mechanics/srd/Class Features/Catharsis Emotion (Joy).md
@@ -0,0 +1,23 @@
+---
+title: "Catharsis Emotion (Joy)"
+noteType: ":luggage:"
+aliases: "Catharsis Emotion (Joy)"
+foundryId: Item.gLlo5gH3NFoKAkIa
+tags:
+ - Item
+---
+
+# Catharsis Emotion (Joy)
+![[systems-pf2e-icons-spells-captivating-adoration.webp|150]]
+
+Your unbridled enthusiasm and positive attitude can lead you to success, but you might expend more energy than you planned.
+
+**Catharsis Trigger** You critically succeed on an attack roll or save, or an enemy critically fails on a save against you.
+
+**Catharsis Activation** Reduce the value of any [[Frightened]] or [[Stupefied]] condition you have by 1 and end any persistent mental damage you have.
+
+**Emotional Fervor** You gain a +1 status bonus to Performance checks and to the spell attack rolls of emotion spells, and enemies take a –1 status penalty to saves against your emotion spells. Spell: _[[Laughing Fit]]_
+
+**Emotional Fallout** You become [[Fatigued]] until you Settle your Emotions.
+
+**Focus Spell** _[[Unimpeded Stride]]_
diff --git a/content/mechanics/srd/Class Features/Catharsis Emotion (Love).md b/content/mechanics/srd/Class Features/Catharsis Emotion (Love).md
new file mode 100755
index 000000000..b5b2b1c22
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Catharsis Emotion (Love).md
@@ -0,0 +1,23 @@
+---
+title: "Catharsis Emotion (Love)"
+noteType: ":luggage:"
+aliases: "Catharsis Emotion (Love)"
+foundryId: Item.gudlb4iDFX31og60
+tags:
+ - Item
+---
+
+# Catharsis Emotion (Love)
+![[icons-magic-life-heart-shadow-red.webp|150]]
+
+You're joined by the bonds of love and nothing can break that, but love can distract you from other things in your life. Your emotional focus is someone you're in love with; they aren't required to love you back.
+
+**Catharsis Trigger** Your emotional focus takes damage from an enemy while within 30 feet of you.
+
+**Catharsis Activation** If either you or your emotional focus is [[Confused]] or [[Controlled]], one of you can attempt a new saving throw against one confusing or controlling effect (if it allowed a save), ending the condition if the new save is a success. If both of you are eligible, your emotional focus gets the new save.
+
+**Emotional Fervor** You gain a +1 status bonus to Will saves. If you cast a spell to benefit your emotional focus, this bonus increases to +3 until the start of your next turn. Spell: _[[Soothe]]_
+
+**Emotional Fallout** You're [[Fascinated]] with your emotional focus for 1 minute.
+
+**Focus Spell** _[[Soothing Words]]_
diff --git a/content/mechanics/srd/Class Features/Catharsis Emotion (Misery).md b/content/mechanics/srd/Class Features/Catharsis Emotion (Misery).md
new file mode 100755
index 000000000..b8dbe2472
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Catharsis Emotion (Misery).md
@@ -0,0 +1,23 @@
+---
+title: "Catharsis Emotion (Misery)"
+noteType: ":luggage:"
+aliases: "Catharsis Emotion (Misery)"
+foundryId: Item.A2jfWPNBGXC3AJ3y
+tags:
+ - Item
+---
+
+# Catharsis Emotion (Misery)
+![[icons-magic-control-fear-fright-white.webp|150]]
+
+To suffer is to know you're alive; to make your enemies suffer as greatly as you have eases your suffering.
+
+**Catharsis Trigger** You gain persistent damage from a foe.
+
+**Catharsis Activation** You gain a number of temporary Hit Points equal to your level. They last for 1 minute.
+
+**Emotional Fervor** You can choose not to attempt a flat check to end persistent damage you're taking. When you cast a damaging spell, you can choose one creature that failed its save or that you hit with your spell attack roll. That target takes persistent damage of the same type the spell dealt, of an amount equal to the highest amount of persistent damage you currently have. You can't choose a creature that's already taking persistent damage. Spell: _[[Phantom Pain]]_
+
+**Emotional Fallout** You take an untyped penalty to any damage you would deal with any spell you cast until you Settle your Emotions. The penalty is –1 per spell level.
+
+**Focus Spell** _[[Savor the Sting]]_
diff --git a/content/mechanics/srd/Class Features/Catharsis Emotion (Pride).md b/content/mechanics/srd/Class Features/Catharsis Emotion (Pride).md
new file mode 100755
index 000000000..e133a9ac9
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Catharsis Emotion (Pride).md
@@ -0,0 +1,23 @@
+---
+title: "Catharsis Emotion (Pride)"
+noteType: ":luggage:"
+aliases: "Catharsis Emotion (Pride)"
+foundryId: Item.h2GgF7nLgX6GvMH7
+tags:
+ - Item
+---
+
+# Catharsis Emotion (Pride)
+![[systems-pf2e-icons-spells-feeblemind.webp|150]]
+
+All is well as long as you appear well, but you get caught up in the moment and lose track of what's important.
+
+**Catharsis Trigger** You critically fail on an attack roll or saving throw.
+
+**Catharsis Activation** The critical failure becomes a failure.
+
+**Emotional Fervor** Each time you cast an illusion spell, until the start of your next turn, any critical failure you roll on an attack roll or saving throw is a failure instead. Spell: _[[Dizzying Colors]]_
+
+**Emotional Fallout** You momentarily lose track of what's real, becoming [[Confused]] for 1 round. Spell: mirror image
+
+**Focus Spell** _[[Veil of Confidence]]_
diff --git a/content/mechanics/srd/Class Features/Catharsis Emotion (Remorse).md b/content/mechanics/srd/Class Features/Catharsis Emotion (Remorse).md
new file mode 100755
index 000000000..a5cf6dd0f
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Catharsis Emotion (Remorse).md
@@ -0,0 +1,23 @@
+---
+title: "Catharsis Emotion (Remorse)"
+noteType: ":luggage:"
+aliases: "Catharsis Emotion (Remorse)"
+foundryId: Item.NtBwYR7M0L7VoRlw
+tags:
+ - Item
+---
+
+# Catharsis Emotion (Remorse)
+![[systems-pf2e-icons-spells-illusory-disguise.webp|150]]
+
+You attempt to overcome your failings, but your guilt stays with you.
+
+**Catharsis Trigger** An ally within 30 feet drops to 0 Hit Points.
+
+**Catharsis Activation** You Step or Stride. You must end this movement closer to the triggering ally.
+
+**Emotional Fervor** Any spell you cast that restores Hit Points to the triggering ally gets a status bonus to the Hit Points healed equal to the spell's level, or double the spell's level if the ally is at 0 Hit Points. Spell: _[[Warrior's Regret]]_
+
+**Emotional Fallout** Your emotional weight crushes you, leaving you [[Stupefied|Stupefied 2]] until you Settle your Emotions.
+
+**Focus Spell** _[[Healer's Blessing]]_
diff --git a/content/mechanics/srd/Class Features/Chalice.md b/content/mechanics/srd/Class Features/Chalice.md
new file mode 100755
index 000000000..873433530
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Chalice.md
@@ -0,0 +1,31 @@
+---
+title: "Chalice"
+noteType: ":luggage:"
+aliases: "Chalice"
+foundryId: Item.SnNtIpae7cSNNFYU
+tags:
+ - Item
+---
+
+# Chalice
+![[systems-pf2e-icons-features-classes-chalice.webp|150]]
+
+Chalice implements are vessels that fill with liquid, associating them with healing, nourishment, and life. Your chalice might be a traditional cup or goblet, but it could also be a small amphora, a polished gourd, or even a hollowed-out skull. Chalice implements are associated with the astrological signs of the mother and the newlyweds, as well as the sea dragon.
+
+### **Initiate Benefit**
+
+While holding your chalice, you can drink from it or feed its liquid to an ally to improve their health. You gain the [[Drink from the Chalice]] action.
+
+### **Adept Benefit**
+
+The life essence shed from blood empowers your chalice. If you or an ally within 30 feet takes piercing or slashing damage from a foe's critical hit or takes persistent bleed damage, Drinking from the Chalice before the end of your next turn grants that injured creature greater restoration to make up for its lost vitality. On a sip, the temporary Hit Points granted to the creature increase to 2 + your Charisma modifier + your level. When drained, the chalice heals the creature 5 Hit Points for each level you have.
+
+### **Intensify Vulnerability**
+
+Your reinforced chalice can collect a creature's life force to become empowered. If you succeed at a Strike against the target of your Exploit Vulnerability, you increase the effect if someone Drinks from the Chalice before the end of that turn. Add an additional half your level to the temporary HP if the drinker sips, or add your level to the HP regained if the drinker drains the chalice. This effect isn't cumulative if you hit with more than one Strike.
+
+### **Paragon Benefit**
+
+When you or an ally drain the chalice, the overwhelming vitality it's collected helps you overcome many ailments. Reduce the drinker's [[Clumsy 1|Clumsy]], [[Enfeebled 1|Enfeebled]], [[Frightened]], [[Stupefied]], and [[Stunned 1|Stunned]] values by 1. (This reduces the stunned condition only if it has a condition value, not when it has a duration.) The drinker also reduces its [[Drained 1|Drained]] value by 1, but it can reduce its drained condition by Drinking from the Chalice only once per day.
+
+In addition, the chalice attempts to counteract all poisons, diseases, and curses afflicting the drinker, using half your level rounded up as the counteract level and your class DC - 10 as the counteract modifier. If the chalice fails to counteract a given affliction for a drinker, it can't attempt to counteract that affliction again until midnight.
diff --git a/content/mechanics/srd/Class Features/Champion Expertise.md b/content/mechanics/srd/Class Features/Champion Expertise.md
new file mode 100755
index 000000000..d04af7cc2
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Champion Expertise.md
@@ -0,0 +1,13 @@
+---
+title: "Champion Expertise"
+noteType: ":luggage:"
+aliases: "Champion Expertise"
+foundryId: Item.UgZUDjhAlREdzipF
+tags:
+ - Item
+---
+
+# Champion Expertise
+![[systems-pf2e-icons-features-classes-champion-expertise.webp|150]]
+
+Prayers strengthen your divine power. Your proficiency ranks for your champion class DC and divine spell attack rolls and DCs increase to expert.
diff --git a/content/mechanics/srd/Class Features/Champion Mastery.md b/content/mechanics/srd/Class Features/Champion Mastery.md
new file mode 100755
index 000000000..c4686cb32
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Champion Mastery.md
@@ -0,0 +1,13 @@
+---
+title: "Champion Mastery"
+noteType: ":luggage:"
+aliases: "Champion Mastery"
+foundryId: Item.5Ai1BvIsMlMif6e0
+tags:
+ - Item
+---
+
+# Champion Mastery
+![[icons-magic-nature-symbol-sun-yellow.webp|150]]
+
+You've mastered your arsenal of champion techniques and divine spells. Your proficiency ranks for your champion class DC and for divine spell attack rolls and spell DCs increase to master.
diff --git a/content/mechanics/srd/Class Features/Champion's Code.md b/content/mechanics/srd/Class Features/Champion's Code.md
new file mode 100755
index 000000000..062dd3845
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Champion's Code.md
@@ -0,0 +1,15 @@
+---
+title: "Champion's Code"
+noteType: ":luggage:"
+aliases: "Champion's Code"
+foundryId: Item.IYAbpaRi1TVFfjod
+tags:
+ - Item
+---
+
+# Champion's Code
+![[icons-sundries-documents-document-sealed-white-red.webp|150]]
+
+You follow a code of conduct, beginning with tenets shared by all champions of an alignment (such as good), and continuing with tenets of your cause. Deities often add additional strictures (for instance, [[Torag]] champions can't show mercy to enemies of their people, making it almost impossible for them to follow the redeemer cause). Only rules for good champions appear in this book. Tenets are listed in order of importance, starting with the most important. If a situation places two tenets in conflict, you aren't in a no-win situation; instead, follow the more important tenet. For instance, as a paladin, if an evil king asked you if you're hiding refugees so he could execute them, you could lie to him, since the tenet against lying is less important than preventing harm to innocents. Trying to subvert your code by creating a situation that forces a higher tenet to override a lower tenet (for example, promising not to respect authorities and then, to keep your word, disrespecting authorities) is a violation of the champion code.
+
+If you stray from your alignment or violate your code of conduct, you lose your focus pool and divine ally until you demonstrate your repentance by conducting an _[[Atone]]_ ritual, but you keep any other champion abilities that don't require those class features. If your alignment shifts but is still one allowed by your deity, your GM might let you retrain your cause while still following the same deity.
diff --git a/content/mechanics/srd/Class Features/Champion's Reaction.md b/content/mechanics/srd/Class Features/Champion's Reaction.md
new file mode 100755
index 000000000..208d9e7b7
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Champion's Reaction.md
@@ -0,0 +1,13 @@
+---
+title: "Champion's Reaction"
+noteType: ":luggage:"
+aliases: "Champion's Reaction"
+foundryId: Item.779uVWdGDrk8tvFj
+tags:
+ - Item
+---
+
+# Champion's Reaction
+![[icons-magic-defensive-shield-barrier-deflect-teal.webp|150]]
+
+Your cause gives you a special reaction. See specific causes for more information.
diff --git a/content/mechanics/srd/Class Features/Chirurgeon.md b/content/mechanics/srd/Class Features/Chirurgeon.md
new file mode 100755
index 000000000..171d0d13e
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Chirurgeon.md
@@ -0,0 +1,43 @@
+---
+title: "Chirurgeon"
+noteType: ":luggage:"
+aliases: "Chirurgeon"
+foundryId: Item.XgJAGxvLAWXbIhH8
+tags:
+ - Item
+---
+
+# Chirurgeon
+![[systems-pf2e-icons-features-classes-chirurgeon.webp|150]]
+
+You concentrate on healing others with alchemy. You start with the formulas for two common 1st-level alchemical elixirs with the healing trait, in addition to your other formulas.
+
+Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of [[Infused Reagents]] to create your signature items using [[Advanced Alchemy]], you create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field's list of possible signature items.
+
+You can use your proficiency rank in Crafting for anything that requires a proficiency rank in Medicine (such as prerequisites), and use your Crafting modifier in place of your Medicine modifier for all Medicine checks.
+
+## [[Field Discovery (Chirurgeon)|Field Discovery]]Level 5
+
+When using Advanced Alchemy to make any elixir with the healing trait during your daily preparations, you can create three elixirs with each batch of reagents instead of two.
+
+## [[Perpetual Infusions (Chirurgeon)|Perpetual Infusions]]Level 7
+
+You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items. You gain the ability to create two 1st-level alchemical items using [[Quick Alchemy]] without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.
+
+Lesser antidote and lesser antiplague.
+
+## [[Perpetual Potency (Chirurgeon)|Perpetual Potency]]Level 11
+
+Your perpetual infusions improve, allowing you to use Quick Alchemy to create more powerful items with no cost. The items you can select depend on your research field and must be in your formula book.
+
+Moderate [[Antidote (Moderate)|Antidote]] and [[Antiplague (Moderate)|Antiplague]].
+
+## [[Greater Field Discovery (Chirurgeon)|Greater Field Discovery]]Level 13
+
+When you use Quick Alchemy to create any type of elixir of life, the creature drinking the elixir gains the maximum Hit Points possible for that elixir, instead of rolling to determine the number of Hit Points regained.
+
+## [[Perpetual Perfection (Chirurgeon)|Perpetual Perfection]]Level 17
+
+You have perfected your perpetual infusions, allowing you to use Quick Alchemy to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.
+
+Greater [[Antidote (Greater)|Antidote]] and [[Antiplague (Greater)|Antiplague]].
diff --git a/content/mechanics/srd/Class Features/Clarity of Focus.md b/content/mechanics/srd/Class Features/Clarity of Focus.md
new file mode 100755
index 000000000..d5145b7bf
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Clarity of Focus.md
@@ -0,0 +1,13 @@
+---
+title: "Clarity of Focus"
+noteType: ":luggage:"
+aliases: "Clarity of Focus"
+foundryId: Item.HDtAM8J7bCFdE23D
+tags:
+ - Item
+---
+
+# Clarity of Focus
+![[systems-pf2e-icons-features-classes-clarity-of-focus.webp|150]]
+
+Your deepening connection to your mind grants you more power to fuel your psi amps. Increase the number of Focus Points in your focus pool by 1. This ability doesn't change the number of Focus Points you regain when you [[Refocus]]. As normal, this ability can't increase the size of your focus pool above 3 points.
diff --git a/content/mechanics/srd/Class Features/Cleric Spellcasting.md b/content/mechanics/srd/Class Features/Cleric Spellcasting.md
new file mode 100755
index 000000000..a5c7e9813
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Cleric Spellcasting.md
@@ -0,0 +1,29 @@
+---
+title: Cleric Spellcasting
+noteType: ":luggage:"
+aliases:
+ - Cleric Spellcasting
+ - Divine Spellcasting
+foundryId: Item.n67R3E3bNtqOyuqB
+tags:
+ - Item
+---
+
+# Cleric Spellcasting
+![[systems-pf2e-icons-features-classes-divine-spellcasting.webp|150]]
+
+Your deity bestows on you the power to cast divine spells. You are a spellcaster, and you can cast spells of the divine tradition using the Cast a Spell activity. As a cleric, your chants generally invoke your deity and their powerful servants by name or title, while your gestures are followed by sacred symbols or other representations of your deity.
+
+At 1st level, you can prepare two 1st-rank spells and five cantrips each morning from the common spells on the divine spell list or from other divine spells to which you gain access and learn via Learn a Spell. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare each day is called your spell slots.
+
+As you increase in level as a cleric, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in Cleric Spells per Day table above.
+
+Some of your spells require you to attempt a spell attack to see how effective they are or for your enemies to roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Wisdom, your spell attack modifier and spell DC use your Wisdom modifier.
+
+## Heightening Spells
+
+When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks.
+
+## Cantrips
+
+Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest rank of cleric spell slot you have. For example, as a 1st-level cleric, your cantrips are 1st-rank spells, and as a 5th-level cleric, your cantrips are 3rd-rank spells.
diff --git a/content/mechanics/srd/Class Features/Cloistered Cleric.md b/content/mechanics/srd/Class Features/Cloistered Cleric.md
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+---
+title: "Cloistered Cleric"
+noteType: ":luggage:"
+aliases: "Cloistered Cleric"
+foundryId: Item.tCtzAxi5TIvEmSWg
+tags:
+ - Item
+---
+
+# Cloistered Cleric
+![[icons-magic-light-orb-hands-humanoid-yellow.webp|150]]
+
+You are a cleric of the cloth, focusing on divine magic and your connection to your deity's domains.
+
+**First Doctrine (1st):** You gain the [[Domain Initiate]] cleric feat.
+
+**Second Doctrine (3rd):** Your proficiency rank for Fortitude saves increases to expert.
+
+**Third Doctrine (7th):** Your proficiency ranks for the spell attack modifier and spell DC statistics increase to expert.
+
+**Fourth Doctrine (11th):** You gain expert proficiency with your deity's favored weapon, simple weapons, and unarmed attacks. When you critically succeed at an attack roll using your deity's favored weapon, you apply the weapon's critical specialization effect; you can use your spell DC in place of your class DC.
+
+**Fifth Doctrine (15th):** Your proficiency ranks for the spell attack modifier and spell DC statistics increase to master.
+
+**Final Doctrine (19th):** Your proficiency ranks for the spell attack modifier and spell DC statistics increase to legendary.
diff --git a/content/mechanics/srd/Class Features/Combat Flexibility.md b/content/mechanics/srd/Class Features/Combat Flexibility.md
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+---
+title: "Combat Flexibility"
+noteType: ":luggage:"
+aliases: "Combat Flexibility"
+foundryId: Item.YiMjquwa7lj4t7E9
+tags:
+ - Item
+---
+
+# Combat Flexibility
+![[systems-pf2e-icons-features-classes-combat-flexibility.webp|150]]
+
+You can prepare your tactics to suit different situations. When you make your daily preparations, you gain one fighter feat of 8th level or lower that you meet the prerequisites for and don't already have. You can use that feat until your next daily preparations.
diff --git a/content/mechanics/srd/Class Features/Complete Reconfiguration.md b/content/mechanics/srd/Class Features/Complete Reconfiguration.md
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+++ b/content/mechanics/srd/Class Features/Complete Reconfiguration.md
@@ -0,0 +1,13 @@
+---
+title: "Complete Reconfiguration"
+noteType: ":luggage:"
+aliases: "Complete Reconfiguration"
+foundryId: Item.2pFjhfBRTN7FeVbD
+tags:
+ - Item
+---
+
+# Complete Reconfiguration
+![[systems-pf2e-icons-features-classes-complete-reconfiguration.webp|150]]
+
+When it comes to crafting and tinkering, you've become incredibly adept at changing your modifications to adjust your innovation's functionality. When you spend downtime to reconfigure your innovation and succeed at your Crafting check, you can swap any number of modifications, swap your offensive boost, or retrain any number of modification feats, rather than one. You still must swap a modification only with one of the same type (initial, breakthrough, or revolutionary).
diff --git a/content/mechanics/srd/Class Features/Complex Simplicity.md b/content/mechanics/srd/Class Features/Complex Simplicity.md
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+++ b/content/mechanics/srd/Class Features/Complex Simplicity.md
@@ -0,0 +1,13 @@
+---
+title: "Complex Simplicity"
+noteType: ":luggage:"
+aliases: "Complex Simplicity"
+foundryId: Item.CwpvmhdANF2w38O8
+tags:
+ - Item
+---
+
+# Complex Simplicity
+![[systems-pf2e-icons-features-classes-complex-simplicity.webp|150]]
+
+Increase your innovation's weapon damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12). In addition, it gains one of the following traits of your choice: versatile B, versatile P, or versatile S.
diff --git a/content/mechanics/srd/Class Features/Composition Spells.md b/content/mechanics/srd/Class Features/Composition Spells.md
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+++ b/content/mechanics/srd/Class Features/Composition Spells.md
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+---
+title: "Composition Spells"
+noteType: ":luggage:"
+aliases: "Composition Spells"
+foundryId: Item.J447gjATTgvMzIqc
+tags:
+ - Item
+---
+
+# Composition Spells
+![[icons-tools-instruments-pipe-flue-tan.webp|150]]
+
+You can infuse your performances with magic to create unique effects called compositions. Compositions are a special type of spell that often require you to use the Performance skill when casting them. Composition spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to perform, write a new composition, or otherwise engage your muse.
+
+Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. You learn the counter performance composition spell, protecting against auditory and visual effects.
+
+## Composition Cantrips
+
+Composition cantrips are special composition spells that don't cost Focus Points, so you can use them as often as you like. Composition cantrips are in addition to the cantrips you choose with bard spellcasting. Unlike other cantrips, you can't swap out composition cantrips gained from bard feats at a later level, unless you swap out the specific feat via retraining.
+
+You learn the courageous anthem composition cantrip, which boosts your allies' attacks, damage, and defense against fear.
diff --git a/content/mechanics/srd/Class Features/Confident Finisher.md b/content/mechanics/srd/Class Features/Confident Finisher.md
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+++ b/content/mechanics/srd/Class Features/Confident Finisher.md
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+---
+title: "Confident Finisher"
+noteType: ":luggage:"
+aliases: "Confident Finisher"
+foundryId: Item.ecZjjJNgKFtQsbOA
+tags:
+ - Item
+---
+
+# Confident Finisher
+![[systems-pf2e-icons-features-classes-confident-finisher.webp|150]]
+
+You gain an elegant finishing attack you can make when you have panache. The finisher trait is described below. You gain the [[Confident Finisher]] action.
+
+* * *
+
+**Finisher** Finishers are spectacular finishing moves that use your panache. You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can't use actions that have the attack trait for the rest of your turn.
+
+Some actions with the finisher trait also grant an effect on a failure. Effects added on a failure don't apply on a critical failure. If your finisher action succeeds, you can still choose to apply the failure effect instead. For example, you might do this when an attack deals no damage due to resistance.
diff --git a/content/mechanics/srd/Class Features/Conflux Spells.md b/content/mechanics/srd/Class Features/Conflux Spells.md
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+++ b/content/mechanics/srd/Class Features/Conflux Spells.md
@@ -0,0 +1,15 @@
+---
+title: "Conflux Spells"
+noteType: ":luggage:"
+aliases: "Conflux Spells"
+foundryId: Item.3xChn6R1ebie1yyk
+tags:
+ - Item
+---
+
+# Conflux Spells
+![[systems-pf2e-icons-features-classes-conflux-spells.webp|150]]
+
+You learn a conflux spell from your hybrid study, and you can cast additional conflux spells by selecting certain feats. Conflux spells are magus-specific spells created for combat and are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to both study your spellbook and perform a physical regimen.
+
+Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules can be found on page 300 of the Core Rulebook.
diff --git a/content/mechanics/srd/Class Features/Conscious Mind.md b/content/mechanics/srd/Class Features/Conscious Mind.md
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+++ b/content/mechanics/srd/Class Features/Conscious Mind.md
@@ -0,0 +1,20 @@
+---
+title: "Conscious Mind"
+noteType: ":luggage:"
+aliases: "Conscious Mind"
+foundryId: Item.AIbzyekrTpYNtB4H
+tags:
+ - Item
+---
+
+# Conscious Mind
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+Whatever the subconscious source of a psychic's power, all find that a specific external manifestation of their magic comes most easily to them. This conscious outward expression adds several additional spells to your spell repertoire and grants you three psi cantrips. Two of these cantrips are common spells, though you gain an extra benefit with them that other spellcasters don't get, and the last is unique to your conscious mind. You also get two more unique psi cantrips at higher levels. Choose a conscious mind from the following options .
+
+* **[[The Distant Grasp]]:** Manipulate physical objects with telekinesis.
+* **[[The Infinite Eye]]:** Observe the world and weaponize your knowledge.
+* **[[The Oscillating Wave]]:** Redistribute thermal energy to create blazing heat and bone-chilling cold.
+* **[[The Silent Whisper]]:** Tap into the thoughts of those around you to soothe or influence.
+* **[[The Tangible Dream]]:** Weave your imagination into creations of force and light.
+* **[[The Unbound Step]]:** Bend and traverse space with teleportation and phasing.
diff --git a/content/mechanics/srd/Class Features/Construct Innovation.md b/content/mechanics/srd/Class Features/Construct Innovation.md
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index 000000000..340c96a3b
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+++ b/content/mechanics/srd/Class Features/Construct Innovation.md
@@ -0,0 +1,25 @@
+---
+title: "Construct Innovation"
+noteType: ":luggage:"
+aliases: "Construct Innovation"
+foundryId: Item.zK1M2XPRS5ES8RbZ
+tags:
+ - Item
+---
+
+# Construct Innovation
+![[systems-pf2e-icons-features-classes-construct-innovation.webp|150]]
+
+Your innovation is a mechanical creature, such as a clockwork construct made of cogs and gears. It's a prototype construct companion, and you can adjust most of its base statistics by taking feats at higher levels, such as Advanced Companion. If you use the Overdrive action, your construct gains the same Overdrive benefits you do, and it also takes the same amount of fire damage on a critical failure.
+
+You know how to spend additional time directing, controlling, or programming your construct innovation for a more complex plan of action. You can spend 2 actions to Command instead of 1 when commanding your construct companion; your construct companion can then use an additional action (normally 3 actions, rather than 2).
+
+Choose one initial construct modification to apply to your innovation, either from the following or from other initial construct modifications to which you have access. These modifications alter the construct's abilities or form.
+
+* **Accelerated Mobility** Actuated legs, efficient gears in the wheels or treads, or add-on boosters make your construct faster. Your innovation's Speed increases to 40 feet.
+* **Amphibious Construction** Increased buoyancy, rudders, and a means of propulsion like a fluked tail or powerful propeller make your construct able to travel in water. Your innovation gains a swim Speed of 25 feet.
+* **Increased Size** You built your construct innovation bigger than most. Your construct is Large. If you have this modification and your construct innovation becomes an advanced construct companion or otherwise gains the ability to become Large, you can immediately change increased size to a different initial construct modification.
+* **Manual Dexterity** Your construct innovation has articulated hands or similar appendages with significant manual dexterity. It can perform manipulate actions with up to two of its limbs. As normal for a companion, it still can't wield weapons or held items that don't have the companion trait, and it can't activate items.
+* **Projectile Launcher** Your construct has a mounted dart launcher, embedded cannon, or similar armament. Your innovation gains a ranged unarmed attack that deals 1d4 bludgeoning or piercing damage (you choose when you pick this modification). The attack has the propulsive trait and a range increment of 30 feet.
+* **Sensory Array** Additional sensory devices give your innovation low-light vision and darkvision, as well as imprecise tremorsense out to a range of 30 feet.
+* **Wonder Gears** You map specialized skills into your construct's crude intelligence. Your innovation becomes trained in Intimidation, Stealth, and Survival.
diff --git a/content/mechanics/srd/Class Features/Continuous Flair.md b/content/mechanics/srd/Class Features/Continuous Flair.md
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+++ b/content/mechanics/srd/Class Features/Continuous Flair.md
@@ -0,0 +1,15 @@
+---
+title: "Continuous Flair"
+noteType: ":luggage:"
+aliases: "Continuous Flair"
+foundryId: Item.hBq9791ATkXTXHKB
+tags:
+ - Item
+---
+
+# Continuous Flair
+![[systems-pf2e-icons-features-classes-continuous-flair.webp|150]]
+
+While not equal to the heights of your panache in combat, you have a dramatic flair about you in any situation.
+
+Whenever you succeed at a check during exploration that would have granted you panache in combat, you gain a +1 circumstance bonus to further checks for actions that would grant you panache in combat. This benefit ends when the exploration changes to a different scene (as determined by the GM) or shifts to an encounter or downtime.
diff --git a/content/mechanics/srd/Class Features/Cosmos.md b/content/mechanics/srd/Class Features/Cosmos.md
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+++ b/content/mechanics/srd/Class Features/Cosmos.md
@@ -0,0 +1,49 @@
+---
+title: "Cosmos"
+noteType: ":luggage:"
+aliases: "Cosmos"
+foundryId: Item.JjO5e9E9QUdy9CQz
+tags:
+ - Item
+---
+
+# Cosmos
+![[systems-pf2e-icons-features-classes-cosmos-mystery.webp|150]]
+
+Celestial bodies great and small exert influence on you, giving you sublime cosmic power. Perhaps you see the glittering stars as a divine blessing, or perhaps you feel drawn to the infinitely dark spaces between. You might uphold deities like Desna, Sarenrae, or the deific lovers Shizuru and Tsukiyo who represent the sun and the moon-or you might draw power from dark entities from beyond the stars, like certain Outer Gods, or destructive gods of the night like Zon-Kuthon or the rat goddess Lao Shu Po.
+
+**Mystery Benefit**
+
+Your body is as much an astronomical one as it is physical. You gain resistance equal to 2 + half your level against all physical damage.
+
+**Trained Skill** Nature
+
+**Granted Cantrip** _[[Light]]_
+
+**Revelation Spells**
+
+* Initial _[[Spray of Stars]]_;
+* Advanced _[[Interstellar Void]]_;
+* Greater _[[Moonlight Bridge]]_
+
+**Related Domains** darkness, moon
+
+### Curse of the Sky's Call
+
+You have your head in the clouds-and not just figuratively. Your body is drawn toward the heavens, making you lighter and less substantial than you should be. Your eyes glow with starry light, and your hair and clothing float and drift around you.
+
+#### Minor Curse
+
+Your unnatural lightness makes it hard to keep your footing and interact with other physical objects. You are [[Enfeebled 1]] and take a -2 penalty to saves and DCs against [[Grapple]], [[Shove]], and other forms of forced movement.
+
+#### Moderate Curse
+
+Your body is drawn further skyward. You are [[Enfeebled 1|Enfeebled 2]], and the penalty from your minor curse increases to -3.
+
+You are treated as one size smaller for wind effects. You gain a +2 status bonus against [[Trip]] attempts, you only take half as much damage from falls, and you gain the effects of the [[Powerful Leap]] and [[Quick Jump]] skill feats. You weigh only half as much, and your Bulk, should someone need to carry you, is also half as much.
+
+#### Major Curse (11th)
+
+As your body rises, you float just above the ground beneath you. You become [[Enfeebled 1|Enfeebled 4]], and the penalty from your minor curse increases to -4.
+
+You can walk on liquids as if they were solid; you gain the effects of the [[Cloud Jump]] skill feat; and you don't leave tracks, trigger weight-sensitive pressure plates, or otherwise connect with the ground below you.
diff --git a/content/mechanics/srd/Class Features/Debilitating Strike.md b/content/mechanics/srd/Class Features/Debilitating Strike.md
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index 000000000..845875c9d
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+++ b/content/mechanics/srd/Class Features/Debilitating Strike.md
@@ -0,0 +1,13 @@
+---
+title: "Debilitating Strike"
+noteType: ":luggage:"
+aliases: "Debilitating Strike"
+foundryId: Item.x5s91V8zP7cTcYfy
+tags:
+ - Item
+---
+
+# Debilitating Strike
+![[icons-skills-melee-strike-sword-blood-red.webp|150]]
+
+When taking advantage of an opening, you both hinder and harm your foe. You gain the [[Debilitating Strike]] free action.
diff --git a/content/mechanics/srd/Class Features/Deductive Improvisation.md b/content/mechanics/srd/Class Features/Deductive Improvisation.md
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index 000000000..b6e0b3fcc
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+++ b/content/mechanics/srd/Class Features/Deductive Improvisation.md
@@ -0,0 +1,15 @@
+---
+title: "Deductive Improvisation"
+noteType: ":luggage:"
+aliases: "Deductive Improvisation"
+foundryId: Item.OyT1oADndCeiJX2g
+tags:
+ - Item
+---
+
+# Deductive Improvisation
+![[systems-pf2e-icons-features-classes-deductive-improvisation.webp|150]]
+
+You use your skills at deduction to perform whatever task is necessary to solve the case.
+
+You can attempt any check that requires you to be trained in a skill, even if you're untrained in it; you can attempt any check that requires you to have expert proficiency in a skill so long as you're trained in it; and you can attempt any check that requires you to have master proficiency in a skill as long as you have expert proficiency in it.
diff --git a/content/mechanics/srd/Class Features/Defensive Robes.md b/content/mechanics/srd/Class Features/Defensive Robes.md
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index 000000000..84def463f
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+++ b/content/mechanics/srd/Class Features/Defensive Robes.md
@@ -0,0 +1,13 @@
+---
+title: "Defensive Robes"
+noteType: ":luggage:"
+aliases: "Defensive Robes"
+foundryId: Item.0V8d0e5zGvUKLvjo
+tags:
+ - Item
+---
+
+# Defensive Robes
+![[systems-pf2e-icons-features-classes-defensive-robes.webp|150]]
+
+The flow of magic and your defensive training combine to help you get out of the way before an attack. Your proficiency rank in unarmored defense increases to expert.
diff --git a/content/mechanics/srd/Class Features/Deific Weapon.md b/content/mechanics/srd/Class Features/Deific Weapon.md
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index 000000000..b269f0fb2
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+++ b/content/mechanics/srd/Class Features/Deific Weapon.md
@@ -0,0 +1,13 @@
+---
+title: "Deific Weapon"
+noteType: ":luggage:"
+aliases: "Deific Weapon"
+foundryId: Item.yygJFtnaOcz1ok16
+tags:
+ - Item
+---
+
+# Deific Weapon
+![[icons-skills-melee-weapons-crossed-swords-purple.webp|150]]
+
+You zealously bear your deity's favored weapon. If it's uncommon, you gain access to it. If it's an unarmed attack with a d4 damage die or a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12).
diff --git a/content/mechanics/srd/Class Features/Deity and Cause.md b/content/mechanics/srd/Class Features/Deity and Cause.md
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@@ -0,0 +1,20 @@
+---
+title: "Deity and Cause"
+noteType: ":luggage:"
+aliases: "Deity and Cause"
+foundryId: Item.hdhidZv3gpl05sYC
+tags:
+ - Item
+---
+
+# Deity and Cause
+![[systems-pf2e-icons-features-classes-deity.webp|150]]
+
+Champions are divine servants of a deity. Choose a deity to follow; your alignment must be one allowed for followers of your deity. Actions fundamentally opposed to your deity's ideals or alignment are anathema to your faith. A few examples of acts that would be considered anathema appear in each deity's entry. You and your GM determine whether other acts are anathema. You have one of the following causes. Your cause must match your alignment exactly. Your cause determines your champion's reaction, grants you a devotion spell, and defines part of your champion's code.
+
+* LG [[Paladin]]
+* NG [[Redeemer]]
+* CG [[Liberator]]
+* LE [[Tyrant]]
+* NE [[Desecrator]]
+* CE [[Antipaladin]]
diff --git a/content/mechanics/srd/Class Features/Deity.md b/content/mechanics/srd/Class Features/Deity.md
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index 000000000..420a1188d
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@@ -0,0 +1,27 @@
+---
+title: "Deity"
+noteType: ":luggage:"
+aliases: "Deity"
+foundryId: Item.6rW9YrC5Fd3B6iqs
+tags:
+ - Item
+---
+
+# Deity
+![[systems-pf2e-icons-features-classes-deity.webp|150]]
+
+As a cleric, you are a mortal servitor of a deity you revere above all others. Your deity grants you the trained proficiency rank in one skill and with the deity's favored weapon. If the favored weapon is uncommon, you also get access to that weapon.
+
+Your deity also adds spells to your spell list. You can prepare these just like you can any spell on the divine spell list once you can prepare spells of their rank as a cleric. Any of these spells that aren't normally on the divine list are still divine spells if you prepare them this way.
+
+## Sanctification
+
+Depending on your deity, their sanctification can make you holy or unholy. This gives you the holy or unholy trait, which commits you to one side of a struggle over the souls of the planes and may be referenced in other abilities. If you "can be" holy or unholy according to your deity, you make that choice, and if you "must be" holy or unholy you gain the trait automatically. If you gain the opposing trait in some way, you lose the previous trait until you complete an atone ritual.
+
+## Anathema
+
+Acts fundamentally opposed to your deity's ideals are anathema to your faith. Learning or casting spells, committing acts, and using items that are anathema to your deity remove you from your deity's good graces.
+
+Casting spells with the unholy trait is almost always anathema to deities who don't allow unholy sanctification, and casting holy spells is likewise anathema to those who don't allow holy sanctification. Similarly, casting spells that are anathema to the tenets or goals of your faith could interfere with your connection to your deity. For example, casting a spell to create undead would be anathema to Pharasma, the goddess of death. Many actions that are anathema don't appear in any deity's formal list. For borderline cases, you and your GM determine which acts are anathema.
+
+If you perform enough acts that are anathema to your deity, you lose the magical abilities that come from your connection to your deity. The class features that you lose are determined by the GM, but they likely include your divine font and all cleric spellcasting. These abilities can be regained only if you repent by conducting an atone ritual.
diff --git a/content/mechanics/srd/Class Features/Dense Plating.md b/content/mechanics/srd/Class Features/Dense Plating.md
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index 000000000..c8174f55e
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@@ -0,0 +1,13 @@
+---
+title: "Dense Plating"
+noteType: ":luggage:"
+aliases: "Dense Plating"
+foundryId: Item.y0FBuOpPMtYEPbpm
+tags:
+ - Item
+---
+
+# Dense Plating
+![[icons-equipment-shoulder-pauldron-segmented-steel-white.webp|150]]
+
+You have encased your armor in robust plating. While wearing your armor, you gain resistance to slashing damage equal to half your level.
diff --git a/content/mechanics/srd/Class Features/Deny Advantage.md b/content/mechanics/srd/Class Features/Deny Advantage.md
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--- /dev/null
+++ b/content/mechanics/srd/Class Features/Deny Advantage.md
@@ -0,0 +1,17 @@
+---
+title: "Deny Advantage"
+noteType: ":luggage:"
+aliases: "Deny Advantage"
+foundryId: Item.E7c5WBrlOnUboSLw
+tags:
+ - Item
+---
+
+# Deny Advantage
+![[icons-environment-settlement-watchtower-silhouette-yellow.webp|150]]
+
+**Barbarian** Your foes struggle to pass your defenses. You aren't off-guard to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
+
+* * *
+
+**Rogue** As someone who takes advantage of openings, you are careful not to leave such gaps yourself. You aren't [[Off-Guard]] to [[Hidden]], [[Undetected]], or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
diff --git a/content/mechanics/srd/Class Features/Desecrator.md b/content/mechanics/srd/Class Features/Desecrator.md
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index 000000000..b7e1c8a6c
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Desecrator.md
@@ -0,0 +1,25 @@
+---
+title: "Desecrator"
+noteType: ":luggage:"
+aliases: "Desecrator"
+foundryId: Item.m9LPC6loklkf8X2n
+tags:
+ - Item
+---
+
+# Desecrator
+![[icons-magic-symbols-rune-sigil-horned-white-purple.webp|150]]
+
+You always take what pleases you, no matter who it hurts, and you spread the influence of evil across all you touch. You gain the [[Selfish Shield]] champion's reaction and the [[Touch of Corruption]] devotion spell. You gain the follow edicts and anathema:
+
+**Edicts** subvert or corrupt everything in your path that is pure or holy, sow doubt among those holding ideals of purity or holiness
+
+**Anathema** none
+
+## Divine SmiteLevel 9
+
+If your Charisma modifier is +2 or greater, your resistance against the triggering damage equals your Charisma modifier + half your level
+
+## ExaltLevel 11
+
+When you use Selfish Shield, each enemy within 15 feet of you takes a -1 status penalty to attack rolls against you until the start of your next turn.
diff --git a/content/mechanics/srd/Class Features/Devastator.md b/content/mechanics/srd/Class Features/Devastator.md
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index 000000000..80610d2c2
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Devastator.md
@@ -0,0 +1,13 @@
+---
+title: "Devastator"
+noteType: ":luggage:"
+aliases: "Devastator"
+foundryId: Item.l7pGqiAeGfv3dlLD
+tags:
+ - Item
+---
+
+# Devastator
+![[systems-pf2e-icons-features-classes-devastator.webp|150]]
+
+Your Strikes are so devastating that you hardly care about resistance, and your barbarian abilities are unparalleled. Your proficiency rank for your barbarian class DC increases to master. Your melee Strikes ignore 10 points of a creature's resistance to their physical damage.
diff --git a/content/mechanics/srd/Class Features/Devise a Stratagem.md b/content/mechanics/srd/Class Features/Devise a Stratagem.md
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index 000000000..278176e19
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Devise a Stratagem.md
@@ -0,0 +1,15 @@
+---
+title: "Devise a Stratagem"
+noteType: ":luggage:"
+aliases: "Devise a Stratagem"
+foundryId: Item.YBHxGNlu0nsHOpU1
+tags:
+ - Item
+---
+
+# Devise a Stratagem
+![[systems-pf2e-icons-features-classes-devise-a-stratagem.webp|150]]
+
+You can play out a battle in your head, using brains rather than brawn to execute an attack.
+
+You gain the [[Devise a Stratagem]] action.
diff --git a/content/mechanics/srd/Class Features/Devotion Spells.md b/content/mechanics/srd/Class Features/Devotion Spells.md
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index 000000000..63b6b5eae
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Devotion Spells.md
@@ -0,0 +1,15 @@
+---
+title: "Devotion Spells"
+noteType: ":luggage:"
+aliases: "Devotion Spells"
+foundryId: Item.xuKisnCfyg7JX95N
+tags:
+ - Item
+---
+
+# Devotion Spells
+![[icons-magic-light-explosion-star-glow-orange.webp|150]]
+
+Your deity's power grants you special divine spells called devotion spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.
+
+Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. You gain a devotion spell depending on your cause, and you are trained in divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma.
diff --git a/content/mechanics/srd/Class Features/Divine Ally.md b/content/mechanics/srd/Class Features/Divine Ally.md
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index 000000000..9e407149e
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Divine Ally.md
@@ -0,0 +1,23 @@
+---
+title: "Divine Ally"
+noteType: ":luggage:"
+aliases: "Divine Ally"
+foundryId: Item.aqNIuxV9YTb5kEwr
+tags:
+ - Item
+---
+
+# Divine Ally
+![[systems-pf2e-icons-features-classes-divine-ally.webp|150]]
+
+Your devotion attracts a spirit of your deity's alignment. Once you choose an ally, your choice can't be changed.
+
+The following are divine allies:
+
+**Blade Ally** A spirit of battle dwells within your armaments. Select one weapon or [[Handwraps of Mighty Blows|Handwraps of Mighty Blows (+1)]] when you make your daily preparations. In your hands, the item gains the effect of a property rune. For a champion following the tenets of good, choose _disrupting_, _ghost touch_,_returning_, or _shifting_. You also gain the weapon's critical specialization effect.
+
+If you are a champion following the tenets of evil, you can choose the following property runes: _fearsome_, _returning_, or _shifting_.
+
+**Shield Ally** A spirit of protection dwells within your shield. In your hands, the shield's Hardness increases by 2 and its HP and BT increase by half.
+
+**Steed Ally** You gain a young animal companion as a mount. Ordinarily, your animal companion is one that has the mount special ability, such as a horse. You can select a different animal companion (GM's discretion), but this ability doesn't grant it the mount special ability.
diff --git a/content/mechanics/srd/Class Features/Divine Defense.md b/content/mechanics/srd/Class Features/Divine Defense.md
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index 000000000..a23f90e4d
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Divine Defense.md
@@ -0,0 +1,13 @@
+---
+title: "Divine Defense"
+noteType: ":luggage:"
+aliases: "Divine Defense"
+foundryId: Item.0NPhXEVISmsNxPeU
+tags:
+ - Item
+---
+
+# Divine Defense
+![[systems-pf2e-icons-features-classes-divine-defense.webp|150]]
+
+Your training and your deity protect you from harm. Your proficiency rank in unarmored defense increases to expert.
diff --git a/content/mechanics/srd/Class Features/Divine Font.md b/content/mechanics/srd/Class Features/Divine Font.md
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index 000000000..5f35d34dd
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Divine Font.md
@@ -0,0 +1,17 @@
+---
+title: "Divine Font"
+noteType: ":luggage:"
+aliases: "Divine Font"
+foundryId: Item.0ONXikSp8VYD0lYY
+tags:
+ - Item
+---
+
+# Divine Font
+![[systems-pf2e-icons-features-classes-divine-font.webp|150]]
+
+Through your deity's blessing, you gain additional spells that channel either the life force called vitality or its counterforce, the void. When you prepare your spells each day, you can prepare additional [[Heal]] or [[Harm]] spells, depending on your deity. The divine font spell your deity provides is listed in the Divine Font entry for your deity; if both are listed, you can choose between heal or harm. Once you choose, you can't change your choice short of divine intervention.
+
+**Healing Font:** You gain 4 additional spell slots each day at your highest rank of cleric spell slots. You can prepare only heal spells in these slots. At 5th level, the number of additional slots increases to 5, and at 15th level, the total number of additional slots increases to 6.
+
+**Harmful Font:** You gain 4 additional spell slots each day at your highest rank of cleric spell slots. You can prepare only harm spells in these slots. At 5th level, the number of additional slots increases to 5, and at 15th level, the total number of additional slots increases to 6.
diff --git a/content/mechanics/srd/Class Features/Divine Smite.md b/content/mechanics/srd/Class Features/Divine Smite.md
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index 000000000..7774dec88
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Divine Smite.md
@@ -0,0 +1,13 @@
+---
+title: "Divine Smite"
+noteType: ":luggage:"
+aliases: "Divine Smite"
+foundryId: Item.5WjpKXgMNVMxJZKH
+tags:
+ - Item
+---
+
+# Divine Smite
+![[systems-pf2e-icons-default-icons-feat.svg|150]]
+
+Your [[Champion's Reaction]] improves. See your cause for details.
diff --git a/content/mechanics/srd/Class Features/Divine Spellcasting (Oracle).md b/content/mechanics/srd/Class Features/Divine Spellcasting (Oracle).md
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index 000000000..4eef4c185
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Divine Spellcasting (Oracle).md
@@ -0,0 +1,17 @@
+---
+title: "Divine Spellcasting (Oracle)"
+noteType: ":luggage:"
+aliases: "Divine Spellcasting (Oracle)"
+foundryId: Item.SEa4AxV4R35r0fZJ
+tags:
+ - Item
+---
+
+# Divine Spellcasting (Oracle)
+![[systems-pf2e-icons-features-classes-divine-spellcasting.webp|150]]
+
+Your mystery provides you with divine magical power. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. your unconventional access to this divine power means you can usually replace material components with somatic components, so you don't need to use a material component pouch when casting spells.
+
+At 1st level, you can cast up to two 1st-level spells per day. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots. As you increase in level as an oracle, your number of spells per day increases, as does the highest level of spell you can cast.
+
+Some of your spells require you to attempt a spell attack roll to see how effective they are, or your enemies to roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier.
diff --git a/content/mechanics/srd/Class Features/Divine Will.md b/content/mechanics/srd/Class Features/Divine Will.md
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index 000000000..6e055bcfb
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Divine Will.md
@@ -0,0 +1,13 @@
+---
+title: "Divine Will"
+noteType: ":luggage:"
+aliases: "Divine Will"
+foundryId: Item.DwKEBe8ErLPyNCUr
+tags:
+ - Item
+---
+
+# Divine Will
+![[systems-pf2e-icons-features-classes-divine-will.webp|150]]
+
+Your faith grants mastery of your will. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Doctrine.md b/content/mechanics/srd/Class Features/Doctrine.md
new file mode 100755
index 000000000..a08c69c0f
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Doctrine.md
@@ -0,0 +1,16 @@
+---
+title: "Doctrine"
+noteType: ":luggage:"
+aliases: "Doctrine"
+foundryId: Item.39Xcx5RFSVD0F8MH
+tags:
+ - Item
+---
+
+# Doctrine
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+Even among followers of the same deity, approaches vary. At 1st level, you select cloistered cleric or warpriest and gain the benefits of its first doctrine. At 3rd level and every four levels thereafter, you gain another benefit from your doctrine.
+
+* [[Cloistered Cleric]]
+* [[Warpriest]]
diff --git a/content/mechanics/srd/Class Features/Double Brew.md b/content/mechanics/srd/Class Features/Double Brew.md
new file mode 100755
index 000000000..518d936e2
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Double Brew.md
@@ -0,0 +1,15 @@
+---
+title: "Double Brew"
+noteType: ":luggage:"
+aliases: "Double Brew"
+foundryId: Item.Q6bMWZyirxPtPmdS
+tags:
+ - Item
+---
+
+# Double Brew
+![[systems-pf2e-icons-features-classes-double-brew.webp|150]]
+
+You know your formulas so well that you can concoct two items at once.
+
+When using the [[Quick Alchemy]] action, instead of spending one batch of [[Infused Reagents]] to create a single item, you can spend up to two batches of infused reagents to make up to two alchemical items as described in that action. These items do not have to be the same.
diff --git a/content/mechanics/srd/Class Features/Double Debilitation.md b/content/mechanics/srd/Class Features/Double Debilitation.md
new file mode 100755
index 000000000..b14be6d5a
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Double Debilitation.md
@@ -0,0 +1,13 @@
+---
+title: "Double Debilitation"
+noteType: ":luggage:"
+aliases: "Double Debilitation"
+foundryId: Item.gISivE83ubvMmhvj
+tags:
+ - Item
+---
+
+# Double Debilitation
+![[icons-skills-wounds-injury-triple-slash-bleed.webp|150]]
+
+Your opportunistic attacks are particularly detrimental. When you use [[Debilitating Strike]], you can apply two debilitations simultaneously; removing one removes both.
diff --git a/content/mechanics/srd/Class Features/Double Reflow.md b/content/mechanics/srd/Class Features/Double Reflow.md
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index 000000000..da494693f
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Double Reflow.md
@@ -0,0 +1,13 @@
+---
+title: "Double Reflow"
+noteType: ":luggage:"
+aliases: "Double Reflow"
+foundryId: Item.7WM3LnqXEsxOTKPA
+tags:
+ - Item
+---
+
+# Double Reflow
+![[systems-pf2e-icons-spells-empower-ley-line.webp|150]]
+
+Your kinetic gate becomes even more adaptable. When you use reflow elements, you can replace two impulse feats instead of one.
diff --git a/content/mechanics/srd/Class Features/Double Spellstrike.md b/content/mechanics/srd/Class Features/Double Spellstrike.md
new file mode 100755
index 000000000..0e371b7d5
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Double Spellstrike.md
@@ -0,0 +1,15 @@
+---
+title: "Double Spellstrike"
+noteType: ":luggage:"
+aliases: "Double Spellstrike"
+foundryId: Item.3ILUHDHGBntZjEsj
+tags:
+ - Item
+---
+
+# Double Spellstrike
+![[systems-pf2e-icons-features-classes-double-spellstrike.webp|150]]
+
+You can extend the magic of spells you store with Spellstrike. After you make a Spellstrike with a spell cast from a spell slot, you retain an echo of the spell, stored in your body. The next time you Spellstrike, you can cast the same spell again without expending a spell slot.
+
+If you choose to cast a different spell with Spellstrike, or you go 1 minute without using the stored spell, the stored spell dissipates harmlessly.
diff --git a/content/mechanics/srd/Class Features/Dragon Deviant Classification.md b/content/mechanics/srd/Class Features/Dragon Deviant Classification.md
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index 000000000..4d13d6c75
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Dragon Deviant Classification.md
@@ -0,0 +1,41 @@
+---
+title: "Dragon Deviant Classification"
+noteType: ":luggage:"
+aliases: "Dragon Deviant Classification"
+foundryId: Item.A30ak5ZiTfr6oUMu
+tags:
+ - Item
+---
+
+# Dragon Deviant Classification
+![[systems-pf2e-icons-spells-dragon-breath.webp|150]]
+
+Deviant abilities often trace their origin to massive concentrations of energy, such as being at ground zero of a detonating magical artifact. These energies can linger within an individual to grant them deviations falling under the dragon classification—gouts of flame, electrical breath, and the like—projecting and absorbing it to great effect.
+
+When you gain a dragon-type deviation, choose a type of damage, from cold, electricity, fire, or sonic. All abilities you gain from this deviation deal this type of damage and add the corresponding trait to the ability. You also use this damage type for the damage and weakness from your backlash.
+
+## Backlash
+
+[[Energetic Meltdown]]
+
+The same blood that lets one of the dragon-descended spit out a gout of flame is precisely what keeps the inside of their mouth from being singed in the furnace. Deviations, unfortunately, lack these safeguards, their powers coming from haphazard circumstance and interactions rather than intentional design. A character using their deviation always risks the chance of backlash.
+
+Whenever you attempt to use a deviation, roll a DC 5 flat); on a failure, you use your deviation and then suffer a backlash effect, after which your flat check DC resets to 5. Backlash progresses from mild, to moderate, to severe. When you have already taken mild backlash in a given day, the next time you would take backlash, you take the moderate backlash instead, and if you have already taken moderate backlash, you take the severe backlash instead, and your deviation can't be used for the rest of the day—attempting to use it simply brings pain. When you make your daily preparations, your flat check DC returns to 5 and your next backlash returns to mild.
+
+Any effects from backlash can't be reduced, prevented, or otherwise bypassed. Conditions and damage you take from backlash can't be reduced or prevented by resistance or immunity, but still triggers any weakness you have to it.
+
+## Dragon Deviant Feats
+
+[[Blasting Beams]]
+
+[[Consume Energy]]
+
+[[Storming Breath]]
+
+[[Propulsive Leap]]
+
+### Universal Deviant Feats
+
+[[Awakened Power]]
+
+[[Greater Awakened Power]]
diff --git a/content/mechanics/srd/Class Features/Dragon Instinct.md b/content/mechanics/srd/Class Features/Dragon Instinct.md
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index 000000000..7ddd904d3
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Dragon Instinct.md
@@ -0,0 +1,44 @@
+---
+title: "Dragon Instinct"
+noteType: ":luggage:"
+aliases: "Dragon Instinct"
+foundryId: Item.yy313aNXRiGPxUrv
+tags:
+ - Item
+---
+
+# Dragon Instinct
+![[icons-creatures-abilities-dragon-fire-breath-orange.webp|150]]
+
+You summon the fury of a mighty dragon and manifest incredible abilities. Perhaps your culture reveres draconic majesty, or you gained your connection by drinking or bathing in dragon's blood or after watching a marauding wyrm burn your village. Select a type of dragon from Table 3-4: Dragon Instincts to be your instinct's dragon type. Chromatic dragons tend to be evil, and metallic dragons tend to be good.
+
+## Table 3-4: Dragon Instincts
+
+| Dragon | Type | Breath Weapon |
+| --- | --- | --- |
+| Black | Chromatic | Line of Acid |
+| Blue | Chromatic | Line of Electricity |
+| Green | Chromatic | Cone of Poison |
+| Red | Chromatic | Cone of Fire |
+| White | Chromatic | Cone of Cold |
+| Brass | Metallic | Line of Fire |
+| Bronze | Metallic | Line of Electricity |
+| Copper | Metallic | Line of Acid |
+| Gold | Metallic | Cone of Fire |
+| Silver | Metallic | Cone of Cold |
+
+## Anathema
+
+Letting a personal insult against you slide is anathema to your instinct. Choose whether your character respects or abhors your dragon type. If you respect it, defying such a dragon is anathema, and if you abhor it, failing to defeat such a dragon you come across is anathema.
+
+## Draconic Rage (Instinct Ability)
+
+While raging, you can increase the additional damage from Rage from 2 to 4 and change its damage type to match that of your dragon's breath weapon instead of the damage type for your weapon or unarmed attack. If you do this, your Rage action gains the arcane and evocation traits, as well as the trait matching the damage type.
+
+## Specialization AbilityLevel 7
+
+When you use draconic rage, you increase the additional damage from Rage from 4 to 8. If you have greater weapon specialization, instead increase the damage from Rage when using draconic rage from 8 to 16.
+
+## Raging ResistanceLevel 9
+
+You resist piercing damage and the damage type of your dragon's breath weapon.
diff --git a/content/mechanics/srd/Class Features/Druid Spellcasting.md b/content/mechanics/srd/Class Features/Druid Spellcasting.md
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index 000000000..292db7d13
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Druid Spellcasting.md
@@ -0,0 +1,27 @@
+---
+title: Druid Spellcasting
+noteType: ":luggage:"
+aliases:
+ - Druid Spellcasting
+ - Primal Spellcasting
+foundryId: Item.hwqBWSouDJjR4uiX
+tags:
+ - Item
+---
+
+# Druid Spellcasting
+![[icons-magic-symbols-elements-air-earth-fire-water.webp|150]]
+
+The power of the wild world flows through you. You are a spellcaster and can cast spells of the primal tradition using the [[Cast a Spell]] activity. As a druid, your spellcasting incantations might be pleas to the environment around you or the invocation of ancient vows; your hands might sway like willows or curl into clawlike shapes as your gestures direct your magic. At 1st level, you can prepare two 1st-rank spells and five cantrips each morning from the common spells on the primal spell list, or from other primal spells to which you gain access and learn via Learn a Spell. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare each day is called your spell slots.
+
+As you increase in level as a druid, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in the Druid Spells per Day table.
+
+Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Wisdom, your spell attack modifier and spell DC use your Wisdom modifier.
+
+## Heightening Spells
+
+When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks.
+
+## Cantrips
+
+Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest rank of druid spell slot you have. For example, as a 1st-level druid, your cantrips are 1st-rank spells, and a 5th-level druid's are 3rd rank.
diff --git a/content/mechanics/srd/Class Features/Druid Weapon Expertise.md b/content/mechanics/srd/Class Features/Druid Weapon Expertise.md
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index 000000000..d29d3ef7f
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Druid Weapon Expertise.md
@@ -0,0 +1,13 @@
+---
+title: "Druid Weapon Expertise"
+noteType: ":luggage:"
+aliases: "Druid Weapon Expertise"
+foundryId: Item.ZyZhRdMkekC2RuAB
+tags:
+ - Item
+---
+
+# Druid Weapon Expertise
+![[icons-skills-melee-hand-grip-staff-teal.webp|150]]
+
+You have become thoroughly familiar with the weapons of your trade. Your proficiency ranks for all simple weapons and unarmed attacks increase to expert.
diff --git a/content/mechanics/srd/Class Features/Druidic Order.md b/content/mechanics/srd/Class Features/Druidic Order.md
new file mode 100755
index 000000000..f9507ec47
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Druidic Order.md
@@ -0,0 +1,41 @@
+---
+title: "Druidic Order"
+noteType: ":luggage:"
+aliases: "Druidic Order"
+foundryId: Item.6DCf4D4DcvXp4Hws
+tags:
+ - Item
+---
+
+# Druidic Order
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+Upon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order spell (see below), and an additional trained skill tied to your order While you'll always be a member of your initial order, it's not unheard of for a druid to request to study with other orders in search of greater understanding of the natural world, and PC druids are among the most likely to blend the powers of different orders.
+
+Order spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with local nature spirits or otherwise tend to the wilderness in a way befitting your order.
+
+Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but can never be more than 3 points.
+
+**Order Skill** You become trained in the listed skill. If you're already trained in that skill, you become trained in a different skill of your choice.
+
+**Druid Feat** You gain this 1st-level druid feat as a bonus feat.
+
+**Order Spell** You automatically gain the listed order spell at 1st level.
+
+**Anathema** Add this anathema to those for all druids.
+
+* * *
+
+[[Animal Order]]
+
+[[Flame Order]]
+
+[[Leaf Order]]
+
+[[Stone Order]]
+
+[[Storm Order]]
+
+[[Untamed Order]]
+
+[[Wave Order]]
diff --git a/content/mechanics/srd/Class Features/Dynamic Weighting.md b/content/mechanics/srd/Class Features/Dynamic Weighting.md
new file mode 100755
index 000000000..d3cec2c94
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Dynamic Weighting.md
@@ -0,0 +1,13 @@
+---
+title: "Dynamic Weighting"
+noteType: ":luggage:"
+aliases: "Dynamic Weighting"
+foundryId: Item.acbJEKzXEXDttUEs
+tags:
+ - Item
+---
+
+# Dynamic Weighting
+![[systems-pf2e-icons-features-classes-dynamic-weighting.webp|150]]
+
+Your weapon's modified weight distribution can increase power in exchange for taking more hands to wield. Your innovation gains the two-hand trait, with a damage die one size higher than the weapon's normal weapon damage die size (for instance, a longsword would gain the two-hand d10 trait). Your innovation also gains the versatile B trait.
diff --git a/content/mechanics/srd/Class Features/Eidolon Defensive Expertise.md b/content/mechanics/srd/Class Features/Eidolon Defensive Expertise.md
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index 000000000..fc32bf885
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Eidolon Defensive Expertise.md
@@ -0,0 +1,13 @@
+---
+title: "Eidolon Defensive Expertise"
+noteType: ":luggage:"
+aliases: "Eidolon Defensive Expertise"
+foundryId: Item.d4yixexD4XHtzsKW
+tags:
+ - Item
+---
+
+# Eidolon Defensive Expertise
+![[systems-pf2e-icons-features-classes-eidolon-defensive-expertise.webp|150]]
+
+Your eidolon increases its ability to avoid attacks. Its proficiency rank for unarmored defense increases to expert.
diff --git a/content/mechanics/srd/Class Features/Eidolon Defensive Mastery.md b/content/mechanics/srd/Class Features/Eidolon Defensive Mastery.md
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index 000000000..7fded9525
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Eidolon Defensive Mastery.md
@@ -0,0 +1,13 @@
+---
+title: "Eidolon Defensive Mastery"
+noteType: ":luggage:"
+aliases: "Eidolon Defensive Mastery"
+foundryId: Item.OLxYfVTHsXTXYkTi
+tags:
+ - Item
+---
+
+# Eidolon Defensive Mastery
+![[systems-pf2e-icons-features-classes-eidolon-defensive-mastery.webp|150]]
+
+Your eidolon's form becomes particularly difficult to assail. Its proficiency rank for unarmored defense increases to master.
diff --git a/content/mechanics/srd/Class Features/Eidolon Symbiosis.md b/content/mechanics/srd/Class Features/Eidolon Symbiosis.md
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index 000000000..3648d8a46
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Eidolon Symbiosis.md
@@ -0,0 +1,13 @@
+---
+title: "Eidolon Symbiosis"
+noteType: ":luggage:"
+aliases: "Eidolon Symbiosis"
+foundryId: Item.KeRkyw7ayBqfFtmX
+tags:
+ - Item
+---
+
+# Eidolon Symbiosis
+![[systems-pf2e-icons-features-classes-eidolon-symbiosis.webp|150]]
+
+Your connection with your eidolon strengthens, granting your eidolon access to a new ability depending on its type, as described in Eidolon Abilities in each eidolon's entry.
diff --git a/content/mechanics/srd/Class Features/Eidolon Transcendence.md b/content/mechanics/srd/Class Features/Eidolon Transcendence.md
new file mode 100755
index 000000000..f051168aa
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Eidolon Transcendence.md
@@ -0,0 +1,13 @@
+---
+title: "Eidolon Transcendence"
+noteType: ":luggage:"
+aliases: "Eidolon Transcendence"
+foundryId: Item.y46BhsBpfHp1I99D
+tags:
+ - Item
+---
+
+# Eidolon Transcendence
+![[systems-pf2e-icons-features-classes-eidolon-transcendence.webp|150]]
+
+Your connection with your eidolon approaches its peak, granting your eidolon access to a powerful new ability depending on its type, as described in Eidolon Abilities in each eidolon's entry. This ability also increases one of the eidolon's ability scores by 2.
diff --git a/content/mechanics/srd/Class Features/Eidolon Unarmed Expertise.md b/content/mechanics/srd/Class Features/Eidolon Unarmed Expertise.md
new file mode 100755
index 000000000..5054bad2b
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Eidolon Unarmed Expertise.md
@@ -0,0 +1,13 @@
+---
+title: "Eidolon Unarmed Expertise"
+noteType: ":luggage:"
+aliases: "Eidolon Unarmed Expertise"
+foundryId: Item.MOlTCjtEEMawh1GZ
+tags:
+ - Item
+---
+
+# Eidolon Unarmed Expertise
+![[systems-pf2e-icons-features-classes-eidolon-unarmed-expertise.webp|150]]
+
+Your eidolon becomes more capable of using its unarmed attacks. Its proficiency rank for unarmed attacks increases to expert.
diff --git a/content/mechanics/srd/Class Features/Eidolon Unarmed Mastery.md b/content/mechanics/srd/Class Features/Eidolon Unarmed Mastery.md
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index 000000000..ee8983782
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+++ b/content/mechanics/srd/Class Features/Eidolon Unarmed Mastery.md
@@ -0,0 +1,13 @@
+---
+title: "Eidolon Unarmed Mastery"
+noteType: ":luggage:"
+aliases: "Eidolon Unarmed Mastery"
+foundryId: Item.HG6HpSGhjDOkkvl1
+tags:
+ - Item
+---
+
+# Eidolon Unarmed Mastery
+![[systems-pf2e-icons-features-classes-eidolon-unarmed-mastery.webp|150]]
+
+Your eidolon truly masters its unarmed attacks, reaching greater heights. Its proficiency rank for unarmed attacks increases to master.
diff --git a/content/mechanics/srd/Class Features/Eidolon Weapon Specialization.md b/content/mechanics/srd/Class Features/Eidolon Weapon Specialization.md
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index 000000000..d2414e012
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Eidolon Weapon Specialization.md
@@ -0,0 +1,13 @@
+---
+title: "Eidolon Weapon Specialization"
+noteType: ":luggage:"
+aliases: "Eidolon Weapon Specialization"
+foundryId: Item.ddCv0uvIQnSJeQ0v
+tags:
+ - Item
+---
+
+# Eidolon Weapon Specialization
+![[systems-pf2e-icons-features-classes-eidolon-weapon-specialization.webp|150]]
+
+Your eidolon has learned how to inflict greater injuries with its unarmed attacks. It deals 2 additional damage with unarmed attacks in which it's an expert. This damage increases to 3 if it's a master, and 4 if it's legendary.
diff --git a/content/mechanics/srd/Class Features/Eidolon.md b/content/mechanics/srd/Class Features/Eidolon.md
new file mode 100755
index 000000000..7260e7b70
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Eidolon.md
@@ -0,0 +1,39 @@
+---
+title: "Eidolon"
+noteType: ":luggage:"
+aliases: "Eidolon"
+foundryId: Item.uXg57oacDSq0Z2rD
+tags:
+ - Item
+---
+
+# Eidolon
+![[systems-pf2e-icons-features-classes-eidolon.webp|150]]
+
+You have a connection with a powerful and usually otherworldly entity called an eidolon, and you can use your life force as a conduit to manifest this ephemeral entity into the mortal world. Magic also flows through this conduit from your eidolon into you, so your eidolon determines the type of spells you cast and the spell list you choose from (as described in Summoner Spellcasting on page 54).
+
+Choose a type of eidolon from the options starting on page 59 and other eidolons you have access to. When you choose your eidolon, you also determine its appearance and general form, within the parameters for that particular type of eidolon. Once you establish your eidolon's type and general appearance, these features can't be changed later, except by selecting special evolution feats that can cause your eidolon to develop new features.
+
+Your magical connection with your eidolon takes the form of a sigil on each of your bodies. As long as your eidolon is manifested, the sigil glows with light and can't be covered or disguised via any means; it will shine through clothing, appear over cloaks, and remain unaffected by obfuscating magic. This, combined with the way that the two of you clearly act in tandem, makes it readily apparent to an intelligent observer that the two of you are connected in some way, even if the person has never encountered a summoner before.
+
+You bring your eidolon into reality with the Manifest Eidolon action.
+
+Your eidolon is no mere minion. It doesn't have the minion or summoned trait, and the two of you work together and coordinate your actions. You and your eidolon share your actions and multiple attack penalty. Each round, you can use any of your actions (including reactions and free actions) for yourself or your eidolon.
+
+You coordinate your actions with your eidolon more efficiently when you Act Together. Your connection with your eidolon allows you to communicate with it telepathically at all times, even when it isn't manifested. You also gain the Share Senses action.
+
+Lastly, the connection between you and your eidolon means you both share a single pool of Hit Points. Damage taken by either you or the eidolon reduces your Hit Points, while healing either of you recovers your Hit Points. Like with your actions, if you and your eidolon are both subject to the same effect that affects your Hit Points, you apply those effects only once (applying the greater effect, if applicable). For instance, if you and your eidolon get caught in an area effect that would heal or damage you both, only the greater amount of healing or damage applies.
+
+### Gear and your Eidolon
+
+Your eidolon can't wear or use magic items, except for items with the eidolon trait. An eidolon can have up to two items invested. Your eidolon's link to you means it can benefit from certain magic items invested by you.
+
+* Your eidolon gains item bonuses to Perception and skills from any magical items that you have invested.
+* Your eidolon increases its item bonus to AC based on your armor's armor potency rune or bracers of armor. It also gains an item bonus to its saves from the resilient rune on your armor or from your bracers of armor. Other permanent items that grant or increase item bonuses to AC and saves might convey a similar benefit, as determined by the GM.
+* Your eidolon's Strikes benefit from the fundamental and property runes on your handwraps of mighty blows. Alternatively, you can Invest a magic weapon (even though magic weapons can't normally be Invested) to share its fundamental and property runes with your eidolon. You share these benefits only while you're holding the weapon, and you can have no more than one weapon invested in this way at a time. In either case, the eidolon gains only the benefits that can apply to its attacks, with the same limitations noted in handwraps of mighty blows.
+
+### Lost and Altered Actions
+
+If you or your eidolon becomes slowed, stunned, quickened, or otherwise affected by something that changes the actions you gain at the start of each turn, it affects your shared actions. However, if you are both subject to such an effect, apply only the more severe one. For instance, if you or your eidolon were [[Slowed]], you would start your turn with one fewer action, but if you were both slowed 1, you would still lose only one action, rather than adding the two slowed effects together. However, if you were slowed 1 and your eidolon [[Slowed|Slowed 2]], you'd have two fewer actions, because that's the more severe effect. If only one of you becomes restricted in how you can spend your actions, that restriction doesn't automatically extend to the other; for example, if your eidolon became [[Immobilized]] or petrified, it wouldn't be able to move, but you could still use your actions to move. The GM resolves any situation that's unclear.
+
+You, as the player, control both your summoner and your eidolon, and the two are generally considered to cooperate unless you decide for them not to. While a summoner's link with an eidolon is a partnership, ultimately the eidolon is linked to you, not the other way around. If there's ever a conflict of who should act, you win out over your eidolon. This means that if the eidolon comes under an effect that would take its actions out of your control, such as the [[Confused]] or controlled condition, you can use all of your shared actions so your eidolon doesn't have any actions remaining to cause trouble (as long as you are able to act). However, if you came under such an effect, you would simply use all of your shared actions, preventing your eidolon from acting.
diff --git a/content/mechanics/srd/Class Features/Eldritch Trickster.md b/content/mechanics/srd/Class Features/Eldritch Trickster.md
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index 000000000..2691b5065
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Eldritch Trickster.md
@@ -0,0 +1,17 @@
+---
+title: "Eldritch Trickster"
+noteType: ":luggage:"
+aliases: "Eldritch Trickster"
+foundryId: Item.em25Sf55OiCJWiwu
+tags:
+ - Item
+---
+
+# Eldritch Trickster
+![[systems-pf2e-icons-features-classes-eldritch-trickster.webp|150]]
+
+When it comes to a big heist, every rogue worth their salt knows that magic can throw meticulous plans into chaos, whether in the form of arcane wards or pesky divinations.
+
+You dabble in magic just enough to help handle these problems by jury-rigging spells and throwing a bit of your own magic into the mix. You might be a solitary thief, performing burglaries that can't be explained by skill alone, or a specialist called in by other rogues to deal with magical security measures. You might even be on the up-and-up, hired to test magical defenses or even build them yourself.
+
+Choose a multiclass archetype that has a basic, expert, and master spellcasting feat. You gain that archetype's dedication feat as a bonus feat even though you don't meet its level prerequisite, though you must meet its other prerequisites. For you, the [[Magical Trickster]] rogue feat has a prerequisite of 2nd level instead of 4th level. You can choose the spellcasting ability score for the multiclass archetype you chose as your key ability score.
diff --git a/content/mechanics/srd/Class Features/Elemental Instinct.md b/content/mechanics/srd/Class Features/Elemental Instinct.md
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index 000000000..e6a222b2f
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Elemental Instinct.md
@@ -0,0 +1,40 @@
+---
+title: "Elemental Instinct"
+noteType: ":luggage:"
+aliases: "Elemental Instinct"
+foundryId: Item.HkYiEd0mcW5g18sq
+tags:
+ - Item
+---
+
+# Elemental Instinct
+![[icons-magic-symbols-elements-air-earth-fire-water.webp|150]]
+
+This instinct option for barbarians allows you to channel elemental forces, bonding with a single element and its associated plane. Perhaps your ancestors were elemental conjurers or blessed by an elemental lord. Select an element from the Elemental Instincts table to be your instinct's element. If your element offers multiple damage types, choose one of those type when you select your element.
+
+| Element | Trait | Damage |
+| --- | --- | --- |
+| Air | Air | Electricity or slashing |
+| Earth | Earth | Bludgeoning or piercing |
+| Fire | Fire | Fire |
+| Metal | Metal | Piercing or slashing |
+| Water | Water | Bludgeoning or cold |
+| Wood | Wood | Bludgeoning or piercing |
+
+## Anathema
+
+Disrespecting an elemental creature is anathema to your instinct; defending yourself against one is not. Purposefully despoiling the elemental plane associated with your element is anathema to your instinct, though this doesn't prevent you from responsibly altering that plane.
+
+## Elemental Rage
+
+While raging, you're cloaked in a vortex of elemental matter; you become [[Concealed]] against ranged attacks. You can't use this concealment to [[Hide]] or [[Sneak]]. While raging, you increase the additional damage from Rage from 2 to 4 and change its damage type to the one you selected for your element.
+
+If you have any kineticist impulses with the same element type as the one you chose for your instinct, such as ones gained by taking the Kineticist Dedication multiclass feat, they gain the rage trait.
+
+## Specialization Ability
+
+When you use elemental rage, you increase the damage from Rage from 4 to 6. If you have greater weapon specialization, instead increase the damage from Rage when using elemental rage from 6 to 12.
+
+## Raging Resistance
+
+You resist the damage dealt by attacks and abilities of elemental creatures of your chosen element, as well as creatures made of your element, regardless of the damage type. You also resist damage dealt by attacks, spells, and abilities with your elemental trait.
diff --git a/content/mechanics/srd/Class Features/Elemental Magic.md b/content/mechanics/srd/Class Features/Elemental Magic.md
new file mode 100755
index 000000000..5c3ec5e11
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Elemental Magic.md
@@ -0,0 +1,29 @@
+---
+title: "Elemental Magic"
+noteType: ":luggage:"
+aliases: "Elemental Magic"
+foundryId: Item.KDQhpVS1MwtiPpOQ
+tags:
+ - Item
+---
+
+# Elemental Magic
+![[systems-pf2e-icons-features-classes-elemental-magic.webp|150]]
+
+You're a spellcaster that's specialized in harnessing the four elements. Though you might feel a stronger kinship for one element over the others, you're capable of shaping all of them. Due to your specialization in elemental magic, you have a smaller, more focused spell list than other spellcasters, though your magic is drawn from multiple traditions. If you choose this class archetype, you must select the [[Elementalist Dedication]] as your 2nd-level class feat.
+
+**Prerequisites** You must have a spellcasting class feature that chooses spells from the arcane or primal spell list.
+
+**Elementalist Adjustments** Replace your spell list with the elemental spell list. Your actual magical tradition is unchanged, but you choose your spells from the elemental list instead. You must choose an elemental philosophy, which determines which spells and other elemental magic you can use.
+
+**Druid Elementalist Adjustments** If you're a druid of the storm order and air is your elemental philosophy, you can choose to replace your starting order spell, _[[Tempest Surge]]_, with _[[Updraft]]_.
+
+**Elemental Sorcerer Adjustments** If you're a sorcerer with the elemental bloodline, you can replace your initial bloodline spell with an initial elemental focus spell, and your advanced bloodline spell with an advanced elemental focus spell. The initial and advanced elemental focus spells you select must have the same trait as your elemental bloodline.
+
+**Wizard Elementalist Adjustments** If you're a wizard, you can either choose to be a universalist or to follow an arcane school dedicated to one element from your elemental philosophy. If you choose an elemental school, your curriculum spells can be any spells that you have access to and that have your chosen element's trait. Your school spells are the elemental focus spells of your chosen element, with the 1st-rank spell as your initial school spell and the 3rd-rank spell as the advanced school spell.
+
+**Additional Feats** 4th [[Familiar]], 6th [[Enhanced Familiar]]
+
+* * *
+
+[[Elementalist (Class Archetype)#Elementalist Spells|Elementalist Spells]]
diff --git a/content/mechanics/srd/Class Features/Emotional Acceptance.md b/content/mechanics/srd/Class Features/Emotional Acceptance.md
new file mode 100755
index 000000000..258524e0e
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+++ b/content/mechanics/srd/Class Features/Emotional Acceptance.md
@@ -0,0 +1,17 @@
+---
+title: "Emotional Acceptance"
+noteType: ":luggage:"
+aliases: "Emotional Acceptance"
+foundryId: Item.8xcvgnGBQMPi2zXT
+tags:
+ - Item
+---
+
+# Emotional Acceptance
+![[systems-pf2e-icons-features-classes-emotional-acceptance.webp|150]]
+
+The mind's truths come not in learned words or mathematical formulas but in deeper feelings and sensations. Emotions unlock the door to your power-you might consider your heart the source of your strength, or you might find that the infinite complexity felt in a moment expresses your power more efficiently than any string of mystic words ever could. Your thought components are emotions. You might summon the sense of freedom to buoy you through the air or let fear grip your heart even as you plant it in another's mind. Emotion components tend to impart abstract or vivid effects to your visual and auditory spell manifestations as well as more intangible flashes of emotion, such as swirls of joyous color or a sense of growing melancholy.
+
+**Key Ability** Your key ability score is Charisma
+
+**Psyche Action** [[Restore the Mind]]
diff --git a/content/mechanics/srd/Class Features/Empiricism Methodology.md b/content/mechanics/srd/Class Features/Empiricism Methodology.md
new file mode 100755
index 000000000..13539b34f
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Empiricism Methodology.md
@@ -0,0 +1,15 @@
+---
+title: "Empiricism Methodology"
+noteType: ":luggage:"
+aliases: "Empiricism Methodology"
+foundryId: Item.1MAbK1rYp2Qetjr2
+tags:
+ - Item
+---
+
+# Empiricism Methodology
+![[systems-pf2e-icons-features-classes-empiricism-methodology.webp|150]]
+
+Everything comes down to data. Calculating statistics, running numbers, and using inductive reasoning allows you to determine the most likely outcome of any scenario, and anything out of place draws your keen attention.
+
+You are trained in one Intelligence-based skill of your choice. You gain the [[That's Odd]] investigator feat, and you gain the [[Expeditious Inspection]] free action.
diff --git a/content/mechanics/srd/Class Features/Encroaching Presence.md b/content/mechanics/srd/Class Features/Encroaching Presence.md
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index 000000000..41bc926a4
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Encroaching Presence.md
@@ -0,0 +1,19 @@
+---
+title: "Encroaching Presence"
+noteType: ":luggage:"
+aliases: "Encroaching Presence"
+foundryId: Item.dAfLj18NToag7PRJ
+tags:
+ - Item
+---
+
+# Encroaching Presence
+![[icons-creatures-magical-humanoid-silhouette-glowing-pink.webp|150]]
+
+Seeing and touching the beyond leaves you open to its alien influence, warping your perceptions and thoughts.
+
+**Mild Backlash** Something inexplicable touches your mind, leaving you with lingering horror. You become [[Frightened|Frightened 3]].
+
+**Moderate Backlash** Disorienting visions and figments cover your vision, as if you're seeing through another set of alien senses. For 10 minutes, all creatures become [[Concealed]] to you as they are covered in visual distortions only you can see.
+
+**Severe Backlash** Your life force is siphoned away as the presence tugs your soul to wherever it resides. You become [[Doomed|Doomed 1]] and [[Drained 1|Drained 2]] until your next daily preparations.
diff --git a/content/mechanics/srd/Class Features/Energetic Meltdown.md b/content/mechanics/srd/Class Features/Energetic Meltdown.md
new file mode 100755
index 000000000..5e4523b43
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Energetic Meltdown.md
@@ -0,0 +1,19 @@
+---
+title: "Energetic Meltdown"
+noteType: ":luggage:"
+aliases: "Energetic Meltdown"
+foundryId: Item.bCKDZrk5xjFOTTNu
+tags:
+ - Item
+---
+
+# Energetic Meltdown
+![[icons-magic-unholy-strike-body-explode-disintegrate.webp|150]]
+
+As you channel energy through your deviant abilities, some of it turns back on you, spiking your body temperature or dancing across your skin.
+
+**Mild Backlash** You take damage equal to your level as energy scours your body.
+
+**Moderate Backlash** Energy wracks your body. After taking the damage, you gain weakness to the energy type of your backlash until your next daily preparations. The weakness is equal to one-third of your level. You also lose immunity to the energy type if you had it, until your next daily preparations.
+
+**Severe Backlash** Whatever furnace or well within you that provides the energy for your deviation overloads completely, cascading out of you in an uncontrolled burst. You deal 1d6 damage per level to all creatures in a 30 foot emanation with a DC resolve fortitude save. You automatically take full damage without attempting a save.
diff --git a/content/mechanics/srd/Class Features/Energy Barrier.md b/content/mechanics/srd/Class Features/Energy Barrier.md
new file mode 100755
index 000000000..994036291
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Energy Barrier.md
@@ -0,0 +1,13 @@
+---
+title: "Energy Barrier"
+noteType: ":luggage:"
+aliases: "Energy Barrier"
+foundryId: Item.8zv34kdd14omUrF2
+tags:
+ - Item
+---
+
+# Energy Barrier
+![[systems-pf2e-icons-default-icons-feat.svg|150]]
+
+Your armor's defenses ablate any kind of energy coming your way. While wearing your armor, you gain resistance to all energy damage (acid, cold, electricity, fire, force, sonic, vitality, and void damage) equal to 2 + half your level. You must have the harmonic oscillator, metallic reactance, or phlogistonic regulator modification to select this modification.
diff --git a/content/mechanics/srd/Class Features/Enhanced Resistance.md b/content/mechanics/srd/Class Features/Enhanced Resistance.md
new file mode 100755
index 000000000..d9a039ac9
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Enhanced Resistance.md
@@ -0,0 +1,13 @@
+---
+title: "Enhanced Resistance"
+noteType: ":luggage:"
+aliases: "Enhanced Resistance"
+foundryId: Item.7gTXXcD0eYqnxHct
+tags:
+ - Item
+---
+
+# Enhanced Resistance
+![[systems-pf2e-icons-features-classes-enhanced-resistance.webp|150]]
+
+You've improved upon your initial modification's ability to resist damage. The resistance from your initial armor modification adds your full level, instead of half your level (for instance, phlogistonic regulator's resistance would increase to your level). If you have more than one initial modification that gives resistance, choose which one this applies to.
diff --git a/content/mechanics/srd/Class Features/Enigma.md b/content/mechanics/srd/Class Features/Enigma.md
new file mode 100755
index 000000000..d56421320
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Enigma.md
@@ -0,0 +1,17 @@
+---
+title: "Enigma"
+noteType: ":luggage:"
+aliases: "Enigma"
+foundryId: Item.KG1PagWmrzs9fwLt
+tags:
+ - Item
+---
+
+# Enigma
+![[icons-magic-control-hypnosis-mesmerism-watch.webp|150]]
+
+Your muse is a mystery, driving you to uncover the hidden secrets of life and the multiverse. These muses can be people you cannot fully grasp, texts layered deeply with symbolism, or emotional paradoxes that underline a lifetime's work. If your muse is an otherworldly creature, it might be a mysterious aeon or an occult dragon; if a deity, it might be Irori or Nethys. Art inspired by an enigma muse could be cryptic, eerie, or laden with speculation and conspiracy. As a bard with the enigma muse, you support your allies by providing knowledge alongside inspiration and occult support.
+
+**Muse Feat** [[Bardic Lore]]
+
+**Muse Spell** _[[Sure Strike]]_
diff --git a/content/mechanics/srd/Class Features/Entangling Form.md b/content/mechanics/srd/Class Features/Entangling Form.md
new file mode 100755
index 000000000..43073eb1e
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Entangling Form.md
@@ -0,0 +1,13 @@
+---
+title: "Entangling Form"
+noteType: ":luggage:"
+aliases: "Entangling Form"
+foundryId: Item.xn2yGHSu9iNNcbRz
+tags:
+ - Item
+---
+
+# Entangling Form
+![[systems-pf2e-icons-features-classes-entangling-form.webp|150]]
+
+You've altered your weapon to including tangling wires or straps, or to have a flexible construction. Your innovation gains the grapple and trip traits.
diff --git a/content/mechanics/srd/Class Features/Esoteric Lore.md b/content/mechanics/srd/Class Features/Esoteric Lore.md
new file mode 100755
index 000000000..dc21c62e8
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Esoteric Lore.md
@@ -0,0 +1,15 @@
+---
+title: "Esoteric Lore"
+noteType: ":luggage:"
+aliases: "Esoteric Lore"
+foundryId: Item.37UrHSUigKOq0KjW
+tags:
+ - Item
+---
+
+# Esoteric Lore
+![[icons-sundries-documents-document-tree-brown.webp|150]]
+
+Your experience with the unknown, as well as the tales you've exchanged with other thaumaturges, has taught you about strange phenomena of every kind. You become trained in Esoteric Lore, a special lore skill that can be used to Recall Knowledge regarding haunts, curses, and creatures of any type, but that can't be used to Recall Knowledge of other topics. Unlike a normal Lore skill, you use Charisma as your modifier on Esoteric Lore checks. You also gain the [[Dubious Knowledge]] skill feat.
+
+At 3rd level, you become an expert in Esoteric Lore; at 7th level, you become a master in Esoteric Lore; and at 15th level, you become legendary in Esoteric Lore.
diff --git a/content/mechanics/srd/Class Features/Eternal Confidence.md b/content/mechanics/srd/Class Features/Eternal Confidence.md
new file mode 100755
index 000000000..f400eadbc
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Eternal Confidence.md
@@ -0,0 +1,17 @@
+---
+title: "Eternal Confidence"
+noteType: ":luggage:"
+aliases: "Eternal Confidence"
+foundryId: Item.5kfu1NjWB2YeslRh
+tags:
+ - Item
+---
+
+# Eternal Confidence
+![[systems-pf2e-icons-features-classes-eternal-confidence.webp|150]]
+
+As a swashbuckler at the peak of your skill, you swell with confidence and bravado in every attack. Your proficiency rank for your swashbuckler class DC increases to master.
+
+When you Strike as part of a finisher or [[Opportune Riposte]], you can give the Strike the failure effect from the [[Confident Finisher]] action, including the increase from [[Precise Finisher]] if you have that feat.
+
+You can do so only if the Strike uses a weapon or unarmed attack that you could use for Confident Finisher.
diff --git a/content/mechanics/srd/Class Features/Evasion.md b/content/mechanics/srd/Class Features/Evasion.md
new file mode 100755
index 000000000..a9211851a
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Evasion.md
@@ -0,0 +1,13 @@
+---
+title: "Evasion"
+noteType: ":luggage:"
+aliases: "Evasion"
+foundryId: Item.TO0lrOjPSiTNo2lv
+tags:
+ - Item
+---
+
+# Evasion
+![[icons-magic-fire-explosion-embers-evade-silhouette.webp|150]]
+
+You've learned to move quickly to avoid explosions, dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Evasive Reflexes.md b/content/mechanics/srd/Class Features/Evasive Reflexes.md
new file mode 100755
index 000000000..3a03c8ff4
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Evasive Reflexes.md
@@ -0,0 +1,13 @@
+---
+title: "Evasive Reflexes"
+noteType: ":luggage:"
+aliases: "Evasive Reflexes"
+foundryId: Item.E2uQjhd9D3W5ENCi
+tags:
+ - Item
+---
+
+# Evasive Reflexes
+![[icons-magic-fire-explosion-embers-evade-silhouette.webp|150]]
+
+You've learned to move quickly to avoid explosions, dragons' breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Evolution Feat.md b/content/mechanics/srd/Class Features/Evolution Feat.md
new file mode 100755
index 000000000..93fa6cae3
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Evolution Feat.md
@@ -0,0 +1,13 @@
+---
+title: "Evolution Feat"
+noteType: ":luggage:"
+aliases: "Evolution Feat"
+foundryId: Item.gYfkBwSioH6ZORar
+tags:
+ - Item
+---
+
+# Evolution Feat
+![[systems-pf2e-icons-features-classes-evolution-feat.webp|150]]
+
+Evolution feats are a special type of summoner class feat that allow you to customize your eidolon through your shared link. You gain an evolution feat for your eidolon at 1st level, representing the differences that make it unique from other eidolons of its type. If you retrain this feat, the feat you replace it with must also be an evolution feat.
diff --git a/content/mechanics/srd/Class Features/Exalt.md b/content/mechanics/srd/Class Features/Exalt.md
new file mode 100755
index 000000000..5ca2bb35c
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Exalt.md
@@ -0,0 +1,13 @@
+---
+title: "Exalt"
+noteType: ":luggage:"
+aliases: "Exalt"
+foundryId: Item.GLFG9XnNq3VaBUIq
+tags:
+ - Item
+---
+
+# Exalt
+![[systems-pf2e-icons-default-icons-feat.svg|150]]
+
+Your champion's reaction exalts nearby allies, allowing them to benefit as well. See specific causes for details.
diff --git a/content/mechanics/srd/Class Features/Exemplary Finisher.md b/content/mechanics/srd/Class Features/Exemplary Finisher.md
new file mode 100755
index 000000000..0ffd43464
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Exemplary Finisher.md
@@ -0,0 +1,19 @@
+---
+title: "Exemplary Finisher"
+noteType: ":luggage:"
+aliases: "Exemplary Finisher"
+foundryId: Item.KPqx1xHudB8Hq9ym
+tags:
+ - Item
+---
+
+# Exemplary Finisher
+![[systems-pf2e-icons-features-classes-exemplary-finisher.webp|150]]
+
+You execute your finishing moves with spectacular flair, adding special effects to your finishers. If a Strike you make as part of a finisher hits a foe, you add one of the following effects to the Strike, depending on your swashbuckler's style.
+
+* **Battledancer** You can Step as a free action immediately after the finisher.
+* **Braggart** If the foe was temporarily immune to your [[Demoralize]], their temporary immunity ends.
+* **Fencer** The foe is [[Off-Guard]] until your next turn.
+* **Gymnast** If the foe is [[Grabbed]], [[Restrained]], or [[Prone]], you gain a circumstance bonus to the damage roll equal to twice the number of weapon damage dice.
+* **Wit** The foe takes a -2 circumstance penalty to attack rolls against you until the start of your next turn.
diff --git a/content/mechanics/srd/Class Features/Experimental Spellshaping.md b/content/mechanics/srd/Class Features/Experimental Spellshaping.md
new file mode 100755
index 000000000..30bbba11e
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Experimental Spellshaping.md
@@ -0,0 +1,17 @@
+---
+title: Experimental Spellshaping
+noteType: ":luggage:"
+aliases:
+ - Experimental Spellshaping
+ - Metamagical Experimentation
+foundryId: Item.m31az5w6jk1oteoP
+tags:
+ - Item
+---
+
+# Experimental Spellshaping
+![[systems-pf2e-icons-features-classes-metamagic-experimentation.webp|150]]
+
+Your thesis posits that the magical practice of spellshaping can be realized more efficiently by altering variables and parameters as you cast, imitating the wizards of long ago who had to work out their own spells themselves. This allows you efficient access to various spellshape effects.
+
+You gain one 1st-level spellshape wizard feat of your choice. Starting at 4th level, during your daily preparations, you can gain a spellshape wizard feat of your choice that has a level requirement of no more than half your level, which you can use until your next daily preparations.
diff --git a/content/mechanics/srd/Class Features/Expert Overdrive.md b/content/mechanics/srd/Class Features/Expert Overdrive.md
new file mode 100755
index 000000000..3e86715b5
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Expert Overdrive.md
@@ -0,0 +1,13 @@
+---
+title: "Expert Overdrive"
+noteType: ":luggage:"
+aliases: "Expert Overdrive"
+foundryId: Item.78XQun5TQKDHgkg6
+tags:
+ - Item
+---
+
+# Expert Overdrive
+![[systems-pf2e-icons-features-classes-expert-overdrive.webp|150]]
+
+You've increased your skill in crafting, and you can put your devices into a more powerful state of overdrive. You become an expert in Crafting, and on a successful use of Overdrive, you increase the additional damage by 1.
diff --git a/content/mechanics/srd/Class Features/Expert Spellcaster.md b/content/mechanics/srd/Class Features/Expert Spellcaster.md
new file mode 100755
index 000000000..a3a10f0c4
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Expert Spellcaster.md
@@ -0,0 +1,45 @@
+---
+title: "Expert Spellcaster"
+noteType: ":luggage:"
+aliases: "Expert Spellcaster"
+foundryId: Item.78kl3vmSj7GKZSER
+tags:
+ - Item
+---
+
+# Expert Spellcaster
+![[systems-pf2e-icons-features-classes-expert-spellcaster.webp|150]]
+
+**Bard** Your magical techniques grow stronger. Your proficiency ranks for spell attack modifiers and spell DCs increase to expert.
+
+* * *
+
+**Druid** Your command of primal forces has deepened, empowering your spells. Your proficiency ranks for spell attack modifier and spell DC increase to expert.
+
+* * *
+
+**Magus** Your fundamental understanding of magic improves, making your spells harder to resist. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to expert.
+
+* * *
+
+**Oracle** The intricacy of your divine power has grown clearer over time. Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.
+
+* * *
+
+**Psychic** Self-reflection has brought you greater knowledge of yourself and, with it, psychic power. Your proficiency ranks for occult spell attack rolls and spell DCs increase to expert.
+
+* * *
+
+**Sorcerer** Your inherent magic responds easily and powerfully to your command. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline's tradition increase to expert.
+
+* * *
+
+**Summoner** As your connection to your eidolon deepens, the power of your spells increases. Your proficiency ranks for spell attack rolls and spell DCs for spells of your eidolon's tradition increase to expert.
+
+* * *
+
+**Witch** You've learned to better control the power your patron has granted you. Your proficiency ranks for spell attack modifier and spell DC increase to expert.
+
+* * *
+
+**Wizard** Extended practice of the arcane has improved your capabilities. Your proficiency ranks for spell attack modifier and spell DC increase to expert.
diff --git a/content/mechanics/srd/Class Features/Expert Strikes.md b/content/mechanics/srd/Class Features/Expert Strikes.md
new file mode 100755
index 000000000..6d757b250
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Expert Strikes.md
@@ -0,0 +1,13 @@
+---
+title: "Expert Strikes"
+noteType: ":luggage:"
+aliases: "Expert Strikes"
+foundryId: Item.HJ0YMX9UUGZCTWbb
+tags:
+ - Item
+---
+
+# Expert Strikes
+![[systems-pf2e-icons-features-classes-expert-strikes.webp|150]]
+
+You've practiced martial arts and have now surpassed your former skill. Your proficiency ranks for unarmed attacks and simple weapons increase to expert.
diff --git a/content/mechanics/srd/Class Features/Explode.md b/content/mechanics/srd/Class Features/Explode.md
new file mode 100755
index 000000000..d03b04bd2
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Explode.md
@@ -0,0 +1,15 @@
+---
+title: "Explode"
+noteType: ":luggage:"
+aliases: "Explode"
+foundryId: Item.2iyvUohk2mME9WCW
+tags:
+ - Item
+---
+
+# Explode
+![[systems-pf2e-icons-features-classes-explode.webp|150]]
+
+Your innovation is a creation barely held together by your own engineering, always on the edge of completely falling apart. Though this adds risk, it also means you can coax it to perform far beyond its design specifications using special unstable actions. See the definition of the unstable trait and how it affects your innovation.
+
+While inventors can learn various unstable actions over their career, all at least know how to make their innovation [[Explode]].
diff --git a/content/mechanics/srd/Class Features/Exploit Vulnerability.md b/content/mechanics/srd/Class Features/Exploit Vulnerability.md
new file mode 100755
index 000000000..e2e38d450
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Exploit Vulnerability.md
@@ -0,0 +1,21 @@
+---
+title: "Exploit Vulnerability"
+noteType: ":luggage:"
+aliases: "Exploit Vulnerability"
+foundryId: Item.qC9ZV2TOvYBK3Y2B
+tags:
+ - Item
+---
+
+# Exploit Vulnerability
+![[systems-pf2e-icons-features-classes-exploit-vulnerability.webp|150]]
+
+You know that every creature, no matter how obscure, has a weakness. By identifying and empowering the right object, you can strike down even the most resilient of monsters.
+
+You gain the [[Exploit Vulnerability]] action.
+
+You can attempt to Exploit Vulnerabilities in one of two ways: either by invoking properties that repel that type of creature, or by attempting a more improvisational, ad-hoc method with your esoterica that can impose a custom weakness on any creature, albeit one that usually isn't as dire as a creature's existing weakness.
+
+**Mortal Weakness** After identifying a creature's weakness, you use a thematically resonant bit of esoterica to attune your attacks to your discovery. Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn't change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. For example, when fighting a pack of werewolves, you might use silver shavings or crushed moonstone to deal damage that applies their weakness to silver to your attacks against any of the werewolves, but you wouldn't apply this damage to any other monsters with a weakness to silver.
+
+**Personal Antithesis** You improvise a custom weakness on a creature by forcefully presenting and empowering a piece of esoterica that repels it on an individual level; for instance, against a tyrant, you might procure a broken chain that once held a captive. This causes the target creature, and only the target creature, to gain a weakness against your unarmed and weapon Strikes equal to 2 + half your level.
diff --git a/content/mechanics/srd/Class Features/Extract Element.md b/content/mechanics/srd/Class Features/Extract Element.md
new file mode 100755
index 000000000..e924ab880
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Extract Element.md
@@ -0,0 +1,13 @@
+---
+title: "Extract Element"
+noteType: ":luggage:"
+aliases: "Extract Element"
+foundryId: Item.ARF2oz8n3RyxIQ4Z
+tags:
+ - Item
+---
+
+# Extract Element
+![[systems-pf2e-icons-spells-disapperance.webp|150]]
+
+Creatures with a strong tie to your element might be troublesome for you to deal with, at least until you've learned to turn their elemental nature to your advantage. You gain the [[Extract Element]] action.
diff --git a/content/mechanics/srd/Class Features/Extrasensory Perception.md b/content/mechanics/srd/Class Features/Extrasensory Perception.md
new file mode 100755
index 000000000..9464e3d8d
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Extrasensory Perception.md
@@ -0,0 +1,13 @@
+---
+title: "Extrasensory Perception"
+noteType: ":luggage:"
+aliases: "Extrasensory Perception"
+foundryId: Item.uOclt8JCyuWVvbqB
+tags:
+ - Item
+---
+
+# Extrasensory Perception
+![[systems-pf2e-icons-features-classes-vigilant-senses.webp|150]]
+
+Minor applications of clairvoyance let you know when danger is near. Your proficiency rank for Perception increases to expert.
diff --git a/content/mechanics/srd/Class Features/Extreme Curse.md b/content/mechanics/srd/Class Features/Extreme Curse.md
new file mode 100755
index 000000000..a1d55e009
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Extreme Curse.md
@@ -0,0 +1,21 @@
+---
+title: "Extreme Curse"
+noteType: ":luggage:"
+aliases: "Extreme Curse"
+foundryId: Item.ygIPUxhbluJqXSUF
+tags:
+ - Item
+---
+
+# Extreme Curse
+![[systems-pf2e-icons-features-classes-extreme-curse.webp|150]]
+
+You have mastered a perilous balance between the conflicting divine powers of your mystery, gaining the power to change your fate, but straining both body and soul. When you cast a revelation spell while affected by your major curse, your curse intensifies to an extreme effect instead of overwhelming you. All mysteries share the same effects for their extreme curse.
+
+When affected by your extreme curse, you become [[Doomed|Doomed 2]] (or increase your doomed condition by 2 if you were already doomed). Once every 10 minutes, when you fail an attack roll, skill or Perception check, or saving throw, you can reroll it and use the second result.
+
+The reroll has the fortune trait and doesn't require you to spend an action, meaning you can use the reroll even if you can't act. These effects are in addition to all the effects of your major curse, and they can't be removed by any means until you [[Refocus]] to reduce your curse to its minor effect.
+
+If you cast a revelation spell while under the effects of this extreme curse, you are overwhelmed by your curse, and you remain doomed 2 even if you Refocus.
+
+Additionally, if you spend at least 3 Focus Points before you again Refocus, you recover 3 Focus Points when you Refocus instead of 1.
diff --git a/content/mechanics/srd/Class Features/Faith's Flamekeeper.md b/content/mechanics/srd/Class Features/Faith's Flamekeeper.md
new file mode 100755
index 000000000..a67a35f92
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Faith's Flamekeeper.md
@@ -0,0 +1,21 @@
+---
+title: "Faith's Flamekeeper"
+noteType: ":luggage:"
+aliases: "Faith's Flamekeeper"
+foundryId: Item.6jeUBeM24SgUfVKZ
+tags:
+ - Item
+---
+
+# Faith's Flamekeeper
+![[icons-magic-fire-projectile-feathers-embers-gold.webp|150]]
+
+Your patron contacted you in a moment your willpower was close to sputtering out. Their reassuring presence was like breath and kindling bringing an ember back aflame, their magic giving you the strength to carry on and bring others to your cause. Your patron is likely a divine being like an angel or aeon acting covertly, though the possibility exists they might be a more sinister entity, using you to unknown ends.
+
+**Spell List** divine
+
+**Patron Skill** Religion
+
+**Lesson of Fervor's Grasp** Your patron has taught you that nothing can seize the heart like faith, whether used to inspire or direct. You gain the [[Stoke the Heart]] hex cantrip and your familiar learns [[Command]].
+
+**Familiar of Restored Spirit** Your familiar is pleasantly warm and soft, seeming to wash away worries with its mere presence. When you Cast or Sustain a hex, one willing creature within 15 feet of your familiar gains temporary Hit Points equal to 2 + half your level, which last until the start of your next turn.
diff --git a/content/mechanics/srd/Class Features/Familiar (Witch).md b/content/mechanics/srd/Class Features/Familiar (Witch).md
new file mode 100755
index 000000000..eb6cde32a
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Familiar (Witch).md
@@ -0,0 +1,19 @@
+---
+title: "Familiar (Witch)"
+noteType: ":luggage:"
+aliases: "Familiar (Witch)"
+foundryId: Item.pUwUWi6eLPiPugoo
+tags:
+ - Item
+---
+
+# Familiar (Witch)
+![[systems-pf2e-icons-features-classes-familiar.webp|150]]
+
+Your patron has sent you a familiar, a mystical creature that teaches you magic and facilitates your spells. This familiar follows the rules for familiars, though as it's a direct conduit between you and your patron, it's more powerful than typical familiars. Your familiar gains two additional familiar abilities: one of these is a unique ability based on your patron and is always selected, and the other is an additional familiar ability that can be selected daily as normal. Your familiar gains another extra ability at 6th, 12th, and 18th levels.
+
+**Spells:** Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1st-rank spells, and one additional spell determined by your patron's initial lesson. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to. Each time you gain a level, your patron teaches your familiar two new spells of any rank for which you have spell slots, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.
+
+**Learning Spells:** Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a written version of that spell over the course of 1 hour. This can be a scroll of that spell, or you can prepare a written version using the Learn a Spell exploration activity. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar.
+
+**Undying:** If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared.
diff --git a/content/mechanics/srd/Class Features/Fencer.md b/content/mechanics/srd/Class Features/Fencer.md
new file mode 100755
index 000000000..a6d0a8bea
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Fencer.md
@@ -0,0 +1,15 @@
+---
+title: "Fencer"
+noteType: ":luggage:"
+aliases: "Fencer"
+foundryId: Item.7vCBksY82Z3FiFju
+tags:
+ - Item
+---
+
+# Fencer
+![[systems-pf2e-icons-features-classes-fencer-style.webp|150]]
+
+You move carefully, feinting and creating false openings to lead your foes into inopportune attacks.
+
+You are trained in Deception. You gain [[Panache]] during an encounter whenever you successfully [[Feint]] or [[Create a Diversion]] against a foe.
diff --git a/content/mechanics/srd/Class Features/Field Discovery (Bomber).md b/content/mechanics/srd/Class Features/Field Discovery (Bomber).md
new file mode 100755
index 000000000..57ea337ef
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Field Discovery (Bomber).md
@@ -0,0 +1,15 @@
+---
+title: "Field Discovery (Bomber)"
+noteType: ":luggage:"
+aliases: "Field Discovery (Bomber)"
+foundryId: Item.sWPFpgM5R4jszO7L
+tags:
+ - Item
+---
+
+# Field Discovery (Bomber)
+![[systems-pf2e-icons-features-classes-field-discovery-bomber.webp|150]]
+
+You learn a special discovery depending on your field.
+
+When using [[Advanced Alchemy]] to make bombs during your daily preparations, you can use a batch of [[Infused Reagents|reagents]] to create any three bombs instead of just two of the same bomb.
diff --git a/content/mechanics/srd/Class Features/Field Discovery (Chirurgeon).md b/content/mechanics/srd/Class Features/Field Discovery (Chirurgeon).md
new file mode 100755
index 000000000..9b8773749
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Field Discovery (Chirurgeon).md
@@ -0,0 +1,15 @@
+---
+title: "Field Discovery (Chirurgeon)"
+noteType: ":luggage:"
+aliases: "Field Discovery (Chirurgeon)"
+foundryId: Item.44d89B8QB99qgtaj
+tags:
+ - Item
+---
+
+# Field Discovery (Chirurgeon)
+![[systems-pf2e-icons-features-classes-field-discovery-chirurgeon.webp|150]]
+
+You learn a special discovery depending on your field.
+
+When using [[Advanced Alchemy]] to make elixirs with the healing trait during your daily preparations, you can create three elixirs with each batch of [[Infused Reagents|reagents]] instead of two.
diff --git a/content/mechanics/srd/Class Features/Field Discovery (Mutagenist).md b/content/mechanics/srd/Class Features/Field Discovery (Mutagenist).md
new file mode 100755
index 000000000..a5daa93e3
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Field Discovery (Mutagenist).md
@@ -0,0 +1,15 @@
+---
+title: "Field Discovery (Mutagenist)"
+noteType: ":luggage:"
+aliases: "Field Discovery (Mutagenist)"
+foundryId: Item.47lhEeoVX5faEWK9
+tags:
+ - Item
+---
+
+# Field Discovery (Mutagenist)
+![[icons-consumables-potions-potion-jug-corked-skull-poison-brown-green.webp|150]]
+
+You learn a special discovery depending on your field.
+
+When using [[Advanced Alchemy]] to make mutagens during your daily preparations, you can use a batch of [[Infused Reagents|reagents]] to create any three mutagens instead of just two of the same mutagen.
diff --git a/content/mechanics/srd/Class Features/Field Discovery (Toxicologist).md b/content/mechanics/srd/Class Features/Field Discovery (Toxicologist).md
new file mode 100755
index 000000000..760639c63
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Field Discovery (Toxicologist).md
@@ -0,0 +1,15 @@
+---
+title: "Field Discovery (Toxicologist)"
+noteType: ":luggage:"
+aliases: "Field Discovery (Toxicologist)"
+foundryId: Item.URDaNormPzGDgTtG
+tags:
+ - Item
+---
+
+# Field Discovery (Toxicologist)
+![[systems-pf2e-icons-features-classes-field-discovery-chirurgeon.webp|150]]
+
+You learn a special discovery depending on your field.
+
+When using [[Advanced Alchemy]] to make poisons during your daily preparations, you can spend one batch of [[Infused Reagents|reagents]] to create three poisons in any combination, instead of just two of the same poison.
diff --git a/content/mechanics/srd/Class Features/Field Discovery.md b/content/mechanics/srd/Class Features/Field Discovery.md
new file mode 100755
index 000000000..d5b02790e
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Field Discovery.md
@@ -0,0 +1,13 @@
+---
+title: "Field Discovery"
+noteType: ":luggage:"
+aliases: "Field Discovery"
+foundryId: Item.Jl6ReiHfNQM29Ww7
+tags:
+ - Item
+---
+
+# Field Discovery
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+You learn a special discovery depending on your field.
diff --git a/content/mechanics/srd/Class Features/Fifth Doctrine (Cloistered Cleric).md b/content/mechanics/srd/Class Features/Fifth Doctrine (Cloistered Cleric).md
new file mode 100755
index 000000000..5bb3a1555
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Fifth Doctrine (Cloistered Cleric).md
@@ -0,0 +1,13 @@
+---
+title: "Fifth Doctrine (Cloistered Cleric)"
+noteType: ":luggage:"
+aliases: "Fifth Doctrine (Cloistered Cleric)"
+foundryId: Item.yVemWjyEtVqvlJs7
+tags:
+ - Item
+---
+
+# Fifth Doctrine (Cloistered Cleric)
+![[icons-magic-light-orb-hands-humanoid-yellow.webp|150]]
+
+Your proficiency ranks for the spell attack modifier and spell DC statistics increase to master.
diff --git a/content/mechanics/srd/Class Features/Fifth Doctrine (Warpriest).md b/content/mechanics/srd/Class Features/Fifth Doctrine (Warpriest).md
new file mode 100755
index 000000000..d4d239421
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Fifth Doctrine (Warpriest).md
@@ -0,0 +1,13 @@
+---
+title: "Fifth Doctrine (Warpriest)"
+noteType: ":luggage:"
+aliases: "Fifth Doctrine (Warpriest)"
+foundryId: Item.NXaTHEaG1hJJtx7V
+tags:
+ - Item
+---
+
+# Fifth Doctrine (Warpriest)
+![[systems-pf2e-icons-features-classes-warpriest.webp|150]]
+
+Your proficiency rank for Fortitude saves increases to master. When you roll a success at a Fortitude save, you get a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Fifth Doctrine.md b/content/mechanics/srd/Class Features/Fifth Doctrine.md
new file mode 100755
index 000000000..33ae6e6fc
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Fifth Doctrine.md
@@ -0,0 +1,16 @@
+---
+title: "Fifth Doctrine"
+noteType: ":luggage:"
+aliases: "Fifth Doctrine"
+foundryId: Item.2vuZIrBv6tyMhoIQ
+tags:
+ - Item
+---
+
+# Fifth Doctrine
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+You gain the fifth benefit of your doctrine:
+
+* [[Fifth Doctrine (Cloistered Cleric)|Cloistered Cleric]]
+* [[Fifth Doctrine (Warpriest)|Warpriest]]
diff --git a/content/mechanics/srd/Class Features/Fighter Expertise.md b/content/mechanics/srd/Class Features/Fighter Expertise.md
new file mode 100755
index 000000000..ffec47fb1
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Fighter Expertise.md
@@ -0,0 +1,13 @@
+---
+title: "Fighter Expertise"
+noteType: ":luggage:"
+aliases: "Fighter Expertise"
+foundryId: Item.gb4wOIO1V8wXlRvG
+tags:
+ - Item
+---
+
+# Fighter Expertise
+![[icons-equipment-head-helm-barbute-rounded-steel.webp|150]]
+
+Your practiced techniques have made you even more formidable. Your proficiency rank for your fighter class DC increases to expert.
diff --git a/content/mechanics/srd/Class Features/Fighter Weapon Mastery.md b/content/mechanics/srd/Class Features/Fighter Weapon Mastery.md
new file mode 100755
index 000000000..a51b7d8ea
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Fighter Weapon Mastery.md
@@ -0,0 +1,13 @@
+---
+title: "Fighter Weapon Mastery"
+noteType: ":luggage:"
+aliases: "Fighter Weapon Mastery"
+foundryId: Item.14xrFD0kcGgtfVXY
+tags:
+ - Item
+---
+
+# Fighter Weapon Mastery
+![[icons-skills-melee-hand-grip-sword-orange.webp|150]]
+
+Hours spent training with your preferred weapons, learning and developing new combat techniques, have made you particularly effective with your weapons of choice. Choose one weapon group. Your proficiency rank increases to master with the simple weapons, martial weapons, and unarmed attacks in that group, and to expert with the advanced weapons in that group. You gain access to the critical specialization effects of all weapons and unarmed attacks for which you have master proficiency.
diff --git a/content/mechanics/srd/Class Features/Final Doctrine (Cloistered Cleric).md b/content/mechanics/srd/Class Features/Final Doctrine (Cloistered Cleric).md
new file mode 100755
index 000000000..77a9badab
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Final Doctrine (Cloistered Cleric).md
@@ -0,0 +1,13 @@
+---
+title: "Final Doctrine (Cloistered Cleric)"
+noteType: ":luggage:"
+aliases: "Final Doctrine (Cloistered Cleric)"
+foundryId: Item.0VLe0Y2CGC0qSf89
+tags:
+ - Item
+---
+
+# Final Doctrine (Cloistered Cleric)
+![[icons-magic-light-orb-hands-humanoid-yellow.webp|150]]
+
+Your proficiency ranks for the spell attack modifier and spell DC statistics increase to legendary.
diff --git a/content/mechanics/srd/Class Features/Final Doctrine (Warpriest).md b/content/mechanics/srd/Class Features/Final Doctrine (Warpriest).md
new file mode 100755
index 000000000..92eef45e3
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Final Doctrine (Warpriest).md
@@ -0,0 +1,13 @@
+---
+title: "Final Doctrine (Warpriest)"
+noteType: ":luggage:"
+aliases: "Final Doctrine (Warpriest)"
+foundryId: Item.1Cv0B5VuKIFg5Jhq
+tags:
+ - Item
+---
+
+# Final Doctrine (Warpriest)
+![[systems-pf2e-icons-features-classes-warpriest.webp|150]]
+
+You gain master proficiency with your deity's favored weapon, spell attack modifier, and spell DC.
diff --git a/content/mechanics/srd/Class Features/Final Doctrine.md b/content/mechanics/srd/Class Features/Final Doctrine.md
new file mode 100755
index 000000000..b7df846b2
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Final Doctrine.md
@@ -0,0 +1,16 @@
+---
+title: "Final Doctrine"
+noteType: ":luggage:"
+aliases: "Final Doctrine"
+foundryId: Item.vEXOfgaTlF7uvbXu
+tags:
+ - Item
+---
+
+# Final Doctrine
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+You gain the final benefit of your doctrine:
+
+* [[Final Doctrine (Cloistered Cleric)|Cloistered Cleric]]
+* [[Final Doctrine (Warpriest)|Warpriest]]
diff --git a/content/mechanics/srd/Class Features/Final Gate.md b/content/mechanics/srd/Class Features/Final Gate.md
new file mode 100755
index 000000000..ed820205a
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Final Gate.md
@@ -0,0 +1,13 @@
+---
+title: "Final Gate"
+noteType: ":luggage:"
+aliases: "Final Gate"
+foundryId: Item.vteqqncgI31iIfFK
+tags:
+ - Item
+---
+
+# Final Gate
+![[icons-skills-targeting-target-glowing-yellow.webp|150]]
+
+Your kinetic gate reaches a perfect form, its power constantly fighting to be released. If your kinetic aura is inactive, you automatically use the first action of your turn to [[Channel Elements]] as a free action. You can deliberately suppress the effect. If you're unable to act, final gate still functions, but you don't get to use the [[Elemental Blast]] or stance impulse you normally do from using Channel Elements
diff --git a/content/mechanics/srd/Class Features/First Doctrine (Cloistered Cleric).md b/content/mechanics/srd/Class Features/First Doctrine (Cloistered Cleric).md
new file mode 100755
index 000000000..410f3be29
--- /dev/null
+++ b/content/mechanics/srd/Class Features/First Doctrine (Cloistered Cleric).md
@@ -0,0 +1,13 @@
+---
+title: "First Doctrine (Cloistered Cleric)"
+noteType: ":luggage:"
+aliases: "First Doctrine (Cloistered Cleric)"
+foundryId: Item.BXiFztZf8gnV3riq
+tags:
+ - Item
+---
+
+# First Doctrine (Cloistered Cleric)
+![[icons-magic-light-orb-hands-humanoid-yellow.webp|150]]
+
+You gain the [[Domain Initiate]] cleric feat.
diff --git a/content/mechanics/srd/Class Features/First Doctrine (Warpriest).md b/content/mechanics/srd/Class Features/First Doctrine (Warpriest).md
new file mode 100755
index 000000000..e127d273c
--- /dev/null
+++ b/content/mechanics/srd/Class Features/First Doctrine (Warpriest).md
@@ -0,0 +1,13 @@
+---
+title: "First Doctrine (Warpriest)"
+noteType: ":luggage:"
+aliases: "First Doctrine (Warpriest)"
+foundryId: Item.P45wjIf4NAdmUVRb
+tags:
+ - Item
+---
+
+# First Doctrine (Warpriest)
+![[systems-pf2e-icons-features-classes-warpriest.webp|150]]
+
+You're trained in light and medium armor, and you have expert proficiency in Fortitude saves. You gain the [[Shield Block]] general feat, a reaction to reduce damage with a shield. If your deity's favored weapon is a simple weapon or an unarmed attack, you gain the [[Deadly Simplicity]] cleric feat. At 13th level, if you gain the [[Divine Defense]] class feature, you also gain expert proficiency in light and medium armor.
diff --git a/content/mechanics/srd/Class Features/First Doctrine.md b/content/mechanics/srd/Class Features/First Doctrine.md
new file mode 100755
index 000000000..1964c78ae
--- /dev/null
+++ b/content/mechanics/srd/Class Features/First Doctrine.md
@@ -0,0 +1,16 @@
+---
+title: "First Doctrine"
+noteType: ":luggage:"
+aliases: "First Doctrine"
+foundryId: Item.6yWV782zNniC1xFF
+tags:
+ - Item
+---
+
+# First Doctrine
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+You gain the first benefit of your doctrine:
+
+* [[First Doctrine (Cloistered Cleric)|Cloistered Cleric]]
+* [[First Doctrine (Warpriest)|Warpriest]]
diff --git a/content/mechanics/srd/Class Features/First Implement and Esoterica.md b/content/mechanics/srd/Class Features/First Implement and Esoterica.md
new file mode 100755
index 000000000..b67d34c5d
--- /dev/null
+++ b/content/mechanics/srd/Class Features/First Implement and Esoterica.md
@@ -0,0 +1,36 @@
+---
+title: "First Implement and Esoterica"
+noteType: ":luggage:"
+aliases: "First Implement and Esoterica"
+foundryId: Item.Emc2Jh06zzVT7d4m
+tags:
+ - Item
+---
+
+# First Implement and Esoterica
+![[systems-pf2e-icons-features-classes-first-implement-and-esoterica.webp|150]]
+
+Your implement is a special object of symbolic importance: your badge as you treat with the supernatural and a powerful tool if things turn violent. Choose an implement from the options presented below:
+
+* [[Amulet]]
+* [[Bell]]
+* [[Chalice]]
+* [[Lantern]]
+* [[Mirror]]
+* [[Regalia]]
+* [[Tome]]
+* [[Wand]]
+* [[Weapon]]
+
+You begin play with a mundane item of that type, and you gain the initiate benefit for that implement. While an implement is useful to you, it typically has no value if sold. If you acquire a new object of the same general implement type, you can switch your implement to the new object by spending 1 day of downtime with the new item. As you advance as a thaumaturge, you will collect up to three implements and unlock the hidden potential stored within each, so you can mix and match their benefits to suit your situation.
+
+While your implements are your primary tools in your dealings with the supernatural, you know the value of always being prepared. You constantly collect and carry various smaller mystic objects, bits of materials with paranormal affinities, and items used in folk practices: your esoterica. These might include cold-iron nails, scraps of scrolls and scriptures, fragments of bones purportedly from a saint, and other similar objects. You keep your esoterica in easy-to-access places on your person and are well practiced in brandishing your implement and esoterica together, so you can draw and use esoterica with the same hand you're using to wield an implement.
+
+### **Exploit Vulnerability**
+
+You know that every creature, no matter how obscure, has a weakness. By identifying and empowering the right object, you can strike down even the most resilient of monsters. You gain the Exploit Vulnerability action.
+
+You can attempt to Exploit Vulnerabilities in one of two ways: either by invoking properties that repel that type of creature, or by attempting a more improvisational, ad-hoc method with your esoterica that can impose a custom weakness on any creature, albeit one that usually isn't as dire as a creature's existing weakness.
+
+* **Mortal Weakness** After identifying a creature's weakness, you use a thematically resonant bit of esoterica to attune your attacks to your discovery. Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn't change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. For example, when fighting a pack of werewolves, you might use silver shavings or crushed moonstone to deal damage that applies their weakness to silver to your attacks against any of the werewolves, but you wouldn't apply this damage to any other monsters with a weakness to silver.
+* **Personal Antithesis** You improvise a custom weakness on a creature by forcefully presenting and empowering a piece of esoterica that repels it on an individual level; for instance, against a tyrant, you might procure a broken chain that once held a captive. This causes the target creature, and only the target creature, to gain a weakness against your unarmed and weapon Strikes equal to 2 + half your level.
diff --git a/content/mechanics/srd/Class Features/Flame Order.md b/content/mechanics/srd/Class Features/Flame Order.md
new file mode 100755
index 000000000..547fe7569
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Flame Order.md
@@ -0,0 +1,13 @@
+---
+title: "Flame Order"
+noteType: ":luggage:"
+aliases: "Flame Order"
+foundryId: Item.JNZ2Vp4ss4leQLrz
+tags:
+ - Item
+---
+
+# Flame Order
+![[icons-magic-fire-flame-burning-building.webp|150]]
+
+You feel a kinship with flames and can use them for succor and destruction. You're trained in Acrobatics. You also gain the [[Fire Lung]] druid feat. You gain the _[[Wildfire]]_ order spell. Allowing unnatural fires to spread or preventing natural fires from occurring in a way that harms the environment are anathema to your order (this doesn't prevent you from using fire destructively or force you to combat a controlled or natural fire).
diff --git a/content/mechanics/srd/Class Features/Flames.md b/content/mechanics/srd/Class Features/Flames.md
new file mode 100755
index 000000000..e4c421f74
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Flames.md
@@ -0,0 +1,55 @@
+---
+title: "Flames"
+noteType: ":luggage:"
+aliases: "Flames"
+foundryId: Item.VspeobCcRn0DBdXJ
+tags:
+ - Item
+---
+
+# Flames
+![[icons-magic-fire-flame-burning-campfire-orange.webp|150]]
+
+Fire lives at the center of the world, the center of the sun, and the center of civilization. You might revere this elemental force, siphon power from the Elemental Plane of Fire, or venerate a collection of deities such as Asmodeus, Sarenrae, the Tian goddess of disasters and volcanoes Lady Nanbyo, or the elemental lord of fire Ymeri.
+
+**Mystery Benefit**
+
+Like fire itself, you flicker and dance, avoiding effects that would quench your vitality. You have expert proficiency in Reflex saves. At 13th level, if you gain the [[Reflex Expertise|Lightning Reflexes]] class feature, your proficiency rank for Reflex saves increases to master, and when you roll a success on a Reflex save, you get a critical success instead.
+
+**Trained Skill** Acrobatics
+
+**Granted Cantrip** _[[Produce Flame]]_
+
+**Revelation Spells**
+
+* Initial _[[Incendiary Aura]]_;
+* Advanced _[[Whirling Flames]]_;
+* Greater _[[Flaming Fusillade]]_
+
+**Related Domains** fire, sun
+
+### Curse of Engulfing Flames
+
+You see flames and smoke wherever you look. These flames might be imagined, or they might be a preternatural glimpse of the metaphorical fires that empower the entire multiverse-but you always see them. Fires flare noticeably (though not dangerously) in your presence, you occasionally smoke slightly, and your body is almost painfully hot to the touch.
+
+#### Minor Curse
+
+The smoke, heat, and crackling flames of your curse fill your vision and all your other senses.
+
+Creatures further than 30 feet are [[Concealed]] from you. You can't benefit from effects that would allow you to ignore or mitigate this concealment, as normal for effects of an oracular curse.
+
+#### Moderate Curse
+
+Smoke and flickering visions of flame fill your senses more completely, and harmless flickers of obscuring flames also fill your space.
+
+You are concealed from other creatures, though as the other creatures aren't cursed themselves, they can benefit from effects that would allow them to ignore or mitigate the concealed condition, as normal. All other creatures and objects are concealed from you regardless of distance; however, when casting a fire spell, you automatically succeed at the flat check for this concealed condition for targets within 30 feet.
+
+All your senses become imprecise beyond 30 feet, meaning everything past 30 feet that you'd normally be able to see is [[Hidden]] from you.
+
+#### Major Curse (11th)
+
+The flames surrounding you are no longer simply visions.
+
+An aura of fire surrounds you in a 10 foot emanation, dealing 4d6 fire damage (basic Reflex save) to all other creatures in the aura at the end of each of your turns. You lose `dice: 1d6` Hit Points at the end of your turn each round, with no save; if you have a weakness to fire, increase the number of HP you lose by that weakness.
+
+You can suppress your aura until the start of your next turn by spending a single action, which has the concentrate trait, to diminish the flames, causing neither you nor anyone in the aura to take damage. While Refocusing to reduce your curse, you are continually diminishing the flames, so you don't lose HP. The flames subside if you fall [[Unconscious]], but they resume when you wake up unless you rested for long enough to reset your curse. As usual for oracular curses, you can't mitigate or reduce the lost Hit Points in any way, though you can still heal the lost HP normally after the fact.
diff --git a/content/mechanics/srd/Class Features/Flexible Spell Preparation.md b/content/mechanics/srd/Class Features/Flexible Spell Preparation.md
new file mode 100755
index 000000000..a970008a1
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Flexible Spell Preparation.md
@@ -0,0 +1,69 @@
+---
+title: "Flexible Spell Preparation"
+noteType: ":luggage:"
+aliases: "Flexible Spell Preparation"
+foundryId: Item.Huh7fl9NAY0LryOL
+tags:
+ - Item
+---
+
+# Flexible Spell Preparation
+![[icons-magic-unholy-hand-marked-pink.webp|150]]
+
+This class feature alters your spellcasting class feature (such as Arcane Spellcasting for the wizard or Divine Spellcasting for the cleric). If you choose this class archetype, you must select [[Flexible Spellcaster Dedication]] as your 2nd-level class feat.
+
+**Prerequisites** You must have a class, such as clerics, druids, witches, and wizards, that prepares spells in spell slots using the same number of prepared spells per day.
+
+**Flexible Spellcaster Adjustments** You learn spells as normal for your class (a wizard uses a spellbook, a witch teaches spells to their familiar, and so on), but change your spellcasting from your class as follows.
+
+* You can cast fewer spells each day. Your number of spell slots per day don't advance from 2 to 3 spells at even levels.
+* Reduce the number of cantrips you gain from your class by 2. This archetype doesn't change the way you prepare cantrips.
+* During your daily preparations, you prepare a spell collection rather than preparing spells into each spell slot individually. The number of spells in your spell collection each day equals the total number of spell slots you get each day from your class spells. Select these spells from the same source as normal, such as from a spellbook for a wizard.
+* You can cast any of the spells in your collection by using a spell slot of an appropriate level. For instance, if you were level 1 and had _[[Gentle Landing]]_ and _[[Force Barrage]]_ in your spell collection, you could cast _feather fall_ twice that day, _magic missile_ twice, or each spell once.
+* Extra spell slots you gain that have additional restrictions, like the wizard's specialist school spells or the cleric's divine font spells, don't change due to this archetype, nor do such spells count toward the number of spells you place in your spell collection.
+
+### RESTRICTED SPELL SLOTS
+
+When applying this archetype to a class that grants additional spell slots with restrictions, such as the specialist wizard's specialist school spells or the cleric's divine bond, you still gain those additional slots, but they work as normal for your class, and they don't add more spells to your spell collection. A healing font grants you additional spell slots to cast _[[Heal]]_ spells of the highest level you can cast, but doesn't add _heal_ to your spell collection. A harming font does the same for the _[[Harm]]_ spell. As a specialist wizard, you prepare one spell per level from your specialty school, which also aren't added to your spell collection.
+
+### HEIGHTENING SPELLS
+
+Once you gain 2nd-level spells, you can heighten any spell in your spell collection to any level you can cast,similar to a spontaneous spellcaster's signature spells. The only restriction is that you must select at least one 1st-level spell for your collection each time you prepare, ensuring that you can use all your spell slots each day.
+
+### ADJUDICATING CLASS FEATS AND FEATURES
+
+Some of your class feats or features might rely on the fact that you prepare spells in spell slots. While some class feats might no longer work or be necessary with the flexible spellcaster archetype, in many cases you can make a simple replacement and continue using the class feat. The following class feats simply require replacing "a spell you have prepared" or "a prepared spell" for "a spell in your collection" or "a spell slot." For example, in [[Counterspell (Prepared)|Counterspell]], you'd replace "a spell you have prepared" in the trigger for "a spell in your collection" and "expend a prepared spell" for "expend a spell slot." Similarly, in [[Arcane Bond]], you'd replace "cast one spell you prepared today and already cast" with "cast one spell in your collection you've already cast today."
+
+The Counterspell and [[Ley Line Conduit|Leyline Conduit]] feats in the Core Rulebook need these substitutions, as does [[Form Retention]] from the Advanced Player's Guide. [[Spell Mastery]] provides additional restricted spells, like divine font or specialist spells; you can take it, but it doesn't add to your collection and works like normal prepared spells.
+
+### DISALLOWED FEATS
+
+The following feats from the Core Rulebook aren't available for a flexible spellcaster: [[Call of the Wild]], [[Clever Counterspell]], [[Infinite Possibilities]], [[Reprepare Spell]], and [[Spell Combination]]. The disallowed feats from the Advanced Player's Guide are as follows: [[Elemental Summons]], [[Miraculous Possibility]], [[Rites Of Convocation]], and [[Rites Of Transfiguration]].
+
+* * *
+
+### **Flexible Spellcaster Spells Per Day**
+
+| Your Level | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
+| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
+| 1 | 3 | 2 | \- | \- | \- | \- | \- | \- | \- | \- | \- |
+| 2 | 4 | 2 | \- | \- | \- | \- | \- | \- | \- | \- | \- |
+| 3 | 4 | 2 | 2 | \- | \- | \- | \- | \- | \- | \- | \- |
+| 4 | 5 | 2 | 2 | \- | \- | \- | \- | \- | \- | \- | \- |
+| 5 | 5 | 2 | 2 | 2 | \- | \- | \- | \- | \- | \- | \- |
+| 6 | 5 | 2 | 2 | 2 | \- | \- | \- | \- | \- | \- | \- |
+| 7 | 5 | 2 | 2 | 2 | 2 | \- | \- | \- | \- | \- | \- |
+| 8 | 5 | 2 | 2 | 2 | 2 | \- | \- | \- | \- | \- | \- |
+| 9 | 5 | 2 | 2 | 2 | 2 | 2 | \- | \- | \- | \- | \- |
+| 10 | 5 | 2 | 2 | 2 | 2 | 2 | \- | \- | \- | \- | \- |
+| 11 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | \- | \- | \- | \- |
+| 12 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | \- | \- | \- | \- |
+| 13 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | \- | \- | \- |
+| 14 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | \- | \- | \- |
+| 15 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | \- | \- |
+| 16 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | \- | \- |
+| 17 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | \- |
+| 18 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | \- |
+| 19 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | \* |
+| 20 | 5 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | \* |
+| \* Your class most likely has a class feature that gives you a single 10th level spell that works a bit differently from other slots. If so, flexible spellcaster doesn't change the way that spell works. | | | | | | | | | | | |
diff --git a/content/mechanics/srd/Class Features/Flurry of Blows.md b/content/mechanics/srd/Class Features/Flurry of Blows.md
new file mode 100755
index 000000000..b2c1bfc4b
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Flurry of Blows.md
@@ -0,0 +1,17 @@
+---
+title: "Flurry of Blows"
+noteType: ":luggage:"
+aliases: "Flurry of Blows"
+foundryId: Item.0qTc2PmvVTqzPdsy
+tags:
+ - Item
+---
+
+# Flurry of Blows
+![[systems-pf2e-icons-features-classes-flurry-of-blows.webp|150]]
+
+You can attack rapidly with fists, feet, elbows, knees, and other unarmed attacks. You gain the Flurry of Blows action.
+
+* * *
+
+Make two unarmed [[Strike|Strikes]]. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.
diff --git a/content/mechanics/srd/Class Features/Flurry.md b/content/mechanics/srd/Class Features/Flurry.md
new file mode 100755
index 000000000..7ff52afa6
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Flurry.md
@@ -0,0 +1,13 @@
+---
+title: "Flurry"
+noteType: ":luggage:"
+aliases: "Flurry"
+foundryId: Item.5xgsXamSdxZozREa
+tags:
+ - Item
+---
+
+# Flurry
+![[icons-skills-melee-strike-polearm-light-orange.webp|150]]
+
+You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10.
diff --git a/content/mechanics/srd/Class Features/Focus Spells.md b/content/mechanics/srd/Class Features/Focus Spells.md
new file mode 100755
index 000000000..0e82c1423
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Focus Spells.md
@@ -0,0 +1,39 @@
+---
+title: "Focus Spells"
+noteType: ":luggage:"
+aliases: "Focus Spells"
+foundryId: Item.WHtqaW8m62sT55k6
+tags:
+ - Item
+---
+
+# Focus Spells
+![[icons-magic-unholy-orb-glowing-yellow-purple.webp|150]]
+
+Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points-you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells. Even some classes that don't normally grant spellcasting, such as the Champion and Monk, can grant focus spells.
+
+Focus spells are automatically heightened to half your level rounded up, just like cantrips are. You can't cast a focus spell if its minimum level is greater than half your level rounded up, even if you somehow gain access to it.
+
+Casting any of your focus spells costs you 1 Focus Point. You automatically gain a focus pool of 1 Focus Point the first time you gain an ability that gives you a focus spell.
+
+You replenish all the Focus Points in your pool during your daily preparations. You can also use the Refocus activity to pray, study, meditate, or otherwise reattune yourself to the source of your focus magic and regain a Focus Point.
+
+Some abilities allow you to increase the Focus Points in your pool beyond 1. Typically, these are feats that give you a new focus spell and increase the number of points in your pool by 1. Your focus pool can't have a capacity beyond 3 Focus Points, even if feats that increase your pool would cause it to exceed this number.
+
+* * *
+
+To regain focus points, see the [[Refocus]] action.
+
+* * *
+
+# Spellcasters with Focus Spells
+
+Source**Core Rulebook pg. 302**
+
+If you are a spellcaster, your focus spells are the same tradition of spell as the class that gave you the focus spell. A Bard's are [[Occult Spellcasting|Occult]], a Cleric's are [[Cleric Spellcasting|Divine]], a Druid's are [[Druid Spellcasting|Primal]], a Wizard's are [[Wizard Spellcasting|Arcane]], and a Sorcerer's are determined by their bloodline.
+
+# Non-Spellcasters with Focus Spells
+
+Source **Core Rulebook pg. 302**
+
+If you get focus spells from a class or other source that doesn't grant spellcasting ability (for example, if you're a Monk with the [[Ki Strike]] feat), the ability that gives you focus spells also provides your proficiency rank for spell attack rolls and spell DCs, as well as the magical tradition of your focus spells. You gain the ability to [[Cast a Spell]] and use any spellcasting actions necessary to cast your focus spells (see below). However, you don't qualify for feats and other rules that require you to be a spellcaster.
diff --git a/content/mechanics/srd/Class Features/Forensic Medicine Methodology.md b/content/mechanics/srd/Class Features/Forensic Medicine Methodology.md
new file mode 100755
index 000000000..57861016a
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Forensic Medicine Methodology.md
@@ -0,0 +1,15 @@
+---
+title: "Forensic Medicine Methodology"
+noteType: ":luggage:"
+aliases: "Forensic Medicine Methodology"
+foundryId: Item.QmOA30f9xY3VLJMh
+tags:
+ - Item
+---
+
+# Forensic Medicine Methodology
+![[systems-pf2e-icons-features-classes-forensic-medicine-methodology.webp|150]]
+
+You've learned that in most cases, especially murders, criminals tend to leave more evidence of the crime on the body than they'd like to believe. Information from bruising, bone fractures, blood spatters, and even the life cycle of carrion insects can provide valuable clues that help reconstruct the scene.
+
+You're trained in Medicine and gain the [[Forensic Acumen]] and [[Battle Medicine]] skill feats. When you use Battle Medicine, on a success the target recovers additional Hit Points equal to your level, and the target becomes temporarily immune for only 1 hour, not 1 day
diff --git a/content/mechanics/srd/Class Features/Formula Book.md b/content/mechanics/srd/Class Features/Formula Book.md
new file mode 100755
index 000000000..6116c9378
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Formula Book.md
@@ -0,0 +1,13 @@
+---
+title: "Formula Book"
+noteType: ":luggage:"
+aliases: "Formula Book"
+foundryId: Item.dpbUaUmhVPYQAI4g
+tags:
+ - Item
+---
+
+# Formula Book
+![[systems-pf2e-icons-features-classes-formula-book.webp|150]]
+
+A formula book holds the formulas necessary to make items other than the common equipment from Pathfinder Player Core; characters of the alchemist class typically get one for free. Each formula book can hold the formulas for up to 100 different items. Formulas can also appear on parchment sheets, tablets, and almost any other medium; there's no need for you to copy them into a specific book as long as you can keep them on hand to reference them.
diff --git a/content/mechanics/srd/Class Features/Fortitude Expertise.md b/content/mechanics/srd/Class Features/Fortitude Expertise.md
new file mode 100755
index 000000000..d663a7707
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Fortitude Expertise.md
@@ -0,0 +1,19 @@
+---
+title: Fortitude Expertise
+noteType: ":luggage:"
+aliases:
+ - Fortitude Expertise
+ - Great Fortitude
+foundryId: Item.DSi7DamW7iv6geGf
+tags:
+ - Item
+---
+
+# Fortitude Expertise
+![[icons-magic-life-cross-explosion-burst-green.webp|150]]
+
+**Bard** Your physique has grown hardy in your adventures. Your proficiency rank for Fortitude saves increases to expert.
+
+* * *
+
+**Druid** Adventures have made your physique more hardy. Your proficiency rank for Fortitude saves increases to expert.
diff --git a/content/mechanics/srd/Class Features/Fortress of Will.md b/content/mechanics/srd/Class Features/Fortress of Will.md
new file mode 100755
index 000000000..9efcaa2cf
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Fortress of Will.md
@@ -0,0 +1,13 @@
+---
+title: "Fortress of Will"
+noteType: ":luggage:"
+aliases: "Fortress of Will"
+foundryId: Item.5II7D39YCRVG0DaD
+tags:
+ - Item
+---
+
+# Fortress of Will
+![[systems-pf2e-icons-features-classes-fortress-of-will.webp|150]]
+
+Your trained mind is as a fortress that none can breach. Your proficiency rank for Will saves increases to legendary. When you critically fail a Will save, you get a failure instead. When you fail a Will save against a damaging effect, you take half damage.
diff --git a/content/mechanics/srd/Class Features/Fourth Doctrine (Cloistered Cleric).md b/content/mechanics/srd/Class Features/Fourth Doctrine (Cloistered Cleric).md
new file mode 100755
index 000000000..e978332f6
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Fourth Doctrine (Cloistered Cleric).md
@@ -0,0 +1,13 @@
+---
+title: "Fourth Doctrine (Cloistered Cleric)"
+noteType: ":luggage:"
+aliases: "Fourth Doctrine (Cloistered Cleric)"
+foundryId: Item.lZJygSf5eXDQsQzG
+tags:
+ - Item
+---
+
+# Fourth Doctrine (Cloistered Cleric)
+![[icons-magic-light-orb-hands-humanoid-yellow.webp|150]]
+
+You gain expert proficiency with your deity's favored weapon, simple weapons, and unarmed attacks. When you critically succeed at an attack roll using your deity's favored weapon, you apply the weapon's critical specialization effect; you can use your spell DC in place of your class DC.
diff --git a/content/mechanics/srd/Class Features/Fourth Doctrine (Warpriest).md b/content/mechanics/srd/Class Features/Fourth Doctrine (Warpriest).md
new file mode 100755
index 000000000..de456253f
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Fourth Doctrine (Warpriest).md
@@ -0,0 +1,13 @@
+---
+title: "Fourth Doctrine (Warpriest)"
+noteType: ":luggage:"
+aliases: "Fourth Doctrine (Warpriest)"
+foundryId: Item.hJsv0uy9NE1FG77A
+tags:
+ - Item
+---
+
+# Fourth Doctrine (Warpriest)
+![[systems-pf2e-icons-features-classes-warpriest.webp|150]]
+
+Your proficiency ranks for the spell attack modifier and spell DC statistics increase to expert.
diff --git a/content/mechanics/srd/Class Features/Fourth Doctrine.md b/content/mechanics/srd/Class Features/Fourth Doctrine.md
new file mode 100755
index 000000000..f795e5109
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Fourth Doctrine.md
@@ -0,0 +1,16 @@
+---
+title: "Fourth Doctrine"
+noteType: ":luggage:"
+aliases: "Fourth Doctrine"
+foundryId: Item.8Tc1HGmhxL1B84rk
+tags:
+ - Item
+---
+
+# Fourth Doctrine
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+You gain the fourth benefit of your doctrine:
+
+* [[Fourth Doctrine (Cloistered Cleric)|Cloistered Cleric]]
+* [[Fourth Doctrine (Warpriest)|Warpriest]]
diff --git a/content/mechanics/srd/Class Features/Fourth Gate's Threshold.md b/content/mechanics/srd/Class Features/Fourth Gate's Threshold.md
new file mode 100755
index 000000000..d413e9f3f
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Fourth Gate's Threshold.md
@@ -0,0 +1,16 @@
+---
+title: "Fourth Gate's Threshold"
+noteType: ":luggage:"
+aliases: "Fourth Gate's Threshold"
+foundryId: Item.RUcX7qmc523oBAaX
+tags:
+ - Item
+---
+
+# Fourth Gate's Threshold
+![[icons-magic-symbols-elements-air-earth-fire-water.webp|150]]
+
+You reach a new milestone in your odyssey to become in tune with your kinetic gate and must decide how to expand the gate's power. At 5th level and every 4 levels thereafter, you choose to either expand the portal or fork the path.
+
+* **Expand the Portal**: Your gate attunes more precisely to one of your elements. Gain an impulse feat of your level or lower for one of your kinetic elements; if you have more than one element, you can choose a composite impulse. You also gain a gate junction for one of your kinetic elements. If you have no valid options for the feat-typically because you have one kinetic element and devoted your class feats to gaining that element's impulses-you can instead select any kineticist class feat of your level or lower for which you meet the prerequisites.
+* **Fork the Path**: Your gate reaches to another elemental plane. Add a new element of your choice to your kinetic elements. Gain an impulse feat of your level or lower with the trait of that element. You can't select a composite impulse feat with this feat selection.
diff --git a/content/mechanics/srd/Class Features/Fury Instinct.md b/content/mechanics/srd/Class Features/Fury Instinct.md
new file mode 100755
index 000000000..b078a0971
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Fury Instinct.md
@@ -0,0 +1,25 @@
+---
+title: "Fury Instinct"
+noteType: ":luggage:"
+aliases: "Fury Instinct"
+foundryId: Item.Jf0yFW4QjMVRkZEB
+tags:
+ - Item
+---
+
+# Fury Instinct
+![[icons-magic-unholy-silhouette-evil-horned-giant.webp|150]]
+
+Your rage comes from a deep and purely personal well within you. You use your rage as you choose.
+
+## Anathema and Instinct Ability
+
+You don't have an anathema or an instinct ability. Instead, you gain an additional 1st-level barbarian feat.
+
+## Specialization AbilityLevel 7
+
+Increase the additional damage from Rage from 2 to 6. If you have greater weapon specialization, instead increase the additional damage from Rage to 12.
+
+## Raging ResistanceLevel 9
+
+You resist physical weapon damage, but not physical damage from other sources (such as unarmed attacks).
diff --git a/content/mechanics/srd/Class Features/Gate Junction.md b/content/mechanics/srd/Class Features/Gate Junction.md
new file mode 100755
index 000000000..2a111ef4b
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Gate Junction.md
@@ -0,0 +1,66 @@
+---
+title: "Gate Junction"
+noteType: ":luggage:"
+aliases: "Gate Junction"
+foundryId: Item.JQCS5WAEoBizIiN1
+tags:
+ - Item
+---
+
+# Gate Junction
+![[systems-pf2e-icons-spells-elemental-annihilation-wave.webp|150]]
+
+### **Gate Junctions**
+
+When you gain a gate junction, you develop a specialized kinetic technique. Choose one benefit from the gate junction table for one of your kinetic elements.
+
+* A **critical blast** junction happens when you get a critical success with an Elemental Blast of the kinetic element.
+* An **elemental resistance** grants you resistance to damage while your kinetic aura is active. This resistance is equal to your level, and it applies to damage of any listed type or that comes from a creature or effect that has any of the listed traits. At 17th level, you gain immunity to effects with any of the listed traits. This doesn't make you immune to creatures with such a trait. You can voluntarily forgo this resistance, immunity, or both if you want an effect to work on you.
+* You can choose an **impulse junction** instead of one of the listed junctions. Impulse junctions are listed under Single Gate.
+* An **aura junction** adds an effect to your kinetic aura when you Channel Elements.
+* A **skill junction** makes you trained in the listed skill and grants you the listed skill feat. If you were already trained in the listed skill, you instead become trained in a skill of your choice. While your kinetic aura is active, you gain a +1 status bonus to the listed skill; the bonus increases to +2 at 10th level and +3 at 17th level.
+
+You can select each gate junction only once, unless noted otherwise, but you can have the same type of junction for multiple elements. You can always choose not to use a gate junction when it would normally occur. If you have multiple junctions that would apply at the same time - such as kinetic aura junctions for different elements - you can apply any number of them. (Though note that you can use only one impulse junction per round.)
+
+| Air Gate Junction |
+| --- |
+| **Critical Blast** Push the target up to 10 feet. |
+| **Elemental Resistance** air, electricity |
+| **Impulse Junction** Before or after the other effects of the impulse, you can either Stride up to half your Speed or Step. If you have a fly Speed, you can Fly up to half your fly Speed instead. |
+| **Aura Junction** You and any ally that starts its turn in the aura gets a +10-foot status bonus to land Speed until the end of that turn, and to fly Speed if applicable |
+| **Skill Junction** Stealth, [[Experienced Smuggler]] |
+| Earth Gate Junction |
+| **Critical Blast** If the target is on the ground, it's knocked [[Prone]]; if it isn't on the ground, it descends up to 20 feet (you choose the distance). |
+| **Elemental Resistance** earth, poison |
+
+| **Impulse Junction** Fragments of stone float around you, granting you a +1 circumstance bonus to AC until the start of your next turn. |
+| **Aura Junction** Squares in the aura are difficult terrain fo your enemies, but only if moving into the square would make the enemy farther away from you. |
+| **Skill Junction** Athletics, [[Hefty Hauler]] |
+| Fire Gate Junction |
+| **Critical Blast** The target takes 1d6 persistent fire damage. You gain an item bonus to this persistent damage equal to your item bonus to impulse attack rolls, such as from a _gate attenuator_. |
+| **Elemental Resistance** cold, fire |
+
+| **Impulse Junction** Increase the damage die size of fire damage dealt by the impulse by one step. |
+| **Aura Junction** Enemies in your kinetic aura gain weakness to fire from your fire impulses. The weakness is equal to half your level (minimum weakness 1). |
+| **Skill Junction** Intimidation, [[Intimidating Glare]] |
+| Metal Gate Junction |
+| **Critical Blast** The target takes 1d6 persistent bleed damage; if the creature has the metal trait or is made of metal, it instead takes 1d6 persistent damage with no type from rust. You gain an item bonus to this persistent damage equal to your item bonus to impulse attack rolls, such as from a _gate attenuator_. |
+| **Elemental Resistance** electricity, metal |
+
+| **Impulse Junction** Choose acid, electricity, or piercing. Until the start of your next turn, each time a creature touches you or damages you with an unarmed melee attack or nonreach melee weapon, it takes damage of the chosen type equal to half your level (minimum 1 damage). |
+| **Aura Junction** Your enemies in the aura take a -1 status penalty to attacks with metal objects, and they take a -1 status penalty to AC if they're wearing metal armor, have the metal trait, or are made of metal. |
+| **Skill Junction** Crafting, [[Quick Repair]] |
+| Water Gate Junction |
+| **Critical Blast** The blast deals 2 splash per damage die of the blast, with the same damage type. |
+| **Elemental Resistance** fire, water |
+
+| **Impulse Junction** After the impulse's other effects, you can move one creature targeted by the impulse or in its area 5 feet in any direction, or 10 feet if it's in a body of water. This can't move the creature into the air. You can choose only a creature that's willing to be moved, that failed its save against the impulse, or that you succeeded at an impulse attack roll against. |
+| **Aura Junction** The aura becomes saturated with humidity, and water moves as you please. Non-magical fires in the aura are extinguished, and creatures in the aura gain fire resistance equal to half your level. |
+| **Skill Junction** Athletics, [[Underwater Marauder]] |
+| Wood Gate Junction |
+| **Critical Blast** If the target of the critical hit is adjacent to a surface, roots entangle it. The target is [[Immobilized]] and must spend an Interact action to attempt a athletics dc:10 check to pull itself free. The target doesn't become stuck if it is incorporeal, is liquid, or could otherwise escape without effort |
+| **Elemental Resistance** poison, wood |
+
+| **Impulse Junction** You gain temporary Hit Points equal to your level that last until the start of your next turn. |
+| **Aura Junction** Life-giving blossoms spring up around you. Any ally that begins its turn in the aura gains 1 temporary Hit Point that lasts until the start of its next turn. This increases to 2 temporary Hit Points if you're 10th level or higher and to 3 temporary Hit Points if you're 15th level or higher. |
+| **Skill Junction** Survival, [[Terrain Expertise\|Terrain Expertise (forest)]] |
diff --git a/content/mechanics/srd/Class Features/Gate's Threshold.md b/content/mechanics/srd/Class Features/Gate's Threshold.md
new file mode 100755
index 000000000..a457e4797
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Gate's Threshold.md
@@ -0,0 +1,16 @@
+---
+title: "Gate's Threshold"
+noteType: ":luggage:"
+aliases: "Gate's Threshold"
+foundryId: Item.385Kuu0tlTQKjPuc
+tags:
+ - Item
+---
+
+# Gate's Threshold
+![[icons-magic-symbols-elements-air-earth-fire-water.webp|150]]
+
+You reach a new milestone in your odyssey to become in tune with your kinetic gate and must decide how to expand the gate's power. At 5th level and every 4 levels thereafter, you choose to either expand the portal or fork the path.
+
+* **Expand the Portal**: Your gate attunes more precisely to one of your elements. Gain an impulse feat of your level or lower for one of your kinetic elements; if you have more than one element, you can choose a composite impulse. You also gain a gate junction for one of your kinetic elements. If you have no valid options for the feat-typically because you have one kinetic element and devoted your class feats to gaining that element's impulses-you can instead select any kineticist class feat of your level or lower for which you meet the prerequisites.
+* **Fork the Path**: Your gate reaches to another elemental plane. Add a new element of your choice to your kinetic elements. Gain an impulse feat of your level or lower with the trait of that element. You can't select a composite impulse feat with this feat selection.
diff --git a/content/mechanics/srd/Class Features/Gathered Lore.md b/content/mechanics/srd/Class Features/Gathered Lore.md
new file mode 100755
index 000000000..33922bf05
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Gathered Lore.md
@@ -0,0 +1,19 @@
+---
+title: "Gathered Lore"
+noteType: ":luggage:"
+aliases: "Gathered Lore"
+foundryId: Item.DNex8GUWwIHW6uSs
+tags:
+ - Item
+---
+
+# Gathered Lore
+![[systems-pf2e-icons-features-classes-gathered-lore.webp|150]]
+
+Many psychics are self-taught, frantically improvising how to best control their abilities before their power overwhelms them. Not you. Tutored by a mentor or classically trained at a facility for psychic development, you've learned techniques and teachings for best harnessing the mind, cataloging each expression of psychic power with a specific teaching, anecdote, or phrase.
+
+Your thought components are mantras you associate with a given spell, which you mentally repeat as you cast. You might silently utter a teaching of resilience as you spin force into a barrier or hear the first three notes of a traveling song as you slip through space. Mantra components often produce runes or symbols from your learnings that are unique to each spell you cast, causing your spell manifestations to resemble those of conventional spellcasters to a much greater degree than those of other psychics.
+
+**Key Ability** Your key ability score is Intelligence.
+
+**Psyche Action** [[Recall the Teachings]]
diff --git a/content/mechanics/srd/Class Features/Giant Instinct.md b/content/mechanics/srd/Class Features/Giant Instinct.md
new file mode 100755
index 000000000..f82215e82
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Giant Instinct.md
@@ -0,0 +1,33 @@
+---
+title: "Giant Instinct"
+noteType: ":luggage:"
+aliases: "Giant Instinct"
+foundryId: Item.hKXI91xm1Idr3I4d
+tags:
+ - Item
+---
+
+# Giant Instinct
+![[icons-creatures-magical-humanoid-horned-rider.webp|150]]
+
+Your rage gives you the raw power and size of a giant. This doesn't necessarily mean you revere giants-you might scoff at them or even aspire to slay them! You could instead seem like a giant to other people due to your exceptional strength or larger-than-life emotions and ego.
+
+## Anathema
+
+Failing to face a personal challenge of strength is anathema.
+
+## Titan Mauler (Instinct Ability)
+
+You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you're not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to this larger weapon, of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size. When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the [[Clumsy 1]] condition because of the weapon's unwieldy size. You can't remove this clumsy condition or ignore its penalties by any means while wielding the weapon.
+
+## Specialization AbilityLevel 7
+
+Increase the damage from Rage when using a larger weapon from 6 to 10; if you have greater weapon specialization, increase it from 10 to 18.
+
+## Raging ResistanceLevel 9
+
+You resist bludgeoning damage and your choice of cold, electricity, or fire, chosen when you gain raging resistance.
+
+* * *
+
+_Note: You need to manually apply Clumsy 1 when you enter rage. Remember to alter the size of your weapon to ensure your Instinct Ability works correctly._
diff --git a/content/mechanics/srd/Class Features/Graceful Legend.md b/content/mechanics/srd/Class Features/Graceful Legend.md
new file mode 100755
index 000000000..e955f9abb
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Graceful Legend.md
@@ -0,0 +1,13 @@
+---
+title: "Graceful Legend"
+noteType: ":luggage:"
+aliases: "Graceful Legend"
+foundryId: Item.kxQEDTWY6KKIebVp
+tags:
+ - Item
+---
+
+# Graceful Legend
+![[systems-pf2e-icons-features-classes-graceful-legend.webp|150]]
+
+Your sublime movement grants you unparalleled protection and offense. Your proficiency rank for unarmored defense increases to legendary, and your proficiency rank for your monk class DC increases to master. If you have ki spells, your proficiency rank for spell attack rolls and spell DCs with the tradition of magic you use for your ki spells increases to master.
diff --git a/content/mechanics/srd/Class Features/Graceful Mastery.md b/content/mechanics/srd/Class Features/Graceful Mastery.md
new file mode 100755
index 000000000..471271f70
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Graceful Mastery.md
@@ -0,0 +1,13 @@
+---
+title: "Graceful Mastery"
+noteType: ":luggage:"
+aliases: "Graceful Mastery"
+foundryId: Item.GQE7gFFZ0L80rh8o
+tags:
+ - Item
+---
+
+# Graceful Mastery
+![[systems-pf2e-icons-features-classes-graceful-mastery.webp|150]]
+
+You move with perpetual grace in battle, eluding and turning aside blows. Your proficiency rank for unarmored defense increases to master.
diff --git a/content/mechanics/srd/Class Features/Great Fortitude (Psychic).md b/content/mechanics/srd/Class Features/Great Fortitude (Psychic).md
new file mode 100755
index 000000000..6de7a78d0
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Great Fortitude (Psychic).md
@@ -0,0 +1,13 @@
+---
+title: "Great Fortitude (Psychic)"
+noteType: ":luggage:"
+aliases: "Great Fortitude (Psychic)"
+foundryId: Item.0jLEI7aSU1rgsjHI
+tags:
+ - Item
+---
+
+# Great Fortitude (Psychic)
+![[icons-magic-life-cross-explosion-burst-green.webp|150]]
+
+Your mind holds your body to a subconscious mental image of yourself. Your proficiency rank for Fortitude saves increases to expert.
diff --git a/content/mechanics/srd/Class Features/Greater Deed.md b/content/mechanics/srd/Class Features/Greater Deed.md
new file mode 100755
index 000000000..c02666339
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Greater Deed.md
@@ -0,0 +1,13 @@
+---
+title: "Greater Deed"
+noteType: ":luggage:"
+aliases: "Greater Deed"
+foundryId: Item.zKDN1EEUtCcbwKIC
+tags:
+ - Item
+---
+
+# Greater Deed
+![[systems-pf2e-icons-features-classes-greater-deed.webp|150]]
+
+You've mastered the pinnacle technique of your chosen way. You gain the greater deed ability of the way you chose at 1st level.
diff --git a/content/mechanics/srd/Class Features/Greater Eidolon Specialization.md b/content/mechanics/srd/Class Features/Greater Eidolon Specialization.md
new file mode 100755
index 000000000..027955ffc
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Greater Eidolon Specialization.md
@@ -0,0 +1,13 @@
+---
+title: "Greater Eidolon Specialization"
+noteType: ":luggage:"
+aliases: "Greater Eidolon Specialization"
+foundryId: Item.rFXfZ1RiJI8LK6vO
+tags:
+ - Item
+---
+
+# Greater Eidolon Specialization
+![[systems-pf2e-icons-features-classes-greater-weapon-specialization.webp|150]]
+
+Your eidolon's damage from weapon specialization increases to 4 with unarmed attacks in which it's an expert, 6 if it's a master, and 8 if it's legendary.
diff --git a/content/mechanics/srd/Class Features/Greater Field Discovery (Bomber).md b/content/mechanics/srd/Class Features/Greater Field Discovery (Bomber).md
new file mode 100755
index 000000000..905a2a57e
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Greater Field Discovery (Bomber).md
@@ -0,0 +1,15 @@
+---
+title: "Greater Field Discovery (Bomber)"
+noteType: ":luggage:"
+aliases: "Greater Field Discovery (Bomber)"
+foundryId: Item.22dgJctmBJNORyzX
+tags:
+ - Item
+---
+
+# Greater Field Discovery (Bomber)
+![[systems-pf2e-icons-features-classes-greater-field-discovery-bomber.webp|150]]
+
+You learn an incredible discovery that advances your understanding of your field.
+
+You can increase the splash on your bombs to damage creatures within 10 feet, or 15 feet if you have [[Expanded Splash]].
diff --git a/content/mechanics/srd/Class Features/Greater Field Discovery (Chirurgeon).md b/content/mechanics/srd/Class Features/Greater Field Discovery (Chirurgeon).md
new file mode 100755
index 000000000..d6c40952b
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Greater Field Discovery (Chirurgeon).md
@@ -0,0 +1,15 @@
+---
+title: "Greater Field Discovery (Chirurgeon)"
+noteType: ":luggage:"
+aliases: "Greater Field Discovery (Chirurgeon)"
+foundryId: Item.cnKp7vp9hTblbOLO
+tags:
+ - Item
+---
+
+# Greater Field Discovery (Chirurgeon)
+![[systems-pf2e-icons-features-classes-greater-field-discovery-chirurgeon.webp|150]]
+
+You learn an incredible discovery that advances your understanding of your field.
+
+When you use [[Quick Alchemy]] to create any type of elixir of life, the creature drinking the elixir gains the maximum Hit Points possible for that elixir, instead of rolling to determine the number of Hit Points regained.
diff --git a/content/mechanics/srd/Class Features/Greater Field Discovery (Mutagenist).md b/content/mechanics/srd/Class Features/Greater Field Discovery (Mutagenist).md
new file mode 100755
index 000000000..4664e6126
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Greater Field Discovery (Mutagenist).md
@@ -0,0 +1,19 @@
+---
+title: "Greater Field Discovery (Mutagenist)"
+noteType: ":luggage:"
+aliases: "Greater Field Discovery (Mutagenist)"
+foundryId: Item.QfukMjxaLFTRXl4i
+tags:
+ - Item
+---
+
+# Greater Field Discovery (Mutagenist)
+![[systems-pf2e-icons-features-classes-greater-field-discovery-mutagenist.webp|150]]
+
+You learn an incredible discovery that advances your understanding of your field.
+
+If you imbibe another mutagen while you are under the effects of a mutagen, you can gain the benefits and the drawbacks of both mutagens at once, despite the fact that they both have the polymorph trait and would not normally function together.
+
+If you come under the effects of any further mutagens while benefiting from two mutagens, you lose the benefit of one of the former mutagens of your choice, while retaining the drawbacks of all the mutagens.
+
+If you are under the effects of two mutagens and you come under the effect of a non-mutagen polymorph effect, you lose the benefits of the mutagens while retaining the drawbacks of both.
diff --git a/content/mechanics/srd/Class Features/Greater Field Discovery (Toxicologist).md b/content/mechanics/srd/Class Features/Greater Field Discovery (Toxicologist).md
new file mode 100755
index 000000000..f9cf946fe
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Greater Field Discovery (Toxicologist).md
@@ -0,0 +1,17 @@
+---
+title: "Greater Field Discovery (Toxicologist)"
+noteType: ":luggage:"
+aliases: "Greater Field Discovery (Toxicologist)"
+foundryId: Item.AjX2wrlh8wSSChDM
+tags:
+ - Item
+---
+
+# Greater Field Discovery (Toxicologist)
+![[systems-pf2e-icons-features-classes-greater-field-discovery-chirurgeon.webp|150]]
+
+You learn an incredible discovery that advances your understanding of your field.
+
+You can apply two different injury poisons to the same weapon, though not to a piece of ammunition. The two poisons can be up to six levels lower than your level, and you can't use the poisons made without spending a batch of infused reagents via [[Perpetual Infusions (Toxicologist)|Perpetual Infusions]]. Applying the two poisons requires a separate action to apply each poison.
+
+Once completed, you combine the two poisons on the weapon into a double poison with the lower of the two poisons' DCs. This double poison is only virulent if both poisons were virulent, and if the poisons have a different number of stages, the double poison has a number of stages equal to the poison with the lower number of stages. The target takes the effects of both poisons for its current stage.
diff --git a/content/mechanics/srd/Class Features/Greater Field Discovery.md b/content/mechanics/srd/Class Features/Greater Field Discovery.md
new file mode 100755
index 000000000..da59166cd
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Greater Field Discovery.md
@@ -0,0 +1,13 @@
+---
+title: "Greater Field Discovery"
+noteType: ":luggage:"
+aliases: "Greater Field Discovery"
+foundryId: Item.YeShXizRZmeCEIZx
+tags:
+ - Item
+---
+
+# Greater Field Discovery
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+You learn an incredible discovery that advances your understanding of your field.
diff --git a/content/mechanics/srd/Class Features/Greater Juggernaut.md b/content/mechanics/srd/Class Features/Greater Juggernaut.md
new file mode 100755
index 000000000..29af215dd
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Greater Juggernaut.md
@@ -0,0 +1,13 @@
+---
+title: "Greater Juggernaut"
+noteType: ":luggage:"
+aliases: "Greater Juggernaut"
+foundryId: Item.0MCrxpIyiKLrK4xw
+tags:
+ - Item
+---
+
+# Greater Juggernaut
+![[systems-pf2e-icons-features-classes-greater-juggernaut.webp|150]]
+
+You have a stalwart physiology. Your proficiency rank for Fortitude saves increases to legendary. When you roll a critical failure on a Fortitude save, you get a failure instead. When you roll a failure on a Fortitude save against an effect that deals damage, you halve the damage you take.
diff --git a/content/mechanics/srd/Class Features/Greater Kinetic Durability.md b/content/mechanics/srd/Class Features/Greater Kinetic Durability.md
new file mode 100755
index 000000000..3b7f34dce
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Greater Kinetic Durability.md
@@ -0,0 +1,13 @@
+---
+title: "Greater Kinetic Durability"
+noteType: ":luggage:"
+aliases: "Greater Kinetic Durability"
+foundryId: Item.hyWpIR0ZBuDnm4kl
+tags:
+ - Item
+---
+
+# Greater Kinetic Durability
+![[icons-magic-life-cross-explosion-burst-green.webp|150]]
+
+Your gate protects you even more. Your proficiency rank for Fortitude saves increases to legendary. When you roll a critical failure on a Fortitude save, you get a failure instead. When you fail a Fortitude save against an effect that deals damage, you halve the damage you take.
diff --git a/content/mechanics/srd/Class Features/Greater Natural Reflexes.md b/content/mechanics/srd/Class Features/Greater Natural Reflexes.md
new file mode 100755
index 000000000..e63b8bde0
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Greater Natural Reflexes.md
@@ -0,0 +1,13 @@
+---
+title: "Greater Natural Reflexes"
+noteType: ":luggage:"
+aliases: "Greater Natural Reflexes"
+foundryId: Item.duQnpxDZ5fDp39jo
+tags:
+ - Item
+---
+
+# Greater Natural Reflexes
+![[systems-pf2e-icons-features-classes-improved-evasion.webp|150]]
+
+You avoid explosions with reflexes a cat would envy. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you fail a Reflex save against an effect that deals damage, you halve the damage you take.
diff --git a/content/mechanics/srd/Class Features/Greater Performer's Heart.md b/content/mechanics/srd/Class Features/Greater Performer's Heart.md
new file mode 100755
index 000000000..20ddf9f89
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Greater Performer's Heart.md
@@ -0,0 +1,13 @@
+---
+title: "Greater Performer's Heart"
+noteType: ":luggage:"
+aliases: "Greater Performer's Heart"
+foundryId: Item.EoJHSJSHoW2ERcsa
+tags:
+ - Item
+---
+
+# Greater Performer's Heart
+![[icons-magic-life-heart-red-blue.webp|150]]
+
+Your performances warp the mind and cause emotions to flower, and understanding how to do this also forges an incomparable understanding of your own mind. Your proficiency rank for Will saves increases to legendary. When you roll a critical failure on a Will save, you get a failure instead. When you fail a Will save against an effect that deals damage, you take half damage.
diff --git a/content/mechanics/srd/Class Features/Greater Resolve.md b/content/mechanics/srd/Class Features/Greater Resolve.md
new file mode 100755
index 000000000..21e46ea2f
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Greater Resolve.md
@@ -0,0 +1,15 @@
+---
+title: "Greater Resolve"
+noteType: ":luggage:"
+aliases: "Greater Resolve"
+foundryId: Item.hekQk2tcRrzLPXl4
+tags:
+ - Item
+---
+
+# Greater Resolve
+![[systems-pf2e-icons-features-classes-greater-resolve.webp|150]]
+
+Your unbelievable training grants you mental resiliency.
+
+Your proficiency rank for Will saves increases to legendary. When you roll a success at a Will save, you get a critical success. When you roll a critical failure at a Will save, you get a failure instead. When you roll a failure on a Will save against a damaging effect, you take half damage.
diff --git a/content/mechanics/srd/Class Features/Greater Rogue Reflexes.md b/content/mechanics/srd/Class Features/Greater Rogue Reflexes.md
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index 000000000..82050ae9d
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Greater Rogue Reflexes.md
@@ -0,0 +1,13 @@
+---
+title: "Greater Rogue Reflexes"
+noteType: ":luggage:"
+aliases: "Greater Rogue Reflexes"
+foundryId: Item.mCM1woWMVzoiAbmu
+tags:
+ - Item
+---
+
+# Greater Rogue Reflexes
+![[systems-pf2e-icons-features-classes-improved-evasion.webp|150]]
+
+You elude danger to a degree that few can match. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.
diff --git a/content/mechanics/srd/Class Features/Greater Weapon Specialization (Barbarian).md b/content/mechanics/srd/Class Features/Greater Weapon Specialization (Barbarian).md
new file mode 100755
index 000000000..b6db327cd
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Greater Weapon Specialization (Barbarian).md
@@ -0,0 +1,15 @@
+---
+title: "Greater Weapon Specialization (Barbarian)"
+noteType: ":luggage:"
+aliases: "Greater Weapon Specialization (Barbarian)"
+foundryId: Item.01X7ppq3XfBVGIRj
+tags:
+ - Item
+---
+
+# Greater Weapon Specialization (Barbarian)
+![[systems-pf2e-icons-features-classes-greater-weapon-specialization.webp|150]]
+
+The weapons you've mastered become truly fearsome in your hands. Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.
+
+You gain a greater benefit from your instinct's specialization ability. See specific instincts for more information.
diff --git a/content/mechanics/srd/Class Features/Greater Weapon Specialization.md b/content/mechanics/srd/Class Features/Greater Weapon Specialization.md
new file mode 100755
index 000000000..9a6cfd367
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Greater Weapon Specialization.md
@@ -0,0 +1,13 @@
+---
+title: "Greater Weapon Specialization"
+noteType: ":luggage:"
+aliases: "Greater Weapon Specialization"
+foundryId: Item.p2mYdvttgZ6LZfup
+tags:
+ - Item
+---
+
+# Greater Weapon Specialization
+![[systems-pf2e-icons-features-classes-greater-weapon-specialization.webp|150]]
+
+Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.
diff --git a/content/mechanics/srd/Class Features/Gunslinger Expertise.md b/content/mechanics/srd/Class Features/Gunslinger Expertise.md
new file mode 100755
index 000000000..f4c995341
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Gunslinger Expertise.md
@@ -0,0 +1,13 @@
+---
+title: "Gunslinger Expertise"
+noteType: ":luggage:"
+aliases: "Gunslinger Expertise"
+foundryId: Item.Htgkscg17qfoJi3I
+tags:
+ - Item
+---
+
+# Gunslinger Expertise
+![[systems-pf2e-icons-features-classes-gunslinger-expertise.webp|150]]
+
+Your special shots become harder for opponents to predict or resist. Your proficiency rank for your gunslinger class DC increases to expert.
diff --git a/content/mechanics/srd/Class Features/Gunslinger Weapon Mastery.md b/content/mechanics/srd/Class Features/Gunslinger Weapon Mastery.md
new file mode 100755
index 000000000..50bdd9c30
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Gunslinger Weapon Mastery.md
@@ -0,0 +1,13 @@
+---
+title: "Gunslinger Weapon Mastery"
+noteType: ":luggage:"
+aliases: "Gunslinger Weapon Mastery"
+foundryId: Item.5hs5Wwlj4wasuLof
+tags:
+ - Item
+---
+
+# Gunslinger Weapon Mastery
+![[systems-pf2e-icons-features-classes-gunslinger-weapon-mastery.webp|150]]
+
+You fully understand the best way to utilize your unique weapons. Your proficiency rank increases to master with simple and martial firearms and crossbows. Your proficiency rank for advanced firearms and crossbows, simple weapons, martial weapons, and unarmed attacks increases to expert. You gain access to the critical specialization effects for firearms and crossbows.
diff --git a/content/mechanics/srd/Class Features/Gunslinger's Way.md b/content/mechanics/srd/Class Features/Gunslinger's Way.md
new file mode 100755
index 000000000..ef684e0c2
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Gunslinger's Way.md
@@ -0,0 +1,23 @@
+---
+title: "Gunslinger's Way"
+noteType: ":luggage:"
+aliases: "Gunslinger's Way"
+foundryId: Item.ei5bzt0cGFZNeBOc
+tags:
+ - Item
+---
+
+# Gunslinger's Way
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+All gunslingers have a particular way they follow, a combination of philosophy and combat style that defines both how they fight and the weapons they excel with. At 1st level, your way grants you an initial deed, a unique reload action called a slinger's reload, and proficiency with a particular skill. You also gain advanced and greater deeds at later levels, as well as access to way-specific feats.
+
+**[[Way of the Drifter]]** You wander across the battlefield, equally at home in and out of the fray.
+
+**[[Way of the Pistolero]]** You carefully maintain your distance at a duelist's 10 paces with pistol in hand.
+
+**[[Way of the Sniper]]** You practice a methodical style of shooting, striking from far cover.
+
+**[[Way of the Vanguard]]** You rely on a brutal combat style that uses heavy weapons and explosive attacks.
+
+**[[Way of the Triggerbrand]]** You prefer firearms that work well as weapons in both melee and ranged combat
diff --git a/content/mechanics/srd/Class Features/Gunslinging Legend.md b/content/mechanics/srd/Class Features/Gunslinging Legend.md
new file mode 100755
index 000000000..9cfc227d4
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Gunslinging Legend.md
@@ -0,0 +1,13 @@
+---
+title: "Gunslinging Legend"
+noteType: ":luggage:"
+aliases: "Gunslinging Legend"
+foundryId: Item.ltMrgJat6mPSFNXC
+tags:
+ - Item
+---
+
+# Gunslinging Legend
+![[systems-pf2e-icons-features-classes-gunslinging-legend.webp|150]]
+
+You've learned unique techniques for wielding firearms and crossbows that give you unmatched skill in their use. Your proficiency rank increases to legendary with simple and martial firearms and crossbows and to master with advanced firearms and crossbows. Your proficiency rank for simple weapons, martial weapons, and unarmed attacks increases to expert.
diff --git a/content/mechanics/srd/Class Features/Gymnast.md b/content/mechanics/srd/Class Features/Gymnast.md
new file mode 100755
index 000000000..5ac94ca32
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Gymnast.md
@@ -0,0 +1,15 @@
+---
+title: "Gymnast"
+noteType: ":luggage:"
+aliases: "Gymnast"
+foundryId: Item.80hzNAVt2CN2n5s7
+tags:
+ - Item
+---
+
+# Gymnast
+![[systems-pf2e-icons-features-classes-gymnast-style.webp|150]]
+
+You reposition, maneuver, and bewilder your foes with daring feats of physical prowess.
+
+You are trained in Athletics. You gain [[Panache]] during an encounter whenever you successfully [[Grapple]], [[Shove]], or [[Trip]] a foe.
diff --git a/content/mechanics/srd/Class Features/Hampering Spikes.md b/content/mechanics/srd/Class Features/Hampering Spikes.md
new file mode 100755
index 000000000..d99ba3e9e
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Hampering Spikes.md
@@ -0,0 +1,13 @@
+---
+title: "Hampering Spikes"
+noteType: ":luggage:"
+aliases: "Hampering Spikes"
+foundryId: Item.rQphJWcByOC5S7VT
+tags:
+ - Item
+---
+
+# Hampering Spikes
+![[systems-pf2e-icons-features-classes-hampering-spikes.webp|150]]
+
+You've added long, snagging spikes to your weapon, which you can use to impede your foes' movement. Your innovation gains the hampering and versatile P traits.
diff --git a/content/mechanics/srd/Class Features/Harmonic Oscillator.md b/content/mechanics/srd/Class Features/Harmonic Oscillator.md
new file mode 100755
index 000000000..ad3944784
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Harmonic Oscillator.md
@@ -0,0 +1,13 @@
+---
+title: "Harmonic Oscillator"
+noteType: ":luggage:"
+aliases: "Harmonic Oscillator"
+foundryId: Item.DPDUNYVuj9qwrDKv
+tags:
+ - Item
+---
+
+# Harmonic Oscillator
+![[systems-pf2e-icons-features-classes-harmonic-oscillator.webp|150]]
+
+You designed your armor to inaudibly thrum at just the right frequency to create interference against force and sound waves. You gain resistance equal to 3 + half your level to force and sonic damage. When under the effects of Overdrive, the resistance increases by 2.
diff --git a/content/mechanics/srd/Class Features/Heavy Construction.md b/content/mechanics/srd/Class Features/Heavy Construction.md
new file mode 100755
index 000000000..72fcf3969
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Heavy Construction.md
@@ -0,0 +1,15 @@
+---
+title: "Heavy Construction"
+noteType: ":luggage:"
+aliases: "Heavy Construction"
+foundryId: Item.aHw9QWNUOk80aqSs
+tags:
+ - Item
+---
+
+# Heavy Construction
+![[icons-equipment-shoulder-pauldron-segmented-steel-worn.webp|150]]
+
+You've expanded your innovation into a heavy bulwark, and your groundbreaking design ensures you don't take any of the drawbacks for such heavy defenses. Your innovation becomes heavy armor, and your proficiency in your innovation armor (but no other heavy armor) advances to be equal to your proficiency in medium armor. If your Strength modifier is at least +4, you remove the Speed penalty entirely instead of reducing it to –5 feet.
+
+The armor's adjusted statistics are: AC Bonus +5; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 3; Group composite; Armor Traits bulwark.
diff --git a/content/mechanics/srd/Class Features/Hefty Composition.md b/content/mechanics/srd/Class Features/Hefty Composition.md
new file mode 100755
index 000000000..10d5f1373
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Hefty Composition.md
@@ -0,0 +1,13 @@
+---
+title: "Hefty Composition"
+noteType: ":luggage:"
+aliases: "Hefty Composition"
+foundryId: Item.3PbZ52cImR85YIZd
+tags:
+ - Item
+---
+
+# Hefty Composition
+![[systems-pf2e-icons-features-classes-hefty-composition.webp|150]]
+
+Blunt surfaces and sturdy construction make your weapon hefty and mace-like. Your innovation gains the shove and versatile B traits.
diff --git a/content/mechanics/srd/Class Features/Heightened Senses.md b/content/mechanics/srd/Class Features/Heightened Senses.md
new file mode 100755
index 000000000..32a473ce7
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Heightened Senses.md
@@ -0,0 +1,13 @@
+---
+title: "Heightened Senses"
+noteType: ":luggage:"
+aliases: "Heightened Senses"
+foundryId: Item.n2Ex0sqrGxZixNXQ
+tags:
+ - Item
+---
+
+# Heightened Senses
+![[systems-pf2e-icons-features-classes-heightened-senses.webp|150]]
+
+Your instinct heightens each of your senses further. Your proficiency rank for Perception increases to master.
diff --git a/content/mechanics/srd/Class Features/Hero's Defiance.md b/content/mechanics/srd/Class Features/Hero's Defiance.md
new file mode 100755
index 000000000..d3eef7db6
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Hero's Defiance.md
@@ -0,0 +1,13 @@
+---
+title: "Hero's Defiance"
+noteType: ":luggage:"
+aliases: "Hero's Defiance"
+foundryId: Item.SPqt3vVsck14A5Fu
+tags:
+ - Item
+---
+
+# Hero's Defiance
+![[systems-pf2e-icons-features-classes-heros-defiance.webp|150]]
+
+You can defy fate and continue fighting as long as you have divine energy. You gain the _[[Hero's Defiance]]_ devotion spell.
diff --git a/content/mechanics/srd/Class Features/Hex Spells.md b/content/mechanics/srd/Class Features/Hex Spells.md
new file mode 100755
index 000000000..941ec83e0
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Hex Spells.md
@@ -0,0 +1,25 @@
+---
+title: "Hex Spells"
+noteType: ":luggage:"
+aliases: "Hex Spells"
+foundryId: Item.UYQcqzsUiD0e2KpQ
+tags:
+ - Item
+---
+
+# Hex Spells
+![[systems-pf2e-icons-features-classes-hexes.webp|150]]
+
+As a favored agent of your patron, you can invoke their power for a more direct magical intervention. A hex is a spell shaped by your patron and sent to you through your familiar, rather than an ability you use directly. Your patron expects you to advance its interests and does not take kindly to repeated requests for aid; as such, you can use only one hex each turn, and any attempts to use a second hex on that turn fail and the actions are lost.
+
+Hex spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with your familiar.
+
+Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but it can never be more than 3 points.
+
+You learn your choice of the _[[Patron's Puppet]]_ hex or _[[Phase Familiar]]_ hex, which let you command your familiar or defend it from harm, respectively. You learn most other hexes from witch lessons.
+
+## Hex Cantrips
+
+Hex cantrips are special hexes that don't cost Focus Points, so you can cast them as often as you like, though you can still use only one hex each round. Hex cantrips are in addition to the cantrips you choose with witch spellcasting and aren't counted toward your prepared cantrips.
+
+You gain a hex cantrip determined by your choice of patron.
diff --git a/content/mechanics/srd/Class Features/Hunt Prey.md b/content/mechanics/srd/Class Features/Hunt Prey.md
new file mode 100755
index 000000000..bb3064dc0
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Hunt Prey.md
@@ -0,0 +1,13 @@
+---
+title: "Hunt Prey"
+noteType: ":luggage:"
+aliases: "Hunt Prey"
+foundryId: Item.997vXLuAWSkZ2BJs
+tags:
+ - Item
+---
+
+# Hunt Prey
+![[icons-creatures-eyes-humanoid-single-red-brown.webp|150]]
+
+When you focus your attention on a single foe, you become unstoppable in your pursuit. You gain the [[Hunt Prey]] action.
diff --git a/content/mechanics/srd/Class Features/Hunter's Edge.md b/content/mechanics/srd/Class Features/Hunter's Edge.md
new file mode 100755
index 000000000..7e39dbf56
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Hunter's Edge.md
@@ -0,0 +1,17 @@
+---
+title: "Hunter's Edge"
+noteType: ":luggage:"
+aliases: "Hunter's Edge"
+foundryId: Item.mwhJsndZ81pcmjAB
+tags:
+ - Item
+---
+
+# Hunter's Edge
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+You have trained to become a skilled hunter and tracker, gaining an extra benefit when you Hunt Prey depending on the focus of your training. Choose a hunter's edge.
+
+* [[Flurry]]
+* [[Outwit]]
+* [[Precision]]
diff --git a/content/mechanics/srd/Class Features/Hybrid Study.md b/content/mechanics/srd/Class Features/Hybrid Study.md
new file mode 100755
index 000000000..8b22f573f
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Hybrid Study.md
@@ -0,0 +1,19 @@
+---
+title: "Hybrid Study"
+noteType: ":luggage:"
+aliases: "Hybrid Study"
+foundryId: Item.GbU4EMievsrKYfKn
+tags:
+ - Item
+---
+
+# Hybrid Study
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+Your extensive physical training and carefully chosen magic combine to form a unique and dangerous fighting style that's more than the sum of its parts. You choose one field of hybrid study to represent your particular combination of skills. Your hybrid study gives you a special ability, usually tied to [[Spellstrike]] or [[Arcane Cascade]], and it determines your initial conflux spell. The hybrid studies presented in this book are as follows.
+
+* [[Inexorable Iron]]
+* [[Laughing Shadow]]
+* [[Sparkling Targe]]
+* [[Starlit Span]]
+* [[Twisting Tree]]
diff --git a/content/mechanics/srd/Class Features/Hyper Boosters.md b/content/mechanics/srd/Class Features/Hyper Boosters.md
new file mode 100755
index 000000000..4ea133838
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Hyper Boosters.md
@@ -0,0 +1,13 @@
+---
+title: "Hyper Boosters"
+noteType: ":luggage:"
+aliases: "Hyper Boosters"
+foundryId: Item.msRE0qTCBnifivY9
+tags:
+ - Item
+---
+
+# Hyper Boosters
+![[icons-skills-ranged-cannon-barrel-firing-orange.webp|150]]
+
+You've improved your speed boosters' power through a breakthrough that significantly increases the energy flow without risking exploding. You gain a +10-foot status bonus to your Speed, which increases to a +20-foot status bonus when you're in Overdrive. If you're legendary in Crafting, it instead increases to a +30-foot status bonus when you're in Overdrive. You must have the speed boosters modification to select this modification.
diff --git a/content/mechanics/srd/Class Features/Implement Adept.md b/content/mechanics/srd/Class Features/Implement Adept.md
new file mode 100755
index 000000000..bff017365
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Implement Adept.md
@@ -0,0 +1,13 @@
+---
+title: "Implement Adept"
+noteType: ":luggage:"
+aliases: "Implement Adept"
+foundryId: Item.Wrk1VM2mzA3JUGtf
+tags:
+ - Item
+---
+
+# Implement Adept
+![[systems-pf2e-icons-features-classes-implement-adept.webp|150]]
+
+You have deepened your connection to one of your implements, unlocking its adept power. Choose one of your implements and gain the adept benefit for that implement.
diff --git a/content/mechanics/srd/Class Features/Implement Paragon.md b/content/mechanics/srd/Class Features/Implement Paragon.md
new file mode 100755
index 000000000..7e9dee568
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Implement Paragon.md
@@ -0,0 +1,13 @@
+---
+title: "Implement Paragon"
+noteType: ":luggage:"
+aliases: "Implement Paragon"
+foundryId: Item.YOgGWq1MqZ4DkWbl
+tags:
+ - Item
+---
+
+# Implement Paragon
+![[systems-pf2e-icons-features-classes-implement-paragon.webp|150]]
+
+You have unlocked the last secrets of an implement. Choose one of your implements that already gained the adept benefit; you gain the paragon benefit for that implement.
diff --git a/content/mechanics/srd/Class Features/Implement's Empowerment.md b/content/mechanics/srd/Class Features/Implement's Empowerment.md
new file mode 100755
index 000000000..76bbe9d28
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Implement's Empowerment.md
@@ -0,0 +1,13 @@
+---
+title: "Implement's Empowerment"
+noteType: ":luggage:"
+aliases: "Implement's Empowerment"
+foundryId: Item.bjwwdFDa3KtzIk82
+tags:
+ - Item
+---
+
+# Implement's Empowerment
+![[systems-pf2e-icons-features-classes-implements-empowerment.webp|150]]
+
+The power of your implement can also be turned to the more common task of combat, its power adding to and amplifying the effects of runes and other magical empowerments. When you Strike, you can trace mystic patterns with an implement you're holding to empower the Strike, causing it to deal 2 additional Damage per weapon damage die. Channeling the power requires full use of your hands. You don't gain the benefit of implement's empowerment if you are holding anything in either hand other than a single one-handed weapon, other implements, or esoterica, and you must be holding at least one implement to gain the benefit.
diff --git a/content/mechanics/srd/Class Features/Improved Evasion.md b/content/mechanics/srd/Class Features/Improved Evasion.md
new file mode 100755
index 000000000..07c8faa0e
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Improved Evasion.md
@@ -0,0 +1,13 @@
+---
+title: "Improved Evasion"
+noteType: ":luggage:"
+aliases: "Improved Evasion"
+foundryId: Item.3iUlbMVY15lX4XzP
+tags:
+ - Item
+---
+
+# Improved Evasion
+![[systems-pf2e-icons-features-classes-improved-evasion.webp|150]]
+
+Your ability to elude danger is matchless. Your proficiency rank for Reflex saves increases to legendary. When you roll a critical failure on a Reflex save, you get a failure instead. When you roll a failure on a Reflex save against a damaging effect, you take half damage.
diff --git a/content/mechanics/srd/Class Features/Improved Familiar Attunement.md b/content/mechanics/srd/Class Features/Improved Familiar Attunement.md
new file mode 100755
index 000000000..583eafae6
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Improved Familiar Attunement.md
@@ -0,0 +1,15 @@
+---
+title: "Improved Familiar Attunement"
+noteType: ":luggage:"
+aliases: "Improved Familiar Attunement"
+foundryId: Item.FzZAKGq29tGgFJuW
+tags:
+ - Item
+---
+
+# Improved Familiar Attunement
+![[systems-pf2e-icons-features-classes-improved-familiar-attunement.webp|150]]
+
+You've long held that fine-tuning the magic that bonds a wizard and their familiar can improve the mystic connection and yield greater results, compared to the safe yet generic bond most wizards currently use. You've formed such a pact with your familiar, gaining more advantages from it than most wizards. You gain the [[Familiar]] wizard feat. Your familiar gains an extra ability, and it gains an additional extra ability when you reach 6th, 12th, and 18th levels.
+
+Your connection with your familiar alters your arcane bond class feature so that you store your magical energy in your familiar, rather than an item you own; you also gain the Drain Familiar free action instead of [[Drain Bonded Item]]. Drain Familiar can be used any time an ability would allow you to use Drain Bonded Item and functions identically, except that you draw magic from your familiar instead of an item.
diff --git a/content/mechanics/srd/Class Features/Improved Flexibility.md b/content/mechanics/srd/Class Features/Improved Flexibility.md
new file mode 100755
index 000000000..8b62e024d
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Improved Flexibility.md
@@ -0,0 +1,13 @@
+---
+title: "Improved Flexibility"
+noteType: ":luggage:"
+aliases: "Improved Flexibility"
+foundryId: Item.ibmffbzAliFJtbLN
+tags:
+ - Item
+---
+
+# Improved Flexibility
+![[systems-pf2e-icons-features-classes-improved-flexibility.webp|150]]
+
+Your extensive experience gives you even greater ability to adapt to each day's challenges. When you use combat flexibility, you can gain two fighter feats instead of one. While the first feat must still be 8th level or lower, the second feat can be up to 14th level, and you can use the first feat to meet the prerequisites of the second feat. You must meet all of the feats' prerequisites.
diff --git a/content/mechanics/srd/Class Features/Impulses.md b/content/mechanics/srd/Class Features/Impulses.md
new file mode 100755
index 000000000..fd6cbdac1
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Impulses.md
@@ -0,0 +1,33 @@
+---
+title: "Impulses"
+noteType: ":luggage:"
+aliases: "Impulses"
+foundryId: Item.y5tnJSN0nv9bpHt9
+tags:
+ - Item
+---
+
+# Impulses
+![[systems-pf2e-icons-spells-awaken-portal.webp|150]]
+
+An impulse is a special type of magical action available to kineticists, allowing them to wield or shape their element into diverse and powerful forms. To wield an element, you must have your kinetic aura active and have a free hand, as described in the impulse trait. You automatically gain the Elemental Blast and Base Kinesis impulses, and your kinetic gate selection gives you additional impulse feats. You can select more impulse feats with kineticist class feats, and at higher levels, you'll automatically get more with the gate's threshold class feature. You can select an impulse feat only if it matches one of your kinetic elements.
+
+Impulses are magical, and though they aren't spells, some things that affect spells also affect impulses. Abilities that restrict you from casting spells (such as being polymorphed into a battle form) or protect against spells (such as a spell that protects against other spells or a creature's bonus to saves against spells) also apply to impulses.
+
+### **Impulse Levels**
+
+Any impulse you use is the same level you are. For instance, if you're 5th level, your Elemental Blast would be 5th level (and its counteract rank would be 3rd rank), even though you gained the action at 1st level.
+
+Similar to spells, many impulses get more powerful as you increase in level. In these cases, the impulse ends with one or more "Level" entries. This either lists the levels at which the impulse gets an upgrade or has an entry with a plus sign that describes a benefit that increases on a regular basis. For instance, a 1st-level impulse with a "Level (+4)" entry would get stronger at 5th, 9th, 13th, and 17th levels.
+
+### **Impulse Attacks and DCs**
+
+An impulse that requires a saving throw uses your kineticist class DC. Some of your impulses require you to attempt an **impulse attack roll** to see how effective they are. Your impulse attack roll uses the same proficiency and attribute modifier as your kineticist class DC. Like a spell attack modifie , your impulse attack modifier uses the following formula: d20 roll + attribute modifier + proficiency bonus + other bonuses + penalties. This means your impulse attack roll is typically 10 lower than your class DC. The [[Drained 1|Drained]] condition can reduce your impulse attack rolls and class DCs. You can acquire a _gate attenuator_ to gain a bonus to your impulse attack modifier.
+
+### **Elemental Blast**
+
+The [[Elemental Blast]] impulse is a simple expression of your power, allowing you to attack with the pure matter of your kinetic element. Though each element has its own strengths and weaknesses, the basic principles to using them are the same. You can customize the appearance of your Elemental Blast and can even choose a different form each time you use the impulse.
+
+### **Base Kinesis**
+
+The [[Base Kinesis]] impulse lets you perform simple alterations to an element.
diff --git a/content/mechanics/srd/Class Features/Inconspicuous Appearance.md b/content/mechanics/srd/Class Features/Inconspicuous Appearance.md
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index 000000000..acdb00550
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Inconspicuous Appearance.md
@@ -0,0 +1,17 @@
+---
+title: "Inconspicuous Appearance"
+noteType: ":luggage:"
+aliases: "Inconspicuous Appearance"
+foundryId: Item.NxbStWLGok94hOY8
+tags:
+ - Item
+---
+
+# Inconspicuous Appearance
+![[icons-consumables-vegetable-root-carrot-orange.webp|150]]
+
+**Melee Only**
+
+* * *
+
+Your innovation is built for easy concealment and surprise attacks. It gains the backstabber and versatile P traits. If the weapon has light Bulk, it also gains the concealable trait.
diff --git a/content/mechanics/srd/Class Features/Incredible Movement.md b/content/mechanics/srd/Class Features/Incredible Movement.md
new file mode 100755
index 000000000..ecca64a71
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Incredible Movement.md
@@ -0,0 +1,13 @@
+---
+title: "Incredible Movement"
+noteType: ":luggage:"
+aliases: "Incredible Movement"
+foundryId: Item.so796eeRjWv3u5nQ
+tags:
+ - Item
+---
+
+# Incredible Movement
+![[systems-pf2e-icons-features-classes-incredible-movement.webp|150]]
+
+You move like the wind. You gain a +10-foot status bonus to your Speed whenever you're not wearing armor. The bonus increases by 5 feet for every 4 levels you have beyond 3rd.
diff --git a/content/mechanics/srd/Class Features/Indomitable Will.md b/content/mechanics/srd/Class Features/Indomitable Will.md
new file mode 100755
index 000000000..a127802fd
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Indomitable Will.md
@@ -0,0 +1,13 @@
+---
+title: "Indomitable Will"
+noteType: ":luggage:"
+aliases: "Indomitable Will"
+foundryId: Item.ywjCYu8kGYf7ugFD
+tags:
+ - Item
+---
+
+# Indomitable Will
+![[systems-pf2e-icons-features-classes-indomitable-will.webp|150]]
+
+Your rage makes it difficult to control you. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Inexorable Iron.md b/content/mechanics/srd/Class Features/Inexorable Iron.md
new file mode 100755
index 000000000..b01004dc2
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Inexorable Iron.md
@@ -0,0 +1,17 @@
+---
+title: "Inexorable Iron"
+noteType: ":luggage:"
+aliases: "Inexorable Iron"
+foundryId: Item.kP7cKg5rAq2hwMFc
+tags:
+ - Item
+---
+
+# Inexorable Iron
+![[icons-commodities-leather-scales-white.webp|150]]
+
+Once you begin along a path, nothing can stop you from reaching its end. You transform the mass of a greataxe, greatsword, or polearm into an unstoppable force to augment your own striking power or keep you standing on the battlefield.
+
+When you enter Arcane Cascade stance and at the start of each of your turns while you're in that stance, if you're wielding a melee weapon in two hands, you gain temporary Hit Points equal to half your level (minimum 1 temporary HP).
+
+**Conflux Spell** _[[Thunderous Strike]]_
diff --git a/content/mechanics/srd/Class Features/Infinite Invention.md b/content/mechanics/srd/Class Features/Infinite Invention.md
new file mode 100755
index 000000000..fcbcab9cf
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Infinite Invention.md
@@ -0,0 +1,15 @@
+---
+title: "Infinite Invention"
+noteType: ":luggage:"
+aliases: "Infinite Invention"
+foundryId: Item.CxIQtOsqdZlUPYmV
+tags:
+ - Item
+---
+
+# Infinite Invention
+![[systems-pf2e-icons-features-classes-infinite-invention.webp|150]]
+
+Your ability to adjust your innovation has reached impossible heights, and you can use these skills to make major adjustments in your spare time. During your daily preparations, you automatically fix your innovation if it's destroyed or broken, and you can change to a different innovation (armor, construct, weapon, or other type you have access to) and change your modifications and offensive boost.
+
+If you have any feats that had your previous innovation as a prerequisite, you can't use them until you retrain the feats as normal. However, it takes you only 1 day of downtime to retrain such a feat into a feat that has your new innovation as a prerequisite, instead of 1 week.
diff --git a/content/mechanics/srd/Class Features/Infinite Mind.md b/content/mechanics/srd/Class Features/Infinite Mind.md
new file mode 100755
index 000000000..ef1b490a5
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Infinite Mind.md
@@ -0,0 +1,13 @@
+---
+title: "Infinite Mind"
+noteType: ":luggage:"
+aliases: "Infinite Mind"
+foundryId: Item.C6jI6w79S32qBzOG
+tags:
+ - Item
+---
+
+# Infinite Mind
+![[systems-pf2e-icons-features-classes-infinite-mind.webp|150]]
+
+Anything you can imagine is now within the realm of possibility. Add two common 10th-level occult spells to your repertoire; you gain a single 10th-level spell slot you can use to cast one of those two spells using psychic spellcasting. You don't gain more 10th-level spells as you level up, unlike other spell slots, and you can't use 10th-level slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You can take the [[Mind Over Matter]] psychic feat to gain a second slot.
diff --git a/content/mechanics/srd/Class Features/Infused Reagents.md b/content/mechanics/srd/Class Features/Infused Reagents.md
new file mode 100755
index 000000000..ea83a1cf5
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Infused Reagents.md
@@ -0,0 +1,15 @@
+---
+title: "Infused Reagents"
+noteType: ":luggage:"
+aliases: "Infused Reagents"
+foundryId: Item.1Y91WsMo84lWAkaz
+tags:
+ - Item
+---
+
+# Infused Reagents
+![[systems-pf2e-icons-features-classes-infused-reagents.webp|150]]
+
+You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.
+
+As soon as you make your next daily preparations, your infused reagents from the previous day's preparations are instantly destroyed, and nonpermanent effects of your previous day's infused items immediately end. While infused reagents are physical objects, they can't be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.
diff --git a/content/mechanics/srd/Class Features/Innovation.md b/content/mechanics/srd/Class Features/Innovation.md
new file mode 100755
index 000000000..3af5c477e
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Innovation.md
@@ -0,0 +1,13 @@
+---
+title: "Innovation"
+noteType: ":luggage:"
+aliases: "Innovation"
+foundryId: Item.VdoP2Mj6PldbmN77
+tags:
+ - Item
+---
+
+# Innovation
+![[systems-pf2e-icons-features-classes-innovation.webp|150]]
+
+While you're always creating inventions, there's one that represents your preeminent work, the one that you hope- with refinement-might change the world. Choose one of the below innovations. Your innovation's level is equal to your level. If your innovation is destroyed, you can spend 1 day of downtime and attempt a Crafting check with a high DC for your level; on a success, you rebuild it. An innovation only works due to your constant maintenance and tinkering, and therefore has no market Price.
diff --git a/content/mechanics/srd/Class Features/Instant Manifestation.md b/content/mechanics/srd/Class Features/Instant Manifestation.md
new file mode 100755
index 000000000..46434509b
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Instant Manifestation.md
@@ -0,0 +1,13 @@
+---
+title: "Instant Manifestation"
+noteType: ":luggage:"
+aliases: "Instant Manifestation"
+foundryId: Item.QbOOUYpjEvaJ35mG
+tags:
+ - Item
+---
+
+# Instant Manifestation
+![[systems-pf2e-icons-features-classes-instant-manifestation.webp|150]]
+
+You can manifest your eidolon with incredible speed. You can use [[Manifest Eidolon]] as a single action, instead of a three-action activity.
diff --git a/content/mechanics/srd/Class Features/Instinct.md b/content/mechanics/srd/Class Features/Instinct.md
new file mode 100755
index 000000000..3ab6a4636
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Instinct.md
@@ -0,0 +1,15 @@
+---
+title: "Instinct"
+noteType: ":luggage:"
+aliases: "Instinct"
+foundryId: Item.hr61UT1x2ZXO70W4
+tags:
+ - Item
+---
+
+# Instinct
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+You channel your rage through an instinct. You decide what your instinct means to you. It could be a creature or symbol beloved by your clan, or a purely internal source or filter of your rage, such as a belief, curse, heritage, or state of mind. Each instinct grants an instinct ability, plus more abilities you can gain via feats that list that instinct as a prerequisite. It also determines what damage you resist with raging resistance and, at higher levels, increases the additional damage you deal when you [[Rage]].
+
+Each instinct lists acts that are anathema to it. Whenever you perform such acts, you lose the instinct's abilities and any feats that list your instinct as a prerequisite until you spend 1 day of downtime re-centering yourself, though you keep all of your other barbarian abilities.
diff --git a/content/mechanics/srd/Class Features/Integrated Gauntlet.md b/content/mechanics/srd/Class Features/Integrated Gauntlet.md
new file mode 100755
index 000000000..b19c76a9b
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Integrated Gauntlet.md
@@ -0,0 +1,17 @@
+---
+title: "Integrated Gauntlet"
+noteType: ":luggage:"
+aliases: "Integrated Gauntlet"
+foundryId: Item.1ZEgRSsVXB7dGAfb
+tags:
+ - Item
+---
+
+# Integrated Gauntlet
+![[icons-weapons-fist-fist-katar-triple-gold-black.webp|150]]
+
+**One-Handed Weapon Only; Can't Have the Two-Hand Trait**
+
+* * *
+
+Combining your weapon with a gauntlet, you make it so you can quickly switch between attacking with your weapon and tinkering using your hands. Your innovation gains the free-hand trait.
diff --git a/content/mechanics/srd/Class Features/Intensify Vulnerability.md b/content/mechanics/srd/Class Features/Intensify Vulnerability.md
new file mode 100755
index 000000000..3c755a269
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Intensify Vulnerability.md
@@ -0,0 +1,13 @@
+---
+title: "Intensify Vulnerability"
+noteType: ":luggage:"
+aliases: "Intensify Vulnerability"
+foundryId: Item.h6KN3UmJKlnzGyi1
+tags:
+ - Item
+---
+
+# Intensify Vulnerability
+![[systems-pf2e-icons-features-classes-intensify-vulnerability.webp|150]]
+
+You've learned to use your implement to further assault a creature whose vulnerabilities you're exploiting. You gain the intensify vulnerability benefit of all of your implements, as well as the [[Intensify Vulnerability]] action.
diff --git a/content/mechanics/srd/Class Features/Interrogation Methodology.md b/content/mechanics/srd/Class Features/Interrogation Methodology.md
new file mode 100755
index 000000000..e76a3774c
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Interrogation Methodology.md
@@ -0,0 +1,15 @@
+---
+title: "Interrogation Methodology"
+noteType: ":luggage:"
+aliases: "Interrogation Methodology"
+foundryId: Item.Up4yK7NJD2OqppLH
+tags:
+ - Item
+---
+
+# Interrogation Methodology
+![[systems-pf2e-icons-features-classes-interrogation-methodology.webp|150]]
+
+People can't help but trust you, whether through your inherent likableness or your firm insistence on sticking to the truth. You have a way about you that gets others talking, and you've developed interrogative techniques to help you get to the truth of your investigations.
+
+You are trained in Diplomacy. You gain the [[No Cause For Alarm]] skill feat. You can also [[Pursue a Lead]] over the course of a conversation rather than spending dedicated time looking into the lead, provided the conversation lasts 1 minute or longer. For example, while trying to [[Make an Impression]], you could pursue the creature you're conversing with as a lead, and you could Pursue a Lead about an object while someone is telling you information about that object. You also gain the [[Pointed Question]] action.
diff --git a/content/mechanics/srd/Class Features/Inventive Expertise.md b/content/mechanics/srd/Class Features/Inventive Expertise.md
new file mode 100755
index 000000000..afadddf32
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Inventive Expertise.md
@@ -0,0 +1,13 @@
+---
+title: "Inventive Expertise"
+noteType: ":luggage:"
+aliases: "Inventive Expertise"
+foundryId: Item.gWVoODPmZw9EwRCe
+tags:
+ - Item
+---
+
+# Inventive Expertise
+![[systems-pf2e-icons-features-classes-inventive-expertise.webp|150]]
+
+Through innovation and experimentation, you've made your inventions more effective and reliable. Your proficiency rank for your inventor class DC increases to expert.
diff --git a/content/mechanics/srd/Class Features/Inventive Mastery.md b/content/mechanics/srd/Class Features/Inventive Mastery.md
new file mode 100755
index 000000000..1d48ec278
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Inventive Mastery.md
@@ -0,0 +1,13 @@
+---
+title: "Inventive Mastery"
+noteType: ":luggage:"
+aliases: "Inventive Mastery"
+foundryId: Item.xFHgQC5mO19ZY79q
+tags:
+ - Item
+---
+
+# Inventive Mastery
+![[systems-pf2e-icons-features-classes-inventive-mastery.webp|150]]
+
+Your inventions are incredibly effective. Your proficiency rank for your inventor class DC increases to master.
diff --git a/content/mechanics/srd/Class Features/Inventor Weapon Expertise.md b/content/mechanics/srd/Class Features/Inventor Weapon Expertise.md
new file mode 100755
index 000000000..bd43536a3
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Inventor Weapon Expertise.md
@@ -0,0 +1,15 @@
+---
+title: "Inventor Weapon Expertise"
+noteType: ":luggage:"
+aliases: "Inventor Weapon Expertise"
+foundryId: Item.Cb8biacRxw3vOKr4
+tags:
+ - Item
+---
+
+# Inventor Weapon Expertise
+![[systems-pf2e-icons-features-classes-weapon-expertise.webp|150]]
+
+You develop tricks for using your weapons more effectively. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to expert.
+
+If you have a [[Weapon Innovation]], you gain access to the critical specialization effect with your innovation.
diff --git a/content/mechanics/srd/Class Features/Inventor Weapon Mastery.md b/content/mechanics/srd/Class Features/Inventor Weapon Mastery.md
new file mode 100755
index 000000000..42ac2b9fc
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Inventor Weapon Mastery.md
@@ -0,0 +1,13 @@
+---
+title: "Inventor Weapon Mastery"
+noteType: ":luggage:"
+aliases: "Inventor Weapon Mastery"
+foundryId: Item.l64DwVjbxCe5HNYe
+tags:
+ - Item
+---
+
+# Inventor Weapon Mastery
+![[systems-pf2e-icons-features-classes-weapon-mastery.webp|150]]
+
+You fully understand your weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master.
diff --git a/content/mechanics/srd/Class Features/Investigator Expertise.md b/content/mechanics/srd/Class Features/Investigator Expertise.md
new file mode 100755
index 000000000..1e2d8dccc
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Investigator Expertise.md
@@ -0,0 +1,15 @@
+---
+title: "Investigator Expertise"
+noteType: ":luggage:"
+aliases: "Investigator Expertise"
+foundryId: Item.Pk0oKm0DNJG2RXEY
+tags:
+ - Item
+---
+
+# Investigator Expertise
+![[systems-pf2e-icons-features-classes-investigator-expertise.webp|150]]
+
+You've refined your investigative techniques to an exceptional degree. Your circumstance bonus from [[Pursue a Lead]] increases to +2. Your proficiency rank for your investigator class DC increases to expert.
+
+If you have [[Detective's Readiness]],
diff --git a/content/mechanics/srd/Class Features/Iron Will.md b/content/mechanics/srd/Class Features/Iron Will.md
new file mode 100755
index 000000000..06ba7afa2
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Iron Will.md
@@ -0,0 +1,15 @@
+---
+title: "Iron Will"
+noteType: ":luggage:"
+aliases: "Iron Will"
+foundryId: Item.qFlkpT2a4Nea7f5M
+tags:
+ - Item
+---
+
+# Iron Will
+![[systems-pf2e-icons-features-classes-iron-will.webp|150]]
+
+**Alchemist** Your mental defenses are an iron fortress. Your proficiency rank for Will saves increases to expert.
+
+**Ranger** Your training has hardened your resolve. Your proficiency rank for Will saves increases to expert.
diff --git a/content/mechanics/srd/Class Features/Juggernaut.md b/content/mechanics/srd/Class Features/Juggernaut.md
new file mode 100755
index 000000000..5aace3d41
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Juggernaut.md
@@ -0,0 +1,19 @@
+---
+title: "Juggernaut"
+noteType: ":luggage:"
+aliases: "Juggernaut"
+foundryId: Item.DrirQzx7GXjuM6Te
+tags:
+ - Item
+---
+
+# Juggernaut
+![[systems-pf2e-icons-features-classes-juggerenaut.webp|150]]
+
+**Barbarian, Champion, Inventor, Ranger** Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
+
+**Alchemist** Your body has become accustomed to physical hazards and resistant to pathogens and ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
+
+**Magus** Your body is accustomed to physical hardship and resistant to a wide range of ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
+
+**Gunslinger** Your body has become accustomed to physical hazards and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Keen Flair.md b/content/mechanics/srd/Class Features/Keen Flair.md
new file mode 100755
index 000000000..3c88d2d18
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Keen Flair.md
@@ -0,0 +1,13 @@
+---
+title: "Keen Flair"
+noteType: ":luggage:"
+aliases: "Keen Flair"
+foundryId: Item.LhkrrZTIOMeBvO8e
+tags:
+ - Item
+---
+
+# Keen Flair
+![[systems-pf2e-icons-features-classes-keen-flair.webp|150]]
+
+You inflict particularly devastating attacks on even well-defended foes. When you Strike with a weapon or unarmed attack with which you have master proficiency, if you roll a 19 on the die and the roll is a success, you critically succeed instead.
diff --git a/content/mechanics/srd/Class Features/Keen Recollection.md b/content/mechanics/srd/Class Features/Keen Recollection.md
new file mode 100755
index 000000000..7d229b03d
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Keen Recollection.md
@@ -0,0 +1,13 @@
+---
+title: "Keen Recollection"
+noteType: ":luggage:"
+aliases: "Keen Recollection"
+foundryId: Item.YbLq5upbMZ0TuZ3b
+tags:
+ - Item
+---
+
+# Keen Recollection
+![[systems-pf2e-icons-features-classes-keen-recollection.webp|150]]
+
+You can recall pertinent facts on topics that aren't your specialty. Your proficiency bonus to untrained skill checks to [[Recall Knowledge]] is equal to your level instead of +0.
diff --git a/content/mechanics/srd/Class Features/Ki Spells.md b/content/mechanics/srd/Class Features/Ki Spells.md
new file mode 100755
index 000000000..55cc3b900
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Ki Spells.md
@@ -0,0 +1,19 @@
+---
+title: "Ki Spells"
+noteType: ":luggage:"
+aliases: "Ki Spells"
+foundryId: Item.hLmEh8sjhx3cjT1Y
+tags:
+ - Item
+---
+
+# Ki Spells
+![[systems-pf2e-icons-spells-ki-strike.webp|150]]
+
+## Ki Spells
+
+By tapping into a supernatural inner reserve called ki, you can create magical effects. Certain feats grant you special spells called ki spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell. When you gain your first ki spell, you also gain a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to meditate in order to reach inner peace.
+
+When you first gain a ki spell, decide whether your ki spells are divine spells or occult spells. You become trained in spell attacks and spell DCs of that tradition and your key spellcasting ability is Wisdom.
+
+Focus spells are automatically heightened to half your level rounded up. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points.
diff --git a/content/mechanics/srd/Class Features/Kinetic Aura.md b/content/mechanics/srd/Class Features/Kinetic Aura.md
new file mode 100755
index 000000000..d38afd391
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Kinetic Aura.md
@@ -0,0 +1,15 @@
+---
+title: "Kinetic Aura"
+noteType: ":luggage:"
+aliases: "Kinetic Aura"
+foundryId: Item.rJfP7Gan2bplbI8s
+tags:
+ - Item
+---
+
+# Kinetic Aura
+![[icons-magic-unholy-orb-swirling-teal.webp|150]]
+
+Through your kinetic gate, elements flow from an elemental plane to orbit your person. The form and appearance of this kinetic aura are unique to you. Examples include a chaotic wind orbiting the body, fragments of floating gravel, colorful wicks of flame stars of raw metal always changing shape, floatin snowflakes or splinters dancing in the air. If you can channel more than one element, pieces of all your kinetic elements appear in the aura.
+
+You have the [[Channel Elements]] action, which lets you activate your kinetic aura.
diff --git a/content/mechanics/srd/Class Features/Kinetic Durability.md b/content/mechanics/srd/Class Features/Kinetic Durability.md
new file mode 100755
index 000000000..e912f5e31
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Kinetic Durability.md
@@ -0,0 +1,13 @@
+---
+title: "Kinetic Durability"
+noteType: ":luggage:"
+aliases: "Kinetic Durability"
+foundryId: Item.YOQ6jRqQoQYTrRo0
+tags:
+ - Item
+---
+
+# Kinetic Durability
+![[systems-pf2e-icons-features-classes-magical-fortitude.webp|150]]
+
+The sustenance of your inner gate counters harm that would come to your body. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Kinetic Expertise.md b/content/mechanics/srd/Class Features/Kinetic Expertise.md
new file mode 100755
index 000000000..bfb55c4bf
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Kinetic Expertise.md
@@ -0,0 +1,13 @@
+---
+title: "Kinetic Expertise"
+noteType: ":luggage:"
+aliases: "Kinetic Expertise"
+foundryId: Item.jqSwpV9V2gpj5yiK
+tags:
+ - Item
+---
+
+# Kinetic Expertise
+![[systems-pf2e-icons-spells-air-walk.webp|150]]
+
+Your kinetic gate grows stronger, making your elements harder to resist. The power flowing from you is even harder to resist. Your proficiency rank for your kineticist class DC increases to expert.
diff --git a/content/mechanics/srd/Class Features/Kinetic Gate.md b/content/mechanics/srd/Class Features/Kinetic Gate.md
new file mode 100755
index 000000000..051f0881d
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Kinetic Gate.md
@@ -0,0 +1,39 @@
+---
+title: "Kinetic Gate"
+noteType: ":luggage:"
+aliases: "Kinetic Gate"
+foundryId: Item.VwUyK747kGRGicnC
+tags:
+ - Item
+---
+
+# Kinetic Gate
+![[systems-pf2e-icons-spells-abundant-step.webp|150]]
+
+As a kineticist, you've awakened or opened a kinetic gate, a supernatural conduit within your body that can channel elemental forces straight from the elemental planes. You can choose either a single gate (one element) or dual gate (two elements) at 1st level.
+
+When selecting an element for your kinetic gate, you can pick from six elements - air, earth, fire metal, water, and wood. Elements you can channel are referred to as your kinetic elements. Your kinetic elements function even in environments where they normally wouldn't. For example, you could use fire actions underwater even though that's normally not possible, and you could create air in a vacuum.
+
+Your kinetic gate gives you impulse feats, magical actions that let you shape and control your elements in awesome ways. You can select more impulse feats using your kineticist class feats, as described under Impulses. At higher levels, the gate's threshold class feature gives you more impulse feats and lets you choose whether to improve with one element or access new kinetic elements.
+
+### **Single Gate**
+
+Your kinetic gate links to a single elemental plane, starting you with a single element but giving you greater power with it. Choose one element to be your kinetic element, and select two 1st-level impulse feats that have that element's trait.
+
+In addition, you gain an impulse junction, a benefit that occurs when you use an impulse of the chosen element that takes 2 actions or more. This happens before the other effects of the impulse, unless noted otherwise. You can gain only one impulse junction per round; they are described in full below.
+
+**Air** Before or after the other effects of the impulse, you can either Stride up to half your Speed or Step. If you have a fly Speed, you can Fly up to half your fly Speed instead.
+
+**Earth** Fragments of stone float around you, granting you a +1 circumstance bonus to AC until the start of your next turn.
+
+**Fire** Increase the damage die size of fire damage dealt by the impulse by one step.
+
+**Metal** Choose acid, electricity, or piercing. Until the start of your next turn, each time a creature touches you or damages you with an unarmed melee attack or nonreach melee weapon, it takes damage of the chosen type equal to half your level (minimum 1 damage).
+
+**Water** After the impulse's other effects, you can move one creature targeted by the impulse or in its area 5 feet in any direction, or 10 feet if it's in a body of water. This can't move the creature into the air. You can choose only a creature that's willing to be moved, that failed its save against the impulse, or that you succeeded at an impulse attack roll against.
+
+**Wood** You gain temporary Hit Points equal to your level that last until the start of your next turn.
+
+### **Dual Gate**
+
+Your kinetic gate is a harmonious conduit between two planes, allowing you to combine their elements to give you a versatile set of abilities. Select two elements to be your kinetic elements. Then, select two 1st-level impulse feats, one with the trait of the first element and one with the trait of the other.
diff --git a/content/mechanics/srd/Class Features/Kinetic Legend.md b/content/mechanics/srd/Class Features/Kinetic Legend.md
new file mode 100755
index 000000000..7fd932a2d
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Kinetic Legend.md
@@ -0,0 +1,13 @@
+---
+title: "Kinetic Legend"
+noteType: ":luggage:"
+aliases: "Kinetic Legend"
+foundryId: Item.hVtjRa76CZa1PzTf
+tags:
+ - Item
+---
+
+# Kinetic Legend
+![[systems-pf2e-icons-features-classes-divine-ally.webp|150]]
+
+Your elements become almost impossible to resist. Your proficiency rank for your kineticist class DC increases to legendary.
diff --git a/content/mechanics/srd/Class Features/Kinetic Mastery.md b/content/mechanics/srd/Class Features/Kinetic Mastery.md
new file mode 100755
index 000000000..22aaec7bd
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Kinetic Mastery.md
@@ -0,0 +1,13 @@
+---
+title: "Kinetic Mastery"
+noteType: ":luggage:"
+aliases: "Kinetic Mastery"
+foundryId: Item.MTZfzQZm6uWSbtG7
+tags:
+ - Item
+---
+
+# Kinetic Mastery
+![[systems-pf2e-icons-features-classes-master-strikes.webp|150]]
+
+The power flowing from you grows even difficult to resist. Your proficiency rank for your kineticist class DC increases to master.
diff --git a/content/mechanics/srd/Class Features/Kinetic Quickness.md b/content/mechanics/srd/Class Features/Kinetic Quickness.md
new file mode 100755
index 000000000..5b1b92964
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Kinetic Quickness.md
@@ -0,0 +1,13 @@
+---
+title: "Kinetic Quickness"
+noteType: ":luggage:"
+aliases: "Kinetic Quickness"
+foundryId: Item.SsMLef1ij5X9KnFy
+tags:
+ - Item
+---
+
+# Kinetic Quickness
+![[systems-pf2e-icons-features-classes-lightning-reflexes.webp|150]]
+
+Your body flows with the elegance of a flame a wave, a breeze. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Lantern.md b/content/mechanics/srd/Class Features/Lantern.md
new file mode 100755
index 000000000..a4cae884f
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Lantern.md
@@ -0,0 +1,31 @@
+---
+title: "Lantern"
+noteType: ":luggage:"
+aliases: "Lantern"
+foundryId: Item.UPb6rU5Se4Y2POsS
+tags:
+ - Item
+---
+
+# Lantern
+![[systems-pf2e-icons-features-classes-lantern.webp|150]]
+
+Lantern implements shine the light of revelation to part shadows and expose truth. You might use a common glass lantern, torch, paper lantern, or other similar light source. Lantern implements are associated with the harrow suit of stars and the astrological signs of the lantern bearer and the archer.
+
+### **Initiate Benefit**
+
+While you hold your lantern, its burning light leaves secrets no place to hide. You can light or extinguish your lantern as a free action once each turn with nothing but a thought, which has the concentrate trait. The lantern shines bright light out to 20 feet and dim light out 20 feet further; this has the evocation, light, and magical traits (the counteract level against magical darkness is equal to half your level rounded up).
+
+The lantern's magical light attempts to reveal the unseen. You and your allies in the lantern's area of bright light gain a +1 status bonus to visual Perception checks to notice anything that is also within the bright light, and a +1 status bonus to checks to Recall Knowledge against creatures within the bright light, as the light exposes their true natures. During exploration, even if you aren't Searching, the GM rolls a secret check for you to find traps, environmental hazards, haunts, and secrets (such as secret doors). The GM rolls each time a given hazard or secret comes within 20 feet of you and within the lantern's bright light. These effects have the divination, magical, and revelation traits.
+
+### **Adept Benefit**
+
+In addition to the initiate benefits, when you hold your lantern, its light reveals the [[Invisible]] and the ethereal. The bright light increases to 30 feet, with dim light out 30 feet further. While you're holding your lantern, invisible and ethereal creatures within the bright light become visible as rippling distortions, though they're still [[Concealed]]. This doesn't give you any special ability to affect a creature on the Ethereal Plane, but it ensures you're aware of the creatures' presence.
+
+### **Intensify Vulnerability**
+
+Your lantern's light flares and burns bright, leaving no shadows in which secrets and enemies can hide. Against the target of your Exploit Vulnerability, the status bonuses from the lantern's initiate benefit increase to +2. The creature takes a -2 status penalty to Deception checks and Stealth checks as long as it's within the lantern's light. The creature can't be [[Concealed]] while it's in the lantern's light, though it still can potentially become [[Hidden]] or undetected using cover or means other than the concealed condition.
+
+### **Paragon Benefit**
+
+In addition to the other benefits, your lantern reveals all things as they truly are. The bright light increases to 40 feet, with dim light out 40 feet further. While you're holding your lantern, the GM rolls a secret counteract check against any illusion or transmutation that comes within the lantern's bright light, but only for the purpose of determining whether you and others can see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the spell). Use half your level rounded up as the counteract level and your class DC - 10 as the counteract modifier. On a failed counteract check, the lantern can't attempt to counteract that illusion or polymorph effect again until midnight. You can choose to leave any illusion or transmutation you discover intact, instead of counteracting it.
diff --git a/content/mechanics/srd/Class Features/Laughing Shadow.md b/content/mechanics/srd/Class Features/Laughing Shadow.md
new file mode 100755
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+++ b/content/mechanics/srd/Class Features/Laughing Shadow.md
@@ -0,0 +1,17 @@
+---
+title: "Laughing Shadow"
+noteType: ":luggage:"
+aliases: "Laughing Shadow"
+foundryId: Item.bIViRiyUgtIrxOUD
+tags:
+ - Item
+---
+
+# Laughing Shadow
+![[icons-creatures-magical-spirit-fear-energy-pink.webp|150]]
+
+Magic is freeing, a means to your ends, and you can use it to go where you want, do as you please, and avoid the consequences. You are a laughing shadow of spell and blade, always one step ahead of your foes, always with a trick up your sleeve.
+
+While in Arcane Cascade stance, you gain a +5-foot status bonus to your Speeds, or a +10-foot bonus if you're unarmored. If you have a free hand while in the stance and are attacking an [[Off-Guard]] creature, you increase the extra damage to 3, to 5 if you have weapon specialization, or to 7 if you have greater weapon specialization. You must have your other hand completely free; the extra damage doesn't apply if you have a free-hand weapon or other item in that hand, even if you would normally be able to use the hand for other things.
+
+**Conflux Spell** _[[Dimensional Assault]]_
diff --git a/content/mechanics/srd/Class Features/Layered Mesh.md b/content/mechanics/srd/Class Features/Layered Mesh.md
new file mode 100755
index 000000000..b8c7dc90f
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Layered Mesh.md
@@ -0,0 +1,13 @@
+---
+title: "Layered Mesh"
+noteType: ":luggage:"
+aliases: "Layered Mesh"
+foundryId: Item.KlzDsUlc3ZNT6sQq
+tags:
+ - Item
+---
+
+# Layered Mesh
+![[systems-pf2e-icons-features-classes-layered-mesh.webp|150]]
+
+You've woven an incredibly powerful network of interlocking mesh around your armor, which catches piercing attacks and diffuses them. While wearing your armor, you gain resistance to piercing damage equal to half your level.
diff --git a/content/mechanics/srd/Class Features/Leaf Order.md b/content/mechanics/srd/Class Features/Leaf Order.md
new file mode 100755
index 000000000..6b28e51de
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Leaf Order.md
@@ -0,0 +1,21 @@
+---
+title: "Leaf Order"
+noteType: ":luggage:"
+aliases: "Leaf Order"
+foundryId: Item.Vnzlv0JP20GR0Q2c
+tags:
+ - Item
+---
+
+# Leaf Order
+![[icons-magic-nature-leaf-elm-sparkle-glow-green.webp|150]]
+
+You revere the bounty of nature, acting as both a gardener and warden for the wilderness. With your leshy familiar at your side, you help areas regrow after disasters or negligent expansion and turn flora against those who would abuse them.
+
+**Order Skill** Diplomacy
+
+**Druid Feat** [[Leshy Familiar]]
+
+**Order Spell** [[Cornucopia]]
+
+**Anathema** Commit wanton cruelty to plants or fungi or kill them unnecessarily. (This doesn't prevent you from defending yourself or harvesting them for survival.)
diff --git a/content/mechanics/srd/Class Features/Legendary Armor.md b/content/mechanics/srd/Class Features/Legendary Armor.md
new file mode 100755
index 000000000..8c0cb4c25
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Legendary Armor.md
@@ -0,0 +1,13 @@
+---
+title: "Legendary Armor"
+noteType: ":luggage:"
+aliases: "Legendary Armor"
+foundryId: Item.0goMly18Wyhn3Y8B
+tags:
+ - Item
+---
+
+# Legendary Armor
+![[systems-pf2e-icons-features-classes-legendary-armor.webp|150]]
+
+You shield yourself with steel as easily as with faith. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to legendary.
diff --git a/content/mechanics/srd/Class Features/Legendary Overdrive.md b/content/mechanics/srd/Class Features/Legendary Overdrive.md
new file mode 100755
index 000000000..136e2a9be
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Legendary Overdrive.md
@@ -0,0 +1,13 @@
+---
+title: "Legendary Overdrive"
+noteType: ":luggage:"
+aliases: "Legendary Overdrive"
+foundryId: Item.lY8ApmYP5XyKVTi1
+tags:
+ - Item
+---
+
+# Legendary Overdrive
+![[systems-pf2e-icons-features-classes-legendary-overdrive.webp|150]]
+
+Your peerless inventing and Crafting ability has supercharged your Overdrives. You become legendary in Crafting, and on a successful Overdrive, you increase the additional damage by a total of 3, replacing the increase from master overdrive.
diff --git a/content/mechanics/srd/Class Features/Legendary Spellcaster.md b/content/mechanics/srd/Class Features/Legendary Spellcaster.md
new file mode 100755
index 000000000..0273cc670
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Legendary Spellcaster.md
@@ -0,0 +1,37 @@
+---
+title: "Legendary Spellcaster"
+noteType: ":luggage:"
+aliases: "Legendary Spellcaster"
+foundryId: Item.Q2Msjxl2pBLq4j5f
+tags:
+ - Item
+---
+
+# Legendary Spellcaster
+![[systems-pf2e-icons-features-classes-legendary-spellcaster.webp|150]]
+
+**Bard** Your command of magic is the stuff of legends. Your proficiency ranks for spell attack modifiers and spell DCs increase to legendary.
+
+* * *
+
+**Druid** You have developed an unparalleled rapport with the magic of nature. Your proficiency ranks for spell attack modifier and spell DC increase to legendary.
+
+* * *
+
+**Oracle** You can harness divine power at a level few others can match. Your proficiency ranks for divine spell attack rolls and spell DCs increase to legendary.
+
+* * *
+
+**Psychic** As your training reaches its peak, you understand not just your own mind, but the collective unconscious from which all psychic power stems. Your proficiency ranks for occult spell attack rolls and spell DCs increase to legendary.
+
+* * *
+
+**Sorcerer** You demonstrate prodigious talent for spellcasting. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline's tradition increase to legendary.
+
+* * *
+
+**Witch** You've perfected your command of the magic your patron provides. Your proficiency ranks for spell attack modifier and spell DC increase to legendary.
+
+* * *
+
+**Wizard** You are a consummate spellcaster, blending both arcane theory and practical spellcraft. Your proficiency ranks for spell attack modifier and spell DC increase to legendary.
diff --git a/content/mechanics/srd/Class Features/Lesson of Bargains.md b/content/mechanics/srd/Class Features/Lesson of Bargains.md
new file mode 100755
index 000000000..4a98738ac
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Lesson of Bargains.md
@@ -0,0 +1,13 @@
+---
+title: "Lesson of Bargains"
+noteType: ":luggage:"
+aliases: "Lesson of Bargains"
+foundryId: Item.PqYi0bqOshqiGn4T
+tags:
+ - Item
+---
+
+# Lesson of Bargains
+![[systems-pf2e-icons-features-classes-lesson-of-favors.webp|150]]
+
+You gain the _[[Over the Coals]]_ hex, and your familiar learns _[[Subconscious Suggestion]]_.
diff --git a/content/mechanics/srd/Class Features/Lesson of Calamity.md b/content/mechanics/srd/Class Features/Lesson of Calamity.md
new file mode 100755
index 000000000..ed14b92df
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Lesson of Calamity.md
@@ -0,0 +1,13 @@
+---
+title: "Lesson of Calamity"
+noteType: ":luggage:"
+aliases: "Lesson of Calamity"
+foundryId: Item.DshAtq1MVuaT00zL
+tags:
+ - Item
+---
+
+# Lesson of Calamity
+![[systems-pf2e-icons-spells-daydreamers-curse.webp|150]]
+
+You gain the _[[Stumbling Curse]]_ hex, and your familiar learns _[[Ill Omen]]_.
diff --git a/content/mechanics/srd/Class Features/Lesson of Death.md b/content/mechanics/srd/Class Features/Lesson of Death.md
new file mode 100755
index 000000000..aa9ec2cd8
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Lesson of Death.md
@@ -0,0 +1,13 @@
+---
+title: "Lesson of Death"
+noteType: ":luggage:"
+aliases: "Lesson of Death"
+foundryId: Item.ioYJ1VKCDnGyCmAs
+tags:
+ - Item
+---
+
+# Lesson of Death
+![[icons-commodities-biological-organ-heart-red.webp|150]]
+
+You gain the _[[Curse of Death]]_ hex, and your familiar learns _[[Raise Dead]]_.
diff --git a/content/mechanics/srd/Class Features/Lesson of Dreams.md b/content/mechanics/srd/Class Features/Lesson of Dreams.md
new file mode 100755
index 000000000..368932917
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Lesson of Dreams.md
@@ -0,0 +1,13 @@
+---
+title: "Lesson of Dreams"
+noteType: ":luggage:"
+aliases: "Lesson of Dreams"
+foundryId: Item.k6dNRU1nlqKeafDA
+tags:
+ - Item
+---
+
+# Lesson of Dreams
+![[systems-pf2e-icons-spells-veil-of-dreams.webp|150]]
+
+You gain the _[[Veil of Dreams]]_ hex, and your familiar learns _[[Sleep]]_.
diff --git a/content/mechanics/srd/Class Features/Lesson of Elements.md b/content/mechanics/srd/Class Features/Lesson of Elements.md
new file mode 100755
index 000000000..cf9521451
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Lesson of Elements.md
@@ -0,0 +1,13 @@
+---
+title: "Lesson of Elements"
+noteType: ":luggage:"
+aliases: "Lesson of Elements"
+foundryId: Item.K7vCfv908DhvHpRZ
+tags:
+ - Item
+---
+
+# Lesson of Elements
+![[icons-magic-earth-barrier-lava-stone-orange.webp|150]]
+
+You gain the _[[Elemental Betrayal]]_ hex. Your familiar learns your choice of _[[Breathe Fire]]_, _[[Air Bubble]]_, _[[Hydraulic Push]]_, or _[[Pummeling Rubble]]_.
diff --git a/content/mechanics/srd/Class Features/Lesson of Favors.md b/content/mechanics/srd/Class Features/Lesson of Favors.md
new file mode 100755
index 000000000..3a067492a
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Lesson of Favors.md
@@ -0,0 +1,13 @@
+---
+title: "Lesson of Favors"
+noteType: ":luggage:"
+aliases: "Lesson of Favors"
+foundryId: Item.VRJ51zFUEnsvDS2T
+tags:
+ - Item
+---
+
+# Lesson of Favors
+![[systems-pf2e-icons-features-classes-lesson-of-favors.webp|150]]
+
+You gain the _[[Return the Favor]]_ hex, and your familiar learns _[[Mind of Menace]]_.
diff --git a/content/mechanics/srd/Class Features/Lesson of Life.md b/content/mechanics/srd/Class Features/Lesson of Life.md
new file mode 100755
index 000000000..c75e6c363
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Lesson of Life.md
@@ -0,0 +1,13 @@
+---
+title: "Lesson of Life"
+noteType: ":luggage:"
+aliases: "Lesson of Life"
+foundryId: Item.UWDnMSjz5wrYrgJ7
+tags:
+ - Item
+---
+
+# Lesson of Life
+![[systems-pf2e-icons-spells-life-boost.webp|150]]
+
+You gain the _[[Life Boost]]_ hex, and your familiar learns _[[Spirit Link]]_.
diff --git a/content/mechanics/srd/Class Features/Lesson of Mischief.md b/content/mechanics/srd/Class Features/Lesson of Mischief.md
new file mode 100755
index 000000000..c94ffc36b
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Lesson of Mischief.md
@@ -0,0 +1,13 @@
+---
+title: "Lesson of Mischief"
+noteType: ":luggage:"
+aliases: "Lesson of Mischief"
+foundryId: Item.sTCBJJ5DAO6OgodB
+tags:
+ - Item
+---
+
+# Lesson of Mischief
+![[systems-pf2e-icons-spells-deceivers-cloak.webp|150]]
+
+You gain the _[[Deceiver's Cloak]]_ hex, and your familiar learns _[[Mad Monkeys]]_.
diff --git a/content/mechanics/srd/Class Features/Lesson of Protection.md b/content/mechanics/srd/Class Features/Lesson of Protection.md
new file mode 100755
index 000000000..e8bae3b4a
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Lesson of Protection.md
@@ -0,0 +1,13 @@
+---
+title: "Lesson of Protection"
+noteType: ":luggage:"
+aliases: "Lesson of Protection"
+foundryId: Item.m9AiHFs56WhT2Sev
+tags:
+ - Item
+---
+
+# Lesson of Protection
+![[icons-skills-wounds-blood-cells-vessel-red-orange.webp|150]]
+
+You gain the _[[Blood Ward]]_ hex; your familiar learns _[[Mystic Armor]]_.
diff --git a/content/mechanics/srd/Class Features/Lesson of Renewal.md b/content/mechanics/srd/Class Features/Lesson of Renewal.md
new file mode 100755
index 000000000..67c03922e
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Lesson of Renewal.md
@@ -0,0 +1,13 @@
+---
+title: "Lesson of Renewal"
+noteType: ":luggage:"
+aliases: "Lesson of Renewal"
+foundryId: Item.jsb0EpE3MhTp1T8L
+tags:
+ - Item
+---
+
+# Lesson of Renewal
+![[systems-pf2e-icons-spells-restorative-moment.webp|150]]
+
+You gain the _[[Restorative Moment]]_ hex, and your familiar learns _[[Field of Life]]_.
diff --git a/content/mechanics/srd/Class Features/Lesson of Shadow.md b/content/mechanics/srd/Class Features/Lesson of Shadow.md
new file mode 100755
index 000000000..179359a52
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Lesson of Shadow.md
@@ -0,0 +1,13 @@
+---
+title: "Lesson of Shadow"
+noteType: ":luggage:"
+aliases: "Lesson of Shadow"
+foundryId: Item.mYXDvVXDPAm1t4QC
+tags:
+ - Item
+---
+
+# Lesson of Shadow
+![[systems-pf2e-icons-spells-malicious-shadow.webp|150]]
+
+You gain the _[[Malicious Shadow]]_ hex, and your familiar learns _[[Chilling Darkness]]_.
diff --git a/content/mechanics/srd/Class Features/Lesson of Snow.md b/content/mechanics/srd/Class Features/Lesson of Snow.md
new file mode 100755
index 000000000..4e5cbf6aa
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Lesson of Snow.md
@@ -0,0 +1,13 @@
+---
+title: "Lesson of Snow"
+noteType: ":luggage:"
+aliases: "Lesson of Snow"
+foundryId: Item.Jf1Yw7snlbJXQpE7
+tags:
+ - Item
+---
+
+# Lesson of Snow
+![[icons-magic-water-snowflake-ice-blue-white.webp|150]]
+
+You gain the _[[Personal Blizzard]]_ hex, and your familiar learns _[[Wall of Wind]]_.
diff --git a/content/mechanics/srd/Class Features/Lesson of Vengeance.md b/content/mechanics/srd/Class Features/Lesson of Vengeance.md
new file mode 100755
index 000000000..7b1e21c70
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Lesson of Vengeance.md
@@ -0,0 +1,13 @@
+---
+title: "Lesson of Vengeance"
+noteType: ":luggage:"
+aliases: "Lesson of Vengeance"
+foundryId: Item.xHB0gTZkrkwAEFnF
+tags:
+ - Item
+---
+
+# Lesson of Vengeance
+![[systems-pf2e-icons-spells-needle-of-vengeance.webp|150]]
+
+You gain the _[[Needle of Vengeance]]_ hex, and your familiar learns _[[Phantom Pain]]_.
diff --git a/content/mechanics/srd/Class Features/Lesson of the Frozen Queen.md b/content/mechanics/srd/Class Features/Lesson of the Frozen Queen.md
new file mode 100755
index 000000000..2448f46da
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Lesson of the Frozen Queen.md
@@ -0,0 +1,13 @@
+---
+title: "Lesson of the Frozen Queen"
+noteType: ":luggage:"
+aliases: "Lesson of the Frozen Queen"
+foundryId: Item.SXdeYD6lalzEAu6n
+tags:
+ - Item
+---
+
+# Lesson of the Frozen Queen
+![[icons-magic-water-heart-ice-freeze.webp|150]]
+
+You gain the _[[Glacial Heart]]_ hex, and your familiar learns _[[Wall of Ice]]_.
diff --git a/content/mechanics/srd/Class Features/Liberator.md b/content/mechanics/srd/Class Features/Liberator.md
new file mode 100755
index 000000000..831a1a8e0
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Liberator.md
@@ -0,0 +1,25 @@
+---
+title: "Liberator"
+noteType: ":luggage:"
+aliases: "Liberator"
+foundryId: Item.UdGGfsNsNpvzvSLg
+tags:
+ - Item
+---
+
+# Liberator
+![[icons-creatures-birds-songbird-yellow-flying.webp|150]]
+
+You defend the freedom of others. You gain the [[Liberating Step]] champion's reaction and the [[Lay on Hands]] devotion spell. Your code gains the follow edicts and anathema:
+
+**Edicts** try to redeem those who commit wicked deeds, show compassion to others regardless of their authority or station
+
+**Anathema** kill a sapient enemy without first offering a chance at redemption
+
+## Divine SmiteLevel 9
+
+You punish those who ensnare your allies in bondage. If the triggering enemy was using any effects to make your ally grabbed, restrained, immobilized, or paralyzed when you used Liberating Step, that enemy takes persistent spirit damage equal to your Charisma modifier.
+
+## ExaltLevel 11
+
+You can help your whole group get into position. When you use Liberating Step, if your ally doesn't attempt to break free of an effect, you and all allies within 15 feet can Step, in addition to the triggering ally.
diff --git a/content/mechanics/srd/Class Features/Life.md b/content/mechanics/srd/Class Features/Life.md
new file mode 100755
index 000000000..f0b2ee1df
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Life.md
@@ -0,0 +1,53 @@
+---
+title: "Life"
+noteType: ":luggage:"
+aliases: "Life"
+foundryId: Item.GITdmlCFNoS19ICY
+tags:
+ - Item
+---
+
+# Life
+![[icons-commodities-flowers-lotus-pink.webp|150]]
+
+The never-ending flow of vitality energy within living beings is palpable to you. You might uphold the sanctity of life, or perhaps you seek to undermine it. You might draw power from the collective vitality of the world's living creatures, hold some connection to the Forge of Creation, or revere a collection of deities including Irori, Pharasma, Sarenrae, and the god of medicine Qi Zhong.
+
+**Mystery Benefit**
+
+Your body is a deep reservoir of life energy. At each level, you gain Hit Points equal to 10 + your Constitution modifier from the oracle class, instead of 8 + your Constitution modifier.
+
+**Trained Skill** Medicine
+
+**Granted Cantrip** _[[Stabilize]]_
+
+**Revelation Spells**
+
+* Initial _[[Life Link]]_;
+* Advanced _[[Delay Affliction]]_;
+* Greater _[[Life-Giving Form]]_
+
+**Related Domains** death, healing
+
+### Curse of Outpouring Life
+
+Life energy flows outward from you and connects you to all living things, but you expend your vital essence to do so. Your presence comforts the ill and injured, causes scars to fade slightly, spurs new growth in plants, and otherwise infuses your surroundings with vitality.
+
+#### Minor Curse
+
+As your life force seeps outward, it becomes more difficult to keep your body functioning. Effects that restore Hit Points to you take a status penalty equal to half your level (minimum 1) to the number of HP you recover.
+
+#### Moderate Curse
+
+The flow of life energy away from you can't be reversed.
+
+In addition to the effects of your minor curse, you can't be healed by magical effects originating from other creatures. However, if you are unconscious, magical effects can restore you to 1 HP (but no higher). You are affected normally by healing elixirs, potions, and other items.
+
+When you cast _[[Heal]]_ and all your targets are living creatures, you roll d12s instead of d8s for the amount of healing.
+
+Whenever you finish casting a non-cantrip spell, you restore Hit Points equal to the spell level to your choice of either one target of the spell or the creature nearest to you. You can't heal yourself in this way. This healing has the healing, necromancy, and vitality traits, as well as the tradition trait of the spell.
+
+#### Major Curse (11th)
+
+Life energy tears through you to empower your magic. Some of your spells carry vitality energy with them.
+
+Each time you use a spell slot to cast a 5th-level or higher spell that takes 2 or more actions to cast, you disperse vitality energy in a 30 foot burst with the effects of a 3-action _[[Heal]]_ spell with a level 4 lower than that of the spell you cast. This healing occurs immediately after you finish Casting the Spell. You don't benefit from this healing. Instead, you lose double the number of Hit Points rolled for the heal spell.
diff --git a/content/mechanics/srd/Class Features/Light Armor Expertise.md b/content/mechanics/srd/Class Features/Light Armor Expertise.md
new file mode 100755
index 000000000..aa970091b
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Light Armor Expertise.md
@@ -0,0 +1,13 @@
+---
+title: "Light Armor Expertise"
+noteType: ":luggage:"
+aliases: "Light Armor Expertise"
+foundryId: Item.azcPGH3010q1USzB
+tags:
+ - Item
+---
+
+# Light Armor Expertise
+![[systems-pf2e-icons-features-classes-light-armor-expertise.webp|150]]
+
+You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.
diff --git a/content/mechanics/srd/Class Features/Light Armor Mastery.md b/content/mechanics/srd/Class Features/Light Armor Mastery.md
new file mode 100755
index 000000000..4392953de
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Light Armor Mastery.md
@@ -0,0 +1,13 @@
+---
+title: "Light Armor Mastery"
+noteType: ":luggage:"
+aliases: "Light Armor Mastery"
+foundryId: Item.QR46RR393FNRWgFP
+tags:
+ - Item
+---
+
+# Light Armor Mastery
+![[icons-equipment-chest-breastplate-rivited-red.webp|150]]
+
+Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.
diff --git a/content/mechanics/srd/Class Features/Link Spells.md b/content/mechanics/srd/Class Features/Link Spells.md
new file mode 100755
index 000000000..8c51ce0d7
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Link Spells.md
@@ -0,0 +1,23 @@
+---
+title: "Link Spells"
+noteType: ":luggage:"
+aliases: "Link Spells"
+foundryId: Item.lQJ8b1jiqpKWtGRq
+tags:
+ - Item
+---
+
+# Link Spells
+![[systems-pf2e-icons-features-classes-link-spells.webp|150]]
+
+Your connection to your eidolon allows you to cast link spells, special spells that have been forged through your shared connection with your eidolon. Link spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to specifically connect with your eidolon, such as by having a heart-to-heart conversation, playing together, or meditating in unison on the nature of your bond.
+
+Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear on page 300 of the Core Rulebook.
+
+You learn the _[[Evolution Surge]]_ link spell, which allows you to grant your eidolon one of several useful benefits.
+
+### Link Cantrips
+
+Link cantrips are special link spells that don't cost Focus Points, so you can cast them as often as you like. Link cantrips are in addition to the cantrips you choose from your tradition's spell list. Generally, only feats can give you more link cantrips. Unlike other cantrips, you can't swap out link cantrips gained from summoner feats at a later level, unless you swap out the specific feat via retraining.
+
+You learn the _[[Boost Eidolon]]_ link cantrip, which briefly improves your eidolon's capabilities, allowing it to attack with greater power.
diff --git a/content/mechanics/srd/Class Features/Lore.md b/content/mechanics/srd/Class Features/Lore.md
new file mode 100755
index 000000000..80b2b8a74
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Lore.md
@@ -0,0 +1,51 @@
+---
+title: "Lore"
+noteType: ":luggage:"
+aliases: "Lore"
+foundryId: Item.iA3nQy8p4sjukumu
+tags:
+ - Item
+---
+
+# Lore
+![[icons-sundries-scrolls-scroll-symbol-sun-brown.webp|150]]
+
+Knowledge and information come freely to you. You might use this lore to gain power or perhaps to understand the divine mysteries of the multiverse. You might have a conduit to the fabled Akashic Record, maintain a subtle telepathic connection to the collective subconscious of all living creatures, or follow in the footsteps of deities such as Abadar, Irori, Nethys, Irori's scholarly nephew Gruhastha, the fey triune goddess of fate Magdh, or the lawful aeon god-figure known as the Monad.
+
+**Mystery Benefit**
+
+You hold more mystical knowledge within you than most. You have one additional spell in your repertoire of each level you can cast.
+
+**Trained Skill** Occultism and one Lore skill of your choice
+
+**Granted Cantrip** _[[Read Aura]]_
+
+**Revelation Spells**
+
+* Initial _[[Brain Drain]]_;
+* Advanced _[[Access Lore]]_;
+* Greater _[[Dread Secret]]_
+
+**Related Domains** knowledge, truth
+
+### Curse of Torrential Knowledge
+
+You have a link to true divine knowledge, but your mortal mind struggles to process and act on what you know. Loose materials around you, such as dust, grains of rice, and droplets of water, slowly shift to form strange runes or faint indecipherable writing, and you sometimes speak unintelligible truths or statements in unknown languages without realizing it.
+
+#### Minor Curse
+
+You take a -4 penalty to initiative, as trying to process a surge of information about what's happening around you slows your ability to respond to it.
+
+#### Moderate Curse
+
+The flow of information through your mind grows. The attention you divert to process this huge influx of information means you are always [[Off-Guard]].
+
+At the start of each of your turns, you automatically make one check to [[Recall Knowledge]] as a free action. This uses a skill of your choice that has the Recall Knowledge action, using a result equal to 10 + your proficiency bonus in that skill (with no other bonuses, penalties, or modifiers).
+
+#### Major Curse (11th)
+
+The massive flow of information clouding your mind overwhelms your ability to communicate with others. You can understand all languages, but you can't speak, use linguistic effects, or otherwise communicate with your allies.
+
+If you Cast a Spell with a verbal component, you must succeed at a DC 5 flat or the spell is lost.
+
+You gain a +4 status bonus on saving throws against linguistic effects.
diff --git a/content/mechanics/srd/Class Features/Maestro.md b/content/mechanics/srd/Class Features/Maestro.md
new file mode 100755
index 000000000..14d767cf5
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Maestro.md
@@ -0,0 +1,19 @@
+---
+title: "Maestro"
+noteType: ":luggage:"
+aliases: "Maestro"
+foundryId: Item.Lkwys4ZoKZBdwwOE
+tags:
+ - Item
+---
+
+# Maestro
+![[systems-pf2e-icons-features-classes-maestro.webp|150]]
+
+Your muse constantly inspires you to greater heights of artistic prowess. For many bards, a teacher or rival fills this role, although some set their sights higher and attempt to surpass great composers of the past or blaze a new trail entirely. If your muse is a supernatural creature, it might be one who loves to perform, such as a choral angel or a lyrakien azata; if a deity, it might be Shelyn. Art inspired by a maestro muse is precise and inventive, a formalist achievement.
+
+As a bard with a maestro muse, you are an inspiration to your allies and confident of your musical and oratorical abilities.
+
+**Muse Feat** [[Lingering Composition]]
+
+**Muse Spell** _[[Soothe]]_
diff --git a/content/mechanics/srd/Class Features/Magical Fortitude.md b/content/mechanics/srd/Class Features/Magical Fortitude.md
new file mode 100755
index 000000000..114b2cb71
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Magical Fortitude.md
@@ -0,0 +1,17 @@
+---
+title: "Magical Fortitude"
+noteType: ":luggage:"
+aliases: "Magical Fortitude"
+foundryId: Item.otuTKNSfmZJH5bPp
+tags:
+ - Item
+---
+
+# Magical Fortitude
+![[systems-pf2e-icons-features-classes-magical-fortitude.webp|150]]
+
+**Oracle, Sorcerer, Wizard** Magical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert.
+
+* * *
+
+**Witch** Your patron's power boosts your physical resiliency. Your proficiency rank for Fortitude saves increases to expert.
diff --git a/content/mechanics/srd/Class Features/Magnum Opus.md b/content/mechanics/srd/Class Features/Magnum Opus.md
new file mode 100755
index 000000000..d37d3e64a
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Magnum Opus.md
@@ -0,0 +1,13 @@
+---
+title: "Magnum Opus"
+noteType: ":luggage:"
+aliases: "Magnum Opus"
+foundryId: Item.oolQnV7HpMpQNgZg
+tags:
+ - Item
+---
+
+# Magnum Opus
+![[systems-pf2e-icons-features-classes-magnum-opus.webp|150]]
+
+You have tuned your spellcasting to the highest caliber. Add two common 10th-rank occult spells to your repertoire. You gain a single 10th-rank spell slot you can use to cast these spells using bard spellcasting. Unlike other spell slots, you can't use 10th-rank slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You don't gain more 10th-rank spells as you level up, but you can take the Perfect Encore feat to gain a second slot.
diff --git a/content/mechanics/srd/Class Features/Major Curse.md b/content/mechanics/srd/Class Features/Major Curse.md
new file mode 100755
index 000000000..0bec165d7
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Major Curse.md
@@ -0,0 +1,15 @@
+---
+title: "Major Curse"
+noteType: ":luggage:"
+aliases: "Major Curse"
+foundryId: Item.aTDWTWtrWv07bNj4
+tags:
+ - Item
+---
+
+# Major Curse
+![[systems-pf2e-icons-features-classes-major-curse.webp|150]]
+
+You've learned to better balance the conflicting powers wreaking havoc on your body. Immediately after completing the casting of a revelation spell while you are affected by your moderate curse, your curse progresses to its major effect, rather than overwhelming you. This effect lasts until you [[Refocus]], which reduces your curse to its minor effect. If you cast a revelation spell while under the effects of your major curse, you are overwhelmed by your curse.
+
+In addition, increase the number of Focus Points in your focus pool from 2 to 3. If you spend at least 2 Focus Points before you again Refocus, you recover 2 Focus Points when you Refocus instead of 1.
diff --git a/content/mechanics/srd/Class Features/Manifold Alloy.md b/content/mechanics/srd/Class Features/Manifold Alloy.md
new file mode 100755
index 000000000..ae5478b0a
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Manifold Alloy.md
@@ -0,0 +1,13 @@
+---
+title: "Manifold Alloy"
+noteType: ":luggage:"
+aliases: "Manifold Alloy"
+foundryId: Item.O0YmCtD0LlAz3M20
+tags:
+ - Item
+---
+
+# Manifold Alloy
+![[icons-commodities-metal-ingot-hammered-silver.webp|150]]
+
+You've devised several alloys that contain useful properties of various metals, and you replace a number of parts of your weapon or its ammunition with pieces from these alloys. Your weapon innovation is cold iron and silver. This means you deal more damage to a variety of supernatural creatures, such as demons, devils, and fey.
diff --git a/content/mechanics/srd/Class Features/Martial Weapon Mastery.md b/content/mechanics/srd/Class Features/Martial Weapon Mastery.md
new file mode 100755
index 000000000..87f1a446d
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Martial Weapon Mastery.md
@@ -0,0 +1,15 @@
+---
+title: Martial Weapon Mastery
+noteType: ":luggage:"
+aliases:
+ - Martial Weapon Mastery
+ - Weapon Mastery
+foundryId: Item.2E0X4Si6kHCsxxKW
+tags:
+ - Item
+---
+
+# Martial Weapon Mastery
+![[icons-skills-melee-hand-grip-sword-orange.webp|150]]
+
+You fully understand your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.
diff --git a/content/mechanics/srd/Class Features/Master Detective.md b/content/mechanics/srd/Class Features/Master Detective.md
new file mode 100755
index 000000000..189ef7af8
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Master Detective.md
@@ -0,0 +1,17 @@
+---
+title: "Master Detective"
+noteType: ":luggage:"
+aliases: "Master Detective"
+foundryId: Item.lKCenvMEfS6MxjEo
+tags:
+ - Item
+---
+
+# Master Detective
+![[systems-pf2e-icons-features-classes-master-detective.webp|150]]
+
+As a master detective, you can solve any case and find all the clues available. If you're pursuing the subject of a lead and you enter a new location that includes another clue toward solving the mystery, the GM informs you of the existence of the clue and its type: an object, person, spell effect, or the like.
+
+When you find the clue, the GM informs you that you've done so. If there is more than one clue in the location, the GM chooses one to inform you about. When you find any of the clues in that location, the GM informs you that you've done so, even if it wasn't the clue they'd chosen or there are other clues you haven't found.
+
+Your proficiency rank for your investigator class DC increases to master.
diff --git a/content/mechanics/srd/Class Features/Master Overdrive.md b/content/mechanics/srd/Class Features/Master Overdrive.md
new file mode 100755
index 000000000..5a1ec1172
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Master Overdrive.md
@@ -0,0 +1,13 @@
+---
+title: "Master Overdrive"
+noteType: ":luggage:"
+aliases: "Master Overdrive"
+foundryId: Item.7sKyoGoOnVJLgN9F
+tags:
+ - Item
+---
+
+# Master Overdrive
+![[systems-pf2e-icons-features-classes-master-overdrive.webp|150]]
+
+Your mastery of invention and crafting enhances your Overdrive even further. You become a master in Crafting, and on a successful Overdrive, you increase the additional damage by a total of 2, replacing the increase from expert overdrive.
diff --git a/content/mechanics/srd/Class Features/Master Spellcaster.md b/content/mechanics/srd/Class Features/Master Spellcaster.md
new file mode 100755
index 000000000..35a4c41c9
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Master Spellcaster.md
@@ -0,0 +1,45 @@
+---
+title: "Master Spellcaster"
+noteType: ":luggage:"
+aliases: "Master Spellcaster"
+foundryId: Item.ZNqymn9uRMCNBdUY
+tags:
+ - Item
+---
+
+# Master Spellcaster
+![[icons-skills-trades-academics-book-study-purple.webp|150]]
+
+**Bard** You pluck the threads of magic like the strings of a harp. Your proficiency ranks for spell attack modifiers and spell DCs increase to master.
+
+* * *
+
+**Druid** Primal magic answers your command. Your proficiency ranks for spell attack modifier and spell DC increase to master.
+
+* * *
+
+**Magus** You fortify your spells with masterful prowess. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to master.
+
+* * *
+
+**Oracle** You truly understand the deep and complex divine power within your mystery. Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.
+
+* * *
+
+**Psychic** You've gained access to the deepest corners of your own mind. Your proficiency ranks for occult spell attack rolls and spell DCs increase to master.
+
+* * *
+
+**Sorcerer** You have achieved mastery over the magic in your blood. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline's tradition increase to master.
+
+* * *
+
+**Summoner** Your connection to your eidolon is strong enough to grant you mastery over associated spells. Your proficiency ranks for spell attack rolls and spell DCs for spells of your eidolon's tradition increase to master.
+
+* * *
+
+**Witch** You've achieved mastery over your patron's magic. Your proficiency ranks for spell attack modifier and spell DC increase to master.
+
+* * *
+
+**Wizard** You command superlative spellcasting ability. Your proficiency ranks for spell attack modifier and spell DC increase to master.
diff --git a/content/mechanics/srd/Class Features/Master Strike.md b/content/mechanics/srd/Class Features/Master Strike.md
new file mode 100755
index 000000000..db99731c5
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Master Strike.md
@@ -0,0 +1,13 @@
+---
+title: "Master Strike"
+noteType: ":luggage:"
+aliases: "Master Strike"
+foundryId: Item.lJlawjv7xFPKX2Wu
+tags:
+ - Item
+---
+
+# Master Strike
+![[icons-skills-melee-weapons-crossed-swords-yellow-teal.webp|150]]
+
+You can incapacitate an unwary foe with a single strike. Your proficiency rank for your rogue class DC increases to master. You gain the [[Master Strike]] free action.
diff --git a/content/mechanics/srd/Class Features/Master Strikes.md b/content/mechanics/srd/Class Features/Master Strikes.md
new file mode 100755
index 000000000..2ebfbc2e3
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Master Strikes.md
@@ -0,0 +1,13 @@
+---
+title: "Master Strikes"
+noteType: ":luggage:"
+aliases: "Master Strikes"
+foundryId: Item.521fcSXhukFRoC9Z
+tags:
+ - Item
+---
+
+# Master Strikes
+![[systems-pf2e-icons-features-classes-master-strikes.webp|150]]
+
+You have honed your skill in using your body as a weapon. Your proficiency ranks for unarmed attacks and simple weapons increase to master.
diff --git a/content/mechanics/srd/Class Features/Master Tricks.md b/content/mechanics/srd/Class Features/Master Tricks.md
new file mode 100755
index 000000000..676326a0c
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Master Tricks.md
@@ -0,0 +1,13 @@
+---
+title: "Master Tricks"
+noteType: ":luggage:"
+aliases: "Master Tricks"
+foundryId: Item.J5xfqvfmVjnmZZFD
+tags:
+ - Item
+---
+
+# Master Tricks
+![[systems-pf2e-icons-features-classes-master-tricks.webp|150]]
+
+You've mastered a rogue's fighting moves. Your proficiency ranks increase to master for all simple weapons, martial weapons, and unarmed attacks.
diff --git a/content/mechanics/srd/Class Features/Masterful Hunter (Flurry).md b/content/mechanics/srd/Class Features/Masterful Hunter (Flurry).md
new file mode 100755
index 000000000..1dd9738e3
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Masterful Hunter (Flurry).md
@@ -0,0 +1,17 @@
+---
+title: "Masterful Hunter (Flurry)"
+noteType: ":luggage:"
+aliases: "Masterful Hunter (Flurry)"
+foundryId: Item.srSqV49kWHNMGHB4
+tags:
+ - Item
+---
+
+# Masterful Hunter (Flurry)
+![[icons-skills-melee-strike-polearm-light-orange.webp|150]]
+
+## Masterful Hunter UpgradeLevel 17
+
+You can blend your weapon mastery with skillful targeting to make a series of precise attacks.
+
+If you have master proficiency with your weapon, your multiple attack penalty for attacks against your hunted prey is -2 (-1 with an agile weapon) on your second attack of the turn, and -4 (-2 with an agile weapon) on your third and subsequent attacks of the turn.
diff --git a/content/mechanics/srd/Class Features/Masterful Hunter (Outwit).md b/content/mechanics/srd/Class Features/Masterful Hunter (Outwit).md
new file mode 100755
index 000000000..1c3b0ad18
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Masterful Hunter (Outwit).md
@@ -0,0 +1,21 @@
+---
+title: "Masterful Hunter (Outwit)"
+noteType: ":luggage:"
+aliases: "Masterful Hunter (Outwit)"
+foundryId: Item.7pQJCUxExh32Qe85
+tags:
+ - Item
+---
+
+# Masterful Hunter (Outwit)
+![[icons-creatures-invertebrates-spider-web-black.webp|150]]
+
+## Masterful Hunter UpgradeLevel 17
+
+Your mastery of skills allows you to overwhelm your prey. If you have master proficiency in Deception, Intimidation, Stealth, or the skill you use to Recall Knowledge about your prey, increase the circumstance bonus against the prey with that skill from +2 to +4.
+
+If you have master proficiency with your armor, increase the circumstance bonus to AC against the prey from +1 to +2.
+
+* * *
+
+_Automation Notes:_ The bonus to recall knowledge has been set up for arcana, crafting, nature, occultism, religion, and society only. The bonus to AC is based on your unarmored proficiency, and not on the proficiency of the armor you're wearing.
diff --git a/content/mechanics/srd/Class Features/Masterful Hunter (Precision).md b/content/mechanics/srd/Class Features/Masterful Hunter (Precision).md
new file mode 100755
index 000000000..3d406c533
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Masterful Hunter (Precision).md
@@ -0,0 +1,19 @@
+---
+title: "Masterful Hunter (Precision)"
+noteType: ":luggage:"
+aliases: "Masterful Hunter (Precision)"
+foundryId: Item.CsnQMw7lbK1PmrYq
+tags:
+ - Item
+---
+
+# Masterful Hunter (Precision)
+![[icons-skills-ranged-target-bullseye-archer-orange.webp|150]]
+
+## Masterful Hunter UpgradeLevel 17
+
+Your weapon mastery allows you to hit your prey's vital areas multiple times.
+
+The second time in a round you hit your hunted prey, you also deal 1d8 precision damage.
+
+At 19th level, your second hit in a round against your hunted prey deals 2d8 precision damage, and your third hit in a round against your hunted prey deals 1d8 precision damage.
diff --git a/content/mechanics/srd/Class Features/Masterful Hunter.md b/content/mechanics/srd/Class Features/Masterful Hunter.md
new file mode 100755
index 000000000..f75dbc2df
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Masterful Hunter.md
@@ -0,0 +1,21 @@
+---
+title: "Masterful Hunter"
+noteType: ":luggage:"
+aliases: "Masterful Hunter"
+foundryId: Item.c93jcjVy18pQEIHH
+tags:
+ - Item
+---
+
+# Masterful Hunter
+![[systems-pf2e-icons-features-classes-masterful-hunter.webp|150]]
+
+You have honed your abilities as a hunter to incredible levels. Your proficiency rank for your ranger class DC increases to master. If you have warden spells, your proficiency rank for spell attacks and spell DCs increases to master. When using a ranged weapon that you have master proficiency in, you can ignore the penalty if attacking your hunted prey within the weapon's second and third range increments.
+
+If you have master proficiency in Perception, you gain a +4 circumstance bonus to Perception checks when you [[Seek]] your prey, and if you have master proficiency in Survival, you gain a +4 circumstance bonus to Survival checks when you [[Track]] your prey. You also gain an additional benefit depending on your hunter's edge.
+
+**Flurry:** You can blend your weapon mastery with skillful targeting to make a series of precise attacks. If you have master proficiency with your weapon, your multiple attack penalty for attacks against your hunted prey is –2 (–1 with an agile weapon) on your second attack of the turn, and –4 (–2 with an agile weapon) on your third and subsequent attacks of the turn.
+
+**Outwit:** Your mastery of skills allows you to overwhelm your prey. If you have master proficiency in Deception, Intimidation, Stealth, or the skill you use to Recall Knowledge about your prey, increase the circumstance bonus against the prey with that skill from +2 to +4. If you have master proficiency with your armor, increase the circumstance bonus to AC against the prey from +1 to +2.
+
+**Precision:** Your weapon mastery allows you to hit your prey's vital areas multiple times. The second time in a round you hit your hunted prey, you also deal 1d8 precision damage. At 19th level, your second hit in a round against your hunted prey deals 2d8 precision damage, and your third hit in a round against your hunted prey deals 1d8 precision damage.
diff --git a/content/mechanics/srd/Class Features/Mastermind.md b/content/mechanics/srd/Class Features/Mastermind.md
new file mode 100755
index 000000000..e17d8d37f
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Mastermind.md
@@ -0,0 +1,17 @@
+---
+title: "Mastermind"
+noteType: ":luggage:"
+aliases: "Mastermind"
+foundryId: Item.bORt8tpo4WVcIKtt
+tags:
+ - Item
+---
+
+# Mastermind
+![[systems-pf2e-icons-features-classes-mastermind.webp|150]]
+
+You rely on your intellect to craft intricate schemes, planning 10 steps ahead where others might plan three. You might be a driven detective, a spymaster in the service of a powerful house, or an aspiring crime lord or information broker.
+
+If you successfully identify a creature using [[Recall Knowledge]], that creature is [[Off-Guard]] against your attacks until the start of your next turn; if you critically succeed, it's off-guard against your attacks for 1 minute.
+
+You're trained in Society and one of the following skills of your choice: Arcana, Nature, Occultism, or Religion. You can choose Intelligence as your key attribute.
diff --git a/content/mechanics/srd/Class Features/Medium Armor Expertise (Inventor).md b/content/mechanics/srd/Class Features/Medium Armor Expertise (Inventor).md
new file mode 100755
index 000000000..5ac916a78
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Medium Armor Expertise (Inventor).md
@@ -0,0 +1,15 @@
+---
+title: "Medium Armor Expertise (Inventor)"
+noteType: ":luggage:"
+aliases: "Medium Armor Expertise (Inventor)"
+foundryId: Item.f5oySC47M6V1GpuQ
+tags:
+ - Item
+---
+
+# Medium Armor Expertise (Inventor)
+![[icons-equipment-chest-breastplate-quilted-brown.webp|150]]
+
+You've learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.
+
+If you have a medium or heavy armor innovation, you gain access to the critical specialization effect with your armor innovation.
diff --git a/content/mechanics/srd/Class Features/Medium Armor Expertise.md b/content/mechanics/srd/Class Features/Medium Armor Expertise.md
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--- /dev/null
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+---
+title: "Medium Armor Expertise"
+noteType: ":luggage:"
+aliases: "Medium Armor Expertise"
+foundryId: Item.RxBlPkGyXdVqMBt7
+tags:
+ - Item
+---
+
+# Medium Armor Expertise
+![[icons-equipment-chest-breastplate-quilted-brown.webp|150]]
+
+You've learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.
diff --git a/content/mechanics/srd/Class Features/Medium Armor Mastery.md b/content/mechanics/srd/Class Features/Medium Armor Mastery.md
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+++ b/content/mechanics/srd/Class Features/Medium Armor Mastery.md
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+---
+title: Medium Armor Mastery
+noteType: ":luggage:"
+aliases:
+ - Medium Armor Mastery
+ - Second Skin
+foundryId: Item.FG0qxgNuex11Sc26
+tags:
+ - Item
+---
+
+# Medium Armor Mastery
+![[icons-equipment-chest-breastplate-collared-steel.webp|150]]
+
+Your skill with light and medium armor improves, increasing your ability to avoid blows. Your proficiency ranks for light and medium armor, as well as for unarmed defense, increase to master.
diff --git a/content/mechanics/srd/Class Features/Metal Strikes.md b/content/mechanics/srd/Class Features/Metal Strikes.md
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index 000000000..262ba3643
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Metal Strikes.md
@@ -0,0 +1,13 @@
+---
+title: "Metal Strikes"
+noteType: ":luggage:"
+aliases: "Metal Strikes"
+foundryId: Item.pCspTiMHFeDx30mj
+tags:
+ - Item
+---
+
+# Metal Strikes
+![[systems-pf2e-icons-features-classes-metal-strikes.webp|150]]
+
+You can adjust your body to make unarmed attacks infused with the mystic energy of rare metals. Your unarmed attacks are treated as cold iron and silver. This allows you to deal more damage to a variety of supernatural creatures, such as demons, devils, and fey.
diff --git a/content/mechanics/srd/Class Features/Metallic Reactance.md b/content/mechanics/srd/Class Features/Metallic Reactance.md
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--- /dev/null
+++ b/content/mechanics/srd/Class Features/Metallic Reactance.md
@@ -0,0 +1,13 @@
+---
+title: "Metallic Reactance"
+noteType: ":luggage:"
+aliases: "Metallic Reactance"
+foundryId: Item.jUtoN2YGZzP2Xvu6
+tags:
+ - Item
+---
+
+# Metallic Reactance
+![[systems-pf2e-icons-features-classes-metallic-reactance.webp|150]]
+
+The metals in your armor are carefully alloyed to ground electricity and protect from acidic chemical reactions. You gain resistance equal to 3 + half your level to acid and electricity damage. When under the effects of Overdrive, the resistance increases by 2.
diff --git a/content/mechanics/srd/Class Features/Methodology.md b/content/mechanics/srd/Class Features/Methodology.md
new file mode 100755
index 000000000..ae5ea2388
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Methodology.md
@@ -0,0 +1,18 @@
+---
+title: "Methodology"
+noteType: ":luggage:"
+aliases: "Methodology"
+foundryId: Item.OhECd3S4BY8OKSo5
+tags:
+ - Item
+---
+
+# Methodology
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+Your studies have made you savvy in many areas, but one in particular drew your intense interest. Choose a methodology. The methodologies are as follows:
+
+* [[Alchemical Sciences Methodology]]
+* [[Empiricism Methodology]]
+* [[Forensic Medicine Methodology]]
+* [[Interrogation Methodology]]
diff --git a/content/mechanics/srd/Class Features/Mighty Rage.md b/content/mechanics/srd/Class Features/Mighty Rage.md
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index 000000000..4f975db0f
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Mighty Rage.md
@@ -0,0 +1,15 @@
+---
+title: "Mighty Rage"
+noteType: ":luggage:"
+aliases: "Mighty Rage"
+foundryId: Item.qjZalnPXiYmcZ0Sp
+tags:
+ - Item
+---
+
+# Mighty Rage
+![[systems-pf2e-icons-features-classes-mighty-rage.webp|150]]
+
+Your rage intensifies and lets you burst into action. Your proficiency rank for your barbarian class DC increases to expert.
+
+You gain the [[Mighty Rage]] free action.
diff --git a/content/mechanics/srd/Class Features/Miraculous Spell.md b/content/mechanics/srd/Class Features/Miraculous Spell.md
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index 000000000..0f98b3b52
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Miraculous Spell.md
@@ -0,0 +1,13 @@
+---
+title: "Miraculous Spell"
+noteType: ":luggage:"
+aliases: "Miraculous Spell"
+foundryId: Item.KrapqXUKM97wahaM
+tags:
+ - Item
+---
+
+# Miraculous Spell
+![[systems-pf2e-icons-features-classes-miraculous-spell.webp|150]]
+
+You're exalted by your deity and gain truly incredible spells. You gain a single 10th-rank spell slot and can prepare a spell in that slot using cleric spellcasting. Unlike with other spell slots, you can't use 10-rank slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You don't gain more 10th-rank spells as you level up, but you can take the [[Maker of Miracles]] feat to gain a second slot.
diff --git a/content/mechanics/srd/Class Features/Mirror.md b/content/mechanics/srd/Class Features/Mirror.md
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--- /dev/null
+++ b/content/mechanics/srd/Class Features/Mirror.md
@@ -0,0 +1,29 @@
+---
+title: "Mirror"
+noteType: ":luggage:"
+aliases: "Mirror"
+foundryId: Item.YyoyMbnoYuDiNrUI
+tags:
+ - Item
+---
+
+# Mirror
+![[systems-pf2e-icons-features-classes-Mirror.webp|150]]
+
+Mirror implements represent misdirection, illusion, and sleight of hand, bending and shifting a perspective and the way you look at things. While larger mirrors hold the same mystic connotations, thaumaturges always choose small, portable, handheld mirrors as implements so they can use them easily while adventuring. Mirror implements are associated with the harrow suit of keys, and the astrological signs of the stranger and the swallow.
+
+### **Initiate Benefit**
+
+You learn how to use your mirror to project another version of yourself whose realness is a matter of perspective. You gain the [[Mirror's Reflection]] action.
+
+### **Adept Benefit**
+
+Your mirror self shatters into punishing shards when damaged. While Mirror's Reflection is in effect, when an enemy adjacent to one of your spaces damages you, that version of you explodes into mirror shards. This ends Mirror's Reflection (establishing the remaining version of you as the real one) and deals slashing damage to all creatures in a 5 foot emanation around where your mirror self was. The damage is equal to 2 + half your level or the damage of the triggering attack, whichever is lower. You're immune to this damage.
+
+### **Intensify Vulnerability**
+
+Reinforcing your mirror lets it play tricks on your enemy's senses as it bends light this way or that. You become [[Concealed]] to the target of your Exploit Vulnerability as your mirror warps its perceptions. As normal for concealment where your overall location is still obvious, you can't use this concealment to [[Hide]] or [[Sneak]].
+
+### **Paragon Benefit**
+
+You've become so skilled at reflecting yourself that you can combine making a reflection with your other movements to act right away. When you use Mirror's Reflection, you can have one of your selves immediately [[Interact]], [[Seek]], or [[Strike]].
diff --git a/content/mechanics/srd/Class Features/Modular Head.md b/content/mechanics/srd/Class Features/Modular Head.md
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index 000000000..080751587
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Modular Head.md
@@ -0,0 +1,13 @@
+---
+title: "Modular Head"
+noteType: ":luggage:"
+aliases: "Modular Head"
+foundryId: Item.SMkdSZLAyIEBheCW
+tags:
+ - Item
+---
+
+# Modular Head
+![[systems-pf2e-icons-features-classes-modular-head.webp|150]]
+
+You've constructed a multi-purpose, adjustable striking surface for your weapon, or you've made special ammunition you can swiftly alter. Your innovation gains the modular trait for bludgeoning, piercing, and slashing. When you Interact to use the modular trait, you can also choose to give the weapon the nonlethal trait if it doesn't currently have it, or to remove that trait if it's currently nonlethal.
diff --git a/content/mechanics/srd/Class Features/Monk Expertise.md b/content/mechanics/srd/Class Features/Monk Expertise.md
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index 000000000..c41f9b4ac
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Monk Expertise.md
@@ -0,0 +1,13 @@
+---
+title: "Monk Expertise"
+noteType: ":luggage:"
+aliases: "Monk Expertise"
+foundryId: Item.vLbySvqnBuTKvv7b
+tags:
+ - Item
+---
+
+# Monk Expertise
+![[icons-magic-unholy-silhouette-robe-evil-power.webp|150]]
+
+Your proficiency rank for your monk class DC increases to expert. If you have ki spells, your proficiency rank for spell attacks and spell DCs with the tradition of magic you use for your ki spells increases to expert.
diff --git a/content/mechanics/srd/Class Features/Muscular Exoskeleton.md b/content/mechanics/srd/Class Features/Muscular Exoskeleton.md
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index 000000000..df50c1c15
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Muscular Exoskeleton.md
@@ -0,0 +1,13 @@
+---
+title: "Muscular Exoskeleton"
+noteType: ":luggage:"
+aliases: "Muscular Exoskeleton"
+foundryId: Item.1xwYc9sbQUqILoJ6
+tags:
+ - Item
+---
+
+# Muscular Exoskeleton
+![[systems-pf2e-icons-features-classes-muscular-exoskeleton.webp|150]]
+
+Your armor supports your muscles with a carefully crafted exoskeleton. When you send your armor into overdrive, the exoskeleton supplements your feats of athletics as well. When under the effects of Overdrive, you gain a +1 circumstance bonus to Athletics checks; if you're a master in Crafting, this increases to a +2 circumstance bonus.
diff --git a/content/mechanics/srd/Class Features/Muses.md b/content/mechanics/srd/Class Features/Muses.md
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index 000000000..923e2ef4d
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Muses.md
@@ -0,0 +1,20 @@
+---
+title: "Muses"
+noteType: ":luggage:"
+aliases: "Muses"
+foundryId: Item.qJWnIAncs7p6Fy5r
+tags:
+ - Item
+---
+
+# Muses
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+As a bard, you select one muse at 1st level. This muse leads you to great things and might be someone you know, a supernatural creature, location, deity, philosophy, or captivating mystery. Depending on the type of inspiration you receive, your 1st-level muse grants you a specific 1st-level bard feat and adds a spell to your repertoire.
+
+In addition to this, each muse opens the door to many later bard feats. If one type of inspiration is not enough to represent your muse, consider the [[Multifarious Muse]] feat.
+
+* [[Enigma]]
+* [[Maestro]]
+* [[Polymath]]
+* [[Warrior]]
diff --git a/content/mechanics/srd/Class Features/Mutagenist.md b/content/mechanics/srd/Class Features/Mutagenist.md
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index 000000000..b7e82b57a
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Mutagenist.md
@@ -0,0 +1,57 @@
+---
+title: "Mutagenist"
+noteType: ":luggage:"
+aliases: "Mutagenist"
+foundryId: Item.lEigFrzQexksUZ0c
+tags:
+ - Item
+---
+
+# Mutagenist
+![[systems-pf2e-icons-features-classes-mutagenist.webp|150]]
+
+You focus on bizarre mutagenic transformations that sacrifice one aspect of a creature's physical or psychological being in order to strengthen another. You start with the formulas for two common 1st-level alchemical mutagens, in addition to your other formulas.
+
+Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of [[Infused Reagents]] to create your signature items using [[Advanced Alchemy]], you create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field's list of possible signature items.
+
+You gain the following free action.
+
+### [[Mutagenic Flashback]]
+
+**Frequency** once per day
+
+* * *
+
+You experience a brief resurgence of a mutagen. Choose one mutagen you've consumed since your last daily preparations. You gain the effects of that mutagen for 1 minute.
+
+## [[Field Discovery (Mutagenist)|Field Discovery]]Level 5
+
+When using Advanced Alchemy to make mutagens during your daily preparations, you can use a batch of reagents to create any three mutagens instead of just two of the same mutagen.
+
+## [[Perpetual Infusions (Mutagenist)|Perpetual Infusions]]Level 7
+
+You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items. You gain the ability to create two 1st-level alchemical items using Quick Alchemy without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.
+
+Each time you gain a level, you can swap any number of your perpetual infusions with other eligible infusions.
+
+Choose two 1st-level mutagens.
+
+## [[Perpetual Potency (Mutagenist)|Perpetual Potency]]Level 11
+
+Your perpetual infusions improve, allowing you to use [[Quick Alchemy]] to create more powerful items with no cost. The items you can select depend on your research field and must be in your formula book.
+
+Choose two 3rd-level or lower mutagens.
+
+## [[Greater Field Discovery (Mutagenist)|Greater Field Discovery]]Level 13
+
+If you imbibe another mutagen while you are under the effects of a mutagen, you can gain the benefits and the drawbacks of both mutagens at once, despite the fact that they both have the polymorph trait and would not normally function together.
+
+If you come under the effects of any further mutagens while benefiting from two mutagens, you lose the benefit of one of the former mutagens of your choice, while retaining the drawbacks of all the mutagens.
+
+If you are under the effects of two mutagens and you come under the effect of a non-mutagen polymorph effect, you lose the benefits of the mutagens while retaining the drawbacks of both.
+
+## [[Perpetual Perfection (Mutagenist)|Perpetual Perfection]]Level 17
+
+You have perfected your perpetual infusions, allowing you to use Quick Alchemy to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.
+
+Choose two 11th-level or lower mutagens.
diff --git a/content/mechanics/srd/Class Features/Mystery.md b/content/mechanics/srd/Class Features/Mystery.md
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+++ b/content/mechanics/srd/Class Features/Mystery.md
@@ -0,0 +1,42 @@
+---
+title: "Mystery"
+noteType: ":luggage:"
+aliases: "Mystery"
+foundryId: Item.H81KLrG6Uft3gk7e
+tags:
+ - Item
+---
+
+# Mystery
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+Choose the divine mystery that fuels your mystical power.
+
+Your mystery might represent a pantheistic devotion to all the deities with power over the subject of your mystery, veneration of a particular ideal, or a conduit to raw divine energy. Whatever its origin and nature, your mystery determines the revelation spells you can cast and the oracular curse that overtakes your body when you do. You learn skills related to that mystery, gain access to a cantrip, and gain a special benefit drawn from the combined divine knowledge and experience of your mystery.
+
+* * *
+
+* [[Ancestors]]
+* [[Battle]]
+* [[Bones]]
+* [[Cosmos]]
+* [[Flames]]
+* [[Life]]
+* [[Lore]]
+* [[Tempest]]
+* [[Time]]
+* [[Ash]]
+
+### Reading a Mystery Entry
+
+A mystery entry contains the following information, followed by a description of that mystery's curse.
+
+**Mystery Benefit** The mystery benefit is a special ability (or abilities) you gain from your mystery.
+
+**Trained Skill** You become trained in the listed skill. A few mysteries make you trained in more than one skill.
+
+**Granted Cantrip** You automatically add this cantrip to your spell repertoire, in addition to those you gain through divine spellcasting.
+
+**Revelation Spells** You automatically gain your mystery's initial revelation spell at 1st level and can gain more by selecting the [[Advanced Revelation]], [[Greater Revelation]], and [[Diverse Mystery]] oracle feats.
+
+**Related Domains** These are the cleric domains associated with your mystery. You select one initial domain spell from one of these domains at 1st level, which you can cast as a revelation spell with the cursebound trait.
diff --git a/content/mechanics/srd/Class Features/Mystic Strikes.md b/content/mechanics/srd/Class Features/Mystic Strikes.md
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index 000000000..01beb2523
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Mystic Strikes.md
@@ -0,0 +1,13 @@
+---
+title: "Mystic Strikes"
+noteType: ":luggage:"
+aliases: "Mystic Strikes"
+foundryId: Item.5QsKOdaPmXfPBzUy
+tags:
+ - Item
+---
+
+# Mystic Strikes
+![[systems-pf2e-icons-features-classes-mystic-strikes.webp|150]]
+
+Focusing your will into your physical attacks imbues them with mystical energy. Your unarmed attacks become magical, allowing them to get past resistances to non-magical attacks. However, you still need an item such as [[Handwraps of Mighty Blows|Handwraps of Mighty Blows (+1)]] to gain an item bonus to attack rolls or increase your attacks' weapon damage dice.
diff --git a/content/mechanics/srd/Class Features/Natural Reflexes.md b/content/mechanics/srd/Class Features/Natural Reflexes.md
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index 000000000..3398edd39
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Natural Reflexes.md
@@ -0,0 +1,13 @@
+---
+title: "Natural Reflexes"
+noteType: ":luggage:"
+aliases: "Natural Reflexes"
+foundryId: Item.PjOfEFP9VCBX609c
+tags:
+ - Item
+---
+
+# Natural Reflexes
+![[systems-pf2e-icons-features-classes-lightning-reflexes.webp|150]]
+
+You've honed your reflexes dodging falling trees and pounding hail. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Nature's Edge.md b/content/mechanics/srd/Class Features/Nature's Edge.md
new file mode 100755
index 000000000..979d038b4
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Nature's Edge.md
@@ -0,0 +1,13 @@
+---
+title: "Nature's Edge"
+noteType: ":luggage:"
+aliases: "Nature's Edge"
+foundryId: Item.C9uewyYkfUg5j1ay
+tags:
+ - Item
+---
+
+# Nature's Edge
+![[icons-skills-ranged-arrow-flying-ornate-gold.webp|150]]
+
+You always find the weak points in your foes' defenses when they're on unfavorable terrain. Enemies are [[Off-Guard]] to you if they're in difficult terrain.
diff --git a/content/mechanics/srd/Class Features/Occult Spellcasting.md b/content/mechanics/srd/Class Features/Occult Spellcasting.md
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index 000000000..9feb61bfb
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Occult Spellcasting.md
@@ -0,0 +1,19 @@
+---
+title: "Occult Spellcasting"
+noteType: ":luggage:"
+aliases: "Occult Spellcasting"
+foundryId: Item.MKVzvtRE2BgXfIAD
+tags:
+ - Item
+---
+
+# Occult Spellcasting
+![[systems-pf2e-icons-features-classes-occult-spellcasting.webp|150]]
+
+You draw upon magic from esoteric knowledge. You can cast occult spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a bard, you can usually play an instrument for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a material component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.
+
+Each day, you can cast up to two 1st-level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.
+
+As you increase in level as a bard, your number of spells per day increases, as does the highest level of spells you can cast.
+
+Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier.
diff --git a/content/mechanics/srd/Class Features/Offensive Boost.md b/content/mechanics/srd/Class Features/Offensive Boost.md
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index 000000000..ed427fac2
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+++ b/content/mechanics/srd/Class Features/Offensive Boost.md
@@ -0,0 +1,27 @@
+---
+title: "Offensive Boost"
+noteType: ":luggage:"
+aliases: "Offensive Boost"
+foundryId: Item.Qd0xBAmZSG4L4GDs
+tags:
+ - Item
+---
+
+# Offensive Boost
+![[systems-pf2e-icons-features-classes-offensive-boost.webp|150]]
+
+You've made additions to your innovation to upgrade your offensive capabilities. Your improvements make any Strikes that rely on your innovation deal an additional 1d6 damage, with a type determined by the boost you choose. If your innovation is armor, the boost applies to your melee unarmed Strikes and to your melee Strikes with one weapon you choose during daily preparations; if your innovation is a construct, the boost applies to your construct companion's Strikes; and if your innovation is a weapon, the boost applies to your Strikes with your innovation. You can spend downtime to switch to a different boost in the same way as switching your modification. Choose one of the following boosts, with the damage type in parentheses.
+
+* **Chill (Cold)** Your innovation rapidly absorbs heat, creating an intense chill.
+* **Ignition (Fire)** Your innovation shoots out jets of searing flame.
+* **Jolt (Electricity)** Your innovation jolts foes with charges of electricity.
+* **Momentum (Bludgeoning)** Your innovation slams into foes with added momentum.
+* **Saws (Slashing)** Your innovation reveals spinning sawblades during your attacks.
+* **Spike (Piercing)** Your innovation reveals wicked spikes during your attacks.
+* **Vitriol (Acid)** Your innovation releases spurts of caustic acid.
+
+* * *
+
+_Note: The included effect is only needed for construct innovations and armor innovations for selecting their daily preparation weapon._
+
+
diff --git a/content/mechanics/srd/Class Features/On the Case.md b/content/mechanics/srd/Class Features/On the Case.md
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index 000000000..fb8fcc8ed
--- /dev/null
+++ b/content/mechanics/srd/Class Features/On the Case.md
@@ -0,0 +1,13 @@
+---
+title: "On the Case"
+noteType: ":luggage:"
+aliases: "On the Case"
+foundryId: Item.MnhXwkU7ZexNBwva
+tags:
+ - Item
+---
+
+# On the Case
+![[systems-pf2e-icons-features-classes-on-the-case.webp|150]]
+
+As an investigator, you think of your adventures as cases waiting to be solved. You gain one activity and one reaction you can use to investigate cases: [[Pursue a Lead]] and [[Clue In]].
diff --git a/content/mechanics/srd/Class Features/Opportune Riposte.md b/content/mechanics/srd/Class Features/Opportune Riposte.md
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index 000000000..4ab3f11c3
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Opportune Riposte.md
@@ -0,0 +1,13 @@
+---
+title: "Opportune Riposte"
+noteType: ":luggage:"
+aliases: "Opportune Riposte"
+foundryId: Item.ZJ11fIlAlDTRaRMa
+tags:
+ - Item
+---
+
+# Opportune Riposte
+![[systems-pf2e-icons-features-classes-opportune-riposte.webp|150]]
+
+You turn the tables on foes who fumble, capitalizing immediately on their mistake. You gain the [[Opportune Riposte]] reaction.
diff --git a/content/mechanics/srd/Class Features/Oracular Clarity.md b/content/mechanics/srd/Class Features/Oracular Clarity.md
new file mode 100755
index 000000000..8252a9e90
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Oracular Clarity.md
@@ -0,0 +1,15 @@
+---
+title: "Oracular Clarity"
+noteType: ":luggage:"
+aliases: "Oracular Clarity"
+foundryId: Item.baGn4tpleECdFkTI
+tags:
+ - Item
+---
+
+# Oracular Clarity
+![[systems-pf2e-icons-features-classes-oracular-clarity.webp|150]]
+
+You now fully grasp the nature of the divine power behind your mystery, allowing you to work magic akin to miracles. Add two common 10th-level divine spells to your repertoire. You gain a single 10th-level spell slot you can use to cast one of those two spells using oracle spellcasting.
+
+You don't gain more 10th-level spells as you level up, unlike other spell slots, and you can't use 10th-level slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You can take the [[Oracular Providence]] feat to gain a second slot.
diff --git a/content/mechanics/srd/Class Features/Oracular Curse.md b/content/mechanics/srd/Class Features/Oracular Curse.md
new file mode 100755
index 000000000..ac6169c1d
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Oracular Curse.md
@@ -0,0 +1,21 @@
+---
+title: "Oracular Curse"
+noteType: ":luggage:"
+aliases: "Oracular Curse"
+foundryId: Item.NTw3VPywkJzhA4y7
+tags:
+ - Item
+---
+
+# Oracular Curse
+![[systems-pf2e-icons-features-classes-oracle-curse.webp|150]]
+
+Drawing on multiple disparate sources of power inevitably places an incredible stress on your body, manifesting as a supernatural curse. The more revelation spells you cast, the worse the effects of your curse, but these increasingly conflicting energies can also provide you with divine benefits.
+
+The specific effects of your curse are tied to your mystery, but all curses follow the same progression. A curse continually gives you a mild but constant reminder that you carry otherworldly power. As you cast revelation spells, your curse intensifies, first to a minor effect and then to a moderate effect.
+
+Your curse progresses to its minor stage the first time you finish casting a revelation spell after your daily preparations. Once your minor curse has manifested, it remains in effect until you rest for 8 hours and again make your daily preparations. If you cast a revelation spell while your minor curse is in effect, you progress to the moderate curse effect immediately after you finish Casting the Spell. The minor effect continues to affect you, though some moderate curse effects might alter the specifics of your minor curse. At higher levels, you can cast more revelation spells, progressing your curse to its major stage and then an extreme stage; these stronger curses are cumulative with the effects of the lower stages and can alter them. When you Refocus while under the effects of your moderate or stronger curse, you reduce your curse's severity to minor in addition to regaining a Focus Point.
+
+Drawing upon your mystery's power while your curse is at its worst causes an irreconcilable conflict between you and the sources of your power. Immediately after casting a revelation spell while under the moderate effect of your curse, you are overwhelmed. While overwhelmed, you can't Cast or Sustain any revelation spells-you effectively lose access to those spells. You can still Refocus to reduce the effects of your curse and regain a Focus Point, but doing so doesn't allow you to cast further revelation spells. These effects last until you rest for 8 hours and make your daily preparations, at which point your curse returns to its basic state. At higher levels, you can grow to withstand your curse's major and even extreme effects, enabling you to cast more revelation spells without becoming overwhelmed.
+
+Your curse has the curse, divine, and necromancy traits. You can't mitigate, reduce, or remove the effects of your oracular curse by any means other than Refocusing and resting for 8 hours. For example, if your curse makes creatures concealed from you, you can't negate that concealed condition through a magic item or spell, such as true strike (though you would still benefit from the other effects of that item or spell). Likewise, remove curse and similar spells don't affect your curse at all.
diff --git a/content/mechanics/srd/Class Features/Order of the Chain.md b/content/mechanics/srd/Class Features/Order of the Chain.md
new file mode 100755
index 000000000..5d97fe3ef
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Order of the Chain.md
@@ -0,0 +1,19 @@
+---
+title: "Order of the Chain"
+noteType: ":luggage:"
+aliases: "Order of the Chain"
+foundryId: Item.P0MbKKH6MHQrGUQx
+tags:
+ - Item
+---
+
+# Order of the Chain
+![[systems-pf2e-icons-default-icons-feat.svg|150]]
+
+Members of the Order of the Chain are skilled at hunting down and capturing criminals, especially those who dare flee from justice.
+
+* * *
+
+**Lesser Benefit** [[Shackles of Law]]
+
+**Greater Benefit** [[Sturdy Bindings]]
diff --git a/content/mechanics/srd/Class Features/Order of the Gate.md b/content/mechanics/srd/Class Features/Order of the Gate.md
new file mode 100755
index 000000000..a9ec631ea
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Order of the Gate.md
@@ -0,0 +1,21 @@
+---
+title: "Order of the Gate"
+noteType: ":luggage:"
+aliases: "Order of the Gate"
+foundryId: Item.XhHEobnyzSQvNQQ9
+tags:
+ - Item
+---
+
+# Order of the Gate
+![[icons-sundries-books-book-red-exclamation.webp|150]]
+
+**Favored Weapon** [[Dagger]]
+
+The Hellknight signifers of the Order of the Gate seek to prevent lawlessness of all types through the use of their considerable spellcasting prowess and command of fiendish outsiders.
+
+* * *
+
+**Lesser Benefit** [[Locate Lawbreakers]]
+
+**Greater Benefit** [[Devil Allies]]
diff --git a/content/mechanics/srd/Class Features/Order of the Godclaw.md b/content/mechanics/srd/Class Features/Order of the Godclaw.md
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index 000000000..b327ed3f4
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Order of the Godclaw.md
@@ -0,0 +1,21 @@
+---
+title: "Order of the Godclaw"
+noteType: ":luggage:"
+aliases: "Order of the Godclaw"
+foundryId: Item.iMiXi1fkvGbe5Py7
+tags:
+ - Item
+---
+
+# Order of the Godclaw
+![[systems-pf2e-icons-default-icons-feat.svg|150]]
+
+**Favored Weapon** [[Morningstar]]
+
+The Order of the Godclaw's Hellknights see their cause as a holy mandate from the Godclaw. They seek to punish criminals with a zeal rarely matched by others who enforce the law.
+
+* * *
+
+**Lesser Benefit** [[Dedication to the Five]]
+
+**Greater Benefit** [[Blessings of the Five]]
diff --git a/content/mechanics/srd/Class Features/Order of the Nail.md b/content/mechanics/srd/Class Features/Order of the Nail.md
new file mode 100755
index 000000000..ec1ba9046
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Order of the Nail.md
@@ -0,0 +1,21 @@
+---
+title: "Order of the Nail"
+noteType: ":luggage:"
+aliases: "Order of the Nail"
+foundryId: Item.fCv4V0ipwKT01guY
+tags:
+ - Item
+---
+
+# Order of the Nail
+![[systems-pf2e-icons-default-icons-feat.svg|150]]
+
+**Favored Weapons** [[Halberd]], [[Lance]]
+
+Members of the Order of the Nail see civilized society as an ideal and seek to unite all people within their cultural baseline. They also seek to destroy anyone who does not accept Chelaxian culture along with the wild beasts that threaten the safety of civilization.
+
+* * *
+
+**Lesser Benefit** [[Trailblazing Stride]]
+
+**Greater Benefit** [[Reveal Beasts]]
diff --git a/content/mechanics/srd/Class Features/Order of the Pyre.md b/content/mechanics/srd/Class Features/Order of the Pyre.md
new file mode 100755
index 000000000..0acb681b9
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Order of the Pyre.md
@@ -0,0 +1,21 @@
+---
+title: "Order of the Pyre"
+noteType: ":luggage:"
+aliases: "Order of the Pyre"
+foundryId: Item.2TnZdTTtv5G6o1PQ
+tags:
+ - Item
+---
+
+# Order of the Pyre
+![[systems-pf2e-icons-default-icons-feat.svg|150]]
+
+**Favored Weapon** [[Glaive]]
+
+The Order of the Pyre is dedicated to eliminating those faiths and beliefs they consider to be a threat to the Inner Sea region. They are particularly keen on stamping out dangerous cults.
+
+* * *
+
+**Lesser Benefit** [[Righteous Resistance]]
+
+**Greater Benefit** [[Spiritual Disruption]]
diff --git a/content/mechanics/srd/Class Features/Order of the Rack.md b/content/mechanics/srd/Class Features/Order of the Rack.md
new file mode 100755
index 000000000..ab781a6da
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Order of the Rack.md
@@ -0,0 +1,21 @@
+---
+title: "Order of the Rack"
+noteType: ":luggage:"
+aliases: "Order of the Rack"
+foundryId: Item.0MYvIFhUOyLtzmg6
+tags:
+ - Item
+---
+
+# Order of the Rack
+![[systems-pf2e-icons-default-icons-feat.svg|150]]
+
+**Favored Weapons** [[Longsword]], [[Whip]]
+
+Members of the Order of the Rack seek to eliminate wastefulness throughout the Inner Sea region. They seek to quash pointless dreams, quell rebellions, and destroy dangerous inventions.
+
+* * *
+
+**Lesser Benefit** [[Disillusionment]]
+
+**Greater Benefit** [[Silence Heresy]]
diff --git a/content/mechanics/srd/Class Features/Order of the Scourge.md b/content/mechanics/srd/Class Features/Order of the Scourge.md
new file mode 100755
index 000000000..9a9d982b9
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Order of the Scourge.md
@@ -0,0 +1,21 @@
+---
+title: "Order of the Scourge"
+noteType: ":luggage:"
+aliases: "Order of the Scourge"
+foundryId: Item.EpCe5uanzd58zEvO
+tags:
+ - Item
+---
+
+# Order of the Scourge
+![[systems-pf2e-icons-default-icons-feat.svg|150]]
+
+**Favored Weapons** [[Mace]], [[Scourge]], [[Whip]]
+
+Hellknights of the Order of the Scourge hunt those who pervert the law for their own selfish ends. They seek to destroy corruption and those who hide behind unjust laws and bureaucracy.
+
+* * *
+
+**Lesser Benefit** [[Fear No Law, Fear No One]]
+
+**Greater Benefit** [[Seek Injustice]]
diff --git a/content/mechanics/srd/Class Features/Otherworldly Protection.md b/content/mechanics/srd/Class Features/Otherworldly Protection.md
new file mode 100755
index 000000000..48b2c3d31
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Otherworldly Protection.md
@@ -0,0 +1,13 @@
+---
+title: "Otherworldly Protection"
+noteType: ":luggage:"
+aliases: "Otherworldly Protection"
+foundryId: Item.6pIL3oN3BSKu6Udt
+tags:
+ - Item
+---
+
+# Otherworldly Protection
+![[systems-pf2e-icons-features-classes-otherworldly-protection.webp|150]]
+
+Just because you use science doesn't mean you can't build your armor with carefully chosen materials and gizmos designed to protect against otherworldly attacks. You gain resistance equal to 3 + half your level to void damage, or to vitality damage if you have void healing (such as if you're a dhampir). You gain the same amount of resistance to any types of alignment damage—good, evil, chaotic, lawful—that can damage you (note that creatures don't take a given type of alignment damage unless they are of the opposing alignment; for instance, you can take spirit damage only if you are good in alignment).
diff --git a/content/mechanics/srd/Class Features/Outwit.md b/content/mechanics/srd/Class Features/Outwit.md
new file mode 100755
index 000000000..4eb223219
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Outwit.md
@@ -0,0 +1,13 @@
+---
+title: "Outwit"
+noteType: ":luggage:"
+aliases: "Outwit"
+foundryId: Item.R9Eqxd9QpjaD8ney
+tags:
+ - Item
+---
+
+# Outwit
+![[icons-creatures-invertebrates-spider-web-black.webp|150]]
+
+You are talented at outwitting your prey. You gain a +1 circumstance bonus to AC against your prey's attacks and a +2 circumstance bonus to Deception checks, Intimidation checks, Stealth checks, and any checks to Recall Knowledge about the prey.
diff --git a/content/mechanics/srd/Class Features/Overdrive.md b/content/mechanics/srd/Class Features/Overdrive.md
new file mode 100755
index 000000000..e82f9feda
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Overdrive.md
@@ -0,0 +1,13 @@
+---
+title: "Overdrive"
+noteType: ":luggage:"
+aliases: "Overdrive"
+foundryId: Item.TIUjy1vpBkddv6JB
+tags:
+ - Item
+---
+
+# Overdrive
+![[systems-pf2e-icons-features-classes-overdrive.webp|150]]
+
+You have a bevy of smaller devices of your own invention, from muscle stimulants to concussive pistons. When it's necessary, you can throw them into [[Overdrive]] to assist you in combat.
diff --git a/content/mechanics/srd/Class Features/Pacification Tools.md b/content/mechanics/srd/Class Features/Pacification Tools.md
new file mode 100755
index 000000000..b13983d68
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Pacification Tools.md
@@ -0,0 +1,13 @@
+---
+title: "Pacification Tools"
+noteType: ":luggage:"
+aliases: "Pacification Tools"
+foundryId: Item.MuaMduwXhoYsT53c
+tags:
+ - Item
+---
+
+# Pacification Tools
+![[systems-pf2e-icons-features-classes-pacification-tools.webp|150]]
+
+Softer materials make your weapon suited to knock out instead of kill, and special protrusions let you catch weapons and disarm your foes. Your innovation gains the disarm and nonlethal traits. You can choose whether to apply the nonlethal trait on each attack with your innovation.
diff --git a/content/mechanics/srd/Class Features/Paladin.md b/content/mechanics/srd/Class Features/Paladin.md
new file mode 100755
index 000000000..b3e08daf3
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Paladin.md
@@ -0,0 +1,25 @@
+---
+title: "Paladin"
+noteType: ":luggage:"
+aliases: "Paladin"
+foundryId: Item.fUNuGekQIhJv540m
+tags:
+ - Item
+---
+
+# Paladin
+![[icons-skills-melee-sword-winged-holy-orange.webp|150]]
+
+You're honorable, forthright, and committed to pushing back the forces of cruelty. You gain the [[Retributive Strike]] champion's reaction and the [[Lay on Hands]] devotion spell. Your code gains the follow edicts and anathema:
+
+**Edicts** follow the law, respect legitimate authorities or leadership
+
+**Anathema** take advantage of another, cheat
+
+## Divine SmiteLevel 9
+
+You surround evil targets in a punishing halo. If you hit with your Retributive Strike, the target takes persistent spirit damage equal to your Charisma modifier.
+
+## ExaltLevel 11
+
+When you use Retributive Strike, each ally within 15 feet of you with the target in their melee reach can spend a reaction to Strike the target with a -5 penalty.
diff --git a/content/mechanics/srd/Class Features/Panache.md b/content/mechanics/srd/Class Features/Panache.md
new file mode 100755
index 000000000..367cd4763
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Panache.md
@@ -0,0 +1,19 @@
+---
+title: "Panache"
+noteType: ":luggage:"
+aliases: "Panache"
+foundryId: Item.eFKZrGmFxPKyuUQc
+tags:
+ - Item
+---
+
+# Panache
+![[icons-commodities-treasure-crown-gold-laurel-wreath.webp|150]]
+
+You care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular bravado, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This state of flair is called panache, and you are either in a state of panache or you are not.
+
+You gain panache by successfully performing the skill check associated with specific actions that have a bit of flair, including [[Tumble Through]] and additional actions determined by your swashbuckler's style (see below). At the GM's discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold).
+
+While you have panache, you gain a +5-foot status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble Through or to take any actions that give you panache due to your style. The precise strike class feature also causes you to deal extra precision damage while you have panache. Powerful finisher actions, including Confident Finisher, can be used only while you have panache and cause you to lose your panache.
+
+Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache
diff --git a/content/mechanics/srd/Class Features/Path to Perfection (Fortitude).md b/content/mechanics/srd/Class Features/Path to Perfection (Fortitude).md
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index 000000000..fde2bb6ae
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Path to Perfection (Fortitude).md
@@ -0,0 +1,15 @@
+---
+title: "Path to Perfection (Fortitude)"
+noteType: ":luggage:"
+aliases: "Path to Perfection (Fortitude)"
+foundryId: Item.X5Ft3rUMoQKTB6Sz
+tags:
+ - Item
+---
+
+# Path to Perfection (Fortitude)
+![[systems-pf2e-icons-features-classes-path-to-perfection.webp|150]]
+
+You have progressed along your own path to enlightenment.
+
+Choose your Fortitude, Reflex, or Will saving throw. Your proficiency rank for the chosen saving throw increases to master. When you roll a success on the chosen saving throw, you get a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Path to Perfection (Reflex).md b/content/mechanics/srd/Class Features/Path to Perfection (Reflex).md
new file mode 100755
index 000000000..2bae6e7ed
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Path to Perfection (Reflex).md
@@ -0,0 +1,15 @@
+---
+title: "Path to Perfection (Reflex)"
+noteType: ":luggage:"
+aliases: "Path to Perfection (Reflex)"
+foundryId: Item.XkGY1s5k2HIjPpRz
+tags:
+ - Item
+---
+
+# Path to Perfection (Reflex)
+![[systems-pf2e-icons-features-classes-path-to-perfection.webp|150]]
+
+You have progressed along your own path to enlightenment.
+
+Choose your Fortitude, Reflex, or Will saving throw. Your proficiency rank for the chosen saving throw increases to master. When you roll a success on the chosen saving throw, you get a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Path to Perfection (Will).md b/content/mechanics/srd/Class Features/Path to Perfection (Will).md
new file mode 100755
index 000000000..3e967572b
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Path to Perfection (Will).md
@@ -0,0 +1,15 @@
+---
+title: "Path to Perfection (Will)"
+noteType: ":luggage:"
+aliases: "Path to Perfection (Will)"
+foundryId: Item.srtIZ2rwSVlKLBjc
+tags:
+ - Item
+---
+
+# Path to Perfection (Will)
+![[systems-pf2e-icons-features-classes-path-to-perfection.webp|150]]
+
+You have progressed along your own path to enlightenment.
+
+Choose your Fortitude, Reflex, or Will saving throw. Your proficiency rank for the chosen saving throw increases to master. When you roll a success on the chosen saving throw, you get a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Path to Perfection.md b/content/mechanics/srd/Class Features/Path to Perfection.md
new file mode 100755
index 000000000..f1a3987a2
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Path to Perfection.md
@@ -0,0 +1,13 @@
+---
+title: "Path to Perfection"
+noteType: ":luggage:"
+aliases: "Path to Perfection"
+foundryId: Item.9RNaEtDDoQSkqGdS
+tags:
+ - Item
+---
+
+# Path to Perfection
+![[systems-pf2e-icons-features-classes-path-to-perfection.webp|150]]
+
+You have progressed along your own path to enlightenment. Choose your Fortitude, Reflex, or Will saving throw. Your proficiency rank for the chosen saving throw increases to master. When you roll a success on the chosen saving throw, you get a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Patron Theme.md b/content/mechanics/srd/Class Features/Patron Theme.md
new file mode 100755
index 000000000..0aa2c3c97
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Patron Theme.md
@@ -0,0 +1,18 @@
+---
+title: "Patron Theme"
+noteType: ":luggage:"
+aliases: "Patron Theme"
+foundryId: Item.HCjmjjGFhX3yDYX4
+tags:
+ - Item
+---
+
+# Patron Theme
+![[systems-pf2e-icons-features-classes-patreon-theme.webp|150]]
+
+Each patron has a theme, regardless of their nature or identity. This theme describes the forces over which the patron grants a witch influence. Some patrons are multifaceted, granting different themes and teaching different lessons to different witches. Your patron's theme determines the following.
+
+* **Spell List** You use this magical tradition and spell list.
+* **Patron Skill** You become trained in the listed skill.
+* **Hex Cantrip** You gain this special hex cantrip.
+* **Granted Spell** Your familiar automatically learns the spell listed here, in addition to those you gain through witch spellcasting.
diff --git a/content/mechanics/srd/Class Features/Patron's Gift.md b/content/mechanics/srd/Class Features/Patron's Gift.md
new file mode 100755
index 000000000..121f3fe6e
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Patron's Gift.md
@@ -0,0 +1,13 @@
+---
+title: "Patron's Gift"
+noteType: ":luggage:"
+aliases: "Patron's Gift"
+foundryId: Item.js2op6iL49BEJNx1
+tags:
+ - Item
+---
+
+# Patron's Gift
+![[systems-pf2e-icons-features-classes-patrons-gift.webp|150]]
+
+Your patron grants you the power to command incredible works of magic. You gain a single 10th-rank spell slot and can prepare a spell in that slot using witch spellcasting. Unlike with other spell slots, you can't use 10th-rank slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You don't gain more 10th-rank spells as you level up, but you can take the Patron's Truth feat to gain a second slot.
diff --git a/content/mechanics/srd/Class Features/Patron.md b/content/mechanics/srd/Class Features/Patron.md
new file mode 100755
index 000000000..4f359809f
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Patron.md
@@ -0,0 +1,17 @@
+---
+title: "Patron"
+noteType: ":luggage:"
+aliases: "Patron"
+foundryId: Item.vhWUTQkU9X5GolOA
+tags:
+ - Item
+---
+
+# Patron
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+You weren't born with the power to cast spells, nor have you spent years dedicated to worship, study, or uncovering mystical secrets. Your magic instead has been gifted to you by a potent being, one who knows that by empowering you so, you'll further the being's agenda in the world, whatever it may be. This entity is typically mysterious and distant, revealing little of their identity and motivations. They make their will known to you in abstract signs such as omens, dreams, or similar subtleties rather than words.
+
+Rather than interacting with you directly, your patron works through a familiar—a mystical creature that teaches you, serves as the conduit for your patron's magic, and maybe even keeps an eye on you to ensure you're furthering your patron's nebulous ends.
+
+At 1st level, choose your patron, which determines your spellcasting tradition and grants you the skill for that tradition of magic, your first witch's lesson and a unique familiar ability.
diff --git a/content/mechanics/srd/Class Features/Peerless Inventor.md b/content/mechanics/srd/Class Features/Peerless Inventor.md
new file mode 100755
index 000000000..1c3e80698
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Peerless Inventor.md
@@ -0,0 +1,13 @@
+---
+title: "Peerless Inventor"
+noteType: ":luggage:"
+aliases: "Peerless Inventor"
+foundryId: Item.HmIljyw3nt4mmf3U
+tags:
+ - Item
+---
+
+# Peerless Inventor
+![[systems-pf2e-icons-features-classes-peerless-inventor.webp|150]]
+
+You are constantly inventing, and your skill at crafting is unimpeachable. You gain the [[Inventor]] skill feat, even if you don't meet its prerequisites.
diff --git a/content/mechanics/srd/Class Features/Perception Expertise.md b/content/mechanics/srd/Class Features/Perception Expertise.md
new file mode 100755
index 000000000..56281d79a
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Perception Expertise.md
@@ -0,0 +1,15 @@
+---
+title: Perception Expertise
+noteType: ":luggage:"
+aliases:
+ - Perception Expertise
+ - Alertness
+foundryId: Item.hcfbflpBKmR3fBqF
+tags:
+ - Item
+---
+
+# Perception Expertise
+![[systems-pf2e-icons-features-classes-alertness.webp|150]]
+
+You remain alert to threats around you. Your proficiency rank for Perception increases to expert.
diff --git a/content/mechanics/srd/Class Features/Perception Legend.md b/content/mechanics/srd/Class Features/Perception Legend.md
new file mode 100755
index 000000000..99e39fe26
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Perception Legend.md
@@ -0,0 +1,15 @@
+---
+title: Perception Legend
+noteType: ":luggage:"
+aliases:
+ - Perception Legend
+ - Incredible Senses
+foundryId: Item.GdWFXDGhFFFjLQBP
+tags:
+ - Item
+---
+
+# Perception Legend
+![[systems-pf2e-icons-features-classes-incredible-sense.webp|150]]
+
+You notice the almost imperceptible. Your proficiency rank for Perception increases to legendary.
diff --git a/content/mechanics/srd/Class Features/Perception Mastery.md b/content/mechanics/srd/Class Features/Perception Mastery.md
new file mode 100755
index 000000000..3b87e2490
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Perception Mastery.md
@@ -0,0 +1,13 @@
+---
+title: "Perception Mastery"
+noteType: ":luggage:"
+aliases: "Perception Mastery"
+foundryId: Item.MFutpeJrMbsltTJf
+tags:
+ - Item
+---
+
+# Perception Mastery
+![[systems-pf2e-icons-features-classes-vigilant-senses.webp|150]]
+
+You've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.
diff --git a/content/mechanics/srd/Class Features/Perfected Form.md b/content/mechanics/srd/Class Features/Perfected Form.md
new file mode 100755
index 000000000..5004d2b1d
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Perfected Form.md
@@ -0,0 +1,13 @@
+---
+title: "Perfected Form"
+noteType: ":luggage:"
+aliases: "Perfected Form"
+foundryId: Item.NmRLuMCEAjT69L73
+tags:
+ - Item
+---
+
+# Perfected Form
+![[systems-pf2e-icons-features-classes-perfected-form.webp|150]]
+
+You have purged incompetence from your techniques. On your first Strike of your turn, if you roll lower than 10, you can treat the attack roll as a 10. This is a fortune effect.
diff --git a/content/mechanics/srd/Class Features/Performer's Heart.md b/content/mechanics/srd/Class Features/Performer's Heart.md
new file mode 100755
index 000000000..428dd7676
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Performer's Heart.md
@@ -0,0 +1,13 @@
+---
+title: "Performer's Heart"
+noteType: ":luggage:"
+aliases: "Performer's Heart"
+foundryId: Item.TbojKpTbmJFqr3hn
+tags:
+ - Item
+---
+
+# Performer's Heart
+![[icons-magic-life-heart-pink.webp|150]]
+
+The greatest performances require an understanding of your own mind and flawless concentration. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Perpetual Infusions (Bomber).md b/content/mechanics/srd/Class Features/Perpetual Infusions (Bomber).md
new file mode 100755
index 000000000..ccc6d2180
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Perpetual Infusions (Bomber).md
@@ -0,0 +1,21 @@
+---
+title: "Perpetual Infusions (Bomber)"
+noteType: ":luggage:"
+aliases: "Perpetual Infusions (Bomber)"
+foundryId: Item.FSGu9fX9Ca1WJ9w0
+tags:
+ - Item
+---
+
+# Perpetual Infusions (Bomber)
+![[icons-sundries-books-book-embossed-jewel-gold-green.webp|150]]
+
+You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items.
+
+You gain the ability to create two 1st-level alchemical items using [[Quick Alchemy]] without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.
+
+Each time you gain a level, you can swap any number of your perpetual infusions with other eligible infusions.
+
+* * *
+
+Choose two 1st-level bombs.
diff --git a/content/mechanics/srd/Class Features/Perpetual Infusions (Chirurgeon).md b/content/mechanics/srd/Class Features/Perpetual Infusions (Chirurgeon).md
new file mode 100755
index 000000000..6fbfeb0f3
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Perpetual Infusions (Chirurgeon).md
@@ -0,0 +1,21 @@
+---
+title: "Perpetual Infusions (Chirurgeon)"
+noteType: ":luggage:"
+aliases: "Perpetual Infusions (Chirurgeon)"
+foundryId: Item.DVdN3al98n1XZ3hv
+tags:
+ - Item
+---
+
+# Perpetual Infusions (Chirurgeon)
+![[systems-pf2e-icons-features-classes-perpetual-infusions-chirurgeon.webp|150]]
+
+You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items.
+
+You gain the ability to create two 1st-level alchemical items using [[Quick Alchemy]] without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.
+
+Each time you gain a level, you can swap any number of your perpetual infusions with other eligible infusions.
+
+* * *
+
+Choose two 1st-level elixirs with the healing trait. If a creature heals Hit Points from a perpetual infusion, that creature is temporarily immune to healing Hit Points from subsequent perpetual infusions for 10 minutes (but not immune to any other effects of those infusions).
diff --git a/content/mechanics/srd/Class Features/Perpetual Infusions (Mutagenist).md b/content/mechanics/srd/Class Features/Perpetual Infusions (Mutagenist).md
new file mode 100755
index 000000000..62b12ec6b
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Perpetual Infusions (Mutagenist).md
@@ -0,0 +1,21 @@
+---
+title: "Perpetual Infusions (Mutagenist)"
+noteType: ":luggage:"
+aliases: "Perpetual Infusions (Mutagenist)"
+foundryId: Item.JNIRzhGR7F8PRM93
+tags:
+ - Item
+---
+
+# Perpetual Infusions (Mutagenist)
+![[icons-consumables-potions-potion-jug-corked-skull-poison-brown-green.webp|150]]
+
+You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items.
+
+You gain the ability to create two 1st-level alchemical items using [[Quick Alchemy]] without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.
+
+Each time you gain a level, you can swap any number of your perpetual infusions with other eligible infusions.
+
+* * *
+
+Choose two 1st-level mutagens.
diff --git a/content/mechanics/srd/Class Features/Perpetual Infusions (Toxicologist).md b/content/mechanics/srd/Class Features/Perpetual Infusions (Toxicologist).md
new file mode 100755
index 000000000..8a938f8e7
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Perpetual Infusions (Toxicologist).md
@@ -0,0 +1,21 @@
+---
+title: "Perpetual Infusions (Toxicologist)"
+noteType: ":luggage:"
+aliases: "Perpetual Infusions (Toxicologist)"
+foundryId: Item.rbgnQ1hHS0ypuYrx
+tags:
+ - Item
+---
+
+# Perpetual Infusions (Toxicologist)
+![[systems-pf2e-icons-features-classes-perpetual-infusions-chirurgeon.webp|150]]
+
+You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items.
+
+You gain the ability to create two 1st-level alchemical items using [[Quick Alchemy]] without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.
+
+Each time you gain a level, you can swap any number of your perpetual infusions with other eligible infusions.
+
+* * *
+
+Choose two common 1st-level alchemical poisons.
diff --git a/content/mechanics/srd/Class Features/Perpetual Infusions.md b/content/mechanics/srd/Class Features/Perpetual Infusions.md
new file mode 100755
index 000000000..b0c178661
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Perpetual Infusions.md
@@ -0,0 +1,17 @@
+---
+title: "Perpetual Infusions"
+noteType: ":luggage:"
+aliases: "Perpetual Infusions"
+foundryId: Item.URIzims51B8Ip90g
+tags:
+ - Item
+---
+
+# Perpetual Infusions
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items.
+
+You gain the ability to create two 1st-level alchemical items using [[Quick Alchemy]] without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.
+
+Each time you gain a level, you can swap any number of your perpetual infusions with other eligible infusions.
diff --git a/content/mechanics/srd/Class Features/Perpetual Perfection (Bomber).md b/content/mechanics/srd/Class Features/Perpetual Perfection (Bomber).md
new file mode 100755
index 000000000..6b3f4c3f5
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Perpetual Perfection (Bomber).md
@@ -0,0 +1,15 @@
+---
+title: "Perpetual Perfection (Bomber)"
+noteType: ":luggage:"
+aliases: "Perpetual Perfection (Bomber)"
+foundryId: Item.njJo2PTmeMus7mm9
+tags:
+ - Item
+---
+
+# Perpetual Perfection (Bomber)
+![[systems-pf2e-icons-features-classes-perpetual-perfection-bomber.webp|150]]
+
+You have perfected your perpetual infusions, allowing you to use [[Quick Alchemy]] to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.
+
+Choose two 11th-level or lower bombs.
diff --git a/content/mechanics/srd/Class Features/Perpetual Perfection (Chirurgeon).md b/content/mechanics/srd/Class Features/Perpetual Perfection (Chirurgeon).md
new file mode 100755
index 000000000..a314363e9
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Perpetual Perfection (Chirurgeon).md
@@ -0,0 +1,15 @@
+---
+title: "Perpetual Perfection (Chirurgeon)"
+noteType: ":luggage:"
+aliases: "Perpetual Perfection (Chirurgeon)"
+foundryId: Item.6tsbvgJrcqznxPpb
+tags:
+ - Item
+---
+
+# Perpetual Perfection (Chirurgeon)
+![[systems-pf2e-icons-features-classes-perpetual-perfection-chirurgeon.webp|150]]
+
+You have perfected your perpetual infusions, allowing you to use [[Quick Alchemy]] to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.
+
+Choose two 11th-level or lower elixirs with the healing trait.
diff --git a/content/mechanics/srd/Class Features/Perpetual Perfection (Mutagenist).md b/content/mechanics/srd/Class Features/Perpetual Perfection (Mutagenist).md
new file mode 100755
index 000000000..f51671d43
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Perpetual Perfection (Mutagenist).md
@@ -0,0 +1,15 @@
+---
+title: "Perpetual Perfection (Mutagenist)"
+noteType: ":luggage:"
+aliases: "Perpetual Perfection (Mutagenist)"
+foundryId: Item.0uCj9QcWL9Jxexg6
+tags:
+ - Item
+---
+
+# Perpetual Perfection (Mutagenist)
+![[icons-consumables-mushrooms-umbontae-green.webp|150]]
+
+You have perfected your perpetual infusions, allowing you to use [[Quick Alchemy]] to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.
+
+Choose two 11th-level or lower mutagens.
diff --git a/content/mechanics/srd/Class Features/Perpetual Perfection (Toxicologist).md b/content/mechanics/srd/Class Features/Perpetual Perfection (Toxicologist).md
new file mode 100755
index 000000000..d1efde531
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Perpetual Perfection (Toxicologist).md
@@ -0,0 +1,15 @@
+---
+title: "Perpetual Perfection (Toxicologist)"
+noteType: ":luggage:"
+aliases: "Perpetual Perfection (Toxicologist)"
+foundryId: Item.JfmAFjpAxod7zKv3
+tags:
+ - Item
+---
+
+# Perpetual Perfection (Toxicologist)
+![[systems-pf2e-icons-features-classes-perpetual-perfection-chirurgeon.webp|150]]
+
+You have perfected your perpetual infusions, allowing you to use [[Quick Alchemy]] to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.
+
+Choose two common 11th-level or lower alchemical poisons.
diff --git a/content/mechanics/srd/Class Features/Perpetual Perfection.md b/content/mechanics/srd/Class Features/Perpetual Perfection.md
new file mode 100755
index 000000000..9d774f969
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Perpetual Perfection.md
@@ -0,0 +1,13 @@
+---
+title: "Perpetual Perfection"
+noteType: ":luggage:"
+aliases: "Perpetual Perfection"
+foundryId: Item.zjSEs7XMlAzPtRmq
+tags:
+ - Item
+---
+
+# Perpetual Perfection
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+You have perfected your perpetual infusions, allowing you to use [[Quick Alchemy]] to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.
diff --git a/content/mechanics/srd/Class Features/Perpetual Potency (Bomber).md b/content/mechanics/srd/Class Features/Perpetual Potency (Bomber).md
new file mode 100755
index 000000000..a330c3304
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Perpetual Potency (Bomber).md
@@ -0,0 +1,15 @@
+---
+title: "Perpetual Potency (Bomber)"
+noteType: ":luggage:"
+aliases: "Perpetual Potency (Bomber)"
+foundryId: Item.YdLI1AiuWJSXHvNw
+tags:
+ - Item
+---
+
+# Perpetual Potency (Bomber)
+![[systems-pf2e-icons-features-classes-perpetual-potency-bomber.webp|150]]
+
+Your perpetual infusions improve, allowing you to use [[Quick Alchemy]] to create more powerful items with no cost. The items you can select depend on your research field and must be in your formula book.
+
+Choose two 3rd-level or lower bombs.
diff --git a/content/mechanics/srd/Class Features/Perpetual Potency (Chirurgeon).md b/content/mechanics/srd/Class Features/Perpetual Potency (Chirurgeon).md
new file mode 100755
index 000000000..7f9ed7316
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Perpetual Potency (Chirurgeon).md
@@ -0,0 +1,15 @@
+---
+title: "Perpetual Potency (Chirurgeon)"
+noteType: ":luggage:"
+aliases: "Perpetual Potency (Chirurgeon)"
+foundryId: Item.JSh4KLHw2b69WorO
+tags:
+ - Item
+---
+
+# Perpetual Potency (Chirurgeon)
+![[systems-pf2e-icons-features-classes-perpetual-potency-chirurgeon.webp|150]]
+
+Your perpetual infusions improve, allowing you to use [[Quick Alchemy]] to create more powerful items with no cost. The items you can select depend on your research field and must be in your formula book.
+
+Choose two 6th level or lower elixirs with the healing trait.
diff --git a/content/mechanics/srd/Class Features/Perpetual Potency (Mutagenist).md b/content/mechanics/srd/Class Features/Perpetual Potency (Mutagenist).md
new file mode 100755
index 000000000..3bf563a5d
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Perpetual Potency (Mutagenist).md
@@ -0,0 +1,15 @@
+---
+title: "Perpetual Potency (Mutagenist)"
+noteType: ":luggage:"
+aliases: "Perpetual Potency (Mutagenist)"
+foundryId: Item.22gbI5sqNkhJfvCG
+tags:
+ - Item
+---
+
+# Perpetual Potency (Mutagenist)
+![[systems-pf2e-icons-features-classes-perpetual-potency-mutagenist.webp|150]]
+
+Your perpetual infusions improve, allowing you to use [[Quick Alchemy]] to create more powerful items with no cost. The items you can select depend on your research field and must be in your formula book.
+
+Choose two 3rd level or lower mutagens
diff --git a/content/mechanics/srd/Class Features/Perpetual Potency (Toxicologist).md b/content/mechanics/srd/Class Features/Perpetual Potency (Toxicologist).md
new file mode 100755
index 000000000..02229a0fb
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Perpetual Potency (Toxicologist).md
@@ -0,0 +1,15 @@
+---
+title: "Perpetual Potency (Toxicologist)"
+noteType: ":luggage:"
+aliases: "Perpetual Potency (Toxicologist)"
+foundryId: Item.BLBw7zMyMcTmlFy8
+tags:
+ - Item
+---
+
+# Perpetual Potency (Toxicologist)
+![[systems-pf2e-icons-features-classes-perpetual-potency-chirurgeon.webp|150]]
+
+Your perpetual infusions improve, allowing you to use [[Quick Alchemy]] to create more powerful items with no cost. The items you can select depend on your research field and must be in your formula book.
+
+Choose two common 5th-level or lower alchemical poisons.
diff --git a/content/mechanics/srd/Class Features/Perpetual Potency.md b/content/mechanics/srd/Class Features/Perpetual Potency.md
new file mode 100755
index 000000000..d08ca3858
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Perpetual Potency.md
@@ -0,0 +1,13 @@
+---
+title: "Perpetual Potency"
+noteType: ":luggage:"
+aliases: "Perpetual Potency"
+foundryId: Item.0cXhRaSg24QtpjEz
+tags:
+ - Item
+---
+
+# Perpetual Potency
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+Your perpetual infusions improve, allowing you to use [[Quick Alchemy]] to create more powerful items with no cost. The items you can select depend on your research field and must be in your formula book.
diff --git a/content/mechanics/srd/Class Features/Personal Barrier.md b/content/mechanics/srd/Class Features/Personal Barrier.md
new file mode 100755
index 000000000..e24497584
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Personal Barrier.md
@@ -0,0 +1,13 @@
+---
+title: "Personal Barrier"
+noteType: ":luggage:"
+aliases: "Personal Barrier"
+foundryId: Item.GZJ8Bk27v26lhMyM
+tags:
+ - Item
+---
+
+# Personal Barrier
+![[systems-pf2e-icons-features-classes-personal-barrier.webp|150]]
+
+Subtle telekinetic fields dampen and deflect incoming blows. Your proficiency rank in unarmored defense increases to expert.
diff --git a/content/mechanics/srd/Class Features/Phlogistonic Regulator.md b/content/mechanics/srd/Class Features/Phlogistonic Regulator.md
new file mode 100755
index 000000000..faf1e7e29
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Phlogistonic Regulator.md
@@ -0,0 +1,13 @@
+---
+title: "Phlogistonic Regulator"
+noteType: ":luggage:"
+aliases: "Phlogistonic Regulator"
+foundryId: Item.RD0MffeykjWbHN0z
+tags:
+ - Item
+---
+
+# Phlogistonic Regulator
+![[icons-magic-defensive-armor-shield-barrier-steel.webp|150]]
+
+A layer of insulation within your armor protects you from rapid temperature fluctuations. You gain resistance equal to half your level to cold and fire damage. When under the effects of Overdrive, the resistance increases by 2.
diff --git a/content/mechanics/srd/Class Features/Polymath.md b/content/mechanics/srd/Class Features/Polymath.md
new file mode 100755
index 000000000..b4148dc94
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Polymath.md
@@ -0,0 +1,19 @@
+---
+title: "Polymath"
+noteType: ":luggage:"
+aliases: "Polymath"
+foundryId: Item.him1c4kgQBMPAGKI
+tags:
+ - Item
+---
+
+# Polymath
+![[systems-pf2e-icons-features-classes-polymath.webp|150]]
+
+Your muse is a jack of all trades, flitting between skills and pursuits. Some bards are constantly moved by new muses or draw their inspiration from an idealized being, whether it's based on a real person or purely philosophical. If your muse is a single creature, it might be an eclectic creature like a fey or one who's learned a lot over a long lifespan; if a deity, it might be Desna or Calistria. Art inspired by a polymath muse is restless, with each composition exhibiting new techniques and an ever-evolving style.
+
+As a bard with a polymath muse, you are interested in a wide array of topics but rarely dedicated to any one, and you rarely make up your mind—you want to try everything.
+
+**Muse Feat** [[Versatile Performance]]
+
+**Muse Spell** [[Phantasmal Minion]]
diff --git a/content/mechanics/srd/Class Features/Powerful Alchemy.md b/content/mechanics/srd/Class Features/Powerful Alchemy.md
new file mode 100755
index 000000000..d99359560
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Powerful Alchemy.md
@@ -0,0 +1,13 @@
+---
+title: "Powerful Alchemy"
+noteType: ":luggage:"
+aliases: "Powerful Alchemy"
+foundryId: Item.08EC9Cx2LzhKfl1s
+tags:
+ - Item
+---
+
+# Powerful Alchemy
+![[systems-pf2e-icons-features-classes-powerful-alchemy.webp|150]]
+
+Alchemical items you create on the fly are particularly potent. When you use [[Quick Alchemy]] to create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.
diff --git a/content/mechanics/srd/Class Features/Powerful Fist.md b/content/mechanics/srd/Class Features/Powerful Fist.md
new file mode 100755
index 000000000..03068f3ea
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Powerful Fist.md
@@ -0,0 +1,13 @@
+---
+title: "Powerful Fist"
+noteType: ":luggage:"
+aliases: "Powerful Fist"
+foundryId: Item.XCQVejUBHtq2s5H9
+tags:
+ - Item
+---
+
+# Powerful Fist
+![[systems-pf2e-icons-features-classes-powerful-fist.webp|150]]
+
+You know how to wield your fists as deadly weapons. The damage die for your fist increases to 1d6 instead of 1d4. Most people take a -2 circumstance penalty when making a lethal attack with nonlethal unarmed attacks, because they find it hard to use their fists with deadly force. You don't take this penalty when making a lethal attack with your fist or any other unarmed attacks.
diff --git a/content/mechanics/srd/Class Features/Precise Discipline.md b/content/mechanics/srd/Class Features/Precise Discipline.md
new file mode 100755
index 000000000..ae54d0ff1
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Precise Discipline.md
@@ -0,0 +1,19 @@
+---
+title: "Precise Discipline"
+noteType: ":luggage:"
+aliases: "Precise Discipline"
+foundryId: Item.fN8QKDPHiXdNjtkH
+tags:
+ - Item
+---
+
+# Precise Discipline
+![[systems-pf2e-icons-features-classes-precise-discipline.webp|150]]
+
+Determine intended outcome. Align thoughts. Identify and resolve distractions. Manifest. Intentional focus is the key to unleashing your abilities, whether that's because your power naturally tends to precise, discrete effects, or because you've adopted strict discipline to ensure your mind can change the world only when you intend it to.
+
+Your thought components are calculations you make to determine the forces you need to call upon. Perhaps you mentally weigh the mass of an object against the force of gravity to levitate it or you might determine exactly how much energy is needed for an object to combust. Calculation components tend to impart ordered visual and auditory effects to your spell manifestation, such as regular tessellations of light, mathematical spirals, or harmonic tones.
+
+**Key Ability** Your key ability score is Intelligence.
+
+**Psyche Action** [[Calculate Threats]]
diff --git a/content/mechanics/srd/Class Features/Precise Strike.md b/content/mechanics/srd/Class Features/Precise Strike.md
new file mode 100755
index 000000000..e9a20f5ef
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Precise Strike.md
@@ -0,0 +1,15 @@
+---
+title: "Precise Strike"
+noteType: ":luggage:"
+aliases: "Precise Strike"
+foundryId: Item.rJCNzPKQ0lAhQEpL
+tags:
+ - Item
+---
+
+# Precise Strike
+![[systems-pf2e-icons-features-classes-precise-strike.webp|150]]
+
+You Strike with flair. When you have panache and you Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal 2 additional precision damage. If the strike is part of a finisher, the additional damage is 2d6 precision damage instead.
+
+As your swashbuckler level increases, so does your additional damage for precise strike. Increase the amount of additional damage on a Strike and the number of additional dice on a finisher by one at 5th, 9th, 13th, and 17th levels.
diff --git a/content/mechanics/srd/Class Features/Precision.md b/content/mechanics/srd/Class Features/Precision.md
new file mode 100755
index 000000000..ea5d398d7
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Precision.md
@@ -0,0 +1,13 @@
+---
+title: "Precision"
+noteType: ":luggage:"
+aliases: "Precision"
+foundryId: Item.41gHnfSMjwPg1PVI
+tags:
+ - Item
+---
+
+# Precision
+![[icons-skills-ranged-target-bullseye-archer-orange.webp|150]]
+
+You have trained to aim for your prey's weak points. The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage. (Precision damage increases the damage you already deal, using the same type, but is ineffective against creatures that lack vital organs or weak points.) At 11th level, the extra damage increases to 2d8 precision damage, and at 19th level, the extra damage increases to 3d8 precision damage.
diff --git a/content/mechanics/srd/Class Features/Precognitive Reflexes.md b/content/mechanics/srd/Class Features/Precognitive Reflexes.md
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index 000000000..9cf32821c
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Precognitive Reflexes.md
@@ -0,0 +1,13 @@
+---
+title: "Precognitive Reflexes"
+noteType: ":luggage:"
+aliases: "Precognitive Reflexes"
+foundryId: Item.XIXWS2TgYJYengzh
+tags:
+ - Item
+---
+
+# Precognitive Reflexes
+![[systems-pf2e-icons-features-classes-lightning-reflexes.webp|150]]
+
+Minor precognition ensures you can react to threats slightly before they occur. Your proficiency rank for Reflex saves increases to expert.
diff --git a/content/mechanics/srd/Class Features/Primal Hierophant.md b/content/mechanics/srd/Class Features/Primal Hierophant.md
new file mode 100755
index 000000000..e56c20165
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Primal Hierophant.md
@@ -0,0 +1,13 @@
+---
+title: "Primal Hierophant"
+noteType: ":luggage:"
+aliases: "Primal Hierophant"
+foundryId: Item.uyDkfmLRvVUuxd1C
+tags:
+ - Item
+---
+
+# Primal Hierophant
+![[systems-pf2e-icons-features-classes-primal-hierophant.webp|150]]
+
+You command the most potent forces of primal magic and can cast a spell of truly incredible power. You gain a single 10th-rank spell slot and can prepare a spell in that slot using druid spellcasting. Unlike with other spell slots, you can't use 10-rank slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You don't gain more 10th-rank spells as you level up, but you can take the [[Hierophant's Power]] feat to gain a second slot.
diff --git a/content/mechanics/srd/Class Features/Prodigious Will.md b/content/mechanics/srd/Class Features/Prodigious Will.md
new file mode 100755
index 000000000..b1f0c421a
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Prodigious Will.md
@@ -0,0 +1,13 @@
+---
+title: "Prodigious Will"
+noteType: ":luggage:"
+aliases: "Prodigious Will"
+foundryId: Item.0SreN4Ut9U1eBXEt
+tags:
+ - Item
+---
+
+# Prodigious Will
+![[systems-pf2e-icons-features-classes-resolve.webp|150]]
+
+Your mind is simply too complex and sophisticated to be tampered with. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Psi Cantrips and Amps.md b/content/mechanics/srd/Class Features/Psi Cantrips and Amps.md
new file mode 100755
index 000000000..15ead24e6
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Psi Cantrips and Amps.md
@@ -0,0 +1,17 @@
+---
+title: "Psi Cantrips and Amps"
+noteType: ":luggage:"
+aliases: "Psi Cantrips and Amps"
+foundryId: Item.0d8Gar3MJgrfDPjx
+tags:
+ - Item
+---
+
+# Psi Cantrips and Amps
+![[systems-pf2e-icons-features-classes-psy-cantrips-and-amps.webp|150]]
+
+The magic of your mind manifests as psi cantrips, which you can modify by spending Focus Points. Like other cantrips, you can cast psi cantrips as often as you like, and they are automatically heightened to half your level rounded up. Your psi cantrips are in addition to the cantrips you choose from the occult list as part of your psychic spellcasting. Generally, only feats can give you more psi cantrips. Unlike other cantrips, you can't swap out psi cantrips gained from psychic feats at a later level, unless you swap out the specific feat via retraining. At 1st level, you learn three psi cantrips determined by your choice of conscious mind; one is a unique psi cantrip and two are common cantrips, typically from the occult spellcasting tradition, that you always cast as psi cantrips. You automatically gain more psi cantrips as you progress in your career as a psychic.
+
+You start with a focus pool of 2 Focus Points. However, unlike other spellcasters, you don't gain focus spells that cost Focus Points to cast. Instead, you use your Focus Points to boost or modify your psi cantrips by applying amps- specialized thoughtforms that alter the expression of your psychic power. Each of your psi cantrips has a special amp heading. Whenever you cast a psi cantrip, you can amp it by spending 1 Focus Point to add the amp effect. You can also gain additional amps through feats, allowing you to substitute a psi cantrip's normal amp effect for another one. You choose which amp to use, if you choose to use any, each time you cast a psi cantrip. Unless otherwise noted, you can apply only one amp to a given psi cantrip.
+
+You refill your focus pool during your daily preparations, and you can regain Focus Points by spending 10 minutes using the [[Refocus]] activity to explore your mind, whether via meditation, practicing a craft or activity that gives you the mental space to self-reflect, or talking through your thoughts and feelings with yourself or another. If you've spent Focus Points only to amp psi cantrips or fuel psychic abilities since the last time you Refocused, you regain 2 Focus Points when you Refocus, up to your maximum of 2. If you've spent Focus Points on focus spells or abilities other than those from the psychic class (for instance, to cast a focus spell you gained from an archetype), you regain only 1 Focus Point.
diff --git a/content/mechanics/srd/Class Features/Psychic Spellcasting.md b/content/mechanics/srd/Class Features/Psychic Spellcasting.md
new file mode 100755
index 000000000..226d83dac
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Psychic Spellcasting.md
@@ -0,0 +1,56 @@
+---
+title: "Psychic Spellcasting"
+noteType: ":luggage:"
+aliases: "Psychic Spellcasting"
+foundryId: Item.97oL2gVTsJ1Otrjr
+tags:
+ - Item
+---
+
+# Psychic Spellcasting
+![[systems-pf2e-icons-features-classes-psychic-spellcasting.webp|150]]
+
+## Psychic Spellcasting
+
+You access the vast well of power that resides within your own mind, calling forth psychic magic with nothing but thought and will. You can cast occult spells using the Cast a Spell activity. You alter some of the standard spell components when casting spells you know from your psychic spellcasting. Instead of speaking, you substitute any verbal components with a special mental component determined by your subconscious mind class feature. This represents how you exert your mind toward your intended effect. Any of these components impart the concentrate trait to the spell you're casting. You also substitute any material components with somatic components, though these tend to be simple movements of the hand or head compared to those used by other spellcasters. Your spells still have clear and noticeable visual and auditory manifestations, as normal for a spellcaster.
+
+Each day, you can cast one 1st-level spell. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.
+
+As you increase in level as a psychic, your number of spells per day increases, as does the highest level of spells you can cast, as shown on Table 2: Psychic Spells per Day.
+
+Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is determined by your subconscious mind, your spell attack rolls and spell DCs use the modifier for the ability stated in your subconscious mind.
+
+### **Heightening Spells**
+
+When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast to heighten it to that level. Many spells have specific improvements when heightened to certain levels. The signature spells class feature lets you heighten certain spells freely.
+
+### **Cantrips**
+
+Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up-this is usually equal to the highest level of psychic spell slot you have. For example, as a 1st-level psychic, your cantrips are 1st-level spells, and as a 5th-level psychic, your cantrips are 3rd-level spells.
+
+As a psychic, you get the ability to improve some of your cantrips with special benefits and psi amps. Over the course of your career, your choice of conscious mind class feature gives you extra cantrips, benefits and psi amps for cantrips, and a collection of unique psi cantrips.
+
+Psychic Spells per Day
+| Your Level | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
+| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
+| 1 | 3\* | 1 | \- | \- | \- | \- | \- | \- | \- | \- | \- |
+| 2 | 3\* | 2 | \- | \- | \- | \- | \- | \- | \- | \- | \- |
+| 3 | 3\* | 2 | 1 | \- | \- | \- | \- | \- | \- | \- | \- |
+| 4 | 3\* | 2 | 2 | \- | \- | \- | \- | \- | \- | \- | \- |
+| 5 | 3\* | 2 | 2 | 1 | \- | \- | \- | \- | \- | \- | \- |
+| 6 | 3\* | 2 | 2 | 2 | \- | \- | \- | \- | \- | \- | \- |
+| 7 | 3\* | 2 | 2 | 2 | 1 | \- | \- | \- | \- | \- | \- |
+| 8 | 3\* | 2 | 2 | 2 | 2 | \- | \- | \- | \- | \- | \- |
+| 9 | 3\* | 2 | 2 | 2 | 2 | 1 | \- | \- | \- | \- | \- |
+| 10 | 3\* | 2 | 2 | 2 | 2 | 2 | \- | \- | \- | \- | \- |
+| 11 | 3\* | 2 | 2 | 2 | 2 | 2 | 1 | \- | \- | \- | \- |
+| 12 | 3\* | 2 | 2 | 2 | 2 | 2 | 2 | \- | \- | \- | \- |
+| 13 | 3\* | 2 | 2 | 2 | 2 | 2 | 2 | 1 | \- | \- | \- |
+| 14 | 3\* | 2 | 2 | 2 | 2 | 2 | 2 | 2 | \- | \- | \- |
+| 15 | 3\* | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 1 | \- | \- |
+| 16 | 3\* | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | \- | \- |
+| 17 | 3\* | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 1 | \- |
+| 18 | 3\* | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | \- |
+| 19 | 3\* | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 1† |
+| 20 | 3\* | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2† |
+| \* Your conscious mind gives you three additional cantrips with amps. One cantrip is unique to your conscious mind.
† The infinite mind class feature gives you a 10th-level spell slot that works a bit differently from other spell slots. | | | | | | | | | | | |
diff --git a/content/mechanics/srd/Class Features/Psychic Weapon Expertise.md b/content/mechanics/srd/Class Features/Psychic Weapon Expertise.md
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index 000000000..3432751b1
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Psychic Weapon Expertise.md
@@ -0,0 +1,13 @@
+---
+title: "Psychic Weapon Expertise"
+noteType: ":luggage:"
+aliases: "Psychic Weapon Expertise"
+foundryId: Item.QGZgIkLsUkhe6T0J
+tags:
+ - Item
+---
+
+# Psychic Weapon Expertise
+![[icons-skills-melee-hand-grip-staff-yellow-brown.webp|150]]
+
+Training and magic have improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert.
diff --git a/content/mechanics/srd/Class Features/Psychic Weapon Specialization.md b/content/mechanics/srd/Class Features/Psychic Weapon Specialization.md
new file mode 100755
index 000000000..e5619c257
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Psychic Weapon Specialization.md
@@ -0,0 +1,13 @@
+---
+title: "Psychic Weapon Specialization"
+noteType: ":luggage:"
+aliases: "Psychic Weapon Specialization"
+foundryId: Item.EBfZWQ5FbI9MN9LS
+tags:
+ - Item
+---
+
+# Psychic Weapon Specialization
+![[systems-pf2e-icons-features-classes-weapon-specialization.webp|150]]
+
+As you touch a weapon, you glimpse the hands that made and wielded it, teaching you how to inflict greater injuries. You deal 2 additional Damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.
diff --git a/content/mechanics/srd/Class Features/Quick Alchemy.md b/content/mechanics/srd/Class Features/Quick Alchemy.md
new file mode 100755
index 000000000..83fc9c699
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Quick Alchemy.md
@@ -0,0 +1,13 @@
+---
+title: "Quick Alchemy"
+noteType: ":luggage:"
+aliases: "Quick Alchemy"
+foundryId: Item.3cZRp8JQBtDcKdcr
+tags:
+ - Item
+---
+
+# Quick Alchemy
+![[icons-tools-laboratory-vials-blue-pink.webp|150]]
+
+If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the [[Quick Alchemy]] action.
diff --git a/content/mechanics/srd/Class Features/Quick Rage.md b/content/mechanics/srd/Class Features/Quick Rage.md
new file mode 100755
index 000000000..c056e2762
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Quick Rage.md
@@ -0,0 +1,13 @@
+---
+title: "Quick Rage"
+noteType: ":luggage:"
+aliases: "Quick Rage"
+foundryId: Item.tY1ePVOonXug8a6E
+tags:
+ - Item
+---
+
+# Quick Rage
+![[systems-pf2e-icons-features-classes-quick-rage.webp|150]]
+
+You recover from your Rage quickly, and are soon ready to begin anew. After you spend a full turn without raging, you can Rage again without needing to wait 1 minute.
diff --git a/content/mechanics/srd/Class Features/Rage.md b/content/mechanics/srd/Class Features/Rage.md
new file mode 100755
index 000000000..47a435dc7
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Rage.md
@@ -0,0 +1,13 @@
+---
+title: "Rage"
+noteType: ":luggage:"
+aliases: "Rage"
+foundryId: Item.RNIPCQNNv2fD62U8
+tags:
+ - Item
+---
+
+# Rage
+![[icons-skills-wounds-injury-face-impact-orange.webp|150]]
+
+You gain the [[Rage]] action, which lets you fly into a frenzy.
diff --git a/content/mechanics/srd/Class Features/Raging Resistance.md b/content/mechanics/srd/Class Features/Raging Resistance.md
new file mode 100755
index 000000000..c3bf521ad
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Raging Resistance.md
@@ -0,0 +1,15 @@
+---
+title: "Raging Resistance"
+noteType: ":luggage:"
+aliases: "Raging Resistance"
+foundryId: Item.UK8ssUITk27UnMgk
+tags:
+ - Item
+---
+
+# Raging Resistance
+![[systems-pf2e-icons-features-classes-raging-resistance.webp|150]]
+
+Repeated exposure and toughened skin allow you to fend off harm. While raging, you gain resistance equal to 3 + your Constitution modifier to damage types based on your instinct.
+
+See specific instincts for more information.
diff --git a/content/mechanics/srd/Class Features/Ranger Expertise.md b/content/mechanics/srd/Class Features/Ranger Expertise.md
new file mode 100755
index 000000000..90b2fdab1
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Ranger Expertise.md
@@ -0,0 +1,13 @@
+---
+title: "Ranger Expertise"
+noteType: ":luggage:"
+aliases: "Ranger Expertise"
+foundryId: Item.ti8ZFU2hNKSWxedg
+tags:
+ - Item
+---
+
+# Ranger Expertise
+![[systems-pf2e-icons-features-classes-ranger-expertise.webp|150]]
+
+You've gained techniques that improve your cunning and skill. Your proficiency rank for your ranger DC increases to expert. If you have warden spells, your proficiency rank for spell attacks and spell DCs increases to expert.
diff --git a/content/mechanics/srd/Class Features/Ranger Weapon Expertise.md b/content/mechanics/srd/Class Features/Ranger Weapon Expertise.md
new file mode 100755
index 000000000..2c2b45874
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Ranger Weapon Expertise.md
@@ -0,0 +1,13 @@
+---
+title: "Ranger Weapon Expertise"
+noteType: ":luggage:"
+aliases: "Ranger Weapon Expertise"
+foundryId: Item.5TgyxY165Eh7AUbg
+tags:
+ - Item
+---
+
+# Ranger Weapon Expertise
+![[icons-skills-melee-hand-grip-sword-red.webp|150]]
+
+You gain every advantage from your weapons. Your proficiency rank for martial weapons, simple weapons, and unarmed attacks increases to expert. You gain access to the critical specialization effects of all such weapons and unarmed attacks when attacking your hunted prey.
diff --git a/content/mechanics/srd/Class Features/Razor Prongs.md b/content/mechanics/srd/Class Features/Razor Prongs.md
new file mode 100755
index 000000000..ee5a1a109
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Razor Prongs.md
@@ -0,0 +1,13 @@
+---
+title: "Razor Prongs"
+noteType: ":luggage:"
+aliases: "Razor Prongs"
+foundryId: Item.bACCXbqyuZTrthCr
+tags:
+ - Item
+---
+
+# Razor Prongs
+![[systems-pf2e-icons-features-classes-razor-prongs.webp|150]]
+
+You can knock down and slash your foes with sharp, curved blades added to your weapon. Your innovation gains the trip and versatile S traits.
diff --git a/content/mechanics/srd/Class Features/Reactive Strike.md b/content/mechanics/srd/Class Features/Reactive Strike.md
new file mode 100755
index 000000000..9e12e48b4
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Reactive Strike.md
@@ -0,0 +1,13 @@
+---
+title: "Reactive Strike"
+noteType: ":luggage:"
+aliases: "Reactive Strike"
+foundryId: Item.2EdqmvwYbEPCun5B
+tags:
+ - Item
+---
+
+# Reactive Strike
+![[systems-pf2e-icons-features-classes-attack-of-opportunity.webp|150]]
+
+Ever watchful for weaknesses, you can quickly attack foes that leave an opening in their defenses. You gain the [[Reactive Strike]] reaction.
diff --git a/content/mechanics/srd/Class Features/Reconfigure.md b/content/mechanics/srd/Class Features/Reconfigure.md
new file mode 100755
index 000000000..237daaba9
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Reconfigure.md
@@ -0,0 +1,15 @@
+---
+title: "Reconfigure"
+noteType: ":luggage:"
+aliases: "Reconfigure"
+foundryId: Item.k3l0d4FznDKRaaVp
+tags:
+ - Item
+---
+
+# Reconfigure
+![[systems-pf2e-icons-features-classes-reconfigure.webp|150]]
+
+You've become an expert in all crafts and are always adjusting your inventions. You can attempt to change the modifications on your innovation by spending 1 day of downtime tinkering with it and attempting a Crafting check, with a high DC for your level. On a success, you can change one modification you've chosen for your innovation to a different modification of the same kind (initial, breakthrough, or revolutionary).
+
+If you have any modification feats, on a successful check you can choose to instead retrain a modification feat to a different modification feat. The new feat has to meet the standard restrictions for retraining.
diff --git a/content/mechanics/srd/Class Features/Redeemer.md b/content/mechanics/srd/Class Features/Redeemer.md
new file mode 100755
index 000000000..3bfd4e09a
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Redeemer.md
@@ -0,0 +1,25 @@
+---
+title: "Redeemer"
+noteType: ":luggage:"
+aliases: "Redeemer"
+foundryId: Item.bhRNj9xIDqCLzqkH
+tags:
+ - Item
+---
+
+# Redeemer
+![[icons-magic-nature-symbol-sun-yellow.webp|150]]
+
+You're full of kindness and forgiveness. You gain the [[Glimpse of Redemption]] champion's reaction and the [[Lay on Hands]] devotion spell. Your code gains the follow edicts and anathema:
+
+**Edicts** try to redeem those who commit wicked deeds, show compassion to others regardless of their authority or station
+
+**Anathema** kill a sapient enemy without first offering a chance at redemption
+
+## Divine SmiteLevel 9
+
+A guilty conscience assails foes who spurn your Glimpse of Redemption. A foe that responds to your Glimpse of Redemption by dealing damage takes persistent spirit damage equal to your Charisma modifier.
+
+## ExaltLevel 11
+
+You protect multiple allies. You can apply the resistance granted by Glimpse of Redemption to yourself and all allies within 15 feet of you, including the triggering ally, except the resistance is reduced by 2 for all.
diff --git a/content/mechanics/srd/Class Features/Reflex Expertise.md b/content/mechanics/srd/Class Features/Reflex Expertise.md
new file mode 100755
index 000000000..5ae2be479
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Reflex Expertise.md
@@ -0,0 +1,15 @@
+---
+title: Reflex Expertise
+noteType: ":luggage:"
+aliases:
+ - Reflex Expertise
+ - Lightning Reflexes
+foundryId: Item.ARW7S3HujKTYKdPq
+tags:
+ - Item
+---
+
+# Reflex Expertise
+![[systems-pf2e-icons-features-classes-lightning-reflexes.webp|150]]
+
+You've developed a knack for dodging danger. Your proficiency rank for Reflex saves increases to expert.
diff --git a/content/mechanics/srd/Class Features/Reflow Elements.md b/content/mechanics/srd/Class Features/Reflow Elements.md
new file mode 100755
index 000000000..4831b8784
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Reflow Elements.md
@@ -0,0 +1,13 @@
+---
+title: "Reflow Elements"
+noteType: ":luggage:"
+aliases: "Reflow Elements"
+foundryId: Item.j2vkVockcviKcFbd
+tags:
+ - Item
+---
+
+# Reflow Elements
+![[icons-magic-fire-explosion-flame-blue.webp|150]]
+
+You twist one of the impulses you've learned into a different but still similar magic. When you make your daily preparations, you can replace one of your impulse feats with a different impulse feat that has the same elemental trait. You can reflow only impulse feats that have exactly one elemental trait, not composite impulse feats or feats that vary by element. This follows the same rules as retraining; you can replace impulse feats gained through your class feats or through class features that grant you impulse feats.
diff --git a/content/mechanics/srd/Class Features/Regalia.md b/content/mechanics/srd/Class Features/Regalia.md
new file mode 100755
index 000000000..8e43bfa31
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Regalia.md
@@ -0,0 +1,35 @@
+---
+title: "Regalia"
+noteType: ":luggage:"
+aliases: "Regalia"
+foundryId: Item.bhNrVcmqr8zZdLQQ
+tags:
+ - Item
+---
+
+# Regalia
+![[systems-pf2e-icons-features-classes-regalia.webp|150]]
+
+Regalia implements represent rulership, leadership, and social connections. While they differ in shape depending on regional customs and markers used to signify authority, common regalia implements are scepters, jeweled orbs, and heraldic banners. Regalia implements are associated with the harrow suit of crowns and the astrological signs of the patriarch and the sovereign dragon.
+
+### **Initiate Benefit**
+
+While you hold your regalia, you gain an air of authority and bolster the courage of allies who believe in you. Your regalia aids you when you attempt to convince others. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks. Allies who can see you can use Follow the Expert to follow you even if you're only trained in a skill and not an expert, due to the competence you clearly exude. When they do, the circumstance bonus they gain from Following the Expert is +1.
+
+When you are holding your regalia, you gain an inspiring aura that stokes the courage of you and all allies in a 15 foot emanation who can see you, granting them a +1 status bonus to saving throws against fear. At the end of your turn, at the same time you would reduce your frightened value by 1, you reduce the frightened value of all allies within your inspiring aura by 1. Your aura has the emotion, mental, and visual traits.
+
+### **Adept Benefit**
+
+Your regalia's power increases, and so do the abilities it grants. The circumstance bonus you gain to Deception, Diplomacy, and Intimidation increases to +2, as long as you have master proficiency in each skill. When others use Follow the Expert to follow you, you grant them a +2 circumstance bonus if you are trained, +3 if you have expert proficiency, or +4 if you have master or legendary proficiency.
+
+The courage your aura instills grows stronger. The +1 status bonus now applies to all saving throws against mental effects, rather than only against fear, and you and allies in your aura gain a +2 status bonus to damage rolls. At 11th level, this increases to a +3 status bonus to damage rolls, and at 17th level, this increases to a +4 status bonus to damage rolls.
+
+### **Intensify Vulnerability**
+
+Your regalia implement makes you seem more confident and inspiring with each success. Whenever you successfully Strike the target of your Exploit Vulnerability, choose an ally that you can see. That ally gains a +1 circumstance bonus to its attack rolls against the creature until the beginning of your next turn. If the attack roll was a critical hit, the circumstance bonus increases to +2.
+
+### **Paragon Benefit**
+
+Your regalia grants you the true gravitas of rulership, tying together the hearts and minds of your allies and making it impossible for you to leave a bad impression. If you roll a critical failure on a check to [[Coerce]], Make an Impression, or Request, you get a failure instead. When others use Follow the Expert to follow you, you grant them a +3 circumstance bonus if you are trained or +4 if you are an expert or above.
+
+Allies in your inspiring aura aren't [[Off-Guard]] from being flanked unless you too are flanked. If one of your allies in the aura is clumsy, enfeebled, frightened, sickened, or stupefied, the status penalty your ally takes from the condition is 1 lower than the condition's value as long as the ally remains in the aura, unless you too are affected by the same condition.
diff --git a/content/mechanics/srd/Class Features/Research Field.md b/content/mechanics/srd/Class Features/Research Field.md
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+++ b/content/mechanics/srd/Class Features/Research Field.md
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+---
+title: "Research Field"
+noteType: ":luggage:"
+aliases: "Research Field"
+foundryId: Item.rLu8YwD0TOiQry1H
+tags:
+ - Item
+---
+
+# Research Field
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+Your inquiries into the alchemical nature of the universe have led you to focus on a particular field of research. You might have a degree from a scientific institute, correspond with other researchers in your field, or work as a genius loner. Choose a field of research.
+
+Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of infused reagents to create your signature items using advanced alchemy, you create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field's list of possible signature items.
diff --git a/content/mechanics/srd/Class Features/Resolute Faith.md b/content/mechanics/srd/Class Features/Resolute Faith.md
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--- /dev/null
+++ b/content/mechanics/srd/Class Features/Resolute Faith.md
@@ -0,0 +1,13 @@
+---
+title: "Resolute Faith"
+noteType: ":luggage:"
+aliases: "Resolute Faith"
+foundryId: Item.CosKawHnCMflhVaB
+tags:
+ - Item
+---
+
+# Resolute Faith
+![[icons-magic-holy-chalice-glowing-gold.webp|150]]
+
+Belief provides a bulwark against insidious thoughts. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Resolve.md b/content/mechanics/srd/Class Features/Resolve.md
new file mode 100755
index 000000000..093d37880
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Resolve.md
@@ -0,0 +1,13 @@
+---
+title: "Resolve"
+noteType: ":luggage:"
+aliases: "Resolve"
+foundryId: Item.bkcB0GTs4aZCud2p
+tags:
+ - Item
+---
+
+# Resolve
+![[systems-pf2e-icons-features-classes-resolve.webp|150]]
+
+You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Revelation Spells.md b/content/mechanics/srd/Class Features/Revelation Spells.md
new file mode 100755
index 000000000..cf19b77cb
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Revelation Spells.md
@@ -0,0 +1,17 @@
+---
+title: "Revelation Spells"
+noteType: ":luggage:"
+aliases: "Revelation Spells"
+foundryId: Item.e95sYugAEWrtb7gm
+tags:
+ - Item
+---
+
+# Revelation Spells
+![[systems-pf2e-icons-features-classes-revelation-spells.webp|150]]
+
+The powers of your mystery manifest in the form of revelation spells, which are a type of focus spell. Casting a revelation spell costs 1 Focus Point and increases the effects of your [[Oracular Curse]]. You start with a focus pool of 2 Focus Points. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to reconcile the conflicting or unconventional nature of your divine mystery.
+
+Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, and you can't cast them using spell slots (see [[Divine Spellcasting (Oracle)]]). Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.
+
+Revelation spells have the cursebound trait, unlike other focus spells. This trait means they increase the severity of your oracular curse (see below) when cast. You can't cast a cursebound spell if you don't have an oracular curse.You learn two revelation spells at 1st level. The first is an initial revelation spell determined by your mystery. The second is an initial domain spell you select from one of the domains associated with your mystery, which you cast as a revelation spell, causing it to gain the cursebound trait.
diff --git a/content/mechanics/srd/Class Features/Revolutionary Innovation.md b/content/mechanics/srd/Class Features/Revolutionary Innovation.md
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index 000000000..9bb19aca5
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Revolutionary Innovation.md
@@ -0,0 +1,42 @@
+---
+title: "Revolutionary Innovation"
+noteType: ":luggage:"
+aliases: "Revolutionary Innovation"
+foundryId: Item.KsVAcTfA4RZljrzu
+tags:
+ - Item
+---
+
+# Revolutionary Innovation
+![[systems-pf2e-icons-features-classes-revolutionary-innovation.webp|150]]
+
+You are an unparalleled genius and have discovered a technique that will revolutionize your chosen field-or at least for the time being, your innovation! Choose a revolutionary modification to apply to your innovation. You can also choose an initial or breakthrough modification of the same type instead, if you prefer.
+
+### Revolutionary Armor Modifications
+
+* **Automated Impediments** Your armor uses electromagnetic fields, subharmonic distortions, or other techniques to make it difficult for those close to you to move unless you allow it. While wearing your armor, all spaces adjacent to you are difficult terrain for your enemies.
+* **Energy Barrier** Your armor's defenses ablate any kind of energy coming your way. While wearing your armor, you gain resistance to all energy damage (acid, cold, electricity, fire, force, sonic, vitality, and void damage) equal to 2 + half your level. You must have the harmonic oscillator, metallic reactance, or phlogistonic regulator modification to select this modification.
+* **Incredible Resistance** You've improved upon your breakthrough modification's ability to resist damage. Choose one of the following breakthrough modifications your innovation has: dense plating, layered mesh, or tensile absorption. Increase the resistance you gain from that modification to be equal to your level, instead of half your level.
+* **Multisensory Mask (Subterfuge Suit Only)** You've built a multisensory mask over your armor that protects you by distorting your figure from all senses, leaving behind only a hazy image, muffled sounds, and so forth. While wearing the armor, you gain concealment against all creatures, even if they are using a nonvisual precise sense, such as a bat's echolocation. As normal for effects that leave your location obvious, you can't use this concealment to Hide or Sneak. If you use a hostile action, the concealment ends until you restore the mask as a single action, which has the manipulate trait.
+* **Perfect Fortification (Power Suit Only)** You've outfitted your armor with such heavy fortifications that deadly attacks often lose their edge. Each time you're critically hit while wearing the armor, attempt a DC 13 flat check. On a success, it becomes a normal hit. This isn't cumulative with fortification runes or other abilities that reduce critical hits with a flat check. Additionally, you gain resistance 2 + half your level against precision damage.
+* **Physical Protections** Your armor has so many adjustments and precautions that it can guard against all physical damage. While wearing your armor, you gain resistance to all physical damage (bludgeoning, piercing, and slashing damage, as well as persistent bleed damage) equal to half your level. You must have the dense plating, layered mesh, or tensile absorption breakthrough modification to select this modification.
+* **Rune Capacity** Whether you've done some dabbling in orichalcum alloys or found another engineering solution, you've built your innovation in such a way that it can hold an additional property rune. Your innovation can have one more property rune than a normal item of its kind (to a maximum of four property runes with a +3 potency armor).
+
+### Revolutionary Construct Modifications
+
+* **Flight Chassis** You fit your construct with a means of flight, such as adding rotors or rebuilding it with wings and a lightweight construction. Your innovation gains a fly Speed of 25 feet.
+* **Miracle Gears** As you perfect your innovation's cortex, it becomes much more intelligent. Its Intelligence modifier increases by 2, and it learns a language of your choice from among the languages you know. Your construct gains the ability to use actions that require greater Intelligence, like Coerce and Decipher Writing. Finally, your construct becomes legendary in two Intelligence- or Charisma-based skills of your choice. You must have the marvelous gears modification to select this modification.
+* **Resistant Coating** Your innovation is hard to damage by any means. It gains resistance 5 to all damage (except adamantine).
+* **Runic Keystone** You've incorporated a device similar to a runestone into your innovation, allowing it to hold a property rune, even though it isn't a weapon or suit of armor. An armor property rune affects your innovation itself if it would affect the wearer of the armor. A weapon property rune grants whatever properties it would normally grant to a weapon to your innovation's unarmed attacks, following all the requirements as normal (for instance, a vorpal rune would only apply to slashing melee unarmed attacks); if the rune affects only ranged attacks, it has no effect unless your innovation has a built-in ranged attack (from the projectile launcher initial modification, for example). If the rune would affect the physical shape or appearance of the weapon or armor itself, like glamered, the rune has no effect when etched into your construct.
+* **Wall Configuration** Your innovation can transform from a mobile construct to a stationary battlefield emplacement. It can unfold as a 2-action activity that has the manipulate trait, changing from its usual form into a thin, straight wall of metal and gears up to 10 feet tall and 30 feet long. The wall must extend through your innovation's original space. While your construct is a wall, it can't take any actions except to use the same activity to transform back, and it can't defend itself easily, making it [[Off-Guard]] and giving it an additional -2 status penalty to its AC. The wall blocks line of sight and effect unless your innovation has half its maximum HP or fewer, at which point holes in the wall allow creatures to see through and attack with cover, and Tiny creatures to slip through.
+
+### Revoluitionary Weapon Modifications
+
+* **Attack Refiner** Your weapon makes minute recalibrations after every missed attack to ensure the next lands true. Your innovation gains the backswing and shove traits.
+* **Deadly Strike** Through precise calculation, you've found the perfect shape for your weapon to deal extreme damage on a well-placed strike. Your innovation gains the deadly d8 trait. If your innovation was already deadly, it increases its deadly die to d12 instead of gaining deadly d8.
+* **Enhanced Damage** You've made your innovation more powerful than other weapons of its kind. Increase your innovation's weapon damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12). As normal, you can't increase your die by more than one size, so this modification isn't cumulative with complex simplicity.
+* **Extensible Weapon (Melee only)** You've found a way to construct your weapon so that it can extend while leaving its balance unchanged. Your innovation gains the reach trait. If the weapon already had the reach trait, it increases your reach by an additional 10 feet, instead of the usual additional 5 feet.
+* **Impossible Alloy** Other inventors claim it's not even technically possible, but you've managed to create several metal alloys that seem to work for only you. These alloys can damage opponents vulnerable to any one of the seven skymetals. Your innovation is treated as all seven skymetals (abysium, adamantine, djezet, inubrix, noqual, orichalcum, and siccatite). This means you deal more damage to a variety of creatures, though you don't apply any of the other special effects for weapons made of those skymetals.
+* **Momentum Retainer (Melee only)** A special weighted device lets your weapon retain more of its momentum when you attack. Your innovation gains the forceful and versatile B traits.
+* **Omnirange Stabilizers (Ranged only)** You've modified your innovation to be dangerous and effective at any range. If your innovation had the volley trait, remove the volley trait. Otherwise, increase your innovation's range increment by 50 feet or an amount equal to the weapon's base range increment, whichever is more.
+* **Rune Capacity** Whether you've dabbled with orichalcum or found another engineering solution, you've built your innovation in such a way that it can hold an additional property rune. Your innovation can have one more property rune than a normal item of its kind (to a maximum of four property runes with a +3 potency weapon).
diff --git a/content/mechanics/srd/Class Features/Rogue Expertise.md b/content/mechanics/srd/Class Features/Rogue Expertise.md
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+---
+title: "Rogue Expertise"
+noteType: ":luggage:"
+aliases: "Rogue Expertise"
+foundryId: Item.83gARMWf1bMASMKP
+tags:
+ - Item
+---
+
+# Rogue Expertise
+![[systems-pf2e-icons-features-classes-rogue-expertise.webp|150]]
+
+Your techniques are now harder to resist. Your proficiency rank for your rogue class DC increases to expert.
diff --git a/content/mechanics/srd/Class Features/Rogue Resilience.md b/content/mechanics/srd/Class Features/Rogue Resilience.md
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+++ b/content/mechanics/srd/Class Features/Rogue Resilience.md
@@ -0,0 +1,13 @@
+---
+title: "Rogue Resilience"
+noteType: ":luggage:"
+aliases: "Rogue Resilience"
+foundryId: Item.8zFiEZPebdq8j1ns
+tags:
+ - Item
+---
+
+# Rogue Resilience
+![[icons-magic-life-cross-explosion-burst-green.webp|150]]
+
+Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert. When you roll a success on a Fortitude save, you get a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Rogue's Racket.md b/content/mechanics/srd/Class Features/Rogue's Racket.md
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+++ b/content/mechanics/srd/Class Features/Rogue's Racket.md
@@ -0,0 +1,23 @@
+---
+title: "Rogue's Racket"
+noteType: ":luggage:"
+aliases: "Rogue's Racket"
+foundryId: Item.pX4iPnSBpvedMPg9
+tags:
+ - Item
+---
+
+# Rogue's Racket
+![[icons-sundries-documents-document-sealed-signatures-red.webp|150]]
+
+You've begun to develop your techniques and approach to a job, while building your reputation in rogues' circles. Choose a rogue's racket from the list below.
+
+[[Eldritch Trickster]]
+
+[[Mastermind]]
+
+[[Ruffian]]
+
+[[Scoundrel]]
+
+[[Thief]]
diff --git a/content/mechanics/srd/Class Features/Rope Shot.md b/content/mechanics/srd/Class Features/Rope Shot.md
new file mode 100755
index 000000000..bd148c78d
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Rope Shot.md
@@ -0,0 +1,17 @@
+---
+title: "Rope Shot"
+noteType: ":luggage:"
+aliases: "Rope Shot"
+foundryId: Item.rBAqqUXw7mTINJSu
+tags:
+ - Item
+---
+
+# Rope Shot
+![[systems-pf2e-icons-features-classes-rope-shot.webp|150]]
+
+**Ranged Only**
+
+* * *
+
+Your weapon can shoot projectiles that split into simple ropes or nets around your foes' legs to trip your targets, and you can climb using the grappling hooks built into the weapon. Your weapon innovation gains the climbing and ranged trip traits.
diff --git a/content/mechanics/srd/Class Features/Ruffian.md b/content/mechanics/srd/Class Features/Ruffian.md
new file mode 100755
index 000000000..a81602279
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Ruffian.md
@@ -0,0 +1,17 @@
+---
+title: "Ruffian"
+noteType: ":luggage:"
+aliases: "Ruffian"
+foundryId: Item.0ciqNArWqww0smlX
+tags:
+ - Item
+---
+
+# Ruffian
+![[systems-pf2e-icons-features-classes-ruffian.webp|150]]
+
+You prefer the direct approach: strong-arming or intimidation. You might be an enforcer for organized crime, a highway bandit, or a noble who bullies others with threats of your family's power.
+
+You use whatever tools you have to get the job done. You can deal sneak attack damage with any weapon, not just the weapons listed in the sneak attack class feature. This benefit doesn't apply to a simple weapon with a damage die greater than d8 or a martial or advanced weapon with a damage die greater than d6. (Apply any abilities that alter the damage die size first.) Critical hits you make with these weapons gain the weapon's critical specialization benefit if the target is [[Off-Guard]] to you.
+
+You're trained in Intimidation and medium armor. You can choose Strength as your key attribute. When you gain light armor expertise, you also gain expert proficiency in medium armor, and when you gain light armor mastery, you also gain master proficiency in medium armor.
diff --git a/content/mechanics/srd/Class Features/Runelord Specialization.md b/content/mechanics/srd/Class Features/Runelord Specialization.md
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index 000000000..e12066db1
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+++ b/content/mechanics/srd/Class Features/Runelord Specialization.md
@@ -0,0 +1,70 @@
+---
+title: "Runelord Specialization"
+noteType: ":luggage:"
+aliases: "Runelord Specialization"
+foundryId: Item.MTEqYwIeTmuVgiLf
+tags:
+ - Item
+---
+
+# Runelord Specialization
+![[icons-magic-symbols-rune-sigil-red-orange.webp|150]]
+
+You draw untold power from runes, sometimes called sin magic. You associate with one of the seven vices, also known as the seven rewards of rule: envy (abjuration), gluttony (necromancy), greed (transmutation), lust (enchantment), pride (illusion), sloth (conjuration), and wrath (evocation). Studying these techniques often tempts you with the associated sin. While leaning into it could corrupt you, it might make you more powerful. If you choose this class archetype, you must select [[Runelord Dedication]] as your 2nd-level class feat.
+
+**Prerequisites** You must be a wizard specializing in one of the seven schools other than divination.
+
+**Runelord Adjustments** In addition to the normal school spell for your chosen school of magic, you learn the initial rune spell associated with your school, with its school adjusted to your chosen school of magic if it wasn't from that school already. Your pool of Focus Points increases to 2 Focus Points. At 8th level, you also learn the advanced rune spell associated with your school, also adjusting its school to match your chosen school of magic if it wasn't already, and your pool of Focus Points increases to 3 Focus Points.
+
+You can Refocus by indulging in your school's sin in lieu of studying your spellbook. As you become more powerful, your indulgence grows. At 12th level, if you indulge in your sin to [[Refocus]], if you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1. At 18th level, if you indulge in your sin to Refocus, if you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.
+
+You are trained in martial polearms. At 11th level, if you gain [[Weapon Expertise]], you become an expert in martial polearms.
+
+Finally, you lose the ability to prepare or cast any spell from your school's prohibited schools. You remove all spells of those schools from your spell list, meaning you can't even activate scrolls or wands of such spells.
+
+**Additional Feats** 2nd [[Tattoo Artist]]
+
+## The Seven Schools
+
+The following seven schools are considered proper specializations of Thassilonian rune magic. In this paradigm, the Thassilonians considered divination magic to be something every wizard should learn but that none need take the effort to master.
+
+### Abjuration (Envy)
+
+Runelords of abjuration specialize in protective magic and in suppressing all other magic to glorify their own.
+
+**Prohibited Schools** evocation, necromancy; **Rune Spells** initial: _[[Ignite Ambition]]_ advanced: _[[Competitive Edge]]_
+
+### Conjuration (Sloth)
+
+Runelords of conjuration use their magic to create what they need as they need it, and call forth servants to do their bidding.
+
+**Prohibited Schools** evocation, illusion; **Rune Spells** initial: _[[Efficient Apport]]_, advanced: _[[Swamp of Sloth]]_
+
+### Enchantment (Lust)
+
+Runelords of enchantment specialize in magic that compels and controls the minds of others, often to fulfill their own needs and desires.
+
+**Prohibited Schools** necromancy, transmutation; **Rune Spells** initial: _[[Charming Touch]]_, advanced: _[[Captivating Adoration]]_
+
+### Evocation (Wrath)
+
+Runelords of evocation channel raw destructive energies and direct them toward all who would oppose their will.
+
+**Prohibited Schools** abjuration, conjuration; **Rune Spells** initial: _[[Weapon Surge]]_, advanced: _[[Zeal for Battle]]_
+
+### Illusion (Pride)
+
+Runelords of illusion use magic to create the perfect appearance and fool others through trickery, deception, and misdirection.
+**Prohibited Schools** conjuration, transmutation; **Rune Spells** initial: _[[Veil of Confidence]]_, advanced: _[[Delusional Pride]]_
+
+### Necromancy (Gluttony)
+
+Runelords of necromancy tap into their constant hunger for more power and enhancing their longevity, potentially even unto undeath.
+
+**Prohibited Schools** abjuration, enchantment; **Rune Spells** initial: _[[Overstuff]]_, advanced: _[[Take its Course]]_
+
+### Transmutation (Greed)
+
+Runelords of transmutation not only transform objects to create value, but also transform and enhance their own power.
+
+**Prohibited Schools** enchantment, illusion; **Rune Spells** initial: _[[Appearance of Wealth]]_, advanced: _[[Precious Metals]]_
diff --git a/content/mechanics/srd/Class Features/School of Ars Grammatica.md b/content/mechanics/srd/Class Features/School of Ars Grammatica.md
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+++ b/content/mechanics/srd/Class Features/School of Ars Grammatica.md
@@ -0,0 +1,28 @@
+---
+title: "School of Ars Grammatica"
+noteType: ":luggage:"
+aliases: "School of Ars Grammatica"
+foundryId: Item.2qZQLGTNhuyYhLmS
+tags:
+ - Item
+---
+
+# School of Ars Grammatica
+![[icons-sundries-books-book-eye-purple.webp|150]]
+
+Runes and wards, numbers and letters—they underpin all magic, making them the logical subject for a wizard who studies fundamental forces. Perhaps you studied at the Pathfinder Society's School of Spells or a similar institution, but whether you're lacing your words with magic to compel others, casting wards around your workshop, or destabilizing the very structure of an opponent's spells, you know this unassuming school carries elegant power.
+
+**Curriculum**
+
+* **cantrips:** [[Message]], [[Sigil]]
+* **1st:** [[Command]], [[Disguise Magic]], [[Runic Body]], [[Runic Weapon]]
+* **2nd:** [[Dispel Magic]], [[Translate]]
+* **3rd:** [[Enthrall]], [[Veil of Privacy]]
+* **4th:** [[Dispelling Globe]], [[Suggestion]]
+* **5th:** [[Sending]], [[Truespeech]]
+* **6th:** [[Repulsion]], [[Spellwrack]]
+* **7th:** [[Contingency]], [[Planar Seal]]
+* **8th:** [[Quandary]], [[Unrelenting Observation]]
+* **9th:** [[Detonate Magic]]
+
+**School Spells** initial: [[Protective Wards]]; advanced: [[Rune of Observation]]
diff --git a/content/mechanics/srd/Class Features/School of Battle Magic.md b/content/mechanics/srd/Class Features/School of Battle Magic.md
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@@ -0,0 +1,28 @@
+---
+title: "School of Battle Magic"
+noteType: ":luggage:"
+aliases: "School of Battle Magic"
+foundryId: Item.6eoPWbr6Tye1i2jQ
+tags:
+ - Item
+---
+
+# School of Battle Magic
+![[icons-sundries-books-book-tooled-blue-yellow.webp|150]]
+
+Magic is power, and there are always those who will use power for the art of battle. You may have studied in the military of a nation of the brink of war—Cheliax and Andoran perhaps, or Geb and Nex. You summon whirling energies that can lay waste to both soldiers and armies, while being sure not to neglect arcane countermeasures for common tactical complications or the shields and defenses that keep combatants alive on the battlefield.
+
+**Curriculum**
+
+* **cantrips:** [[Shield]], [[Telekinetic Projectile]]
+* **1st:** [[Breathe Fire]], [[Force Barrage]], [[Mystic Armor]]
+* **2nd:** [[Mist]], [[Resist Energy]]
+* **3rd:** [[Earthbind]], [[Fireball]]
+* **4th:** [[Wall of Fire]], [[Weapon Storm]]
+* **5th:** [[Howling Blizzard]], [[Impaling Spike]]
+* **6th:** [[Chain Lightning]], [[Disintegrate]]
+* **7th:** [[Energy Aegis]], [[True Target]]
+* **8th:** [[Arctic Rift]], [[Desiccate]]
+* **9th:** [[Falling Stars]]
+
+**School Spells** initial: [[Force Bolt]]; advanced: [[Energy Absorption]]
diff --git a/content/mechanics/srd/Class Features/School of Civic Wizardry.md b/content/mechanics/srd/Class Features/School of Civic Wizardry.md
new file mode 100755
index 000000000..b087dbcdd
--- /dev/null
+++ b/content/mechanics/srd/Class Features/School of Civic Wizardry.md
@@ -0,0 +1,28 @@
+---
+title: "School of Civic Wizardry"
+noteType: ":luggage:"
+aliases: "School of Civic Wizardry"
+foundryId: Item.9xFRDFjXCMbRKce2
+tags:
+ - Item
+---
+
+# School of Civic Wizardry
+![[icons-sundries-books-book-embossed-steel-brown.webp|150]]
+
+Whether you studied in Manaket's Occularium or the Academy of Applied Magic, you learned that the fruits of arcane studies—like any other field—should ultimately help the common citizen. You've learned the humble art of construction, of finding lost people and things, of moving speedily among buildings and moats—yet these same arts can be turned to demolition, and the constructs you animate to build bridges can just as easily tear them down.
+
+**Curriculum**
+
+* **cantrips:** [[Prestidigitation]], [[Read Aura]]
+* **1st:** [[Hydraulic Push]], [[Pummeling Rubble]], [[Summon Construct]]
+* **2nd:** [[Revealing Light]], [[Water Walk]]
+* **3rd:** [[Cozy Cabin]], [[Safe Passage]]
+* **4th:** [[Creation]], [[Unfettered Movement]]
+* **5th:** [[Control Water]], [[Wall of Stone]]
+* **6th:** [[Disintegrate]], [[Wall of Force]]
+* **7th:** [[Planar Palace]], [[Retrocognition]]
+* **8th:** [[Earthquake]], [[Pinpoint]]
+* **9th:** [[Foresight]]
+
+**School Spells** initial: [[Earthworks]]; advanced: [[Community Restoration]]
diff --git a/content/mechanics/srd/Class Features/School of Mentalism.md b/content/mechanics/srd/Class Features/School of Mentalism.md
new file mode 100755
index 000000000..0f27aa5c5
--- /dev/null
+++ b/content/mechanics/srd/Class Features/School of Mentalism.md
@@ -0,0 +1,28 @@
+---
+title: "School of Mentalism"
+noteType: ":luggage:"
+aliases: "School of Mentalism"
+foundryId: Item.ySzbVEVB2jDr6po9
+tags:
+ - Item
+---
+
+# School of Mentalism
+![[icons-sundries-books-book-purple-glyph.webp|150]]
+
+As a scholar, you know all too well the importance of a sound mind. Thus, you attended a school—like the Farseer Tower or the Stone of the Seers—that taught the arts of befuddling lesser minds with figments and illusions or implanted sensations and memories.
+
+**Curriculum**
+
+* **cantrips:** [[Daze]], [[Figment]]
+* **1st:** [[Dizzying Colors]], [[Sleep]], [[Sure Strike]]
+* **2nd:** [[Illusory Creature]], [[Stupefy]]
+* **3rd:** [[Dream Message]], [[Mind Reading]]
+* **4th:** [[Nightmare]], [[Vision of Death]]
+* **5th:** [[Hallucination]], [[Illusory Scene]]
+* **6th:** [[Never Mind]], [[Phantasmal Calamity]]
+* **7th:** [[Project Image]], [[Warp Mind]]
+* **8th:** [[Disappearance]], [[Uncontrollable Dance]]
+* **9th:** [[Phantasmagoria]]
+
+**School Spells** initial: [[Charming Push]]; advanced: [[Invisibility Cloak]]
diff --git a/content/mechanics/srd/Class Features/School of Protean Form.md b/content/mechanics/srd/Class Features/School of Protean Form.md
new file mode 100755
index 000000000..ecc9ff102
--- /dev/null
+++ b/content/mechanics/srd/Class Features/School of Protean Form.md
@@ -0,0 +1,28 @@
+---
+title: "School of Protean Form"
+noteType: ":luggage:"
+aliases: "School of Protean Form"
+foundryId: Item.nyhjvnWcCLYrnFVN
+tags:
+ - Item
+---
+
+# School of Protean Form
+![[icons-sundries-books-book-embossed-jewel-silver-green.webp|150]]
+
+The uninitiated often think of wizards as cerebral, focused on their studies more than the body, yet your school of magic taught of the relationship between the two. Your magic, whether learned at a storied institution like Kintargo's Alabaster Academy or someplace more sinister, like the Fleshforges of Nex, focuses on the ways that living matter can be convinced into another shape for a time, allowing you to polymorph a seed into a vine, a human into a beast, or a harmless germ into a deadly toxin.
+
+**Curriculum**
+
+* **cantrips:** [[Gouging Claw]], [[Tangle Vine]]
+* **1st:** [[Jump]], [[Pest Form]], [[Spider Sting]]
+* **2nd:** [[Enlarge]], [[Humanoid Form]]
+* **3rd:** [[Feet to Fins]], [[Vampiric Feast]]
+* **4th:** [[Mountain Resilience]], [[Vapor Form]]
+* **5th:** [[Elemental Form]], [[Toxic Cloud]]
+* **6th:** [[Cursed Metamorphosis]], [[Petrify]]
+* **7th:** [[Duplicate Foe]], [[Fiery Body]]
+* **8th:** [[Desiccate]], [[Monstrosity Form]]
+* **9th:** [[Metamorphosis]]
+
+**School Spells** initial: [[Scramble Body]]; advanced: [[Shifting Form]]
diff --git a/content/mechanics/srd/Class Features/School of Unified Magical Theory.md b/content/mechanics/srd/Class Features/School of Unified Magical Theory.md
new file mode 100755
index 000000000..28ed2b27a
--- /dev/null
+++ b/content/mechanics/srd/Class Features/School of Unified Magical Theory.md
@@ -0,0 +1,19 @@
+---
+title: "School of Unified Magical Theory"
+noteType: ":luggage:"
+aliases: "School of Unified Magical Theory"
+foundryId: Item.aEHc6AoLRPUKr8d4
+tags:
+ - Item
+---
+
+# School of Unified Magical Theory
+![[icons-sundries-books-book-rounded-teal.webp|150]]
+
+You eschew the idea that magic can be neatly expressed by the teachings of any single school or college, instead directing your self-study to pick up the best of every school of magic. In doing so, you'll find the truths that lie at the intersection of each school, coming closer to the ideal nature of arcane magic. One day, you'll uncover that single elegant theory detailing all magic (perhaps a theory bearing your name?), but until then, your studies continue.
+
+**No Curriculum** You don't have a set curriculum, and so you don't have curriculum spells and can't benefit from abilities that specifically affect them. Instead, you gain an additional 1st-level wizard class feat, and you add one 1st-rank spell of your choice to your spellbook to represent your diverse studies.
+
+Your studies into the very nature of magic itself have let you use it more efficiently—instead of using [[Drain Bonded Item]] only once per day, you can use it once per day for each rank of spell you can cast, recalling a spell of that rank each time.
+
+**School Spells** initial: [[Hand of the Apprentice]]; advanced: [[Interdisciplinary Incantation]]
diff --git a/content/mechanics/srd/Class Features/School of the Boundary.md b/content/mechanics/srd/Class Features/School of the Boundary.md
new file mode 100755
index 000000000..2ca5eb35b
--- /dev/null
+++ b/content/mechanics/srd/Class Features/School of the Boundary.md
@@ -0,0 +1,28 @@
+---
+title: "School of the Boundary"
+noteType: ":luggage:"
+aliases: "School of the Boundary"
+foundryId: Item.Kg3N0ZdQl4h2DiFy
+tags:
+ - Item
+---
+
+# School of the Boundary
+![[icons-sundries-books-book-face-black.webp|150]]
+
+Why use your magic to affect something as pedestrian as the physical world? Whether you studied at the College of Dimensional Studies in Katapesh or an underground school in haunted Ustalav, you've turned your magic past the Universe to the forces beyond, summoning spirits and shades, manipulating dimensions and planes, and treading in a place not meant for mortals.
+
+**Curriculum**
+
+* **cantrips:** [[Telekinetic Hand]], [[Void Warp]]
+* **1st:** [[Grim Tendrils]], [[Phantasmal Minion]], [[Summon Undead]]
+* **2nd:** [[Darkness]], [[See the Unseen]]
+* **3rd:** [[Bind Undead]], [[Ghostly Weapon]]
+* **4th:** [[Flicker]], [[Translocate]]
+* **5th:** [[Banishment]], [[Invoke Spirits]]
+* **6th:** [[Teleport]], [[Vampiric Exsanguination]]
+* **7th:** [[Eclipse Burst]], [[Interplanar Teleport]]
+* **8th:** [[Quandary]], [[Unrelenting Observation]]
+* **9th:** [[Massacre]]
+
+**School Spells** initial: [[Fortify Summoning]]; advanced: [[Spiral of Horrors]]
diff --git a/content/mechanics/srd/Class Features/Scoundrel.md b/content/mechanics/srd/Class Features/Scoundrel.md
new file mode 100755
index 000000000..2a9898c30
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Scoundrel.md
@@ -0,0 +1,17 @@
+---
+title: "Scoundrel"
+noteType: ":luggage:"
+aliases: "Scoundrel"
+foundryId: Item.52yObjdnQNLF1qf2
+tags:
+ - Item
+---
+
+# Scoundrel
+![[systems-pf2e-icons-features-classes-scoundrel.webp|150]]
+
+You use fast-talking, flattery, and a silver tongue to avoid danger and escape tricky situations. You might be a grifter or con artist, or you might use your skills in certain reputable professions, like a barrister or diplomat.
+
+When you successfully [[Feint]], the target is [[Off-Guard]] against your melee attacks until the end of your next turn. On a critical success, the target is off-guard against all melee attacks until the end of your next turn, not just yours.
+
+If you Feint while wielding an agile or finesse melee weapon, you can step immediately after the Feint as a free action. You're trained in Deception and Diplomacy. You can choose Charisma as your key attribute.
diff --git a/content/mechanics/srd/Class Features/Second Adept.md b/content/mechanics/srd/Class Features/Second Adept.md
new file mode 100755
index 000000000..36039516a
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Second Adept.md
@@ -0,0 +1,13 @@
+---
+title: "Second Adept"
+noteType: ":luggage:"
+aliases: "Second Adept"
+foundryId: Item.a9XrioEENusZe3q6
+tags:
+ - Item
+---
+
+# Second Adept
+![[systems-pf2e-icons-features-classes-second-adept.webp|150]]
+
+You've improved your link to your second implement. You gain the adept benefit of your second implement.
diff --git a/content/mechanics/srd/Class Features/Second Doctrine (Cloistered Cleric).md b/content/mechanics/srd/Class Features/Second Doctrine (Cloistered Cleric).md
new file mode 100755
index 000000000..95c0abf8e
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Second Doctrine (Cloistered Cleric).md
@@ -0,0 +1,13 @@
+---
+title: "Second Doctrine (Cloistered Cleric)"
+noteType: ":luggage:"
+aliases: "Second Doctrine (Cloistered Cleric)"
+foundryId: Item.QspPdIlJJrG02Imz
+tags:
+ - Item
+---
+
+# Second Doctrine (Cloistered Cleric)
+![[icons-magic-light-orb-hands-humanoid-yellow.webp|150]]
+
+Your proficiency rank for Fortitude saves increases to expert.
diff --git a/content/mechanics/srd/Class Features/Second Doctrine (Warpriest).md b/content/mechanics/srd/Class Features/Second Doctrine (Warpriest).md
new file mode 100755
index 000000000..b43914e0c
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Second Doctrine (Warpriest).md
@@ -0,0 +1,13 @@
+---
+title: "Second Doctrine (Warpriest)"
+noteType: ":luggage:"
+aliases: "Second Doctrine (Warpriest)"
+foundryId: Item.oLucKNZ4iHhhXZTO
+tags:
+ - Item
+---
+
+# Second Doctrine (Warpriest)
+![[systems-pf2e-icons-features-classes-warpriest.webp|150]]
+
+You're trained in martial weapons.
diff --git a/content/mechanics/srd/Class Features/Second Doctrine.md b/content/mechanics/srd/Class Features/Second Doctrine.md
new file mode 100755
index 000000000..5cb1560e2
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Second Doctrine.md
@@ -0,0 +1,16 @@
+---
+title: "Second Doctrine"
+noteType: ":luggage:"
+aliases: "Second Doctrine"
+foundryId: Item.hWRgVTzaeBxMqu0b
+tags:
+ - Item
+---
+
+# Second Doctrine
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+You gain the second benefit of your doctrine:
+
+* [[Second Doctrine (Cloistered Cleric)|Cloistered Cleric]]
+* [[Second Doctrine (Warpriest)|Warpriest]]
diff --git a/content/mechanics/srd/Class Features/Second Gate's Threshold.md b/content/mechanics/srd/Class Features/Second Gate's Threshold.md
new file mode 100755
index 000000000..bca04d554
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Second Gate's Threshold.md
@@ -0,0 +1,16 @@
+---
+title: "Second Gate's Threshold"
+noteType: ":luggage:"
+aliases: "Second Gate's Threshold"
+foundryId: Item.WRR8wB7vEl5HxCSe
+tags:
+ - Item
+---
+
+# Second Gate's Threshold
+![[icons-magic-symbols-elements-air-earth-fire-water.webp|150]]
+
+You reach a new milestone in your odyssey to become in tune with your kinetic gate and must decide how to expand the gate's power. At 5th level and every 4 levels thereafter, you choose to either expand the portal or fork the path.
+
+* **Expand the Portal**: Your gate attunes more precisely to one of your elements. Gain an impulse feat of your level or lower for one of your kinetic elements; if you have more than one element, you can choose a composite impulse. You also gain a gate junction for one of your kinetic elements. If you have no valid options for the feat-typically because you have one kinetic element and devoted your class feats to gaining that element's impulses-you can instead select any kineticist class feat of your level or lower for which you meet the prerequisites.
+* **Fork the Path**: Your gate reaches to another elemental plane. Add a new element of your choice to your kinetic elements. Gain an impulse feat of your level or lower with the trait of that element. You can't select a composite impulse feat with this feat selection.
diff --git a/content/mechanics/srd/Class Features/Second Implement.md b/content/mechanics/srd/Class Features/Second Implement.md
new file mode 100755
index 000000000..139c89408
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Second Implement.md
@@ -0,0 +1,15 @@
+---
+title: "Second Implement"
+noteType: ":luggage:"
+aliases: "Second Implement"
+foundryId: Item.8IEFLPHrNR6zx3Ls
+tags:
+ - Item
+---
+
+# Second Implement
+![[systems-pf2e-icons-features-classes-second-implement.webp|150]]
+
+You've added another implement of power to your toolkit. You choose a second implement, which must be a different type of implement than your first. You gain the initiate benefit of your new implement.
+
+While you're holding an implement in one hand, you can quickly switch it with another implement you're wearing to use an action from the implement you're switching to. To do so, you can Interact as a free action immediately before executing the implement's action. This allows you to meet requirements of having an implement in hand to use its action. For example, if you had your lantern implement in one hand, a weapon in the other, and a chalice implement you were wearing, you could swap your lantern for your chalice to use its reaction.
diff --git a/content/mechanics/srd/Class Features/Second Path to Perfection (Fortitude).md b/content/mechanics/srd/Class Features/Second Path to Perfection (Fortitude).md
new file mode 100755
index 000000000..2874f30f7
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Second Path to Perfection (Fortitude).md
@@ -0,0 +1,15 @@
+---
+title: "Second Path to Perfection (Fortitude)"
+noteType: ":luggage:"
+aliases: "Second Path to Perfection (Fortitude)"
+foundryId: Item.tsUKvKWmcEZm6ul3
+tags:
+ - Item
+---
+
+# Second Path to Perfection (Fortitude)
+![[systems-pf2e-icons-features-classes-second-path-to-perfection.webp|150]]
+
+You've learned to find perfection in every success.
+
+Choose a different saving throw than the one you chose for your path to perfection. Your proficiency rank for the chosen saving throw increases to master. If you roll a success with the chosen saving throw, you instead critically succeed.
diff --git a/content/mechanics/srd/Class Features/Second Path to Perfection (Reflex).md b/content/mechanics/srd/Class Features/Second Path to Perfection (Reflex).md
new file mode 100755
index 000000000..b074b80bb
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Second Path to Perfection (Reflex).md
@@ -0,0 +1,15 @@
+---
+title: "Second Path to Perfection (Reflex)"
+noteType: ":luggage:"
+aliases: "Second Path to Perfection (Reflex)"
+foundryId: Item.qh9sHARmBgdxdUII
+tags:
+ - Item
+---
+
+# Second Path to Perfection (Reflex)
+![[systems-pf2e-icons-features-classes-second-path-to-perfection.webp|150]]
+
+You've learned to find perfection in every success.
+
+Choose a different saving throw than the one you chose for your path to perfection. Your proficiency rank for the chosen saving throw increases to master. If you roll a success with the chosen saving throw, you instead critically succeed.
diff --git a/content/mechanics/srd/Class Features/Second Path to Perfection (Will).md b/content/mechanics/srd/Class Features/Second Path to Perfection (Will).md
new file mode 100755
index 000000000..93e35d308
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Second Path to Perfection (Will).md
@@ -0,0 +1,15 @@
+---
+title: "Second Path to Perfection (Will)"
+noteType: ":luggage:"
+aliases: "Second Path to Perfection (Will)"
+foundryId: Item.clS7lPdRDbWk6fYH
+tags:
+ - Item
+---
+
+# Second Path to Perfection (Will)
+![[systems-pf2e-icons-features-classes-second-path-to-perfection.webp|150]]
+
+You've learned to find perfection in every success.
+
+Choose a different saving throw than the one you chose for your path to perfection. Your proficiency rank for the chosen saving throw increases to master. If you roll a success with the chosen saving throw, you instead critically succeed.
diff --git a/content/mechanics/srd/Class Features/Second Path to Perfection.md b/content/mechanics/srd/Class Features/Second Path to Perfection.md
new file mode 100755
index 000000000..38c0857d3
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Second Path to Perfection.md
@@ -0,0 +1,13 @@
+---
+title: "Second Path to Perfection"
+noteType: ":luggage:"
+aliases: "Second Path to Perfection"
+foundryId: Item.AV46UwUz4ZMNc7Ii
+tags:
+ - Item
+---
+
+# Second Path to Perfection
+![[systems-pf2e-icons-features-classes-second-path-to-perfection.webp|150]]
+
+You've learned to find perfection in every success. Choose a different saving throw than the one you chose for your path to perfection. Your proficiency rank for the chosen saving throw increases to master. If you roll a success with the chosen saving throw, you instead critically succeed.
diff --git a/content/mechanics/srd/Class Features/Second Skin.md b/content/mechanics/srd/Class Features/Second Skin.md
new file mode 100755
index 000000000..e5788b7c7
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Second Skin.md
@@ -0,0 +1,13 @@
+---
+title: "Second Skin"
+noteType: ":luggage:"
+aliases: "Second Skin"
+foundryId: Item.hQlJHFF4AtqzWt3X
+tags:
+ - Item
+---
+
+# Second Skin
+![[systems-pf2e-icons-features-classes-second-skin.webp|150]]
+
+Your armor has become akin to a second skin for you. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master. When wearing light or medium armor, you can rest normally, rather than receiving poor rest that leaves you fatigued.
diff --git a/content/mechanics/srd/Class Features/Segmented Frame.md b/content/mechanics/srd/Class Features/Segmented Frame.md
new file mode 100755
index 000000000..c9476c892
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Segmented Frame.md
@@ -0,0 +1,13 @@
+---
+title: "Segmented Frame"
+noteType: ":luggage:"
+aliases: "Segmented Frame"
+foundryId: Item.dv61kQ82wVoZ422G
+tags:
+ - Item
+---
+
+# Segmented Frame
+![[systems-pf2e-icons-features-classes-segmented-frame.webp|150]]
+
+Hinges, clamps, and telescoping parts make your innovation collapsible and adjustable. It gains the modular trait for bludgeoning, piercing, and slashing. You can Interact to collapse the item down to light Bulk or to return it to your normal form. When it's collapsed to light Bulk, it has the concealable trait, which grants you a +2 circumstance bonus to Stealth checks and DCs to hide or conceal the weapon.
diff --git a/content/mechanics/srd/Class Features/Shared Reflexes.md b/content/mechanics/srd/Class Features/Shared Reflexes.md
new file mode 100755
index 000000000..cb98b1d67
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Shared Reflexes.md
@@ -0,0 +1,13 @@
+---
+title: "Shared Reflexes"
+noteType: ":luggage:"
+aliases: "Shared Reflexes"
+foundryId: Item.XYcirXErMr8Z9zlW
+tags:
+ - Item
+---
+
+# Shared Reflexes
+![[systems-pf2e-icons-features-classes-lightning-reflexes.webp|150]]
+
+You and your eidolon boost each other's reflexes, allowing you both to roll away from danger. Your proficiency rank for Reflex saves and your eidolon's proficiency rank for Reflex saves increase to expert.
diff --git a/content/mechanics/srd/Class Features/Shared Resolve.md b/content/mechanics/srd/Class Features/Shared Resolve.md
new file mode 100755
index 000000000..f4566a365
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Shared Resolve.md
@@ -0,0 +1,13 @@
+---
+title: "Shared Resolve"
+noteType: ":luggage:"
+aliases: "Shared Resolve"
+foundryId: Item.C4I38PmhpCUu6tAR
+tags:
+ - Item
+---
+
+# Shared Resolve
+![[systems-pf2e-icons-features-classes-resolve.webp|150]]
+
+You and your eidolon steel your mind together against effects that threaten you, each protecting the others' minds from danger. Your and your eidolon's proficiency ranks for Will saves increase to master. When you roll a success on a Will save, you get a critical success instead. When your eidolon rolls a success on a Will save, it gets a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Shared Vigilance.md b/content/mechanics/srd/Class Features/Shared Vigilance.md
new file mode 100755
index 000000000..26f0ab45f
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Shared Vigilance.md
@@ -0,0 +1,13 @@
+---
+title: "Shared Vigilance"
+noteType: ":luggage:"
+aliases: "Shared Vigilance"
+foundryId: Item.OcZhVjsLRqgo2dFC
+tags:
+ - Item
+---
+
+# Shared Vigilance
+![[systems-pf2e-icons-features-classes-shared-vigilance.webp|150]]
+
+You and your eidolon work together to remain alert to threats around you, allowing you to perceive far more together than you could individually. Your proficiency rank in Perception and your eidolon's proficiency rank in Perception increase to expert.
diff --git a/content/mechanics/srd/Class Features/Shield Ally.md b/content/mechanics/srd/Class Features/Shield Ally.md
new file mode 100755
index 000000000..b1031084e
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Shield Ally.md
@@ -0,0 +1,13 @@
+---
+title: "Shield Ally"
+noteType: ":luggage:"
+aliases: "Shield Ally"
+foundryId: Item.954cqXWFRthb7pJG
+tags:
+ - Item
+---
+
+# Shield Ally
+![[systems-pf2e-icons-features-classes-shield-ally.webp|150]]
+
+A spirit of protection dwells within your shield. In your hands, the shield's Hardness increases by 2 and its HP and BT increase by half.
diff --git a/content/mechanics/srd/Class Features/Shield Block.md b/content/mechanics/srd/Class Features/Shield Block.md
new file mode 100755
index 000000000..3f4054d0a
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Shield Block.md
@@ -0,0 +1,13 @@
+---
+title: "Shield Block"
+noteType: ":luggage:"
+aliases: "Shield Block"
+foundryId: Item.D1FNjdZqytV2ZI0P
+tags:
+ - Item
+---
+
+# Shield Block
+![[systems-pf2e-icons-features-classes-shield-block.webp|150]]
+
+You gain the [[Shield Block]] general feat, a reaction that lets you reduce damage with your shield.
diff --git a/content/mechanics/srd/Class Features/Shootist's Edge.md b/content/mechanics/srd/Class Features/Shootist's Edge.md
new file mode 100755
index 000000000..e09b42c4f
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Shootist's Edge.md
@@ -0,0 +1,13 @@
+---
+title: "Shootist's Edge"
+noteType: ":luggage:"
+aliases: "Shootist's Edge"
+foundryId: Item.qASUDt62xWjGP2RH
+tags:
+ - Item
+---
+
+# Shootist's Edge
+![[systems-pf2e-icons-features-classes-shootists-edge.webp|150]]
+
+You make shots others find impossible. Your proficiency rank for your gunslinger class DC increases to master. When using a ranged weapon in which you have master or greater proficiency, you ignore the penalty for attacking within the weapon's second and third range increments.
diff --git a/content/mechanics/srd/Class Features/Signature Spells.md b/content/mechanics/srd/Class Features/Signature Spells.md
new file mode 100755
index 000000000..ddfd950a1
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Signature Spells.md
@@ -0,0 +1,13 @@
+---
+title: "Signature Spells"
+noteType: ":luggage:"
+aliases: "Signature Spells"
+foundryId: Item.CdQAHy8skJsXokmG
+tags:
+ - Item
+---
+
+# Signature Spells
+![[systems-pf2e-icons-features-classes-signature-spells-sorcerer.webp|150]]
+
+Experience allows you to cast some spells more flexibly. For each spell rank you have access to, choose one spell of that rank to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher rank than its minimum, you can also cast all its lower-rank versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell rank at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that rank without swapping any spells; this takes as much time as retraining a spell normally does.
diff --git a/content/mechanics/srd/Class Features/Silence in Snow.md b/content/mechanics/srd/Class Features/Silence in Snow.md
new file mode 100755
index 000000000..157886de8
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Silence in Snow.md
@@ -0,0 +1,21 @@
+---
+title: "Silence in Snow"
+noteType: ":luggage:"
+aliases: "Silence in Snow"
+foundryId: Item.zwqbYCyHeVH1H04p
+tags:
+ - Item
+---
+
+# Silence in Snow
+![[icons-magic-water-bubbles-air-water-light.webp|150]]
+
+Bitter cold heralded your patron's appearance, in the depths of the winter solstice or on a frozen peak at the end of the world. Your patron might be a winter hag, ice yai, or other spirit of the cold, but one thing is clear as ice—their power is not to be underestimated.
+
+**Spell List** primal
+
+**Patron Skill** Nature
+
+**Lesson of Winter's Chill** Your patron taught you the power of winter firsthand by subjecting you to frost and snow. You learn the [[Clinging Ice]] hex cantrip and your familiar learns [[Gust of Wind]].
+
+**Familiar of Freezing Rime** Your familiar is cold to the touch, its breath always visible. When you Cast or Sustain a hex, you can cause ice to form in a 5 foot burst centered on a square of your familiar's space. Those squares are difficult terrain until the start of your next turn.
diff --git a/content/mechanics/srd/Class Features/Singular Expertise.md b/content/mechanics/srd/Class Features/Singular Expertise.md
new file mode 100755
index 000000000..a20bb01fe
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Singular Expertise.md
@@ -0,0 +1,15 @@
+---
+title: "Singular Expertise"
+noteType: ":luggage:"
+aliases: "Singular Expertise"
+foundryId: Item.tndar32O7VHHBQKQ
+tags:
+ - Item
+---
+
+# Singular Expertise
+![[icons-skills-targeting-crosshair-bars-yellow.webp|150]]
+
+You have particular expertise with guns and crossbows that grants you greater proficiency with them and the ability to deal more damage. You gain a +1 circumstance bonus to damage rolls with firearms and crossbows.
+
+This intense focus on firearms and crossbows prevents you from reaching the same heights with other weapons. Your proficiency with unarmed attacks and with weapons other than firearms and crossbows can't be higher than trained, even if you gain an ability that would increase your proficiency in one or more other weapons to match your highest weapon proficiency (such as the weapon expertise feats many ancestries have). If you have gunslinger weapon mastery, the limit is expert, and if you have gunslinging legend, the limit is master.
diff --git a/content/mechanics/srd/Class Features/Skillful Lessons.md b/content/mechanics/srd/Class Features/Skillful Lessons.md
new file mode 100755
index 000000000..33e057f81
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Skillful Lessons.md
@@ -0,0 +1,13 @@
+---
+title: "Skillful Lessons"
+noteType: ":luggage:"
+aliases: "Skillful Lessons"
+foundryId: Item.nrjbEpjwCXAsIZkL
+tags:
+ - Item
+---
+
+# Skillful Lessons
+![[systems-pf2e-icons-features-classes-skillful-lessons.webp|150]]
+
+At 3rd level and every odd-numbered level thereafter, you gain a skill feat. This feat must be for an Intelligence-, Wisdom-, or Charisma-based skill, or for the skill you gained from your methodology.
diff --git a/content/mechanics/srd/Class Features/Sneak Attack.md b/content/mechanics/srd/Class Features/Sneak Attack.md
new file mode 100755
index 000000000..c35507e10
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Sneak Attack.md
@@ -0,0 +1,15 @@
+---
+title: "Sneak Attack"
+noteType: ":luggage:"
+aliases: "Sneak Attack"
+foundryId: Item.GX56tLHBBBMHvY64
+tags:
+ - Item
+---
+
+# Sneak Attack
+![[systems-pf2e-icons-features-classes-sneak-attack.webp|150]]
+
+When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the [[Off-Guard]] condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.
+
+As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.
diff --git a/content/mechanics/srd/Class Features/Sorcerer Spellcasting.md b/content/mechanics/srd/Class Features/Sorcerer Spellcasting.md
new file mode 100755
index 000000000..7466121d4
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Sorcerer Spellcasting.md
@@ -0,0 +1,53 @@
+---
+title: "Sorcerer Spellcasting"
+noteType: ":luggage:"
+aliases: "Sorcerer Spellcasting"
+foundryId: Item.h6cvKoY1fZLOofIs
+tags:
+ - Item
+---
+
+# Sorcerer Spellcasting
+![[systems-pf2e-icons-features-classes-signature-spells-sorcerer.webp|150]]
+
+## Sorcerer Spellcasting
+
+Your bloodline provides you with incredible magical power. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a sorcerer, you can usually replace material components with somatic components, so you don't need to use a spell component pouch.
+
+Each day, you can cast up to three 1st-level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.
+
+As you increase in level as a sorcerer, your number of spells per day increases, as does the highest level of spells you can cast.
+
+Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier.
+
+### **Heightening Spells**
+
+When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast in order to heighten it to that level. Many spells have specific improvements when they are heightened to certain levels. The signature spells class feature lets you heighten certain spells freely.
+
+### **Cantrips**
+
+A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up-this is usually equal to the highest level of spell you can cast as a sorcerer. For example, as a 1st-level sorcerer, your cantrips are 1st-level spells, and as a 5th-level sorcerer, your cantrips are 3rd-level spells.
+
+| Your Level | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
+| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
+| 1 | 5 | 3 | \- | \- | \- | \- | \- | \- | \- | \- | \- |
+| 2 | 5 | 4 | \- | \- | \- | \- | \- | \- | \- | \- | \- |
+| 3 | 5 | 4 | 3 | \- | \- | \- | \- | \- | \- | \- | \- |
+| 4 | 5 | 4 | 4 | \- | \- | \- | \- | \- | \- | \- | \- |
+| 5 | 5 | 4 | 4 | 3 | \- | \- | \- | \- | \- | \- | \- |
+| 6 | 5 | 4 | 4 | 4 | \- | \- | \- | \- | \- | \- | \- |
+| 7 | 5 | 4 | 4 | 4 | 3 | \- | \- | \- | \- | \- | \- |
+| 8 | 5 | 4 | 4 | 4 | 4 | \- | \- | \- | \- | \- | \- |
+| 9 | 5 | 4 | 4 | 4 | 4 | 3 | \- | \- | \- | \- | \- |
+| 10 | 5 | 4 | 4 | 4 | 4 | 4 | \- | \- | \- | \- | \- |
+| 11 | 5 | 4 | 4 | 4 | 4 | 4 | 3 | \- | \- | \- | \- |
+| 12 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | \- | \- | \- | \- |
+| 13 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | \- | \- | \- |
+| 14 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | \- | \- | \- |
+| 15 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | \- | \- |
+| 16 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | \- | \- |
+| 17 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | \- |
+| 18 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | \- |
+| 19 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 1\* |
+| 20 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 1\* |
+| \* The bloodline paragon class feature gives you a 10th-level spell slot that works a bit differently from other spell slots. | | | | | | | | | | | |
diff --git a/content/mechanics/srd/Class Features/Sparkling Targe.md b/content/mechanics/srd/Class Features/Sparkling Targe.md
new file mode 100755
index 000000000..529c1252e
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Sparkling Targe.md
@@ -0,0 +1,19 @@
+---
+title: "Sparkling Targe"
+noteType: ":luggage:"
+aliases: "Sparkling Targe"
+foundryId: Item.fdKAPE1TLky9R9br
+tags:
+ - Item
+---
+
+# Sparkling Targe
+![[icons-equipment-shield-heater-crystal-blue.webp|150]]
+
+You've studied the applications of magic, training yourself to perform not just offensive maneuvers but defensive tactics as well. When magic flows through you, your shield can block impossible things, even a dragon's breath or a magic missile.
+
+You gain the [[Shield Block]] general feat.
+
+When you're in Arcane Cascade stance with your shield raised, your circumstance bonus to AC from your shield also applies to your saves against spells and other magical effects. In addition, damage you take as a result of a spell or magical effect while you're in Arcane Cascade can trigger your Shield Block reaction, even if the damage isn't physical. When blocking damage in this way, increase your shield's Hardness by an amount equal to the extra damage from Arcane Cascade (typically 1, but 2 if you have weapon specialization, or 3 if you have greater weapon specialization). These benefits apply whether you're using an actual shield, the shield spell, or something else that works like a shield (such as a raised tome if you have the Raise a Tome feat).
+
+**Conflux Spell** _[[Shielding Strike]]_
diff --git a/content/mechanics/srd/Class Features/Speed Boosters.md b/content/mechanics/srd/Class Features/Speed Boosters.md
new file mode 100755
index 000000000..0b1f4dc0f
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Speed Boosters.md
@@ -0,0 +1,13 @@
+---
+title: "Speed Boosters"
+noteType: ":luggage:"
+aliases: "Speed Boosters"
+foundryId: Item.F4SlVBQ6s9lrbUzm
+tags:
+ - Item
+---
+
+# Speed Boosters
+![[systems-pf2e-icons-features-classes-speed-boosters.webp|150]]
+
+You have boosters in your armor that increase your Speed. You gain a +5-foot status bonus to your Speed, which increases to a +10-foot status bonus when under the effects of Overdrive.
diff --git a/content/mechanics/srd/Class Features/Spell Blending.md b/content/mechanics/srd/Class Features/Spell Blending.md
new file mode 100755
index 000000000..c18d34060
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Spell Blending.md
@@ -0,0 +1,15 @@
+---
+title: "Spell Blending"
+noteType: ":luggage:"
+aliases: "Spell Blending"
+foundryId: Item.GXAEoTYvYZCHfumY
+tags:
+ - Item
+---
+
+# Spell Blending
+![[systems-pf2e-icons-features-classes-spell-blending.webp|150]]
+
+You theorize that spell slots are a shorthand for an underlying energy that powers all spellcasting, and you've found a way to tinker with the hierarchy of spell slots, combining them to fuel more powerful spells.
+
+During your daily preparations, you can trade two spell slots of the same spell rank for a bonus spell slot of up to 2 spell ranks higher than the traded spell slots. You can exchange as many spell slots as you have available. Bonus spell slots must be of a spell rank you can normally cast, and each bonus spell slot must be of a different spell rank. You can also trade any spell slot for two additional cantrips, though you can't trade more than one spell slot at a time for additional cantrips in this way.
diff --git a/content/mechanics/srd/Class Features/Spell Repertoire (Bard).md b/content/mechanics/srd/Class Features/Spell Repertoire (Bard).md
new file mode 100755
index 000000000..d891d9ff2
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Spell Repertoire (Bard).md
@@ -0,0 +1,21 @@
+---
+title: "Spell Repertoire (Bard)"
+noteType: ":luggage:"
+aliases: "Spell Repertoire (Bard)"
+foundryId: Item.Jqhsn7YlbbciF4YJ
+tags:
+ - Item
+---
+
+# Spell Repertoire (Bard)
+![[icons-sundries-books-book-symbol-spiral-silver-blue.webp|150]]
+
+The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank occult spells of your choice and five occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.
+
+You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Bard Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select two 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.
+
+Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.
+
+## Swapping Spells In Your Repertoire
+
+As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.
diff --git a/content/mechanics/srd/Class Features/Spell Repertoire (Oracle).md b/content/mechanics/srd/Class Features/Spell Repertoire (Oracle).md
new file mode 100755
index 000000000..affe0ad29
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Spell Repertoire (Oracle).md
@@ -0,0 +1,21 @@
+---
+title: "Spell Repertoire (Oracle)"
+noteType: ":luggage:"
+aliases: "Spell Repertoire (Oracle)"
+foundryId: Item.Qp7OLxtpWByekwYT
+tags:
+ - Item
+---
+
+# Spell Repertoire (Oracle)
+![[icons-sundries-books-book-symbol-spiral-silver-blue.webp|150]]
+
+The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and five cantrips of your choice. You choose these from the common spells from the divine spell list, or from other divine spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.
+
+You add to this spell repertoire as you increase in level. Each time you get a spell slot, you add a spell of the same level to your spell repertoire. At 2nd level, you select another 1st-level spell; at 3rd level, you select two 2nd-level spells, and so on. When you add spells, you might choose a higher-level version of a spell you already have so that you can cast a heightened version of that spell.
+
+Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.
+
+### **Swapping Spells in your Repertoire**
+
+As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip. You can also swap out spells by retraining during downtime.
diff --git a/content/mechanics/srd/Class Features/Spell Repertoire (Psychic).md b/content/mechanics/srd/Class Features/Spell Repertoire (Psychic).md
new file mode 100755
index 000000000..02c3961ec
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Spell Repertoire (Psychic).md
@@ -0,0 +1,21 @@
+---
+title: "Spell Repertoire (Psychic)"
+noteType: ":luggage:"
+aliases: "Spell Repertoire (Psychic)"
+foundryId: Item.EEI6Xf3QyguBp80S
+tags:
+ - Item
+---
+
+# Spell Repertoire (Psychic)
+![[icons-sundries-books-book-symbol-spiral-silver-blue.webp|150]]
+
+The collection of spells you can cast is called your spell repertoire. At 1st level, you learn one 1st-level occult spell of your choice and three occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level. Your choice of conscious mind also grants you additional spells in your repertoire, starting with an additional 1st-level spell and two cantrips listed in your conscious mind, which you cast as psi cantrips.
+
+You add to this spell repertoire as you increase in level. Each time you get a spell slot, you add a spell to your spell repertoire of the same level. At 2nd level, you select another 1st-level spell; at 3rd level, you select one 2nd-level spell, and so on. When you add spells, you might add a higher-level version of a spell you already have, so you can cast a heightened version of that spell. Your conscious mind also adds additional spells to your repertoire as you gain spells of higher levels.
+
+Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, such as the spells you gain from your conscious mind, it wouldn't give you another spell slot, and vice versa.
+
+### **Swapping Spells in your Repertoire**
+
+As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip. You can also swap out spells by retraining during downtime.
diff --git a/content/mechanics/srd/Class Features/Spell Repertoire (Sorcerer).md b/content/mechanics/srd/Class Features/Spell Repertoire (Sorcerer).md
new file mode 100755
index 000000000..43178c753
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Spell Repertoire (Sorcerer).md
@@ -0,0 +1,21 @@
+---
+title: "Spell Repertoire (Sorcerer)"
+noteType: ":luggage:"
+aliases: "Spell Repertoire (Sorcerer)"
+foundryId: Item.JPF8W89x8DQTTjwL
+tags:
+ - Item
+---
+
+# Spell Repertoire (Sorcerer)
+![[icons-sundries-books-book-symbol-spiral-silver-blue.webp|150]]
+
+The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline. You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.
+
+You add to this spell repertoire as you increase in level. Each time you get a spell slot, you add a spell of the same level to your spell repertoire. At 2nd level, you select another 1st-level spell; at 3rd level, you select two 2nd-level spells, and so on. When you add spells, you might choose a higher-level version of a spell you already have so that you can cast a heightened version of that spell.
+
+Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.
+
+### **Swapping Spells in your Repertoire**
+
+As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip. You can also swap out spells by retraining during downtime.
diff --git a/content/mechanics/srd/Class Features/Spell Repertoire (Summoner).md b/content/mechanics/srd/Class Features/Spell Repertoire (Summoner).md
new file mode 100755
index 000000000..2fc440645
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Spell Repertoire (Summoner).md
@@ -0,0 +1,23 @@
+---
+title: "Spell Repertoire (Summoner)"
+noteType: ":luggage:"
+aliases: "Spell Repertoire (Summoner)"
+foundryId: Item.4Dpwq07RuNjgkurF
+tags:
+ - Item
+---
+
+# Spell Repertoire (Summoner)
+![[icons-sundries-books-book-symbol-spiral-silver-blue.webp|150]]
+
+The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and five cantrips of your choice. You choose these from the common spells from the tradition corresponding to your eidolon, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level. Your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it doesn't give you another spell slot, and vice versa.
+
+You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 2-4: Summoner Spells per Day), you add a spell of the same level to your spell repertoire. At 2nd level, you select another 1st-level spell. At 3rd level, you add the first 2nd-level spell to your repertoire. At 4th level you gain your second and your spell repertoire reaches its maximum size of five spells.
+
+At 5th level, in addition to adding two 3rd-level spells to your repertoire, you lose your lowest level of spell slots. Any time you lose a level of spell slots, you lose two spells in your repertoire as well. These can come from spells you already know or out of the number of new spells you're learning. On levels in which you don't change your spell slots, you can swap out multiple spells, as described below.
+
+### Swapping Spells in Your Repertoire
+
+As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. If it's a level at which you lose a set of lower-level slots, you can replace the two in either order. You can also instead swap a cantrip. You can also swap out spells by retraining during downtime.
+
+At 6th level and every even level thereafter, you can swap out any number of your spells for different spells of a level you can cast. When you do, you must keep at least one spell you can cast with your lowest level of spell slots so you don't end up with slots you can't use. For instance, at 6th level you would need to keep at least one 2nd-level spell, but all your other spells could be 3rd level.
diff --git a/content/mechanics/srd/Class Features/Spell Substitution.md b/content/mechanics/srd/Class Features/Spell Substitution.md
new file mode 100755
index 000000000..b2da336af
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Spell Substitution.md
@@ -0,0 +1,15 @@
+---
+title: "Spell Substitution"
+noteType: ":luggage:"
+aliases: "Spell Substitution"
+foundryId: Item.xjyYDm4jXRjCxBY5
+tags:
+ - Item
+---
+
+# Spell Substitution
+![[systems-pf2e-icons-features-classes-spell-substitution.webp|150]]
+
+You don't accept the fact that once spells are prepared, they can't be changed until your next daily preparations, and you have uncovered a shortcut allowing you to substitute new spells for those you originally prepared.
+
+You can spend 10 minutes to empty one of your prepared spell slots and prepare a different spell from your spellbook in its place. If you are interrupted during such a swap, the original spell remains prepared and can still be cast. You can try again to swap out the spell later, but you must start the process over again.
diff --git a/content/mechanics/srd/Class Features/Spellstrike.md b/content/mechanics/srd/Class Features/Spellstrike.md
new file mode 100755
index 000000000..ea59cdcaf
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Spellstrike.md
@@ -0,0 +1,29 @@
+---
+title: "Spellstrike"
+noteType: ":luggage:"
+aliases: "Spellstrike"
+foundryId: Item.yyIPmFKO0fPPpCwK
+tags:
+ - Item
+---
+
+# Spellstrike
+![[systems-pf2e-icons-features-classes-spellstrike.webp|150]]
+
+You've learned the fundamental magus technique that lets you combine magical and physical attacks together. You gain the [[Spellstrike]] activity.
+
+### Spellstrike Specifics
+
+Though the base Spellstrike rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack.
+
+**One Target** The spell targets only the target of your Strike, even if it normally allows more targets. Some feats let you affect more creatures.
+
+Reach: The coupled spell affects the target using the reach of the weapon or unarmed attack you make your Spellstrike with. For instance, shocking grasp would affect a creature beyond the reach of your hand if you used a weapon with reach, and ray of frost would affect only a creature in your weapon's reach, even though the spell's range is longer.
+
+**Ancillary Effects** Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the Strike. For example, acid splash would still deal its splash damage to creatures other than the target and tanglefoot's circumstance penalty would last for its normal duration. The spell takes effect after the Strike deals damage; if the Strike has other special effects, the GM determines whether they happen before or after the spell.
+
+**Multiple Defenses** Any additional rolls after the initial spell attack still happen normally, such as the Fortitude save attempted by the target of a disintegrate spell. Similarly, a spell that allows you to attack with it again on subsequent rounds would only combine a Strike with its initial attack roll, not with any later ones. Invalid or Immune Target: If the target you hit wouldn't be a valid target for the spell, the spell is still expended but doesn't affect the target. If the target is immune to your attack but not the spell, it can still be affected by the spell.
+
+**Variable Actions** Some spells have different effects based on the number of actions you spend to cast them. You choose whether to use the effects of the 1- or 2-action version of the spell when you use Spellstrike. A spell has to take exactly 1 or 2 actions; you can't use Spellstrike with a spell that takes a free action, reaction, or 3 or more actions.
+
+**Metamagic** You typically can't use metamagic with Spellstrike because metamagic requires the next action you take to be Cast a Spell, and Spellstrike is a combined activity that doesn't qualify.
diff --git a/content/mechanics/srd/Class Features/Spinner of Threads.md b/content/mechanics/srd/Class Features/Spinner of Threads.md
new file mode 100755
index 000000000..9abef01e0
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Spinner of Threads.md
@@ -0,0 +1,21 @@
+---
+title: "Spinner of Threads"
+noteType: ":luggage:"
+aliases: "Spinner of Threads"
+foundryId: Item.mxixiY8IF7nanAw6
+tags:
+ - Item
+---
+
+# Spinner of Threads
+![[icons-magic-nature-tree-bare-glow-yellow.webp|150]]
+
+You met your patron in a memory of an encounter yet to come or a premonition of something long since passed, as they untangled and re-spun the tapestry of time and fate. Was your patron a norn? A herald of a deity like Pharasma, Alseta, or Grandmother Spider? Could it even be a single individual appearing at three or more points in its timeline—multiple versions of the same being, parallel threads converging on a single moment?
+
+**Spell List** occult
+
+**Patron Skill** Occultism
+
+**Lesson of Fate's Vicissitudes** Your patron's harsh lesson is that fate spares no one, rising and falling in turn for all. You gain the [[Nudge Fate]] hex cantrip and your familiar learns [[Sure Strike]].
+
+**Familiar of Balanced Luck** Your familiar has a spot on its body that looks like a good luck charm or a bad omen, depending on the angle. When you Cast or Sustain a hex, one creature within 15 feet of your familiar gets your choice of either a +1 status bonus to its AC or a –1 status penalty to its AC until the start of your next turn.
diff --git a/content/mechanics/srd/Class Features/Spirit Instinct.md b/content/mechanics/srd/Class Features/Spirit Instinct.md
new file mode 100755
index 000000000..168ef360c
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Spirit Instinct.md
@@ -0,0 +1,29 @@
+---
+title: "Spirit Instinct"
+noteType: ":luggage:"
+aliases: "Spirit Instinct"
+foundryId: Item.NOFl2bzbYsHKSMEP
+tags:
+ - Item
+---
+
+# Spirit Instinct
+![[icons-creatures-magical-spirit-undead-horned-blue.webp|150]]
+
+Whether you are emotionally sensitive to the spirits around you; worship ancestors or apparitions; or are haunted by the specter of an ancestor, relative, friend, or foe, your rage takes the form of a spiritual possession.
+
+## Anathema
+
+Disrespecting corpses or spirits is anathema to your instinct; defending yourself against undead creatures is not.
+
+## Spirit Rage (Instinct Ability)
+
+When raging, you can increase the additional damage from Rage from 2 to 3 and change its damage type to vitality or void, instead of the damage type for your weapon or unarmed attack (choose each time you Rage). If you choose to deal vitality or void damage, your weapon or unarmed attack gains the effects of the ghost touch property rune, which makes it more effective against incorporeal creatures, and your Rage action gains the divine and necromancy traits, plus vitality or void, as appropriate.
+
+## Specialization AbilityLevel 7
+
+When using spirit rage, increase the damage from Rage from 3 to 7. If you have greater weapon specialization, instead increase the damage when using spirit rage to 13.
+
+## Raging ResistanceLevel 9
+
+You resist void damage, as well as damage dealt by the attacks and abilities of undead creatures, regardless of the damage type.
diff --git a/content/mechanics/srd/Class Features/Staff Nexus.md b/content/mechanics/srd/Class Features/Staff Nexus.md
new file mode 100755
index 000000000..f1003571b
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Staff Nexus.md
@@ -0,0 +1,19 @@
+---
+title: "Staff Nexus"
+noteType: ":luggage:"
+aliases: "Staff Nexus"
+foundryId: Item.51XXEKQ2q6s82GIl
+tags:
+ - Item
+---
+
+# Staff Nexus
+![[icons-weapons-staves-staff-ornate-jeweled-blue.webp|150]]
+
+Your thesis maintains that early and intense adoption of staves from the first days of study can create a symbiotic bond between spellcaster and staff, allowing them to create remarkable magic together. You've formed such a connection with a makeshift staff you built, and you are ready to infuse any staff you encounter with greater power.
+
+You begin play with a makeshift staff of your own invention. It has the magical trait and contains one cantrip and one 1st-rank spell, both from your spellbook. During your daily preparations, you can expend one spell to grant the staff a number of charges equal to that spell's rank, which dissipate after 24 hours. While you are holding the staff, you can Cast the Spells it contains. The 1st-rank spell consumes 1 charge but the cantrip doesn't require charges.
+
+You can Craft your makeshift staff into any other type of magical staff for the new staff's usual cost, adding the two spells you originally chose to the staff you Craft. This staff gains charges from preparing it along with expended spells.
+
+At 8th level, you can expend two spells instead of one when preparing any staff, adding additional charges equal to the combined ranks of the expended spells. At 16th level, you can expend up to a total of three spells to add charges to the staff, adding additional charges equal to the combined ranks of all three spells.
diff --git a/content/mechanics/srd/Class Features/Starless Shadow.md b/content/mechanics/srd/Class Features/Starless Shadow.md
new file mode 100755
index 000000000..e659b3bb8
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Starless Shadow.md
@@ -0,0 +1,21 @@
+---
+title: "Starless Shadow"
+noteType: ":luggage:"
+aliases: "Starless Shadow"
+foundryId: Item.lecR78UyRThpDyhX
+tags:
+ - Item
+---
+
+# Starless Shadow
+![[icons-magic-perception-eye-ringed-glow-angry-small-teal.webp|150]]
+
+Your patron first contacted you at the witching hour, as your body lay paralyzed by sleep while your mind had yet to escape the waking world. Your patron might be a creature of the Netherworld or a long-forgotten spirit of twilight—all you remember of them are haunting eyes of moonlight, offering you power from the darkness.
+
+**Spell List** occult
+
+**Patron Skill** Occultism
+
+**Lesson of Night's Terrors** Your patron taught you that the darkness can hide all manner of things best left unseen. You gain the [[Shroud of Night]] hex cantrip, and your familiar learns [[Fear]].
+
+**Familiar of Stalking Night** Your familiar is dark of fur or feather, and light seems to disappear into it. When you Cast or Sustain a hex, and your familiar is adjacent to an enemy to which it's [[Concealed]], [[Hidden]], or undetected, the enemy becomes [[Frightened|Frightened 1]].
diff --git a/content/mechanics/srd/Class Features/Starlit Span.md b/content/mechanics/srd/Class Features/Starlit Span.md
new file mode 100755
index 000000000..c34daf9f8
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Starlit Span.md
@@ -0,0 +1,17 @@
+---
+title: "Starlit Span"
+noteType: ":luggage:"
+aliases: "Starlit Span"
+foundryId: Item.ESbmGEp1jGhIEuZL
+tags:
+ - Item
+---
+
+# Starlit Span
+![[icons-skills-ranged-arrows-flying-salvo-blue-light.webp|150]]
+
+With magic, the sky's the limit, and you can't be bound by the confines of physical proximity. Your power reaches as far as your senses can perceive, transcending the space between you and your target even with spells that normally require direct physical contact.
+
+When you use Spellstrike, you can make a ranged weapon or ranged unarmed Strike, as long as the target is within the first range increment of your ranged weapon or ranged unarmed attack. You can deliver the spell even if its range is shorter than the range increment of your ranged attack.
+
+**Conflux Spell** _[[Shooting Star]]_
diff --git a/content/mechanics/srd/Class Features/Steed Ally.md b/content/mechanics/srd/Class Features/Steed Ally.md
new file mode 100755
index 000000000..4c9220186
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Steed Ally.md
@@ -0,0 +1,13 @@
+---
+title: "Steed Ally"
+noteType: ":luggage:"
+aliases: "Steed Ally"
+foundryId: Item.HGPnqRgJcpvcjU50
+tags:
+ - Item
+---
+
+# Steed Ally
+![[systems-pf2e-icons-features-classes-steed-ally.webp|150]]
+
+You gain a young animal companion as a mount. Ordinarily, your animal companion is one that has the mount special ability, such as a horse. You can select a different animal companion (GM's discretion), but this ability doesn't grant it the mount special ability.
diff --git a/content/mechanics/srd/Class Features/Stone Order.md b/content/mechanics/srd/Class Features/Stone Order.md
new file mode 100755
index 000000000..121e68408
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Stone Order.md
@@ -0,0 +1,13 @@
+---
+title: "Stone Order"
+noteType: ":luggage:"
+aliases: "Stone Order"
+foundryId: Item.U9vWGeVKa5OqQnJP
+tags:
+ - Item
+---
+
+# Stone Order
+![[icons-commodities-stone-stone-white-quartz-ball.webp|150]]
+
+You're as enduring as stone, and you take comfort in its steadfast presence, both natural and worked. You're trained in Crafting. You also gain the [[Steadying Stone]] druid feat. You gain the _[[Crushing Ground]]_ order spell. Poisoning or polluting the land and heedlessly carving the earth to plunder its natural resources are anathema to your order (this doesn't prevent you from responsibly digging or mining).
diff --git a/content/mechanics/srd/Class Features/Storm Order.md b/content/mechanics/srd/Class Features/Storm Order.md
new file mode 100755
index 000000000..3ebcb26a3
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Storm Order.md
@@ -0,0 +1,21 @@
+---
+title: "Storm Order"
+noteType: ":luggage:"
+aliases: "Storm Order"
+foundryId: Item.jDKV2rsehsQ2ixj1
+tags:
+ - Item
+---
+
+# Storm Order
+![[icons-magic-lightning-bolt-strike-clouds-blue.webp|150]]
+
+Whether you were born under a tempest or survived a bolt of lightning from a clear blue sky, you now carry the fury of the storm in your heart, channeling thunder to terrifying destructive effect and riding the winds through the air.
+
+**Order Skill** Acrobatics
+
+**Druid Feat** [[Storm Born]]
+
+**Order Spell** [[Tempest Surge]]
+
+**Anathema** Pollute the air, allow those who cause major air pollution or climate shifts to go unpunished. (This doesn't force you to take action against merely potential environmental harm or to sacrifice yourself against an obviously superior foe.)
diff --git a/content/mechanics/srd/Class Features/Strained Metabolism.md b/content/mechanics/srd/Class Features/Strained Metabolism.md
new file mode 100755
index 000000000..d25cdbedf
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Strained Metabolism.md
@@ -0,0 +1,19 @@
+---
+title: "Strained Metabolism"
+noteType: ":luggage:"
+aliases: "Strained Metabolism"
+foundryId: Item.AJnXstznBOKJrA0q
+tags:
+ - Item
+---
+
+# Strained Metabolism
+![[systems-pf2e-icons-spells-putrefy-food-and-drink.webp|150]]
+
+Your body's overclocked physiology requires larger-than-usual amounts of nourishment, leaving you weakened when it kicks in mid-combat.
+
+**Mild Backlash** Your metabolism immediately burns through your body's energy stores, making you [[Enfeebled 1]] and [[Clumsy 1]] until you take a bite of food (which usually requires 2 Interact actions: one to retrieve the food and another to consume it).
+
+**Moderate Backlash** Ravenous hunger wracks your body. You are enfeebled 1, clumsy 1, and [[Fatigued]] until you can eat a full meal, which requires at least 10 minutes.
+
+**Severe Backlash** The strain on your body is truly incapacitating. You become [[Sickened 1|Sickened 2]] as nausea wracks you, and you are also enfeebled 1 and clumsy 1 until you can eat a full meal (which requires you to no longer be sickened). You are fatigued until you can get a full night's rest.
diff --git a/content/mechanics/srd/Class Features/Strategic Strike.md b/content/mechanics/srd/Class Features/Strategic Strike.md
new file mode 100755
index 000000000..3466f89f0
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Strategic Strike.md
@@ -0,0 +1,15 @@
+---
+title: "Strategic Strike"
+noteType: ":luggage:"
+aliases: "Strategic Strike"
+foundryId: Item.yomYuOQOhizpNrqE
+tags:
+ - Item
+---
+
+# Strategic Strike
+![[systems-pf2e-icons-features-classes-strategic-strike.webp|150]]
+
+When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on your attack roll due to [[Devise a Stratagem|Devising a Stratagem]], you deal an additional 1d6 precision damage.
+
+As your investigator level increases, so too does the deadliness of your strategic strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.
diff --git a/content/mechanics/srd/Class Features/Stubborn.md b/content/mechanics/srd/Class Features/Stubborn.md
new file mode 100755
index 000000000..e20a7b397
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Stubborn.md
@@ -0,0 +1,13 @@
+---
+title: "Stubborn"
+noteType: ":luggage:"
+aliases: "Stubborn"
+foundryId: Item.FjTOY4uxZw2r68oA
+tags:
+ - Item
+---
+
+# Stubborn
+![[systems-pf2e-icons-features-classes-resolve.webp|150]]
+
+You don't like being told what to do, and you don't give up. Your proficiency rank for Will saves increases to expert. When you fail, but don't critically fail, a Will save against an effect that would give you the controlled condition, you can attempt a second save against the effect at the start of your next turn. On a successful second save, the controlled condition ends, though any other effects remain. As normal, failing this second save doesn't allow you to attempt a third save on the subsequent turn.
diff --git a/content/mechanics/srd/Class Features/Studious Spells.md b/content/mechanics/srd/Class Features/Studious Spells.md
new file mode 100755
index 000000000..29c4357d1
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Studious Spells.md
@@ -0,0 +1,23 @@
+---
+title: "Studious Spells"
+noteType: ":luggage:"
+aliases: "Studious Spells"
+foundryId: Item.kdqQRDrM0KkHB8Zs
+tags:
+ - Item
+---
+
+# Studious Spells
+![[systems-pf2e-icons-features-classes-studious-spells.webp|150]]
+
+Your hybrid study grants you additional spells that can enhance your power in combat. You gain two special 2nd-level studious spell slots, which can be used to prepare spider climb, true strike, water breathing, and an additional spell depending on your hybrid study. You add any spells from this class feature to your spellbook. At 11th level, the extra slots increase to 3rd level and you add haste and an additional spell depending on your hybrid study. At 13th level, the extra slots increase to 4th level and you add fly and an additional spell depending on your hybrid study.
+
+**Laughing Shadow** 7th: _[[Mirror Image]]_; 11th: _[[Shift Blame]]_; 13th: _[[Translocate]]_
+
+**Sparkling Targe** 7th: _[[Resist Energy]]_; 11th: _[[Warding Aggression]]_; 13th: _[[Mountain Resilience]]_
+
+**Starlit Span** 7th: _[[Darkvision]]_; 11th: _[[Wall of Wind]]_; 13th: _[[Unfettered Movement]]_
+
+**Inexorable Iron** 7th: _[[Enlarge]]_; 11th: _[[Earthbind]]_; 13th: _[[Planar Tether]]_
+
+**Twisting Tree** 7th: _[[Embed Message]]_; 11th: _[[Slow]]_; 13th: _[[Flicker]]_
diff --git a/content/mechanics/srd/Class Features/Stylish Tricks.md b/content/mechanics/srd/Class Features/Stylish Tricks.md
new file mode 100755
index 000000000..24593a044
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Stylish Tricks.md
@@ -0,0 +1,13 @@
+---
+title: "Stylish Tricks"
+noteType: ":luggage:"
+aliases: "Stylish Tricks"
+foundryId: Item.m3RAIri67rMoF7ZK
+tags:
+ - Item
+---
+
+# Stylish Tricks
+![[systems-pf2e-icons-features-classes-stylish-tricks.webp|150]]
+
+At 3rd level, 7th level, and 15th level, you gain a skill feat. This feat must be for Acrobatics or the trained skill from your swashbuckler's style
diff --git a/content/mechanics/srd/Class Features/Subconscious Mind.md b/content/mechanics/srd/Class Features/Subconscious Mind.md
new file mode 100755
index 000000000..76a7191fa
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Subconscious Mind.md
@@ -0,0 +1,18 @@
+---
+title: "Subconscious Mind"
+noteType: ":luggage:"
+aliases: "Subconscious Mind"
+foundryId: Item.Ew09iZdCwMz3qDVQ
+tags:
+ - Item
+---
+
+# Subconscious Mind
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+A psychic's power is born in the depths of their psyche, far from the surface. Your subconscious mind might represent the way your power comes to you naturally, or it may be a framework you use to safely access the infinite potential of your mind. Either way, your subconscious mind fundamentally shapes how you access and wield psychic magic. Choose a subconscious mind from the options below. This choice will determine your key ability, special spellcasting components you use, and an action you can take while you have Unleashed your Psyche. The following options are available.
+
+* [[Emotional Acceptance]] (Cha): Throwing yourself headlong into your emotions is what lets you access your power.
+* [[Gathered Lore]] (Int): Tutors taught you specific axioms and lessons to help you harness your mind.
+* [[Precise Discipline]] (Int): Meticulously aligning your thoughts brings your mental power into reality.
+* [[Wandering Reverie]] (Cha): Your imagination fuels your magic through instinct and free association.
diff --git a/content/mechanics/srd/Class Features/Subtle Dampeners.md b/content/mechanics/srd/Class Features/Subtle Dampeners.md
new file mode 100755
index 000000000..d21c9519b
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Subtle Dampeners.md
@@ -0,0 +1,13 @@
+---
+title: "Subtle Dampeners"
+noteType: ":luggage:"
+aliases: "Subtle Dampeners"
+foundryId: Item.KYgjgxLdzb2RSOUX
+tags:
+ - Item
+---
+
+# Subtle Dampeners
+![[systems-pf2e-icons-features-classes-subtle-dampeners.webp|150]]
+
+You've designed your armor to help you blend in and dampen noise slightly. When you send your armor into overdrive, the dampeners increase their effect, improving your Stealth. When under the effects of Overdrive, you gain a +1 circumstance bonus to Stealth checks. If you're a master in Crafting, this increases to a +2 circumstance bonus.
diff --git a/content/mechanics/srd/Class Features/Summoner Spellcasting.md b/content/mechanics/srd/Class Features/Summoner Spellcasting.md
new file mode 100755
index 000000000..3cca90b64
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Summoner Spellcasting.md
@@ -0,0 +1,27 @@
+---
+title: "Summoner Spellcasting"
+noteType: ":luggage:"
+aliases: "Summoner Spellcasting"
+foundryId: Item.o5v8dHonOmnhwUZm
+tags:
+ - Item
+---
+
+# Summoner Spellcasting
+![[systems-pf2e-icons-features-classes-summoner-spellcasting.webp|150]]
+
+Your link to your eidolon grants you limited magic connected to your eidolon's nature. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because of the magic you draw from your eidolon, you can usually replace material components with somatic components, so you don't need a material component pouch.
+
+Each day, you can cast one 1st-level spell and five cantrips. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.
+
+As you increase in level as a summoner, the magical link with your eidolon grants you additional, more powerful spell slots. Your total number of spell slots and the highest level of spells you can cast are shown in Table 2-4: Summoner Spells per Day. Because of the way you draw magic from your connection to your eidolon, you begin to lose lower-level spell slots once you reach 5th level. The maximum number of spell slots you get from the summoner class is four, starting when you reach 4th level.
+
+Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier. Details on calculating these statistics appear on page 447 of the Core Rulebook.
+
+### Heightening Spells
+
+When you gain spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.
+
+### Cantrips
+
+A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up-this is usually equal to the highest level of spell you can cast as a summoner. For example, as a 1st-level summoner, your cantrips are 1st-level spells, and as a 5th-level summoner, your cantrips are 3rd-level spells.
diff --git a/content/mechanics/srd/Class Features/Superstition Instinct.md b/content/mechanics/srd/Class Features/Superstition Instinct.md
new file mode 100755
index 000000000..553d91829
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Superstition Instinct.md
@@ -0,0 +1,31 @@
+---
+title: "Superstition Instinct"
+noteType: ":luggage:"
+aliases: "Superstition Instinct"
+foundryId: Item.9B4XrRdD0G1fcRkV
+tags:
+ - Item
+---
+
+# Superstition Instinct
+![[icons-weapons-wands-wand-skull-horned.webp|150]]
+
+A deep distrust of magic drives you to forgo and counter the metaphysical nonsense of spellcasters. Whether you're a member of a superstitious family or culture that distrusts magic, a warrior in constant battle against wizards and witches, a survivor of a magical accident that instilled an intense aversion in your mind and body, or a scion of a bloodline known for its magic resistance, your rage is inimical to magic.
+
+This makes you an excellent mage hunter but slow to trust practitioners of magical arts. Your extremely restrictive anathema grants you powers beyond those of other instincts.
+
+## Anathema
+
+Willingly accepting the effects of magic spells (including from scrolls, wands, and the like), even from your allies, is anathema to your instinct. You can still drink potions and invest and activate most magic items you find, though items that cast spells are subject to the same restrictions as all other spells. If an ally insists on using magic on you despite your unwillingness, and you have no reason to believe they will stop, continuing to travel with that ally of your own free will counts as willingly accepting their spells (as do similar circumstances) and thus is also anathema to your instinct.
+
+## Superstitious Resiliance (Instinct Ability)
+
+While raging, you gain a +2 status bonus to all saves against magic. Increase your damage from Rage from 2 to 4 against creatures that can cast spells. Once every 10 minutes, when you Rage, you regain Hit Points equal to the temporary Hit Points you gain from that Rage action.
+
+## Specialization AbilityLevel 7
+
+Increase the damage from Rage from 4 to 8 against creatures that can cast spells. If you have greater raging specialization, instead increase the damage from Rage to 12 against creatures with spells and 8 against other creatures.
+
+## Raging ResistanceLevel 9
+
+Choose two associated magical traditions: arcane and occult, arcane and primal, divine and occult, or divine and primal. The resistance from your raging resistance class feature applies against all damage you take from spells cast with these two traditions of magic, regardless of the type of damage dealt by the spell.
diff --git a/content/mechanics/srd/Class Features/Surprise Attack.md b/content/mechanics/srd/Class Features/Surprise Attack.md
new file mode 100755
index 000000000..f8bd61697
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Surprise Attack.md
@@ -0,0 +1,13 @@
+---
+title: "Surprise Attack"
+noteType: ":luggage:"
+aliases: "Surprise Attack"
+foundryId: Item.WNaVTOnjlUQnQLUD
+tags:
+ - Item
+---
+
+# Surprise Attack
+![[systems-pf2e-icons-features-classes-surprice-attack.webp|150]]
+
+You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are [[Off-Guard]] to you.
diff --git a/content/mechanics/srd/Class Features/Swashbuckler Expertise.md b/content/mechanics/srd/Class Features/Swashbuckler Expertise.md
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index 000000000..dec5a0dce
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Swashbuckler Expertise.md
@@ -0,0 +1,13 @@
+---
+title: "Swashbuckler Expertise"
+noteType: ":luggage:"
+aliases: "Swashbuckler Expertise"
+foundryId: Item.KNg5Wj3QFJmoO6tS
+tags:
+ - Item
+---
+
+# Swashbuckler Expertise
+![[systems-pf2e-icons-features-classes-swashbuckler-expertise.webp|150]]
+
+You perform swashbuckling techniques with exceptional flair, making them harder to resist. Your proficiency rank for your swashbuckler class DC increases to expert.
diff --git a/content/mechanics/srd/Class Features/Swashbuckler's Style.md b/content/mechanics/srd/Class Features/Swashbuckler's Style.md
new file mode 100755
index 000000000..db6ba2965
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Swashbuckler's Style.md
@@ -0,0 +1,13 @@
+---
+title: "Swashbuckler's Style"
+noteType: ":luggage:"
+aliases: "Swashbuckler's Style"
+foundryId: Item.q8WHjhZDTgUn90MB
+tags:
+ - Item
+---
+
+# Swashbuckler's Style
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+As a swashbuckler, you have your own distinctive style that enables you to gracefully handle everyday events and life-or-death situations alike. Choose a swashbuckler's style. This style determines the additional actions you use to gain panache and makes you trained in the skill related to that action.
diff --git a/content/mechanics/srd/Class Features/Swift Prey.md b/content/mechanics/srd/Class Features/Swift Prey.md
new file mode 100755
index 000000000..0194863ef
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Swift Prey.md
@@ -0,0 +1,13 @@
+---
+title: "Swift Prey"
+noteType: ":luggage:"
+aliases: "Swift Prey"
+foundryId: Item.QCrBKxfgzDJfbnT2
+tags:
+ - Item
+---
+
+# Swift Prey
+![[systems-pf2e-icons-features-classes-swift-prey.webp|150]]
+
+You size up your prey with a glance. You can use [[Hunt Prey]] as a free action if it's your first action of your turn.
diff --git a/content/mechanics/srd/Class Features/Tangle Line.md b/content/mechanics/srd/Class Features/Tangle Line.md
new file mode 100755
index 000000000..ae6ad936d
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Tangle Line.md
@@ -0,0 +1,17 @@
+---
+title: "Tangle Line"
+noteType: ":luggage:"
+aliases: "Tangle Line"
+foundryId: Item.pYRD2euppDsJCeuk
+tags:
+ - Item
+---
+
+# Tangle Line
+![[systems-pf2e-icons-features-classes-tangle-line.webp|150]]
+
+**Thrown Only**
+
+* * *
+
+Your weapon has an extensible line that you can use to knock your enemies over and quickly recall the weapon back to your hand. Your innovation gains the ranged trip trait and the tethered trait.
diff --git a/content/mechanics/srd/Class Features/Tempered Reflexes.md b/content/mechanics/srd/Class Features/Tempered Reflexes.md
new file mode 100755
index 000000000..bc5c88c9c
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Tempered Reflexes.md
@@ -0,0 +1,13 @@
+---
+title: "Tempered Reflexes"
+noteType: ":luggage:"
+aliases: "Tempered Reflexes"
+foundryId: Item.iiiL4dzLhP3lQ5A4
+tags:
+ - Item
+---
+
+# Tempered Reflexes
+![[systems-pf2e-icons-features-classes-lightning-reflexes.webp|150]]
+
+Practiced reflexes let you find safety even in the face of cataclysmic explosions. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Tempest.md b/content/mechanics/srd/Class Features/Tempest.md
new file mode 100755
index 000000000..79f128c11
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Tempest.md
@@ -0,0 +1,57 @@
+---
+title: "Tempest"
+noteType: ":luggage:"
+aliases: "Tempest"
+foundryId: Item.4oCWXfTz3eCFl9Ql
+tags:
+ - Item
+---
+
+# Tempest
+![[icons-magic-water-pseudopod-swirl-blue.webp|150]]
+
+An oracle wields divine power, but not from a single divine being. This power could come from a potent concept or ideal, the attention of multiple divine entities whose areas of concern all touch on that subject, or a direct and dangerous conduit to raw divine power. This is the oracle's mystery, a source of divine magic not beholden to any deity.
+
+Your mystery might represent a pantheistic devotion to all the deities with power over the subject of your mystery, veneration of a particular ideal, or a conduit to raw divine energy. Whatever its origin and nature, your mystery determines the revelation spells you can cast and the oracular curse that overtakes your body when you do. You learn skills related to that mystery, gain access to a cantrip, and gain a special benefit drawn from the combined divine knowledge and experience of your mystery.
+
+The fury of the wind and waves pounds in your heart, whether your power flows from natural storms, a conduit to the elemental Planes of Air and Water, or through reverence of deities such as Gozreh, the tengu god of storms Hei Feng, the demon lord Dagon, or the elemental lords of air and water.
+
+**Mystery Benefit**
+
+You can see perfectly through wind and water, and you send electric charges through both air and water. You never take penalties to Perception from wind, rain, fog, or other precipitation, or from looking through water or being underwater, and such conditions don't cause anything to be concealed from you.
+
+When you deal physical damage with a non-cantrip air or water spell, you deal an additional 1 electricity damage per spell level.
+
+**Trained Skill** Nature
+
+**Granted Cantrip** _[[Electric Arc]]_
+
+**Revelation Spells**
+
+* Initial _[[Tempest Touch]]_;
+* Advanced _[[Thunderburst]]_;
+* Greater _[[Tempest Form]]_
+
+**Related Domains** Air, Water
+
+### Curse of the Perpetual Storm
+
+You are the center of your own tiny tempest, ever surrounded by wind and rain that worsens the more you tap into your elemental powers. Even when you are calm and at rest, your hair and clothing are blown about by gentle winds, you are slightly damp, and your touch often comes with a static shock.
+
+#### Minor Curse
+
+An aura of a whirling storm whips up in a 5-foot emanation around you and in your space. The aura puts out small non-magical fires 1 round after they're lit or brought into your aura.
+
+Electrical energy builds up within your storm, turning you into a lightning rod; you gain weakness 2 to electricity, and electricity spells or effects that have additional effects for a creature wearing or holding metal treat you as though you were wearing metal.
+
+#### Moderate Curse
+
+Your minor curse's aura expands to a 10-foot emanation and carries rain on the winds. The whirling winds impose a -2 circumstance penalty on ranged attack rolls using physical ammunition that target you or originate from you.
+
+Your weakness to electricity increases to 5 or half your level, whichever is greater, but torrential rain grants you an equal amount of fire resistance.
+
+#### Major Curse (11th)
+
+Your minor curse's aura expands to a 15-foot emanation and grows stronger. High winds blowing outward in the aura impede creatures' progress. The aura is difficult terrain for Large and smaller creatures on the ground, and for Huge or smaller flying creatures. You aren't affected by this difficult terrain.
+
+The electricity arcing through you becomes dangerous. Any creature that touches you or damages you with an unarmed melee attack or non-reach melee weapon takes 1d6 electricity damage. As normal, this doesn't affect creatures you touch.
diff --git a/content/mechanics/srd/Class Features/Tensile Absorption.md b/content/mechanics/srd/Class Features/Tensile Absorption.md
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index 000000000..1aaedd844
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Tensile Absorption.md
@@ -0,0 +1,13 @@
+---
+title: "Tensile Absorption"
+noteType: ":luggage:"
+aliases: "Tensile Absorption"
+foundryId: Item.BoCTyu5UsyOvAzEM
+tags:
+ - Item
+---
+
+# Tensile Absorption
+![[icons-equipment-chest-breastplate-helmet-metal.webp|150]]
+
+You've enhanced the tensile capabilities of your armor, enabling it to bend with bludgeoning attacks. While wearing your armor, you gain resistance to bludgeoning damage equal to half your level.
diff --git a/content/mechanics/srd/Class Features/Thaumaturge Weapon Expertise.md b/content/mechanics/srd/Class Features/Thaumaturge Weapon Expertise.md
new file mode 100755
index 000000000..ea396a171
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Thaumaturge Weapon Expertise.md
@@ -0,0 +1,13 @@
+---
+title: "Thaumaturge Weapon Expertise"
+noteType: ":luggage:"
+aliases: "Thaumaturge Weapon Expertise"
+foundryId: Item.Pscm0UYk4RC8W9HS
+tags:
+ - Item
+---
+
+# Thaumaturge Weapon Expertise
+![[icons-skills-melee-hand-grip-sword-red.webp|150]]
+
+You've learned the secret ways your weapons work most effectively. Your proficiency ranks for unarmed attacks, simple weapons, and martial weapons increase to expert.
diff --git a/content/mechanics/srd/Class Features/Thaumaturgic Expertise.md b/content/mechanics/srd/Class Features/Thaumaturgic Expertise.md
new file mode 100755
index 000000000..5bf367c91
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Thaumaturgic Expertise.md
@@ -0,0 +1,15 @@
+---
+title: "Thaumaturgic Expertise"
+noteType: ":luggage:"
+aliases: "Thaumaturgic Expertise"
+foundryId: Item.JeSHFeSIGCZHg2Ws
+tags:
+ - Item
+---
+
+# Thaumaturgic Expertise
+![[systems-pf2e-icons-features-classes-thaumaturgic-expertise.webp|150]]
+
+You've learned deeper secrets of the supernatural, and your abilities are harder to resist. Your proficiency rank for your thaumaturge class DC increases to expert.
+
+You also gain an additional skill increase, which you can apply only to Arcana, Nature, Occultism, or Religion.
diff --git a/content/mechanics/srd/Class Features/Thaumaturgic Mastery.md b/content/mechanics/srd/Class Features/Thaumaturgic Mastery.md
new file mode 100755
index 000000000..e31e180e1
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Thaumaturgic Mastery.md
@@ -0,0 +1,15 @@
+---
+title: "Thaumaturgic Mastery"
+noteType: ":luggage:"
+aliases: "Thaumaturgic Mastery"
+foundryId: Item.yMTwGgppGZylCEz5
+tags:
+ - Item
+---
+
+# Thaumaturgic Mastery
+![[systems-pf2e-icons-features-classes-thaumaturgic-mastery.webp|150]]
+
+You've become a master in paranormal phenomena, and your esoterica grow in power. Your proficiency rank for your thaumaturge class DC increases to master.
+
+You also gain an additional skill increase, which you can apply only to Arcana, Nature, Occultism, or Religion.
diff --git a/content/mechanics/srd/Class Features/The Distant Grasp.md b/content/mechanics/srd/Class Features/The Distant Grasp.md
new file mode 100755
index 000000000..c9c713d65
--- /dev/null
+++ b/content/mechanics/srd/Class Features/The Distant Grasp.md
@@ -0,0 +1,36 @@
+---
+title: "The Distant Grasp"
+noteType: ":luggage:"
+aliases: "The Distant Grasp"
+foundryId: Item.qd42EHMKnWXzJBp6
+tags:
+ - Item
+---
+
+# The Distant Grasp
+![[systems-pf2e-icons-features-classes-the-distant-grasp.webp|150]]
+
+Motion characterizes the physical-a boulder falls, creatures move, the world turns. You believe the truest form of mind over matter is therefore to move things as well, wielding telekinesis as an arm that can grasp the furthest and finest of objects.
+
+**Granted Spells**
+
+* 1st: _[[Kinetic Ram]]_
+* 2nd: _[[Telekinetic Maneuver]]_
+* 3rd: _[[Levitate]]_
+* 4th: _[[Fly]]_
+* 5th: _[[Telekinetic Haul]]_
+* 6th: _[[Poltergeist's Fury]]_
+* 7th: _[[Telekinetic Bombardment]]_
+* 8th: _[[Falling Sky]]_
+* 9th: _[[Implosion]]_
+
+**Standard Psi Cantrips**
+
+* _[[Telekinetic Hand]]_
+* _[[Telekinetic Projectile]]_
+
+**Unique Psi Cantrips**
+
+* surface: _[[Telekinetic Rend]]_
+* deeper: _[[Vector Screen]]_
+* deepest: _[[Dancing Blade]]_
diff --git a/content/mechanics/srd/Class Features/The Infinite Eye.md b/content/mechanics/srd/Class Features/The Infinite Eye.md
new file mode 100755
index 000000000..219700935
--- /dev/null
+++ b/content/mechanics/srd/Class Features/The Infinite Eye.md
@@ -0,0 +1,36 @@
+---
+title: "The Infinite Eye"
+noteType: ":luggage:"
+aliases: "The Infinite Eye"
+foundryId: Item.JllQ0OmOQEAvEsf3
+tags:
+ - Item
+---
+
+# The Infinite Eye
+![[systems-pf2e-icons-features-classes-the-infinite-eye.webp|150]]
+
+The true strength of the mind lies in the knowledge it contains, with each new observation contributing to the totality of its experiences. To grow your experiences-and with them, your power-you devote yourself to observing as much as possible, casting your senses through space and time with clairvoyance and precognition.
+
+**Granted Spells**
+
+* 1st: _[[Sure Strike]]_
+* 2nd: _[[Augury]]_
+* 3rd: _[[Organsight]]_
+* 4th: _[[Clairvoyance]]_
+* 5th: _[[Scouting Eye]]_
+* 6th: _[[Truesight]]_
+* 7th: _[[True Target]]_
+* 8th: _[[Unrelenting Observation]]_
+* 9th: _[[Foresight]]_
+
+**Standard Psi Cantrips**
+
+* _[[Detect Magic]]_
+* _[[Guidance]]_
+
+**Unique Psi Cantrips**
+
+* surface: _[[Glimpse Weakness]]_
+* deeper: _[[Omnidirectional Scan]]_
+* deepest: _[[Foresee the Path]]_
diff --git a/content/mechanics/srd/Class Features/The Inscribed One.md b/content/mechanics/srd/Class Features/The Inscribed One.md
new file mode 100755
index 000000000..39e368983
--- /dev/null
+++ b/content/mechanics/srd/Class Features/The Inscribed One.md
@@ -0,0 +1,21 @@
+---
+title: "The Inscribed One"
+noteType: ":luggage:"
+aliases: "The Inscribed One"
+foundryId: Item.0elM0FsErSW28WIW
+tags:
+ - Item
+---
+
+# The Inscribed One
+![[icons-magic-symbols-rune-sigil-red-orange.webp|150]]
+
+No words passed your patron's lips in the moment you met; instead, words and glyphs danced across their skin while symbols and numbers swam in the depths of their eyes, spelling out their will in a torrent of words and wisdom. Your patron might be a powerful archmage, or even one of their abandoned artifacts, searching for a successor.
+
+**Spell List** arcane
+
+**Patron Skill** Arcana
+
+**Lesson of Glyph's Supremacy** Your patron teaches that the written word can accomplish so much more than it seems. You gain the [[Discern Secrets]] hex and your familiar learns [[Runic Weapon]].
+
+**Familiar of Flowing Script** Your familiar is covered in a pattern that looks similar to letters in an unknown language, one that seems to draw attention even as it eludes understanding. When you Cast or Sustain a hex, the letters begin to rapidly change, causing a distraction. Until the start of your next turn, your familiar can provide flanking for you and your allies as though it were able to attack and had a reach of 5 feet; this is a visual effect.
diff --git a/content/mechanics/srd/Class Features/The Oscillating Wave.md b/content/mechanics/srd/Class Features/The Oscillating Wave.md
new file mode 100755
index 000000000..6bfaff738
--- /dev/null
+++ b/content/mechanics/srd/Class Features/The Oscillating Wave.md
@@ -0,0 +1,50 @@
+---
+title: "The Oscillating Wave"
+noteType: ":luggage:"
+aliases: "The Oscillating Wave"
+foundryId: Item.p6JlBvmKO3fBIdbQ
+tags:
+ - Item
+---
+
+# The Oscillating Wave
+![[systems-pf2e-icons-features-classes-the-oscillating-wave.webp|150]]
+
+At the heart of all things is energy. Though it may change its form or resting place, it is eternal, fundamental, the purest of building blocks. Your powers let you shift energy-either concentrating it in a single point to explosive end or freezing objects by plundering it away-in an endless oscillation of temperature.
+
+* * *
+
+**Granted Spells**
+
+* 1st: _[[Breathe Fire]]_
+* 2nd: _[[Heat Metal]]_
+* 3rd: _[[Fireball]]_
+* 4th: _[[Fire Shield]]_
+* 5th: _[[Cone of Cold]]_
+* 6th: _[[Flame Vortex]]_
+* 7th: _[[Fiery Body]]_
+* 8th: _[[Polar Ray]]_
+* 9th: _[[Falling Stars]]_
+
+**Standard Psi Cantrips**
+
+* [[Ignition]]
+* [[Frostbite]]
+
+**Unique Psi Cantrips**
+
+* surface: _[[Thermal Stasis]]_
+* deeper: _[[Entropic Wheel]]_
+* deepest: _[[Redistribute Potential]]_
+
+* * *
+
+### **Conservation of Energy**
+
+Energy can't be created or destroyed, only transferred or changed. Whenever you use your magic to add or remove energy, you must then balance it with the opposing force. The first time in an encounter that you cast a granted spell or standard psi cantrip from your conscious mind, decide whether you're adding energy or removing it. Once you add energy, you must remove energy the next time you cast one of these spells. When you Refocus, you restore yourself to a neutral state, allowing you to once again freely choose whether you add or remove energy on your next spell.
+
+**Adding Energy:** The ability gains the fire trait, any damage it deals is fire damage, and any resistance it grants is to cold damage. It loses any traits matching damage types it no longer deals.
+
+**Removing Energy:** The ability gains the cold trait, any damage it deals is cold damage, and any resistance it grants is to fire damage. It loses any traits matching damage types it no longer deals. _Fiery body_ grants _ray of frost_ instead of _produce flame_ when cast this way.
+
+**Mindshift:** When you use an action that has the mindshift trait, you can choose to add or remove energy to it instead of making it mental. Alter it as normal for adding or removing energy and change any save it requires to a Reflex save.
diff --git a/content/mechanics/srd/Class Features/The Resentment.md b/content/mechanics/srd/Class Features/The Resentment.md
new file mode 100755
index 000000000..0f14275bf
--- /dev/null
+++ b/content/mechanics/srd/Class Features/The Resentment.md
@@ -0,0 +1,21 @@
+---
+title: "The Resentment"
+noteType: ":luggage:"
+aliases: "The Resentment"
+foundryId: Item.7h0ttvq995eZsm3U
+tags:
+ - Item
+---
+
+# The Resentment
+![[icons-magic-unholy-hand-light-green.webp|150]]
+
+A single feeling radiated from your patron in the moment you met them, as palpable as heat from a fire: the desire to see every tall poppy felled and every proud nail hammered down, whether to righteously bring justice for small folk or the base urge to see the powerful defeated. Your patron is likely far from the upper echelons of its kind, such as a hag ousted from its coven or a quasi-divinity or a lower-rank demon. This leaves it only subtler and weaker tools to see its ends met: curses, hexes, and you.
+
+**Spell List** occult
+
+**Patron Skill** Occultism
+
+**Lesson of Strength's Impermanence** Your patron has taught you that power can be taken much more easily that it can be built. You gain the [[Evil Eye]] hex cantrip and your familiar learns [[Enfeeble]].
+
+**Familiar of Ongoing Misery** Your familiar seems hostile to all creatures other than you, hissing at them if they get too near. When you Cast or Sustain a hex, your familiar can curse a creature within 15 feet of it, prolonging the duration of any negative conditions affecting it by 1 round. This is a curse effect. This prolongs only conditions with a timed duration (such as "1 round" or "until the end of your next turn") and doesn't prevent conditions from being removed by other means.
diff --git a/content/mechanics/srd/Class Features/The Silent Whisper.md b/content/mechanics/srd/Class Features/The Silent Whisper.md
new file mode 100755
index 000000000..b5ebe8cbc
--- /dev/null
+++ b/content/mechanics/srd/Class Features/The Silent Whisper.md
@@ -0,0 +1,36 @@
+---
+title: "The Silent Whisper"
+noteType: ":luggage:"
+aliases: "The Silent Whisper"
+foundryId: Item.8HnBC8s6CMJt2M1b
+tags:
+ - Item
+---
+
+# The Silent Whisper
+![[systems-pf2e-icons-features-classes-the-silent-whisper.webp|150]]
+
+Every mind murmurs constantly, and the static from those nearby reverberates in your head like wind through leaves. What better focus for your magic then, than the very thoughts of those around you? Your versatile telepathic abilities let you soothe and communicate with your allies or control your enemies.
+
+**Granted Spells**
+
+* 1st: _[[Mindlink]]_
+* 2nd: _[[Stupefy]]_
+* 3rd: _[[Heroism]]_
+* 4th: _[[Telepathy]]_
+* 5th: _[[Synaptic Pulse]]_
+* 6th: _[[Sending]]_
+* 7th: _[[Visions of Danger]]_
+* 8th: _[[Uncontrollable Dance]]_
+* 9th: _[[Telepathic Demand]]_
+
+**Standard Psi Cantrips**
+
+* _[[Daze]]_
+* _[[Message]]_
+
+**Unique Psi Cantrips**
+
+* surface: _[[Forbidden Thought]]_
+* deeper: _[[Shatter Mind]]_
+* deepest: _[[Contagious Idea]]_
diff --git a/content/mechanics/srd/Class Features/The Tangible Dream.md b/content/mechanics/srd/Class Features/The Tangible Dream.md
new file mode 100755
index 000000000..27b4e70a8
--- /dev/null
+++ b/content/mechanics/srd/Class Features/The Tangible Dream.md
@@ -0,0 +1,36 @@
+---
+title: "The Tangible Dream"
+noteType: ":luggage:"
+aliases: "The Tangible Dream"
+foundryId: Item.6qoZ2VefmIDyueFU
+tags:
+ - Item
+---
+
+# The Tangible Dream
+![[systems-pf2e-icons-features-classes-the-tangible-dream.webp|150]]
+
+You pull colors and shapes from the depth of your mind, projecting impossible creations into the world as tapestries of astral thread or sculptures of force and light.
+
+**Granted Spells**
+
+* 1st: _[[Dizzying Colors]]_
+* 2nd: _[[Mirror Image]]_
+* 3rd: _[[Sea of Thought]]_
+* 4th: _[[Resilient Sphere]]_
+* 5th: _[[Etheric Shards]]_
+* 6th: _[[Blade Barrier]]_
+* 7th: _[[Project Image]]_
+* 8th: _[[Scintillating Pattern]]_
+* 9th: _[[Prismatic Sphere]]_
+
+**Standard Psi Cantrips**
+
+* _[[Light]]_
+* _[[Shield]]_
+
+**Unique Psi Cantrips**
+
+* surface: _[[Imaginary Weapon]]_
+* deeper: _[[Astral Rain]]_
+* deepest: _[[Hologram Cage]]_
diff --git a/content/mechanics/srd/Class Features/The Tenets of Evil.md b/content/mechanics/srd/Class Features/The Tenets of Evil.md
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+---
+title: "The Tenets of Evil"
+noteType: ":luggage:"
+aliases: "The Tenets of Evil"
+foundryId: Item.HIDmH4IVx3kgk7Cx
+tags:
+ - Item
+---
+
+# The Tenets of Evil
+![[icons-sundries-books-book-eye-pink.webp|150]]
+
+You gain the unholy trait and add that trait to any Strikes you make. In addition to your other edicts and anathema, you gain the following. None of these prevents you from performing acts others might consider helpful, but these acts must be done with the expectation that they ultimately furthers your own goals or those of your deity.
+
+**Edict** do not put another's needs before your own or those of your deity
+
+**Anathema** commit an entirely altruistic act, such as giving something away in charity
diff --git a/content/mechanics/srd/Class Features/The Tenets of Good.md b/content/mechanics/srd/Class Features/The Tenets of Good.md
new file mode 100755
index 000000000..9fdca3517
--- /dev/null
+++ b/content/mechanics/srd/Class Features/The Tenets of Good.md
@@ -0,0 +1,17 @@
+---
+title: "The Tenets of Good"
+noteType: ":luggage:"
+aliases: "The Tenets of Good"
+foundryId: Item.9twP2YJk9L5bh7IB
+tags:
+ - Item
+---
+
+# The Tenets of Good
+![[icons-sundries-books-book-tooled-blue-yellow.webp|150]]
+
+You gain the holy trait and add that trait to any Strikes you make. In addition to your other edicts and anathema, you gain the following:
+
+**Edicts** do not knowingly harm innocents or fail to prevent harm to an innocent if your direct intervention could save them
+
+**Anathema** commit murder, engage in torture
diff --git a/content/mechanics/srd/Class Features/The Unbound Step.md b/content/mechanics/srd/Class Features/The Unbound Step.md
new file mode 100755
index 000000000..7bbc5968d
--- /dev/null
+++ b/content/mechanics/srd/Class Features/The Unbound Step.md
@@ -0,0 +1,36 @@
+---
+title: "The Unbound Step"
+noteType: ":luggage:"
+aliases: "The Unbound Step"
+foundryId: Item.MEAXAjtv4v0XN0D8
+tags:
+ - Item
+---
+
+# The Unbound Step
+![[systems-pf2e-icons-features-classes-the-unbound-step.webp|150]]
+
+The mind can flit from thought to thought; why too shouldn't you? You focus on motion in a higher order of spatial dimensions, not just the typical three, allowing for versatile abilities that alter positioning.
+
+**Granted Spells**
+
+* 1st: _[[Thoughtful Gift]]_
+* 2nd: _[[Enlarge]]_
+* 3rd: _[[Rally Point]]_
+* 4th: _[[Translocate]]_
+* 5th: _[[Strange Geometry]]_
+* 6th: _[[Collective Transposition]]_
+* 7th: _[[Momentary Recovery]]_
+* 8th: _[[Quandary]]_
+* 9th: _[[Bilocation]]_
+
+**Standard Psi Cantrips**
+
+* _[[Phase Bolt]]_
+* _[[Warp Step]]_
+
+**Unique Psi Cantrips**
+
+* surface: _[[Distortion Lens]]_
+* deeper: _[[Ghostly Shift]]_
+* deepest: _[[Tesseract Tunnel]]_
diff --git a/content/mechanics/srd/Class Features/Thief.md b/content/mechanics/srd/Class Features/Thief.md
new file mode 100755
index 000000000..65bb0429d
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Thief.md
@@ -0,0 +1,17 @@
+---
+title: "Thief"
+noteType: ":luggage:"
+aliases: "Thief"
+foundryId: Item.gOPpZxUnoRb3Nape
+tags:
+ - Item
+---
+
+# Thief
+![[systems-pf2e-icons-features-classes-thief.webp|150]]
+
+Nothing beats the thrill of taking something that belongs to someone else. You might be a pickpocket working the streets, a cat burglar sneaking through windows, or even a consultant, testing your clients' vaults for openings.
+
+When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon or finesse melee unarmed attack, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.
+
+You are trained in Thievery.
diff --git a/content/mechanics/srd/Class Features/Third Doctrine (Cloistered Cleric).md b/content/mechanics/srd/Class Features/Third Doctrine (Cloistered Cleric).md
new file mode 100755
index 000000000..e11f7c542
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Third Doctrine (Cloistered Cleric).md
@@ -0,0 +1,13 @@
+---
+title: "Third Doctrine (Cloistered Cleric)"
+noteType: ":luggage:"
+aliases: "Third Doctrine (Cloistered Cleric)"
+foundryId: Item.kxNKOsdvs1P3EJpP
+tags:
+ - Item
+---
+
+# Third Doctrine (Cloistered Cleric)
+![[icons-magic-light-orb-hands-humanoid-yellow.webp|150]]
+
+Your proficiency ranks for the spell attack modifier and spell DC statistics increase to expert.
diff --git a/content/mechanics/srd/Class Features/Third Doctrine (Warpriest).md b/content/mechanics/srd/Class Features/Third Doctrine (Warpriest).md
new file mode 100755
index 000000000..f4a310af3
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Third Doctrine (Warpriest).md
@@ -0,0 +1,13 @@
+---
+title: "Third Doctrine (Warpriest)"
+noteType: ":luggage:"
+aliases: "Third Doctrine (Warpriest)"
+foundryId: Item.c0cMfKUyZFQ8pnrh
+tags:
+ - Item
+---
+
+# Third Doctrine (Warpriest)
+![[systems-pf2e-icons-features-classes-warpriest.webp|150]]
+
+You gain expert proficiency with your deity's favored weapon, martial weapons, simple weapons, and unarmed attacks. When you critically succeed at an attack roll using your deity's favored weapon, you apply the weapon's critical specialization effect; you can use your spell DC in place of your class DC.
diff --git a/content/mechanics/srd/Class Features/Third Doctrine.md b/content/mechanics/srd/Class Features/Third Doctrine.md
new file mode 100755
index 000000000..780a1345e
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Third Doctrine.md
@@ -0,0 +1,16 @@
+---
+title: "Third Doctrine"
+noteType: ":luggage:"
+aliases: "Third Doctrine"
+foundryId: Item.rdG3glCe4Pkjx6i2
+tags:
+ - Item
+---
+
+# Third Doctrine
+![[icons-magic-symbols-question-stone-yellow.webp|150]]
+
+You gain the third benefit of your doctrine:
+
+* [[Third Doctrine (Cloistered Cleric)|Cloistered Cleric]]
+* [[Third Doctrine (Warpriest)|Warpriest]]
diff --git a/content/mechanics/srd/Class Features/Third Gate's Threshold.md b/content/mechanics/srd/Class Features/Third Gate's Threshold.md
new file mode 100755
index 000000000..807b9158f
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Third Gate's Threshold.md
@@ -0,0 +1,16 @@
+---
+title: "Third Gate's Threshold"
+noteType: ":luggage:"
+aliases: "Third Gate's Threshold"
+foundryId: Item.Vbl9WGeKcVilOfa3
+tags:
+ - Item
+---
+
+# Third Gate's Threshold
+![[icons-magic-symbols-elements-air-earth-fire-water.webp|150]]
+
+You reach a new milestone in your odyssey to become in tune with your kinetic gate and must decide how to expand the gate's power. At 5th level and every 4 levels thereafter, you choose to either expand the portal or fork the path.
+
+* **Expand the Portal**: Your gate attunes more precisely to one of your elements. Gain an impulse feat of your level or lower for one of your kinetic elements; if you have more than one element, you can choose a composite impulse. You also gain a gate junction for one of your kinetic elements. If you have no valid options for the feat-typically because you have one kinetic element and devoted your class feats to gaining that element's impulses-you can instead select any kineticist class feat of your level or lower for which you meet the prerequisites.
+* **Fork the Path**: Your gate reaches to another elemental plane. Add a new element of your choice to your kinetic elements. Gain an impulse feat of your level or lower with the trait of that element. You can't select a composite impulse feat with this feat selection.
diff --git a/content/mechanics/srd/Class Features/Third Implement.md b/content/mechanics/srd/Class Features/Third Implement.md
new file mode 100755
index 000000000..69011e3f3
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Third Implement.md
@@ -0,0 +1,13 @@
+---
+title: "Third Implement"
+noteType: ":luggage:"
+aliases: "Third Implement"
+foundryId: Item.Pq1HJVrB9UFrjlRW
+tags:
+ - Item
+---
+
+# Third Implement
+![[systems-pf2e-icons-features-classes-third-implement.webp|150]]
+
+As you come closer to the culmination of your journey, you gain your final implement, completing your set of three. It must be a different type of implement than your first and second implements. You gain the initiate benefit and intensify vulnerability benefit of your new implement.
diff --git a/content/mechanics/srd/Class Features/Third Path to Perfection (Fortitude).md b/content/mechanics/srd/Class Features/Third Path to Perfection (Fortitude).md
new file mode 100755
index 000000000..f9754d82d
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Third Path to Perfection (Fortitude).md
@@ -0,0 +1,15 @@
+---
+title: "Third Path to Perfection (Fortitude)"
+noteType: ":luggage:"
+aliases: "Third Path to Perfection (Fortitude)"
+foundryId: Item.t76SOlz4aaxkoWTK
+tags:
+ - Item
+---
+
+# Third Path to Perfection (Fortitude)
+![[systems-pf2e-icons-features-classes-third-path-to-perfection.webp|150]]
+
+You have made great progress in your personal studies of enlightenment.
+
+Choose one of the saving throws you selected for path to perfection or second path to perfection. Your proficiency rank for the chosen type of save increases to legendary. When you roll a critical failure on the chosen type of save, you get a failure instead. When you roll a failure on the chosen type of save against an effect that deals damage, you take half damage.
diff --git a/content/mechanics/srd/Class Features/Third Path to Perfection (Reflex).md b/content/mechanics/srd/Class Features/Third Path to Perfection (Reflex).md
new file mode 100755
index 000000000..43c18e098
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Third Path to Perfection (Reflex).md
@@ -0,0 +1,15 @@
+---
+title: "Third Path to Perfection (Reflex)"
+noteType: ":luggage:"
+aliases: "Third Path to Perfection (Reflex)"
+foundryId: Item.TCd0sGrJDIQmoZtf
+tags:
+ - Item
+---
+
+# Third Path to Perfection (Reflex)
+![[systems-pf2e-icons-features-classes-third-path-to-perfection.webp|150]]
+
+You have made great progress in your personal studies of enlightenment.
+
+Choose one of the saving throws you selected for path to perfection or second path to perfection. Your proficiency rank for the chosen type of save increases to legendary. When you roll a critical failure on the chosen type of save, you get a failure instead. When you roll a failure on the chosen type of save against an effect that deals damage, you take half damage.
diff --git a/content/mechanics/srd/Class Features/Third Path to Perfection (Will).md b/content/mechanics/srd/Class Features/Third Path to Perfection (Will).md
new file mode 100755
index 000000000..df97a7b80
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Third Path to Perfection (Will).md
@@ -0,0 +1,15 @@
+---
+title: "Third Path to Perfection (Will)"
+noteType: ":luggage:"
+aliases: "Third Path to Perfection (Will)"
+foundryId: Item.dvVVhgpKV6wL9nPm
+tags:
+ - Item
+---
+
+# Third Path to Perfection (Will)
+![[systems-pf2e-icons-features-classes-third-path-to-perfection.webp|150]]
+
+You have made great progress in your personal studies of enlightenment.
+
+Choose one of the saving throws you selected for path to perfection or second path to perfection. Your proficiency rank for the chosen type of save increases to legendary. When you roll a critical failure on the chosen type of save, you get a failure instead. When you roll a failure on the chosen type of save against an effect that deals damage, you take half damage.
diff --git a/content/mechanics/srd/Class Features/Third Path to Perfection.md b/content/mechanics/srd/Class Features/Third Path to Perfection.md
new file mode 100755
index 000000000..1202b5e67
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Third Path to Perfection.md
@@ -0,0 +1,13 @@
+---
+title: "Third Path to Perfection"
+noteType: ":luggage:"
+aliases: "Third Path to Perfection"
+foundryId: Item.iRNvUgaIUpRQISu4
+tags:
+ - Item
+---
+
+# Third Path to Perfection
+![[systems-pf2e-icons-features-classes-third-path-to-perfection.webp|150]]
+
+You have made great progress in your personal studies of enlightenment. Choose one of the saving throws you selected for path to perfection or second path to perfection. Your proficiency rank for the chosen type of save increases to legendary. When you roll a critical failure on the chosen type of save, you get a failure instead. When you roll a failure on the chosen type of save against an effect that deals damage, you take half damage.
diff --git a/content/mechanics/srd/Class Features/Time.md b/content/mechanics/srd/Class Features/Time.md
new file mode 100755
index 000000000..9db7a4bc8
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Time.md
@@ -0,0 +1,45 @@
+---
+title: "Time"
+noteType: ":luggage:"
+aliases: "Time"
+foundryId: Item.E2aQbTimVzcNfBT6
+tags:
+ - Item
+---
+
+# Time
+![[systems-pf2e-icons-spells-haste.webp|150]]
+
+Whether by accident, fate, or purposeful meddling, you exist slightly outside of time. While initially unmoored by moments, the countless march of milliseconds builds up to drift you further and further out of sync with your natural timeline, often in contradictory directions. You might view this as a blessing, perhaps as a sign you're somehow beyond mortality or you can't be contained within reality's limitations, or you might view it as a cruel curse that causes your own life to slip by adrift even as you gain power over time. Many oracles of time are without faith and either come to rely upon their own instincts to survive or else turn to strange rituals and forbidden magic in an attempt to break free of time's grasp. Those oracles who worship deities most often worship Pharasma, goddess of fate who sees all possible futures for all who ever lived, or Alseta, goddess of transitions and the passage through time.
+
+**Mystery Benefit**
+
+Time passes more swiftly for you than it does for those around you, enabling you to cover more distance in what others perceive as the same amount of time. You gain a +10-foot status bonus to your Speed. At 6th level, this increases to a +15-foot status bonus; at 10th level, this increases to a +20-foot status bonus; at 14th level, this increases to a +25-foot status bonus; and at 18th level, it increases to a +30-foot status bonus. Your disjointed movement makes it harder for creatures to hit you as you move. You gain a +1 status bonus to AC against attacks made against you from reactions or free actions while you're moving.
+
+**Trained Skill** Occultism
+
+**Granted Cantrip** _[[Time Sense]]_
+
+**Revelation Spells**
+
+* **Initial** _[[Temporal Distortion]]_
+* **Advanced** _[[Time Skip]]_
+* **Greater** _[[Manifold Lives]]_
+
+**Related Domains** fate, time
+
+### Curse of Turbulent Moments
+
+Time passes differently for you than everyone else. You experience fluxes that might manifest as minor day-to-day changes in your apparent age, such as a gray lock of hair or a disappearing wrinkle, or as occasional ghostly temporal afterimages that slightly trail your movement.
+
+**Minor Curse**
+
+As you draw upon your mystery, time's passage becomes more disjointed, aging, regressing, or warping you out of sync. You become [[Enfeebled 1]]. In addition, you take a -2 penalty to saving throws against effects that would make you [[Fatigued]] or [[Slowed|Slowed]].
+
+**Moderate Curse**
+
+Time distorts further, increasing your muscular atrophy, age regression, or warping while making effects pass you by at an increased rate. The value of your enfeebled condition increases to [[Enfeebled 1|Enfeebled 2]] and the penalty from your minor curse increases to -3. Your status bonus to AC against attacks made against you from reactions or free actions while you're moving increases to +2. In addition, spells affecting you last less time; their duration is reduced by half, to a minimum of 1 round. This doesn't reduce the spell's duration for other targets affected by the same spell. Finally, all non-permanent conditions affecting you that have a duration measured in rounds, minutes, or hours have their duration reduced by half, to a minimum of 1 round. Any afflictions (such as poisons, diseases, and curses) affecting you have their maximum duration, onset time, and time for each stage reduced by half. Spells, conditions, and afflictions that last "until your next daily preparations" last for 12 hours or until your next daily preparations, whichever comes first. This doesn't change the duration you're temporarily immune, the rate at which you can use abilities that have a frequency, or any other features based on the passage of time.
+
+**Major Curse (11th)**
+
+You become so out of sync with time that it's hard for you to act, but when you do act, you do so with incredible speed. You become [[Slowed]], the value of your enfeebled condition increases to 3, and the penalty from your minor curse increases to -4. Time passes so much faster for you that your steps appear as a blur of motion to others. You gain a +4 status bonus to initiative rolls. Whenever you move, you're [[Concealed]] while you're moving and until the start of your next turn. As normal for concealment where your location is still obvious, you can't use this concealment to Hide or [[Sneak]]. Your status bonus to AC against attacks made against you from reactions or free actions while you're moving increases to +4.
diff --git a/content/mechanics/srd/Class Features/Tome.md b/content/mechanics/srd/Class Features/Tome.md
new file mode 100755
index 000000000..0dc03e845
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Tome.md
@@ -0,0 +1,35 @@
+---
+title: "Tome"
+noteType: ":luggage:"
+aliases: "Tome"
+foundryId: Item.WAmYjVxr8LeEylfA
+tags:
+ - Item
+---
+
+# Tome
+![[systems-pf2e-icons-features-classes-tome.webp|150]]
+
+Tome implements embody lost knowledge and otherworldly insights. While a weathered book is most common, tome implements can have as many different form factors as there are ways to store knowledge, from carved clay tablets to bundles of knotted cords. Tome implements are associated with the harrow suit of books and the astrological signs of the stargazer and the underworld dragon.
+
+### **Initiate Benefit**
+
+While you hold your tome, lines of text appear on the open pages, revealing useful information. While you hold your tome, you gain a +1 circumstance bonus to all skill checks to Recall Knowledge.
+
+During your daily preparations, you can gain the trained proficiency rank in two skills of your choice until you prepare again. You retain the benefit as long as the tome is on your person, even if you aren't holding it. At 3rd level, you're an expert in one of the skills and trained in the other, and at 5th level, you're an expert in both skills. Since these proficiencies are temporary, you can't use them as a prerequisite for a skill increase or a permanent character option like a feat.
+
+### **Adept Benefit**
+
+In addition to the initiate benefits, your tome inscribes insights into creatures that you can use to strike them down. While holding your tome, at the start of your turn each round, attempt a check to Recall Knowledge about a creature of your choice that you're observing. If this check succeeds, you gain a +1 circumstance bonus to your next attack roll against that creature before the start of your next turn.
+
+When you gain temporary skill proficiencies during your daily preparations, one is at expert proficiency and the other at master proficiency. At 9th level, you have master proficiency in both.
+
+### **Intensify Vulnerability**
+
+Your tome's power not only reads a creature's present but even records its future actions. When you use Intensify Vulnerability, roll a d20 and set the result aside. At any time until the start of your next turn, you can use the d20 result you set aside for an attack roll to Strike the target of your Exploit Vulnerability, instead of rolling a new d20; this is a fortune effect.
+
+### **Paragon Benefit**
+
+In addition to the other benefits, your tome's information alerts you to ambushes and attacks from your foes. While holding your tome, you can always roll a skill check for initiative against creatures or haunts using Esoteric Lore. If you do, you gain a +3 circumstance bonus to your initiative roll.
+
+The initiate benefit's circumstance bonus to Recall Archive Knowledge from holding your tome increases from +1 to +2. When you succeed at the Recall Knowledge check granted by the tome's adept benefit, the bonus applies to all attack rolls you make before the start of your next turn, not just your next one. Lastly, when you gain temporary skill proficiencies, both are legendary.
diff --git a/content/mechanics/srd/Class Features/Toxicologist.md b/content/mechanics/srd/Class Features/Toxicologist.md
new file mode 100755
index 000000000..7da429e11
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Toxicologist.md
@@ -0,0 +1,47 @@
+---
+title: "Toxicologist"
+noteType: ":luggage:"
+aliases: "Toxicologist"
+foundryId: Item.bFi4gE2EBiLPKP6g
+tags:
+ - Item
+---
+
+# Toxicologist
+![[systems-pf2e-icons-features-classes-toxicologist.webp|150]]
+
+You specialize in toxins and venoms of all types. You start with the formulas for two common 1st-level alchemical poisons in your formula book, in addition to your other formulas.
+
+Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of [[Infused Reagents]] to create your signature items using [[Advanced Alchemy]], you create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field's list of possible signature items.
+
+You can apply an injury poison you're holding to a weapon you're wielding as a single action, rather than as a 2-action activity, and you can change the DCs of your infused poisons to your class DC if it's higher.
+
+## [[Field Discovery (Toxicologist)|Field Discovery]]Level 5
+
+When using Advanced Alchemy to make poisons during your daily preparations, you can spend one batch of reagents to create three poisons in any combination, instead of just two of the same poison.
+
+## [[Perpetual Infusions (Toxicologist)|Perpetual Infusions]]Level 7
+
+You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items. You gain the ability to create two 1st-level alchemical items using [[Quick Alchemy]] without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.
+
+Each time you gain a level, you can swap any number of your perpetual infusions with other eligible infusions.
+
+Choose two common 1st-level alchemical poisons.
+
+## [[Perpetual Potency (Toxicologist)|Perpetual Potency]]Level 11
+
+Your perpetual infusions improve, allowing you to use Quick Alchemy to create more powerful items with no cost. The items you can select depend on your research field and must be in your formula book.
+
+Choose two common 5th-level or lower alchemical poisons.
+
+## [[Greater Field Discovery (Toxicologist)|Greater Field Discovery]]Level 13
+
+You can apply two different injury poisons to the same weapon, though not to a piece of ammunition. The two poisons can be up to six levels lower than your level, and you can't use the poisons made without spending a batch of infused reagents via perpetual infusions. Applying the two poisons requires a separate action to apply each poison.
+
+Once completed, you combine the two poisons on the weapon into a double poison with the lower of the two poisons' DCs. This double poison is only virulent if both poisons were virulent, and if the poisons have a different number of stages, the double poison has a number of stages equal to the poison with the lower number of stages. The target takes the effects of both poisons for its current stage.
+
+## [[Perpetual Perfection (Toxicologist)|Perpetual Perfection]]Level 17
+
+You have perfected your perpetual infusions, allowing you to use Quick Alchemy to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.
+
+Choose two common 11th-level or lower alchemical poisons.
diff --git a/content/mechanics/srd/Class Features/Trackless Journey.md b/content/mechanics/srd/Class Features/Trackless Journey.md
new file mode 100755
index 000000000..40fe21ed1
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Trackless Journey.md
@@ -0,0 +1,15 @@
+---
+title: Trackless Journey
+noteType: ":luggage:"
+aliases:
+ - Trackless Journey
+ - Trackless Step
+foundryId: Item.qDkV9oJFuE9Lv6n0
+tags:
+ - Item
+---
+
+# Trackless Journey
+![[systems-pf2e-icons-features-classes-trackless-step.webp|150]]
+
+When you move through natural terrains, you are hard to track. You always gain the benefits of the [[Cover Tracks]] action in such terrains, without moving at half your Speed.
diff --git a/content/mechanics/srd/Class Features/Troll Deviant Classification.md b/content/mechanics/srd/Class Features/Troll Deviant Classification.md
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--- /dev/null
+++ b/content/mechanics/srd/Class Features/Troll Deviant Classification.md
@@ -0,0 +1,39 @@
+---
+title: "Troll Deviant Classification"
+noteType: ":luggage:"
+aliases: "Troll Deviant Classification"
+foundryId: Item.zGWQkkmqDqekv4ra
+tags:
+ - Item
+---
+
+# Troll Deviant Classification
+![[systems-pf2e-icons-spells-monstrosity-form.webp|150]]
+
+Especially common when a deviant ability is born of scientific experimentation, the troll classification connotes improved physical abilities. While often thought of as biological mutation, clockwork implants and personal magical enhancements are equally likely mechanisms.
+
+## Backlash
+
+[[Strained Metabolism]]
+
+The same blood that lets one of the dragon-descended spit out a gout of flame is precisely what keeps the inside of their mouth from being singed in the furnace. Deviations, unfortunately, lack these safeguards, their powers coming from haphazard circumstance and interactions rather than intentional design. A character using their deviation always risks the chance of backlash.
+
+Whenever you attempt to use a deviation, roll a DC 5 flat); on a failure, you use your deviation and then suffer a backlash effect, after which your flat check DC resets to 5. Backlash progresses from mild, to moderate, to severe. When you have already taken mild backlash in a given day, the next time you would take backlash, you take the moderate backlash instead, and if you have already taken moderate backlash, you take the severe backlash instead, and your deviation can't be used for the rest of the day—attempting to use it simply brings pain. When you make your daily preparations, your flat check DC returns to 5 and your next backlash returns to mild.
+
+Any effects from backlash can't be reduced, prevented, or otherwise bypassed. Conditions and damage you take from backlash can't be reduced or prevented by resistance or immunity, but still triggers any weakness you have to it.
+
+## Troll Deviant Feats
+
+[[Bone Spikes]]
+
+[[Titan Swing]]
+
+[[High-Speed Regeneration]]
+
+[[Tectonic Stomp]]
+
+### Universal Deviant Feats
+
+[[Awakened Power]]
+
+[[Greater Awakened Power]]
diff --git a/content/mechanics/srd/Class Features/Twin Juggernauts.md b/content/mechanics/srd/Class Features/Twin Juggernauts.md
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--- /dev/null
+++ b/content/mechanics/srd/Class Features/Twin Juggernauts.md
@@ -0,0 +1,13 @@
+---
+title: "Twin Juggernauts"
+noteType: ":luggage:"
+aliases: "Twin Juggernauts"
+foundryId: Item.z6FzSbtDG974JoV5
+tags:
+ - Item
+---
+
+# Twin Juggernauts
+![[systems-pf2e-icons-features-classes-juggerenaut.webp|150]]
+
+You and your eidolon fight off physical hardship together with your shared life force. Your proficiency rank for Fortitude saves and your eidolon's proficiency rank for Fortitude saves increase to master. When you roll a success on a Fortitude save, you get a critical success instead. When your eidolon rolls a success on a Fortitude save, it gets a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Twisting Tree.md b/content/mechanics/srd/Class Features/Twisting Tree.md
new file mode 100755
index 000000000..62d3a9518
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Twisting Tree.md
@@ -0,0 +1,17 @@
+---
+title: "Twisting Tree"
+noteType: ":luggage:"
+aliases: "Twisting Tree"
+foundryId: Item.7VJWh0DhV6ganxry
+tags:
+ - Item
+---
+
+# Twisting Tree
+![[icons-weapons-staves-staff-simple-gold.webp|150]]
+
+The staff is perhaps one of the simplest of weapons, but this simplicity belies its elegance and versatility. To you, a staff is casting implement and martial weapon alike-the foundation of a fighting style.
+
+While you wield a staff in one hand, the staff adjusts in shape and weight, gaining the agile trait and increasing its damage die size to 1d6. While you wield a staff in both hands, it lengthens, twists, and reshapes, gaining the parry, reach, and trip traits. While you're in Arcane Cascade stance, you can Interact or Release to change your grip on the weapon as a free action when you Strike with your staff, including Strikes made in a Spellstrike. This happens before you roll your attack roll. You can also Interact to change your grip on the staff as a free action triggered at the end of your turn.
+
+**Conflux Spell** _[[Spinning Staff]]_
diff --git a/content/mechanics/srd/Class Features/Tyrant.md b/content/mechanics/srd/Class Features/Tyrant.md
new file mode 100755
index 000000000..901e4c6a4
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Tyrant.md
@@ -0,0 +1,27 @@
+---
+title: "Tyrant"
+noteType: ":luggage:"
+aliases: "Tyrant"
+foundryId: Item.BVQnK9CAyJgbV97u
+tags:
+ - Item
+---
+
+# Tyrant
+![[icons-equipment-head-helm-barbute-horned-gold-red.webp|150]]
+
+Might makes right, and you subjugate the weak to keep them in their proper place. You gain the [[Iron Command]] champion's reaction and the _[[Touch of Corruption]]_ devotion spell. You gain the follow edicts and anathema:
+
+**Edicts** enforce proper hierarchies, topple illegitimate hierarchies, lead when you are the most suited to the task
+
+**Anathema** let one who is lesser than you wield power over you or lead you
+
+## Divine SmiteLevel 9
+
+The regrets of disobedience linger. If an enemy refuses your Iron Command, it takes persistent spirit damage equal to your Charisma modifier.
+
+## ExaltLevel 11
+
+When you use Iron Command, each enemy within 15 feet of you other than the triggering creature must also either drop prone or take mental damage (the enemy chooses). These creatures take only minimum damage (typically 3 damage at 11th level, 4 at 12th, 5 at 16th, and 6 at 19th), and the effects they take can't be adjusted by anything that changes your Iron Command.
+
+For instance, the [[Iron Repercussions]] feat couldn't turn the damage into per [[Persistent Damage|Persistent Mental Damage]] for creatures other than the triggering creature.
diff --git a/content/mechanics/srd/Class Features/Unimpeded Journey.md b/content/mechanics/srd/Class Features/Unimpeded Journey.md
new file mode 100755
index 000000000..98e7606b7
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Unimpeded Journey.md
@@ -0,0 +1,15 @@
+---
+title: Unimpeded Journey
+noteType: ":luggage:"
+aliases:
+ - Unimpeded Journey
+ - Wild Stride
+foundryId: Item.HpbiqMQGwFYQyVw8
+tags:
+ - Item
+---
+
+# Unimpeded Journey
+![[systems-pf2e-icons-features-classes-wild-stride.webp|150]]
+
+You move quickly through obstacles, whether they're tumbled stone or tangled undergrowth. You can ignore the effects of difficult terrain. As normal for ignoring difficult terrain, this also lets you treat the hindrances of greater difficult terrain as those of difficult terrain.
diff --git a/content/mechanics/srd/Class Features/Unleash Psyche.md b/content/mechanics/srd/Class Features/Unleash Psyche.md
new file mode 100755
index 000000000..00edbc05b
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Unleash Psyche.md
@@ -0,0 +1,13 @@
+---
+title: "Unleash Psyche"
+noteType: ":luggage:"
+aliases: "Unleash Psyche"
+foundryId: Item.iF6M0VjJht0kHXTr
+tags:
+ - Item
+---
+
+# Unleash Psyche
+![[systems-pf2e-icons-features-classes-unleash-psyche.webp|150]]
+
+When one thins the barrier between their inner mind and the outer world, one can unleash true psychic power. However, the mind wasn't meant to tap its full strength for long, leading to backlash once your unleashed psyche ends.
diff --git a/content/mechanics/srd/Class Features/Unlimited Esoterica.md b/content/mechanics/srd/Class Features/Unlimited Esoterica.md
new file mode 100755
index 000000000..96e8090b6
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Unlimited Esoterica.md
@@ -0,0 +1,13 @@
+---
+title: "Unlimited Esoterica"
+noteType: ":luggage:"
+aliases: "Unlimited Esoterica"
+foundryId: Item.GuEwWZfuG7MX6FF2
+tags:
+ - Item
+---
+
+# Unlimited Esoterica
+![[systems-pf2e-icons-features-classes-unlimited-esoterica.webp|150]]
+
+Your understanding of your esoterica becomes so complete that you can access your mystic tools without even thinking. You can use Exploit Vulnerability or Intensify Vulnerability as a free action, rather than a single action, though still with a frequency of only once per round.
diff --git a/content/mechanics/srd/Class Features/Unlimited Signature Spells.md b/content/mechanics/srd/Class Features/Unlimited Signature Spells.md
new file mode 100755
index 000000000..0fc7f2b7e
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Unlimited Signature Spells.md
@@ -0,0 +1,13 @@
+---
+title: "Unlimited Signature Spells"
+noteType: ":luggage:"
+aliases: "Unlimited Signature Spells"
+foundryId: Item.Ib7KR0NDdup5991C
+tags:
+ - Item
+---
+
+# Unlimited Signature Spells
+![[systems-pf2e-icons-features-classes-unlimited-signature-spells.webp|150]]
+
+All of your spells are signature spells. That means that if you know a spell, you can heighten it freely by casting it from a higher-level spell slot, up to the maximum level of spell you can cast. You can similarly cast any of its lower-level versions without learning them separately.
diff --git a/content/mechanics/srd/Class Features/Untamed Order.md b/content/mechanics/srd/Class Features/Untamed Order.md
new file mode 100755
index 000000000..bbde84117
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Untamed Order.md
@@ -0,0 +1,23 @@
+---
+title: Untamed Order
+noteType: ":luggage:"
+aliases:
+ - Untamed Order
+ - Wild Order
+foundryId: Item.bt6ujOet5b7yqm9m
+tags:
+ - Item
+---
+
+# Untamed Order
+![[icons-magic-nature-stealth-hide-beast-eyes-green.webp|150]]
+
+The uncontrollable call of the natural world courses through your body. You might have been raised by a wild animal, or you might have come to reject the artifices of cities after growing up in one. Now, primal magic grants you the ability to wear the form of an untamed creature.
+
+**Order Skill** Intimidation
+
+**Druid Feat** [[Untamed Form]]
+
+**Order Spell** [[Untamed Shift]]
+
+**Anathema** Become fully domesticated by the temptations of civilization. (This doesn't prevent you from buying and using processed goods or staying in a city for an adventure, but you can never come to rely on these conveniences or truly call such a place your permanent home.)
diff --git a/content/mechanics/srd/Class Features/Versatile Legend.md b/content/mechanics/srd/Class Features/Versatile Legend.md
new file mode 100755
index 000000000..86604f0dc
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Versatile Legend.md
@@ -0,0 +1,13 @@
+---
+title: "Versatile Legend"
+noteType: ":luggage:"
+aliases: "Versatile Legend"
+foundryId: Item.fJRLqZPlSpSsSxZE
+tags:
+ - Item
+---
+
+# Versatile Legend
+![[systems-pf2e-icons-features-classes-versatile-legend.webp|150]]
+
+You are nigh-unmatched with any weapon. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to legendary, and your proficiency rank for advanced weapons increases to master. Your proficiency rank for your fighter class DC increases to master.
diff --git a/content/mechanics/srd/Class Features/Vivacious Speed.md b/content/mechanics/srd/Class Features/Vivacious Speed.md
new file mode 100755
index 000000000..09c1ae295
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Vivacious Speed.md
@@ -0,0 +1,13 @@
+---
+title: "Vivacious Speed"
+noteType: ":luggage:"
+aliases: "Vivacious Speed"
+foundryId: Item.YPkAiUyWW49WG5yc
+tags:
+ - Item
+---
+
+# Vivacious Speed
+![[systems-pf2e-icons-features-classes-vivacious-speed.webp|150]]
+
+When you've made an impression, you move even faster than normal, darting about the battlefield with incredible speed. Increase the status bonus to your Speeds when you have panache to a +10-foot status bonus; this bonus increases by 5 feet at 7th, 11th, 15th, and 19th levels. When you don't have panache, you still get half this status bonus to your Speed, rounded down to the nearest 5-foot increment.
diff --git a/content/mechanics/srd/Class Features/Voice of Nature.md b/content/mechanics/srd/Class Features/Voice of Nature.md
new file mode 100755
index 000000000..4dd5a712f
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Voice of Nature.md
@@ -0,0 +1,15 @@
+---
+title: Voice of Nature
+noteType: ":luggage:"
+aliases:
+ - Voice of Nature
+ - Wild Empathy
+foundryId: Item.tOe2bVNuX3sleVly
+tags:
+ - Item
+---
+
+# Voice of Nature
+![[icons-creatures-amphibians-treefrog-leaf-green.webp|150]]
+
+You gain your choice of the [[Animal Empathy]] or [[Plant Empathy]] druid feat.
diff --git a/content/mechanics/srd/Class Features/Walls of Will.md b/content/mechanics/srd/Class Features/Walls of Will.md
new file mode 100755
index 000000000..923dabacc
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Walls of Will.md
@@ -0,0 +1,13 @@
+---
+title: "Walls of Will"
+noteType: ":luggage:"
+aliases: "Walls of Will"
+foundryId: Item.kfwhYBk8vnA3oD92
+tags:
+ - Item
+---
+
+# Walls of Will
+![[systems-pf2e-icons-features-classes-walls-of-will.webp|150]]
+
+Your practiced mind resists external influence. Your proficiency rank for Will saves increases to master. When you succeed at a Will save, you get a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Wand.md b/content/mechanics/srd/Class Features/Wand.md
new file mode 100755
index 000000000..afbee1d01
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Wand.md
@@ -0,0 +1,33 @@
+---
+title: "Wand"
+noteType: ":luggage:"
+aliases: "Wand"
+foundryId: Item.cxU56t2gwV8FCShH
+tags:
+ - Item
+---
+
+# Wand
+![[systems-pf2e-icons-features-classes-wand.webp|150]]
+
+Wand implements are short, lightweight batons, usually made of wood but often incorporating other materials. Due to their association with spellcasters, wand implements are connected to magic and its practice, as well as the direction and manipulation of energy. Wand implements are associated with the astrological signs of the thrush and the sky dragon.
+
+### **Initiate Benefit**
+
+Your wand slowly collects ambient magic, which you can project at a foe in a barely controlled display of charged energy. When you gain this implement, choose whether your wand is attuned to cold, electricity, or fire. You gain the [[Fling Magic]] activity.
+
+### **Adept Benefit**
+
+You gain versatility and additional benefits when you fire your wand. The range of Fling Magic increases to 120 feet. Choose a second damage type from the list; whenever you Fling Magic, you can select between either of the two damage types you have chosen. Fling Magic has an additional effect if the target fails its save and takes damage, depending on the type.
+
+* Cold: The target becomes chilled, taking a -10-foot status penalty to its Speeds for 1 round.
+* Electricity: The target is shocked, becoming [[Off-Guard]] until the end of your next turn.
+* Fire: The target catches flame, taking 1d10 persistent,fire (or 2d10 persistent,fire on a critical failure). If you have the wand paragon benefit, this increases to 2d10 persistent,fire (or 4d10 persistent,fire on a critical failure).
+
+### **Intensify Vulnerability**
+
+Your empowered wand surges with ever-more-powerful magic. When you Fling Magic to damage the target of your Exploit Vulnerability, you deal additional damage to the creature equal to 1 + the number of damage dice.
+
+### **Paragon Benefit**
+
+Your mastery of your wand grants you increased versatility, range, and area. The range of Fling Magic increases to 180 feet. You gain the ability to choose between all three damage types (cold, electricity, and fire) each time you use Fling Magic. When you Fling Magic, you can choose to target a single creature or to affect all creatures in a 20 foot burst.
diff --git a/content/mechanics/srd/Class Features/Wandering Reverie.md b/content/mechanics/srd/Class Features/Wandering Reverie.md
new file mode 100755
index 000000000..6c1867b9e
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Wandering Reverie.md
@@ -0,0 +1,19 @@
+---
+title: "Wandering Reverie"
+noteType: ":luggage:"
+aliases: "Wandering Reverie"
+foundryId: Item.8NlJhuckHkoeWBBY
+tags:
+ - Item
+---
+
+# Wandering Reverie
+![[systems-pf2e-icons-features-classes-wandering-reverie.webp|150]]
+
+The subconscious is by definition buried below the surface. Thus, only by stripping away the clamor and interference of everyday thought can you bring this more fundamental part of your mind to bear. Whether through sleep, self-hypnosis, or special exercises to empty your mind, you've found a way to access a deeper, more chaotic state of free association that better channels your psychic power.
+
+Your thought components come from your imagination, images, and sensations your mind freely associates. You might have a passing daydream of small creatures bringing you an object as you telekinetically attract it or you may blink to find you've teleported to your desired location. Spell manifestations from imagination components have surreal or indistinct qualities, and the exact details fade quickly from observers' memory, as sensations from a dream.
+
+**Key Ability** Your key ability score is Charisma.
+
+**Psyche Action** [[Fade Into Daydreams]]
diff --git a/content/mechanics/srd/Class Features/Warden Spells.md b/content/mechanics/srd/Class Features/Warden Spells.md
new file mode 100755
index 000000000..9df1ece71
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Warden Spells.md
@@ -0,0 +1,17 @@
+---
+title: "Warden Spells"
+noteType: ":luggage:"
+aliases: "Warden Spells"
+foundryId: Item.JYvMDRzpG0tGiKFh
+tags:
+ - Item
+---
+
+# Warden Spells
+![[icons-magic-nature-leaf-elm-sparkle-glow-green.webp|150]]
+
+Your relationship with the world around you extends from the physical to the magical. Certain feats grant you warden spells, which are a type of focus spells. It costs 1 Focus Point (FP) to cast a focus spell. When you gain your first warden spell, you also gain a focus pool of 1 FP. You refill your focus pool during your daily preparations, and you regain 1 FP by spending 10 minutes using the Refocus activity to commune with nature.
+
+Your warden spells are primal spells. When you first gain a warden spell, you become trained in primal spell attacks and spell DCs. Your spellcasting ability is Wisdom.
+
+Focus spells are automatically heightened to half your level rounded up. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 FP. The full rules for focus spells appear here.
diff --git a/content/mechanics/srd/Class Features/Warden's Endurance.md b/content/mechanics/srd/Class Features/Warden's Endurance.md
new file mode 100755
index 000000000..8fe2a4df2
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Warden's Endurance.md
@@ -0,0 +1,13 @@
+---
+title: "Warden's Endurance"
+noteType: ":luggage:"
+aliases: "Warden's Endurance"
+foundryId: Item.mSIEi3Vx8b4cXTFi
+tags:
+ - Item
+---
+
+# Warden's Endurance
+![[systems-pf2e-icons-features-classes-juggerenaut.webp|150]]
+
+You shake off a grizzly's grab or a poison's ill effects with equal ease. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Warpriest.md b/content/mechanics/srd/Class Features/Warpriest.md
new file mode 100755
index 000000000..d31df0975
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Warpriest.md
@@ -0,0 +1,25 @@
+---
+title: "Warpriest"
+noteType: ":luggage:"
+aliases: "Warpriest"
+foundryId: Item.cIWYEH3JY82aPiyh
+tags:
+ - Item
+---
+
+# Warpriest
+![[systems-pf2e-icons-features-classes-warpriest.webp|150]]
+
+You have trained in the more militant doctrine of your church, focusing on both spells and battle.
+
+**First Doctrine (1st):** You're trained in light and medium armor, and you have expert proficiency in Fortitude saves. You gain the [[Shield Block]] general feat, a reaction to reduce damage with a shield. If your deity's favored weapon is a simple weapon or an unarmed attack, you gain the [[Deadly Simplicity]] cleric feat. At 13th level, if you gain the [[Divine Defense]] class feature, you also gain expert proficiency in light and medium armor.
+
+**Second Doctrine (3rd):** You're trained in martial weapons.
+
+**Third Doctrine (7th):** You gain expert proficiency with your deity's favored weapon, martial weapons, simple weapons, and unarmed attacks. When you critically succeed at an attack roll using your deity's favored weapon, you apply the weapon's critical specialization effect; you can use your spell DC in place of your class DC.
+
+**Fourth Doctrine (11th):** Your proficiency ranks for the spell attack modifier and spell DC statistics increase to expert.
+
+**Fifth Doctrine (15th):** Your proficiency rank for Fortitude saves increases to master. When you roll a success at a Fortitude save, you get a critical success instead.
+
+**Final Doctrine (19th):** You gain master proficiency with your deity's favored weapon, spell attack modifier, and spell DC.
diff --git a/content/mechanics/srd/Class Features/Warrior.md b/content/mechanics/srd/Class Features/Warrior.md
new file mode 100755
index 000000000..1df356051
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Warrior.md
@@ -0,0 +1,19 @@
+---
+title: "Warrior"
+noteType: ":luggage:"
+aliases: "Warrior"
+foundryId: Item.JxY9hYUM911dsSA0
+tags:
+ - Item
+---
+
+# Warrior
+![[systems-pf2e-icons-features-classes-warrior.webp|150]]
+
+The battlefield is your stage, the clang of steel, your song. Your muse has seen countless battles, whether reveling in combat or resigned to its necessity. An individual soldier or general might inspire you, but so might a battlefield or weapon with a particularly profound history. If your muse is a creature, it might be an otherworldly soldier, such as an archon or devil soldier. If it's a deity, it might be Gorum. Art inspired by a warrior muse is triumphant and strident, often detailing epic battles.
+
+As a bard with a warrior muse, you train for battle in addition to performance, and you prepare your allies for the dangers of combat. You might even wade into the thick of things with them.
+
+**Muse Feat** [[Martial Performance]]
+
+**Muse Spell** _[[Fear]]_
diff --git a/content/mechanics/srd/Class Features/Wave Order.md b/content/mechanics/srd/Class Features/Wave Order.md
new file mode 100755
index 000000000..4c3ec3b55
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Wave Order.md
@@ -0,0 +1,13 @@
+---
+title: "Wave Order"
+noteType: ":luggage:"
+aliases: "Wave Order"
+foundryId: Item.hhCOnachrui4v6WB
+tags:
+ - Item
+---
+
+# Wave Order
+![[icons-magic-water-wave-water-blue.webp|150]]
+
+Water is the source of life, and you've learned to shape how it flows. You're trained in Medicine. You also gain the [[Shore Step]] druid feat. You gain the _[[Rising Surf]]_ order spell. Polluting water or allowing those who pollute water sources to go unpunished is anathema to your order (this doesn't force you to take action against potential water pollution or to sacrifice yourself against an obviously superior foe).
diff --git a/content/mechanics/srd/Class Features/Way of the Drifter.md b/content/mechanics/srd/Class Features/Way of the Drifter.md
new file mode 100755
index 000000000..c4e92f000
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Way of the Drifter.md
@@ -0,0 +1,19 @@
+---
+title: "Way of the Drifter"
+noteType: ":luggage:"
+aliases: "Way of the Drifter"
+foundryId: Item.TUQqtpvwivgHB9uo
+tags:
+ - Item
+---
+
+# Way of the Drifter
+![[systems-pf2e-icons-features-classes-way-of-the-drifter.webp|150]]
+
+You're a wanderer traveling from land to land with your gun and a melee weapon as company. Maybe you learned to fight with blade and pistol as a Shackles pirate, mastered the hand cannon and katana in Minkai, or practiced with a hatchet and clan pistol in Dongun Hold. You win battles by relying on mobility and flexible use of your weapons.
+
+**Slinger's Reload** [[Reloading Strike]]
+
+**Deeds** _Initial_ [[Into the Fray]]; _Advanced_ [[Finish The Job]]; _Greater_ [[Drifter's Wake]]
+
+**Way Skill** Acrobatics
diff --git a/content/mechanics/srd/Class Features/Way of the Pistolero.md b/content/mechanics/srd/Class Features/Way of the Pistolero.md
new file mode 100755
index 000000000..9425c8ffc
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Way of the Pistolero.md
@@ -0,0 +1,19 @@
+---
+title: "Way of the Pistolero"
+noteType: ":luggage:"
+aliases: "Way of the Pistolero"
+foundryId: Item.NutfMkiyvYRQNkG0
+tags:
+ - Item
+---
+
+# Way of the Pistolero
+![[systems-pf2e-icons-features-classes-way-of-the-pistolero.webp|150]]
+
+Whether you're a professional duelist or a pistol-twirling entertainer, you have quick feet and quicker hands that never seem to let you down, and an equally sharp wit and tongue that jab your foes. You might leave a hand free or cultivate the ambidexterity for twin weapons. Either way, you stay close enough to your enemies to leverage your superior reflexes while leaving enough space to safely fire.
+
+**Slinger's Reload** [[Raconteur's Reload]]
+
+**Deeds** _Initial_ [[Ten Paces]]; _Advanced_ [[Pistolero's Retort]]; _Greater_ [[Grim Swagger]]
+
+**Way Skill** choose Deception or Intimidation
diff --git a/content/mechanics/srd/Class Features/Way of the Sniper.md b/content/mechanics/srd/Class Features/Way of the Sniper.md
new file mode 100755
index 000000000..720690df7
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Way of the Sniper.md
@@ -0,0 +1,19 @@
+---
+title: "Way of the Sniper"
+noteType: ":luggage:"
+aliases: "Way of the Sniper"
+foundryId: Item.fUOmXfdiZVJTHAgb
+tags:
+ - Item
+---
+
+# Way of the Sniper
+![[systems-pf2e-icons-features-classes-way-of-the-sniper.webp|150]]
+
+You practice a style of shooting that relies on unerring accuracy and perfect placement of your first shot. You keep hidden or at a distance, staying out of the fray and bringing unseen death to your foes.
+
+**Slinger's Reload** [[Covered Reload]]
+
+**Deeds** _Initial_ [[One Shot, One Kill]]; _Advanced_ [[Vital Shot]]; _Greater_ [[Ghost Shot]]
+
+**Way Skill** Stealth
diff --git a/content/mechanics/srd/Class Features/Way of the Spellshot.md b/content/mechanics/srd/Class Features/Way of the Spellshot.md
new file mode 100755
index 000000000..44f743317
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Way of the Spellshot.md
@@ -0,0 +1,23 @@
+---
+title: "Way of the Spellshot"
+noteType: ":luggage:"
+aliases: "Way of the Spellshot"
+foundryId: Item.gAwe7ua7xgSP6wIQ
+tags:
+ - Item
+---
+
+# Way of the Spellshot
+![[systems-pf2e-icons-features-classes-way-of-the-spellshot.webp|150]]
+
+You've learned the intricacies of magic and technology, blending the two together with deadly results. You combine a knowledge of arcane theories with a strong connection to your chosen weapon that allows you to manifest unique effects, though your knowledge doesn't extend as far as actual spellcasting. You can imbue energy into your weapon and conjure bullets from thin air. As you progress, you eventually learn to phase bullets through walls or even to teleport yourself along the path of your bullets. You must select Spellshot Dedication as your 2nd-level class feat.
+
+**Prerequisites** You must be a gunslinger.
+
+**Spellshot Adjustments** Instead of choosing a way from the options listed in the gunslinger class, you have the way of the spellshot. It has the following way skill, slinger's reload, and deeds. You gain these abilities at the same levels as normal for the class. You use Intelligence for your class DC.
+
+**Way Skill** Arcana
+
+**Slinger's Reload** [[Thoughtful Reload]]
+
+**Deeds** _Initial_ [[Energy Shot]]; _Advanced_ [[Recall Ammunition]]; _Greater_ [[Dispelling Bullet]]
diff --git a/content/mechanics/srd/Class Features/Way of the Triggerbrand.md b/content/mechanics/srd/Class Features/Way of the Triggerbrand.md
new file mode 100755
index 000000000..16ae3e25b
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Way of the Triggerbrand.md
@@ -0,0 +1,19 @@
+---
+title: "Way of the Triggerbrand"
+noteType: ":luggage:"
+aliases: "Way of the Triggerbrand"
+foundryId: Item.NjmivdvvQ71BoqNk
+tags:
+ - Item
+---
+
+# Way of the Triggerbrand
+![[systems-pf2e-icons-equipment-weapons-gun-sword.webp|150]]
+
+You prefer firearms that work well as weapons in both melee and ranged combat, particularly those that allow you to exercise a bit of style and flair. You might be a survivor who cobbled your weapon together from the City of Smog's street scrap or a noble wielder of a master smith's bespoke commission for duels among Alkenstar's elite. You gain access to combination weapons.
+
+**Slinger's Reload** [[Touch and Go]]
+
+**Deeds** _Initial [[Spring the Trap]]_; _Advanced [[Wind Them Up]]_; _Greater [[Break Them Down]]_
+
+**Way Skill** Thievery
diff --git a/content/mechanics/srd/Class Features/Way of the Vanguard.md b/content/mechanics/srd/Class Features/Way of the Vanguard.md
new file mode 100755
index 000000000..a1ea9fc3a
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Way of the Vanguard.md
@@ -0,0 +1,19 @@
+---
+title: "Way of the Vanguard"
+noteType: ":luggage:"
+aliases: "Way of the Vanguard"
+foundryId: Item.oXfdeSEt1TqbRF2L
+tags:
+ - Item
+---
+
+# Way of the Vanguard
+![[systems-pf2e-icons-features-classes-way-of-the-vanguard.webp|150]]
+
+You practice a unique combat style originated by dwarven siege engineers, using heavy weapons with wide attack areas to blast holes through enemy lines, clear an opening for your allies, and defend the conquered territory.
+
+**Slinger's Reload** [[Clear a Path]]
+
+**Deeds** _Initial_ [[Living Fortification]]; _Advanced_ [[Spinning Crush]]; _Greater_ [[Siegebreaker]]
+
+**Way Skill** Athletics
diff --git a/content/mechanics/srd/Class Features/Weapon Expertise (Swashbuckler).md b/content/mechanics/srd/Class Features/Weapon Expertise (Swashbuckler).md
new file mode 100755
index 000000000..f7af50929
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Weapon Expertise (Swashbuckler).md
@@ -0,0 +1,17 @@
+---
+title: "Weapon Expertise (Swashbuckler)"
+noteType: ":luggage:"
+aliases: "Weapon Expertise (Swashbuckler)"
+foundryId: Item.AdOSamWafrSdTR07
+tags:
+ - Item
+---
+
+# Weapon Expertise (Swashbuckler)
+![[icons-skills-melee-maneuver-sword-katana-yellow.webp|150]]
+
+You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.
+
+* * *
+
+You gain access to the critical specialization effects of all weapons for which you have expert proficiency.
diff --git a/content/mechanics/srd/Class Features/Weapon Expertise.md b/content/mechanics/srd/Class Features/Weapon Expertise.md
new file mode 100755
index 000000000..726fdea94
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Weapon Expertise.md
@@ -0,0 +1,24 @@
+---
+title: Weapon Expertise
+noteType: ":luggage:"
+aliases:
+ - Weapon Expertise
+ - Druid Weapon Expertise
+ - Wizard Weapon Expertise
+foundryId: Item.HLDx0ba450ZfRcWs
+tags:
+ - Item
+---
+
+# Weapon Expertise
+![[icons-skills-melee-hand-grip-sword-red.webp|150]]
+
+**Champion, Investigator, Oracle, Magus** You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.
+
+**Druid** You've improved your combat skill. Your proficiency rank for simple weapons and unarmed attacks increases to expert.
+
+**Sorcerer** Training and magic improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert.
+
+**Summoner** Training and magic improved your weapon technique. Your proficiency rank for simple weapons and unarmed attacks increases to expert. (_Note: this is called Simple Weapon Expertise in Secrets of Magic_)
+
+**Witch, Wizard** Through sheer experience, you've improved your technique with your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.
diff --git a/content/mechanics/srd/Class Features/Weapon Fury.md b/content/mechanics/srd/Class Features/Weapon Fury.md
new file mode 100755
index 000000000..d060f1e9d
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Weapon Fury.md
@@ -0,0 +1,13 @@
+---
+title: "Weapon Fury"
+noteType: ":luggage:"
+aliases: "Weapon Fury"
+foundryId: Item.fg4vVXhtfXq35GOx
+tags:
+ - Item
+---
+
+# Weapon Fury
+![[systems-pf2e-icons-features-classes-weapon-fury.webp|150]]
+
+Your rage makes you even more effective with the weapons you wield. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.
diff --git a/content/mechanics/srd/Class Features/Weapon Innovation.md b/content/mechanics/srd/Class Features/Weapon Innovation.md
new file mode 100755
index 000000000..704e6e2f7
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Weapon Innovation.md
@@ -0,0 +1,24 @@
+---
+title: "Weapon Innovation"
+noteType: ":luggage:"
+aliases: "Weapon Innovation"
+foundryId: Item.mX1f4Ybrhw2CnkGO
+tags:
+ - Item
+---
+
+# Weapon Innovation
+![[systems-pf2e-icons-features-classes-weapon-innovation.webp|150]]
+
+Your innovation is an impossible-looking weapon augmented by numerous unusual mechanisms. It begins with the same statistics as a level 0 common simple or martial weapon of your choice, or another level 0 simple or martial weapon to which you have access. You can instead use the statistics of a 1st-level common simple or martial weapon of your choice, or another 1st-level simple or martial weapon to which you have access, but you must pay the monetary Price for the weapon. An innovation weapon can have fundamental and property runes added to it in the same way as an ordinary weapon. Because of the unique features of your innovation, everyone except you is untrained in it, even if they would normally be trained (or better) in simple or martial weapons. If you use the Overdrive action, you can choose to change the additional damage from Overdrive to fire damage. Choose one initial weapon modification to apply to your innovation, either from the following or from other initial weapon modifications to which you have access. These modifications grant additional weapon traits, sometimes with extra abilities. A modification might give your weapon the versatile trait with a damage type that the weapon could already deal, either from its base damage type or from an existing versatile trait. In that case, if you select that modification, you can instead choose to give the weapon the versatile trait for a different damage type: bludgeoning, piercing, or slashing.
+
+* **Blunt Shot (Ranged Only)** Your weapon innovation can file the edges off your ammunition and adjust the blunt force of the shot to deliver a bludgeoning attack when necessary, as well as to avoid striking a lethal blow with an otherwise deadly shot. Your innovation gains the nonlethal and versatile B traits. You can choose whether to apply the nonlethal trait on each attack with your innovation.
+* **Complex Simplicity (Simple Weapon Only)** Increase your innovation's weapon damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12). In addition, it gains one of the following traits of your choice: versatile B, versatile P, or versatile S.
+* **Dynamic Weighting (One-handed Melee Weapon Only; Can't Have the Agile, Attached, or Free-hand Trait)** Your weapon's modified weight distribution can increase power in exchange for taking more hands to wield. Your innovation gains the two-hand trait, with a damage die one size higher than the weapon's normal weapon damage die size (for instance, a longsword would gain the two-hand d10 trait). Your innovation also gains the versatile B trait.
+* **Entangling Form (Melee Only)** You've altered your weapon to including tangling wires or straps, or to have a flexible construction. Your innovation gains the grapple and trip traits.
+* **Hampering Spikes (Melee Only)** You've added long, snagging spikes to your weapon, which you can use to impede your foes' movement. Your innovation gains the hampering and versatile P traits.
+* **Hefty Composition (Melee Only)** Blunt surfaces and sturdy construction make your weapon hefty and mace-like. Your innovation gains the shove and versatile B traits.
+* **Modular Head** You've constructed a multi-purpose, adjustable striking surface for your weapon, or you've made special ammunition you can swiftly alter. Your innovation gains the modular trait for bludgeoning, piercing, and slashing. When you Interact to use the modular trait, you can also choose to give the weapon the nonlethal trait if it doesn't currently have it, or to remove that trait if it's currently nonlethal.
+* **Pacification Tools (Melee Only)** Softer materials make your weapon suited to knock out instead of kill, and special protrusions let you catch weapons and disarm your foes. Your innovation gains the disarm and nonlethal traits. You can choose whether to apply the nonlethal trait on each attack with your innovation.
+* **Razor Prongs (Melee Only)** You can knock down and slash your foes with sharp, curved blades added to your weapon. Your innovation gains the trip and versatile S traits.
+* **Segmented Frame** Hinges, clamps, and telescoping parts make your innovation collapsible and adjustable. It gains the modular trait for bludgeoning, piercing, and slashing. You can Interact to collapse the item down to light Bulk or to return it to your normal form. When it's collapsed to light Bulk, it has the concealable trait, which grants you a +2 circumstance bonus to Stealth checks and DCs to hide or conceal the weapon.
diff --git a/content/mechanics/srd/Class Features/Weapon Legend.md b/content/mechanics/srd/Class Features/Weapon Legend.md
new file mode 100755
index 000000000..e1d879f86
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Weapon Legend.md
@@ -0,0 +1,15 @@
+---
+title: "Weapon Legend"
+noteType: ":luggage:"
+aliases: "Weapon Legend"
+foundryId: Item.zQstCKZngxoMDrRT
+tags:
+ - Item
+---
+
+# Weapon Legend
+![[systems-pf2e-icons-features-classes-weapon-legend.webp|150]]
+
+You've learned fighting techniques that apply to all armaments, and you've developed unparalleled skill with your favorite weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master. Your proficiency rank for advanced weapons increases to expert.
+
+You can select one weapon group and increase your proficiency ranks to legendary for all simple weapons, martial weapons, and unarmed attacks in that weapon group, and to master for all advanced weapons in that weapon group.
diff --git a/content/mechanics/srd/Class Features/Weapon Specialization.md b/content/mechanics/srd/Class Features/Weapon Specialization.md
new file mode 100755
index 000000000..562e88db7
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Weapon Specialization.md
@@ -0,0 +1,13 @@
+---
+title: "Weapon Specialization"
+noteType: ":luggage:"
+aliases: "Weapon Specialization"
+foundryId: Item.JPtnpCh7bSMn1fKd
+tags:
+ - Item
+---
+
+# Weapon Specialization
+![[systems-pf2e-icons-features-classes-weapon-specialization.webp|150]]
+
+You've learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.
diff --git a/content/mechanics/srd/Class Features/Weapon Tricks.md b/content/mechanics/srd/Class Features/Weapon Tricks.md
new file mode 100755
index 000000000..0935538a1
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Weapon Tricks.md
@@ -0,0 +1,13 @@
+---
+title: "Weapon Tricks"
+noteType: ":luggage:"
+aliases: "Weapon Tricks"
+foundryId: Item.auHJqZEqGJ5VtwUs
+tags:
+ - Item
+---
+
+# Weapon Tricks
+![[systems-pf2e-icons-features-classes-weapon-tricks.webp|150]]
+
+You gain expert proficiency in simple weapons, martial weapons, and unarmed attacks. When you critically succeed at an attack roll against an [[Off-Guard]] creature while using an agile or finesse weapon or an agile or finesse unarmed attack, you apply the critical specialization effect for that weapon or unarmed attack.
diff --git a/content/mechanics/srd/Class Features/Weapon.md b/content/mechanics/srd/Class Features/Weapon.md
new file mode 100755
index 000000000..6d61b7c4a
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Weapon.md
@@ -0,0 +1,31 @@
+---
+title: "Weapon"
+noteType: ":luggage:"
+aliases: "Weapon"
+foundryId: Item.KDFazoE1Kwt8zzD0
+tags:
+ - Item
+---
+
+# Weapon
+![[systems-pf2e-icons-features-classes-weapon.webp|150]]
+
+Weapon implements are the most direct and confrontational, representing battle, struggle, and potentially violence. You can choose only a one-handed weapon as an implement, which allows you to channel energies into your weapon as well as hold your other implements once you gain them. Weapon implements are associated with the harrow suit of hammers and the astrological signs of the rider and the swordswoman.
+
+### **Initiate Benefit**
+
+Your weapon trembles slightly in your hand, seeking out your foe's weakness to it and interrupting their actions. You gain the [[Implement's Interruption]] reaction.
+
+At 5th level, when you gain thaumaturgic weapon expertise, your instinctive knowledge of your weapon implement also grants you the weapon's critical specialization effect.
+
+### **Adept Benefit**
+
+When your implement lashes out at your foe, even a close miss brings the weapon close enough to do harm. When you use Implement's Interruption and fail (but don't critically fail) the Strike, you deal 1 damage of the weapon's normal type, possibly applying any bonus damage due to the target's weakness.
+
+### **Intensify Vulnerability**
+
+Your weapon is drawn to your enemy's vital spots, almost of its own accord. You gain a +2 status bonus to attack rolls against the target of your Exploit Vulnerability.
+
+### **Paragon Benefit**
+
+The way your implement connects to your foe makes its interruptions incredibly disruptive. You now disrupt the triggering action on a hit with Implement's Interruption, rather than needing a critical hit.
diff --git a/content/mechanics/srd/Class Features/Wellspring Magic.md b/content/mechanics/srd/Class Features/Wellspring Magic.md
new file mode 100755
index 000000000..c73997240
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Wellspring Magic.md
@@ -0,0 +1,45 @@
+---
+title: "Wellspring Magic"
+noteType: ":luggage:"
+aliases: "Wellspring Magic"
+foundryId: Item.BYCoTxwKCJTuxooa
+tags:
+ - Item
+---
+
+# Wellspring Magic
+![[systems-pf2e-icons-features-classes-wellspring-magic.webp|150]]
+
+You regain magic power quickly, but it can be difficult for you to control. You must select [[Wellspring Mage Dedication]] as your 2nd-level class feat.
+
+**Prerequisites** You must have a class that casts spells with a spell repertoire.
+
+**Wellspring Mage Adjustments** You learn spells as normal for your class, but change your spontaneous spellcasting in the following ways.
+
+You can cast fewer spells each day unless you gain more spells thanks to your wellspring. Reduce your number of spell slots of each spell level by 1. Reduce the number of cantrips you gain from your class by 1.
+
+A wellspring of magic fills you with power that's not fully under your control. When you roll initiative for a non-trivial combat encounter, as well as in other high-stress situations of the GM's choice, magic wells up within you. Attempt a DC 6 flat check.
+
+* * *
+
+**Critical Success** You temporarily recover an expended spell slot of any level of your choice. The temporary spell slot lasts for 1 minute, and if you don't use it by then, you experience an immediate [[Wellspring Surges]].
+
+**Success** As critical success, except you randomly determine the level of spell slot from among your top three spell levels (or all your levels of spell slots if you have fewer than three). The slot lasts 3 rounds instead of 1 minute.
+
+**Failure** You generate a _wellspring surge_, with a spell level chosen randomly among your top three levels of spell slots (or all your levels if you have fewer than three).
+
+You can gain a temporary spell slot no more than twice per day. If you would gain a temporary spell slot for a level that has no expended spell slots, there's no effect. If you use a temporary slot to cast a spell with a duration, the spell ends whenever you would have lost the slot if its duration hasn't yet elapsed. If you roll for _wellspring magic_ while you currently have a temporary spell slot, you automatically fail the flat check.
+
+**Additional Feats** 8th [[Energetic Resonance]], [[Spell Relay]], 10th [[Surging Might]], 16th [[Scintillating Spell]], 18th [[Echoing Spell]]
+
+* * *
+
+### WELLSPRING SURGES
+
+When your wellspring magic goes out of control, it becomes a wellspring surge. Typically, this happens when you fail the flat check from wellspring magic, but other wellspring mage feats have effects that sometimes cause you to generate a wellspring surge, or might even cause your foes to do so.
+
+Roll 1d20 and use the _[[Wellspring Surges]]_ rolltable to determine the surge's effect. If the effect calls for a damage type, the GM chooses the type based on the types of spells you know or your current location. The wellspring surge uses your spell DC. You have no control over the way your wellspring surge manifests. You are the point of origin for your wellspring surges, and you are not excluded from their effects. If you force a foe to generate a surge, they are the origin point of that surge instead.
+
+If your wellspring was granted by a being like a god or muse, the entity's intentions might sometimes alter the results of wellspring surges, or move the point of origin for an area to any point within 30 feet if the GM determines this fits the situation. For example, instead of uncontrolled damage, the entity might choose to damage only creatures opposing its plan, even if they are your allies.
+
+A wellspring surge always has the trait of your magical tradition, plus any traits that appear in parentheses at the end of the surge's effects.
diff --git a/content/mechanics/srd/Class Features/Wild Willpower.md b/content/mechanics/srd/Class Features/Wild Willpower.md
new file mode 100755
index 000000000..c6203fc1b
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Wild Willpower.md
@@ -0,0 +1,13 @@
+---
+title: "Wild Willpower"
+noteType: ":luggage:"
+aliases: "Wild Willpower"
+foundryId: Item.7uO2SFVaLRpDjYvW
+tags:
+ - Item
+---
+
+# Wild Willpower
+![[systems-pf2e-icons-features-classes-resolve.webp|150]]
+
+Your primal will, like that of the greatest beast, can't be tamed. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Wilding Steward.md b/content/mechanics/srd/Class Features/Wilding Steward.md
new file mode 100755
index 000000000..f493775c0
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Wilding Steward.md
@@ -0,0 +1,21 @@
+---
+title: "Wilding Steward"
+noteType: ":luggage:"
+aliases: "Wilding Steward"
+foundryId: Item.2zhqXPTu4DDNDM4k
+tags:
+ - Item
+---
+
+# Wilding Steward
+![[icons-magic-nature-beam-hand-leaves-green.webp|150]]
+
+When your patron appeared before you, they moved with the grace and ferocity of the wilderness, their voice the creaking of trees and the sound of hoof against unspoiled earth. They might have been a dryad queen or a primeval beast, but it seemed all of nature was theirs to defend.
+
+**Spell List** primal
+
+**Patron Skill** Nature
+
+**Lesson of Wild Speech** Your patron has taught you the complexities of nonverbal speech, letting you influence and call animals and plants to you. You gain the [[Wilding Word]] hex cantrip and your familiar learns your choice of [[Summon Animal]] or [[Summon Plant or Fungus]].
+
+**Familiar of Keen Senses** Your familiar has glinting eyes, twitching ears, or some other sign of a beast's powerful senses. When you Cast or Sustain a hex, your familiar gains your choice of an imprecise scent, tremorsense, or wavesense, with a range of 60 feet until the start of your next turn, and it can immediately Point Out as a free action.
diff --git a/content/mechanics/srd/Class Features/Wildsong.md b/content/mechanics/srd/Class Features/Wildsong.md
new file mode 100755
index 000000000..7b506238b
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Wildsong.md
@@ -0,0 +1,15 @@
+---
+title: Wildsong
+noteType: ":luggage:"
+aliases:
+ - Wildsong
+ - Druidic Language
+foundryId: Item.oKQ38SU3498ZP4qo
+tags:
+ - Item
+---
+
+# Wildsong
+![[systems-pf2e-icons-features-classes-druidic-language.webp|150]]
+
+You know the Wildsong, a secret language known only within druid orders, in addition to any languages you know through your ancestry. The Wildsong is a melodic and tonal language sounding more like animal calls than a spoken tongue, and its alphabet involves fractals and spirals, like the arrangement of a seashell's chambers, a snowflake's crystals, or a fern's fronds. Teaching the Wildsong to non-druids is anathema.
diff --git a/content/mechanics/srd/Class Features/Will Expertise.md b/content/mechanics/srd/Class Features/Will Expertise.md
new file mode 100755
index 000000000..f3da68f9b
--- /dev/null
+++ b/content/mechanics/srd/Class Features/Will Expertise.md
@@ -0,0 +1,16 @@
+---
+title: Will Expertise
+noteType: ":luggage:"
+aliases:
+ - Will Expertise
+ - Vigilant Senses
+ - Iron Will
+foundryId: Item.RhkHhRHNtaouBvzu
+tags:
+ - Item
+---
+
+# Will Expertise
+![[systems-pf2e-icons-features-classes-walls-of-will.webp|150]]
+
+Your mental defenses grow stronger. Your proficiency rank for Will saves increases to expert.
diff --git a/content/mechanics/srd/Class Features/Will of the Pupil.md b/content/mechanics/srd/Class Features/Will of the Pupil.md
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+---
+title: "Will of the Pupil"
+noteType: ":luggage:"
+aliases: "Will of the Pupil"
+foundryId: Item.4Xedt1Y4pGwgbbbd
+tags:
+ - Item
+---
+
+# Will of the Pupil
+![[systems-pf2e-icons-features-classes-resolve.webp|150]]
+
+Communion with your familiar has steeled your mental fortitude. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
diff --git a/content/mechanics/srd/Class Features/Wit.md b/content/mechanics/srd/Class Features/Wit.md
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+---
+title: "Wit"
+noteType: ":luggage:"
+aliases: "Wit"
+foundryId: Item.ouRiZFxRTQXxEH0G
+tags:
+ - Item
+---
+
+# Wit
+![[systems-pf2e-icons-features-classes-wit-style.webp|150]]
+
+You are friendly, clever, and full of humor, always knowing just what to say in any situation. Your witticisms leave foes unprepared for the skill and speed of your attacks.
+
+You are trained in Diplomacy and gain the [[Bon Mot]] skill feat. You gain [[Panache]] during an encounter whenever you succeed at a Bon Mot against a foe.
diff --git a/content/mechanics/srd/Class Features/Witch Lessons.md b/content/mechanics/srd/Class Features/Witch Lessons.md
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+---
+title: "Witch Lessons"
+noteType: ":luggage:"
+aliases: "Witch Lessons"
+foundryId: Item.rJTLpnfeVPdusVnH
+tags:
+ - Item
+---
+
+# Witch Lessons
+![[icons-equipment-head-hat-pointed-leather-pink.webp|150]]
+
+A witch's knowledge from their patron comes in the form of lessons, which you can learn by selecting feats like Basic Lesson. Each lesson grants you a hex and teaches your familiar a new spell, adding it to the spells you can prepare using your witch spellcasting. You gain this spell even if it's not on your tradition's spell list.
+
+**BASIC LESSONS**
+
+You can select from these lessons when a feat or another effect grants you a basic lesson.
+
+**Lesson of Dreams** You gain the _[[Veil of Dreams]]_ hex, and your familiar learns _[[Sleep]]_.
+
+**Lesson of the Elements** You gain the _[[Elemental Betrayal]]_ hex. Your familiar learns your choice of _[[Breathe Fire]]_, _[[Air Bubble]]_, _[[Hydraulic Push]]_, or _[[Pummeling Rubble]]_.
+
+**Lesson of Life** You gain the _[[Life Boost]]_ hex, and your familiar learns _[[Spirit Link]]_.
+
+**Lesson of Protection** You gain the _[[Blood Ward]]_ hex; your familiar learns _[[Mystic Armor]]_.
+
+**Lesson of Vengeance** You gain the _[[Needle of Vengeance]]_ hex, and your familiar learns _[[Phantom Pain]]_.
+
+**GREATER LESSONS**
+
+You can select from these lessons when a feat or other effect grants you a greater lesson.
+
+**Lesson of Mischief** You gain the _[[Deceiver's Cloak]]_ hex, and your familiar learns _[[Mad Monkeys]]_.
+
+**Lesson of Shadow** You gain the _[[Malicious Shadow]]_ hex, and your familiar learns _[[Chilling Darkness]]_.
+
+**Lesson of Snow** You gain the _[[Personal Blizzard]]_ hex, and your familiar learns _[[Wall of Wind]]_.
+
+**MAJOR LESSONS**
+
+You can select from these lessons when a feat or other effect grants you a major lesson.
+
+**Lesson of Bargains** You gain the _[[Over the Coals]]_ hex, and your familiar learns _[[Subconscious Suggestion]]_.
+
+**Lesson of Death** You gain the _[[Curse of Death]]_ hex, and your familiar learns _[[Raise Dead]]_.
+
+**Lesson of Renewal** You gain the _[[Restorative Moment]]_ hex, and your familiar learns _[[Field of Life]]_.
+
+**Lesson of Baba Yaga \[RARE\]** You gain the _[[Glacial Heart]]_ hex and your familiar learns _[[Wall of Ice]]_.
diff --git a/content/mechanics/srd/Class Features/Witch Spellcasting.md b/content/mechanics/srd/Class Features/Witch Spellcasting.md
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+---
+title: "Witch Spellcasting"
+noteType: ":luggage:"
+aliases: "Witch Spellcasting"
+foundryId: Item.RPWjOxzjytONufKe
+tags:
+ - Item
+---
+
+# Witch Spellcasting
+![[systems-pf2e-icons-features-classes-witch-spellcasting.webp|150]]
+
+Using your familiar as a conduit, your patron provides you the power to cast spells. You are a spellcaster, and you can cast spells of your patron's tradition using the Cast a Spell activity. As a witch, when you cast spells, your incantations might rhyme, your gestures might be as simple as an ominous pointing finger or a complex folk sign, and your familiar might even echo your words or movements slightly as your patron's magic surges.
+
+At 1st level, you can prepare up to two 1st-rank spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare each day is called your spell slots. As you increase in level as a witch, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in the Witch Spells per Day table.
+
+Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Intelligence, your spell attack modifier and spell DC use your Intelligence modifier.
+
+## Heightening Spells
+
+When you get spell slots of 2nd-rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks.
+
+## Cantrips
+
+Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest rank of witch spell slot you have. For example, as a 1st-level witch, your cantrips are 1st-rank spells, and as a 5th-level witch, your cantrips are 3rd-rank spells.
diff --git a/content/mechanics/srd/Class Features/Wizard Spellcasting.md b/content/mechanics/srd/Class Features/Wizard Spellcasting.md
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+---
+title: Wizard Spellcasting
+noteType: ":luggage:"
+aliases:
+ - Wizard Spellcasting
+ - Arcane Spellcasting
+foundryId: Item.73okUc4ERi2SAHrk
+tags:
+ - Item
+---
+
+# Wizard Spellcasting
+![[icons-sundries-books-book-eye-purple.webp|150]]
+
+Through dedicated study and practice, you can construct spells with academic rigor by shaping arcane magic. You are a spellcaster, and you can cast spells of the arcane tradition using the Cast a Spell activity. As a wizard, when you cast spells, your incantations likely specify exactly what forces you call on and how to shape them, and your gestures precisely shape and direct your magic while circles of arcane runes flare to life.
+
+At 1st level, you can prepare up to two 1st-rank spells and five cantrips each morning from the spells in your spellbook (see below), as well as one extra curriculum cantrip and one extra curriculum spell of each rank you can cast from your arcane school. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.
+
+As you increase in level as a wizard, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in the Wizard Spells per Day table.
+
+Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Intelligence, your spell attack modifier and spell DC use your Intelligence modifier. Details on calculating these statistics appear on page 403.
+
+## Heightening Spells
+
+When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks.
+
+## Cantrips
+
+Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest rank of wizard spell slot you have. For example, as a 1st-level wizard, your cantrips are 1st-rank spells, and as a 5th-level wizard, your cantrips are 3rd-rank spells.
+
+## Spellbook
+
+Every arcane spell has a written version, which you record in your personalized book of spells. You start with a spellbook worth 10 sp or less, which you receive for free and must study each day to prepare your spells. Your spellbook's form and name are up to you. It might be a musty, leather-bound tome or an assortment of thin metal disks connected to a brass ring; its name might be esoteric, like _The Tome of Silent Shadows_ or something more academic, like _Advanced Pyromantic Applications of Jalmeri Elemental Theory_.
+
+The spellbook contains your choice of 10 arcane cantrips and five 1st-rank arcane spells. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. You also add two 1st-rank spells from the curriculum of your arcane school (except in the case of the school of unified magical theory, as described in that school).
+
+Each time you gain a level, you add two arcane spells to your spellbook, of any spell rank for which you have spell slots, chosen from common spells of your tradition or others you gain access to and learn via Learn a Spell. When you gain spell slots of a new rank, you also add an additional spell from your school's curriculum (unless it's the school of unified magical theory).
diff --git a/content/mechanics/srd/Class Features/Wizard Weapon Expertise.md b/content/mechanics/srd/Class Features/Wizard Weapon Expertise.md
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+---
+title: "Wizard Weapon Expertise"
+noteType: ":luggage:"
+aliases: "Wizard Weapon Expertise"
+foundryId: Item.zexMe73UWYIucAer
+tags:
+ - Item
+---
+
+# Wizard Weapon Expertise
+![[icons-skills-melee-hand-grip-staff-blue.webp|150]]
+
+Through a combination of magic and training, you've learned how to wield wizard weapons more effectively. You gain expert proficiency in the club, crossbow, dagger, heavy crossbow, staff, and unarmed attacks.
diff --git a/content/mechanics/srd/Class Features/Wraith Deviant Classification.md b/content/mechanics/srd/Class Features/Wraith Deviant Classification.md
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+---
+title: "Wraith Deviant Classification"
+noteType: ":luggage:"
+aliases: "Wraith Deviant Classification"
+foundryId: Item.j7FXzb03DwKvIiBF
+tags:
+ - Item
+---
+
+# Wraith Deviant Classification
+![[icons-creatures-magical-spirit-undead-ghost-purple.webp|150]]
+
+Wraith-type deviations often result from contact with otherworldly presences or artifacts, comprising a strange assortment of abilities that involve realms beyond our own.
+
+## Backlash
+
+[[Encroaching Presence]]
+
+The same blood that lets one of the dragon-descended spit out a gout of flame is precisely what keeps the inside of their mouth from being singed in the furnace. Deviations, unfortunately, lack these safeguards, their powers coming from haphazard circumstance and interactions rather than intentional design. A character using their deviation always risks the chance of backlash.
+
+Whenever you attempt to use a deviation, roll a DC 5 flat); on a failure, you use your deviation and then suffer a backlash effect, after which your flat check DC resets to 5. Backlash progresses from mild, to moderate, to severe. When you have already taken mild backlash in a given day, the next time you would take backlash, you take the moderate backlash instead, and if you have already taken moderate backlash, you take the severe backlash instead, and your deviation can't be used for the rest of the day—attempting to use it simply brings pain. When you make your daily preparations, your flat check DC returns to 5 and your next backlash returns to mild.
+
+Any effects from backlash can't be reduced, prevented, or otherwise bypassed. Conditions and damage you take from backlash can't be reduced or prevented by resistance or immunity, but still triggers any weakness you have to it.
+
+## Wraith Deviant Feats
+
+[[Eerie Flicker]]
+
+[[Ghostly Grasp (Deviant)]]
+
+[[Enervating Wail]]
+
+[[Distant Wandering]]
+
+### Universal Deviant Feats
+
+[[Awakened Power]]
+
+[[Greater Awakened Power]]
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+---
+title: "Alchemist"
+noteType: ":sticky-note:"
+aliases: "Alchemist"
+foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6.JournalEntryPage.Om4e4tsgNWrComie
+tags:
+ - JournalEntryPage
+---
+
+# Alchemist
+_There's no sight more beautiful to you than a strange brew bubbling in a beaker, and you consume your ingenious elixirs with abandon. You're fascinated by uncovering the secrets of science and the natural world, and you're constantly experimenting in your lab or on the go with inventive concoctions for every eventuality. You are fearless in the face of risk, hurling explosive or toxic creations at your foes. Your unique path toward greatness is lined with alchemical brews that push your mind and body to their limits._
+
+**Key Ability: INTELLIGENCE**
+
+At 1st level, your class gives you an ability bonus to Intelligence
+
+**Hit Points: 8 plus your Constitution modifier**
+
+You increase your maximum number of HP by this number at 1st level and every level thereafter.
+
+# Roleplaying the Alchemist
+
+## During Combat Encounters...
+
+You lob bombs at your foes, harry your enemies, and support the rest of your party with potent elixirs. At higher levels, your mutagens warp your body into a resilient and powerful weapon.
+
+## During Social Encounters...
+
+You provide knowledge and experience about alchemical items and related secrets, such as poisons and diseases.
+
+## While Exploring...
+
+You keep an eye out for trouble with your bombs at the ready, while giving advice on all things alchemical and mysterious.
+
+## In Downtime...
+
+You experiment in an alchemical lab, brewing elixirs, making bombs, and furthering your alchemical knowledge.
+
+## You Might...
+
+* Enjoy tinkering with strange formulas and alchemical reagents, often with a single-minded dedication and recklessness that gives others pause.
+* Get a kick out of wreaking havoc with the alchemical concoctions you've made, and enjoy watching things burn, dissolve, freeze, and jolt.
+* Endlessly experiment to discover new, more potent alchemical tools.
+
+## Others Probably...
+
+* Think you're some kind of sorcerer or an eccentric wizard and don't understand that you don't cast spells; spellcasters who clumsily dabble in alchemy only heighten this misconception.
+* Don't understand your zeal for alchemy, creativity, and invention.
+* Assume that if you haven't caused a catastrophe with your experimentations, you inevitably will.
+
+# Initial Proficiencies
+
+At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
+
+## Perception
+
+Trained in Perception
+
+## Saving Throws
+
+Expert in Fortitude
+
+Expert in Reflex
+
+Trained in Will
+
+## Skills
+
+Trained in Crafting
+
+Trained in a number of additional skills equal to 3 plus your Intelligence modifier
+
+## Attacks
+
+Trained in simple weapons
+
+Trained in alchemical bombs
+
+Trained in unarmed attacks
+
+## Defenses
+
+Trained in medium armor
+
+Trained in light armor
+
+Trained in unarmored defense
+
+## Class DC
+
+Trained in alchemist class DC
+
+# Class Features
+
+You gain these features as an Alchemist. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
+
+| Your Level | Class Features |
+| --- | --- |
+| 1 | Ancestry and background, initial proficiencies, alchemy, formula book, research field, alchemist feat |
+| 2 | Alchemist feat, skill feat |
+| 3 | General feat, skill increase |
+| 4 | Alchemist feat, skill feat |
+| 5 | Ability boosts, ancestry feat, field discovery, powerful alchemy, skill increase |
+| 6 | Alchemist feat, skill feat |
+| 7 | Alchemical weapon expertise, general feat, iron will, perpetual infusions, skill increase |
+| 8 | Alchemist feat, skill feat |
+| 9 | Alchemical expertise, alertness, ancestry feat, double brew, skill increase |
+| 10 | Ability boosts, alchemist feat, skill feat |
+| 11 | General feat, juggernaut, perpetual potency, skill increase |
+| 12 | Alchemist feat, skill feat |
+| 13 | Ancestry feat, greater field discovery, light armor expertise, skill increase, weapon specialization |
+| 14 | Alchemist feat, skill feat |
+| 15 | Ability boosts, alchemical alacrity, evasion, general feat, skill increase |
+| 16 | Alchemist feat, skill feat |
+| 17 | Alchemical mastery, ancestry feat, perpetual perfection, skill increase |
+| 18 | Alchemist feat, skill feat |
+| 19 | General feat, light armor mastery, skill increase |
+| 20 | Ability boosts, alchemist feat, skill feat |
+
+## Alchemist Feats
+
+At 1st level and every even-numbered level thereafter, you gain an alchemist class feat.
+
+## Alchemy
+
+You understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use special infused reagents that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don't understand your strange science.
+
+You gain the [[Alchemical Crafting]] feat, even if you don't meet that feat's prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. You can use this feat to create alchemical items as long as you have the items' formulas in your formula book.
+
+### **Infused Reagents**
+
+You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.
+
+As soon as you make your next daily preparations, your infused reagents from the previous day's preparations are instantly destroyed, and nonpermanent effects of your previous day's infused items immediately end. While infused reagents are physical objects, they can't be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.
+
+### **Advanced Alchemy**
+
+During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don't need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that's in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.
+
+### **Quick Alchemy**
+
+If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the Quick Alchemy action.
+
+### [[Quick Alchemy]]1
+
+**Cost** 1 batch of infused reagents
+
+**Requirements** You have an [[Alchemist's Toolkit]], the formula for the alchemical item you're creating, and a free hand.
+
+* * *
+
+You swiftly mix up a short-lived alchemical item to use at a moment's notice. You create a single alchemical item of your advanced alchemy level or lower that's in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.
+
+### **Formula Book**
+
+An alchemist keeps meticulous records of the formulas for every item they can create. You start with a standard formula book worth 10 sp or less for free. The formula book contains the formulas for two common 1st-level alchemical items of your choice, in addition to those you gained from Alchemical Crafting and your research field.
+
+Each time you gain a level, you can add the formulas for two common alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it's also possible to find or buy additional formulas in settlements or from other alchemists, or to invent them with the [[Inventor]] feat.
+
+## Ancestry and Background
+
+In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.
+
+## Initial Proficiencies
+
+At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.
+
+## Research Field
+
+Your inquiries into the alchemical nature of the universe have led you to focus on a particular field of research. You might have a degree from an scientific institute, correspond with other researchers in your field, or work as a genius loner. Choose a field of research.
+
+Your research field adds a number of formulas to your formulas book; these are your signature items. When using a batch of infused reagents to create your signature items using advanced alchemy, you can create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field's list of possible signature items.
+
+Research fields can be found here ([[Bomber]], [[Chirurgeon]], [[Mutagenist]] and [[Toxicologist]]).
+
+## Skill FeatsLevel 2
+
+At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.
+
+## General FeatsLevel 3
+
+At 3rd level and every 4 levels thereafter, you gain a general feat.
+
+## Skill IncreasesLevel 3
+
+At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.
+
+At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.
+
+## Ability BoostsLevel 5
+
+At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.
+
+## Ancestry FeatsLevel 5
+
+In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
+
+## Field DiscoveryLevel 5
+
+You learn a special discovery depending on your field.
+
+See specific research fields for more information.
+
+## Powerful AlchemyLevel 5
+
+Alchemical items you create on the fly are particularily potent. When you use Quick Alchemy to create an infused alchemical item that allows a saving throw, you can change its DC to your class DC.
+
+## Alchemical Weapon ExpertiseLevel 7
+
+You've trained to more effectively wield the weapons you find in your lab. Your proficiency ranks for simple weapons, unarmed attacks, and alchemical bombs increase to expert.
+
+## Iron WillLevel 7
+
+Your mental defenses are an iron fortress. Your proficiency rank for Will saves increases to expert.
+
+## Perpetual InfusionsLevel 7
+
+You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items. You gain the ability to create two 1st-level alchemical items using Quick Alchemy without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.
+
+See specific research fields for more information.
+
+## Alchemical ExpertiseLevel 9
+
+Constant practice has increased the effectiveness of your concoctions. Your proficiency rank for your alchemist class DC increases to expert.
+
+## AlertnessLevel 9
+
+You remain alert to threats around you. Your proficiency rank for Perception increases to expert.
+
+## Double BrewLevel 9
+
+You know your formulas so well that you can concoct two items at once. When using the Quick Alchemy action, instead of spending one batch of infused reagents to create a single item, you can spend up to two batches of infused reagents to make up to two alchemical items as described in that action. These items do not have to be the same.
+
+## JuggernautLevel 11
+
+Your body has become accustomed to physical hazards and resistant to pathogens and ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
+
+## Perpetual PotencyLevel 11
+
+Your perpetual infusions improve, allowing you to use Quick Alchemy to create more powerful items with no cost. The items you can select depend on your research field and must be in your formula book.
+
+See specific research fields for more information.
+
+## Greater Field DiscoveryLevel 13
+
+You learn an incredible discovery that advances your understanding of your field.
+
+See specific research fields for more information.
+
+## Light Armor ExpertiseLevel 13
+
+You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.
+
+## Weapon SpecializationLevel 13
+
+You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.
+
+## Alchemical AlacrityLevel 15
+
+Your comfort in concocting items is such that you can create three at a time. When using the Quick Alchemy action, you can spend up to three batches of infused reagents to make up to three alchemical items as described in that action. These items do not have to be the same.
+
+## EvasionLevel 15
+
+You've learned to move quickly to avoid explosions, dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
+
+## Alchemical MasteryLevel 17
+
+Your alchemical concoctions are incredibly effective. Your proficiency rank for your alchemist class DC increases to master.
+
+## Perpetual PerfectionLevel 17
+
+You have perfected your perpetual infusions, allowing you to use Quick Alchemy to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.
+
+See specific research fields for more information.
+
+## Light Armor MasteryLevel 19
+
+Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.
\ No newline at end of file
diff --git a/content/mechanics/srd/Classes/Barbarian.md b/content/mechanics/srd/Classes/Barbarian.md
new file mode 100755
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+---
+title: "Barbarian"
+noteType: ":sticky-note:"
+aliases: "Barbarian"
+foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6.JournalEntryPage.lvuutBI9BSCU6cWe
+tags:
+ - JournalEntryPage
+---
+
+# Barbarian
+_Rage consumes you in battle. You delight in wreaking havoc and using powerful weapons to carve through your enemies, relying on astonishing durability without needing complicated techniques or rigid training. Your rages draw upon a vicious instinct, which you might associate with an animal, a spirit, or some part of yourself. To many barbarians, brute force is a hammer and every problem looks like a nail, whereas others try to hold back the storm of emotions inside them and release their rage only when it matters most._
+
+**Key Ability: STRENGTH**
+
+At 1st level, your class gives you an ability boost to Strength.
+
+**Hit Points: 12 plus your Constitution modifier**
+
+You increase your maximum number of HP by this number at 1st level and every level thereafter.
+
+# Roleplaying the Barbarian
+
+## During Combat Encounters...
+
+You summon your rage and rush to the front lines to smash your way through. Offense is your best defense-you'll need to drop foes before they can exploit your relatively low defenses.
+
+## During Social Encounters...
+
+You use intimidation to get what you need, especially when gentler persuasion can't get the job done.
+
+## While Exploring...
+
+You look out for danger, ready to rush headfirst into battle in an instant. You climb the challenging rock wall and drop a rope for others to follow, and you wade into the risky currents to reach the hidden switch beneath the water's surface. If something needs breaking, you're up to the task!
+
+## In Downtime...
+
+You might head to a tavern to carouse, build up the fearsome legend of your mighty deeds, or recruit followers to become a warlord in your own right.
+
+## You Might...
+
+* Have a deep-seated well of anger, hatred, or frustration.
+* Prefer a straightforward approach to one requiring patience and tedium.
+* Engage in a regimen of intense physical fitness-and punch anyone who says this conflicts with your distaste for patience and tedium.
+
+## Others Probably...
+
+* Rely on your courage and your strength, and trust that you can hold your own in a fight.
+* See you as uncivilized or a boorish lout unfit for high society.
+* Believe that you are loyal to your friends and allies and will never relent until the fight is done.
+
+# Initial Proficiencies
+
+At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
+
+## Perception
+
+Expert in Perception
+
+## Saving Throws
+
+Expert in Fortitude
+
+Trained in Reflex
+
+Expert in Will
+
+## Skills
+
+Trained in Athletics
+
+Trained in a number of additional skills equal to 3 plus your Intelligence modifier
+
+## Attacks
+
+Trained in simple weapons
+
+Trained in martial weapons
+
+Trained in unarmed attacks
+
+## Defenses
+
+Trained in light armor
+
+Trained in medium armor
+
+Trained in unarmored defense
+
+## Class DC
+
+Trained in barbarian class DC
+
+# Class Features
+
+You gain these features as a Barbarian. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
+
+| Your Level | Class Features |
+| --- | --- |
+| 1 | Ancestry and background, initial proficiencies, rage, instinct, barbarian feat |
+| 2 | Barbarian feat, skill feat |
+| 3 | Deny advantage, general feat, skill increase |
+| 4 | Barbarian feat, skill feat |
+| 5 | Ability boosts, ancestry feat, brutality, skill increase |
+| 6 | Barbarian feat, skill feat |
+| 7 | General feat, juggernaut, skill increase, weapon specialization |
+| 8 | Barbarian feat, skill feat |
+| 9 | Ancestry feat, lightning reflexes, raging resistance, skill increase |
+| 10 | Ability boosts, barbarian feat, skill feat |
+| 11 | General feat, mighty rage, skill increase |
+| 12 | Barbarian feat, skill feat |
+| 13 | Ancestry feat, greater juggernaut, medium armor expertise, skill increase, weapon fury |
+| 14 | Barbarian feat, skill feat |
+| 15 | Ability boosts, general feat, greater weapon specialization, indomitable will, skill increase |
+| 16 | Barbarian feat, skill feat |
+| 17 | Ancestry feat, heightened senses, skill increase, quick rage |
+| 18 | Barbarian feat, skill feat |
+| 19 | Armor of fury, devastator, general feat, skill increase |
+| 20 | Ability boosts, barbarian feat, skill feat |
+
+## Ancestry and Background
+
+In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.
+
+## Barbarian Feats
+
+At 1st level and every even-numbered level thereafter, you gain a barbarian class feat.
+
+## Initial Proficiencies
+
+At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted in at the start of this class.
+
+## Instinct
+
+Your rage wells up from a dominant instinct-one you learned from a tradition or that comes naturally to you. Your instinct gives you an ability, requires you to avoid certain behaviors, grants you increased damage and resistances at higher levels, and allows you to select feats tied to your instinct.
+
+Instincts can be found here: [[Animal Instinct]], [[Dragon Instinct]], [[Elemental Instinct]], [[Fury Instinct]], [[Giant Instinct]], [[Spirit Instinct]], and [[Superstition Instinct]].
+
+## Rage
+
+You gain the Rage action, which lets you fly into a frenzy.
+
+### [[Rage]] A
+
+**Requirements** You aren't fatigued or raging.
+
+* * *
+
+You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:
+
+* You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.
+* You take a -1 penalty to AC.
+* You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
+
+After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
+
+## Skill FeatsLevel 2
+
+At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.
+
+## Deny AdvantageLevel 3
+
+Your foes struggle to pass your defenses. You aren't off-guard to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
+
+## General FeatsLevel 3
+
+At 3rd level and every 4 levels thereafter, you gain a general feat.
+
+## Skill IncreasesLevel 3
+
+At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.
+
+At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.
+
+## Ability BoostsLevel 5
+
+At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts below 18.
+
+## Ancestry FeatsLevel 5
+
+In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
+
+## BrutalityLevel 5
+
+Your fury makes your weapons lethal. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. While raging, you gain access to the critical specialization effects for melee weapons and unarmed attacks.
+
+## JuggernautLevel 7
+
+Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
+
+## Weapon SpecializationLevel 7
+
+Your rage helps you hit harder. You deal an additional 2 damage with weapons and unarmed attacks in which you have expert proficiency. This damage increases to 3 if you're a master, and 4 if you're legendary. You gain your instinct's specialization ability.
+
+See specific instincts for more information.
+
+## Lightning ReflexesLevel 9
+
+Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.
+
+## Raging ResistanceLevel 9
+
+Repeated exposure and toughened skin allow you to fend off harm. While raging, you gain resistance equal to 3 + your Constitution modifier to damage types based on your instinct.
+
+See specific instincts for more information.
+
+## Mighty RageLevel 11
+
+Your rage intensifies and lets you burst into action. Your proficiency rank for your barbarian class DC increases to expert. You gain the Mighty Rage free action.
+
+### [[Mighty Rage]] F
+
+**Trigger** You use the Rage action on your turn.
+
+* * *
+
+Use an action that has the rage trait. Alternatively, you can increase the actions of the triggering Rage to 2 to instead use a 2-action activity with the rage trait.
+
+## Greater JuggernautLevel 13
+
+You have a stalwart physiology. Your proficiency rank for Fortitude saves increases to legendary. When you roll a critical failure on a Fortitude save, you get a failure instead. When you roll a failure on a Fortitude save against an effect that deals damage, you halve the damage you take.
+
+## Medium Armor ExpertiseLevel 13
+
+You've learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.
+
+## Weapon FuryLevel 13
+
+Your rage makes you even more effective with the weapons you wield. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.
+
+## Greater Weapon SpecializationLevel 15
+
+The weapons you've mastered become truly fearsome in your hands. Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary. You gain a greater benefit from your instinct's specialization ability.
+
+See specific instincts for more information.
+
+## Indomitable WillLevel 15
+
+Your rage makes it difficult to control you. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
+
+## Heightened SensesLevel 17
+
+Your instinct heightens each of your senses further. Your proficiency rank for Perception increases to master.
+
+## Quick RageLevel 17
+
+You recover from your Rage quickly, and are soon ready to begin anew. After you spend a full turn without raging, you can Rage again without needing to wait 1 minute.
+
+## Armor of FuryLevel 19
+
+Your training and rage deepen your connection to your armor. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master.
+
+## DevastatorLevel 19
+
+Your Strikes are so devastating that you hardly care about resistance, and your barbarian abilities are unparalleled. Your proficiency rank for your barbarian class DC increases to master. Your melee Strikes ignore 10 points of a creature's resistance to their physical damage.
\ No newline at end of file
diff --git a/content/mechanics/srd/Classes/Bard.md b/content/mechanics/srd/Classes/Bard.md
new file mode 100755
index 000000000..014f97568
--- /dev/null
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@@ -0,0 +1,282 @@
+---
+title: "Bard"
+noteType: ":sticky-note:"
+aliases: "Bard"
+foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6.JournalEntryPage.Tz0NWVqhZyt8EyUV
+tags:
+ - JournalEntryPage
+---
+
+# Bard
+_You are a master of artistry, a scholar of hidden secrets, and a captivating persuader. Using powerful performances, you influence minds and elevate souls to new levels of heroics. You might use your powers to become a charismatic leader, or perhaps you might instead be a counselor, manipulator, scholar, scoundrel, or virtuoso. While your versatility leads some to consider you a beguiling ne'er-do-well and a jack-of-all-trades, it's dangerous to dismiss you as a master of none._
+
+**Key Attribute: CHARISMA**
+
+At 1st level, your class gives you an attribute boost to Charisma.
+
+**Hit Points: 8 plus your Constitution modifier**
+
+You increase your maximum number of HP by this number at 1st level and every level thereafter.
+
+# Roleplaying the Bard
+
+## During Combat Encounters...
+
+You use magical performances to alter the odds in favor of your allies. You confidently alternate between attacks, healing, and helpful spells as needed.
+
+## During Social Encounters...
+
+You persuade, prevaricate, and threaten with ease.
+
+## While Exploring...
+
+You're a font of knowledge, folktales, legends, and lore that provide a deeper context and helpful reconnaissance for the group's adventure. Your spells and performances inspire your allies to greater discovery and success.
+
+## In Downtime...
+
+You can earn money and prestige with your performances, gaining a name for yourself and acquiring patrons. Eventually, tales of your talents and triumphs might attract other bards to study your techniques in a bardic college.
+
+## You Might...
+
+* Have a passion for your art so strong that you forge a spiritual connection with it.
+* Take point when tact and nonviolent solutions are required.
+* Follow your muse, whether it's a mysterious fey creature, a philosophical concept, a psychic force, or a deity of art or music, and with its aid learn secret lore that few others have.
+
+## Others Probably...
+
+* Relish the opportunity to invite you to social events, either as a performer or a guest, but consider you to be something of a curiosity in their social circles.
+* Underestimate you compared to other spellcasters, believing you are little more than a foppish minstrel and overlooking the subtle power of your magic.
+* Respond favorably to your social charm and abilities, but remain suspicious of your beguiling magic.
+
+# Initial Proficiencies
+
+At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
+
+## Perception
+
+Expert in Perception
+
+## Saving Throws
+
+Trained in Fortitude
+
+Trained in Reflex
+
+Expert in Will
+
+## Skills
+
+Trained in Occultism
+
+Trained in Performance
+
+Trained in a number of additional skills equal to 4 plus your Intelligence modifier
+
+## Attacks
+
+Trained in simple weapons
+
+Trained in martial weapons
+
+Trained in unarmed attacks
+
+## Defenses
+
+Trained in light armor
+
+Trained in unarmored defense
+
+## Spells
+
+Trained in spell attack modifier
+
+Trained in spell DC
+
+## Class DC
+
+Trained in bard class DC
+
+# Class Features
+
+You gain these features as a Bard. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
+
+| Your Level | Class Features |
+| --- | --- |
+| 1 | Ancestry and background, attribute boosts, bard spellcasting, initial proficiencies, spell repertoire, composition spells, muse |
+| 2 | Bard feat, skill feat |
+| 3 | 2nd-rank spells, general feat, reflex expertise, signature spells, skill increase |
+| 4 | Bard feat, skill feat |
+| 5 | 3rd-rank spells, attribute boosts, ancestry feat, skill increase |
+| 6 | Bard feat, skill feat |
+| 7 | 4th-rank spells, expert spellcaster, general feat, skill increase |
+| 8 | Bard feat, skill feat |
+| 9 | 5th-rank spells, ancestry feat, fortitude expertise, performer’s heart, skill increase |
+| 10 | Attribute boosts, bard feat, skill feat |
+| 11 | 6th-rank spells, bard weapon expertise, general feat, skill increase, vigilant senses |
+| 12 | Bard feat, skill feat |
+| 13 | 7th-rank spells, ancestry feat, light armor expertise, skill increase, weapon specialization |
+| 14 | Bard feat, skill feat |
+| 15 | 8th-rank spells, attribute boosts, general feat, master spellcaster, skill increase |
+| 16 | Bard feat, skill feat |
+| 17 | 9th-rank spells, ancestry feat, greater performer's heart, skill increase |
+| 18 | Bard feat, skill feat |
+| 19 | General feat, legendary spellcaster, magnum opus, skill increase |
+| 20 | Attribute boosts, bard feat, skill feat |
+
+## Ancestry and Background
+
+In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.
+
+## Composition Spells
+
+You can infuse your performances with magic to create unique effects called compositions. Compositions are a special type of spell that often require you to use the Performance skill when casting them. Composition spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to perform, write a new composition, or otherwise engage your muse.
+
+Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.
+
+You learn the _[[Counter Performance]]_ composition spell, protecting against auditory and visual effects.
+
+### **Composition Cantrips**
+
+Composition cantrips are special composition spells that don't cost Focus Points, so you can use them as often as you like. Composition cantrips are in addition to the cantrips you choose from the occult list. Generally, only feats can give you more composition cantrips. Unlike other cantrips, you can't swap out composition cantrips gained from bard feats at a later level, unless you swap out the specific feat via retraining. You learn the _[[Courageous Anthem]]_ composition cantrip, which boosts your allies' attacks, damage, and defense against fear.
+
+## Initial Proficiencies
+
+At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.
+
+## Muses
+
+As a bard, you select one muse at 1st level. This muse leads you to great things, and might be a physical creature, a deity, a philosophy, or a captivating mystery.
+
+Muses can be found here: [[Maestro]], [[Polymath]], [[Enigma]], and [[Warrior]].
+
+## Occult Spellcasting
+
+You draw upon magic from esoteric knowledge. You can cast occult spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a bard, you can usually play an instrument for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.
+
+Each day, you can cast up to two 1st-level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.
+
+As you increase in level as a bard, your number of spells per day increases, as does the highest level of spells you can cast, as shown on Table 3-6: Bard Spells per Day.
+
+Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier.
+
+### **Heightening Spells**
+
+When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast in order to heighten it to that level. Many spells have specific improvements when they are heightened to certain levels. The signature spells class feature lets you heighten certain spells freely.
+
+### **Cantrips**
+
+Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up -- this is usually equal to the highest level of bard spell slot you have. For example, as a 1st-level bard, your cantrips are 1st-level spells, and as a 5th-level bard, your cantrips are 3rd-level spells.
+
+| Your Level | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
+| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
+| 1 | 5 | 2 | \- | \- | \- | \- | \- | \- | \- | \- | \- |
+| 2 | 5 | 3 | \- | \- | \- | \- | \- | \- | \- | \- | \- |
+| 3 | 5 | 3 | 2 | \- | \- | \- | \- | \- | \- | \- | \- |
+| 4 | 5 | 3 | 3 | \- | \- | \- | \- | \- | \- | \- | \- |
+| 5 | 5 | 3 | 3 | 2 | \- | \- | \- | \- | \- | \- | \- |
+| 6 | 5 | 3 | 3 | 3 | \- | \- | \- | \- | \- | \- | \- |
+| 7 | 5 | 3 | 3 | 3 | 2 | \- | \- | \- | \- | \- | \- |
+| 8 | 5 | 3 | 3 | 3 | 3 | \- | \- | \- | \- | \- | \- |
+| 9 | 5 | 3 | 3 | 3 | 3 | 2 | \- | \- | \- | \- | \- |
+| 10 | 5 | 3 | 3 | 3 | 3 | 3 | \- | \- | \- | \- | \- |
+| 11 | 5 | 3 | 3 | 3 | 3 | 3 | 2 | \- | \- | \- | \- |
+| 12 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | \- | \- | \- | \- |
+| 13 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | \- | \- | \- |
+| 14 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | \- | \- | \- |
+| 15 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | \- | \- |
+| 16 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | \- | \- |
+| 17 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | \- |
+| 18 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | \- |
+| 19 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 1\* |
+| 20 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 1\* |
+| \* The magnum opus class feature gives you a 10th-level spell slot that works a bit differently from other spell slots. | | | | | | | | | | | |
+
+## Spell Repertoire
+
+The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level occult spells of your choice and five occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.
+
+You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 3-6), you add a spell to your spell repertoire of the same level. At 2nd level, you select another 1st-level spell; at 3rd level, you select two 2nd-level spells, and so on. When you add spells, you might add a higher-level version of a spell you already have, so you can cast a heightened version of that spell.
+
+Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.
+
+### **Swapping Spells in Your Repertoire**
+
+As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip. You can also swap out spells by retraining during downtime.
+
+## Bard FeatsLevel 2
+
+At 2nd level and every 2 levels thereafter, you gain a bard class feat.
+
+## Skill FeatsLevel 2
+
+At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.
+
+## General FeatsLevel 3
+
+At 3rd level and every 4 levels thereafter, you gain a general feat.
+
+## Lightning ReflexesLevel 3
+
+Your reflexes are lightning fast. Your proficiency rank in Reflex saves increases to expert.
+
+## Signature SpellsLevel 3
+
+Experience allows you to cast some spells more flexibly. For each spell level you have access to, choose one spell of that level to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell level at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.
+
+## Skill IncreasesLevel 3
+
+At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.
+
+At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.
+
+## Ability BoostsLevel 5
+
+At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.
+
+## Ancestry FeatsLevel 5
+
+In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
+
+## Expert SpellcasterLevel 7
+
+Your proficiency ranks for occult spell attack rolls and spell DCs increase to expert.
+
+## Great FortitudeLevel 9
+
+Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.
+
+## ResolveLevel 9
+
+You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.
+
+## Bard Weapon ExpertiseLevel 11
+
+You have become thoroughly adept with bardic weapons. You gain expert proficiency in simple weapons and unarmed attacks, plus the longsword, rapier, sap, shortbow, shortsword, and whip. When you critically succeed at an attack roll using one of these weapons while one of your compositions is active, you apply the critical specialization effect for that weapon.
+
+## Vigilant SensesLevel 11
+
+Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.
+
+## Light Armor ExpertiseLevel 13
+
+You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.
+
+## Weapon SpecializationLevel 13
+
+You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 damage if you're a master, and 4 damage if you're legendary.
+
+## Master SpellcasterLevel 15
+
+You've mastered the occult. Your proficiency ranks for occult spell attack rolls and spell DCs increase to master.
+
+## Greater ResolveLevel 17
+
+Your unbelievable training grants you mental resiliency. Your proficiency rank for Will saves increases to legendary. When you roll a success at a Will save, you get a critical success. When you roll a critical failure at a Will save, you get a failure instead. When you roll a failure on a Will save against a damaging effect, you take half damage.
+
+## Legendary SpellcasterLevel 19
+
+Your command of occult magic is the stuff of legends. Your proficiency ranks for occult spell attack rolls and spell DCs increase to legendary.
+
+## Magnum OpusLevel 19
+
+You have tuned your spellcasting to the highest caliber. Add two common 10th-level occult spells to your repertoire. You gain a single 10th-level spell slot you can use to cast one of those two spells using bard spellcasting. You don't gain more 10th-level spells as you level up, unlike other spell slots, and you can't use 10th-level slots with abilities that give you more spell slots or that let you cast spells without expending spell slots.
\ No newline at end of file
diff --git a/content/mechanics/srd/Classes/Champion.md b/content/mechanics/srd/Classes/Champion.md
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+---
+title: "Champion"
+noteType: ":sticky-note:"
+aliases: "Champion"
+foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6.JournalEntryPage.rebppVgBVi8J6TT2
+tags:
+ - JournalEntryPage
+---
+
+# Champion
+_You are an emissary of a deity, a devoted servant who has taken up a weighty mantle, and you adhere to a code that holds you apart from those around you. While champions exist for every alignment, as a champion of good, you provide certainty and hope to the innocent. You have powerful defenses that you share freely with your allies and innocent bystanders, as well as holy power you use to end the threat of evil. Your devotion even attracts the attention of holy spirits who aid you on your journey._
+
+**Key Ability: STRENGTH OR DEXTERITY**
+
+At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.
+
+**Hit Points: 10 plus your Constitution modifier**
+
+You increase your maximum number of HP by this number at 1st level and every level thereafter.
+
+# Roleplaying the Champion
+
+## During Combat Encounters...
+
+You confront enemies in hand-to-hand combat while carefully positioning yourself to protect your allies.
+
+## During Social Encounters...
+
+You are a voice of hope, striving to reach a peaceful solution that strengthens bonds and yields good results for all.
+
+## While Exploring...
+
+You overcome barriers both physical and spiritual, providing inspiration to your allies through your actions and-when your fellow adventurers ask for it-providing moral and ethical guidance.
+
+## In Downtime...
+
+You spend much of your time in solemn prayer and contemplation, rigorous training, charity work, and fulfilling the tenets of your code, but that doesn't mean there isn't time to take up a craft or hobby.
+
+## You Might...
+
+* Believe there is always hope that good will triumph over evil, no matter how grim the odds.
+* Know the ends don't justify the means, since evil acts increase the power of evil.
+* Have a strong sense of right and wrong, and grow frustrated when greed or shortsightedness breeds evil.
+
+## Others Probably...
+
+* See you as a symbol of hope, especially in a time of great need.
+* Worry you secretly despise them for not living up to your impossible standard, or that you are unwilling to compromise when necessary.
+* Know that you've sworn divine oaths of service they can trust you to keep.
+
+# Initial Proficiencies
+
+At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
+
+## Perception
+
+Trained in Perception
+
+## Saving Throws
+
+Expert in Fortitude
+
+Trained in Reflex
+
+Expert in Will
+
+## Skills
+
+Trained in Religion
+
+Trained in one skill determined by your choice of deity
+
+Trained in a number of additional skills equal to 2 plus your Intelligence modifier
+
+## Attacks
+
+Trained in simple weapons
+
+Trained in martial weapons
+
+Trained in unarmed attacks
+
+## Defenses
+
+Trained in all armor
+
+Trained in unarmored defense
+
+## Class DC
+
+Trained in champion class DC
+
+## Spells
+
+Trained in divine spell attacks
+
+Trained in divine spell DCs
+
+# Class Features
+
+You gain these features as a Champion. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
+
+| Your Level | Class Features |
+| --- | --- |
+| 1 | Ancestry and background, initial proficiencies, champion's code, deity and cause, deific weapon, champion's reaction, devotion spells, champion feat, shield block |
+| 2 | Champion feat, skill feat |
+| 3 | Divine ally, general feat, skill increase |
+| 4 | Champion feat, skill feat |
+| 5 | Ability boosts, ancestry feat, skill increase, weapon expertise |
+| 6 | Champion feat, skill feat |
+| 7 | Armor expertise, general feat, skill increase, weapon specialization |
+| 8 | Champion feat, skill feat |
+| 9 | Ancestry feat, champion expertise, divine smite, juggernaut, lightning reflexes, skill increase |
+| 10 | Ability boosts, champion feat, skill feat |
+| 11 | Alertness, divine will, exalt, general feat, skill increase |
+| 12 | Champion feat, skill feat |
+| 13 | Ancestry feat, armor mastery, skill increase, weapon mastery |
+| 14 | Champion feat, skill feat |
+| 15 | Ability boosts, general feat, greater weapon specialization, skill increase |
+| 16 | Champion feat, skill feat |
+| 17 | Ancestry feat, champion mastery, legendary armor, skill increase |
+| 18 | Champion feat, skill feat |
+| 19 | General feat, hero's defiance, skill increase |
+| 20 | Ability boosts, champion feat, skill feat |
+
+## Ancestry and Background
+
+In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.
+
+## Champion Feats
+
+At 1st level and every even-numbered level thereafter, you gain a champion class feat.
+
+## Champion's Code
+
+You follow a code of conduct, beginning with tenets shared by all champions of an alignment (such as good), and continuing with tenets of your cause. Deities often add additional strictures (for instance, [[Torag]]'s champions can't show mercy to enemies of their people, making it almost impossible for them to follow the redeemer cause). Only rules for good champions appear in this book. Tenets are listed in order of importance, starting with the most important. If a situation places two tenets in conflict, you aren't in a no-win situation; instead, follow the more important tenet. For instance, as a paladin, if an evil king asked you if you're hiding refugees so he could execute them, you could lie to him, since the tenet against lying is less important than preventing harm to innocents. Trying to subvert your code by creating a situation that forces a higher tenet to override a lower tenet (for example, promising not to respect authorities and then, to keep your word, disrespecting authorities) is a violation of the champion code.
+
+If you stray from your alignment or violate your code of conduct, you lose your focus pool and divine ally until you demonstrate your repentance by conducting an _[[Atone]]_ ritual, but you keep any other champion abilities that don't require those class features. If your alignment shifts but is still one allowed by your deity, your GM might let you retrain your cause while still following the same deity.
+
+### [[The Tenets of Good]]
+
+All champions of good alignment follow these tenets.
+
+* You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.
+* You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.
+
+### [[The Tenets of Evil]]
+
+All champions of evil alignment follow these tenets.
+
+* You must never perform acts anathema to your deity or willingly commit a purely good act, such as giving something solely out of charity, casting a good spell, or using a good item.
+* You must never put another person's needs before your own, and you must never put your own needs before those of your deity. Though you can perform acts others might consider helpful, it must be done with the expectation that it ultimately furthers your own goals or those of your master.
+
+## Champion's Reaction
+
+Your cause gives you a special reaction. See specific causes for more information.
+
+## Deific Weapon
+
+You zealously bear your deity's favored weapon. If it's uncommon, you gain access to it. If it's an unarmed attack with a d4 damage die or a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12).
+
+## Deity and Cause
+
+Champions are divine servants of a deity. Choose a deity to follow; your alignment must be one allowed for followers of your deity. Actions fundamentally opposed to your deity's ideals or alignment are anathema to your faith. A few examples of acts that would be considered anathema appear in each deity's entry. You and your GM determine whether other acts are anathema.
+
+You have one of the following causes. Your cause must match your alignment exactly. Your cause determines your champion's reaction, grants you a devotion spell, and defines part of your champion's code:
+
+* Lawful good [[Paladin]]
+* Neutral good [[Redeemer]]
+* Chaotic good [[Liberator]]
+* Lawful evil [[Tyrant]]
+* Neutral evil [[Desecrator]]
+* Chaotic evil [[Antipaladin]]
+
+## Devotion Spells
+
+Your deity's power grants you special divine spells called devotion spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.
+
+Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. You gain a devotion spell depending on your cause, and you are trained in divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma.
+
+## Initial Proficiencies
+
+At 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.
+
+## Shield Block
+
+You gain the [[Shield Block]] general feat, a reaction that lets you reduce damage with your shield.
+
+## Skill FeatsLevel 2
+
+At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.
+
+## Divine AllyLevel 3
+
+Your devotion attracts a spirit of your deity's alignment. Once you choose an ally, your choice can't be changed.
+
+The following are divine allies:
+
+**Blade Ally** A spirit of battle dwells within your armaments. Select one weapon or [[Handwraps of Mighty Blows|Handwraps of Mighty Blows (+1)]] when you make your daily preparations. In your hands, the item gains the effect of a property rune.
+
+For a champion following the tenets of good, choose [[Vitalizing|Disrupting]], [[Ghost Touch]], [[Returning]], or [[Shifting]]. For a champion following the tenets of evil, choose [[Fearsome]], [[Returning]], or [[Shifting]]. You also gain the weapon's critical specialization effect.
+
+**Shield Ally** A spirit of protection dwells within your shield. In your hands, the shield's Hardness increases by 2 and its HP and BT increase by half.
+
+**Steed Ally** You gain a young animal companion as a mount. Ordinarily, your animal companion is one that has the mount special ability, such as a horse. You can select a different animal companion (GM's discretion), but this ability doesn't grant it the mount special ability.
+
+## General FeatsLevel 3
+
+At 3rd level and every 4 levels thereafter, you gain a general feat.
+
+## Skill IncreasesLevel 3
+
+At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.
+
+At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.
+
+## Ability BoostsLevel 5
+
+At 5th level and every 5 levels thereafter, boost four different ability scores. You can use these boosts to increase ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.
+
+## Ancestry FeatsLevel 5
+
+In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
+
+## Weapon ExpertiseLevel 5
+
+You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.
+
+## Armor ExpertiseLevel 7
+
+You have spent so much time in armor that you know how to make the most of its protection. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor.
+
+## Weapon SpecializationLevel 7
+
+You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.
+
+## Champion ExpertiseLevel 9
+
+Prayers strengthen your divine power. Your proficiency ranks for your champion class DC and divine spell attack rolls and DCs increase to expert.
+
+## Divine SmiteLevel 9
+
+Your champion's reaction improves.
+
+See specific causes for more information.
+
+## JuggernautLevel 9
+
+Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
+
+## Lightning ReflexesLevel 9
+
+Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.
+
+## AlertnessLevel 11
+
+You remain alert to threats around you. Your proficiency rank for Perception increases to expert.
+
+## Divine WillLevel 11
+
+Your faith grants mastery of your will. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
+
+## ExaltLevel 11
+
+Your champion's reaction exalts nearby allies, allowing them to benefit as well.
+
+See specific causes for more information.
+
+## Armor MasteryLevel 13
+
+Your skill with armor improves, helping you avoid more blows. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to master.
+
+## Weapon MasteryLevel 13
+
+You fully understand your weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master.
+
+## Greater Weapon SpecializationLevel 15
+
+Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.
+
+## Champion MasteryLevel 17
+
+You've mastered your arsenal of champion techniques and divine spells. Your proficiency ranks for your champion class DC and for divine spell attack rolls and spell DCs increase to master.
+
+## Legendary ArmorLevel 17
+
+You shield yourself with steel as easily as with faith. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to legendary.
+
+## Hero's DefianceLevel 19
+
+You can defy fate and continue fighting as long as you have divine energy. You gain the _[[Hero's Defiance]]_ devotion spell.
\ No newline at end of file
diff --git a/content/mechanics/srd/Classes/Classes.md b/content/mechanics/srd/Classes/Classes.md
new file mode 100755
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+---
+title: "Classes"
+noteType: ":book:"
+aliases: "Classes"
+foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6
+tags:
+ - JournalEntry
+---
+
+# Classes
+
+## Table of Contents
+
+- [[Alchemist]]
+- [[Barbarian]]
+- [[Bard]]
+- [[Champion]]
+- [[Cleric]]
+- [[Druid]]
+- [[Fighter]]
+- [[Gunslinger]]
+- [[Inventor]]
+- [[Investigator]]
+- [[Kineticist]]
+- [[Magus]]
+- [[Monk]]
+- [[Oracle]]
+- [[Psychic]]
+- [[Ranger]]
+- [[Rogue]]
+- [[Sorcerer]]
+- [[Summoner]]
+- [[Swashbuckler]]
+- [[Thaumaturge]]
+- [[Witch]]
+- [[Wizard]]
\ No newline at end of file
diff --git a/content/mechanics/srd/Classes/Cleric.md b/content/mechanics/srd/Classes/Cleric.md
new file mode 100755
index 000000000..943cef15e
--- /dev/null
+++ b/content/mechanics/srd/Classes/Cleric.md
@@ -0,0 +1,248 @@
+---
+title: "Cleric"
+noteType: ":sticky-note:"
+aliases: "Cleric"
+foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6.JournalEntryPage.N4ABcd6CcCbqmw3x
+tags:
+ - JournalEntryPage
+---
+
+# Cleric
+_Deities work their will upon the world in infinite ways, and you serve as one of their most stalwart mortal servants. Blessed with divine magic, you live the ideals of your faith, adorn yourself with the symbols of your church, and train diligently to wield your deity's favored weapon. Your spells might protect and heal your allies, or they might punish foes and enemies of your faith, as your deity wills. Yours is a life of devotion, spreading the teachings of your faith through both word and deed._
+
+**Key Ability: WISDOM**
+
+At 1st level, your class gives you an ability boost to Wisdom.
+
+**Hit Points: 8 plus your Constitution modifier**
+
+You increase your maximum number of HP by this number at 1st level and every level thereafter.
+
+# Roleplaying the Cleric
+
+## During Combat Encounters...
+
+If you're a warpriest, you balance between casting spells and attacking with weapons- typically the favored weapon of your deity. If you're a cloistered cleric, you primarily cast spells. Most of your spells can boost, protect, or heal your allies. Depending on your deity, you get extra spells to heal your allies or harm your enemies.
+
+## During Social Encounters...
+
+You might make diplomatic overtures or deliver impressive speeches. Because you're wise, you also pick up on falsehoods others tell.
+
+## While Exploring...
+
+You detect nearby magic and interpret any religious writing you come across. You might also concentrate on a protective spell for your allies in case of attack. After a battle or hazard, you might heal anyone who was hurt.
+
+## In Downtime...
+
+You might perform services at a temple, travel to spread the word of your deity, research scripture, celebrate holy days, or even found a new temple.
+
+## You Might...
+
+* Visit the temples and holy places sacred to your faith, and have an immediate affinity with other worshippers of your deity.
+* Know the teachings of your religion's holy texts and how they apply to a dilemma.
+* Cooperate with your allies, provided they don't ask you to go against divine will.
+
+## Others Probably...
+
+* Find your devotion impressive, even if they don't understand it.
+* Expect you to heal their wounds.
+* Rely on you to interact with other religious figures.
+
+# Initial Proficiencies
+
+At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
+
+## Perception
+
+Trained in Perception
+
+## Saving Throws
+
+Trained in Fortitude
+
+Trained in Reflex
+
+Expert in Will
+
+## Skills
+
+Trained in Religion
+
+Trained in one skill determined by your choice of deity
+
+Trained in a number of additional skills equal to 2 plus your Intelligence modifier
+
+## Attacks
+
+Trained in simple weapons
+
+Trained in the favored weapon of your deity. If your deity's favored weapon is uncommon, you also gain access to that weapon.
+
+Trained in unarmed attacks
+
+## Defenses
+
+Untrained in all armor, though your doctrine might alter this
+
+Trained in unarmored defense
+
+## Spells
+
+Trained in divine spell attacks
+
+Trained in divine spell DCs
+
+# Class Features
+
+You gain these features as a Cleric. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
+
+| Your Level | Class Features |
+| --- | --- |
+| 1 | Ancestry and background, initial proficiencies, deity, divine spellcasting, divine font, doctrine |
+| 2 | Cleric feat, skill feat |
+| 3 | 2nd-level spells, general feat, second doctrine, skill increase |
+| 4 | Cleric feat, skill feat |
+| 5 | 3rd-level spells, ability boosts, alertness, ancestry feat, skill increase |
+| 6 | Cleric feat, skill feat |
+| 7 | 4th-level spells, general feat, skill increase, third doctrine |
+| 8 | Cleric feat, skill feat |
+| 9 | 5th-level spells, ancestry feat, resolve, skill increase |
+| 10 | Ability boosts, cleric feat, skill feat |
+| 11 | 6th-level spells, fourth doctrine, general feat, lightning reflexes, skill increase |
+| 12 | Cleric feat, skill feat |
+| 13 | 7th-level spells, ancestry feat, divine defense, skill increase, weapon specialization |
+| 14 | Cleric feat, skill feat |
+| 15 | 8th-level spells, ability boosts, fifth doctrine, general feat, skill increase |
+| 16 | Cleric feat, skill feat |
+| 17 | 9th-level spells, ancestry feat, skill increase |
+| 18 | Cleric feat, skill feat |
+| 19 | Final doctrine, general feat, miraculous spell, skill increase |
+| 20 | Ability boosts, cleric feat, skill feat |
+
+## Ancestry and Background
+
+In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.
+
+## Deity
+
+As a cleric, you are a mortal servitor of a deity you revere above all others. Your alignment must be one allowed by your deity, as listed in their entry. Your deity grants you the trained proficiency rank in one skill and with the deity's favored weapon. If the favored weapon is uncommon, you also get access to that weapon.
+
+Your deity also adds spells to your spell list. You can prepare these just like you can any spell on the divine spell list, once you can prepare spells of their level as a cleric. Some of these spells aren't normally on the divine list, but they're divine spells if you prepare them this way.
+
+A list of all deities can be found in the Deities compendium.
+
+### **Anathema**
+
+Acts fundamentally opposed to your deity's alignment or ideals are anathema to your faith. Learning or casting spells, committing acts, and using items that are anathema to your deity remove you from your deity's good graces.
+
+If you perform enough acts that are anathema to your deity, or if your alignment changes to one not allowed by your deity, you lose the magical abilities that come from your connection to your deity. The class features that you lose are determined by the GM, but they likely include your divine font and all divine spellcasting. These abilities can be regained only if you demonstrate your repentance by conducting an _[[Atone]]_ ritual.
+
+## Divine Font
+
+Through your deity's blessing, you gain additional spells that channel either the life force called vitality energy or its counterforce, void energy. When you prepare your spells each day, you can prepare additional _[[Heal]]_ or _[[Harm]]_ spells, depending on your deity. The divine font spell your deity provides is listed in the Divine Font entry for your deity; if both are listed, you can choose between _heal_ or _harm_. Once you choose, you can't change your choice short of an ethical shift or divine intervention.
+
+**Healing Font** You gain 4 additional spell slots each day at your highest rank of cleric spell slots. You can prepare only _heal_ spells in these slots. At 5th level, the number of additional slots increases to 5, and at 15th level, the total number of additional slots increases to 6.
+
+**Harmful Font** You gain 4 additional spell slots each day at your highest rank of cleric spell slots. You can prepare only _harm_ spells in these slots. At 5th level, the number of additional slots increases to 5, and at 15th level, the total number of additional slots increases to 6.
+
+## Divine Spellcasting
+
+Your deity bestows on you the power to cast divine spells. You can cast divine spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a cleric, you can usually hold a divine focus (such as a religious symbol) for spells requiring material components instead of needing to use a spell component pouch.
+
+At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the divine spell list or from other divine spells to which you gain access and learn via [[Learn a Spell]]. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.
+
+As you increase in level as a cleric, the number of spells you can prepare each day increases, as does the highest level of spell you can cast, as shown in Table 3-9: Cleric Spells per Day.
+
+Some of your spells require you to attempt a spell attack roll to see how effective they are, or your enemies to roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier.
+
+### **Heightening Spells**
+
+When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.
+
+### **Cantrips**
+
+A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up-this is usually equal to the highest level of spell you can cast as a cleric. For example, as a 1st-level cleric, your cantrips are 1st-level spells, and as a 5th-level cleric, your cantrips are 3rd-level spells.
+
+| Your Level | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
+| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
+| 1 | 5 | 2\* | \- | \- | \- | \- | \- | \- | \- | \- | \- |
+| 2 | 5 | 3\* | \- | \- | \- | \- | \- | \- | \- | \- | \- |
+| 3 | 5 | 3 | 2\* | \- | \- | \- | \- | \- | \- | \- | \- |
+| 4 | 5 | 3 | 3\* | \- | \- | \- | \- | \- | \- | \- | \- |
+| 5 | 5 | 3 | 3 | 2\* | \- | \- | \- | \- | \- | \- | \- |
+| 6 | 5 | 3 | 3 | 3\* | \- | \- | \- | \- | \- | \- | \- |
+| 7 | 5 | 3 | 3 | 3 | 2\* | \- | \- | \- | \- | \- | \- |
+| 8 | 5 | 3 | 3 | 3 | 3\* | \- | \- | \- | \- | \- | \- |
+| 9 | 5 | 3 | 3 | 3 | 3 | 2\* | \- | \- | \- | \- | \- |
+| 10 | 5 | 3 | 3 | 3 | 3 | 3\* | \- | \- | \- | \- | \- |
+| 11 | 5 | 3 | 3 | 3 | 3 | 3 | 2\* | \- | \- | \- | \- |
+| 12 | 5 | 3 | 3 | 3 | 3 | 3 | 3\* | \- | \- | \- | \- |
+| 13 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 2\* | \- | \- | \- |
+| 14 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3\* | \- | \- | \- |
+| 15 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2\* | \- | \- |
+| 16 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3\* | \- | \- |
+| 17 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2\* | \- |
+| 18 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3\* | \- |
+| 19 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 1\*† |
+| 20 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 1\*† |
+| \* Your divine font gives you additional _heal_ or _harm_ spells of this rank. The number is 4 at 1st level, 5 at 5th level, and 6 at 15th level.
† The miraculous spell class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots. | | | | | | | | | | | |
+
+## Doctrine
+
+Even among followers of the same deity, there are numerous doctrines and beliefs, which sometimes vary wildly between clerics. At 1st level, you select a doctrine and gain the benefits of its first doctrine. The doctrines presented in this book are cloistered cleric and warpriest. Each doctrine grants you initial benefits at 1st level. At 3rd, 7th, 11th, 15th, and 19th levels, you gain the benefits granted by your doctrine's second, third, fourth, fifth, and final doctrines respectively.
+
+Doctrines can be found here ([[Cloistered Cleric]] and [[Warpriest]]).
+
+## Initial Proficiencies
+
+At 1st level, you gain a number of proficiencies that represent your basic training, noted at the start of this class.
+
+## Cleric FeatsLevel 2
+
+At 2nd level and every 2 levels thereafter, you gain a cleric class feat.
+
+## Skill FeatsLevel 2
+
+At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.
+
+## General FeatsLevel 3
+
+At 3rd level and every 4 levels thereafter, you gain a general feat.
+
+## Skill IncreasesLevel 3
+
+At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or become an expert in one skill in which you're already trained.
+
+You can use any of these skill increases you gain at 7th level or higher to become a master in a skill in which you're already an expert, and any of these skill increases you gain at 15th level or higher to become legendary in a skill in which you're already a master.
+
+## Ability BoostsLevel 5
+
+At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.
+
+## AlertnessLevel 5
+
+You remain alert to threats around you. Your proficiency rank for Perception increases to expert.
+
+## Ancestry FeatsLevel 5
+
+In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
+
+## ResolveLevel 9
+
+You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.
+
+## Lightning ReflexesLevel 11
+
+Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.
+
+## Divine DefenseLevel 13
+
+Your training and your deity protect you from harm. Your proficiency rank in unarmored defense increases to expert.
+
+## Weapon SpecializationLevel 13
+
+You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.
+
+## Miraculous SpellLevel 19
+
+You're exalted by your deity and gain truly incredible spells. You gain a single 10th-level spell slot and can prepare a spell in that slot using divine spellcasting. You don't gain more 10th-level spells as you level up, though you can take the [[Maker of Miracles]] feat to gain a second slot.
\ No newline at end of file
diff --git a/content/mechanics/srd/Classes/Druid.md b/content/mechanics/srd/Classes/Druid.md
new file mode 100755
index 000000000..75fcb945d
--- /dev/null
+++ b/content/mechanics/srd/Classes/Druid.md
@@ -0,0 +1,276 @@
+---
+title: "Druid"
+noteType: ":sticky-note:"
+aliases: "Druid"
+foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6.JournalEntryPage.8ElntNAGahQka70r
+tags:
+ - JournalEntryPage
+---
+
+# Druid
+_The power of nature is impossible to resist. It can bring ruin to the stoutest fortress in minutes, reducing even the mightiest works to rubble, burning them to ash, burying them beneath an avalanche of snow, or drowning them beneath the waves. It can provide endless bounty and breathtaking splendor to those who respect it - and an agonizing death to those who take it too lightly. You are one of those who hear nature's call. You stand in awe of the majesty of its power and give yourself over to its service._
+
+**Key Ability: WISDOM**
+
+At 1st level, your class gives you an ability boost to Wisdom.
+
+**Hit Points: 8 plus your Constitution modifier**
+
+You increase your maximum number of HP by this number at 1st level and every level thereafter.
+
+# Roleplaying the Druid
+
+## During Combat Encounters...
+
+You call upon the forces of nature to defeat your enemies and protect your allies. You cast spells that draw upon primal magic to protect yourself and your friends, heal their wounds, or summon deadly animals to fight at your side. Depending on your bond to nature, you might call upon powerful elemental magic or change shape into a terrifying beast.
+
+## During Social Encounters...
+
+You represent balance and a reasoned approach to problems, looking for solutions that not only are best for the natural world, but also allow the creatures within it to live in harmony and peace. You often propose compromises that allow both sides to gain what they truly need, even if they can't have all that they desire.
+
+## While Exploring...
+
+Your nature skills are invaluable. You track down enemies, navigate the wilderness, and use spells to detect magical auras around you. You might even ask wild animals to lend their extraordinary senses and scouting abilities to your group.
+
+## In Downtime...
+
+You might craft magic items or potions. Alternatively, your tie to nature might lead you to tend a wilderness area, befriending beasts and healing the wounds caused by civilization. You might even teach sustainable farming and animal husbandry techniques that allow others to subsist off the land without harming the natural balance.
+
+## You Might...
+
+* Have a deep and meaningful respect for the power of nature.
+* Be in constant awe of the natural world, eager to share it with others but wary of their influence upon it.
+* Treat plants and animals as allies, working with them to reach your goals.
+
+## Others Probably...
+
+* View you as a representative of nature, and are sure you can control it.
+* Assume you're a recluse who avoids society and cities and prefers to live in the wild.
+* Consider you a mystic, similar to a priest, but answering only to the forces of nature.
+
+# Initial Proficiencies
+
+At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
+
+## Perception
+
+Trained in Perception
+
+## Saving Throws
+
+Trained in Fortitude
+
+Trained in Reflex
+
+Expert in Will
+
+## Skills
+
+Trained in Nature
+
+Trained in one skill determined by your druidic order
+
+Trained in a number of additional skills equal to 2 plus your Intelligence modifier
+
+## Attacks
+
+Trained in simple weapons
+
+Trained in unarmed attacks
+
+## Defenses
+
+Trained in light armor
+
+Trained in medium armor
+
+Trained in unarmored defense
+
+## Spells
+
+Trained in primal spell attacks
+
+Trained in primal spell DCs
+
+# Class Features
+
+You gain these features as a Druid. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
+
+| Your Level | Class Features |
+| --- | --- |
+| 1 | Ancestry and background, initial proficiencies, primal spellcasting, anathema, Druidic language, druidic order, Shield Block, wild empathy |
+| 2 | Druid feat, skill feat |
+| 3 | 2nd-level spells, alertness, general feat, great fortitude, skill increase |
+| 4 | Druid feat, skill feat |
+| 5 | 3rd-level spells, ability boosts, ancestry feat, lightning reflexes, skill increase |
+| 6 | Druid feat, skill feat |
+| 7 | 4th-level spells, expert spellcaster, general feat, skill increase |
+| 8 | Druid feat, skill feat |
+| 9 | 5th-level spells, ancestry feat, skill increase |
+| 10 | Ability boosts, druid feat, skill feat |
+| 11 | 6th-level spells, druid weapon expertise, general feat, resolve, skill increase |
+| 12 | Druid feat, skill feat |
+| 13 | 7th-level spells, ancestry feat, medium armor expertise, skill increase, weapon specialization |
+| 14 | Druid feat, skill feat |
+| 15 | 8th-level spells, ability boosts, general feat, master spellcaster, skill increase |
+| 16 | Druid feat, skill feat |
+| 17 | 9th-level spells, ancestry feat, skill increase |
+| 18 | Druid feat, skill feat |
+| 19 | General feat, legendary spellcaster, primal hierophant, skill increase |
+| 20 | Ability boosts, druid feat, skill feat |
+
+## Anathema
+
+As stewards of the natural order, druids find affronts to nature anathema. If you perform enough acts that are anathema to nature, you lose your magical abilities that come from the druid class, including your primal spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance by conducting an _[[Atone]]_ ritual.
+
+The following acts are anathema to all druids:
+
+* Using metal armor or shields.
+* Despoiling natural places.
+* Teaching the Druidic language to non-druids.
+
+Each druidic order also has additional anathema acts, detailed in the order's entry.
+
+See specific orders for more information.
+
+## Ancestry and Background
+
+In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.
+
+## Druidic Language
+
+You know Druidic, a secret language known to only druids, in addition to any languages you know through your ancestry. Druidic has its own alphabet. Teaching the Druidic language to non-druids is anathema.
+
+## Druidic Order
+
+Upon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order spell (see below), and an additional trained skill tied to your order. While you'll always be a member of your initial order, it's not unheard of for a druid to request to study with other orders in search of greater understanding of the natural world, and PC druids are among the most likely to blend the powers of different orders.
+
+Order spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with local nature spirits or otherwise tend to the wilderness in a way befitting your order.
+
+Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots to cast, and you can't cast them using spell slots. Selecting druid feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points.
+
+Orders can be found here ([[Animal Order|Animal]], [[Flame Order|Flame]], [[Leaf Order|Leaf]], [[Stone Order|Stone]], [[Storm Order|Storm]], [[Wave Order|Wave]], and [[Untamed Order|Wild]]).
+
+## Initial Proficiencies
+
+At 1st level you gain a number of proficiencies, representing your basic training. These proficiencies are noted at the start of this class.
+
+## Primal Spellcasting
+
+The power of the wild world flows through you. You can cast primal spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a druid, you can usually hold a primal focus (such as holly and mistletoe) for spells requiring material components instead of needing to use a spell component pouch.
+
+At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the primal spell list or from other primal spells to which you gain access and learn via [[Learn a Spell]]. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.
+
+As you increase in level as a druid, the number of spells you can prepare each day increases, as does the highest level of spell you can cast, as shown in Table 3-11: Druid Spells per Day.
+
+Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier.
+
+### **Heightening Spells**
+
+When you gain spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell's level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.
+
+### **Cantrips**
+
+A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up-this is usually equal to the highest level of druid spell slot you have. For example, as a 1st-level druid, your cantrips are 1st-level spells, and as a 5th-level druid, your cantrips are 3rd-level spells.
+
+| Your Level | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
+| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
+| 1 | 5 | 2 | \- | \- | \- | \- | \- | \- | \- | \- | \- |
+| 2 | 5 | 3 | \- | \- | \- | \- | \- | \- | \- | \- | \- |
+| 3 | 5 | 3 | 2 | \- | \- | \- | \- | \- | \- | \- | \- |
+| 4 | 5 | 3 | 3 | \- | \- | \- | \- | \- | \- | \- | \- |
+| 5 | 5 | 3 | 3 | 2 | \- | \- | \- | \- | \- | \- | \- |
+| 6 | 5 | 3 | 3 | 3 | \- | \- | \- | \- | \- | \- | \- |
+| 7 | 5 | 3 | 3 | 3 | 2 | \- | \- | \- | \- | \- | \- |
+| 8 | 5 | 3 | 3 | 3 | 3 | \- | \- | \- | \- | \- | \- |
+| 9 | 5 | 3 | 3 | 3 | 3 | 2 | \- | \- | \- | \- | \- |
+| 10 | 5 | 3 | 3 | 3 | 3 | 3 | \- | \- | \- | \- | \- |
+| 11 | 5 | 3 | 3 | 3 | 3 | 3 | 2 | \- | \- | \- | \- |
+| 12 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | \- | \- | \- | \- |
+| 13 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | \- | \- | \- |
+| 14 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | \- | \- | \- |
+| 15 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | \- | \- |
+| 16 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | \- | \- |
+| 17 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | \- |
+| 18 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | \- |
+| 19 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 1\* |
+| 20 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 1\* |
+| \* The primal hierophant class feature gives you a 10th-level spell slot that works a bit differently from other spell slots. | | | | | | | | | | | |
+
+## Shield Block
+
+You gain the [[Shield Block]] general feat, a reaction that lets you reduce damage with your shield.
+
+## Wild Empathy
+
+You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.
+
+## Druid FeatsLevel 2
+
+At 2nd level and every even-numbered level, you gain a druid class feat.
+
+## Skill FeatsLevel 2
+
+At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.
+
+## AlertnessLevel 3
+
+Experience has made you increasingly aware of threats around you, and you react more quickly to danger. Your proficiency rank for Perception increases to expert.
+
+## General FeatsLevel 3
+
+At 3rd level and every 4 levels thereafter, you gain a general feat.
+
+## Great FortitudeLevel 3
+
+Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.
+
+## Skill IncreasesLevel 3
+
+At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.
+
+At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.
+
+## Ability BoostsLevel 5
+
+At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.
+
+## Ancestry FeatsLevel 5
+
+In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
+
+## Lightning ReflexesLevel 5
+
+Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.
+
+## Expert SpellcasterLevel 7
+
+Your command of primal forces has deepened, empowering your spells. Your proficiency ranks for primal spell attack rolls and spell DCs increase to expert.
+
+## Druid Weapon ExpertiseLevel 11
+
+You have become thoroughly familiar with the weapons of your trade. Your proficiency ranks for all simple weapons and unarmed attacks increase to expert.
+
+## ResolveLevel 11
+
+You've steeled your mind with incredible resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.
+
+## Medium Armor ExpertiseLevel 13
+
+You've learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.
+
+## Weapon SpecializationLevel 13
+
+You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.
+
+## Master SpellcasterLevel 15
+
+Primal magic answers your command. Your proficiency ranks for primal spell attack rolls and spell DCs increase to master.
+
+## Legendary SpellcasterLevel 19
+
+You have developed an unparalleled rapport with the magic of nature. Your proficiency ranks for primal spell attack rolls and spell DCs increase to legendary.
+
+## Primal HierophantLevel 19
+
+You command the most potent forces of primal magic and can cast a spell of truly incredible power. You gain a single 10th-level spell slot and can prepare a spell in that slot using primal spellcasting. Unlike with other spell slots, you don't gain more 10th-level spells as you level up, though you can take the [[Hierophant's Power]] feat to gain a second slot.
\ No newline at end of file
diff --git a/content/mechanics/srd/Classes/Fighter.md b/content/mechanics/srd/Classes/Fighter.md
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+---
+title: "Fighter"
+noteType: ":sticky-note:"
+aliases: "Fighter"
+foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6.JournalEntryPage.HZbrRRVzW7w17L2W
+tags:
+ - JournalEntryPage
+---
+
+# Fighter
+_Fighting for honor, greed, loyalty, or simply the thrill of battle, you are an undisputed master of weaponry and combat techniques. You combine your actions through clever combinations of opening moves, finishing strikes, and counterattacks whenever your foes are unwise enough to drop their guard. Whether you are a knight, mercenary, sharpshooter, or blade master, you have honed your martial skills into an art form and perform devastating critical attacks on your enemies._
+
+**Key Ability: STRENGTH OR DEXTERITY**
+
+At 1st level, your class gives you an ability boost to your choice of Strength or Dexterity.
+
+**Hit Points: 10 plus your Constitution modifier**
+
+You increase your maximum number of HP by this number at 1st level and every level thereafter.
+
+# Roleplaying the Fighter
+
+## During Combat Encounters...
+
+You strike with unmatched accuracy and use specialized combat techniques. A melee fighter stands between allies and enemies, attacking foes who try to get past. A ranged fighter delivers precise shots from a distance.
+
+## During Social Encounters...
+
+You can be an intimidating presence. This can be useful when negotiating with enemies, but is sometimes a liability in more genteel interactions.
+
+## While Exploring...
+
+You keep up your defenses in preparation for combat, and keep an eye out for hidden threats. You also overcome physical challenges in your way, breaking down doors, lifting obstacles, climbing adeptly, and leaping across pits.
+
+## In Downtime...
+
+You might perform manual labor or craft and repair armaments. If you know techniques you no longer favor, you might train yourself in new ones. If you've established your reputation, you might build an organization or a stronghold of your own.
+
+## You Might...
+
+* Know the purpose and quality of every weapon and piece of armor you own.
+* Recognize that the danger of an adventurer's life must be balanced out with great revelry or ambitious works.
+* Have little patience for puzzles or problems that require detailed logic or study.
+
+## Others Probably...
+
+* Find you intimidating until they get to know you-and maybe even after they get to know you.
+* Expect you're all brawn and no brains.
+* Respect your expertise in the art of warfare and value your opinion on the quality of armaments.
+
+# Initial Proficiencies
+
+At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
+
+## Perception
+
+Expert in Perception
+
+## Saving Throws
+
+Expert in Fortitude
+
+Expert in Reflex
+
+Trained in Will
+
+## Skills
+
+Trained in your choice of Acrobatics or Athletics
+
+Trained in a number of additional skills equal to 3 plus your Intelligence modifier
+
+## Attacks
+
+Expert in simple weapons
+
+Expert in martial weapons
+
+Trained in advanced weapons
+
+Expert in unarmed attacks
+
+## Defenses
+
+Trained in all armor
+
+Trained in unarmored defense
+
+## Class DC
+
+Trained in fighter class DC
+
+# Class Features
+
+You gain these features as a Fighter. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
+
+| Your Level | Class Features |
+| --- | --- |
+| 1 | Ancestry and background, initial proficiencies, reactive strike, fighter feat, shield block |
+| 2 | Fighter feat, skill feat |
+| 3 | Bravery, general feat, skill increase |
+| 4 | Fighter feat, skill feat |
+| 5 | Ability boosts, ancestry feat, fighter weapon mastery, skill increase |
+| 6 | Fighter feat, skill feat |
+| 7 | Battlefield surveyor, general feat, skill increase, weapon specialization |
+| 8 | Fighter feat, skill feat |
+| 9 | Ancestry feat, combat flexibility, juggernaut, skill increase |
+| 10 | Ability boosts, fighter feat, skill feat |
+| 11 | Armor expertise, fighter expertise, general feat, skill increase |
+| 12 | Fighter feat, skill feat |
+| 13 | Ancestry feat, skill increase, weapon legend |
+| 14 | Fighter feat, skill feat |
+| 15 | Ability boosts, evasion, general feat, greater weapon specialization, improved flexibility, skill increase |
+| 16 | Fighter feat, skill feat |
+| 17 | Ancestry feat, armor mastery, skill increase |
+| 18 | Fighter feat, skill feat |
+| 19 | General feat, skill increase, versatile legend |
+| 20 | Ability boosts, fighter feat, skill feat |
+
+## Ancestry and Background
+
+In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.
+
+## Reactive Strike
+
+Ever watchful for weaknesses, you can quickly attack foes that leave an opening in their defenses. You gain the Reactive Strike reaction.
+
+[[Reactive Strike]] R
+
+**Trigger** A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
+
+* * *
+
+You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
+
+## Fighter Feats
+
+At 1st level and every even-numbered level thereafter, you gain a fighter class feat.
+
+## Initial Proficiencies
+
+At 1st level you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.
+
+## Shield Block
+
+You gain the [[Shield Block]] general feat, a reaction that lets you reduce damage with your shield.
+
+## Skill FeatsLevel 2
+
+At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.
+
+## BraveryLevel 3
+
+Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear and keep on fighting. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.
+
+## General FeatsLevel 3
+
+At 3rd level and every 4 levels thereafter, you gain a general feat.
+
+## Skill IncreasesLevel 3
+
+At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.
+
+At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.
+
+## Ability BoostsLevel 5
+
+At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.
+
+## Ancestry FeatsLevel 5
+
+In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
+
+## Fighter Weapon MasteryLevel 5
+
+Hours spent training with your preferred weapons, learning and developing new combat techniques, have made you particularly effective with your weapons of choice. Choose one weapon group. Your proficiency rank increases to master with the simple and martial weapons in that group, and to expert with the advanced weapons in that group. You gain access to the critical specialization effects of all weapons for which you have master proficiency.
+
+## Battlefield SurveyorLevel 7
+
+Whether taking stock of an enemy army or simply standing guard, you excel at observing your foes. Your proficiency rank for Perception increases to master. In addition, you gain a +2 circumstance bonus to Perception checks for initiative, making you faster to react during combat.
+
+## Weapon SpecializationLevel 7
+
+You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.
+
+## Combat FlexibilityLevel 9
+
+Through your experience in battle, you can prepare your tactics to suit different situations. When you make your daily preparations, you gain one fighter feat of 8th level or lower that you don't already have. You can use that feat until your next daily preparations. You must meet all of the feat's other prerequisites.
+
+## JuggernautLevel 9
+
+Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
+
+## Armor ExpertiseLevel 11
+
+You have spent so much time wearing armor that you know how to make the most of its protection. Your proficiency rank for light, medium, and heavy armor, as well as for unarmored defense, increase to expert. You gain the armor specialization effects of medium and heavy armor.
+
+## Fighter ExpertiseLevel 11
+
+You've practiced your techniques to make them harder to resist. Your proficiency rank for your fighter class DC increases to expert.
+
+## Weapon LegendLevel 13
+
+You've learned fighting techniques that apply to all armaments, and you've developed unparalleled skill with your favorite weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master. Your proficiency rank for advanced weapons increases to expert. You can select one weapon group and increase your proficiency ranks to legendary for all simple and martial weapons in that weapon group, and to master for all advanced weapons in that weapon group.
+
+## EvasionLevel 15
+
+You've learned to move quickly to avoid explosions, a dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
+
+## Greater Weapon SpecializationLevel 15
+
+Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.
+
+## Improved FlexibilityLevel 15
+
+Your extensive experience gives you even greater ability to adapt to each day's challenges. When you use combat flexibility, you can gain two fighter feats instead of one. While the first feat must still be 8th level or lower, the second feat can be up to 14th level, and you can use the first feat to meet the prerequisites of the second feat. You must meet all of the feats' prerequisites.
+
+## Armor MasteryLevel 17
+
+Your skill with armor improves, increasing your ability to prevent blows. Your proficiency ranks for light, medium, and heavy armor, as well as for unarmored defense, increase to master.
+
+## Versatile LegendLevel 19
+
+You are nigh-unmatched with any weapon. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to legendary, and your proficiency rank for advanced weapons increases to master. Your proficiency rank for your fighter class DC increases to master.
\ No newline at end of file
diff --git a/content/mechanics/srd/Classes/Gunslinger.md b/content/mechanics/srd/Classes/Gunslinger.md
new file mode 100755
index 000000000..da3189cf3
--- /dev/null
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@@ -0,0 +1,232 @@
+---
+title: "Gunslinger"
+noteType: ":sticky-note:"
+aliases: "Gunslinger"
+foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6.JournalEntryPage.88K0xjShkhkckbhv
+tags:
+ - JournalEntryPage
+---
+
+# Gunslinger
+_While some fear projectile weapons, you savor the searing flash, wild kick, and cloying smoke that accompanies a gunshot, or snap of the cable and telltale thunk of your crossbow just before your bolt finds purchase. Ready to draw a bead on an enemy at every turn, you rely on your reflexes, steady hand, and knowledge of your weapons to riddle your foes with holes._
+
+**Key Ability: DEXTERITY**
+
+At 1st level, your class gives you an ability boost to Dexterity.
+
+**Hit Points: 8 plus your Constitution modifier**
+
+You increase your maximum number of HP by this number at 1st level and every level thereafter.
+
+# Roleplaying the Gunslinger
+
+## During Combat Encounters...
+
+You strike from range with your firearms, seeking to defeat your opponents before they can pose a true threat. Depending on your choice of weapon, you might prefer to strike your opponent from a hidden position before they ever realize you're there, dash through a frenzied melee with pistols blazing, or glide effortlessly across the battlefield, waiting for the perfect moment to end the conflict with a single, well-placed shot.
+
+## During Social Encounters...
+
+You have a keen eye and can see things coming from farther than most. You might not be the life of the party, but your companions know to pay attention when your subtle nod or concerned grunt indicates that something's amiss.
+
+## While Exploring...
+
+You scout the group's position for incoming threats and help search for secret doors and [[Hidden]] passages, keeping a weather eye out for unexpected threats.
+
+## In Downtime...
+
+You might craft ammunition or keep your complex weapons clean and maintained, and you might look for work that matches your unique talents, such as working as a blacksmith, engineer, or part of the local watch. You might wander from town to town, or stay put for a spell to enjoy the silence that lingers between gunfights.
+
+## You Might...
+
+* Seek out areas of great conflict where your unique choice of weaponry can help build your reputation.
+* Explore new horizons, trusting your honed senses and deadly weapon to keep you safe.
+* Demonstrate extensive knowledge about various types of guns and ammunition, along with curiosity about the latest in gun technology.
+
+## Others Probably...
+
+* Assume that since you know how your gun works, you must also understand how to resolve other mechanical challenges.
+* Underestimate you at first glance, thinking you rely on your gun because you lack any other skills.
+* Respect your eternal vigilance, unyielding grit, and excellent aim.
+
+# Initial Proficiencies
+
+At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
+
+## Perception
+
+Expert in Perception
+
+## Saving Throws
+
+Expert in Fortitude
+
+Expert in Reflex
+
+Trained in Will
+
+## Skills
+
+Trained in one or more skills determined by your gunslinger's way
+
+Trained in a number of additional skills equal to 3 plus your Intelligence modifier
+
+## Attacks
+
+Expert in simple firearms and crossbows
+
+Expert in martial firearms and crossbows
+
+Trained in advanced firearms and crossbows
+
+Trained in simple weapons
+
+Trained in martial weapons
+
+Trained in unarmed attacks
+
+## Defenses
+
+Trained in light armor
+
+Trained in medium armor
+
+Trained in unarmored defense
+
+## Class DC
+
+Trained in gunslinger class DC
+
+# Class Features
+
+You gain these features as a gunslinger. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
+
+| Your Level | Class Features |
+| --- | --- |
+| 1 | Ancestry and background, initial proficiencies, gunslinger's way, initial deed, gunslinger feat, singular expertise |
+| 2 | Gunslinger feat, skill feat |
+| 3 | General feat, skill increase, stubborne |
+| 4 | Gunslinger feat, skill feat |
+| 5 | Ability boosts, ancestry feat, gunslinger weapon mastery, skill increase |
+| 6 | Gunslinger feat, skill feat |
+| 7 | General feat, skill increase, vigilant senses, weapon specialization |
+| 8 | Gunslinger feat, skill feat |
+| 9 | Advanced deed, ancestry feat, gunslinger expertise, skill increase |
+| 10 | Ability boosts, gunslinger feat, skill feat |
+| 11 | Evasion, general feat, skill increase |
+| 12 | Gunslinger feat, skill feat |
+| 13 | Ancestry feat, gunslinging legend, medium armor expertise, skill increase |
+| 14 | Gunslinger feat, skill feat |
+| 15 | Ability boosts, general feat, greater deed, greater weapon specialization, skill increase |
+| 16 | Gunslinger feat, skill feat |
+| 17 | Ancestry feat, juggernaut, shootist's edge, skill increase |
+| 18 | Gunslinger feat, skill feat |
+| 19 | General feat, incredible senses, medium armor mastery, skill increase |
+| 20 | Ability boosts, gunslinger feat, skill feat |
+
+## Ancestry and Background
+
+In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.
+
+## Gunslinger's Way
+
+All gunslingers have a particular way they follow, a combination of philosophy and combat style that defines both how they fight and the weapons they excel with. At 1st level, your way grants you an initial deed, a unique reload action called a slinger's reload, and proficiency with a particular skill. You also gain advanced and greater deeds at later levels, as well as access to way-specific feats. The gunslinger ways are described in detail on page 108. The following ways are presented in this book.
+
+**Way of the Drifter** You wander across the battlefield, equally at home in and out of the fray.
+
+**Way of the Pistolero** You carefully maintain your distance at a duelist's 10 paces with pistol in hand.
+
+**Way of the Sniper** You practice a methodical style of shooting, striking from far cover.
+
+**Way of the Vanguard** You rely on a brutal combat style that uses heavy weapons and explosive attacks.
+
+## Gunslinger Feats
+
+At 1st level and every even-numbered level, you gain a gunslinger class feat.
+
+## Singular Expertise
+
+You have particular expertise with guns and crossbows that grants you greater proficiency with them and the ability to deal more damage. You gain a +1 circumstance bonus to damage rolls with firearms and crossbows.
+
+This intense focus on firearms and crossbows prevents you from reaching the same heights with other weapons. Your proficiency with unarmed attacks and with weapons other than firearms and crossbows can't be higher than trained, even if you gain an ability that would increase your proficiency in one or more other weapons to match your highest weapon proficiency (such as the weapon expertise feats many ancestries have). If you have gunslinger weapon mastery, the limit is expert, and if you have gunslinging legend, the limit is master.
+
+## Skill FeatsLevel 2
+
+At 2nd level and every even-numbered level, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.
+
+## General FeatsLevel 3
+
+At 3rd level and every 4 levels thereafter, you gain a general feat.
+
+## Skill IncreasesLevel 3
+
+At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.
+
+At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.
+
+## StubbornLevel 3
+
+You don't like being told what to do, and you don't give up. Your proficiency rank for Will saves increases to expert. When you fail, but don't critically fail, a Will save against an effect that would give you the controlled condition, you can attempt a second save against the effect at the start of your next turn. On a successful second save, the controlled condition ends, though any other effects remain. As normal, failing this second save doesn't allow you to attempt a third save on the subsequent turn.
+
+## Ability BoostsLevel 5
+
+At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.
+
+## Ancestry FeatsLevel 5
+
+In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
+
+## Gunslinger Weapon MasteryLevel 5
+
+You fully understand the best way to utilize your unique weapons. Your proficiency rank increases to master with simple and martial firearms and crossbows. Your proficiency rank for advanced firearms and crossbows, simple weapons, martial weapons, and unarmed attacks increases to expert. You gain access to the critical specialization effects for firearms and crossbows.
+
+## Vigilant SensesLevel 7
+
+Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.
+
+## Weapon SpecializationLevel 7
+
+You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.
+
+## Advanced DeedLevel 9
+
+You've learned a powerful new technique of your chosen way. You gain the advanced deed ability of the way you chose at 1st level.
+
+## Gunslinger ExpertiseLevel 9
+
+Your special shots become harder for opponents to predict or resist. Your proficiency rank for your gunslinger class DC increases to expert.
+
+## EvasionLevel 11
+
+You've learned to move quickly to avoid explosions, dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
+
+## Gunslinging LegendLevel 13
+
+You've learned unique techniques for wielding firearms and crossbows that give you unmatched skill in their use. Your proficiency rank increases to legendary with simple and martial firearms and crossbows and to master with advanced firearms and crossbows. Your proficiency rank for simple weapons, martial weapons, and unarmed attacks increases to expert.
+
+## Medium Armor ExpertiseLevel 13
+
+You've learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.
+
+## Greater DeedLevel 15
+
+You've mastered the pinnacle technique of your chosen way. You gain the greater deed ability of the way you chose at 1st level.
+
+## Greater Weapon SpecializationLevel 15
+
+Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.
+
+## JuggernautLevel 17
+
+Your body has become accustomed to physical hazards and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
+
+## Shootist's EdgeLevel 17
+
+You make shots others find impossible. Your proficiency rank for your gunslinger class DC increases to master. When using a ranged weapon in which you have master or greater proficiency, you ignore the penalty for attacking within the weapon's second and third range increments.
+
+## Incredible SensesLevel 19
+
+You notice things that most people can't detect. Your proficiency rank for Perception increases to legendary.
+
+## Medium Armor MasteryLevel 19
+
+Your skill with light and medium armor improves, increasing your ability to dodge or absorb blows. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master.
\ No newline at end of file
diff --git a/content/mechanics/srd/Classes/Inventor.md b/content/mechanics/srd/Classes/Inventor.md
new file mode 100755
index 000000000..f68319169
--- /dev/null
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@@ -0,0 +1,379 @@
+---
+title: "Inventor"
+noteType: ":sticky-note:"
+aliases: "Inventor"
+foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6.JournalEntryPage.gcRmL4Id1ggKDhvg
+tags:
+ - JournalEntryPage
+---
+
+# Inventor
+_Any tinkerer can follow a diagram to make a device, but you invent the impossible! Every strange contraption you dream up is a unique experiment pushing the edge of possibility, a mysterious machine that seems to work for only you. You're always on the verge of the next great breakthrough, and every trial and tribulation is another opportunity to test and tune. If you can dream it, you can build it._
+
+**Key Ability: INTELLIGENCE**
+
+At 1st level, your class gives you an ability boost to Intelligence.
+
+**Hit Points: 8 plus your Constitution modifier**
+
+You increase your maximum number of HP by this number at 1st level and every level thereafter.
+
+# Roleplaying the Inventor
+
+## During Combat Encounters...
+
+You rely on your inventions as much as possible, testing their functionalities under a variety of conditions. You don't set out to achieve anything as banal as simply winning a fight; you seek to collect valuable data that can be used to improve your creations!
+
+## During Social Encounters...
+
+You provide useful context when discussing a variety of academic topics, particularly when speaking about those subjects related to crafting and invention. You might often look for opportunities to acquire patronage to fund some of your more expensive or unorthodox experiments. After all, the materials needed to assemble your inventions don't pay for themselves!
+
+## While Exploring...
+
+You study the design and construction of the environments you explore ardently, making note of clever traps, ingenious mechanisms, or especially keen architecture you come across for later.
+
+## In Downtime...
+
+You brainstorm new designs, bringing them to fruition through careful crafting and meticulous attention to detail. You might also modify previous inventions to adjust for data you've collected in the field. You might work as a local smith or tinker where your skills are needed, or you might keep a workshop on the edge of town where the clank and clatter of your experiments attracts less attention.
+
+## You Might...
+
+* Enjoy creating new things the world has never seen before.
+* Be willing to take a chance on a theory, testing to see if your hypothesis proves accurate. If not, you probably record the results to try again later.
+* Wear clothes spattered with oil and grime, or venture off on excited and technical tangents when asked simple questions.
+
+## Others Probably...
+
+* Marvel at your inventions and the variety of unbelievable wonder they can bring.
+* Believe that you're a genius whose work is beyond understanding.
+* Worry that your inventions might backfire or explode.
+
+# Initial Proficiencies
+
+At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
+
+## Perception
+
+Trained in Perception
+
+## Saving Throws
+
+Expert in Fortitude
+
+Trained in Reflex
+
+Expert in Will
+
+## Skills
+
+Trained in Crafting
+
+Trained in a number of additional skills equal to 3 plus your Intelligence modifier
+
+## Attacks
+
+Trained in simple weapons
+
+Trained in martial weapons
+
+Trained in unarmed attacks
+
+## Defenses
+
+Trained in light armor
+
+Trained in medium armor
+
+Trained in unarmored defense
+
+## Class DC
+
+Trained in inventor class DC
+
+# Class Features
+
+You gain these features as an Inventor. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
+
+| Your Level | Class Features |
+| --- | --- |
+| 1 | Ancestry and background, initial proficiencies, overdrive, innovation, explode, peerless inventor, shield block, inventor feat |
+| 2 | Inventor feat, skill feat |
+| 3 | Expert overdrive, general feat, reconfigure, skill increase |
+| 4 | Inventor feat, skill feat |
+| 5 | Ability boosts, ancestry feat, inventor weapon expertise, skill increase |
+| 6 | Inventor feat, skill feat |
+| 7 | Breakthrough innovation, general feat, lightning reflexes, master overdrive, skill increase, weapon specialization |
+| 8 | Inventor feat, skill feat |
+| 9 | Ancestry feat, inventive expertise, offensive boost, skill increase |
+| 10 | Ability boosts, inventor feat, skill feat |
+| 11 | General feat, medium armor expertise, resolve, skill increase |
+| 12 | Inventor feat, skill feat |
+| 13 | Alertness, ancestry feat, complete reconfiguration, inventor weapon mastery, skill increase |
+| 14 | Inventor feat, skill feat |
+| 15 | Ability boosts, general feat, greater weapon specialization, legendary overdrive, revolutionary innovation, skill increase |
+| 16 | Inventor feat, skill feat |
+| 17 | Ancestry feat, inventive mastery, juggernaut, skill increase |
+| 18 | Inventor feat, skill feat |
+| 19 | General feat, infinite invention, medium armor mastery, skill increase |
+| 20 | Ability boosts, inventor feat, skill feat |
+
+## Ancestry and Background
+
+In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.
+
+## Overdrive
+
+You have a bevy of smaller devices of your own invention, from muscle stimulants to concussive pistons. When it's necessary, you can throw them into overdrive to assist you in combat.
+
+## Innovation
+
+While you're always creating inventions, there's one that represents your preeminent work, the one that you hope- with refinement-might change the world. Choose one of the below innovations. Your innovation's level is equal to your level. If your innovation is destroyed, you can spend 1 day of downtime and attempt a Crafting check with a high DC for your level; on a success, you rebuild it. An innovation only works due to your constant maintenance and tinkering, and therefore has no market Price.
+
+The innovations you can choose from in this book are as follows.
+
+### Armor
+
+Your innovation is a cutting-edge suit of medium armor with a variety of attached gizmos and devices. Choose one of the sets of statistics on Table 2-2: Innovation Armor Statistics for your innovation armor (or choose another set of innovation armor statistics to which you have access).
+
+Your innovation armor can have fundamental and property runes added to it in the same way as ordinary armor. Because of the unique features of your innovation, everyone except you is untrained in it, even if they would normally be trained (or better) in medium armor. Choose one initial armor modification to apply to your innovation, either from the following or from other initial armor modifications to which you have access.
+
+* **Harmonic Oscillator** You designed your armor to inaudibly thrum at just the right frequency to create interference against force and sound waves. You gain resistance equal to 3 + half your level to force and sonic damage. When under the effects of Overdrive, the resistance increases by 2.
+* **Metallic Reactance** The metals in your armor are carefully alloyed to ground electricity and protect from acidic chemical reactions. You gain resistance equal to 3 + half your level to acid and electricity damage. When under the effects of Overdrive, the resistance increases by 2.
+* **Muscular Exoskeleton (Power Suit Only)** Your armor supports your muscles with a carefully crafted exoskeleton. When you send your armor into overdrive, the exoskeleton supplements your feats of athletics as well. When under the effects of Overdrive, you gain a +1 circumstance bonus to Athletics checks; if you're a master in Crafting, this increases to a +2 circumstance bonus.
+* **Otherworldly Protection** Just because you use science doesn't mean you can't build your armor with carefully chosen materials and gizmos designed to protect against otherworldly attacks. You gain resistance equal to 3 + half your level to void damage, or to vitality damage if you have void healing (such as if you're a dhampir). You gain the same amount of resistance to any types of alignment damage-good, evil, chaotic, lawful-that can damage you (note that creatures don't take a given type of alignment damage unless they are of the opposing alignment; for instance, you can take evil damage only if you are good in alignment).
+* **Phlogistonic Regulator** A layer of insulation within your armor protects you from rapid temperature fluctuations. You gain resistance equal to half your level to cold and fire damage. When under the effects of Overdrive, the resistance increases by 2.
+* **Speed Boosters** You have boosters in your armor that increase your Speed. You gain a +5-foot status bonus to your Speed, which increases to a +10-foot status bonus when under the effects of Overdrive.
+* **Subtle Dampeners (Subterfuge Suit Only)** You've designed your armor to help you blend in and dampen noise slightly. When you send your armor into overdrive, the dampeners increase their effect, improving your Stealth. When under the effects of Overdrive, you gain a +1 circumstance bonus to Stealth checks. If you're a master in Crafting, this increases to a +2 circumstance bonus.
+
+| Medium Armor | AC Bonus | Dex Cap | Check Penalty | Speed Penalty | Strength | Bulk | Group | Armor Traits |
+| --- | --- | --- | --- | --- | --- | --- | --- | --- |
+| Power Suit | +4 | +1 | \-2 | \-5 feet | 16 | 2 | composite | \- |
+| Subterfuge Suit | +1 | +4 | \-1 | \- | 10 | 1 | composite | \- |
+
+### Construct
+
+Your innovation is a mechanical creature, such as a clockwork construct made of cogs and gears. It's a prototype construct companion, and you can adjust most of its base statistics by taking feats at higher levels, such as Advanced Companion. If you use the Overdrive action, your construct gains the same Overdrive benefits you do, and it also takes the same amount of fire damage on a critical failure.
+
+You know how to spend additional time directing, controlling, or programming your construct innovation for a more complex plan of action. You can spend 2 actions to Command instead of 1 when commanding your construct companion; your construct companion can then use an additional action (normally 3 actions, rather than 2).
+
+Choose one initial construct modification to apply to your innovation, either from the following or from other initial construct modifications to which you have access. These modifications alter the construct's abilities or form.
+
+* **Accelerated Mobility** Actuated legs, efficient gears in the wheels or treads, or add-on boosters make your construct faster. Your innovation's Speed increases to 40 feet.
+* **Amphibious Construction** Increased buoyancy, rudders, and a means of propulsion like a fluked tail or powerful propeller make your construct able to travel in water. Your innovation gains a swim Speed of 25 feet.
+* **Increased Size** You built your construct innovation bigger than most. Your construct is Large. If you have this modification and your construct innovation becomes an advanced construct companion or otherwise gains the ability to become Large, you can immediately change increased size to a different initial construct modification.
+* **Manual Dexterity** Your construct innovation has articulated hands or similar appendages with significant manual dexterity. It can perform manipulate actions with up to two of its limbs. As normal for a companion, it still can't wield weapons or held items that don't have the companion trait, and it can't activate items.
+* **Projectile Launcher** Your construct has a mounted dart launcher, embedded cannon, or similar armament. Your innovation gains a ranged unarmed attack that deals 1d4 bludgeoning or piercing damage (you choose when you pick this modification). The attack has the propulsive trait and a range increment of 30 feet.
+* **Sensory Array** Additional sensory devices give your innovation low-light vision and darkvision, as well as imprecise tremorsense out to a range of 30 feet.
+* **Wonder Gears** You map specialized skills into your construct's crude intelligence. Your innovation becomes trained in Intimidation, Stealth, and Survival.
+
+### Weapon
+
+Your innovation is an impossible-looking weapon augmented by numerous unusual mechanisms. It begins with the same statistics as a level 0 common simple or martial weapon of your choice, or another level 0 simple or martial weapon to which you have access. You can instead use the statistics of a 1st-level common simple or martial weapon of your choice, or another 1st-level simple or martial weapon to which you have access, but you must pay the monetary Price for the weapon. An innovation weapon can have fundamental and property runes added to it in the same way as an ordinary weapon. Because of the unique features of your innovation, everyone except you is untrained in it, even if they would normally be trained (or better) in simple or martial weapons. If you use the Overdrive action, you can choose to change the additional damage from Overdrive to fire damage. Choose one initial weapon modification to apply to your innovation, either from the following or from other initial weapon modifications to which you have access. These modifications grant additional weapon traits, sometimes with extra abilities. A modification might give your weapon the versatile trait with a damage type that the weapon could already deal, either from its base damage type or from an existing versatile trait. In that case, if you select that modification, you can instead choose to give the weapon the versatile trait for a different damage type: bludgeoning, piercing, or slashing.
+
+* **Blunt Shot (Ranged Only)** Your weapon innovation can file the edges off your ammunition and adjust the blunt force of the shot to deliver a bludgeoning attack when necessary, as well as to avoid striking a lethal blow with an otherwise deadly shot. Your innovation gains the nonlethal and versatile B traits. You can choose whether to apply the nonlethal trait on each attack with your innovation.
+* **Complex Simplicity (Simple Weapon Only)** Increase your innovation's weapon damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12). In addition, it gains one of the following traits of your choice: versatile B, versatile P, or versatile S.
+* **Dynamic Weighting (One-handed Melee Weapon Only; Can't Have the Agile, Attached, or Free-hand Trait)** Your weapon's modified weight distribution can increase power in exchange for taking more hands to wield. Your innovation gains the two-hand trait, with a damage die one size higher than the weapon's normal weapon damage die size (for instance, a longsword would gain the two-hand d10 trait). Your innovation also gains the versatile B trait.
+* **Entangling Form (Melee Only)** You've altered your weapon to including tangling wires or straps, or to have a flexible construction. Your innovation gains the grapple and trip traits.
+* **Hampering Spikes (Melee Only)** You've added long, snagging spikes to your weapon, which you can use to impede your foes' movement. Your innovation gains the hampering and versatile P traits.
+* **Hefty Composition (Melee Only)** Blunt surfaces and sturdy construction make your weapon hefty and mace-like. Your innovation gains the shove and versatile B traits.
+* **Modular Head** You've constructed a multi-purpose, adjustable striking surface for your weapon, or you've made special ammunition you can swiftly alter. Your innovation gains the modular trait for bludgeoning, piercing, and slashing. When you Interact to use the modular trait, you can also choose to give the weapon the nonlethal trait if it doesn't currently have it, or to remove that trait if it's currently nonlethal.
+* **Pacification Tools (Melee Only)** Softer materials make your weapon suited to knock out instead of kill, and special protrusions let you catch weapons and disarm your foes. Your innovation gains the disarm and nonlethal traits. You can choose whether to apply the nonlethal trait on each attack with your innovation.
+* **Razor Prongs (Melee Only)** You can knock down and slash your foes with sharp, curved blades added to your weapon. Your innovation gains the trip and versatile S traits.
+* **Segmented Frame** Hinges, clamps, and telescoping parts make your innovation collapsible and adjustable. It gains the modular trait for bludgeoning, piercing, and slashing. You can Interact to collapse the item down to light Bulk or to return it to your normal form. When it's collapsed to light Bulk, it has the concealable trait, which grants you a +2 circumstance bonus to Stealth checks and DCs to hide or conceal the weapon.
+
+## Explode
+
+Your innovation is a creation barely held together by your own engineering, always on the edge of completely falling apart. Though this adds risk, it also means you can coax it to perform far beyond its design specifications using special unstable actions. See the definition of the unstable trait and how it affects your innovation.
+
+While inventors can learn various unstable actions over their career, all at least know how to make their innovation Explode.
+
+## Peerless Inventor
+
+You are constantly inventing, and your skill at crafting is unimpeachable. You gain the Inventor skill feat, even if you don't meet its prerequisites.
+
+## Shield Block
+
+You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.
+
+## Inventor Feats
+
+At 1st level and every even-numbered level, you gain an inventor class feat. Some features and feats use an assortment of gizmos you keep on your person. For simplicity, these are left abstract, but if you are deprived of your gear for some reason, you might lose access to many feats and features, subject to GM discretion.
+
+## Skill FeatsLevel 2
+
+At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.
+
+## Expert OverdriveLevel 3
+
+You've increased your skill in crafting, and you can put your devices into a more powerful state of overdrive. You become an expert in Crafting, and on a successful use of Overdrive, you increase the additional damage by 1.
+
+## General FeatsLevel 3
+
+At 3rd level and every 4 levels thereafter, you gain a general feat.
+
+## ReconfigureLevel 3
+
+You've become an expert in all crafts and are always adjusting your inventions. You can attempt to change the modifications on your innovation by spending 1 day of downtime tinkering with it and attempting a Crafting check, with a high DC for your level. On a success, you can change one modification you've chosen for your innovation to a different modification of the same kind (initial, breakthrough, or revolutionary).
+
+If you have any modification feats, on a successful check you can choose to instead retrain a modification feat to a different modification feat. The new feat has to meet the standard restrictions for retraining.
+
+## Skill IncreasesLevel 3
+
+At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or become an expert in one skill in which you're already trained.
+
+At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.
+
+## Ability BoostsLevel 5
+
+At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.
+
+## Ancestry FeatsLevel 5
+
+In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
+
+## Inventor Weapon ExpertiseLevel 5
+
+You develop tricks for using your weapons more effectively. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to expert.
+
+If you have a weapon innovation, you gain access to the critical specialization effect with your innovation.
+
+## Breakthrough InnovationLevel 7
+
+You've made a breakthrough in your field of study and discovered a powerful new way to enhance your innovation. Choose a breakthrough modification of your innovation's type to apply to your innovation. You can choose an initial modification of your innovation's type instead if you prefer.
+
+### Breakthrough Armor Modifications
+
+* **Antimagic Plating** Whether you used some clever adaptation of the magic-negating skymetal known as noqual or created magical protections of your own design, you've strengthened your armor against magic. While wearing the armor, you gain a +1 circumstance bonus to all saving throws against spells and to AC against spells. Against spells that target the armor directly (like heat metal), you instead gain a +4 circumstance bonus to all saving throws and to AC.
+* **Camouflage Pigmentation (Subterfuge Suit Only)** You've modified your armor's exterior to let you blend into your surroundings with ease, as long as you stay still. While wearing your armor, you can Hide even without cover or concealment, as the pigmentation shifts to match your surroundings.
+* **Dense Plating** You have encased your armor in robust plating. While wearing your armor, you gain resistance to slashing damage equal to half your level.
+* **Enhanced Resistance** You've improved upon your initial modification's ability to resist damage. The resistance from your initial armor modification adds your full level, instead of half your level (for instance, phlogistonic regulator's resistance would increase to your level). If you have more than one initial modification that gives resistance, choose which one this applies to.
+* **Heavy Construction (Power Suit Only)** You've expanded your innovation into a heavy bulwark, and your groundbreaking design ensures you don't take any of the drawbacks for such heavy defenses. Your innovation becomes heavy armor, and your proficiency in your innovation armor (but no other heavy armor) advances to be equal to your proficiency in medium armor. If your Strength score is at least 16, you remove the Speed penalty entirely instead of reducing it to -5 feet. The armor's adjusted statistics are: AC Bonus +5; Dex Cap +1; Check Penalty -2; Speed Penalty -10 feet; Strength 16; Bulk 3; Group composite; Armor Traits bulwark.
+* **Hyper Boosters** You've improved your speed boosters' power through a breakthrough that significantly increases the energy flow without risking exploding. You gain a +10-foot status bonus to your Speed, which increases to a +20-foot status bonus when you're in Overdrive. If you're legendary in Crafting, it instead increases to a +30-foot status bonus when you're in Overdrive. You must have the speed boosters modification to select this modification.
+* **Layered Mesh** You've woven an incredibly powerful network of interlocking mesh around your armor, which catches piercing attacks and diffuses them. While wearing your armor, you gain resistance to piercing damage equal to half your level.
+* **Tensile Absorption** You've enhanced the tensile capabilities of your armor, enabling it to bend with bludgeoning attacks. While wearing your armor, you gain resistance to bludgeoning damage equal to half your level.
+
+### Breakthrough Construct Modifications
+
+* **Advanced Weaponry** You've powered up your construct's weaponry. Choose one of your construct's unarmed attacks to gain your choice of one initial weapon modification, chosen from the list on page 18 or from other initial weapon modifications to which you have access. The unarmed attack must meet any requirements for the chosen traits (such as being a melee attack for entangling form), and since it's an unarmed attack, it can never meet certain requirements, such as being a simple weapon for complex simplicity.
+* **Antimagic Construction** Whether you used some clever adaptation of the magic-negating skymetal known as noqual or created magical protections entirely of your own devising, you've made your innovation highly resilient to spells. Your construct innovation gains a +2 circumstance bonus to all saving throws and AC against spells.
+* **Climbing Limbs** With appendages that can claw or create suction, your construct becomes a capable climber. Your innovation gains a climb Speed equal to half its land Speed.
+* **Durable Construction** Your innovation is solidly built; it can take significant punishment before being destroyed. Increase its maximum HP by your level.
+* **Marvelous Gears** Your innovation gains expert proficiency in Intimidation, Stealth, and Survival. For any of these skills in which it was already an expert (because of being an advanced construct companion, for example), it gains master proficiency instead. If you have the revolutionary innovation class feature, these proficiencies improve to master, or legendary if your construct innovation was already an expert. You must have the wonder gears modification to select this modification.
+* **Turret Configuration** Your innovation can transform from a mobile construct to a stationary turret. Your construct companion can transform as a single action, which has the manipulate trait, turning into a turret in its space (or transforming back from a turret into its normal configuration). While it's a turret, your innovation is [[Immobilized]], but the damage die from its projectile launcher increases to 1d6 and the range increment increases to 60 feet. You must have the projectile launcher modification to select this modification.
+
+### Breakthrough Weapon Modifications
+
+* **Advanced Rangefinder (Ranged Only)** A carefully tuned scope or targeting device makes your weapon especially good at hitting weak points. Your innovation gains the backstabber trait and increases its range increment by 10 feet.
+* **Aerodynamic Construction (Melee Only)** You carefully engineer the shape of your weapon to maintain its momentum in attacks against successive targets. Your innovation gains the sweep trait and the versatile S trait.
+* **Inconspicuous Appearance (Melee Only)** Your innovation is built for easy concealment and surprise attacks. It gains the backstabber and versatile P traits. If the weapon has light Bulk, it also gains the concealable trait.
+* **Integrated Gauntlet (One-Handed Weapon Only; Can't Have the Two-Hand Trait)** Combining your weapon with a gauntlet, you make it so you can quickly switch between attacking with your weapon and tinkering using your hands. Your innovation gains the free-hand trait.
+* **Manifold Alloy** You've devised several alloys that contain useful properties of various metals, and you replace a number of parts of your weapon or its ammunition with pieces from these alloys. Your weapon innovation is cold iron and silver. This means you deal more damage to a variety of supernatural creatures, such as demons, devils, and fey.
+* **Rope Shot (Ranged Only)** Your weapon can shoot projectiles that split into simple ropes or nets around your foes' legs to trip your targets, and you can climb using the grappling hooks built into the weapon. Your weapon innovation gains the climbing and ranged trip traits.
+* **Tangle Line (Thrown Only)** Your weapon has an extensible line that you can use to knock your enemies over and quickly recall the weapon back to your hand. Your innovation gains the ranged trip trait and the tethered trait.
+
+## Lightning ReflexesLevel 7
+
+Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.
+
+## Master OverdriveLevel 7
+
+Your mastery of invention and crafting enhances your Overdrive even further. You become a master in Crafting, and on a successful Overdrive, you increase the additional damage by a total of 2, replacing the increase from expert overdrive.
+
+## Weapon SpecializationLevel 7
+
+You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.
+
+## Inventive ExpertiseLevel 9
+
+Through innovation and experimentation, you've made your inventions more effective and reliable. Your proficiency rank for your inventor class DC increases to expert.
+
+## Offensive BoostLevel 9
+
+You've made additions to your innovation to upgrade your offensive capabilities. Your improvements make any Strikes that rely on your innovation deal an additional 1d6 damage, with a type determined by the boost you choose. If your innovation is armor, the boost applies to your melee unarmed Strikes and to your melee Strikes with one weapon you choose during daily preparations; if your innovation is a construct, the boost applies to your construct companion's Strikes; and if your innovation is a weapon, the boost applies to your Strikes with your innovation. You can spend downtime to switch to a different boost in the same way as switching your modification. Choose one of the following boosts, with the damage type in parentheses.
+
+* **Chill (Cold)** Your innovation rapidly absorbs heat, creating an intense chill.
+* **Ignition (Fire)** Your innovation shoots out jets of searing flame.
+* **Jolt (Electricity)** Your innovation jolts foes with charges of electricity.
+* **Momentum (Bludgeoning)** Your innovation slams into foes with added momentum.
+* **Saws (Slashing)** Your innovation reveals spinning sawblades during your attacks.
+* **Spike (Piercing)** Your innovation reveals wicked spikes during your attacks.
+* **Vitriol (Acid)** Your innovation releases spurts of caustic acid.
+
+## Medium Armor ExpertiseLevel 11
+
+You've learned to better defend yourself against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert. If you have a medium or heavy armor innovation, you gain access to the critical specialization effect with your armor innovation.
+
+## ResolveLevel 11
+
+You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
+
+## AlertnessLevel 13
+
+Your attention to detail lets you remain alert to threats around you. Your proficiency rank for Perception increases to expert.
+
+## Complete ReconfigurationLevel 13
+
+When it comes to crafting and tinkering, you've become incredibly adept at changing your modifications to adjust your innovation's functionality. When you spend downtime to reconfigure your innovation and succeed at your Crafting check, you can swap any number of modifications, swap your offensive boost, or retrain any number of modification feats, rather than one. You still must swap a modification only with one of the same type (initial, breakthrough, or revolutionary).
+
+## Inventor Weapon MasteryLevel 13
+
+You fully understand your weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master.
+
+## Greater Weapon SpecializationLevel 15
+
+Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.
+
+## Legendary OverdriveLevel 15
+
+Your peerless inventing and Crafting ability has supercharged your Overdrives. You become legendary in Crafting, and on a successful Overdrive, you increase the additional damage by a total of 3, replacing the increase from master overdrive.
+
+## Revolutionary InnovationLevel 15
+
+You are an unparalleled genius and have discovered a technique that will revolutionize your chosen field-or at least for the time being, your innovation! Choose a revolutionary modification to apply to your innovation. You can also choose an initial or breakthrough modification of the same type instead, if you prefer.
+
+### Revolutionary Armor Modifications
+
+* **Automated Impediments** Your armor uses electromagnetic fields, subharmonic distortions, or other techniques to make it difficult for those close to you to move unless you allow it. While wearing your armor, all spaces adjacent to you are difficult terrain for your enemies.
+* **Energy Barrier** Your armor's defenses ablate any kind of energy coming your way. While wearing your armor, you gain resistance to all energy damage (acid, cold, electricity, fire, force, sonic, vitality, and void damage) equal to 2 + half your level. You must have the harmonic oscillator, metallic reactance, or phlogistonic regulator modification to select this modification.
+* **Incredible Resistance** You've improved upon your breakthrough modification's ability to resist damage. Choose one of the following breakthrough modifications your innovation has: dense plating, layered mesh, or tensile absorption. Increase the resistance you gain from that modification to be equal to your level, instead of half your level.
+* **Multisensory Mask (Subterfuge Suit Only)** You've built a multisensory mask over your armor that protects you by distorting your figure from all senses, leaving behind only a hazy image, muffled sounds, and so forth. While wearing the armor, you gain concealment against all creatures, even if they are using a nonvisual precise sense, such as a bat's echolocation. As normal for effects that leave your location obvious, you can't use this concealment to Hide or Sneak. If you use a hostile action, the concealment ends until you restore the mask as a single action, which has the manipulate trait.
+* **Perfect Fortification (Power Suit Only)** You've outfitted your armor with such heavy fortifications that deadly attacks often lose their edge. Each time you're critically hit while wearing the armor, attempt a @Check\[type:flat|dc:13|showDC:owner\] check. On a success, it becomes a normal hit. This isn't cumulative with fortification runes or other abilities that reduce critical hits with a flat check. Additionally, you gain resistance 2 + half your level against precision damage.
+* **Physical Protections** Your armor has so many adjustments and precautions that it can guard against all physical damage. While wearing your armor, you gain resistance to all physical damage (bludgeoning, piercing, and slashing damage, as well as persistent bleed damage) equal to half your level. You must have the dense plating, layered mesh, or tensile absorption breakthrough modification to select this modification.
+* **Rune Capacity** Whether you've done some dabbling in orichalcum alloys or found another engineering solution, you've built your innovation in such a way that it can hold an additional property rune. Your innovation can have one more property rune than a normal item of its kind (to a maximum of four property runes with a +3 potency armor).
+
+### Revolutionary Construct Modifications
+
+* **Flight Chassis** You fit your construct with a means of flight, such as adding rotors or rebuilding it with wings and a lightweight construction. Your innovation gains a fly Speed of 25 feet.
+* **Miracle Gears** As you perfect your innovation's cortex, it becomes much more intelligent. Its Intelligence modifier increases by 2, and it learns a language of your choice from among the languages you know. Your construct gains the ability to use actions that require greater Intelligence, like Coerce and Decipher Writing. Finally, your construct becomes legendary in two Intelligence- or Charisma-based skills of your choice. You must have the marvelous gears modification to select this modification.
+* **Resistant Coating** Your innovation is hard to damage by any means. It gains resistance 5 to all damage (except adamantine).
+* **Runic Keystone** You've incorporated a device similar to a runestone into your innovation, allowing it to hold a property rune, even though it isn't a weapon or suit of armor. An armor property rune affects your innovation itself if it would affect the wearer of the armor. A weapon property rune grants whatever properties it would normally grant to a weapon to your innovation's unarmed attacks, following all the requirements as normal (for instance, a vorpal rune would only apply to slashing melee unarmed attacks); if the rune affects only ranged attacks, it has no effect unless your innovation has a built-in ranged attack (from the projectile launcher initial modification, for example). If the rune would affect the physical shape or appearance of the weapon or armor itself, like glamered, the rune has no effect when etched into your construct.
+* **Wall Configuration** Your innovation can transform from a mobile construct to a stationary battlefield emplacement. It can unfold as a 2-action activity that has the manipulate trait, changing from its usual form into a thin, straight wall of metal and gears up to 10 feet tall and 30 feet long. The wall must extend through your innovation's original space. While your construct is a wall, it can't take any actions except to use the same activity to transform back, and it can't defend itself easily, making it [[Off-Guard]] and giving it an additional -2 status penalty to its AC. The wall blocks line of sight and effect unless your innovation has half its maximum HP or fewer, at which point holes in the wall allow creatures to see through and attack with cover, and Tiny creatures to slip through.
+
+### Revolutionary Weapon Modifications
+
+* **Attack Refiner** Your weapon makes minute recalibrations after every missed attack to ensure the next lands true. Your innovation gains the backswing and shove traits.
+* **Deadly Strike** Through precise calculation, you've found the perfect shape for your weapon to deal extreme damage on a well-placed strike. Your innovation gains the deadly d8 trait. If your innovation was already deadly, it increases its deadly die to d12 instead of gaining deadly d8.
+* **Enhanced Damage** You've made your innovation more powerful than other weapons of its kind. Increase your innovation's weapon damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12). As normal, you can't increase your die by more than one size, so this modification isn't cumulative with complex simplicity.
+* **Extensible Weapon (Melee only)** You've found a way to construct your weapon so that it can extend while leaving its balance unchanged. Your innovation gains the reach trait. If the weapon already had the reach trait, it increases your reach by an additional 10 feet, instead of the usual additional 5 feet.
+* **Impossible Alloy** Other inventors claim it's not even technically possible, but you've managed to create several metal alloys that seem to work for only you. These alloys can damage opponents vulnerable to any one of the seven skymetals. Your innovation is treated as all seven skymetals (abysium, adamantine, djezet, inubrix, noqual, orichalcum, and siccatite). This means you deal more damage to a variety of creatures, though you don't apply any of the other special effects for weapons made of those skymetals.
+* **Momentum Retainer (Melee only)** A special weighted device lets your weapon retain more of its momentum when you attack. Your innovation gains the forceful and versatile B traits.
+* **Omnirange Stabilizers (Ranged only)** You've modified your innovation to be dangerous and effective at any range. If your innovation had the volley trait, remove the volley trait. Otherwise, increase your innovation's range increment by 50 feet or an amount equal to the weapon's base range increment, whichever is more.
+* **Rune Capacity** Whether you've dabbled with orichalcum or found another engineering solution, you've built your innovation in such a way that it can hold an additional property rune. Your innovation can have one more property rune than a normal item of its kind (to a maximum of four property runes with a +3 potency weapon).
+
+## Inventive MasteryLevel 17
+
+Your inventions are incredibly effective. Your proficiency rank for your inventor class DC increases to master.
+
+## JuggernautLevel 17
+
+Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
+
+## Infinite InventionLevel 19
+
+Your ability to adjust your innovation has reached impossible heights, and you can use these skills to make major adjustments in your spare time. During your daily preparations, you automatically fix your innovation if it's destroyed or broken, and you can change to a different innovation (armor, construct, weapon, or other type you have access to) and change your modifications and offensive boost.
+
+If you have any feats that had your previous innovation as a prerequisite, you can't use them until you retrain the feats as normal. However, it takes you only 1 day of downtime to retrain such a feat into a feat that has your new innovation as a prerequisite, instead of 1 week.
+
+## Medium Armor MasteryLevel 19
+
+Your skill with armor improves, helping you avoid more blows. Your proficiency ranks for light and medium armor, as well as for unarmored defense, increase to master.
\ No newline at end of file
diff --git a/content/mechanics/srd/Classes/Investigator.md b/content/mechanics/srd/Classes/Investigator.md
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+---
+title: "Investigator"
+noteType: ":sticky-note:"
+aliases: "Investigator"
+foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6.JournalEntryPage.omDi7otL3UWLVgct
+tags:
+ - JournalEntryPage
+---
+
+# Investigator
+_You seek to uncover the truth, doggedly pursuing leads to reveal the plots of devious villains, discover ancient secrets, or unravel other mysteries. Your analytical mind quickly formulates solutions to complicated problems and your honed senses identify even the most obscure clues. Wielding knowledge as a weapon, you study the creatures and dangers you encounter to exploit their weaknesses._
+
+**KEY ABILITY: INTELLIGENCE**
+
+At 1st level, your class gives you an ability boost to Intelligence.
+
+**HIT POINTS** 8 plus your Constitution modifier
+
+You increase your maximum number of HP by this number at 1st level and every level thereafter.
+
+# Roleplaying the Investigator
+
+## During Combat Encounters...
+
+Your keen insights regarding your foes make you more dangerous than your physical strength would suggest. After spending a moment to study your enemies, your perceptiveness allows you to act quickly, striking them where it hurts most.
+
+You often assist tougher members of your party, wisely protecting yourself while providing vital aid.
+
+## During Social Encounters...
+
+Few can stand up against your scrutiny. You might not be the most charming, but you see things for what they really are and develop an understanding of a social situation rapidly. Every conversation is an investigation, after all, and you never know what you might uncover!
+
+## While Exploring...
+
+You look for clues in your environment. You often prove yourself to be a valuable ally by serving as a party scout, analyzing the intricacies of puzzles or mysterious phenomena, and pursuing leads that could reveal beneficial information.
+
+## In Downtime
+
+You study up on subjects new and old, make new allies you can share information with, and pursue hobbies that keep your active mind satisfied. You might make a bit of coin on the side working as a private detective or consulting with the local constabulary.
+
+## You Might...
+
+* Start asking questions-including several that are quite involved-immediately after you're presented with a conundrum.
+* Strive to uncover the deeper meanings behind anything you encounter and to identify the social machinations that truly drive events behind the scenes.
+* Get so involved in a case that you ignore other matters, deeming them trivial.
+
+## Others Probably...
+
+* Find the cascades of information you spout forth extremely helpful, if difficult to fully comprehend.
+* Get a bit annoyed that you're such a know-it-all.
+* Rely on you to solve mysteries, puzzles, or other challenges requiring intellectual curiosity and reasoning.
+
+# Initial Proficiencies
+
+At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
+
+## Perception
+
+Expert in Perception
+
+## Saving Throws
+
+Trained in Fortitude
+
+Expert in Reflex
+
+Expert in Will
+
+## Skills
+
+Trained in Society
+
+Trained in one or more skills determined by your methodology
+
+Trained in a number of additional skills equal to 4 plus your Intelligence modifier
+
+## Attacks
+
+Trained in simple and martial weapons
+
+Trained in unarmed attacks
+
+## Defenses
+
+Trained in light armor
+
+Trained in unarmored defense
+
+## Class DC
+
+Trained in investigator class DC
+
+# Class Features
+
+You gain these abilities as an investigator. Abilities gained at higher levels list the level at which you gain them next to the features' names.
+
+| Your Level | Class Features |
+| --- | --- |
+| 1 | Ancestry and background, initial proficiencies, on the case, Devise a Strategen, methodology, investigator feat, strategic strike 1d6 |
+| 2 | Investigator feat, skill feat, skill increase |
+| 3 | General feat, keen recollection, skill increase, skill lesson |
+| 4 | Investigator feat, skill feat, skill increase |
+| 5 | Ability boosts, ancestry feat, skill increase, skillful lesson, strategic strike 2d6, weapon expertise |
+| 6 | Investigator feat, skill feat, skill increase |
+| 7 | General feat, skill increase, skillful lesson, vigilant senses, weapon specialization |
+| 8 | Investigator feat, skill feat, skill increase |
+| 9 | Ancestry feat, great fortitude, investigator expertise, skill increase, skillful lesson, strategic strike 3d6 |
+| 10 | Ability boosts, investigator feat, skill feat, skill increase |
+| 11 | Deductive improvisation, general feat. resolve, skill increase, skillful lesson |
+| 12 | Investigator feat, skill feat, skill increase |
+| 13 | Ancestry feat, incredible senses, light armor expertise, skill increase, skillful lesson, strategic strike 4d6, weapon mastery |
+| 14 | Investigator feat, skill feat, skill increase |
+| 15 | Ability boosts, evastion, general feat, greater weapon specialization, skill increase, skillful lesson |
+| 16 | Investigator feat, skill feat, skill increase |
+| 17 | Ancestry feat, greater resolve, skill increase, skillful lesson, strategic strike 5d6 |
+| 18 | Investigator feat, skill feat, skill increase |
+| 19 | General feat, light armor mastery, master detective, skill increase, skillful lesson |
+| 20 | Ability boosts, Investigator feat, skill feat, skill increase |
+
+## Ancestry and Background
+
+In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.
+
+## Initial Proficiencies
+
+At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.
+
+## On the Case
+
+As an investigator, you think of your adventures as cases waiting to be solved. You gain one activity and one reaction you can use to investigate cases: [[Pursue a Lead]] and [[Clue In]].
+
+## Devise a Strategem
+
+You can play out a battle in your head, using brains rather than brawn to execute an attack.
+
+[[Devise a Stratagem|Devise a Strategem]]
+
+## Methodology
+
+Your studies have made you savvy in many areas,; but one in particular drew your intense interest.
+
+Choose a methodology. The methodologies presented in this book are as follow:
+
+[[Alchemical Sciences Methodology]]
+
+[[Empiricism Methodology|Empiricism Methology]]
+
+[[Forensic Medicine Methodology]]
+
+[[Interrogation Methodology]]
+
+## Investigator Feats
+
+At 1st level and every even-numbered level, you gain an investigator class feat.
+
+## Strategic Strike
+
+When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage.
+
+As your investigator level increases, so too does the deadliness of your strategic strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.
+
+## Skill FeatsLevel 2
+
+At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.
+
+## Skill IncreasesLevel 2
+
+You gain more skill increases than members of other classes. At 2nd level and every level thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in or to become an expert in one skill in which you're already trained.
+
+At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.
+
+## General FeatsLevel 3
+
+At 3rd level and every 4 levels thereafter, you gain a general feat.
+
+## Keen Recollection Level 3
+
+You can recall pertinent facts on topics that aren't your specialty. Your proficiency bonus to untrained skill checks to Recall Knowledge is equal to your level instead of +0.
+
+## Skillful LessonsLevel 3
+
+At 3rd level and every odd-numbered level thereafter, you gain a skill feat. This feat must be for an Intelligence-, Wisdom-, or Charisma-based skill, or for the skill you gained from your methodology.
+
+## Ability BoostsLevel 5
+
+At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.
+
+## Ancestry FeatsLevel 5
+
+In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
+
+## Weapon ExpertiseLevel 5
+
+You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.
+
+## Vigilant SensesLevel 7
+
+Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank in Perception increases to master.
+
+## Weapon SpecializationLevel 7
+
+You can inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master and 4 if you're legendary.
+
+## Great FortitudeLevel 9
+
+Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.
+
+## Investigator ExpertiseLevel 9
+
+You've refined your investigative techniques to an exceptional degree. Your circumstance bonus from Pursue a Lead increases to +2. Your proficiency rank for your investigator class DC increases to expert.
+
+## Deductive ImprovisationLevel 11
+
+You use your skills at deduction to perform whatever task is necessary to solve the case. You can attempt any check that requires you to be trained in a skill, even if you're untrained in it; you can attempt any check that requires you to have expert proficiency in a skill so long as you're trained in it; and you can attempt any check that requires you to have master proficiency in a skill as long as you have expert proficiency in it.
+
+## ResolveLevel 11
+
+You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
+
+## Incredible SensesLevel 13
+
+You notice things that are almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.
+
+## Light Armor ExpertiseLevel 13
+
+You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.
+
+## Weapon MasteryLevel 13
+
+You fully understand your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.
+
+## EvasionLevel 15
+
+You've learned to move quickly to avoid explosions, a dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
+
+## Greater Weapon SpecializationLevel 15
+
+Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.
+
+## Greater ResolveLevel 17
+
+Your unbelievable training grants you mental resiliency. Your proficiency rank for Will saves increases to legendary. When you roll a success on a Will save, you get a critical success. When you roll a critical failure on a Will save, you get a failure instead. When you fail a Will save against a damaging effect, you take half damage.
+
+## Light Armor MasteryLevel 19
+
+Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.
+
+## Master DetectiveLevel 19
+
+As a master detective, you can solve any case and find all the clues available. If you're pursuing the subject of a lead and you enter a new location that includes another clue toward solving the mystery, the GM informs you of the existence of the clue and its type: an object, person, spell effect, or the like. When you find the clue, the GM informs you that you've done so. If there is more than one clue in the location, the GM chooses one to inform you about. When you find any of the clues in that location, the GM informs you that you've done so, even if it wasn't the clue they'd chosen or there are other clues you haven't found. Your proficiency rank for your investigator class DC increases to master.
\ No newline at end of file
diff --git a/content/mechanics/srd/Classes/Kineticist.md b/content/mechanics/srd/Classes/Kineticist.md
new file mode 100755
index 000000000..4b8f2367f
--- /dev/null
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@@ -0,0 +1,301 @@
+---
+title: "Kineticist"
+noteType: ":sticky-note:"
+aliases: "Kineticist"
+foundryId: Compendium.pf2e.journals.JournalEntry.kzxu2dI7tFxv6Ix6.JournalEntryPage.lNWQPwgT4vhYCOT7
+tags:
+ - JournalEntryPage
+---
+
+# Kineticist
+_The power of the elements flows from within you. Roaring fire pure water, fleeting air, steadfast earth, twisting wood, slicing metal. A kinetic gate inextricably tied to your body channels power directly from the elemental planes, causing elements to leap to your hand, whirl around your body, and blast foes at your whim. As your connection to the planes grows, you attain true mastery over your chosen elements._
+
+**Key Ability: CONSTITUTION**
+
+At 1st level, your class gives you an ability boost to Constitution.
+
+**Hit Points: 8 plus your Constitution modifier**
+
+You increase your maximum number of HP by this number at 1st level and every level thereafter.
+
+# Roleplaying the Kineticist
+
+## During Combat Encounters...
+
+Elemental magic surges from you throughout the fight. Without any restrictions on how often you can use your abilities, you become a reliable slinger of magic. You can develop powers you can use in a variety of situations... or you can choose just a few favorite attacks you use repeatedly.
+
+## During Social Encounters...
+
+The elements you channel might guide or even influence how you carry yourself in social situations. You might leap to anger like a raging fire stand your ground as solid as a mountain, keep your motives elusive as the wind, go with the flow like water, make cutting remarks sharp as metal, or exhibit the slow patience of the forest.
+
+## While Exploring...
+
+Your innate connection to the elements hones your awareness of the natural world. In an environment full of an element you can channel, you're unparalleled, with the ability to repeatedly manipulate the element around you.
+
+## In Downtime...
+
+You could commune with the elements or practice your control over your kineticist powers. Through retraining, you can realign the flow of your kinetic gate to perfect different manifestations of your element.
+
+## You Might...
+
+* Have a conflicted relationship with the kinetic gate that fuels your kineticist magic, possibly because it manifested at a traumatic point in your past.
+* Struggle with controlling and understanding your elemental powers.
+* Form a kinship with elemental creatures or feel at home in areas strong with your element.
+
+## Others Probably...
+
+* Find your ability to keep calling on more and more elemental power truly astonishing.
+* Defer to you in all matters related to your element, from the smallest tasks to the politics of the elemental planes.
+* Worry you'll consume yourself with elemental magic or lose control of its primal forces.
+
+# Initial Proficiencies
+
+At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
+
+## Perception
+
+Trained in Perception
+
+## Saving Throws
+
+Expert in Fortitude
+
+Expert in Reflex
+
+Trained in Will
+
+## Skills
+
+Trained in Nature
+
+Trained in a number of additional skills equal to 3 plus your Intelligence modifier
+
+## Attacks
+
+Trained in simple weapons
+
+Trained in unarmed attacks
+
+## Defenses
+
+Trained in light armor
+
+Trained in unarmored defense
+
+## Class DC
+
+Trained in kineticist class DC
+
+# Class Features
+
+You gain these features as a Kineticist. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
+
+| Your Level | Class Features |
+| --- | --- |
+| 1 | Ancestry and background, attribute boosts, initial proficiencies, kinetic gate, kinetic aura, impulses (Elemental Blast, Base Kinesis), kineticist feat |
+| 2 | Kineticist feat, skill feat |
+| 3 | Extract Element, general feat, skill increase, Will expertise |
+| 4 | Kineticist feat, skill feat |
+| 5 | Ancestry feat, attribute boosts, gate's threshold, skill increase |
+| 6 | Kineticist feat, skill feat |
+| 7 | General feat, kinetic durability, kinetic expertise, skill increase |
+| 8 | Kineticist feat, skill feat |
+| 9 | Ancestry feat, gate's threshold, perception expertise, skill increase |
+| 10 | Attribute boosts, kineticist feat, skill feat |
+| 11 | General feat, kinetic quickness, reflow elements, skill increase, weapon expertise |
+| 12 | Kineticist feat, skill feat |
+| 13 | Ancestry feat, gate's threshold, light armor expertise, skill increase, weapon specialization |
+| 14 | Kineticist feat, skill feat |
+| 15 | Attribute boosts, general feat, greater kinetic durability, kinetic mastery, skill increase |
+| 16 | Kineticist feat, skill feat |
+| 17 | Ancestry feat, double reflow, gate's threshold, skill increase |
+| 18 | Kineticist feat, skill feat |
+| 19 | Final gate, general feat, kinetic legend, light armor mastery, skill increase |
+| 20 | Attribute boosts, kineticist feat, skill feat |
+
+## Ancestry and Background
+
+In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.
+
+## Attribute Boosts
+
+In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.
+
+At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and you must boost that attribute again at a later level to increase it by 1.
+
+## Initial Proficiencies
+
+At 1st level, you gain a number of proficiencies that represent your basic training. These are noted at the start of this class.
+
+## Kinetic Gate
+
+As a kineticist, you've awakened or opened a kinetic gate, a supernatural conduit within your body that can channel elemental forces straight from the elemental planes. You can choose either a single gate (one element) or dual gate (two elements) at 1st level.
+
+When selecting an element for your kinetic gate, you can pick from six elements - air, earth, fire metal, water, and wood. Elements you can channel are referred to as your kinetic elements. Your kinetic elements function even in environments where they normally wouldn't. For example, you could use fire actions underwater even though that's normally not possible, and you could create air in a vacuum.
+
+Your kinetic gate gives you impulse feats, magical actions that let you shape and control your elements in awesome ways. You can select more impulse feats using your kineticist class feats, as described under Impulses. At higher levels, the gate's threshold class feature gives you more impulse feats and lets you choose whether to improve with one element or access new kinetic elements.
+
+### **Single Gate**
+
+Your kinetic gate links to a single elemental plane, starting you with a single element but giving you greater power with it. Choose one element to be your kinetic element, and select two 1st-level impulse feats that have that element's trait.
+
+In addition, you gain an impulse junction, a benefit that occurs when you use an impulse of the chosen element that takes 2 actions or more. This happens before the other effects of the impulse, unless noted otherwise. You can gain only one impulse junction per round; they are described in full below.
+
+**Air** Before or after the other effects of the impulse, you can either Stride up to half your Speed or Step. If you have a fly Speed, you can Fly up to half your fly Speed instead.
+
+**Earth** Fragments of stone float around you, granting you a +1 circumstance bonus to AC until the start of your next turn.
+
+**Fire** Increase the damage die size of fire damage dealt by the impulse by one step.
+
+**Metal** Choose acid, electricity, or piercing. Until the start of your next turn, each time a creature touches you or damages you with an unarmed melee attack or nonreach melee weapon, it takes damage of the chosen type equal to half your level (minimum 1 damage).
+
+**Water** After the impulse's other effects, you can move one creature targeted by the impulse or in its area 5 feet in any direction, or 10 feet if it's in a body of water. This can't move the creature into the air. You can choose only a creature that's willing to be moved, that failed its save against the impulse, or that you succeeded at an impulse attack roll against.
+
+**Wood** You gain temporary Hit Points equal to your level that last until the start of your next turn.
+
+### **Dual Gate**
+
+Your kinetic gate is a harmonious conduit between two planes, allowing you to combine their elements to give you a versatile set of abilities. Select two elements to be your kinetic elements. Then, select two 1st-level impulse feats, one with the trait of the first element and one with the trait of the other.
+
+## Kinetic Aura
+
+Through your kinetic gate, elements flow from an elemental plane to orbit your person. The form and appearance of this kinetic aura are unique to you. Examples include a chaotic wind orbiting the body, fragments of floating gravel, colorful wicks of flame stars of raw metal always changing shape, floatin snowflakes or splinters dancing in the air. If you can channel more than one element, pieces of all your kinetic elements appear in the aura.
+
+You have the [[Channel Elements]] action, which lets you activate your kinetic aura.
+
+## Impulses
+
+An impulse is a special type of magical action available to kineticists, allowing them to wield or shape their element into diverse and powerful forms. To wield an element, you must have your kinetic aura active and have a free hand, as described in the impulse trait. You automatically gain the Elemental Blast and Base Kinesis impulses, and your kinetic gate selection gives you additional impulse feats. You can select more impulse feats with kineticist class feats, and at higher levels, you'll automatically get more with the gate's threshold class feature. You can select an impulse feat only if it matches one of your kinetic elements.
+
+Impulses are magical, and though they aren't spells, some things that affect spells also affect impulses. Abilities that restrict you from casting spells (such as being polymorphed into a battle form) or protect against spells (such as a spell that protects against other spells or a creature's bonus to saves against spells) also apply to impulses.
+
+### **Impulse Levels**
+
+Any impulse you use is the same level you are. For instance, if you're 5th level, your Elemental Blast would be 5th level (and its counteract rank would be 3rd rank), even though you gained the action at 1st level.
+
+Similar to spells, many impulses get more powerful as you increase in level. In these cases, the impulse ends with one or more "Level" entries. This either lists the levels at which the impulse gets an upgrade or has an entry with a plus sign that describes a benefit that increases on a regular basis. For instance, a 1st-level impulse with a "Level (+4)" entry would get stronger at 5th, 9th, 13th, and 17th levels.
+
+### **Impulse Attacks and DCs**
+
+An impulse that requires a saving throw uses your kineticist class DC. Some of your impulses require you to attempt an **impulse attack roll** to see how effective they are. Your impulse attack roll uses the same proficiency and attribute modifier as your kineticist class DC. Like a spell attack modifier, your impulse attack modifier uses the following formula: d20 roll + attribute modifier + proficiency bonus + other bonuses + penalties. This means your impulse attack roll is typically 10 lower than your class DC. The [[Drained 1|Drained]] condition can reduce your impulse attack rolls and class DCs. You can acquire a _gate attenuator_ to gain a bonus to your impulse attack modifier.
+
+### **Elemental Blast**
+
+The [[Elemental Blast]] impulse is a simple expression of your power, allowing you to attack with the pure matter of your kinetic element. Though each element has its own strengths and weaknesses, the basic principles to using them are the same. You can customize the appearance of your Elemental Blast and can even choose a different form each time you use the impulse.
+
+### **Base Kinesis**
+
+The [[Base Kinesis]] impulse lets you perform simple alterations to an element.
+
+## Kineticist Feats
+
+At 1st level and every even-numbered level, you gain a kineticist class feat.
+
+## Skill FeatsLevel 2
+
+At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.
+
+## Extract ElementLevel 3
+
+Creatures with a strong tie to your element might be troublesome for you to deal with, at least until you've learned to turn their elemental nature to your advantage. You gain the [[Extract Element]] action.
+
+## General FeatsLevel 3
+
+At 3rd level and every 4 levels thereafter, you gain a general feat.
+
+## Skill IncreasesLevel 3
+
+At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in or become an expert in one skill in which you're already trained.
+
+At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.
+
+## Will ExpertiseLevel 3
+
+Your mental defenses grow stronger. Your proficiency rank for Will saves increases to expert.
+
+## Ancestry FeatsLevel 5
+
+In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
+
+## Gate's ThresholdLevel 5
+
+You reach a new milestone in your odyssey to become in tune with your kinetic gate and must decide how to expand the gate's power. At 5th level and every 4 levels thereafter, you choose to either expand the portal or fork the path.
+
+* **Expand the Portal**: Your gate attunes more precisely to one of your elements. Gain an impulse feat of your level or lower for one of your kinetic elements; if you have more than one element, you can choose a composite impulse. You also gain a gate junction for one of your kinetic elements. If you have no valid options for the feat-typically because you have one kinetic element and devoted your class feats to gaining that element's impulses-you can instead select any kineticist class feat of your level or lower for which you meet the prerequisites.
+* **Fork the Path**: Your gate reaches to another elemental plane. Add a new element of your choice to your kinetic elements. Gain an impulse feat of your level or lower with the trait of that element. You can't select a composite impulse feat with this feat selection.
+
+### **Gate Junctions**
+
+When you gain a gate junction, you develop a specialized kinetic technique. Choose one benefit from the gate junction table for one of your kinetic elements.
+
+* A **critical blast** junction happens when you get a critical success with an Elemental Blast of the kinetic element.
+* An **elemental resistance** grants you resistance to damage while your kinetic aura is active. This resistance is equal to your level, and it applies to damage of any listed type or that comes from a creature or effect that has any of the listed traits. At 17th level, you gain immunity to effects with any of the listed traits. This doesn't make you immune to creatures with such a trait. You can voluntarily forgo this resistance, immunity, or both if you want an effect to work on you.
+* You can choose an **impulse junction** instead of one of the listed junctions. Impulse junctions are listed under Single Gate.
+* An **aura junction** adds an effect to your kinetic aura when you Channel Elements.
+* A **skill junction** makes you trained in the listed skill and grants you the listed skill feat. If you were already trained in the listed skill, you instead become trained in a skill of your choice. While your kinetic aura is active, you gain a +1 status bonus to the listed skill; the bonus increases to +2 at 10th level and +3 at 17th level.
+
+You can select each gate junction only once, unless noted otherwise, but you can have the same type of junction for multiple elements. You can always choose not to use a gate junction when it would normally occur. If you have multiple junctions that would apply at the same time - such as kinetic aura junctions for different elements - you can apply any number of them. (Though note that you can use only one impulse junction per round.)
+
+| Air Gate Junction |
+| --- |
+| **Critical Blast** Push the target up to 10 feet. |
+| **Elemental Resistance** air, electricity |
+| **Aura Junction** You and any ally that starts its turn in the aura gets a +10-foot status bonus to land Speed until the end of that turn, and to fly Speed if applicable |
+| **Skill Junction** Stealth, [[Experienced Smuggler]] |
+|
| Earth Gate Junction |
|---|
| Critical Blast If the target is on the ground, it's knocked [[Prone]]; if it isn't on the ground, it descends up to 20 feet (you choose the distance). |
| Elemental Resistance earth, poison |
| Aura Junction Squares in the aura are difficult terrain fo your enemies, but only if moving into the square would make the enemy farther away from you. |
| Skill Junction Athletics, [[Hefty Hauler]] |
| Fire Gate Junction |
|---|
| Critical Blast The target takes @Damage[1d6[persistent,fire]] damage. You gain an item bonus to this persistent damage equal to your item bonus to impulse attack rolls, such as from a gate attenuator. |
| Elemental Resistance cold, fire |
| Aura Junction Enemies in your kinetic aura gain weakness to fire from your fire impulses. The weakness is equal to half your level (minimum weakness 1). |
| Skill Junction Intimidation, [[Intimidating Glare]] |
| Metal Gate Junction |
|---|
| Critical Blast The target takes @Damage[1d6[persistent,bleed]] damage; if the creature has the metal trait or is made of metal, it instead takes @Damage[1d6[persistent]] damage with no type from rust. You gain an item bonus to this persistent damage equal to your item bonus to impulse attack rolls, such as from a gate attenuator. |
| Elemental Resistance electricity, metal |
| Aura Junction Your enemies in the aura take a -1 status penalty to attacks with metal objects, and they take a -1 status penalty to AC if they're wearing metal armor, have the metal trait, or are made of metal. |
| Skill Junction Crafting, [[Quick Repair]] |
| Water Gate Junction |
|---|
| Critical Blast The blast deals @Damage[2[splash]] per damage die of the blast, with the same damage type. |
| Elemental Resistance fire, water |
| Aura Junction The aura becomes saturated with humidity, and water moves as you please. Non-magical fires in the aura are extinguished, and creatures in the aura gain fire resistance equal to half your level. |
| Skill Junction Athletics, [[Underwater Marauder]] |
| Wood Gate Junction |
|---|
| Critical Blast If the target of the critical hit is adjacent to a surface, roots entangle it. The target is [[Immobilized]] and must spend an Interact action to attempt a @Check[type:athletics\|dc:10] check to pull itself free. The target doesn't become stuck if it is incorporeal, is liquid, or could otherwise escape without effort |
| Elemental Resistance poison, wood |
| Aura Junction Life-giving blossoms spring up around you. Any ally that begins its turn in the aura gains 1 temporary Hit Point that lasts until the start of its next turn. This increases to 2 temporary Hit Points if you're 10th level or higher and to 3 temporary Hit Points if you're 15th level or higher. |
| Skill Junction Survival, [[Terrain Expertise\|Terrain Expertise (forest)]] |
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-My favourite number is {opts.favouriteNumber}
- } - - return YourComponent -}) satisfies QuartzComponentConstructor -``` - -### Props - -The Quartz component itself (lines 11-17 highlighted above) looks like a React component. It takes in properties (sometimes called [props](https://react.dev/learn/passing-props-to-a-component)) and returns JSX. - -All Quartz components accept the same set of props: - -```tsx title="quartz/components/types.ts" -// simplified for sake of demonstration -export type QuartzComponentProps = { - fileData: QuartzPluginData - cfg: GlobalConfiguration - tree: NodeExample Component
- } - - YourComponent.css = ` - p.red-text { - color: red; - } - ` - - return YourComponent -}) satisfies QuartzComponentConstructor -``` - -Imported styles, however, can be from SCSS files: - -```tsx {1-2,9} title="quartz/components/YourComponent.tsx" -// assuming your stylesheet is in quartz/components/styles/YourComponent.scss -import styles from "./styles/YourComponent.scss" - -export default (() => { - function YourComponent() { - returnExample Component
- } - - YourComponent.css = styles - return YourComponent -}) satisfies QuartzComponentConstructor -``` - -> [!warning] -> Quartz does not use CSS modules so any styles you declare here apply _globally_. If you only want it to apply to your component, make sure you use specific class names and selectors. - -### Scripts and Interactivity - -What about interactivity? Suppose you want to add an-click handler for example. Like the `.css` property on the component, you can also declare `.beforeDOMLoaded` and `.afterDOMLoaded` properties that are strings that contain the script. - -```tsx title="quartz/components/YourComponent.tsx" -export default (() => { - function YourComponent() { - return - } - - YourComponent.beforeDOMLoaded = ` - console.log("hello from before the page loads!") - ` - - YourComponent.afterDOMLoaded = ` - document.getElementById('btn').onclick = () => { - alert('button clicked!') - } - ` - return YourComponent -}) satisfies QuartzComponentConstructor -``` - -> [!hint] -> For those coming from React, Quartz components are different from React components in that it only uses JSX for templating and layout. Hooks like `useEffect`, `useState`, etc. are not rendered and other properties that accept functions like `onClick` handlers will not work. Instead, do it using a regular JS script that modifies the DOM element directly. - -As the names suggest, the `.beforeDOMLoaded` scripts are executed _before_ the page is done loading so it doesn't have access to any elements on the page. This is mostly used to prefetch any critical data. - -The `.afterDOMLoaded` script executes once the page has been completely loaded. This is a good place to setup anything that should last for the duration of a site visit (e.g. getting something saved from local storage). - -If you need to create an `afterDOMLoaded` script that depends on _page specific_ elements that may change when navigating to a new page, you can listen for the `"nav"` event that gets fired whenever a page loads (which may happen on navigation if [[SPA Routing]] is enabled). - -```ts -document.addEventListener("nav", () => { - // do page specific logic here - // e.g. attach event listeners - const toggleSwitch = document.querySelector("#switch") as HTMLInputElement - toggleSwitch.addEventListener("change", switchTheme) - window.addCleanup(() => toggleSwitch.removeEventListener("change", switchTheme)) -}) -``` - -You can also add the equivalent of a `beforeunload` event for [[SPA Routing]] via the `prenav` event. - -```ts -document.addEventListener("prenav", () => { - // executed after an SPA navigation is triggered but - // before the page is replaced - // one usage pattern is to store things in sessionStorage - // in the prenav and then conditionally load then in the consequent - // nav -}) -``` - -It is best practice to track any event handlers via `window.addCleanup` to prevent memory leaks. -This will get called on page navigation. - -#### Importing Code - -Of course, it isn't always practical (nor desired!) to write your code as a string literal in the component. - -Quartz supports importing component code through `.inline.ts` files. - -```tsx title="quartz/components/YourComponent.tsx" -// @ts-ignore: typescript doesn't know about our inline bundling system -// so we need to silence the error -import script from "./scripts/graph.inline" - -export default (() => { - function YourComponent() { - return - } - - YourComponent.afterDOMLoaded = script - return YourComponent -}) satisfies QuartzComponentConstructor -``` - -```ts title="quartz/components/scripts/graph.inline.ts" -// any imports here are bundled for the browser -import * as d3 from "d3" - -document.getElementById("btn").onclick = () => { - alert("button clicked!") -} -``` - -Additionally, like what is shown in the example above, you can import packages in `.inline.ts` files. This will be bundled by Quartz and included in the actual script. - -### Using a Component - -After creating your custom component, re-export it in `quartz/components/index.ts`: - -```ts title="quartz/components/index.ts" {4,10} -import ArticleTitle from "./ArticleTitle" -import Content from "./pages/Content" -import Darkmode from "./Darkmode" -import YourComponent from "./YourComponent" - -export { ArticleTitle, Content, Darkmode, YourComponent } -``` - -Then, you can use it like any other component in `quartz.layout.ts` via `Component.YourComponent()`. See the [[configuration#Layout|layout]] section for more details. - -As Quartz components are just functions that return React components, you can compositionally use them in other Quartz components. - -```tsx title="quartz/components/AnotherComponent.tsx" -import YourComponentConstructor from "./YourComponent" - -export default (() => { - const YourComponent = YourComponentConstructor() - - function AnotherComponent(props: QuartzComponentProps) { - return ( -It's nested!
-Cool Header!
-} -``` - -> [!example]- Local fonts -> -> For cases where you use a local fonts under `static` folder, make sure to set the correct `@font-face` in `custom.scss` -> -> ```scss title="custom.scss" -> @font-face { -> font-family: "Newsreader"; -> font-style: normal; -> font-weight: normal; -> font-display: swap; -> src: url("/static/Newsreader.woff2") format("woff2"); -> } -> ``` -> -> Then in `quartz/util/og.tsx`, you can load the Satori fonts like so: -> -> ```tsx title="quartz/util/og.tsx" -> import { joinSegments, QUARTZ } from "../path" -> import fs from "fs" -> import path from "path" -> -> const newsreaderFontPath = joinSegments(QUARTZ, "static", "Newsreader.woff2") -> export async function getSatoriFonts(headerFont: FontSpecification, bodyFont: FontSpecification) { -> // ... rest of implementation remains same -> const fonts: SatoriOptions["fonts"] = [ -> ...headerFontData.map((data, idx) => ({ -> name: headerFontName, -> data, -> weight: headerWeights[idx], -> style: "normal" as const, -> })), -> ...bodyFontData.map((data, idx) => ({ -> name: bodyFontName, -> data, -> weight: bodyWeights[idx], -> style: "normal" as const, -> })), -> { -> name: "Newsreader", -> data: await fs.promises.readFile(path.resolve(newsreaderFontPath)), -> weight: 400, -> style: "normal" as const, -> }, -> ] -> -> return fonts -> } -> ``` -> -> This font then can be used with your custom structure. - -## Examples - -Here are some example image components you can use as a starting point: - -### Basic Example - -This example will generate images that look as follows: - -| Light | Dark | -| ------------------------------------------ | ----------------------------------------- | -| ![[custom-social-image-preview-light.png]] | ![[custom-social-image-preview-dark.png]] | - -```tsx -import { SatoriOptions } from "satori/wasm" -import { GlobalConfiguration } from "../cfg" -import { SocialImageOptions, UserOpts } from "./imageHelper" -import { QuartzPluginData } from "../plugins/vfile" - -export const customImage: SocialImageOptions["imageStructure"] = ( - cfg: GlobalConfiguration, - userOpts: UserOpts, - title: string, - description: string, - fonts: SatoriOptions["fonts"], - fileData: QuartzPluginData, -) => { - // How many characters are allowed before switching to smaller font - const fontBreakPoint = 22 - const useSmallerFont = title.length > fontBreakPoint - - const { colorScheme } = userOpts - return ( -- {title} -
-- {description} -
-- {description} -
-